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Fandom Multiverse Protection Brigade: CS

Main
Here
OOC
Here
Lore
Here
Male Half:
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Height: 6' 3½" (1.92 m)
Weight: 181 lbs.
Voice
Female Half:
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Height: 5' 10½" (1.79 m)
Weight: 150 lbs.
Voice
Name: Steven Kaoru Freeling
Age: 16
Gender: Male
Backstory:
Steve was born to an American father of German descent and a Japanese mother who, despite being married, could often only be together over vacation because they held government office in their respective countries. As a result, he has often been passed around between the two. His father and mother gave him his first and middle name, respectively, feeling that, in this way, he would feel them both always with him. When Steve was four years old and living with his mother in Japan, his maternal grandmother, a bigot who hated his father, kidnapped him and took him to the cursed springs in Jusenkyo, China. There she attempted to drown him, thinking he couldn't swim. It not only turned out that Steve could in fact swim but that she had tried to drown him in the Spring of Drowned Girl. Steve's mother soon caught onto her own mother's scheme and had her arrested, coming to Jusenkyo personally in order to retrieve him herself, though upon her arrival, she was understandably stunned to find that her son had become her daughter. Steve was immediately relieved to find that he could change back with hot water. Regardless, he's had to deal with this curse ever since and it has not made his life easy, with people of both sexes either pursuing romantically or attempting to attack both his male and female halves. He's also managed to get into all manner of trouble, including angering drug lords and gangsters who wanted to subjugate his two neighborhoods when he wouldn't bow down to them. He goes by his first name while male and his middle name while female.
Personality:
Steve is tough, cocky, and stubborn; he won't go down without a fight and he refuses to wear a dress or a skirt while in girl form no matter what. He is also friendly, kind, and selfless; most who meet him like him and he will do whatever is necessary to help someone in need due to the fact that he does his best to be fair and he hates to see others mistreated. At the same time, he can be a little too honest; if he thinks someone is a horrible person, he'll call them out on it no matter who they are. He is also considerably brave though he suffers from a crippling fear of snakes to the point that he runs away at the very sight of one. Only friends, i.e. members of the Brigade can turn him into a girl and get away with it; he at least knows a friend is likely doing it either as a harmless prank or for his own safety rather than as a cheat to make him weaker.
Home fandom: Ranma ½
Powers/Skills:
Steve is very intelligent and speaks English, German, and Japanese fluently. His will is strong enough that attempts at mind control typically die right off the bat; illusion tactics usually suffer a similar fate since he is typically able to discern reality from fantasy. He is an expert swimmer and a fast runner. He can turn into a girl when doused with cold water and back into a boy when doused with hot water and he sometimes uses this to (reluctantly) hide from the most dangerous of enemies. He also possesses brute strength, though it is weakened when he turns into a girl. Fist fighting comes naturally to him though it is somewhat wild and sloppy due to his lack of martial arts training and he also has an accurate aim. He is a natural at steering vehicles of all kinds.
Items:
A red motorcycle with a top speed of 12,000 RPM and computer-controlled anti-lock brakes
A wooden baseball bat
A laser rifle with a battery pack that has to be recharged after every 10 shots
A wallet with his ID, 300 US Dollars, and 30,000 Japanese Yen
A backpack stocked with food and clothing
Orientation: Heterosexual
Affiliation: Whoever needs his help​
 
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Name: Jak/Mar and Daxter
Age: Both are 18
Gender: Male
Personality (you can just list traits if you want):
Home fandom: Jak and Daxter fandom- Jak 3
Powers/Skills:

Dark Jak
Dark Jak
Light Jak
Light Jak
Weapons:
Morph Gun can change into 16 different weapons.

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Items: Armor of Mar/Morph gun and upgrades
Orientation: Straight
Affiliation: Chaotic Good
 
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Art Credit

Name: Inari

Age: 19

Gender: male

Personality (you can just list traits if you want): Inari is a very quick-paced and thoughtful guy, tending to show a more mature and quiet attitude while around others. He’s a bit of an open book despite his serious nature and has a professional air about him constantly. Being both open to new experiences while respecting others, he’s hard to catch in a negative mood and is slow to anger, and he typically gets along well with others. He appears to be a bit stubborn about being a loner even with these qualities and tends to take the easiest way out of every possible situation.

With his job as the lead for a gang of misplaced bandits, he does feel bad for those they threaten and steal from but realizes that it’s for his own living. He’s determined, hardy, crafty, and a surprisingly good actor, and can be extremely loyal if he’s known someone for a while.


Background: He grew up in the American West without any family or money and lived as a savage fox-boy for the first five years of his life. He had stolen or caught his own food, clothing, medicine, etc. until a wandering gunslinger found and decided to adopt him. It was less a loving family than someone who wished to pass on his skills, and so Inari’s training began. The gunslinger was generous enough to give him a gun and some ammo along with some food scraps. In Inari’s late teen years, the gunslinger was outmatched in a duel and was shot, leaving Inari back to his own instincts and the guy’s prize pistols.

Inari bolted, and turned back to a life of crime to survive. He made earnings from a career he picked up as a bounty hunter, honing his abilities as a sharp shooter until he was notorious through the land. This wealth was saved up through the few jobs Inari’s honor code allowed and his numerous break ins or thefts until he finally got enough to catch a train to the city. The port city he was brought to had a very steam-punky start up, and with the remainder of his allowance he somehow earned himself a small airship. In short, Inari learned how to trick up his ship and guns, stole the city’s portal creator, and set about trying to find the outcasts just like himself to join his gang of bandits.


