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Name: Commando Type One, Codename "Pixels"
Fandom: XCOM-UFO Defense (OC)
Age: 5 years Chronologically
Gender/Sexuality: None. Pixels is actually a cluster of nanobots controlling a Power Suit.
Appearance:
PLAYSTATION--XCOM%20UFO%20Defense%20_Nov30%201_47_01.png

Personality: Pixels cannot talk. However, it's actions say it's a cool headed and calculated being, often taking time to think what to do next.
Backstory:
Engineer Report 25
Well, it's finished.
It's been a while since what we call the "Shroud's Fist". It was... horrible. Destruction. XCOM Bases falling everywhere. And here we are, in front of what could be our only salvation.
We've created a self-dividing nanobot cluster and placed it in a Power Suit. It took heavy toll on our Elerium just to get the nanobots powered and Alloys to assist in division. But it was successful-the nanobots managed to fully occupy the suit in the next week.
Controlling the suit was harder. We eventually ordered a psionic trooper to attempt to use a lesser form of mind control and merely place some directives in the "head" of the cluster. It worked-to some degree. We had to train the cluster it's main mission, orders, and what to do in some situations. And after a month of "training", it's finished.
"Pixels" is to perform recon on this... planet. Try to find out if it's habitable or not.
I can only hope that Pixels reports back with good news. If it somehow goes down out there, we can create another one. But only another one-after that, and if the replacement falls, we're doomed.
Skills: Pixels is trained in combat with a laser rifle and a knife.
Pixels is trained in stealth. It's difficult to detect it, though anything with good perception skills can pull it off.
Powers/Abilities: Rudimentary psionics. The most it can do is panic an enemy.
Weaknesses: Pixels has low strength, and if electricity hits it, Pixels will be stunned.
And if Pixels fights WITHOUT a laser rifle and knife, it'll have trouble using the weapon.
Pixels isn't even supposed to fight in the first place. It's for recon, not combat. While Pixels can handle a bandit or two, it will have serious trouble fighting heavily armed or trained combatants.
Gear: A laser rifle and a knife. The rifle has infinite ammo but mediocre power
Quotes: (optional)
Theme Song: (optional)
(Any CS improving tips?)
 
Names: Rudol von Stroheim

Fandom: Jojo's Bizarre Adventure

Age: Unknown Adult

Gender/Sexuality: Male/Heterosexual

Appearance:
c0398133589113696d80462fb7e7404fd80fee3b_hq.jpg


Personality:
When Stroheim is first introduced, he is a callous, cruel, demanding Nazi Major who has the foolish idea to experiment with the Stone Mask in order to further the power of the Waffen-SS.

However, upon being threatened with Santana's rampage, he demonstrates bravery and does not hesitate when trapped in asking Joseph to cut off his leg; or blow himself up with a grenade to kill the invading Santana. This is seen once again when Stroheim gives him a helping hand in defeating Kars and helping Joseph drive him into the volcano with an airplane.

Stroheim is an enthusiastic nationalist. He is particularly proud of his cyborg body; praising "German science" and generally loudly boasting the Germans given the occasion. His pride occasionally grows into overconfidence, a tendency which continuously works against him, and his eagerness to dramatically finish Kars off without taking precautions enabled the Pillar Man to become the Ultimate Lifeform. On the other hand, Stroheim respects bravery, no matter what ethnicity the individual may belong to, this is seen when he spares one Mexican child for being willing to sacrifice himself for his whole village.

Backstory:
Stroheim takes an injured Robert E. O. Speedwagon to the Nazi base in Mexico and interrogates him for information regarding the Pillar Men. He reveals that the Nazis had acquired one of them, which he named "Santana" after the warm winds of Mexico.

Stroheim eventually sacrifices himself in an attempt to stop Santana's rampage and is assumed to have died until he reappears at the border of Switzerland to retrieve the Red Stone of Aja.

saves Joseph from Kars' impending vampire army just in the nick of time. Kars is defeated by Joseph soon after and is sent falling onto a spikes below, where Stroheim and his division blast him with ultraviolet light. They fail to realize, however, that Kars had donned a Stone Mask with the Aja and are dumbstruck when he achieves his ultimate form and begins killing them off with a squirrel formed from his right hand.

After Joseph hijacks a Nazi aircraft to lure Kars away, Stroheim reveals himself in the side wing of the plane just before it goes plummeting into an active volcano. After pinning Kars to the front end of the aircraft, he pulls Joseph out of the plane and cushions their fall by sacrificing his cybernetic legs. The volcano eventually erupts when Kars' Ripple collides with the Red Stone of Aja, launching both Joseph and him into the air. Stroheim eventually returns to the rest of the group and reports Joseph's supposed death.

Skills:
  • Soldier training

Powers/Abilities:
  • Abdominal Machine Gun: A machine gun inside Stroheim's stomach region, able to shoot 600 armored bullets per minute, and capable of piercing a 30-millimetre steel plate. Stroheim first introduces this weapon against Kars.
  • Ultraviolet Radiation Beam: Inside Stroheim's mechanized eye is a small laser cannon capable of firing a concentrated beam of Ultraviolet light. The beam itself is five times more intense than a set of typical ultraviolet lights and was able to pierce straight through Kars' hand.
  • Ultraviolet Shoulder Cannons: Built by the technical department of the Speedwagon Foundation specifically as an anti-vampire device, Stroheim is able to fire out powerful blasts of ultraviolet light from two flood lights located on each side of his shoulders. As miniaturized searchlights, they pack the same power as the original, but are light enough to carry with ease. Stroheim used these cannons during the final battle against Kars, where he, along with his team, fought back against the army of vampires.
  • Projectile Hand: Stroheim is capable of firing off his mechanical hand with enough force to impale and deeply wound an enemy. Though revealed only towards the end of the arc, Stroheim used it to prevent Kars' escape and pinned him to a plane that went crashing into an active volcano.
  • Stroheim's Mechanized eye is also capable of zooming in and magnifying things.
  • Numerous smaller guns come from extra mechanical appendages attached to Stroheim's upper back.

Weaknesses:
  • Attacks that are designed to destroy/disable cybernetics
  • Chest up is mostly human

Gear: All weapons are attached to his body

Quotes:
"German science is the best science in the world!"

Theme Song:
 
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Names: Joseph "JoJo" Joestar
Fandom: JoJo's Bizarre Adventure
Age: 69
Gender/Sexuality: Straight
Appearance:
350

Personality: Joseph has considerably mellowed out, having lost much of his aggression and laziness. Still irascible toward Japanese in general, due to a Japanese man marrying with his beloved daughter Holy, Joseph is otherwise nice to his grandson and Noriaki Kakyoin. His penchant for befriending people is still present, notably with the appearance of his new friend Mohammad Avdol, and his tendency to approach the locals first.
Joseph is much more responsible than in Battle Tendency, being more proactive in his quest to Egypt, and also sometimes reminding his younger companions of their goals when they are distracted. Years of peace and the appearance of the much stranger Stands means that Joseph lost some of his talents at outsmarting enemies, and is often the victim of the Stands he encounters. However, Joseph hasn't lost all of his skills and is capable of outsmarting enemies, having successfully cheated against Telence D'Arby, and figuring out The World time stop's limits. Upon his "death", Joseph gave one final advice to Jotaro, saying that he had much fun during their journey.
Joseph's goofy side is also still present, and Joseph's somewhat frequent failures at blending with the local culture and his struggle at battling Stands are a constant source of humor.
Backstory:
Joseph was born the son of George Joestar II and Elizabeth, establishing him as the grandson of Jonathan Joestar. When his mother was forced to go into hiding after killing his father's murderer, one of Dio Brando surviving zombies, his grandmother Erina Joestar decided it would be best if he assumed his parents died, out of fear he might get caught up in the same fatal situation his father and grandfather suffered. It was then both Erina and Robert E. O. Speedwagon who took care of Joseph. The young Joseph developed early an ability to use the Ripple inherited from his grandfather, first displaying it when Speedwagon was being kidnapped.
Visiting New York with Erina, Joseph encounters Smokey Brown, an African-American youth who steals his wallet. Nonetheless, Joseph befriends the pickpocket after giving a beating to two corrupt policemen who brutalized Smokey. Both he and Erina acquaint themselves with Smokey. While dining in a restaurant, Joseph personally publicly humiliates a racist mafioso who kept insulting Smokey; that mafioso's companion then suddenly informs him that Speedwagonis reported dead in Mexico. Later that night, Joseph is attacked in New York City by Straizo, an old companion of his grandfather Jonathan turned-Vampire. After being led on a wild chase, Joseph manages to defeat Straizo, who destroys himself with his stored Ripple while warning the youth of the Pillar Men.
Joseph goes to Mexico in search of Speedwagon, revealed to be alive in a secret underground Nazi facility where the Nazis are trying to revive a man who seems to have been trapped in a stone pillar for 2,000 years. Here Joseph meets the Nazi Rudol von Stroheim. Unfortunately, the Nazis are successful in awakening the man, who is christened "Santana" before he kills most of them. Joseph battles Santana and manage to defeat him with Stroheim's help before he seemingly died. Before Stroheim dies, the nazi reveals that three more "sleeping pillar men" have been discovered underneath the Colosseum in Rome and that Joseph must stop them and meet with an ally.
In Rome, Joseph meets Caesar, a trained Ripple user near his age who is supposed to show Joseph the ropes. At first, they are unable to do anything but argue; Caesar blames Jonathan Joestar for causing the death of his grandfather William Anthonio Zeppeli through his incompetence. Caesar brings a Nazi named Markto drive them to the Colosseum, where they find the three pillar men, Wamuu, Esidisi, and Kars, awakened. Mark is casually killed by Wamuu, enraging Caesar and causing the pair to fight him. Unfortunately, even with his American Ripple-Infused Clackers, the untrained Joseph is unable to stand a chance. Luckily, he manages to talk them out of killing him promising to train for a whole month for a rematch.
To ensure that Joseph does not chicken out, Wamuu and Esidisi both end up inserting a "wedding ring" inside Joseph's heart and throat. They explain that the rings are internal time bombs set to release poison into his blood if he does not defeat them and retrieve the antidote they carry within a month. Joseph realizes that he will have to train or die, and Caesar introduces Joseph to his master Lisa Lisa, who also reveals that the motives of the pillar men are to seize the Red Stone of Aja to become perfect life forms.
Along with Caesar, Joseph begins his training under Lisa Lisa. She immediately forces Joseph to use a modified mask to alter his breathing, enough for him to be able to keep it in control when using the ripple. She then puts both students in the 'Hell Climb Pillar', a pillar covered with oil that requires expert control of the Ripple to climb. Without experience in the use of the Ripple, Joseph has trouble climbing, but finally manages to do so thanks to Caesar's help. In the next weeks, Joseph trains under the harsh Loggins, who teaches him how to breathe in for 10 minutes straight and how to breathe 10 times in one second. As his last test, with only a week left before the poison takes effect, Joseph needs to defeat Loggins in a battle to earn the right to be recognized as a proper Ripple user.
Joseph finds Loggins murdered by Esidisi, who learned of the Super Aja in Lisa Lisa's possession. Denied his chance to pay back his teacher for the hell he went through, Joseph finds himself nearly outwitted by Esidisi before managing to defeat him with both his new skills and a sleight of hand strategy involving his wool hat. Joseph ingests the antidote in his opponent's nose ring, but doesn't realize that his attack only reduced Esidisi to a disembodied nervous system. Esidisi then takes over Suzi Q's body to mail the Red Stone to Kars in Switzerland while taking a last stand to deal with Joseph and the Ripple Users. Joseph and Caesar manage to safely force Esidisi out of Suzi Q by using opposing ripples and then watch as the Pillar Man is dissolved by the sunlight. Joseph mentions being impressed by Esidisi's resolve and loyalty, having gone so far to help Kars succeed. Lisa Lisa discovers that Esidisi sent the Aja to Switzerland, and the Joestar Group leaves Venice for the Alps.
While pursuing the Super Aja, Joseph and his companions see a platoon of German soldiers confiscating the Red Stone of Aja and are invited to a chalet, where Joseph is reunited with the supposedly-deceased Stroheim, who has been rebuilt as a powerful cyborg by Nazi science. But at the same time, Kars has infiltrated the Nazi chalet in search for the Aja. Stroheim's machine body is quickly cut in half by Kars, who instinctively knows Joseph killed Esidisi and expresses hidden hatred towards who he initially considered a source of amusement. During the struggle, the Red Stone of Aja slips and falls into a ravine where Joseph and Kars battle to seize it. After a difficult fight, Joseph manages to keep the Stone while Kars disappears at the bottom of the ravine.
The next day, the group discovers a likely hideout for the Pillar Men and Caesar is eager to go fight them. Joseph voiced being against going after Kars in daylight, sensing a trap. This result in Joseph saying words that drive Caesar off the edge as he leaves to do the job himself, Joseph learning his friend's story and changing his mind. However, by the time he and Lisa Lisa arrive, they see Caesar had already died fighting Wamuu and used the last of his strength to get the Pillar Man's lip ring. Out of respect for Caesar, Joseph decides to not take the antidote until he defeats Wamuu. Joseph and Lisa Lisa decide to pursue the likely wounded Wamuu inside the mansion.
Joseph and Lisa Lisa find Kars and Wamuu but also find themselves outnumbered by Kars´s vampires. Lisa Lisa bluffs destroying the Super Aja unless the Pillar Men accept her terms to settle things in two one-on-one showdowns at the Skeleton Heel Stone arena. Sent to retrieve the stone, Joseph notices the photo of an infant with Erina, Speedwagon, and Straizo and confronts Lisa Lisa about it. She tells only half of the photo's significance before Joseph engages Wamuu in a deadly Roman chariot race-battle. Wamuu initially gets the upper hand, but Joseph still manages to counter his dangerous attacks and destroys Wamuu´s body with only his dissolving head. Joseph, in a sign of honor to the warrior, gave Wamuu some of his own blood to ease his pain before drinking the antidote to give his opponent peace of mind.
Kars proves to be less honorable than Wamuu and breaks his promise to fight Lisa Lisa one-on-one and sacrifices one of his weaker vampires in order to defeat her. Angered by Kars' treachery, Joseph then challenges Kars, who looks upon him as a weak Ripple user and not even worth fighting seriously. All seems to be over in this fight against Kars until a newly rebuilt Stroheim and his Nazi soldiers, Speedwagon, and Smokey arrive to help. As the two fought on, Joseph is eventually given the decision to choose between his life or Lisa Lisa's, but is able to counter the whole situation and send Kars flying into the spike pit below. Stroheim and his Nazi soldiers blast Kars with ultraviolet light, but unknowingly gave him the light necessary for his Super Aja-embedded stone mask to trigger and transform him into the ultimate life form.
Taking the Super Aja while running off, Joseph steals one of the Germans' airplanes to lead Kars away while devising a strategy to defeat him. Joseph then assumed he could kill Kars using the planet: namely crashing the plane with Kars on it into a volcano. Though it appears Kars is dead while sinking into the magma, the Pillar Man evolved a continuous and inorganic porous material to protect himself while digging his way out and slicing Joseph's arm off. When all seemed lost, Joseph unconsciously defends himself from Kars' enhanced Ripple by having the Super Aja redirect the attack into the ground. This causes an eruption that blasts the land the two fighters are on into the air, with Joesph distracting Kars long enough to be knocked out of Earth's orbit by debris. But gravity runs its course and Stroheim assumes Joseph dead at sea near Italy.
Weeks later, a funeral is held for the presumably-dead Joseph, but Joseph himself crashes the event and reveals that after he fell back down from the sky, he ended up in Italy where he was helped by some local fisherman and nursed back to health by Suzi Q and later marries her. Joseph then returned to America to find his friends bewildered and shocked; he comes to the realization that Suzi Q had evidently forgotten to telegram them reassuring his survival.
In 1942, after learning of his ties to Lisa Lisa and moving to New York, Joseph and Suzi Q started a family with their daughter Holy. Eight years later, Joseph was at Erina's bedside in her final living moments. When Holy married Sadao Kujo and moved to Japan in 1967, Joseph developed an intolerance towards the Japanese. But in 1985, he ended up cheating on Suzi Q with a Japanese college student named Tomoko Higashikata.
Manifesting his Stand Hermit Purple at the age 65, Joseph would learn that Dio Brando resurfaced after being last heard of in 1889. Joseph is further livid to learn that his Stand manifested because of DIO, who succeeded in taking the body of Jonathan Joestar. Joined by Muhammad Avdol who helped him understand the nature of the Stands, Joseph spent the next few years attempting to track down DIO to no avail.
In 1987, Joseph is called by Holy who needs his expertise in an "evil spirit" that his possessing her son Jotaro Kujo. Joseph arrives to the JFK Airport where he bumps into a Japanese man. While he initially apologized for bumping into him, Joseph realized the man's nationality and kicks him. Joseph then subsequently explains his hatred of the Japanese due to one marrying his daughter and convincing her to move to Japan. In contrast, Joseph is content with his Japanese-made Sony Walkman and after putting his headphones on, he boards the plane to Japan.
Once arriving to Japan, having a reunion with his daughter, Joseph is lead to the police station where Jotaro had confined himself in. When Jotaro refuses to leave his cell as his "evil spirit" snapped off a pinkie from the old man's prosthetic hand, seeing his grandson is a Stand User, Joseph has Avdol force his grandson out of his cell while explaining Stands to Jotaro. Jotaro admits his loss after being tricked into walking out of his cell, Joseph explaining manifestation of their Stands while attempting to convince Jotaro to help him track DIO. Soon after, voicing his refusal in attempting to the culture, Joseph moves into the Kujo residence where he helps in dispatching the Flesh Bud controlling Noriaki Kakyoin.


