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Names: Elizabeth-G115
Fandom: Halo
Age: 20 (2552)
Gender/Sexuality: Female/Asexual (?)
Species: Human
Appearance:

1531854216945-png.464101



Personality: Elizabeth is solitary, opting to engage in cooperation for the sake of accomplishing an objective, or just out of continued long-term survival. She is highly proficient for a Spartan-III, able and known to wipe out small field outposts on her own after careful preparation and recon. Additionally, Elizabeth seldom speaks during operations or even off-duty, and her voice is light and quiet when she does. Described by Kurt as 'ensuring success above all else', Elizabeth is a dedicated, committed, and loyal soldier.

Backstory: Elizabeth was born into a solitary lifestyle on Reach, located in the city of New Alexandria. With both her parents working full time and limited resources to care for the young girl, they routinely left her in the care of an Naval Intelligence Agent operating under the cover of a babysitter. On the morning of her fifth birthday, the Office of Naval Intelligence raided her home shortly after her parents left the house, kidnapping the young girl and conscripting her into the Spartan III program. Graduating Gamma-Company, Kurt-051 pulled her and an additional unknown number of candidates from the assignment, issuing them MJOLNIR armor and assigning them on 'non combat roles', much to the dismay of Col. James Ackerson. Assigned to Theta Team, Elizabeth and her fellow compatriots would later participate in Operation: WINTER CONTINGENCY; defending Reach from the Covenant invasion. Her team was ordered to remain on Reach for as long as possible, overseeing the departure of the Pillar of Autumn just before the Covenant began glassing the planet. Elizabeth, and all surviving UNSC elements, were declared K.I.A following the planet's destruction.

Skills: Elizabeth was trained as the team's CQC Specialist, known for her exceptionally brutal efficiency in dispatching targets in close-quarters combat as well as clearing rooms full of hostiles. However, she is as just as capable of operating any weapon, vehicle or equipment provided she is given enough time to figure out how it works.

Powers/Abilities:
Elizabeth possesses several augmentations, notably of which are the following:

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts.

88005-MX77: Increased density of individual muscles, allowing heavier lifting.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time."

009762-OO: A mutagen that alters key regions of the subject's frontal lobe. Enhances aggression, strength, endurance, and tolerance to injury under stress. Kept in check by the antipsychotic and bipolar-integration drugs, colloquially known among the Gamma Spartans as "Smoothers".

009927-DG: Miso-olanzapine. An antipsychotic. Counters the mutagen's properties.

009127-PX: Cyclodexione-4. A bipolar-integration drug. Counters the mutagen's properties.

Weaknesses: Elizabeth, during the heat of combat, has a miniscule tendency to become unresponsive as the effects of adrenaline cause a temporary instability of the anti-psychotic and anti-bipolar cocktails. This will more often than not drive her into a killing frenzy, or worse, impair her ability to distinguish friend from foe.

Gear: Generation-One [GEN1] Mark V Powered Assault Armor /Mark V/ Variant: This armor was a substantial upgrade over the Mark IV; which provided hundreds of technological updates to the suit. The Titanium Alloy Outer Shell bears extreme resilience to most conventional small arms, the plating capable of withstanding about a magazine of concentrated 5.56x45mm fire per plate, 12 7.62x51mm shots per plate or 3 12.7x99mm AP rounds per plate. The refractive coating heat allows the chassis to withstand background heat and twenty direct strikes from Covenant plasma. Mark V shielding is capable of withstanding up to 2.45 gigawatts of energy before breaking; equivalent to two direct hits (torso or below) from a 14.5 APFSDS round or shell. They'll protect against directed energy, projectiles and melee strikes. Upon draining, a 5.45-second delay kicks into effect before the shields begin a 0.85-second recharge to one hundred percent. Frictionless surfaces make for very difficult grapples if one were to attempt to grab them. Lastly, by default, the powered assault armor doubles the user's strength (which is already three times their body weight by default) and multiplies their reaction time by a further factor of five.

x1 M45 Tactical Shotgun: This pump-action breech-loaded boomstick comes with a total magazine size of 6 shells and fires M296 8 Gauge Magnum. This weapon can tear though armor plating at close quarters, and is proven lethal enough to dispatch the energy shielding and compromise the armor of Spartans and Elite in one well-placed shot.

x2 M7 Caseless Submachine Guns: These 'pepper sprayers' come with eight magazines, four total per each SMG. With a fully automatic fire and a maximum capacity of 60 rounds per mag, these SMG's fire 5x23mm caseless rounds at a rate of fifteen rounds a second, and up to 900 rounds/min.

Companions: Hailey, her third-generation Smart AI, serving as Liz's Tactical Battlefield Assistant. She is able to remotely interface with networked systems, data collection, and environmental analysis.

Quotes: "I'm not like the others, and I know this. We sacrificed part of ourselves for defend Humanity; it doesn't make us any lesser on the inside."

Fears: Elizabeth fears failure, and loss. The uncertainty of both outcomes is enough to always keep her on her toes.

Goals: Elizabeth just wants to survive, and hopefully find a way back home. Though, it wouldn't hurt to make alliances along the way.

Theme:
 
Last edited:
Names: Elizabeth-G115
Fandom: Halo
Age: 20 (2552)
Gender/Sexuality: Female/Asexual (?)
Species: Human
Appearance:

1531854216945-png.464101



Personality: Elizabeth is solitary, opting to engage in cooperation for the sake of accomplishing an objective, or just out of continued long-term survival. She is highly proficient for a Spartan-III, able and known to wipe out small field outposts on her own after careful preparation and recon. Additionally, Elizabeth seldom speaks during operations or even off-duty, and her voice is light and quiet when she does. Described by Kurt as 'ensuring success above all else', Elizabeth is a dedicated, committed, and loyal soldier.

Backstory: Elizabeth was born into a solitary lifestyle on Reach, located in the city of New Alexandria. With both her parents working full time and limited resources to care for the young girl, they routinely left her in the care of an Naval Intelligence Agent operating under the cover of a babysitter. On the morning of her fifth birthday, the Office of Naval Intelligence raided her home shortly after her parents left the house, kidnapping the young girl and conscripting her into the Spartan III program. Graduating Gamma-Company, Kurt-051 pulled her and an additional unknown number of candidates from the assignment, issuing them MJOLNIR armor and assigning them on 'non combat roles', much to the dismay of Col. James Ackerson. Assigned to Theta Team, Elizabeth and her fellow compatriots would later participate in Operation: WINTER CONTINGENCY; defending Reach from the Covenant invasion. Her team was ordered to remain on Reach for as long as possible, overseeing the departure of the Pillar of Autumn just before the Covenant began glassing the planet. Elizabeth, and all surviving UNSC elements, were declared K.I.A following the planet's destruction.

