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Fandom Gladius: A Multi-Fandom RP- Character Sign-Up

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Names: Hoshi Oudori
Nicknames/Aliases: Kamen Rider Break
Alignment: Chaotic Good
Fandom: Kamen Rider OC
Age: 18
Gender/Sexuality: Male, Straight
Species: Human Bioborg
Appearance: Safebooru - backwards hat baseball cap brown eyes brown hair denim jacket earrings hat headphones jewelry kohuseigetsu male original pin short hair side solo | 795044

Personality: Hoshi is a hard-working, straight laced young man. He's friendly, well liked by his classmates, and generous. For a while though, he was an absolute bundle of nerves, pulled every which way. He's since learned that it's okay to relax and take a breather sometimes, and all parts of his life have improved for it.

Backstory:
In the year of 1995, high school student Hoshi Oudori had a concrete dream: He was going to be a master chef. He was well on his way- he did a lot of the cooking at home, he passed all his high school cooking classes with flying colors, and he was already working part time at a high-end Italian restaurant downtown. Sure, it was as a waiter, but he had a foot in the door. But between helping his parents with three younger siblings, holding down a job, cooking classes, and school, the stress would be enough to get to anyone. His performance started to slip. Everyone was concerned, but nobody really seemed to understand what he was dealing with in pursuit of his dream. He just needed to get away from all the things weighing down on him for a while, they said. So one day a few years ago, he took a walk to the park, where he found a strange cassette in the gutter. Seeing some kids he knew from school next to a boombox dancing, he decided to return the tape to them. Seeing their classmate stressed, they invited him to take a break and watch them dance for a while. Not wanting to seem rude and having some spare time, he sat to watch their performance. He was... honestly shocked by how happy and free they looked. Deciding to give it a try, he took the tape he found and put it in the boombox. That was the first time he'd heard Freestyle music- and he found his body moving to it. He couldn't remember being this relaxed in years!

But he wasn't the only one drawn in by the music- after a year of secretly hanging out with this group, a strange monstrous being like some kind of humanoid ant announced that they were going to help with an experiment. Thankfully, Hoshi wasn't a pushover- he'd taken a few self-defense classes, and bought his friends time to escape. But his strength wasn't enough- the monster was inhumanly strong, and carried him away. He awoke later in some nightmare lab from a science fiction double feature, bound to a table. Whoever his captors were, there was an alien untying him. Not one to look a gift horse in the mouth, he grabbed his Freestyle tape and what he thought was his and Walkman from a nearby table, making a run for it alongside his rescuer. His benefactor, an alien defector, revealed that he had been taken to an underground lab and experimented on. The device he had stolen was actually something aliens used to analyze and defeat cultures by studying special recordings of their biology, culture, and technology- and with the right tapes, they could fight back against the invaders. But they didn't have time to recover the right tapes, as the ant monster from earlier once again attacked them. After being roughed up for a while and seeing no other option, Hoshi slammed the Freestyle tape in... and to his and the benefactor's astonishment, heard a rapid rewinding sound. Confused, Hoshi pressed Play.

"RIDE THE RHYTHM!"

Strange lights began floating in the air. As Hoshi reached up towards one, the music began surging. Upon contact with it, his arm was encased in a glowing green exoskeleton. The ant monster charged him, though Hoshi found he was energized by the music. Dodging and weaving to the rhythm, he made his way to all the lights, prompting the track to change from a warmup to something you could really dance to.

"FEELIN' THAT... FREESTYLE FLOW!"

As Kamen Rider Break, Hoshi fought the alien menace, slowly overcoming it with techniques that were part martial art, part dance. Over the course of his battles with the invaders, he laughed, cried, had family drama, started dating one of the breakdancing girls, had his secret hobby revealed to his family who came to accept the needed stress relief, and fought a looot of aliens. He came to realize their entire culture was based around corporate, social, and military standing, with little room for recreation or individuality. In fact, these things, so integral to the human spirit, were completely... well, alien concepts to them. His mission changed. He'd still defeat and fight the monsters- but he'd help them realize that there was another way to live. He'd help them find a rhythm that was theirs alone!

That was a couple months ago for him, before he brought forth understanding between man and alien. Now, he's in Gladius, popping, locking, and protecting whoever he can from the dangers of this new dimension.

Skills: Hoshi is training to be a master chef. In the meantime, though, he has a secret hobby- as the freshest breakdancer in the city! He's agile, he knows the Afro-Brazilian fighting style of Caporeira, and he's good with people. He's also pretty good at the whole motorcycling thing.

Powers/Abilities:
  • Super Strength- As a Showa Rider, he's a modified human. Even out of his suit, he has enough strength to bend iron bars.
  • Omniglot- Because music is a universal language, he's able to communicate with any sentient creature by dancing.
  • Perfect Timing- Between his aptitude for dance and the superhuman senses and reflexes granted to him by alien experimentation, Hoshi has a perfect sense of timing.

Weaknesses: Like other Riders, enough damage will force him out of his suit.

Gear:
  • Machine Breaker: Hoshi's motorcycle. It's a dark blue Honda sport bike.
  • Break Blaster: Hoshi's boombox. When he transforms, it becomes a tremendous sonic cannon.
  • Ride Player: a cassette player that sits on his hip, resembling a Sony Walkman. It lets him use Ride Cassettes to transform into Kamen Rider Break. By pressing various buttons on the side, he can use various abilities:
    • Play: "Ride the Rhythm! [Name]!"- By pressing the play button, Hoshi transforms, or accesses the power of another Ride Cassette.
    • Rewind: "C'MON, PLAY IT BACK!"- By rewinding the Ride Cassette, Hoshi resets his body to an earlier point in a fight, erasing damage. However, overuse of this causes him to grow weaker because he's not getting exercise.
    • Fast Forward: "UP TEMPO! HIGH TEMPO! MAX TEMPO!"- By fast forwarding the tape, Hoshi moves at varying speeds.
    • Volume Up: "LOUD AND PROUD!"- By increasing the volume, his attacks become louder and stronger.
    • Volume Down: "Quiet please!"- By decreasing the volume, his attacks become weaker, but he becomes much, much stealthier.
    • Previous Track: "Let's Groove! [name] Beat!"
    • Next Track: "GROOVE AND MOVE! [name] Finish!"
  • Ride Cassette: Freestyle Flow- An alien recording on cassette of human culture containing something Hoshi calls "The Beat of Justice." When played on the Rideplayer, Hoshi transforms into the iridescent green Kamen Rider Break. With a helmet resembling a jewel wasp with musical notes for eyes and antennae, a sturdy blue chest guard, gauntlet/wristband combos, biker gloves, and sensible shoes that look something like sneakers, he obviously takes design cues from both the Showa and Heisei era Riders. The backwards cap over his helmet is his own touch, though.
  • Ride Cassette: Para Para Power- An alien recording on cassette of human culture filled with the stankiest Eurobeat this side of a David Rogers album, the dance form of Para Para involves large groups, allowing Hoshi to add the power of those who participate in the dance to his own. Of course, they need to keep up with an expert breakdancer.
  • Ride Cassette: Turbo Techno- An alien recording on cassette of human culture containing information about our machines. While using this cassette, the Beat of Justice rouses even machines to dance along... as best they're able. Cars will drive and use their hydraulics, vending machines will sway back and forth while spewing soda cans, lamp posts will pop and lock alongside him, tanks will move their barrel in time with the song like it was a glowstick.
Quotes:
"Looks like I finally found my groove!"
"Let's party like it's 1995!"
"Grooving to the beat of justice- Kamen Rider Break!"
"Everyone's got their own beat, and you don't get to say they can't dance to it!"

Goals: He just wants to help people find their place in the world, do some good, and make good food.
Fears: Housecats
 
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"I don't 'try' and I never stop. You won't see me coming and you won't feel a thing." - Zsasz warns Gordon.



Name: Victor Zsasz

Fandom: Gotham

Alignment: Neutral Evil

Age: I don't know, possibly late-20's?

Gender/Sexuality: Male and heterosexual

Personality: Whilst a sociopath and cold-blooded killer, Zsasz demonstrates loyalty to both Falcone and Cobblepot in turn and seems very willing to be directed by a boss, as long as he is let off the leash at regular intervals. He appears to view his killing as a form of art, planning meticulously in many cases, always prepared with an escape route, and happy to confront multiple gunmen head-on. He demonstrates a substantial degree of discipline and professionalism when carrying out his tasks. His formidable combat skills and natural wits make him one of the deadliest and most feared killers in Gotham. He shows neither remorse nor empathy at any point. He also has a morbid sense of humor.

Backstory:
Working for Carmine Falcone
Victor Zsasz is sent by Carmine Falcone to the Gotham City Police Department to collect Jim Gordon. Two women in black leather accompany him. When Jim refuses to go, Zsasz demonstrates the power and fear he commands by ordering the police officers to leave. He then attempts to assassinate Gordon. However, after a pitched firefight, a wounded Jim escapes when Renee Montoyaand Crispus Allen arrive on the scene. Victor Zsasz then kills a female police officer that he had shot during the firefight, and marks it on his arm as his 28th kill. Later on, he is seen keeping an eye on Barbara Kean (who had attempted to negotiate with Falcone to drop his hit on Gordon) at the time when Jim Gordon and Harvey Bullock arrived to bring in Falcone, after picking up Mayor Aubrey James. Gordon and Bullock drop their plans in exchange for Falcone having Zsasz release Barbara.

Zsasz provides the pep talk that turns Don Falcone's thinking around when the mob boss is planning to give in to Fish Mooney's coercion. Zsasz is later seen discussing with Falcone about Fish Mooney's ploy, Liza who he then finds out was sent in by Mooney. Zsasz then accompanies Falcone when he kills Liza and overthrows Mooney's club.[2]

After Fish Mooney and Butch Gilzean return to the club, finding Oswald Cobblepot trying himself as the head of the club, Zsasz arrives under orders from Falcone and engages in a gunfight with Gilzean, where he shoots Butch in the leg after he kills one of Zsasz's henchwomen. Mooney and Butch try to block off the hit man but he follows them down into the basement, where Butch helps Fish escape out a window, but Zsasz catches Butch and discusses what to do to him, whether he should kill him or torture him.[3] With Penguin struggling to manage his new nightclub, Zsasz gives him Butch who is brainwashed by order of Falcone.[4]


Working for Penguin

After Falcone retires from the criminal life, Zsasz begins working for Oswald and helps him threaten Commissioner Gillian Loeb to reinstate Gordon at the G.C.P.D. and resign his position as commissioner.[5]

Zsasz is sent by Penguin to kill Mayoral candidate Randall Hobbs. He enters and says he was there to volunteer. He singlehandedly kills all five of Hobbs' security guards and then chases the candidate out of the building. The Strike Force arrives outside and tries to stop Zsasz. A gunfight ensues and they bring the candidate to safety. Zsasz gets shot and shoots a fire hydrant on his way down, allowing him to escape unseen.[6]

After Butch is freed from his conditioning by Theo Galavan and his sister Tabitha and betrays Oswald, Zsasz, and his crew, are sent to kill Butch who has set up his own gang and hanging out at a bar. The gang retreat and Gordon and Bullock are forced to hold the fort until reinforcements arrive. Zsasz retreats after a barrage from heavy machine gunfire.[7]

Zsasz was present at a meeting along with other members of the Cobblepot crime familywhen Oswald (now the mayor of Gotham City) stated that he wanted the leader of the new incarnation of the Red Hood Gang dead and his head on a stick for destroying a statue of his late mother. Zsasz later took part in a scheme with Oswald's chief in staff Edward Nygma to expose Butch (now working with Oswald again) as the culprit for instigating the attack. During a party celebration held by Oswald at a nightclub The Sirens, Zsasz and Nygma convince Butch that they want to break off from Cobblepot and try to convince him to execute him wearing the Red Hood mask. But when Butch is skeptical, Zsasz reveals his underlings have his former lover Tabitha Galavan hostage in the kitchens, which pressures Butch to commit the act. Wearing the red hood Butch shoots at Oswald when he is on stage, but it turns out the bullets are blanks. Zsasz sneaks up on Butch and shoots him down, and Nygma unmasks Butch, showing him it was all a setup and convincing Oswald Butch has turned on him. Tabitha manages to break free and attacks several goons and allows Butch to attack Nygma, however Oswald knocks Butch out who is subsequently arrested and taken away.[8]

Zsasz is called in by Mario Calvi who tells Zsasz to hold Gordon at gunpoint. After holding Jim prisoner for a couple minutes, Zsasz tells him that he is free to go, as he was only instructed to keep Jim occupied for a few minutes. Jim asks Zsasz for his weapon back, but Zsasz declines. Jim then knocks Zsasz out, retrieving his weapon and sets off after Mario.[9]

Zsasz later visits Jim Gordon after Mario Calvi's funeral where he has a message. When Gordon least suspects it, Zsasz will avenge Mario on Carmine Falcone's behalf. Before leaving, Zsasz tells Gordon "Nice shot on Mario. I never liked him." While trying to follow Dwight Pollard, Gordon and Bullock are ambushed by Zsasz and his henchwomen. While behind some garbage cans, Gordon tells Bullock that Falcone placed a hit on him. Gordon makes a run for it in order to draw Zsasz' firepower away from Bullock. Taking the fight to the kitchen, Gordon ends up in a shootout with Zsasz which resulted in both of his henchwomen getting shot. Gordon then fights with Zsasz and manages to subdue him. After recovering, Victor Zsasz raids Gordon's apartment at the time when Bullock was visiting. As Gordon, Bullock, and Zsasz have each other at gunpoint, Carmine Falcone shows up stating to Zsasz that the job is cancelled. Zsasz then takes his leave.

Penguin's licenses
In the aftermath of the Tetch Virus outbreak, Oswald Cobblepot and his crime family played a major role in restoring order to the city, though their methods were controversial to say the least. Cobblepot and his men dealt with criminals with violence and deadly force, but did manage to cut the crime rate in half. The next step in Penguin's plan was to create a system of unionized crime by issuing "licenses of misconduct" that allowed only chosen criminals to commit crimes in exchange for a portion of their profits. Anyone who committed a crime without a license was dealt with using deadly force. Cobblepot even went so far as to legitimize this new arrangement by making a deal with the city government. He referred to his new regime as the "Pax Penguina."

When Merton, Grady Harris, and their fellow gang members interrupt a wedding reception and demand cash and jewelry, they are stopped by Victor Zsasz. He tells them that they must be licensed by Penguin to commit crimes. After the gang refuses to back down, Zsasz shoots Merton's finger off, telling the rest to leave the loot behind. The bride and the groom then run to Zsasz to thank him, but their joy quickly vanishes, since Victor allows another gang operating under Penguin's licensing to rob the wedding guests.

After the crime license business is actually implemented, Zsasz is sent by Penguin to hunt down any criminal not abiding to this rule. In this position, Zsasz tracks down Tabitha Galavan and Selina Kyle and infiltrates their apartment. Despite holding guns, Zsasz claims that he has come in peace. He states that the two were hard to track down, and, looking over the run down apartment, asks Tabitha why she lives like that when she used to be richt. Tabitha reminds him that Penguin stole her club and Zsasz replies that Tabitha killed his mother, so they should just call it even. Tabitha asks Zsasz why he has come and Zsasz reminds Tabitha that every criminal in Gotham now needs a license from Penguin. Zsasz invites Tabitha to come to the opening of Penguin's new club the next evening. where she is supposed to "kiss the ring" and get her license. Zsasz then leaves the apartment after implying that Tabitha doesn't really have a choice. Once Zsasz is gone, Tabitha claims that the two need to find a new place immediately but Selina stops her and convinces her that it is in their interest to join Penguin. When Selina heads to the opening alone to swear loyalty to Penguin, Zsasz confronts her and asks her why she has come alone. To the surprise of both, Tabitha reveals herself and tells Zsasz that Selina has not come alone after all.

Together with Zsasz and other henchmen, Penguin stops a gang of thugs from deploying fear gas onto the guests. When Zsasz asks whether he wants the gang executed here or downstairs, Penguin then claims that he has an entirely different idea. Zsasz then watches as Penguin presents the captured gangsters to the guests downstairs. When suddenly the lights go out, the gangsters free themselves. Zsasz draws his gun and tries to shoot the gangsters but cannot do so, as darkness and the chaos prevent him from getting a clear shot without harming the guests. While Zsasz tries to aim, [[Tabitha Galavan|Tabitha|| knocks him out from behind and takes one of his guns. When Zsasz gets back up, he aims his gun at the nearest combatant who is revealed to be Alfred Pennyworth. While he aims his pistol into Alfred's face, Alfred in turn points his shotgun at Zsasz. Both men lower their weapons as the situation is defused.[11]

When Penguin visits Barbara Kean's weapons dealership, Zsasz accompanies him. Zsasz is overjoyed to see all the different guns and rifles and takes one of the rifles with him when they leave. Before they leave, Penguin threatens Barbara that he will send Zsasz to end her with her own merchandise should he hear even rumors about Barbara attempting to make moves to contest him.[12]

At the Iceberg Lounge, Penguin is informed by Zsasz that some thieves tried to robb one of Penguin's shipments. Penguin is outraged but Zsasz tells him that Zsasz men managed to scare them off before they could steal anything. Penguin tells Zsasz that the shipment is required for a black market auction he is holding for Gotham's elite this very night, so the items have to be safe. He orders Zsasz to bring him to the warehouse the items are located; he wants to make sure they are all accounted for. After the two have left the Iceberg Lounge, a woman breaks in and starts melting Edward Nygma out of the ice block. When Penguin and Zsasz return, they find Nygma gone and Penguin screams and rages. Penguin furiously orders Zsasz to find the culprits, kill them and have Nygma back at the Iceberg Lounge in time for the auction. Eventually, Zsasz returns and informs Penguin that there is no sign of Nygma anywhere in Gotham. He reveals that he believes that it was an inside job and Penguin orders him to kill whoever is responsible for hiring staff for the Iceberg Lounge as this person hired a traitor.

