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Fandom Noble Souls CS

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Welcome to Valhalla, Einherjar. Who might you be to be chosen by the one who selects the fallen?

Before you do anything, here is a useful note to be minded of.


  • Treat this RP as like your traditional JRPG for this will be the only time that you can go all out. You will be given a meter for every battle. Each time you make an action within combat, it will increase by 10%. Do note that a reply after your first will NOT increase your meter. You can only increase your meter after the GM makes his response.

    Overdrives are your character's strongest attack. It can be an existing attack within canon, a game breaker for the case of videogame characters, or anything made up by your own that fits your choice of character, whether it be a barrage of beams or something as mundane as lobbing a bunch of grenades or as insane as summoning a nuke. Do also note that your Overdrives are meant to deal MASSIVE DAMAGE and not outright kill your enemies.


Appearance:
Last Words: (What your character says until their demise. Optional if your character stayed silent)
Name:
Age:
Cause of Death: (If it is too spoilerific, add in [inlinespoilers])
Powers:
Abilities: (Things that a normal human can do)
Weapons and Equipment: (Do note that everything that your character has is recreated exactly, and I MEAN IT when I said recreated)
Personality:
Bio: (You can just put a wiki link if you want to)
Overdrive Name:
Overdrive Description:
Other:

 
Last edited:
latest


"I'll never acknowledge you as a magical girl!"

Name:
La Pucelle
Kishibe Souta (true)

Age:
14

Cause of Death:
Killed by a goddamn elf bitch named Cranberry

Powers:
Can change the size of her sword at will.

La Pucelle possesses a special sword whose normal size is the length of 1 meter and width of 40 centimeters, and it cannot be physically damaged by a normal magical girl's arm strength.

The length and size of the sword can be adjusted at will, and it seemingly has no upper or lower bounds. The sword comes with a sheath, whose size can also be altered.

La Pucelle does not need to be holding the sword for her to be able to change its size. As long as the sword is within her sight, she's able to affect its size regardless.

Magical Girl Abilities

Magical Girls have one magic unique to them, as well as a wide range of abilities present in all other magical girls.​
  • Resistance - Magical Girls do not suffer from diseases or toxins, and man-made weapons are mostly ineffective. However, this only applies to the non-magical version of it as they can still be harm by a magical version of it unless a Magical Girl has some kind of resistance or immunity against it.​
  • Strength - Among the Magical Girls, there is a difference in strength and durability. While some of them can simply shrug off an attack, for others, the attack could be fatal. Even the weakest Magical Girls have capabilities to exceed normal humans.​
  • Speed - A Magical Girl's speed is not just limited to their agility, but also to their senses and reaction time. They are able to react naturally as fast as a blink of an eye. Because their reaction is a hundred times faster than a human’s, a single second a human takes to act is a huge time margin for a Magical Girl to act. Most notably, a human attempting to take out Magical Phone to transform is enough time for a Magical Girl to act a thousand times in this time frame. This ability also includes their eyesight, where Magical Girls can easily react and follow the trajectory of a bullet or read at extremely rapid speeds. Due to the properties of a Magical Girl's costume, they are able to run faster than any human vehicle without damaging their outfit. However, when wearing standard human clothings, the speed of a Magical Girl is enough to entirely damage human clothing and protection from its intensity alone.​
  • Health - They also do not possess basic human needs, such as hunger, thirst, or sleep, though it is possible for them to drift off from boredom, and they can regenerate faster by eating.​
  • Temperature - Magical Girls are naturally resistant to extreme temperatures and weather conditions, including both heat and cold.​
  • Healing - Most wounds a Magical Girl sustains can be healed after they de-transform. Their costumes also share this regenerative effect, and some items that are a part of their attire will reappear even if they are thrown away.​
  • Age - Magical Girls' human forms continue to age even while transformed. If they were to detransform, they could suddenly die of old age.​
  • Vision - A Magical Girl eyesight is also significantly increased, which allows them to see miles ahead even in situations where it's cloudy or dusty. They are able to see in detail and make out the shape and sizes. As mentioned in the "Speed" section, This also includes being able to see every bullet that is fire. Their eyesight also comes with night vision, which allows them to see as clear as the day. They are also capable of reading as fast as a blink of an eye. Due to the difference between humans and Magical Girls, a Magical Girl that is walking normally could be considered as walking extremely fast or as Miss Margarite mentioned, "moving at an unimaginable speed" from a human's point of view.​
  • Mental - Certain Magical Girls may also have a confidence boost upon transformation due to their abilities as a Magical Girl. As such, they may also develop a different personality. Their mental strength is also much stronger compared to their human-self. If they were to be nervous or in a panic, they could calm themselves by transforming. However, if a Magical Girl is knocked out and faints or become unconscious, they will automatically detransform back to their human form. The same applies if they're dead.​
  • Vocal - The voices of Magical Girls are also altered upon transformation. This includes, but not limited to changes in pitch and tone. Their voices usually get much sweeter and are able to chew on food at a much faster pace.​
Abilities:
Soccer
Hand-to-hand combat
Sword-to-sword combat
Combat-to-combat combat