Joseph and company making for the airport

A few days later, to Joseph's horror, Holy's own Stand manifest and begins to slowly kill her due to lack of fighting spirit. The only means to save Holy within the next fifty days is to find and kill DIO to break his link to the Joestar line. Jotaro's Stand, later named Star Platinum, deduces a fly in the background of one Hermit Purple's photographs depicting DIO. Joseph contacts the Speedwagon Foundation to care for Holy after Avdol confirmed the fly to be native to Egypt as the group are joined by Kakyoin as they leave the airport.
But in-flight encounter with DIO's homicidal assassin Gray Fly results in deaths of the pilots as Joseph is forced to take the wheel and manages to successfully land it 35 km off the coast of Hong Kong. The group later enter the city and discussed their status over a meal. With Joseph's suggestion to ensure a path where there be less risks for civilians, the group decides to take a sea route through the Indian Sea that should get them to Egypt within 50 days. After ordering the group delicacies by mistake due to his inability to read Kanji, they find the french tourist Jean Pierre Polnareff who joined their meal to be another of DIO's assassins. Following the duel between Avdol and Polnareff, the latter is refused to be controlled by a Flesh Bud, the Frenchman confronts Joseph at the dock about his prosthetic hand before joining the group in both their quest and his own agenda.[18]
The Joestar Group takes a private boat manned by men from the Speedwagon Foundation, however although Captain Tennille, who commands the ship, is discovered as an impostor and working for DIO, the impostor manages to sabotage the boat, forcing Joseph, his companions and the crew to evacuate. They then encounter a deserted ship on which they go aboard, but the ship begins to attack them all, disabling Joseph and the rest of the Joestar Group save Jotaro who defeats the user of the ship Stand, an orangutan.
The group is eventually rescued and arrives in Singapore, where they go rest at a luxurious hotel. In his room, Joseph receives a phone call from Polnareff who warns him about a Stand user which Avdol explains could be Rubber Soul, a mercenary working for DIO. Although Joseph tries to gather everyone to stay safe, the threat is dealt with before everyone can meet. Joseph takes the opportunity of using the television set in his room to gather more information about their enemies, he only manages to receives a warning against Kakyoin and briefly spies on DIO before DIO psychically spots him and shoos him away.
Joseph and his companions arrive in Calcutta, India, where Joseph discovers that his preconceptions are actually true, as he is swarmed by beggars and the dirty street are full of the diseased and the homeless. Polnareff separates from the group in search for his sister's murderer. Joseph and Jotaro search for him across the town, but when they learn that Avdol was wounded, decides to keep his survival a secret in order to operate more freely. Joseph and Jotaro then stumble upon a fleeing Hol Horse, one of DIO's henchmen. Although Hol Horse is surrounded, the timely intervention of a girl named Nena who pins Polnareff down allows Hol Horse to escape. Joseph is splattered with a drop of Nena's blood on his arm during the struggle. However, a strange swelling appears where his arm was splattered. In Varanasi, Joseph's swelling grew so much that he decides to have it treated. However, the swelling is revealed to be the Stand Empress which grows into a miniature humanoid attached to its arm. Empress kills a doctor and makes Joseph appear as the culprit, forcing him to run throughout the town. However, Joseph manages to dispose of Empress with his Hermit Purple and kills Nena. [18] The Joestar Group then buy a car in order to travel to Pakistan. On their way, they are attacked by a car, revealed as the Stand Wheel of Fortune, but Jotaro manages to defeat the enemy Stand and its user.
In Pakistan, the Joestar Group enters a foggy village where everyone is unwelcoming and unsuspicious. Joseph, trying to jump on his car in order to drive away, finds himself falling on the spikes of a barrier and nearly impales himself. However Enya the Hag, disguising as a gentle hotel owner, welcomes the group in their hotel. Enya eventually reveals herself but is swiftly defeated. However, Joseph decides to keep Enya in order to interrogate her later. The group eventually arrives in Karachi, where Steely Dan kills Enya before she can reveal anything and subdues Joseph by having his Stand Lovers infiltrate his brain. Thus Joseph perceives tenfold whatever pain Steely Dan feels, and the group cannot harm Steely Dan. Joseph flees alongside Polnareff and Kakyoin while Jotaro is humiliated by Steely Dan, but Kakyoin and Polnareff shrink their Stands in order to fight Lovers directly inside Joseph's brain while Hermit Purple allows them to see inside it. Lovers and Steely Dan are eventually defeated.[19]
In Arabia, Joseph decides to cross the desert with camels. However, their attempt to cross it is thwarted when they are attacked by the Sun Stand. Jotaro manages to make a shelter against the Sun, but everyone is trapped. Joseph, trying to find a solution, sees his companions laugh maniacally and thinks that they are suffering from dementia. It turns out that Joseph was the last to spot their enemy's ridiculous hiding spot. Arabia Fats is swiftly defeated.
Joseph and his companions stop by a village and buy a Cessna in order to fly across the desert, with a baby. However, Kakyoin has a nightmare in the middle of the flight and becomes so agitated Joseph crashes. Although everyone survives, they are stranded in the desert. Kakyoin, suspicious of the baby, is knocked down and everyone goes to sleep, where they are attacked by Death Thirteen. Fortunately, Kakyoin manages to defeat the Stand as he summoned Hierophant Green.
Joseph and his companions reach the Red Sea, where they go meet Avdol's father, in fact, Avdol who was secretly disguised in order to buy a submarine. The Joestar Group now reunited use the submarine to cross the sea. They are attacked by High Priestess and forced to evacuate the sinking submarine, but High Priestess fuses with the bedrock and transforms into a gigantic face which swallows everyone. However, Jotaro destroys High Priestess and everyone reaches Egypt.
In Egypt, Joseph and the Joestar Group meets with men from the Speedwagon Foundation who provide supplies, give them the Stand user dog Iggy, and inform them of the Egypt 9 Glory Gods, nine other henchmen DIO kept up his sleeves. The first of the Egypt 9 Glory Gods, N'Doul, manages to injure Kakyoin and Avdol. However the combined efforts of Jotaro and Iggy manages to prevail.
Kakyoin is given to the care of local doctors, and although Jotaro is acting strange, nothing unusual happens.
Joseph is attacked by Mariah and her Stand Bastet and becomes magnetized alongside Avdol. Having every metallic object attracted to them is a huge handicap, but Joseph manages to surround Mariah with Avdol and uses her power to his advantage by having himself and Avdol collide with each other, crushing Mariah.
After receiving a call from the Speedwagon Foundation, Joseph informs everyone that Holy had only four or five days left to live. In order to speed things up, they then take a train from Luxor to Cairo.
In Cairo, Joseph has taken a photograph of DIO's Mansion, but everyone he interrogates doesn't recognize it. One man named Daniel J. D'Arby lures the Joestar Group into a gambling session, where he steals Polnareff's soul. Determined to save Polnareff, Joseph challenges D'Arby to a game where each have to put coins into a glass nearly full of liquor and whoever makes the glass spill loses. Although Joseph tries to cheat, he is outsmarted by Daniel, and loses his souls. Fortunately, Jotaro manages to win everyone back.
During several days, Joseph's search continues, but it is Iggy who guides everyone toward DIO's Mansion.
The Joestar Group is welcomed by Telence T. D'Arby, the butler of the mansion, who forcibly drags Jotaro, Joseph and Kakyoin into a void. The trio finds themselves on an island in the middle of the sea where Telence challenges them to video games. Kakyoin loses the game and his soul, but Jotaro and Joseph cheat together in order to win the second round. When Jotaro pummels Telence, Telence is propelled through the fake sky of the underground room.
Not out of the cellar yet, Joseph, Kakyoin and Jotaro notice that another battle is taking place as they try to escape.
Joseph, Jotaro and Kakyoin meet Nukesaku, a vampire, and bully him into indicating where DIO is. They decide to flank DIO from the outside of the building, breaking through a wall to enter a second time, and interrupt Polnareff and DIO's clash. Joseph alongside everyone follows Nukesaku to the room where DIO sleeps, but Nukesaku somehow is teleported inside a the coffin in the middle of the room, and Joseph, sniffing an ambush, flees through a window with the rest of the party. As the sun sets, Joseph decides that they flee because fighting the vampire without the slightest hint of his power is suicidal. He and Kakyoin flee first whereas Polnareff and Jotaro wait in ambush in order to follow DIO.


Joseph, after having his blood drained by Dio

DIO pursues Joseph and Kakyoin, who have bought a truck and are trying to drive away from him. At the same time, Kakyoin tries to attack DIO, without results, but notices that DIO's Stand The World is similar to Jotaro's. DIO sends a bystander crash into the truck, forcing Joseph to stop driving and instead hop across the roofs of Cairo.
However Kakyoin devises a plan to force DIO to use his power openly. DIO stops time, taking everyone by surprises and punches through Kakyoin. However Kakyoin manages to tip off Joseph about the true nature of The World. Joseph manages to decypher the cryptic message Kakyoin leaves in regards to DIO's power and even figures out some of The World's weaknesses, but DIO is too strong anyway.
Joseph is stabbed through the throat and taken out as he meets with Jotaro and warns him against The World. Later DIO sucks the entirety of Joseph's blood to power himself up, and Joseph seemingly dies, his specter talking one last time to Jotaro, who manages to kill DIO.
Jotaro and Polnareff's injuries were dealt with by the Speedwagon Foundation. Since DIO had taken much of Joseph's blood, Jotaro asked for a blood transfusion from DIO's body to Joseph's. After using Star Platinum to restart Joseph's heartbeat, the transfusion began. The shriveled-up body that Joseph had after losing so much blood began returning to his normal muscular figure and Joseph fully revived. Joseph uses the opportunity and plays a joke on Jotaro, claiming to be DIO possessing Joseph's body which nearly causes Jotaro to attack him. Luckily Joseph is spared a beating by claiming it was a joke.
Later, Jotaro and Joseph took the remainder DIO's body outside, where it evaporated with the rising sun. They then gave one final moment of thought for Kakyoin, Iggy, and Avdol.
At the airport, Joseph and Jotaro gave a final goodbye to Polnareff, who was finally ready to return to his home country of France. Joseph asks Polnareff to come with him to America, knowing that the latter had no one waiting for him back home. Polnareff refused the offer, stating that despite being alone, France was his homeland. The trio gave their final goodbyes and left, promising to see one another again someday. In Japan, Holy awoke fully healed and freed from the curse. Even miles away, she knew her son and father were coming home.

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Skills:
  • Acrobatic
  • Incredibly shrewd and intelligent
  • Adept Pilot
  • Brilliant Strategist
  • Expert comic book collector
Powers/Abilities:
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Joseph's Stand, Hermit Purple, manifests itself as a tangle of thorny vines, which Joseph can wield as both a weapon and a hazardous defense. Furthermore, it has been shown to conduct the Ripple, which makes Hermit Purple one of the more effective Stands against those weak to it, such as vampires and (implied) pillar men. Joseph develops the Stand after DIO pierces Jonathan's body with the Arrow, upon which it responded to DIO and Enya awakening The World.

One of its special abilities (shared with The World) is to use cameras, televisions and other things to perform a form of fortune telling referred to as spirit photography. When introduced, it was demonstrated that he had to smash an expensive Polaroid camera to do this, and the camera would dispense a picture of DIO. Later on he is seen using televisions for this ability without having to damage them.

Hermit Purple is also shown as being able to connect to electronics. Joseph can then check the electronics for tampering, or even control them (such as, he uses Hermit Purple on a TV, and can use it to change channels)

The Hermit card of the Tarot primarily gives a meaning of solitude, introspective, or soul-searching, which could symbolize Joseph's lifelong journey. It also carries a more direct meaning of teaching or advising, which is Joseph's main role in Part 3 on the subject of Stands.
For those who do not know what Hamon/Ripple is, check this out: Ripple
  • Hamon Hair Attack (波紋ヘア・アタック Hamon Hea Atakku): Joseph infuses his Hamon into strands of hair to make them hard enough to block incoming projectiles. Joseph used the ability to create a wall of Hamon in order to block bullets fired by Santana after ripping Stroheim's hair off.
  • Overdrive (波紋疾走オーバードライブ Ōbādoraibu): Much like any other Overdrive, the technique sends a large pulse of Hamon through an object. During his fight with Esidisi, Joseph used it to send the Hamon through the thread of his hat into Esidisi's body.
  • Rebuff Overdrive (波紋肘支疾走リーバッフオーバードライブ Rībaffu Ōbādoraibu): Joseph charges Hamon into his elbows and delivers a powerful strike. This was used during Joseph's fight with Wamuu to retaliate his falling attack.
  • Zoom Punch (ズームパンチ Zūmu Panchi): Similar to his grandfather's move, Joseph uses the Hamon to dislocate his should and arm to strike opponents at a longer range.
  • Hamon Overdrive (波紋波紋疾走オーバードライブ Hamon Ōbādoraibu): Joseph channels a large amount of the Hamon into his whole arm and delivers a powerful chopping attack. This slowly transfers the Hamon blast through the point hit, making it advance until blowing up when Joseph had touched. Joseph used it against Kars in a duel and exploded his arm, destroying the Lightblade that could cut through anything without fail up until that point.
  • Hamon Beat: Joseph charges his hand with Hamon and strikes his opponent with a chop. This attack is not capable of harming Joseph himself even if he directs it to himself, as the Hamon used is his own.
In order to come up with a special attack, Joseph invented a fighting style that involved infusing the Ripple into a pair of normal American Clackers. Once infused, the Clackers become a lethal weapon, as the user is able to rip through an opponent's skin using them, and from there the Ripple can enter the body, thus inflicting massive damage. Because of their shape and aerodynamic design, someone who is trained in the Clackers' use is able to easily maneuver them around their body, even having the ability to make them seemingly disappear by hiding them behind their back.

  • Clacker Volley (クラッカーヴォレイ Kurakkā Vorei): Joseph chucks the Clackers into his opponent's direction. This can be done a number of ways, but to produce the best and most surprising effect, he can hide them behind his back. From there, Joseph can slingshot them from behind his back at the enemy in all directions.
  • Clacker Boomerang (クラッカーブーメラン Kurakkā Būmeran): Joseph throws both pairs of Clackers into a beam or pillar behind the opponent. This is in order to fool them into assuming he missed. One is thrown into the partition, causing one side of it to be lodged in place. The other side grabs onto the second pair of Clackers, and essentially flings them back towards the opponent from behind, much like how a boomerang works.

Weaknesses: Kinda cowardly in some cases, and is a bit of a ladies man. Other than that, his age is quite the factor too.
Gear:
  • Clacker balls
  • An old bloody headband
  • Polaroid camera
  • A can of WD-40
  • A 100% wool hat
  • Rope
  • Map
  • Speedwagon Foundation phone
  • Pilot's License
Quotes: "OH! MY! GOD!!"
Theme Song:
 
Names: Agent 47, 47
Fandom: Hitman
Age: 55
Gender/Sexuality: Male
Appearance:
Agent 47 is a bald Caucasian male and has a rather pale complexion and muscular build. His most distinguishing feature is the bar-code tattooed on the back of his head. It lists his date of creation and identification number: 640509-040147, from which he takes the name "Agent 47". His facial features are quite imposing, with a long face, large cheekbones, prominent brow, recessed forehead and ice blue eyes. Early in Absolution, Agent 47 tries to remove his iconic barcode with a razor, but it remains visible at the end of the game.

According to his ICA File from Absolution, he is 6'2" (188 cm) tall.[5] In the novel Hitman: Enemy Within his weight is stated as 187 lbs (85 kg).[6]

latest

His appearance is modeled after David Bateson, the actor who has voiced Agent 47 in every game so far. He almost always wears his classic black suit, red tie, white shirt, and black leather gloves.

Personality:
Even though 47 is a relatively emotionless assassin, he shows signs of morality, seen in Hitman 2: Silent Assassin confessing his sins to Father Vittorio. Subsequently, he is also depressed at the apparent loss of his spiritual guide that he agrees to take on the "suicide mission" of killing Deewana Ji. In HITMAN™, after Club 27, Agent 47 reacts to Diana's concerns over the Shadow Client's actions with "So what that someone got rich? The contract was just." The novels often have him pondering the question of his own morality and values.

His absolute highest priority is completing his contract. He will sacrifice innocents if he must, but he will kill the target (although it remains a part of his dedication to professionalism to avoid any collateral). He is emotionally closed off to the suffering of others when appropriate on a contract, even if they remind him of himself at a younger age. Vocally, he rarely raises his voice, choosing to speak in a calm and relaxed manner at all times. When speaking to another person, he can perfectly mask his true intentions (whatever they might be) and fool the other party with no effort; one of his many strengths is being an expert conversationalist. In addition to that, he can blend into the crowd and adapt his personality to suit any situation, and play the role of another person with the utmost efficiency and credibility, like a "Wolf in Sheep's clothing". He is content with being alone but has a deep if unexpressed admiration for the few people he becomes close to, especially Diana Burnwood, Fr. Emilio Vittorio, Helen McAdams, Victoria and Tommy Clemenza. Agent 47 also shows uncharacteristic sensitivity towards animals that he keeps as pets, such as his childhood rabbit and mouse he found from the asylum itself, and the yellow canary in Hitman: Blood Money(though he is forced to kill it in the cut-scene before Requiem in order to avoid giving his position away). He very rarely shows the same care towards human beings, though notable exceptions include Mei Ling, Father Vittorio, and Victoria (whom 47 and Diana treat sort of like a daughter). He also expressed his disgust at exploiting innocent people, as mentioned during the briefing in Death Factory, when he lamented at how Travis and Blake Dexter used "children as weapons".

Agent 47 approaches his assassinations with professionalism but will, however, not show any hesitation or remorse when it comes to killing or silencing witnesses and other potential threats to his mission. Agent 47 generally speaks in a monotone, proper, non-threatening tone, rarely swearing, or even raising his voice. 47 also has a blank and somewhat sinister facial expression, often scanning the scene with his eyes; the only other facial expression 47 has been known to show his pain. Agent 47 is an accomplished conversationalist despite the fact he's extremely reserved, able to fool and manipulate people with convincing lies and bluffs. Hitman: Enemy Within shows that he has the capability to act far out of his normal personality to imitate people, such as a cocky womanizing biker.