Eventually, the trail leads the two to Myrtle Jenkins. Although Nygma has already fled Jenkins' custody, Penguin and Zsasz turn up at her place and interrogate her. After learning that Nygma cannot even solve the simplest riddle, Penguin orders Zsasz to make an example of her and Zsasz executes Jenkins by shooting her in the head.[13]

After Penguin had arranged a dinner meeting with Sofia Falcone at the Iceberg Lounge, Zsasz arrived to inform him that Sofia will not come. Surprised, Penguin asked why but Zsasz claimed that he has no idea, as he was not really listening. He then sat down next to Oswald and started eating, claiming that the stuff would go to waste otherwise. Penguin was annoyed and ordered Zsasz to follow Falcone to find out where she is. Zsasz followed Sofia secretly and witnessed a dinner between mayor Burke and Falcone. He also found out that Falcone then headed to an abandoned hotel, which she apparently bought, and met with the zoning comissioner. Zsasz informed Penguin of this and he decided that Falcone must be killed. However, the two eventually learn that Sofia was merely building an orphanage.

At the end of season 4 chapter 1, Victor betrayed the Penguin and is now working for Sofia Falcone. After Sofia went into coma (due to the events happening in Season 4). Victor Zsasz and his partner Headhunter became temporary leaders of the Falcone crime family in the sake of keeping the organization alive.

Skills:
Enhanced agility
Advanced shooting skills
Expert at all of modern weaponry
Hand-to-hand combat
Acrobatics

Power/Abilities: No.

Weakness:
Although he doesn't have weakness in general. He can be shot causing him to be wounded or get killed.

Gear:
Dual desert eagle
Nokia 3380 phone

Companion:
latest

Names: Headhunter
Alignment: Chaotic Neutral
Relationship to character: Partnership
Skills, Abilities and gear:
• Expert Marksman
• Hand-to-Hand Combat
• Enhanced strength
• Two scoped pistols w/ attached laser
Weaknesses: He is a mortal human so he can be killed in many ways.
Further details: Victor and Headhunter are once rivals as they are both deadly and skilled assassins. Victor working for Carmine Falcone and Headhunter; an anti-Falcone hitman. After the fall of the two crime families, they work for Penguin until they shift their allegiance to Sofia Falcone and help Sofia building a resurging crime family that Victor once worked with. The reason why Headhunter joins Sofia Falcone despite being an anti-Falcone in the past because he stated that "the fault of the father cannot be inherited by the daughter" since they are different people with different ideals. Now with their boss under coma, they took over the leadership temporarily in order to keep the resurgent crime family alive.
 
"I chose to kill a man in cold blood, and it was the wrong choice, crossing that line. You'll pay for it over and over again, like I have been. Like I still am. And it will make you more like the evil you're trying to fight. You need to be better." - James Gordon to Bruce Wayne

Name: James W. Gordon

Nickname(s): Jim, Mister Detective, Detective Gordon

Alignment: Lawful Good

Age: Late 20's; almost at early 30's

Gender/Sexuality: Male and heterosexual

Fandom: Gotham

Appearance:




Personality: Jim is the opposite of his colleagues in Gotham City being one of the few citizens with a position of power, though non-corrupt. Jim has a strong moral compass to do what is right, this being the driving force behind several of his action such as sparing Oswald Cobblepot's life, promising Bruce Wayne to find his parent's murderer, and his dedication to rid Gotham of crime and corruption.

He also have a soft spot for children. He was the only cop that comfort Bruce Wayne after his parents death. Fiercely idealistic and tenacious, Jim possesses a desire for justice, to the point of utter naiveté. Being a police detective, Jim understands that some situations will require to get dirty at times, involving the occasional killing of suspects but he holds on to his idealism and belives that such action will not always be necessary and risks his own life to save criminals such as Penguin and the Balloonman.

Growing disgusted at how corrupted Gotham is, especially the GCPD, he began battling said corruption in more dubious manners such as working with Oswald Cobblepot and brutalising a suspect to get information on the Ogre. The few months he spent working within GCPD have also hardened his ideals, seasoning a once naive cop into a determined enforcer who now understands ideals, sometimes have to be forsaken for the sake of justice. When facing the injustice within the police and government systems, this tends brings out the darker aspect of personality more than anything. With battling corrupt GCPD such as Arnold Flass and Gillian Loeb, he acts more aggressive, somewhat unusual fitting the "Boy Scout" perspective people tend to think of Jim. Jim's ultimate shift in morality was when he killed Theo Galavan in cold blood.

His new jaded cynicism has caused friction between Jim and the new police captain, Nathaniel Barnes. Nathaniel's firm idealism was similar to what Jim was when he started at the GCPD and the darker actions that he committed allowed Nathaniel to believe that Jim truly did murder Carl Pinkney (although to be fair there was a substantial level of evidence towards him at the time). This, along with several other incidents, have also disturbed his opinions on joining the police as his new beliefs are that the law should bend to fit justice rather than the other way around. As the law was bound only by evidence and facts, which caused him to be unlawfully imprisoned when he was framed by Edward Nygma, Jim finally left the GCPD to achieve justice outside of legality by taking down Hugo Strange. Although sometimes dirty, as it is occasionally necessary, he has still not dropped to the level of the crime he is dedicated to defeating as he voices clear, guilt or remorse over his moral blips.

After he was infected by a drug known as the Red Queen, Jim was forced to face his fears, as he admitted to a hallucination of his late father Peter Gordon, that the reason why he gave up on his relationship with Leslie Thompkins and did not return to the GCPD, was because he was afraid of letting people down, after his hallucinations had ended, Jim finally overcame his fear, as he became a police detective again.

Jim is protective of the people he cares about, shown when he tried to warn Lee about her fiancé Mario Calvi being infected by Alice Tetch's blood, though she did not believe him and believed he was trying to sabotage her relationship with Mario out of jealousy. When he went to try and save Lee and bring Mario in alive, he was forced to kill Mario in self-defense when he tried to kill Leslie, but he still felt guilt and remorse for what he did to him, despite his dislike of Mario (due to the latter's arrogant, rude and disrespectful traits). This protectiveness of those he cares about was also shown when he found out that Barnes was infected with Alice's blood, and he tried to bring him in alive, and succeeded. The main difference between bringing Barnes in and his failed attempt to bring Mario in alive was that he had no choice but to kill Mario because he was about to kill Lee, whereas Barnes was in a standoff with Jim, and Jim outdrew and non-fatally shot him.

Jim has a certain level of tolerance when it comes to being blamed for situations that are not entirely his fault, this is evidenced by the fact that when Lee kept on berate and jab at him for her husband's death, he initially tolerated it, however, in "Light The Wick", Jim finally got tired of Lee blaming him for ruining her life; as he coldly and cruelly pointed out regarding how Mario tried to kill her, that he was forced to kill the latter in self-defense and he would do it again in a heartbeat, even points out that Lee can blame him for her husband's death, walk away and never come back, but it's not going to change the fact that her late husband would have killed her.

When Jim injected himself with the Alice Tetch virus, he finally shows his true self coming from his mind and he is craving for deep desires. As he is now infected with the virus, he will get angry when someone fully disagrees with him although he is still capable to control himself against the virus.

Backstory:

I'm gonna summarize the whole thing since his backstory is soooooooooo long.

Season 1: Gordon is introduced as a homicide detective and Iraq War veteran who has recently been transferred to Gotham City, where he lives with his fiancée, Barbara Kean. As his first case, Gordon and his partner, Detective Harvey Bullock are assigned the case of Thomas and Martha Wayne's murder. After arriving at the crime scene, he comforts the Waynes' son, Beuce, who had survived the ordeal, promising him that he would do everything in his power to find the murderer and bring him to justice.

During his investigation, Gordon runs afoul of gangster Fish Mooney, who takes him hostage. Bullock later goes searching for him, and is captured alongside him. The two are freed by Gotham's most powerful mob boss, Carmine Falcone, who was an old friend of Gordon's deceased father. In return, Falcone asks Gordon to kill Oswald "Penguin" Cobblepot, Mooney's underling who had informed on her to the GCPD. Gordon fakes Cobbelpot's death and orders him never to come back to Gotham.

After Gordon's gun is used to kill Dick Lovecraft, a corrupt billionaire, Mayor Aubrey James reassigns him to Arkham Asylum as a guard. He is later reinstated as a homicide detective by Commissioner Gillian B. Loeb after he captures a serial killer who had escaped from Arkham during a prison riot. Gordon then blackmails Loeb into naming him the President of the Gotham City Police Union. At the end of the series, he discovers that Barbara is in fact a murderer, and begins a relationship with Arkham physician Leslie "Lee" Thompkins. He is also present during a gang war between Mooney and mob boss Sal Maroni, during which Falcone retires and Penguin takes control of Gotham's criminal underworld.

Season 2:
After the events of the first season, Gordon is demoted to patrol officer by a vengeful Loeb. He is later reinstated as a Detective after Penguin blackmails Loeb into retiring and appointing Captain Sarah Essen to replace him as Commissioner.

And then here is this man named Theo Galavan, a corrupt billionaire who freed six inmates from Arkham Asylum, notably Jerome Valeska and Barbara Kean who went insane and became Gordon's ex-fiancée. Theo Galavan would appoint Jerome Valeska as the shot caller of the Maniax, who terrorize Gotham City for months until James Gordon stopped it.

After Jerome Valeska was killed by Galavan and Kean escaped, Gordon, upon realizing that there is a strong possibility that corrupt billionaire Theo Galavan.will escape justice after terrorizing the city, takes him to an isolated place outside Gotham, where Penguin beats him mercilessly until Gordon stops him and shoots Galavan dead. In the same episode, he learns that Lee is pregnant with his child. He is later framed for the murder of Carl Pinkley by Edward Nygma, and he breaks his engagement to Lee. He is later break out by Carmine Falcone. He chooses to stay at Gotham. He exposes Nygma for the murder of both Pinkney and Kristin Kringle. He ends up becoming a bounty hunter after he declined his reinstatement as a detective.

Season 3:

Gordon works to hunt down a resurrected Fish Mooney in order to collect the Penguin's bounty, although this act puts others lives at risk. Meanwhile, Jerome Valeska was resurrected by a cult leader that worship Jerome. The cult would terrorize Gotham for a day but Gordon ended its motives which made Fish Mooney leaves Gotham, Gordon finds himself in a conflict with a psychopatic hypnotist named Jervis Tetch, who initially hires Gordon to find his sister Alice but then works to ruin him after she dies. This breaks up his relationship with Valerie Vale and puts him into more conflict with Lee. After the wedding with Lee and his husband Mario Calvi, who is the son of Carmine Falcone and secretly infected from the Alice Tetch virus. Gordon head to the penthouse to kill Mario Calvi to protect Lee which it was a success, Lee went to a meltdown and hated Gordon. Meanwhile, he discovers that his late father was a member of the Court of Owls, a secret society that has controlled crime in Gotham for centuries, and he joins it in order to bring it down from the inside. And when Lee injects herself with the Alice Tetch virus, she lured Jim Gordon to her house and kidnapped him. Lee would bury Gordon alive and Lee gave Gordon the instruction to how to escape. Either inject himself with the virus or die with the suffocation. GCPD captain Harvey Bullock and his men would track down Gordon's whereabouts which would be located in Jackson's park. Gordon said to Bullock that he'll not take the virus but instead Gordon take the virus since he started losing pair. He got out of the coffin using his superhuman strength and would head to the Gotham Train Station to stop the bomb that is a weaponized virus of Alice Tetch's although Gordon did make it and found the weaponized virus. The Talon who is guarding the bomb would aggressively attack and hit Gordon but Gordon didn't feel any pain because of the endurance coming from the virus. He would then knock out the Talon and would try to defuse the bomb however Lee stopped him by almost knocking him out which made Lee laugh and left the scene. The bomb would release the virus to the air which made Gordon got knocked out from the air. The Gotham City have finally face the judgement. Who detonated the bomb? Bruce Wayne, the "leader" of the Court of Owls.

*This is a Season 3 James Gordon so don't compare him at Season 4*

Powerand Abilities:

Powers coming from the Alice Tetch virus
  • Superhuman strength: After taking the Tetch virus, much like Mario and Nathaniel Barnes before him, Jim has gained a significant increase in strength.
  • Superhuman endurance: When Jim was unfazed when he was punched multiple times by a Talon. He was also able to punch a subway several times with his hands showing no sign of injury.
Skills:
  • High-level intellect/Expert detective: Jim is very intelligent. Despite the fact that he has only been a member of Gotham City Police Department, for about a short amount of time Gordon had proven himself to be an excellent detective, very quickly rising through the GCPD's ranks and gaining a reputation.
  • Peak of human physical condition: As a former soldier and police detective, Jim is in top physical condition.
  • Military/Police training: Due to his time in the military, Jim is well adept in military protocol. Jim has also received training as all Gotham City Police Department members do.
  • Expert hand-to-hand combatant: Due to his time in the military, Jim is an expert in unarmed combat.
  • Expert marksman: As a former soldier, Jim is an expert in using firearms.
Equipment/Gear:
- GCPD Police badge
- Beretta pistol
- Handcuffs

Weaknesses:
- The Alice Tetch virus condition: Whenever he uses his new powers, Jim would become aggressive, angry, and other anger-related issues. Using his new powers often would make Jim going to be insane and very aggressive although he can control the condition since the virus is pretty much modified by Professtor Strange himself. He will try his best not to use his powers however he will use his powers if necessary.

- Can be Killed: James Gordon, despite the fact that he has a superhuman powers, can be killed by bullet shots and explosions.
 
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Names: Kanna Kamui
Nicknames/Aliases: N/A
Alignment: Neutral Good
Fandom: Miss Kobayashi's Dragon Maid
Age: 9
Gender/Sexuality: Female/Bisexual
Species: Dragon (Human in her disguise)

Personality: Kanna is soft-spoken and quiet and demonstrates most of her emotions through minute expressions. Despite being technically older than her human peers, Kanna behaves no differently from a human child as she easily tires of routine and enjoys playing games. However, despite her generally unexpressed and implicit demeanor, Kanna is not without emotion, indicated when she has a sudden outburst and cries when Riko Saikawa initially views Kanna as a rival instead of being friends. Kanna may also have romantic feelings for Riko, expressing a desire for a similar relationship to what Kobayashi and Tohru have.

Additionally, Kanna is thankful for their friendship. According to Tohru, she is quite mischievous and enjoys playing pranks, though this was an ultimately futile effort to obtain her parents' attention. When Kanna arrives in the modern world, she is initially distrustful or curious of most belongings in the modern world but is revealed to enjoy many things she discovers. Once Kanna discovers something she is attracted to, she becomes very possessive, indicated when she refuses to leave Kobayashi, despite having a distrustful attitude towards her before. She appears to be attached to many other individuals as well, such as Tohru, and briefly Riko Saikawa.

Kanna is naturally observant and curious but is confused as to how she should react to the modern world, questioning as to whether or not she gets along with her fellow classmates.

Backstory: As punishment for her pranks, she is temporarily exiled to the modern world to reflect on her actions.

Once she learns that Tohru survived her last battle with a god and is currently living in the modern world, she searches for her in hopes of returning with her to their world.

However, when Tohru refuses to return, Kanna accuses Kobayashi of seducing Tohru. But seeing as Kanna has nowhere else to go, Kobayashi then offers the young dragon to stay with her.

Later in the series, after Kanna shows interest in attending a human school, Kobayashi enrolls her in Oborozuka Elementary and accompanies her along with Tohru to shop for school supplies.

Kanna develops a familial relationship with the two while living with them.

Skills: What do you expect something from a little girl like her other than knowing how to fight?

Powers/Abilities: Like all dragons, her physical strength is superhuman. She's strong enough to throw Tohru several miles up into the air and was able to stand toe-to-toe against Lucoa and Fafnir in their game of dodgeball.

Kanna has the ability to generate and manipulate electricity. Unlike Tohru, who can generate her own mana to sustain her frequent magic usage, Kanna has to absorb mana from her surroundings. Unfortunately due to the nature of the human world, there is little mana for her to absorb in the air, however, she soon found out that she can replenish her mana by plugging her tail into a wall socket.

Possibility due to her inexperience and young age, Kanna cannot cast certain spells that Tohru can such as Perception Blocking.

Weaknesses: Her electricity consumes mana and she needs to replenish herself to use more.

Gear: N/A
 
Names: Messier
Nicknames/Aliases:
Space Fusionist
Alignment: NO SENSE OF RIGHT OR WRONG!
Fandom: Phantom Brave (OC)
Age: 73 (Messier no longer physically ages since she died.)
Gender/Sexuality: Female/?
Species:
Phantom (Human)
Appearance:

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Personality:
Messier generally cares little for grand ideals and instead focuses on the little things in life, such as making a sharper loaf of bread or a more explosive phonograph. She can easily be led astray by the promise of new things to use for her fusions and can rarely see possible complications caused by her actions. Despite these flaws, whenever she becomes someone's friend, she will stay by their side the best she can.
Backstory:

As with most phantoms, Messier's story begins with her death and an unwillingness to move on. This led her to appear on a tiny island in the middle of the ocean alongside countless other phantoms who suffered a similar fate.

After some decades, the phantoms of the island would meet a young orphan named Marona who could not only see phantoms, but confine them to objects and grant them a physical form for some time. Together with the phantoms of the island, the girl would go on to protect the world of Ivoire from an inter-dimensional horror known as Sulphur. But most importantly, the girl taught people it wasn't right to judge people without getting to know them first. Messier however, learned few (un)life lessons and continued to focus on her grand mission of creating the greatest weapon.

When The Great Hunger came to Ivoire, there was no time to resist. When Messier awoke in this new reality, she was surprised that she still had the physical form that was granted to her by Marona, despite her being nowhere nearby. After searching for some time, she came to the conclusion that Marona was nowhere to be found and that her confinement wasn't going to end anytime soon. With this knowledge, she decided to focus on her dream and hopefully find Marona later on.

Skills:
Genius Intellect
Powers/Abilities:
Phantom Physiology - Phantoms do not require food, water, or sleep to function but while confined, they can choose, or be made to, partake in such things.

Confinement: Rock - Messier was granted a physical form by having her spirit confined inside of a rock. This physical form has taken on aspects of the rock, giving her a hard, but heavy body.

Fusion - Through the use of mana, Messier can fuse two objects or (unresisting) living things to bestow abilities of one to the other. For example, Messier's sunflower has been fused with multiple swords and has gained the ability to cut despite not having a blade. With enough time and mana, even the most unlikely of objects could become deadly weapons.

Mana Punch - A seemingly normal punch that serves to generate mana inside of Messier's body to use for her fusion power.

Helio Shot - Messier fires a rapid fire burst of solar power from her sunflower. While the intense heat of the shots allows it to burn through most normal materials, the range of it is quite limited as the heat quickly disperses.