Home fandom: none/oc

Powers/Skills: one of the best gunslingers in the known universe, extremely good stealth and speed, feral instincts, the enhanced senses of a fox

Items: four quick-shot pistols, his airship, a knife, and his hand-made uniform

Orientation: bisexual

Affiliation: (villains) a rag-tag group of pirates trying to make a living (totally open to join!)


Don’t think I saw anyone taking the other side, so feel free to join his group if anyone wants! ^^
 
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"The healthy human mind doesn't wake up in the morning thinking this is its last day on Earth."


Name:
Captain John Price

Age:
Mid 40s (I think)

Gender:
Male

Personality (you can just list traits if you want):
A calm, assertive and downright courageous. This British man seems to be the epitome of what it means to be a good leader. Showing professionalism in his field of work. Price shows authority and confidence on what he does, especially on the enemy. The man can hatch alternative plans on the spot even in the heat of battle making him a very quick witted and cool headed when it comes to tactical intelligence. As a soldier of the military, he possesses a lot of the traits that a soldier should have. Among of those traits is his fearlessness, Price is a mad courageous to the point that nothing scares him. He has survived a lot of lethal death experiences, enough to make any mortal man experience post traumatic stress disorder. To Captain Price, "It's just another day in the office". He may look like an intimidating man to approach to but he does have soft side for the civilians and the innocents, giving a more softer tone while versa on others. In fact he even slips out his sense of humor out on his work in rare occasions. He is a man who has heart to protect the innocents, guts to lead a team safely and show fear to the enemy. Truly worthy of being called Captain Price.

Home fandom:
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Powers/Skills:
Despite the fact that he doesn't have any supernatural abilities to go toe to toe with the supernatural forces. Price does make up for his inhuman skills and physique

Expert marksman- It's no surprise that Price is a prodigy behind the gun. A fact why he has saved a lot of lives and survived this long of a lifetime. Preferring long range combat, although he just as good up close. Capable of pushing a team through gunfire support, taking a life in a blink of an eye.

Stealth- Disappearing from enemy sight is also another one of his skills. Capable of sneaking around without getting caught until he slips up or gets caught with a an enemy whom is aware of his presence.

Close quarters combatant- Battling up close was never an easy job for soldiers. Captain Price is just as dangerous as he is from sniping distance. Price is a quick killer, having the skills to actually kill another soldier with just a quick swing of a knife.

Tactical leader- A natural born leader. When it comes to tactical battles, plans and strategies. Captain Price is able to lead a team, utilizing each member and their specialties. Even instructing team members individually.

Understands Russian-Self explanatory

Inhuman tenacity- It seems like for a mortal old man, almost he can take on anything and still get up, run around and live another day. He can take up a lot of bullets before going down. He can survive a lot of punishment for man his age. Sometimes he can even heal himself completely.

Items:
*Standard frag grenades (4x)
*Combat knife
*Standard flash bang grenades (4x)
*Night vision goggles
*Gasmask
*M14 EBR (Semi automatic sniper rifle also comes with silencer)
*M1911 (Semi auto pistol comes with silencer also)

Orientation:
Heterosexual

Affiliation:

MPB, SAS, British Army
 
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Name: Suwako Moriya

Age: 2,300

Gender: Female

Personality: The Original Native God of Earthliness, Suwako has a mixed bag of both child-like and adult personality traits. She treats most encounters as games and will happily bet with her opponent on the outcome of a battle. She has a particularly monotone way of speaking but possesses a will of iron when she gets determined to do something. She cannot abide by the hurting of frogs or other reptiles and dislikes all things connected to the sky, preferring to keep her feet planted to the ground. She also speaks very bluntly and is forward with people to a degree of being unsettling. She has a tendency to say 'kero' at the end of sentences or when startled. She also hops when startled or trying to move a large distance.

Home fandom: Touhou

Powers/Skills:

Suwako's ability specifically refers to the element of Kun (坤), one of the eight trigrams in Taoist philosophy that means creating Earth. Kun is exactly the pinnacle of the native god and is associated with acceptance, devotion, subtlety, flexibility, and reacting to others rather than acting first.

- "swimming" through the ground
- summoning magma, geysers, various rocks and minerals
- growing plants instantly
- bending rivers
- Frog tongue
- Can hop several meters off the ground (roughly 20 to 25 meters)

Mishaguji

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The Mishaguji have abilities as curse gods and as harvest gods. Grain sprouts in their wake, but their breath can render land barren. Suwako also uses them to flatten land and dig tunnels. The are made of stone.

Items:
-A set of steel rings, each about a meter wide. Razor sharp and designed for fighting.

Orientation: Only people close to their own age.

Affiliation: Minor Villian, Pirate group
 
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Names: The Emperor's Champion, The Orochi, Oni

Age: Early-Twenties

Gender: Female

Personality: A warrior with near unmatched skill and cunning, which has earned them a reputation as perhaps the greatest warrior of her era. Despite this reputation, the Orochi is modest about their own abilities, and tends to never underestimated any opponent presented before them, making them all the more difficult to overcome. They are calm under pressure and tactically minded, their only true flaw is their tendency to be blunt and speak their own mind, something that actually ended up with them being imprisoned after they foolishly spoke out against the Emperor. Despite this, they still maintained fierce loyalty to the Emperor, and after their abrupt death, extended that loyalty to the Dawn Empire as a whole.

Backstory: The Emperor's Champion hails from the Dawn Empire, a remnant of a once much more prosperous society that existed roughly a thousand years ago. This civilization, like all others in the world, were devastated by the Great Cataclysm, although the extent of this devastation was far worse than what had happened to any other civilization, as their entire island home simply sunk beneath the waves, leaving few survivors. These survivors towards the mainland of their world, settling in an inhospitable swamp and jungle known as the Myre. Surrounded by enemies, few in number and living in one of the most inhospitable places in the world hardened the people of the Dawn Empire into fearsome and cunning warriors, with many of their own warriors being worth ten of any other civilization's warriors.