Weapons and Equipment:
La Pucelle's Sword - La Pucelle's unique weapon. It is attached to her from belt to shoulder. Its size can be changed by La Pucelle's magic.
Magical Phones/Magical Terminal - a device used by magical girls for various purposes, most notably transformation. They have different appearances in various different media within the series, but for all intents and purposes, the oval/egg shape featured in the anime will be used.

Personality:
Souta is both a Magical Girl Otaku and a soccer-boy, but he prefers Magical Girls. However, he has to hide this fact, as he is afraid of being labelled a pervert. Despite this, he desires to attend real-life meetings with other Otakus and talk about their hobbies.

He is bad at handling his feelings, as Magicaloid 44 was easily able to see that he has a crush on someone. He also gets embarrassed whenever he is called by his old nickname, "Sou-Chan."

As a Magical Girl, he displays a calm and proud demeanor. He is very selfless, always putting others above himself. When the elimination game and the killings began, while he admitted that he was afraid, he managed to remain calm and put up a good face in front of Snow White. In battle, he likewise remains calm and always thinks of what is the best move to make next.

Bio:
You know what, maybe I will.

Overdrive Name:
Evil Slasher

Overdrive Description:
Her sword expands to a great size and length that, if it weren't for the use of this Overdrive, would be impossible for La Pucelle to hold without being crushed a hundred times over with her stat distribution. After which, her sword plunges upon her opponent and the ground.

Other:
He is one of the few male magical girls in his series. That honestly feels normal when you look at the big picture.

La_Pucelle_Human_Form.jpg

Kishibe Souta (left), La Pucelle's human form.


3817fb2a58540441148dbd850f2b142b.jpg

"..."

Name:
Prowl

Age:
They're Cybertronians, I doubt six digits will cut it.

Cause of Death:
Prowl sacrificed himself to win against the Decepticons when there weren't enough AllSpatk fragments. He became one with the AllSpark.

Powers:
Prowl's main power is projecting a myriad of holograms
As a Cybertronian, Prowl is much stronger, faster and more durable than humans in general, and has the ability to shift his body into an 'altmode' - in this case, a motorcycle.
HomeIsWhereTheSparkIs-Prowl.jpg

There's also the option of a passenger seat.
Samurai_prowl_altmode.jpg


Abilities:
I guess I should insert the art of Circuit-Su and Metallikato here. They are Cybertronian martial arts that are integrated into Cyber-Ninjutsu.