Skills: Elizabeth was trained as the team's CQC Specialist, known for her exceptionally brutal efficiency in dispatching targets in close-quarters combat as well as clearing rooms full of hostiles. However, she is as just as capable of operating any weapon, vehicle or equipment provided she is given enough time to figure out how it works.

Powers/Abilities:
Elizabeth possesses several augmentations, notably of which are the following:

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts.

88005-MX77: Increased density of individual muscles, allowing heavier lifting.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time."

009762-OO: A mutagen that alters key regions of the subject's frontal lobe. Enhances aggression, strength, endurance, and tolerance to injury under stress. Kept in check by the antipsychotic and bipolar-integration drugs, colloquially known among the Gamma Spartans as "Smoothers".

009927-DG: Miso-olanzapine. An antipsychotic. Counters the mutagen's properties.

009127-PX: Cyclodexione-4. A bipolar-integration drug. Counters the mutagen's properties.

Weaknesses: Elizabeth, during the heat of combat, has a miniscule tendency to become unresponsive as the effects of adrenaline cause a temporary instability of the anti-psychotic and anti-bipolar cocktails. This will more often than not drive her into a killing frenzy, or worse, impair her ability to distinguish friend from foe.

Gear: Generation-One [GEN1] Mark V Powered Assault Armor /Mark V/ Variant: This armor was a substantial upgrade over the Mark IV; which provided hundreds of technological updates to the suit. The Titanium Alloy Outer Shell bears extreme resilience to most conventional small arms, the plating capable of withstanding about a magazine of concentrated 5.56x45mm fire per plate, 12 7.62x51mm shots per plate or 3 12.7x99mm AP rounds per plate. The refractive coating heat allows the chassis to withstand background heat and twenty direct strikes from Covenant plasma. Mark V shielding is capable of withstanding up to 2.45 gigawatts of energy before breaking; equivalent to two direct hits (torso or below) from a 14.5 APFSDS round or shell. They'll protect against directed energy, projectiles and melee strikes. Upon draining, a 5.45-second delay kicks into effect before the shields begin a 0.85-second recharge to one hundred percent. Frictionless surfaces make for very difficult grapples if one were to attempt to grab them. Lastly, by default, the powered assault armor doubles the user's strength (which is already three times their body weight by default) and multiplies their reaction time by a further factor of five.

x1 M45 Tactical Shotgun: This pump-action breech-loaded boomstick comes with a total magazine size of 6 shells and fires M296 8 Gauge Magnum. This weapon can tear though armor plating at close quarters, and is proven lethal enough to dispatch the energy shielding and compromise the armor of Spartans and Elite in one well-placed shot.

x2 M7 Caseless Submachine Guns: These 'pepper sprayers' come with eight magazines, four total per each SMG. With a fully automatic fire and a maximum capacity of 60 rounds per mag, these SMG's fire 5x23mm caseless rounds at a rate of fifteen rounds a second, and up to 900 rounds/min.

Companions: Hailey, her third-generation Smart AI, serving as Liz's Tactical Battlefield Assistant. She is able to remotely interface with networked systems, data collection, and environmental analysis.

Quotes: "I'm not like the others, and I know this. We sacrificed part of ourselves for defend Humanity; it doesn't make us any lesser on the inside."

Fears: Elizabeth fears failure, and loss. The uncertainty of both outcomes is enough to always keep her on her toes.

Goals: Elizabeth just wants to survive, and hopefully find a way back home. Though, it wouldn't hurt to make alliances along the way.

Theme:

I'm willing to accept this character
how about you Count Gensokyo Count Gensokyo
 
Appearance:

latest

'Quote' (optional):


Name:
Jak/Mar

Universe From (Series your character comes from. OCs are labeled as OCs):
Jak and Daxter

Gender: Male


Sexual Orientation (Optional): Straight


Species:
Precursorian


Jak 3

Shortly after the events of Jak II, war broke out on the streets of Haven City, as new Krimzon Death Botstook over a vital section of the industrial area of Haven, and a large group of stronger Metal Heads that survived the death of their leader concentrated in the gardens sector of the city (at that point renamed Metal Head city). Veger saw this as an opportunity to rid Haven City of Jak, and therefore found him guilty in association with Krew, who compromised Haven City's security which they thought let the metal heads into the city. Veger, on behalf of the Grand Council of Haven City, banished Jak to the Wastelandfor life.[9] Distraught, only accompanied by Pecker and Daxter, Jak began looking for salvation in the midst of the desert. He eventually fainted in exhaustion, and having the beacon given to him by Ashelin just before their departure, was found by the king of Spargus, named Damas.

Jak, along with Daxter and Pecker, were taken into Damas' sanctum where they were bathed and Jak's clothing was reduced and his hair cut. Jak nearly died, as Damas noted he was preparing to have his monks pray for him. Jak fought in arena matches to prove himself worthy of keeping, where he eventually earned citizenship to Spargus, and became an official "wastelander." During this process he met Sig again, an ally from Jak II, in the Arena of Death, where they were ordered to kill each other under arena rules, though they both withheld the task and were forced to prove their worth to Spargus another way.

Later, Jak was invited back to Haven City by Ashelin. Though he initially refused, he returned to fight in the War for Haven City. Before entering Haven City however, Jak had an encounter with Count Veger, who activated a Precursor robot, although Jak managed to defeat it. Later, after reuniting with Torn, Cyber Errol was revealed to be the leader of the KG Death Bots as well as the surviving Metal Heads, however the greater threat was from the incoming Dark Maker ship, which Errol sought to control in order to destroy the planet.





Personality:
Jak changes notably as a character over the course of the series. During The Precursor Legacy, he is presented as brave and curious, willing to step into dangerous situations given the need. The most notable feature of his personality in the beginning was his apparent mutism. In Jak II, he breaks away from his mutism, and after being subject to dark eco treatments for two years at the hands of Baron Praxis, his main basis becomes revenge, and he became angry and reckless—this is exacerbated by the presence of dark eco in his body. He also takes some enjoyment in killing metal heads and a fondness for guns.[10] Nonetheless, Jak does retain some heroic personality traits. In Jak 3, where he gained light eco powers to balance the dark eco, he becomes less angry and more mature; which was further aided by the death of his father later on. In Jak X: Combat Racing, he turned into somewhat of a relaxed character, though his final encounter with Mizo shows that the anger still exists under a calmer exterior. In The Lost Frontier, he seems to be more carefree and happy. Despite some scenes hinting his anger (for example, when he tries to turn to Dark Jak, seeing the Dark Warrior Program chair, among others) he seems to be more cheerful than the rest of the series.





Skills (Normal, Human-like stuff):

Knows how to use a gun
Hoverboard user

Powers/Abilities (Superhuman stuff):
Dark Jak
Strength/Claws- While transformed into Dark Jak, Jak's physical attacks inflict additional damage.