Much of the Emperor's Champion's early life is unknown, their officially known history when they came into service of the Emperor as an Orochi, an elite assassin-like warrior, often regarded as being worth 100 regular warriors. The Emperor's Champion skill far surpassed that of any other Orochi, or really any other warrior within the Dawn Empire. Their career, however, was cut short, when they spoke out against the Emperor, and they spent an unknown amount of time languishing in a prison cell. Freedom would come to them when the northerners came down from the icy lands of Valkenheim and pillaged their way through the Myre, and reached the Imperial Palace itself. With the Emperor's Champion freed, the tide turned and the raiders were pushed out. However, right as the palace was reclaimed, the true mastermind behind the Great Raid revealed herself, as hundreds of elite knights from the Blackstone Legion, led by the warlord Apollyon, stormed the Palace, tearing through the battered defenders and seizing control of the palace. The entire royal family was slaughtered, along with all but the most vicious of the Daimyo, leaving the Empire fractured as the remaining Daimyo began to battle for dominance. The only Daimyo who was not morally abhorrent who was still alive was Ayu, the Emperor's Champion former lord before they served the Emperor directly.

With the Emperor's Champion's help, Ayu managed to defeat the other Daimyo, killing all but one, and reuniting the Empire under Ayu's rule, and driving the raiders from Valkenheim out of the Myre. After this, Ayu mustered all of the Empire's forces and marched towards Ashfeld, home of the knightly legions, and more importantly, Apollyon, who had come to rule the land as the most powerful warlord, and plunging it into constant war. Leading the charge was the Emperor's Champion, who defeated all who rose to stop their advanced and mustered rebellious legions against Apollyon. Together, this combined force laid siege to Apollyon's great fortress and the Emperor's Champion led the way as they stormed the mighty castle, eventually managing to meet Apollyon in combat, one on one. The two were evenly matched, with Apollyon having been considered by many to be undefeatable in single battle prior to this duel. In the end, the Emperor's Champion won the duel, but was unable to prevent Apollyon's master plan, as the loose alliance already began to dissolve, and for scale war broke out between not only the Knightly Legions and the Dawn Empire, but also the Valkenheim Northerners, who couldn't help but join in on the chaos.

The Emperor's Champion would find themselves constantly thrust into battle in the following years, valiantly defending the Empire from utter annihilation, until one day, she would find herself awakening in a strange land, with no recollection of how she got there.

Home Fandom: For Honor

Skills:

Master Duelist: Despite their young age, the Emperor's Champion can reliably take on any opponent in a duel and so long as they do not have any sort of magic that could drastically type the balance in their opponent's favor.

Skilled Ranged Combatant: The Emperor's Champion is proficient with various ranged weapons, both bows and thrown weapons, and is able to seamlessly switch to them in battle and even combo them with their melee attacks

Survivalist: The Emperor's Champion is capable of navigating the roughest of terrain with ease, and of living off the land almost indefinitely. On top of that, she is also capable of using the environment around her as a weapon.

Items:

Uchigatana: The most common weapon used by the Samurai class with the Dawn Empire, it is roughly 65 cm in length and is designed for fast, smooth strikes on foot. It is finely crafted and often times handed down across several generations of warriors, as such a hard to make sword is nearly priceless for most within any culture. In many positions, the angle it comes out of the sheath is already one of the most effective strikes possible, making the weapon capable of quick opening moves, ending a battle before it really even begins.

Tanto: a short blade, around 20 cm in length, used as an off hand blade, dagger or knife, which can be used in both combat and has a survivalist's tool.

Yumi: A Japanese longbow, well balanced with a strong draw weight, that comes with arrows capable of piercing most medieval armors with relative ease. Is able to be used both on foot and on horseback.

Kunai: A small, throwable dagger, used commonly to get a quick strike or kill on an opponent before closing the distance.

Lamellar Armor: A type of armor made from small iron plates arranged in hundreds or even thousands of small rectangular scales around the most vital portion's of a warrior's body, offering surprisingly lightweight and decently well protected armor, perfect for a combatant quick on their feet like an Orochi.

Orientation: Bisexual, although relatively apathetic when it comes to this

Affiliation: Dawn Empire (currently no affiliation outside of her own world)
 
Name: Lyra Clarise

Age: 25

Gender: Female

Faction: Frontier Militia

Branch: Special Recon Service (SRS) [Formerly], 6-4's [Current]

Physical Description:
Lyra stands at a tall 6’0”, and, out of uniform, the most immediate features are dark hazel eyes, and a pale, freckled complexion with short, deep Amber-colored hair. She is fairly athletically built



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Backstory: Lyra grew up on the outer colony of Typhon as an orphan due to the IMC's reckless occupation; losing both of her parents when she was only 12 in one of their "raids" when it was discovered that her father was an undercover Militia Commander. This was shortly prior to the battle of Typhon, and amidst the ensuing chaos, Lyra was picked up by a Militia patrol who took her into their care aboard the FTM Iroquois. For the next six years, Lyra was cared for, trained and educated by both Militia soldiers, Naval personnel and other refugee Civilians. Lyra displayed an innate ability to sneak around the ship almost undetected; able to vertically mantle, climb and fit into otherwise inaccessible areas. Militia Command had taken note of this, and instead of assigning her to a Class-IV Rifleman position, they instead began to train her as a Pilot in the Special Recon Service, or SRS.

Lyra graduated as a Class-II Pilot at 22, employed in the SRS for three years before making the decision to transfer over to the 6-4's; a freelance mercenary group dedicated to protecting the Frontier on their own terms. With the Fold Weapon's destruction at the hands of Pilot Jack Cooper, the weapon's detonation caused a cataclysmic shift in time; seemingly transporting the duo to an unknown location.

