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Fandom A Round Trip Across the Multiverse: Characters

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Alex Mercer
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'I woke up in a morgue. Now I hunt. I kill. I consume. I become.'

Name
: Alexander James Mercer

Other Names: Blacklight, ZEUS, the Monster of Manhattan, DX-1118 C

Gender: Male

Race: Sentient Virus

Appearance: Being a shapeshifter, Alex can assume the form of anyone he had consumed before. However, he normally defaults to his original human form due to the Blacklight virus recreating his body down to genetic level. In this form, Mercer appears as a caucasian with very pale skin, although this could be the result of the virus as he appeared tanner in his human pictures. His light electric blue eyes also have a sickly grey tinting around him. His usual expression is either neutral or a perpetual scowl. While rarely seen without his hood, he has short curly brown hair slicked back. The ‘clothes’ worn by Alex aren’t actually clothes, but simply biomass mimicking the outfit worn by human Alex the night of his death. He wears three layers of clothes on his upper body: a partially-buttoned white shirt, a half-zipped plain grey hoodie, and a black leather jacket with a red tribal design on its back. It should be noted that the tribal design faintly glows in the dark. On his lower body is a pair of worn blue jeans and black shoes. As his clothes are part of his biomass, he cannot take them off without shapeshifting. Alex stands at a rather respectable 6’1” (1.85m) and has a sturdy and athletic build in his default human form at most times, though this may change due to amount of biomass. He tends to radiate a murderous aura wherever he goes.

Personality: Due to a childhood of abuse and neglect, Alex is cold, paranoid, and borderline sociopathic. He is a cynical and jaded individual who does not like talking and company. Before his human death at Penn Station, he released the Blacklight virus on Manhattan out of spite for those who wronged him. He hardly takes human costs into account as he freely consumes random civilians in order to replenish his biomass. However, he is not completely heartless, as he deeply cares for his younger sister Dana, standing in as a parental figure. The human Alex was also involved in a romantic relationship with his then-girlfriend Karen Parker. Alex is also highly intelligent, obtaining a doctorate and becoming one of Gentek’s top scientists by the age of twenty-nine. As Blacklight, he has the knowledge of hundreds of scientists, soldiers, and civilians, and every single living organism he had previously consumed. Alex also tends to get angry quickly, lashing out at those who displease him.

History:
Alex Mercer was born on July 16, 1979, where he spent his childhood in poverty. He spent his first nine years in foster care, and finally returned to his biological mother when he turned ten, though he was better off without her. He was the only parental figure for his sister Dana, and the two of them would play games and watch scary movies together. It is assumed that Alex practiced martial arts, as he has great combat prowess as Blacklight.

His high intellect and aptitude in science provided him an opportunity to leave behind his troubled past. He trusted no one, had no friends, couldn't care less about what others thought of him, and found solace only in his work. By the time he was hired by Gentek, Mercer was a borderline sociopath. He knew this, and didn't care.

After earning a doctorate degree in genetics at Columbia University, Mercer was hired by Gentek and became the head of the Blacklight project at Gentek. Alex's team was tasked with engineering weaponized viruses from samples given to them by the government. The samples that were provided exhibited curious behavior, including mimicry and retention of genetic information from infected hosts. With Mercer’s help, the team soon engineered a particularly virulent and potent virus codenamed 'Blacklight'. Mercer’s skill in altering genes made him a valuable asset to Gentek; his work was years ahead of his nearest competitor.

Despite his successes, Alex Mercer was considered a potential liability by Blackwatch, an elite army created to combat exotic threats. Over time, Gentek became scrutinized by Congress and investigations were proposed. Fearing an information leak, Blackwatch decided to cover it all up. Mercer, due to his paranoid nature, began to launch his own secret investigation on Gentek. With the assistance of his sister Dana, an investigative reporter, Mercer realized that Gentek employees associated with the Blacklight project were being silenced by Blackwatch; usually with a bullet between the eyes in a dark alley.

When he learned that a general purge was about to be unleashed upon the Gentek scientists, Mercer fled, fearing for his life. In the event he was caught, Mercer had brought insurance—he had smuggled a vial of the Blacklight virus out of quarantine and taken it with him. He also mailed a laptop with classified documents to Dana. But Blackwatch was too quick for him. While attempting to escape the city by train, Mercer was cornered in Penn Station by Blackwatch agents. In a fit of frustration and rage, he threw the vial to the floor, smashing it and unleashing a biological apocalypse. He was promptly shot by Blackwatch operatives. The virus began to spread to everyone in the station.

As he fell, he collapsed onto the viral sample, becoming infected as he died. His body was taken back to Gentek in a body bag. Little did they know, as he was transported, the virus was reconstructing Mercer's body, cell by cell; his biomass feeding the virus as it replicated the still-living matter it had infected.

Mercer woke up in a morgue on a slab just as two scientists were about to cut open his torso with a scalpel for an autopsy. The two men panicked and fled, terrified of Mercer. Mercer didn't understand why they were so frightened and had no recollection of his previous life. He ran after the scientists in an attempt to escape also.

Though Mercer was now an amnesiac, he was sufficiently aware to realize that the Blackwatch soldiers were certainly not friends when he saw them kill the two scientists as they tried to escape the facility. The soldiers noticed him, but his body regenerated the damage caused by their fire instantly. Surprising both the soldiers and himself, Mercer cleared the several feet high fence around the facility in a single leap. After escaping, he found himself trapped in Manhattan, being pursued by the military. He soon discovered that he had the ability to consume others and take on their appearance and memories, along with their special skills. With no recollection of his own past, Mercer decided to track down those responsible for his situation and consume them in order to uncover the truth behind what has been done to him, caught between the Blackwatch Special Forces and an ever-growing population of civilians infected by the virus he released.

On consuming Lt. Charles Perri he learned the whereabouts of his sister. Mercer hoped that his sister, Dana, would have some information regarding what happened to him, so he attempted to make contact with her. However, when he arrived at her apartment, he saw soldiers stationed around the building. He consumed a Blackwatch commander and, taking on his appearance, easily infiltrated their perimeter. When Alex entered he saw Dana being held by a Blackwatch soldier. Dana headbutted the Blackwatch soldier just as Mercer impaled him with his fist. Dana was terrified having witnessed this, but Mercer convinced her to help him.

Dana told Mercer that she knew there was something wrong going on at Gentek. She did not know what had happened to Alex either, but was able to tell him what he had told her prior to his memory loss. She told Mercer that he had her researching the Gentek organization for weeks. When she went looking for him to relay her findings, he had already disappeared. The conversation incited a flashback, in which Mercer remembered seeing the ID card of Dr. McMullen. Dana then lead Mercer to a new safe house, the home of Dana's friends, who were out of town for the year. Dana already had all of the files she could get on Gentek stored in the apartment.

Dana wasn't able to tell Mercer what it all meant, but insisted that the two of them work together to uncover whatever conspiracies were at work. Dana told Mercer that since Blackwatch was waiting for her at her apartment, they must also be waiting at his. Mercer arrived at his apartment and uncovered further hints of his past life. He saw a photo of himself and Dana with a graduate certificate from the University of New York. He also saw a photo of himself with a blonde woman. When he touched the photo he experienced a flashback in which he saw himself with the woman, his ex-girlfriend Karen Parker. When the flashback was over, it was apparent that the onset of these flashbacks was painful to him. As he was recovering, Blackwatch detonated a bomb that had been planted in the apartment, meant to kill him. He astonishingly survived without a scratch, despite having been thrown out of a window and down to the streets several stories below. Mercer hunted down and consumed the man who gave the order to detonate the bomb.

Mercer recognizes the girl. Dana tells him that the file has only two names in it: Alex Mercer and Elizabeth Greene, the girl in the photo. The file also says that she is being isolated in the Gentek building. When Mercer went to free Greene, she cryptically told him that "The time for waiting is over" and threw him across the room. Greene then disintegrated a wall by touch and sent Hunters after him as he escaped. She then took charge of the infected. He also located his ex-girlfriend, Karen Parker.

Dana continued to assist Mercer in locating his targets, while Karen promised him a cure for his disease. She first claimed that he needed to find her different samples of the virus destroying Manhattan, but once he arrived inside a nearby Hive, Mercer was ambushed by Blackwatch specialist Captain Robert Cross who used both the infected and his own soldiers as cannon fodder while he tried to take Alex down. Mercer ended up defeating him, but Cross turned the tables by distracting Mercer by mentioning 'Penn Station' and triggering a painful flashback. He injected Mercer with a biological weapon while he was distracted. Due to the parasite Cross had injected him with, Mercer couldn't use his special powers aside from his superhuman strength and speed. He still managed to escape from Blackwatch.

Mercer returned to Dana who showed him that Blackwatch was keeping an eye on a doctor for McMullen, Dr. Bradley Ragland. Dana then told Mercer that if he finds him, Ragland can help them get to McMullen. Before Mercer left, she showed him what she found about Hope, Idaho and Greene but Mercer said Hope was an experiment. She asked how he could know that, forcing Mercer to admit that he had killed a great number of people and their minds and memories were now within him. Dana was shocked by what her brother has become.

However, with the help of Dr. Ragland, Mercer was cured, restoring his abilities and gaining him the armor and blade powers as a result. During all of this, Mercer was placed as the number one terrorist threat in the entire United States due to treasonous activities against the United States and her allies. During one of Mercer and Dana's meetings, Dana was kidnapped by a Leader Hunter, a larger and stronger version of the normal hunters. Alex pursued this Leader Hunter across the city, but was ultimately unable to rescue Dana. With the help of Dr. Ragland, Mercer located and consumed the same Leader Hunter that kidnapped Dana, learning of her location in the core hive in the center of the city. Mercer was eventually able to penetrate the hive, where he confronted Elizabeth Greene.

Elizabeth Greene told Mercer that Dana was "with us now". During a struggle, Greene seemingly bests Mercer, but he was able to inject Greene with a syringe containing the parasite as it had been extracted from him. Greene's body rejected the parasite immediately and she vomited up a large amount of biomass, from which the Supreme Hunter was born. Mercer defeated the Supreme Hunter and saved Dana. As he left, a sinister clawed hand began to regenerate and rise from the remain of the hunter, showing the Supreme Hunter was far from done. The unknown contact later revealed as Captain Cross. As the conspiracy unfolds, with the assistance of an unidentified contact, the origins of Mercer, the virus and Elizabeth Greene were uncovered.

In 1969, the government had tested a virus codenamed Redlight in Hope, Idaho. This virus was designed as a biological warfare agent, targeting those of a predetermined race. The virus unexpectedly mutated into something far deadlier, infecting the whole population of Hope. Elizabeth Greene was the sole survivor of the incident; her body welcomed the virus rather than dying from it and it had rewritten her genetic code, along with that of her son, who was taken from her by Blackwatch and codenamed Pariah. This inspired the government to continue research into the virus, cooperating with the Gentek corporation. Scientists at Gentek locked Greene in a cell which had been used to research Blacklight, the new virus present in Greene. They continued to study the different strains of the virus that formed throughout her system as a means of accelerating the biological weapons program. Before long, the military began to deploy a new biological agent, Bloodtox, engineered to kill the virus and its hosts.

When the chemical was deployed across the city, the infection went underground to escape it, and subsequently amassed beneath the surface. The anonymous contact told Mercer to aid the military in pumping the Bloodtox directly into the ground. They hoped that it would drive the virus to the surface, allowing Blackwatch to fight it directly. Elizabeth Greene, now embedded in Mother a new viral organism, came to the surface and engaged Mercer in combat. Mercer killed Mother and consumed Greene.

He then attempted to confront McMullen, the Head of Research and founder of Gentek. After a grueling battle with Marines and Blackwatch between him and his target, Mercer confronted McMullen and moved in to consume him to find out what he knew. McMullen committed suicide before Mercer had the chance. It became apparent that General Randall planned to nuke Manhattan to destroy the virus. The mysterious contact, revealed to be Captain Cross, then guided Mercer to consume Colonel Taggart, who was attempting to flee the city. Cross had been ordered to capture Taggart and had Mercer impersonate him in order to get onto the USS Ronald Reagan where the bomb was being held.

Cross betrayed Mercer once on the ship, and was revealed to be the Supreme Hunter having consumed Cross at some point and taken his form. It battled Mercer on the deck of the Reagan and was subsequently decapitated by Mercer. Mercer boarded a helicopter and dropped the nuclear bomb into the Atlantic Ocean, allowing it to detonate at sea but leaving himself well within the blast radius. His remains washed up on the city shore as lumps of red tissue, but he was able to take human form after consuming a crow that attempted to devour him.

Mercer walks off thinking to himself, "What have I become? Something less than human, but also something more..." Later, Manhattan is seen in a recovering state, with the virus almost completely destroyed. After stopping the nuclear threat, Alex, having lost all faith in humanity as a result of his actions, leaves Manhattan and travels around the world in order to find true purpose and something to believe in.


Point of Canon: Several months after defeating Greene, the Supreme Hunter, and saving Manhattan from the nuke

Powers/Abilities:
  • Alex's shapeshifting powers grant him superhuman physical abilities well beyond that of a normal human.
    • Superhuman Strength: His incredible strength allows him to lift cars, trucks, the destroyed remains of tanks, APCs, and helicopters and throw them great distances. He is far stronger than any normal human or most basic Infected, able to kill a regular human with a single, glancing blow and manhandle the infectious residents of Manhattan. Mercer is capable of punching holes through almost anything if necessary, including a two-foot steel door.
    • Superhuman Speed: Mercer's speed is likewise enhanced. He can achieve running speeds surpassing any vehicles including Helicopters. Alex is also able to break the sound barrier when jumping, and is able to dodge Greene’s Crimson Shockwave, which is done when Elizabeth projects small amounts of biomass fast enough to shatter buildings. He can run up skyscrapers and reach their tops in seconds.
    • Superhuman Agility: He can perform amazing parkour feats such as flips and rolls and maneuvers over and around vehicles and debris with little trouble. His leg strength allows him to leap nearly ten stories into the air. Mercer can run up sheer vertical surfaces and cling to walls for an indefinite period of time. Mercer is also capable of gliding, by ejecting small amounts of mass for further propulsion.
    • Superhuman Durability: Mercer's endurance far exceeds that of a human's by leaps and bounds. His body no longer possesses weak bones or vital organs, rendering him immune to otherwise debilitating injury. This biological change allows him to survive falls from any height completely unharmed. Bullets of any caliber will pass through his body, causing very little damage that heals instantly. He can withstand direct hits from rockets, hellfire missiles and tank shells, which cause only moderate damage. The superhumanly strong blows of the various type of Hunters and super soldiers cause the most damage of any type of attack. His superhuman stamina allows him to be physically active at all times without tiring. Mercer's body is greatly increased that he can survive extreme blunt trauma, he can survive through collapsing buildings fall on him and walk out of the rubble as it was nothing. Mercer can take shots from a rocket launcher and can only be push back a bit by the force without blowing to pieces like a normal human.
    • Passive Regeneration: Mercer's body has vast powers of self-regeneration. So long as he is properly nourished, Mercer can restore his health and heal any wounds within moments. He can heal a small amount of his health even without consuming any creature. Examples include regenerating bullet wounds instantly after being shot, regenerating a massive hole in his face after being shot point-blank by General Randall, and reconstructing his entire physical form from nondescript piles of biomass and the biomass of a crow within minutes of being blown apart by a nuclear explosion. Mercer also seems to have a robust immune system. Though unable to counter a parasite which had been introduced into his body without outside help, he gained a growing immunity to bloodtox with repeat exposure.
    • Superhuman Senses: Mercer's vision and hearing are enhanced, allowing him to see beyond the visible spectrum and hear across great distances even with physical insulation. He has thermal vision which allows him to locate heat signatures, and infected vision which can detect large concentrations of the virus and tap into the hive mind itself.
    • Adaptability: The Blacklight Virus is capable of adapting itself to certain elements after a continuous exposure to said element. For example, in the comic book, after being inhibited and slowed down by more than 10Gs of gravitational force, he then walked away from it as if the force never even existed.
    • Consumption: Alex can consume living beings in order to replenish his biomass. He also assimilates their memories in the process, and gains the ability to take on their appearance.
    • Disguise: Disguise is a defensive ability of Alex. This ability allows him to "disguise" himself as the last human target he has consumed. This ability allows Mercer to alter his exterior to resemble the consumed, also gaining their memories and abilities.


Weapons/Equipment:
  • Claws: Claws are the primary antipersonnel and an offensive ability evolved within Alex Mercer. When activated, the biomass of his arms shifts into three-fingered, one-thumbed talon-like appendages that can be used to effortlessly shred flesh and bone, allowing dismemberment of human-sized enemies with ease. Alex can lunge with these claws to quickly get to targets. Groundspike is an upgrade and an extension to the Claws. It is highly effective for short or longer-ranged area attack. The biomass from the Claws is channeled into the ground to erupt and impale a targeted enemy or a tight group of enemies.
  • Whipfist: The Whipfist is one of many abilities Alex has at his disposal. It consists of an extendable, elongated appendage with a blade at the end. Given its unique status as a ranged attack, the Whipfist is usually the weapon of choice when opposed by the recurring Helicopters or distant enemies. Mercer can grab distant targets with this ability. The Street Sweeper ability helps in dismembering multiple foes surrounding him with an eccentric 360-degree swath.
  • Blade: The Blade is an offensive power employed by Alex Mercer. Mercer gained this ability along with the armour power, once the parasite was removed from his body. When Mercer activates this ability, an elongated double ended blade forms from the base of the right elbow, turning hid arm into a giant razor-sharp cutting weapon. The Blade is extremely effective in close contact, and although the area of effect is very localised, the blade's basic attacks dish out higher damage than those from any of the other powers. While this power may be utilised against basic infantry units, its true destructive capability is in attacking vehicles and large infected creatures such as hunters or brawlers.
  • Musclemass: Musclemass increases Alex's melee damage twofold and increases the speed at which he strikes. At its base level, a charged attack will turn any human enemy it strikes into bloody chunks; once upgraded, even a glancing blow will cause this. Objects thrown with Musclemass will hit harder, fly further, and move faster than objects thrown at Alex's normal strength; upgrades will augment the speed and distance. All of Alex's Combat abilities, save for the Devastators, will be enhanced by Musclemass.
  • Hammerfists: The Hammerfists are Alex's anti-vehicle ability. By shifting large amounts of biomass into his fists, Alex Mercer is able to create massive, hammer-like hands to crush his enemies with. Hammerfist Smackdown is a slow but highly damaging slam attack. Capable of destroying early armoured vehicles with a single direct hit, but at the cost of attack speed. While charging the power, Mercer is susceptible to being interrupted by attacks. Otherwise, a fully charged attack has the effect of delivering two shocks upon anything within range.
  • Armour: The Armour consists black plates of hardened biomass; formed all around the body. While in this form, Alex Mercer is equivalent to a humanoid tank. This ability increases damage resistance overall, at the cost of movement and the ability to parkour.
  • Shield: The Shield power is incredibly useful defence ability. It soaks up damage automatically until it shatters and regenerates automatically. The Shield can be left activated permanently but will disable the ability to perform parkour.
  • Devastators: Super attacks that the Alex can initiate. It causes a massive area damage to his surroundings at the cost of using up a portion of his critical mass health to execute.
    • Tendril Barrage: The Tendril Barrage causes barbs made of hardened tendons to erupt from Alex's body in every direction, impaling everything around them for a fair distance. The ground version has a certain quirk of causing additional "vacuum" damage, that is nearby objects and enemies sustain another round of damage when the tendrils retract. This is absent in the air version.
    • Groundspike Graveyard: The Groundspike Graveyard is similar to the Groundspike power granted by the Claws. When used, it causes massive spikes of biomass to erupt from the ground, creating a deadly circle of spikes in close proximity to Alex. It is highly effective against hardened targets like Armor and buildings, but less effective than the Tendril Barrage against larger organic enemies due to its shorter range and smaller amount of spikes.
    • Critical Pain: Critical Pain fires a mass of hardened tendons from Alex's hands to crush a single target. It is Alex's most damaging move, but can only be used to hit a single target. Anything that happens to be between Alex and the target will also be affected by the area air pressure caused from it
Theme Song:


Universe From:
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Booker DeWitt
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'One thing I've learned: if you don't draw first, you don't get to draw at all.'