Both Hitman novels as well as some portions of Hitman: Absolution show a side of 47 he rarely shows. When out of his element or not on assignment, 47 occasionally shows behavior similar to ordinary people. In Hitman: Enemy Within, he is shown cursing when under frustration, as well as rarely sharing jokes with Diana. But more often than not, he prefers to share little words and keeps to himself.

Given his fee, Agent 47 would have to be a multi-millionaire from his contract earnings but never stops going for new contracts. He only spends his money on simple things like food, suits, gear, and shelter, although he is also known to donate some of it to Father Vittorio. 47 maintains multiple safe houses worldwide, each containing the bare necessities that 47 needs to prepare and execute a contract to lay low. 47 never remains at one safe house for very long, always moving to a different location to stay on the move until he is given a new contract. He does have a particular taste for expensive clothing (suits) and fine dining.

Knowing this it can be determined that 47 does his work as a hitman for more than just money, but for purpose in life. This is further demonstrated when he did not retrieve the ten million dollar ransom suitcase Blake Dexter had when he eliminated him but instead let Victoria dump the money on Dexter's body and fly off into the breeze. It is stated that he has to work as a hitman, since trying to live a "normal" life will endanger those around him, such as what happened in the second game, showing he does show concern to other human beings.

Backstory:
Agent 47 is a genetically enhanced human being, his DNA is the culmination of decades of secret research into gene augmentation. His creation was funded by five criminal masterminds who donated their own DNA to the project.[2]

In the 1950's, five men of various nationalities began serving in the same unit of the French Foreign Legion, namely, Otto Wolfgang Ort-Meyer, Lee Hong, Pablo Belisario Ochoa, Frantz Fuchs, and Arkadij Jegorov.[2] After finishing their service, Ort-Meyer started up a mental institution in Romania as a cover for genetic experiments, while all the other four became major crime lords and terrorists. In exchange for research funding, Ort-Meyer decided to provide his former comrades with donor organs harvested from clone bodies, which could extend their longevity. Therefore, even in all of the terrorists' 60s, they looked much younger.

Dr. Ort-Meyer's goal was to create "perfect assassins" who could be as physically fit as humanly possible and were capable of obeying orders with devotion and unquestioning loyalty.[2] Dr. Ort-Meyer tried to make his discoveries public before the 47 clone was created, however, he is discredited as a scientist by his peers as they thought that Ort-Meyer's radical theories were insane.

Agent 47 was created on September 5, 1964, in Ort-Meyer's asylum in Romania. He had the numbers "640509-040147" tattooed on the back of his head ("64-05-09" is the date of creation, "04" marks he is part of Series IV, "01" marks that he is the first, and "47" is to represent that he is the 47th), followed several years later by a Universal Product Code.

Nevertheless, Dr. Ort-Meyer saw 47 as his first genetically complete success and gave him slightly more attention, even though he had other specimens to consider.[3]

From ages five to seven, 47 was quiet and showed little social interaction. His only display of affection was towards a runaway laboratory rabbit he adopted on August 21, 1970, displeasing Dr. Ort-Meyer.[3] However, it died on May 2, 1972. Ort-Meyer noticed 47 crying and was surprised, as he'd never seen any of his clones do so before. Five years later, he also showed affection to a pet mouse. He cared for the mouse for about a month, until it was killed by a fellow clone as a cruel prank.[3]

Subsequently, after (or during) 47's creation, five more 47 clones were made.

47 had formed a brotherly relationship with a clone named 6 and together they were an impressive team of assassins. He was also bullied by another clone in 1977, which was part of the 6 series. They were both 12 years old. After watching a kickboxing tournaments held by Ort-Meyer for his friends and colleagues, he killed the clone in a toilet stall by choking him to death and left his face submerged in the toilet. To escape the asylum, he made a fiber wire out of a windowsill and broken parts of a broom, oiled squeaky door hinges to sneak out, and stashed a bow and arrow to kill a guard dog before he jumped the gate.

He hitchhiked his way into a Romanian town, without money. He first noticed luxury clothing stores. Later, an asylum doctor found him at a bus stop and ironically rewarded him with a pancake breakfast. He explained to 47 that he was right to kill that series 6 clone and had done a good job of it, but should in the future only kill when instructed to do so.

Between ages thirteen and twenty-three (1978–1987), 47 begins a fairly negative relationship with the asylum staff, attributed to his chronic uneasiness stemming from his regular medical checkups and frequent injections. On one occasion, 47 stabbed a doctor repeatedly with several needles, thus, prompting Dr. Ort-Meyer to assign more security for 47.

Along with the other clones, 47 was trained from youth to kill efficiently. He was instructed in the use of firearms, military hardware, unarmed combat, the use of disguises, and the use of more classical tools of assassination like the infamous fiber wire and sniper rifle. During his training, he was noted for his exceptional marksmanship, as well as for attacking the asylum staff with homemade slingshots, all of which were promptly confiscated. He also shot smiley faces into targets when he was bored. This is one of the only possible examples of 47 being exposed to pop culture, although all of the clones were sufficiently educated about the outside world by using traditional school textbooks.

As a result of the training he had received in his childhood, 47 can wield any weapon with ease on a mission, and can improvise and use common tools with deadly precision.

On September 5, 1989, Dr. Ort-Meyer went so far as to remember 47's twenty-fifth birthday in his journal, although 47 himself didn't, along with comments that he had become "mature" and stopped many of his bad habits. In 1993 he stated that 47, now almost thirty, had passed every test he can think of and is his most skilled clone.

As Dr. Ort-Meyer's friends grew weary of funding him with little results, relations between them soured. Dr. Ort-Meyer sometimes blatantly hinted that he would use the clones against them if he felt necessary. Ort-Meyer initiated this plan by purposely creating a gap in the asylum's security for 47 to escape. Having watched 47's every move, Dr. Ort-Meyer was very pleased with 47's performance (despite the fact that 47 killed one of his security guards for a disguise) and concluded that his training was complete.

According to 47's ICA file from the Hitman: Absolution trailers, the International Contract Agency first took an interest in 47's activities in 1998 and enrolled him in 2000. In the prologue of HITMAN™ which chronicles how 47 came to join the ICA, they had been impressed by his previous work as a freelance assassin and requested to "test" and audition him. Agent 47 arrived at an ICA training facility and was greeted by ICA handler Diana Burnwood. 47 went through rigorous training programs, psychological evaluations, and a thorough background check, although they found very little about 47's previous life.

While Burnwood believed that 47 would be an invaluable asset to the ICA, Erich Soders, the facility's training director, was very reluctant to recruit 47 because of how little they knew about him, telling Diana, "Frankly, it's as if the earth just spat him out." Soders suspected 47 of lying about coming from a Romanian asylum, ironically because 47 covered his tracks perfectly.

Soders grew displeased with this lack of information on Agent 47's background, there was nothing from 47's past that the ICA could use as leverage against him, and administered the strictest possible tests on 47 in hopes of being able to reject him. Learning of this plot Diana also chooses to "bend the rules" and assists 47 to pass his audition. 47 was then made a full agent of ICA and Diana Burnwood was assigned to him as his handler.

One year after escaping the asylum, Agent 47 is contracted to kill the criminal mastermind, Lee Hong. In order to get closer to Lee Hong, Agent 47 has to play the Red Dragon Triad against the Blue Lotus Triad. He first assassinates a Red Dragon Negotiator at a peace meeting, kills the Blue Lotus Emissary and entourage with a car bomb, and frames a Red Dragon Negotiator for killing the Blue Lotus Emissary and Hong Kong Chief of Police. Lee Hong is killed by Agent 47 in the Wang Fou Restaurant. While at Wang Fou, Agent 47 met both Mei-Ling and CIA Agent Smith for the first time.

After 47 kills Lee Hong, he is sent to the Colombian rain-forest to kill Pablo Belisario Ochoa. He wins the good favor of the U'wa tribe by rescuing both their idol and the chief's brother from Ochoa's men. In exchange, they tell 47 the location of Ochoa's camp. After he finds his way around the tribe's god of death Tezcatlipoca (in reality, a wild jaguar), 47 infiltrates the camp where he kills Ochoa and blows up his drug lab.

After 47 kills Pablo Belisario Ochoa, he is assigned to kill the three Fuchs brothers - Fritz, Frantz, and Fabian. Agent 47 first killed Fabian in Kamchatka, Siberia, alongside ex-Russian General Sergei Bjarkhov who was prepared to sell nuclear arms to the Fuchs brothers. 47 proceeds to Budapest, Hungary where he murders Frantz and Fritz Fuchs to prevent them from detonating a bomb at a United Nations summit. 47 kills the last two brothers in their hotel and steals their bomb from a dentist's office that the Fuchs brothers set up as a cover for their operation.

After the successful murder of Rantz Fuchs in Budapest, 47 is sent to Rotterdam, Netherlands. Coincidentally, a job opportunity unrelated to Ort-Meyer also brings 47 to Rotterdam; the Rotterdam chief of police pays 47 to kill Flaming Rotterdam leader Rutgert Van Leuven, recover some blackmail material, and kill Klaas Teller (a private investigator who previously failed to do the same job and was now the biker gang's hostage).

Unfortunately, the bikers are expected to meet 47's next target Arkadij Jegorov and tracking him down becomes more difficult with Van Leuven gone. 47 tracks one of their men to an arms deal with Ivan Zilvanovitch, who would, in turn, lead to Jegorov. 47 kills the bikers and assumes their identity to give Ivan a money suitcase with a tracking device inside. 47 tracks Jegorov's cargo ship by this device, where he kills Jegorov and disarms his nuclear weapon.

The ICA finds out that all the hits were requested from the same person, Otto Wolfgang Ort-Meyer. Ort-Meyer requests 47 to kill one last person, Dr. Odon Kovacs. When 47 arrives at the asylum in Romania and kills Kovacs, 47 quickly regains the memory of his origin and goes in to kill Dr. Ort-Meyer (who calls a SWAT team to the asylum). Agent Smith is also coincidentally being held captive at the asylum, who revealed Ort-Meyer's underground inner sanctum to 47. 47 shoots his way through an ambush of the No. 48 clones, and confronts Ort-Meyer in his office where 47 kills him by snapping his neck. 47 then ventures back up to the asylum, evades the Romanian authorities and steals Ort-Meyer's car to escape.

For a year or two, after being called a legend and a myth, 47 attempts to leave his life as a hitman behind, instead of finding faith in a Catholic church on the Sicilian countryside and working as a humble gardener. Most of the underworld has no clue where 47 is and assumes he is dead.

However, he is tracked down by Sergei Zavorotko (a major arms dealer, in possession of WMDs, and 47's "uncle") along with a Mystery Man from the United States. Soon after, 47's mentor Father Vittorio is kidnapped by mafia Don, Giuseppe Guillani. 47 resumes his work as a hitman to rescue him, contacts the Agency for info and satellite footage of Guillani residence in exchange for a contracted kill. After 47 successfully kills Guillani, to his dismay Vittorio is again kidnapped by Sergei Zavorotko, unbeknownst to him at the time. 47 continues a string of high-profile assassinations, all paid for by Zavorotko, before discovering he kidnapped Vittorio to make 47 work again. Agent 47 also discovers and kills another clone, #17, discovered by Zavorotko through the "Mystery Man". The video footage for Masahiro Hayamoto Jr.'s funeral, during the game, is dated December 4, 2002.

Agent 47 kills Zavorotko and rescues Vittorio, after a shootout in the very same Sicilian church he had retired to and later used as a base. Vittorio gives him rosary beads and assures him that he can return to a peaceful life, but 47 leaves them at the scene. In a monologue, Agent 47 explains that he will never be safe and must remain a hitman to provide for and protect himself.

However, he was still in contact with Vittorio as of Hitman: Enemy Within and entrusted Sister Mary with Victoria in Hitman: Absolution, suggesting he did not abandon his faith altogether.

On March 18, 2004, 47 is shot by a police officer, while returning to his hotel room after killing Richard Delahunt and Alvaro D'Alvade at an Opera Hall in Paris. He makes his way to his hotel room wondering how the officer knew him only to collapse unconscious on his hotel room floor. While blacking out before being revived by an ICA medic, 47 remembers his previous missions.

After 47 regains full consciousness, detective Albert Fournier and his squad of SWAT have Agent 47's hotel room surrounded. Agent 47 escapes the hotel, killing Fournier, and meets Diana (in person) on a flight to the United States.

On the flight, Diana gives 47 a file explaining that they are again under the threat of a serious rival, known as The Franchise.

They have serious connections to international governments and their own army of albino clones. As part of their goal to keep the cloning technology to themselves, they plan to make Daniel Morris the US President by killing politicians and having him succeed them (Vice President Spaulding Burke being their first victim, in a supposed car crash only a day ago, on March 17). Their leader, former Federal Bureau of Investigation director Alexander Leland Cayne, has an inferior cloning program and wants to replicate Ort-Meyer's methods, requiring Agent 47's bone marrow to learn the entire process.

As 47 continues his work, now living in the United States, most of the International Contract Agency agents and management are gone in a year and a half. On August 15, 2005, Diana explains to 47 that they are the only two surviving members of ICA and after 47's last assignment, she would split what was left of the ICA's money with him before they bid each other goodbye for good. 47 is soon after contacted by Agent Smith to kill now-Vice President Daniel Morris, after Smith learns of his corruption and intent to kill the President Tom Stewart along with Mark Parchezzi III, the albino assassin sent by the Franchise to kill the President when he returns from a visit to Los Angeles.

Agent 47 accomplishes the task on September 22, 2005, as a confirmed murder that gains a very large amount of media attention.

Only a little while later, Diana, hemmed in from all sides, decides to go over to the Franchise's side and helps the Franchise locate 47's hideout, going as far as to enter and subdue 47 by 'poisoning' him, in reality, injecting a type of poison that reduces 47's blood pressure to a very low level giving the impression that he is dead. Having secured 47 and successfully 'killed' him, Alexander Cayne welcomes Diana to the Franchise. At his mansion, just as 47 is about to be cremated, Diana revives him by kissing him with her lips covered with the antidote to the poison she gave him earlier, leaving the Silverballers across his chest, supposedly as a sign of respect, but actually to allow him to shoot his way out. 47 does so, kills Alexander Cayne and his bodyguards, and the reporter as well, leaving absolutely no witnesses behind.

47 is alive and unidentified and meets with a crime figure (asking what they have to offer "preferably in the back"). What happens during the time in between is not specified in the games, but Agent 47 quickly returns to the ICA and resumes work with Diana Burnwood.

Unbeknownst to 47, Diana has had a spat with her superior Benjamin Travis over the development of a "pet project," the engineering of Victoria, and plans to defect from the ICA before they kill her. Diana makes her move in September 2011, while she was helping Agent 47 on a mission taking place in Tibet at a rather crucial time. 47 is injured as a result but manages to eliminate the target and escape.

Twelve months after the Tibet incident, Agent 47 is paid by Roget to kill Hector Corado, both drug dealers in the Caribbean. Agent 47 successfully kills Corado during a yacht party hosted by organized crime billionaire Emilio Fernandez, off the coast of Jamaica. While 47 is flying to Rio de Janeiro aboard a private flight, the plane crashes into the sea which 47 survives by jumping off moments before the plane crashes into the water. He is pulled aboard the ICA-owned Jean Danjou II. He is re-initiated into the ICA by Benjamin Travis and assigned to kill Dana Linder and later Charlie Wilkins. Wilkins in fact ordered both hits, the first to position himself to run for President and the second to trap and silence Agent 47.

While investigating the Church of Will in Virginia, undercover as an Iowan farmer named Stan Johnson, 47 begins a romance with Wilkins' insecure personal assistant Helen McAdams, but she dies in a riot where 47 also manages to kill Wilkins (on November 1, 2012, four days before he would likely have been elected president) by driving over him with a truck. In Diana's absence, 47 is instead handled by Benjamin Travis, and their difficult working relationship prompts Agent 47's eventual rebellion.

Agent 47 is then finally sent by Benjamin Travis to kill Diana Burnwood, who has holed herself and Victoria up in a rented mansion along Lake Michigan near Chicago, Illinois. 47 infiltrates the home and shoots Diana in the chest while she is showering, and 47 accepts her dying wish to protect Victoria and kill Travis. On the way out, he asks Victoria why Diana saved her and she tells 47 that she wanted to get her away from "the doctors". 47 remembers his boyhood at Ort-Meyer's asylum, a time which he had to suffer much pain by the staff at his asylum. He decides to protect her and takes Victoria to Chicago's Rosewood Orphanage for safekeeping. 47 is considered rogue by Benjamin Travis and issues a kill order on him. Blake Dexter, a weapons manufacturing magnate, is informed of Victoria's whereabouts by Dom Osmond and kidnaps her for both genetic research and to extort a ransom from the ICA. Agent 47 is aided by his own man about town, Birdie, who later betrays him to Dexter and the Chicago PD. Agent 47 is in Chicago for Chinese New Year, dating the mission Hunter and Hunted February 10, 2013.

Agent 47 follows Dexter to his hometown of Hope, South Dakota, where he kills most of Dexter's inner circle within a few days (the player has the choice of making 47 kill Blake's son, Lenny Dexter, or leaving him for dead in the desert). 47 then returns to Chicago where he infiltrates Dexter's penthouse, kills him and rescues Victoria.

Later, Agent 47 goes to Diana's supposed grave in Cornwall, England and kills Benjamin Travis along with his assistant, Jade Nguyen. It is revealed he knew he hit Diana at a part of her body that would not be fatal. 47 observes that Diana did survive and is taking care of Victoria back at her mansion. She wires money to 47 for his services and welcomes him back to the ICA.

