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Fandom Universe Correction Agency: Black Void Character Sheets.

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Chase Ref.png
Name: Chase Hunter
Origin: Echo
Role: Agent
*Age: 21
*Race: River Otter (Anthropomorphic)
Gender: Male
Personality: Chase used to be something of a snarky and rude child. Though he's mostly grown out of that, flashes of it still appear here and there. He also used to have something of a manipulative streak, which can also come back in the heat of the moment, though afterwards the otter is always left feeling guilty. He's observant, though sometimes something of a wallflower. He'll often keep quiet while everyone around him talks until he's thought of the perfect one liner that breaks the tension and makes people smile. He's caring, protective even, and has a good head on his shoulders, decently able to handle stressful situations to a point, though he can be a bit short tempered around people, occasionally lacking patience, which makes him put his foot in his mouth pretty frequently. He's always quick to apologize after he's had a chance to cool down, though.

Ultimately, Chase struggles with low self esteem, feeling worthless or as if he's an imposter. He can be weak willed and conflict averse. He often prefers to pretend everything's fine and not let people see how badly he might be struggling at any given time. He's depressed, plain and simple. He tends to get stuck in his own head, and struggles with the occasional mood swings. He so desperately seeks companionship and affection he sometimes pairs up with people who don't have his best interest at heart, or gets himself into bad situations trying to connect with others. He tends to not notice a person's negative qualities until it's almost too late, especially when it comes to people he considers friends.

The truth is, Chase went through a pretty traumatic event twelve years ago, when he was a child. While he’s repressed the memories of that time for his own sake, he didn’t come out of the experience alone. Chase is possessed by a strange entity, a simulacra of a person who once lived, which though now dormant, has had a noticeable effect on his personality. Chase is indecisive by nature, and this simulacra often ends up making decisions for him, especially in do or die moments where Chase’s flight or fight reflex has a tendency to freeze up. This entity is also often the root cause of why Chase’s personality sometimes seems to do one-eighties, though some of that is just plain old depression.
Powers, and Abilities: Chase is a normal anthropomorphic otter. Nothing strange about him. Even as far as otters go, he's not exactly what one would call a prime specimen. A good but not great swimmer, capable of holding his breath several times longer than most. He has an eye for detail and tends to notice things, can be decently persuasive when he wants to be, and is generally easy to get along with. Really, he's the kind of guy you want to be friends with, even if he doesn't really stand out from the crowd all that often. He can be pretty savvy around paranormal or otherwise supernatural happenings, and is great with a camera – photo or video.

The entity possessing Chase feeds on, and gains strength from, negative emotions, both Chase's and other's. At its most benign, it can cause audiovisual hallucinations and nightmares. Typically, these hallucinations take the form of tarantulas and other spiders, but it is also capable of mimicking people – both alive and dead – and completely warping someone's perception of reality, playing out entire scenes and scenarios that don't actually happen. It can whisper in people's heads, show people in close proximity completely different things – even when they're looking at the exact same thing – and mess with people's perception of time to make a few seconds of real life feel like minutes or hours. It often likes to appear to others as a doppelganger of Chase, though typically the entity can be distinguished from the real Chase by its lack of his dyed fur goatee and pitch black eyes.

When at its most powerful, the entity becomes far more dangerous. It can extend its possession from just Chase to the people around him, subtly manipulating their personalities to become the most extreme versions of themselves. It can't make someone do something that's completely out of their wheelhouse, but it influences them to become twisted and dark versions of themselves. A protective person might become murderously possessive, or someone with a competitive streak may find every means to lash out and needle the people they see themselves as competing with, or someone with anger issues might explode at the slightest provocation and hurt the people they care about, for example. The area of effect for these powers centers on Chase, and extends outwards the more powerful the entity becomes.

When all the stops need to be pulled – when Chase's life is threatened, for example – the entity can seriously go into overdrive. It can pull from a menagerie of monsters to summon and attack people with, usually formed from their own fears and nightmares. It can fold reality and move places and people around so they see what it wants them to see, go where it wants them to go, and stay trapped where it wants to keep them. This power is highly limited, usually only able of occurring in brief flashes, and exclusively around Chase.
Weaknesses: He's kind of a klutz on land, to be honest. His legs aren't the longest, so he isn't all that quick either. Ironically despite being born and raised in the desert he's actually terrible in heat, and starts overheating very quickly in high temperature situations. He might have a decent swimmer's figure from spending plenty of time in the water, but he's not the greatest at physical exertion that takes place on solid ground. Psychologically speaking, Chase’s happy place is in the water, and going too long without going for a swim tends to worsen his depression, leaving him especially tired, irritable, and moody.

Being the primary target of its possession, Chase is the most frequent victim of the entity. He suffers from sleep paralysis, and frequent nightmares besides. As the entity grows in strength, he is always the first to feel the effects, as the radius of its power literally starts within him and then slowly expands outwards. While the entity needs him alive, it doesn't need him whole, and he's in just as much danger from the creatures it can summon and the ways it can alter perception and reality as anyone else. Chase himself has no superpowers or special abilities, it is always the entity acting through him.

As stated, the entity gains strength from feeding on negativity. Chase’s depression provides it a baseline level of nourishment, but its level of power is directly proportional to how bad the people around him feel. Not only that, but the entity has a much harder time affecting people in a positive state of mind. Quite literally, being happy is the best way to make yourself immune to the entity’s effects – it traffics in traumas and negative emotions. Certain drugs that can temporarily alter a person’s state of mind can temporarily inoculate them to its effects, as well. Of these, cannabis is known to be the most effective. Conversely, alcohol seems to make people more vulnerable.
Bio: It was supposed to be a week back in his hometown for spring break. One last chance for Chase and his friends to reconnect, before they began scattering across the country. It turned out to be a weak spent in his own personal hell, as a fifty year recurring cycle of tension and release snapped. The whole town was plunged into hysteria, and it was all Chase and his friends could do to survive those last nights. Chase had gone home to Echo as a journalism student, and he left a ghost hunter.

Finding the mutliverse, and the UCA, was the best thing to ever happen to the otter since then. Though he isn’t suited for combat, he makes use of his talents as a scout and intelligence operative working under the Administrator Hamaza Honoka. Anyone who knows Chase, however, can tell that this is just a temporarily state of affairs for the otter. Being in the UCA isn’t really a calling for Chase, more a means to an end, allowing him to continue his own personal quest: To find something, or perhaps, someone.
BlazBlue_Central_Fiction_Hazama_Main%28A%29.png

Name: Captain Hamaza Honoka
Origin: BlazBlue
Role: Administrator
*Good(?) version of: Hazama / Yuuki Terumi
*Race: Grimoire
Gender: Male
Personality: Hazama appears to be a courteous, if somewhat weak-willed, man. Though he tries to maintain a sense of professionalism, he’s always ready with a disarming smile and a quip, and is well known for his dry sense of humor. He is driven, and tends to focus on the task at hand, often to the point of seemingly not noticing, or really caring, about the goings on of the world around him. As an intelligence operative, he’ll always be the first to admit that he dislikes, and honestly isn’t very good at, fighting.

Except all of that is a lie. A sadomasochist of the highest degree, Hazama derives great joy from pain – both inflicted by him on others and on him by others. He is dangerously manipulative, and enjoys subtly mocking his friends and foes both. As an artificial lifeform, Hazama struggles with concepts like empathy, or human emotion more generally. It’s an open question if Hazama actually feels anything, or if he’s just that good at faking it.

Despite all this, he seems to happily slot into his position in the chain of command, readily following orders from those above him even as he sends his own subordinates off to their possible deaths with his constant easy grin. Though he’ll be the first to admit that ultimately he’s looking out for the number one person in his life – himself – Hazama is not a fool, nor a maniac, and is well aware that betraying the UCA would not be in his long term best interests. Still, it’s hard to shake the feeling that he’s plotting something behind that unchanging smile.
Powers, and Abilities: Hazama wields the Nox Nyctores – Geminus Anguium: Ouroboros. The eighth in a series of weapons created by the Great Magister Nine, one of the greatest sorceresses of her era, Ouroboros takes the form of a spectral black and green chain, on the end of which is a blade stylized in the shape of a snake’s head. The chain is never ending, and travels between portals Hazama is able to open in midair. By grabbing hold of the chain in motion, Hazama can move quickly around the battlefield, and in combination with his own natural agility, it can make him a difficult target to strike.

Ouroboros is also capable of ensnaring, or otherwise immobilizing, Hazama’s targets, and its chains are notably difficult to escape. By far the most dangerous aspect of Ouroboros, however, is the snake head blade, which is able to attack a person’s mind and soul. Through the power of the Mind Eater, Ouroboros can manipulate its target’s memory, erasing or restoring memories as Hazama wishes. Hazama further modified it with the Hihiirokane, giving it the capability to attack, or even destroy, a person’s soul.