Name
: Booker DeWitt.

Other Names: False Shepherd, The White Injun, Martyr of The Revolution, Mr. DeWitt.

Gender: Male.

Race: Human.

Appearance: Booker DeWitt takes the appearance of a caucasian male with tanned skin and a height of 6' 1" or 185cm. Booker's hair is the color of a chocolate brown and is normal in length with a taper haircut. His eyes are the color of an emerald green. The clothing that Booker wears consists of a dark blue canvas vest with lapel detailing, unbuttoned and revealing a black button up with white cuffs and an upturned collar. He wears a pair of pinstripe pants of black color, with a pair of brown shoes. On his right hand is a blue bandage wrapped using a piece of cloth. He also wears a loose cravat.

Personality: Booker is a person who appears taciturn and serious, and is a man who feels a deep feeling of regret and guilt for all of the atrocities and wrongdoings he had done in his past. That taciturn part of him gives the impression of him being a cold person. He often expresses a deep-seated feeling of self-loathing because of such a past, having once remarked that the world needed more people who have a heroic sense of justice for the reason that there was people like him that existed in the world. It might also be because of him having killed brutal acts against Native Americans just to reclaim respect from his comrades once a commanding officer spoke about his Native American ancestry.

Though Booker may be afraid and surprised due to the things and situations he had encountered back in Columbia, he shows the ability to adapt quickly to situations. Quickly taking advantage of Vigors when he found they were useful, and also utilizes Tears despite having once decided not to before seeing how useful they really were. Booker is also quite perceptive in dangerous situations. In spite of his seemingly cold attitude, Booker is quite caring and becomes protective of those that he's grown close to. With a clear example being Elizabeth, the girl.

History:
Booker DeWitt is a New Yorker of partial Native American descent, who was born on April 19, 1874. At the age of sixteen, he was part of the 7th Cavalry Regiment of the United States Army, and took part in the Wounded Knee Massacre of 1890. At Wounded Knee, a sergeant had accused him of having Native American lineage in front of the men in his unit. To avoid being stigmatized by his comrades, he scalped Native American victims and burned teepees with men, women and children still inside. Due to his gruesome actions, other members of his regiment, including Cornerlius Slate, gave him the nickname "The White Injun," because of his taking trophies from his victims.

Although he was seen as a hero to his fellow soldiers, Booker felt shame and regret for his part in the massacre. After the battle, Booker, fraught with guilt, attended a river baptism led by Preacher Witting to be reborn as a new man and be absolved of his past actions. At the last second, Booker rejected his baptism, thinking that his sins could not be washed away by a "dunk in the river."

In January 1892, Booker became an employee of the Pinkerton's National Detective Agency. While working as a Pinkerton, Booker garnered a reputation for ending labor strikes using extreme violence. Around this time, he met a woman named Annabelle Watson, who became pregnant shortly after. She died while giving birth to a daughter, Anna. This sent him into a depression. He turned to alcohol and gambling, which drove him far into debt.

Booker later became a private investigator, but his debts persisted. In October 1893, Robert Lutece came to his office, representing Father Comstock. Comstock offered to wipe out of all of Booker's debt in exchange for Anna. Desperate, DeWitt sold her to Lutece and Comstock. Wrought with guilt, he immediately pursued the men to retrieve Anna. Booker arrived as the three were about to enter a Tear to another dimension with Rosalind Lutece. As the men and the baby entered the Tear, DeWitt struggled with Comstock to get Anna back. Comstock succeeded in pulling her through the Tear but as the Tear closed, the tip of Anna's pinky finger was severed.

Booker fell further into depression and later branded his right hand with Anna's initials, "A.D." Nearly twenty years later, in 1912, Robert and Rosalind Lutece returned once more, offering another deal. He agreed and they opened a Tear for Booker to enter. As he entered, he suffered the effects of "transfusing" into another dimension. Robert Lutece theorized, that this affect was Booker's mind creating new memories from old ones. Booker confused the sale of his daughter twenty years previous with the task at hand, "Bring us the girl and wipe away the debt." Robert and Rosalind Lutece then took DeWitt to a lighthouse on the coast of Maine.

Powers/Abilities:
  • Vigors - The wondrous tonics found throughout Columbia, which are essentially the same as the Plasmids which can be found throughout the underwater city, Rapture. These tonics grant those that consume them extraordinary abilities that vary. Powered by something called Salts, which are capable of being found in phials in their raw form, or inside special foods. Typically stimulants, i.e coffee, soda, cigarettes, weed(?), etc. Like their Rapture counterparts, they evoke a few side effects. Most notably are the ones on their arms, which change depending on the Vigor their currently using. They also evoke hallucinations when first consumed.
    • Possession - An extremely useful Vigor, though it comes at a high cost of Salts so it becomes quite situational. It grants it's user an irresistible charm(supposedly), and as the name implies, also allows him to possess objects both living and non-living. When used on non-living things, if they're robots which are allies of the enemy, it will have them attack the user's enemies instead of him. If used on vending machines, it gives him their money. When used on living creatures, it will cause them to attack the user's enemies. It has a duration of time until the effect wears off. The user's hand swirls in a green smoke-like substance when in use.
    • Devil's Kiss - The Devil's Kiss is a Vigor that grants the user the ability to throw balls of pure flames, capable of burning through enemies like, well, fire. It's uses are two and both are quite useful. The first is it's main use, which is to fire balls of flame to light up enemies. The other one requires them to charge up and also costs more Salts, and it is the creation of flame traps that blow up anything that walks past them except for the user. It's approximately four times more damaging than it's normal use. The user's hand appears black, charred and flaming while in use.
    • Murder of Crows - Murder of Crows is a Vigor that grants it's user the power to summon a swarm(or 'murder', hence the name) of completely murderous crows with red eyes and needling beaks. These crows will attack any enemies directly in front of the user when cast, momentarily distracting or 'stunning' them and causing continuous damage. Like Possession, it has a duration that makes the crows go away when ended. The user's hand becomes pale and partially grows feathers and long claws for the tips of the fingers.
    • Bucking Bronco - The Bucking Bronco Vigor is one that gives the user the ability to cause the ground to crack and send enemies and objects into the air as well as suspending them there for a short period of time, which then renders them momentarily defenseless and increases the damage they take. When used directly, the user sends out a wave that will cause anything it comes in contact to throw and suspend them. When charged, it will put down a trap that increases the effect in a wide radius. The user's hand becomes riddled with glowing cracks when in use.
    • Shock Jockey - As the name would imply, the Shock Jockey Vigor is related to electricity. Granting the user the ability to manipulate electricity in the form of charged crystalline rocks of a dark shade of blue or purple. The normal effect will cause enemies to be shocked and stunned momentarily, dealing damage with the initial hit. Charging it however will allow the user to throw a cluster of crystals for double it's normal Salt cost, shocking all(except the user) in it's vicinity. The user's hand will gain a bluer tint and have purple crystals on their hands.
    • Charge - Unlike most of the other Vigors, Charge is one that grants it's user the ability ram at enemies at a very high speed, causing heavy melee damage to the one being hit. The simple cast will have the user ramming towards enemies. Charging the Vigor will rev up Booker's Sky-Hook, which increases the amount of damage it does the longer it's being revved up. Once stopped charging, it will do the same as a simple charge. Can be used with enemies of any kind. The user's hand will have a visible wind whirling around it.
    • Undertow - The water-related Vigor, Undertow will give the user the power to attract and repel adversaries and objects through the use of large water tentacles. Upon using the Vigor normally, users will reflect projectiles and push back any enemies in front of them, knocking them away and throwing them on the ground if they land. Upon charging it, the user will conjure a large water tentacle that grabs and suspends a single enemy, leaving them momentarily defenseless until hit or a duration runs out. The user's hand will have suction cups akin to an octopus's and red markings on it.
    • Return to Sender - The last and final of the Vigors, Return to Sender appears to be an opposite of telekinesis in function or a type of ferrokinesis. It grants them the ability to stop incoming gunfire. Using it without charging will create a temporary shield, much like his Magnetic Shield however much more visible and only in front of him. Holding the Vigor will create a ball that absorbs bullets and metal, turning them into a hot ball of molten metal before firing when released. The more metal absorbed, it will cause more damage. The user's hand will appear black and charred, much like The Devil's Kiss, however without the flames.

Weapons/Equipment:
  • Magnetic Shield - A shield composed of a magnetic-repulsive field, allowing Booker to absorb incoming damage. This effect lasts until it becomes depleted, to which is when Booker starts truly taking damage. The damage on the shield manifests as yellow cracks that appear in Booker's field of vision, with more cracks meaning that it is close to being depleted. Once depleted, the cracks disappear and make a shattering noise. The shield regenerates itself, and will flash yellow for a split second as an indication it had been fully regenerated.
  • Sky-Hook - A melee weapon and one of the primary modes of transportation around Columbia through the use of Sky-Lines. It's highly useful in breaking the necks of many enemies, by using the Sky-Hooks bladed scoops and rotary motor which allows it to spin at high speeds. A lethal, albeit messy, weapon.
  • Hand Cannon - Also known as the Paddywhacker, is a top-break pistol based on the 1851 Colt Navy percussion cap revolver. It's accuracy is quite high, and is powerful enough to completely kill off certain enemies and potentially decapitate them as well. The revolver's cylinder holds up to six cartridges, and is single action.
  • Machine Gun - Also known as the Repeater, it is as the name implies, a rapid-fire submachine gun. It's a very common weapon that is found throughout Columbia, as it is a standard-issue weapon for the Columbian soldiers. It's a versatile weapon, remaining accurate when fired in bursts whilst it also deals a rapid amount of damage when fired fully automatically. Though it has little damage compared to the other guns he's used.
Theme Song:

Universe From: The Bioshock Series.

Other:
  • Knows how to play the guitar and might have an unrealized talent for music.
 
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Ah, yes. Alex and Booker. Two men with tragic backstories, amazing powers, and extreme lethality. Plus they both speak in deep and gravelly voices.
 
Travis Touchdown
travis_touchdown___no_more_heroes_by_oldmartin-d7d5nle.png


'Everyone deals with grief differently, right? Some people fuck at funerals, I cut off heads.'

'It's Game Time!'

Name
: Travis Touchdown

Other Names: The Crownless King, The No More Hero, Otaku, UAA Assassin Rank No.1

Gender: Male

Race: Human

Appearance: Travis is about 6'1", usually seen wearing a dark red leather jacket, jeans, aviator sunglasses, and t-shirts for various anime and/or manga series. He is tall and lanky, yet still slightly athletic, having a slight muscular build. He has messy black hair ontop of his head, spiked up into a pompadour.

Personality: While Travis displays crude, punkish and immature behavior, and is especially cruel toward the male assassins he fights, he displays normal and decent behavior whenever he isn't on the job. Travis is relatively calm about killing people, and has been shown to be sexually stimulated by it in Desperate Struggle. In his starting days, killing women made him feel uncomfortable, until the assassin Holly Summers told him that all assassins, no matter what gender, must die when they lose. He is capable of being touched by people's emotional and personal experiences, seeing that he didn't seem entirely settled after killing Doctor Peace, whose daughter was estranged from him, and with Margaret Moonlight, where he fulfilled her dying wish by remembering her song. Travis also has a certain amount of honor and respect for people he believes to be "true warriors" as he tries to spare the assassin Ryuji, and soon shows a great deal of his humanity after the death of Alice Twilight, weary of the arranged manslaughter he accidentally promoted and by the various corporations that took advantage of it. Touchdown is very driven to prove himself, is shown to be highly intelligent and a quick learner, and can be surprisingly witty and even poetic. Travis takes his friendships very seriously as well, as evidenced by his quest to avenge the murder of his friend Bishop Shidux, after which he seems to learn something about the repercussions that death has on others aside from the one being killed.

History: Travis Touchdown was a loser otaku living in near poverty in the town of Santa Destroy, California. This all changed one day when he met a strange, yet admittedly hot woman named Sylvia Christel in the local Deathmatch Bar. She offers him a fairly simple job. Kill The Drifter. Using the Beam Katana he had won in an online auction, Travis did just that. There was just one catch, however. "The Drifter", was actually an assassin by the name of Helter Skelter, the Eleventh Ranked Hitman in the United Assassin's Association. Sylvia urges Travis to climb through the rankings and aim for the top, to become the Number One assassin. Travis refuses at first, until Sylvia agrees to have sex with him, but only if he reaches Rank 1 in the UAA. Travis fights his way through the rankings, killing one assassin after another, until he finally becomes the Number One Ranked Assassin.

However Travis quickly learns that life on top isn't easy, a lesson he learns the hard way when a man breaks into his apartment to challenge him for his spot as Number One while he's taking a sh*t. Travis is quickly saved however by a man named Henry Cooldown, a cool, handsome Irishman who claims to be Travis's twin brother, and Sylvia's husband. The two have a fight, which is quickly broken up by Sylvia. Travis then drops off the face of the earth and isn't seen or heard from again...

Fast forward to three years later. Travis has arrived back in Santa Destroy, and defends himself against an assassin by the name of Skelter Helter. Skelter Helter is out for revenge, wanting to avenge the life of his brother Helter Skelter, the first man Travis ever killed. After making short work of Skelter Helter, Sylvia arrives on the scene, and reveals that Skelter Helter just so happened to be ranked 51st in the UAA, and now that Travis killed him, he was eligible to compete in the ranking fights once again. Travis at first has no interest in returning to the ranking fights...that is until Sylvia offers him sex in exchange for reaching the number one spot once again. Meanwhile, Travis's best friend, video store owner Bishop Shidux, is attacked and killed by goons hired by the current Number One ranked assassin, Jasper Batt Jr. as an act of revenge against Travis for killing his family members. Travis's new motive is clear. Reach the top and avenge Bishop by killing Jasper Batt Jr. Travis hacks and slashes his way up the ranks once again, his motives changing once more as he works his way past the other assassins. After his fight with Number Two Ranked Assassin Alice Twilight, Travis realizes how pointless fighting for revenge is. He realizes that assassins, as screwed up as they may be, are still people. People who have been forced to fight in some demented spectator sport for far too long. Once he becomes Number One, he is officially disbanding the UAA, ending the cycle of violence and bloodshed once and for all.

Powers/Abilities:

  • Pro Wrestling Ability - Travis is a master of various pro wrestling styles. Whether it be from reading countless Pro Wrestling Magazines, watching countless hours of pro wrestling on his DVR, competing for a short time in Calgary, Alberta, Canada, or from his training with retired wrestler Thunder Ryu, Travis knows a variety of wrestling holds and moves he can use to devastating effect, usually at the end of combos.
  • Durability - Travis has a natural toughness and durability about him. For example, he is able to tank gunshots even if they are from automatic weapons. This durability will not last forever though, Travis can still get tired out and succumb to pain. He will succumb to his wounds and die, just like any other normal person.
  • Fourth Wall Awareness - Travis has shown sporadic awareness of the Fourth Wall, usually for comedic effect. He knows he is a video game protagonist, and he is aware of whatever media he happens to be thrusted in. Not to the degree of Deadpool, however. He still takes things seriously and he is not aware all the time.
  • Swordsmanship - Travis is a master swordsman, mostly from in his own words, "Watching Master Jacobs's teachings on video over and over again until the fuckin' tape wore out." He is an accomplished hand to hand combatant with his signature weapon, The Beam Katana.
  • Luck - Travis is incredibly lucky. Whenever all hope seems lost and he is about to die, he seems to get out of it every time by pure luck alone, usually in the form of an ally coming to aid him, or from his opponent showing off a weakness he can exploit.

Weapons/Equipment:

  • Beam Katanas - Travis's signature weapon is his trusty Beam Katana, a sword with a blade made out of pure energy. Travis is rarely seen without at least one of his various beam katanas (provided to him by scientist and friend Doctor Naomi), clipped to his belt. The Beam Katanas, while deadly and effective, have notoriously short battery lives. Once the power runs out, the blade will shut off in the middle of the fight. Travis must take cover and shake the hilt vigorously in order to regain power.
  • Glastonbury - A giant mecha based on Travis's favorite manga series designed for Travis by Doctor Naomi. It comes equipped with missiles, rockets, boosters, and a large katana of it's own that can transform into a large rifle. Travis only uses Glastonbury for emergencies, or when his opponent just so happens to also pilot a giant robot.

Theme Song:

Universe From: The No More Heroes Series (SOON TO BE TRILOGY!!!! CAN'T WAIT :D )

Other: Travis is a slight pervert. If his opponent just so happens to be female, they could use their womanly wiles to distract or disorient him and get the drop on him in a fight. Unless said woman is underage. Then he'd feel like some creepy teacher in a porno and wouldn't go for it.
 
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Name: Cassidy

Other Names: E.g. The One They Fear, Anticitizen One, etc. Can also include nicknames.

Gender: Maleer

Race: Vampire

Appearance:
1519137-preacher03.jpg


Personality:Cassidy is described as the most wildest, bestest “bro” one would ever want to meet. He may be 100 years dead but no one’s more boisterously alive than Proinsias Cassidy. An incorrigible mischief-maker, Cassidy’s up for anything — joyriding, bungee-jumping, bank robbing, peyote dropping. He’s also a relentless conversationalist with opinions on everything from religion to politics to pop culture to theories on why people are better able to tolerate the odor of their own flatulence

History: Cassidy, whose full name is Proinsias Cassidy, is an Irish vampire. Cassidy joins the Irish Volunteers and takes part in the Easter Rising in 1916, though his brother William (Billy) also joins to keep watch over him. Billy eventually forces Cassidy to desert the army because of its impending failure, and Cassidy is soon bitten by a "hag", who seemingly leaves fatal injuries. His body falls into the water, and he soon learns that he is not succumbing to the injuries and that the sun burns his skin. He begins to wear sunglasses to hide his eyes, which are now blood red as part of his transformation into a vampire. He decides to travel to the United States so his family and other soldiers will believe that he is dead. He lives in the United States, picking up alcohol and drug problems and even going as far as to prostitute himself for drugs.