Skills: (fighting styles, good at driving, etc)
  • Stealth Intuition / Impersonation: Agent 47 has mastered the art of stealth, being able to terminate multiple enemies in the same area one at a time and sneak up on almost anybody and quietly neutralize them. 47 also has an expert level understanding in the use of disguises in order to access unauthorized areas of a location.
  • Driving Intuition: It is evident that Agent 47 is a very skilled driver, judging from how well he managed to maneuver Dr. Ort-Meyer's car past a police blockade (in rainy conditions) at the end of Asylum Aftermath. Agent 47's driving skill is also manifested in his ability to drive specialist motor vehicles - such as a bus and a large truck at the end of Amendment XXV and The Meat King's Party, respectively. Agent 47's vehicular skills are not just limited to cars - He is seen flying helicopters and planes and driving boats numerous times throughout the series.
  • Martial Artist: Trained extensively and thoroughly in armed and unarmed combat and in the use of improvised weapons, such as explosives, sniper rifles, automatic weapons and bladed weapons, Agent 47 is fully adept at surveying his environment and using it to his advantage. Highlighted in Hitman: Enemy Within and Hitman: Absolution, 47 is an expert in hand-to-hand combat. From a young age, Agent 47 was trained with his fellow clones to master kickboxing. Agent 47 was an above average fighter, losing only to clone number 6. In Hitman: Blood Money, he can disarm trained and armed soldiers with ease, as well as render people unconscious with minimal effort. In Hitman: Absolution, he is skilled enough to engage several armed enemies unarmed and survive. He also shows his skill in martial arts & his inhuman physical strength when he is able to beat a genetically altered giant Sanchez in a one on one fight.
  • Marksmanship / Weaponry Usage: He is a perfect marksman, so well that the newspaper in Hitman: Blood Money called him "Legendary Agent 47".
  • Resourcefulness: He is also resourceful enough to maintain anonymity by avoiding leaving forensic evidence for law enforcement agencies to discover through various methods. Agent 47 is skilled in infiltration, as seen in the trailer for Hitman: Absolution when he must enter Diana Burnwood's mansion to kill her, ex-filtration, and evasion, as well as the traditional art of assassination as seen when carrying out contracts. On site, he can slip past guards without arousing too much suspicion. Agent 47 also has a detailed understanding of human anatomy and human nature, shown through his use of poisons, and sedatives, as well as striking vital points when strangling targets silently or using hand to hand combat. He also knows how best to move throughout an area without catching the attention of civilians or armed guards. He knows exactly what parts of the human body to shoot that would be a survivable shot, a fatal shot or even a slow painful shot which 47 has used to interrogate one of his victims. He is also able to face multiple enemies unarmed and survive the encounter unharmed.
  • Indomitable Willpower: Whatever the odds, Agent 47 never panics. He always keeps his composure and clear mind to the point of being perfectly aware of all his surroundings and constantly calculates his every action, never once losing focus.
  • Chemistry: 47 has shown to be knowledgeable & skilled in chemistry/poison. He has been able to concoct poisons that can either kill them in seconds or simply incapacitate them.
  • Multilingual: Thanks to his travels around the globe, 47 is familiar with multiple languages. He is shown to speak/ comprehends English, Russian and likely many more.

Powers/Abilities: (super strength, super speed, etc)
Physical Enhancements: As a class one type clone, Agent 47 was genetically enhanced in order to perform physical tasks much more efficiently than an average peak-human. To keep his skills in balance, Agent 47 practices his combat, shooting, assassination, and stealth skills whenever he is not on an assignment. He has over his life become a myth in the underworld due to his skills. Many doubt in 47's existence because of his skills in completing impossible assignments to the point that the FBI & CIA denies his existence. He has killed professional assassins sent by the Franchise, killed the likes of the genetically superior people, Mark Parchezzi III and Sanchez. He managed to kill a group of Mr 48 clones despite them being created to be better than 47. He also defeated the Saints and the Praetorians, the former an elite squad of killers & the latter members of an elite and professional PMC. When training to join the agency Eric Soders claims his stats are off the charts, and considered Agent 47 a threat to the agency itself. In Hitman: Absolution, his skills were so excellent that an agency solder and Benjamin Travis said that he was "the scalpel".
  • Heightened Speed: Agent 47 is apparently able to run 10km (6.2 miles) in 36 minutes and 39 seconds. His reflexes are also similarly superior. He was able to react to Mark Parchezzi III trying to shoot him, by immediately dodging the bullet.
  • Heightened Strength: He is physically strong even when compared to adult males of his size and build in peak condition; being able to climb pipes, move, drag and dispose of bodies, snap necks, knock opponents unconscious, and jump from balcony to balcony with minimum effort. Displays of his peak-physical strength have been seen many times, as he is even able to strangle a physically powerful being, such as Tzun. He was even able to toe-to-toe with Sanchez, a man who is physically superhuman due to Warren Ashford's experiments & even hurt him.
  • Heightened Metabolism: He has an inhuman and effective metabolism, which has a limited, but sufficient healing factor. His healing is efficient enough to help him recover from a gunshot in a few hours despite him needing some medical attention in order to have the bullet removed and the pain suppressed with some painkillers. He was even tough enough to walk for a long time with critical injuries before passing out.
  • Heightened Senses: Agent 47's instincts are so profound that he can effectively visualize everyone around him (and also people of interest such as targets and guards) through walls and floors.
  • Heightened Endurance: 47 has survived things that would kill normal humans. he survived a fatal gun wound & was able to walk before passing out. When he was thrown by Sanchez through a wooden door with his superhuman strength, all it did was knock him out for a few minutes. He had even survived being electrocuted by a voltage that would kill a normal person.

Weaknesses:
Despite his strengths, he can still be overpowered by numbers if spotted and if the enemy posses the numbers to do so.

Gear:
Dual ICA Silverballers with hair-trigger and suppressors
Striker
Sieger 300 Advanced
Fiber wire
Coins (5)
ICA Explosive Phone with remote detonator

Quotes:
"Thick walls and loads of protection. Even the strongest chain has a weak point, and I'll find this one. But I better consider each step I take in this squeaky, old castle."
Agent 47's monologue in the beginning of Shogun Showdown.
"I always knew I didn't belong in this world. I wasn't made for this. But I'll never forget- those who betrayed me, and those who never failed my trust. I'll be carrying nothing from Gontranno but this lesson: never trust anyone and rely on your instincts. Forget the past. I'll never find peace here. So, I'll seek justice for myself. I'll choose the truth I like."

Agent 47's monologue at the end of Hitman 2: Silent Assassin when he was leaving Vittorio's Church.
"This room. This bullet. There's a bullet for everyone. And a time, and a place. An end. Yes, maybe this is how it has to be. Inspector, you've obviously learned too much about me. I can't have that. Not even in my death"

Agent 47's monologue during the opening cinematic for Hunter and Hunted.
"Names are for friends, so I don't need one."

Agent 47 talking to a guard in Death of a Showman.

Theme Song:
 
Names: Piccolo, Big Green, Yoshi

Fandom: Dragon Ball Z Abridged

Age: ???

Gender/Sexuality: Male/???

Appearance:
DBFZ_Piccolo_Portrait.png


Personality: Piccolo was once a cold distant fighter, having no concern for anyone but himself and typically spending his days alone in barren wastelands. Through this experience, he suffered from a lack of friends in real life and resorted to social media to compensate for it. This scarcity of companions caused him to work together with Goku to save his son Gohan, putting his life on the line all because Goku promised to become his friend on Myspace in exchange for his aid in saving his son. Benefits of his distant times in alone allowed for Piccolo to know much about deserted areas for which only someone such as himself, a person who either sought or was content with being alone, would occupy. Unfortunately for Piccolo, others have caught on to his knowledge, such as Tien. Despite his general loneliness, Piccolo has been shown to communicate well with others, particular in exchanging dialogue with Tien and communications with Nail and Kami.

Backstory: Piccolo is a Namekian and is the reincarnation and son of former Demon King Piccolo. He initially was an archenemy of Goku and participated in in the 23rd World Martial Arts Tournament in order to avenge his father's death, but was defeated by him after a long bout. Five years later, he formed a temporarily alliance with Goku and after killing him and Raditz, took it upon himself to train Gohan and prepare him for the arrival of the two other surviving Saiyans Vegeta and Nappa. As time progressed, Piccolo went from being a ruthless warrior to a more compassionate ally (mostly due to his friendship with Gohan). He also doesn't have a penis.

Skills: Namekian Biology: Like all Namekians, Piccolo can regenerate lost limbs in a quick moment, but he can only regrow quickly when he has enough energy. For example, in his fight against Raditz he lost his arm but grew it back after the fight, while in his first fight against Cell, he tore off his drained arm and regrew it instantly.

Piccolo can also hear things from far away, but whistling is very painful to him. He had to remove his ears in the fight against Lord Slug to help Goku when he asked Gohan to whistle. He can also stretch his arms, though he forgets that he even has this ability.


Powers/Abilities: Special Beam Cannon (Makankosappo): Piccolo's signature attack which launches a drilling beam of energy at the target. It takes five minutes to charge (not anymore), and he can't pronounce its Japanese name ("Makankosappo"), so he says "Special Beam Cannon" instead.

Multi-Form Technique: Piccolo can create copies of himself to gain an advantage, but it also cuts his Power Level in half in the process.

Hyper Explosive Demon Wave: Piccolo can unleash a massive explosion that can cause massive damage to anything in the radius.

Hellzone Grenade: Multiple energy spheres head towards a target and explode on impact.

Light Grenade: A powerful energy blast against an enemy.


Weaknesses: He gets distracted when talking to Nail and Kami in his head/

Gear: (weapons and such) Turban and Cape

Quotes: (optional) DODGE!

Theme Song:
 
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Names: Piccolo, Big Green, Yoshi

Fandom: Dragon Ball Z Abridged

Age: ???

Gender/Sexuality: Male/???

Appearance:
DBFZ_Piccolo_Portrait.png


Personality: Piccolo was once a cold distant fighter, having no concern for anyone but himself and typically spending his days alone in barren wastelands. Through this experience, he suffered from a lack of friends in real life and resorted to social media to compensate for it. This scarcity of companions caused him to work together with Goku to save his son Gohan, putting his life on the line all because Goku promised to become his friend on Myspace in exchange for his aid in saving his son. Benefits of his distant times in alone allowed for Piccolo to know much about deserted areas for which only someone such as himself, a person who either sought or was content with being alone, would occupy. Unfortunately for Piccolo, others have caught on to his knowledge, such as Tien. Despite his general loneliness, Piccolo has been shown to communicate well with others, particular in exchanging dialogue with Tien and communications with Nail and Kami.

Backstory: Piccolo is a Namekian and is the reincarnation and son of former Demon King Piccolo. He initially was an archenemy of Goku and participated in in the 23rd World Martial Arts Tournament in order to avenge his father's death, but was defeated by him after a long bout. Five years later, he formed a temporarily alliance with Goku and after killing him and Raditz, took it upon himself to train Gohan and prepare him for the arrival of the two other surviving Saiyans Vegeta and Nappa. As time progressed, Piccolo went from being a ruthless warrior to a more compassionate ally (mostly due to his friendship with Gohan). He also doesn't have a penis.

Skills: Namekian Biology: Like all Namekians, Piccolo can regenerate lost limbs in a quick moment, but he can only regrow quickly when he has enough energy. For example, in his fight against Raditz he lost his arm but grew it back after the fight, while in his first fight against Cell, he tore off his drained arm and regrew it instantly.

Piccolo can also hear things from far away, but whistling is very painful to him. He had to remove his ears in the fight against Lord Slug to help Goku when he asked Gohan to whistle. He can also stretch his arms, though he forgets that he even has this ability.


Powers/Abilities: Special Beam Cannon (Makankosappo): Piccolo's signature attack which launches a drilling beam of energy at the target. It takes five minutes to charge (not anymore), and he can't pronounce its Japanese name ("Makankosappo"), so he says "Special Beam Cannon" instead.

Multi-Form Technique: Piccolo can create copies of himself to gain an advantage, but it also cuts his Power Level in half in the process.

Hyper Explosive Demon Wave: Piccolo can unleash a massive explosion that can kill anything in the radius.

Hellzone Grenade: Multiple energy spheres head towards a target and explode on impact.

Light Grenade: A powerful energy blast against an enemy.


Weaknesses: He gets distracted when talking to Nail and Kami in his head/

Gear: (weapons and such) Turban and Cape

Quotes: (optional) DODGE!

Theme Song:


I guess this is the only thing I'd consider too OP, so either modify or delete it and I'll let the jolly green giant in.
 
Names: Ramil, Rami

Fandom: OC

Age: 25

Gender/Sexuality: Male/Heterosexual

Appearance: A dark skinned man with a short black afro. He has brown eyes. His clothing consists of a Nepgear shirt with the words “All the Nonbelievers must be punished” surrounding her, A pair of blue jeans and pair of The North Face brand Waterproof boots.

Personality: A fun loving person he has a bit of a lazy streak. He tends to listen to music on his phone and loves Anime and Videogames. He’s a Huge Magical Girl fan and an even Huger Lyrical Nanoha and Symphogear fan.

Backstory: A young man in his Mid-20s that lives with and takes care of his grandmother. He comes from an Earth where things like Magical Girls and Super Heroes are nothing but fiction. As the Multiverse Collision began he was outside staring at the stars when Lightning Struck the ground in front of his house. He investigated and found an injured nine year old Fate Testarossa Harlaown in a small crater cradling her device Bardiche in her hands. Seeing no other choice Ramil carried the injured Lightning Mage into his house to try and fix her up. A few days after that the Multiverse Collision arrived at his Earth sending him and Fate to a place called Rush Valley.

Skills: Hand eye coordination, Martial Art’s Mimicry

Powers/Abilities: Ramil inherited the Boosted Gear during the Multiverse collision. The Boosted Gear has the ability to Boost which can double the user's physical and magical power every 10 seconds. With further changes in response to the user's feelings, the Boosted Gear can transform into the Boosted Gear Gift, which has the ability to Transfer the increased power to other people or objects. The transfered power can be performed on multiple people/objects at the same time, however, this decreases the efficiency, and some of the power will be lost in the transfer. This can also be used on a certain part of the user's body such as the eye's for enhanced vision. The Boosted Gear has also been shown to be able to store powered weapons and items within it and allowing the user to wield their capabilities.

Weaknesses: With The red dragon emperor Ddraig sealed within the Boosted Gear, its possessors become vulnerable to Dragon-slaying magics, swords and curses as if they themselves were Dragons. Also, continuous use of the Boosted Gear will drain the wielder's stamina to a significant degree.

Gear: Boosted Gear, also known as the Red Dragon Emperor's Gauntlet, is a Sacred Gear originally wielded by Issei Hyoudou, But was passed on to Ramil after he died during the multiverse collision. Listed as one of the thirteen Longinus, it has the spirit of the Welsh Dragon, Ddraig, residing within it.
Iphone: Ramil's Iphone. He uses it to listen to music. and call any numbers he get's on his journey.

Quotes: N/A

Theme Song:
 
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Names: Ugandan Knuckles

Fandom: VRChat

Age: ????

Gender/Sexuality: Male/Ugandan

Appearance:

2258222_3.jpg

Personality: He doesn't know the way, so he must find the way. He needs a queen and a god, or else he will get lost in the way. He needs a commander for him to lead the way. If he sees evil, and he will spit on him and will kill him in order for him to reach the way.

Backstory: He is lost in the way, and must find the way back to Uganda. Along the way, he must find the queen and a god to worship. WIthout any of the two, he will be lost in the way.

Skills:

images

Powers/Abilities: Can make an annoying number of clicks that annoys people.

Weaknesses: He is known to be lost in the way.

Gear: N/A

Quotes: "Do you know the way?"
 
Names: June Moone/Enchantress

Fandom: DC

Age: Early to Mid 30's Eternal

Gender/Sexuality: Heterosexual

Appearance:
Enchantress.gif

Personality:
Enchantress is a powerful but mentally unstable witch who has fought as hero and villain. Her true identity is the kind-hearted June Moone, although she becomes evil when possessed by the Enchantress entity.
The Enchantress takes pleasure in harvesting human souls

Backstory:
June Moone is the human host of the magical entity known as the Enchantress. Having been confined within June's body, the Enchantress can take control whenever June wishes to unleash her, or during times of great emotional stress. Without June to restrain her, the Enchantress is a force of sheer death and destruction.

June Moone hopes to rid herself of the Enchantress and hears that someone in Mewnisse can help her.

The Enchantress was confined within June's body by the Justice League Dark, where her power is restrained until she is called forth or breaks through.

Skills:
June is a talented artist and works as a graphics designer at NetherRealm Studios.
The Enchantress has countless millennia of experience in the Occult.

Powers/Abilities:
Weaknesses:
  • June Moone is a weak pathetic human.
  • Dependency: The Enchantress is dependent on June Moone to restrain her. Without June's influence, she goes insane and can no longer function.
  • The Enchantress under estimates her opponents greatly.

Gear:
June brings a map of Gladius-1 and Gladius-2.

Quote:
"She won't give up until she has me again. Me being free... it'll drive her insane."
"The Witch is back!"
 
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Names: Zelda

Fandom: Legend of Zelda

Age: Unkown (Presumably 20)

Gender/Sexuality: Heterosexual

Appearance:
princess_zelda_twilight_princess_hd_transparent.png


Personality:

Zelda is depicted as a kind and benevolent ruler with a wisdom beyond her years and a deep love towards the people she watches over. She is a caring, graceful and self-sacrificing person. Zelda's most prominent display of compassion and selflessness was when she saved the life of Midna, the Princess of the Twilight Realm, who had been nearly killed by the false King of the Twilight, Zant. Zelda's wisdom is her most valuable attribute. As a matriarch, it is imperative that she make the wisest decision concerning the fate of Hyrule; in Twilight Princess when Zant threatened her life and the lives of all of her subjects, she wisely surrendered to him. She upholds her responsibilities no matter the cost and is always willing to help her friends, such as in Skyward Sword, where Zelda faces her duties as the goddess reborn and willingly remains in a deep sleep to keep Demise imprisoned within his seal. Above all, Zelda is known to be a forgiving person even towards those who have harmed her before, as seen in Spirit Tracks, where she asks Anjean to take care of Byrne even though he was the one who stole her body.