Furthermore, Hazama is a living Grimoire, known as the Blue Grimoire, or simply as BlazBlue. It gives him the ability to utilize Ars Magus, a form of magical science that is the source of his portals. It also holds the Soul Eater Drive, which Hazama is able to use to siphon the life force of those around him to replenish his own. It also greatly increases his physical strength. Finally, Hamaza wields a pair of butterfly knives for personal defense, and often carries smoke bombs and throwing knives, or summons them through his portals.
Weaknesses: Hazama is deathly allergic to cats, including cat people of various descriptions, often trying to avoid them for his own health. He also has a hard time functioning in the cold, usually retreating to the warmest place he can find as soon as the weather turns harsh. He really, actually, truly does hate fighting, and tends to over commit and use his prestigious power to end things quickly, a tendency that can be used against him by particularly intelligent opponents.

More seriously, while Ouroboros is a terrifying weapon, it has its limits. While the chain is seemingly endless, it does have to be retracted before he can extend it again. It can be parried or otherwise deflected, and it does take time to disentangle if it snares the wrong target. Its course cannot be changed mid-flight – barring through the use of more portals – and if dodged Hazama is vulnerable until he’s able to call it back.

While the powers of the Blue Grimoire are likewise great, it too has its limits. At its baseline state, Hazama is typically only able to summon one portal at a time, and his strength is only somewhat enhanced. Its greater powers, including the Soul Eater Drive, must be activated through the use of a special activation call – “Restriction six-six-six released! Dimensional interference force field deployed! Code S-O-L. BlazBlue, activate!” - a lengthy phrase that can be interrupted. The Soul Eater Drive’s area of effect does not extend far beyond melee range, and if a suitable target is not close at hand, it will drain Hazama’s life force instead, thus granting a maximum length of time he can keep it running without putting his own life at risk.

While the Blue Grimoire has many other abilities, it is hampered by two things. For one, it is designed specifically as a counter for the True BlazBlue, also known as the Azure Grimoire. This has resulted in a high degree of overspecialization, to the point that the Azure Grimoire itself was able to counter and overwhelm its supposedly superior rival through the integration of additional power in the form of the Idea Engine. Hazama’s desire to end fights quickly and lack of care in battle also contribute to a general lack of experimentation on his part. The Blue Grimoire is a veritable toolbox, but to Hazama it’s just a hammer, and everything else looks an awful lot like a nail.

Finally, as a Grimoire, Hazama is basically a construct made of pure magic given form. Therefore, things that dampen or even shut down magic not only greatly limit his capabilities – basically every power he has is magical in some way – it’s also physically damaging for him, at worst incapacitating him, and at least rendering him physical ill until he’s able to escape the effect and replenish himself from ambient magical energy, a process which can take some time.
Bio: So this was how it was going to end. He’d had his last taste of true power, and now it was gone. But he was still alive, and they all looked at him with such pity in their eyes. They said they were going to save everybody, and he was part of everybody. But Hazama wasn’t going to be saved. Not by Ragna the Bloodedge, and sure as hell not by Trinity Grassfille. Her eyes he hated especially, and he made especially sure to tell her so. Then he threw himself into the Cauldron, into the Boundary. It wasn’t his finest moment, but, eventually, he emerged again, battered and broken, but still alive, and found a new place in the UCA.
(Character sheets use in-game art for Chase and official art for Hazama, neither are drawn by me.)

I thought it might be interesting to run characters that are more focused on information gathering, exploration, and the like, rather than out and out combat. Hazama is powerful, but distant as an Administrator and very specialized towards a particular form of fighting, while Chase can't really defend himself and is reliant on the thing possessing him, which can be a double edged sword. If accepted, and people like, they could also have intelligence operatives working for Hazama, I kind of figure it's the thing he specializes in as an Administrator?
 
View attachment 961038
Name: Chase Hunter
Origin: Echo
Role: Agent
*Age: 21
*Race: River Otter (Anthropomorphic)
Gender: Male
Personality: Chase used to be something of a snarky and rude child. Though he's mostly grown out of that, flashes of it still appear here and there. He also used to have something of a manipulative streak, which can also come back in the heat of the moment, though afterwards the otter is always left feeling guilty. He's observant, though sometimes something of a wallflower. He'll often keep quiet while everyone around him talks until he's thought of the perfect one liner that breaks the tension and makes people smile. He's caring, protective even, and has a good head on his shoulders, decently able to handle stressful situations to a point, though he can be a bit short tempered around people, occasionally lacking patience, which makes him put his foot in his mouth pretty frequently. He's always quick to apologize after he's had a chance to cool down, though.

Ultimately, Chase struggles with low self esteem, feeling worthless or as if he's an imposter. He can be weak willed and conflict averse. He often prefers to pretend everything's fine and not let people see how badly he might be struggling at any given time. He's depressed, plain and simple. He tends to get stuck in his own head, and struggles with the occasional mood swings. He so desperately seeks companionship and affection he sometimes pairs up with people who don't have his best interest at heart, or gets himself into bad situations trying to connect with others. He tends to not notice a person's negative qualities until it's almost too late, especially when it comes to people he considers friends.

The truth is, Chase went through a pretty traumatic event twelve years ago, when he was a child. While he’s repressed the memories of that time for his own sake, he didn’t come out of the experience alone. Chase is possessed by a strange entity, a simulacra of a person who once lived, which though now dormant, has had a noticeable effect on his personality. Chase is indecisive by nature, and this simulacra often ends up making decisions for him, especially in do or die moments where Chase’s flight or fight reflex has a tendency to freeze up. This entity is also often the root cause of why Chase’s personality sometimes seems to do one-eighties, though some of that is just plain old depression.
Powers, and Abilities: Chase is a normal anthropomorphic otter. Nothing strange about him. Even as far as otters go, he's not exactly what one would call a prime specimen. A good but not great swimmer, capable of holding his breath several times longer than most. He has an eye for detail and tends to notice things, can be decently persuasive when he wants to be, and is generally easy to get along with. Really, he's the kind of guy you want to be friends with, even if he doesn't really stand out from the crowd all that often. He can be pretty savvy around paranormal or otherwise supernatural happenings, and is great with a camera – photo or video.

The entity possessing Chase feeds on, and gains strength from, negative emotions, both Chase's and other's. At its most benign, it can cause audiovisual hallucinations and nightmares. Typically, these hallucinations take the form of tarantulas and other spiders, but it is also capable of mimicking people – both alive and dead – and completely warping someone's perception of reality, playing out entire scenes and scenarios that don't actually happen. It can whisper in people's heads, show people in close proximity completely different things – even when they're looking at the exact same thing – and mess with people's perception of time to make a few seconds of real life feel like minutes or hours. It often likes to appear to others as a doppelganger of Chase, though typically the entity can be distinguished from the real Chase by its lack of his dyed fur goatee and pitch black eyes.

When at its most powerful, the entity becomes far more dangerous. It can extend its possession from just Chase to the people around him, subtly manipulating their personalities to become the most extreme versions of themselves. It can't make someone do something that's completely out of their wheelhouse, but it influences them to become twisted and dark versions of themselves. A protective person might become murderously possessive, or someone with a competitive streak may find every means to lash out and needle the people they see themselves as competing with, or someone with anger issues might explode at the slightest provocation and hurt the people they care about, for example. The area of effect for these powers centers on Chase, and extends outwards the more powerful the entity becomes.

When all the stops need to be pulled – when Chase's life is threatened, for example – the entity can seriously go into overdrive. It can pull from a menagerie of monsters to summon and attack people with, usually formed from their own fears and nightmares. It can fold reality and move places and people around so they see what it wants them to see, go where it wants them to go, and stay trapped where it wants to keep them. This power is highly limited, usually only able of occurring in brief flashes, and exclusively around Chase.
Weaknesses: He's kind of a klutz on land, to be honest. His legs aren't the longest, so he isn't all that quick either. Ironically despite being born and raised in the desert he's actually terrible in heat, and starts overheating very quickly in high temperature situations. He might have a decent swimmer's figure from spending plenty of time in the water, but he's not the greatest at physical exertion that takes place on solid ground. Psychologically speaking, Chase’s happy place is in the water, and going too long without going for a swim tends to worsen his depression, leaving him especially tired, irritable, and moody.

Being the primary target of its possession, Chase is the most frequent victim of the entity. He suffers from sleep paralysis, and frequent nightmares besides. As the entity grows in strength, he is always the first to feel the effects, as the radius of its power literally starts within him and then slowly expands outwards. While the entity needs him alive, it doesn't need him whole, and he's in just as much danger from the creatures it can summon and the ways it can alter perception and reality as anyone else. Chase himself has no superpowers or special abilities, it is always the entity acting through him.

As stated, the entity gains strength from feeding on negativity. Chase’s depression provides it a baseline level of nourishment, but its level of power is directly proportional to how bad the people around him feel. Not only that, but the entity has a much harder time affecting people in a positive state of mind. Quite literally, being happy is the best way to make yourself immune to the entity’s effects – it traffics in traumas and negative emotions. Certain drugs that can temporarily alter a person’s state of mind can temporarily inoculate them to its effects, as well. Of these, cannabis is known to be the most effective. Conversely, alcohol seems to make people more vulnerable.
Bio: It was supposed to be a week back in his hometown for spring break. One last chance for Chase and his friends to reconnect, before they began scattering across the country. It turned out to be a weak spent in his own personal hell, as a fifty year recurring cycle of tension and release snapped. The whole town was plunged into hysteria, and it was all Chase and his friends could do to survive those last nights. Chase had gone home to Echo as a journalism student, and he left a ghost hunter.