Weapons and Equipment:
Prowl wields a jetpack that grants him some flight.
Prowl uses various ninja weapons, primarily his shurikens and swords.
If there's anything he values the most, it's Yoketron's helmet.
Yoketron_helmet.png


Personality:
Some people are team players, and some... well, aren't. Prowl falls into the latter category. A loner at heart, he has little interest in teamwork, something Optimus Prime finds extremely frustrating. Prowl feels cooperation with the loud and unsubtle Autobots around him would cramp his style: a keen Cyber-Ninja prowess with elements of Circuit-Su and Metallikato.

Seemingly bound up in his martial-arts philosophy is his deep, deep fascination with Earth's natural environment. His quarters on Earth is missing most of its ceiling, allowing him a permanent window into nature. In fact, he seems to have a deeper appreciation of his new surroundings than the humans who grew up with them. The phrase "stop and smell the roses" is a life truth for Prowl, and he can spend hours motionless, watching the organic world play out around him.

When called to battle, Prowl uses an array of throwing weapons, such as cutting discs, that he can hurl with high accuracy. While useful as projectiles, these weapons tend to be far more damaging at close range and will occasionally bounce off their target with little damage if thrown from too great a distance. He can project holograms of himself, using them to misdirect his enemies. He also has a jetpack, granting him limited flight.

Prowl is probably the most skilled fighter of his comrades, but this might not be saying much, as they were a mere space bridge repair crew before finding themselves suddenly defending the AllSpark against the resurgent Decepticons. In fact, Jazz, witnessing him in action, remarked that Prowl must not have finished his cyber ninja training. The true story is more complex: having failed to protect the infant protoforms, Prowl ended his studies in disgrace, seeking to commune with the Allspark. His quest for redemption and inner peace has ended in failure...so far.

Bio:
Yeah, I will.

Overdrive Name:
Divide... and Conquer

Overdrive Description:
He utilises his ability to project as many holograms of himself. However, due to using this newfound Overdrive, these holograms are all solid and fully-functional, and deal as much pain as the original! All the Prowls will use their myriad of attacks on the opponent/s. When the Overdrive ends, the holograms will return to being... well.. holograms.

Other:
EndgamePart2-Prowlsmiles.jpg
 
latest


"I'll never acknowledge you as a magical girl!"

Name:
La Pucelle
Kishibe Souta (true)

Age:
14

Cause of Death:
Killed by a goddamn elf bitch named Cranberry

Powers:
Can change the size of her sword at will.

La Pucelle possesses a special sword whose normal size is the length of 1 meter and width of 40 centimeters, and it cannot be physically damaged by a normal magical girl's arm strength.

The length and size of the sword can be adjusted at will, and it seemingly has no upper or lower bounds. The sword comes with a sheath, whose size can also be altered.

La Pucelle does not need to be holding the sword for her to be able to change its size. As long as the sword is within her sight, she's able to affect its size regardless.