Solar Bomb - By first gathering solar power in her sunflower, Messier can unleash a powerful explosive burst

Dimension Slash - Messier's ultimate attack. It creates a massive blade of raw energy to cleave the land itself apart. Unfortunately for Messier, performing this move is so exhausting she can only rarely use it and typically saves it for when she's in real danger.
Weaknesses:
The weight of Messier's current body has drastically slowed her down and makes it impossible for her to swim. Additionally, her confinement seems to have reduced her intelligence and has made her more prone to making terrible decisions. Despite all of her powerful abilities, she is not a trained fighter and simply relies on hitting things until they stop moving.
Gear:
Legend Sunflower - Once a normal sunflower, Messier has used fusion to imbue it with traits of various weapons turning it into a force to be reckoned with. Currently, it can cut through most normal metals and resist even explosions.
Companions: N/A

Quotes:
"Look, all I'm saying is that someone is bound to make the greatest weapon sooner or later, so what's the harm in doing it myself?"
Goals:
To create the multiverse's greatest weapon for the sake of saying she did it. Oh, and eventually find Marona.
Fears:
Running out of things to fuse together.
Trivial:

Theme Song:
 
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'Man of few words, aren't you?'
- Alyx Vance​

Names: Gordon Freeman
Nicknames/Aliases: Doctor Freeman, Anticitizen One, The One Free Man
Alignment: Lawful Good
Fandom: Half-Life
Age: 27 (biologically), 47 (chronologically)
Gender/Sexuality: Male, heterosexual
Species: Human
Personality: Doctor Freeman is a man of few words. He speaks little, and his actions usually speak for him. As a theoretical physicist, he has high intellect, able to easily solve puzzles in a matter of minutes, sometimes even seconds. He also possess quick wit and combat reflexes in the heat of battle, commanding his troops to win firefights and engagements. He is a determinator, stopping at nothing until he accomplishes his goals at all costs.
Backstory:
Gordon Freeman was born in Seattle, Washington, where he took a keen interest in theoretical physics, such as quantum mechanics and relativity. His earliest heroes are Albert Einstein, Stephen Hawking and Richard Feynman. After graduating MIT with a Ph.D. in theoretical physics, writing a thesis on Observation of Einstein-Podolsky-Rosen Entanglement on Supraquantum Structures by Induction Through Nonlinear Transuranic Crystal of Extremely Long Wavelength (ELW) Pulse from Mode-Locked Source Array, he travelled to Austria to further his studies. There, he observes a series of teleportation experiments conducted by the Institute for Experimental Physics in Innsbruck. However, he becomes bored with the slow pace of research and begins to look for a job outside the education sector.

By coincidence, Freeman's MIT mentor Dr. Isaac Kleiner has taken charge of a research project at a government-owned, integrated research facility known as the Black Mesa Research Facility and offers Freeman a job. He accepts, hoping that at least part of the immense funding would go towards civilian applications of astrophysics and quantum computing.

By the time of Half-Life, Gordon is 27 years old and has been working, for a while, at the Black Mesa Research Facility under a "classified" administrative sponsor. There he owns a Level 3 Research Associate position. While he and his team are performing an experiment on sample GG-3883 in Sector C's Anti-Mass Spectrometer. The experiment goes wrong and triggers a Resonance Cascade. As a result, the space-time continuum is ruptured, allowing alien lifeforms to enter the Black Mesa facility. They immediately start killing any humans they can find.

Freeman finds himself hunted by two groups: the invading aliens and later the Hazardous Environment Combat Unit, a military clean-up team that has been sent to contain the situation, by silencing aliens and surviving personnel alike. Freeman manages to survive the chaos, impressing the few surviving scientists and security guards with his acts while quickly becoming the HECU's top priority target. Eventually, Gordon travels to Xen, the alien homeworld, where he manages to eliminate the alien "leader", the Nihilanth.

Upon recovering from his final encounter, Freeman is finally confronted by the mysterious G-Man, who has been observing Freeman from a distance throughout the entire game. The G-Man shows Freeman several locations throughout Earth and Xen, before finally offering him a choice: either agree to work for him and his mysterious "employers," or be left to die on Xen without any weapons and surrounded by hostile lifeforms. Half-Life 2 assumes that Freeman chooses to accept the G-Man's offer of employment. Gordon accepts and is put into statis for an extended period of time.

After roughly twenty years in stasis, Freeman wakes up on a train with two Citizens being 'relocated' to City 17, and as a Citizen himself (thus also wearing Citizen clothes). One Citizen remarks that he did not see Freeman get on the train, implying that he was brought onto the train in the middle of its journey. Freeman quickly learns that Earth has been conquered and occupied by the trans-dimensional Combine empire. He soon meets up with Barney Calhoun and Alyx Vance, and eventually joins the Resistance against the Combine.

Gordon battles the forces of the Combine in order to free humanity from its grasp. Already famous for his role in the Black Mesa Incident, Gordon quickly develops a legendary reputation among Earth's surviving human populace, who begin to refer to him by messianic titles such as 'The One Free Man'.

Shortly after his arrival, and having killed a significant number of Civil Protection troops whilst attempting to escape City 17, the Combine designated him Anticitizen One, a title that indicates the individual posing the greatest threat to their empire. After slaying scores of Combine soldiers and leading an assault against the Combine stronghold of Nova Prospekt, Gordon eventually sparks a full-scale rebellion against the Combine domination, in which he becomes a prominent combatant. Gordon infiltrates one of the Combine's footholds on Earth, the City 17 Citadel, and destroys its teleporter core by detonating the dark fusion reactor, rendering the Citadel inoperable.

Although caught in the reactor's explosion along with Alyx Vance, Gordon is rescued by the G-Man at the last second, who tells Freeman that he is impressed with his work and has "received several tempting offers for his 'services'." The G-Man finally informs Freeman that, rather than offering him "the illusion of free choice", the G-Man has taken the liberty of choosing for him, and deposits Freeman back in stasis until he is needed once again. Thus, Half-Life 2 concludes just as cryptically as its predecessor did.

The G-Man appears to talk to Gordon once again, but this time, he is interrupted by the appearance of a group of chanting, purple-glowing Vortigaunts, who take Gordon and Alyx away while blocking the G-Man's path. The G-Man appears most displeased by this development, and responds by scowling and darkly stating "We'll see... about that!"

Gordon regains consciousness under a pile of rubble and is found by Alyx and Dog. It is quickly revealed that the only way to escape the Citadel's explosion, which would obliterate virtually all of City 17, is to contain the Citadel Core which would stall the structure's detonation long enough for an escape. Gordon and Alyx attempt to do so, discovering in the process that the local Combine forces were deliberately trying to overload the Citadel's reactor in order to send a distress message to the Combine Overworld since the teleport core had been destroyed in Half-Life 2.

The Combine apparently consider this an acceptable outcome, considering the damage the Citadel had already taken; the subsequent explosion would destroy all of City 17 and much of the surrounding countryside which has been all but lost to human Resistance forces. Gordon and Alyx avert the destruction for a few hours and manage to escape the Citadel with a copy of the distress message and meet up with Barney and other survivors.

The pair eventually escape City 17 via an evacuation train as the Citadel goes critical. Evidently, the Combine message is successfully transmitted while several Combine Advisor pods escape from the Citadel at great speed. The train carrying Freeman and Alyx is still close to the city and is hit by the shock wave as the Citadel is destroyed. Their subsequent fate is revealed in Episode Two.

Episode Two begins almost directly where the previous episode ended. The train Gordon and Alyx were escaping on was caught in the shock wave from the Citadel explosion and derailed. Gordon and Alyx crawl out and begin to make their way to White Forest, the Resistance base where Eli Vance, Dr. Kleiner, and Dr. Arne Magnusson are waiting for them, encountering many obstacles on route.
Early in the journey, Alyx is severely wounded by a Hunter and only survives through the aid of several Vortigaunt allies. Alyx is saved through the use of a miraculous larval extract that Gordon retrieves from the Antlion hive. The G-Man briefly reappears to Gordon revealing that Alyx was under his watch as well - that he had "appraised" her and "plucked her from Black Mesa". He requests that Gordon safely escort her to White Forest as repayment for his own survival without explaining the reasons. He then proceeds to whisper to the unconscious Alyx an instruction to relay the message "Prepare for unforeseen consequences" to her father (this refers to the Resonance Cascade in the original Half-Life). Once Alyx recovers, they make their way to White Forest.

The journey is far from smooth, as Gordon is required to travel through a Headcrab-infested mining settlement that was used as a rebel outpost in order to retrieve a car to be used to make travel much faster. Then, on the road, the two encounter a radio tower and Alyx decides to send a warning about Combine forces they had witnessed heading in White Forest's direction. They linger for too long, however, and are ambushed by Hunters.

They later encounter a Combine Advisor in incubation who almost kills them when they destroy its life support but escape before being chased by a Hunter-Chopper into another rebel outpost. Gordon is then required to deal with a Combine Autogun while Alyx and the rebels repair their car. The Combine then set up a force shield ambush at the White Forest Inn where Gordon and Alyx are outnumbered and surrounded but manage to fight through.

Finally upon arrival at White Forest, Alyx gives Dr. Kleiner the data packet she retrieved from the City 17 Citadel before its destruction and Gordon is enlisted to help defend the base from an unexpected Combine infiltration. The data reveals the existence of the Borealis, an Aperture Science vessel thought to have been lost and containing some sort of advanced portal technology that Dr. Kleiner insists should be used against the Combine while Eli, haunted by the Black Mesa Incident, insists upon its destruction.

After Gordon destroys a Hunter and Strider assault force in order to protect Dr. Magnusson's rocket launch, Dr. Magnusson is able to use the data in his satellite which, using the old Black Mesa Array, is able to shut-down the Combine Superportal before it could open fully, which would have allowed a second Combine invasion.

As Gordon and Alyx prepare to depart for the Borealis, two Combine Advisors rip through the base and kill Eli. Fortunately Dog reappears in time to rescue Alyx and Gordon from the same fate. The episode ends with Gordon looking over Alyx weeping over her father's body, with the possibility that the Combine have now learned everything about the Resistance, the Borealis, and, debatably the G-Man, through Eli.

Skills: No superpowers, just an incredibly badass theoretical physicist. Being a theoretical physicist whose thesis was titled Observation of Einstein-Podolsky-Rosen Entanglement on Supraquantum Structures by Induction Through Nonlinear Transuranic Crystal of Extremely Long Wavelength (ELW) Pulse from Mode-Locked Source Array (aka 'shooting lasers at sciency crystals to see what happens'), Freeman is highly intelligent, and is a cunning combatant who can also solve numerous physics puzzles that constantly keep blocking his path for some reason. Thanks to his prior experience in surviving the Black Mesa Incident and the Uprising, Gordon has become skilled in all manners of war machines, from firearms to vehicles.
Weaknesses: Gordon is, unfortunately, for all his superhuman feats, a normal human being in every way, shape, and form. He requires human needs such as food and proper medical treatment. As such, going without these may prove to be fatal. He is susceptible to too much damage, and can be hurt by projectiles and explosives. Despite being highly cunning, he still may fail to more complicated tasks.

Gear:
  • Crowbar: Gordon’s iconic melee weapon. It is a simple tool that has been shown to be effective in bashing in the heads of zombies, and breaking open wooden crates to receive the items inside.
  • Pistol: A USP Match that fires 9mm rounds. It is a reliable and accurate weapon. Combine that with a high fire rate and low recoil, it becomes a deadly and versatile weapon.
  • SMG: A compact and fully automatic firearm. It is a H&K MP7 with an inbuilt grenade launcher. It has two fire modes: a fully automatic primary fire with high rate of fire but poor accuracy, and a secondary which fires a contact grenade that explodes on impact.
  • Grenade: The Combine MK3A2 Grenade is a thrown weapon that explodes after a few seconds. It comes with a blinking red light and beeping timer.
  • Shotgun: A powerful close-range weapon. It is a modified SPAS-12 pump-action shotgun with two barrels. It can fire both barrels at the same, doubling its already devastating power.
  • Revolver: A .357 Colt Python revolver. It is incredibly powerful and accurate, but low ammo capacity and low fire rate.
  • Crossbow: Long-range sniper weapon that fires red-hot rebar. It is ruthlessly effective against distant, unsuspecting opponents, but is difficult to utilize in melee combat or against fast-moving opponents due to its very slow reload and the low velocity of the projectile.
  • RPG: The RPG is one of the most powerful handheld weapons used by the Resistance. It fires laser-guided rockets steered by the weapon's wielder, and is devastating at any range.
  • Pulse Rifle: The Overwatch Standard Issue Pulse Rifle is a weapon powered by Dark Energy. It is a fully automatic assault rifle that fires pulse projectiles that deal high damage, and can fire Dark Energy Balls that disintegrates anything it touches.
  • Gravity Gun: The Zero Point Energy Field Manipulator, also known as the Gravity Gun, is a tractor beam-type device originally designed to handle hazardous materials, but now has been repurposed to be a weapon. The Gravity Gun has two fire modes: a primary that releases a bolt of energy that launches the target with tremendous force. Its secondary fire allows it to pick up nearby objects. From this, the objects can be launched with incredible force. Combining these two make it a powerful weapon. It is considered to be one of Gordon’s trademark weapons.
  • HEV Suit: Gordon wears his signature orange and grey Hazardous EnVironment (HEV) suit that protects him from radiation, blunt-force trauma, energy discharges. It comes with a built-in flashlight, Geiger counter, morphine administrator. It also comes with a radio, tracking device, and a Heads-up Display (HUD) which tracks health status and ammunition, along with suit power. It is protected by an electrically hardened armour/shield system that protects Gordon from damage, but needs to be charged. When fully charged, Freeman can survive a few dozen bullets from small arms fire, continuous fire, or even a direct hit from an RPG round. His Mk IV suit he wore during the Resonance Cascade was upgraded by Dr. Isaac Kleiner, and now comes with a zooming system, enhanced running capability, and antidote for neurotoxins.
Quotes:
"..."

Theme Song:
 
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Names: Nathaniel Renko
Nicknames/Aliases: Captain Renko, Renk
Alignment: Lawful Good
Fandom: Singularity
Age: Unknown, probably late-thirties to early-forties
Gender/Sexuality: Male, Heterosexual
Species: Human
Personality: Due to his lack of characterisation in the game itself, Renko is about as interesting personality-wise as the charts he is named after. Despite his general lack of personality, since he seems to take the rather insane situation of a radically changed timeline in stride, he seems to be incredibly adaptable. He also continues his mission despite everything without any complaints. Since he also managed to learn how to use the new weapons he picks up despite never seeing them before and even being able to easily grasp his Time Manipulation Device, he appears to be very analytical.
Backstory:
During the '50s, at the very start of the Cold War, it seemed that the Americans would always be the dominating power, thanks to their knowledge of the atomic energy. So, the USSR leader Joseph Stalin ordered his scientific staff to begin experimenting in that field. Then on a small island near Kamchatka, named Katorga-12, the scientists found the mysterious "Element 99" or E-99 for short, which, despite its inherent instability, was an incredible power source. The studies continued until 1955, when the island was all but destroyed by a mysterious incident. The government erased Katorga-12 from the maps and hid every piece of news about E-99.

In 2010, a sudden electromagnetic surge from Katorga-12 damages an American spy satellite. A military black ops team is sent on the presumably uninhabited island, but a second surge causes their helicopter to crash. Captain Nathaniel Renko, one of the two survivors, enters the abandoned scientific complex; he's then exposed to a strange energy wave, only to find himself in 1955.

While in 1955, Renko saves a man from a deadly fall, carrying him out of the burning complex. On his way from the building, a man shouts at Renko to stop and let him die, before he is crushed by debris. This scene turns out to later have a big effect on the game. A group of survivors refers to the man as "Demichev", just before Renko is abruptly returned to the year 2010. Renko discovers that the island has somewhat changed and encounters strange and violent creatures. He is forced to fight through a school and regroups with Devlin, the second survivor. Both soldiers are captured by Russian troopers. The Russian commander starts to ask them for a "TMD"; when Devlin declares that their actions are not legal, the Russian shoots him in the head.

Renko is saved by a woman named Kathryn. It is revealed that she works for an organization called MIR-12. MIR-12 revealed that two scientists helped study E-99. They were Viktor Barisov and Nikolai Demichev. Barisov was claimed dead due to a accident in a lab so only Demichev was left to work on the new found element. Barisov had created a machine called the Time Manipulation Device or the TMD. It was also revealed that MIR-12 discovered a journal saying that only one can save time and that person was Renko. Kathryn tells Renko to find the TMD and use it to go back in time and save Barisov. Renko succeeds and returns back to 2010 with Barisov.

Barisov and Renko plans to fix history by reversing the singularity with an E-99 bomb at an earlier time before the accident transformed most of the residents into mutants. Renko used the TMD to raise a ship called The Pearl for it had a E-99 bomb in its cargo bay. Renko recovers the bomb and returns to Barisov, who informs him that Kathryn was shot and killed while providing a distraction.

The bomb was missing its most important element (the E-99 core), so Renko has to carry it to the Cooker: the giant structure where in the past isotopes of E-99 were created. The 2010 Cooker is destroyed, so Renko had to travel to an earlier time to charge the bomb. Renko charged the bomb in 1955, overloading the Cooker systems: he returns to 2010 seconds before the Cooker exploded. He and Barisov fought into the heart of Katorga-12. Renko traveled back in time and destroyed the facility with the fully charged E-99 bomb. It is implied that this explosion triggered the destruction of the Singularity and mutated the island's population.

When Renko returned to 2010, he finds the facility still the same as if nothing happened. He finds Demichev holding Barisov hostage behind him. Demichev revealed that he rebuilt the facility after the bomb was detonated (presumably at another location). Renko shoots Demichev with a nonlethal shot, freeing Barisov in the process. Barisov figured out what was wrong, believing that the facility wasn't the problem. The real problem was Demichev. When Renko saved Demichev at the beginning of the game, he rewrote history. Demichev also revealed that while Renko was saving him from the fire, another Renko was there trying to prevent himself from saving Demichev's life. This was the man who yelled at Renko to let Demichev die before being crushed by debris. Demichev gave an offer to grant Renko unlimited power if he gives him the TMD. Barisov protests and tells Renko to go back in time using the Singularity to power the TMD, and kill himself to turn history back to normal.