Dark Blast-Dark Jak jumps into the air and begins spinning rapidly, shooting arcs of dark eco from his body and damaging multiple enemies within range. It presumably eliminates vehicles much more effectively than the dark bomb and has a longer range.

Dark Bomb- An attack where Dark Jak leaps into the air and slams his fist into the ground, creating a large shockwave that deals considerable damage to any enemy caught in its radius. This attack is slightly more powerful than the Dark Blast and if you physically hit an enemy, it will do far more damage.

Dark Strike- Allows Dark Jak to shoot a large mass of concentrated dark eco at his intended target. Dark Strike is often used to break down obstacles. This attack is powerful and has a very long range.

Dark Giant Dark Jak grows three times his size. In his Dark Giant state he can run faster, jump higher and further, and deal even more damage to enemies than usual. If Dark Bomb or Dark Blast is used in this form, they become even more powerful; Dark Bomb covers a greater area and the bolts unleashed during Dark Blast stretch beyond normal boundaries


Light Jak

Flash Freeze- Slows down time around Jak for about 3 seconds while he moves in normal speed. However, this requires a cooldown before Jak can use this attack again.

Light Flight- Allows Light Jak to fly.

Light Regeneration- Regenerates injuries. It can heal Jak completely


Light Shield- Creates a shield around Jak's body. This shield protects Jak from attacks and also deals minor damage to enemies who physically attack him


Morph Gun
Red Mod- The eco of strength- allows Jak to switch gun mods that vary in power.
Yellow Mod- The eco of long distance- Allows jak to shoot a blaster, a gyro buster where it has a spinning droid of bullets or off walls
Blue Mod- The eco of speed- The Vulcan fury and a few more guns shoot fast.
Dark Mod- The most powerful eco- Can twist and change. Jak's most powerful weapons are in here.


Weaknesses:

Jak's eco powers are limited (unless by a eco port or other source of eco)
Dark and Light Jak are limited by the amount of eco jak has on him
 
Last edited:
Appearance:

latest

'Quote' (optional):


Name:
Jak/Mar

Universe From (Series your character comes from. OCs are labeled as OCs):
Jak and Daxter

Gender: Male


Sexual Orientation (Optional): Straight


Species:
Precursorian



The Precursor Legacy

Jak as he appears in The Precursor Legacy

The opening cutscene of The Precursor Legacy features Jak—along with his friend, Daxter (who was still in his human form)—straying about Misty Island; a place that was restricted by their watchover Samos. The two entered a large area where two dark figures were levitating in front of a large group of Lurkers, where they secretly observed them telling their apparent army to kill anyone straying from "the village."

Jak and Daxter then continued searching the island, where they were confronted by a large bone armor lurker shortly after the secret observation. The lurker charged the two when Jak quickly threw an activated dark eco canister, disposing of the lurker, but inadvertently knocking Daxter into a pool of dark eco. When Daxter came back out, he was in the form of an ottsel.

Jak then returned to Sandover Village to ask Samos for help. The two then discovered that their only hope of changing Daxter back is finding Gol Acheron, the dark eco sage, who lived far to the north of the continent. Jak then began basic combat and athletic training at Geyser Rock, where he got his heroic start collecting power cells and traveling north.

Jak and Daxter, along with Samos and Keira, later found out while at the Red Sage's hut that Gol Acheron and his sister Maia Acheronhad been corrupted by the dark eco they were studying and were trying to activate a Precursor robot to assist them in opening a dark eco silo to flood the world with dark eco. Jak then entered their citadel, freed the captive sages and fought the two in their Precursor robot. Near the end of their battle, Jak discovered light eco, when four towers surrounding the silo opened up and the four colored ecos inside combined, which could change Daxter back (theoretically) or defeat Gol and Maia and save the world. He chose to save the world, and after the battle, Jak opened the ancient Precursor door at the top of the citadel, and discovered the rift gate and rift rider behind it, which would start the events of Jak II.

During The Precursor Legacy, Jak was mute for an unknown reason. Note that young Jak, the kid, from Jak II did not speak either.

Before Jak IIedit

Jak as he appears in the opening cutscene of Jak II

Between the end of The Precursor Legacy and the start of Jak II, Jak, Daxter, Keira, and Samos moved the rift rider and rift gate back to Sandover Village from the location of the large Precursor door. The four are seen studying the artifact in the opening cutscene, where Keira discovered that the Rider somehow interacts with the Ring. Jak was left to find out how to activate it, where he pressed the ruby button encased in the Heart of Mar (indicating location), which activated the time map (indicating time zone displacement). This opened the Gate, which inadvertently released the metal heads from an unknown location and caused a swarm of metal heads to attack Sandover Village, starting the second of the two Metal Head Wars.[note 2]

Jak then managed to activate the Rider and entered the Gate, where they were sent into the future in Haven City. Upon entering the city, Jak was arrested by a patrol of Krimzon Guards headed by their commander, Erol. Daxter escaped (starting the events of the spin-off game Daxter), while Keira somehow became a mechanic in the city, and Samos was arrested and imprisoned (as his equivalent for that timezone was currently the leader of the Underground but called the "Shadow," and was therefore taken into custody in confusion).

Jak would be imprisoned for two years before being rescued by Daxter at the end of Daxter (game).

Daxteredit

Jak as he appears in Daxter in the prison zoomer vehicle.

Jak only appears four times during Daxter, once at the intro scene where he is captured, once in the cage of a prison zoomer zoomer while being moved through the Industrial Section, once when Daxter was flipping through the channels in the Fortress, and once in the ending sequence when Daxter finished telling the story of how he saved Jak. In the intro scene, he has his appearance from The Precursor Legacy but has green hair. In the prison zoomer, he is wearing his prison scrubs and his hair is shorter than it used to be. In the fortress, his hair has been grown to how it appears in the second game. In the ending scene, he has his Jak II appearance.

Though Jak's appearances are brief, the plot leading up to Jak II concerning Jak's acquisition of dark powers is somewhat significant. During these two years, he was imprisoned and experimented on under the "Dark Warrior Program."[10] He went through multiple experiments and injections, changing his previous personality seen in The Precursor Legacy from a quiet, headstrong boy with an apparent mutism disorder, to a bitter, revenge-stricken adolescent. By the events of Jak II, Jak broke away from his mutism.[10]

Jak IIedit

Jak as he appears in Jak II.

After being rescued by Daxter and escaping from prison, Jak experienced the first display of his dark alter ego (evinced from past experiments) while defeating a squad of guards in the Slums. He was asked to do so by Kor—who was disguised as a human working for the Underground—in order to protect a "very important" child. After defeating the guards, Kor directed Jak to the Underground, a rebel movement waging war against Baron Praxis; Kor noting that its leader, the Shadow, could use fighters like him (Dark Jak). Kor told Jak to find the hideout in a dead-end valley near the city wall, instructing him to ask for Torn. Upon meeting Torn, Jak was at first rejected. After Jak told the leader that he wished to see the "Shadow," Torn gave him the mission "Retrieve banner from Dead Town", in which Jak succeeded; starting initiation missions for membership to the Underground.

