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

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"Sniping your enemy is like hunting any other animal. Fire at the wrong moment and your chance will be forever lost."
Names: Viktor Reznov
Nicknames/Aliases: The Wolf, Hero of Berlin, Tricky Vik, The Russian
Alignment: Neutral Good
Fandom: Call of Duty: World at War
Age: Early 50s
Gender/Sexuality: Male
Species: Human
Appearance:
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Personality:
Sgt. Reznov is fiercely patriotic, loyal, and brutal. He has a real pride in his nation, and truly believes in the communist regime. He feels that when the war is over he will return to the Motherland as a hero. Reznov delivers extremely powerful speeches to soldiers under his command, and he frequently berates Private Chernov for not being as brutal as Petrenko against the Germans. Despite this fact, when Chernov is killed Reznov shows that he had a deep-seated respect for the late soldier. His loyalty ties into his love for his country, and he is prepared to kill for Russia. He shows a huge amount of loyalty to Dimitri Petrenko, and frequently tells stories of the events in Stalingrad alongside Dimitri.
History:
Just read his bio here: Viktor Reznov
Powers/Abilities:
Hunter- Viktor used to be a deadly, until he suffered some injuries that makes it almost impossible to steady his aim. Even so, Viktor has the instincts, the skill, and the experience...but most importantly, Viktor has the patience, in order to wait for the right moment to strike.
Soviet Veteran- A veteran of World War 2, he knows much about combat and how to lead his comrades in a fight.
Inhuman Durability and Reflexes- Like many in his world, Viktor seems to have the ability to resist and recover a bullet wounds, explosions, even fire, while being capable of dodging the incoming bullets. It's a wonder how he ever got his trigger finger blown off.
Cheating Death- Some how, Viktor's manage to come back time and time again, usually dragging his comrade along with him.
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Weapons/Equipment:
AK-47(Assault Rifle)- "Fully automatic with high power. Effective at medium range."
Makarov (Pistol)-"Semi-automatic with medium capacity and power. Effective at close range."
Dragnov(Sniper Rifle)- "Semi-automatic with medium capacity and power. Effective at close range."
Not that Viktor has much use for it, given the fact that his trigger finger has been blown off, but you never know....
Machate- Viktor's signature CQC weapon, usful for carving up game or the enemy.
Knife- Your Standard CQC weapon
Molotov Cocktail- "Use your Molotovs! Let them burn in their posts!"
RGD-33- "Fragmentation grenades are very effective anti-personnel devices. The high explosive charges reduce their metal casing to flying fragments, causing considerable blast damage. Though they're ineffective against armoured vehicles, they are extremely useful for clearing out entrenched infantry positions."

Weaknesses: Viktor is a simple human, a durable human, but just a human nevertheless.
Quotes:
"My father was a musician in Stalingrad. During the German occupation, the sound of his violin filled the air with magnificent music - Korsakov, Stasov - many of the great nationalist composers. To my countrymen, it was a symbol of hope. To the Germans, it was a symbol of defiance. Even now, his music still haunts me. The Nazis slit his throat while he slept. Collaborating with any Nazi is a betrayal, a betrayal against all of Mother Russia. Dragovich and Kravchenko were not troubled by such matters. They looked only to advance towards their own interests and agendas..."
Goals: Make sure his comrades makes it out alive.
Theme Song:
 
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"I am not just another number! None of us are!"
Names: CT-5555
Nicknames/Aliases: Fives
Alignment: Neutral Good
Fandom: Star Wars: The Clone Wars
Age: 12
Gender/Sexuality: Male/Heterosexual
Species: Clone Trooper
Appearance:
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Personality:
Unlike the other rookie clone troopers stationed at Rishi Station, who had been there for some time,[4] Fives was sent to the base directly prior to Grievous' invasion. When he learned of his first assignment, he was proud to serve at a listening post that was critical to the defense of Kamino. At Rishi Station, Fives became acquainted with the rookie clone troopers and Sergeant O'Niner. He was able to cooperate with the other clone troopers when commando droids invaded the station. Fives showed eagerness to be on the front lines of battle, and, as the clones attacked the droids inside the Rishi Station, Fives's eagerness caused him to become injured, with a blaster bolt almost hitting his arm. Fives's dedication and service to the Republic earned him a spot within the Republic's 501st Legion. Like all rookie clone troopers, Fives's armor was sleek white and had no dust or damage from fighting because of his lack of combat prior to the Rishi moon battle. He had a "5" tattooed on the top right side of his forehead. Fives also had a well-trimmed goatee and a standard clone hairstyle throughout the war, until prior to his death when he went bald to undergo a surgical procedure. Although Fives was born and trained as a standard clone trooper, he had somewhat higher creativity than his peers, earning him the title of ARC trooper. Though he did not receive additional training since his promotion, he gained a few skills and experience as time passed, no longer being a ''shiny''.
Backstory: CT-5555/Legends
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Skills/Powers/Abilities:
Arc Trooper- ARC troopers were known to be fiercely independent, innately creative, and physical superior to any other contemporary soldiers. This, combined with their training in advanced weapons and vehicles, made them veritable one-man armies.
Marksmen- Able to hit targets way off in the distance.
Weaknesses:
Just a Clone- Clone troopers, as skilled as they are, are still relatively human and therefore can be dealt as such.
Gear:
Phase II Arc Trooper Armor- The kit consisted of what appeared to be baseline Phase I clone trooper armor with additional grey protective plating on the forearms, lower legs, and torso. In addition to having various ammunition pouches, it was also equipped with a pauldron and a kama as well as a survival pack. The most unique feature about the kit was its helmet, which includes a rangefinder and can function as a limited oxygen mask.
DC-15A Blaster Carbine- One of the standard-issue weapons for the clone troopers during the Clone Wars, the DC-15A was a reliable blaster rifle capable of both sustained fire and slower, long-range accuracy. The variable power output could be controlled by the clone trooper and included a low-powered stun setting. The weapon could also be mounted with a grappling hook or it could be outfitted with sniper scopes and also worked in conjunction with the holographic data readouts inside a clone's helmet.
Twin DC-17 Blaster Pistol- The DC-17 hand blaster fired blue plasma projectiles that were hyper-ionized to be especially devastating against droids while retaining its lethality against organic beings. Unlike the DC-15S, however, the DC-17 was not only more compact, but also more powerful. Alongside its superior firepower, it boasted lower recoil and a higher rate-of-fire, and consequently, it was far more efficient than its predecessors. The blaster carried a stun setting, and it could be customized to accommodate a cable launcher.
Thermal Detonator- Thermal detonators are palm-sized, spherical devices that were used as extremely deadly explosive weapons. In addition to being surprisingly powerful for their size, they could only be turned off by whoever turned them on.
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Quotes:
"Look around. We're one and the same: same heart, same blood."
"We are loyal soldiers. We follow orders, but we are not a bunch of unthinking droids! We are men! We must be trusted to make the right decision, especially when the orders we are given are wrong!"
"Rex....This...it's...bigger than any of us...than anything...I could've imagined....All I ever meant to...I only wanted to do my duty....Brother....The mission...the nightmares...they're finally...over...."

Goals: To survive...but, maybe also find somthing new to fight for.​
 
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"I had to put on a brave face as long as there were still people counting on me. That's the only reason I kept going."
Names: Preston Garvey
Nicknames/Aliases:
Alignment:
Lawfully Good
Fandom: Fallout 4
Age: 28
Gender/Sexuality: Male/Bisexual
Species: Human
Appearance:
latest
Personality:
Preston is a sincere, both in his words and his actions, as a boy living in the wasteland he saw the horrors that transpired, and when a group like a minutemen came about with their ideals, he sincerely believed they were doing good. In a sense, he still believes it, and perhaps will continue to believe 'till the next death. Preston can be quite leader, getting the people around him through the roughest of rough, but he is also a follower that needs to be inspiring in the cause he fights. Preston believes in a universal goodness in everyone and everything, at least the potential for goodness, and this is enough to fight for. The man doesn't really fond of selfishness or violent decisions, seeing violence for him is the last resort. Ultimately, Preston wants to see a civilization that isn't "everyman for himself. Perhaps a naive dream, perhaps it's even boring...but hell, the world needs more Prestons.
Backstory:
Preston Garvey
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Skills/Powers/Abilities:
Musketeer- Preston's capable of wielding many weapons, although he's best using his signature laser musket, capable of using it to full effect both from mid-range and from a distance.
United We Stand- Something of an interesting trait that Preston tends to inspire in his comrades, as it seems that most people become a bit more tougher and a bit more fighter when around him in a fight, especially in a desperate situation.
Wasteland Survivor- Living in the wastelands all your life makes you an adept survivor, weather it be scrounging for food or surviving the harsh conditions of the wasteland.
Weaknesses: As tough as Preston is, he's still just a human, flaws and all.
Gear:
Preston's Garvey's Laser Musket- The laser musket is a homemade, nonstandard version of a laser rifle. It appears to be meshed together from various mechanical and electronic parts strapped to a wooden rifle stock. The "barrel" consists of a standard laser rifle housing with two metal-ringed lenses atop a metal rod extending from the stock, through which the laser beam is presumably focused (although it can be fitted with a focusing array that looks the same as either the laser pistol or laser rifle). The beam itself is created inside a makeshift capacitor, which the player character charges via a hand-crank on the back. Every odd crank (one, three and five) causes the beam to visibly intensify, with the final charge creating a decent sized red luminescence. Like most laser weapons, it uses fusion cells as ammunition. However, its beam is very similar to that of the Gauss rifle, albeit red in color. Also like the Gauss rifle, it sounds like thunder when fired, with intensity that is amplified with every charge level. The effect of three or more cranks results in reducing the victim to ashes with red smoke. What makes the laser musket unique from other laser weapons in the game is that even with ammo in the player character's inventory, it starts off "unloaded," and does not automatically reload after firing. The user must manually load up each shot by pressing the "reload" key, turning the hand-crank and charge the capacitor. Each subsequent crank charges the capacitor even further; up to six cranks of charge. Once loaded, the laser musket can be fired, consuming all the cells stored in one powerful shot.
Combat Knife- A large combat knife with a clip-point blade. The knife uses a fast swing stabbing and slashing motion when used.
Stimpak- This item consists of a syringe for containing and delivering the medication and a gauge for measuring the status of the stimpak's contents. When injected, it provides fast healing of injuries.
Quotes:
"There's another settlement that needs our help, I'll mark it on your map."
"Protect the people at a minute's notice."
"I just saw you go toe-to-toe with a twenty foot tall irradiated lizard. You telling me you can't keep an open mind after that?"
Goals: Do more then just survival, but perhaps to do the right thing no matter the odds​
 
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"We have to give everything, even if that means our lives. We will stop at nothing. We will fight for the lost."

Names: John Shepard
Nicknames/Aliases: Commander Shepard
Alignment: Chaotic Good (Paragade)
Fandom: Mass Effect
Age: 29 (biologically), 31 (chronologically)
Gender/Sexuality: Male, heterosexual
Species: Human
Personality: Shepard as a whole tends to be obsessively dedicated to his job, refusing to give up despite overwhelming odds. This also means that he has a tendency to overwork himself, such as sacrificing sleep and rest in order to focus on his mission despite advice from his crew and squad. While generally amiable and willing to listen to reason, Shepard can also be incredibly cold and ruthless, being perfectly fine to resort to torture in order to get the information he needs. Generally speaking, he will treat most with respect and friendliness, but get on his bad side, and nothing will save you from his wrath. Has a fondness for one-liners, fish, and space hamsters.
Backstory: Long story to write it out from scratch, but this is a Colonist Sole Survivor Shepard who saved the Citadel Council in the first game and recruited every possible squadmate and also completed all of their loyalty missions in the sequel. Wiki link for extended reading: Commander Shepard
Skills: As a graduate of the Systems Alliance's prestigious N7 program and first human Spectre, Shepard is an incredibly lethal combatant, able to use and master practically any weapons he gets his hands on. He is also a brilliant leader, being able to talk his way out of practically any situation (by either persuading or threatening), and his presence alone is already considered to be a massive morale boost. His speeches can inspire just about anyone. His crew and squadmates are loyal to a fault, and most, if not all, are willing to walk into hell and back for him.
Powers/Abilities:
  • Soldier: Members of the Soldier specialisation are pure combat specialists. This makes Shepard incredibly versatile in combat, having access to the most thorough weapons training and can use all special ammo types.
  • Adrenaline Rush: Shepard's reaction time is significant reduced, essentially allowing him to perceive the world in slow-motion.
  • Barrier: Spawns a mass effect field around Shepard, allowing him to absorb a massive amount of damage.
  • Energy Drain: Saps the energy from enemies to reinforce Shepard's shields.
Weaknesses: Tendency to overwork himself past his limits. Horrible driver, even worse dancer.
Gear:
  • M-8 Avenger: Common and versatile military-grade assault rifle. Accurate when fired in short bursts, and deadly when fired on full auto.
  • N7 Crusader: Shotgun with very high damage and accuracy, but pathetic fire rate and ammo capacity.
  • M92 Mantis: Single-shot sniper rifle able to take out most targets in one shot.
  • N7 Hurricane: Submachine gun with an incredibly fast fire rate.
  • M-6 Carnifex: Highly accurate and very lethal heavy pistol.
  • Grenade: Thrown explosive weapon that detonates on contact with enemy.
  • Omni-Tool: Multipurpose diagnostic and manufacturing tools as well as computers used for a variety of civilian and battlefield tasks, such as hacking, decryption, or repair. Can deploy an Omni-Blade, a disposable silicon-carbide melee weapon that can be forged by the omni-tool's fabricator.
  • N7 Armour: This armour is designed to augment tech, biotic and weapons damage as well as provide additional health and shield strength. However, the N7 Armour is also designed to be modular and can be customized with a variety of chestpieces, gauntlets, pauldrons, helmets and leg pieces can be swapped in or out. Comes with a shield generator that projects a protective kinetic barrier around Shepard.
Companions: Garrus Vakarian and Tali'Zorah vas Normandy

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"It's so much easier to see the world in black and white. Gray... I don't know what to do with gray."

Names: Garrus Vakarian, Archangel
Relationship to Character: Squadmate
Abilities:
  • Turian Rebel: Passive skill that increases Garrus' health, shields, and damage.
  • Overload: Overloads enemy electronics, stunning targets.
  • Armour-Piercing Ammo: Punches through enemy armour and increases weapon damage.
  • Proximity Mine: Mine that can be fired onto surfaces. Detonates when enemy steps within range.
Gear:
  • Krysae: Turian anti-materiel sniper rifle. The Krysae's scope uses a rangefinder that adjusts to keep the target in proper proportion to the shooter, which comes in useful when the sniper is forced into close range. Fires armour-piercing explosive ammo.
  • Phaeston: Assault rifle engineered to provide the best possible balance between accuracy and firepower in a machine gun.
Weaknesses: Tends to be insecure at times due to him trying to live up to Shepard's image. Also holds grudges that he has a hard time letting go of. Garrus, like all other turians, has a dextro-amino acid-based biology, meaning that he is unable to ingest levo-amino acid foods of the other races in the galaxy. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated.
Further Details: Bizarre obsession with calibrations aside, Garrus is an incredibly good shot with his sniper rifle, and has a rather dry sense of humour. Wears his signature customised visor all the time.

"Can it wait for a bit? I'm in the middle of some calibrations."

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"The Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?"

Names: Tali'Zorah vas Normandy
Relationship to Character: Squadmate
Abilities:
  • Energy Drain: Saps the energy from enemies to reinforce Shepard's shields.
  • Sabotage: Sabotage weapons and hack synthetics. Compromised synthetics turn friendly for a short amount of time.
  • Combat Drone: Deploys Tali's drone nicknamed Chatika vas Paus.
  • Defense Drone: Holographic drone that electrocutes enemies within its firing range.
Gear:
  • M-27 Scimitar: Automatic shotgun that features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun.
  • N7 Eagle: Compact, fully automatic pistol that delivers unprecedented accuracy and punch with a rapid firing rate.
Weaknesses: Due to her race having spent centuries living on sterile ships, Tali's weakened immune system means that she is completely unable to leave the safety of her enviro-suit, or she may risk infection. This also means that even the smallest tear in her suit is cause for immediate concern. Has the same dextro-amino acid biology as turians.
Further Details: Tali is an especially gifted mechanic, which is really saying sometime, given how good the other members of her race already are with machines. She is also a remarkable hacker, making her the team's tech expert.

"Please, Shepard, I'm a quarian! Give me a hunk of scrap metal, a circuit board, and some element zero, and I'll have it making precision jumps!"

Quotes:
"We don't know how many the Collectors have stolen. Thousands, hundreds of thousands. It's not important. What matters is this: Not. One. More. That's what we can do here, today. It ends with us. They want to know what we're made of? I say we show them, on our terms. Let's bring our people home."
"You're not even alive. Not really. You're just a machine. And machines can be broken!"
"I'm Commander Shepard, and this is my favourite store on the Citadel."
"I've had enough of your disingenuous assertions."
"I should go."

"We'll bang, okay?"

Goals: Stop the Reapers at all costs.
Theme Song:



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Names: Rando or Dusty Armstrong as those before the white flash would call him.
Nicknames/Aliases: The Warlord
Alignment: Lawful Good
Fandom: LISA: The Painful
Age: Unknown (Presumed to be at least in his early thirties)
Gender/Sexuality: Male/Straight
Species: Human
Appearance:
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Rando is noted to be an immensely tall man, with most men barely reaching above his waste
Personality: Throughout the wasteland, the man called Rando is known as a kind, merciful leader. This trait has resulted in a sort of general lack of control he has over his army, But while most of his army respect the man and treat his word as law, there is a number of those who while not in the presence of their leader will take advantage of Rando's naivety. He doesn't tend to speak up due to his soft, quiet voice, and the stutter he's had since childhood. Because of this, he generally will whisper his orders to a close subordinate (This was before meeting Fawkes, who now is official interpreter) for relaying, rather than give them directly. But under the correct circumstances, Rando will kick the ass of anyone who has earned his wrath.
Backstory: Rando was once known as Dustin Armstrong the adoptive son of Brad Armstrong and often unwanted star of the Armstrong Dojo. Dusty was an Orphan who walked into the Dojo one day and just began to sit in on Brad's classes before the apocalypse. He worked hard his whole life for Brad's approval and is one of the most powerful people in Wasteland

Skills: Rando is one of the few remaining practitioners of The Armstrong style of Martial Arts

Powers/Abilities: Survived a massive beatdown from a partially mutated Brad who could gore human beings alive and his fireballs could make people explode, Brad crashed a motorcycle against him and Rando didn't even flinch. He was the only character in the whole game that could fight on par with a partially mutated Brad Armstrong who reduced human beings to paste with ease, should be stronger than Gary the Hot Soup who stopped a car with ease. Even while heavily weakened, he was comparable to Buddy and helped her defeat many of the Warlords. Implied to be one of the strongest Warlords, even above those of the list.

Weaknesses: Rando who despite all his power is something of a pushover
Gear: Rando doesn't carry much on him, aside from a few rations
Companions:
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Names: Fawkes
Crossover: Fallout 3
Relationship to character: Fawkes acts as Rando's voice. Rando speaks through Fawkes, due to their close comradery
Skills, Abilities, and gear: Fawkes is a Super Mutant, Super Mutant are noted for their immense strength but lack of brain. With Fawkes being one of the rare exceptions to this, meaning that while strong he still retains his intelligence. As for weapons Fawkes carries a Super Sledge and a Gatling Laser
Weaknesses: Nothing that stands out in particular
 
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"I had to put on a brave face as long as there were still people counting on me. That's the only reason I kept going."
Names: Preston Garvey
Nicknames/Aliases:
Alignment:
Lawfully Good
Fandom: Fallout 4
Age: 28
Gender/Sexuality: Male/Bisexual
Species: Human
Appearance:
latest
Personality:
Preston is a sincere, both in his words and his actions, as a boy living in the wasteland he saw the horrors that transpired, and when a group like a minutemen came about with their ideals, he sincerely believed they were doing good. In a sense, he still believes it, and perhaps will continue to believe 'till the next death. Preston can be quite leader, getting the people around him through the roughest of rough, but he is also a follower that needs to be inspiring in the cause he fights. Preston believes in a universal goodness in everyone and everything, at least the potential for goodness, and this is enough to fight for. The man doesn't really fond of selfishness or violent decisions, seeing violence for him is the last resort. Ultimately, Preston wants to see a civilization that isn't "everyman for himself. Perhaps a naive dream, perhaps it's even boring...but hell, the world needs more Prestons.
Backstory:
Preston Garvey
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Skills/Powers/Abilities:
Musketeer- Preston's capable of wielding many weapons, although he's best using his signature laser musket, capable of using it to full effect both from mid-range and from a distance.
United We Stand- Something of an interesting trait that Preston tends to inspire in his comrades, as it seems that most people become a bit more tougher and a bit more fighter when around him in a fight, especially in a desperate situation.
Wasteland Survivor- Living in the wastelands all your life makes you an adept survivor, weather it be scrounging for food or surviving the harsh conditions of the wasteland.
Weaknesses: As tough as Preston is, he's still just a human, flaws and all.
Gear:
Preston's Garvey's Laser Musket- The laser musket is a homemade, nonstandard version of a laser rifle. It appears to be meshed together from various mechanical and electronic parts strapped to a wooden rifle stock. The "barrel" consists of a standard laser rifle housing with two metal-ringed lenses atop a metal rod extending from the stock, through which the laser beam is presumably focused (although it can be fitted with a focusing array that looks the same as either the laser pistol or laser rifle). The beam itself is created inside a makeshift capacitor, which the player character charges via a hand-crank on the back. Every odd crank (one, three and five) causes the beam to visibly intensify, with the final charge creating a decent sized red luminescence. Like most laser weapons, it uses fusion cells as ammunition. However, its beam is very similar to that of the Gauss rifle, albeit red in color. Also like the Gauss rifle, it sounds like thunder when fired, with intensity that is amplified with every charge level. The effect of three or more cranks results in reducing the victim to ashes with red smoke. What makes the laser musket unique from other laser weapons in the game is that even with ammo in the player character's inventory, it starts off "unloaded," and does not automatically reload after firing. The user must manually load up each shot by pressing the "reload" key, turning the hand-crank and charge the capacitor. Each subsequent crank charges the capacitor even further; up to six cranks of charge. Once loaded, the laser musket can be fired, consuming all the cells stored in one powerful shot.
Combat Knife- A large combat knife with a clip-point blade. The knife uses a fast swing stabbing and slashing motion when used.
Stimpak- This item consists of a syringe for containing and delivering the medication and a gauge for measuring the status of the stimpak's contents. When injected, it provides fast healing of injuries.
Quotes:
"There's another settlement that needs our help, I'll mark it on your map."
"Protect the people at a minute's notice."
"I just saw you go toe-to-toe with a twenty foot tall irradiated lizard. You telling me you can't keep an open mind after that?"
Goals: Do more then just survival, but perhaps to do the right thing no matter the odds​

Given recent events, I especially hate to do this but Preston is already listed as an NPC in the lore tab. He's a notable NPC in the Wasteland part of the Badlands planet.
 
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Names: Emma Frost
Nicknames/Aliases: The White Queen
Alignment: True Neutral
Fandom: Marvel (X-Men)
Age: 35
Gender/Sexuality: Female (Heterosexual)
Species: Mutant
Appearance:
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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:
  • 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

View attachment 530054

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)


If you tone down her mind-control abilities, perhaps only having them work on the weak-minded I'll let her in. I'm just concerned she'll simply take control of a player character's mind at the first sign of trouble and that could lead to some OOC problems.
 
Names: Ciara
Nicknames/Aliases: Tenno, Child, Void Devil, Tinsuit, and many other swear words.
Alignment: Neutral Good
Fandom: Warframe
Age: 14? 15? It's been a while since she last celebrated a birthday.
Gender/Sexuality: Female/Ace/Aro
Species: technically human, considered Tenno
Appearance:
qhO3PjX.png
Zds3mr1.png
Personality: Dexa is quiet and thoughtful. She prefers to sit back and watch, allowing for more careful planning, and often lets her teammates do most of the damage dealing when she goes on missions. That's not to say she's against getting her hands dirty, and will by all means do things herself if she needs to. Her preferred role is that of support, filling the gaps in her team as needed.
Backstory:
Ciara is one of the Tenno, a group of children who survived a horrible accident aboard the spacecraft Zariman Ten-Zero. Imbued with void energies, giving them powers and capabilities beyond that of normal humans, the Tenno were taken in by Archimedian Margulis for study and rehabilitation, only to be redirected to combat training and weaponized, conditioned to channel their powers into an arsenal of Warframes, piloting the humanoid weapons as if they were their own bodies. Margulis disagreed with using children as weapons of war, but her protests were swiftly silences when she was executed. This caused the Tenno to revolt against the Orokin Empire they used to work for, as they had viewed Margulis as a mother of sorts. They were taken in once again under the wing of another mother figure, a mysterious lady known as the Lotus. As the Orokin Empire collapsed after the Tenno revolt, the Tenno were sealed away in cryostasis on the moon, and the moon dropped into the void to protect the Tenno. The Warframes they left behind were scattered about the solar system, where they were eventually reawakened by the Lotus to prevent new empires like the Grineer and the Corpus from gaining new and dangerous technologies. For a while, Ciara's consciousness simply occupied the Warframes she had collected. It wasn't until she had collected her Tenno body and re-learned to use it that she remembered who she used to be. She still works as a mercenary of sorts, fighting primarily for the cause of peace alongside her fellow Tenno, but secondarily as a hired gun to the highest bidder.