Skills: As a member of the US Marine Force Recon, Renko is a hardened soldier and a skilled combatant. He is able to use any firearm and weapon with ease, and can also quickly understand the workings of each weapon.
Weaknesses: Still a regular human. You know the rest.
Gear:
  • Time Manipulation Device (TMD): An experimental E-99-powered device constructed in the 1950s by Dr Viktor Barisov. The device can manipulate an object's time state, aging it into disrepair and dust or reverting it into pristine condition. The TMD grants its user a variety of powerful abilities:
    • Ageing: Rapidly ages objects and living creatures, and can age enemies into dust. Can also revert the ageing process, restoring things such as health kit containers.
    • Reversion: Transforms enemy humans into highly aggressive blind mutants known as Reverts. Typically only useful as a distraction when fighting large groups of enemies. Ageing a Revert will cause it to charge towards the nearest target and explode.
    • Impulse: The TMD emits a short-ranged pulse of energy that knocks back enemies. Works as a melee attack.
    • Chronoping: Shows the user a path to the objective.
    • Deadlock: Creates a sphere of chrono energy that freezes all objects in the affected radius in time for a short duration. Anything that enters the field is also frozen. Renko himself is unaffected.
    • Gravity Manipulation: Allows the user a telekinesis-like ability. Can grab projectiles out of the air and launch them back. Does not work on organic material.
    • Time Rift: The TMD can be used to enlarge time rifts to travel through time, although it cannot create any.
  • Centurion: A heavy handgun that fires E-99 bullets. Low ammo storage, low fire rate, and low damage.
  • AR9 Valkyrie: Versatile assault rifle. Lethal combination of firepower, range, and accuracy.
  • Volk S4: Semi-automatic shotgun. Extremely effective at close range, ineffective at longer ranges.
  • Kasimov SNV-E99 Sniper Rifle: Semi-automatic sniper rifle. Features a time dilation mode that slows down time for the user and allows for the user to have superhuman reflexes.
  • Spikeshot: Railgun that fires an E-99 spike that sticks to targets and explodes seconds later.
  • Dethex Launcher: Grenade launcher that fires regular grenades and controllable explosive balls.
  • Autocannon: Gatling-type weapon with an extremely high fire rate and ammo capacity.
  • Seeker: Semi-automatic sniper rifle. This rifle fires E-99 charged shells that alter time and allow the operator to control the bullet.
  • RLS-7: Single-shot rocket launcher that fires high explosive guided rockets.
  • Medkits: Small pouches of medical supplies.
Quotes:
"Renko, stop! Don't let Demichev live!" (His only line in the entire game.)

Theme Song:
 
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Name : Keisha Smithe
Nickname: Pu$4 + Ctrl
Alignment: Chaotic Neutral
Age: 29
Fandom: Jojo's Bizarre Adventure Stone Ocean (OC)
Gender :Bisexual Female
Species: Human
Appearance:
2019118_174518272.jpg

Background: Keisha was born in Port St. Luce Florida and grew up living with her single mother. She was incarcerated in Green Dolphin Street Prison for Corporate Espionage, Identity Theft and Hacking. She had been one of Enrico Pucci's enforcers prior to her defection and was renowned to be one of the few that escape in prison during Jolyne's group jail break.

Before her incarceration and her time as a Stand User, she was a renowned Information broker and hacker with the handle "PU$4 + Ctrl" , A blackhat hacker who stole from Multinational companies and famous politicians.

Keisha Smithe is a survivor of "Made in Heaven" after she turned herself into data via her Stand , Gossip Folk.

Personality:
Keisha is a Sassy woman who adopted her. Mother's temperament. Shes careful about her actions, never letting a mistake or fault left unfixed. She also loves to snark and sass to people she felt "need to get their fool's head out dem asses".

She is rude to people she doesnt respect yet loyal to those who earned it. Although she may listen to other's opinions or beliefs, Keisha would'nt follow those if those beliefs impinge on her views. She truly never believed in Father Enrico Pucci but kept her own opinions in fear of his retribution.

While Keisha does tend to go against organizations and is nonchalant on causing damage to them via her hacking, she also has a moral code that she follows ; Never steal from the poor and downtrodde, and Never Kill those who dont kill.

Overall she is a strong woman who takes no nonsense and fools.

Skills:
  • Basic Hand to hand fighting -she was taught to fight in prison in order to. Survive.
  • Hacking- Keisha grew up with some black hat hackers as her online friends. She would go on forums and groupchat wiyh several hackers who taught her.
  • Cooking - When she was young, Keisha would be left alone at home due to her mother's busy work schedule thus she grew up learning how to cook and take care of herself.
  • Basic Gun handling- she can aim, fire and maintain a gun.
Powers:

Keisha was gifted by Father Enrico Pucci with a stand during her time as his enforcer. She was tasked to listen in on Jolyne and the other all while reporting her findings to the priest.
Stand : Gossip Folks​
weird_headphones.jpg
Gossip Folk is an Equipment type Stand that has the ability to allow their user to be turmed into soundwave data which allows them to travel around. While in this soundwave form, The user cannot be physically interact with anything or anyone and can listen into any soundwaves within a 50 meter radius. when not in Soundwave form, User can also create false sound or even manipulate sounds to within that 50 meter radius.​
Gossip Folk's Ability can work with water and solid objects.​
Weakness:
  • Keisha is baseline human in strength and durability when not using her stand.
  • Gossip folk cannot be used in soundwave form for long. Overusing it would cause damage to Keisha's physical form.
  • Gossip folk cannot be used in vacuum.
  • Keisha's Hacking abilities is limited to 21st Century technology until she can learn the tech and coding.
  • Gossip Folk is a non offensive Stand.
Equipment/ Gear:
  • A shiv - a cheap shiv keisha kept hidden in her shoes just in case.
  • A laptop (Alienware) filled with her hacking tools.
  • A Grooming kit - " what? This beautiful hair just dont fix itself , Girl"
  • 2 .40 S& W - hidden in her right boot and her arm holster.
  • 3 extra clips of ammo. - inside her Laptop bag.
Quote:
"Well arent you a cheery type? Who pissed on yo weave?"
"*pulls out her gun* I aint no stupid ho! "
"Girl , you cray cray!"

Theme song:

 
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Names: Giuseppe Fortunino Francesco Verdi
Nicknames/Aliases: Verdi
Alignment: Chaotic Neutral
Fandom: OC of ClassicaLoids
Age: Adult
Gender: Female
Sexuality: REVOLUTIONARY!
Species: Classicaloid (Artificially Made/Robotic Human)
Appearance:
33MJbz5.jpg

Personality: The Classicaloid Giuseppe is similar in ways to the classical composer in which she was made from, but also different in others. (obviously different in gender ala Franz Liszt) Verdi, even now, is still essentially a curmudgeon who values privacy. Giuseppe hates talking about themselves and what they actually like and dislike, but will actively engage in rumor-mongering that suits their purposes. Unlike Verdi the composer, the Classicaloid Verdi is far more enthusiastic about revolutionary behaviors and lives on the edge and encourages anarchistic tendencies. She’s a hard drinker, hard rocker and party-girl, who is always pretty damn feisty in public appearances (and when people won’t leave her alone.)

Backstory: For some reason or another, usually for inane reasons, the curious scientist known as Kyougo Otowa engaged in a project for Arkhe to create artificial life-forms that had the memories of the world’s greatest composers throughout history. Arkhe planned to use the Musik these lifeforms had for more nefarious purposes and so Kyougo helped two ClassicaLoids, Beethoven and Mozart, escape. They eventually stumbled upon to Otowa House where wacky events would happen…

...But that’s the story of the Octaves. There were other ClassicaLoids that were created by Arkhe that were forgotten about or abandoned for a variety of reasons. In Verdi’s case it was due to her not having ‘marketability’ - that’s at least what the official reports said. So she was just left in the lab in a fairly unsecure room.

So it was no wonder that she managed to escape and live as a free-spirit. Eventually she hooked up with a garage band that was calling themselves L’Revoluccion and with her natural talents she got them off the ground and with a record deal. During this rock and roll life-style she got to practicing her Musik abilities while engaging in all the drama of the rock and roll world.

But before they were able to really get big and off the ground terrible things happened and now Giusepe is in a new world. A new world means fresh muses and of course, fresh revolutions.


Skills:
Classical Composition
Operatic Singing
Rock n Roll Music Stylings
Classically Educated
Politiking

Powers/Abilities:
Musik – Musik is a strange and powerful force that is possessed by the ClassicaLoids, which is unleashed by users who are undergoing strong and intense emotions while possessing their baton to conduct the energy. Through the use of the pieces, by the composer in question, they create great change to the landscape. At the moment Verdi can conduct the following pieces with her Musik...
Musik Piece La donna è mobile – This is perhaps a more literal take on the flighty nature of woman, this composition unleashes powerful storms of wind and affects the minds of those within it to be unable to think in a consistent manner as they will rapidly move onto subject to subject.
Musik Piece: Stride la vampa – The daughter of a gypsy is haunted by the duty of mother’s dying requests as she remembers her being burned to death. This Musik Piece summons great swarms of burning and screaming women to beat up people shirking their duties, and transforms the landscape into a smoldering scene of a gypsy encampment.
Musik Piece: Sempre libera – A song of Violetta realizing that freedom is needed to live her life. This song inspires freedom and as such bursts any containers, chains, locks and so forth and inspire these objects to move freely as well as others to defy gravity itself.
Musik Piece: Sì! Vendetta, tremenda vendetta! - Alack the Jester Rigoletto is not believed and has been betrayed by his master and his courtiers. He sweared an unholy vengeance involving thunder and lightning to strike down on the offenders head. This piece of course, leads to horrible and violent cloudy storms where powerful blasts of lightning aim towards particular individuals alongside horrific thundering causing dismay in the souls of others at a set-piece of a Duke's castle.

Weaknesses: Verdi requires her baton to utilize her Musik; without that she is just a rock n roll woman.

Gear:
ClassicaLoid Baton – This conductor’s baton is a sleek mahogany littered with various scratch marks and several red anarchy symbols across it. She needs it to utilize her Musik Powers.
‘Risorgimento’ Electric Guitar – It’s nothing more or less than a sleek electric guitar which for some reason does not need an amplifier at all and can be played as if one was already plugged in.
Purse with credit cards, some cash, cell-phone, and make-up
Companions: Nope

Quotes: VIVA VERDI, VIVA MUSIK!” “I’m the Rock n Rollah Revolutionary!” “NO MORE QUESTIONS, TALK TO MY AGENT, GET OFF MY LAWN!”
Goals: To inspire revolutions across the multiverse! Getting a new agent and band together.
Fears: People trying to get emotionally close to her. Having no privacy.
 
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Names: Bandello
Alignment: Chaotic Neutral
Fandom: Ultraman- Ultra Flare Timeline
Age: 38
Gender/Sexuality: Male, Straight
Species: Alien Nackle
Appearance:
unknown.png
His skin is white and lumpy, with orange nodules at seemingly random points.
Personality: Bandello lives and dies on his reputation as an arms dealer. He won't double cross clients or associates, he doesn't revel in violence or slaughter, and he makes sure to stay on good terms with other criminals. However, he's incredibly greedy, and anyone he doesn't do business with is fair game for burglary, armed robbery, or smuggling. He's a bit vain, but keeps his head screwed on straight. Often thinks of deals only in terms of how much money he'll make.

Backstory: Nackle is not a nice place. It's not as bad as Planet Terrorist, but few things are. The homeworld of Alien Nackle is a world ruled by vast criminal syndicates which arose in the wake of galactic trade and culture. It's been this way for millennia, and shows know chance of stopping. Because of the constant cut-throat gang wars, shady tactics, and general nastiness of their homeworld, Nackle's citizens are referred to by the majority of galactic society as "The Assassin Aliens." It was into this hive of scum and villainy that Bandello came into this world. Like most of his race who weren't born into one of the major families, he wanted nothing more than to get off planet, and saw his chance as a smuggler for a small-time gang. One job, and he'd ditch them first thing after finishing the job. However, the space cops are pretty vigilant about anyone leaving Nackle, precisely because of what a criminal cesspool it is. Bandello and the gang got into a firefight with security guards on a space station. Seeing he was unarmed, another member of the gang tossed him a blaster pistol- one which he's kept to this day. The first time he pulled the trigger, he felt something amazing. It was a deep, instinctive joy, like a child petting a dog for the first time, or the feeling a hummingbird gets while drinking nectar. And every time he pulled the trigger, it welled up once more.

The shipment they had been carrying had been weapons, and he could understand why so many people wanted them. But what cemented his desire to be an arms dealer wasn't the intense joy from firing a pistol with that much kick. No, it was when he saw the price tag- over fifty thousand Zulecks for the entire shipment! Working as a smuggler for a short time, he began shifting his business towards the buying and selling of weapons- ranging from trained kaiju to illegal guns. Claiming a patch of land on the backwater forest world Gilermo, he built a reputation as both a vicious criminal and a reliable arms dealer, often going to "acquire" merchandise himself.

It wasn't long before the Ultramen decided to step in, and sent Ultraman Zero after Bandello, leading an arms deal to go so far south it hit Planet Baltan. Bandello fled for his life through various portals, running into various other Ultras, before ending up in Gladius. He tends to keep to the less civilized areas if he can help it, but he's also got contacts in the "spacier" regions of Gladius.


Skills:
  • Bandello is a highly skilled engineer, specializing in cybernetics and weapons development.
  • It's no surprise that an arms dealer is good with handguns.
  • Bandello loves his guns like children, but he's very capable in hand to hand combat, able to knock Ultraman X off his feet with a single kick once their sizes matched.

Powers/Abilities:
  • Like most aliens in the Ultra universe, Bandello can assume a human form. Of course, given his penchant for the poncho, it still sticks out like a sore thumb.
  • Like most aliens in the Ultra universe, Bandello can change his size from "tall for a human" to "towering city-smashing giant."

Weaknesses:
  • If his human disguise is cut or punctured, it becomes useless for 8 hours.
  • Kaiju Cards and Sparkdolls are pretty useless indoors.
Gear:
  • Blaster Pistol- Bandello's trusty sidearm, it fires an explosive laser. Can also serve as a portal gun. It's the only piece of his equipment that can change size with him.
  • Spark Dolls- Spark Dolls seem to be lifeless lumps of plastic at first glance. Analysis reveals that they're actually kaiju and aliens, compressed via advanced science, space magic, or cosmic phenomena. Frequently used in the Ultra Flare and Ultraman Ginga timelines to imprison troublesome creatures and criminals (and make storing giant robots more manageable), they allow anyone with the correct technology to activate them to become whatever the doll depicts for . Currently in possession of Sparkdolls for Pigmon, Black King, and a strange-looking Ultraman.
  • Kaiju Cards- These cards are used in the Ultra Fusion Universe in a way similar to the Sparkdolls- they contain the essence of monsters and robots, and release the monsters when provided enough energy and scanned with the proper equipment. These monsters return to the card after three minutes. Has the cards for Antlar, Nova, Silver Bloome, Melba, and Litra.
  • Ranger Keys- Throughout the multiverse, there are teams of 3-12 powerful warriors clad in brightly colored spandex. When their powers are given to- or taken by- another, they take the form of these keys. Currently has the keys for the six members of Space Deleter and the Legend Heroes Fan Chou and Yang Feng.
  • Rider Cards- These are closer to Ranger Keys than Kaiju Cards- when scanned, they summon mindless copies of the Kamen Riders depicted that fight for three minutes. Currently has Riotroopers, Kurokage Troopers, and a Shocker Rider.
  • GunPad- This smart device is a tablet PC which Bandello uses to conduct business. Being advanced alien technology, it's readily modified and has programs able to open most filetypes, even those not usually compatible with the Black Star OS. It's equipped with a Scanner for various cards in his possession, and a Spark Point for activating Sparkdolls. It can actually fold into a second laser pistol for when Bandero wants to John Woo it up.
  • Rapparatta- a trumpet taken from a former client as a way to settle a debt. If used in combination with the Ranger Keys, it can summon mindless clones of the suit depicted on the Ranger Key. Otherwise, it's just a plasma gun that you need to keep next to your head to use.

Quotes:
"That's a pretty neat toy you've got there, kid."
"You can rest easy, big guy. I'm the most reliable arms dealer in the galaxy."
"I provide a variety of services. Act now, and I'll even throw in a torture device or two."
"I don't do slaves. But I know a guy."
"Listen little girl, in this universe, the scarier something is, the more people will pay for it."


Goals: To amass an arsenal of plastic crap and galactic superweapons, then sell them off to the highest bidder. Maybe open up his own munitions factory.
Theme Song: TBD
 
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Name: James Raynor

Alignment: Neutral Good

Fandom: StarCraft

Age: Around 35 years

Gender: Male

Species: Human (AKA Terran in StarCraft universe)

Appearance:
1548005022524.png
Out of armor
1548005269306.png
Mediocre quality picture of combat equipment

Personality:Raynor is simple, honest, direct and passionate. He does what is right, even if it's the difficult choice. He won't go looking for trouble, but he won't run if it comes looking for him.