From then on, Jak worked with a variety of new characters including Krew, a local smuggler and gang-lord, who had apparent connections with the Underground, as well as Onin, a blind soothsayer who knew of Jak's arrival from the past, and was also able to foresee his future. Others included Brutter, Kor, Vin, and Sig. Jak later discovered that the strange new world which they were making their way through was actually in the future, and that Haven City was built around Sandover Village, which was now known as Dead Town.

Later in the game, Jak met the Shadow, and discovered it was actually younger Samos. He found Keira and older Samos as well, and upon defeating Kor (who revealed himself to be the Metal Head leader), sent his younger self (the "very important" child) back into the past with the Shadow to grow up safely in Sandover Village, thus repeating the time loop.

Jak 3edit

Jak being banished in the opening scene of Jak 3.

Shortly after the events of Jak II, war broke out on the streets of Haven City, as new Krimzon Death Botstook over a vital section of the industrial area of Haven, and a large group of stronger Metal Heads that survived the death of their leader concentrated in the gardens sector of the city (at that point renamed Metal Head city). Veger saw this as an opportunity to rid Haven City of Jak, and therefore found him guilty in association with Krew, who compromised Haven City's security which they thought let the metal heads into the city. Veger, on behalf of the Grand Council of Haven City, banished Jak to the Wastelandfor life.[9] Distraught, only accompanied by Pecker and Daxter, Jak began looking for salvation in the midst of the desert. He eventually fainted in exhaustion, and having the beacon given to him by Ashelin just before their departure, was found by the king of Spargus, named Damas.

Jak, along with Daxter and Pecker, were taken into Damas' sanctum where they were bathed and Jak's clothing was reduced and his hair cut. Jak nearly died, as Damas noted he was preparing to have his monks pray for him. Jak fought in arena matches to prove himself worthy of keeping, where he eventually earned citizenship to Spargus, and became an official "wastelander." During this process he met Sig again, an ally from Jak II, in the Arena of Death, where they were ordered to kill each other under arena rules, though they both withheld the task and were forced to prove their worth to Spargus another way.

Later, Jak was invited back to Haven City by Ashelin. Though he initially refused, he returned to fight in the War for Haven City. Before entering Haven City however, Jak had an encounter with Count Veger, who activated a Precursor robot, although Jak managed to defeat it. Later, after reuniting with Torn, Cyber Errol was revealed to be the leader of the KG Death Bots as well as the surviving Metal Heads, however the greater threat was from the incoming Dark Maker ship, which Errol sought to control in order to destroy the planet.

In order to destroy the ship, Jak needed to activate the Planetary Defense System by accessing the catacombs near the ruins of the Mar Memorial Stadium. Damas answered Jak's call for help, but was crushed under their vehicle when a blast overturned it, inadvertently revealing that Damas was Jak's father in the final moments of his life. Jak continued through the catacombs, activating the Planetary Defense System and traveled to the Dark Maker's ship to stop Cyber Errol, who escaped in a terraformer before the ship was destroyed. Returning to the Wasteland, Jak defeated Errol and his terraformer. The Precursors, revealed to be ottsels, asked him to come with them to protect the universe. He declined the offer due to the inseparable nature between Jak and Daxter similarly witnessed in the opening cutscene in the beginning of the game (when Daxter stayed behind with Jak in the Wasteland). It is also revealed that Jak's birth name was in fact Mar leaving many fans to speculate on whether Jak is the actual "Mar" who built Haven City, or if he is just of the same lineage and named after the famous figure.



Personality:
Jak changes notably as a character over the course of the series. During The Precursor Legacy, he is presented as brave and curious, willing to step into dangerous situations given the need. The most notable feature of his personality in the beginning was his apparent mutism. In Jak II, he breaks away from his mutism, and after being subject to dark eco treatments for two years at the hands of Baron Praxis, his main basis becomes revenge, and he became angry and reckless—this is exacerbated by the presence of dark eco in his body. He also takes some enjoyment in killing metal heads and a fondness for guns.[10] Nonetheless, Jak does retain some heroic personality traits. In Jak 3, where he gained light eco powers to balance the dark eco, he becomes less angry and more mature; which was further aided by the death of his father later on. In Jak X: Combat Racing, he turned into somewhat of a relaxed character, though his final encounter with Mizo shows that the anger still exists under a calmer exterior. In The Lost Frontier, he seems to be more carefree and happy. Despite some scenes hinting his anger (for example, when he tries to turn to Dark Jak, seeing the Dark Warrior Program chair, among others) he seems to be more cheerful than the rest of the series.





Skills (Normal, Human-like stuff):

Knows how to use a gun
Hoverboard user

Powers/Abilities (Superhuman stuff):
Dark Jak
Light Jak
Eco Channeler

Morph gun
Red Mod
Yellow Mod
Blue Mod
Dark Mod

Weaknesses (If anything notable):
Can run out of eco eventually
Dark and Light are limited if there's no eco nearby.

Others (Trivia, Theme music, etc.) (Optional):
We don't need a summary of each of his video game appearances... would be best to stick with the earliest point of his character since that would be his actual backstory... also please elaborate what Dark and Light Jak can do along with the Eco Channeler... What his Morph Gun and Mods are able to do ect.
 
Appearance:
4b85e919f8ff7a1ce66fdda713885f60--killzone-shadow-fall-games.jpg


'Quote' (optional):


Name: Maya "Echo" Visari


Universe From (Series your character comes from. OCs are labeled as OCs): Killzone: Shadowfall


Gender: Female


Sexual Orientation (Optional):


Species: Half Vektan/Half Helghast


Bio (Short/Long, who gives a shit?):
Echo was born Maya Visari and is the daughter of Chancellor Hera Visari. It is currently unknown how many Helghast know this, though it's certainly likely that no one from Vekta ever knew it. Not even the VSA special forces had much lead on her, other than their intel describing her as a half-breed.

A reliable blood sample that confirms Maya's relation to the Chancellor has yet to be obtained. Her father is thought to be Vektan; his identity has also yet to be determined. Little is known of Maya's early history.

It is believed that she was housed in a boarding school outside of the city. She most likely had limited contact with her mother throughout this period. Maya returned to New Helghan at around the age of 16, having acquired considerable firearms and combat training.

She was put to work for Commander Anton Saric with the aim of infiltrating a number of anti-government groups within New Helghan. She is known to be fiercely defensive of her people. Maya is considered highly dangerous and wanted for multiple counts of murder and espionage.