Skills: Ciara is trained in all kinds of combat and weaponry, anything practical or impractical, ray guns, whips, pistols, rifles, machine guns, flame throwers, etc... Ciara is also trained in espionage, hacking, parkour and other similar advanced movement techniques.
Powers/Abilities: Invisibility and semi-intangibility, the ability to go completely undetected. Short-distance teleportation and the ability to shoot beams of pure void energy from the palms of her hands. The ability to transfer her consciousness into and out of her current Warframe, teleporting to her Warframe, and being able to phase through her Warframe as if it were a hologram. All of the Warframes she uses also have individual powers and draw from their own pools of energy, which don't recharge on their own.
Weaknesses: Ciara can use all her powers as needed, but they all draw from the same pool of energy, which is finite and needs time to recharge.
Gear:
- Orbiter: A ship of debatable size, capable of both space travel, underwater transport, and in-atmosphere travel. It also stores Ciara's equipment and provides her a living space to dwell in between missions.
- Weapons: Ciara has all kinds of weapons, of various makes and models, from long distance to melee.
Warframes:​
latest
Trinity Prime is a primarily healing-based Warframe. Like other Warframes, when not occupied by a Tenno consiousness, it will simply stand in place, immobile as a statue. When a Tenno transfers into the Warframe, it acts as an extention of the Tenno's will, able to project the Tenno's voice and move about. Trinity Prime has specific powers associated with it.
1. Leach the energy off of an enemy, refilling the energy of all allies within range of the afflicted enemy. Energy is primarily Warframe energy, but can theoretically recharge other non-Warframe wells.
2. Link itself to three enemies nearby, redirecting any damage done to the Warframe to instead affect the linked enemies.
3. Completely restores and heals all allies within range, and pretty much drains the Warframe of its energy.
latest
Octavia is a primarily damage-dealing Warframe themed around music. Like other Warframes, when not occupied by a Tenno consiousness, it will simply stand in place, immobile as a statue. When a Tenno transfers into the Warframe, it acts as an extention of the Tenno's will, able to project the Tenno's voice and move about. Octavia has certain powers and equipment specific to it.
1. Built into the arms of the Warframe is a Mandachord, an Orokin step sequencer allowing for music composition.
2. Octavia can put out a mallet and resonator machine which blares music composed in the Mandachord, dealing damage to enemies and drawing their attention.
291
Saryn is a crowd control Warframe, themed around diseases and infections. Like other Warframes, when not occupied by a Tenno consiousness, it will simply stand in place, immobile as a statue. When a Tenno transfers into the Warframe, it acts as an extention of the Tenno's will, able to project the Tenno's voice and move about. Saryn has specific abilities associated with it.
1. Unleashes deadly spores to latch onto enemies and kill them slowly, spreading to nearby organisms when the host dies.
2. Can molt instantly, leaving a skin statue of herself as a decoy.
3. Releases a deadly gaseous cloud into an area effectively killing off weakened enemies.


Companions:
latest
Name: Excalibur Umbra, or Umbra for short
Relationship to character: Father figure, friend, and one of Ciara's Warframes.
Skills, Abilities and gear: Exalted Blade, a glowing blade of void energies that summons out of nowhere.
Weaknesses: When Ciara transfers her consciousness into his body, he looses control of himself, as Ciara takes over.
Further details: Umbra is the only Warframe to display full sentience. Unable to speak beyond basic noises, but able to think, move, and attack on his own, Umbra doesn't remember anything from his life prior to becoming a Warframe aside from the fact that he once had a son.
 
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If you tone down her mind-control abilities, perhaps only having them work on the weak-minded I'll let her in. I'm just concerned she'll simply take control of a player character's mind at the first sign of trouble and that could lead to some OOC problems.

Thanks for letting me know. I added two more weaknesses to the character sheet in order to nerf the characters:
  • Mind Control can only be used on those with low intelligence.
  • Telepathic Tracking and Illusions cannot be used on those with very high intelligence.
I hope this will suffice.
 
Names: Miè Tiān Hái/Betsu Ten Gai/Skeleton Who Scorns the Heavens
Nicknames/Aliases: Sēn Luó Kū Gǔ/Shinra Kokotsu/Bones of Creation
Alignment: Lawful Evil
Fandom: Thunderbolt Fantasy
Age: ???
Gender/Sexuality: Male/Heterosexual
Species: Human
Appearance: Bones of Creation.jpg
Personality: All life is a prelude to death. To serve me until you are a corpse, or to be cut down and become one. You have only two options before my blade.
Miè Tiān Hái may be boiled down to strength, pride, and honour. He disdains the notion of talent determining one's lot in life, believing that through effort and refinement, a man may conquer any obstacle. The way of the sword defines all his actions, from his devotion to honourable battle to his belief in cultivating the strength of others. He would rather die gloriously than admit defeat, and finds the notion of cutting down anyone not at their best an expression of cowardice. Despite having been brought low -to the point of suicide, in fact- by the Enigmatic Gale, Bones of Creation refuses to abandon his ideals, having concluded that his true error was complacence. He had grown soft in his struggle for supremacy, having settled for acquiring the 'perfect blade' to accompany what he believed to be the 'perfect wielder' (himself). Miè Tiān Hái intends to transcend the notion of swordsmanship being an 'ocean' or 'mountain' and grasp at the sun, that he may devour it whole.

Backstory: The early life of Miè Tiān Hái is shrouded in a veil of mystery. He was unknown and irrelevant, awash in a sea of mystical blades, Sword Saints, legendary thieves, and imperial intrigue. His first step on the road to infamy -or greatness, depending on how you view it- began with his employment under a necromancer. Miè Tiān Hái was deemed suitable only for the lowest of positions, lacking the inborn talent of the necromancer's inner circle. In time, he grew to hate them. With no where else to direct his growing resentment, Miè Tiān Hái turned to the one thing he'd been given: the sword.

He began training in secret, relying on experimentation and what books on qi theory he could 'acquire' from the master's library. This continued for years under the necromancer's nose, who saw little reason to concern himself with the day-to-days of his underlings. It was not until he expanded his horizons to the sorcerous texts within the library that the matter came to a head. Talentless or not, the necromancer refused to accept such a brazen act of defiance. Their confrontation ended with Miè Tiān Hái cutting his master down and seizing power. No more would this organization be an unseen circle of wizards, content to drown in indolence and arrogance. Knowledge of life and death was not to be found in dusty tomes, for it was the sword that revealed and proclaimed the truths of the matter. They would pursue strength above all things, and their name would be the Black Demon Sect.

From that day onwards, Bones of Creation would grow exponentially in strength and influence, as mystic swords and aspirants alike were drawn to him in droves. He was one of the most feared names in Xi You, and perhaps all of Dong Li. Eventually, Miè Tiān Hái set his sights on the Tiān Xíng Jiàn, a legendary holy sword used in the sealing of a demon that threatened the world. It would be a simple matter of crushing a clan of sword guardians, and he would have a peerless blade to match his unequaled skill. However, the matter rapidly spiraled out of control, as a number of extraordinary individuals were drawn into the web of his ambitions. This eclectic band of misfits at least three of which were monumentally awful people by just about any measure tore through the Black Demon Sect, and very nearly succeeded in preventing his acquisition of the Tiān Xíng Jiàn. The keyword being nearly, as a chain of betrayals and failures led to him claiming the holy blade, inadvertently releasing the aforementioned world-threatening demon in the process. Remember to read the side-effects before taking your pills, kids.

Yet, on the eve of his victory, everything came crashing down. A thief whose words were one-part smoke and another part relentless mockery utterly humiliated him, proving so far beyond Miè Tiān Hái in the very thing that defined his way of living. In a bid to reclaim his shattered pride from the Enigmatic Gale, he destroyed the Tiān Xíng Jiàn and fatally wounded himself in the process. In this act of pure spite he (supposedly) doomed the world, permitting him to die with some measure of satisfaction. You didn't win.

It was at this point that Miè Tiān Hái awoke in Gladius, utterly baffled as to what was going on. By some roll of the dice, he was alive.

Skills:
- Miè Tiān Hái possesses a remarkable eye for detail, being able to discern a forgery (one example being the work of a man known to design perfect replicas from ten seconds of observation) with little more than a glance. He is exceptionally difficult to fool, and will pick out most attempts at deception -be they sorcerous or mundane- with ease.
- Bones of Creation is possessed of a natural charisma and dominating presence, as to be expected of the man who founded the Black Demon Sect. Were it not for his obsession with swords, he might have been a king or famous general.
- Miè Tiān Hái is a surprisingly capable mentor, having personally trained each of his underlings and lieutenants in swordsmanship. He encourages students to develop their own unique style and techniques, so long as they remain true to his core philosophy.
- Miè Tiān Hái is a swordsman (almost, much to his chagrin and constant denial) without parallel, having been regarded as one of the greatest warriors of his age. His style is self-constructed and known as Yì Mó Zhèn/Ekimajin/Demonic War Force. The style is built around overwhelming, awe-inspiring displays of might and momentum; it befits a man who seeks the title of 'strongest'. See below for specific techniques.
- Demonic War Force: Total Annihilation
A finishing move which consists of a simultaneous release of sword energy, spiritual pressure and sorcery (in the form of a beam). Even if one is able to block the attack, one's lifespan will still be diminished, as the person's life force will be stolen from them (in other words, dodge you goof).​
- Demonic War Force: Flying-Cloud Hundred Blades Thunderclap
Miè Tiān Hái passes his qi into any number of swords, bidding them to take flight. If it is solely Blasphemous Era, then he will control it with the same precision as he would when wielding it, permitting a multi-angled assault with little fear of reprisal. Each additional blade increases the difficulty of control, however, as Bones of Creation must focus on each weapon simultaneously. In addition to its offensive capabilities, Miè Tiān Hái will regularly employ the technique to unsheathe his sword, because what kind of self-respecting swordsman would lower themselves to drawing a blade normally?​
- Demonic War Force: Hellborn Rebellion
This secret sword technique was created by imagining the legendary Demon God as the opposing enemy. This mental construct permits Bones of Creation to channel his qi to the fullest, conducting it from his hand and into a series of sigils that coalesce behind him into a larger 'gate'. Upon release, Miè Tiān Hái will launch forward, pursued by a serpentine mass of qi in the form of black clouds. Impact results in an explosive release of energy, exceeding all other techniques within the Demonic War Force style in strength. The firm belief that "no human can overcome this move" has given Miè Tiān Hái his absolute arrogance.​
- Black Demon Art: Bodily Conflagration
A mixture of sorcery and qi manipulation. The user forces massive amounts of qi into a target with which he is making physical contact, before igniting it to produce an explosion. However, the technique requires both complete concentration and for the target to not struggle overly much, limiting its use beyond executions.​
- Meteor Walk
An advanced qinggong technique. It can convert the user's body into qi energy in order to allow teleportation or almost instantaneous travel. Not only is one required to have total control over one's body, the properties of the terrain can also greatly affect the effectiveness of the move (the wording given is pretty vague but I guess it means physical obstructions are a problem). It is a skill that is hard to take advantage of without the proper and optimal conditions. The technique can be used in rapid succession, permitting him to attack suddenly and from an unexpected direction. It may also be used on objects with a vastly increased range, limited by one's knowledge of the intended destination.​
- Black Demon Art: Corpse Invigoration
As expected from a necromancer, Bones of Creation can raise a body (so long as it isn't overly damaged) to do his bidding, rendering the second choice little different from the first. These walking corpses are normally mindless and belligerent towards everything, but may be controlled with precision if in the presence of their master.​
Powers/Abilities:
- Wuxia/Qinggong/etc.: Miè Tiān Hái, through immense physical and mental effort, has achieved superhuman physical attributes common to just about anyone in his universe with a name and a vaguely sharp object in hand. While you shouldn't expect him to suplex a tank or backflip off causality, he exceeds normal humans by a fair margin. Most of the superhuman aspects centre around acrobatics, such as running up walls and generating a wire-based flight apparatus on command.
- Qi Manipulation: The art of harnessing the vital force inherent to life, chiefly employed by Miè Tiān Hái in pursuit of greater heights of martial prowess. Due to this single-minded focus, he is either ignorant of or hasn't bothered to learn any techniques not related to 'do violence better'. See the Skill section for techniques beyond basic sword beams/waves/barriers.
- Sorcerer of the Black Demon Arts: Having been trained in the mystical arts by an unknown necromancer, Miè Tiān Hái supplements his qi-infused swordsmanship with a handful of spells, described in detail in the Skill section.
Weaknesses: Pride in his swordsmanship is what defines Miè Tiān Hái. The notion of being inferior to someone, no matter the circumstances, is utterly unacceptable to his way of living. Even in the wake of humiliation at the hands of the Enigmatic Gale, he remains a man that will sooner die (or kill himself) rather than acknowledge any semblance of inferiority. Also, by way of hailing from vaguely medieval not-China, he is bewildered by technology beyond a certain point.
Gear:
- Tokusei/Dú Shì/Blasphemous Era: The sword primarily used by Miè Tiān Hái (see Appearance) prior to his acquisition and subsequent destruction of the Tengyouken/Tiān Xíng Jiàn/Sword of Divine Retribution. The blade is a good conduit for qi, stands leagues above any mundane blade, and (seemingly) possesses an affinity with fire.
- A portion of the Tiān Xíng Jiàn's broken blade, now little more than a powerless scrap of metal. Miè Tiān Hái has retained the fragment for the sake of sentimentality, and has neither the motivation nor the knowledge to repair it.
- A boomerang whistle used to summon the birds of the Demon Spine Mountains, be it for transport or assistance in combat.
- A golden skull mask, worn in public to look more imposing and maintain a consistent aesthetic with his minions.
- A really, really snazzy outfit.
Companions: Miè Tiān Hái commands the remnants of the Xuán Guǐ Zōng/Genkishū/Black Demon Sect that were brought with him to Gladius.

Black Demon Sect mooks.jpg
Names: N/A
Relationship to character: Foot soldiers and servants of Bones of Creation
Skills, Abilities and gear:
Equipment: See image, it's nothing special. Purely mundane clothes, masks, and swords.​
Skills: Average swordsmanship and fanatical loyalty to the Black Demon Sect.​
Abilities: Basic knowledge of Qi manipulation, and a cult-wide pact with a demon to make one's body explode if blood is drawn.​
Weaknesses: They're mooks, don't expect anything impressive.
Further details:


Quotes: "My sword knows no match under the heavens, whether it has earned a title or not!"
"Swords are the greatest symbol of strength in the world. They signify a truth that stands resolute. The embodiment of the absolute truth about life and death. This is why I desire swords of value and power. Wealth, glory, and authority are as fleeting as foam on the sea. They are nothing compared to the joy of taking hold of destruction's power itself."

Goals: Gathering all the warriors to reform the Black Demon Sect, become the greatest swordsman to ever live (for real this time), assemble a new collection of legendary/not-so-legendary swords, and settle down in a sufficiently ominous mountain range. Not necessarily in that exact order.
Fears: Smug, white-haired men with a predilection for vaping; not being the objectively best swordsman in existence.
Trivial:
Theme Song:
 
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Names: Harleen Quinzel
Nicknames/Aliases: Harley Quinn
Alignment: Chaotic Good
Fandom: Injustice: Gods Among Us
Age: Late 20s (assumed)
Gender/Sexuality: Female, bisexual
Species: Human (with enhancements, see powers)
Appearance:
310


Personality: Eccentric, fun-loving and unstable. Harleen is an unlikely ally to the Insurgency and Batman. She is smarter than she lets on, having a PHD among other things to show for her intellect. She is driven by trying to be a better mother (and person) to her daughter, Lucy and trying to piece her life back together after the Joker's death. She has come to terms with the abuse she endured and sees the relationship for what it was. This was shown during her fight with the Joker hallucination after exposed to a modified form of Scarecrow's fear toxin.
However, as seen in the Injustice 2 Comics, Harleen feels a great deal of guilt for her actions while working with the Joker, such as the part she played in the destruction of Metropolis.

Backstory:
Harleen Quinzel was a criminal psychiatrist, who was seduced by her patient: the Joker. She abandoned her career and became Harley Quinn, the Joker's ditsy sidekick. Quinn was willing to do anything to please her "Puddin," even murder but was simply a pawn in his schemes. In truth, the Joker never loved her but merely used Harleen in his war against Batman.
Before the events of Injustice she had a child named Lucy and ran away from the Joker for a year to give her daughter a better life:


The world was changed changed when The Joker tricked Superman into killing his wife and unborn child. The Joker had "gotten bored" of his war with Batman and decided to choose a new target in the form of Superman, stepping up his game to break the Man of Steel. He succeeded when the trigger for a nuke tied to Lois Lane's heartbeat went off and Metropolis was destroyed. Superman executed The Joker and was sent down a dark path that would turn the world into a regime-run dystopia

She managed to stay low, hiding out in The Arrow Cave (also known as "The Quiver") until joining the Insurgency against Superman's regime after tricking Lobo into going after Darksied and abandoning the bounty Superman had put on her head. Green Arrow had previously let her stay at The Arrow Cave as he was afraid Superman would kill her for her part in the destruction of Metropolis. He did this for his friend at first, but seeing what Superman was becoming it became more about keeping Harleen alive.
He was later killed by Superman, and his wife Black Canary was assumed dead when Superman's Regime destroyed The Green Lantern Corps. In fact, Harleen lost most of her friends in the five year long fight against Superman and gave up her mantle, wanting to see if she could return to a normal life.

Walking into Arkham Asylum, she discovered a clan of people who saw the Joker as a symbol of resistance and seeing an opportunity (against Batman's best wishes), she took them under her wing. They became a thorn in the Regime's side.
Eventually, when people from another dimension showed up (and caused the downfall of Superman) Harleen was "reunited" with The Joker. After he tried to kill her again, she realised him for the monster that he was and beat him so badly that he crawled back to Batman begging to be taken away from her. It was "closure"

After the events of the first game, Batman took Harleen under his wing and trained her. Most of his former friends were either dead or in prison for supporting Superman. He needed all the help he could get. Although Black Canary returned with Green Arrow (from another universe) he was still short of allies and so needed Harleen to fill the numbers. They would battle against Ra's AL Ghul among other threats that rose up to fill in the power vacuum Superman had left.

Harleen followed Black Canary and Green Arrow on a mission to take down Gorilla Grodd. During which, she battled with her partner Poision Ivy, dealt with fear toxin from Scarecrow that caused her to see and battle the Joker and she was eventually was taken captive by Catwoman (who was secretly Batman's mole) after her allies were taken by Braniac.

Assisting in the fight against Braniac, she was almost killed by Ivy while helping Cyborg and Catwoman infiltrate Arkham Asylum and was then again almost killed by Wonder Woman after stopping her from killing Cheeta, as Batman had said that none of the former Regime members were allowed to kill any of Grodd's forces while defending Earth. For her troubles, she took a sword to the stomach but was rescued by Supergirl. Harleen's near-mortal wounds (and Superman's defence of Wonder Woman's actions) were the final nail in Supergirl's turn against her Cousin.

Recovering from her wounds, Harleen ended up surviving the death of the Multiverse, alongside Lucy who still saw her as "her crazy aunt, Harleen" and the two of them (including Bud and Lou) ended up in Gladius

Skills: Though as normal as any human can be, Harley Quinn is a highly dangerous and unpredictable fighter thanks to her years of serving as the Joker's right hand woman and her training under Batman. She is a skilled gymnast and is also a skilled criminal psychiatrist, being able to use these skills to convince Lobo to leave her alone, despite the fact that she stole his motorcycle and almost trashed it. She also worked out Green Arrow's identity using (presumably) the same skills.
She's skilled with firearms (despite Batman's insistence to not use guns) and is trained with explosives, able to craft some bombs and use them without blowing herself up.
Furthermore, she managed to tame and train two hyenas, which means she has some animal handling skills as well.

Powers/Abilities:
Resistance to Toxins: Due Poison Ivy's treatments as the two had a partnership, she has an immunity to a lot of toxins. During her fight with Scarecrow, she huffed up his regular fear toxin like it was nothing.
However, this toxin immunity only goes so far as she was still affected by a modified toxin made "just for her" and a toxin used by Ivy herself. Though, Ivy's toxin was probably as effective as it was due to her granting Harleen her toxin resistance in the first place and so understanding how to break through it.

Weaknesses:
Aside from her resistances, Harleen is a normal human and so has the same weaknesses as one. She also has PTSD from her time with The Joker, and that can be exploited via fear-causing effects (such as the fear toxin) or just outright psychological warfare.

Gear: Dual pistols, a mallet, some TNT, a baseball bat and bait for her hyenas. She also carries a fake moustache that also functions as a lockpick:
466af4ae6a52fa98ea72a53d2f4dc71e--injustice-comic-funny-posts.jpg


Companions:
Names: Bud and Lou
tenor.gif

tumblr_oc2h71DBDY1ub4z3qo2_r1_500.gif

Relationship to character: Her pet Hyenas/babies. They are loyal to Harleen and she treats them like pets, often spoiling them. Trained to attack on her behalf, they are fiercely loyal.
Skills, Abilities and gear: The maximum force of a hyena is around 1,000 psi (4,450 newtons), the same as lions and tigers Source. To put that in perspective, the Kangal, the dog with the strongest bite only has 743 psi (512.280 newtons)
Their maximum running speed is 60 km/h (37.28mph), like the average hyena.

Weaknesses: Aside from their dyed hair and training, they are normal Hyenas.

Quotes:

IMG_6415.jpg

yjUGxPz.png


Goals: Protect her daughter, be a superhero and remain "good". Also make sure Bud and Lou behave themselves.
Fears: The Joker stepping back into her life, becoming estranged from Lucy or some villain bringing harm to her daughter.
Theme Song:

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Name: Steve Rodgers
Nicknames/Aliases: Captain America
Alignment: Although he started as Lawful Good, after the events of Civil War is more of a Neutral Good
Fandom: Marvel
Age: Mid 20s (mentally), but in his mid 90s physically due to being frozen.
Gender/Sexuality: Male, presumed heterosexual
Species: Enhanced human
Appearance:
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Personality:
Even before taking the serum, Steve Rodgers was defined by his courage and righteousness. He stood up to bullies, and despite taking beatings he kept a fighting spirit, remarking that he could "Do this all day" since he grew up weak and small, he learned on his own that true strength is having the courage to fight against abuse no matter one's power and having compassion for the innocent. Gaining his abilities didn't change that, and neither did being put on ice for several decades.
Due to his famed past exploits and his continued works to save the world, Rogers is generally respected by many; even if he doesn't seek acknowledgement for his deeds. He was also very empathetic being able to understand and relate to both Scarlet Witch and Quicksilver before meeting them and understanding Tony Stark's motivation during the Avengers' Civil War despite Iron Man being on the opposing side.

He stuck to his morals even while Thanos was coming to Earth. When Vision offered his life in exchange for half the universe, Rodgers told his friend that "We don't trade lives." Although a little more rugged since the Avengers fell apart, Cap has stuck to his guns through and through. Despite being a wanted fugitive he stepped up when people were in need and is willing to sacrifice his own life to save others.


Backstory:
Born in Brooklyn, the young Rogers suffered from numerous health problems, and upon America's entry into World War II, was rejected from military service despite several attempts to enlist. Determined to serve, he ultimately volunteered for the top-secret Super Soldier program, and the frail Rogers was enhanced to the peak of human perfection. He soon joined the war effort as a mascot, given the moniker of Captain America, and later joined the war in a combat role after he single-highhandedly liberated captured Allied POWs.

From 1943 to 1945, Rogers had attacked multiple HYDRA bases alongside his own team, the Howling Commandos, in an attempt to capture the Red Skull, and recover the Tesseract. His famous World War II exploits had made him a living legend, and during this time he formed a relationship with agent Peggy Carter. Despite seemingly losing his closest best friend and loyal teammate, Bucky Barnes, during a mission, Rogers carried on to help the Allies win the war, but crashed into the Arctic during his final mission. His close friend Howard Stark spent time looking for his body. Rogers then spent nearly 70 years encased in ice in suspended animation before he was found by S.H.I.E.L.D. in the early 21st century.

When he was awakened, Rogers found himself alone in a modern world that he hardly recognised with no idea what he was going to do with his life. Following an Asgardian named Loki having stolen the Tesseract from S.H.I.E.L.D. and declaring war on humanity, Director Nick Fury enlisted Rogers' help in retrieving what he had once known as HYDRA's weapon, and foiling Loki's plans. Joining the team dubbed as the Avengers made up of Earth's mightiest heroes, which included Howard Stark's son Tony, Rogers played one of many pivotal roles in the Battle of New York, successfully preventing the Chitauri Invasion of Earth, apprehending Loki, and reacquiring the Tesseract while finding his place in this world.

Joining S.H.I.E.L.D. as a way to maintain peace and justice with the help of Black Widow, Captain America came into conflict with the Winter Soldier who seemingly assassinated Nick Fury. Being blamed for the incident by Alexander Pierce, Rogers eventually discovered that HYDRA, whom he thought had dissolved in 1945, had existed in secret as a parasite within S.H.I.E.L.D., and that they were planning to use Project Insight as a way to bring about a new world order, while also learning that the Winter Soldier was in fact his best friend Bucky Barnes, now operating as a brainwashed assassin. Along with Romanoff, Maria Hill and Sam Wilson, Rogers had ended the HYDRA Uprising. With the immediate threat of HYDRA quelled, Rogers embarked on a quest to locate Barnes.