Finding the mutliverse, and the UCA, was the best thing to ever happen to the otter since then. Though he isn’t suited for combat, he makes use of his talents as a scout and intelligence operative working under the Administrator Hamaza Honoka. Anyone who knows Chase, however, can tell that this is just a temporarily state of affairs for the otter. Being in the UCA isn’t really a calling for Chase, more a means to an end, allowing him to continue his own personal quest: To find something, or perhaps, someone.
BlazBlue_Central_Fiction_Hazama_Main%28A%29.png

Name: Captain Hamaza Honoka
Origin: BlazBlue
Role: Administrator
*Good(?) version of: Hazama / Yuuki Terumi
*Race: Grimoire
Gender: Male
Personality: Hazama appears to be a courteous, if somewhat weak-willed, man. Though he tries to maintain a sense of professionalism, he’s always ready with a disarming smile and a quip, and is well known for his dry sense of humor. He is driven, and tends to focus on the task at hand, often to the point of seemingly not noticing, or really caring, about the goings on of the world around him. As an intelligence operative, he’ll always be the first to admit that he dislikes, and honestly isn’t very good at, fighting.

Except all of that is a lie. A sadomasochist of the highest degree, Hazama derives great joy from pain – both inflicted by him on others and on him by others. He is dangerously manipulative, and enjoys subtly mocking his friends and foes both. As an artificial lifeform, Hazama struggles with concepts like empathy, or human emotion more generally. It’s an open question if Hazama actually feels anything, or if he’s just that good at faking it.

Despite all this, he seems to happily slot into his position in the chain of command, readily following orders from those above him even as he sends his own subordinates off to their possible deaths with his constant easy grin. Though he’ll be the first to admit that ultimately he’s looking out for the number one person in his life – himself – Hazama is not a fool, nor a maniac, and is well aware that betraying the UCA would not be in his long term best interests. Still, it’s hard to shake the feeling that he’s plotting something behind that unchanging smile.
Powers, and Abilities: Hazama wields the Nox Nyctores – Geminus Anguium: Ouroboros. The eighth in a series of weapons created by the Great Magister Nine, one of the greatest sorceresses of her era, Ouroboros takes the form of a spectral black and green chain, on the end of which is a blade stylized in the shape of a snake’s head. The chain is never ending, and travels between portals Hazama is able to open in midair. By grabbing hold of the chain in motion, Hazama can move quickly around the battlefield, and in combination with his own natural agility, it can make him a difficult target to strike.

Ouroboros is also capable of ensnaring, or otherwise immobilizing, Hazama’s targets, and its chains are notably difficult to escape. By far the most dangerous aspect of Ouroboros, however, is the snake head blade, which is able to attack a person’s mind and soul. Through the power of the Mind Eater, Ouroboros can manipulate its target’s memory, erasing or restoring memories as Hazama wishes. Hazama further modified it with the Hihiirokane, giving it the capability to attack, or even destroy, a person’s soul.

Furthermore, Hazama is a living Grimoire, known as the Blue Grimoire, or simply as BlazBlue. It gives him the ability to utilize Ars Magus, a form of magical science that is the source of his portals. It also holds the Soul Eater Drive, which Hazama is able to use to siphon the life force of those around him to replenish his own. It also greatly increases his physical strength. Finally, Hamaza wields a pair of butterfly knives for personal defense, and often carries smoke bombs and throwing knives, or summons them through his portals.
Weaknesses: Hazama is deathly allergic to cats, including cat people of various descriptions, often trying to avoid them for his own health. He also has a hard time functioning in the cold, usually retreating to the warmest place he can find as soon as the weather turns harsh. He really, actually, truly does hate fighting, and tends to over commit and use his prestigious power to end things quickly, a tendency that can be used against him by particularly intelligent opponents.

More seriously, while Ouroboros is a terrifying weapon, it has its limits. While the chain is seemingly endless, it does have to be retracted before he can extend it again. It can be parried or otherwise deflected, and it does take time to disentangle if it snares the wrong target. Its course cannot be changed mid-flight – barring through the use of more portals – and if dodged Hazama is vulnerable until he’s able to call it back.

While the powers of the Blue Grimoire are likewise great, it too has its limits. At its baseline state, Hazama is typically only able to summon one portal at a time, and his strength is only somewhat enhanced. Its greater powers, including the Soul Eater Drive, must be activated through the use of a special activation call – “Restriction six-six-six released! Dimensional interference force field deployed! Code S-O-L. BlazBlue, activate!” - a lengthy phrase that can be interrupted. The Soul Eater Drive’s area of effect does not extend far beyond melee range, and if a suitable target is not close at hand, it will drain Hazama’s life force instead, thus granting a maximum length of time he can keep it running without putting his own life at risk.

While the Blue Grimoire has many other abilities, it is hampered by two things. For one, it is designed specifically as a counter for the True BlazBlue, also known as the Azure Grimoire. This has resulted in a high degree of overspecialization, to the point that the Azure Grimoire itself was able to counter and overwhelm its supposedly superior rival through the integration of additional power in the form of the Idea Engine. Hazama’s desire to end fights quickly and lack of care in battle also contribute to a general lack of experimentation on his part. The Blue Grimoire is a veritable toolbox, but to Hazama it’s just a hammer, and everything else looks an awful lot like a nail.

Finally, as a Grimoire, Hazama is basically a construct made of pure magic given form. Therefore, things that dampen or even shut down magic not only greatly limit his capabilities – basically every power he has is magical in some way – it’s also physically damaging for him, at worst incapacitating him, and at least rendering him physical ill until he’s able to escape the effect and replenish himself from ambient magical energy, a process which can take some time.
Bio: So this was how it was going to end. He’d had his last taste of true power, and now it was gone. But he was still alive, and they all looked at him with such pity in their eyes. They said they were going to save everybody, and he was part of everybody. But Hazama wasn’t going to be saved. Not by Ragna the Bloodedge, and sure as hell not by Trinity Grassfille. Her eyes he hated especially, and he made especially sure to tell her so. Then he threw himself into the Cauldron, into the Boundary. It wasn’t his finest moment, but, eventually, he emerged again, battered and broken, but still alive, and found a new place in the UCA.
(Character sheets use in-game art for Chase and official art for Hazama, neither are drawn by me.)

I thought it might be interesting to run characters that are more focused on information gathering, exploration, and the like, rather than out and out combat. Hazama is powerful, but distant as an Administrator and very specialized towards a particular form of fighting, while Chase can't really defend himself and is reliant on the thing possessing him, which can be a double edged sword. If accepted, and people like, they could also have intelligence operatives working for Hazama, I kind of figure it's the thing he specializes in as an Administrator?
I like the way you think, and the characters are quite interesting. (Specially the otter, I wasn't expecting that.) Approved 👍
 
Two dangerous entities have been spotted!

metagalacta.jpg
Name: Meta Galacta
Origin: Kirby
Evil version of: Meta Knight
Gender: Male
Description: See picture above
Personality: A silent warrior, Meta Galacta is focused on one thing only; Killing his enemy. In fact, that seems to be his only personality trait, a big scary warrior just wanting to slay anyone who looks at him.
Bio: Not much is known, but what is believed is that, in this alternate reality, Meta Knight had defeated Galacta Knight and managed to take his place. Meta Knight, now dubbed "Meta Galacta," used his unknown source of power to bring despair across the Cosmos. Didn't help that Kirby just seemed to disappear just as Dreamland needed him. His universe didn't seem to be thrown into the Void, however, making him one of the few evil counterparts who's universe was not used in Konahrik's plan. Why he decided to team up with Konahrik is a mystery all on itself.
Powers and Abilities:
  • Flight: Meta Galacta has two angelic wings that makes him fly at incredible speeds.
  • Combat Prowess: Meta Galacta has amazing combat skills, utilizing crazy moves to take down his enemies. His lance is able to pierce through just about anything.
  • Durability: Meta Galacta is very durable, like Kirby, being able to survive attacks that could destroy galaxies.
  • Speed: Stated before, Meta Galacta can fly at incredible speeds.
  • Elemental: Rather unpredictable, Meta Galacta can manipulate winds, control fire and lightning, and can even shoot energy waves from his lance.
  • Teleportation: Meta Galacta's cape gives him the ability to teleport to places.
  • Immortality: Having obtained Galacta Knights powers, Meta Galacta is unaffected by time.
Weaknesses:
While Meta Galacta is a fierce fighter, his most glairing weakness is the fact that he is rather lightweight, making him easy to knock back. Being Meta Knight, he still holds a sense of chivalry, willing to give his enemy equal ground if he deems them worthy. Him underestimate you is a good way to get good hits in, but he must be taken down quickly.