Backstory: Jim Raynor Wiki article for full backstory, its a lot of of text and I am not going to write it all here
Born in 2470 as a farmboy on Shiloh, he enlisted into Confederate Marine Corps at age of 18. After short career Raynor, along with Tychus Findlay, abandoned the military. The duo became outlaws, setting out on a crime spree throughout Koprulu Sector until Tychus allowed Confederate authorities to capture him, in order to give Raynor time to escape after high profile heist went sour. Raynor then went on to settle on Mar Sara, marrying Liddy Raynor and becoming local marshal. It seemed like James has finally settled down, with a wife, stable job and even a son, John Raynor. However, John died in a shuttle accident, and Liddy soon followed. Raynor buried himself in work to escape his losses. When Raynor was 29 years old, Protoss attacked his world's neighbor planet, Chau Sara, sparking the Great War. After this attack and Zerg incursion on Mar Sara, James was tasked with protecting the colonists from alien attacks. This turned out poorly however, as James and men were arrested for destroying Confederate property (complicated Zerg infestation situation, not gonna explain it here, too lazy). Raynor and his men were freed by Sons of Korhal, a rebel group led by Arcturus Mengsk. Mar Saran marshal joined the organization, and helped to fight Protoss, Zerg and Confederacy. Raynor fought with Sons of Korhal until the action at Tarsonis, where Mengsk used psionic emiter to lure Zerg to the planet. After the fall of Terran Confederacy and creation of Terran Dominion by Mengsk, Raynor left Sons of Korhal and founded his own rebel group, Raynor's Raiders. Newly founded group found itself allying Protoss in order to battle Zerg, which resulted in destruction of the Overmind and subsequent split of the Swarm into broods controlled by Kerrigan (former Ghost operative for Sons of Korhal and Raynor's love, abducted by Zerg on Tarsonis and turned into human-Zerg hybrid) and various cerebrates. Raynor and his men played an important role during Brood War and UHD invasion of Koprulu Sector. Then, Raynor continued to fight the Dominion and his former commander, Arcturus Mengsk until the Second Great War erupted with Zerg invasion of the Dominion. Raynor's Raiders played major part in the conflict, fighting the Terran Dominion, Zerg Swarm and Protoss factions. This culminated in attack on Char, where Raynor's Raiders and detachment of Dominion forces led by Valerian Mengsk managed to rescue Kerrigan and restore her humanity with the use of ancien Xel'Naga artifact. This led to breakup of the Zerg Swarm. Later, James was captured by Dominion, and later rescued by Kerrigan, who has returned to her Zerg form and regained control of the Swarm. After Kerrigan killed Arcturus Mengsk and Valerian took control of Dominion, Raynor became member of new Dominion, helping to shape the rising state. During the End War James played an important role, as commander of the Terran forces, fighting until the end to help Protoss defeat Amon. After the war, Raynor found himself back at Mar Sara. At some point, he disappeared, and was never heard from again.

Skills:
  • Combat skills - Raynor is a skilled fighter, capable of taking on multiple enemies and still coming out on top. He is shown to use assault rifle and sniper rifle effectively.
  • Piloting - Raynor is capable of operating large variety of vehicles
  • Tactical skills - Raynor is an experienced commander, able to get best out of forces under his command
Powers/Abilities: Nope.

Weaknesses: Without his combat suit, still a normal human, and even with the armor he has his limits

Gear:
  • Custom Terran marine armor, giving Raynor considerably increased durability and strength, far above standard human
  • Revolver, sidearm Raynor is repeatedly seen using
  • Gauss rifle, very high powered primary weapon. This particular assault rifle's power and size is tailored to fit human in a combat suit, anyone without enchanced capabilities will be unable to lift or fire this weapon. Extendable bayonet is a good addition for when combat turns close quarters and magazine runs dry.

Goals: Short term goal - get established around the place, earn some cash to not starve. Long term goal - similar to actions in Koprulu, making life of dictators miserable, helping civilians not die.
 
Screenshot.ashx


"My name is Michael J. Caboose, and I hate babies!"

Names: Michael J. Caboose
Nicknames/Aliases: Captain Caboose
Alignment: Neutral Good
Fandom: Red vs Blue
Age: Probably mid-twenties at least
Gender/Sexuality: Male, Heterosexual
Species: Human
Personality: Caboose seems to act very childish as his understanding of the world and actions are incorrect and shows a great amount of curiosity. However, Caboose does show a lot of care to many characters, even to the Reds, despite them being rivals. He often tries to impress others in order to gain their respect, although it often backfires in some way. Caboose shows a great amount of loyalty as well, as shown when he kept trying to resurrect Church through Epsilon. Because of his mentality, Caboose easily becomes hurt if insulted, such as in Change of Plans, and is easily abused, such as when he was tricked to shake the Alien's "other arm". Overall, Caboose may act like a child, but is very loyal and brave when the situation calls for it. He's also incessantly cheerful; always expressing enthusiasm and adopting an optimistic mentality on missions and in the face of danger. Upon passing through the Construct portal, Santa describes him as never having a negative attitude. He does show that when he feels lonely he can become highly obsessive and secretive; such as the events in Relocation and his discovery of Freckles. Caboose is still such a gigantic idiot that his brain activity is listed as 'unknown'.
Backstory: Wiki link: Michael J. Caboose
Skills:
  • Engineering: Despite his negative IQ, Caboose has been shown to be a surprisingly gifted engineer. In Season 10, he and Simmons were able to install Epsilon into Carolina's mongoose so they could spy on her. In Season 11, Caboose was successfully able to repair his pet war robot, Freckles, and the latter referred to Caboose as his "master". This counter-intuitive skill is likely due to Caboose being a kinesthetic learner, being better at learning tasks that are entirely hands-on, and requiring more practical knowledge than anything else. Also, it may be due to Caboose having a form of savant syndrome, which in this case would be where he has skills in engineering and athletics, but very low levels of independent living skills and other forms of intelligence.
Powers/Abilities:
  • Superhuman Strength: Caboose's strength far exceeds any normal human. He has so far sent multiple Tex drones airborne simply by charging into them, casually flipped a Warthog weighing more than three tons, picked up Andy the Bomb (something even Tex wasn't able to do), and survived more than ten times the gravity of Earth without even noticing (to put it into perspective, the average human can withstand up to three times that gravity. At ten times, all life would be destroyed instantly).
  • Superhuman Speed: Outran a Warthog, which can reach speeds of up to 125 km/h, completed Washington's obstacle course in roughly one second. Said obstacle course included a minefield and vehicle portion. Also ran across the whole of Blood Gulch without anyone noticing.
  • Durability: Regularly tanks explosions at point-blank range. Stepped on a landmine and was launched so high it took more than a minute for him to reach the ground. Then he stood up with no problem whatsoever. Fell of a cliff and landed on his head, and was completely fine. Has also been drinking petrol ever since he met Church will no ill effects.
  • Stamina: Caboose essentially has a limitless amount of stamina, as he sprinted in front of everyone in full equipment, up a hill. The rest of the group were already strained at this point.
  • Berserker Rage: When enraged, Caboose essentially becomes unstoppable, charging through a large number of enemies and performing wrestling moves that easily dispatch enemies.
Weaknesses: His sheer lack of intelligence pretty much speaks for itself.
Gear:
  • MA5D Individual Combat Weapon System: Also known as the Assault Rifle, the MA5D ICWS is a gas-operated, magazine-fed, automatic assault rifle designed to execute close-quarters combat with lethal efficiency, regardless of hostile counter-op, environmental conditions, or duration of use in the field. Caboose's rifle is installed with Freckles, his 'pet' A.I. formerly belonging to a Mantis War Droid. The inclusion of Freckles allows the rifle to have an auto-targeting system and thermal sensors which detect heat signatures. The weapon can fire even when not being held. It also has an aimbot function, which automatically aims for the user.
  • M6H Magnum: The M6H Personal Defense Weapon System is an M6 Series-handgun manufactured by Misriah Armory. It is an up-sized Officer's model and has a smart-linked KFA-2 ×2 scope and an electroless nickel finish.
  • M9 Fragmentation Grenades: The M9 High-Explosive Dual-Purpose grenade (abbreviated M9 HE-DP grenade), also known as the Fragmentation grenade, shortened Frag grenade, or simply Frag, is a UNSC-issued grenade that functions in a manner very similar to contemporary hand grenades.
  • Sim Trooper Armour: Full-body combat armour worn by practically every character in the series. The armour offers protection from damage and can be equipped with armour abilities and equipment such as super speed and time dilation. Caboose in particular still wears his old armour from Blood Gulch.
Quotes:
"Time... line? Time is not made out of lines. It is made out of circles. That is why clocks are round."
"YOUR TOAST HAS BEEN BURNT, AND NO AMOUNT OF SCRAPING WILL REMOVE THE BLACK PART."
"I like me."
"Tucker did it!"


Theme Song:


bc33b1a1193276e9525fb0c59c53aea6.jpg
 
Names: Ulfi Blackthorn
Nicknames/Aliases: Dragonborn, Harbinger, Thane of Haafinger, Thane of Whiterun, Thane of Falkreath, Thane of Riften, Thane of the Reach, Thane of the Pale, Thane of Winterhold, Thane of Hjaalmarch, Stormblade, Hero of the Stormcloaks
Alignment: Neutral Good
Fandom: Skyrim
Age: 39
Gender/Sexuality: Female, straight
Species: Nord
Appearance:
Ulfi_Blackthorn.jpg
Personality:
Ulfi is a more calm person who lives her life after having settled down. She had her share of adventures and is now retired. However, she still has the urge from time to time to go on an adventure or hunting for food. While her age has partly tamed her, she still craves for adventure. Yet, there isn't much for her to explore in Skyrim. That was until something really bad happened to Skyrim.
Regardless of this, she still holds dear to the values she learned during her adventures. Being a worshipper of Talos and a supporter of the Stormcloaks. Believing that Elves hold no rights to rule Skyrim, but is against expelling them entirely.
She is honorable when it comes to Nord standards. When in a fight, she is very aggressive and doesn't give up. Using a combination of two-handed weapons and her Shouts.
She does take pride in her accomplishments, her titles and her current living situation.

Backstory:
Ulfi was born and raised in the town of Helgen. At a young age, she left her home to go on an adventure. During this time, she traveled to Cyrodiil. Witnessing the humiliating defeat of the Empire at the hands of the Aldmeri Dominion. As she continued her adventures, it became increasingly more difficult by the day to worship Talos. This came to the point that she became wanted. As news came to her about the Stormcloak Rebellion, she immediately went to Skyrim to join. However, she was ambushed and captured by the Empire.
When she was about to be executed in her hometown, Alduin swept in and destroyed the town. Killing her parents in the process. With vengeance in her heart, she departed to Riverwood. Here, she was offered help by Ralof's family. After which she departs to Whiterun, going until then almost entirely on a path to kill the dragon that killed her parents and destroyed her home. (going mostly entirely through the main quest before doing anything else).
A few months after the end of Alduin, the Vampire threat appeared. During this, Ulfi sided with the Dawnguard and managed to wipe out Harkan's court. After which she went on exploring Skyrim for both sating her thirst for adventure and to wipe out any remaining vampires and dragons still loyal to Alduin's ways. During this time, she killed Grelod the Kind. Causing her to draw the attention of the Dark Brotherhood. This ended with Ulfi butchering the Dark Brotherhood.
Then at one day, she was ambushed by cultist following Miraak. Ulfi travels to Solstheim where she helps the population to get rid of Miraak's influences and helping the government and the Skaal village of their problems. Learning from the Skaals how to make Stalhrim equipment. With this knowledge as well as the Shouts found here, she returns to Skyrim.
When she arrived, she was greeted by the Ebony Warrior to challenge her to a fight. She accepted the challenge and manage to beat the Ebony Warrior. She gave the man a burial according to Nord tradition out of honor.
After this confrontation, she bought a patch of land in The Pale and builds her own house here.

Skills:
Ulfi is a very experienced warrior. Her primary focus being two-handed weapons, taking archery as second type of combat. Being with both extremely well experienced and skilled.
She is also a very good smith, being able to make Dragonbone Armor. She is also very good at lockpicking and any skills needed to survive in the wilds (like hunting and cooking).
She also learned the language of the Dragon from both the Greybeards and Paarthumax.

Powers/Abilities:
Ulfi knows a little bit about healing and destruction magic but is at novice level with these.
The Thu'um (Shouts)

Weaknesses:
She is not very good at magic. Her armor weights her down a bit, making her less fast than she could be without heavy armor.
She is uncomfortable in warm weathers due to her Nordic origins.

Gear:
Ulfi owns three, self-made sets of armor.
Dragonbone armor (minus the helmet which is Helmet of Ygnil)
Nordic Carved armor (minus the helmet which is Helmet of Ygnil)
Stalhrim armor (full set)

Dragonbone Greatsword
Nordic Carved Greatsword
Stalhim Bow (Nordic Carved Arrows)
Bloodskal
Amulet of Talos

Companions: Lydia, Mjoll the Lioness, Farkas, and Vilkas

Names: Lydia
Relationship to character: Housecarl
Skills, Abilities, and gear:
Dragonbone armor (full set)
Dragonbone sword
Dragonbone shield
Dragonbone bow
Dragonbone arrows
Weaknesses:
Heavy armor
Further details: (optional)

Names:
Relationship to character: Friend
Skills, Abilities, and gear:
Dragonbone armor (full set)
Grimsever (elven sword with frost enchantment)
Dragonbone shield
Dragonbone bow
Dragonbone arrows
Weaknesses:
Heavy armor
Further details: (optional)

Names: Farkas
Relationship to character: Member of the Circle
Skills, Abilities, and gear:
Dragonbone armor (full set)
Dragonbone greatsword
Dragonbone bow
Dragonbone arrows
Weaknesses:
Fear of Frostbite Spiders
Further details: (optional)

Names: Vilkas
Relationship to character: Member of the Circle
Skills, Abilities, and gear:
Dragonbone armor (full set)
Dragonbone greatsword
Dragonbone bow
Dragonbone arrows
Weaknesses: Heavy armor
Further details: (optional)

Quotes: (optional, just to give us a better feel of the character)
Goals: (optional what do they want)
Fears: (optional what do they dread, not actual phobias as that would go under weaknesses)
Trivial: (optional extra details)
Theme Song: (optional)
 
Names: Orbital 90
Nicknames/Aliases: Duel Computer,
Alignment: TN
Fandom: Yu-Gi-Oh
Age: 6
Gender/Sexuality: N/A
Species: Machine Intelligence
Appearance:
q4b2ddd.jpg


Personality:
Once possessed of a friendly, childlike innocence, Orbital 90 has seen horrible things no man or robot should ever have to see, and the experiences have scarred his nonexistent mechanical soul. Orbital 90 knows now that Duel Monsters is pure evil and will lead only to suffering- suffering he feels fit to inflict upon the denizens of Astral World, for it is they who have driven him to this place.

Backstory:
Once the brainchild of the brilliant Dr. Faker and one of the most advanced duel computers in his homeworld, the XYZ Dimension, Orbital 90 managed the star attraction of the Heartland Theme Park, the Duel Coaster. Secretly working as a Numbers Hunter in his off hours, Orbital fought to purge the world of the Barian Numbers at the behest of the park's CEO, Mr. Heartland. Unfortunately, not only did the esteemed Mr. Heartland turn out to be a con artist, but the Numbers in Orbital's possession had slowly begun to corrupt his processor.

Things only got worse after the Duel Academy attacks.

Sent by their dark master, Leo Akaba, they had razed both Orbital's beloved park and the surrounding city. Orbital soon joined up with members of the Resistance in order to strike back at Duel Academy by capturing Leo's son, Declan Akaba.

They lost, miserably.

Backed into a corner with nowhere left to go, Orbital 90 decided that if he would not see his world made whole again, then he should at least fulfill his original task: Destroying the Astral World once and for all. Resigned to his fate, Orbital loaded his own body into the Sphere Field Cannon and switched it on...

Skills:
Orbital 90 is an expert duelist programmed with all the knowledge, strategies, and spacism of his creator, Dr. Faker.

Powers/Abilities:
Mechanical Body: Orbital 90's core processor and Ener-D reactor are housed in a hulking mechanical frame that stands exactly 2 meters tall and moves with surprising grace in spite of it's bulk. The legs of the unit house motorized, retractable "skates" to assist with movement, as well as a booster jet located in the torso section that allows the unit to maneuver midair. Finally, the unit's forearms can be launched on long wires in "rocket punch" fashion, before being retracted again by the unit's internal winch.

ARC System: Developed by the Leo Corporation, the ARC (Augmented Reality Combat) System is an advancement on Kaibacorp's original Solid Vision hologram technology. This so-called "real solid vision" allows for the projection of solid vision with mass and thus materialize the effects of Duel Monsters cards and generate Action Fields. Additionally, Orbital 90's integrated duel disk has been embedded with the Fusion Dimension's HST, allowing Orbital 90 to initate Shadow Games.

D.D. Fabricator: The apex of dueling technology, the D.D. Fabricator can convert duel energy into coherent form, allowing the user to theoretically bring forth any Duel Monsters card to exist, even those thought lost to humanity. Practically, it also allows Orbital 90 to use the Duel Skill: D.D. Draw, allowing Orbital 90 to fabricate a single random card once per duel and add it to the hand. The card in question becomes stronger as duel energy rises, so this is commonly used when backed into a corner.

Weaknesses:
People who are good at card games
Action cards can be used by anyone when an action field is in effect
Egyptians
Nontargeting mass removal

Gear: Orbital 90 uses a "Mecha Phantom Beast" deck

Companions: None

Goals:
1: To save the world from evil cardgames by eliminating the Astral World
2: To generate enough duel energy to unseal the ultimate monster, thereby accomplishing Goal 1
3: To preserve it's own existence until Goals 1 and 2 are complete

Fears: Mirror Force, Ancient Gears

Trivial: None

Theme Song:
 
1548125514068.png
Names: Emma Frost
Nicknames/Aliases: The White Queen
Alignment: True Neutral
Fandom: Marvel (X-Men)
Age: 35
Gender/Sexuality: Female (Heterosexual)
Species: Mutant
Appearance:
1548125574341.png
Personality: Emma often comes off as annoyed and apathetic. That is often true. She doesn't act too friendly to people she doesn't personality. She is also very refined and confident. Other personality traits include antagonist, calm, proper, formal, observatory, and determined.

Backstory: ( Emma Frost )
Emma Frost was born in Boston, Massachusetts, to the wealthy Winston and Hazel Frost; she is the second of three daughters and also had an older brother, Christian Frost. Winston is cold, ruthless, and domineering, often imposing impossibly-high standards on his children, while Hazel abuses prescription drugs to cope with the tensions of her household.

Thus, Emma obtains no emotional support from her parents or her sisters but gets along with her brother, Christian. At her school, she is ruthlessly teased by the other students and has difficulties with her grades. She is supported by her teacher, Ian Kendall. After some time with headaches, her telepathic powers begin to manifest, allowing her to read the minds of other students and get answers to the tests. Because she is able to glean information, Emma becomes a tutor to other students and Ian recommends her to be a teacher, something Emma's father refuses. On her way home from school one day, Emma's car breaks down and Ian gives her a ride home. After reading his thoughts and learning that he thinks she is beautiful and intelligent, Emma kisses him. Her sister, Adrienne records it and her father uses the evidence to get Ian fired. Emma begins to fight back by revealing Adrienne's secret modeling career and taking pictures of her father with a mistress.