In the midst of his search for Barnes, the Avengers were mobilised in order to eliminate the remnants of HYDRA, prompting Rogers to abandon his quest and rejoin all of his former teammates to help capture the Sceptre and Baron Wolfgang von Strucker. Following securing their victory, Rogers was almost immediately thrown into another crisis when Ultron, the peacekeeping artificial intelligent program designed by Tony Stark and Bruce Banner, began a plot to eliminate humanity. Following a prolonged and brutal conflict in which the Vision's creation gave them an advantage, Ultron was defeated during the Battle of Sokovia, however the cost of their battle meant many of the Avengers disbanded, while Rogers and Romanoff stayed to lead the second incarnation of the team.

While the new Avengers conducted worldwide missions, they soon began tracking down Crossbones, only for Scarlet Witch to make a mistake resulting in innocent deaths. Thaddeus Ross then used the disaster to write the Sokovia Accords which Rogers refused to sign due to moral disagreements. Rogers' problems increased even more as Bucky Barnes resurfaced having seemingly caused a recent terrorist bombing, and Rogers chose to protect him, which then lead to Ross sending Iron Man out to apprehend them both. Upon learning Helmut Zemo was to blame, Rogers fought against his former allies to find Zemo, only for all Zemo's schemes to be completed as he revealed Barnes killed Stark's parents, resulting in Rogers going on the run and the Avengers falling apart.

Having saved his friends from the Raft, Rogers sent Barnes to gain help from T'Challa in Wakanda while he and all his allies became vigilantes.

However when Thanos and his Black Order attacked Earth seeking the final Infinity Stones, Rogers came out of hiding in order to protect Vision. In order to keep the Vision safe, Rogers had brought him to Wakanda where he and Black Panther's armies held off the onslaught of Outriders sent down by Thanos. Despite their success in killing Thanos's forces, when Thanos himself arrived on the planet, he effortlessly overpowered Rogers and the other heroes and took the Mind Stone, killing Vision in the process. Despite Thor still trying to defeat him, Thanos completed his goal and wiped out half of the population of the universe...

The moment Thanos snapped his fingers, Rodgers was transported to Gladius by the blue light, unaware if Thor managed to stop the Mad Titan.

Skills: As well as being a master at hand-to-hand combat, Rodgers is skilled in espionage, having led many Black Ops missions in the modern day and being able to infiltrate HYDRA facilities during WWII. The most notable example of this was his infiltration of The Raft (a superhuman prison) by himself. He's shown to be very skilled with firearms and throwing weapons (shields in particular) and a great tactician and leader. He led The legendary Howling Commandos during WWII as well as the Avengers in modern day.
He's capable of flying a plane and hot-wiring a car too, plus he speaks fluent French.

Powers/Abilities: The super soldier serum greatly increased Rodger's physical strength. His notable strength feats include holding a helicopter in place and holding back Thanos (when he almost had all of the stones) for almost half a minute. Previously, Thanos had destroyed the Hulk in that amount of time.
His metabolism and healing factor were increased to the point where it's impossible for Rodgers to get drunk. The upside to that is he can shrug off attacks that would kill most men and is immune to toxins and poisons.

-This was after he took an energy grenade that tossed him out of a window and it's worth nothing that these laser blasts blew up cars in one hit.

Furthermore, his speed was increased. A notable example of this was seen soon after his transformation where, while dazed he was able to keep up with a speeding car. His agility, overall stamina and reflexes were greatly increased as well. The serum pushed him well beyond peak human capabilities.

Weaknesses: Sticking to his guns and morals has led him to be manipulated before (Civil War). He's willing to throw down his own life to save others, so putting innocent people in harm's way is a good way to stop him. He's also just an advanced human, so enough force will kill him.

Gear:
After abandoning his traditional shield in Civil War, Rodgers was given two-handed shields in Wakanda, capable of collapsing to be smaller and used as gauntlets for punching. The shield's points are incredibly sharp, creating an offensive weapon, being able to pierce the skin of Outriders.
He carries a grapple gun in his utility belt, it's most notable use was against Iron Man.
His suit has has an in-built communicator as well.

Quotes:
"Do you want to kill Nazis?" -Dr Abraham
"Is this a test?" -Rodgers
"Yes." -Dr Abraham
"I don't want to kill anyone. I don't like bullies, I don't care where they're from." -Rodgers

(First Avenger)

"...And I know I'm asking a lot. The price of freedom is high. It always has been. And it's a price I'm willing to pay. And if I'm the only one, then so be it. But I'm willing to bet I'm not."
(Winter Soldier)

Goals: Help and protect the innocent, uphold values such as freedom from oppression and survive to fight another day.
Fears: Thanos being successful, an oppressive force like HYDRA taking over.
Trivial: He carries a list of things he needs to catch up on since getting out of the ice.
Theme Song:


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Names: Hana Song
Nicknames/Aliases: D.Va
Alignment: Lawful Good
Fandom: Overwatch
Age: 20
Gender/Sexuality: Female, bisexual
Species: Human
Appearance:
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Personality: Hana willing to throw caution to the wind in order to defend her country and it's citizens from outside threats. In the case of her home universe, this was the Omnics who frequently targeted South Korea. Although she was part of a team of Meka pilots, she often took it upon herself to deal with the threats head-on rather than wait for backup. However, she is capable of recognising when she's in a situation where she needs if things have gone too far.

Although she shows little mercy to her opponents and has a reputation for being quite fierce, she is actually quite soft-spoken and pleasant behind the scenes.

Being a pro gamer, D.Va loves video games and enjoys making references to them. While on the battlefield, she will use many gaming terms, such as "nerf," "pocket healer," "GG," "AFK," and more. Despite the fact that she is mostly into games produced by Blizzard (for obvious reasons), she is familiar with old arcade ones as well. An example is her calling Winston "a giant gorilla from those old video games."

Backstory:
Twenty years ago, South Korea was attacked by a colossal omnic monstrosity that rose from the depths of the East China Sea. The massive, lumbering construct caused catastrophic damage to coastal cities before it was driven back beneath the waves. In response, the South Korean government developed a mechanised armoured drone unit, called MEKA, to protect urban environments in future engagements with the omnic threat.
The government's fears proved to be well-founded, as a disturbing pattern of attacks emerged. Every few years, the monstrosity would rise from the sea to assault South Korea and its neighbours. The omnic learned from these encounters, often reconfiguring itself in a different form and appearing with new weapons and capabilities. Each incident ended in a stalemate, with the monstrosity defeated but not destroyed.

As the omnic continued to adapt, it eventually disrupted MEKA's drone-control networks, forcing the military to place pilots in the mechs. Scrambling to find suitable candidates, the government turned to the country's professional gamers, who possessed the necessary reflexes and instincts to operate the mechs' advanced weapons systems. Top stars were drafted, including reigning world champion Hana Song, also known as "D.Va." Famous for her elite skills, D.Va was a fierce competitor who played to win at all costs, and she had a well-earned reputation for showing no mercy to her opponents.

Hana Song (Song Hana, 송하나), under the username "D.Va", represented South Korea in multiple international StarCraft tournament. At the age of 16, she became the top StarCraft player in the world and went undefeated for the next three years of her life. At the age of 19, Hana was drafted into MEKA's army of mech pilots with the task of defending the coast around the East China Sea from a colossal adapting omnic. Seeing her new mission as a game, D.Va fearlessly charged into battle alongside the rest of her MEKA unit, ready to spring to her nation's defence at a moment's notice. Recently, she has begun to stream combat operations to her adoring fans, and her growing following has turned her into a global icon.

She failed to stop the Great Hunger's invasion and was transported to Tellestia by the blue light. Since then, she joined SECIELD in order to defend her new planet.

Skills: As well as a skilled MEKA pilot and gamer, Hana has firearms training, basic hand-to-hand combat and military training as well. This was part of her training to become a MEKA pilot. She also has some engineering skills as she has made various repairs and adjustments to her mekas in the past, even capable of constructing her own mekas with the right equipment and a bit of help.

Powers/Abilities: None

Weaknesses: Squishy outside of her MEKA, and not that physically strong.

Gear:
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Her MEKA is equipped with twin short-range rotating cannons. They lay down continuous, high-damage fire without needing to reload, but slow D.Va’s movement while they’re active. It can also launch a barrage of Micro Missiles, but this ability requires a cooldown.
It is also equipped with a Defence Matrix, a forward-facing targeting array that shoots incoming projectiles out of the air. The mech also is equipped with rocket boosters that launch it into the air, the momentum carrying her forward. She can turn and change directions or barrel through her enemies, knocking them back. The Mech's most impressive feature however is it's self-destruct and recall abilities. Causing a large explosion and being able to deploy a backup meka to the battlefield.

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-Her Light Gun, a medium-ranged automatic blaster that holds 20 rounds. Hana carries spare ammo for it when in the field.

Companions: None

Goals: Stop the Great Hunger, or defend people from it should it return. Prove herself in combat.
Fears: Failure
Trivial: Despite consuming a lot of junk food, she never appears to put on any actual weight. Perhaps she has some kind of secret exercise regime?

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Names: Peter W
Nicknames/Aliases: PeterW_1974 (his Twitter handle)
Alignment: True Neutral
Fandom: Marvel
Age: 45
Gender/Sexuality: Male, heterosexual
Species: Human
Appearance:
latest

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Personality: Despite having no powers to speak of, Peter showed a great deal of bravery in joining X-Force and even some heroism when he attempted to save Zeitgeist from a wood chipper. However, Peter does have little problem quitting if sufficiently aware of how dangerous a situation can be as shown when Wade went back in time to save him by telling him to just go home.

Peter wants to prove to others that he is strong and capable, possibly due to his fears that his wife is cheating on him. This is part of the reason why he joined X-Force to begin with but it's possible he also joined as it looked fun and Peter wanted a break from his pretty mundane life of beekeeping and BBQing. He also appears to be an animal lover, seeing that he keeps bees and said on his Twitter that he would never hurt an animal "Not even a swan."

Backstory:
When Deadpool and Weasel were recruiting mutants to assist in rescuing Russell Collins from a prison transport, Peter saw the ad and applied, thinking it looked like fun. Deadpool quizzed him about his mutant abilities; even when told that he didn't have any Deadpool allowed him to join the team which was named X-Force. During the mission insertion via parachute, Deadpool was warned that high winds would affect the drop but carried out the mission anyway. The drop was not successful, with nearly every member of X-Force – apart from Deadpool and Domino – dying. Peter actually managed to land safely but tried to rescue Zeitgeist who had landed in a wood chipper. Zeitgeist accidentally fired his acidic vomit on Peter, killing him.

However, Deadpool later commandeered Cable's time-travel device and returned to just before Peter was killed and warned him to walk away, retroactively saving his life.
It appears that fate intervened twice to save Peter, as he and his wife managed to survive the Death of the Multiverse.

Skills: He is a qualified beekeeper, knows how to BBQ and is good at skydiving. Due to the strong winds, every member of X-Force was killed while Peter died due to Zeitgiest's acidic vomit.
He is physically strong as well, and a good photogropher (takes photos of swans he believes are a threat to him).

Powers/Abilities: None
Weaknesses: Fear of swans, type 1 and 2 diabetes.

Gear: Insulin and some snacks for his diabetes

Quotes:


"Powers you want to tell us about?" -Deadpool
"Nope. I, don't have one. Um, I just saw the ad and thought it looked fun." -Peter
"You're in." -Deadpool


"I don't know much about this Cable, but I guarantee that he hasn't killed as many people as melanoma has."

Goals: Prove his worth, win back his wife. Not die.
Fears: That his wife is cheating on him.
Theme Song:


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Names: Harry
Nicknames/Aliases: The Sole Survivor, The Silver Shroud, "Bullseye" (Railroad agent name)
Alignment: Chaotic Good
Fandom: Fallout/Fallout 4
Age: 245-250 (physically, presumed), mid 30s mentally
Gender/Sexuality: Male, heterosexual (presumed)
Species: Human? Due to events he may be a Synth
Appearance:
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Personality:
Although when he first emerged from Vault 111 he was scared, confused and above all else: angry the Commonwealth and the people within it have changed him dramatically. He cares about the suffering of others, and goes out of his way to avoid it if he can. However, he's more than prepared to torture and kill to defend people, especially those he cares about.
He admits to being a bit screwed up, given events in his life but doesn't allow the past to weight him down. He's a futurist at heart, trying to build communities for the future of a devastated world and trying to build a life for himself. Not to replace the one he lost, as he feels that dwelling on what happened won't do favours for anyone, least of all himself.

He has moments of being selfish, such as not helping people unless there's caps involved but this is only on certain occasions, like if they can afford it, said mission is very dangerous and/or they don't take the serious mission seriously enough. An example of this was after retrieving a Deathclaw egg which the employer intended to cook as a meal.
He has a fascination for machinery and enjoys creating weapons and armour. More often than not he'll build an item and then never use it, handing if off to a settler to defend themselves. The more impressive items he gives to friends or keeps to himself and sometimes develops a personal attachment to.

Although the Commonwealth was filled with hatred he didn't let it get to him. He sees (non-feral) Ghouls as his fellow men, but treats the ferals as "too far gone" and sees putting them down as a mercy above just self-defence. This view extends to Gen-3 synths (human "copy" ones) as he treats them no different from other humans aside from feeling a sympathy in their plight. They were capable of independent thought among other things, which made him see them as human.

He questions whether or not he is a Synth himself (mostly due to Far Harbour events) but sees it as unimportant whether or not he was grown in a womb or built in a lab underground. What is more important are his actions now and what he'll leave behind when he's gone. Synth of not, it really doesn't matter.

Backstory:
The Sole Survivor was a male retired U.S. Army veteran who, according to pre-War records served in the 2nd Battalion, 108th Infantry Regiment, while his wife Nora was a lawyer. He mentions having a great-grandfather who served in World War II as well and believes that he was born to an Irish-American family in Boston.
At some point during the Sino-American War, Harry married, had a son named Shaun and bought a robotic butler named Codsworth. On October 23rd, 2077, the Sole Survivor was preparing for an event at the Veteran's Hall in Concord when a Vault-Tec representative approached the family with pre-approved papers for access into Vault 111. Moments later, a newsreader announced that nuclear detonations were being reported, forcing the Survivor and his family to rush to Vault 111. They were then sealed in cryogenic stasis under the pretence of being "decontaminated" by Vault-Tec scientists. In 2227 they were awakened by the Institute and their "pitbull", Kellogg who had been sent to retrieve Shaun.

In the struggle, Kellogg executed Nora while Harry was forced to watch from inside his pod. He was put back into stasis for a few more decades and emerged as the Sole Survivor of Vault III. Vowing revenge and promising to bring Shaun home, he emerged into the Commonwealth to see the full signs of nuclear devastation.
Due to the possibility of him being a Synth, his memories before emerging from Vault 111, programmed in by the Institute and by his son, Shawn.

Rather than go through all of Fallout 4, here's a summary of what he did:
-Helped the Minutemen get back on their feet, teaming up with Preston Garvey to liberate and rebuild settlements.
-Became the Silver Shroud.
-While exploring the wasteland he encountered a fight club of sorts that he met Cait in. The two travelled together for a long time and became close.

-In the search for Shaun he ended up having run-ins with Nick Valentine (having to save him from Skinny Malone and his Triggermen) and looked into the Railroad. In return for helping them with the Institute, he was promised help in return. While seeing them as a means to an end at first, he grew close to their cause and a few of their members (in particular, Deacon and a Synth named Glory) over the course of the Commonwealth war.

-After more travelling with Cait, she opened up about her drug use, and revealed that it was slowly killing her. The two travelled to Vault 95, where Vault-Tech had been performing experiments on drug users and found a cure. After this, the two became lovers.
-Helped MacCready save his son
-Chose to give the Cure in Vault 81 to the dying child.
-Travelled with Nick Valentine for a while, becoming good friends and helped him tie up a loose end.
-Joined the Brotherhood of Steel temporarily, learning of their true intentions for Ghouls (including non-feral ones) and Synths. Having become good friends with people they wanted to wipe out, and seeing their intentions as genocidal he decided to stay as a double agent, reporting their activity to the Railroad.
-Allowed the Mechanist to live.

-Found Shaun in the Institute, only he was a bitter old man. While trying to rekindle their relationship at first, he found that the elderly Shaun was using him as an attack dog. There were many times that he wanted to just walk away, but the Railroad required that he stay undercover in order to liberate synths and bring down the Institute from within.
He's not sure if Shaun suspected him of being a double agent. He put down the "failures" to retrieve Synths (such as during the battle of Bunker Hill) down to another faction getting in the way, and Shaun seemed to buy it as he was allowed to continue within the Institute, even being promoted to it's leader in the event of Shaun's death. In his new position of power he made moves to destabilise the Institute, such as executing two scientists who tried to stage a coup.

In order to keep his undercover status he helped the Institute recover part of a nuclear reactor the Brotherhood was guarding, making him a permanent enemy of the faction. Paladin Danse parted ways with him after that, but Harry deemed that losing one friend was worth stopping the Institute.
With the reactor core retrieved, the Brotherhood attacked Railroad HQ, killing many agents but the one that stung the most was Glory. In a fit of blind rage, he picked up his friend's minigun and cleared the tunnels of Brotherhood Knights.
The Railroad retaliated, destroying the Prydwen with explosives Tinker Tom had made. In order to ensure the Brotherhood's downfall, Harry and Deacon fought their way to the command deck and killed Elder Maxon.

It was a hell of a fight, but a tougher battle was on the horizon as the Railroad charged into the Institute to destroy it and rescue the Synths. During the fight, Harry encountered Shaun and while he initially apologised for how things had gone between them he told his "son" to go to hell before putting a dying Shaun out of his misery with Deliverer, a gun given to him by the Railroad at the very start of his journey. Due to wanting to save as many people as possible he also engaged the evacuation protocol so that the innocent people who worked within the Institute could escape.

On the way out he ran into a Synth duplicate of ten year old Shaun and decided to take him before the Institute exploded. He had mixed feelings at first, but told himself that he couldn't leave an innocent Synth to die regardless of who's face he wore. Blowing up the Institute, he debated on what to do with the Synth Shaun. Although he had lost his son to the Institute, he decided to allow the new Shaun into his life. This wasn't due to wanting to try and rekindle the life he had lost, but simply as he believed it was the right thing do to.

Going into retirement, occasionally helping folks throughout the Commonwealth while looking after Shaun and trying to enjoy the new life he had built as much as he could Harry was called into action by Nick Valentine to investigate a missing person's case in Far Harbour. What he discovered was more questions than answers, with a Synth colony far from the reach of the Institute, allusions to Nick's past and even questioned whether or not he was human himself.
Although disgusted with the actions of the Synth leader, he decided to spare his life and pacified the hostile Children of Atom cult so that Far Harbour, The Children of Atom and the Synths could live in relative peace.

With another adventure out of the way, he went back home where he remained till the death of the Multiverse...
After a few years of life where he balanced saving people across the wasteland, looking after Shaun and trying to build a life the many settlements were suddenly under siege from the forces of the Great Hunger. A few fell within minutes, while others lasted a few hours and a team led by Harry tried to save who they could. The remnants of the surviving settlements were transported the Wasteland.

Skills:
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Having served in the military, he's trained in hand-to-hand combat and with the majority of firearms. He favours single-shot weapons and energy weapons but overall prefers rifles, shotguns and pistols above others.
  • His strength is above average for that of a human, able to lug around plenty of materials and weaponry that would encumber most even without power armour. This also helps him with holding heavy weapons, improving his accuracy with them to a certain extent.
  • He has a keen, perceptive eye for materials (especially adhesives) and equipment, able to spot items others might just pass by. This keen eye also makes him much more skilled at picking locks, being able to open safes with bobby pins and a trusty screwdriver
  • Through a mixture of his sheer stubbornness and his physical build, he's able to take hits and still endured in a fight despite heavy injuries. He's gone up against monsters with several broken bones whilst bleeding to death and still hasn't caved over.
  • He's quite charismatic, being able to persuade (sometimes threatening) people away from engaging in fights with him, bartering for more caps and talked some foes into surrendering outright. Some minor animals (like Mole rats) can be calmed down. Overall, he has a way with words and with people.
  • His intelligence is above average for that of a human, and he has a deep understanding of crafting weapons, armour and robots. His knowledge of General Atomics International and RobCo robots extends slightly, as he's been able to hack a few hostile in his day. He's capable of hacking RobCo terminals too, and does it quite well.
  • In terms of agility, he's about average for someone who's served in the armed forces.
  • Luck is a little below average.

Powers/Abilities: He has a slightly higher resistance to radiation, mostly due to his high endurance skill but still succumbs to it like every other human.

Weaknesses:
The people he actually cares about could be used against him, as could his need to help others. Furthermore, he's confused about his own existence (is he human or synth) which could be a good use of psychological warfare.
Finally, he's human. Although he has a slightly higher resistance to diseases and radiation than the average man, he's still weak to it. Enough bullets, a lack of oxygen or just hitting him in the right places will end him.
Also, if he is a Synth there's a shutdown code out there.

Gear:
As naming every weapon or item he's used would be too long a list (as per any Bethesda game), I'm going to name a few favourites and say that's all he has access to. Furthermore, he won't have all of them at once just due to the sheer carrying weight.
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-"Boomstick" was a term he picked up while in the military from a fellow soldier with an appreciation for shotguns.
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-Given to him by the Railroad, used to kill a dying Shaun
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-Took from Glory and used it to fight off the Brotherhood's attack. Due to it's attachment to a fallen agent, he hasn't made any modifications
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-Took one look at the rifle within Vault 88 and bought it almost immediately. He's made several modifications since then and it's served him well.
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-Recovered from an alien who crashed to Earth and modified to meet with the energy weapons of post-nuclear America. The name was Deacon's idea.
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-Found and modified during his war with The Mechanist
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-Named after a rather nasty schoolteacher
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X-01 Mk. VI Power Armour: Comes with a VATS Matrix Overlay, a jetpack, calibrated stocks (increases carry weight) in the left leg and explosive venting in the right. Overall, it's the toughest armour he's worked on and so only wears it in case of emergencies. It got him through the Glowing Sea.

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Tesla T60-f Power Armour: The torso and arms of this armour are covered in Tesla coils, dealing electrical/energy damage to enemies to get too close as well as adding that damage into melee attacks. He recovered the pieces during his war with The Mechanist and has put them to good use. It acts as his standard power armour, which he wears if he knows a situation is going to require it.

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T-51F Railroad Armour: Equipped with a Stealth Boy in the torso, which covers the armour in cloaking so long as the wearer remains still, a red headlamp, calibrated stocks in both legs and a VATS overlay, this armour was able to carry Harry and Deacon through the Prydwen and the Institute. He wore it as a symbol in both battles and had defeated multiple Coursers with it.

Pip-Boy 3000 Mark IV: Has a built-in inventory tracker, geiger counter, map (that updates when a new location has been discovered), radio, light health-monitoring device and an adaptor plug, which allows it to link up to computers (such as robots and some Vault doors, essentially making it a vault key to Commonwealth-based vaults) and run diagnostics on power armour.

He also has a few stimpacks, radaway, some bobby pins and a screwdriver handy.

Companions: (if any i.e Groot, Fawkes, Serana, Dogmeat, ect. Up to 4)
Names: Cait
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Relationship to character: Significant other, travelling companion
Skills, Abilities and gear:
Due to her experiences in the ring, Cait is skilled in hand-to-hand combat and through her history she's picked up on skills like lockpicking, bartering and pick-pocketing. In terms of ranged weapons, she favours the shotgun.
She has the Boomstick (Mark II, which deals extra damage to limbs), a mahogany baseball bat with barbed wire wrapped around it a Deathclaw gauntlet and a set of power armour
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Raider Power Armour II: The right arm in particular provides extra protection, and most of the armour's modifications provide either extra protection or extra melee damage due to Cait's fighting style. It was built by the Sole Survivor originally for himself but Cait liked the look of it.

Weaknesses: Difficult history, so psychological warfare. Also, she's a normal human so has all our weaknesses.
Further details:
On her 18th birthday, Cait's parents sold her into slavery. For five years, she stole small sums of bottlecaps from her owners, until she had enough to buy her own freedom. In a pique of rage, she returned home to seek vengeance on her mother and father and shot them both dead. At some point after she left home, she began using psycho, developing an incurable addiction and arrived at the Combat Zone in Boston where she was hired by owner Tommy Lonegan as a cage fighter, soon becoming a strong and ruthless fighter. In 2287, a raider gang moved into the area, which then required Cait to buy friends to make life easier, making the cage fighter mistrustful of selfless offers of kindness. Sometime later, the Sole Survivor arrived at the Combat Zone just as Cait was winning a match and killed all the raiders. As payment, Tommy offered him Cait's services.

The two travelled together for several months across the Commonwealth and Cait grew to trust her companion, opening up as the two began a friendship. Due to her addiction she continued taking psycho behind his back until she discovered she was slowly dying. Requesting Harry's help, the two travelled to Vault 95 and cured her. With it being the first time she had "fully depended on someone else" and wasn't let down, the opening up was rough and after a long talk they decided to take their relationship further. This has continued through the death of the Multiverse.