bl.jpg
Name: Black Lantern
Origin: DC Comics
Evil version of: Terra(???)
Race: Zombie
Gender: Female
Description: See picture above
Personality: A teenager with problems, Black Lantern has "Dark Triad" written all over her. She's rather carless of other people's feelings, and is willing to kill anyone just because they annoy her the slightest. A textbook B if you will.
Bio: Tara Markov was once the princess of Markovia, forced to endure horrid experiments that would shatter her psyche forever. Becoming Terra. she was sent by Deathstroke to infiltrate the Teen Titans, in hopes to destroy them. This failed once she, in a psychotic rage, was crushed to death after destroying the H.I.V.E headquarters. Years later, Terra would find herself among an army of undead zombies, resurrected by Black Hand. The Black Lantern Corps had risen with the goal to wipe out all life in the universe.
In an unfortunate turn for the universe, the Black Lanterns managed to achieve this goal, and send their world into oblivion. Before that could happen, Konahrik arrived and picked the best be could find. Remembering seeing a similar blond Geomancer, he picked the undead teen in hopes to strike fear into her. Even Terra hates the fact a goody-two-shoes version of her exists.
Powers and Abilities:
  • Black Lantern Ring: As a Black Lantern, Terra is able to use the abilities given by the ring. Such as the ability to fly, and generate items/entities from it's energy.
  • Regeneration: The ring gives Terra the ability to heal and grow back limbs.
  • Geokenises: Despite having the ring, Terra still holds onto her ability to control rocks and soil.
Weaknesses:
As a undead, unhinged, zombie teen, Black Lantern isn't exactly the most rational person in the multiverse. Speaking of her being undead, she's also not super durable, making her very easy to damage. Without the ring, she cannot live, making it a primary target. The ring is also vulnerable to white light, and can be nullified by combining Green Lantern light with other Lantern lights.
 
Our Agent is ready to assist you!
terra.jpg

Name: Terra
Origin: Teen Titans (2003)
Role:
Agent
Age:
14-15 (presumably)
Race: Human
Gender:
Female
Description:
See picture above
Personality:
Laidback and playful, Terra is the kind of girl you'd want at a party to spice things up. However, she's not much of a people person, cemented by the fact that, not only that she had trouble controlling her powers, but also did something that has been burnt into her mind forever.
Bio:
Once a princess, Terra had ran away from home, as the powers forcefully bestowed upon her were uncontrollable, and made it impossible for her to control them properly. In her travels, she met the Teen Titans, a group of young heroes that protected Jump City. She became close friends with them (especially Beast Boy) but found herself allying with Deathstroke (Slade) after he helped her control her powers.
In a twist of fate brought by another world, Terra managed to rejoin the Titans, but the memory of her horrid act would render her almost impossible to be happy with herself again.
Powers, and Abilities:
  • Geokenisis: As her name implies, Terra has the ability to manipulate the very earth beneath us.
  • Hand-to-hand combat: Terra had been trained to utilize her own body as a weapon.
  • Technological experience: While she's no Cyborg, Terra knows her way around a computer or two.
  • Superhuman durability: Being a superhero, Terra can manage to take many strong hits.
Weaknesses: While Terra can take a lot of hits, she's still a rather slim teenager, so she's no one-man-army. Possibly her biggest weakness is that she's still mentally scarred by everything that has happened to her, which makes her easy to subdue by reminding her that she's a monster.

 
Your reckoning has come!
sim.jpg
Name: Superior Iron Man
Origin: Marvel Comics
Evil version of: Iron Man
Race:
Human
Gender: Male
Description: See that hot dude above?
Personality: Man, what can I say. I'm a very smart guy, in fact I'm smarter than you are. Yeah, the loser reading this. Can you believe it? Actually, I can, because I'm better than you in every way. Name me ONE thing you've done in your life that's worth anything. EEEERT!!! Sorry, I already accomplished it. See? That's why they call me Superior.
Bio: Oh, so you want my life story now? Fine. Well, my name is Anthony Edward "Tony" Stark. You probably know me as the brilliant, sexy, brilliant, and downright gorgeous Superhero: Iron Man. Well, actually, I had a bit of a change of heart. Not my fault, really. I, however, kinda like being the bad guy. So much, in fact, that I sent my world into a hellish oblivion trying to control it. Well, now, some guy named Konahrik is trying to get me to try to plunge all worlds into this "Black Void." I don't want to, though. I'm actually going to highjack this whole thing, and take over the Multiverse. Yeah, I know, I'm awesome.
Powers and Abilities:
  • Hella sweet armor: My armor is made of a special nanotechnology that makes it act like an alien Symbiote, able to harden when connected to my body. It's like a carriable tank.
  • 186 IQ: If you can't tell, I'm a super genius, In fact, I'm thinking up one thousand, two hundred, and sixty-nine ways I can kick your sorry ass to the moon. Blindfolded.
  • Excellent strategist: Do I really need to explain?
  • You know what? How about you just accept that I'm better than you?
Weaknesses: Pfft. Weaknesses? Me? There's no way I H̸̿ͅe̶̹͠'̵̖͋ś̷̢ ̵͙̔d̴̢̏e̵̬͂p̵̮̆e̷͎͋ň̸̯d̸̹͗ē̷̯n̸̙̆t̵̘̔ ̷̬̓o̶̬̒n̵̳̐ ̴̑ͅḧ̴̬i̷̜̎s̶̳̈́ ̶̧̂a̸̡͑r̵͇̾m̷͈͠o̸͜͠r̵̬̋!̵͓̓ have any weaknesses. I mean, if I had any H̸͛ͅȅ̷ͅ'̸̼̕s̶͇̍ ̵͖̀ǰ̵͔u̷͉̿ṣ̸͑t̷̺͂ ̷̳̈́a̸̘͘ ̶̬̾m̴̦̋e̴͇̔r̴̻̚e̴̩͊ ̵̠͗ḿ̷̹a̸͇͝ṋ̴̿!̵̘̕ weaknesses, I would have Ḧ̷̩́ì̴̝s̴̰̀ ̶̮͝ẽ̵͉g̶̝̍o̵̱̅ ̵̠̈́m̷̫̈a̷͚͝k̴̘͊é̶̮s̵̯͋ ̷̮͗h̴͔̀i̴̭̿m̷̗̓ ̷͋ͅw̸̳̅e̷͖͒a̶̻͛k̷̯̕!̸̳͝ ironed them out E̸͇͝M̵͇̎P̶͎̎ ̶͍̃W̶̡͗O̵̟͆Ŕ̸̰K̵̼̎S̸͉̃ ̵̯̚Ṭ̷̑O̸̤͠O̵̥̓!̷̣̿ Already.
 
Name: Lara Croft
Origin: Tomb Raider
Age: 29
Race: Human
Gender: Female
Description:
FF8FE1F5-EEA7-4F57-9D9A-8AEB06421057.jpeg

Personality:
Lara is an explorer through and through—curious, fearless, and bold. She often goes off alone or with a very small team to remote places in search of ancient treasures. She isn’t in it for the money; her income and fame tend to be side effects of her incredible findings and the tales she writes afterwards. Lara is an adrenaline junky, favoring risk-taking, extreme sports, and motorcycle riding.

Bio:
Lara Croft lived the majority of her life as a privileged aristocrat. In high school, she had a fascination with geography, so her father funded an expedition with Werner Von Croy, a famed explorer whose lectures she attended. Lara was sent to join him, but her plane crashed in the Cambodian wilderness. A fast learner, she resorted to primitive survival methods and made a grueling two-week trek back to civilization.

Lara’s ordeal changed her for the better. She trained to become an archaeologist, but also learned to fight. Following her refusal to marry another aristocrat, her family disowned her. However, she was already gaining notoriety as an author and adventurer; having killed an American sasquatch and succeeded in several dangerous solo expeditions, she amassed her own fortune and fame. Funnily enough, her past few adventures resulted in her saving the world.

Currently, Lara is on the hunt for artifacts from other universes, under guidance from a mysterious and suspicious benefactor. While she doesn’t trust this person, she’ll tolerate him... for the moment. Ignorant of the grand scheme, she thinks the UCA are merely rival treasure hunters.

Powers and Abilities:
  • Archaeology - Lara is an archaeologist by trade. She runs many expeditions to ancient ruins and knows a great deal about civilizations past.
  • Geography - She is a well-traveled individual, having explored many lesser-known places in the world.
  • Problem Solving - Many ancient sites have complex puzzles that need to be solved if one wishes to grab the treasures within. Lara has become adept at figuring out these puzzles.
  • Languages - Lara is fluent in twelve Earth languages. She can also understand Egyptian Hieroglyphics.
  • Athletics - She can pull off acrobatic maneuvers, climb, swim, and tumble.
  • Marksmanship - Lara learned to shoot out of necessity. She can fend off most armed attackers with her twin pistols.
  • Hand-to-Hand - Lara isn’t a martial artist, but she can catch opponents off-guard and hit them where it hurts.
Equipment:
  • Dual USP Match - One of Lara’s rugged and reliable pairs of 9mm pistols. She seldom leaves home without a set.
  • Climbing Axe - Though it is primarily for scaling steep inclines, it makes a decent improvised weapon.
  • Small Medipack - A basic kit for treating wounds.
  • Compass - Always points north on Earth. How will it act on other worlds?
  • Folding Knife - A small, sturdy blade with serrations; not useful for fighting.
  • Lighter - Though she doesn’t smoke, she keeps this handy for starting fires.
  • Flashlight - A smaller light, useful if nothing else is available.
  • Sunglasses - A handy accessory, always.
Weaknesses:
Lara’s skills aren’t tested versus superhumans, and while she is extremely smart, she’ll prove inferior in all-out combat in most cases. She will have to rely on the environment, because 9mm pistols and punches won’t cut it this time.
 