This intrigues her father, who says that she reminds him of himself at her age. Her father chooses her to carry on his fortune, but after seeing her father betray her trust and commit Christian to a mental institution following a suicide attempt, Emma rejects his offer and decides to make her own way. After a period of homelessness, Emma meets and falls in love with a young man named Troy, who agrees to let Emma live with him. She learns that he owes a large amount of money to a local mobster named Lucien. In order to save Troy's life, Emma agrees to participate in a fake kidnapping scheme in an attempt to extort the remainder of Troy's debt from her father. However, Winston refuses to pay the ransom, and Troy is killed while valiantly attempting to save Emma from an enraged Lucien.

After disposing of Troy's corpse, Lucien's thugs handcuff Emma to a pipe and seal her mouth shut with duct tape, intending to kill her later. Adrienne releases Lucien's ransom video to the media, forcing Winston to pay for Emma's safe release. Not content with the money, Lucien still decides to kill her, but by using her powers, Emma turns the thugs against one another and then forces the remaining henchman to free her. Emma takes the ransom money and enrolls in Empire State University.

There, she begins to learn about mutants for the first time. She briefly dates a basketball player; however after their first date, he mysteriously attacks her and is reported. She also meets a fellow telepath named Astrid Bloom, who becomes her friend and mentor. Emma is also shocked to learn that Ian is also working at ESU and is dating her roommate. Emma, who still loves him, begins to date him and is horrified to later learn that he was caught attacking her roommate. Emma later learns that Astrid was secretly behind both the basketball player and Ian's attacks.

Furious, she attacks Astrid telepathically and leaves her comatose. Though she is able to use her powers to save Ian's job, he rejects her when she confesses her powers as a mutant to him. She becomes cold towards humans after this, and later auditions as a dancer for the Hellfire Club, an underground elite society. Emma discovers the plans of Edward Buckman and Steven Lang to destroy all mutants. Alongside Sebastian Shaw, Lourdes Chantel, and Harry Leland, Emma battles Lang's Sentinels. Alongside Shaw, she kills Buckman and the Council of the Chosen, then — along with Shaw — takes control of the Hellfire Club, setting themselves up as Lords Cardinal of the Inner Circle of the Hellfire Club.

Emma Frost becomes the White Queen of the Hellfire Club. She becomes the Chairman of the Board and CEO of Frost International, which helps to fund the activities of the Lords Cardinal. Frost also becomes the Chairman of the Board of Trustees and headmistress of the Massachusetts Academy, a school for mutants which serves as a counterpoint to Xavier's School for Gifted Youngsters, recruiting young mutants competitively with Xavier by using a bug planted in Cerebro. Frost and the Club's agents later attempted to recruit Kitty Pryde for the Massachusetts Academy, and capture (and personally torture) several members of the X-Men. Frost engages Phoenix in a psychic battle in which she is overpowered and on the verge of being killed. Frost launches a last-minute attack that led the X-Men to believe she had committed suicide, though in truth, she was Firestar for the Massachusetts Academy, but then battles Firestar. She attempts to recruit Doug Ramsey for the Massachusetts Academy, and captures Kitty Pryde again. With the Hellions, she battles the Hellion's rival team, Xavier's New Mutants for the first time. When the New Mutants are later killed and resurrected by Beyonder, they are left traumatized and withdrawn. Frost offers her assistance in telepathically restoring them to their former selves. She then coerces their headmaster Magma into allowing them to join the Massachusetts Academy. With Shaw and Selene, she invites Magneto to join the Hellfire Club. She engineers a contest between the New Mutants and Hellions, and recruits Magma for the Massachusetts Academy, and then has Empath accompany Magma to her home of Nova Roma. Alongside Magneto, Shaw, and Selene, she battles the High Evolutionary's forces to rescue Magma. She later helps Magneto search for the New Mutants when they had gone missing; alongside Magneto, Shaw, and Selene, Emma encounters the effects of the Inferno. Alongside Magneto, Shaw, and Selene, she battles the New Mutants, and votes to oust Shaw from the Club. When the time traveling mutant Trevor Fitzroy unleashes the mutant-hunting robots called the Sentinels on Emma Frost and the Hellions, Emma places herself in a psychic coma in order to survive the ordeal and nearly all of her students are killed. She later awakens in the Xavier Academy. Disoriented, she switches minds with Iceman and escapes but when she discovers the deaths of her students, Professor Xavier is able to coax a devastated Emma Frost to switch back.

Ever since then, she has continued working with the X-Men and teaching at Xavier's school.

Skills: While she doesn't have many physical skills, her intellect is powerful. She is extremely intelligent and also has a masterful ability of teaching others.

Powers/Abilities:
  • Telepathy: The ability to affect other peoples' minds.
    • Psionic Bolts: Able to shoot mental bolts that can cause mental (and physical) pain.
    • Mind Reading: The ability to tell what others are thinking.
    • Mind Control: The ability to control other people with her mind.
    • Illusions: The ability to cause others to see what isn't real.
    • Telepathic Tracking: The ability to find others by listening to their thoughts.
    • Use of Cerebro: With the use of a type of technology called Cerebro, she can enhance her telepathic abilities to make them stronger)
  • Diamond Form: The ability to turn her body into pure diamond.
    • Extreme Durability: Extremely hard to hurt without materials that break diamond.
    • Extreme Strength: Able to damage things easily due to being made of pure diamond.
Weaknesses:
  • Mind Control can only be used on those with low intelligence.
  • Telepathic Tracking and Illusions cannot be used on those with very high intelligence.
  • Cannot use telepathic abilities while in diamond form.
  • While not in diamond form, she is very physically weak.
  • Inexperienced in physical combat.
  • Uncharismatic
Gear: N/A
Companions: N/A

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Quotes: (I just got these from her voice lines in the game, "Marvel Heroes")
"A devastatingly powerful mind is a terrible thing to waste"
"Are you listening to me? You lost. You're a loser. Now deal with it."
"Life's a bitch and so am I."
"Being a hero can be quite tiresome."
"Mind your thoughts. No one like a sore loser."

Goals: She just wants to help others (Especially other mutants)
Fears: Failure
Trivial: No thanks
Theme Song: (This is good enough I suppose)
 
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Names: Jebediah Christoff
Nicknames/Aliases: Jesus Christ, The Savior, Dr. Christoff, Jebus
Alignment: Lawful Evil
Fandom: Madness Combat
Age: Unknown
Gender/Sexuality: Male
Species: Human
Appearance:
jebb_jpg_by_krinkels_r909_da1j15m-pre.jpg
Personality:
If his nicknames weren't evident enough, Jesus has quite the insurmountable god-complex. Generated through a mix of his own skill and the power of the Halo, Jesus believes himself the literal Savior of all mortals yet paradoxically views nearly everyone he meets as a sinner, whether he's working with them or not. As such he's capable of taking lives, raising zombie minions and causing chaos with nary a second thought, but instead seems more focused on simply putting his abilities to work wherever it best suits him. Due to experiencing the Improbability Drive first-hand, Jesus is no stranger to adapting to the nonsensical. Though he may be able to accept the nonsensical, that doesn't really keep him from losing his patience with it, often leading him to violent results. But then again, due to living in Nevada he's seen far too much death and destruction to be concerned by violence.

Due to his rampant Ego, most would assume him easily infuriated. And while that may be true in some cases, Jesus's major pet peeve is having to fight individuals who he clearly outmatches. Seeing dealing with grunts as an insult, he's excessively vicious when suppressing them. However, this also means that he can be surprisingly sentimental when given an actual challenge, and may actually turn down aid from allies if he enjoys the fight enough. Otherwise he may just cause a quick zombie epidemic in order to avoid having to deal with opponents he considers too weak. Despite all his more fanatical ideals, Jesus's 'Greater Good' mentality cannot be denied. As he is more than willing to throw away his own personal desires and convictions if the result seems too positive to ignore.


Once employed by Project Nexus, Dr. Christoff was the chief scientist working on their Resurrection experiments. However, after eventually realizing the abominations his research was helping to create, the scientist did the only he could think of in order to redeem himself: Lead a one-man rebellion against his project and systematically tear the entire thing apart by sabotaging the experiments and using the chaos the monstrosities created to fight his way through Nexus's entire army. While going on his one man rampage he stole an artifact being worked on by Nexus: the Halo. Now granted the supernatural powers of the Halo, Dr. Christoff faced down the man behind Project Nexus and slew him in one on one combat.

The results of Dr. Christoff's rampage were decimating to far more than Project Nexus, as the abominations released during it ravaged the surrounding area for an undetermined amount of time. In fact, his quest for redemption sent him on a dangerous path which was expedited due to the powers he gained from the Halo. For after recognizing his own abilities, Dr. Christoff developed a horrifying god-complex. Not much is known about how he spent his time after Project Nexus, only that after a while he began going by Jesus and ended up in the employment of a government official nicknamed the Sheriff. Whilst trying to end the killing spree of a man named Hank Whimbleton, the Sheriff implemented the first improbability drive, which promptly distorted Nevada's reality to such a degree that Hank ended up bludgeoning the sun to death. Initially putting up with the absurdities brought on by the seemingly all-powerful Improbability Drive, Jesus put up with it in order to finally end Hank. However, after Hank murdered the Sheriff and he was replaced by another overseer who began getting fairly experimental with the Improbability Drives, Jesus began getting disillusioned.

The straw that broke the camel's back was when this new Overseer used the Improbability Drive to grant near godlike powers to a violent mercenary in clown makeup known as Tricky. Fueled by madness and a hatred for Hank which rivaled Jesus's, Tricky interrupted one of their fights and promptly butchered both of them. Though Jesus was able to use the powers of the Halo to survive, he finally quit his job and tried finding work elsewhere. However, Nevada was currently engulfed in more chaos than usual due to the totalitarian regime which had grown around the owners of the Improbability Drive. Finally infuriated beyond the point of no return, Jesus committed himself to another one man army situation and returned to find that Tricky had been resurrecting Hank over and over just to keep killing him. Jesus managed to destroy the Improbability Drive that Tricky had been using, de-powering the madman and allowing him to be slain, but of course it couldn't just end there.

Turns out another Improbability drive was in the possession of the Auditor, the Sheriff's successor, and so yet again Jesus had to fight his way through a small army to get to it. However, despite tearing his way through the Auditor's forces in order to destroy it, something interrupted the Savior this time: The Great Hunger. Suddenly he wasn't in the hellhole known as Nevada, he was somewhere that actually looked livable.
TL ; DR Nevada scientist horrified at the abominations he helped create decides to become Battle Jesus. Rapidly devolves into a fanatical necromancer.
Skills
Combat Master- It doesn't matter what kind of weapon he's got or if he even has one at all. Even without his Halo he's still pretty lethal. That's just how it is in Nevada.
Gun Jockey- Despite the powers of the Halo, Jesus primarily uses firearms to enact his will upon the world. He's got his preferences but all are viable.

Swordsman- Even though Jesus loves his guns, he's skilled with a blade almost entirely due to the Binary Sword he keeps with him. He could probably use other similar weapons just as effectively.

Scientist- Most people forget that Jesus was once a leading Scientist in the study of Resurrection. Though his appearance and fanatical viewpoints may not do much to inspire confidence, he's the guy to go to if you want to talk coming back from the dead.



Powers/Abilities:

Super Strength- While most people in Nevada are able to rip chunks out of a man with their bare hands, due to the power of the Halo, Jesus is able to take this up a notch. He can lift large metal crates three times his size with only moderate effort and throw them just as easily.

Necromancy -His most often used power, Jesus was the main source of Nevada's undead problem ever since he started raising them in his bid to stop Hank. Superior to the zombies created by Project Nexus, Jesus's zombified goons are completely subservient to him and are even capable of wielding firearms and melee weapons. Jesus is unable to command zombies that weren't made by him, and even his own tend to just roam seeking flesh when not in his presence.

Nexus Energy Bolts- He can fire bolts of energy from his palms or eyes, but due to his love for firearms he only uses these when completely disarmed.

Energy Shield- A shield of Nexus energy he can form in the palm of his hand to soak up bullets and fire them back at his assailant.
Summon Sword

Telekinesis- For when he can' carry something with his arms. Though it still can't lift immensely heavy objects, it can lift multiple things at a time.

Halo Again- The Halo doesn't make him more durable in a casual sense, as he can still be torn apart, shot, stabbed, and the likes; but due to the Halo's power he can sort of put himself back together again as long as its nearby. Even if half his head is torn off, if the Halo is still in his possession his body will just leech off of its regenerative abilities until he gets put back together.

Summon Sword- He can summon the Binary Sword

Hovering- He can hover about three inches off of the ground, and while he can't really go much higher than that he can speed incredibly fast while hovering.

Weaknesses:
Remove the Halo- Stealing Jesus's Halo isn't exactly easy as it is kinda bound to him in terms of users, however if someone's capable of withstanding the energy it discharges when being pried away then its fully possible to disable Jesus's supernatural powers by separating him and the Halo.

Still a Human- Despite all the powers he's gained from the Halo, his body isn't much more durable than the average man. He can still be decapitated or blown apart, and if someone takes away his Halo before he gets put back together, that's basically it for him.


Gear:
The Binary Blade- The sword of the former head of Project Nexus: Phobos. Jesus took this sword as a trophy after beating him and got attached real quick. The code on the blade itself can be translated into 316.

S&W 500- Jesus likes his guns, but he will always try to keep this one on him. A massive revolver with enough power to match its size, the motto of this particular dealer of death is why worry about reloading when your target's guaranteed to be dead after half the chamber's gone?

The Halo- Powerful artifact stolen from Project Nexus and the source of Jesus's supernatural powers, this particular device was developed on the side as Nexus continued looking into resurrection. It will grant its powers to whoever wears it, yet discharges energy violently if forcibly removed from its user. Its benefits are many, yet one major downside to keep in mind is that the Halo reacts extremely unpredictably to other forms of magic or magi-tech or sorcery. Results may very, but the inherent Necromantic powers of the Halo seem to react extremely poorly when forced to meld with other forms of magic a user may have. It can therefore cause a rejection where the Halo's magic and the User's inherent magic will begin gradually tearing them apart.

Goals: Scour the absolute entirety of Gladius over and over again until he's absolutely positive the Improbability Drive didn't survive the Great Hunger's destruction of Nevada. And if he finds out it did survive somehow, he's going to destroy it as quickly as physically possible.

Fears: Someone using the Improbability Drive to make Gladius just as annoyingly chaotic as Nevada.
Trivial: Has a seriously bad habit of starting zombie epidemics without meaning to. Maybe he'll raise a couple to help assault a compound or something, but then one slips away and the next thing he knows a nearby city is engulfed in pandemonium.​
 
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Meet, the Raid Crew! WW2-era robbers/commando raiders, fitting with other people like SS officer in an orphanage. Well, one of them actually is former SS member. You'll see.

  • Name: REDACTED

    Nickname: Kurgan

    Alignment: Chaotic neutral

    Fandom: RAID: World War II

    Age: Unknown

    Gender: Male

    Species: Human

    Appearance:
    1548170879301.png

    Personality: Kurgan is insane. That is pretty clear. He is hyperviolent and often unpredictable. Holds a deep grudge against Germans, although he is capable of overcoming this and working together with one, as evidenced by his relations to Wolfgang. Has mild PTSD after being burned by German flamenwerfer. One of them werfed some flammen right at Kurgan's face in Leningrad. Which is part of the reason why this crazy Russian never takes off his gas mask around people.

    Backstory: If Stalin ever needed a poster boy for the term "Crazy Ivan', then Kurgan is the man. Even among a military as fierce as the Red Army, his capacity for violence stands out. A little too much, perhaps. His unit was betrayed by their own officer in Leningrad, and it seems Kurgan took a rather dim view of that. He went on a one man Crusade and tracked the traitor to a fortified German hill at Kursk. By the light of a pyre of burning corpses, he killed every single man between him and the traitor, whose head he cleaved with a spade. How lovely. He was tried in absentia - for insubordination and sentenced to death, but that doesn't seem to have reduced his enthusiasm for killing fascists in the least.

    Skills: Kurgan is a great fighter, as evidenced by amount of Nazis he killed back in Europe together with other Raid crew members. He is capable of sneaking around pretty well, avoiding detection by Nazi garrison even while stealing a train cart full of priceless Russian artifacts ("Amber Train" mission in-game for reference). Kurgan is capable of lockpicking and field first aid. Pretty handy with explosives too. Standard set of abilities for all four Raid members. Among them, Kurgan excels at close quarters combat, his preferred weapon being SMG.

    Weaknesses: Kurgan origins from early XXth. century on Earth, which means he is rather backwards with his understanding of technology. Unlike majority of other noticeable characters here, Kurgan is just a human, and unaugmented one at that, posessing to power armor or whatever. Self-admittedly, Kurgan cannot swim.

    Gear: Gas mask, knife, tokarev TT-33 pistol, PPSh-41 SMG, both with supply of ammunition, some stolen German grenades, lockpicking tools, several sticks of dynamite for heavy duty demolition when Wolfgang is unavailable.

    Goals: Keep the Raid Crew alive, steal precious stuff.

    Fears: Post-Leningrad PTSD for flamethrowers, may panic around stuff like that. Although panic in Kurgan's case often results in shooting the cause of this panic.

    Trivial: Kurgan refers to himself in third person most of the time.

 
prototype___alex_mercer_by_offrecord-d4ri50c.jpg


"I woke up in a morgue. Now I hunt. I kill. I consume. I become."

Names: Alexander James Mercer
Nicknames/Aliases: Blacklight, ZEUS, the Monster of Manhattan, DX-1118 C
Alignment: Chaotic Good
Fandom: [PROTOTYPE]
Age: 29 (human Alex), several months (Blacklight Alex)
Gender/Sexuality: Technically genderless, considered male
Species: Sapient Virus
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.
Backstory:
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.