She rarely trusts others, and has a liking for violence, rewards (caps) and theft but ultimately has a softer side under her rough exterior. She's admitted that she kept herself alive through a hope that not everyone living in the Commonwealth was horrible (with the Sole Survivor helping her proving her right). Bits of this softer side have shown themselves whilst travelling with Harry, but in front of strangers it's rough exterior all the way.
She rarely cares for history, more so focusing on the now instead of "old junk" and is incredibly sarcastic at times.

Names: Dogmeat
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Relationship to character: Loyal pet
Skills, Abilities and gear:
As a German Shepherd, he has a 238 measured bite force (2nd strongest out of dog breeds), can track a scent for miles and has a strong sense of hearing. His running speed can go up to 30mph (48.28 kph)

Weaknesses: He's a dog.
Further details:
During the time that the Sole Survivor was cryogenically frozen in Vault 111, Dogmeat assisted Nick Valentine on a number of cases, and also accompanied Preston Garvey and his group of settlers on their way to Concord. When the group was ambushed by raiders, Preston sent Dogmeat to search for help in nearby Sanctuary Hills, where he encountered the Sole Survivor.
With Dogmeat being the first thing (aside from Codsworth) that didn't want to kill him, the Sole Survivor immediately took a liking to the German Shepherd, just as Dogmeat took a liking to him. Dogmeat became a pet and friend to Harry, helping him look for Shaun among other things.

Quotes:
"You know... In a hundred years, when I finally die, I only hope I can go to Hell so I can kill you all over again, you piece of shit." -To Kellogg

"Lot of folks died bringing you this delivery. Their deaths really mean that little to you?"
"Come on, you don't want people to think you're cheap, do you?" -Bartering


"What is twelve times fifteen?" -Robot
"It's the square root of 'who gives a crap.'" -Harry


"So thirsty. Need a Nuka-Cola!" -Resident of Diamond city
"Drink. Some. Water." -Hary


"To tell you the truth, we're both a little screwed up...A perfect match for one another." -Harry
"I can't argue with that." -Cait


"You ready to fuck some shit up?" -To Dogmeat

Goals: To survive and to rebuild what parts of the world he can. Part of him also wants to know whether or not he's a Synth.
Fears: Losing someone again, the Great Hunger returning.
Theme Song:
1946 HITS ARCHIVE: One More Tomorrow - Frankie Carle (Marjorie Hughes, vocal) (Fallout 4)

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Names: Mark Fischbach
Nicknames/Aliases: Markiplier, Markimoo
Alignment: Neutral Good
Fandom: YouTube/Semi-OC
Age: 29
Gender/Sexuality: Male, possibly bisexual
Species: Enhanced Human
Appearance:
markiplier.jpg


Personality:
Mark is very much a caring and loving person, however he suffers from a lack of self confidence. He has been called a saint, even an Angel by some of his followers and friends but rejects said compliments, always looking to do better to help people and better himself as a person. Mark is striving to better himself and better the world as much as he possibly can, but never feels like he can do enough. An example of this is when he broke down in tears during a video about how he couldn't reach out and help all of (at that point in time) 8 million subscribers, admitting that he'd failed most of them.

Despite a lack of confidence in himself, Mark strongly believes in other people, trying to see the best in every person he meets. He also tries to push people to be better, to believe in themselves and to help others in need.

Backstory:
His dad was a military man and although he sadly passed away from cancer, he very much inspired Mark. He tried to be an engineer dropped out. Eventually, after going through many struggles Mark found himself sitting in a hospital bed where he created a new identity for himself: Markiplier.

One thing led to another and eventually Markiplier had his own Youtube channel set up. A few years, after trials and triumphs since starting his channel the world was overtaken by The Great Hunger. Mark survived, and awakened on Gladius with new powers he has since been trying to learn to control. Travelling this new world, he learned more about how to control his powers, but not about their origins.

Skills: Engineering, videogaming, singing and has a very contagious laugh. He's also pretty good overall in combat too, he's a good warrior and athlete who's held back by nothing more than human limitations, his care for others and his lack of self-confidence. He's also a master of disguise, adopting his Wilfred Warfstache persona when he needs to.

Powers/Abilities: Superhuman strength (can lift a small car with effort) near-superhuman durability/stamina (takes blows that can knock average people down yet keeps going), enhanced speed (Usain Bolt speeds).


Weaknesses:
  • Lack of self-confidence
  • Due to health conditions he can no longer consume alcohol
  • Automophobia: Fear of things that false represent a sentient being, including ventriloquist dummies, animatronic creatures, mannequins, and wax statues. He still manages to play games including those things but in real life it will be a lot more difficult for him.
  • Has an intense fear of the ocean and what lurks in it.
  • VANISH: He hates that game so much mentioning it might distract him for a few seconds.
  • Still human and so has same weaknesses as one.

Gear: Dual pistols, a chair that folds up, dual hand axes, a gun that fires flares in the shape of purple moustaches and a guitar.
Names: Chica
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Relationship to character: Pet/baby, loyal dog.
Skills, Abilities and gear: As a golden retriever, Chica has a running speed of 35mph (56.32 kph), she is a strong swimmer and although Chica has never bitten anyone, her bite strength is 190psi should she need to defend her master.
Weaknesses: She's a dog
Further details: Originally named Sephora by her previous caretakers at the shelter, Mark decided to rename his dog to something more appropriate, as he felt that a brand name didn't suit her. He was advised to give her a name that ended in the same vowel as her last one. Mark used Chica as a placeholder before settling on the name after seeing how well she responded to it. Prior to this information, his viewers presumed that she was named after one of the animatronics from Five Nights at Freddy's.
Chica occasionally joined Mark while recording, though she doesn't enjoy being picked up and shown on camera. She likes to play with Mark's equipment and various possessions, much to his displeasure.

Like a stereotype of Golden Retrievers, she is a very friendly and non-aggressive dog but that can change if Mark is in legitimate danger.
Quotes:
"You can call me Markiplier or Mark, I'm the same person. I'm always going to be the same person, I'm always going to be me and I'm always going to be honest with you. And I really hope that you guys believe me when I say that I care about what you do and who you are."

"Never give up, no matter what may set you back, and know that at the end of the road, you’re going to have something that you can be proud of."

"Don't let anyone tell you you're not important...And definitely don't tell yourself that."

Goals: Discover more about his powers, help/save as many folks as possible
Fears: Failing to help/save people

Theme Song: Ed Sheeran - Thinking Out Loud - Cover
 
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Thanks for letting me know. I added two more weaknesses to the character sheet in order to nerf the characters:
  • Mind Control can only be used on those with low intelligence.
  • Telepathic Tracking and Illusions cannot be used on those with very high intelligence.
I hope this will suffice.

Thanks, I have accepted her now.
 
Names:
Ren Amemiya

Nicknames/Aliases:
Joker, Trickster.... RenRen

Alignment:
Chaotic Good

Fandom:
Persona 5

Age:
I'm gonna go with 18

Gender/Sexuality:
Male, if you're not careful he'll cheat on you with you're entire team and then some. Bisexual

Species:
Human

Personality:
"Meow?"
Ren doesn't talk much, and comes off as a calm, mild mannered guy due to this. This is perhaps completely incorrect, as he's actually on his own completely separate wave length from everybody else. It's nothing to hear him respond to something with smartass, snarky, or outright strange commentary. Add in the fact that he has a flair for dramatics? Well, it's probably best that he's a quiet person, honestly. He's shockingly easy to get along with despite his many faults, as he's relatively easy going and actually a pretty nice person at his core, and could even be considered cute and dorky in a lot of situations. Just don't take the fact that he's definitely laughing at you too hard.

Backstory:
Here's the wiki link

Skills:
Coffee Brewing
Cooking curry (only curry, probably)
Parkour
Gun-Handling
Knife-Handling
Persuasion
Eating a lot
Being really damn bishounen
Stealth
Crafting Lockpicks
Making Smoke bombs
Being STYLISH on the dance floor

Powers/Abilities:
Personas- Manifestations of his inner psyche, used to fight with. While most persona users only have one, there is the occasional "Wild Card" that can harness more than one, Ren being one of such Wild Cards. He currently has three, Arsene, Sataneal, and Grimehkala, but has the potential to harness more if... Erm... Igor appears in this roleplay or something. He can only use one at a time. There are a variety of ways to summon a Persona. One of them is to rip off your 'mask', which can only be achieved in certain conditions such as being in an alternate dimension. However, in Gladius, all it needs is enough willpower, and for the users to be a recognized 'threat'.
Arsene can use Dark/Curse type abilities and physical attacks at the cost of some of his health, and is immune to Dark/Curse abilities.
Satanael can use Dark/Curse, "Nuclear", and whatever the fuck "almighty" means abilities and a gun attack at the cost of his health, absorbs dark/curse abilities to replenish his health, is immune to Holy/Light abilities, and is resistant against everything else. On the flip side, Satanael is the most exhausting one for him to use, so he can't use his abilities much.
Grimehkala is a persona that Ren summoned and took a liking to. The only attack he actually has is a physical one that takes some health to use, but having him set to the "active" persona means that physical and gun-based attacks will just fucking bounce off him, dark/curse attacks just don't do anything, and fire will damage him less than normally. Perfect thing to go into a gun fight with.
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Arsene
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Satanael
latest

Grimehkala

Weaknesses:
A Persona's weakness is also the User's weakness. When someone hits the Persona with it's weakness it'll be forced to desummon, causing it's user to be knocked down. Using a Persona recklessly would cause it's user to grow more and more exhausted. Arsene is weak to ice and light/holy type abilities, and Grimehkala is weak to ice.
Without his persona summoned, he's just your normal teenager, so anything a human is weak to.
It's kind of hard to get people to see a fluffy-haired eighteen year old as a threat, honestly.

Gear:
One dagger
Semiautomatic Pistol
Cellphone
A messenger bag big enough to comfortably fit a cat
Lock picks
A couple smoke bombs

Quotes:
I'll get riiiiight on that

Goals:
To not fail at running on a treadmill
He'd like to try and find his friends, if they're still alive.

Fears:
Cops, after ending up with a criminal record he's a bit wary of them now.

Trivial:
Kind of misses his cat, sort of. Fucker made him go to bed, but was cute.
 
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Names: Operator 6O
Alignment: Lawful Good
Fandom: Nier: Automata
Age: Unknown
Gender/Sexuality: Female Bisexual
Species: Android
Appearance:
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Personality:
Standing out amongst many of her fellow YoRHa units, Operator 6O is notably more friendly and cheerful, especially given the bleak circumstances. Even through the near-endless war with the machines and constant worrying about 2B, 6O's managed to keep herself determined and enthusiastic. Though whether this coping mechanism is doing her any favors is up for debate. She can be a bit naive at times, having tried out numerous rumors before in hopes of something happening, but that could be attributed to her growing bored whilst at the Bunker.

Bu now that she's out of the Bunker she's extremely curious and intuitive, trying to see as much as she can. This need to experience is what's driving her to try and finally upgrade herself to where she could better handle the dangers that Gladius may provide. She's sentimental, since there wasn't much she could truly focus on cherishing at the Bunker. Couple that with the fact that up until the death off the Multiverse her entire existence was centered around keeping someone informed, she's built for cooperation.

She's not a fighting type, and that goes beyond just her model. She just doesn't seem comfortable with the idea of directly fighting,
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Backstory:
Earth had been besieged by aliens from across the stars, who sent down scores of machines to drive humanity to extinction. Though humans were forced from the planet to seek shelter on the moon, they left behind their androids to clear away the invading machines and one day take earth back. Residing at the top of the android resistance was YoRHa a branch of newer, more capable androids designed solely to aid the previous models in eliminating the mechanical threat. 6O was just one in a long series of androids built solely for operating communications. Forever stuck on the YoRHa base orbiting the earth known as the Bunker, she'd spend all of her days providing assistance for a specific combat model while they carried out missions against the machine threat. She just so happened to be partnered up with 2B a model far more stoic and battle-focused than even 6O could've expected.

Despite their differences, the two managed to build a repertoire, with Operator 6O gradually becoming more casual and open despite 2B's rather restrained responses. However, as time went on and 6O heard more and more of 2B's exploits on the ground, she became disillusioned with her role in YoRHa's command structure. She began to long for a chance to explore earth, regardless of the dangers the machines may pose. However, the only way for an Operator model to get to earth would be through getting upgraded to a combat model, and 6O was nowhere near ready to risk putting herself in danger like 2B did.

The Machines continued adapting in weird and unexpected ways, the stakes became higher, and though 2B seemed just as unflappable as ever, 6O slowly became more worried as events started to spiral beyond expectations. But before that spiral could reach its crescendo, both the Androids and the Machines were simultaneously forced to turn their attention to a new threat that neither had seen coming, the Great Hunger. The two sides had been locked in a stalemate for so long that this sudden third party threw both into chaos. Operator 6O had been aboard the bunker with her fellow communications Operators trying to coordinate YoRHa's forces. Her appearance in Gladius had been in the middle of that chaos.

Skills: Computer Wiz- Like most of YoRHa's Communications Operators, 6O is extremely good at working with computers. She can figure out programs and pathways pretty easily, read intricate code, that kind of stuff.

Informant- Basically what her entire model is about, 6O specializes at gathering information she can relay or organize for others
Minor Hacking: Though nowhere as capable as a Scanner model, 6O can still use her knowledge of tech to break through low to medium security filters.
YoRHa Basic Training-
Though her model isn't combat focused, she does have the base close quarters and weapon handling skills that all YoRHa units start out with. Which basically means she's not technically terrible at fighting, she's just not exceptional at it.
DVJSSkFWsAMKIEc.png
Powers/Abilities:
Android Physique- Basically the only outlandish thing about her is her body composition, despite her outward appearance she is 100 percent robot. But because she's not a combat model she's only slightly stronger and more durable than the average human. She can survive wounds which would often cause people to bleed out, like getting limbs ripped off or losing her entire lower half. As long as her head and more critical portions of her upper chest remain functioning, she can be repaired.

Upgradeable: YoRHa androids especially are designed for adaptability due to the ever changing Machine threat they face. Because of this, 6O is capable of great feats of self-improvement provided she finds someone knowledgeable enough to suit her up with some advancements.

Weaknesses:
Hacking/Viruses-
Without her connection to YoRHa and their protective proxies, Operator 6O's currently got only basic protection against hackers and viruses.



Goals:
Find any remnants of YoRHa
Find someone who can help upgrade her.
Take advantage off this opportunity to explore and see things outside of the Bunker.
Fears:
That YoRHa may not have survived the Great Hunger's initial attack.

 
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"You were here, weren't you? Little pig. I'll find all of you whores."

Name: Chris Walker
Nicknames: Big Fucking Guy, The Soldier, Strongfat
Alignment: Chaotic Good
Fandom: Outlast
Age: 34
Gender/Sexuality: Male, heterosexual
Species: Human (Variant)
Personality: Walker has an extreme obsession with maintaining order and military protocol, heard mumbling to himself about it when he is not aware of Miles' presence. He is both ruthless and relentless, pursuing Miles from the moment he discovers him and never relenting. He kills any person; patient, security or otherwise if he believes that they are a possible host for the Walrider. In this sense, he is more of an anti-villain, committing atrocious acts for a greater cause. It is possible that he is an enemy of Father Martin's cult that intends to set the Walrider free on the world due to their conflicting beliefs. He does not seem to hate Miles, even saying things like, "I just want to help you." "I'll make the pain stop." and "I'm coming. You won't have to kill yourself." implying that he knows what Miles fate is and may even be trying to help him by killing him before he dies a slow, painful death at the hands of Billy.

Despite this, upon seeing Miles he will begin breathing very heavily and angrily and roar in frustration when Miles escapes him, being very determined to stop this threat. Miles seems to have a similar feeling towards him, feeling sympathetic for him after he is killed by the Walrider and seems to understand his intentions though he is very angry that Walker is attempting to kill him. He also seems to take pride in his beheadings, keeping a large collection of heads as trophies as well as the barely living Stephenson who later dies from his injuries.

Biography: Walker is revealed to have been hired as a security guard for Murkoff after returning from Afghanistan. Despite his stature and his almost inhuman strength, Walker had a child-like mind. He became surveillance guard for the Spindletop Psychotherapy Clinic in Texas, a Murkoff facility which was supposed to help returning veterans cope with PTSD. There, he gained the nickname "Strongfat" which he despised. At some point, Walker's psyche broke. He started murdering three inmates, all war veterans. When the bodies of his victims were found, they had been brutally ripped apart.

Two Murkoff investigators were sent to Spindletop to investigate the murders without involving the police, where they met Walker, who was watching the surveillance feed. As every therapy session was secretly monitored, Walker was able to see every therapy session in the clinic. The two investigators asked Walker to show them footage of the murdered vets. On one of the tapes, a inmate was seen assaulting a therapist but he was quickly restrained by Walker, giving the investigators a demonstration of his immense strength. An unassuming Walker revealed to them that he is "good at violence" and was also member of the Military Police.

When a fourth victim was found in a therapy room, the investigators knew that there had to be video footage of the murder. When they arrived at the surveillance room however, all monitors were smashed. As only two people had access to the room, and one of them was the victim, the investigators realized that Walker was the one behind the murders. They headed to Walkers house, where they found four cooler boxes. Three of them contained the heads of Walker's previous victims, one was still empty. The investigators realized that Walker was bound to arrive home soon and waited for him.

latest


They searched the house and found that Walker was still sleeping with a stuffed animal, a little pig. Walker returned home moments later, with the head of the last victim in his hand. The officers drew their guns and ordered Walker to stand down, Walker however attacked. He threw one of them to the ground and grabbed the other one by the throat. The investigator on the ground shot at Walker multiple times, hitting him in the cheek. The bullets ripped off his flesh on impact, scarring his face horribly.

Walker grabbed his attacker and threw him out through the window but when he walked outside to finish him off, the other investigator ran over Walker with his car and knocked him out. As Walker was a Murkoff employee, the killings were blamed on another veteran called Omar Abdul Malik, which was the attacking patient Walker had restrained on one of the tapes. Walker however was not surrendered to the police but secretly brought to one of Murkoff's facilities for testing.

Two months later Pauline, one of the investigators, was called to Mount Massive where she met Jeremy Blaire in the underground laboratory. Blaire showed her Walker, who was not recognizable as a human anymore, he had been turned into the beast encountered in the video game.

In the video game, Walker escaped and starts killing anyone who sees a potential Walrider for the greater good and tries to establish order on a chaotic environment. Chasing down the protagonist who is a journalist-turned-Walrider and ended up killing by the Walrider although his "corpse" was sent to Gladius.

Skills:
Intelligence - he is able to track Miles throughout his adventure, decide who is a potential Walrider host and is better at tracking than almost all the other enemies encountered with perhaps the exception of Richard Trager and Frank Manera. This is due to his keen sense of hearing and he is also smart enough to check multiple hiding spots.
Peak Human Strength - his incredible strength which is sufficient enough to effortlessly lift a full grown man by his neck with one arm and then proceed to tear their torso from their head. He can easily kill the other Variants who all possess superhuman strength as well and throw one of them from at least fifteen feet away with enough force to break down a sturdy metal door.
Durability
• Enhanced agility

Stamina
Military Training
Enhanced Senses
Enhanced Vision - he is able to see in the dark.

Powers/Abilities: None.

Weaknesses: He is still a human despite his superhuman strength. He can be killed in many ways.

Gear: None.
Goals: Classified.
Fears: (optional)
Trivial: (optional)
 
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Names: Goro Akechi
Nicknames/Aliases: Crow, Black Mask
Fandom: Persona 5
Age: 18
Gender/Sexuality: Male
Species:
Human
Personality:
Akechi is a high school student who conducts a detective business. His abilities as a detective have been widely acclaimed, since he not only has solved numerous cases, but is also able to deal with people from the investigation agency smoothly. His handsome features draw him public attention, and people comment on him as “The Second Advent of the Detective Prince.”

Behind his popularity, he is quite lonely and yearns to be loved. He was abandoned by his father, subsequently lost his mother to suicide, and never had close friends. He was passed around the foster care system as an orphan and has developed a far more jaded worldview than he initially lets on, even calling himself an unwanted child. He has a desperate desire to be acknowledged, which he is forthright about being the primary drive for his actions as a detective. He also has a narcissistic element to his personality, wishing for others to see him as a hero and those who oppose him as the villains. Akechi claims that he has carefully crafted his public image in the hopes that it would make people accept him. He has the public's support only if he upholds the pretense of being a charismatic idol detective, and his fans are quick to turn on him if he makes mistakes, such as when the Phantom Thieves triumphed over Kaneshiro and Medjed.

In reality, he is actually a subordinate of Shidoand his illegitimate son who carries the killings for him. He also blames his killings on the Phantom Thieves to taint their reputation, and his wish to be acknowledged by Shido pushes him to do both.

Shido both praises and threatens Akechi to manipulate him, and their conversations are always mission-based with no signs of affection. However, despite being a very effective hitman and subordinate for Shido, Akechi secretly resents the corrupt politican for abandoning him and causing his mother to commit suicide. He has sworn revenge on Shido, and his role as Shido's hitman and right-hand man are nothing but a pursuit to fulfill his goal to ruin him when he is at the apex of his power.

After meeting and joining the party, he experiences how it feels to be happy together with friends for the first time in his life, particularly the protagonist. Akechi both admires and envies him, since no matter his social standing and how others see him, the protagonist does not let anything stop him from making his own path. Near the final act of the game, his obsession to get revenge on his father and desire to be the hero of his own story overshadows his true feelings for the protagonist and the party. In return, he has became a traitor for both the Phantom Thieves and Shido.

Before fighting the Phantom Thieves, Akechi reveals his plans for revenge and dismisses the concept of friends and true justice, claiming they are both meaningless and sickening. However, after learning the truth of how Shido sees him from his cognitive version of Akechi, his goals change to align with the party's, and he sacrifices himself to protect the protagonist.

He usually speaks in a calm and polite, yet unsettling fashion, but when he drops his guise and uses his powers to become berserk as a last ditch attempt to defeat the thieves, his dialogues become wildly aggressive and profane. This is apparent in the Japanese script in that the usual self-referring-pronoun that Akechi often uses is "boku;" when his guise is dropped and he drives himself berserk with his powers, it changes to "ore" instead.

Backstory:
Akechi is the illegitimate son of Masayoshi Shido, the same man responsible for the protagonist's probation period. His mother, publicly shamed for giving birth out of wedlock ultimately committed suicide. Akechi grew up resentful to his father and swore revenge, plotting to gain Shido's trust and then publicly disgracing him by revealing their relation to the world. At some point in the past, Akechi acquired the ability to use the Wild Card, manifesting as a Persona and became knowledgeable of the Metaverse. Using his power, Akechi approached his father, posing as an upcoming detective and used his abilities in the Metaverse to be a personal assassin for his father's enemies. Under the belief that his father would soon grow to trust him, Akechi became one of Shido's most powerful allies. In addition, Akechi learned that he could turn Shadows berserk, causing real world incidents which he would turn into cases for him to solve, and soon gained widespread fame with his charismatic personality and good looks, gaining him the title of "The Second Coming of the Detective Prince" and gaining celebrity status as a result.

Prior to meeting the party, Akechi is mentioned by Shadow Madarame as a figure in a black mask, which alerts the Phantom Thieves. He first physically appears in the game watching Madarame's press conference along with Makoto Niijima and is known as "pleasant boy" there, and the reformation of Madarame himself draws the attention of the Phantom Thieves to him. Akechi's first interaction with the group is during a Shujin Academy school trip to a TV station where he was scheduled to appear as a guest. In there, he greets the protagonist when he overhears him talking with Ryuji Sakamoto, Ann Takamaki, and Morgana backstage talk about pancakes.
Akechi first takes a stance on most public talk shows where he disapproves of the Phantom Thieves actions, but he takes particular interest in the protagonist who defended the Phantom Thieves actions. He approaches the protagonist after the show and expresses that he enjoyed their conversation on the show and hopes to speak again sometime. This causes the Justice Confidant to form between the two. Akechi continues to maintain his stance of his disapproval of the Phantom Thieves, but as the Phantom Thieves continue to change the heart of corrupted individuals such as Junya Kaneshiro and eventually stops a massive hacking attack by Medjed, the Phantom Thieves popularity explodes while Akechi's popularity takes a sharp dive due to his disapproval.
With the Phantom Thieves popularity at its peak, the Conspiracy use the opportunity to manipulate their next target by using several accounts to force Kunikazu Okumura to the top of the heist request. The Phantom Thieves accept it due to the inhumane treatment of the Okumura Food's workers and Kunikazu's own daughter, Haru Okumura, wanting to rebel against her political marriage by her father to Sugimura. At the climax of the heist, the Phantom Thieves manage to defeat Kunikazu and force a change of heart. However, as his Palace collapses, Akechi takes the opportunity to assassinate Kunikazu. As a result, during Kunikazu's press conference, he suffers a mental breakdown on camera, leading to many believing that his death was the Phantom Thieves's doing, causing many to throw suspicion on their motives and instantly support Akechi due to his staunch disapproval of their methods.