Powers/Abilities: Standard Vampire powers

Weapons/Equipment: Can be any weapon or piece of equipment your character has acquired over the course of their adventure.

Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work.

Universe From: Preacher

Other: Details such as trivia.

Your characters are only accepted if I say so. A like from me means accepted, to avoid clutter.
 
Name: Cassidy

Other Names: E.g. The One They Fear, Anticitizen One, etc. Can also include nicknames.

Gender: Maleer

Race: Vampire

Appearance:
1519137-preacher03.jpg


Personality:Cassidy is described as the most wildest, bestest “bro” one would ever want to meet. He may be 100 years dead but no one’s more boisterously alive than Proinsias Cassidy. An incorrigible mischief-maker, Cassidy’s up for anything — joyriding, bungee-jumping, bank robbing, peyote dropping. He’s also a relentless conversationalist with opinions on everything from religion to politics to pop culture to theories on why people are better able to tolerate the odor of their own flatulence

History: Cassidy, whose full name is Proinsias Cassidy, is an Irish vampire. Cassidy joins the Irish Volunteers and takes part in the Easter Rising in 1916, though his brother William (Billy) also joins to keep watch over him. Billy eventually forces Cassidy to desert the army because of its impending failure, and Cassidy is soon bitten by a "hag", who seemingly leaves fatal injuries. His body falls into the water, and he soon learns that he is not succumbing to the injuries and that the sun burns his skin. He begins to wear sunglasses to hide his eyes, which are now blood red as part of his transformation into a vampire. He decides to travel to the United States so his family and other soldiers will believe that he is dead. He lives in the United States, picking up alcohol and drug problems and even going as far as to prostitute himself for drugs.

Powers/Abilities: Standard Vampire powers

Weapons/Equipment: Can be any weapon or piece of equipment your character has acquired over the course of their adventure.

Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work.

Universe From: Preacher

Other: Details such as trivia.

Your characters are only accepted if I say so. A like from me means accepted, to avoid clutter.

This RP is full. Please vacate the premises with your application.
 
Grand Admiral Thrawn
500


'There are things in the universe that are simply and purely evil. A warrior does not seek to understand them, or to compromise with them. He seeks only to obliterate them.'

Name
: Mitth'raw'nuruodo

Other Names:

Core Name/Commonly Known Name: Thrawn

Gender: Male

Race: Chiss

Appearance:

Slightly taller than a human, has a trim figure, and a physically fit body moreso then the average human, he has shimmering dark-blue hair, blue skin, and has distinct red eyes. He wears a white Imperial Navy Grand Admiral's uniform, similar in cut to the standard Imperial uniform, the Grand Admiral uniform consisted double-breasted white tunic,[1]made of gaberwool,[4] with a round collar and matching trousers,[1] and durasteel-toed knee boots with turndown topside cuffs.[8][1]

The uniform also featured several code cylinders, a black belt and an identity disk placed on the belt buckle; and a rank insignia plaque with twelve squares, three blue and three gold over trios of blue and red,[1] which was also used by the Grand Generals of the Imperial Army.[9] While Tarkin and many military leaders believed that the use of medals and battle ribbons put more emphasis on status as opposed to duty,[2] the Grand Admiral uniform had gold epaulets.


Personality:

Grand Admiral Thrawn was a member of the Chiss species who possessed a calm and collected demeanor. He was a brilliant military strategist, known for his anticipation of enemy attacks and his own tactical precision. He was known to speak at least two languages, Sy Bisti, being his native tongue and learning to speak Galactic Basic fluently after joining the Empire. Thrawn worked to perfect the art of war. He had respect for his enemies, believing that in order to defeat a worthy opponent, one must understand them in every aspect, including their history and philosophy. In particular, Thrawn had a strong appreciation for art, and he believed that studying it could allow him to delve into the psyche of the people of the cultures that the artists belonged to. Thrawn's calm demeanor and suave sophisticated mannerisms masked his ruthlessness. Thrawn rarely wavered in his generally cool temperament, though at one point, he furiously grabbed a fellow Imperial by his uniform for regarding his collectable Kalikori as Twi'lek trash. He quickly regained his composure however and apologized to the officer for his emotional outburst.

Thrawn was also polite and respectful, even towards his enemies, whom he generally tended to admire. Even when interrogating Hera Syndulla, he showed mannerly behavior despite their antagonistic relationship. Thrawn did not have a high opinion of Konstantine and once sent him on a mission to deal with the Iron Squadron in the Mykapo system. Thrawn set a test for Konstantine by ordering the Admiral to depart with only a light cruiser in order to test his mettle. Konstantine underestimated the ingenuity and resourcefulness of the rebels there. Thrawn was astute enough to discern that Konstantine was lying when the latter tried to save face by claiming to have driven the rebels from the system. In fact, Thrawn was aware that the rebels had already evacuated their sympathizers from the system.

As a tactician, Thrawn sponsored a new initiative to develop starfighters that were equipped with deflector shields. He believed that this feature would give the Empire an edge over their rebel opponents. Thrawn had a low tolerance for incompetence and poor craftsmanship. He personally engineered the death of the factory worker and rebel agent Morad Sumar in order to send a warning to the Lothal Imperial factory workers. Thrawn was meticulous and ruthless in carrying out his mission to hunt subversives and detect "shoddy" craftsmanship at the Lothal Imperial factory. Thus, Thrawn was willing to do anything to accomplish his goals.

Thrawn's appreciation for art and his determination to defeat the rebellion led him to amass a vast collection of images and objects related to the crew of the rebel ship Ghost, who had outsmarted his predecessors. In addition, Thrawn's scrutiny of Lyste and Kallus' reports following the rebel infiltration of the Lothal Imperial factory led him to realize that the Empire had a spy within their ranks. Thrawn believed that interrogating all Imperial personnel would alert the traitor. Instead, he advocated engineering a trap for the traitor that would turn them into an asset of the Empire.

Thrawn was willing to take high risks as shown when he dispatched E-XD infiltrator droids to hunt for the Phoenix Squadron's Chopper Base. Despite the loss of a Star Destroyer, Thrawn succeeded in narrowing the the search for the rebel base from possibly thousands to 94 worlds. Agent Kallus later tried to elude Thrawn's hunt for Fulcrum by planting clues that incriminated Lieutenant Lyste. However, Thrawn discovered Kallus' deception and decided to manipulate the traitorous ISB agent into helping him find the rebel base.

While other Imperial commanders overlooked the threat posed by rebel droids such as Chopper, Thrawn kept a catalog on these droids which he circulated to his intelligence operatives. This information enabled LT-319 to embark on an ambitious plot to hijack the Ghost and find the location of Chopper Base.
In an effort to find the location of Chopper Base, Thrawn set a trap for Kallus by revealing that his spies were aware that the rebels were planning to attack Lothal. Cross-referencing his knowledge of ancient Lothalian art with the trajectories of Dodonna's Massassi group and Kallus' Fulcrum transmissions, Thrawn deduced that Chopper Base was in the Atollon system. As a career officer, Thrawn was not interested in personal glory but was only concerned with yielding results for his Emperor. His interest in the bigger game irked Konstantine, who was only interested in personal glory. Thrawn was angered by Konstantine's desire for personal glory and realized that his subordinate's actions jeopardized the Imperial offensive on Atollon.

Thrawn was also an excellent ground commander. To test the mettle of the rebels, he bombarded Chopper Base. In an effort to learn the enemy's strength, Thrawn was willing to sacrifice several AT-DP walkers in the first attack wave. Thrawn was skilled at coordinating both his ground and starfighter forces and also preferred to lead his men from the front. As a scientifically-minded man, Thrawn was unperturbed by mystical threats like Bendu as seen when he used the combined firepower of his troops and walkers to bring down the mystical Force-being. Thrawn was not intimidated by Bendu and tried to destroy the Force-wielding being by shooting him with his blaster.

History:

Early LifeEdit
Mitth'raw'nuruodo,[3] better known as Thrawn, was a Chiss[1] male[2] who hailed from the Unknown Regions, a dangerous and uncharted region of the galaxy.[5] During this time he rose through the ranks to become a well respected member of the Chiss Ascendancy.[3]

Exploring the Outer RimEdit
At some point during his career within the Chiss Ascendancy, Thrawn was assigned to explore the Outer Rim of the galaxy. The Ascendancy had discovered a mysterious threat in the Unknown Regions, and wished to know if the Galactic Republic would be a suitable ally against the threat.[3]

Encounter in the Thrugii Asteroid BeltEdit
Eventually, Thrawn's travels led him to the Thrugii asteroid belt where he met with Jedi General Anakin Skywalker who was there fighting a battle in the Clone Wars. Thrawn fought alongside Skywalker in the battle, finding himself impressed with Skywalker's courage and cunning. Skywalker also found himself impressed with Thrawn, speaking highly of him to Chancellor Sheev Palpatine when he returned to Coruscant.[3]

Thrawn was unimpressed, however, with the state of the Republic. He believed it to be unfit for an alliance with the Chiss Ascendancy, citing that the Republic's democratic style of government created a bogged down system where everyone had a voice but nothing was accomplished.[3]
Encounter with the NeimoidiansEdit
Nevertheless, Thrawn continued his exploration of the Outer Rim until, some time after the rise of the Galactic Empire he discovered a colony of refugee Neimoidians. The colonists warned him of the tyranny of the Empire, pleading with Thrawn to bring the full force of the Chiss Ascendancy against the Empire on Coruscant. Furthermore, they promised to help with the attack if it meant the revival of the Galactic Republic. Thrawn refused their offer, but returned to the Chiss intrigued.[3]

Return to the Chiss AscendancyEdit
After his encounter with the Neimoidians, Thrawn returned to the Chiss Ascendancy seeking counsel. Growing increasingly worried about the threat in the Unknown Regions, the Ascendancy ruled that the time had come to judge whether or not the Empire would be a suitable ally. Thrawn was given his mission; he would infiltrate the Empire in order to either make them an ally or to weaken them as easy prey for the threat to attack instead of the Ascendancy. In order to carry out this mission, Thrawn proceeded to fake his exile.[3]

Gaining Access to the EmpireEdit
Faking his ExileEdit
With the help of the Ascendancy and Aristocra, Thrawn chose a planet in Wild Space and set up a hut designed to look as though Thrawn had been living in it for years. After several attempts and a few standard months, Thrawn finally managed to gain the attention of the Empire.[3]

Encounter with the crew of the StrikefastEdit
Thrawn was away from his encampment when the Venator-Class Star Destroyer Strikefast led by Captain Voss Parck arrived at the planet searching for smugglers. As Parck, Colonel Mosh Barris, and Cadet Eli Vanto examined his encampment and the Sy Bisti markings on the crates around it in accordance with Imperial Unknown Alien protocols, Thrawn managed to crash a V-Wing starfighter surveying the planet with carefully placed monofilament line. Thrawn managed to remove the pilot's body from his flight suit, steal the pilot's blaster, power packs, comlink, and concussion grenades, stuff the flight suit with grass, leaves, and fermented pyussh berries, and escape the crash site before Major Wyan arrived at the scene to investigate.[3]

Once Wyan had brought the stuffed flight suit into the Imperial encampment for Parck, Barris, and Vanto to see, Thrawn set his plan to board the Strikefast into motion. Hiding on the edge of the encampment, Thrawn removed the sturm dowels from his stolen blaster power packs and strapped them to the backs of small nocturnal creatures as improvised explosives. Drawn by the smell of the fermented berries, the creatures ran into the Imperial encampment, exploding and causing chaos within the base.[3]
In response, Parck ordered another group of V-Wings to perform a grid search. Thrawn, realizing he would need to replace his stolen comm before they jammed it, managed to crash another V-Wing and swapped his stolen comm with the pilot's. Thrawn also stole the pilot's blaster, power packs, and concussion grenades, but did not remove the pilot's corpse from his flight suit. When Barris discovered that Thrawn had stolen the first pilot's comm he ordered that particular comm shut down. Barris did not, however, discover that Thrawn had swapped the first stolen comm with the second pilot's, so Thrawn was still able to eavesdrop on Imperial communications.[3]
Thrawn attacked the navy troopers with explosives throughout the night, hoping to goad the Imperials into sending stormtroopers into the forest to investigate. Once the stormtroopers were sent out in search of Thrawn, he used another explosive to dispatch one in order to study the armor, jamming the Imperials' comms in order to distract from the sound of the explosion.[3]
After the screeching of the comms subsided, Barris decided that he had had enough of Thrawn's attacks, deciding to take Thrawn's hut aboard the Strikefast to study it there. Knowing the time had come for him to return to his camp, Thrawn silently killed another stormtrooper. Filling the stormtrooper's armor with explosives, Thrawn snuck the armor into the encampment and propped it up by the transport with sticks. While the Imperials were distracted by the exploding armor, Thrawn hid himself in a power generator casing from his camp. The casing was then loaded into a transport and taken, with the rest of Thrawn's hut and crates, to the Strikefast.[3]
Once Thrawn was aboard the Strikefast, he spent two standard hours waiting in the casing before leaving his hiding place. Moving swiftly, but not so swiftly that he wouldn't be seen, Thrawn crossed the hangar and boarded a Zeta-class cargo shuttle. When Parck sent troopers to intercept him, Thrawn allowed himself to be captured without resistance.[3]
Once he had willingly surrendered himself, Thrawn was brought before Parck, Barris, and Vanto. Using Vanto as a translator, Parck asked whether Thrawn spoke basic or Sy Bisti, to which Thrawn replied that he knew a fair bit of Basic but was far more comfortable with Sy Bisti. Vanto served as Thrawn's translator for the remainder of the conversation as he told the Imperials of his exile and how he had crashed the V-Wings, attacked the camp unseen, and infiltrated the Strikefast. This conversation impressed Parck, to the point that he decided to present Thrawn to Emperor Palpatine himself.[3]
Thrawn was sent to his temporary living quarters onboard the Strikefast, and a separate meeting was held between Parck and Vanto. In this meeting it was determined that, due to his knowledge of the Chiss and Sy Bisti, Vanto would serve as Thrawn's translator and basic teacher for the duration of the trip.[3]
Meeting at the Imperial PalaceEdit
For the rest of his passage to Coruscant aboard the Strikefast, Thrawn spent his time in the company of Vanto. In addition to helping Thrawn with his basic, Vanto told him the legend of the Chiss that he had heard growing up on Lysatra. Thrawn was amused by the legends, finding them interesting and informative but at times false or over-exaggerated. The two also discussed the Empire, particularly the Empire's social hierarchy and prejudices against aliens and those not from the Core.[3]

Once the Strikefast reached Coruscant, Thrawn, Vanto, Barris, Parck, and several navy troopers and stormtroopers boarded a Lambda-class T-4a shuttle for the flight to the Imperial Palace. Despite knowing the importance of the man he was about to meet, Thrawn did not feel daunted by the prospect of meeting the Emperor. Instead, Vanto noticed, he looked maddeningly confident.[3]
Upon deboarding the shuttle, Thrawn and the Imperials were guided by two of Palpatine's personal royal guardsmen to the throne room. Once they had arrived before the Emperor, Parck presented Thrawn as a gift to him. Thrawn, however, offered himself as not a gift but a resource. He informed Palpatine that the Ascendancy had discovered a mysterious threat in the Unknown Regions, offering his information on the threat in exchange for the Empire's help. In hope of convincing Palpatine that he was to be trusted, Thrawn offered the name of Skywalker as someone who could vouch for him, believing Skywalker to be a servant to the Emperor. The Emperor informed Thrawn that Skywalker had died at the end of the Clone Wars, but also that Skywalker had spoken highly of him before he had died. Accepting Thrawn's offer for information on the Unknown Regions, the Emperor offered something else in return: a role in the Imperial Navy. Thrawn accepted on the condition that he was allowed to keep Vanto as his translator.[3]
Wishing to discuss the threat in the Unknown Regions further, Palpatine guided Thrawn to the privacy of his throne room's interior garden. Thrawn was impressed by the artistry of the garden, believing it to be indicative of power, subtlety, and depth of thought. Once within the garden, Thrawn and Palpatine discussed Palpatine's personal interest in the mysteries of the Unknown Regions. Palpatine came to the decision that Thrawn did not need a translator, but agreed to give him Vanto anyway.[3]
Exiting the garden and returning to the main throne room, Thrawn was assigned three months of training at the Royal Imperial Academy with Vanto by his side.[3]
Education at the Royal Imperial AcademyEdit
Upon arriving at the Royal Imperial Academy, Thrawn and Vanto found their way to the office of Commandant Deenlark. Thrawn was met with hostility in Deenlark's office, Deenlark openly expressing contempt for the alien Thrawn and the fact that he had arrived in Deenlark's office by command of the Emperor himself. As the meeting with Deenlark drew to a close, Thrawn was informed that instead of graduating the academy as an ensign like Vanto, he would be graduating with the rank of lieutenant. Thrawn was given his lieutenant's rank insignia plaque, Deenlark secretly hoping that it would make Thrawn the target of bullying. On the way out of the office, Vanto informed Thrawn of Deenlark's intent, and Thrawn took the opportunity to learn more about the social hierarchy within the academy. Ultimately, Thrawn decided not to wear his rank plaque until it proved convenient to him, masquerading as a normal cadet.[3]