Skills:
  • Ridiculously Versatile: Consuming and assimilating the personalities and skills of hundreds of individuals has allowed Alex to harness a truly vast array of skills. He can essentially fill in every role in an office simultaneously. In fact, he can more than likely run a company all by himself.
  • Genius Intelligence: Human Alex was incredibly gifted in the field of science, and Blacklight Alex is no different, although much more intelligent due to all the scientists he had previously consumed.
  • Proficient Unarmed Combatant: Even without his biomass powers, Alex has shown to be remarkably proficient in hand-to-hand combat, utilising martial arts techniques even before consuming any victims.
Powers/Abilities:
  • 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.
Biomass Powers
  • 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: Limit-breaker 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
Weaknesses: While he can regenerate, Alex requires biomass to stay 'alive', hence he must have a constant supply of biomass, which comes from living biological matter such as animals and humans. Without it, or if he has lost too much, he will be severely weakened, and will attempt to consume the person closest to him if hungry enough. Alex also has a crippling weakness to electricity, as it will stun him and leave him unable to react. Because Alex had practically no friends and a rough childhood when he was a human, he pretty much has no social skills at all. As such, he struggles with interacting with people and holding conversations.
Quotes:
"My name is Alex Mercer. I'm the reason for all of this. They call me a killer, a monster, a terrorist... I'm all of these things."
"I saw what he saw. I know what he knew. His memories are my memories."
"I looked for the truth. Found it. Didn't like it. Wish to hell I could forget it. Alex Mercer... This city suffered for his mistakes, for what he did at Penn Station. And whoever he was - that's a part of me. When I close my eyes, I see the memories of a thousand dead men, screaming as I take their lives. Moments I'll relive forever. What have I become? Something less than human. But also something more."

Theme Song:


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Sorry, I already said no to Alex in the interest check.
 
Name: DemyX
Nickname: The Melodious Nocturne
Alignment: Chaotic Neutral
Fandom :Kingdom Hearts
Age:??? (Physically looks like 21)
Species :Nobody
Appearance:

tumblr_ltlk5co5WU1qjaw13o1_640.jpg


Personality:
Demyx, unlike the other Organization members, has a very casual, cowardly, and lazy personality—though this may simply be an act since Nobodies are normally free of all emotion and thus cannot feel fear (though it is known that higher nobodies start to form hearts of their own, given enough time). He runs from many encounters, including ones with Hades and Sora, and in Kingdom Hearts 358/2 Days, he refuses to go searching for a giant Heartless alone. Along with Xigbar, Axel, and Larxene, Demyx is portrayed as one of the more comical members of the Organization, although unlike the other three, who earned their places in that list as a result of their sarcasm and wisecracks, Demyx holds this role because of his laziness.

Despite his laid-back personality and his tendency to sit around, Demyx seems to be on good terms with both Axel and Xigbar, calling Xigbar, "Xiggy" and is often shown talking to him in the Grey Area, and though Axel and Roxas talk about him behind his back, Axel does defend him after Roxas comments that Demyx doesn't do anything, Axel stating that Demyx specializes in recon.

Demyx seems to dislike working as much as he dislikes fighting; he even goes so far as to manipulate Roxas, dumping his missions on the younger Nobody and going off to have fun. He complains about how he "isn't cut out for combat" and also considers sweat "gross". Often, he wishes that Xemnas would not make him fight and says that he'd prefer to stay at The Castle That Never Was or at
least be given a recon mission.

He also seems to dislike Larxene intensely, calling her a witch, though the feeling is apparently mutual as she has referred to him as lazy and useless. When news gets back from Castle Oblivion, he seems to be glad that she has died, showing that even he can be a bit cruel and crass without a heart. He also seems to dislike Saïx, calling him "X-face" in one of his Secret Reports, saying that Saïx constantly barks at him to get to work. However, he does show some care toward Xion, unlike many of the other members, thus demonstrating that he does have a kind side, although he thought it was "intense" when he found out that Xion was a "puppet".

Demyx is much less serious and more carefree than the other Organization members, as well as selfish, and seems to take his task of pursuing Sora lightly. He doesn't hesitate to read his orders aloud off of cue cards in front of Sora nor does he hesitate to complain about his distaste for fighting. His cries in battle after being hit are also more characteristic of "yelps" than those of the other members, and are exclamations rather than reactions. In his final battle against Sora however, he displays a side previously unseen, fighting Sora with a ferocity and wildness most unlike his 'usual' character. Yet when he is defeated, he lets out a cry of despair and disbelief, holding his head, and whimpering as he fades back into darkness.

Background:

Nobody knew about Demyx's background prior to becoming a Nobody, although most speculated that he was borne from A strong will when his hearts was consumed by Darkness. Demyx was then recruited by the Organization XIII to serve as one of its agents to bring about the Kingdom Hearts. Set to be the 9th Member, he was originally tasked to perform missions to the organization to enact Xemnas'es plan. However, due to the encounter of a keyblade wielder, he lost and faded into darkness.

Reforming , he was then recruited again by Xemnas to serve the True Organization under Xehanort's plans.

Powers:
  • Water Manipulation : Utilizing his Sitar , Arpeggio, Demyx can generate and manipulate water out of thin air to attack his enemies ranging from waves, pillars, blades to even Physical clones of himself.
  • Limitbreak: Wave Gigs -His Limitbreak ability that allows him to generate several large geysers of water that attack the enemies based on his beats.
  • Corridors of Darkness: Demyx can summon a Corridor to travel across worlds and long distances.

Gear:
  • Arpeggio - Demyx weapon of choice that he can summon whenever he fights. Its magic allows Demyx to control and generate water. Its durable , able to be used to bash people without much of a dent.
  • Cloak: a magical form of clothing that allows the person that wears it to safely pass through the Corridors of Darkness. its main use is to protect the user's heartf rom the corruptive nature of the Darkness whrn passing through the Corridor of Darkness. It has shapeshifting capabilities that transforms the clothing worn underneath to be a generic dark gloves,cloths , pants and Boots which would transform back into their normal attire once the cloak is removed.
Companion:

kh-shadow.jpg

Name: Patrick
Species: Pureblood Heartless
Background: A Shadow Heartless that followed Demyx during his reform in this new world. It seems friendly enough and has a odd blue collar that Demyx seemed to find familiar.

Abilities :
  • Corridor of Darkness- Patrick can follow Demyx through any where
  • Shadow form -patrick can flatten himself into a moving shafow incapable of interacting with the physical world for a short amount of time. He uses it to seek atound and eat other people's food.
  • Heartless Summoning - Patrick can call upon other Heartless in the world he is in to converge but Demyx doesnt seem to like that so Patrick rarely does that.
Quotes :
"Silence ,Traitor"
"Hey, Don't Judge a book from its cover"
"Dance , Water Dance!"


Goal:
  • Find out abouy what happened after Xehanort's demise.
  • Find out about this new crisis
  • Find his past human self.
Themes:
 
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Names: Ashe
Nicknames/Aliases: Megaman Model A
Fandom: Megaman ZX Advent
Age: 17
Gender/Sexuality: Female
Species: Human
Personality:
Ashe is a stark contrast from Grey in attitude. She is a very feisty and tomboyish girl, even talking back to the Sage Trinity at least once. She is also quite ambitious, as evidenced by her desire to leave her mark in history. Her persistence matches her ambition, as she is constantly seeking her next "booty" and will stop at nothing short of death to get it; she will never allow anyone else to take credit for her work, which is the reason she boards the train transporting Model A to Legion. However, Ashe is also plagued by the mystery of her unknown origins and the lack of information in Legion's database is quite a blow to her. The lack of a real identity leaves a void in Ashe, and her quest to become someone known could be her idea of finding a meaning to her own life, and this is also the root of her strong personality. She also has a unique perspective of her life; since she wishes to go down in the history books, she speaks of her own life as a story being written.

Although Ashe rarely demonstrates it, she is also very compassionate and will do everything she can to help those in need, even if they are enemies. She not only saved Raiders from an attack by Atlas, but she also spared Atlas' life and later expressed a desire to save Prometheus and Pandora after learning about their horrible past. Even the discovery of her family ties with Albert doesn't cause Ashe to hesitate, and she rejects her own heritage in the name of the greater good.

Backstory:
Ashe was apparently found by the Hunters after a maverick attack destroyed her home town and was raised by them. She was inspired to become a hunter because of her surroundings, and she decided to write her own "story." As she got older, she eventually did become a great hunter, and was hired by Legion to hunt down a Reploid who illegally salvaged a Biometal.

After Prometheus defeats her, she wakes up at the Hunter's Base. Then she is assigned in a mission to take the salvaged Biometal to Legion via train. While she was on her way to Legion, the train is attacked and she meets Prometheus again, this time with Pandora by his side. Similar to Grey's storyline, Model A decides to assist Ashe by Megamerging. Prometheus and Pandora retreats after seeing her transform into a Mega Man (the term is still used for female Mega Men), at least for now.

Ashe is then tasked with keeping the Biometal until the train is repaired so that the Legion can keep record of it. A lot of stuff happens that can be classified as spoilers so we'll omit those parts.

Three years had passed since the events of Megaman ZX Advent, and the end of the Multiverse had occurred, leaving her stranded in a strange new world.

Skills: (fighting styles, good at driving, ect)
Expert Gun Handling
Dual Wielding Guns
Athletic/Gymnastic Skills
Powers/Abilities: (super strength, super speed, ect)
MegaMerge - The power to bond with a Biometal, specifically, Model A. This allows the user to don on a special kind of armor and use the Biometal's specific ability. For Model A, it's the ability to A-Trans(Look at the Megaman ZX section) which allows the user to scan the DNA of a strong enemy that Ashe fought and transform into the person. However, not every power that they have will be available for her to use.
Weaknesses: (Kryptonite, sunlight, a crippling fear of cows, ect)
Her armor can only take so much that she may actually explode.
The Forms that she gains from other people are significantly weaker than their original counterparts.
Gear: (weapons, armour, vehicles, ect)
In her normal state, she has a blaster which fires plasma infused bullets. Capable of destroying small mechs.
Biometal Model A - A living gadget with a consciousness that allows Ashe to transform into Mega Man Model A. On that form, she gains two blasters that are significantly stronger than her normal blaster, now capable of destroying larger mechs. It is also capable of firing homing lasers.
Goals:
1.Find some(one's) 'booty'
2.???
3.Profit
 
Alias: King
Nicknames: The Walking Calamity, The Legendary Turk (he does not use these himself)
Fandom: Final Fantasy 7 (OC-ish)
Age: Thirties
Gender/Sexuality: Male/straight
Species: Human

Appearance:
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King cuts a fairly imposing figure despite appearing somewhat lanky, standing a considerable 6ft4 and weighing over 200 pounds. He's gifted with an enviably shredded physique, a wiry and powerful build packed with corded steel muscles, with an impressive inverted triangle upper body and long, sinewy limbs, while his skin is boot leather tough and decorated in equal measure by a myriad of scars and simple black tattoos reminiscent of prison markings and general poor choices in life. Clothes-wise he's added some slight variance to the business suit that served as the Turks' uniform, donning a single breasted black dress vest, replacing the jacket with a short black trenchcoat, adding a black panama hat and losing the tie while retaining the black gloves and silver-framed shades, this last item hiding hazel eyes with just the faintest glint of the unnatural shine of mako exposure to them.

Personality:
A rogue with a heart of, well, not really gold more like silver or maybe bronze, King is an unrepentantly immoral adventurer who marches to the beat of his own drum, a self-assured and self-serving serving scoundrel living from one thrill to the next. He isn't the moustache-twirlingly evil sort, however, and won't necessarily go out of his way to wrong others for no reason, in fact he can be really quite friendly, greatly appreciative of anyone he considers a friend and placing much value on respect earned, he simply has his own codes in life and is willing to do things he knows are considered "wrong" for his benefit.

Backstory:
Originally a freedom fighter opposing Shinra Electric Power Company's aggressive global expansion then recruited into Shinra's own secret police known as The Turks, a nameless, anonymous drifter defined by his fearsome prowess in battle, always in the periphery of major events in the world of Gaia. Known by some as The Legendary Turk and by the group itself as the Walking Calamity, even his moniker of King is nothing more than an alias he became fond of, a nickname won in the fight club of the port town of Costa del Sol that he called his home.

Though he might not look the part and doesn't much talk about his role, King has met the major players in the world of Final Fantasy 7 and been there for many of the events that shaped the eventual Jenova conflict: helping bring down the resistance in Wutai, forcibly recruiting candidates for the SOLDIER program, battling the original incarnation of the AVALANCHE eco-terrorist group, witnessing Sephiroth's fall from grace, turning against Shinra once more, facing a creature considered the "ultimate summon" and the biomechanical menace known as WEAPON that its presence awoke.

Eventually "retiring" to a sort of peaceful life hiding from his former employers, King and many of his colleagues resurfaced during the summoning of the world destroying Meteor by Sephiroth and helped the evacuation and peacekeeping efforts. His assistance was also requested during the Advent Children incident and he directly battled the Remnants as a diversion during their hunt for Jenova's remains, but during the high speed encounter the evil trio managed to force King to crash his bike into an exposed flow of the Lifestream and this is what cast him into Gladius in turn.

Lost and alone in a not just a new world but new worlds, and faced with the grim reality of multiversal annihilation to boot, well, King actually just did what he's always done. He's gotten his bearings, he'll find the way to go, and when he does he plans to beat every single that gets in his way into submission until the problem is solved. It's worked for him before. And goddamit, he had better find his precious custom bike in the process or there'll be hell to pay.

Skills:
-Fists of Legend: King is an exceedingly talented and skilled martial artist, a deadly striker and capable grappler who's more than a match for any of the Final Fantasy 7 party members. Mixing a strong foundation in Wutai martial arts and military hand to hand combat with bareknuckle brawling experience, polished through a lifetime of conflict, the hallmarks of his style are a very loose and relaxed posture used to generate sudden, explosive power with a wide variety of simple but effective techniques. Unlike Tifa Lockhart's flow of relentless attacks King actually favors a heavily defensive approach centered around fundamentals, focusing on shutting down and outmaneuvering enemies, picking them apart through precise, hard-hitting offense and landing devastating counters.

-Operator: As a former guerrilla soldier and then member of the Turks, essentially the not-so-secret police arm of the Shinra megacorporation's bid for global dominance, King has received some training on applicable skills such as espionage, reconnaisance, intelligence gathering, sabotage and the like. He's not particularly keen on these things nor particularly good at them, much of his work centered primarily on just blitzing enemy forces and that's how he likes it, but he can be surprisingly underhanded if he puts his mind to it.

-Reckless driving: King is trained in the handling of a variety of vehicles including some military ones, and while he's no wheelman he's good enough to reliably get from point A to point B through obstacles and setbacks generally speaking. The problem is that his skills are absolutely not good enough to guarantee an actually safe ride at all, and to make things worse he's the type to treat everything he pilots as though it were indestructible with dire consequences.

Powers/Abilities:
-The Calamity: Much like Tifa Lockhart, Sabin Rene Figaro, Yang Fang Leiden and many other examples of "monks" across Final Fantasy, King is nothing short of a monstrous physical specimen, capable of keeping up with warriors and wizards of legend and braving great dangers with nothing but some clothes and his fists. He is tremendously, supernaturally strong and freakishly tough, capable of handling most poisons and diseases along with all manner of assault, and while he's no ninja he's no slouch when it comes to speed and agility either. His abilities are such that he can pit his body against things that would otherwise be unaffected by brute physical force, allowing him to contend with spellcasters and strange monsters alike.

-King's Will: King didn't get to where he is by being mentally weak and shows this through a mixture of insurmountable willpower and a perhaps unexpected degree of discipline. It's all but impossible to break his spirits or make him stop once he's really, truly set his mind on something, and speaking of minds this makes his an extremely difficult one to assail, making him resistant to mind-altering effects and general intrusions.

Gear:
-The shades: Combat-ready smart goggles in a vanity item package, King's aviator shades automatically adjust to provide ideal visibility settings even in low-light or visibility scenarios, as well as when dealing with extreme exposure or sudden bright flashes. Much tougher than they look, they adapt and mold themselves to the users' facial structure for comfort, and they can be custom-programmed and optimized for a variety of different roles and scenarios through an electronic interface. King doesn't really get all this and just uses the default automatic settings. He carries several spares.

-Materia lighter: With no connection to the Lifestream from which it came Materia has become mostly inert in Gladius, requiring external power sources to activate their magic effects, so King only carries a small fire piece inside an engraved gold lighter powered by a magic crystal. Not that he was ever big on Materia use anyway. The lighter creates an extremely pure and well sustained flame and has a very long life when used regularly, but it also has a secret switch that makes it produce full blasts of fire magic at the cost of quickly burning out its powersource.

-Bespoke tailoring: While not armor per se, as they're really not any tougher than he is, King's clothes are especially made to survive the rigors of his lifestyle which involves being contending with blades, bullets, sorcery, unnatural monstruosities and everything inbetween.

-Cigar case: A silvered case holding an indeterminate, surprisingly large amount of cigarillos, small, narrow cigars slightly bigger than regular cigarettes. Aside from the regular smokes he carries a few special ones coated in Elixir for health, Remedy for conditions and Oxyale for breathing in hostile environments, all of them marked via color coded bands.

-Picture of Artemis: A picture of King's all-terrain custom project supermoto, which he lovingly calls Artemis. The end result of many years of work, planning and investment, it's a machine designed to suit his driving style and made as tough as he is, a nigh-uncontrolable beast in both speed and handling powered by a magical Mako energy engine that can survive damn near anything with safety features coded specifically for its lone intended driver. King has misplaced it since arriving in Gladius, he is very upset about it and he'll ask people about it confident that it survived and no one's been able to use it.

Weaknesses:
Carries no weapons, armor or magical artifacts in general and has no interest in actually using any, which limits a great source of power. He also can't use magic without Materia, which is itself unusable without an external powersource in Gladius, and he has no interest in magic anyway which further locks away his options. Though he can deal with some technology, Final Fantasy 7's world is more industrial than advanced sci fi and so he's not much for things too far removed from the modern scope.

Theme Song:


Notes:
Slightly modified version of one of the playable Turks from Before Crisis -Final Fantasy VII-, altered to suit my tastes.
 