Skills: (fighting styles, good at driving, ect)
Detective Skills
Charming
Gun Handling
Sword Handling
Stealth Skills
Alethic Skills
Powers/Abilities: (super strength, super speed, ect)

Persona - Manifestations of man's inner psyche that are used to fight supernatural threats in a supernatural sense. Think of them as temporary summons, but more 'connected' to yourself as a whole. Usually, there's only one Persona per user, but there are certain ones that can use multiple Personas. Goro is one of those Wild Cards. His Personas are Loki(Stats section), Norse Trickster God and brother of Thor, and Robin Hood, righteous archer of Sherwood Forest. Loki has a special ability that allows him to induce strong negative emotions to it's target that it'll cause them to go berserk and make them stronger than before. It can be used on the user as well. There are a variety of ways to summon a Persona. One of them is to rip off your 'mask', which can only be achieved in certain conditions such as being in an alternate dimension. However, in Gladius, all it needs is enough willpower, and for the users to be a recognized 'threat'.
Weaknesses: (Kryptonite, sunlight, a crippling fear of cows, ect)
A Persona's weakness is also the User's weakness. When someone hits the Persona with it's weakness it'll be forced to desummon, causing it's user to be knocked down. Using a Persona recklessly would cause it's user to grow more and more exhausted. While Loki's weakness is currently unknown, Robin Hood's weakness is dark-affinity attacks.
Without his persona summoned, he's just your normal teenager, so anything a human is weak to.
Gear: (weapons, armour, vehicles, ect)
Beam Sword
Pistol
Cellphone
 
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Your father took responsibility for his actions. He fought very hard for what he believed in. And I will not stop you from doing the same thing. - Alfred Pennyworth to Bruce Wayne.​


Name: Alfred Pennyworth
Nicknames: The Butler, Mister Pennyworth
Alignment: Lawful Neutral
Fandom: Gotham
Age: Late 40's
Gender/Sexuality: Male and heterosexual
Personality: Alfred is generally polite and respectful, although there are multiple instances where his military background causes him to lash out and lose his temper. He has admitted that he is unsure about how to raise Bruce following the death of the latter's parents. However, he is genuinely concerned for Bruce's well-being and is loyal to his young charge above anything else. He is an unwavering ally and an implacable foe.

Background: It's basically long so I'll summarize the entire season of Gotham.

Alfred served in the British Special Air Service alongside Reginald Payne. During a mission, a sandstorm separated the group, getting two members, one being Alfred, captured. Alfred later went to work for the Wayne family as a butler. The death of the Waynes made him sure that Bruce is safe and so there adventure begins, from season 1 up to season 5 where Jeremiah Valeska, Ecco, and Jeremiah's church cult tested the strength of all factions (such as Falcone crime family, Cobblepot crime family and Kean crime family) in Gotham, that includes the GCPD.

Skills:
Peak of human physical condition: As a former soldier, Alfred is in top physical condition for a man of his age.

Expert hand-to-hand combatant: Due to his time in the S.A.S, Alfred is an expert in unarmed combat. Alfred was able to take on three highly trained assassins, and took down both Crispus Allen and Butch Gilzean with relative ease. Alfred was also capable of fighting greater trained individuals most notably the assassin Talon who was more adept in Martial Arts.

Expert marksman: Due to his military training, Alfred is an expert with firearms, taking a perfect shot at one of Larissa Diaz's associates, and killing him.

Military training: As a former soldier, Alfred is well adept in military protocol.

Skilled swordsman: Aflred possesses some skill in swordsmanship, as he was able to defend himself against Azrael in a sword fight.

Power/Abilities: None

Weaknesses: He's obviously a normal human being. He can be killed in many ways. When he gets shot or beaten up, he gets wounded or seriously injured. And also if Bruce Wayne (the Gotham version) gets killed.

Gear:
• M9 beretta
• Combat knife
Goals: (optional)
Fear: (optional)
Trivial: (optional)
 
Names: Postal Dude Jr.
Nicknames/Aliases: N/A
Alignment: Chaotic Neutral
Fandom: Postal 2
Age: 27
Gender/Sexuality: Male/Straight
Species: Human
Appearance:
postal_dude_colour_by_mrozna.png

Personality: Postal Dude is something of a Sociopath, having at times poor-impulse control (Committing murder without so much as a second thought if he thinks that will make his life easier) and never seems to have guilt over the things he does, and when confronted by the police will mock the arresting officer or claim he unable to control his action in a joking manner. But aside from these two traits, Postal Dude is an easy-going guy who despite all the crap he's put through on a daily basis, he rarely lets a situation get to him and just acts with a creepy calmness. But Postal Dude has very few friends and of those friends, there are only three people he will acknowledge of being friends with those being Uncle Dave, Champ, and Vince Desi.


Backstory: Postal is a guy who seems to have a knack to be at the right place at the wrong time, It is assumed that he might have had a pretty miserable childhood. While his mother is never mentioned, it can be assumed that she wasn't much of a saint, seeing as it's a common theory that Postal was raised by Uncle Dave, On the other side of the coin, there is more information regarding his father, however, is known as Postal Dude Sr, a notorious spree killer who singlehandedly slaughtered an entire town. He died in prison and was buried in Paradise Cemetary.

Skills: The Postal Dude shows a surprising familiarity with both firearms and melee weapons, able to make use of several deadly weapons with adequate skill and accuracy. He also excels at using the environment to his advantage, knowing just what can be used as an improvised weapon! excellent firearm skills and a surprising amount of feats under his belt include. Surviving an atomic blast, surviving a self-inflicted shot to the head, surviving a zombie apocalypse, single-handedly destroying a terrorist compound.

Powers/Abilities: Has some mild telekinetic abilities, able to lift, collect and throw small objects with mere thought, although there is a limit to what he can lift, usually no larger than a table, and he can only use it for so long before depleting it and needing to wait before using this ability again.
Weaknesses: Postal Dude needs to charge his telekinesis
Gear: Bullet Proof Vest, Scissors, Scythe, Brass Knuckles, Sawed-Off Shotgun, Catnip, Dog Biscuits, Revolver, Lighter, Aerosol Can, Shovel, Boomerang Machete, Nightstick.
Quotes: "Buttsauce"
"Don't look at me, blame the kid with the keyboard"
"Would it be politically correct, to kill the women and minorities first?"
Fears: Being stuck in Paradise
Companions:
Names: Champ
latest

Relationship to character: The Dude's semi-faithful canine partner in crime
Skills, Abilities, and gear: Champ is a vicious killing machine, able to tear a person to nothing more than chunky meaty gibs. But not just that that Champ is also able to spit radioactive fireballs from his mouth
Weaknesses: Champ is not the smartest dog in town, and is not that really reliable. Often preferring to do his own thing rather than what his master tells him
 
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Name: Vasu ‘Koromai

Nicknames/Aliases: N/A

Alignment: Lawful Neutral

Fandom: Halo

Age: 80 (Human years, born in 2472)

Gender/Sexuality: Male

Species: Sangheili (Macto cognatus)

Appearance:
latest


Personality: Vasu has always been imposing, intimidating, and feared among his peers for his relentless devotion to accomplishing his objectives at any cost. Humans and cybernetics are looked down upon as beings that are inferior or unclean, and other aliens will be met with resentment for their capabilities both on the battlefield and as individuals. However, his experiences in battle as well and his code of honors have ultimately lead for him to develop a deep respect for those who can equate him in combat, as well as those who share the same mindset and morality. Few have come to earn the respect of Vasu, and even fewer have been liked as an ally by the Sangheili Zealot.

Backstory: Being alive for nearly a hundred years, this Sangheili’s memory has faded to only remember the engagements, promotions, and successions in his duty to the Covenant. As with all Sangheili warriors, they are indoctrinated into the military at a young age, and in his case, his first fond memory was being sworn into the Covenant as a Minor. From there, the rest is history to him. Except for one small detail.

In 2552, Vasu was one of the numerous refugees who narrowly escaped with their lives from the ensuing chaos aboard High Charity, when the Great Schism commenced. The Covenant, the only thing he knew since being taken from Sanghelios, was fractured in two. The Jiralhanae finally made their move at the hands of the Prophet of Truth’s order, and commenced a genocide against the Sangheili race. With his mind sworn to revenge against the Covenant remains, Vasu never got a chance. Escaping with a CSO full of refugees, the first and last FTL jump ended with Vasu seeing a bright flash of white light, and an environment as alien as the void of space.

Skills: Vasu is an exceptional hand-to-hand combatant. His Energy Sword is his deadliest weapon, as he seconds precision weaponry such as his Needle-Rifle to slay enemies from medium to long ranges. He possesses superior marksmanship alongside being a natural battlefield tactician, should any forces fall under his command.

Powers/Abilities: Vasu’s only ‘power’ resides in his resilience and strength as a warrior. He possesses no augmentations or powers of any kind.

Weaknesses: Vasu’s main weaknesses stem from his own limited flexibility in situations solely because of his Sangheili culture. Unless forced with a backing logic from whoever is trying to help him, he will not enter a vehicle or seek medical attention if wounded; as these actions are considered dishonorable by Sangheili standards. His other main weakness is his own temperamental mindset, being quick and easy to anger in almost any situation where he is likely to be irritated.

Gear:

-Sangheili Personal Shield: These small, multiple shield emitters are interwoven into the Sangheili’s Combat Harness; projecting a white magnetic field around the wearer. Unlike MJOLNIR shields, these shields are superior in comparison; able to deflect and absorb low-caliber munitions and even survive a single direct hit from an M19 Rocket Launcher.

-Sangheili Zealot Combat Harness: This Harness is heavily ceremonial in nature, boasting a unique ornamental design of deep burgundy and brown with white powered lights on the armor. Even if the shields fail, the armor can withstand multiple strikes from a variety of weapon types before ultimately failing.

-Type-31 Needler Rifle: This alien precision rifle fires high-speed, pink crystalline needles. Lacking a homing ability in favor of increased speed, these projectiles still possess the same lethality as the Needler. What makes these individual projectiles so deadly is the fact that they explode a few seconds after impacting with soft tissue; causing heavy internal damage and serious infection if medical care is not sought. Additionally, multiple embedded needles can chain their explosive power in what is known as a ‘supercombine’, carrying the potential to rip organic targets into chunks.
These needles are virtually harmless against metallic or other refractive surfaces, and will break into fine shards upon hitting shields, walls, or even trees.

-Type-1 Energy Weapon/Sword: A holy weapon that is exclusively used by Sangheili swordsman, this blade is actually two ionized plasma ‘blades’ secured in place by a magnetic field, with a generator housed in the handle of the weapon. The weapon’s blades can cut through armor and shields with ridiculous ease; able to slash through UNSC Titanium-A plating used exclusively on their ships. It can be recharged, but each killing strike reduces the weapon’s battery by 10%, allowing for a maximum of ten successful strikes before being depleted.

-Active Camouflage (Advanced): This advanced system of Active Camouflage works by bending the wavelengths of light around the user; rendering them invisible to the naked eye in a matter of seconds. While capable of remaining concealed while moving through the battlefield, opening fire with any weapon, or any stray shots connecting with the user, will reveal the form of the Sangheili and thus allow for subsequent follow-up strikes if the user does not seek cover and vanish once again. This is not detectable by thermal optics, and is visually noted by a shimering wavelength of air around the user, as well as footprints, environmental disturbances, etc etc.

-Energy Dagger: Housed in the wrist gauntlets of Sangheili Majors, Ultras and higher ranking Sangheili, these small cousins to the Energy Sword have a significantly reduced length and range, but are ever deadlier because of the unrestricted movement granted to the wielder. Whereas an Energy Sword is cumbersome in close quarters, these daggers will allow for a more fluid engagement of enemy combatants.

Quotes: “You are trying my patience. Speak now or hold your tongue.”

“At least you will die with honor.”

"Respectable... for a Human."

“The Prophets betrayed us. My kin were slaughtered at the hands of those filthy butchers. They will pay with their blood when I find them!”

Goals: Vasu has no problems acting on revenge, however if it means it is noble to save the Multiverse and to prevent his Kin’s suffering from occurring again, he will act upon restoring a balance to make sure such a goal can be accomplished.

Fears: Every Covenant species fears the destructive power of The Flood. In Vasu’s case, that is no exception. He fears dying with dishonor, or existence without a purpose.

Trivial:
-Sangheili smell faintly of leather. Seriously.

Theme Song:
 
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Names: Jolie Baptiste
Nicknames/Aliases: The Red Rose (her title during WWII), Miss Baptiste
Alignment: Chaotic Good
Fandom: Vampire the Requiem/Chronicles of Darkness. The name given to the campaign was Brambles Cross
Age: Just over 100, but looks like she's in her early 20s.
Gender/Sexuality: Vampire, Pansexual
Species: Mekhet Vampire
Appearance: Long blonde hair that is often tied back in a ponytail, bright blue eyes, pale white skin. She stands at around 5ft 9 tall. Her common clothing consists of either a black suit with a red tie and a flat cap (her social wear) or a long WWII styled flight jacket with the French flag sown into her left shoulder with a set of light dark leather armour and combat boots.

Personality:
Jolie is a woman of habit and routine in social situations and outside of combat in general, despite being a Vampire she avoids social situations unless they are necessary (espionage, learning information ect) or she is familiar with some of the people involved. In which case, she will almost cling to those people. That is at least among other supernaturals. Among humans, she is a very social creature when looking to feed but she shows restraint, asking for consent and passing off the biting as part of a "fetish". For those aware of Vampires, she will be upfront about feeding and will even give permission to stake her should she lose control.

She has killed before due to frenzying and other times out of revenge or self-defence, giving her a strong sense of value on life. She detests frenzying and hates losing control of herself above all else. As such, she has dedicated her immortal life to remaining in control. She does not desire any political power, only to be able to control her own actions. She sees "riding the wave" as an absolute last resort and even if she does kill in self-defence, she very much feels the weight of it on her "soul".

She detests Fascist ideology, making her an enemy of The Pure packs of Europe (for those unfamiliar with Chronicles of Darkness/World of Darkness they are Werewolf Purists with one part of their order called the Ivory Claws being literal Werewolf Nazis) and is very protective of people she considers friends. She sees herself as outside of humanity but feels that it is her duty to guard it.


Backstory:
Pre-Vampire Life and the 1940s
Born in a small village in France in 1920, Jolie grew up on her family farm during a time of uneasy peace between nations. She lived a simple life as a farmer's daughter, eventually taking over the farm when her parents fell ill. She married a man named Marius, a baker from the nearby town and had a son with him called Julian. Julian was just five years old when German troops marched into France.
Jolie, having heard whispers of what was going on offered to hide a local Jewish family on her farm. She and her husband invited an SS Officer in for dinner, but he detected the hidden family and ordered his men to massacre both families. The farm was burned to the ground and Jolie was left lying in a pool of her own blood while her son was taken around the back of the farm and presumably executed for striking the SS Officer in the face.

As she was dying, she was approached by a Vampire named Charles Dubois who offered to turn her into one of his Ghouls order to help Jolie get her revenge. After saving her, he explained that the war had thrown the Vampire courts into disarray and that the SS Officer responsible for the death of her family, one Heinrich Von Strotz was also a Vampire and leading a court of his own. He had broken off from the Invictus and was using his position in the Third Reich for the advancement of his personal Covenant he hoped would one day conquer the world.

As Charles could only operate during the night, he relied on his own squad of Ghouls (think humans with some Vampire powers but not as powerful and also connected to their Vampire masters) for some parts of the war, teaching them how to fight, plant bombs and in general be a thorn in both Strotz's and the Third Riech's side. They fought alongside the French Resistance that included Hunters and other supernaturals. Strotz had employed supernaturals of his own. He formed an alliance with a pack of Ivory Claws and one rogue Mage. This secret supernatural war continued on many fronts as the human war between the Allies and the Axis raged on.

During this time, Charles' hold over Jolie grew and the two fell in love.

Jolie had killed soldiers in self-defence but killed out of cold blood while escorting two wounded soldiers through a forest. She discovered a young SS soldier asleep by a river and, having recognised his face as someone who had killed one of Charles' Ghouls she drowned him in the river. He couldn't have been younger than 18.

When the Third Reich fell, Heinrich and the remainder of his Covenant fled across the world. Charles turned Jolie into a full Vampire and the two vowed to travel the globe to hunt down the remnants of both the Reich and Strotz's Covenant. All of Charles' Ghouls aside from Jolie had been killed, leaving just the two of them and any allies they picked up along the way to deal with Strotz.

Post-War
Chasing down Strotz's men, Jolie and Charles managed to kill most of them. He informed her during this hunt of his history with Strotz, that Strotz had killed his family too when Charles had been a soldier in one of Napoleon's armies. Back then, Strotz was using the war as an excuse to launch his new Covenant under another name. While in Chile in the 1970s, as members of the Covenant and the Reich were hiding in Pinochet's Fascist dictatorship Charles went missing after receiving a tip. Two weeks later, Jolie received his skeleton in a box with a message from Strotz.

The trail went cold two years later when Jolie was in Europe. There she met a Vampire named Inigo among other friends and settled down, taking jobs for various supernaturals as a bodyguard or a fixer. After several decades of this life, things changed in 2005 when she was paid to smuggle a Mage out of Spain. By being responsible for the death of a high-up Seer of the Throne (Mages who worship Lovecraftian-like beings called the Exarchs) who had kept him as a slave, he had a target on his head and was banished from Spain.

Taking him across Europe to the UK, they were met with many obstacles but grew closer. Both opened up about their past experiences and what they had lost. The Mage, a Moros (Necromancer) named Venkman had, too lost everything in a supernatural war her never asked to be part of. They became friends and while running from Vampires, Pure Werewolves and Seers they uncovered a conspiracy while in France.

Strotz had formed an alliance with the Seers Venkman had indirectly killed the leader of and was planning on using their power to start a new world order, a "Fourth Reich" where Vampires, Pure and Seers rule over humanity and other supernaturals. Gathering a group of hunters, Mages and Werewolves Jolie and Venkman took part in a battle in the French Catacombs after Venkman tracked one of Strotz's men back there.

Many of their remaining friends were killed, but Strotz's forces had almost been defeated. It was at that point the Elder Vampire played his trump card: Julian.

Having seen Julian's fighting spirit, he decided to take him in and train him, eventually tuning him into one of his Ghouls. While Venkman and Inigo battled Strotz, Jolie was beaten by her now brainwashed son as she refused to fight back. Inigo was killed and Venkman beaten to a pulp by the Elder Vampire. Seeing this caused Jolie to finally break out of her trance and kill finally Strotz by chopping off his head. With Julian being the only one of Strotz's Covenant left, the battle was over.
However, a hunter shot the wounded Julian and mortally wounded him. Jolie rushed to her son's side and tried to help him but he refused her blood, instead choosing to die in her arms rather than betray his "real father"

Enraged, Jolie tried to kill the hunter but was stopped by Venkman who pleaded with her to end the bloodshed. The war was over and no one else needed to die. He agreed to help her through her troubled past and offered for her to travel to the UK with him. She agreed. The two settled in Belfast, creating new lives for themselves. Jolie joined the Carthians, a Covenant dedicated to opposing the old orders. The Circle of the Crone had been branded based on their religion, and Jolie had "seen it before"

She agreed to help the Carthians in a plot to overthrow the old order, wanting to prevent what she saw as a future genocide. Furthermore, Jolie was still looking for a war to fight as she didn't know how to do anything else.

Brambles Cross
Things would change again as the two met a new race of supernaturals: Changelings. Human beings who had been enslaved by beings called the True Fae and changed by them. Hearing their plight, the two agreed to help them. This led them into another war with a Pure pack called Brutal Mercy. The Alpha had a change of heart however and betrayed his own kind, setting the war back but leading to his death at the hands of a Vampire.

While helping some Changlings, the group encountered a True Fea, her power was limited due to being in their world but she still proved a threat. Luckily, Venkman opened a portal to another dimension called the Twilight (full of ghosts) and trapped her there. She later escaped, of course.

During this time a few Carthians trusted a Mage with information on their revolution and he immediately went to the Pentacle Order of Belfast. Freaking out after hearing about the revolution failing (and a potential genocide on the way), Jolie anger frenzied and killed an innocent woman she had been sleeping with named Chloe. Preparing to kill herself, Jolie was stopped by Venkman...Who handed her over to the Mages. Convincing her that the Seers of the Throne were the real threat by comparing the situation to WWII, she gave the Mages the names of the revolution leaders...And within a few hours it was ended.

Due to giving up names and Venkman tracking down a few more Carthians, Jolie was cleared of all changes and joined the Ordo Dracul, a covenant dedicated to studying and changing what it means to be a Vampire through various teachings. Through them she learned how to control herself better, gaining "her old self" back with the help of a mentor.
Due to Venkman's betrayal and another thing he did (see Venkman's backstory) she asked him for one more favour, disposing of the body of her lover before she promised Venkman that if he ever spoke to her again, she'd kill him and expose his crime to the Pentacles of Belfast.

This lasted from the midsummer to a few days before Halloween. An out of town Vampire named Elizabeth had travelled to Belfast on the request of her Sire, to learn more about the society there and make a name for herself. Despite suffering from crippling social anxiety (and anxiety in general), Elizabeth ended up having long conversations with both Jolie and Venkman, separately convincing them to at least talk their problems out.

They agreed and at a Halloween party hosted by people representing the Vampires, Mages, Changelings and even a small sect of reformed hunters known as the Black Circle the two reformed their friendship.
Less than a year later, Venkman departed Belfast and travelled to Spain in order to finish what he started. Although Jolie wanted to go with him, Venkman convinced her to stay behind to help the Changelings and continue her training. He wrote back, using Mages to send messages but eventually was declared KIA by the Pentacles in Spain.

Five years on from Venkman's "death" Jolie fights for humanity, the Changelings, the Forsaken (Werewolves the Pure hate), for Mages like Venkman and for Vampires who've earned it. This fight has continued into Gladius and in general fights for those who cannot fight for themselves.

Skills:
Jolie is trained in hand-to-hand combat, swordplay, speaks three languages (French, English and High Speak which is the language of Mages), she is also skilled in stealth, tactics and with multiple types of firearms (preferring rifles). She also possesses great knowledge on multiple types of supernaturals: Vampires, Werewolves, Mages and Changelings to name a few.
She has proven herself to be a good driver and computer hacker too and has trained in some survival skills such as tracking. Furthermore, although she lacks good social skills Jolie was able to disguise herself multiple times across the decades, blending into the background and can fake emotions. She also has an understanding of criminal organisations (i.e the black market), being able to get sniper rifles in a country with strict gun laws through criminal contacts and the deep web.
She has some mechanics skills, being able to fix up her own car and make some modifications to it.

Although it was decades ago, Jolie also has some skills in running a farm including animal handling.

Powers/Abilities:
Being a Vampire, Jolie is immortal and so does not age. She is also immune to diseases this way too.

  • Auspex: Allows her to have heightened senses, read Auras, she can tell an object's history by touching it too e.g if she used Spirit Touch on a murder weapon she'd see the murder happen. Her high Auspex also gives her telepathy and even the ability of Astral Projection.
  • Celerity: Increases her speed to superhuman levels.
  • Resilience: Increases durability to near-superhuman levels.
  • Vigor: Increases physical strength to near-superhuman levels. Able to punch through concrete.
  • Animalism: Gives her the ability to talk to animals. She can command lesser animals such as rats and cows with this too.
  • Obfuscate: Allows her to conceal items, appear completely human, turn invisible for short periods of time and even appear as other people.
  • Regeneration: Like all Vampires, Jolie is capable of healing from injuries using blood in her system.
  • Vamperic Durability: Normal bullets do not affect her like they would a human and she is able to soak them up. A Vampire taking a bullet is more like a human being taking a bunch. This level of durability does not apply to other kinds of weapons though, such as arrows and crossbow bolts (she can still soak them, just not as well).

  • Blush of Life: By using some blood, she can feel human for a brief period of time. Vampires mostly use this for pleasure.

  • Coil of Flesh: This Ordo Dracul Coil allows her to pass as human in other ways. Not only does her reflection appear in mirrors (when she wants it to) but her hair and fingernails grow at the normal speed for a human (when she wants it to), she is also able to eat human food without throwing up blood and will not hunger frenzy so long as their is food in her stomach.
  • Coil of Soul: Further allows her to pass as human as her body acts like she is alive, it also lessens her chance of going insane (note, it does not make her immune to it). She is also able to walk in dim light sunlight. Full sunlight will injure her but dim sunlight such as it being blocked out by a heavy forest, ash (ect) will only cause her discomfort.
  • Coil of Beast: Makes it less likely for her to anger frenzy. If she spends an hour a night locked up and in a state of frenzy her chances are greatly reduced (Jolie performs this ritual as a routine), it also gives her the ability to "ride the wave" where she can frenzy at but still remain in control to an extent. As said in her personality she only uses this as a last resort.
Weaknesses:
  • Fire, even among Vampires Mekhet's (her clan/type) are particular vulnerable to it.
  • Due to her history and her liking of routine, psychological warfare would work really well against her.
  • Vitae (blood supply): Most of her abilities (all except the coils, Auspex, Obfuscate and Animalism) cost Vitae, something she can only replenish by feeding on living beings such as large animals or humanoids. If she runs out of Vitae she can hunger frenzy and is unable to use most of her Vampire powers, leaving her very vulnerable.
  • Although she may be skilled with computers, her experience is with computers in the 1990s and early 21st century, making her almost useless if it came to something much more high-tech.

  • Also, like all Chronicles of Darkness Vampires a stake to the heart will not outright kill her but it will put her into torpeour, which is like a coma she can only wake up from it she's given a fresh supply of blood. While bullets do not affect her that much, stabbing weapons, energy blasts (ect) do the same amount of damage to her as they would to a normal human. The energy blasts even more so if fire is involved.