Princess Zelda is one of the three most important characters of The Legend of Zelda series, which is also why her name appears in the title of every game. Princess Zelda first appeared in the original The Legend of Zelda, and has since been featured in every subsequent game, with the exception of Link's Awakening. Each Princess is chosen by destiny to be the keeper of the Triforce of Wisdom in their era, which is the main reason why they play such an integral role in the legends of Hyrule.

Backstory:

As written in the Hyrule Historia, the Zelda in Twilight Princess is chronologically the second Zelda in the Child Timeline.

Zelda was the young matriarch of Hyrule until its invasion by Zant, the Twilight King, to whom she surrendered in order to prevent the death of her people. Subsequently, she is imprisoned inside a tower in Hyrule Castle, although unlike her people, she does not become a spirit under the influence of the Twilight (possibly due to her implied possession of the Triforce of Wisdom). It is here that she meets Link, transformed into a wolf by the Twilight's power, though their conversation is cut short due to the arrival of her guard.

When Link goes back to the castle, she expends all of her power, even losing her physical form, in order to save a dying Midna. She regains her body later only to become possessed by Ganondorf, but his influence is purged from her body by Midna with the power of the Fused Shadows. Ganondorf makes another attempt on Zelda's life soon after, but she is protected by the Light Spirits of Hyrule, who grant her the magical Light Arrows so she can assist Link in part of his final battle. With the battle won and Midna revived, Zelda and Link bid her goodbye at the Mirror of Twilight.

It is possible that Link actually went to Hyrule Castle to meet Zelda again as hinted during the ending scene where Link left Ordon village and the Castle was shown again. This is also the only game where she appears as a brunette, instead of a blonde. Unlike other games, Zelda's interaction with Link was rather limited in this game.

According to Zelda's card in the official Twilight Princess trading card deck, she was going to become Queen of Hyrule. Zant's invasion came a few days before her scheduled coronation, thus preventing it from taking place. The game manual for the non-canonical Super Smash Bros. Brawl, which uses Zelda in her Twilight Princess form, does refer to her as the Queen of Hyrule—implying that once Link lifted the Twilight, the coronation took place as planned.

Skills:
  • Various magical abilities bestowed by the goddesses
  • Vast knowledge
  • Alter-Ego (Shiek and the Goddess Hylia)
Powers/Abilities:
  • Telepathy
  • Sage-like abilities (restricted)
  • Teleportation
  • Summoning
  • Magic prowess
Weaknesses: She's merely human and a huge pacifist.

Gear:
  • Triforce of Wisdom
  • Light Bow
  • Light Rapier
Quotes: "We must win! The fate of Hyrule depends on it!"

Theme Song:
 
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Names: Yuki Cross (Yuki Kuran)

Fandom: Vampire Knight

Age: 17

Gender/Sexuality: Heterosexual

Appearance:
ba86469725446b179ce5a195c1078b92.jpg


Personality:

Yuki was generally a cheerful caring and a rather comedic girl with her beloved smile. She was considered a poor student because she dislikes studying and falls asleep in class due to the fact that she stays up all night monitoring the school grounds and protects the Day Class students from sneaking into the Night Class students. She exhibits a strong attachment to her close friends, especially Sayori who Yuki affectionately calls "Yori" and Zero. Her indecisive nature and reticence can be attributed to her insecurity regarding her missing past. As a human, she has been seen as standing sides with vampires, but deep in her heart she feared all vampires (because of a vampire that attacked her when she was little) excluding Kaname Kuran.

Due to this fear, she rarely left the Cross Academy grounds on her own. Yuki doesn't like to reveal her fears and disguises it with a smile. Zero, however, having grown up with her for four years, was always able to tell when something is bothering her, making it hard for her to hide things from him and vice versa.

Following her reawakening as a Pureblood vampire, Yuki shed the fears she once retained. When a situation demands for it, she can put in an authoritative face as expected of a Pureblood Princess. As a result, she has grown more emotionally mature and thoughtful. Yuki's overwhelming fault is the tendency to burden herself with guilt over her ignorance when she learns of other people's sufferings that they have kept secret.

Yuki's favorite subject was Physical Education and her favorite food was ginger pork stir fry set, as well as parfaits.

Backstory:

Yuki was five years old when Rido Kuran attacked the Kuran Family household seeking to take her away. In order to protect her, her mother, Juri sacrificed herself to seal Yuki's vampire nature and erases Yuki's memory. Yuki's first memory was that of Kaname saving her from a Level E Vampire who tried to devour her while being alone on a snowy day. She grew up as a human in the care of Kaien Cross, who adopted her. Despite no longer remembering Kaname and their past relationship, he stayed as an important figure in Yuki's life, becoming her much beloved savior whose visits she always looked forward to, eventually leading Yuki to develop romantic feelings for him.

Despite having her memories sealed, Yuki experienced constant nightmares as a child, a problem which continued nightly until Zero Kiryu joined the Cross household. As a result, Yuki formed a strong bond towards him. She found comfort in helping Zero with his personal nightmares and unofficially appointed herself as his guardian, entering his room to check on him and always made sure he slept soundly and constantly worried about his well being. Shortly after Zero's arrival, another change occurred between Yuki and Kaname's relationship. The closeness they once shared was lost after she witnessed Kaname feeding blood off from a noble vampire, Ruka Souen, an act which frightened Yuki and reminded her of the difference between humans and vampires. Now keenly aware of the futility of her feelings, Yuki chose to distance herself from Kaname. Keeping her affections hidden away from him, though her longing and admiration for him still remained. As Yuki grows, wanting to know her past in order to move forward, Yuki found the courage to confront Kaname persistently about her past and her existence. In the end she did not get any answers which, and she decides to remember on her own. This however, caused her to evoke horrifying images of a blood stained room. In the end, Yuki's actions left Kaname with no other options available, but to reawaken her vampire self.

Upon awakening, she regains the memories of her past, her true race, the truth of her parents and who Kaname really is to her all along. After the death of Rido, Yuki chooses to leave the Academy with Kaname. She lived with Kaname for two years at the Kuran mansion with Aido being her tutor. Yuki had to deal with her new status as a Pureblood vampire and the restrictions she has to abide by. Often, Yuki is seen thinking she is inferior next to Kaname. As a result, Yuki and Kaname have an awkward stance in their relationship. At the final chapter of the manga, Yuki arrived late and couldn't stop Kaname from sacrificing his heart to the furnace in 93rd Night. Kaname told Yuki to stop trying to stop him anymore. Kaname confessed his sins and said he has to atone for them. Kaname told Yuki that she was better suited being in the light. Starting from 93rd Night Kaname's gesture took both Zero and Yuki by surprise when he told them that he wants them to be together. At the end of the manga, after a long time skip of a thousand years, it was revealed that Zero has already passed away. Yuki went to his family's grave to leave behind Bloody Rose as a memento. Yuki thanked Zero for the happiness he had given her over the years and left to go to where Kaname's body was kept. Finally the long awaited day came when the fire of the furnace can be put out. She then expressed her dismay and explained to the sleeping Kaname that the medicine Aido made which was found in the Kuran Mansion's library research study, could not awaken him nor can it be used on his heart, as they fear his heart might not be able to take it. Ultimately, in end, she sacrifices her life to awaken him and turned him into a human in the same process. Now, the finally reawakened, Kaname was free from his thousands of years of blood lust, a sad past and a darkness he had known since forever. Yuki left her final words to her children for the new Kaname which was: "I want to give to you whom I love, the world I saw as a human".

Powers/Abilities: Like all Pureblood vampires, Yuki has immortality, but she is still prone to mortal wounds. She also has the ability to heal almost anything excluding anti-vampire weapon wounds to the heart or head and fatal wounds. Yuki has the following abilities:

  • Telekinesis, breaking windows on the few occasions when she experiences strong emotions
  • Power of flight using a pair of wings on her back made of blood that resembles butterfly wings. This also the embodiment of her powers
  • Ability to interfere with memory blocking through touch and includes breaking memory spells on herself
  • Able to wield anti-vampire weapons both as a human and as a vampire and transform the Artemis rod into its scythe form
  • Her blood can cure people's hallucinations

Skills:

  • Physical progress
  • Agile
  • Super perceptive

Weaknesses: She has almost all the weaknesses of a typical vampire.

Gear:

Yuki's weapon is Artemis (and Advance Artemis) throughout the series. Artemis is an anti-vampire weapon given to her by Kaien Cross after she assumes her role as the school's guardian. During her lifetime, Juri Kuran was also able to wield the Artemis just like her daughter. Artemis' appearance looks like a harmless plain metal rod that can extend longer when force is applied. However, it can hurt any vampire just by a touch.

Quotes: "...It's cold... White snow... What is "white"? What is "snow"? It is something that is not red. Something that is "red"... is what?"

Theme Song:
 
Names: Aloy

Fandom: Horizon: Zero Dawn

Age: 19

Gender/Sexuality: Heterosexual

Appearance:
aloy-horizon-zero-dawn_guerrilla_1000x1600_marked.jpg


Personality:

Aloy is curious, determined, and intent on uncovering the mysteries of her world. Unlike many in her tribe who shun the use of technology, Aloy sees technology as a practical and unique tool to aid her in her quest, frequently using her Focus throughout her life to aid in hunting machines and tracking individuals. Her early use of the Focus has made Aloy more aware of a bigger picture outside of the Nora tribe, spurring her to be more curious about the Old Ones. She also became more skeptical about tribal lore and beliefs, seeing the All-Mother and what the tribes believe to be her vestiges as what they really are: remnants of Project Zero Dawn. This is most notable when Aloy is named the 'Anointed' of the tribe, becoming quickly distressed and frustrated with the tribespeople.

She had a strong relationship with her guardian Rost, seeing him as the father that she never had and was devastated when Rost sacrificed himself to save her from Helis. Despite Rost's presence, living without knowing her mother was a source of emotional distress for Aloy and compounded her alienation from the rest of the tribe; It is evident that this is the primary reason Aloy was cast out of the tribe. Aloy's desire to know her origins became her life's goal and her primary motivator to complete her training for the Proving; to get the Matriarchs to tell her about her origins.

Years of being shunned as an outcast has made Aloy compassionate and sympathetic towards others in need, particularly toward those who are outcasts. Her benevolence is her greatest strength and has garnered the respect and trust of many who have interacted with her. She can be sarcastic when dealing with people she dislikes and has no problems showing it, bluntly speaking her opinions about others.

She has shown great physical and emotional resilience during her journey, always moving towards her goal despite the harsh obstacles she comes across. When Aloy discovered that she was not the child but a clone of Elisabet Sobeck created by GAIA, Aloy was shattered by this revelation, feeling like she was a instrument born in destruction and fire. However she quickly gathered herself together, realizing that she was created in order to protect the world from being destroyed by a second Faro Plague.

Backstory:


Skills:
  • Cunning
  • High intellect
  • Resourceful
  • Physically strong

Powers/Abilities: Aloy has no magical powers as she is human, but make up for it in weapons and intellect.

Weaknesses: Aloy's only human.

Gear:
  • Bows
  • Sling
  • Blast Sling
  • Ropecaster
  • Rattler
  • Disc Launcher
  • Ravager Cannon
  • Gun Turret
  • Firestriker
  • Deathbringer Gun
  • Focus

Quotes: "Ahsis is holding his own... Was. Was holding his own."

Theme Song:
 
Names: Kat (Queen Alua)

Fandom: Gravity Rush

Age: 17

Gender/Sexuality: Bisexual

Appearance:
gravity-rush-2-characters-kat-two-column-02-ps4-eu-02nov16


Personality:

Kat is a down-to-earth, intelligent, selfless girl who is willing to make personal sacrifices in order to save people in need. Despite having no memories prior to her fall to Hekseville, she is mostly very upbeat and welcomes the attention and praise of being a superhero. At times, she expresses the desire to have a romantic partner, but she demonstrates great emotional strength when confronting danger. Kat is outspoken and sensitive to the feelings and attitudes of others as can be seen in her relationship with Raven and Yunica.

In Boutoume, the Dream Guardian described Kat's former self as "weak" and "vulnerable," and implied that she was not a strong leader. However, after her fall to Hekseville, Kat embraces the hero role and demonstrates leadership during her missions with the police and her time in Boutoume.

In Gravity Rush - Ouverture: the Animation, Kat is also pretty gourmand. This was shown as she spent all her money buying various snacks in the plaza of Auldnoir, capable of fighting an entire horde of Nevi just for a meat skewer, and crying over said skewer after she failed to save it. Later, while hanging out with Raven, the two shifters indulged in numerous snacks inside Kat's sewer pipe.

During her life as Queen Alua, Kat was roughly the same person; selfless, kind, and wanting nothing more than to help people, even going against her servants' wishes of bringing people from the below world to Eto in an effort to save them from the impending doomsday.

Backstory:

Skills:
  • Decent singer
  • Physical strength (Almost superhuman)
  • Stealthy
  • Mobile
  • Agile
Powers/Abilities:
Kat's power is the ability to manipulate gravity at will (such as floating) as long as her feline companion Dusty is around. She also has two styles of gravity manipulation: Lunar style and Jupiter style.
  • Stasis Field
  • Gravity Kick
  • Gravity Slide
  • Wormhole Kick
  • Surge Kick
Weaknesses: She doesn't have a firm grasp of her powers and she can only use her powers for a limited amount of time.

Gear: Her cat Dusty

Quotes: "I know enough to take care of myself, and anyone who threatens innocent people!"

Theme Song:
 
Names: Yukako Yamagishi

Fandom: Jojo's Bizarre Adventure

Age: 16

Gender/Sexuality: Heterosexual (but she's already shipped herself with Koichi)

Appearance:
Unit_Yukako_Yamagishi_%28Link_Skill%29.png


Personality:
Yukako is introduced in the midst of a date with Koichi Hirose, initially acting demure and sweet around him. This visage quickly dissipates when she reveals her bad temper and obsession with him, which occupies the majority of her initial role in Diamond Is Unbreakable.

Yukako's most recognizable character trait is her obsessive love for Koichi, which she explains as appreciation for men with potential rather than perfect people, whom she considers boring, and admits outright to becoming obsessive about anything she likes. Her love takes an overtly psychopathic turn when she decides to kidnap him and attempt to brainwash him into reciprocating her feelings, as well as forcefully training him into fitting an idealized picture of himself. Upon Koichi's revolt, she goes completely berserk and is willing to hurt, or even kill him in order to keep him for herself. Once she is defeated, and then immediately saved by Koichi in spite of what she put him through, Yukako sees the error of her ways, becoming genuinely infatuated by his heroism, and as such begins to fully respect his privacy and feelings. After beginning a true relationship with Koichi, she appears much more mellow and relaxed.

Aloof and "insanely tough" (as described by Koichi), Yukako is often cold toward people and maintains a steely, unwelcoming expression, except for in the presence of Koichi, with whom she acts sweetly and warmly in an excessive fashion. She is irritable, blunt and prone to lashing out, particularly when something gets in her way. When angered, her left eye also twitches. Yukako frequently and violently uses her Stand, Love Deluxe, against anyone she feels would hurt her chances of captivating Koichi, resorting to lethal force in the worst case. She has also been described as the type of person who lives in her own world and tends not to listen to others, expecting things to go her way and for people to follow what she says. Even when something goes wrong, she tends to blame it on others and refuses to find fault with herself. Despite the insecure comments in her introduction, she has immense pride in her appearance and hair, even threatening to murder Koichi once he damaged her hair during their fight, and again threatening Aya after her Cinderella caused her face to fall apart.

In the anime, she has a habit of referring to herself in the third person. She also seems to have talent in cooking and sewing, and to some extent engineering as she built an electric chair from household appliances.

Yukako may be described as yandere, and arguably may have predated or became the progenitor of the archetype. Araki comments that her personality was designed in reaction to the prevalency of moe perfectionism applied to many female characters, as a statement that someone of any gender should be capable of being frightening or losing their temper.

Backstory:
Yukako is a classmate of Okuyasu first introduced in the midst of a date with Koichi Hirose. During the date, she confesses her admiration for him but becomes severely aggressive when Koichi dithers in his response. Later, she jealously attacks a girl she believes to be a potential rival.
In response to false rumors muttered by Josuke and Okuyasu in order to put her off Koichi, she kidnaps him; attempting to indoctrinate him and "change him into a better person".

When Koichi resists, she soon threatens his life, forcing him to fight against her. During a tumultuous battle, Koichi heroically saves her life as she accidentally falls off a cliff.

Later in the story, Yukako is warned about Yoshikage Kira after Shigekiyo Yangu's death and advises everyone to be careful.

Yukako, still lovestruck, seemed to have learned from her mistake in trying to force Koichi. Unhappy about her unrequited love she made use of the services offered by Aya Tsuji's beauty-enhancing Cinderella Stand, which rendered her into a bewitchingly attractive woman in the eyes of Koichi - for a price and a certain time limit, during which she was to use a special lipstick in order to uphold the "magic", i.e. the Stand's power. The Stand allowed her to grow closer to Koichi, who, after some trials and tribulations, warmed up to her and willingly became her boyfriend.

However, when she forgets to apply the magic lipstick, her face becomes deformed and she flies into a rage at Aya, who grants her a chance for her to return to her original appearance should she be able to pick her original eyes. Yukako has trouble picking the right one until Koichi arrives to her aid and decides that he will pick for her, but requesting that Aya take away his eyes should he make a mistake. Aya, unwilling to take the role of an antagonist, decides to give Yukako her original appearance back. Following this, Koichi and Yukako share a tender moment and the two presumably become a couple afterward.

Yukako also makes an appearance in Janken Boy Is Coming while sitting at Cafe Deux Magots with Josuke and Okuyasu.

Yukako last appears to bid goodbye to Reimi Sugimoto.