Name: Lara Croft
Origin: Tomb Raider
Age: 29
Race: Human
Gender: Female
Description:
View attachment 965011

Personality:
Lara is an explorer through and through—curious, fearless, and bold. She often goes off alone or with a very small team to remote places in search of ancient treasures. She isn’t in it for the money; her income and fame tend to be side effects of her incredible findings and the tales she writes afterwards. Lara is an adrenaline junky, favoring risk-taking, extreme sports, and motorcycle riding.

Bio:
Lara Croft lived the majority of her life as a privileged aristocrat. In high school, she had a fascination with geography, so her father funded an expedition with Werner Von Croy, a famed explorer whose lectures she attended. Lara was sent to join him, but her plane crashed in the Cambodian wilderness. A fast learner, she resorted to primitive survival methods and made a grueling two-week trek back to civilization.

Lara’s ordeal changed her for the better. She trained to become an archaeologist, but also learned to fight. Following her refusal to marry another aristocrat, her family disowned her. However, she was already gaining notoriety as an author and adventurer; having killed an American sasquatch and succeeded in several dangerous solo expeditions, she amassed her own fortune and fame. Funnily enough, her past few adventures resulted in her saving the world.

Currently, Lara is on the hunt for artifacts from other universes, under guidance from a mysterious and suspicious benefactor. While she doesn’t trust this person, she’ll tolerate him... for the moment. Ignorant of the grand scheme, she thinks the UCA are merely rival treasure hunters.

Powers and Abilities:
  • Archaeology - Lara is an archaeologist by trade. She runs many expeditions to ancient ruins and knows a great deal about civilizations past.
  • Geography - She is a well-traveled individual, having explored many lesser-known places in the world.
  • Problem Solving - Many ancient sites have complex puzzles that need to be solved if one wishes to grab the treasures within. Lara has become adept at figuring out these puzzles.
  • Languages - Lara is fluent in twelve Earth languages. She can also understand Egyptian Hieroglyphics.
  • Athletics - She can pull off acrobatic maneuvers, climb, swim, and tumble.
  • Marksmanship - Lara learned to shoot out of necessity. She can fend off most armed attackers with her twin pistols.
  • Hand-to-Hand - Lara isn’t a martial artist, but she can catch opponents off-guard and hit them where it hurts.
Equipment:
  • Dual USP Match - One of Lara’s rugged and reliable pairs of 9mm pistols. She seldom leaves home without a set.
  • Climbing Axe - Though it is primarily for scaling steep inclines, it makes a decent improvised weapon.
  • Small Medipack - A basic kit for treating wounds.
  • Compass - Always points north on Earth. How will it act on other worlds?
  • Folding Knife - A small, sturdy blade with serrations; not useful for fighting.
  • Lighter - Though she doesn’t smoke, she keeps this handy for starting fires.
  • Flashlight - A smaller light, useful if nothing else is available.
  • Sunglasses - A handy accessory, always.
Weaknesses:
Lara’s skills aren’t tested versus superhumans, and while she is extremely smart, she’ll prove inferior in all-out combat in most cases. She will have to rely on the environment, because 9mm pistols and punches won’t cut it this time.
Tony Hawk is Angelina Jolie. Approved 👍
 
Name: Agni & Rudra
Origin: Devil May Cry
Race: Devil Arms (sentient demon weapons)
Gender: Male

Description:
1646893019637.png


Personality:
Unlike many demons, Agni and Rudra are gracious hosts when a "guest" enters their lair, or when someone chooses to wield them as weapons. They are extremely talkative, often chatting between themselves and annoying their guest or wielder. Rudra (the turquoise one) knows some human customs and often has to explain them to Agni. Despite their welcoming attitude, they dislike people who try to force their way past whatever they're protecting and are more than willing to collect heads for the offense.

Powers, and Abilities:
  • Fire magic - Agni's blade unleashes deadly flames when swung.
  • Wind magic - Rudra's blade produces powerful air currents that mesh well with Agni's fire.
  • Firestorm - Together, the blades can create magic twisters and charged elemental strikes.
Weaknesses:
Though they grant their wielder the power of wind and fire, they lack reach and generally rely on the user getting close. They are also terrible at keeping quiet, often disrupting or derailing conversations; they must be reminded to shut up.

Bio:
Agni and Rudra were Devil Arms sealed within the demon tower, Temen-ni-gru. Commanding two humanoid bodies, they were charged with protecting the gate leading deeper into the tower, located at the back of the Firestorm Chamber. A younger Dante demanded he be let through and was confronted by these two gatekeepers. He destroyed the bodies, but agreed to take the swords with him if they remained quiet. Though they agreed, they were lousy at keeping their word.

Sometime later, Dante sold Agni and Rudra to Enzo Ferino, an associate who collected and resold Devil Arms. Though Dante normally sold such things to pay off debts, he sold these two because they simply talked way too much. Over the years, they were passed from owner to owner until they somehow ended up in the UCA armory. A spell kept them asleep, until Lucia wandered into the armory in search of swords superior to the mundane and underwhelming ones she used in the past.
 
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Name: Agni & Rudra
Origin: Devil May Cry
Race: Devil Arms (sentient demon weapons)
Gender: Male

Description:


Personality:
Unlike many demons, Agni and Rudra are gracious hosts when a "guest" enters their lair, or when someone chooses to wield them as weapons. They are extremely talkative, often chatting between themselves and annoying their guest or wielder. Rudra (the turquoise one) knows some human customs and often has to explain them to Agni. Despite their welcoming attitude, they dislike people who try to force their way past whatever they're protecting and are more than willing to collect heads for the offense.

Powers, and Abilities:
  • Fire magic - Agni's blade unleashes deadly flames when swung.
  • Wind magic - Rudra's blade produces powerful air currents that mesh well with Agni's fire.
  • Firestorm - Together, the blades can create magic twisters and charged elemental strikes.
Weaknesses:
Though they grant their wielder the power of wind and fire, they lack reach and generally rely on the user getting close. They are also terrible at keeping quiet, often disrupting or derailing conversations; they must be reminded to shut up.

Bio:
Agni and Rudra were Devil Arms sealed within the demon tower, Temen-ni-gru. Commanding two humanoid bodies, they were charged with protecting the gate leading deeper into the tower, located at the back of the Firestorm Chamber. A younger Dante demanded he be let through and was confronted by these two gatekeepers. He destroyed the bodies, but agreed to take the swords with him if they remained quiet. Though they agreed, they were lousy at keeping their word.

Sometime later, Dante sold Agni and Rudra to Enzo Ferino, an associate who collected and resold Devil Arms. Though Dante normally sold such things to pay off debts, he sold these two because they simply talked way too much. Over the years, they were passed from owner to owner until they somehow ended up in the UCA armory. A spell kept them asleep, until Lucia wandered into the armory in search of swords superior to the mundane and underwhelming ones she used in the past.
Sweet Sonic and Hella Tails, but with swords. Approved 👍
 
I am fire! I am… death.”

Name: Smaug
*Age: Unknown
*Race: Dragon (Fire-Drake)
Gender: Male
Description:
Smaug1_1.jpg
Personality: Smaug is cunning, violent, cruel, arrogant, and greedy, possessing a desire for gold. He is also very arrogant, as he proudly boasts of his superiority.
Bio: A fire-drake from the Middle Earth, Smaug was drawn to the enormous wealth amassed by the Dwarves of the Lonely Mountain during King Thrór's reign. Smaug first destroyed the nearby city of Dale and drived the surviving dwarves into Exile. Smaug stayed in the mountain with all the gold and treasure of said mountain all for himself for 171 years, until a Company of Dwarves entered the mountain and awaken him. Smaug left the mountain to lay waste to Lake-town, believing the men there assisted the dwarves. during his attack on Lake-Town, he was defeated by Bard. However, he somehow got out of his reality, and was approached by Konahrik, who told him that he could get more treasure and gold if he joined him.
Powers and Abilities:
Flight: Like all Dragons, Smaug has powerful wings enabling him to fly.
Fiery breath: Smaug has the ability to breathe streams of searing hot flame and vapour from his mouth and nostrils. He can also change it from being liquid and napalm-like to being more typical and flamethrower-like.
Heightened Senses: Smaug has a dangerously sharp mind. He had an encyclopaedic knowledge of his treasure hoard, and can even register the theft of even a single item.
Immense Strength: Smaug was very strong and powerful, able to crush stone with ease.
Weaknesses: While he may be strong, his underbelly is vulnerable and weak, and even has a weak spot in his underbelly, which if shot with a Black arrow or Something, is able to kill him.
 