  • Putting innocents in danger is also a good way to deal with her but putting people she cares about is even better. Furthermore, she is only just over a century old. In Vampire terms, she's basically still a child. Compared to much older Vampires she is pretty weak and not just physically. In a political sense, a much older Vampire could demand her respect.
Gear: A Smartphone, a silenced sniper rifle, a revolver, lockpicks, a bastard sword and a rapid-fire crossbow. She also carries with her the "right tools" for enemy supernaturals, including stakes, silver arrows/bullets and cold iron (which is the weakness of Changelings).

Modified 1967 Chevy Impala: With bulletproof glass on the windows, an improved engine and even some armour plating on the doors, hood and boot, Jolie's 1967 Chevy Impala is a classic car with a kick.

Companions: None

Quotes:
"An idiot once told me I had a choice in all this, so I'm making it. I may be a Vampire, but I'm not a monster."

"Just let the grown-ups handle this one, okay." -Older Vampire
"I'm 100." -Jolie


Goals: Survive Gladius and save as many people as possible along the way. Remain in control of her inner Vampire and make sure her car stays in one piece.
Fears: Losing control and/or hurting someone
Trivial: She speaks with a soft French accent, one she hasn't lost despite how far from home she's travelled. This is intentional as Jolie wanted to hold onto her old voice.
Theme Song:

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Names: Tom Oswell
Nicknames/Aliases: Venkman, Angel (formally)
Alignment: Lawful Neutral
Fandom: Mage the Awakening/Chronicles of Darkness. The name of the campaign was Brambles Cross
Age: 33
Gender/Sexuality: Male, bisexual
Species: Mage
Appearance:
Venkman often has a head of messy light brown hair that looks like he just got out of bed, but sometimes (important meetings) he will comb it, leaving it slightly curly and at medium length. He has a set of grey eyes and is Caucasian, although is slightly tanned and he stands at 6ft tall.
When not wearing biker leathers Venkman sticks to a long, dark brown leather coat, a pair of jeans and a t-shirt.
His back is covered in scars, and he used to have a branding on his back (this was later removed).

Personality:
Being a Moros Mage (also known as Necromancers), Venkman does fit some stereotypes associated with them. For one thing he can appear calm, even while discussing or witnessing truly gruesome acts.
Despite this, he does hold a value on life and will often try to find ways around killing a target. He will however, support his allies if there is no alternative. Another stereotype he fits of the Moros Mage is his attitude to studying their magical craft. Venkman is relentless and on one occasion even spent five years trying to find information on a spell that he believed could bring back the dead. He'll carry on a conversation whilst reading a book and hardly ever sleeps.

He also holds a value on those who have died, and will go out of his way to help ghosts with their unfinished business. In general, he tries to use his magic to help people rather than hurt them. Be they living or dead. Knowing how dangerous magic can be as well, he tries to play it cautiously especially around humans and other Mages. He only has a dislike for one path of Magic, that being Mind Magic but that is based on personal experience.

Although many Moros have no sense of humour (or at least have a very morbid one), Venkman is known for making intentionally bad puns among making references and telling jokes. This however, he has actually admitted to be a shell for his self-doubt and the guilt he carries for past wrongs. He can be considered self-sacrificial too, not due to selflessness (as he wouldn't throw himself under the bus for just anyone) but due to holding his friends high above himself.

He feels that many people can be redeemed, but not all. He draws the line at the Seers of The Throne, or at least at their higher-ups. He believes they are past any kind of redemption and holds a fierce hatred for them and everything they stand for, to the point where when a potential ally claimed that the Seers weren't "that bad", Venkman started on an intense rant and almost lashed out in anger.

Backstory:
Pre-Mage Life
Venkman had a much older brother who left home while he was a small child and didn't hear from much, leaving him with his parents. Despite him being an odd child, Tom did have a happy childhood and a decent life. His parents, who both helped people for a living inspired him to want to do the same and so Tom worked hard in school with the goal of becoming some kind of a doctor. It was either that or becoming an actor due to his love of movies. In fact, he and his dad made it a tradition to watch Ghostbusters and Ghostbusters 2 every Halloween.

His interest was in books and more so in study than operating on someone so he went down the path of psychology. While at university, he met a girl called Jane and the two started a fling. He had had a girlfriend before, but it was a very quick fling back in highschool and while in university he "experimented" with a guy.
The fling became something more, and after his parents were killed in a car accident and Tom had to have one of his legs amputated, Jane supported Tom. This support did end up leading to more destructive behaviours, mainly drugs.

While spending his parents money on a trip through Europe, the two ended up in Spain. After taking some bad drugs, both of them had overdoses. Jane died and Tom had a near-death experience that "Awakened" him. For a Moros Mage, the Awakening (the process of a human becoming a Mage) is associated with a near-death experience.

Tom saw death itself, the "other side" and although a lot of it is a bit of a blur, it terrified him. When he woke up, he was informed of Jane's passing (including an unborn child inside of her). After one day, a well-dressed man entered Venkman's hospital room...

With the Seers
The man introduced himself as a Mage, and explained to Tom what had happened, and about the world that had been hidden from Tom his entire life. The Mage, who called himself Archangel took Tom in and agreed to teach him about Magic. In his mansion in rural Spain, Archangel taught Tom over the next year and a half on both magic and the Seers of the Throne.
Buying all of it, Tom looked up to Archangel as a father figure and the two seemingly grew close. He took the Mage name "Angel" and at one point was willing to follow Archangel into hell. During his training, Archangel also healed Tom's leg, growing it back.

Things changed however when Archangel asked his apprentice to do something. Archangel was very, very old and relied on draining the years from a human being. This would add years to his life, dramatically increasing his lifespan but would also age the other person to death if done long enough.
Tom refused. Archangel ordered him to do so but Tom refused again. As a result, Archangel lashed out in rage, beat Tom up and dragged him into a cellar

He was locked in a cage for six months in real world time, but due to powerful Mind and/or Time Magic (to this day, Tom isn't sure) it was twenty years from Tom's perspective. He was ripped apart by mortal and magical weaponry and tools daily, with everything from swords, to fire, to packs of wolves made of shadow being used on him. The wounds would never kill him however, as he would be made whole again.
Archangel, at the end of every single day would approach Tom and ask him to start collecting humans for him to feed off of to maintain his immortality and in exchange, he would stop the torture... But Tom refused.

To try and mentally break Tom, Archangel "revealed" to him (it could be possible that he was lying) that he was responsible for the death of his parents, for he had used Fate magic to ensure their deaths from entire countries away and he had used magic again to ensure Jane's death. Archangel promised to never let Venkman die and he could go and kill others, even going as to far as saying that he would "level the city" unless Tom gave in.

He brought Archangel seven humans he had found and lured back to the mansion, the vast majority of them were homeless people.

Liberation
Two Guardians of the Veil (Mage secret police) discovered Tom as he was trying to lure another victim and caught him. Tom confessed to his crimes and agreed to help them deal with Archangel. Arriving with four Mages, they attacked the mansion but Archangel had centuries to harness his magical power and he tore two of the Mages apart. While watching him kill more people, Tom lashed out and stabbed Archangel in the back, causing him to lose concentration and allowing the Guardians to tear him to pieces.

The Mages had asked him his name while writing up the report and on the fly he said "Venkman" as to him, his previous Mage name was poison and Ghostbusters was his favourite movie.
With Archangel being second in command to the Seers of the Throne in Spain itself, Tom had to leave the country and was essentially exiled from it. A Vampire named Jolie helped smuggle him out.

Venkman worked his way up through the ranks of the Mages in Belfast until he became the Provost (second in command, and glorified helper) of an eccentric Mage who did no work, leaving Venkman to do the political talks of the Free Council. He was an unofficial figurehead who some younger Mages looked up to due to his experiences in Spain and in Europe. During this time, he also became good friends with another Moros named Mono, who was able to teach him a few things but Mono was killed by hunters for his mana.

The older Mages looked down on him however due to his immaturity and age, however.

Brambles Cross
He helped in the aftermath of the Pure-Forsaken conflict where he met a supernatural called Brian who's group of Sin-Eaters had allied themselves with the Seers of The Throne. Believing them to be victims of Seer propaganda or brainwashing, and with Brian's group wanting to expose supernatural beings to the world Brain was placed under arrest.
During this time, he located a book containing a spell in bringing back the dead and so resurrected Jane, bringing her back as a ghost at her moment of death. He found a living human, placed her soul in a jar and then allowed Jane to possess her. Both of them realised that they were not the same people (Venkman having changed and he'd romanticised her in his head) and so with Brian's help Jane's soul was put to rest yet again.

He confessed what had happened to him to Brian who made Venkman a promise, that once his period of being held under arrest by the Mage Council was over he would help Venkman get back into Spain and set the souls he'd led to the deaths to rest. However, Brian's house arrest was extended permanently. He was not allowed to leave the country under the threat of execution.

During the events of the game he also took part in shutting down a Vampire uprising from one clan who wanted to rule over Belfast. He fought and was even prepared to kill due to the fact that a strong Vampire-Mage alliance was keeping the Seers of the Throne out of Belfast. However, in doing so he threw one of the only friends he had (Jolie) under the bus and as such, the two didn't talk for months. This changed when they met Elizabeth, and ended up agreeing to talk.

Elizabeth also delivered a bombshell, telling Venkman that the deaths of those seven humans wasn't his fault. Despite his powers, Venkman was human and his actions were not selfish, but human. Backed up by what Brian had said, that Venkman had held on for longer than anyone could of under the circumstances he finally began to forgive himself for his past wrongs.

After reconciling with Jolie and rebuilding their friendship he departed for Spain the following year. If the souls of those seven people were still there, he'd put them to rest and stop the Seers there so that nobody had to suffer at their hands again. He managed to help the remaining souls of Archangel's victims pass on, by completing their unfinished business.
While many of the Pentacle Mages didn't want him there, some held him as a hero. Although he didn't like the title, Venkman used it to his advantage but it would become a problem. Seers would capture Mages to bring Venkman out of hiding and out of fear that somebody else would die because of him, Venkman chose to confront a Seer Mage that had once been friends with Archangel himself.

He ended up faking his death, becoming a martyr in the eyes of the Pentacle Mages and they continued their fight until the Great Hunger showed up.
With the world having ended, he has come out of hiding to try and keep order amongst the Mage cities in the South, fearing that the Seers of the Throne will take the opportunity presented by the chaos to take over and wanting to build a better world in general.

Skills:
He speaks three languages (English, Spanish and High speak which is the language of Mages), possesses a great deal of knowledge on supernatural beings and on magic. He's a skilled psychiatrist as well, with that being his job before faking his death. He's a skilled performer as well, with a good singing voice and can play the guitar quite well. Prior to losing his leg he could drive a motorcycle, something he picked up again while escaping from Europe. He also learned how to fight from a Vampire friend of Jolie's named Inigo who taught him how to fight hand-to-hand and with swordplay His swordplay style of choice is fencing, which has "nothing to do with the Princess Bride" according to the Mage.

In regards to fencing, he is trained in how to disarm/disable and wound foes rather than deal killing blows.

Venkman has also built up a high resistance to mental effects, such as mind control and illusions. This is due to his exposure to him giving him a "thicker sin" and overall mental training he did himself to prevent his mind from being used against him again.

Powers/Abilities:
I will only be listing spells he will use during the RP as he knows a heck of a lot of spells but some of them he regards as far too dangerous or downright evil, such as Archangel's spell to drain the lifeforce from a person, the spell he used to bring Jane back as a ghost or outright putting curses on people. Furthermore, there are "Vulgar spells" that cause paradoxes if cast in front of sleepers. Sleepers are people with "normal" souls, not altered due to a bond with another force nor affected by magic/supernatural effects. Beings with no souls at all are not sleepers either.

I shall be marking which spells are actually vulgar.

Death Magic
Venkman is a Master of Death magic (rank 5/6).

  • Can create and control zombies (slow-moving Romero types mostly, but also fast-moving ones too)- The resurrection itself is Vulgar.
  • Has "Forensic Gaze" which allows him to see how a a person died just by looking at their dead body and "Grim Sight" which allows him to see Ghosts and peer into the Twilight, a dimension containing ghosts. This is not to be mistaken for the underworld, as it sits within our dimension and is somewhat a reflection of our world.

  • Can open portals to the Twilight known as Twilight gates. Upon passing through, Venkman and anyone else become beings of Twilight, capable of interacting with the dimension and those within it. Due to being a Master of Death Magic, he can phase himself and others into the Twilight if he touches them. -While phasing itself isn't Vulgar, the gates are and obviously exposing a Sleeper to the Twilight itself.

  • Can communicate with ghosts and even control the weaker-minded ones.
  • Can create a hidden field of decay around himself that acts as armour
  • Can cause objects to decay or even outright destroy them. -Can be vulgar if he reduces the object to dust. More subtle decay is not vulgar though.
  • Can create and shape ectoplasm into tools or weapons. -Within the Twilight
  • This also applies to dead bodies, which he can decay into dust. This was used to dispose of Chloe's body and only works on the dead, not the undead.
  • Can control shadows to create small defensive barriers or attacks. -Can be vulgar if the shadows are obvious.
  • While in the Twilight he can create complicated objects out of the Twilight itself. However, the more complex the object the power and time required. He once spent a few months building a functioning pirate ship. -Obviously, bringing a sleeper into the Twilight is Vulgar.

  • Can destroy his own aura, hiding it from others.
  • Can create soul jars to trap wandering souls (will not work on souls already bound to something)
  • Can destroy some of the Mana of other Mages.
  • Can kill the spells of other spellcasters, destroying them as a way to dispel the magic. -Vulgar
  • Can create an Anchor for Ghosts.
  • Can make himself or a willing person appear dead to the point where reading their aura shows that the person is dead.
  • Can restore a ghost's memories. Most ghost's return as only shells of their former selves, but he can restore a fraction of their memories.
  • Can summon ancient ghosts from the underworld but can only keep them in our dimension for so long. It's worth nothing that they will not do anything for him unless he offers something very significant in return. -Vulgar

Fate Magic
Venkman is an adept of Fate Magic (rank 4/6)
  • Can increase his own defence or that of an ally by making them harder to hit.
  • Alter the fate of himself or of another. For example, if he was in a car chase he could alter fate to change the lights or to increase his chances of making a jump or if he was sneaking into a building he could cause a camera to malfunction.
  • Can see if people are connected by the strings of fate. If he uses this vision, he sees golden threads stretching out from a person that point in the direction of someone they share a fate with.
  • Can see certain shifts in fate in he environment, and can be made aware of another spellcaster using fate magic.
  • Can cause subtle twists of fate in the environment, such as a gun jamming or a slot machine to work in his favour.
  • Can make contracts (deals) that inflict mild bad luck upon being broken. He can also alter some minor magical contracts (such as Changeling pledges). He rarely does this though.

Matter Magic
Venkman is an Apprentice of Matter Magic (rank 2/6)
  • Can increase the durability of an object to a certain extent.
  • Can mend an object slightly, not being able to fix an object outright but making it easier to repair or smith for someone else. -Depending on the object, this can be vulgar. If it's something small enough that he can conceal, it doesn't run the risk of a paradox.
  • Can tell if there is a hidden compartment in an object
  • Can tell what substances an object is made from
  • He can shape some liquids, such as carving a path through the rain so he doesn't get wet or making a pattern in a spilt liquid on a table. -Vulgar unless it's very subtle, such as making a pattern in a spilt liquid on a table.

Time Magic
Venkman is an Initiate of Time Magic (rank 1/6)
  • He can judge a currently ongoing event, one about to take place within a minute or one that has just taken place (again, within a minute) and discover whether it will be beneficial or adverse for him. For example, when being chased, he could learn whether or not it’s a good idea to turn down the alley ahead. This sense does not say what will happen, only whether it will be a boon or a hindrance to the mage. If all possible choices are equally beneficial or adverse, this sense will tell the mage as much. If all options are based entirely on the results of random chance, rather than any actor’s intention, then the mage gains a rough idea of the odds

  • Can sense if others have messed with Time Magic via small ripples. He can't sense any changes, if any that have been caused by the use of Time Magic only that someone has used some kind of time distortion.
Weaknesses
  • Although he's built up a bit of a resistance to Mind control, he's still weak to psychological warfare. Pushing the right buttons in the right order will break him.

  • Paradoxes: Being a Mage, Venkman is vulnerable to paradoxes. Mages in the Chronicles of Darkness and World of Darkness setting perform magical feats by twisting reality in a very small way. However, reality will push back in the form of paradoxes. Reality itself reaches out and attacks the mage in some form, dealing physical damage to them that cannot be healed by the vast majority of healing magic. Sometimes paradoxes go further, summoning spirits or monsters from the Abyss (Lovecraftian dimension between worlds) to attack the Mage responsible. If a Mage performs Vulgar magic (see list) in from of Sleepers, or improvises a spell due to not knowing it, they run the risk of a paradox. The more powerful the spell, the worse the blowback will be.

  • Mages are not like Vampires, Werewolves or Changelings in that they share little to no physical differences from humans, as such Venkman is weak to the same things that will hurt and/or kill a human being.
  • Due to living in Haven's Spear, Venkman has become a bit careless about the more vulgar magic, making him a bit more likely to cause a paradox.
Gear: A rapier, lockpicks, a modified road motorcycle, a smartphone and a hell of a lot of books. He also sometimes carries the tools for performing some rituals.
He wears leather armour that has a crest over the chest:
latest


Quotes:
"I think it would be good if you trusted her and reached out." -Elizabeth
"Hmm...Well, you've given me a lot to consider. I need to go to my ghost dimension and think. It was nice talking to you." -Venkman


"Can't you fix my car?" -Thomas
"Stand back, I'm about to do Magic. No, literally stand back it'll end badly for me." -Venkman


"Will you stop waving that gun in my face? Freud would say that you're compensating for something. Jesus, that man would have a field day with me now that I think about it...That was horribly off-topic, I'm sorry. Can you please put the gun down?"

Goals: Keep the peace, help as many people as possible (living or dead), create a better future in the new world, and above all make sure that what happened to him at the hands of the Seers of The Throne never happens to anyone else ever again. He still has things to atone for, even if he has managed to forgive himself.
Fears: Falling into the hands of the Seers (should they return), someone exploiting and/or destroying The Western Graveyard and the new world he's helping to build being destroyed, either from within or from an outside source.

Trivial: Although Ghostbusters is (obviously) his favourite movie, Back to The Future is up there as a close second. He's also a Johnny Cash fan.
Theme Song:

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Names: Alva Bòideach
Nicknames/Aliases: Sgòthan Geala/Geala (name of spirit) but Alva has also been given the following names by Bump.Inc members: Tree Lady, Tree, The Lorax, Angry Tree lady, Groot, Captain Planet and Silly Girl
Alignment: Neutral Good/Lawful Evil
Fandom: Bump. Incorporated
Bump was a tabletop RPG created by somebody in our RPG group that was run by two different DMs. Think Suicide Squad (the comics, not the movie) meets Supernatural with a dash of Men In Black thrown in. Also, while elements from other universes such as Malkavians, Cain, Dracula and Lovecraftian monsters existed in this setting, they are all vastly different from the originals. This was eventually explained towards the end of the game, as it turned out that an Eldritch Goddess of reality had been manipulating things
Age: Early 20s
Gender/Sexuality: Trans Female, unknown. Alva does not get involved in "those kinds" of relationships
Species: Human/Fey hyrbid
Appearance:
Alva is Caucasian, stands at 5ft 8 (1.7272 in meters) and has hazel eyes. Due to her DNA, her hair actually changes colour during the seasons. In Spring it is a light green, in Summer a darker green and through Autumn and Winter a brown/red. While the length changes too (getting shorter/longer) she tries to keep it short, in a half-shaved style that goes over on the right side. This more "punk" style of hair is due to a friend of her's using it.
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When using some of her abilities, her eyes will glow a green colour and in terms of style, Alva wears a pair of denim jeans and a baggy, white t-shirt. Although barefoot, she has manipulated plants to make it look like she's wearing green or brown coloured sneakers.

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Eight feet tall (2.438) meters)

Personality: Alva is a soft-spoken and calm girl, rarely showing signs of anger. In fact, she has somewhat suppressed her anger over fears of what it could unleash. She frequently jokes, but is rarely cruel with her humour.
Despite how bad things have gotten, Alva is hopeful and optimistic. This isn't to say that she believes the best of everyone, but rather she holds onto hope that things will get better. Her dive into heroism was inspired by the heroes she grew up with, taking on Uncle Ben's famous "With great power, comes great responsibility." and she continues to look at her heroes (especially Spider-Man) for inspiration.
She sees herself as responsible for any actions Geala carries out, making it vital that Alva keeps her under control.
Even before she gained her powers, Alva was always connected to nature. She spend more time around animals and plants than her peers, although it could be due to their teasing of her that she found herself drawn to the animals and plants. She cares a great deal about animals and nature in general, from the bees in the sky to the whales of the ocean and tries to protect it. She does not hate nor judge people for eating meat or wearing leather but she hasn't done either since she emerged from the cocoon.
However, anyone who kills purely for fun, regardless of them being a person or an animal is viewed with anger in Alva's eyes, and even worse in the eyes of Geala

To contrast, Geala is grim, humourless and views mankind almost like a tumour that must be cut off so that the Earth can survive. She has a superiority complex, but still cares of Alva's friends and family. She sees them as a "rare exception" and cares a great deal about Alva's wellbeing. Whether this is because she needs Alva to survive or that she's actually grown found of Alva is unknown.

Backstory:
Death and Resurrection
Alva was born in Scotland sometime during the early 2010s and while her childhood was happy enough, there were a few issues especially as she moved into her teens. She got into comic books quite young, finding heroes to look up to within the pages and in the various adaptions across other media.
Alva was born "Adrian" and the first time she showed up to her secondary school dressed as Alva, she took a beating and ended up getting into trouble for fighting back.
She was moved to a boarding school instead, and although she still hated school life the grounds of the school housed a forest that she ended up getting lost in. She studied there, talked to some of the animals and even nursed a baby bird back to health.
One day, she wandered too far into the woods and came across a tree in the middle of a clearing. Far away from the school grounds, it became her new spot.

One day, she walked into her spot to find it under attack by strange and frightening creatures. She later learned that these were demons, who had inhabited the boarding school and saw the forest as a threat due to the Fey that lived within but at the time Alva was clueless. She just saw creatures trying to set fire to a place of beauty and fought them.

She lasted all of two minutes as they clawed away at Alva, ripping her to pieces and killing her.
However, Alva's consciousness, her soul was saved by the forest. Alva's fight with the demons had bought them enough time to reinforce their defences, and so the forest saw to it that she wouldn't die.
Underneath the tree, Alva's mind and the remains of her body were sealed inside of a cocoon-like structure. She was somewhat aware of what was happening, able to link with the forest. It reached into her mind, soul and began the construction of a body that matched. The process took months and afterwords, Alva emerged from the cocoon.

The first thing she did was go home and she was quickly set upon by Bump Agents. An organisation designed to house, supernatural beings, containing the dangerous ones it had good intentions but was unfortunately run by crazy people, who used some of these beings as slaves and weaponized them with the promise of an early release, or at the very least not using the notorious shock-collars.

Luckily for Alva, her Great Uncle was a former member and managed to pull a few strings. She was allowed to visit her family and even live outside of Bump. Inc under the condition that she train and do missions for them. Alva agreed.

Bump. Inc
It was during Alva's first arrival to Bump that she learned of Sgòthan Geala. The tree Alva had claimed as her spot and the one she had seen the demons trying to burn had imprisoned an ancient Fey spirit. Over the course of her time in Bump, she grew to learn more about the spirit she was an unwilling host to and more on how to control her. While in India, she came across a tiger cub who's mother had died fighting a supernatural creature and took it in as a pet.

During this time, she also came to see that underneath the well intentions, there was a lot of darkness going on in Bump. Black-ops operations, using slaves as expandable soldiers. She came to appreciate just how lucky she was when she met a Malkavian Vampire who went by "Noodles", who had been caught after eating a paedophile ring in order for Bump to arrest her.

She suffered from amnesia, among insanity but ironically was one of the sanest people on her team. Through some time-travel missions she began to remember snippets of her past, and Alva agreed to help her uncover the mystery. Her real name was Jena, and she was ancient. It was through Alva's kindness that Jena came to see her as a friend and later, as a sister to replace the one that had died centuries ago.

In return, Jena taught Alva to be more confident, less frightened of her powers and introduced her to her styles in fashion, music and so on. Eventually, Jena's collar was removed and she was free to leave Bump. She claimed to have stayed due to wanting to uncover her past, as well as be available in case the monster who been messing with her life showed up again, but Alva definitely had something to do with it.

A being dubbed "Goth Girl" (due to her real name being in an unpronounceable Eldritch language) had been messing with reality but she appeared unstoppable. Through missions, Alva began to resent Bump a little, but not enough to leave. The way she saw it, she had to stay as she could improve things down the line. Geala wanted it destroyed though.

However, Bump. Inc would become the front-lines of another threat: The Reckoning. A terrorist organisation that sought to expose supernatural beings to the world, overthrow society and replace itself as the rulers. Although some agreed with their ideas at first, it was later discovered (in a now alternate future) that this would lead to a horrific dystopia that would usher in the apocalypse. Fighting them in several missions, Reckoning eventually launched an attack on Bump itself after "Goth Girl" gave them the secret location.

This was the first time Alva used a "Code Nightmare Green", willingly allowing Geala to take control of her body in order to defend the HQ. Alva watched as Geala went to down on Reckoning forces, and was grateful that she regained control once the threat was over.