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"For what it's worth, I think I would have preferred Tahiti"
Names: Arthur Morgan
Nicknames/Aliases: Black Lung , Cowpoke, Coughing Billy, English, Pretty Boy, Arthur Callahan, Fenton, Leviticus Cornwall, Tacitus Kilgore
Alignment: Neutral Good
Fandom: Red Dead Redemption 2
Age: 36
Gender/Sexuality: Male/Heterosexual
Species: Human
Appearance:
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Personality:
Arthur Morgan is a cold, brooding outlaw who often resorts to violence and has very few moral qualms about killing. At his worst, Arthur could be extremely ruthless and completely unemphatic to the people he hurts. Despite being capable of committing such violence, Arthur does have a playful side to his personality that comes out around those he is friendly with. He isn’t above joking or employing sarcasm wit his friends. Notably, Arthur was kind and polite to John Marston’s then four year old son, Jack, having a gentle demeanor around the young boy in contrast to his threatening persona.
Regarding his religious beliefs, Arthur is likely irreligious but has stated he does believe in an afterlife. Despite his ability to commit great acts of violence, Arthur has his own moral code and doesn’t believe in what he deems as unnecessary killing, especially if it endangers himself or those he cares about. Dutch also raised Arthur to believe that revenge is a fruitless endeavor. It seems Arthur strictly believes that violence should be cold, necessary and without feeling, never out of personal enjoyment or without reason. In his own terms, Arthur is aware that he is a “bad man” and clearly understands that his behavior is morally wrong. However, he justifies his own actions as being different from most criminals, as the Van der Linde gang carries a philosophy that Arthur genuinely believed could help people. As time went on, however, he realized this philosophy was a ruse or an “excuse,” as John Marston would later put it. Arthur’s deteriorating loyalty to Dutch caused him to go through an existential crisis. Because Dutch had raised Arthur since he was a child, his philosophy was primarily the only thing Arthur ever believed in up until the gang’s downfall. As the gang fell apart, Arthur realized that social issues were more complex then he had ever thought and that these issues were beyond the gang’s ability to control. Perhaps most disturbing to Arthur was seeing how easily Dutch could influence younger, disenfranchised men such as Eagle Flies to commit acts of violence for him. Undoubtedly, this gave Arthur a new perspective on his own childhood and how Dutch had been taking advantage of him. With his faith in Dutch and the Van der Linde gang crushed, Arthur became more wise and sensitive to his own feelings, opening up to Rains Fall about traumatic experiences, including the death of his own son, Isaac. He also began caring about other people more than himself. In the end, Arthur’s last objectives were to protect John Marston’s family and to secure Dutch’s hidden money for them in order to hopefully build a better life for themselves, making all the suffering the gang had gone through worth something in the end. Unlike most people during the time period, Arthur is quite progressive in his views, but only because he's a misanthrope who believes most people are awful regardless.
Backstory: Arthur Morgan
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Skills/Powers/Abilities:
Veteran Gunmen- As a veteran of Dutch’s gang, Arthur is proficient in combat and wilderness survival. From antiques such as the Volcanic Pistol to modern automatic Mauser Pistols, his competency with a variety of weapons and fighting styles makes Arthur an invaluable asset for the gang and a dangerous opponent for its enemies. Though he claims that he never got the hang of shooting a bow during a conversation with Charles, he nonetheless picks up the skill quite quickly.
Skilled Rider- Arthur is a natural horsemen, weather it be taming the beasts or riding them.
Skilled Outdoorsmen- His time riding with the gang has taught him how to live on the fringes of society. Arthur is able to track, hunt and skin animals with the skill of a seasoned outdoorsman. Unlike John, Arthur knows how to swim, and is also a master equestrian.
Dead Eye Targeting- Like other protagonists in the Red Dead series, Arthur can use the trademark Dead Eye ability to slow time to a crawl and carefully pick out shots to cripple or kill his enemies. Unlike previous entries, Arthur's use of the ability is also capable of pinpointing critical areas of the target as the player levels up the skill.
Eagle Eye- Introduced in RDR2 as a representation of Arthur's well-developed survivalist skills, this new gameplay mechanic highlights animal tracks, objectives, and other points of interest, allowing the player to track targets effectively over long distances.
Weaknesses: Normal human, nothing too special here
Gear:
Calloway's Revolver- A unique, custom-engraved Schofield Revolver plated in silver, with "Canis Canem Edit" engraved into the side of the barrel. This sidearm previously belonged to the late gunslinger Jim "Boy" Calloway, who was defeated in a duel by the player at Roanoke Ridge. This gun has an ammo capacity of six rounds and can use Regular, High Velocity, Split Point, Express and Explosive revolver ammo.
Buck Cattleman Revolver- The Buck Cattleman Revolver is a good all-around weapon for most situations. It has high fire rate when fired from the hip, and moderate accuracy, damage and range.
Pump-Action Shotgun- The high-powered Lancaster Pump Shotgun has a large ammo capacity and quick reload capacities. Despite average accuracy, this gun will hold true should you find yourself confronted by wild beast or man in close combat. This gun has an ammo capacity of five rounds and can use Regular Buckshots, Incendiary Buckshots, Slug and Explosive Slug shotgun ammo.
Hunting Knife- An all-purpose Bowie knife with a sharp clip-point blade, steel crossguard, and sturdy wooden handle. Designed for combat, this weapon can give the edge to any close-quarters melee fight, or be used for silent takedowns. For hunters, this is also the perfect weapon for killing and skinning animals. Remember: there are no rules in a knife fight.
Lasso- The lasso in both Red Dead Redemption and Red Dead Redemption 2. It is used for catching and taming wild horses, for lassoing people and to hogtie criminals to take them to jail for a bounty reward. The player can also lasso criminals around the waist or feet and drag them while riding a horse.
Dynamite- A powerful explosive, designed for mining and construction purposes. It can be used to clear out groups of enemies, or effectively blow up a variety of things including mines, trains and safes. Light and throw towards your target, or place it down before igniting and running to a safe distance. It cannot be purchased from Gunsmith stores, but some less-than-reputable sellers may stock this item.
Throwing Knife- A small knife with a straight blade, designed and balanced so it can be thrown with ease. Can be used to silently take down enemies at range, or used as a melee weapon if required.
Bow- The bow is a ranged weapon capable of shooting projectiles called arrows. It is an effective weapon for careful hunting, as the arrows' damage against animals allows Morgan to preserve their organs and valuables in a better condition in comparison to firearms. Furthermore allows the player the option of being silent when entering heavily fortified bases and features a variety of arrows that suit most needs.​

  • Improved Arrows: A more damaging version of the regular arrow. They must be crafted and are very useful against both large and massive game.​
  • Small Game Arrows: A craftable arrow type that is used to cause less damage to an animal. Primarily used for hunting small game where a regular arrow would cause too much damage. Well-placed shots with these arrows can be used against some medium game as well. In Red Dead Online, the pamphlet to craft these arrows can be bought at a Fence.​
  • Poison Arrow: A craftable arrow type coated in poison. One hit to an animal's vital area and the poison will quickly kill the animal. They are very effective against larger game as they cause heavy (and usually fatal) damage without damaging pelts. They can be used against humans as well. The pamphlet to craft these arrows can be bought at a Fence.​
  • Fire Arrow: A craftable arrow designed to set grass, wood, or long-range targets on fire. They are not useful for hunting but are good for humans. The pamphlet to craft these arrows can be bought at a Fence.​
  • Dynamite Arrow: A craftable arrow with a light stick of Dynamite tied to it. Dynamite arrows are an excellent source of long-range damage while being able to remain hidden. They are very useful against Legendary Animals since their pelts can't be damaged, attacking hostile caravans, or attacking large groups of enemies. The pamphlet to craft these arrows can be bought at a Fence.​
Fishing Rod- Used for catching fish, not advisable to use this a weapon.
(Additionally, Arthur can swap out their weapons for better, more advanced weapons)
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Quotes:
"Listen to me. When the time comes, you gotta run and don’t look back. This is over."
"This whole thing is pretty much done. We're more ghosts than people"
"Be loyal to what matters."
"You should have taken the muney"
"I wish things were different, but it were not us who changed"
"John made it. He's the only one. Rest of us... no. But... I tried. In the end. I did"

Goals: Maybe survive and do good...perhaps to find purpose in this new life...
Theme Song:


 
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Names: Ruby Rose
Nicknames/Aliases: Little Red
Alignment: Neutral Good
Fandom: RWBY (Season 5)
Age: 17
Gender/Sexuality: Female/Bisexual
Species: Human
Appearance:
latest
Personality: Ruby Rose
Backstory: Ruby Rose/History
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Skills/Powers/Abilities:
Huntress-in-Training- It is implied by Ozpin that a scythe-wielder of skill equivalent to either Ruby or Qrow Branwen would be necessary for effective use of Crescent Rose. In particular, the user would have to deal with Crescent Rose's massive recoil. Rather than attempt to compensate for it, Ruby harnesses the recoil to enhance her mobility in combat, firing shots to propel herself short distances, simultaneously attacking and evading opponents. She also uses her weapon's recoil to launch herself into the air, as demonstrated when she is launched into the air by Weiss Schnee while facing the Nevermore. In melee combat, Ruby can fire a shot immediately before a swing, using the recoil to increase the force and speed of her attack. She can also embed the scythe's blade into the ground to prevent the weapon's recoil from throwing off her aim with the sniper rifle component, allowing for rapid, accurate shots. The scythe also has a small, hook-like, double-pronged, jagged blade at the bottom of the shaft. Ruby can unfold the scythe, allowing for both the normal blade and the two prongs to slice enemies at the same time for more power. In this form the muzzle is also rotated 90 degrees which enables the recoil to rotate Ruby instead of launching her forward increasing the slicing power drastically. The scythe can also be thrown in such a way that it returns to the user. Following the fall of Beacon Academy, Crescent Rose has noticeable scratches on the paint and blades, and the blades also have a number of small dents along the edges. The scope also has a noticeable crack in its lens.
Speed Semblance- Ruby's Semblance allows her to dash with unnatural speed in whatever direction she chooses at the cost of Aura. This happens so fast she sometimes gives off the illusion of teleporting. She has displayed the ability to use this Semblance midair, as well as to create powerful whirlwinds that can suck in and knock away objects and foes caught by it. Ruby can use her semblance to repeatedly change directions in mid-air and attack at high speed. She also exhibited the ability to seemingly dematerialize into three separate clusters of petals which then flowed around an opponent before reforming. The exact mechanics of this ability are not yet clear. She also increases her ability to pick up and carry someone, as her joint attack with Nora Valkyrie on the Geist was a vast improvement over the time she carried Penny Polendina. Another amped ability is her encircling of air, which she previously used successfully against Team JNPR and unsuccessfully against Mercury Black. Previously it was smaller, but she is now capable of enveloping her enemy in a tornado-like rush of air. Notably, whenever she uses this Semblance, she leaves a trail of rose petals in her wake that dissipate over time.
Aura- Aura is an ability that all those with a soul can use, at least with enough practice. Because Aura is the manifestation of the soul, it can appear very differently depending on who is using it. Aura is a necessary energy source for all Huntsmen, being a powerful ally in battle. It is also required in order to trigger the use of Dust. Aura, as demonstrated by various characters, has the ability to do the following:​

  • Defense: Demonstrated by Lie Ren in the Emerald Forest, and explained by Pyrrha Nikos. Aura is mainly used for defensive purposes. Ren used his to block the fangs of a King Taijitu that was attacking him. While users of Aura will not be hurt as long as their Aura is up, they can still feel sensations such as pain and heat. It requires training to always subconsciously have a cloak of Aura on.
  • Offense: Demonstrated by Ren in the forest, as he sends a shockwave of force propelling a fang through the snake's head, causing it to explode. Fox Alistair demonstrated a similar ability during the fight in "Breach", where a shock wave from his fist blew up an Ursa Major. Additionally, Pyrrha has stated that all tools and equipment are conduits for a person's Aura.
  • Unlock Aura: One's Aura can be used to 'unlock' the Aura of someone else; as shown by Pyrrha, who unlocks Jaune Arc's Aura. However, doing this appears to take a toll on the user.
  • Healing: It also seems that those with a strong enough Aura can heal minor wounds. Jaune used this directly on a small cut after having his Aura unlocked. However, it appears that the healing is automatic and not caused at will.
  • Climate protection: One's Aura can protect from cold weather, as shown by Team RWBY and others walking through a snowstorm in the mountains of Anima with thin clothing and showing no discomfort. As with combat damage, extreme weather will deplete one's Aura eventually, which required the group to seek shelter from the elements at Brunswick Farms. Weiss Schnee's aura had dropped to low levels and she was beginning to shiver from the cold as they entered the farmhouse.
Silver-Eyed Warrior- Silver-Eyed Warriors have powers that are fueled by strong desires to preserve life. As preservation is considered an extension of creation, Silver Eyes can only work against Grimm, as they are manifestations of destruction. Exactly how the powers manifest is not known beyond the fact that blinding streams of light, almost resembling wings, or a radial flash of light can come from the wielder's eyes. For the first few times, Ruby used her powers when her friends were in potentially fatal situations. When used against the Apathy, a single flash from Ruby's eyes momentarily broke their power. She also showed a degree of immunity against the Grimm's abilities. Upon being used, the user is not invulnerable to being hurt or interrupted, as Emerald Sustrai was easily able to knock out Ruby with her weapons when she used her powers.
Weaknesses: Ruby is heavily reliant on Crescent Rose. In contrast to her sister, her hand-to-hand capabilities are rather poor, making her easy to be taken down by mere grunts. Without her weapon, there is not much she can do in a fight, and her best bet is to run away with her speed. Her cape, on occasion, has been exploited and used against her, notably during the Beacon initiation when a Nevermore pinned her cape to the ground with it's feather-spears. In "Lighting the Fire" Ruby is shown to be slightly improving in hand-to-hand combat under the tutelage of Professor Ozpin through Oscar Pine. Until she was guided by Maria, Ruby was using the power of her silver eyes in reaction to the death of a close friend or a loved one being in danger, without control on her part. Also, she is vulnerable to attack from behind, as shown when she is knocked out by Emerald Sustrai during the Battle of Haven.
Gear:
Crescent Rose- As its name implies, Crescent Rose's frame is colored rose red with black trims, with its large scythe blade forged into a crescent shape. The most notable property of Crescent Rose is its converting frame, which allows it to transform between three different modes:​

  • A "storage" mode, its most compact form convenient for transportation, stored underneath Ruby's cloak at her waist.
  • A "rifle" mode, where it takes the form of a medium-length, bolt-action rifle. In this form, the absence of the scythe makes for more effective use of the rifle component.
  • A "scythe" mode, its most expanded form, where it fully extends into the form of a scythe, allowing it to be used as a mid-to-close-range bladed melee weapon. This form also doubles as a long-barrel sniper rifle for long-range shots without giving up the melee capabilities of the scythe. If needed, the bottom of the shaft can unfold to add more cutting power in a close-quarters fight.
Crescent Rose is able to use different kinds of Dust ammunition:
  • Fire Dust - Spews flame from the muzzle of Crescent Rose
  • Ice Dust - Allows Ruby to fire icicle projectiles from Crescent Rose
  • Gravity Dust - Increases the recoil effect when firing the Crescent Rose, propelling Ruby to faster acceleration speeds. This also produces a black muzzle flash with each shot.
  • Electric Dust - Fires an electric projectile that briefly paralyzes the target.
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Quotes:
"Okay! Okay. Things are bad; they're bad. But we can figure this out."
"When Beacon fell, I lost two of my friends: Penny Polendina and Pyrrha Nikos. I didn't know them for very long, but that doesn't change the fact that they were two of the most kind-hearted people I have ever met. But that didn't save them. Pyrrha thought that if there was even the smallest chance of helping someone, then it was a chance worth taking. And because of that, she died fighting a battle she knew she couldn't win. And Penny... was killed... just to make a statement."
"That's all that matters. That we're all here together."
"You told me once that bad things just happen. You were angry when you said it, and I didn't want to listen. But you were right. Bad things do happen, all the time, every day. Which is why I'm out here, to do whatever I can, wherever I can, and hopefully do some good."

Goals: Make it out of this alive, make it out, and find whoever's left...and try to pick up the pieces.
Theme Song:
 
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"Pika Pika, Pikachu"
Names:
Pikachu
Nicknames/Aliases: Ash's Pikachu
Alignment:
Neutral Good
Fandom: Pokémon
Age: Roughly 17
Gender/Sexuality: Male
Species: Pikachu
Appearance:
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Personality:
Pikachu is Ash's best friend. Pikachu has always been there for Ash and also takes a leadership position for the team. He is curious, smart and friendly, but shares Ash's fondness for battling. One of his most noticeable features is his determination and unwillingness to give up whenever a situation gets tough. He is shown to be responsible with younger Pokémon, particularly Misty's Togepi, who he is often forced to shepherd out of danger by putting himself in it. Although stubborn at times, he obeys Ash's commands in battle and rarely leaves his side. He is also a constant target for Team Rocket. They try to capture him, but on the few occasions that they do, their plans are always thwarted by Ash and his friends. Even after getting out of their traps, avoiding capture, or that he wasn't part of their schemes, Pikachu also thwarts his enemies by attacking or getting rid of them using his Electric-type attacks, like his signature attack, Thunderbolt. He is very swift in battles as well. He can also imitate some Pokémon by making their face shapes. Like his master, Pikachu shares Ash's love for science and technology; even if he cannot understand most of it. Pikachu might be oblivious to the concept of love, when Dawn's Buneary tried to flirt with him. Pikachu has close friendships with Ash's Pokémon that he had or has, with Ash's traveling companions and their Pokémon as well also some of their Pokémon are his best friends, other than his trainer. In some episodes, Pikachu has a strong rivalry with other trainers' Raichu which is Pikachu's evolved form, who is much stronger than the latter and also responsible for injuring Pikachu in every first battle with the exception of both Volkner and Tierno's Raichu who appears as a calm, serious and a friendly Pokémon. In Sun and Moon series during the pancake race, it showed Pikachu wanted to defeat an Alolan Raichu. The prime example is when Lt. Surge's Raichu manage to overpower Pikachu with its abilities and also injures it in the process. This also carries to Sho's Raichu who also overpowers all of Pikachu's abilities such as his Iron Tail and Volt Tackle. Despite their overpowered prowess, Pikachu is able to withstand against them by using its speed and its tactics in battling in order to defeat them. During the time when Pikachu was injured in each of the first battles against the trainer's Raichu, he was given the chance to evolve into a Raichu using a Thunder Stone but Pikachu often refuses. This trait is later shared by his best friend, Dawn's Piplup who also given the chance to evolve, but also refuses as he has an Everstone to prevent it.
Backstory: Ash's Pikachu
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Skills: (fighting styles, good at driving, ect)
Powers/Abilities:

Thunder Shock
Thunderbolt
Agility
Quick Attack
Thunder
Double Edge
Iron Tail
Volt Tackle
Electro Ball
Electroweb
Weaknesses: Despite Pikachu's impressive durability, Pikachu still has limits that if pushed will burn him out.
Gear: Ash's Cap
Companions: N/A
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Quotes: "Pika Pika"
Goals: To survive, to eat, to find Ash
Theme Song:

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