Skills:
  • Surprisingly good at combat
  • Cooking skills
  • Semi-Engineering skills

Powers/Abilities:
Yukako hair is actually a Stand named Love Deluxe. Love Deluxe is bound to Yukako's hair, allowing it to grow to various lengths and move with considerable strength and dexterity. It can hold and capture objects and people with incredible speed and precision. Yukako is also able to shoot strands of her hair at opponents, which she then controls freely. As she takes no damage when the hair is destroyed, Yukako can then grow these strands of hair to make then reach dangerous hazards, such as fire nearby, igniting her opponents on fire as well. However, her hair will turn white from too much stress should Yukako herself take enough damage or overuse it.

It has a range of a few dozens of meters.

Love Deluxe

Stats

Destructive Power
B
Speed
B
Range
C
Durability
A
Precision
E
Developmental Potential
B

Weaknesses: She's only human.

Gear: The lipstick given to her by beautician Aya Tsuji which allows her to look absolutely beautiful, but only for a few minutes (and for a hefty price too).

Quotes: "It doesn't matter if anyone comes, because love is invincible."

Theme Song:
 
Names: "Sombra" (Olivia Colomar)

Fandom: Overwatch

Age: 30

Gender/Sexuality: Heterosexual

Appearance:
Sombra-portrait.png


Personality:

Sombra is very deceptive and clever, using her expertise to her advantage at all times. She is very calculating when the circumstances require it and is also unafraid to manipulate people to get what she wants, as shown in Infiltration where she lies to her allies about failing the mission and even blackmails Katya to her will.

In battle, Sombra comes off as cool-headed and unafraid, sometimes smug and cheeky, and slightly sarcastic, as shown by her pre-game interactions with Reaper and her voicelines. Even in the middle of a serious mission, she still shows herself as a rather playful and whimsical character.

Backstory:

One of the world's most notorious hackers, Sombra uses information to manipulate those in power.

Long before she took up the alias "Sombra," ░░░░░░ was among the thousands of children who were left orphaned in the aftermath of the Omnic Crisis. With much of her country's infrastructure destroyed, she survived by utilizing her natural gifts with hacking and computers.

After ░░░░░░ was taken in by Mexico's Los Muertos gang, she aided it in its self-styled revolution against the government. Los Muertos believed that the rebuilding of Mexico had primarily benefited the rich and the influential, leaving behind those who were most in need of assistance.

Following her many conquests, ░░░░░░ was supremely confident in her skills, but she was caught unprepared when she stumbled into the web of a global conspiracy—one that had also noticed her. With her security irreparably compromised, ░░░░░░ was forced to delete all traces of her identity and went into hiding.

She later reemerged as Sombra, upgraded and determined to find out the truth behind the conspiracy she had uncovered. Sombra launched an even more audacious string of hacks, and her exploits earned her no shortage of admirers, including Talon. She joined the organization's ranks and is believed to have contributed to its massive cyberattacks against corporations with strong ties to their governments. These efforts incited a popular revolution in Mexico against LumériCo and breached the security of Volskaya Industries, the manufacturing arm of Russia's anti-omnic defense.

Skills:

  • Hack
  • Stealth (Thermoptic Camo)
  • EMP

Powers/Abilities: She has no powers.

Weaknesses: She's only human and her cockiness often gets the better of her.

Gear:

  • Translocator
  • Machine pistol

Quotes: "Everything can be hacked... And everyone."
 
Names: Hanzo Shimada

Fandom: Overwatch

Age: 38

Gender/Sexuality: Bisexual(?)

Appearance:
Hanzo-portrait.png


Personality:

Hanzo constantly aims to prove himself, be it for responsibility or redemption. He heavily preoccupies a code of honor, yet displays arrogance at times. Despite their sibling rivalry, Hanzo really cares about Genji, as proven by the fact that he rejected his own clan when the clan's duty forced him to kill his brother. Nonetheless, he sometimes misses his home and laments about what could've happened if he'd fulfilled his destiny as the master of the Shimada clan.

Although his regards to his family and duty have caused him a lot of trauma, Hanzo has his moments where he shows his own sense of humor. In game, he likes to call out that his enemies fall like certain things, depending on the map where the match is held. For example, he states, "My enemies fall like...heh heh heh...destroyed pinatas!" while in Dorado. He enjoys a good bowl of ramen once in a while and, oddly enough, has an interest in riches, as conveyed by when he asks Junkrat about where he hides his treasure.

Backstory:

Mastering his skills as a bowman and an assassin, Hanzo Shimada strives to prove himself as a warrior without peer.

The Shimada family was established centuries ago, a clan of assassins whose power grew over the years, enabling them to build a vast criminal empire that profited from lucrative trade in arms and illegal substances. As the eldest son of the family's head, Hanzo was bound by duty to succeed his father and rule the Shimada empire. From a young age, he was trained for that responsibility, displaying a natural aptitude for leadership and possessing an innate understanding of strategy and tactics. He also excelled in more practical areas: he was a prodigy in martial arts, swordplay, and bowmanship.

Upon the death of his father, the clan elders instructed Hanzo to straighten out his wayward younger brother so that he, too, might help rule the Shimada empire. When his brother refused, Hanzo was forced to kill him. This act broke Hanzo's heart and drove him to reject his father's legacy, ultimately leading him to abandon the clan and all that he had worked so hard to attain.

Now, Hanzo travels the world, perfecting his skills as a warrior, attempting to restore his honor and put the ghosts of his past to rest.

Skills:
  • Wall Climb

Powers/Abilities:
  • Dragonstrike-- Hanzo summons a Spirit Dragon which travels through the air in a line. It passes through walls in its way, devouring any enemies it encounters.

Weaknesses: Only human.

Gear:
  • Storm Bow
  • Sonic Arrow
  • Scatter Arrow

Quotes: "With every death comes honor. With honor, redemption."
 
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Names: Jesse McCree (Joel?)

Fandom: Overwatch

Age: 37

Gender/Sexuality: Bisexual(?)

Appearance:
Mccree-portrait.png


Personality:

McCree is a calm man, rarely showing intense emotions with an element of carefreeness. Although he was once an outlaw, he is always looking to do the right thing, trying to atone for his past. He often acts polite and respectful towards both his team and strangers but can be cocky at times. He is also appreciative of weapons and prefers for them to be treated with care, as verified by his dialogue with Reaper. Additionally, McCree seems to be pretty charming, evidenced by his brief conversation with Ana before a match starts.

Fancying himself as a justice bringing cowboy and having an appearance to match, McCree usually makes multiple references to Western films and culture, as shown by his voice lines and quotes during battle. He also seems to joke about himself being wanted dead by multiple groups, according to his reaction to seeing his picture on a dartboard in Route 66.

Backstory:

Armed with his Peacekeeper revolver, the outlaw Jesse McCree doles out justice on his own terms.

McCree had already made a name for himself as a member of the notorious Deadlock Gang, which trafficked in illicit weapons and military hardware throughout the American Southwest, when he and his associates were busted in an Overwatch sting operation. With his expert marksmanship and resourcefulness, he was given the choice between rotting in a maximum-security lockup and joining Blackwatch, Overwatch's covert ops division. He chose the latter.

Although he was initially cynical, he came to believe that he could make amends for his past sins by righting the injustices of the world. McCree appreciated the flexibility afforded to the clandestine Blackwatch, unhindered by bureaucracy and red tape. But as Overwatch's influence waned, rogue elements within Blackwatch sought to bring down the organization and turn it to their own ends. Wanting no part of the infighting, McCree set off alone and went underground.

He resurfaced several years later as a gunslinger for hire. But while McCree's talents are sought after by parties great and small, he fights only for causes he believes are just.

Skills:

  • Combat Roll
  • Fan the Hammer
  • Flashbang

Powers/Abilities:

  • Deadeye-- Focus. Mark. Draw. McCree takes a few precious moments to aim; when he’s ready to fire, he shoots every enemy in his line of sight. The weaker his targets are, the faster he’ll line up a killshot.

Weaknesses: Only human.

Gear:
  • Peacekeeper
  • Blinding grenades

Quotes: "Justice ain't gonna dispense itself."
 
Names: Lunafreya Nox Fleuret (Luna)

Fandom: Final Fantasy XV

Age: 24

Gender/Sexuality: Heterosexual (Betrothed to Noctis)

Appearance:
latest


Personality:

Lunafreya is a noble and dutiful woman who talks about her hopes and dreams and acts on her own initiative. She is always cordial and polite to those around her, but is also a political strategist who puts her duties and the well-being of her people above her own needs. She focuses on the future and works to prevent the world from plunging into complete darkness. Befitting of her duties as Oracle, Lunafreya possesses unparalleled compassion.

Luna and Noctis have a complicated relationship. They are childhood friends, but are being made to marry to bring their kingdoms together. Luna loves Noctis who doesn't have the confidence to respond, although he thinks highly of her and grows to return her love. She's is one of the most important presences that supports Noctis for him to fulfill his destiny.

She holds King Regis in the highest regard and doesn't blame him for what happened to Tenebrae, unlike her brother Ravus. Luna trusts her brother despite him serving the empire.

Backstory:


Skills:

  • Granted with immense wisdom

Powers/Abilities:

  • Able to communicate with the gods
  • Able to heal any physical damage
  • Able to dispel darkness from certain areas

Weaknesses: She's only human and is also a pacifist.

Gear:
  • Trident of the Oracle

Quotes: "I do not fear death. What I fear is doing nothing and losing everything."

Theme Song:
 
Names: Kiara Lebeda

Fandom: Percy Jackson OC

Age: 20

Gender/Sexuality: Female/Pansexual

Appearance: A4AE1E5F-2AF6-4F8A-AB23-CC20C94CF9F9.jpeg

Personality: Kiara is quiet, and contemplative. She thinks deeply about each choice she makes. After being betrayed by Kronos, she’s learned to be far more careful about where she puts her loyalty, but once her loyalty is earned, it’s a powerful thing.

She dislikes violence, and will generally avoid it, but if pushed, will fight with all the power at her disposal, willing to lay down her life if she believes the cause is worthy of it. She has the capacity to be extremely destructive, but generally she just wants to live her own life.

Backstory: Kiara had a rather interesting childhood. Her father tried to keep her safe, by keeping her mother secret from her. That ended after an incident where she was fourteen, in which her doodle of a cobra became an actual cobra, and nearly killed one of the teachers, before turning back into a piece of paper.

That's neither the first, nor the last of Kiara's magical mishaps. It's just the one that made her realize that she was a danger to the others around her, and she should probably talk to her dad about it.

Unfortunately, that first spark of her abilities alerted the nearby monsters to her scent, and after the third time they had to move to get away, Kiara decided that her father would be safer if she was elsewhere. So she left a letter for him, and ran for it, grabbing what she felt she’d need on her way out.

When Kronos began his uprising against the gods, Kiara was one of the demigods that joined him to fight. She didn’t hate the Gods, at least not all of them. It was Zeus she really had a problem with, because of his laws. He allowed the gods to have children with mortals, but not to protect those children. Her mother was forced to keep her interference to a minimum, even as Kiara fought for her life against the monsters of their world, many of which were created by the gods in the first place.

Kiara wasn’t out for revenge, she wanted change, justice for the mortals and demigods that the gods either didn’t care for, or were not allowed to help. So in the end, even though her side lost, her goal was achieved. She was allowed to join the camp, and for a while, things were fine.

They never saw the darkness coming. It was just too fast. First they lost contact with some of the gods, the oracle got hit with a prophecy that left her screaming in terror, and then… nothing.

She awoke in Latverivin, dazed and confused. She doesn’t recognize this place, these people, or anything. Her prayers to her mother go unanswered, and Kiara fears that whatever happened, Hecate did not follow her here. She’s hidden herself the best she can, but she doesn’t know how long it can last. She needs to find her way home.

Skills: Excellent artist, and has a near photographic memory when it comes to anything magical. Creative and adaptive, analyzing her opponent to see what tactics work, and which ones don’t. Innate understanding of magic of many varieties, even those not from her own world.

Powers/Abilities: One of few spells she doesn’t have to prepare for is a healing spell, capable of saving her or another from impressive injuries.

Her main form of magic that she uses is rune based, and as such requires concentration, and time, but if done correctly, can be used for a wide variety of spells.

She has tattooed certain runes onto her own skin, allowing her to use those spells much quicker and more easily. None of these are offensive spells, but enhancers for Kiara’s own body. They are activated by her putting a drop of blood to the rune or sigil, and speaking the command word.
Forehead-Allows her to see in darkness, through foggy air, and spot invisible creatures.
Heart-Repairs damage done to her body, or another, if she chooses it. Doing it to another will exhaust her, and requires some time.
Right Ankle-Grants increased speed and agility.
Left Bicep-Increased strength.

Weaknesses: What might at first be seen as severe technophobia, as Kiara will not use a telephone, or any other kind of communications device. The reason for this is that for some reason, demigods that use these devices are a beacon for every monster in a very large radius, and immediately become a target. She’s unsure if this only applies to those from her world, and as such refuses to risk it.

Also, she can’t pull spells out of nowhere. Many require specific ingredients, runes, words, and most of all, time to prepare. Kiara in a situation she didn’t see coming, is better turning tail.

Gear: A shortsword, but due to it being made from Elysian bronze, it’s completely useless against regular humans. Can hurt monsters though, As well as other demigods, and some cursed or otherwise magical humans or humanoids.

She also has a set of leather armor, with some Elysian bronze plates over important areas. She teamed up with the Hephaestus cabin to make it, so it can transform from the full suit of armor, to a metal collar around her neck, and back again.

She has a bag full of spell components, her sketchbook, her notebook, a bunch of pens and pencils, chalk, and six golden drachmas.

Quotes: “It’s magic, I don’t have to explain shite!”

Theme Song: Maybe later
 
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Names: Talion and Celebrimbor (Kahl-eh-brim-boar), The Captain of the rangers of Gondor and Silver hand

Fandom: Middle Earth, (Before the Hobbit.)

Age: Talion himself was about 30 years old when he was banished from death, Celebrimbor is over 2000 years old according to lore.

Gender/Sexuality: Both are Heterosexual males.

Appearance:
celebrimbor-and-talion-shadow-of-war-game-1728.jpg
1516588826684.png
(Celebrimbor can actually be seen by Elves, Since Celebrimbor himself was an Elf before his eventual turn into a wraith.)


Personality:Talion is a rather humble individual and as the captain of the Black Gate was respected by the men under his command. As a knight, he has a sense of honor upon the battlefield. After the death of his family and subsequently revived by Celebrimbor, Talion became stricken with remorse for being unable to save his wife and son and set out to kill those responsible. Even after being possessed by Celebrimbor, Talion's kindness and humble attitude still remained, and he often verbally sparred with Celebrimbor about protecting humanity.

Talion is a big hearted and selfless fighter who would do his best to protect the innocent from evil, he shares a few jokes and conversations with his Wraith counter-part Celebrimbor. Celebrimbor is sort of the opposite, he is more reasonable and so when he gives to Talion a good idea that may risk lives Talion ultimately ignores Celebrimbor and his decision despite some of them being good ideas. Although there has been times where Celebrimbor has confused necessary sacrifice for Selfish acts, almost costing him dearly.

Backstory:
Talion was born in Gondor. At some point after marrying Ioreth and fathering a son, Dirhael, he joined the Rangers of Gondor, quickly rising through the ranks to become captain. He killed a nobleman while protecting his wife and instead of being executed, he was appointed to the Black Gate as a punishment by a sympathetic judge. Because Sauron had been gone for over three millennia, life at the Black Gate was usually uneventful, and Talion would often pass the time taking care of his family and sparring with his son. One fateful night, however, Sauron and his Black Captains returned, putting everyone at the Gate to the sword until only Talion and his family remained. After being ritualistically murdered by Sauron's Black Hand and left for dead, Talion learned he had been bonded with a Wraith, who offered to help him find the ones responsible for murdering him and his family.

Agreeing, he will use anything the Wraith (who has his own motives) gives him to kill those responsible. Talion hunts down and kills Uruk Captains, and makes a reluctant alliance with Ratbag the Coward, helping Ratbag become a War Chief. During this, Talion encounters Gollum (searching for his "Precious"), who is able see the wraith form of Celebrimbor (whom he calls The "Bright Master").

Gollum helps them to find gifts of The Bright Master's past that, through touching them, grants visions of Celebrimbor's past. Collecting and finding the gifts, he learns Celebrimbor was an Elf-Lord who helped Sauron create the rings of power.

Helping Hirgon, a former soldier from the Black Gate, destroy the statue of Sauron at an Uruk stronghold, The Hammer of Sauron comes and kills War Chief Ratbag (for being the only surviving War Chief). Talion battles and kills The Hammer. Afterward, he meets Lithariel, the daughter of Queen Marwen, who claims to be able to assist Celebrimbor with his mission. Marwen is the ruler of Núrn, a kingdom of sea raiders located in the south of Mordor. She uses prophetic powers to guide Talion and Celebrimbor to another of Celebrimbor's relics.

Talion also gets help from a Dwarf hunter named Torvin, teaching Talion the ways of the hunt to dominate Caragors and Graugs (beasts native to Mordor), eventually fighting a massive Graug from Torvin's past who killed Torvin's hunting partner, later revealed to be his brother. Later, Marwen advises them to use Celebrimbor's powers to take control of an army of orcs and other beasts, using them to lead an assault against Sauron.

Talion eventually realizes that the wizard Saruman is possessing Marwen, and assists Lithariel in freeing her from his control. Talion, however, still carries out Saruman's plan, leading an army of mind-controlled orcs in an assault against the Black Hand's stronghold at Ered Glamhoth. However, rather than the Black Hand, Talion finds the Tower of Sauron waiting for him. The two battle and Talion emerges victorious after viciously stabbing the Tower to death with his son's sword.

Talion now returns to the Black Gate for a final confrontation with the Black Hand. The Black Hand quickly incapacitates him with a spell that also restores the last of Celebrimbor's memories. He then kills himself as part of a ritual that forces Celebrimbor to depart from Talion and merge with himself. This allows Sauron to possess the Black Hand's body and incarnate in physical form. However, Celebrimbor is able to briefly paralyze Sauron from within, allowing Talion to destroy Sauron's physical form. With the Black Hand dead, Talion wishes to depart for Valinor. Celebrimbor instead convinces him to stay and attempt to overthrow Sauron. Gazing at Mount Doom, Celebrimbor declares his intention to forge a new Ring of Power.