Armageddon
Soon after, the organisation set about locating the founder of Bump, a woman called Elaura in the hopes that she, who had battled Gods and won could stop Goth Girl. She was locked away in a pocket dimension absent of any life with no memory, but the team managed to bring her around. Elaura explained that the being was not only one of her children, but also a Goddess of reality. If they were to kill her, it would cause a chain reaction that could wipe out the Multiverse. However, allowing her to continue on her current path would lead to the death of reality anyway.

There was a solution. To trap the being inside of a pocket dimension where not only would she be severely weakened, but her death would only destroy the neighbouring universe: theirs. They would have to sacrifice not just their lives, but their reality in order to save everything.

While preparing for their final battle, Alva mentally broke down after talking to her mother, remaking that there were so many things she wanted to do but quickly (and with help from Jena) pulled herself together. She released every plant and every animal from Bump captivity to help the team in their fight and initiated "Code Nightmare Green" yet again while Jena commanded the armies of the dead.

The being was killed after Elaura sacrificed herself to plunge a sword into it's heart and their universe was destroyed in the explosion. However, Alva did not die. She awoke in a new dimension, with her pet tiger, a relative and Jena's walkman.

Skills:
  • Alva was trained by her Great Uncle and Bump in hand-to-hand and with firearms. However, she chose to train in Aikido, including using a staff due to her peaceful nature and the fears that she could hurt someone.
  • She is an expert in various plants (regular and supernatural) including the various toxins they can produce. This expertise also extends to many species of animals. Even if Alva were to somehow lose her connection to nature, she could still identify various species of plants, animals as well as how they could be used or how dangerous they are to humans.
  • As part of her Bump training, she learned to speak Latin and Arabic in case she ever had to perform an exorcism.
  • An understanding of various fantasy and supernatural beings.
  • Even before gaining her powers, she was skilled in animal handling.
  • Some medical training.

Powers/Abilities
Being put back together by the forest (and Geala, by extension) Alva gained a connection to nature and various other abilities.
  • Natural Immunity: Immune to naturally occurring toxins such as those found in plants and Earth-based animals. As well as being able to breathe underwater, Alva does not need to eat human food and can instead rely on water and sunlight to prevent starvation.
  • Fey Resistance: She has a resistance to mental-effecting magic.
  • Nature/Plant Manipulation: Alva is connected directly to the natural world, feeling the heartbeat of all plants within a certain radius and thus can communicate and influence plants. Alva says this is more of her "conniving" plants to her side as she communicates with them to fight or act on her behalf. In reality, she can actually control plants but this is tied to her willpower and emotional state. She can summon some plants from her hands, control vines (and vine-like structures) and can tap into their "network", allowing for telepathic communication between her and the plants. Due to how far roots can stretch, this makes for good scouting.

    She can craft items out of nature as well, such as a wooden staff or pathways through a jungle Furniture too.

  • Animal/Beast Influencing: Alva does not have control over natural creatures per say, but she can influence them to fight or act on her behalf. However, Alva cannot influence undead creatures or creatures shaped by outside elements such as radiation or twisted science experiments. She's tried before.

  • Sgòthan Geala: Geala is an ancient Fey spirit contained inside of Alva who was locked inside of a tree centuries ago. Originally summoned to our realm by Druids to fight the Romans, Geala is responsible for the disappearance of the 9th Legion who she picked off over the course of several years until she was contained. As well as possessing superhuman strength (enough to throw a car a few feet), Geala's skin is a shell that she claims cannot be harmed by mortal weapons. In reality of course, this is simply untrue.
    Should Alva lose control, or initiate a "Code Nightmare Green", Geala will take over her body, sealing Alva's body inside of her protective shell of enchanted ironwood. Bullets do little, spears do even less.
    Much like Geala being inside of Alva and thus being able to communicate with her, the reverse is true. Geala has only taken control without Alva's permission once, and that was when Alva was mortally wounded.
Weaknesses:
  • Being part-Fey, both Alva and (especially) Geala are weak to cold iron. It burns the flesh upon contact and can easily be used as a restraint.
  • Fire: Needless to say, due to being a plant-based Fey fire is a major weakness. Alva might be even weaker to fire than the majority of humans. Fire-based weapons such as plasma shots, incendiary rounds and flamethrowers are nothing compared to the damage of magical fire or dragon fire though, which does even more damage.
  • Environment: Although immune to human diseases, Alva can still be affected by some diseases that harm plants. Radiation, magical blight and even some forms of rot can kill Alva with enough exposure. Also, due to her own body adapting to the seasons and different environments, Alva can be slowed down by sudden changes. If a meadow were to suddenly be hit by a blizzard or she went from a cold environment to the desert via teleportation, she'd be slowed down and put into mild shock as she adapted.

  • Absence of Life: As seen during Bump's mission to retrieve Elaura, Alva very much depends on their being some life in an environment. That dimension in question was completely mechanical, even down to the roots in the ground and insects in the sky. Not being able to feel the heartbeat of anything, Alva started having a seizure until one of the team members managed to summon a potted plant.
  • She has a lot of repressed anger that could be used against her via psychological warfare.
Gear:
Aikido staff, a walkman and some tapes that she woke up with. They have all contained music from Jena/Noodle's collection so-far though.

Companions:
Names: Oliver Bòideach
Relationship to character: Great Uncle/Grunkle
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Skills, Abilities and gear: Oliver has trained with multiple forms of hand-to-hand combat and with multiple firearms across a career in the intelligence services spanning several decades. He favours the likes of semi-automatics and pump-action in terms of firearms and favours batons in the field of melee weapons. He was given an anti-ageing formula, meaning that although he appears to be a man in his mid-40s his real age is closer to eighty. He speaks five languages, including English (French, Arabic, Mandarin and Russian), giving him a range of words to make bad puns with and due to his long history in Bump has an extensive knowledge on multiple types of supernatural creatures.

He carries a silenced Walther PPK (an MI6 classic), a fold-up pump-action shotgun (for easier concealment), a pair of extendable batons, some smoke bombs and ammunition for several occasions: Cold iron rounds, silver bullets, incendiary rounds and rocksalt.

Weaknesses: Aside from the anti-ageing formula, Oliver is a normal human.
Further details: Oliver Bòideach (formally Oliver Alby) joined MI6 during a time the Soviet Union was still very much in power, even if it was starting to collapse. From the late 70s onward, he served in MI6 operations across the globe, but came to the attention of Bump. Incorporated during a mission to in the Siberian region. After closing down a facility full of mutants, he was offered a gig but refused. Instead, he reported the shadow organisation to his superiors, who were well aware of Bump.
They offered Oliver a new mission, to accept Bump's offer so that he could report back on their activities to the British government. He accepted and set about rising through the ranks, being given a formula to slow his ageing as a "reward" (in reality, this was so that Bump could keep him around for longer).
While reporting back to MI6, he experienced a lot of weird stuff including a mission where he defended his football hero, Harry Redknapp from a Fey and another where he battled Doctor Octopus, who had been brought to life from a comic book by a Nazi sorcerer targeting Stan Lee.

He eventually retired, going off the grid in terms of public life (obviously he was monitored by both Bump and MI6). He was watching friends from both organisations grow old and slow, with some being killed in the field of duty and simply grew tired of it. However, he came out of hiding when Alva was born, disguising himself as his own (made up) estranged son.
Oliver helped Alva's parents to raise her, telling her censored versions of his own experiences as adventure stories and tales of West Ham United. He can be thanked for getting Alva into comic books this way.

After Alva returned from the forest, his true identity was revealed and he pulled every favour he had left in Bump to make sure his great-niece wasn't hurt. As such, he oversaw her training.

Names: Sheeva
Relationship to character: Pet/loyal companion
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Skills, Abilities and gear: Can reach up to 65 kph (40 mph), has a bite force of up to 1,000 psi (4,450 newtons), swipes from her can crush the skull of a buffalo and she is a perfect hunter with her camouflage and senses.
Weaknesses: She's a tiger
Further details: Sheeva was recovered as a cub in India during a mission. Her mother and siblings had been killed by a supernatural being and so Alva decided to take her in. Living in Bump, Sheeva was trained and tamed by Alva and eventually brought on missions when she was two years old. She's currently six years old.

Quotes:

"Christmas is awkward for both sides of my family. We had to start getting artificial trees as we'd be murdering a pine tree and then decorating it's corpse."

"Wow. Hope. I'm sorry I'm just such a huge fan!" -Upon meeting the embodiment of Hope

"Is there a kind of good alarm?"-Bump Agent
"The birthday alarm." -Alva


Goals: Survive, find out what's happened to reality, discover more about Geala, keep Geala under control, keep her Grunkle and Sheeva alive and try to help people.
Fears: Geala or herself hurting someone, losing Grunkle Oliver and/or Sheeva, the apocalypse
Trivial: If she couldn't choose Spider-Man, Grunkle Oliver or even Noodles as her favourite superhero, she'd go with Daredevil instead.

Theme Song:

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Names: Khanfusio
Nicknames/Aliases: Karla
Alignment: Chaotic Neutral
Fandom: OC from Dungeons and Dragons
Age: 28
Gender/Sexuality: Female, bisexual
Species: Tiefling
Appearance:
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Tail is a devilish in style, with a pointed tip at the end in the shape of an arrowhead.
For clothing, Karla normally wears a long, dark red pirate coat that has some bronze and black markings running along it. The trousers are purple and her boots are black. On certain assignments, she has also worn a dark blue cocktail dress and she sleeps in light blue rubber duckie pyjamas she had enchanted to always appear on her when she feel asleep.
Around her neck is a necklace of a Tiefling horn identical to one of her own while she wears a leather pirate hat on her head with a blue feather in it.

Personality: Karla is driven by her own survival, money, fun and her dream of becoming a Pirate Queen of whatever universe she ends up in. While she often comes across as insane and juvenile, there is a serious side to her. This isn't to say that the juvenile side of her is an act but rather she has times when she recognises when a situation is serious. She does possess a sense of self-awareness for her personality, as she has used it to her advantage before.
She isn't completely selfish as she has gone out of her way those she has considered friends, even risking her life for them without giving it a second thought. She will not risk her life for the sake of strangers unless there is some kind of reward at the end of it, however.

She cares little for bodycounts unless children, pregnant women (or men) and dogs are involved. Everyone else is fair game when the chips are down, except for people she considers friends (which is rare).
She has a fascination with fire, especially that of dragons and magical fire in general, not to the point of an outright pyromaniac who sets fire to everything but she studies it like one would study a wild animal in it's natural habitat.

Karla has a problem with authority and will only really work for authority figures if there is a common enemy or there is some kind of reward. However, she won't work for just anyone as she also has serious issues with slavery and racism.
Being a Tiefling does mean she's often a target of persecution and so she has put up a wall, embracing her race and some of the stereotypes she exhibits.

Backstory:
In the Beginning
Karla was born in a small Tiefling travelling community in the north, they were a persecuted people and lived with some Orcs and Goblins. While her mother was pregnant, a Sorcerer channelled magical energy through her in order to heal her mother of a curse.
The magic flowed into the baby, however and although the birth was a success the child seemed...Odd. Magical power flowed through her veins and her parents leaned of this when a pack of wolves came to the village and a 1 year old Karla managed to scare them away by using fire magic.

She did not know how to control the raw power inside of her and so she was taught by the elders far away from the community while her mother and father, fearful of her magical power simply abandoned her. When she was a 12, Karla ventured out of the community to learn more about the world and about the magic inside of her.
On her way to the coast, Karla came across a small city beset by a Goblin army and while reluctant to help at first, she was convinced into helping the townspeople as there would be gold involved at the end of it. She met a Kenku, a very dim-witted Gnome named Jim Pickens and a human monk. Not caring for the Monk as he considered her an abomination, she still fell in line with Jim and the Kenku and saved the town. Jim was killed by the Monk but in response Karla set him ablaze.

Rather than fight the Goblins or drive them out Karla convinced them to leave, saying that there were much nicer downs further north and that some kind of human-led militia would arrive and wipe them out if they didn't. She got some gold for her trouble, said farewell to the Kenku and continued heading for the cost.
Reaching the coast, she came across some pirates and joined up, becoming the first mate eventually and seeing the Captain, one Captain Pugwash as a father figure. During the time on the Boaty McBoat Face, Karla took part in many raids and battles. Boaty McBoat Face became a tyrant of the seas...Up until one day when the captain got into a fight with a dragon...
Karla was left alone, with no family but a dream in mind. She learned more about her magical power and sailed the continent, fighting and raiding along the way...

The Talons Campaign
Karla, a wanted woman pulled up to the coast of a new continent and joined a party of adventurers at a tavern to investigate a supposedly haunted mansion . It had been created by an omnipotent wizard, who would strike her with lightning for even opening her mouth. Said wizard had set it with traps, locking the party inside. Due to said magical energy, the house was going to explode and take a large chunk of the town with it.

With the desire to stick it to the wizard and her own survival, Karla pressed onward. Through waves and waves of enemies, the party pressed on and Karla grew a friendship with a zombie named Tim, a Paladin named Ser Richard, an assassin named Thalra and a small robot-like creature named AL.
It was during this time that a mad scientist wizard named Stien revealed to the party that they were all characters in a tabletop game. Karla didn't take it well, and instead rejected this idea altogether.

The discussion didn't last long as a spell was put on her that silenced her by said evil wizard. Upon solving some dull riddles, the party saved the city but not before AL was dragged through a portal by said Evil Wizard who killed Karla in one punch...
Until she was saved at the last minute due to the Paladin and the mad wizard working together to bring her back. She had still suffered a near-death experience however. Due to said evil wizard having a bit of political power, the party were branded as criminals, while Karla's bounty simply went up.

Travelling to another city for some reason, the ground also went to a lighthouse for some other reason where they encountered the dragon who had massacred Karla's pirate family only in human form. A trial by combat was called, and Ser Richard agreed to be Karla's champion for the dragon also had a lot of political power and Karla was a wanted criminal, after all.

Although he didn't die, he didn't last long (for he was a level 6 character and said dragon was level 70). Karla was then made to be the dragon's bitch, being forced into 150 years of "community service", a fancy word for slavery given the lifespan of a Tiefling. However, the Talon agreed to reduce the sentence if Karla performed tasks well.
Determined to earn her freedom and with help from Ser Richard (the rest of her friends had fled), Karla set about doing the Talon's business. She transported "cargo" across their lands, she killed people who didn't deserve it and it was starting to weigh on her soul. Karla actually felt bad about doing something for the first time in her life.
Seeing the strain left on his friend, Ser Richard freed Karla and was captured by the Talon. By the time Karla escaped, there was talk of him being executed.

A New Hope
Arriving on a new continent, Karla found herself in a world of skyships and steam. In this new place, while Tieflings were persecuted it as more relaxed than the slave kingdom she had escaped from that had ideas of genocide. Here, she stood a better chance of accomplishing her goal but it was not to last. Karla soon found that the world wasn't all sunshine, steam and explosions. Something dark was looming, a cult of devil worshippers looked to open a portal to Hell. For the first time in her life Karla ended up doing something heroic but burning down the cult.

Getting rewarded handsomely, Karla purchased a Skyship, a crew and took off towards the Kingdom she had escaped from in order to save Ser Richard. However, along the way The Great Hunger invaded. She and Richard reunited on the battlefield and ended up transported to Gladius together.

Skills:
  • Skilled swordsman, is capable of fighting with three one-handed weapons or one two-handed weapon with one one-handed weapon.
  • As a Barbarian, she is skilled in survival, and is trained in hunting. She also has a certain knowledge on traps, not so much on how to set them but how to avoid them. Most of the traps she has set over the years have involve fire, however.
  • Sailing, both with sea-based boats and skyships
  • Seduction: she has used her body to her advantage multiple times and even uses the cocktail dress for such an occasion.
  • Performance: Karla is capable of performing charming music numbers and/or sea shanties at the drop of a hat.
  • Deception: Tricked a group of locals at a port into thinking that she was the avatar of a God once. She's also lied her way out of trouble multiple times.
  • Karla uses her tail like a third limb when it comes to jumps, combat, swimming and sweet flips. She managed to stop two party members from falling to their deaths and on more than one occasion has used her tail to trip somebody up.
  • She can speak multiple languages: Common, Infernal, Celestial and Draconic. Due to a Draconic bloodline she is also extra charismatic when it comes to dragons.
  • Good baker as is capable of making some decent quality cakes and traybakes.
  • Skilled swimmer: After Boaty McBoat Face was destroyed by the Fascist dragon she swam to shore despite injuries.

Powers/Abilities
Sorcerer and Racial
  • Karla is a Sorcerer of a Draconic bloodline, and as such has focused her training into mostly fire magic. She is capable of casting fireballs, rays of fire, walls of fire among other things from her fingertips...Or from her mouth. One of her favourite however is creating a scimitar made of fire magic.
  • Fire magic is not the only thing she is capable of, for she has one transmutation spell that allows her to alter her appearance even to the point of giving her gills for a few hours.
  • She has a version of Magic Missile (firing multiple projectiles composed of magical energy) that has become charged with fire magic.
  • She has unlocked more features of her bloodline, allowing her to grow two dragon-like wings out of her back once per day. This came in handy during battles in the sky.
  • While not completely immune to fire, she does have a high resistance to it.
  • As a Tiefling, Karla has darkvision, making her able to see in the dark. She can also cast Hellish Rebuke, a fire spell that deals damage to an opponent if they've wounded her and Darkness, which does what it says on the tin. It casts a small area in darkness, making it difficult to see even with torches or lamps.
Barbarian
  • As a Barbarian she can trigger a Rage mode during combat. This somewhat increases her physical strength, and has her attacks deal a bit more damage. While in Rage mode, she goes into a frenzy and has extra defence against psychic attacks and spells. However, while in this mode she can't use any spells of her own. She can also only do this once per day and is physically exhausted afterwords

Gunther
Gunter is a voice and/or presence only Karla is capable of hearing/seeing. He once took the form of a bear-like creature but has settled on the form of a human man wearing a brown fur cape. While he can't interact with the environment around him, he is capable of giving Karla guidance and has saved her life on multiple occasions...Most of those occasions were situations caused by Karla though. According to Karla, Gunther has always been with her but she didn't realise it until later in life.

Weaknesses:
  • As mentioned above, her Rage mode puts her at a significant disadvantage as she can't cast spells and she's exhausted afterwords.
  • Love for gold and adventure can be exploited, so long as person doing so isn't into slavery, a Fascist and/or a horrible racist...Or they just keep those things well buried
  • Will hold back or even put herself in harms way if children, pregnant women or dogs are involved. Even more so if it's her friends and/or family.
  • Her sheer annoyance was apparently so bad it got her almost erased from existence once, which does say something about her.
  • She doesn't always listen to Gunther, despite him having the best intentions for her.
  • Appears to have a case of ADHD
  • Weaker to ice magic.
Gear:
  • A warhammer she's named MC. It's bronze with a bright pink handle and she obtained it during the second campaign.
  • Dual Scimitars.
  • Four flintlock pistols
  • A fancy Spyglass
  • Multiple disguises, with at least two fake moustache/glasses combos.
  • One bag of holding. It's purple.
  • A battlehorn
  • A Viking style shield with a dragon painted on the front of it. Has no magical properties, but it's served her well.
Names: Gino
Relationship to character: Loyal pet/partner in crime.
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Skills, Abilities and gear: While not good in combat, Gino better serves Karla due to his small size where he can act as a scout and is able to squeeze through gaps in order to steal things.
Weaknesses: Small and fragile
Further details: Karla found Gino on the second continent, stealing gold from a shop and immediately wanted him. Despite being a Dassie (so probably having no concept of wealth), Gino often steals gold, gems and other items. He's been trained by Karla to bring these items back to her, and she gives her partner a share of the profits.
He's cheeky and likes to sit on her shoulders.

Names: Ser Richard
Relationship to character: Best/only friend
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Skills, Abilities and gear: Ser Richard may be proficient with multiple kinds of weapons, but he prefers large swords, shortswords and shields. As a Paladin, he has some magic up his sleeve but focuses on a mixture of destruction and healing magic. He has a limited pool of healing magic he can draw power from each day, and if he compels a single opponent to a dual, he deals more damage. Due to favouring the sword, the majority of his attack based magic is about enhancing his own moves, such as coating his weapons in holy fire or shooting radiant, holy light from them.
As well as a shield (with the same face on his shoulder) and large sword, he carries a shortsword, a grappling hook, rations and some rope. He also as a knight's helm for his armour.

Weaknesses: Although buff, Ser Richard is still human. Furthermore, he has been nicknamed "Ser Richard the Dim" by some, as although he has an average level of intelligence his common sense and perception is pretty low. He can be manipulated by others. In fact, Karla first met Ser Richard as she was trying to manipulate him before they became friends.

Further details: Little is known about Ser Richard's life before he became a Paladin. He rarely talks about his past, focusing on the present and future. He was native to the Talon's continent and so indoctrinated by their ideology. In fact the first time he met Karla, he called her a fiend and prepared to fight her to defend nearby citizens...That was until he accidentally knocked himself out, and when he came to Karla was standing over him, asking if he was okay. It was perhaps the first time Richard met a Tiefling and was willing to give her a chance.
He slowly started to question the world he'd been brought up in, driving him to defend Karla in trial by combat and eventually freeing her from slavery, breaking an oath in the process.

He stood by his decision even when Karla had seemingly abandoned him and was relieved to meet his friend in the apocalypse. Ser Richard is a Lawful Good Paladin who is friends with a Chaotic Neutral Tiefling, and they mix surprisingly well

Quotes:

"No problem in the Multiverse can't be solved without the application of explosives."

"I punched a Priest." -Karla
"Oh good, did you break his nose?" -Party member
"I'm not sure, but I hope so." -Karla


"How are you talking inside my head?" -Karla
"I don't exactly know!" -Tim
"Well bully for you!" -Karla


"I like the word umph. It describes what it is."

"Let me see if I can find a fuck to give in my bag of holding..." -Karla
"I'll pay you." -NPC
"Okay, I managed to find the fuck to give. Keep talkin'." -Karla


Goals: Become the Pirate Queen, survive, earn gold.
Fears: Being enslaved again.
Trivial: Ser Richard was another PC from the 1st campaign Karla was in.
Theme Song:

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Names: Douglas Ken
Nicknames/Aliases: Mr Ken, Digby, bastard
Alignment: Lawful Evil
Fandom: Werewolf the Forsaken/Chronicles of Darkness. The name of the campaign was Brambles Cross
Age: 26
Gender/Sexuality: Male, bisexual
Species: Werewolf
Appearance: Douglas has a head of short and neatly combed dark hair, light blue eyes and stands at 6ft2. While his face is somewhat youthful and clean shaven, he has a large scar running across his right cheek that runs down to just below his heart. When asked about it, he'll claim he got it after being cornered by thugs...At least to most people. On his back are even more scars, which he'll claim to have received from the same thugs. In reality they are all the markings of a silver blade he had to endure as a rite of passage ritual.
He tends to be well-dressed, sporting a dark blue sport's jacket/blazer and blue suit trousers to match. Atop his head is often a trilby and he wears black oxfords.
On occasion he will also wear a burgundy tie.

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

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

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

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

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

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

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

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

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

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

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

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

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

As the game progresses Douglas gathers more allies, successfully manages to resist mind-control at the hands of the Vampire Prince and after discovering that paranoia spirits are driving Errol insane and feeding off of his anxiety he makes a deal. At first he offers them his mother when the two talk to the spirits, arguing that Errol's mental state is her fault but the spirits don't buy it.
Instead, he offers up a law student named Bruce who Douglas met in a bar and kept the number of in case he needed somebody with his expertise. Arriving at Bruce's flat and at first hesitating as Bruce tries to sleep with him, Douglas instead uses his powers to mind-control Bruce and drive him mad. Errol was rescued and Douglas would check in on Bruce from time to time just to see how he was doing and add to the paranoia.

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

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

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

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

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

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

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

He met back up with Jessica only to see her murdered by a Pure Werewolf and managed to save her life by making her a Sin Eater, with him serving as her Giest. The two travelled around the country helping the dead as well as catching up and trying to restore Douglas to normal. Going back to Belfast, the two met up with the old gang in an attempt to get allies but ask that Douglas' return remain a secret.

Bast sold him out anyway, prompting Douglas and Jessica to go underground as both believed the Pure would quickly be upon them. In truth, they hadn't heard the news yet and later dismissed it as rumours from a crazy Changeling. Making allies out of the Deadwood Mongrels and hiring an assassin, they dealt a strategic blow to his mother's pack, but she managed to survive.

Bast, who fell off the deep end and became a True Fae, restored Douglas' body as "thanks" for helping him ascend to Godhood. This separated Douglas from Jessica, who was made mortal once again.
In the epilogue, Douglas moved his family to the south with the promise that he would return and eventually kill his mother while Jessica and Douglas went their separate ways.

Gladius
Being a Werewolf and thus having a connection to the Shadow (Spirit realm), Douglas had a bit of an early warning on top of his animal senses. Avoiding the fight altogether and heading as far away from civilisation as he could manage with his family, they all managed to make it deep into the Irish countryside. However, it wasn't far enough from The Great Hunger's reach and Douglas was almost killed trying to defend his family. Before a killing blow could be dealt, they were transported to Gladius.