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I am fire! I am… death.”

Name: Smaug
*Age: Unknown
*Race: Dragon (Fire-Drake)
Gender: Male
Description:
View attachment 966132
Personality: Smaug is cunning, violent, cruel, arrogant, and greedy, possessing a desire for gold. He is also very arrogant, as he proudly boasts of his superiority.
Bio: A fire-drake from the Middle Earth, Smaug was drawn to the enormous wealth amassed by the Dwarves of the Lonely Mountain during King Thrór's reign. Smaug first destroyed the nearby city of Dale and drived the surviving dwarves into Exile. Smaug stayed in the mountain with all the gold and treasure of said mountain all for himself for 171 years, until a Company of Dwarves entered the mountain and awaken him. Smaug left the mountain to lay waste to Lake-town, believing the men there assisted the dwarves. during his attack on Lake-Town, he was defeated by Barry the Bowman. However, he somehow got out of his reality, and was approached by Konahrik, who told him that he could get more treasure and gold if he joined him.
Powers and Abilities:
Flight: Like all Dragons, Smaug has powerful wings enabling him to fly.
Fiery breath: Smaug has the ability to breathe streams of searing hot flame and vapour from his mouth and nostrils.
Heightened Senses: Smaug has a dangerously sharp mind. He had an encyclopaedic knowledge of his treasure hoard, and can even register the theft of even a single item.
Immense Strength: Smaug was very strong and powerful, able to crush stone with ease.
Weaknesses: While he may be strong, his underbelly is vulnerable and weak, and even has a weak spot in his underbelly, which if shot with a Black arrow or Something, is able to kill him.
Being that a Dragonborn turned Dragon Priest is the main antagonist of this RP, having him work with a Dragon from an alternate reality is poetic. Approved 👍
 


Meet our wonderful U.C.A Staff!
coffieman.jpg
Name: Iron Man
Origin: Marvel Comics
Role: Administrator
Age: 48
Race: Human
Gender: Male
Description: Picture above
Personality: An alpha male in a sense, Iron Man is rather self confident, vain, and can be very hard to work with. Doesn't help that he has quite an ego, and can be moody. Despite this he has a gold heart, and is willing to sacrifice his life to save the Earth.
Bio: Anthony Edward "Tony" Stark is a billionare protégé who gained his everlasting success from his father. After an attack left his father dead, and himself captured by Terrorists, Stark was forced to build a weapon of mass destruction, only to end up building his first powered armor to break out of captivity. Ever since then, he improved the tech that goes to his suit, creating more and more as years go by. From that experience he became the armored avenger; Iron Man.
No one knows how he got himself involved with the U.C.A, and he doesn't want to share it.
Powers, and Abilities:
  • Genius intellect: Tony's intelligence is astronomical, making him one of the three smartest beings in the Marvel Universe
  • Mechanical engineering master: Thanks to his intellect, Tony has designed multiple suits that can attach to his person at will, and even have weapons and defenses depending on who he is facing.
  • Armor: Being that he's wearing armor, Tony is able to withstand attacks no normal person could survive.
  • Strategist: Being able to hack into any mainframe, Tony could effectively come up with a battle strategy without even going into battle.
Weaknesses: Despite his technical advantages, he's nothing without his tech. Use of anything that can hinder his technology useless is always a good choice. No Armor = regular dude with not much combat training. His Arc Reactor is also the only thing that keeps him alive, so keep that in mind.

spllpsps.jpg
Name: Pearl and Marina
Origin: Splatoon
Role: Administrators
Age: 21 and 18 (respectively)
Race: Inkling and Octoling (respectively)
Gender: Female(s)
Description: See picture above
Personality: Pearl is a very hyper creature, often jumping onto things at a quicker pace without thinking, and is a bit quick to anger. Marina is more composed, calm, and level headed, but can be a little sassy.
Bio: Even when Pearl was young, she was filthy stinking rich. In her younger years, she always wanted to become a singer, but ended up destroying all forms of equipment with her powerful voice. One day, when she was on Mt. Nanti, she met an Octoling who had broke free of DJ Octavio's mind control, and the two of them eventually became the famed popstars they are now known today.
Powers, and Abilities:
Pearl

  • Inkling Physiology: Pearl has the ability to transform into a squid, and slide around on any form of ink pile that she shares a color with.
  • Loud voice: Pearl has a VERY loud voice, able to destroy just about anything with the right equipment.
Marina
  • Octoling Physiology: Like Pearl, Marina is able to transform into an octopus, and swim across body's of ink.
  • Combat engineer: Marina may not look like it, but her intelligence makes her a great asset, learning how to build complex contraptions and learn spooky looking equations from her time under DJ Octavio
Both:
  • Weapons specialists: Both are good at different kinds of splatter guns.
Weaknesses: Other then sharing their weakness for water, Pearl has a rather short temper, and Marina is a bit of a pushover.

splesaresaasass.jpg
Name: Callie and Marie
Origin: Splatoon
Role: Administrators
Age: 19 (both)
Race: Inklings
Gender: Female(s)
Description: See images above
Personality: Callie and Marie are polar opposites; Callie is full of life, very peppy, and is ready to jump into crazy. Marie is lazy, mellow, and would rather deal with it tomorrow.
Bio: Growing up from Calamari Heights, Callie and Marie won a youth-singing contest that spun their singing career into the stars. As a result, they became known as “The Squid Sisters” (Despite being cousins)
Even though they look like preppy pop stars, both are part of a secret organization known as the “New Squidbeak Splatoon” an agency that just so happened to become universal, thanks to Gramps discovery of the Multiverse.
Powers, and Abilities:
  • Inkling Physiology: Callie and Marie are able to transform into squids, and swim across piles of ink in quick speeds.
  • Rejuvenating singing: Calamari Inkantation has proven that these two have songs so good, even mind controlled octolings are freed from control.
  • Weapons specialists: Both are good at different kinds of splatter guns.
Weaknesses: While they share the weakness of water, Marie is lazy, and Callie is a smidge too gullible.

if_you_say_taxevasion_in_OOC_chat_you_get_gold_star.jpg
Name: Vector The Crocodile
Origin: Sonic The Hedgehog
Role: Administrator
Age: 20
Race: Mobian Crocodile
Gender: Male
Description: See picture above.
Personality: Vector is a headstrong, mighty, and very determined. While his rough and tough exterior makes him look nasty, he’s a kind soul who will assist anyone in need, no matter what.
Bio: Vector is the leader of the Chaoix Detective Agency, along with Espio and Charmy. His business, however, is in so much debt, that he’s willing to do work for any price. This usually come from the fact that he’s always willing to help anyone for free if it’s that bad.
How’d you think he joined the U.C.A? That easy.
Powers, and Abilities:
  • Strength: Vector has incredible strength, being able to bite hard, lift rocks, and swim fast.
  • Speed: As with any of his world, Vector is surprisingly fast.
  • Keen intellect: Being a detective, Vector is pretty good at putting clues together.
  • Breath: Vector can use his breath as a weapon, from sound bursts, to fire breath.
Weaknesses: While Vector is rather smart, he’s not that smart, needing his allies to assist him with certain things. He is quick to anger, and can still be fooled.


engish.jpg
Name: Engineer
Origin: Team Fortress 2
Role: Administrator
Race: Cyborg
Gender:
Male
Description: See picture above
Personality: Texan is one way to describe Engineer, to an almost stereotypical degree. He’s humble, as he is crazy, and isn’t afraid to get tough when he needs too. He may also be a little effed up thanks to those bots….
Bio: One of many clones, Engineer was apart of a game of war, constantly wagging between the RED and BLU teams. Killing each other was a way of life, and he couldn’t of been happier. That was, until the bots came, hacking into security systems, and making everyone mortal again. With a good portion of his body replaced my metal, Engineer escaped the Bot Crisis, and made his way to live his own life.
That was, until he stumbled upon a U.C.A agent that led him to the HQ.
Powers, and Abilities:
  • Intelligence: Engineer is one smart cookie, being able to build machines that are surprisingly advanced, and creating interesting new gadgets.
  • Gun expert: Being a Texas style man, Engineer knows about a gun or two.
  • Strategist: Smarts comes with knowing everything about your enemy, and how to beat them.
Weaknesses: Engineer’s body had been severely damaged thanks to the Bot Crisis, leaving him with robot parts that need constant management to keep him alive. Team that up with electric shocks, you got a man who’s a goner. Other than that, he’s just human.
 