Personality:
The daughter of Hera Visari and granddaughter of Scolar Visari, Echo comes from a long line of Helghast aristocrats and politicians. It's currently unknown who her Vektan father is, yet Echo states that she is not ashamed of her hybrid heritage. As the Chancellor's daughter and an elite soldier of the Helghast Intelligence Agency, Echo holds some degree of command.

She led the Helghast troops through the abandoned ISA cruiser, and later ordered them to take Massar to the holding cells. It's implied that Echo is quite tenacious and passionate, to the point of seeming disobedient and rebellious. This is seen as she argues with her mother, and Lucas remarking that she seems to have a habit of disobeying orders.

This could also explain why she's a soldier despite being born into a rich and powerful Helghast family. What drives Echo is her intention to end hostilities on both sides. Her desire for peace is so great that she's willing to trust Lucas Kellan, despite the fact that their initial encounters were hostile.

On top of that, she takes huge risks to kill fellow soldiers so he could safely escape New Helghan and deliver her message to Sinclair that Vekta needs to stand down. She cares very much for her people and their well-being; she's glad that a Vektan like Lucas gets a glimpse of their lives for a change. She comes to value Kellan's trust and companionship over time; after he dies at the hands of Thomas Sinclair, she takes it upon herself to exact justice for his murder. She does so by assassinating Sinclair during a speech in Vetka.






Skills (Normal, Human-like stuff):
Echo is a Half Helghast and Half Vektan that is a Helghast Intelligence elite spy In canon, Echo is able to hack small droid like creatures called spider bots and send them to a area to scramble the signal on the items so that Lucas could use them. Echo knows how to use the sniper the best as she is able to pick off enemies from a distance. It is shown in canon that her and Lucas fought back and forth in close hand to hand combat both with hands and knives with precise.


Her intimate knowledge of the areas and routes in New Helghan were crucial when helping Lucas escape. She helped Lucas out of a heavily fortified Helghast prison by her instructions alone when Lucas had no weapons and was dizzy (in canon)








Powers/Abilities (Superhuman stuff): N/A


Weaknesses (If anything notable): Weakness of being human like


Others (Trivia, Theme music, etc.) (Optional):
 
Last edited:
Appearance:
4b85e919f8ff7a1ce66fdda713885f60--killzone-shadow-fall-games.jpg


'Quote' (optional):


Name: Maya "Echo" Visari


Universe From (Series your character comes from. OCs are labeled as OCs): Killzone: Shadowfall


Gender: Female


Sexual Orientation (Optional):


Species: Half Vektan/Half Helghast


Bio (Short/Long, who gives a shit?):
Maya "Echo" Visari

Personality:
The daughter of Hera Visari and granddaughter of Scolar Visari, Echo comes from a long line of Helghast aristocrats and politicians. It's currently unknown who her Vektan father is, yet Echo states that she is not ashamed of her hybrid heritage. As the Chancellor's daughter and an elite soldier of the Helghast Intelligence Agency, Echo holds some degree of command.

She led the Helghast troops through the abandoned ISA cruiser, and later ordered them to take Massar to the holding cells. It's implied that Echo is quite tenacious and passionate, to the point of seeming disobedient and rebellious. This is seen as she argues with her mother, and Lucas remarking that she seems to have a habit of disobeying orders.

This could also explain why she's a soldier despite being born into a rich and powerful Helghast family. What drives Echo is her intention to end hostilities on both sides. Her desire for peace is so great that she's willing to trust Lucas Kellan, despite the fact that their initial encounters were hostile.

On top of that, she takes huge risks to kill fellow soldiers so he could safely escape New Helghan and deliver her message to Sinclair that Vekta needs to stand down. She cares very much for her people and their well-being; she's glad that a Vektan like Lucas gets a glimpse of their lives for a change. She comes to value Kellan's trust and companionship over time; after he dies at the hands of Thomas Sinclair, she takes it upon herself to exact justice for his murder. She does so by assassinating Sinclair during a speech in Vetka.






Skills (Normal, Human-like stuff):
Echo is an excellent marksman and a proficient hacker. She is also skilled in hand-to-hand combat and wielding knives. Her intimate knowledge of the areas and routes in New Helghan were crucial when helping Lucas escape. She is capable of both marking and sniping with ease. Echo is adept at infiltration using her cloak. It's currently not known if she has the oratory skills and political charisma her mother and grandfather possess.





Powers/Abilities (Superhuman stuff): N/A


Weaknesses (If anything notable): Weakness of being human like


Others (Trivia, Theme music, etc.) (Optional):
more detail and don't give us a wiki link in place of her bio
 
Appearance:

latest

'Quote' (optional):


Name:
Jak/Mar

Universe From (Series your character comes from. OCs are labeled as OCs):
Jak and Daxter

Gender: Male


Sexual Orientation (Optional): Straight


Species:
Precursorian


Jak 3

Shortly after the events of Jak II, war broke out on the streets of Haven City, as new Krimzon Death Botstook over a vital section of the industrial area of Haven, and a large group of stronger Metal Heads that survived the death of their leader concentrated in the gardens sector of the city (at that point renamed Metal Head city). Veger saw this as an opportunity to rid Haven City of Jak, and therefore found him guilty in association with Krew, who compromised Haven City's security which they thought let the metal heads into the city. Veger, on behalf of the Grand Council of Haven City, banished Jak to the Wastelandfor life.[9] Distraught, only accompanied by Pecker and Daxter, Jak began looking for salvation in the midst of the desert. He eventually fainted in exhaustion, and having the beacon given to him by Ashelin just before their departure, was found by the king of Spargus, named Damas.

Jak, along with Daxter and Pecker, were taken into Damas' sanctum where they were bathed and Jak's clothing was reduced and his hair cut. Jak nearly died, as Damas noted he was preparing to have his monks pray for him. Jak fought in arena matches to prove himself worthy of keeping, where he eventually earned citizenship to Spargus, and became an official "wastelander." During this process he met Sig again, an ally from Jak II, in the Arena of Death, where they were ordered to kill each other under arena rules, though they both withheld the task and were forced to prove their worth to Spargus another way.

Later, Jak was invited back to Haven City by Ashelin. Though he initially refused, he returned to fight in the War for Haven City. Before entering Haven City however, Jak had an encounter with Count Veger, who activated a Precursor robot, although Jak managed to defeat it. Later, after reuniting with Torn, Cyber Errol was revealed to be the leader of the KG Death Bots as well as the surviving Metal Heads, however the greater threat was from the incoming Dark Maker ship, which Errol sought to control in order to destroy the planet.