Arriving on a new planet, Douglas made an extra effort to make himself hidden. As such, he wandered into a Trap Street and made a deal with a Witch who could hide his Werewolf side from senses (supernatural and normal ones) but the cost was quite high. Using his skills and some leftover cash, Douglas put together a small detective agency in Seoul-Don and is currently trying to pay back the debt. He solves crimes between both the human world and that of the trap streets, with help from his brothers.
His sister and father are currently in another part of the country living under false names, as Douglas is afraid that his mother followed them to Gladius. He offered the same deal to his brothers (being very insistent that Errol take it) but they refused, agreeing to stick around and help Douglas pay off the debt. As far as he is aware, Jessica also made it to Gladius and is living a new, peaceful life away from Werewolf bullshit.

Skills:
  • Detective Skills: Douglas acted as an investigate journalist and freelance private investigator for a living. As well as being able to sustain himself, he used these skills to track down feral werewolves via a string of random killings.

  • Manipulation: Douglas has both a silver tongue and a silver pen. He was able to convince the press and by proxy, the public that said string of werewolf killings were carried out by cultists. He used this excuse to convince a young Wolfblood to follow him. Despite having no ill intent towards Ace-Face's parents he was also able to convince an entire pack of Werewolves that he was going to cut out their eyes and skin them alive among other things. His most notable feat in manipulating people was when he played along with his mother and other Pure for years pretending to be a loyal soldier, hiding his true intentions.

  • Hand-to-hand combat: Douglas isn't afraid to fight dirty no matter what form he's in. While lacking that much martial arts training, aside from kickboxing his dirty tactics give him a slight advantage. With a combination of claws, bites and other moves he tends to go for the face, not holding much back.
  • Swordplay: Has trained with a greatsword

  • Firearms training: Skilled with shotguns and handguns

  • Supernatural Knowledge: Has researched into Werewolves, Vampires, Changelings and Mages. Their politics, and weaknesses. As a Werewolf he was also required to research into the Shadow (the spirit realm). Due to his experiences as a Giest, he also has knowledge of the Twilight Realm and Sin Eaters.
Powers/Abilities:
latest

From Left to Right
Hishu: Human form. An Uratha appears to be a normal, if very fit and healthy, human. An unconscious or dead werewolf returns to this form.
Dalu: Near-human form. The Uratha is slightly bigger, hairier and stronger. The supernatural features of an Uratha become more prominent in this almost-human form.
Gauru: Wolf-man or war form. Half-human, half-wolf, Gauru form Uratha are generally 8 to 9 feet tall and much heavier and stronger than any human. In this form a werewolf's blood-lust rises to the surface and is much harder to control. Uratha can only channel the power of the Gauru form for a limited time, and generally only take this form to kill.
Urshul: Near-wolf form. An Uratha in this form is a huge wolf 3 to 5 feet high at the shoulder.
Urhan: Wolf form. The Uratha is indistinguishable from a normal wolf, though different Uratha resemble different breeds or species of wolf.
  • First-Tongue: Allows Douglas to speak the language of Spirits and Canidae regardless of what form he's in. He does not have control over them using these words, but can influence them.
  • Shadow-Step: Douglas can vanish into the Shadow, where his tribal marks glow and he can converse with spirits. The Shadow is a dangerous place, and his various marks light him up like a Christmas tree so he tends to avoid it.
  • Werewolf Regeneration: Werewolves are stronger than humans. A bashing wound (getting punched really hard) is something a Werewolf can heal from in seconds, a lethal wound (stab or non-lethal gunshot) in minutes and an aggravated wound (mortal wounds) in days. While this physical regeneration doesn't increase in rate as he changes form, what does change is how well Douglas can take a hit. He could tank a gunshot while in Gauru form that would knock him down in human form (such as a shotgun blast).

  • Heightened senses: Much like an actual wolf, he has animal instincts that alert him to danger. These are very subtle and weak in human form but greatly increase to the actual level of a wolf while in non-human forms.
  • The Deal: As stated in his backstory, Douglas made a deal with a Witch upon arriving to Seoul-Don to hide his Werewolf side from Forsaken and hunters. To various supernatural/magical senses, he appears as a normal human so long as he remains in human form.

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

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

  • Voice of Command: At this level of Dominance, the werewolf learns to voice more complex and subtle decrees, in a tone that demands attention and respect. A thread of anger runs through the werewolf’s words, making everyone in earshot take notice of his declarations. When activated, this Gift affects up to three targets, but for more Douglas targets the harder it becomes to use Dominance. Therefore, some subjects might obey while others resist.
Weaknesses:
  • As stated above, Douglas tends to stay in his human form. This not only makes him more susceptible to wounds.
  • Gauru form could cause him to lose control.
  • Silver bullets deal aggravated wounds and the very touch of silver burns his skin. Even silver cutlery or a coin could cause horrible, burning pain if exposed to his skin
  • In terms of psychological warfare there are a few targets. His relationship with his mother, his relationship with Jessica and the protective nature of his family to name a few.
  • Stubborn to a fault
  • While he doesn't have a no-killing rule per say, he does draw the line at harming children. This could be used against him.
Gear:
  • Cold Iron longsword: For use against Changelings
  • Pump-action shotgun: Carries regular rounds, Cold Iron rounds (Changelings) incendiary rounds (Vampires) and silver rounds (other Werewolves)
  • A kitted-out and slightly armoured RV Douglas and his brothers are keeping in case they need to make a quick escape
  • A friendship bracelet given to him by Errol that lets Douglas know when he's been pick-pocketed

Names: Errol Ken
Relationship to character: Younger brother
Skills, Abilities and gear: Knowledge of supernatural beings, surveillance skills and most notably computer skills. Over the course of the Brambles Cross storyline he was Douglas' tech and research guy, providing him with hacking and knowledge of other supernatural beings outside of Changelings.
Weaknesses: suffers from an anxiety disorder among other things due to his treatment at the hands of their mother and isn't much of a fighter.
Further details: He isn't much of a hugger either. He has his mother's eyes (hazel), mother's hair (fair) and is a tall and thin young man who dresses rather casually. He didn't even hug Douglas when he came back from the dead. Instead, he fainted.

Names: Mort Ken
Relationship to character: Brother, identical twin.
Skills, Abilities and gear: Due to having spent some time as a Ghoul, he has an understanding of Vampire politics and due to his life as a hunter and their mother's training he's pretty effective in combat.
Weaknesses: He's still human. After a certain point in time, he lost his Ghoul powers due to being separate from the Vampire for too long.

Further details: Aside from a difference in dress sense, hairstyle and voice it's difficult to tell him and Douglas apart. During the events of Brambles Cross, he got his girlfriend (Aoife) pregnant. He had a son he called Douglas (in memory) and is currently married but both of them life across the country with Norm and Rebecca. He keeps in regular contact with them and has agreed to help Douglas until he pays back the debt.

Quotes:
"I've done stuff you could call evil. Some of it I'm sorry for some of it, well...I would do it all again, if it means they can be safe for just another day."

"You mess with my family, and you'll come face to face with the. Big. Bad. Wolf. So keep your distance, because if you don't...I can smell you from across the country, and I will blow your house down."

Goals: Pay back the debt, not just for himself. Keep his Werewolf side hidden and make sure his family is alive by the end of it. If his mother somehow made it to Gladius, his other goal is to kill her and destroy the Pure pack she's a part of.
Fears: Being discovered, the witch claiming her debt back early, harm coming to his family and his mother still being alive.
Trivial: Douglas was apparently a fan of He-Man, as he tried to talk to a Changeling about it when he was catching him up on the times.
Theme Song:
 
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Okay, time for Warhammer character. This dude is canon, although there is not much info on him, so I had to make up some stuff to fill in the gaps, and create a personality for him from scratch. The last thing actually allowed me to create a character that can interact with majority of other people in non-hostile ways. Even though out of reason, not out of good will, my character will not try to kill people on the basis of heresy. At least not more than necesary.

Following text may contain overpowered characters and be leaking grimdark from the universe, you have been warned.

Name: Kregor Thann

Fandom: Warhammer 40,000

Age: Unknown, possibly in tens or hundreds of years

Gender: Male

Species: Massively modified human

Appearance:
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Personality: Kregor is a devoted follower of Imperial faith, although the unvoluntary trip from the heart of combat to Gladius made him reconsider priorities and treatment of others. The apothecary and his companions are only ones in the entire dimension (at least at the moment of writing this CS) that are aware of the Imperium and its religion. This has forced space marines to adopt slightly more flexible code. Kregor and his companions are capable of cooperating with non believers, and even worshippers of other religions, as long as they do not stand in direct opposition to the Imperial Creed. Still, its safer to not bring up theological matters near Kregor, careless words can result in starting a fight with the apothecary and his men. And fight against group of space marines clad in tank-grade armor is NOT something you want to be part of. Just trust me on that one. Despite that relaxation of faith standards, xenos and mutants are something Kregor will not tolerate.

Backstory:
Kregor Thann is a veteran of countless war zones and a master of biological weaponry. Thann gained renown as the mastermind behind the geno-tailored toxins that made the Purging of Castillium possible, defeating the horrific Thazeme xenos when no other weapon could slay them. In the aftermath of the Purge, Commander Antir petitioned Lord High Commander Ortys to consider Thann for Deathwatch service. Thann arrived at Watch Fortress Erioch in 815.M41, and has served there ever since. Thann was not assigned to a kill-team, but rather remains as part of Watch Commander Mordigael’s command staff, tasked with engineering a virus or toxin that could be used to combat the Tyranid menace. Like many Apothecaries in the Red Scorpions Chapter, Thann had served as a Sergeant as well as in his role as a medic, which is quite useful to less-experienced Kill-teams deployed to the Orpheus Salient of the Achilus Crusade. Thann's duties have taken him across much of the Orpheus Salient, and he has served alongside a dozen Kill-teams in the prosecution of his duties, taking samples of various Tyranid flora and fauna, or testing recently developed concoctions in the field. To date, he has not successfully developed a substance that works for more than a single generation. The Tyranids are able to adapt, swiftly overcoming Thann's creations, though his tests have still provided numerous opportunities for other Imperial forces to drive back the crippled swarms.

Thann has been operating towards the Spinward edge of the Orpheus Salient, pushing deep into the heart of the Tyranid advance. Thann continues to coordinate with each Kill-team that is operating deep behind enemy lines in order to gather samples and deploy newly developed bio-weapons. Tyranids are not, strictly speaking, immune to poisons, toxins or venoms. Rather, each generation of Tyranids is engineered to overcome the weaknesses of those that came before, and thus a toxin that functions against the Tyranids during one engagement may be completely useless during the next one. He is working under a theory that worlds beyond the vanguard will contain less-evolved or otherwise genetically purer creatures that are closer to a theoretical genetic baseline that can be exploited. Kregor Thann is extremely skilled in the art of poisoncraft, having studied the physiologies of a great many foes and the deadly toxins that are employed by xenos reavers like the Scythians and the Dark Eldar. There are few creatures his concoctions cannot slay.

Skills: Kregor has all skills common among space marine apothecaries. He is extremely skilled combatant, posessing huge experience and extensive training, both in melee and ranged fighting. This, in combination with equipment and modifications that Kregor posesses, pretty much place him on "large unit of elite soldiers by normal terms" level of combat power, possibly ranking higher. In addition to standard skills of deathwatch member, Thann is an apothecary. This means he is knowledgable in terms of biology and medicine. With proper tools and material, he can save even mortally wounded space marines. Despite his equipment not being suited to handling usual humans, he can also do a lot of good to other people. Apothecaries, besides being medics for space marine chapters, are also tasked with monitoring and maintaining chapter's supply of gene-seed and implanting it into initiates to create more space marines. Aside from these skills, Kregor Thann practices something uncommon among the apothecaries. He is master of studying and, more importantly, creating toxins and bioweapons, suited to killing specific life forms or just cutting down everything the substance encounters. He is truly one of the finest poisoncrafters in the Imperium, and certainly the most competent in Gladius.

Powers: Strength, speed and durability outclassing every human, and large amount of war machines as well. Space marines are created and equipped to be the best warriors in their category in the Warhammer universe, and given what Astartes face where they come from, there is not much that can truly threaten a space marine in Gladius. Kregor, as all space marines, benefit from pile of additional organs implanted into them as the gene-seed, which includes additional stomach to eat poisonous or otherwise indegistible food, a bunch of additional organs in the mouth that allows space marine to spit acid and more, full list available here, I'd suggest you to read that Gene-Seed.

Weaknesses: Despite bending Imperial morals to the brink of breaking, space marines are still very rigid, especially that Kregor himself comes from Red Scorpions, chapter known for extreme adherence to rules of Imperial Cult and Codex Astartes. This results in severely limited ability of cooperation with others.

Gear: Power Armour - Ceramite plating covering the space marine, durable beyond any belief. It is infused with large pile of augmentations and support systems. Its close to being as crazily powerful as space marine inside it. Power Armour Read it.
Diagnostor Helmet - Apothecaries often replace their usual helmet with a Diagnostor Helmet, which contains upgraded Auto-senses and readouts to assist with their charge of treating the injured and maintaining their Battle-Brothers’ physical combat readiness.
Chainsword - Obscenely powerful fusion of a sword and a chainsaw. Can cut through pretty much everything, requires fuel to run. Althogh when out of fuel, it still can be used to clubber people to death thanks to space marine's over-the-top strength.
Bolt pistol - Pistol, firing rocket propeller rounds of high explosive death. Very powerful, same as just about everything from the same universe.
Frag and krak grenades - Two sets of grenades, anti-personnel and anti-armor respectively.
Narthecium - The tool of an Apothecary’s trade, a Narthecium contains implements specially designed for Space Marine physiology and for performing first aid without having to remove the patient’s Power Armour. It also comprises various counterseptics, skin patches, transfusions and other compounds engineered for the Space Marines’ physiology, and several stasis tubes for storing recovered gene-seed. Can be used as a reserve melee weapon, as its full of spiky things designed to help treat space marine wound, but works just was well when splitting skulls. This one is also modified to store and use samples and toxins created or accquired by Kregor.
Reductor - Retrieval and storage of a fallen Battle-Brother’s gene-seed is so critical that Apothecaries carry a special tool for this operation. While a Reductor is not required for Progenoid removal, it significantly reduces the time. This surgical implement fastens under the wrist. It includes a monomolecular saw for penetrating Power Armour and Ossmodula-enhanced rib cages, and a diamantine-tipped extractor drill.

Companions: Grimaron Soros, Alleltus Telionus, both space marines OCs that I came up to make up for general lack of cooperation skils exhibited by Kregor

1548442090546.png

Name: Grimaron Soros

Relationship to character: Deathwatch kill team subordinate

Skills, abilities and gear: Skills and abilities are exactly the same as for Kregor, except for poisoncrafting and apothecary skills. Grimaron is equipped with power armor, knife, frag and krak grenades, bolt pistol and full sized bolter.

Weaknesses: Lack of will and abilities to cooperate with people not originating from Imperium.

1548443711597.png

Name: Alleltus Telionus

Relationship to character: Deathwatch kill team subordinate

Skills, abilities and gear: Skills and abilities are exactly the same as for Kregor, except for poisoncrafting and apothecary skills. Alleltus is equipped with power armor, jump pack, plasma pistol and chainsword.

Weaknesses: Lack of will and abilities to cooperate with people not originating from Imperium. Alleltus is vulnerable to the Red Thirst and Black Rage, genetic flaws passed on among the Blood Angel chapters.

Goal: Find some way to get supplies and replacement parts and ammunition for armor and equipment in Gladius. Long term goal-find some way to get back to Imperium, Kregor refuses to believe that whatever was invading Milky Way when he was teleported out manager to overcome Imperial resistance. There is very high chance he is right, Imperium has dealt with worse things than Great Hunger, but only time will tell. He may be wrong, he may be right, we may never find out. The last one is most propable, but hey, this will add some character flavour.

Theme song:

Note: I picked two space marine companions, mainly to compensate for lack of tolerance and will to cooperate with others. If this amount of space marines turns out to be too powerful, I can swap those out of several Imperial guardsmen.

It is strongly advised to go to wiki and read articles on space marines and their equipment to understand what I am saying and better realize the potential.
 
Martydi Martydi Beat me to it; I was actually gonna bring in my Multiverse-OC 1st Company Veteran Firedrake.
Who can stop you, at least I will have someone that I can cooperate with without having to resist the urge to scream "HERETIC" and slice them in half. Also, since my character is an apothecary, I'll be able to heal you from wounds and stuff.
 
Martydi Martydi As Miss GM has the final say on both our applications, there is no shame in trying. (Here we go!)


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Character Name: Firedrake Veteran Samael Mukasa.

Universe: Warhammer 40,000/Multiverse (OC)

Alignment: Lawful Good

Age: Presumed hundreds.

Sex: Male

Faction/Allegiance: Imperium of Man, Salamanders Chapter, 1st Company Vanguard Assault Marine


Equipment/Weapons:

-Mk. VII Aquila Power Armor: This version of basic Power Armor was also known as Imperator Armor. It is the contemporary variant of Power Armor most commonly used by the Space Marine Chapters of the Imperium.

-Plasma Pistol: This handheld death dealer carries all the destructive power of a Plasma Gun in a smaller format. Plasma Pistols make use of a micro-fusion nuclear reaction to superheat a cartridge of gas into the state of matter known as plasma and then release it in a concentrated blast of weapons fire using an electromagnetic bubble. Prone to overheating under constant fire, the user must maintain caution to prevent the pistol’s failsafe from kicking in, which could strip flesh from bone as the gun releases a cloud of superheated vapor to prevent the weapon from destroying itself.

-Pre-Heresy Thunder Edge Pattern Chainsword: Considered an archaic relic from the days leading into the Horus Heresy, this weapon’s modernized design into the 41st Millenium serves as a grim reminder of the largest civil war in the history of the Imperium. A favored close-combat weapon of the Imperium, the chainsword promises pain before death; changing from a growling roar to a piercing scream if it connects to armor.

x2 Fragmentation grenades: Each weighing 1 kilo, these grenades are designed to detonate in a hail of shrapnel and more often than not deny the enemy of cover. Their blast radius is 3-5m.


x2 Krak Grenades: Hidden away in a compartment on the back of the Marine’s armor are two heavy grenades whose destructive blast has been known to puncture into heavy armor and rip through fortifications.


Powered Armor Components:


Helmet - The armored reinforced headgear that protects an Astartes head.


Auto-senses - A Space Marine's helmet contains most of his armor's combat systems, all of which are referred to by one title -- Auto-senses. These include thought-activated comm-augers and audio-filters, targeting reticles and range finders, tactical displays, Auspex-links, and a host of other features that further enhance the Space Marine's already superhuman senses.


Photo Lenses - The photo lenses are the reinforced eye guards in the helmet that protect the Space Marine from dazzling light bursts. They also allow him to see into the infrared and ultraviolet ranges, as well as enabling vision in low-light conditions.


Respirator Vox Grill - The Vox grill can amplify a Space Marine's battle cries to deafening volumes. It also contains a respirator to filter out toxins and can be shut off with a thought, drawing instead upon an internal oxygen supply.


Gorget - Part of the armor that protects the throat.


Pauldron - The auto-reactive shoulder guards are shaped to deflect as well as absorb incoming blows, these shoulder plates typically display Adeptus Astartes identification markings, including Chapter symbols, company and squad markings, as well as many other honor badges.


Gauntlet - The armored glove that protects both the hand and the wrist.


Cuisses - The part of the armor that protects the thigh.


Plastron - The armored chest plate that is designed to protect the suit's armored power cables, and more importantly, the Astartes vital organs. It is typically adorned with the Imperial Aquila or the Imperialis honor for more veteran Space Marines.


Counter - Part of the armor that protects the elbow.


Vambrace - Part of the armor that protects the forearm.


Poleyn - Part of the armor that protects the knee.


Greaves - Part of the armor that protects the lower leg. The greaves incorporate gyroscopic stabilisers and power units that can magnetise the soles of the armour's boots for combat in zero-gravity or other unstable conditions.


Sabaton - The armored boot that protects the foot.


Backpack Power Unit- This backpack houses the primary power core for Space Marine armor, as well as reserve cells and an emergency solar collector.


Life Signs Monitor - Adeptus Astartes Power Armor contains a suite of life-support functions, including an auto-medicae equipped with various painkillers, combat stimulants and anti-venoms.


Temperature Regulator - Astartes Power Armor automatically maintains the Space Marine's temperature. Heat is provided by the power core and thermal build-up can be vented via the backpack's distinctive nozzles. As a result, a Space Marine can fight anywhere, in the cold vacuum of space or the raging heart of a volcano, without even noticing the change of temperature.


Nutrient Reservoir - Astartes Power Armor contains a self-replenishing, high-energy liquid food store that can sustain a Space Marine's metabolism without need for further nourishment. During battle, there is no need for a Space Marine to stop to eat or drink.



Skills/Powers: Samael possesses all 19 gene-seed implants.


List of Organs that follow with the Gene-seed:


Secondary Heart

Phase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.


Ossmodula:

Phase 2: A small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet.This drastically alters the way a Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.


Biscopea

Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.


Haemastamen

Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.


Larraman's Organ

Phase 5: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the bloodstream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer.


Catalepsean Node

Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marines survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.


Preomnor

Phase 7: This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.


Omophagea

Phase 8: This implant, also called "the Remembrancer", allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.


Multi-lung

Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.


Occulobe

Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.


Lyman's Ear

Phase 11: Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.


Sus-an Membrane

Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years.


Melanchromic Organ

Phase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.


Oolitic Kidney

Phase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.


Neuroglottis

Phase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.


Mucranoid

Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.


Betcher's Gland

Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palate. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.


Progenoids

Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.


Black Carapace

Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace’s surface. This allows a Space Marine to interface directly with his Power Armor. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armour and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle.]


Backstory: Prior to arriving to the Multiverse, Samael was born on Noctune and displayed exceptional skills in metallurgy and blacksmanship, and he was quickly recruited into the Salamander’s chapter. It was at some point prior to defending Noctune from an enemy incursion (The Fall of Noctune), that he was transported into the Multiverse. From here, he has made a startling revelation through being convinced by one of his Brother-Cousins, an Astartes from the Pre-Heresy Space Wolves’ Chapter Asbjorn Lerud. As such as the Salamander and Lamenter’s chapters, they have shown the most ‘pureness; for the individual Human in terms of protecting and guarding them; unwilling to let innocent civilians be sacrificed en-masse for the glory of the Emperor.

Weaknesses: Magic, heavy rounds, highly concentrated beams of energy, plasma, lightning, electromagnetic pulses- anything goes. They are walking tanks, but they’re not invincible. Generally speaking, the Mk. VII Powered Armor can withstand several direct hits from a .75 caliber Bolter. A .50, 30mm and any autocannons have the potential to compromise the armor and puncture internal organs. Anything below a .30mm in terms of ballistic projectiles would effectively bounce off, flatten, or disintegrate. Energy weapons by default, provided they exceed the Ceramite armor’s threshold, can ‘sweat’ or outright melt the armor away. High Explosives such as a 105 or 120mm cannon can knock the Marine back or outright tear them like tissue paper, depending how far away they are from the splash radius.

Quotes: "We are His Sword, and His Shield. Heretics will taste the Allfather's Wraith."
 
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Name: Cassandra Jane Marshall
Nicknames: Cassie
Alignment: Neutral Good
Fandom: Animorphs
Age: 15
Gender and Sexuality: Girl, bisexual

Appearance: Cassie’s five feet tall, with very short black hair, big brown eyes, and dark brown skin. A little on the chubby side, usually wearing baggy jeans and a flannel—she has no time for fashion.

Personality: Compassionate, clever, and a little awkward, Cassie’s usually content to hang back and let her friends do the talking. She loves animals, and usually spends her afternoons hiking in the woods behind her house or helping her father, a wildlife veterinarian. She can be indecisive, and like most teenagers, is still figuring out how to do the right thing. She makes mistakes a lot.

Backstory: Cassie was a ordinary SoCal teenager, right up until the day when she and her friends decided to take a shortcut through an abandoned construction site. If you’ve been to a Scholastics Book Fair in the past twenty years, you know the rest of the story.

If not, well—the short version is that aliens are invading Earth. They’re all around, they’re invisible, and Cassie and her friends are the only ones who can stop them. Another, nicer alien enabled them to do that by giving them the power to turn into any animal on earth. They’ve been fighting a secret war for the past two years. During that time, they’ve time-traveled, gone to other planets, met robots, and turned into a wide variety of animals. It hasn’t been great for her biology grade.

Skills/Powers:

-Cassie can turn into any animal that she has touched for up to two hours at a time. Any injuries that she acquires in her animal form will disappear when she turns back into a human.
-She knows a lot about animals and veterinary medicine, and biology in general.
-She’s a really good horseback rider.
-As of 1999, has Nine Inch Nails’ and Boys II Men’s entire discography memorized.

Weaknesses:
-She cannot lie to save her life.
-Indecisive.
-If possible, she’s even less capable of long-term planning than the average teenager. Fighting a war will do that to you.

Gear: A pink backpack with a flashlight keychain, containing:
-3 pencils
-2 spiral notebooks, labeled Geometry and Spanish, respectively
-1 Basic Geometry textbook
-1 plastic water bottle
-1 Swiss Army knife
-1 package of skittles
-1 Mission Bay High School student ID for Marshall, Cassandra J
-$10.27

Quotes:

“Amid all the conflict and fear and rage, I could still look for the enemy who might become a friend. It wasn’t a perfect answer, but it was the best I could do.”

“And even though I don’t actually hug trees, I do care about them. Which makes me nice, right? A girl who cares about trees can’t be anything but nice. Unless that girl has also ripped a living creature’s throat out with her bare teeth.”

Goals: Save the world, get her learner’s permit. The usual teenage stuff.
 

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