Talion and Celebrimbor forge a new ring for Talion to use, a pure ring that is not corrupt. Next Celebrimbor is captured by the spider Shelob, and she forces Talion to give her the ring so that he can save Celebrimbor. With this ring Shelob sees into the future, she sends Talion and Celebrimbor to Minas Ithil. Here they find it to be under attack by Sauron and the Ringwraiths. Talion learns that this is because in the city there is a palantir.

Talion travels to Minas Ithil and quickly comes to odds with Celebrimbor. Talion wants to help his fellow Gondorians, while Celebrimbor believes the city is already lost and the retrieval of the Palantir must take priority. Talion reasons that protecting Minas Ithil will also protect the Palantir and he meets up with the city's defenders: General Castamir, his daughter Idril, and his lieutenant Baranor. Together, they sabotage Orcish efforts to break into the city until Castamir betrays them, allowing the Orcs to breach the gates and handing over the Palantir to the Witch-king of Angmar in return for sparing Idril. Castamir is killed by the Witch-king and Talion is barely able to escape thanks to the help of Eltariel, an Elven assassin working on Galadriel's behalf. The Witch-king seizes Minas Ithil, renaming it Minas Morgul. With the Palantir, Sauron realizes that Shelob is holding Celebrimbor's Ring and sends the Nazgûl to attack her. Talion is able to save Shelob, who returns the Ring to him and tells him that the fate of Middle-earth is in his hands.






Skills: Talion, being a ranger, finds himself in good company of skill, Celebrimbor being both a forger and an Elf king has himself too a good amount of skill.

Talion-
+Excellent swordsman
+Decent Crafting
+Good Archer
+Good team man.
+Very good at stealth

Celebrimbor-
+Excellent Archer
+Excellent Smith
+Good control of powers
+Can become a physical entity to help Talion in outnumbered fights.

Powers/Abilities: Talion himself has no special capabilities, but thanks to Celebrimbor he has plenty to use.

Wraith Speed- Using small bursts of energy, Talion is able to speed up more than the normal human, this is very effective for travelling, essentially how this works is Talion uses some of the built up wraith energy of Celebrimbor and can use it to dash forward at a great pace, it does not last very long and it uses a great deal of energy but still nonetheless it is good for catching up or retreating.

Wraith Teleportation- Using a lot more energy compared to Shadow Strike, Wraith Teleportation allows Talion to instant transmission to a certain location that has been marked by Celebrimbor's silver hammer. After he has used the teleport the mark disappears and he must use create another one in order to teleport again.

Wraith Glaive- Celebrimbor is able to summon his ancient Glaive for Talion to use, the Glaive extends Talion's attack range and adds weight to his attacks effectively making it a little more difficult to block.

Wraith Companion- Using a small amount of energy, Celebrimbor is able to leave the body of Talion whenever he wishes in a certain radius and is able to make conversation or provide someone to watch Talion's back in combat, Celebrimbor the wraith can himself kill people in this tangible state but if he does such an interaction he spends the energy keeping him tangible much faster than it would with him talking.

Wraith Bow and Arrows- Using energy Talion is able to summon Celebrimbor's Elven bow and arrow and with Celebrimbor's eyes and his elegance in each shot. In this state the bow can either act like a normal bow and kill with a head or heart shot, he can also use it to use shadow strike, or he can launch a shot which pins and opponent's foot in place.

Shadow Strike- An ability where in Celebrimbor's wraith archer mode, Talion can focus his energy into a shot he fires and essentially teleport to that area or opponent he has launched himself at, not only does it spend an arrow it also takes up quite a bit of energy.

Wraith Drain- An ability which gives Talion and Celebrimbor some energy back as well as revitalizes them, it can only be done to weak or weakened opponents and generally can lead to bad consequences if the person's soul is corrupt.

Banished from Death- Though Talion and Celebrimbor can die a very painful death, they shall not remain dead. Instead they will be returned to a place Celebrimbor has left his mark after a day or so.​


Weaknesses: Since Talion is not really used to using such magic he generally ends up spending a good sum of it before he goes into a battle, also due to certain complications Talion and Celebrimbor may be split upon an action effectively rendering them useless for the time being.
- Bad cooperation
-Intermediate magic usage
- If the ring he wears is removed he will begin to die.
- He only has a particular set of skills which can be overcome after fighting him for a while.

Gear: Talion boasts his Ranger broadsword, the broken sword of his son which he uses as a makeshift dagger, his armor, the ring of power he wears, some bandages and alcohol, and Celebrimbor's old forge hammer.

Quotes: Talion- "We can't just abandon these people they need us."
Celebrimbor- "And with the Palantir we'll be able to do just that."
-
Celebrimbor- "For competing against your champions the dark lord has offered us Mercy, Gaze now upon the bright lord, I MAKE NO SUCH OFFER!!"


Theme Song:
 
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Name: Dallas John Paul Melia Grove, Mister History, Ya Italian Boi, Reenactor Extraordinaire.

Fandom: OC

Age: 20

Appearance: Dallas is an okay looking guy, with a stubble mustache, beard, and sideburns. He has dark hazel eyes, dark brown hair, and a skin tone that screams Italian. He is averagely athletic but don't expect a Mister Universe body. In his normal state he wears a white t-shirt with a frontal t-shirt art depicting the battle of Cedar Creek in his chest region and red words that say "155th Cedar Creek Reenactment" below the scene itself in the stomach region. He also wears a black hoodie with a frontal connected pocket, a tan Ushanka, Dark Blue jeans, and black tactical boots.

Personality: Dallas is a rather friendly and comedic fellow, who cracks a joke when he knows he's gonna get a laugh. He is a huge history buff and geeks out whenever he sees something historical. He is humorous only if he understands the mood of the situation, he knows when it's time to work and when it's time to horse around. Dallas has never been much of a motivated fellow but when it's very important he gets right on it. Dallas is brave, stupid but brave, he'll stand up if he knows he can and sometimes if another's life is on the line he will stand up despite him knowing fully well there is no chance in hell he will win. Dallas also is tinkerer of sorts, he has always found an interest in taking things apart and rebuilding them anew, this is shown when it comes to his device which he will commonly refer to as the"PEA device" or "Period Equipment Alteration". Dallas is never known to get cocky but he is highly stubborn, if he feels as if he needs to prove his worth, he will in one way or the other. Dallas is never known for leaving people behind, but he knows he can't save everybody which may frustrate him to no ends but he understands that's life.

Bio: Dallas was born in Ohio to the Grove bloodline in May of 1997, he grew up with a hard working mother and father who worked tirelessly to motivate Dallas to succeed, which payed off a little bit too much. Dallas started out loving dinosaurs, when he was 4 he watched all of the Millennial godzilla movies as well as the Jurassic Park franchise, after his love for Dinosaurs he slowly matured to love all forms of history which Dallas became so intrigued by that by the time he became 15 he had wanted to go into reenacting. That's exactly what he did too, and by the age of 17 Dallas had learned allout about not just reenacting but how the soldiers lived and what it felt like, which he was addicted to the feeling. Dallas was told to follow his dreams and he had always wanted to know what it would be like to be a soldier from not just the civil war but from other time periods. But without much of a budget to keep buying uniforms he instead decided to being studying time, molecular reconstruction, and changing atomic numbers. By the time Dallas had passed high school with 7/12 honor rolls and an okay GPA he had managed to get selected for YSU, and here is where his studies and his abilities to tinker would be put to the limit. With sleepless nights and countless days keeping up with class and taking out time to study and work on his little device which he would use to not only construct molecules but change them, he had after a year of little rest and allot of coffee, created his first prototype of the "PEA" device. It had successfully done as Dallas had wanted, it deconstructed a metal pipe and reconstructed the molecules, arranging them to shape a short sword. Dallas was excited, he could win a nobel prize for this but he decided to keep it a secret. This device was his and his alone, finally after sometime he had developed the device to allow it to create it's own molecules instead of relying on a foreign metal or fiber that was already composed, however it required a stronger battery and that battery will corrode soon, luckily enough he made a few spares. Dallas used his device in reenactments and although the device was considered, "farby" no one could really see it and he got away with the excuse of it being a "heartbeat monitor" saying he had "heart problems" which was obviously a lie but still. Dallas participated in reenactments such as roman times all the way up to the vietnam war and them some, the only thing is the equipment he had was real and not remakes which sparked a lot of intrigue from fellow reenactors. He has spent allot of time learning swordplay, martial arts styles, lance and spear play, and rifle discipline over his time as a reenactor but has still never fully gripped pistols, especially gas operated, he hates those, all except the m1911 which he is alright with since he is used to the .45 caliber.


Skills:
+ Good Swordsplay
+ Good riflemanship
+ Okay Lance, spear, and polearm usage
+ Okay pistol usage
+Can drive cars, boats, motorcycles, and tanks
+Decent medical experience
+Intermediate musician

Powers/Abilities:
PEA device- Dallas is able to use his device either take a material, rearrange it's molecular structure, and wrap it around himself to create armor or a uniform and/or make it into a functional weapon or weapons of choosing depending on how much of that material there is, this is good because it uses up less battery life but it may be generally more difficult to form them since it takes a little longer to rearrange molecules than spawn the molecules. He can also freely generate the material but it takes up much more battery life and limits how much material he can use. The device itself looks kinda like a watered down version of a pipboy with a rounded screen, two nodes that control the screen's selection, and a whole lotta timelines and uniform/armor and weapon/equipment options. It has a rather steampunk look and weighs about 3 1/2 pounds. This device does not discriminate, anyone can use it if they can get it off of Dallas.

Weaknesses:
-Hates the cold
-Afraid of heights
-easily disturbed
-only human
-Not the brightest
-Has the aim of a drunken stormtrooper when using modern pistols.
-Stubborn
-Maybe too friendly or forgiving

Quotes- "It's either gonna get done today or it's gonna get worse tomorrow." "I am the Italian you wanted but don't need." "Well now I can recall that easily it was back in 1895 *rambles on*"

Theme(s):

or
 
Names: Shogo Makishima Japanese version: Makishima Shogo, Alias: Yukimori Shibata
Fandom: Psycho-Pass
Age: 27
Gender/Sexuality: Male/Heterosexual
Appearance:

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Stands at 5'11" and Weighs 143 lbs

Personality:

Makishima is a humanist on the dark side: someone hopelessly in love with cruelty, savagery and all the worst aspects of human nature with no qualms about witnessing or causing others' suffering. He has the ability to manipulate people to do his bidding, possessing both uncommon charisma and a true gift for persuasive speech. He has no compunction about dealing death to those who either stand in his way or those of whom he has grown tired, either with his own hands or through subordinates. He enjoys reading dystopian literature and Shakespeare, as well as having a thorough knowledge of the Christian Bible. He is often seen reading and even quoting texts from these works on occasion. The thing that truly separates Makishima from the rest of humanity, however, is the fact that despite his diabolical intentions and actions, his Psycho-Pass remains unsullied.

Makishima personally states that he wants to see "the splendor of people's souls" and outwardly disdains humanity's way of living, considering humans worthless due to their dependence on the Sibyl System. He aims to alert people to their false ways and to force them to examine their motives and to determine the direction of their lives based on their own will.

This adamant belief extends to the point where he is willing to die by the hands of someone "who has the will to kill".

According to Kogami, Makishima likely suffered hardships in the early stages of his life and because of that fact, his Hue and Psycho-Pass remained pure. Kogami also claims that being "unrecognized" by Sibyl left Makishima feeling like a non-entity, which may have started him down the path of criminality in his single-minded goal of taking down the Sibyl System. When Kogami confronts Makishima, it is shown that Makishima believes that isolation made him stronger.

However, due to the fact that Makishima when the darkness came around the world, got taken out of a situation that would've ended in his defeat, and into the 'past' Makishima took his experience, learned from it and used it to his advantage, his end goal remains the same, now knowing the 'truth of the Sybil System' Makishima took it upon himself to learn about the new situation the multiverse is in, the darkness, and of Gladius-2 and 1 what he intends to do with this knowledge is unknown and his true motives now that he knows this is unknown.

Backstory:

Nothing is truly known about Makishima's backstory, as his past has only been speculated on the only true things known are the dates.

At some time in his life Makishima discovers that he can control his Psycho-Pass at will, while no one else can. It may be speculated that the alienation resulting from his feeling "different" than others and, in a way, rejected as a regular human being by Sibyl, who was unable to recognize him, torments him to the point that he loses his mind and feels compelled to destroy the Sibyl System.

In 2102, Makishima meets Toyohisa Senguji.

In 2109, Makishima meets a teacher named Toma who, like Makishima, is able to control his Psycho-Pass. It's hinted that Makishima abets Toma in the killings that he commits, thus making him just as responsible for those deaths as Toma.

However, once Makishima's plans began to unravel and before the big mistake could be made, the darkness surrounded him, got taken back to a Sybil Japan before he unleashed himself and became known. Therefore he can now act on a clean slate and start over. Before doing anything, Makishima realized quickly something was up, he was ticked off even more when the Sybil System and government told everyone nothing was wrong and everything was the same as it always had been. Taking this as the Sybil System was hiding something, Makishima took it upon himself, to temporarily leave Japan, he went out into the outside world to find out what had happened.

After a while, Makishima had learned everything relevant in regards to the two Gladius planets, the political situation, what was known about the darkness, the measures taken to stop it, and the fact that some people from other universes were ending up in Sybil Japan etc. As a result Makishima finally let those who were supporting his cause back in Japan what was going on and what he had learned, he didn't tell them the complete measures he'd take. As he knew of loose ends that would start revealing pieces of the puzzle that would lead back to him. And all of it begin's with him convincing the Gladius-2 council to speak with him, the man who can 'Open up the country'.

Skills:

Genius Intellect: Makishima is an extremely intelligent individual, able to cover his tracks extremely well, and plan out plans effortlessly and improvise them as well, Makishima's most deadly asset, as he keeps the MWPSB off his trail with ease, only having been revealed originally due to the mistakes of subordinates, Makishima also has his former experiences to use as a lesson, to stay off the radar even better than before. He is calculating and calm, his only true intellectual match is Shinya Kogami an enforcer of the MWPSB. He was able to cause mass riots in the streets with an almost 'every man for himself' ideal just by having people wear helmets that hide their Psycho-Pass start committing wanton crime, convincing average people to become violent and to discard their fear of being prosecuted to save themselves.

Very Athletic: Makishima is very athletic and while not Peak Human, is able to take on people with ease, he is able to take on Shinya Kogami, someone who is comparable and Makishima is slightly superior too, Kogami being able to beat and badly damage the hardest difficulty setting on a training robot made out of steel. Makishima can also keep up with Kogami who is also quite quick.

Martial Arts Expert: Makishima is an expert in hand to hand combat, his fighting style being Penchak Silat, a style that makes use of the full range of body, and is specialized in joint breaking, and joint dislocations.

Knife Combat Expert: Making use of an old fashioned shaving razor blade, Makishima is an expert in knife combat.

Almost Inhuman Charisma: Makishima oozes with charisma, and is an expert in convincing and manipulating others to do his bidding, persuasive speech being one of his most deadly weapons. Convincing many over to his cause, to take out the Sybil System. Convincing many people to reveal 'the splendor of their souls' and make them bring out their inner demons and become twisted versions of themselves.

Very High Stamina and Endurance: Makishima is able to keep on going even after getting shot in a non-lethal area, being slashed with a pocket knife and getting in a van crash after the tire was blown off. Albeit he was at that point struggling.

A Face In The Crowd: Due to the fact he can control his Psycho-Pass, Makishima is very stealthy and know's how to simply be a face in the crowd with no one paying much attention unless he draws it to himself on purpose.

Light Sleeper: Makishima is a light sleeper and sleeps on average only 3 hours a day

Fast reader: Tends to read 1 book a day.

Powers/Abilities:

Manipulation of Psycho-Pass: Shogo Makishima can manipulate his Psycho-Pass at will, making him a Criminally Asymptomatic Person, allowing him to do anything that would raise his Psycho-Pass to criminal levels, such as literally murdering someone while a Dominator (a weapon which can scan Psycho-Pass's) and retaining his Psycho-Pass as 0. He can also alter his stress hue.

Weaknesses:

Makishima is only human and has all the weaknesses of one.

Makishima may have the experience of what happened the first time around, but he still continues to have an obsession with Kogami the man he considers his equal, in terms of in an adversarial way. Which can distract Makishima from his real goal.

Makishima's methods are polarizing and can turn away people.

Makishima is also a very untrustworthy person.

Gear:

Old fashioned razor blade

Many, many books. His favorites being 1984 by George Orwell and Surveiller et punir: Naissance de la Prison (Discipline and Punish: The Birth of the Prison) by Michel Foucault as well as many others.

Helmets that hide one's Psycho-Pass by taking the lowest Psycho-Pass in the area and duplicating it.

Quotes:

"You can play any character and yet in the end, you yourself are nobody. Your core personality is null. It's empty. That's how you could wear any mask all over your smooth, featureless face and have it fit perfectly."

"You sure say some funny things. Solitude? Does that only apply to me? Who isn't alone in this society? The time when our connection to others was the basis of our selves is long gone. In this world where everyone is watched over by the system and live within the system's standards, a community isn't necessary. Everyone just lives in their own cell, and the system tames them by giving them each their own personal serenity."

"Aging is quite similar to death. Some people stand up to aging and death as if it were nothing. They can do it not because they're braver than others, but simply because they lack imagination. Only once people deny that which they love, do they become able to create it anew. Perhaps, the book I write, too, will die one day just like my body will. However, people have to accept that death is unavoidable. They will probably be gone in ten years. Their books will no longer exist in a hundred years. People accept this. Eternity is promised neither to humans nor to books. We live because we were born. If the system possesses the power of life and death over you... you're no longer a human. You're livestock. No matter how hard a rancher tries to pretend otherwise, they never recognize their livestock as friends. It's a mystery to me... How is it that these people, treated as livestock in this boring society, have not tried at all to destroy it? Nothing in this world is eternal. The only thing that truly exists is the splendor of the souls that atone for their sins."