Personality: Lyra is remarkably quiet and withdrawn around unfamiliar faces as well as when she's ground-side, only speaking up when addressed or out of necessity. However in the compartment of her Titan as well as people she's warmed up to, a much more friendly and boisterious attitude graces the Pilot.

Morality: Lyra, despite her orphanage at a young age, feels that her current life is altogether more fulfilling as a Pilot, with her family ties regarded as belonging to the Militia and the 6-4's. Her parents' untimely deaths still haunts her, as she wishes they were still alive, yet wouldn't want have wanted to see them continuously struggle under the IMC's grip prior to the battle of Typhon. Lyra is objective, logical and realistic; preferring to keep her professionalism and excellence at the forefront of the mission and save the grieving for later.


Apparel:

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Pilot Abilities:

-Cloak: This device shrouds the user in signature-masking particulate matter; distorting and bending light around the wearer to become nearly invisible to the naked eye. Undetectable by most thermal and infrared detection systems, the device is often used to either get the drop on the enemy or escape a hostile attack. It only lasts for six seconds.

Weapon:

D-101 'Longbow' Designated Marksman Rifle (DMR): This x6 scoped, semi-automatic precision rifle carries a magazine of six high-velocity rounds. Issued to most Marksman units of the Frontier Militia, in the hands of a Pilot, this weapon is one of the best sniper rifles in its class.

Combat-Advanced-Round (C.A.R) SMG: This submachine gun lacks in capacity and fire-rate, however trades off well for damage output and ergonomics. At long and moderate ranges, the SMG is entirely ineffective and is much more suited for indoor engagements and CQB.


Anti-Titan Weapon:

-Charge Rifle: This portable, stowable weapon fires a Directed-Energy Laser when fully charged; the beam able to cut through most objects with redicilous ease and over-penetrate any targets caught inside the line of fire. The only significant drawback is that the weapon will not fire unless fully charged, and the charging time takes 2.3 seconds. It is imperative that the user is mindful of their environment before risking exposure in order to fire this weapon.

TITAN

All Titans have built-in energy shields, have the ability to discharge electrified smoke which is used as a deterrent to pilots that might jump onto your titan, a dome shield, which is deployed when the Titan is deployed from the atmosphere, and an optional ability to auto-eject the pilot, should the Titan believe it to be in immediate danger.

Furthermore, all Titans follow these three protocols:

PROTOCOL 1: Link to Pilot
Pilots and Titans share a very unique and distinct bond with one another. While the pilot may control the Titan, the Titan also aids the pilot in keeping track of situational changes in the battlefield, hazards, or potential solutions to problems that may arise.

PROTOCOL 2: Uphold the Mission
The mission of a Titan and the pilot is usually always of extreme importance. It is usually a matter of do or die.

PROTOCOL 3: Protect the Pilot
The only thing more important than the mission is the Pilot. Pilots are not easily replaced, and the Titan must do everything in its power to protect them.

latest



Titan Name: Echo Victor 1156 ["Eve"]

Titan Variant: Tone

Primary Weapon:

40mm Tracker Cannon: Solely carried by the Tone Titan, this massive rifle fires 40mm High Explosive shells partially guided to the target if a successful lock is made.

Description: EV-1156 is a Tone-Class Titan; excelling at primarily laying waste to other Titans via overbearing firepower. This Titan is known for, although being slightly more armored as a tradeoff for speed, able to hold its own in most combat situations, especially against other Pilots and Titans.

Titan Abilities:

Tracking Rockets: Paired with the Tone's Sonar Lock, these Tracker Rockets can lock onto five missiles fired in a salvo once a lock-on has been established. The missiles will relentlessly persue the target lock, making obstruction vital for the missiles to reach their target.

Sonar Lock: Housed in a grenade-like launching device known as an Acolyte Pod, the projectile will be launched from the left of the Tone and deploy on the ground. From there, it will emit a radial pulse that can detect signatures through cover and walls.

Particle Wall: Launched from the Tone's right hand, this one-way concave energy field blocks projectiles facing the Titan, while allowing the Tone to fire at targets through the other end of the shield. This shield is susceptible to flanks.

Salvo Core: The most powerful ability of its arsenal, the Titan will raise both of its Acolyte Pods and fire a total of 48 wire-guided missiles. Direct line of sight is also essential, and these missiles can be 'visually steered' to hit targets behind moderate cover or buildings.

Titan Weaknesses: The Tone is not meant for mobility; having a tradeoff for armor. As a result, a varied mix between defensive and offensive tactics is required to triumph in combat, as it will hav a difficult time running away from its enemies.

TitanOS [GEN2]: There is no greater bond between a Pilot and their Titan. The Titan Operating System (TitanOS) is the most critical component of any Titan, and requires a neural link with the Pilot in order to be fully effective in combat. Contrarily, the Titan does not mirror the Pilot's consciousness, however appears to imprint onto the Pilot. The AI is therefore able to monitor Pilot vitals and track their location through their helmet camera, as well as provide critical battlefield updates, communicate with other Titans or mechanical systems, and overall serve to be a lasting companion to a Pilot. Some world argue that Titans are little more than an extension of a Pilot, but any Pilot who's been assigned a Titan knows that the claim couldn't be farther from the truth.
 