From the start of their term at Royal Imperial, Thrawn and Vanto were plagued by incidences of bullying and harassment. Thrawn refused to give a response, however, hypothesizing that the lack of response would embolden the bullies to cross the line and commit a punishable act of bullying.[3]
Thrawn's hypothesis proved true one month into the three month term when cadets Spenc Orbar and Rosita Turuy invited him and Vanto to play a game of cards called Highland Challenge in the metallurgy lab. Thrawn was aware that the offer was a trap intended to get the Chiss and Vanto caught gambling for credits in a lab they weren't authorized to be in, but chose to accept the offer anyway. Vanto protested Thrawn's decision, but Thrawn felt confident that he could twist the trap in his favor.[3]
Arriving in the lab at the appointed time, Thrawn and Eli were quick to turn down Orbar and Turuy's offer to play for credits. Turuy was upset with their decision, but decided not to push the matter. The four proceeded to play a tense game of Highland Challenge, Orbar and Thrawn discussing the topic of traps in the context of hands of cards. As the round drew to an end and Orbar activated his trap by discreetly calling in an instructor, Thrawn slipped on his lieutenant's rank plaque. The instructor, powerless to punish a lieutenant for being in the lab, was forced to reluctantly let Thrawn and Vanto go, much to Orbar and Turuy's chagrin. Confident that he had dismantled the trap and embarrassed the two cadets enough, Thrawn set down his hand of card and declared that the game was over.[3]
Thrawn and Vanto walked back to their barracks, Vanto expressing his admiration for Thrawn and how he had managed to subvert the trap with such precise timing. A moment later, however, Thrawn pushed Vanto into the bushes as he was assailed by cadet Gimm and two other unidentified cadets who had been called to the scene by Orbar and Turuy. Thrawn fought off the assailants, allowing them to land a few hits in order to assess their combat skills before, with the help of a distraction from Vanto, injuring one of the assailants and causing all three to scatter.[3]
After the assailants had fled the scene, Thrawn and Vanto returned to Deenlark's office to report the incident. Thrawn deduced that the attack had been masterminded by Orbar and Turuy, and informed Deenlark that the assailants were likely friends of the two cadets. When Deenlark protested that it would be impossible for him to punish the guilty cadets because of their influential parents, Thrawn suggested that rather than being punished Gimm and the assailants should be transferred to the Skystrike Academy for fighter pilot training. He explained that during the fight he had observed that all three had tremendous aptitude as fighter pilots and that it would be a waste of their potential if they weren't transferred to Skystrike. Furthermore, Thrawn argued that the punishment would be paranoia. Gimm and the assailants would live in fear that they would one day be punished and Orbar and Turuy would be frightened by the fact that their friends had disappeared so suddenly. Deenlark agreed to carry out Thrawn's suggestion, and the matter was closed.[3]
Two standard months later, Thrawn graduated the Royal Imperial Academy as a lieutenant. On the day of his graduation, Thrawn received a second rank insignia plaque, Deenlark having forgotten that he gave Thrawn his plaque the day he arrived at the school. Thrawn held onto his spare plaque for later use if he ever needed it. After the graduation ceremony, Thrawn briefly met Eli's father and mother who both expressed subtle discomfort around him. As they left, the Vantos mentioned wishing they could use their beckon call, a technology that intrigued Thrawn greatly. After the Vantos were gone, Thrawn and Vanto reported to Deenlark's office for the first assignments of their careers.[3]
Thrawn was assigned to be Second Weapons Officer of the Gozanti-class cruiser Blood Crow, and Vanto was assigned the role of his aide. They boarded the transport and began their careers in the Imperial Navy.[3]
Service Aboard the Blood CrowEdit
For the first eighteen months of his service aboard the Blood Crow, Thrawn served under Captain Rik Virgilio hunting smugglers, aiding distressed vessels, and diffusing political situations in the Mid and Outer Rims. Thrawn enjoyed his service under Virgilio, facing little to no discrimination and enjoying a quick promotion to First Weapons Officer. Additionally, Virgilio granted Thrawn use of the Blood Crows previously unused Number Two storage bay for the storage of the collection of Clone Wars era technology that Thrawn was amassing. Thrawn was using the technology as a means to study the era and war, and by the end of the eighteen months, he had collected two doonium-shelled Mark One Buzz Droids, a droideka, half a STAP, and most of a hyperdrive ring. This was not to last, however, as Virgilio was replaced suddenly and without explanation by Captain Filia Rossi.[3]

Thrawn found himself at odds with Rossi not long after she first set foot aboard the Blood Crow. Discovering Thrawn's stache of Clone Wars technologies while surveying the ship with First Officer Senior Lieutenant Nels Deyland, Rossi demanded a meeting between the three of them in the storage bay. Rossi, eager to assert her dominance as captain, demanded that Thrawn's collection be dumped or otherwise destroyed. Thrawn, still having plans for his collection, argued that he should be allowed to keep his collection due to the value of the pieces that he had accrued with his own credits. With the help of Deyland, Thrawn managed to argue Rossi down to a compromise. She told Thrawn that he was allowed to keep his collection until the Blood Crow reached Ansion. In that time he would be allowed to continue to attempt to get the buzz droids working again in order to bring them up to their maximum market value. At that point, the collection would be turned over to her and she would be allowed to sell it. Thrawn agreed to the compromise. Unbeknownst to Rossi, Thrawn had already managed to get the buzz droids back to full working order.[3]
Thrawn found his service under Rossi notably more difficult than his service under Virgilio. Unlike Virgilio, Rossi was prejudiced against aliens and took offense to the fact that Thrawn was allowed an aide. As a result, Thrawn found himself assigned to every dirty, nasty, or undesirable job on the Blood Crow while working under Rossi.[3]
The Dromedar incidentEdit
Boarding the Dromedar
As a consequence of Rossi's tendency to assign him to the undesirable jobs, Thrawn was not surprised when he and Vanto were assigned to investigate the distress call coming from the cargo freighter Dromedar. The freighter was carrying a valuable shipment of static-locked tibanna gas, a locking mechanism infamous for generating incredible amounts of dirt and dust. Once the Blood Crow reached the adrift Dromedar, Thrawn boarded a shuttle to the vessel alongside a boarding party which consisted of Vanto, Ensign Merri Barlin, Electronics Tech Layneo, and Engineering Tech Jakeeb.[3]

Once they had boarded the Dromedar, Thrawn assigned Vanto, Layneo, and Jakeeb to investigate the engine section while he made his way to the bridge with Barlin. Several minutes later, Vanto signaled Thrawn that he had found someone in the central passageway. Thrawn instructed Vanto to return to the bridge with the prisoner.[3]
It was at this moment that Thrawn met the man he would later come to know as Nightswan, currently operating under the alias "Nevil Cygni". Thrawn asked Nightswan why he had threatened Vanto, Layneo, and Jakeeb, to which he replied that he had mistaken them for pirates. He explained to Thrawn that the Dromedar had been attacked by pirates hoping to make off with the tibanna gas and that they had taken the crew of the freighter hostage while they returned to their base to get a slicer to help them restart the Dromedar's hyperdrive. Assessing the situation, Thrawn commanded Vanto to contact Rossi and request a full operational team to either restart the hyperdrive or transfer the tibanna gas canisters to the Blood Crow. Vanto protested that Rossi wouldn't like Thrawn's request, but Thrawn did not change his mind. Once Vanto had gone to relay the message, Thrawn began a thorough examination of the ship.[3]
As Vanto had predicted, Thrawn was not granted his requested full operational team by Rossi. Instead, Thrawn was granted the supplies he needed and up to three crew members aside from Vanto and himself. Additionally, they would be left to deal with the Dromedar situation on their own as the Blood Crow had been called to Moltok to deal with a Makurth boss' attack on a Ho'Din settlement. Thrawn was fine with this arrangement, remaining on the Dromedar with Vanto, Barlin, Layneo, and Jakeeb as the Blood Crow voyaged to Moltok.[3]
On the Dromedar's bridge, Thrawn oversaw Barlin and Layneo's attempts to find an asymmetric backdoor code that would get the ship up and running again. As they worked, Thrawn moved with Vanto and Nightswan to the cargo bay. There, Thrawn unpacked one of his crates of supplies from the Blood Crow, revealing one of his two Mark I Buzz Droids. Taking the buzz droid to where the tibanna canisters static-locked to the hull, Thrawn explained his plan to free the tibanna. The static-lock sealed the canisters, but only from the cargo bay side. Thrawn intended to use his buzz droid to cut through the hull and free the tibanna canisters. Nightswan was impressed with the plan, shocked he hadn't come up with it himself and that people didn't use it more often. Thrawn admitted that his plan wasn't completely unheard of, but that it would require the sacrifice of one of the tibanna canisters, a sacrifice that many weren't willing to make. This plan was required unnecessary, however, when Barlin and Layneo got the hyperdrive back in working order.[3]
Run in With Pirates
When he turned back around to face Nightswan, however, Thrawn found himself staring down the barrel of Nightswan's second blaster. Calmly, Nightswan requested that Thrawn order Barlin, Layneo, Jakeeb, and Vanto to surrender so that no one would have to be harmed. Before Thrawn could give the order, however, he found himself, Vanto, and Jakeeb surrounded by Angel and his pirate crew. Nightswan gave Thrawn one more chance to surrender, and Thrawn obeyed, surrendering and commanding Barlin and Layneo to surrender via comlink.[3]

Thrawn, Vanto, Barlin, Layneo, and Jakeeb were then taken, with the buzz droid, to Angel's ship Marauder to be with the prisoners from the Dromedar. Nightswan, only interested in the tibanna and Dromedar, demanded that Thrawn and the prisoners be dropped off unharmed at a predetermined rendezvous. Angel reluctantly agreed, locking up Thrawn and the Imperials with the Dromedar crew.[3]
Once they were locked inside the cell, Thrawn proceeded to wait silently until Nightswan and Angel had reboarded the Dromedar and jumped to lightspeed. Once the Dromedar had gone, Thrawn set his plan into action. He asked Layneo if she could isolate the bridge and fly the Marauder from the control panel in the room, to which she replied that she could as long as she could reach the panel. Pleased with Layneo's answer, Thrawn removed his insignia plaque, revealing that he had turned the spare plaque from graduation into a beckon call for the buzz droids. Using the beckon call, Thrawn guided the buzz droid to attack the prison cell's locking mechanism. Drawn by the commotion, three pirates entered the lockup and Thrawn redirected the buzz droid to attack them. While they were distracted with the buzz droid, Jakeeb kicked apart the damaged cell door and the imperials and prisoners rushed the pirates. The three pirates were subdued, and Thrawn directed his second buzz droid to cut the ship in half so that they wouldn't have to deal with the pirates in the forward portion of the vessel. Once Layneo had used the control panel to gain control of what remained of the ship, Thrawn took command of the Marauder.[3]
Finding the Dromedar
Back aboard the Blood Crow, Thrawn and Vanto were brought before Rossi to justify their actions aboard the Dromedar and Angel's ship. In this meeting, Thrawn revealed that he had realized Nightswan was deceiving him, had anticipated his betrayal, and had allowed himself to be captured in hopes of finding the Dromedar's crew via capture. Rossi was unhappy with Thrawn's report, berating him for choosing the crew instead of the much more financially valuable tibanna gas. Thrawn was baffled by Rossi's assessment, believing that his decision to save the crew and capture some of the pirates was the correct one. Rossi, however, stuck by her original statement, believing the value of tibanna to outweigh the value of lives. As a punishment for Thrawn's failure in the eyes of High Command, Rossi sentenced Thrawn to suspension at Admiral Wiskovis' base on Ansion while she waited for a more official ruling from Coruscant. Seeing this as his opportunity to get the Dromedar back, Thrawn subtly manipulated Rossi into sentencing Vanto to suspension along with him.[3]

Once on Ansion, Thrawn managed to convince Wiskovis to allow him to interrogate the three pirates they had captured with Vanto as witness to the interrogation. Correctly deducing that the pirates, who called themselves Culoss, were remnants from the crew of Queen Q'anah, Thrawn threatened the three prisoners with a visit from Grand Moff Wilhuff Tarkin, the man who had been responsible for the death of Q'anah and most of her crew. The pirates, frightened by the prospect of being turned over to Tarkin, allowed Thrawn to tell them his deal. In exchange for the location of Nightswan, Angel, and the Dromedar, Thrawn offered the pirates safe transport out of the sector before Tarkin and the ISB arrived for additional interrogations. Hoping to trick Thrawn, the pirates had a short meeting in Sy Bisti where they planned to give Thrawn false information in order to secure their freedom. Speaking in Basic once more, the pirates told Thrawn that the Dromedar had been taken to Cartherston on the planet Keitum.[3]
Out of the interrogation room, Thrawn, Vanto, and Wiskovis used the pirates' use of the slang words "trapo", "ub-dub", and "squalsh" to determine that the Dromedar had been taken to a trading post on the planet Uba in the Barsa sector. Hoping to save Wiskovis from any of the career fallout that Thrawn feared might accompany his actions, Thrawn volunteered to take full responsibility for the operation to Uba to rescue the Dromedar. Interpreting this action as Thrawn attempting to hoard the glory, Wiskovis became angry and argued with Thrawn for several minutes before ultimately deciding to save the argument for later. Returning to the more pressing matter at hand, Thrawn and Wiskovis dispatched forces to Uba and Keitum to arrest the pirates and retake the tibanna gas. Hypothesizing that the stolen tibanna may be taken from Uba to the nearby tibanna producing planet Kril'Dor, Thrawn also ordered a force be sent there as part of the reclamation effort.[3]
Aftermath of the Dromedar incidentEdit
Thanks to Thrawn's actions on Ansion, the Dromedar and its tibanna canisters were found and recovered although Nightswan managed to evade capture. Once the tibanna canisters were checked, however, it was discovered that Nightswan had managed to covertly steal the contents of twelve of the twenty canisters using a variation of the technique that Thrawn had suggested aboard the Dromedar. This partial defeat vexed Thrawn greatly, kicking off his obsession and rivalry with Nightswan.[3]

Despite the fact that the operation had been an arguable success, Thrawn found himself facing the threat of a court-martial from High Command due to his actions throughout the Dromedar incident. As such, Thrawn spent the following Ascension Week and Empire Day on Coruscant, touring parties and mingling with the influential elite alongside Vanto and ISB Colonel Wullf Yularen. Yularen believed that Thrawn's actions on Ansion had been justified and beneficial, and sought to aid Thrawn with the court marshal by introducing him to senators and ministers that he felt could be an asset against the investigation. It was at one such Ascension Week party, the party in the Alisandre Hotel's grand ballroom, where Thrawn met Arihnda Pryce for the first time, then an aide to Lothal Senator Domus Renking. The two spoke briefly, Pryce correctly guessing Thrawn's purpose at the party, before Yularen, Thrawn, and Vanto moved on to speak to another senator.[3]
Thrawn and Yularen's party-going strategy ultimately paid off, Thrawn being cleared of all charges by the court-martial committee. Despite the fact that the committee's decision had closed the Dromedar incident officially, Thrawn continued to be bothered by the incident's outcome and Nightswan's cunning. Additionally, he found Nightswan's knowledge of the Mark I Buzz Droid's value intriguing, asking Vanto if he could investigate doonium demand. Thrawn had begun to suspect that the Empire was working on a secret military project of some sort, and wished to discover the truth.[3]
After the court-martial committee made their decision, Thrawn received new orders from High Command. He was promoted from lieutenant to captain and assigned the role of First Officer aboard the Arquitens-class light cruiser Thunder Wasp with Vanto still playing the role of his aide. Thrawn was disappointed that Vanto was not promoted, having recommended Vanto for both a rank promotion and a combat position, but the two accepted their new assignments nonetheless.[3]
Battling insurgents Over UmbaraEdit
Prelude to the battleEdit
After being assigned to the Thunder Wasp, Thrawn spent the next year hunting smugglers and pirates in the Mid Rim under the guidance of Commander Alfren Cheno. During this time, Thrawn also made five visits to Coruscant, traveling to the Imperial Palace to help Emperor Palpatine map the Unknown Regions. Thrawn also paid a visit to Yularen during each of his five visits to Coruscant, working with him on an investigation of Nightswan and his activities in the galaxy.[3]

Sometime towards the end of his first year of service aboard the Thunder Wasp, Thrawn noticed a sudden uptick in the value of vulture droids while shopping for his collection. Hoping to investigate, Thrawn purchased another vulture droid part, sneaking a glimpse at the Rodian salesman's order requests when the Rodian wasn't looking. It was on the order requests that Thrawn discovered that Nightswan had purchased a large number of vulture droid parts and paid with iridium.[3]
Not long after, Thrawn and Vanto investigated and arrested a group of smugglers who had been smuggling iridium in the shells of Paklarn grist mollusks. Looking into the matter further, Thrawn deduced that the smuggling operation had been masterminded by Nightswan and that Nightswan had used the smuggled iridium to pay for large shipments of vulture droids. Pressing the captured smugglers for details, Thrawn discovered that Nightswan had mentioned Umbara when he had been instructing the smugglers. Vanto dismissed Umbara as a false lead, believing that Umbara wouldn't dare to try insurgency again after choosing to join the Separatists and being defeated during the Clone Wars. Thrawn, however, felt confident in his intuition and believed that an investigation of insurgent activity on Umbara was necessary.[3]
Thrawn's intuition proved correct; insurgent activity was discovered on Umbara and the Thunder Wasp was dispatched to help put a stop to it as part of Admiral Carlou Gendling's task force.[3]
The Battle Over UmbaraEdit
Thrawn spent the entirety of the passage to Umbara locked away in his cabin. He used the solitude to immerse himself in Umbaran art, surrounding himself with holograms of Umbaran art through the ages. He noted the subtle differences between pre and post Clone Wars art, using the similarities and differences to extrapolate details of modern Umbaran culture and military doctrine.[3]

Thrawn was interrupted mid-thought when Vanto entered his cabin to inform him that they had arrived at Umbara and that Cheno had requested his presence at the bridge. By the time Thrawn arrived at the bridge, the Thunder Wasp was in position and ready for battle, joined by Gendling's ISD Foremost and two Raider-class corvettes. As they stood on the bridge, Cheno joked with Thrawn that he hoped the Umbarans would attack so that he and the Thunder Wasp could finally get some recognition. Thrawn, however, felt it was unlikely that the Umbarans would attack.[3]
Thrawn watched from the bridge alongside Vanto and Cheno as Gendling delivered his ultimatum to the Umbaran insurgents, demanding that they hand over their leaders within the hour or face reprisal. Even as Vanto declared the matter finished after Gendling's ultimatum the battle erupted as four hundred vulture droids appeared from behind Umbara's outer moon.[3]
As the battle began and Cheno commanded a counterattack against the vulture droids, Vanto was quick to point out to Thrawn that he had been wrong. Thrawn, however, stood by his original statement, deducing that the attack was not by the Umbarans and that they were merely watching it in hopes of deciding whether or not to join in.[3]
As the battle continued and the Thunder Wasp took more and more damage, Thrawn realized that Cheno was unable to command the battle and promptly seized control of the Thunder Wasp. Moving Senior Lieutenant Hammerly to a turbolaser station, Thrawn sat down with Vanto at Hammerly's sensor station to study the attack patterns of the vulture droids. After several moments of watching the vulture droid attack patterns, Thrawn was able to deduce that the vulture droids were not acting on their swarming programming but rather were being controlled directly by a transmitting base. Utilizing the transmission shadows where vulture droids relied on their swarming programming rather than the transmissions, Thrawn was able to pinpoint the location of the transmitting base on the surface of Umbara. His analytical work done, Thrawn called out to Cheno, telling him to contact Gendling to inform him of the location of the base. Gendling, however, felt that Thrawn's assessment was merely guesswork and disregarded the advice.[3]
Frustrated with Gendling's ineptitude, Thrawn ordered the Communications Officer to signal the remaining ships to attack the vulture droids when they were flying through the transmission shadows. The other ships acknowledged Thrawn's strategy and shifted tactics, quickly turning the tide of the battle.[3]
By the end of the battle, one of the corvettes had been destroyed and the remaining corvette, Thunder Wasp, and Foremost were all badly damaged, but the vulture droids had been destroyed and Umbara unconditionally surrendered.[3]
Aftermath of the battleEdit
Despite the fact that Thrawn's strategy had won what had begun to appear to be a losing battle, Gendling was furious with both Thrawn and Cheno for their roles in the battle. His pride bruised, Gendling promised Cheno that the battle would be the end of his career. When Gendling turned on Thrawn, however, Cheno stepped in to save his career. Once they were alone Cheno admitted that he believed Thrawn to be the future of the Imperial Navy, saying that it had been a privilege to be Thrawn's commander for even just a short time.[3]