Theme Song:

 
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Names: Douglas Ken, Digby, bastard
Fandom: Chronicles of Darkness/Werewolf the Pure, Brambles Cross OC (same game/universe Jolie and Venkman are from)
Age: 25
Gender/Sexuality: Male, bisexual

Appearance:
Human: Douglas has a head of short and neatly combed dark hair, light blue eyes and stands at 6ft. While his face is somewhat youthful and clean shaven, he has a large scar running across his right cheek that runs down to just below his heart. When asked about it, he'll claim he got it after being cornered by thugs...At least to most people. On his back are even more scars, which he'll claim to have received from the same thugs. In reality they are all the markings of a silver blade he had to endure as a rite of passage ritual.
He tends to be well-dressed, sporting a dark blue sport's jacket/blazer and blue suit trousers to match. Atop his head is often a trilby and he wears black oxfords.
On occasion he will also wear a burgundy tie.

Werewolf: His coat as a werewolf matches the colour of his hair, and the scar across his face is visible. His blue eyes change to the yellow eyes of a wolf when in any form outside of human.

Personality:
Douglas is a self-hating Ivory Claw (one of the Pure clans), treating the heritage from his mother's side and the ability as a curse rather than something he gained. When about to fight a Changeling who he believed was threatening his sister, Douglas talked about fighting a war on two fronts. One was against the Forsaken ("impure" Werewolves) and the other was the war within himself.

Over the course of the game, Douglas rarely changed out of his human form and only went Gauru (full werewolf) once. This is due to valuing his humanity but also partially due to a fear of losing control (Gauru may go feral upon changing). Up until the fight with the Forsaken, Douglas was very conflicted and wondered what side he was on. He detested the pure for what they had done to his family, but due to being brought up and indoctrinated he also hated the Forsaken. Currently, he hates the Pure with a burning passion but isn't a fan of the Forsaken either. He views them in a higher regard to the Pure but tends to avoid them for more reasons than them trying to take his head.

Douglas' true loyalty lies with his family (apart from his mother). He is fiercely loyal and protective of them as well as other people he loves to the point of plotting to have his mother killed so she couldn't turn them into soldiers, nearly killing a Changeling he believed was putting his sister at risk and even torturing (and breaking) somebody mentally to have some Paranoia spirits feed off of him rather than Douglas' younger brother as part of a deal he brokered.

However, his upbringing has very much rubbed off on him. He is cunning and while he's not as arrogant or as ruthless as he used to be, he still shows shades of it here and there. While not proud of being a Werewolf or a Pure, he is proud of being a Ken.

Backstory:
Pre-Game
Douglas' childhood was split into two parts, that being the time spent with his father and with his mother. With his father, Norm things seemed easy enough. If asked, Douglas will praise Norm as being a "damn good dad married to a total bitch" but the time with his mother, Plum-Tall (refused to be called by anything outside of her Werewolf name) was very different.
One memory of his mother's "teachings" involved him and his twin brother being stranded in the Irish countryside for weeks and having to scavenge and fight to survive. Their mother had told their Norm she was taking the boys on a camping trip when in reality she was "teaching" them wilderness survival skills and trying to get them to use animal instincts. In truth, neither boys had unlocked their Werewolf sides yet and wouldn't for another few years.

His younger brother, Errol had psychological scars after many years of "teaching" as their mother was particularly hard on him. Douglas believes this was due to her wanting Douglas to give into anger and embrace his animal side or the knowledge that as Douglas was the eldest he would likely be Alpha.

He craved approval from his mother as well as the need to protect Errol, and eventually Rebecca (his sister) and tried to impress her in order to divert attention away from his siblings. However, while in high school he met a girl called Jessica who was interested in the occult. The two hit it off and a high school romance had blossomed into something far more by the time the two went to university.
Jessica was fully human though, and as an Ivory Claw Douglas was only allowed to "breed" with Wolfbloods in order to produce more Pure Werewolves. Not only that but Jessica brought out a nicer side in Douglas and the two had even spoken of having a life together. Balancing rituals, teachings on the Pure as well as a human live was difficult for Douglas but he was willing to drop the Werewolf side altogether, instead taking Errol and having a life with Jessica.

Plum-Tall arranged to have her killed and it was Douglas' anger was what caused him to transform for the first time. Needless to say, Plum-Tall managed to defeat him quite easily. He was a feral Werewolf having turned for the first time and she had decades of experience under her belt in combat.
In reality, and something Douglas learned over the Brambles Cross storyline was that Jessica had been smuggled to England in secret by Mort, who had run away from home around the same time.

As a means of protecting Mort, Douglas cut all ties with him in case Plum-Tall was to use Douglas to track Mort down. In his eyes, she'd killed the only woman Douglas had loved and he wasn't going to let her kill anybody else.
Realising there wasn't a lot he could do, after all his mother had taught him how to fight and how to be cunning Douglas kept his head down and tried to think of a way to have his mother killed. All the while, he would climb the ranks to eventually become the Alpha of his own pack. He could use converted Forsaken as troops as well as a means of staging a Coup d'état and taking over the Pure packs in the area surrounding Belfast (which is a Forsaken city).

As part of this, Douglas was able to track down, trap and have a pack of feral Werewolves put down. It earned him some respect among the Pure ranks.

Brambles Cross
When the game starts, Douglas is invited by a Water-smoke spirit to meet a young Werewolf called Daniel. In the first session it's revealed that Douglas' first transformation was five years ago and that Daniel's original pack was wiped out by a group of Forsaken called the Deadwood Mongrels, leaving him as the only survivor. Wanting to help Daniel out and seeing it as an opportunity to gain a pack, Douglas agrees to help. He discovers the existence of Changelings and by proxy, the True Fae due to Daniel's other allies being Changelings.
He doesn't take it well. Calling every family member he can to warn them to be on the lookout for suspicious activity. Due to a pledge he makes, he cannot reveal full details however but tries to warn as much as possible.

In the second session he brings a Changeling named Bast along as a lookout while he checks in with his family, seeing that Errol has taken his warnings a bit too literally. While Bast hid the car (mostly to screw with Douglas and causing him to leave) he enters the house and makes a deal with Douglas' sister. Douglas doesn't take it well, drives Bast out into the middle of nowhere and prepares to turn into his Gauru form to tear him to pieces. Thankfully he is talked down.

As the game progresses Douglas gathers more allies, successfully manages to resist mind-control at the hands of the Vampire Prince and after discovering that paranoia spirits are driving Errol insane and feeding off of his anxiety he makes a deal. At first he offers them his mother when the two talk to the spirits, arguing that Errol's mental state is her fault but the spirits don't buy it.

Instead, he offers up a law student named Bruce who Douglas met in a bar and kept the number of in case he needed somebody with his expertise. Arriving at Bruce's flat and at first hesitating as Bruce tries to sleep with him, Douglas instead uses his powers to mind-control Bruce and drive him mad. Errol was rescued and Douglas would check in on Bruce from time to time just to see how he was doing and add to the paranoia.

Much to his dismay, he learned that Bruce's house was in Forsaken territory when he showed up at the house to find a number of Forsaken werewolves waiting for him. At first he tried to cut a deal and bullshit his way out of a fight but they weren't listening. Douglas ran all the way back to Norm's house where he collapsed and told his father everything, sobbing at how he'd broken an innocent man for nothing.

Colder and bitter, he joined Vampires on a raid against a group of hunters called Ashwood Abbey who were notorious for treating their hunting of Supernatural beings as a sport. Going in with Bast, another Changeling named Kevin, two Vampires and two other Werewolves, one being Daniel and another a potential pack candidate named Wilfred. Wilfred was killed by Bast during the raid after he killed a sleeping hunter, adding to the list of reasons Douglas mistrusted Bast but the real kicker was finding out that Mort was with the hunters.

Trying to smuggle Mort out didn't work and he instead cut a deal with a Vampire called Aeon. He would make Mort one of his Ghouls in return for a favour from Douglas. Mort informed Douglas on Jessica being alive and due to his study of spirits he also informed his twin on the fact that the paranoia spirits would either tear each other apart or be put down by the Forsaken due to running out of food and going feral.

Keeping Mort's return a secret, Douglas was eventually made Alpha of his own pack: Brutal Mercy. It consisted of Douglas, Daniel, a young Wolfblood and one of Douglas' cousins. With the pack, as well as a few of their allies gathered Douglas launched a sneak attack on the Deadwood Mongrels. Using the Changelings to open a Hedge-gate and sneak into their territory, Douglas took the parents of the Alpha hostage and threatened to torture them unless the Deadwood Mongrels surrendered. It was all a ploy of course, for Douglas had no intentions of hurting anyone.

He needed the converted Mongrels for his pack if he was to execute his coup, and he was the parents as innocents. Agreeing to meet with Douglas at a mutual location, the Alpha surrendered and awaited "conversion" with the rest of his pack. That was the moment when everything went to shit.
Firstly, Kevin released the prisoners as he realised that the "conversion" process involved a lot of torture.
Secondly, Hawke was there. Hawke was a sociopath Vampire who was there wanting to kill something. The moment the Alpha was released, he went in for the kill and dealt a nasty wound to him.
Thirdly, Douglas panicked and meant to fire a warning shot. However, the shot struck Ace-Face/Richard (the Alpha) and killed him. For the shot was a silver bullet, something the Pure regard as heresy to the point of banning silvery cutlery.

Cornered by Pure, Douglas finally snapped and told them what he really thought of them and their religion. It didn't go well. He was brought for "conversion" and when the ritual went wrong and he lashed out, Hawke tore his throat out.

Douglas remained dead for a number of months, with it driving Bast further into insanity, breaking Norm and causing more fall-outs within the group. He first returned to life as a Spirit brought back by Tomacco as part of wanting to create a pack with Hawke (who at that point had no allies), was merged with a Ghost to restore his memories and make him more powerful...And then when offered to join, he told the two to "fuck off and die" before fleeing to England.

He met back up with Jessica only to see her murdered by a Pure Werewolf and managed to save her life by making her a Sin Eater, with him serving as her Giest. The two travelled around the country helping the dead as well as catching up and trying to restore Douglas to normal. Going back to Belfast, the two met up with the old gang just in time for Bast to fall off the deep end and become a True Fae.

Following him, Bast restored Douglas to life in Arcadia as "thanks" for helping him on his journey to Godhood and severed the bonds he had with Jessica, restoring her to a normal human.

In the epilogue, Douglas moved his family to the south with the promise that he would return and eventually kill his mother while Jessica and Douglas went their separate ways.

What Remains
When the Multiverse died, the Shadow (the Spirit world) fell into a blind panic. This gave Douglas, and by proxy the Werewolves and some Mages an early warning. Moving his family further away from civilisation, Douglas was almost killed fighting against the forces of the darkness as he let Mort and his family get away. However, moments before he was killed he was suddenly transported to Gladius-I. Having to fight his way off of the Southern Continent, he made his way to Mos Eisley and, while disguised as a wolf he snuck aboard a ship.

Getting to Gladius-II he reunited with his family once more and is currently making his way across the planet with his brothers, taking up jobs in order to fund a better life.

Skills:
  • Detective Skills: Douglas acted as an investigate journalist and freelance private investigator for a living. As well as being able to sustain himself, he used these skills to track down feral werewolves via a string of random killings.
  • Manipulation: Douglas has both a silver tongue and a silver pen. He was able to convince the press and by proxy, the public that said string of werewolf killings were carried out by cultists. He used this excuse to convince a young Wolfblood to follow him. Despite having no ill intent towards Ace-Face's parents he was also able to convince an entire pack of Werewolves that he was going to cut out their eyes and skin them alive among other things. His most notable feat in manipulating people was when he played along with his mother and other Pure for years pretending to be a loyal soldier, hiding his true intentions.

  • Hand-to-hand combat: Douglas isn't afraid to fight dirty no matter what form he's in. While lacking that much martial arts training, aside from kickboxing his dirty tactics give him a slight advantage. With a combination of claws, bites and other moves he tends to go for the face, not holding much back.
  • Swordplay: Has trained with a greatsword
  • Firearms training: Skilled with shotguns and handguns
  • Supernatural Knowledge: Has researched into Werewolves, Vampires, Changelings and Mages. Their politics, and weaknesses. As a Werewolf he was also required to research into the Shadow (the spirit realm). Due to his experiences as a Giest, he also has knowledge of the Twilight Realm and Sin Eaters.

Powers/Abilities:
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From left to right:
Hishu: Human form. An Uratha appears to be a normal, if very fit and healthy, human. An unconscious or dead werewolf returns to this form.
Dalu: Near-human form. The Uratha is slightly bigger, hairier and stronger. The supernatural features of an Uratha become more prominent in this almost-human form.
Gauru: Wolf-man or war form. Half-human, half-wolf, Gauru form Uratha are generally 8 to 9 feet tall and much heavier and stronger than any human. In this form a werewolf's blood-lust rises to the surface and is much harder to control. Uratha can only channel the power of the Gauru form for a limited time, and generally only take this form to kill.
Urshul: Near-wolf form. An Uratha in this form is a huge wolf 3 to 5 feet high at the shoulder.
Urhan: Wolf form. The Uratha is indistinguishable from a normal wolf, though different Uratha resemble different breeds or species of wolf.

  • First-Tongue: Allows Douglas to speak the language of Spirits and Canidae regardless of what form he's in. He does not have control over them using these words, but can influence them.
  • Shadow-Step: Douglas can vanish into the Shadow, where his tribal marks glow and he can converse with spirits. The Shadow is a dangerous place, and his various marks light him up like a Christmas tree so he tends to avoid it.

  • Werewolf Regeneration: Werewolves are stronger than humans. A bashing wound (getting punched really hard) is something a Werewolf can heal from in seconds, a lethal wound (stab or non-lethal gunshot) in minutes and an aggravated wound (mortal wounds) in days. While this physical regeneration doesn't increase in rate as he changes form, what does change is how well Douglas can take a hit. He could tank a gunshot while in Gauru form that would knock him down in human form (such as a shotgun blast).

  • Heightened senses: Much like a wolf, he has animal instincts that alert him to danger. These are very subtle and weak in human form but greatly increase to the actual level of a wolf while in non-human forms.

    Dominance Gifts:
  • Warning Growl: This Gift is the simplest of the secrets of Dominance, lending supernatural power to the sort of growl an alpha wolf uses to warn off a potential rival. The werewolf using this Gift growls deeply and loudly while focusing his gaze on a particular target, striking sudden doubt into her heart and affecting her ability to face her opponent.

  • Luna's Dictum: With this Gift, the werewolf is able to articulate a command of no more than a few words and compel obedience. Some werewolves choose to speak these words in a soft, subtle whisper. Others prefer bellowing orders. This Gift cannot harm those who hear it, either directly or indirectly; it simply conveys a brief impulse to surrender to the werewolf’s authority. Note: This is the ability Douglas used on Bruce to mentally break him.
    He convinced Bruce to hold still and hold a knife to his own throat but could not have actually made him stab himself with the blade.

  • Voice of Command: At this level of Dominance, the werewolf learns to voice more complex and subtle decrees, in a tone that demands attention and respect. A thread of anger runs through the werewolf’s words, making everyone in earshot take notice of his declarations.
    When activated, this Gift affects up to three targets, but for more Douglas targets the harder it becomes to use Dominance. Therefore, some subjects might obey while others resist.

Weaknesses:
  • As stated above, Douglas tends to stay in his human form. This not only makes him more susceptible to wounds.
  • Gauru form could cause him to lose control.
  • Silver bullets deal aggravated wounds and the very touch of silver burns his skin. Even silver cutlery or a coin could cause horrible, burning pain if exposed to his skin
  • In terms of psychological warfare there are a few targets. His relationship with his mother, his relationship with Jessica and the protective nature of his family to name a few.
  • Stubborn to a fault
  • While he doesn't have a no-killing rule per say, he does draw the line at harming children. This could be used against him.
Gear:
  • Cold Iron longsword: For use against Changelings
  • Pump-action shotgun: Carries regular rounds, Cold Iron rounds (Changelings) incendiary rounds (Vampires) and silver rounds (other Werewolves)
  • A kitted-out and slightly armoured RV that Douglas and his brothers travel Gladius-II in.
  • A friendship bracelet given to him by Errol that lets Douglas know when he's been pick-pocketed
Companions

Douglas' Wolfblooded younger brother (19). While he suffers from an anxiety disorder among other things due to his treatment at the hands of their mother and isn't much of a fighter, Errol more than makes up for it due to his knowledge of supernatural beings, his surveillance skills and most notably his computer skills. Over the course of the Brambles Cross storyline he was Douglas' tech and research guy, providing him with hacking and knowledge of other supernatural beings outside of Changelings.
He has his mother's eyes (hazel), mother's hair (fair) and is a tall and thin young man who dresses rather casually.
Mort is Douglas' identical twin and a Wolfblood. Due to having spent some time as a Ghoul, he has an understanding of Vampire politics and due to his life as a hunter and their mother's training he's pretty effective in combat. During the events of Brambles Cross, he got his girlfriend pregnant. He had a son and is currently married.

Quotes:
"Fuck tradition. Fuck the Pure."

"Don't you see, Bruce? You're not special. I'm only doing this to you because we me in a bar once and I need a target for spirits. That's the thing, it could have been anyone in that bar, and I mean anyone. This could have happened to your friends, your parents, your grandma. Anyone. We met by chance and I'm doing this to you...By chance. That being said, you tell anyone about this and I will target your family. I will dig up your family pet and eat the son of a bitch first, then I'll go after the rest. Understood? Good boy."

"You still love her? She's a literal Werewolf Nazi!"

Theme Song:
 
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