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"Imagination Is The Essence Of Discovery."
Name:
Winston
Age: 29
Gender: Male
Sexuality: Gorrilla
Fandom: Overwatch
Appearance:
350px-Winston-portrait.png
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Power/s:

Primal Fury- Please don't make him angry. When he is, Winston embraces his animal nature, significantly boosting his health and making him very difficult to kill, strengthening his melee attack, and allowing him to use his Jump Pack ability more frequently. While raging, Winston can only make melee and Jump Pack attacks.
Enhanced Intellect- Because of the experiments that Winston under went, Winston has a high intellect.

Weapon/s:
Tesla Cannon- Winston’s weapon fires a short-range electric barrage for as long as he holds down the trigger.
Jump Pack- Assisted by his energy pack, Winston lunges through the air, dealing significant damage and staggering nearby enemies when he lands.
Barrier Projector- Winston’s barrier projector extends a bubble-shaped field that absorbs damage until it's destroyed. Allies protected by the barrier can return fire from within it.

Skills:
Tank- More then capable of taking multiple hits while vanguarding an assault.
Brawler- A giant gorilla with immense strength flailing his arms around is going to knock over some people.
Extremely talented with technology and science- Self explanatory, it's why he's teaching it.

Personality:
A super-intelligent, genetically engineered gorilla, Winston is a brilliant scientist and a champion for humanity's potential. Since a young age, he has shown limitless curiosity for the world around him, but also has a fondness for stories, especially those passed down from generation to generation. By his own admission, he tends to overthink things, is a perfectionist, and tends to ramble.As an ape among humans, he gets regular remarks on this subject, including references to old video games.
When Winston loses his temper, Winston becomes a raging ape. In his off-time, he enjoys peanut butter and bananas.[6] He has stated/joked that his love of the former is due to his genetic therapy
Bio:
Pre-Overwatch
The Horizon Lunar Colony was established as a first step for humanity's renewed exploration of space. Among its residents was a group of genetically enhanced gorillas that were intended to test the effects of prolonged habitation in space.
One gorilla, designated Specimen 28, displayed such rapid brain development from the gene therapy that he was taken under the wing of Dr. Harold Winston, who taught him science and inspired him with tales of human ingenuity. One day, after the young ape had stolen Harold's glasses, Harold showed the ape Earth just as they were over Africa, as it appeared from the moon (prior to this, the ape had only seen the barren moonscape). Harold told him to not see the world how it was, but how it could be.
The young gorilla passed his days assisting with the scientists' experiments, watching the distant blue world outside his habitat window, dreaming of the endless possibilities that awaited him there. He enjoyed life at Horizon, and regarded the human scientists as his family, and Dr.Winston his father. Lexigrams were used as part of his education process, and one day on Lunar New Year, Winston challenged the young ape to read Journey to the West. The gorilla's imagination was captured by the heroic monk Tang Sanzang and his ragtag group of disciples' quest for redemption. As a result, the ape was reminded of his younger days every Lunar New Year; Dr Winston telling him the story remained one of his most treasured memories.
Winston becomes a member of Overwatch
But his life was thrown into chaos when the other gorillas led an uprising, killed the mission scientists, and claimed the colony for their own. With nothing left, and unwanted by his fellow gorillas, the ape took on the name of his beloved human caretaker. So named "Winston," the ape built a makeshift rocket and escaped to Earth. There he found a new home with Overwatch, an organization that represented everything he had come to admire about humanity. Winston was finally able to live up to the heroic ideal that had been instilled in him. However, he knew that one day, he would have to return to his former home.
Overwatch
While in Overwatch, Winston looked up to Ana Amari. Gabriel Reyes appears to have detested his presence within the organization. Hollywood once asked him to feature in a movie.
Tracer
Winston was also responsible for designing the chronal accelerator, providing a solution to Tracer's chronal disassociation. Winston would watch over Tracer's training at the Overwatch Headquarters, with the help of Dr. Ziegler, and believed that if she showed no signs of trouble, she would be ready for active duty.
Doomfist
Alongside Overwatch agents Genji and Tracer, Winston fought Doomfist. Winston initially tried to defeat Doomfist using his tesla cannon, but was ineffective, and he was sent hurtling. He eventually came to his feet, but not before Tracer and Genji had been incapacitated. Unleashing his primal rage, Winston charged Doomfist directly, and engaged him in close quarters. Winston defeated Doomfist, who was imprisoned. A newspaper article of the time coined the phrase "primal punch" (even though Winston didn't appear to have actually said that) when reporting on the event. Years after the event, this catchphrase remained associated with Winston's actions.
Post-Overwatch
After the fall of Overwatch, Winston again went into seclusion, once again cut off from the world he believed in, but longing for the days of heroism to return.
Recall
While in his lab at Watchpoint: Gibraltar, pondering once again whether he should give Overwatch agents a recall order, the base came under attack by Talon operatives led by Reaper. With Winston distracted by Talon, Reaper infected his computer with a virus and attempted to download the Overwatch agent database, which would give the current location of any agent. Winston managed to best the operatives and Reaper, stop the download and quarantine the virus at the last moment. After the close call and restoring the system, he made his decision and initiated the recall. When Tracer received the signal she immediately called Winston, delighted to hear from him.[8]
Are You With Us?
With the intent of reforming Overwatch, Winston prepared a speech to try and get its former agents to come back to the organization. After spending most of his day trying and failing to deliver it, Winston delivered the frank truth that while the world had turned against them, the state of the world showed the need for Overwatch to return. Set to repeat on the Overwatch emergency frequency, the signal (though weak) reached Ecopoint: Antarctica despite being cut off from satellite communications, and automatically brought Mei out of cryostasis.
Day at the Museum
Sometime later, Winston got back in action when Reaper and Widowmaker attempted to retrieve Doomfist's gauntlet. Teaming up with Tracer however, he was able to stop the heist, and engaged in pursuit of the villains.
Return to Gibraltar
As part of his intent to reform Overwatch, Winston returned to Watchpoint: Gibraltar, an old Overwatch outpost that had once stood guard over the Mediterranean. He intended to launch a satellite drone in an effort to restore Overwatch's communications network.
The drone was successfully launched, and he looked on with pride.
Reflections
During the holiday season after Overwatch's recall, Winston invited Tracer to dinner with him in Gibraltar. Believing that Tracer had missed their gathering, Winston told Athena that they were likely alone again for Christmas. Athena sarcastically began "party mode," causing Winston to chuckle. He then reminisced over a photo of a young him and Dr. Harold Winston, and wondered how everyone else was spending the holidays. Before Winston began eating, Tracer arrived with her girlfriend Emily. Tracer endearingly apologized to Winston, calling him "big guy," before the three of them embraced in a hug. The three then began celebrating the holidays over a special meal
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"Young men with a mind for revenge need little encouragement. They need guidance. You, above all, should know the consequences of your actions."
Name: Alfred Pennyworth
Age: Late 80s
Gender: Male
Sexuality: Hetroseuxal
Fandom: Batman
Appearance:
latest
Power/s:
Patience, and a huge capacity for working
Weapon/s:
Tools for House-making
Firearms
Skills:
Skilled actor
Trained in emergency medical techniques
Proficient with mechanical and computer systems
Expert in domestic sciences
Unflappable manner
Unlike Batman, perfectly willing to wield firearms during times of crisis
Personality:
Alfred has taken on the role as Bruce Wayne's surrogate father after the death of his parents. Aside from that, Alfred has exhibited traits of loyalty, intelligent, caring, hardworking, tireless, sometimes sarcastic, wise, brave, bold, protective, kind and fatherly. Alfred is also quite witty in his remarks, often using his wit in expressing himself. But when things are serious, or if everybody is down, Alfred knows what to say and do to pick up everybody's spirit. Despite being dis-comfortable and worried about Bruce's role as Batman (this is best shown when he cleaning, he beared a look a concern while holding the mask), he none of the less supports him in his crusade to ride Gotham of Crime.
Bio:
More or less Alfred's Bio: Alfred Pennyworth
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(https://i.pinimg.com/originals/f6/10/9e/f6109e0435ad9d76962fa32327232258.jpg )
Name: Blain Arrowleaf
Age: 34
Gender: Male
Personality: Blain is a serious minded, almost humorless man. He is quite gruff, forward, and honest, often telling what's on his mind in any situation, no matter whose feeling's it hurts in the first place. He is quick tempered and will fly into a rage at the smallest of provocations. However, underneath his rough exterior is a kind, warm-hearted man who would do anything to aid his friends and those in need.
Home fandom: OC from Forgotten Realms Forgotten Realms.
Powers/Skills: Blain is a skilled archer, tracker, and survivalist who is able to survive in most kinds of wildernesses. He is also great with animals, able to calm them down, tame them, and, with a boon from the goddess Mielikki, is able to communicate with them.
Items: His trusty bow and a quiver of arrows. A first aid kit he takes with him wherever he goes, a idol to Mielikki, and dried fruit
Orientation: Straight
Affiliation MPB