After departing from the meeting with Gendling and Cheno, Thrawn met with Vanto to discuss the possibility of Nightswan's involvement in the battle. By analyzing the value of Umbaran ore as well as the success rates of smugglers on Umbara versus smugglers on an Imperial-controlled planet, Thrawn was able to deduce that Nightswan had orchestrated the events on Umbara in order to ensure that the Empire took over Umbara's mines in order to further his smuggling operations. Going even further, Thrawn concluded that Nightswan had purposefully allowed the iridium smugglers to be caught in order to draw the Imperials to Umbara. Impressed, Thrawn admitted that he would be forced to wait until Nightswan chose to resurface again.[3]
As a result of the actions taken during the battle, Cheno was forced to retire by Gendling and High Command. This decision angered Thrawn greatly as he considered it nothing more or less than a foolish waste of resources. Surprised by Thrawn's reaction, Vanto informed him that Cheno was neither the first navy career Thrawn had destroyed nor was it the last career he would destroy. Thrawn was vexed by this, but resigned himself to the reality of his situation and the Empire's military politics.[3]
Investigating NightswanEdit
Meeting with YularenEdit
Not long after learning Cheno's fate, Thrawn and Vanto paid a visit to Yularen's Coruscant office to discuss the ongoing investigation of Nightswan's activities. Yularen reported that the ISB had managed to connect Nightswan to metal smuggling, antiques purchases, and political protests, but had not been able to determine the man's identity. Intrigued by the mention of political protesting, Thrawn asked Yularen to give him a list of the insurgent activities Nightswan was associated with. Pursuing his inquiry further, Thrawn asked Yularen about insurgent activity on Coruscant. Yularen brushed off his theory, believing that political unrest in the lower levels would never be able to impact anything. Thrawn refused to relent, however, countering Yularen's disbelief by citing the protest in the Circle Bay mayor's office on Nubia. Yularen pointed out that the protest had only succeeded because the insurgents had managed to infiltrate the servant staff in the capital, and Thrawn deduced that insurgency on Coruscant could be equally effective if insurgents infiltrated the government via bodyguard training dojos. Yularen conceded that Thrawn had a point, and the three set off for an investigation of Coruscant's dojos.[3]

Visit to the Yinchom DojoEdit
Eventually, the investigation led Thrawn, Yularen, and Vanto to the Yinchom Dojo, a senate guard training dojo owned by a Togorian named H'sishi. While waiting to speak with H'sishi, Thrawn once again found himself talking to Pryce, now working for Higher Skies Advocacy Group and at the dojo for self defense lessons and networking with senate guards.[3]

After a brief conversation with Pryce, Thrawn spoke with H'sishi, obtaining records of the dojo's government contracts and trained guards. Seeking to learn more about the difficult to read togorian in front of him, Thrawn challenged H'sishi to an advanced stick fighting duel under the guise of searching for an instructor for an urban combat unit. Just prior to the duel, Thrawn asked Pryce for the name of her advocacy group, paying attention to the reactions of those around him when Pryce revealed the name of her organization. As the two dueled, Thrawn observed not only H'sishi but also Pryce and her friend Juahir Madras, observing Madras' nervousness and H'sishi's single minded focus on combat. After the duel, Thrawn complimented H'sishi's Togorian-inspired style of stick fighting, expressing his interest in one day learning it from her.[3]
Outside the dojo, Thrawn shared his findings with Vanto and Yularen, reporting that he believed there was more to Higher Skies than met the eye and that while H'sishi was undoubtedly innocent, Madras was likely complicit. Thrawn wished to pursue the investigation further, but new orders from High Command prevented this wish from becoming a reality.[3]
Thrawn had been commanded to spend the next four weeks while the Thunder Wasp was repaired at the Imperial Palace, charting the Unknown Regions with Emperor Palpatine. Once the repairs were finished, Thrawn was once again assigned to patrol the Mid Rim and Outer Rim, but he had been promoted to a commander and the captain of the Thunder Wasp following Cheno's firing.[3]
Covert meeting with PryceEdit
Sometime during his four week stay at the Imperial Palace, Thrawn was called upon by Pryce to help her escape the trap that had been laid for her by Imperial Moff Ghadi. Wearing glasses and a hood to conceal his identity and masquerade as a Pantoran, Thrawn met Pryce in the Gilroy Plaza Diner to discuss Ghadi's trap and how to dismantle it. Pryce handed Thrawn a datacard filled with evidence of Ghadi's corruption, requesting that he hand it along to Yularen and ensure that only Yularen knew that it came from her. Thrawn agreed to do as she asked, but refused to hand it over until the best possible moment, deducing that the longer it stayed in the ISB, the more likely it was that Ghadi would get his hands on it by way of an inside man. Pryce argued that she was unwilling to wait, attempting to bribe Thrawn to give it to Yularen as quickly as possible. The two discussed the politics of military promotions and ship repairs, Pryce offering to use her contacts to both speed up the Thunder Wasp's repairs and to get Vanto his long-awaited promotion. Thrawn was receptive to Pyrce's offers, placing a high value on Vanto's promotion and his ship's repairs. As his end of the bargain, Thrawn offered Pryce some military advice; he advised her to use Ghadi's hatred of Tarkin to her advantage to either ally herself with Tarkin or use Tarkin to force Ghadi to ally himself with her.[3]

Before he left the diner, Thrawn asked Pryce if she would be willing to turn on the Higher Skies group if it was discovered that they were involved in insurgent activity. Pryce replied that she would absolutely turn her back on them, and the meeting ended.[3]
Afe Clan land disputeEdit
Some time after Thrawn returned to patrol duty as the captain of the Thunder Wasp, he was assigned, per his request, to investigate, mediate, and solve a land dispute on the planet Cyphar between the native Cyphari and human colonists. Thrawn had noticed an uptick in shellfish exports from Cyphar reminiscent of the Nightswan-led smuggling operation that had led him to Umbara, and had deduced that the exports were an invitation from Nightswan. Thrawn spent the passage to Cyphar discussing his Nightswan theories with Vanto, particularly his belief that Nightswan was connected to the sharp increases in doonium theft, land disputes, and general unrest that spread the Empire's military thin.[3]

Once on Cyphar, Thrawn and Vanto attended a meeting to discuss the circumstances of the dispute with the mayor of the human Hollenside Enclave colony Pord Benchel, Lenora Scath, Brigte Polcery, Clay Tanoo, and a small committee of other concerned citizens. The meeting was brief and hostile, Polcery and Scath in particular finding it ridiculous that Thrawn wished to hear both sides before making his determination. The dispute between the humans and the Cyphari Afe Clan was hardly Thrawn's top priority during the meeting, however. Thrawn had deduced that the entire land dispute was an elaborate cover up and spent the meeting studying Benchel, Scath, Polcery, and Tanoo for signs of guilt or innocence in the smuggling scheme that the dispute was designed to hide.[3]
On the shuttle ride to meet Chief Joko of the Afe Clan, Thrawn discussed his findings with Vanto. The two had come to the same conclusion; Scath, Polcery, and Tanoo were all involved in the smuggling activity, but Benchel was oblivious to everything besides what had been reported to him about the land dispute.[3]
Next, Thrawn and Vanto visited the mobile Afe clan meetinghouse to speak with Joko. Joko pleaded his case to Thrawn, telling him that the dispute had started when humans from the Hollenside Enclave had invaded Afe land and that all issues since then had either been self defense or acts of retaliation. Whilst in the meetinghouse, Thrawn subtly studied the artwork on the walls, ascertaining information on Afe culture and strategy.[3]
Joko then showed Thrawn the grain field where the incursions had occurred, along with a holo-map of likely airspeeder travel paths and the sites of both the human attacks on the Afe lands and the Cyphari attacks on Hollenside. Thrawn studied both the damaged grain and the attack locations, quickly discerning patterns and developing a plan to combat the invaders. Thrawn cautioned Joko against attacking Hollenside again, promising Joko that the situation would be resolved that night if he followed Thrawn's orders. Thrawn resolved to spend the night at the meetinghouse with Vanto, offering Joko stormtroopers for protection and ordering him to evacuate the surrounding area. Joko was hesitant, but followed Thrawn's commands after Thrawn promised once more that he would resolve the situation in a single night. Thrawn was confident in his promise that he could fix it that night; he had deduced that the colonists would see that evening as their final chance to advance the smuggling operation until the investigation was closed.[3]
That night, Thrawn and Vanto observed from a distance as three landspeeders full of humans led by Tanoo arrived on Afe Clan land and began digging for ore. Thrawn immediately focused his attention on Tanoo, asking Vanto to find him Tanoo's full record. Vanto revealed that Tanoo had studied organic chemistry, and that his brother had been arrested for possession of spice derived from scarn. Thrawn found what he was looking for in the information about scarn, calling in stormtroopers and a TIE escort led by Lieutenant Gimm to their location. Hoping to stop the perpetrators from escaping before they could be arrested, Thrawn drew his blaster and open fired, destroying the repulsorlifts of two of the landspeeders. After a short firefight, Thrawn and Vanto managed to stun all of the perpetrators and arrest Tanoo, interrogating him at gunpoint in the speeder he had attempted to escape in. Tanoo admitted that Polcery had designed the scarn smuggling plot and that he had been forced to participate as the chemist. Thrawn was unsatisfied with his answer, however, pointing out to Tanoo that he could have easily changed the formula slightly to make a far less potent and illegal version of scarn that Polcery would never notice. Tanoo, trapped by Thrawn's logic, admitted that Thrawn was too clever for his lie but quickly added that he had done nothing that Thrawn had enough evidence to arrest him for. Thrawn then inquired about Nightswan, and Tanoo admitted that Scath had brought him in to help the smuggling plan along.[3]
Having nothing to charge Tanoo with but unwilling to accept defeat, Thrawn studied Tanoo's scarn sensor and quickly formulated a plan to end the scarn smuggling without arresting Tanoo. Meeting with Gimm, Thrawn delivered him the sensor and commanded him to fly close to the ground, using it to follow the underground scarn vein. As Gimm flew along the vein, Thrawn ordered Lieutenant Commander Osgoode to use the Thunder Wasp's turbolasers to obliterate the scarn vein behind him. Once the night was over, Thrawn's plan had succeeded and the scarn had been scorched out of existence.[3]
Thrawn's plan, though successful, was met with backlash from both High Command on Coruscant and Joko on Cyphar. In a final confrontation with Joko before he departed, Thrawn was promised that Joko would appeal his actions in hopes of securing yet another court-martial for Thrawn. Thrawn expressed no regret for his actions, however, believing that he had done the best he possibly could have in the situation. He felt complete apathy towards High Command's disdain for him, believing that they wanted him to be a yes man but that there were some situations that could simply only be solved by his particular brand of strategy.[3]
Promotion to CommodoreEdit
After Thrawn was once again cleared of all charges of misconduct, he and the Thunder Wasp returned to hunting for smugglers and illicit activity connected to Nightswan. Using Vanto's knowledge of shipping and supplies, Thrawn was able to uncover and stamp out several doonium smuggling operations, at least two of which were connected to Nightswan. Frustrated that Nightswan was still slipping through the Empire's fingers, Thrawn contacted his fellow officers with warnings about Nightswan, but his warnings were generally not taken seriously. Additionally, Thrawn continued to be perplexed by the Empire's excessively high demand for doonium, having still found no answers despite his and Vanto's continued investigation.[3]

Eventually, Thrawn and Vanto were surprised by a summons from High Command on Coruscant. Once on Coruscant, Thrawn and Vanto found themselves in the center of an award ceremony attended by various admirals and Grand Moff Tarkin. For his outstanding record of successes and his string of recordbreakingly-fast promotions, Thrawn was promoted from commander to commodore and was given command of the ISD Chimaera. Additionally, Vanto was promoted from ensign to lieutenant commander, a decision that greatly pleased Thrawn. After the ceremony concluded, Thrawn briefly spoke with Tarkin, discussing Pryce's recent promotion to governor of Lothal and subtly thanking Pryce for her role in Vanto's promotion. After Tarkin had departed, Thrawn briefly exchanged a heartfelt congratulations with Vanto before the two set off for their career aboard the Chimaera.[3]
Quelling InsurgencyEdit
Mission to aid the SempreEdit
Sometime into Thrawn's tenure as commander of the Chimaera, the Chimaera received a distress call from the troop transport Sempre. Meeting on the bridge of the ship to discuss the mission with Vanto,v Senior Comm Officer Lomar, Stormtrooper commander Ayer, and his First Officer Karyn Faro, Thrawn discussed his belief that Nightswan was behind the theft of the frigate Castilus and V-19 starfighters that had attacked the Sempre but not behind the attack itself. Thrawn also called into question the motivation behind the attack, as Ayer revealed that the Sempre wasn't actually transporting stormtroopers when it was attacked. Ayer refused to divulge more, firmly asserting that the mission of the Sempre was classified and that only he and his troopers would be allowed aboard to combat the threat. Thrawn took this news in stride, calmly commanding Faro to check the Chimaera's weapons and Vanto to ensure that they were going at the quickest possible speed.[3]

Almost two hours later, Thrawn arrived at the site of the attack to discover that the crew of the Sempre had been completely massacred and that the Castilus and V-19s were long gone. Ayer's orders no longer relevant in the face of their failure to reach the Sempre in time, Thrawn and Vanto boarded the Sempre to observe the carnage for themselves. Moving carefully through the ship, Thrawn observed that only a few of the dead had blaster burns while the rest appeared to have been brutally beaten to death. Studying the bloodstains on the walls, Thrawn noted several that appeared to have been written glyphs or attempts at words. Moving deeper into the ship, Thrawn found himself once more blocked by one of Ayer's men who was in charge of guarding the troop quarters. Curious what the Empire was hiding, Thrawn commanded the stormtrooper to stand aside, asserting that seeing the contents of the troop quarters was necessary for him to deliver justice for the murdered soldiers. When the stormtrooper continued to insist that the room's contents were classified, Thrawn raised his voice, shouting in what appeared to be anger for the stormtrooper to step aside. Vanto was surprised by Thrawn's uncharacteristic anger, but once inside the troop quarters, Thrawn explained that it had been a pragmatic choice to appear angry in order to cut the conversation short. Inside the room, Thrawn discovered what the Empire had been trying to hide; the Sempre had been used to transport slaves.[3]
Back on the bridge of the Chimaera, Thrawn met once more with Vanto, Faro, and Lomar to discuss the matter further. After Faro revealed that the attacking V-19s had destroyed the Sempres shield generators, hyperdrive, and sublight engines, Thrawn deduced that the intention of the attack had been to free the slaves, not to take command of the Sempre. Focusing instead on the slaves, Thrawn asked what species the ship had been transporting to which Lomar replied that he had used the ship's audio and the size of the restraints to determine that the slaves had been Wookiees. Utilizing Kashyyyk as a starting point and the Sempre's location as an ending point, Thrawn and Vanto managed to pinpoint the location of the Empire's secret slave processing center as Lansend Twenty-Six, an old Separatist staging area from the Clone Wars. Identifying the blood marking on the wall as a Wookiee clan symbol signifying defiance, Thrawn deduced that there was a saboteur on Lansend Twenty-Six and that rescued Wookiees and freedom fighters would attack there next in an effort to free more of the Empire's slaves. Determined to succeed Lansend Twenty-Six where they had failed the Sempre, Thrawn commanded radio silence as the Chimaera approached the processing center.[3]
When the Chimaera arrived at Lansend Twenty-Six, the station had already fallen under attack by the Castilus and its squadrons of V-19s. Thrawn quickly deployed a TIE squadron to deal with the threat, ordering them to disable the Castilus without destroying it. He also ordered a signal be sent to the nearby Baklek Base, asking for assistance. Contacting Colonel Zenoc of Lansend Twenty-Six next, Thrawn learned that the saboteur had already been captured and requested a holo-map of the station. Using the map to track the positions of the escaped slaves and attackers, Thrawn fired on the station, destroying sections of it to trap the escapees unharmed in section B-5. The threat within the station neutralized, Thrawn turned the Chimaera's attention back to what remained of the attacking frigate and V-19s.[3]
As the battle drew to a close, Vanto approached Thrawn, asking him what would happen to the Wookiee slaves. Thrawn replied that the Wookiee slaves would be left with Zenoc on Lansend, prompting Vanto to express his discomfort with the idea of the Empire using slaves at all. Thrawn replied that it was entirely possible that they were actually indentured servants, prisoners, or had sold themselves into slavery voluntarily to pay off debts, but admitted that it was unlikely that the Wookiees were anything more or less than innocent captured slaves. In the end, he concluded that it didn't matter. In Thrawn's eyes, the Wookiees were now Imperial property and had to be treated as such.[3]
Botajef InsurgencyEdit
Sometime later, Thrawn and the Chimaera were called upon by Fleet Admiral Jok Donassius to put down an insurgency on Botajef. The planet, led by Governor Quesl, had declared independence from the Empire, and the Empire, fearing this might lead to another Confederacy of Independent Systems situation, commanded Thrawn to put down the revolt by any means necessary. Setting course for Botajef immediately, Thrawn turned to Vanto, Faro, and Senior Lieutenant Pyrondi to discuss the matter further. Pyrondi offered her disbelief that Quesl would rebel alone with the knowledge that the full military might of the Chimaera alone could stop their rebellion dead in its tracks, to which Faro replied that she feared that Botajef may just be one of many worlds prepping to declare independence. Thrawn listened to their theories without offering any of his own, and listened intently as Pyrondi described to him the follower nature of the Jefi people. Carefully noting the Jefies' tendency to follow anyone who presented themself as a capable leader, Thrawn suggested that the best overall strategy may be to overthrow Quesl in favor of a new, non-insurgent leader. The conversation ending, Thrawn retired to his quarters and left Faro in charge of the bridge.[3]