Personality:
Jak changes notably as a character over the course of the series. During The Precursor Legacy, he is presented as brave and curious, willing to step into dangerous situations given the need. The most notable feature of his personality in the beginning was his apparent mutism. In Jak II, he breaks away from his mutism, and after being subject to dark eco treatments for two years at the hands of Baron Praxis, his main basis becomes revenge, and he became angry and reckless—this is exacerbated by the presence of dark eco in his body. He also takes some enjoyment in killing metal heads and a fondness for guns.[10] Nonetheless, Jak does retain some heroic personality traits. In Jak 3, where he gained light eco powers to balance the dark eco, he becomes less angry and more mature; which was further aided by the death of his father later on. In Jak X: Combat Racing, he turned into somewhat of a relaxed character, though his final encounter with Mizo shows that the anger still exists under a calmer exterior. In The Lost Frontier, he seems to be more carefree and happy. Despite some scenes hinting his anger (for example, when he tries to turn to Dark Jak, seeing the Dark Warrior Program chair, among others) he seems to be more cheerful than the rest of the series.





Skills (Normal, Human-like stuff):

Knows how to use a gun
Hoverboard user

Powers/Abilities (Superhuman stuff):
Dark Jak
Strength/Claws- While transformed into Dark Jak, Jak's physical attacks inflict additional damage.

Dark Blast-Dark Jak jumps into the air and begins spinning rapidly, shooting arcs of dark eco from his body and damaging multiple enemies within range. It presumably eliminates vehicles much more effectively than the dark bomb and has a longer range.

Dark Bomb- An attack where Dark Jak leaps into the air and slams his fist into the ground, creating a large shockwave that deals considerable damage to any enemy caught in its radius. This attack is slightly more powerful than the Dark Blast and if you physically hit an enemy, it will do far more damage.

Dark Strike- Allows Dark Jak to shoot a large mass of concentrated dark eco at his intended target. Dark Strike is often used to break down obstacles. This attack is powerful and has a very long range.

Dark Giant Dark Jak grows three times his size. In his Dark Giant state he can run faster, jump higher and further, and deal even more damage to enemies than usual. If Dark Bomb or Dark Blast is used in this form, they become even more powerful; Dark Bomb covers a greater area and the bolts unleashed during Dark Blast stretch beyond normal boundaries


Light Jak

Flash Freeze- Slows down time around Jak while he continues to move at normal speed.

Light Flight- Allows Light Jak to fly.

Light Regeneration- Regenerates injuries. It can heal Jak completely


Light Shield- Creates a shield around Jak's body. This shield protects Jak from attacks and also deals minor damage to enemies who physically attack him


Morph Gun
Red Mod- The eco of strength- allows Jak to switch gun mods that vary in power.
Yellow Mod- The eco of long distance- Allows jak to shoot a blaster, a gyro buster where it has a spinning droid of bullets or off walls
Blue Mod- The eco of speed- The Vulcan fury and a few more guns shoot fast.
Dark Mod- The most powerful eco- Can twist and change. Jak's most powerful weapons are in here.

Weaknesses?
 
Weaknesses:
Jak's eco powers are limited (unless by a eco port or other source of eco)
Dark and Light Jak are limited by the amount of eco jak has on him
 
Appearance:

latest

'Quote' (optional):


Name:
Jak/Mar

Universe From (Series your character comes from. OCs are labeled as OCs):
Jak and Daxter

Gender: Male


Sexual Orientation (Optional): Straight


Species:
Precursorian


Jak 3

Shortly after the events of Jak II, war broke out on the streets of Haven City, as new Krimzon Death Botstook over a vital section of the industrial area of Haven, and a large group of stronger Metal Heads that survived the death of their leader concentrated in the gardens sector of the city (at that point renamed Metal Head city). Veger saw this as an opportunity to rid Haven City of Jak, and therefore found him guilty in association with Krew, who compromised Haven City's security which they thought let the metal heads into the city. Veger, on behalf of the Grand Council of Haven City, banished Jak to the Wastelandfor life.[9] Distraught, only accompanied by Pecker and Daxter, Jak began looking for salvation in the midst of the desert. He eventually fainted in exhaustion, and having the beacon given to him by Ashelin just before their departure, was found by the king of Spargus, named Damas.

Jak, along with Daxter and Pecker, were taken into Damas' sanctum where they were bathed and Jak's clothing was reduced and his hair cut. Jak nearly died, as Damas noted he was preparing to have his monks pray for him. Jak fought in arena matches to prove himself worthy of keeping, where he eventually earned citizenship to Spargus, and became an official "wastelander." During this process he met Sig again, an ally from Jak II, in the Arena of Death, where they were ordered to kill each other under arena rules, though they both withheld the task and were forced to prove their worth to Spargus another way.

Later, Jak was invited back to Haven City by Ashelin. Though he initially refused, he returned to fight in the War for Haven City. Before entering Haven City however, Jak had an encounter with Count Veger, who activated a Precursor robot, although Jak managed to defeat it. Later, after reuniting with Torn, Cyber Errol was revealed to be the leader of the KG Death Bots as well as the surviving Metal Heads, however the greater threat was from the incoming Dark Maker ship, which Errol sought to control in order to destroy the planet.





Personality:
Jak changes notably as a character over the course of the series. During The Precursor Legacy, he is presented as brave and curious, willing to step into dangerous situations given the need. The most notable feature of his personality in the beginning was his apparent mutism. In Jak II, he breaks away from his mutism, and after being subject to dark eco treatments for two years at the hands of Baron Praxis, his main basis becomes revenge, and he became angry and reckless—this is exacerbated by the presence of dark eco in his body. He also takes some enjoyment in killing metal heads and a fondness for guns.[10] Nonetheless, Jak does retain some heroic personality traits. In Jak 3, where he gained light eco powers to balance the dark eco, he becomes less angry and more mature; which was further aided by the death of his father later on. In Jak X: Combat Racing, he turned into somewhat of a relaxed character, though his final encounter with Mizo shows that the anger still exists under a calmer exterior. In The Lost Frontier, he seems to be more carefree and happy. Despite some scenes hinting his anger (for example, when he tries to turn to Dark Jak, seeing the Dark Warrior Program chair, among others) he seems to be more cheerful than the rest of the series.





Skills (Normal, Human-like stuff):

Knows how to use a gun
Hoverboard user

Powers/Abilities (Superhuman stuff):
Dark Jak
Strength/Claws- While transformed into Dark Jak, Jak's physical attacks inflict additional damage.

Dark Blast-Dark Jak jumps into the air and begins spinning rapidly, shooting arcs of dark eco from his body and damaging multiple enemies within range. It presumably eliminates vehicles much more effectively than the dark bomb and has a longer range.

Dark Bomb- An attack where Dark Jak leaps into the air and slams his fist into the ground, creating a large shockwave that deals considerable damage to any enemy caught in its radius. This attack is slightly more powerful than the Dark Blast and if you physically hit an enemy, it will do far more damage.

Dark Strike- Allows Dark Jak to shoot a large mass of concentrated dark eco at his intended target. Dark Strike is often used to break down obstacles. This attack is powerful and has a very long range.