(https://image.shutterstock.com/disp...for-sign-up-high-quality-vector-590279585.jpg )
Name: The Chairman
Age: Unknown but is speculated to be in his mid 40s
Gender: Male
Personality: The Chairman is a callous, ruthless, individual who will do anything to accomplish both his personal goals and the goals of the Mutiversal Trade Union, regardless of the consequences for both his company, and for the Universe he "harvests" from. In most situation, The Chair is a cool, cold, and calculating individual and seems to remain calm even in the mids of the firest arguemts among his "compatriots on the Board of Trustees. However, he has a darker, more sinister side that is often seen wgen dealing with enemies of the MTU, especially to members of the MPB and the LP, his sworn foes.
Home fandom: OC
Powers/Skills: The Chairman is a skilled strategist with a strong business acumen from 20 years of business experience. He is also skilled at intimidating both foes and enemies.
Items:N/A
Orientation: Straight
Affiliation: Multiversal Trading Union
 

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Name: Luka Millfy
Age: 27
Gender: Female
Personality:
A tomboy who dislikes needing to have a reason to act. Excels in reconnaissance and exploration, and has a strong tenacity for treasure hunting. However her need to get treasure often makes her forget the mission at hand.

Home fandom:
Kaizoku Sentai Gokaiger
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Powers/Skills:
Luka is a melee fighter. While she lacks the strength compared to her teammates, she makes up for it with her resourcefulness and improvisation; wielding her Sabers like bladed whips through the wires of the Grappling hooks within the hilts or joining them together to form a double sword. When performing a Gokai Change, she usually transforms into previous Yellow Rangers.

Items:
Mobilate - Morpher
Gokai Buckle
Gokai Sabre
Gokai Gun
Ranger Keys - Grants her the ability to transform and gain the powers of previous yellow rangers before her.
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Orientation:
Heterosexual

Affiliation:
Gokaiger, MFB​
 
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Name: David Cruise
Age: Early 30's
Gender: Male
Personality:
  • Adaptable
    Alert
    Lawful
    Clear-Headed
    Daring
Home fandom: Ka'tar a planet similar to planet Earth except his planet has billions of aliens and parasites that live in space

Powers/Skills: David aquires no powers but he does aquire skills he has a rifle that has three gear sets the first one is a laser that he can charge the beam into a ball of energy, the second is a bomb that he can shoot out and catch to throw at his opponents or an object in the way it has a 40 mile radius there are different bombs two of them the first is the 40 mile radius one called Seither when thrown and exploded a very light green gas comes out to knock his opponents unconscious for 20 minutes. The second one has a 45 mile radius and explodes upon contact from anything. Also his years of tracking aliens and parasites through out the universe has made him a hunter in space it's natural for him David created a tracking device that will allow him to track aliens and parasites. His last gear set is Cloaking he can blend in with his surroundings
Items: rifle, dagger he throws, and a tracker.
Orientation: Heterosexual
Affiliation: N/A
 
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“Alright, let’s do this shit..”