Name:the Kevin in the iron mask (A.K.A evil Kevin, and Kevin von doom, and pathetic earthling and jerkface. nicknames given to him by frank and pandemon and zork and kevin respectively)
Age:8
Role:villain,
Race:human
Origin:original setting
Looks:evil Kevin has a tendency to wear a cloak and a mask resembling doctor dooms because according to him he looks cool.
Personality:evil Kevin is a smug arrogant genius who isn't exactly a big fan of frank regardless of which version. and is as bratty as the aforementioned child.
Bio:this version of Kevin hails from the dark multiverse and is not to be confused with the other evil Kevin. (who wears an eye patch because it also makes him look cool according to him and will be referred to as nivek)
he was somehow born with a genius level intellect to rival franks.
the two boys, who in other worlds became best friends instead became mortal enemies here determined to upstage the other and prove to the other that they were the smarter of the two.

Eventually evil Kevin built a device that would allow him to peer into other multiverses unaware that frank (U.C.A frank) was building a Similar device to see if the dark multiverse was real, unaware that not only did the U.C.A exist but it had beat him to the punch. both of the megagenius jerks ended up swapping places, with the good Kevin getting dragged along for the ride thanks to the devices going hayware because both devices were set to their respective builders Earth's. A coincidence that had every version of pandemon on both sides of the U.C.A omniverse laughing maniacally for weeks.

An epic battle ensued with both Frank's and good Kevin fighting to banish evil Kevin back to the dark multiverse because evil Kevin was trying to drag down their earth to the dark multiverse and replace it with his own, (let's assume the events of the original U.C.A roleplay were going down and thats why they didn't get involved) soon, good Kevin, dark multiverse frank (who was a bit nicer than our frank) and zork (an alien that wanted to kill frank because he disliked the idea of being the second smartest being in the universe) confronted evil Kevin on dark earth, with Kevin punching out his evil counterpart, laying the megalomaniac on the floor.

Positive frank Kevin and zork returned to their own universe, nobody knows what happened to dark multiverse frank afterwards, but the Kevin in the iron mask ended up showing up in one of several realities where frank was a girl named Fran, undetected by said girl, still plotting his revenge against the Franks, Kevin and zork.
Strengths:
Intelligence:the Kevin in the iron mask is a smart cookie on par with frank, unlike most other Kevin's, who have normal child intelligence.
Improvization:the Kevin in the iron mask is excellent at improvising when plans go wrong at a bad time.
Strategy:kevin in the iron mask is also a chess master whos capable of playing quite a long game.
Weaknesses:evil Kevin's britches are too big for him, and without his technology he can't fight because he's only eight and he's scrawny and he's only human.
 
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Name: Sans
Origin: Undertale
Role: Agent
*Age: Unknown
*Race: Skeleton
Gender: Male
Description:
581C1D20-8627-4089-A03C-FAC60CF675F9.jpeg
Personality: Sans is laidback and flippant, often sleeping on the job and taking breaks. His laziness is a combination of fatalism and apathy, as he is aware of timeline resets. Conversely, he suggests that this knowledge could be "a poor excuse for being lazy.“ Sans is mischievous towards those he is in good terms with. His antics range from an assortment of illogical, juvenile, and slightly inconvenient pranks. Examples include Sans "selling fried snow," using whoopee cushions, sharing an unscrewed ketchup bottle, and eye paint on a telescope. Sans is also observant. While he is usually agreeable, he can become eerily serious to emphasize a subject. He also loves making puns

Powers, and Abilities:
  • Bones: One of his signature abilities, Sans is able to summon bones to attack his opponents.
  • Soul Manipulation: Blue Mode: Blue Mode grants Sans the ability to make enemy souls affected by gravity. While affected by Blue Mode, enemies have their movement heavily restricted, and are only able to jump to move. Sans can also use this to telekinetically lift and move his opponent, letting him slam them around with his mind.
  • Karma: A side effect of Sans' attacks, Karmic Retribution acts as poison for the soul, whittling down an enemy's health once Sans hits them. While it only drains a little at a time, it's drain increases based on how many sins the opponent has committed.
  • Gaster Blasters: Portable laser cannons shaped like dragon skulls that Sans can summon at will. They levitate off the ground and fire at Sans' will, and Sans can summon as many as he wants.
Weaknesses: Sans has only 1 Defense and 1 attack, meaning that he’s very weak and can be easily defeated once he dodges 22 times.
Bio: Sans is a resident of the underground, where he lived with his brother Papyrus. After a true pacifist route, he escaped the underground, and now lives on the surface. One day, Sans found a U.C.A agent, and since he and his brother were jobless, the two decided to join. Sans joined because he wanted to protect his own world and the ones he cares for, and because he needed a actual job of course. Papyrus on the other hand joined because he didn’t manage to join the Royal Guard.
 
Name: Sans
Origin: Undertale
Role: Agent
*Age: Unknown
*Race: Skeleton
Gender: Male
Description:
View attachment 966949
Personality: Sans is laidback and flippant, often sleeping on the job and taking breaks. His laziness is a combination of fatalism and apathy, as he is aware of timeline resets. Conversely, he suggests that this knowledge could be "a poor excuse for being lazy.“ Sans is mischievous towards those he is in good terms with. His antics range from an assortment of illogical, juvenile, and slightly inconvenient pranks. Examples include Sans "selling fried snow," using whoopee cushions, sharing an unscrewed ketchup bottle, and eye paint on a telescope. Sans is also observant. While he is usually agreeable, he can become eerily serious to emphasize a subject. He also loves making puns

Powers, and Abilities:
  • Bones: One of his signature abilities, Sans is able to summon bones to attack his opponents.
  • Soul Manipulation: Blue Mode: Blue Mode grants Sans the ability to make enemy souls affected by gravity. While affected by Blue Mode, enemies have their movement heavily restricted, and are only able to jump to move. Sans can also use this to telekinetically lift and move his opponent, letting him slam them around with his mind.
  • Karma: A side effect of Sans' attacks, Karmic Retribution acts as poison for the soul, whittling down an enemy's health once Sans hits them. While it only drains a little at a time, it's drain increases based on how many sins the opponent has committed.
  • Gaster Blasters: Portable laser cannons shaped like dragon skulls that Sans can summon at will. They levitate off the ground and fire at Sans' will, and Sans can summon as many as he wants.
Weaknesses: Sans has only 1 Defense and 1 attack, meaning that he’s very weak and can be easily defeated once he dodges 22 times.
Bio: Sans is a resident of the underground, where he lived with his brother Papyrus. After a true pacifist route, he escaped the underground, and now lives on the surface. One day, Sans found a U.C.A agent, and since he and his brother were jobless, the two decided to join. Sans joined because he wanted to protect his own world and the ones he cares for, and because he needed a actual job of course. Papyrus on the other hand joined because he didn’t manage to join the Royal Guard.
While most of the time I've seen this guy in RP's as goddmodder material, I'll give you the benefit of the doubt since I think he'd make an interesting addition, and that you've got him under control. Plus, a hero character was probably a good choice cause Smaug would of had to wait a while. Approved 👍
 
Name: Drygon
Origin: Original
*Age: 31 years old in human years. His age in dragon years is unknown
*Race: Dragon (Drake)
Gender: Male
Description:
4F398B30-47C9-4B55-B766-339C74A01A05.jpeg
Personality: Drygon is a hostile dragon who is aggressive to humans due to the events in his world. He has curiosity for gold, as he’s never seen gold since he pretty much lives in deserts or arid places.
Bio: Drygon hails from a world where dragons are in a war with pretty much every other race, as the dragons were tired of being hunted and only seen as terrible beasts. Drygon’s job was to detect humans to advice the others, or if nobody comes, he kills them himself, during a attempt to defeat the dragons and apparently humanoid dragons which are their allies, the dragons were banished from their reality, leading them to discover the multiverse. While most of them went to explore different universes, some decided that they will still be treated as monsters, and since Drygon was part of that group, he decided to find something to return and continue the war. While doing so, he finds Konahirk, which alongside a Dragon humanoid, thought that Konahrik would be a worthy leader to follow, and decided to join him to attack the other worlds, believing that by doing so they would now see that they should not kill creatures just because they look dangerous
Powers and Abilities: as a Dragon, Drygon is able to breathe fire, but he can also burrow underground.
Weaknesses: Stabbing his underbelly or shoving a powerful attack up his mouth can kill him.

Name: Ktinódis
Origin: Original
*Age: 20
*Race: Dragon humanoid
Gender: Male
Description:
D73807D3-EFFA-4D4F-82F7-B90275EC85C1.jpeg
Personality: Ktinódis is very aggressive, and believes that to achieve peace for dragons and their humanoid counterparts, he should teach them a lesson by fear and destruction.
Bio: Hailing from the same world as Drygon, Ktinódis was banished from his own reality and discovered the multiverse. Alongside the sand dragon he discovered Konahirk, which he sees as a worthy leader to follow, and that he might help so atleast most races respect dragons.
Powers and Abilities: He is good at swordfighting and even knows how to attack midair. he is able to fly too.
Weaknesses: he has the same human weaknesses: the heart and the brain are his weak spots, so stabbing him in either the head or chest could kill him. Also, he can’t breathe fire, so he isn’t very dangerous.

yeah, I pretty much love dragons too much.
 