Dark Giant Dark Jak grows three times his size. In his Dark Giant state he can run faster, jump higher and further, and deal even more damage to enemies than usual. If Dark Bomb or Dark Blast is used in this form, they become even more powerful; Dark Bomb covers a greater area and the bolts unleashed during Dark Blast stretch beyond normal boundaries


Light Jak

Light Flight- Allows Light Jak to fly.

Light Regeneration- Regenerates injuries. It can heal Jak completely


Light Shield- Creates a shield around Jak's body. This shield protects Jak from attacks and also deals minor damage to enemies who physically attack him


Morph Gun
Red Mod- The eco of strength- allows Jak to switch gun mods that vary in power.
Yellow Mod- The eco of long distance- Allows jak to shoot a blaster, a gyro buster where it has a spinning droid of bullets or off walls
Blue Mod- The eco of speed- The Vulcan fury and a few more guns shoot fast.
Dark Mod- The most powerful eco- Can twist and change. Jak's most powerful weapons are in here.


Weaknesses:

Jak's eco powers are limited (unless by a eco port or other source of eco)
Dark and Light Jak are limited by the amount of eco jak has on him
 
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darkred darkred
From a friend who played the Jak trilogy First and foremost all of these power descriptions are lazily copied from the Wiki. Saying "this attack does more damage" doesn't work very well when you're not able to quantify that damage.

Second: All of Jak's eco-based powers require Eco, so once he uses them they're gone. People don't drop eco when you kill or incapacitate them in this setting and unless a large chunk of Jak's setting gets imported into Battleworld or Miteworld he's kinda fucked. Even if they were to get incorporated into one of these worlds, he'd be completely without his powers outside of his own setting, which kinda defeats the point and purpose of taking characters and putting them into unfamiliar locations in this RP.

This also applies to Jak's morph gun. Without eco to power it, once it's out of ammo it's out, and it would run out quickly. Your best bet would be to have a starting count of ammo and keep track of each shot.
 
Appearance:
latest

'Quote':
"I hate attracting attention but I hate owing someone even more."

Name:
Saiki Kusuo

Universe From:
The Disastrous Life of Saiki K

Gender:
Male (but can change it at any time)

Sexual Orientation:
Meh

Species:
Esper (has the ability to change species)

Bio:
Was born with psychic powers, tries to hide them, hahaha gag anime lel rawr XD

Personality:
As a Psi user, Kusuo is usually emotionless and constrains himself from having any friends, preferring to do whatever it takes to not to be associated with others so that he doesn't expose his powers. Due to this, he has never spoken using his voice, instead preferring to project his words via telepathy into the minds of others. Although he didn't have any friends first year, during his 2nd year, a lot of his classmates like Riki, Shun, Kineshi, Aren, Kokomi, Chiyo, Reita and Mikoto kept on bugging him and somehow changed his perspective. He later thought of himself as a friend of theirs and even outwardly called Shun his friend.

Although he doesn't express much interest in many things due to his powers (e.g. surprise parties, romance, fortune-telling, etc), Kusuo is addicted to the dessert known as coffee jello and can be persuaded to participate in anything his friends are in as long as he receives his coffee jello. His addiction is not just limited to coffee jello but also to different kinds of sweets. Despite being able to get anything he wants without using any money, Kusuo uses money and saves up money to buy something he wants, like the Coffee Jelly Maker. His kind mom was the sole reason why he didn't abuse his own psychic abilities for nefarious activities. Kusuo also has an interest in television shows, due to electronics (unless he uses his psychometry) being unaffected by his powers, allowing him to enjoy dramas/scenes that prevent the use of his telepathy which leaves him open to spoilers from the thoughts of others.

Skills:
None, he is just an average school boy...

Powers/Abilities:
Saiki Kusuo/Abilities
Read this, ya filthy animals

Weaknesses:
Uncontrollable Powers: When the limiter devices on his head are removed, even for a second, Kusuo himself is knocked unconscious and even after waking up, he is unable to control the muscles in his entire body. Worse, his mind control powers are not controllable either. He states that his powers will wreak havoc onto the entire world and cannot be stopped by even him. It should be noted that there are times where Kusuo himself is shown to remove his limiter devices in order to use some of his more powerful powers, but he is not shown suffering afterwards from any of the setbacks mentioned above. One such time was when he used mind control to make it so that PK Academy students can work part-time jobs. He also had one limiter device removed at the beach by Teruhashi while he was asleep, but was able to fix the trouble his Bedpsyching caused, seemingly moving properly without issue even before he got the limiter device back. As Kusuo is shown to be able to use repetitive practice/training in order to learn to be able to control his excessive capabilities (like his ability to throw balls that exceed sonic speed), it can be assumed that if he trains hard enough, he might become able to control his powers better as well. Unfortunately, it can also be easily assumed that he relies on his Control Devices instead because the world will be destroyed by his powers first before he can master their control through repeated practice. A proof of this case is when he took more than 16,000 tries to master using his powers (at a limited state) while his mind is empty, due to being stuck in a looping time leap during one of his usual days.

Bedpsyching: The ability to use psychic abilities while sleeping. This abilities were one of Kusuo's problems before when he still haven't got any control devices. According to Kurumi, his bed psyching continued until 4th grade. Though it will come back if someone removes his control device while he's sleeping.

Allergies: Saiki's powers are affected by allergies and will cause stuff to blow up when he sneezes. He also has no way of curing allergies with his powers.

Others:
Other gaggy shit

 
nanoha.jpg


'Quote' (optional): No matter what happens, I'll definitely save you!

Name: Nanoha Takamachi


Universe From (Series your character comes from. OCs are labeled as OCs): Mahou Shoujo Lyrical Nanoha


Gender: Female


Sexual Orientation (Optional): It is hinted that she may be a lesbian.