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“Star-Lord Style!”

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Name
Peter Quill

A.K.A.

latest


Age
38

Gender
Male

Personality
Peter Quill was abducted from Earth by the thieves and smugglers called the Ravagers. Their leader, Yondu Udonta raised Quill and showed him how to survive in deep space. Yondu also taught Quill how to be the perfect thief. Peter Quill is naturally upbeat and sarcastic and is known for looking on the bright side. It seems that his 1980s pop culture-laden references his life on Earth.

He is also very protective of his Sony Walkman that was given to him by his mother. This was shown numerous times when he attempted to assault a prison guard who took it, and when during the prison break, when Quill made his way back into the prison just to retrieve the device. Later, Quill's anger for his father was more focused due to Ego breaking the Walkman despite the confession that Ego had also murdered his mother.

Before joining the Guardians, Quill lived in the ways of an average criminal and thug, going so far as killing Korath's men and attempting to kill Korath himself when they seemingly threatened his well being as they were arresting him for interrogation by Ronan. Although, he only attacked them when he was aware that he could get the drop on them and win, as well as when he knew that he could not convince them to let him go. However, he merely stunned and knocked out the guards on the Kyln with his Quad Blasters instead of using lethal force, which shows that he only would kill to defend himself or in battles with foes that are outside the law, such as Ronan and Korath's men. He is very conscientious of his physical weaknesses, which prevents him from acting impulsive as he is always aware of the dangers of his actions, especially in combat.

Quill has shown he can be heroic; he was unwilling to watch Gamora die in space, so he exited his pod giving Gamora his mask, saving her life, nearly at the cost of his own. He was also the one who brought the Guardians together to save Xandar, showcasing his leadership qualities and a certain amount of charisma, since all the members were well-known outlaws.
Quill can create inventive, and often extremely unorthodox, solutions to problems on the fly. His confrontation with Ronan the Accuser is an example of this, distracting him long enough for Rocket and Drax to put the Enforcer back together to destroy Ronan's hammer to break loose the stone.

Due to being raised as a child by aliens, having possibly not learned just how weak humans are compared to other beings, he never suspected that he was half alien himself and assumed his inhuman resilience to be normal for any creature.

Fandom
latest


Powers/Skills


  • Expert Hand-To-Hand Combatant: Quill is an expert in close-quarters combat. He was able to hold his own against Gamora, an assassin trained by Thanos. He uses his two blasters as melee weapons to strike and knock his foes unconscious with a hard strike to the head. He was able to take down multiple Nova Corps, Kyln, and Sakaaran soldiers by striking them with the blasters.
  • Expert Thief: Raised by the Ravagers, Quill mastered the art of thievery and evasion. Though Star-Lord had a criminal record, thievery was not one of the charges, though Rhomann Dey picked him up for petty theft.
  • Expert Marksman: Quill is well-versed in the use of weapons from all over the galaxy, but he prefers using his own Quad Blasters, which he is shown to be skilled with. He also handled a Kyln Guard's rifle, a weapon he was not believed to have even seen before, and easily shot and destroyed a drone with it.
  • Skilled Acrobat: Quill is highly athletic and has high level dexterity, reflexes, and coordination, which notably allows him to do parkour and free running. His extreme reflexes allowed him to effortlessly catch a small lunging creature trying to bite him while he was wearing head phones and seemingly distracted by his music. He was able to leap several feet across a chasm, perform a combat roll while sliding along his ship directly into the cockpit.
  • Master Pilot: Quill is an accomplished starship pilot. He has used this skill to escape Korath and his men on Morag.
  • Multilingual: After spending an amount of time with Groot, Quill has learnt to understand what Groot is saying, despite only hearing "I am Groot". It is possible that this is in fact not a power but more a note to how long/well they know each other.
Items

  • Hadron Enforcer: Made by Rocket, the Enforcer shoots a concentrated bolt of nuclear explosive force that only detonates on its target. The mass and size of the target determine how large the explosion will be. Rocket claimed it could destroy a moon. He briefly handled the weapon in the Guardians plan to kill Ronan, but has not held it since.
  • Quad Blasters: Quill carries dual direct energy weapons in the form of handguns. The handguns shoot lightning and fiery bolts out of its bottom and top barrels respectively. While the fire-like blast on the top barrel is lethal, killing its live targets on impact and even sends the target flying backwards with great force, the bottom barrel produces direct streaks of electricity to electrocute its targets and incapacitate them. He has used his two blasters as melee weapons in the past to strike and knock his foes, specifically Kyln Guards, unconscious with one strike to the head. The design of the blasters are a reference to the latest version of his element gun, and the fact that he had to blasters in the movie is a reference to his Kree sub-machine guns from the comics, which he carried two of while he only had one element gun in the comics.
  • Electric Bolas: A hi-tech version of an ancient throwing weapon made of weights on the ends of an interconnected laser cord, designed to capture targets by entangling their legs.
  • Helmet: Quill wears a helmet that shows threats on HUD and has internal comm systems. The helmet allows him to breathe in the vacuum of space. When he presses the button on the side of his head, a light blue energy wraps around his face and the back of his head, and becomes the helmet.
  • Jet Boot Attachments: Quill has jets that he attaches to his boots to make jet boots. The jet attachments can rotate in any direction and can be used to propel him through the air. They can also be used in flying in deep space. He even used them as weapons by staging one of them on a hostile and activated them, which sent the target flying backwards.
  • Translator Implant: Star-Lord has a translator implanted in his neck that helps him understand many of the languages of almost every known species in the universe.
  • Star-Lord Uniform - The uniform protects Quill from the effects of absolute zero temperature of deep space as well as its vacuum.
  • Plasma Sphere: One of Peter Quills gadgetry and weapons is a glass like ball that much like a glowstick, lit up when shook. It was dangerous when shattered, as it could ensnare and disintegrate living creatures in a cloud of its released plasma, though it quickly diminishes.
  • Holographic Scanner: Part of his arsenal and tools is a holographic device that scans an area almost the size of a foot ball field and projects what was there before, even people moving around. Quill scanned the ruined temple area of Morag and could identify the creatures and people living their before. It could also highlight a certain area red to show Star Lord where it detects a certain object. This is how Quill knew to go up the temple stairs to find the Orb.
  • Gravity Mine: A device that could exert greater amounts of the force of gravity on a designated object and gravitate it towards itself was in Quills possession. It can generate gravity as powerful as a planet and pull something to itself as if the object were in a planets orbit. If it is not programmed to pull a certain object while active, it will pull everything in a 1 foot radius towards itself at great speed. Quill used this to incapacitate Korath's troops before it was shot and destroyed.
Orientation
Heterosexual