Name: Drygon
Origin: Original
*Age: 31 years old in human years. His age in dragon years is unknown
*Race: Dragon (Drake)
Gender: Male
Description:
View attachment 967347
Personality: Drygon is a hostile dragon who is aggressive to humans due to the events in his world. He has curiosity for gold, as he’s never seen gold since he pretty much lives in deserts or arid places.
Bio: Drygon hails from a world where dragons are in a war with pretty much every other race, as the dragons were tired of being hunted and only seen as terrible beasts. Drygon’s job was to detect humans to advice the others, or if nobody comes, he kills them himself, during a attempt to defeat the dragons and apparently humanoid dragons which are their allies, the dragons were banished from their reality, leading them to discover the multiverse. While most of them went to explore different universes, some decided that they will still be treated as monsters, and since Drygon was part of that group, he decided to find something to return and continue the war. While doing so, he finds Konahirk, which alongside a Dragon humanoid, thought that Konahrik would be a worthy leader to follow, and decided to join him to attack the other worlds, believing that by doing so they would now see that they should not kill creatures just because they look dangerous
Powers and Abilities: as a Dragon, Drygon is able to breathe fire, but he can also burrow underground.
Weaknesses: Stabbing his underbelly or shoving a powerful attack up his mouth can kill him.

Name: Ktinódis
Origin: Original
*Age: 20
*Race: Dragon humanoid
Gender: Male
Description:
View attachment 967348
Personality: Ktinódis is very aggressive, and believes that to achieve peace for dragons and their humanoid counterparts, he should teach them a lesson by fear and destruction.
Bio: Hailing from the same world as Drygon, Ktinódis was banished from his own reality and discovered the multiverse. Alongside the sand dragon he discovered Konahirk, which he sees as a worthy leader to follow, and that he might help so atleast most races respect dragons.
Powers and Abilities: He is good at swordfighting and even knows how to attack midair. he is able to fly too.
Weaknesses: he has the same human weaknesses: the heart and the brain are his weak spots, so stabbing him in either the head or chest could kill him. Also, he can’t breathe fire, so he isn’t very dangerous.

yeah, I pretty much love dragons too much.
How To Train Your Dragon 5: Jafar goes to Disney and spits on Shrek.
Approved 👍
 
More agents have made themselves known!!!
kSeXzQrZzQkL-ICw0xSSFUp1KFeJdI6KWmycDmRqyPs.png
Name: Bio Spark
Origin: Kirby
Role: Ageny
Race: Unknown
Gender: Male
Description: See picture above
Personality: Calm, yet jumpy, Bio Spark is a warrior who thinks things through, but isn't afraid to spice things up if it can help benefit the team. His sense of honor, while not as big as Meta Knight's, is what makes him a formidable warrior, and a great shinobi.
Bio: Bio Spark is one of Planet Popstars last surviving shinobi. Trained under his father, Bio Spark traveled the world to find anyone he can challenge to battle. This often leads to him getting involved with Popstars hero, Kirby, and his adventures to save the universe. This even got him involved with a strange hole in reality, that led him to becoming a U.C.A mainstay.
Powers, and Abilities:
  • Ninjutsu: Bio Spark learned the ways of the Ninja, from being able to utilize many tools, like Kunai and exploding paper, to being able to vanish in thin air.
  • Durability: Like Kirby, Bio Spark can tank hits from enemies bigger and stronger than him.

Weaknesses: Despite his skills, Bio Spark has a tendency to get in over his head, often trying to understand his enemy AS they're fighting them, not before. This often leads to Bio Spark getting bodied more often then he should. Not only that, he can only tank so much before his body forces him to give up.

l0hg071vze851.jpg
Name: Agent 8
Origin: Splatoon
Role: Agent
Race: Octoling
Gender: Female
Description: See picture above
Personality: Eight can be described as very curious by nature, finding wonder in learning new things. She is calm, loves writing poetry, and has a sense of innocence.
Bio: An Octarian soldier liberated by the song "Calamari Inkantation," she had set out to learn of the world outside of the one built around her. However, a battle between her and Agent 3 had led her to lose her memories completly. Assisted by Cap'n Cuttlefish, who gave her the name "Agent 8", she made her way through the underground where she gained her freedom, and became one with the New Squidbeak Splatoon. Like most agents, she too was dragged into the U.C.A after Cap'n wondered too far in.
Powers, and Abilities:
  • Octoling Physiology: Eight is able to transform into an octopus, and swim across puddles of ink.
  • Weapons Specialist: Eight is able to use many different weapons, often using charger or roller weapons.
  • Strength: Despite looking like she lacks, she, like many of her kind, are able to lift heavy equipment.
  • Combat Strategist: Being a redeemed soldier, Eight has knowledge of using her environment to battle her enemies

Weaknesses: Other than water being lethal, Eight isn’t the strongest, and must be pre equipped to combat enemies that aren’t Inklings and Octolings.
 
S2e13_wizard_better_view.jpg
Name: probabilitor the 3.1415th
Good version of: probabilitor the annoying
Role:agent
Race:human, but may or may not be pure math that took on a human form
Origin:gravity falls
Gender:male
Age:unknown, at least 70
Looks:like your archetypal evil wizard (also see picture above)
Personality:probabilitor used to act like your standard fairy tale villain, being evil for no other reason than he enjoys being so, he's mellowed out relatively speaking and is far more reasonable than he used to be, but he still enjoys games like D&D and DD&MD, and he still hates apple slices.
Bio:probabilitor's history is similar to that of his mainstream counterpart till the events of weirdmageddon part 3, where stanley (the Stan that ran the mystery shack after Stanford fell into an interdimensional portal) being a gambling old man decided to roll the infinity sided die to defeat bill cipher once and for all, primarily because he wasn't confident that operation
rescue Ford would go well. unfortunately for team take back the falls, Stan just summoned probabilitor the annoying and his group of monsters again( what are the odds?) And probabilitor was admittedy kind of sore about the fact that Stan cheated at DD&MD fortunately he was convinced to stop mocking Stan once he learned that bill cipher had escaped the nightmare realm and he agreed to help take down the dream demon because even he had standards. His help was pretty useful for helping turn the mystery shack into the shacktron and he actually helped take down a few of the henchmaniacs, the battle ended with the falls being restored to normal, well as normal as gravity falls gets. Eventually probabilitor and his henchmen found themselves working with the U.C.A.
Powers abilities and skills:

Magical abilities:
probabilitor has many powerful magic abilities that are powered by pure math like flight, rays of pure math that are more than a match for fords gun, and other magical abilities. He is also apparently the most powerful wizard in what he calls "mathology" give or take an error of 0.4

Dungeons dungeons and more dungeons real life edition: probabilitor has the ability to trap people inside the dimension 46'/ version of dungeons and dragons, known as dungeons dungeons and more dungeons. In the game you have to make up your moves as determined by rolls of the dice. And according to the wizard he has bested dozens of people in DD&MD and wasn't defeated until Stan and Mabel did that

Monster summoning: probabilitor can summon all sorts of monsters who's effectiveness is determined by the roll of the dice

Enchant-elligence:probabilitor can theoretically get smarter by consuming brain matter, but he's ceased doing that.

Weaknesses:probabilitor himself is vulnerable to prime statistical anomalies over 37 but not exceeding 51, basically dice rolls within that range can defeat him, and if he loses dungeons dungeons and more dungeons real life edition he gets sent back to his own dimension till he is summoned again, also the effectiveness of his moves is determined by rolls of the dice for he is a DD&MD character and his magic runs on the games rules. So it's only as effective as the dice will it to be.
 
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Name: Yamato Howard
Origin: Astral Chain
*Evil version of: Akira Howard
*Age: Unknown
*Race: Human/Chimera
Gender: Male

Personality:
Silent, reserved, and stoic, Yamato isn't one for social activities or working with others after his untimely death. He prefers to keep to himself and usually handles missions alone, only interacting with his master, Konahrik. Yamato despises his master and seeks to earn his freedom from the curse the old priest has placed upon him. Unlike his sister, Yamato is much more likely to kill his opponents and enemies if it serves his goals.

Bio:
Ever since his death at the hands of Jena Anderson, Yamato was since revived by Konahrik and given his memories back. Although he still remembers his sister and cares for her, he is a slave to Konahrik's whims, fighting his influence all the while. He remembers everything about his past life, and wants nothing more than to stay by his sister's side and continue upholding their father's legacy. Now wearing dark armor and using deadlier versions of his sister's partners and weapons, Yamato is a true force to be reckoned with and on par with Konahrik himself.


Powers and Abilities: Mostly the same as Akira, his sister. He also commands a unit of fierce and deadly demonic warrior spirits known as Legions. Like his more heroic older sibling he too has access to an X Baton, a reliable peacekeeping tool that can function as an energy sword, a service blaster, or a stun baton.

Weaknesses: Like Akira, Yamato is a human/demon hybrid. While he can be killed, he far surpasses the abilities of even other superhumans and so requires much more force to take down. This comes at a cost, however. His mental state and nervous system suffer the burden in exchange for great power and durability.

Yamato UCA Poster.jpg
 

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