Thrawn spent the rest of the fourteen hour long passage to Botajef in his quarters, studying Jefi artwork. He felt that the art reflected a self awareness; Thrawn felt that the low-contrast sculpts showed a self awareness of their shortcomings whereas their tressiles depicted their belief in the stability of their political system.[3]
Two hours prior to the Chimaera's arrival at Botajef, Vanto arrived in Thrawn's quarters to discuss his growing concerns about the mission. Vanto feared that the mission was a set up by government officials and High Command designed to make Thrawn look bad by either painting him as a war crazed alien who wiped out a planet of innocent followers or as a coward unable to deal with Botajef's substantial planetary defense force and forced to retreat. Thrawn, however, felt confident as always that he would be able to avoid falling into such a trap. Shifting the conversation when Vanto threatened that a mess up could mean being demoted to an ore carrier like Rossi's old assignment, Thrawn once again brought up their investigation into the Empire's secret military project. Sharing his most recent research with Vanto, Thrawn revealed that he had deduced that it was a single large military project with a hyperdrive on a scale the Empire had never before seen. Thrawn admitted that he believed the product to be a foolish waste of resources, believing that it would be wiser for the Empire to pour their resources into a more flexible and mobile navy of capital ships and fighters. Hoping to check out the project for himself, Thrawn revealed to Vanto that he had used the vectors from the Wookiee slave ships and Rossi's doonium transports from Socorro to discover the likely location of the secret project's construction site. Thrawn told Vanto that once the opportunity presented itself, they would investigate it further. Shifting the conversation back to the present issue, Thrawn pulled up a holo of Quesl delivering his declaration of independence from the Empire. Pointing out Quesl's mannerisms, Thrawn noted that he seemed to be daring the Empire to fight back against him and theorized that the capital would be heavily fortified and that the planetary defense force would be deployed to keep the Chimaera at a distance. Closing the holo, Thrawn and Vanto returned to the bridge to discuss strategy further.[3]
Upon arriving at Botajef, Thrawn discovered that his theory about the planet's defenses had proved correct. The planet was defended from space by two CR90 corvettes as well as five squadrons of V-19s dispatched from the north-polar base and two squadrons from the south-polar base, and the governor's palace was fortified by five ground-based turbolasers. Confident in his ability to handle the situation, Thrawn ordered Starfighter Commander Yve to launch the Chimaera's TIEs to perform flybys past the corvettes and to form a screen between the Chimaera and the V-19s. A moment later, Thrawn received a call from Quesl telling him that he was invading Jefi space and was required to either vacate or be fired upon. Responding calmly as a means of buying himself time, Thrawn informed Quesl that his act of secession was in direct violation of a fictitious Clone Wars-era treaty signed by Botajef at the end of the war. As he spoke, Thrawn watched the TIE flybys, noting the slight twitch in the starboard corvette and the lack of reaction from the portside corvette. Having ascertained all the information he needed, Thrawn proceeded with his plan, ordering Yve's special unit of TIEs to destroy Quesl's turbolaser placements. As Thrawn distracted Quesl with his attack on the turbolasers, he navigated the Chimaera closer, capturing the starboard corvette in the Star Destroyer's tractor beam. As he did, Quesl gasped and stumbled, confirming Thrawn's theory; Quesl and the valuable Jefi art were on the starboard CR90 corvette. This information in hand, Thrawn correctly deduced that the insurrection had been staged to allow Quesl to steal and sell off the Jefies' valuable art collection. Quesl had intended for Thrawn to destroy the palace to cover the theft while Quesl slipped away during the ensuing battle. Thrawn also revealed to Quesl that the flyby had revealed that the starboard corvette had a human crew while the portside corvette had a Jefi crew; he had surmised that Quesl was on the human corvette as it was unlikely that a Jefi crew would aid in the theft of their own art. Thrawn drew the corvette in, promising Quesl he would face trial for his actions before cutting the transmission. Ordering that the prisoners be apprehended and the art be returned to the Jefi, Thrawn commanded Vanto to inform High Command that the situation had been resolved.[3]
For this and other successes, Thrawn was promoted to Admiral and Vanto to Commander.[3]
Battle of BatonnEdit
Prelude to the battleEdit
As insurgent activity began ramping up across the galaxy, Thrawn and Vanto were invited to represent the 96th Task Force at a high security meeting by Donassius. Inside the meeting room, Thrawn was greeted by Yularen, Donassius, Admiral Durril of the 103rd Task Force, and Admiral Kinshara of the 125th. Also in attendance were governors Restos, Wistran, Estorn, and Pryce, representing the at risk planets of Batonn, Denash, Sammun, and Lothal respectively. Taking his seat at the table, Thrawn listened as Yularen described the situation; a series of coordinated insurgencies had sprung up on the represented planets, indicating the potential for Rebel Cell activity. Yularen moved forward to inform the admirals and governors that the Lothal insurgency was being handled by Admiral Konstantine, and that the rebel activity on Batonn's Scrim Island. Yularen explained that Scrim Island's Imperial Garrison had been overrun by insurgents who had taken hostages and seized control of the island's energy shield and ion cannons. Thrawn was assigned to Batonn and Scrim Island, but found the information provided by Yularen with regards to which cannons were operational to be inadequate to plan his assault. Asking for more time to study the situation and formulate a plan, Thrawn was sharply informed by Donassius that they had no time to simply study the situation without taking action. Refusing to take action that would risk innocent lives, Thrawn refused the assignment and was instead assigned the insurgency on Sammun while the duty of retaking Scrim Island was handed over to Durril and the 103rd.[3]

After the meeting, Thrawn and Vanto discussed the repercussions of Thrawn's decision to so openly disrespect the assignments of High Command. Thrawn asserted with confidence that while he may have soured High Command's perception of him in the time being, that would quickly change. He was confident that the attack on Scrim Island would go poorly for Durril and that he would, as always, be able to clean up the mess. Coldly disinterested in the impact this would have on Durril's career, Thrawn abruptly ended the conversation and spent the rest of the walk to the landing platform silently studying Sammuni art.[3]
Arriving at the landing platform, Thrawn contacted Faro aboard the Chimaera. Thrawn directed her to take the Chimaera and the 96th Task Force to Sammun, verbally giving her a strategy to use to swiftly crush the Sammuni insurgency. Additionally, Thrawn requested that she dispatch the Arquitens-class light cruiser Shyrack and Captain Brento to him for use in his plan. Faro agreed to Thrawn's directives, agreeing to contact him once the insurgency had been dealt with. Vanto expressed concern with Thrawn's choice to stray once again from his assigned mission, but Thrawn was calm in the face of potential backlash from High Command. He confidently asserted once more that all would end up as planned, informing Vanto that while Faro handled the Sammun job they would be observing Durril's attack on Scrim Island.[3]
Boarding the nondescript light freighter Slipknot, Thrawn set course for Batonn.[3]
Studying Scrim IslandEdit
Arriving in space above Batonn, Thrawn positioned the Slipknotin a location where it could view both the Judicator and Scrim Island. From the Slipknot, Thrawn watched as the insurgents carried out their strategy and left Durril flailing. The insurgents, Thrawn observed, weathered Durril's attacks by hiding behind an island covering shield. In the time between attacks, the shield contracted, allowing the Scrim Island insurgents to use ion fire to incapacitate Durril's ships. Thrawn also observed eight small space freighters flying close to the sea between Scrim Island and Batonn's main continent to avoid detection. As he watched, seven of the freighters continued towards the continent while the eighth slipped off to space. Temporarily shifting his attention back to Scrim Island, Thrawn noted that the insurgents were in possession of a turbolaser that Yularen's intel had failed to mention.[3]

His interest piqued by the freighter attempting to flee, Thrawn directed Vanto to hail it with a tight comm signal before it could jump to lightspeed. Instructing Vanto to use the pseudonym "Horatio Figg," Thrawn explained that he wanted Vanto to convince the insurgents onboard that they were weapons smugglers in order to gain access to the insurgents' base. Once Vanto received the coordinates, Thrawn commanded him to make the jump, leaving Durril and the 103rd to their fate. Vanto expressed unease with Thrawn's choice, but Thrawn assured him that he had already sent out a distress call on Durril's behalf and that he had seen more than enough of the Scrim Island insurgents' strategy to formulate a strategy of his own.[3]
Leaving Brento and the Shyrack to track the movements of the seven freighters remaining on Batonn, Thrawn jumped to the coordinates that the eight freighter had given Vanto.[3]
Infiltrating the smugglers' starshipEdit
At the coordinates, Thrawn discovered a large Clone Wars-era Nomad starship that the smugglers had set up as their mobile base of operations. Prepping Vanto for the infiltration, Thrawn removed his uniform tunic and shot it to make it appear as though Vanto had killed an Imperial officer and stolen his uniform. Additionally, he had affixed his old rigged lieutenant's plaque to the uniform, telling Vanto to press the tile closest to the center of his chest when the time comes. Promising to spend the time while Vanto is gathering information engineering their escape, Thrawn sent Vanto out to the smugglers and proceeded with his portion of the plan.[3]

Once Vanto had been brought to the insurgents' leader, Thrawn created a bomb out of gimmicked blaster packs like he'd done so many years ago to gain access to the Strikefast. Falsifying a radiation leak warning and hiding in the Slipknot's escape pods, Thrawn set off his bomb when a boarding party boarded the Slipknot to investigate the leak. Escaping the damaged ship in the confusion, Thrawn triggered the Nomad's abandon ship alarm. Reuniting with Vanto in the frenzied chaos of the Nomad's repair bay, Thrawn led Vanto into one of the insurgents' freighters.[3]
Settling into the pilots seat, Thrawn explained to Vanto that he hoped that by stealing one of the insurgents' freighters they would be able to gain any data that had been left on the ship's computer. Inquiring about Vanto's time on the ship, Thrawn learned that he had surmised correctly that Vanto had spoken to Nightswan, and that Nightswan was the man behind the Scrim Island Operation.[3]
Having accomplished all that he could on the Nomad, Thrawn used the insurgent freighter to return to Batonn.[3]
Reassessing the battleEdit
Arriving back at Scrim Island, Thrawn discovered that Durril had survived and with the help of Brento and the Shyrack, had made it out of harm's way.[3]

The battle paused, Thrawn met via holographic projection with Donassius, Kinshara, and Durril. During this meeting, Kinshara reported his success on Denash while Thrawn reported the 96th's success at Sammun. Displeased with Durril's loss at Scrim Island, Donassius ordered Durril to take the Judicator and 103rd to the Marleyvane shipyards for repairs. Turning to Thrawn, Donassius asked how much longer Thrawn would need to study the insurgents before he could make an attack. Confident in his ability to handle the situation, Thrawn replied that he had already gathered the information he needed. With that, Donassius officially returned the Batonn Operation to Thrawn and the 96th.[3]
His new mission in hand, Thrawn prepared the Chimaera for battle.[3]
Retaking Scrim IslandEdit
Moving into position around Scrim Island, Thrawn briefed Faro, Vanto, and the commanders of the Shyrack, Flensor, and Tumnor on the strategy he had come up with to deal with the insurgents. Ordering the three light cruisers into position, Thrawn watched as they bombarded Scrim Island's shields before being disabled by the island's previous unseen fourth ion cannon. Thrawn, however, was not surprised by the fourth ion cannon and had built his strategy around it. Speaking to Captain Yelfis of the Tumnor, Thrawn learned that the cathtron tube of the fourth ion cannon was in the process of dying.[3]

Moving forward with his strategy, Thrawn began the Chimaera's descent towards Scrim Island, using the partially disabled light cruisers as cover against the ion cannons. Once the Chimaera reached optimal firing position, Thrawn opened fire, shooting into the ocean off Scrim Island's shore. Thrawn's gambit worked, sending a tsunami crashing into the western shoreline of Scrim Island. Firing at a second target in the sea, the Chimaera created a second tsunami that managed to hit the turbolaser emplacement. Alternating fire between targets one and two, Thrawn slammed Scrim Island with tsunami after tsunami until the water shorted out the island's turbolasers. Contacting the island, Thrawn ordered them to either lower their shields or risk the death of those operating the shoreline defenses. When the shields did not lower, Thrawn sent two more tsunamis at Scrim Island.[3]
Faced with destruction, the insurgents of Scrim Island lowered their shield and surrendered to Thrawn. Accepting their surrender with the terms that any further resistance would be met with lethal force, Thrawn directed Vanto to send word of their victory at Scrim Island to Coruscant. Humble in the face of Faro's praise, however, Thrawn admitted that there was more to be done before the battle for Batonn was over. Asking Faro to inform him when the island had been secured, Thrawn retired to his cabin.[3]
Between the battlesEdit
Sometime later that day, Thrawn hosted Pryce and Yularen aboard the Chimaera. Settling into the Star Destroyer's conference room with Vanto and Faro, the group discussed the situation on Batonn's main continent. Thrawn revealed that he had discovered the location of the insurgents' stronghold to be the Creekpath Mining and Refining complex outside Paeragosto City. Thrawn then informed Yularen and Pryce of his plan to invade the complex via ground troops as the complex was both shielded and home to 30,000 innocent civilians. Worried about her parents, Pryce suggested that she should go into the complex first to scope out the area and potentially take out the shield generator. Yularen explained further that Pryce would enter the complex with ISB Agent Gudry and tell her family that she was looking for a friend who got lost in the mines to gain access to the insurgent base. Thrawn was hesitant to accept Pryce's plan but ultimately conceded, knowing that he was likely unable to stop an Imperial governor backed by the ISB even as an admiral. Yularen went on to explain that they would send Pryce and Gudry in disguise to the planet Dennogra and have them take a planet hopper from there to Batonn. Though he was forced to accept the plan, Thrawn was vocal about his disapproval of it, thinking it to be both unsafe and dubiously effective. His feelings aside, Thrawn wished Pryce luck on her mission.[3]

As repairs were conducted on the Tumnor, Flensor, and Shyrack, Thrawn positioned them in a wide equilateral triangle around a hundred kilometers away from the Chimaera, a strategic positioning that worried both Vanto and Yularen.[3]
Parley with NightswanEdit
As twilight fell on Paeragosto City, Thrawn sat in his office aboard the Chimaera surrounded by holograms of Batonnese art. Even as he studied the art as always, Thrawn felt the pressure of each passing moment, knowing that his time with Nightswan was rapidly approaching its end. Keying a comm frequency that he had discovered aboard the stolen freighter, Thrawn contacted the insurgents as requested to speak with Nightswan. Once Nightswan was on the comm, Thrawn requested a face to face meeting in the field two kilometers to the north of the Creekpath facility. Nightswan met Thrawn's request with caution, prompting Thrawn to promise that his guards would stay out of firing distance. Additionally, Thrawn informed Nightswan that he was valueless to Thrawn dead or captured. His interest piqued, Nightswan asked Thrawn why he thought he wouldn't try to kill Thrawn, to which Thrawn replied that he knew that Nightswan valued life too much to try to kill him. He asserted that his life was the only thing keeping the Imperials from destroying the Creekpath facility and killing the civilians inside because he was the only Imperial commander that would go out of his way to prevent casualties. Pained, Nightswan admitted that he had never wanted civilians to endanger themselves by living within his base. Thrawn revealed that he felt the same drive to prevent the deaths of innocents. After a pause, Nightswan agreed to Thrawn's invitation to parley in one hour.[3]

When Thrawn arrived at the field an hour later, he found that Nightswan was waiting for him. Nightswan mused that Thrawn could kill him at any moment, leading Thrawn to reiterate that he had no use for Nightswan dead. The two began discussing the Dromedar incident, Nightswan revealing that he was the reason that Thrawn had a Buzz Droid that day and Thrawn countering by revealing that he had two Buzz Droids so even if Nightswan hadn't helped he still would have escaped. Shifting the conversation, Thrawn revealed that he knew that Nightswan was a part of the Mining Guild, having deduced it from Nightswan's knowledge of precious metals and the fact that he had been to the Thrugii Asteroid Belt. In response, Nightswan revealed that his activism had begun when the Imperial demand for metals had led to him joining a splinter group of the Mining Guild dedicated to helping out the small businesses hurt by the rapidly forming Imperial metal monopoly. He went on to tell Thrawn that the corruption had eventually spread to the splinter group so he had set off on his own and become the mercenary Thrawn had met on the Dromedar. Nightswan closed his speech by telling Thrawn that once he heard rumors of the Imperials' secret military project, he'd joined the insurgents. His interest piqued by the mention of the Imperials' secret weapon, Thrawn demanded to know everything Nightswan knew about the project. Nightswan, however, refused to divulge unless Thrawn joined him. Changing the subject, Thrawn learned that Nightswan had purposefully sabotaged the Cyphar scarn operation due to being strictly against spice and that Nightswan had never approved of Higher Skies' attempted assassinations.[3]
After another brief discussion about the military project, Thrawn complimented Nightswan's talents as a leader and tactician. In response, Nightswan revealed that he had tried to unit the rebel cells into a Rebel Alliance but distrust and infighting had prevented his plan from coming to fruition. Hoping for equal honesty from Thrawn, Nightswan asked him why he was perpetuating the Empire's evils. In a moment of honesty Thrawn revealed the truth of his situation to Nightswan, telling him about his meeting with the Neimoidians, the Chiss Ascendancy's plans for the Empire, and that he had completely faked his exile in order to infiltrate the Empire. Thrawn revealed that the Ascendancy had given him a single task; either use the Empire as an ally against the threats in the Unknown Regions or collapse them from the inside as easy prey. Discussing political ideals with Nightswan, Thrawn revealed that he believed that the Empire's tyranny was necessary to keep the galaxy in a state of order rather than chaos. The rebellion, he believed, would bring about a dangerous chaos that could allow the threat in the Unknown Regions to overtake everything. Taking a more optimistic tone, Thrawn reminded Nightswan that Emperor Palpatine would one day die and that when that day came there was hope that the Empire would choose a more tolerant and just leader.[3]
Returning once more to Nightswan's tactical prowess, Thrawn made Nightswan an offer he hadn't expected; he asked Nightswan to use his skills to aid the Chiss Ascendancy in their battle against the evils far worse than the Empire. Furthermore, he promised Nightswan that if the people of Batonn put down their weapons, no harm would come to them. Believing Thrawn's promise to be impossible to keep, Nightswan declined his offer. He believed that he and Thrawn had the same vision for the future, but vastly different paths to get there.[3]
In a final effort to get Nightswan on his side, Thrawn offered to take Nightswan to his deduced construction site for the Imperial project so that they might investigate it together. Nightswan was intrigued to the point of nearly agreeing, but once again found his obligation to the people of Creekpath forcing him to decline; he knew that surrendering would mean that the people would continue to suffer despite Thrawn's promises.[3]
As he departed, Nightswan admitted that he knew his stand at the Creekpath mine would fail. Thrawn promised to order the soldiers to capture him alive, but Nightswan assured him that the soldiers would execute him anyway. Thrawn made one final attempt to save Nightswan's life by arresting him then and there, but Nightswan once more declined stating that he would hold to his ideals and protect his followers even if it led to his death.[3]
As Thrawn watched him go, Yularen approached him from behind, threatening to shoot him as a traitor to the Empire.[3]
Having overheard none of the conversation that had occurred between Thrawn and Nightswan, Yularen demanded to know why the two had met alone in the field to talk. Thrawn was honest, openly admitting his intentions to recruit Nightswan to the Chiss Ascendancy. Accepting Thrawn's answer, Yularen returned to the matter of Thrawn's unconventional light cruiser positioning, and Thrawn explained that he had positioned the cruisers as he had in hopes of deterring any attempts by the insurgents to steal them. With this, Yularen was satisfied and the two briefly discussed Pryce's mission.[3]
No longer seeing a reason to remain on Batonn, Thrawn returned to the Chimaera to prepare for the remainder of the conflict.[3]
The battle of BatonnEdit
Once aboard the Chimaera, Thrawn stood at the bridge's forward viewport gazing down at the planet below, lost in thought. As time wore on and Pryce and Gudry failed to check in, Thrawn commanded Yularen to dispatch a special-duty squad to search Pryce's parents' house for Pryce, Gudry, or clues to find them.[3]