Species: Human/Mage


Bio (Short/Long, who gives a shit?):
Nanoha Takamachi is presented as a regular little girl, living with her family, taking the bus to school and playing the gold-hearted average girl to her multimillionaire best friends Alisa Bannings and Suzuka Tsukimura. However, she always felt like a third wheel; her parents had each other, so did her siblings, and so did her best friends, while Nanoha had no such close companion. Additionally, she says she feels her life has no direction, as she has no plans for what she wants to do with herself. When she finds the injured Yūno in ferret form in the park, she brings him to a nearby veterinarian for care. Yūno later calls Nanoha telepathically as an unstable Jewel Seed attacks him, and he then gives her the red jewel around his neck, known as Raising Heart. With his instructions, Nanoha activates Raising Heart, and discovers her own magical ability. Her power blows Yūno away as she is able to create attacks quickly, transform and attack without using the incantations generally required doing so, and sensing Jewel Seeds more easily than he can. Even with all this power, she is still learning and must fight off her rival (later dearest friend and partner) Fate Testarossa, although Nanoha is more interested in befriending her. Needless to say, she succeeds in befriending Fate, however her methodology has lead to an interesting pun.
Nanoha lives at her home above Midori-ya, the cafe owned by her family in Uminari City, with her mother Momoko, her father Shirō, her brother Kyōya and her sister Miyuki, Nanoha balances cram school, regular school and hunting for Jewel Seeds with ease, although Yūno fears that it may be too much for her in the long run. Although she tries to hide her identity from her friends and family, she blatantly advertises it to Fate.
Nanoha may be living in peacetime, but she has not let her work slide. She goes out each day and trains with Raising Heart,) she practices hitting a can of cola repeatedly in the air and being disappointed when the can doesn't go into the trash can. Later she is attacked by one of the Wolkenritter, Vita, and is defeated due to the difference in power of their weapons. However, she teams up with Fate, who saves her and manages to hold Vita back until Signum enters while Yuuno brings Nanoha to a safe place. Arf and Yūno, and the Time-Space Administration Bureau help Nanoha and Fate escape Vita's Barrier which is successful, but not without the Wolkenritter stealing Nanoha's Linker Core which makes her lose some of her magical energy. Soon later in the TSAB HQ it is revealed to them that their new mission is to prevent the Wolkenritter from stealing mages' Linker Cores for their Book of Darkness. Nanoha then later introduces Fate to her two friends Arisa and Suzuka as a transfer student(though they had initially met via Nanoha and Fate's video messages), and resumes her life as a magical and school girl, helping Fate to get used to her new life on Earth. Early on in the season after the first battle against the Wolkenritter, Raising Heart, along with Bardiche, is upgraded to be able to compete with the Wolkenritter's weapons, and is renamed "Raising Heart Excelion", which gains the new cartridge system. She is then pitted against for most of the season Vita, who refuses to call her by her name, always calling her things like "Takamachi Nantoka", which can be roughly translated as "Takamachi Something-Or-Other", though in the last episode of the season she begins to call her name properly. Nanoha and Fate meet a sickly girl, Hayate Yagami, who is actually the master of the Book of Darkness, after being introduced by Suzuka later in the season. Later, when visiting Hayate who was hospitalised, Fate and Nanoha meet the Wolkenritter and find out that Hayate is the master of the Book of Darkness, and the reason why the Wolkenritter are collecting pages for the book. After Fate and Nanoha face off against the Wolkenritter, who wish to silence them for knowing their master's identity. However the match is interrupted by the two masked men (later revealed to be the Liese twins), who trap Fate and Nanoha in magical binds and a barrier and impersonated them, to make Hayate think that it was Fate and Nanoha who killed the Wolkenritter (as the masked men used their Linker Cores to fill the last pages of the Book of Darkness). Then, Fate along with Nanoha are forced to fight Hayate, as the book of darkness. However, during the fight Suzuka and Alisa discover Nanoha and Fate's true identities when they tried to protect them from Hayate's attack. With the help of the Wolkenritter and Hayate herself, they cure both Hayate and the Book of Darkness, which transforms into Reinforce, Hayate's partner and weapon.

Nanoha is the primary Combat Instructor for the Riot Force 6 of Time-Space Administration Bureau's Special Management, and also the commander of record for the "StarS" squad in the field, she has grown more mature in the last 10 years since the Book of Darkness incident. Nanoha, like Fate, is a S+ class mage without limiters, which is the second highest rank possible to be achieved by a mage, and she is a AA class mage with the limiters, 3 ranks down from what she should be.
After gathering the members of the newly formed Riot Force 6, Nanoha begins to train the new recruits, Subaru, Teana, Caro and Erio (who have both taken in by Fate). Nanoha becomes Vivio's guardian or, as Vivio calls her, Mama, and looks after Vivio along with Fate who is her godmother (though Nanoha later officially adopts Vivio). Nanoha along with the rest of Riot Force 6, besides the Forwards, Signum and Fate, deal with the Saint's Cradle going into orbit. Nanoha enters the cradle, along with Vita, and they split up, with Nanoha going to the Throne Room and Vita going to the engine room. Nanoha quickly deals with one of the Numbers, using her Blaster System, before entering the Throne Room, where Vivio is being held. Quattro manipulates Vivio, forcing Nanoha and Vivio to fight each other, during the fight, however, Nanoha uses a wide area search and finds the place where Quattro is hiding and, using her Divine Buster and her Blaster System at level 3, knocks her out by blasting a hole through the Cradle. However, Vivio still does not revert back to her normal self and continues to fight Nanoha until Vivio manages to begin to regain control, but still cannot gain complete control, and Nanoha is forced to use her Blaster System at Full Power, firing five Starlight Breakers at the same time, which then reverts Vivio back to her normal self. Later, Subaru and Teana come in to save Nanoha and Hayate (who came to save Nanoha). Nanoha was offered many promotions, all of which were turned down in favour of her current position as a combat instructor. She now also lives with Vivio, raising her and watching as she slowly grows up to reach her goal while training in Strike Arts with her friends. When the Beyonder created Battle-World Nanoha and her daughter Vivio were visiting her family's cafe, Midori-ya on Earth in Uminari City. Now a chunk of Uminari City consisting of the cafe as well as the old Takamachi family home is part of Valpan. Nanoha try as she might cannot get into contact with Any of her fellow mages or the TSAB period. Since then she's spent a month Stuck in this new meshed world with her Daughter and her family. Nanoha still has had no luck in contacting Fate, Hayate and the others. And they have slowly gotten used to living in this new world. Nanoha has gotten back into working in the cafe like she did when she was younger. And her daughter has become somewhat of a mascot for the cafe. Nanoha continues to hold hope that she can find a way to put things right.



Personality: A major aspect of Nanoha's personality is that she always tries to understand other people. As such, she's shown to always take a diplomatic approach to problems and tries to reason with her enemies at first. However, she's also shown to be a pragmatic heroine, as she's not afraid to use force if communication alone is not enough.


Skills (Normal, Human-like stuff): She's a very good cook. Somewhat athletic due to her training and her job as a Combat instructor.


Powers/Abilities (Superhuman stuff): Nanoha has many spells that she can use including her signature Divine Buster and Starlight Breaker.


Weaknesses (If anything notable): Not really notable but she is a bit Naïve and chooses to talk before fighting.


Others (Trivia, Theme music, etc.) (Optional):
 
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When the Beyonder created Battle-World Nanoha and her daughter Vivio were visiting her family's cafe on Earth in Uminari City. Now Midoriya Cafe is part of Valpan. Nanoha try as she might cannot get into contact with Any of her fellow mages or the TSAB period. Stuck in this new meshed world with her Daughter and her family, Nanoha has no choice but to press on until she can find a way to contact Fate, Hayate and the others.
I think you'd need to talk to Count Gensokyo Count Gensokyo and I about that first.
 

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