Affiliation
N/A​
 
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“This place... ain’t no such thing as civilized.”

Name
Dutch van der Linde

Age
41

Gender
Male

Personality
Dutch himself is shown to be a merciless killer who justifies killing innocent people or lawmen as a way of combating the corruption of the federal government. Despite his brutal ways, Dutch is shown to be educated and unlike many outlaws genuinely believes he is committing these crimes for idealistic reasons rather than greed. His anti-government and pro-individualist idealism created a charisma that attracted a following of people who had been down trodden by the society they lived in. Several members of the gang were orphans, widowers, town drunks or former prostitutes; people who had felt they had no purpose until they joined the gang. This created a strong sense of unity within the gang and a great sense loyalty between Dutch and his gang members.

Despite at times being rather brutal in his methods. Dutch would often joke around with his fellow gang members and had a kind, playful disposition. He would often make motivated speeches to encourage the gang to come together in times of hardship. Preaching that "loyalty" and "faith" as being among the highest and most honorable tenets. Before Hosea's demise, he often consulted him and Arthur on important decisions, putting it to a discussion and vote between the three of them when deciding on the direction of the gang.

The Pinkertons' relentless pursuit along with the constantly increasing pressure from civilization that the Van der Linde gang faced during its final months began to effect Dutch. He became more driven by ego, money and vengeance, beginning to outright despise anyone who questioned him. As his behavior grew more aggressive, violent and erratic, so did his plans. Dutch callously killed powerful figures like Angelo Bronte and Leviticus Cornwall solely out of vengeance with little regard for the consequences; namely the increased attention and following danger it would create for the gang as a whole.

After the disastrous bank heist in Saint Denis, Dutch puts a tighter grip on the gang and takes his valuing of loyalty to an extreme by labeling anyone who questions him as a "doubter". This makes it easier for him to make fiat decisions that decide the course of the gang without taking any input or criticism from those he is leading. In fact, whenever a member of the gang questions Dutch's actions, he immediately sees the act of doing so as traitorous and a threat.
Dutch commonly referred to John Marston and Arthur Morgan as his brothers or sons with Dutch himself and Hosea becoming fatherly figures for John and Arthur, implementing a family-like relationship with the gang members that have stuck by him for over several years. However, as Dutch became more nihilistic and paranoid, Arthur and John begun to question his leadership and decisions, resulting in Dutch becoming increasingly resentful and suspicious of their motives. His paranoia and disdain for the "doubters" is shown when Dutch leaves both John and Arthur to die (also left John to be arrested by Pinkertons) several times throughout the game.

When Arthur is almost stabbed to death by a soldier while fighting alongside Dutch, it is clearly shown that Dutch deliberately left Arthur to die when he could have helped him. However once confronted by Arthur on the subject, Dutch denies this and acts as if it never happened, whilst telling him not to be a "fool" and that "everything is coming together, exactly as I planned".
Not long after, Dutch would leave John to die during a train robbery following an argument with Arthur on allowing John to leave the gang to protect his family. Dutch was silently angered at the prospect that John was willing to leave the gang to protect his own family. When John was shot and left behind, Dutch lied to the entire gang, claiming that John had died. However, unexpectedly, a wounded John turned up to confront Dutch about leaving him to die. Again, Dutch denied it. Years later, when confronted by John during a bank robbery, Dutch would admit that he made a mistake, but immediately brushes off the betrayal by saying "I never claimed to be a saint."

A testament as to how much Dutch values loyalty can be seen in Dutch's relationship with Micah Bell. During the final days of the Van der Linde gang, Micah became Dutch's most trusted consultant, as Micah, unlike Arthur, never openly questioned any of Dutch's actions no matter what they were. Dutch trusted in Micah so much that when Arthur revealed that Micah was the Pinkerton spy, Dutch couldn't bring himself to admit this fact, even after Micah shoots and kills Susan Grimshaw. It was only years later that Dutch would finally come to terms with Micah's betrayal and exact vengeance.

Fandom
Official_Red_Dead_logo.png


Powers/Skills
  • Expert gunslinger/marksman.​
  • Very skilled in hand-to-hand combat.​
  • Skilled manipulator.​
Items
  • Revolver.
  • Combat Knife.​
  • Fire bottles.​
  • Shotgun.​
  • Rifle.​
Orientation
Heretosexual​

Affiliation
N/A​
 

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