The ground battle accounted for and suspecting that the space portion of the battle would begin at any moment, Thrawn ordered Faro to prepare the Chimaera for combat. Even as he did so, ten midsized ships emerged from hyperspace and moved at attack speed towards the Shyrack, followed shortly after by two more groups of eleven ships also targeting the cruisers. As the ships closed in on the cruisers, Thrawn calmly commanded the ground troops to send harassment fire in the direction of Creekpath.[3]
As the ships reached the cruisers, however, they passed them by without firing, heading in the direction of the Chimaera. Thrawn remained placid in the face of the imminent attack, ordering the cruisers to free themselves from the repair barges so that the repair barges could release their stowed squadrons of TIE fighters. Using a combination of the TIE fighters attacking from behind and the Chimaera's 'turbolasers, Thrawn easily neutralized the threat of the midsized insurgent ships.[3]
Thrawn watched from the Chimaera's bridge as the explosion set off by Pryce in an attempt to cover up Gudry's death destroyed the Creekpath facility and consumed the civilian houses in the vicinity. Thrawn was disgusted and unnerved by the loss of civilian life, but strode to hide it, attempting to keep up a calm facade as he commanded the ground troops to enter Creekpath to act as a search and rescue team.[3]
When Faro reminded Thrawn that a few midsized insurgent ships remained, he decided to let those that chose to flee go unharmed. Those that stayed to fight, he destroyed.[3]
Aftermath of BatonnEdit
Dealing with PryceEdit
In the wake of the massacre at Creekpath, Thrawn held a meeting with Yularen, Pryce, and Vanto to discuss the events that had transpired. Thrawn and Yularen interrogated Pryce, asking her to explain the events leading up to the explosion. Pressing further, Thrawn asked Yularen to confirm Nightswan's death in the explosion. Yularen confirmed, and Thrawn silently reflected that the galaxy was worse off because of his death. Shifting the conversation, Pryce informed Thrawn that Emperor Palpatine was pleased with what had occurred at Batonn and, as if on cue, Faro signaled on the intercom that Palpatine requested his presence on Coruscant. The meeting over, Thrawn requested a word with Pryce once Vanto and Yularen had departed from the room.[3]

Quick to protect herself from the repercussions of her actions on Batonn, Pryce proposed a deal to Thrawn. In return for him dropping his Batonn suspicions and helping her with Phoenix Squadron on Lothal, she would guarantee him Fleet Admiral Sartan's job as the commander of the Seventh Fleet. Additionally, she promised to help him navigate politics, something that she considered to be his major weakness. Tempted by her offer, Thrawn agreed to consider it and allowed Pryce to depart the board room.[3]
Promotion to Grand AdmiralEdit
Arriving on Coruscant, Thrawn made his way once more to the Emperor's throne room. In the throne room, Palpatine presented Thrawn with a new uniform, a white one with gold shoulder bars and a silver collar insignia along with a rank insignia plaque indicating his promotion to Grand Admiral. Before he would take the promotion from the Emperor himself, however, Thrawn demanded to know about the Death Star. Thrawn explained that his concerns with the Death Star were twofold; he feared that Palpatine might use it against the Chiss and he believed that Palpatine was diverting too many resources that would be better served elsewhere into a single military project. Palpatine assured Thrawn that he had no plans to use the Death Star on the Chiss, mentioning that he had noticed that Thrawn had left the locations of Chiss worlds and bases off his maps of the Unknown Regions. Additionally, he expressed complete confidence in the Death Star's ability to suppress all opposition, making it worth the cost. This said, Palpatine offered the Grand Admiral's rank plaque again and this time, Thrawn accepted.[3]

As Thrawn accepted his rank insignia plaque, Darth Vader entered the throne room. Thrawn greeted him and exchanged formalities, oblivious to the fact that this was the same man that he had once fought beside in the Thrugii asteroid belt.[3]
Moving Forward Edit
As he prepared to begin the campaign against the rebels of Phoenix Squadron, Thrawn decided it was finally time for he and Vanto to part ways. Pleased with the progress Vanto had made in the areas of tactics, leadership, and strategy, Thrawn believed that Vanto would be a perfect candidate for the Chiss Ascendancy's army. Gifting Vanto his journal, Thrawn directed Vanto to a set of coordinates in the Unknown Regions. These coordinates would bring Vanto to Admiral Ar'alani and the Chiss Defense Fleet, carrying with him greetings from Thrawn.[3]

Freshly promoted and having given Vanto the job he believed that Vanto deserved, Thrawn set off to combat Phoenix Squadron and the rebel cells of Lothal.

Powers/Abilities:

Due to being a Chiss Thrawn has the physiology of one, therefore he has above average night vision, a bit better eyesight than humans, his visible spectrum edging a bit into the infrared spectrum, and a keener sense of hearing than humans.

Skills:

Thrawn was a seasoned military commander and accomplished tactician who was known to be thorough and respected by his subordinates. Thrawn was also great at reading a person by their body language, mannerisms, as well as voice. Thrawn wielded a blaster pistol and on some occasions, he stunned the rebel fighter Ezra, who had disguised himself as a scout trooper, and tried to execute Bendu with it before Bendu disappeared. Thrawn also had considerable skill with hand-to-hand combat, often practicing with a pair of Sentry droids. Thrawn used his combat skills to survive at least one assassination attempt by Agent Kallus, who had reprogrammed his sentry droids.

Thrawn was physically fit and agile. He was adept at unarmed combat and was familiar with the limitations of Imperial Academy martial art. Thrawn managed to defeat Agent Kallus in unarmed combat. As a Grand Admiral, Thrawn was familiar with the various rebel tactics including the Danaan formation. To prevent the rebels from escaping, he reinforced the center of the Seventh Fleet with Admiral Konstantine's interdictor cruiser. While this tactic prevented the rebels from escaping, it came undone when Konstantine ignored Thrawn's orders and decided to engage the Commander Sato's flagship.

Weapons/Equipment:

MerrSonn Power5 Heavy Blaster Pistol

Theme Song: If the character doesn't have a dedicated song, simply use the theme song from the work.

Universe From:

Star Wars Canon

Other:

N/A

Your characters are only accepted if I say so. A like from me means accepted, to avoid clutter.
 
Takashi Kyoto
(Sorry it took a bit)

Appearance:
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"Ya think I can jump that super ultra death move if I get enough speed?"
"Oi ya shit eating bastard no one disses my ATs and lives!"

Appearance: Takashi can be found wearing what she considers "cool" while others would just call it tacky. From leather jackets with her emblem on them to sleeveless hoodies. Her pants are normally black jogging pants or shorts. She seems to have a bit of muscle and stands at 5'4. Her arms are covered in scraps and scars from a pervious fight she had gotten in. Another scar can be found just under her left eye.

Name: Takashi Kyoto

Nickname/Alias: Taka / Blue Star

Age: 19

Race: Human

Personality: Takashi loves nothing more than feeling a rush be it from riding or fighting she just wants to feel her blood pumping. Often seeming less like the leader of a team and more of an AT fangirl she can often rush things when making decisions which can end up biting her in the butt. If she sees a team she thinks would be fun to challenge it’d take a bit to convince her otherwise. Takashi will do almost anything for a chance to go as fast as she can on her ATs she admires those that love to ride as well. She’s the type who treats AT riding as a lifestyle rather than a simple hobby or even sport. Meaning when betting in a Parts War she means what she bets and won’t just back down either. While appearing bright and cheery when she gets serious or feels the need to she will revert back to her old delinquent ways.


Bio: Once one of the top delinquents in her school Takashi at first only got into fights to shut up anybody that made fun of her for having a boy’s name. But as she got into fights she found she actually enjoyed fighting so she began to fight for no other reason than to simply fight. She quickly became infamous among the students everyone scared to approach her she found herself alone. After she got out of highschool she decided to put her delinquent lifestyle behind her and find something better to do that’s when she saw some kids riding around on ATs. She figured it’d be a fun past time so she bought some while looking up how to ride them properly she saw videos of people doing what she could only describe as flying. They jumped so high rode so fast it was so amazing to her she decided to get her ATs hacked so she too could go faster. She first went down a road near her old school going down it as fast as she could she was almost hit by a car. Most would turn away after a near death experience like that but it only served to fuel Takashi’s drive to become a better rider. She wanted to this time share this joy with others thus she created the Shooting Stars. A group of riders with a love for speed and the rush for fights. While it took a while she eventually found six members each one becoming her best friend. Together they rose to the top becoming the greatest AT group in all of Japan even taking on another team to become the best in the world.


When it was all said and done the group continued to hang out and have fun. Though with no other teams to challenge them they began to get bored. The one who felt this the most was none other than the leader herself Takashi. Every night she wished on the very same stars she named her team after. Wishing for a chance to battle and have an amazing adventure.


Universe From: Air Gear

Items/Equipments: Regalia/Star Blazers-Unlike other ATs Takashi’s don’t have a limiter on them that keeps the wheels from gaining more and more momentum. Thus she can make them spin so fast they generate heat a built in system in them also causes them to give off bright lights if she wishes.

A bag full of her team’s emblem

Emblem:
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Powers/Abilities: Dash Break-Takashi takes off suddenly to surprise her opponents

Shooting Star-A kick Takashi performs right after her Dash Break

Doubles-By moving so fast Takashi creates a double in order to confuse opponents

Blazing Star-Takashi generate heat with her ATs then kicks sending a wave of fire

Wishing Star-Takashi’s ATs give off a bright light blinding those looking

Celestial Mode-By overcharging her ATs Takashi gains more speed and can generate more heat and light

Comet Strike-By using heat to create mirages and bending light around her Takashi creates multiple “clones” of herself all attacking at once. While it might seem one is being attacked from all around really an invisible Takashi is simply attacking by hiding behind other fakes


Theme Song:

Other: Takashi has a habit of cussing when she's in delinquent mode.
 
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Suspenders Oliver Servility
((Haha sorry, it took me some time to draw him))
Suspenders_2.png

'You thought you could cut me out, but who’s laughing now?'​

Basic

Name:
Suspenders Oliver Servility

Other Names:
Spendy, Rogue, Double Barrel, Muscle of the Demon Couple

Gender: Male

Race: Demon

Appearance: Suspenders is 5’9”, with a fairly fit build but young appearance. He has somewhat messy and wavy light green-blue hair that reaches his chin, as well as a part of his eyebrow that won’t grow back. What’s most striking is his stark skin tone of red, and the two bull horns sticking out of his head. His eye has two rings of color, the iris being a magenta purple with the inner circle being a light hot pink shade. He has slit pupils as well. Suspenders have several earrings on his elongated and pointed elf-like ears. He has two fangs that stick out of his mouth despite being shut. If he so chooses to summons his wings and tail, they appear translucent and hot pink. He wears a white dress shirt with a red bow tie, two golden cufflinks, dark red and grey slacks with his signature suspenders, and dark tap dance shoes. He has scars covering his torso, safely covered by his clothes.

Personality:
Suspenders is a snarky punk whose bad habits and childish behavior often grinding his partner’s gears. Despite this, there is an air of a sophisticated jerk; but he's considerably less snobby than other demons. He's much more relaxed and carefree than other of his species and doesn't mind a little rule breaking. But he has a limit, and if you cross a line, he’s either going to take action or sell you out. Suspender is that guy who's willing to give up someone for a satchel of silver and aspires to be a better con man. Surprisingly, if he decides to, he can be polite, well-mannered, and a gentleman.
But he’s no exception to demonkind, Suspender also believes in an almost dictatorial control of the Earth led by Hell. Having somewhat of a bias against humans and angels, he believes that their worlds are chaotic places only meant to be controlled. Freedom brings the unruly anarchy of the world and an iron fist will solve this problem. There are no ifs or buts about it. His only purpose in life is to help demons conquer the Earth, and he’s ready to do his job. He’s incredibly subservient to people determined higher in the social hierarchy and gives only the highest respect.
He’s overly emotional and can easily get into panicked episodes. But he's more compassionate than his partner and can be seen as a paternal figure. He worries and takes care of people he trusts, and often greets people with a smile. Suspender does take responsibility for certain things, working hard and helping out if he chooses. He can be cheerful, mischievous and obnoxious when he's with friends. Suspenders makes really bad jokes and loves to laugh at himself.
Indepth

History:
Suspenders was raised in the era of black and white cartoons, swinging jazz, where kids could drink and smoke, etc in the fiery pits of hell. He was born in a more remote part, sort of like the country, away from the metropolis. His parents were the distributors of humans who weren’t sinful enough to become demons, selling them to demon buyers as servants, decoration, etc. He was raised torturing the damned, making sure the humans sent to Hell didn’t step out of line and guarding the family’s business’s ‘products’. He earned a small amount of money and stayed mostly at home, the demons living around them all too old to hang around with.

Well until he was age 10 and sent off to the required schooling in the militaristic academy of his sector. Due to the small amount of young demons present in the population, the school system was intense and merciless. Suspender’s fingers would get blisters from the amount he had to write. The students were also trained from young ages to fight in the military (handling and summoning their respective weapons, hand-to-hand combat, Demonic Magical Arts, etc.). Even though his academics were only average by Earth standards (by Hell standards he was near failing), as a fighter, he showed merit. Suspenders could often beat and humiliate his opponents without losing composure usually, a trait highly favored by the faculty. As such, he was put through more advanced courses where he met Belt, his future fiancé. The two became best friends despite different backgrounds, becoming extremely close and comfortable with each other. Eventually on graduation, were chosen as a team for their respective talents to become agents on Earth.

Despite it taking much effort to send them, the pair passed Hell’s Gate onto Earth. The trip almost cracked his skull open, causing a scar across his eyebrow but he managed to survive. Suspenders and Belt slowly rose through the ranks as they spent decades on Earth in different positions. Corrupting governments, influencing wars, participating in organized crime, defeating angels, amongst other things made them notable figures in Hell. They soon gained tons of power in the social hierarchy of Hell, and had control of the Demons in their sector (Belt often making the plans while Suspender executed them). Despite the new power, fame, and money, Belt and Suspender remained true to each other and confessed their feelings. They dated for years, overcoming anything together like they had in school.

It was right at the time of the discovery of Hell’s Monkey, the human with the key to Hell’s Gate has discovered that Belt proposed to Suspenders. Believing that their lives would change once Hell ruled both Earth and Heaven, the demon wanted to ensure that they wouldn’t change too. With tears of joy, he accepted and the two became engaged happily. They took a long vacation together to celebrate and considered retiring once they married. If only the demons in charge of releasing Hell didn’t screw everything up. The two were immediately transferred into Daten City, where one of Hell’s Gates reside (the one about to be opened) to secure the area while some sort of insanity was happening afterward. Belt became the mayor of Daten, winning the 2012 election, in order to control the city’s affairs easier, and the two are planning out their marriage once this idiocy ends and they can retire.

Powers/Abilities:

Clothing Transformation - Suspenders isn't called suspenders for no reason, he can transform this clothing item into his weapon, usually a gun. This includes any type of suspenders but it only works on this one item (each suspender counts as one weapon). The state of the garment determines the quality, shape, and sometimes even the type of gun.

Weapon Combination - With two shotguns, he can combine them into a grenade launcher, but due to to the slow reload time and limited range, he isn't keen on it

Flight
- When he summons his wings, he is capable of flight through a small amount of demonic magic.

Ghost Manipulation - If his weapons hit a ghost, it will mutate into a much more stronger creature.

Shapeshifting - To a degree, he can change his appearance to look more human. Changing his hair color, style, skin color, eye color and other features to appear human. But he can't control it to appear like someone else. He is stuck to that one form.

Contracting - Suspenders can offer a contract to humans for their eternal soul, in exchange for something they want as well. While people can ask for impossible things, he can't grant wishes to get more wishes, become a god, or things like that. Usually, these deals have some sort of ironic outcome for the human. Once their soul has been sold, it's guaranteed that they're going to hell unless Suspenders gives their soul back.

Immortality - Suspenders can't age, being stuck in this form unless he manually ages himself appearance wise with magic. But other aspects to apply, he can get ill and injured without any regenerating capabilities. But because he's already bound to hell, if he is killed he “respawns” in hell. It takes a few weeks to return, and his body may change, as well as memories, but his clothing item will not. He can still feel pain like a normal person.


Weapons/Equipment:

Double pump-action shotguns: His usual weapon transformed from his clothing item unless he transforms it from a special source (unlikely). The two shotguns look customized, entirely black with gold accents but really that's how demon weapons are. The guns don't use gunpowder and seemingly has infinite bullets (still needs to be cocked). These bullets are made of spiritual demonic energy, thus affecting other spiritual beings (such as angels and other demons). But it still affects humans, but with lowered damage. The quality of the clothing affects the quality of the gun’s power, endurance, and other things.

Ghost Stone
- These stones, if used right, can effectively make fake ghosts (although much weaker compared to real ghosts). They absorb the evil in people to create these phantoms, and if given a lot, can mass produce an army. They are easily breakable and can't summon anything without the right equipment. Although, they are also tracking devices to find sinful areas for the demons to exploit.

Hell’s Unlimited Gold Card
- His credit card using hell currency: Havocs (Dark purple coins with a H and horns embezzled on it with black shines). His paycheck gives him havocs, where one is able to afford luxuries of Hell. Works like a normal credit card, but more durable. Only works in Hell, and not on Earth. But havocs can be exchanged for any type of Earth currency and are of more worth in Hell.
Extra

Theme Song:

Universe From: Panty Stocking and Garterbelt

Other:
  • Loves dairy products but hates vegetables
  • He is engaged to the new mayor of a city as well as their teammate and guard
  • Enjoys traveling with his fiancé
  • His fiancé is a master magic user while he isn’t
  • He is bisexual
  • He has a pet, a species known as zipper pets. They are a plush looking creature with zippers and are very useful for both angels and demons. His is named, "Satin” and is a Phoenix.
  • Due to the nature of the show, I'm toning it down with a fan character, with some details being headcanons I have


Your characters are only accepted if I say so. A like from me means accepted, to avoid clutter.
 
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'Panty Stocking and Garterbelt'? Is that a hentai anime or something?
 
Commander Spatial Vortex
PRb0AVG.jpg

'The best diplomats are the ones who carry the biggest guns.'

Name: Commander Spatial Vortex

Other Names: The Commander, Commander Vortex, Vortex, Tex

Gender: Male

Race: Commander

Appearance: Commander Vortex is a massive bipedal war machine. He stands at a height of fifteen metres and has an incredibly bulky frame. He uses an SPZ58624 chassis which is painted cobalt and Dodger blue, with his emblem painted on top of his 'head'. His left arm contains a fabricator, which can be used to build and repair structures an extreme speed, while his right arm houses his Uber Cannon, a weapon that can fire powerful energy projectiles, but needs to be recharged after every shot. His cannon arm also contains an autocannon which has a decent rate of fire but low damage. The central optic in the middle of his torso can be used as a headlight in dark environments. His upper body can swivel a full three-sixty degrees.

Personality: Antisocial, cynical, and jaded are the words that can most accurately describe Commander Vortex. He has become increasingly jaded due to knowing about current world events, and is also quite snarky and bitter. While incredibly apathetic, he still has enough morals to know right from wrong, and has a secret desire to be a hero. Has quite a love of violence and has an obsession with military tech, always looking to claim more 'shinies' for himself. A lover of dark humour, he tends to be socially awkward at times.

History: Commander Vortex was more or less a regular teen until he bought and installed his copy of Planetary Annihilation. A bored ROB decided it would be hilarious to rip him from his reality (aka real life) and stick his consciousness into a Commander body. Now, with no way to get home, he is forced to cooperate with characters he once though fictional and battle his way through the multiverse to get the relics.

Powers/Abilities:
  • Progenitor Tech Bullshit: Commanders are built with Progenitor tech, which includes super durable alloys that can shrug off nukes, ridiculously fast construction, and incredibly accurate sensors.
  • Adaptation With Extreme Prejudice: Vortex can assimilate technology into his own databases, upgrade them, and reproduce them.
  • Reverse Engineering For Fun and Profit: Like above, Vortex is able to quickly reverse engineer stolen recovered tech.
  • Escalation is the Name of the Game: Like other commanders, Vortex's constructs tend to get more and more powerful as he acquires more tech.
  • Combined Consciousness: As an artificial intelligence construct, Vortex can control and command each of his units individually. His artificial nature also allows him to easily tap into computer networks and take over.
  • Tactical Superiority: While most of the tactical knowledge Vortex has is from playing various games, he has researched actual military tactics before, and his supercomputer brain can help refine and carefully coordinate them.
  • Metaknowledge: As someone from our reality, Vortex has the knowledge of certain universes, though it is limited to only the ones he knows of.

Weapons/Equipment:
  • Fabricator: A device mounted to Vortex's Commander body that sprays a constant stream of nanites that construct structures at a rapid rate.
  • Uber Cannon: A cannon that can fire a large beam of energy, though it takes a while to recharge. It can also fire less damaging projectiles at a slow but constant rate.
  • His Army: Vortex can build vast armies in minutes, and can control each unit individually.
Theme Song:


Universe From:

planetary_annihilation.png

Alternate Reality (Personality)

Other: I'll say it: Commander Vortex is me. Well, a more heroic and friendlier version of me. Kind of a self-insert kind of thing. I was inspired by works with similar concepts such as Escalation is the Name of the Game and When in Doubt, Blame the Eldar.
 
Ah, yes. Only Japan could come up with a series as weird as that.
 
Belt Dominion
((After some debate I decided to put in belt too))
Belt.jpg

'I wouldn't get angry for stupid shit, if you didn't do stupid shit.'
Basic
Name: Belt Dominion

Other Names: Boo (Only Suspenders calls him this), The Necromancer, Boss of Daten, Brains of the Demon Couple

Gender: Male

Race: Demon

Appearance: Belt is 5'4", with a much more thin build and has an effeminate look to him. He has long dark neat purple hair braided and tied with a white flower hair tie given to him by his fiancé. His skin is a bright blue, but his hands and left eye are tainted from demonic magic, causing discoloration and light blue 'cracks'. He has three horns, a large one in the center and two on the side of it. He has elongated ears, dark berry pink eyes with a mute purple inner ring with slit pupils. His other eye is covered by an eye patch, due to him being blind in that eye. His nails are a bright blue and sharpened like claws, with golden rings on his left ring finger and right pointer finger. His wings and tail are the same as suspenders, hot pink and translucent. He wears a dark blue blazer with red accents and gold buttons, a white dress shirt, red tie with silver tie clip, golden cufflinks, dark grey slacks, black loafers, and of course his signature white belt,

Personality:
Belt can be considered the opposite of Suspenders: smart, calm and sophisticated. He's straight-forward with what he has to say, direct and gets to the point. But he is as sassy and domineering as Suspenders, despite his honest attitude. He's a stereotypical demon of Daten; snobby, rich, and obsessed with order. Belt is a very stubborn man, and largely believes his way is the right way. Due to this, he can go outside of the rules or use loopholes if he doesn't agree with his orders or rules. He'll rub it in his superiors face too, feigning ignorance or blackmailing them. His sweet feminine face is a facade, as he can easily kill someone without any doubt. Many of his coworkers and classmates saw him as cold-hearted and morbid.
He's analytical and gets the job done no matter what. But, he can work with other species easily and become welcoming if it's required by one of his plans. He is more accepting of angels compared to his partner. Belt is an odd case of a control freak, he's okay with random things happening as long as he knows how it's gonna end. He's annoyed if he has to make a change in his detailed strategies, but allows it for necessity. He's more rebellious of superiority, knowing he'll be higher than them in the social hierarchy soon. When it comes to his personal life, he's an incredibly affectionate man to Suspenders and generous with gifts and outings. He loves to spoil his lover and is overprotective of him despite their work relationship. He only really helps out people if Suspenders asks him, or if he finds that he can benefit as well. Belt is a quiet, down to earth, and calm individual with friends.
In-Depth
History:
Belt was born when organized crime started to rise, and the mob started to form. He was the eldest son, having two other siblings. His family were noble demons, wealthy and powerful in society. He was raised to become better than other first sons of noble families, and was under constant pressure as a child. He had about two hours of personal time every day if he was lucky. School, extra curricular activities, tutor, sports, studying, homework, and the lack of attention from his family drove Belt to become uncaring and cruel to people, disregarding friendships and loved ones as a defense mechanism to self hatred. He was considered an average demonic student school (a model student on Earth), but he was the most miserable at this point. Belt hated everyone for forcing him to do so many thing he didn't want to do, but hated himself the most for letting this happen. The only solace seemed to be the magical arts, the only subject he really enjoyed to its fullest.
That was until he was moved to his father's villa in another sector to compensate rumors that his family was agains the trade of humans. He was enrolled into an academy far less challenging, thus causing him to be the best in his class. He met Suspenders in the advanced courses, and despite the other's lack of academic merit, the two became friends. Belt slowly came out of his shell as they spent time together, and emotionally confided in Suspenders, who assured him of his self worth and boosted his confidence. Suspenders was the one who encouraged him to embrace magic instead of following his father. The pair were sent Earth together as a team due to their chemistry and ability to work together flawlessly.
His father forebade him to go to Earth, wanting him to stay and become the heir to his company. Unable to take it anymore, Belt cut off all ties to his family and accepted the job. He kept communication with his siblings and mother but not his father. The trip gave serve whip lash, but the worst went to Suspenders. He made his own identity as the leader of the pair, known for his cunning and ruthless nature in his years involved with the drug trade. As they became more and more famous in the underground and in Hell, Belt became more and more content and happy with his life. He became his own person, doing what he wants. He slowly fell in with the mob and the underground, becoming a crime lord at one point. The became demonic lieutenants, and he picked up a hobby of playing chess and go to reflect on his strategic skills. Due to their emotional closeness, Belt fell in love with Suspenders but kept quiet until they both confessed at the same time. They dated for years, getting even closer together and became inseparable. But as the years went on, the dark magic he used took its toll and took away his left eye. His hands darkened and flowed with magic, and it'll spread as he keeps using it without getting human souls. He quickly fixed this at the request of Suspenders, using his crime connections to contract stupid humans.
Around the time that Hell's Monkey was discovered that Belt decided to propose to Suspenders. Knowing that the rapture would be soon, he wanted to ensure their future together, not wanting to lose Suspenders. They became engaged, and Belt planned to retire with his love once they got married. He was waiting for the release of Hell, and planned the wedding accordingly. That was until, someone fucked up and the gate was sealed. Again. Belt was almost driven to insatiable anger, but decided to bite his tongue as the pair was transferred to Daten (the place of the hell's gate). Becoming a late candidate in the mayor electoral race, he won over the public and gave his fiancé a comfortable and stylish home. He also bought out or killed many of the crime gangs, mobs, organizations, etc. to keep a hold on the city as a whole. Belt out their wedding in hold until this insanity sees its end.

Powers/Abilities:

Clothing Transformation - Belt can transform his namesake to a specific weapon, a whip. This includes any type of belt, but only works with this garment. The type and state of the garment influences the weapon.

Flight - He can fly if he summons his wings with some demonic magic

Ghost Manipulation - Of his weapon hits a Ghost, it will mutate to a stronger form. Ghosts will also obey his every command.

Contracting - Belt can offer a contract to humans for their eternal soul, in exchange for something they want as well. While people can ask for impossible things, he can't grant wishes to get more wishes, become a god, or things like that. Usually, these deals have some sort of ironic outcome for the human. Once their soul has been sold, it's guaranteed that they're going to hell unless Belt gives their soul back.

Shapeshifting - To a degree, he change to a more human form to fit in on Earth. But he can only change to a specific form, and can't become someone else. He transforms to a dark skinned man, with dark hair and green eyes.

Immortality - Belt can't age, being stuck in this form unless he manually ages himself appearance wise with magic. But other aspects to apply, he can get ill and injured without any regenerating capabilities. But because he's already bound to hell, if he is killed he “respawns” in hell. It takes a few weeks to return, and his body may change, as well as memories, but his clothing item will not. He can still feel pain like a normal person.

Dark Magic - Belt can raise the spirits of the dead, creating ghosts faster. He can also, keep a person alive despite passing away with magic. He can use corpses as puppets, but he has to be in a radius of 20 feet for his magic to be enacted. He can use dark energy in magical attacks or bindings. This magic uses souls, thus requiring him to use human souls or his own being. This taints him, taking away one of his eyes.

Weapons/Equipment:
Barbed Whip - His usual transformed weapon is a whip with multiple tails, all having sharp prongs. The whip is black with golden accents, looking customized but these are ordinary demonic weapons. It can affect spiritual beings, such as demons and angels as well as humans. The quality of the garment affects the length, sharpness, quality, and strength of the whip.
Hell's Cell - A cellphone like device with the capability to track demons. Belt uses this to keep eye on his demon agents and what they're doing. It also can be used to contact denizens of Hell, as well as order Hell goods. Otherwise it's a regular phone, looking similar to a smart phone. Only found in Hell.
Dark Magic Tomes - Little pieces of paper with spells, like a ticket to use magic for free. It can summon the spell written on it for no consequence. Can only use weak spells.

Extra
Theme Song:

Universe From: Panty Stocking with Garterbelt

Other:
  • He's a drinker, preferring more luxurious drinks
  • He enjoys fashion, often wearing brand names and collecting high fashion belts.
  • He loves sashimi
  • Mayor of Daren City
  • He is the co-owner of Satin
  • He is blind in one eye
  • His skin is blue due to a genetic mutation of demons
  • He can speak Portuguese and Spanish


Your characters are only accepted if I say so. A like from me means accepted, to avoid clutter.
 
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'I'll become a doctor that will beable to cure anything '​

Name: Tony Tony Chopper

Other Names: Chopper or Tony. People normally call him chopper
Gender: Male

Race: Blue Nose Reindeer

Appearance: Chopper wears a blue cap that has a ring of dots around the circle, while the cap has buckles hanging from it. He wears this over his old pink hat. He also wears a white and yellow vertical-striped tank top, which he takes off when he transforms into Heavy Point, and an orange pair of shorts. Aside from being slightly slimmer and having his fur changing from dark brown into a light brown color. His normal current from is also 90 cm in height

Personality: Very gullible, but dedicates to becoming a great doctor one day. Three years ago, he use to hate who was and had little confidence in his self. Now he doesn't care about being called a monster. If being a monster is was it takes to protect his crew, then he didn't mind. Chopper is easily impressed by things such as beams, robots, ninjas..anything he finds cool. He's very helpful and gentle, can get rowdy. Something's he can get a little spook and be rather timid. Chopper also sucks at hiding his feelings

History:
Tony Tony Chopper, also known as "Cotton Candy Lover" Chopper, is the doctor of the Straw Hat Pirates.

Chopper is a reindeer that ate the Hito Hito no Mi which is a devil fruit that allows its user to transform into a human hybrid and a full human at will. He came from Drum Island where he learned how to be a doctor, which also makes him the only member of the Straw Hat Pirates who was born on the Grand Line.

He is the sixth member of the crew and the fifth to join Luffy, as well as being the youngest member on board. He has a bounty of 100 due to being mistaken for the crew's pet.

Powers/Abilities: he's able to transform several times. His current from his brain point from. Since he's a doctor, chopper is experienced in the medical field
Heavy Point
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Walk Point
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Gaurd Point
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Kung fu point
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Horn Point
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Monster Point
another_monster_point_chopper_by_lady_miss_wednesday-d653h7g.jpg

Weapons/Equipment: a bag with medical supplies

Theme Song
:

Universe From: One peice
Other:
  • Chopper has his own jolly roger, as the other members of the crew do, which is a regular Jolly Roger surrounded by cherry blossom petals that also look like deer hooves. It was the one used by his adoptive father Hiluluk and eventually the Sakura Kingdom as well, which makes him the only Straw Hat whose personal Jolly Roger was first used by someone else. This one is commonly used in merchandise purposes such as key chains.
    • Chopper hides a drawn picture of Dr. Hiluluk's pirate flag under his hat.
    • Chopper has a second post-timeskip jolly roger. The skull in this version resembles his hybrid form's head, wearing his modified hat, but without the antlers. The jolly roger has normal crossbones, with sakura petals flowing across the flag similar to Hiluluk's.
  • When creating Chopper, Oda stated that he wanted a mascot who is both cute and fearless.
  • Chopper is the first Devil Fruit user to be recruited into the crew, other than Luffy himself.
  • A fan noticed in the panel where Chopper meets Holy that Chopper's antlers were connected to his hat rather than his head. Wondering how this is possible, the fan sent a letter to Oda asking about it. Having received several letters like it, Oda replied to the fan and the others asking the same question, that they should not take the scene too literally. It is simply Chopper expressing shock similar to how other characters express shock with their eyes popping out. Chopper would later react this way again during the fight against Monet.[9][10][11]
  • Chopper's is one of the few characters in One Piece whose design origins has a clear link, namely to the character Rudolph the Red-Nosed Reindeer as Chopper not only is a reindeer, but one with an unusually colored nose. Chopper's birthday, Christmas Eve, further leads to this conclusion. A song entitled "Chopper the Blue-nosed Reindeer" has also been produced for the character and was sung by the Japanese voice acting cast at the Weekly Shonen Jump magazines annual event, the Jump Festa 2007, and once again during the 2008 festa. In the beginning of the Drum Island arc, when a character was describing how Dr. Kureha would come down from the top of the mountain, a silhouette of Chopper in his original reindeer form was pulling her down on a sled in the sky, greatly resembling that of Santa Claus, plus Dr. Hililuk would sometimes enter peoples houses from the chimney.
  • Throughout the series, Chopper has often questioned or has been questioned as to what he is (man, reindeer, tanuki, gorilla, etc). In Chapter 595, Chopper finally starts accepting he is possibly a "monster". This is normally a metaphorical question that is usually a self-observation based on a person's moralities, choices, and actions, and if there is any doubt left in their mind that what they are doing is what a "normal" human being would do. In science fiction, not accepting they are a monster is often seen a sign of ignorance, while acceptance leads to justification of their actions. In either case, the person becomes distant to those around them.
  • All of Chopper's three original Zoan forms have a unique stepping sound.
  • In Japanese fan polls, Chopper has so far consistently been voted the fourth most popular character in One Piece, making him the most popular animal in the series. In the 5th poll, he ranked seventh. Chopper Man, his superhero alter-ego, was voted the 83rd most popular character in the fourth poll.
  • Oda said that the message he wanted to illustrate in regards to Chopper's family situation is that a person who is not blood-related to another person can still be considered as a member of one's family.
  • Chopper's Monster Point form strongly resembles the Wendigo, a man-eating monster from Algonquin folklore. Depending on the portrayal, they are towering creatures covered in hair with a large mouth and antlers, that always appear gaunt and emaciated no matter how much they gorge themselves. They are strongly associated with winter and coldness, and even their heart is made of ice in some cases.
  • A minor running gag is that when Chopper is mistaken as the Straw Hat's pet, he is not taken seriously as an actual crew member. Not only did this get him the lowest bounty out of all the Straw Hats, but also during the Alabasta Arc, Crocodile excluded him from Baroque Works' hit list (besides Sanji who was not seen) believing that Chopper was not worth going after.
  • Another running gag in the series is that when in a cold climate, someone in the crew always asks Chopper to take his fur off to be used as a coat. Chopper always falls for it before he exclaims that his fur cannot be removed.
  • Chopper is the only Zoan-type Devil Fruit user on the Straw Hat crew. Luffy, Robin, and Brook all consumed Paramecia-type fruits.
  • He is the first non-human Devil Fruit eater shown.
  • Actress Jamie Lee Curtis stated that her favorite One Piece Character is Chopper.
  • In One Piece: Pirate Warriors 3, Chopper is immune to being petrified by Boa Hancock's Mero Mero no Mi powers, which is a reference to his lack of interest or attraction to human females. His immunity is also somewhat ironic given Hancock's dislike for small animals, regardless of how cute it is. Chopper himself will even remark on the Mero Mero no Mi having no effect on him if he defeats Hancock in battle.
    • In fact Chopper, like Luffy, showed complete lack of interest in females for majority of the series. This long stand would be broken in Zou when Chopper fell head over heels in love with female mink Milky though she is only the exception because Milky is a reindeer.
  • When the characters are celebrating in a party, Chopper is always doing Yasugi Bushi, a traditional Japanese folk song and dance while putting two sticks in his nostrils and his mouth

SBS-Based Trivia
  • Chopper's favorite foods are cotton candy, chocolate and other sweet things.[12]
  • Chopper's least favorite food is anything spicy.[14]
  • Chopper's favorite dish to cook is mixed juice.
  • Chopper is described as being like the youngest son of a family.[15]
  • If One Piece were set in the real world, Chopper would be from Canada.[16]
  • When asked which flower Chopper resembles the most, Robin's voice actress replied he most resembles a tulip.[17]
  • According to Oda, Chopper has not gained a sexual interest in humans after the consumption of the Hito Hito no Mi, despite his other human traits.[18]
  • Chopper's blood type is X, the same as Nami's and Brook's.[19]
  • Chopper bathes once every three days.[20]
  • Other than naps, Chopper typically sleeps at 9:00 P.M. and wakes up at 7:00 A.M.[21]
  • Chopper would be an elementary school teacher if he were not a pirate. [22]
 
Yes. Seriously, I said it in the post right above.
 

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