Magical Girl Abilities

Magical Girls have one magic unique to them, as well as a wide range of abilities present in all other magical girls.​
  • Resistance - Magical Girls do not suffer from diseases or toxins, and man-made weapons are mostly ineffective. However, this only applies to the non-magical version of it as they can still be harm by a magical version of it unless a Magical Girl has some kind of resistance or immunity against it.​
  • Strength - Among the Magical Girls, there is a difference in strength and durability. While some of them can simply shrug off an attack, for others, the attack could be fatal. Even the weakest Magical Girls have capabilities to exceed normal humans.​
  • Speed - A Magical Girl's speed is not just limited to their agility, but also to their senses and reaction time. They are able to react naturally as fast as a blink of an eye. Because their reaction is a hundred times faster than a human’s, a single second a human takes to act is a huge time margin for a Magical Girl to act. Most notably, a human attempting to take out Magical Phone to transform is enough time for a Magical Girl to act a thousand times in this time frame. This ability also includes their eyesight, where Magical Girls can easily react and follow the trajectory of a bullet or read at extremely rapid speeds. Due to the properties of a Magical Girl's costume, they are able to run faster than any human vehicle without damaging their outfit. However, when wearing standard human clothings, the speed of a Magical Girl is enough to entirely damage human clothing and protection from its intensity alone.​
  • Health - They also do not possess basic human needs, such as hunger, thirst, or sleep, though it is possible for them to drift off from boredom, and they can regenerate faster by eating.​
  • Temperature - Magical Girls are naturally resistant to extreme temperatures and weather conditions, including both heat and cold.​
  • Healing - Most wounds a Magical Girl sustains can be healed after they de-transform. Their costumes also share this regenerative effect, and some items that are a part of their attire will reappear even if they are thrown away.​
  • Age - Magical Girls' human forms continue to age even while transformed. If they were to detransform, they could suddenly die of old age.​
  • Vision - A Magical Girl eyesight is also significantly increased, which allows them to see miles ahead even in situations where it's cloudy or dusty. They are able to see in detail and make out the shape and sizes. As mentioned in the "Speed" section, This also includes being able to see every bullet that is fire. Their eyesight also comes with night vision, which allows them to see as clear as the day. They are also capable of reading as fast as a blink of an eye. Due to the difference between humans and Magical Girls, a Magical Girl that is walking normally could be considered as walking extremely fast or as Miss Margarite mentioned, "moving at an unimaginable speed" from a human's point of view.​
  • Mental - Certain Magical Girls may also have a confidence boost upon transformation due to their abilities as a Magical Girl. As such, they may also develop a different personality. Their mental strength is also much stronger compared to their human-self. If they were to be nervous or in a panic, they could calm themselves by transforming. However, if a Magical Girl is knocked out and faints or become unconscious, they will automatically detransform back to their human form. The same applies if they're dead.​
  • Vocal - The voices of Magical Girls are also altered upon transformation. This includes, but not limited to changes in pitch and tone. Their voices usually get much sweeter and are able to chew on food at a much faster pace.​
Abilities:
Soccer
Hand-to-hand combat
Sword-to-sword combat
Combat-to-combat combat

Weapons and Equipment:
La Pucelle's Sword - La Pucelle's unique weapon. It is attached to her from belt to shoulder. Its size can be changed by La Pucelle's magic.
Magical Phones/Magical Terminal - a device used by magical girls for various purposes, most notably transformation. They have different appearances in various different media within the series, but for all intents and purposes, the oval/egg shape featured in the anime will be used.

Personality:
Souta is both a Magical Girl Otaku and a soccer-boy, but he prefers Magical Girls. However, he has to hide this fact, as he is afraid of being labelled a pervert. Despite this, he desires to attend real-life meetings with other Otakus and talk about their hobbies.

He is bad at handling his feelings, as Magicaloid 44 was easily able to see that he has a crush on someone. He also gets embarrassed whenever he is called by his old nickname, "Sou-Chan."

As a Magical Girl, he displays a calm and proud demeanor. He is very selfless, always putting others above himself. When the elimination game and the killings began, while he admitted that he was afraid, he managed to remain calm and put up a good face in front of Snow White. In battle, he likewise remains calm and always thinks of what is the best move to make next.

Bio:
You know what, maybe I will.

Overdrive Name:
Evil Slasher

Overdrive Description:
Her sword expands to a great size and length that, if it weren't for the use of this Overdrive, would be impossible for La Pucelle to hold without being crushed a hundred times over with her stat distribution. After which, her sword plunges upon her opponent and the ground.

Other:
He is one of the few male magical girls in his series. That honestly feels normal when you look at the big picture.

La_Pucelle_Human_Form.jpg

Kishibe Souta (left), La Pucelle's human form.


3817fb2a58540441148dbd850f2b142b.jpg

"..."

Name:
Prowl

Age:
They're Cybertronians, I doubt six digits will cut it.

Cause of Death:
Prowl sacrificed himself to win against the Decepticons when there weren't enough AllSpatk fragments. He became one with the AllSpark.

Powers:
Prowl's main power is projecting a myriad of holograms
As a Cybertronian, Prowl is much stronger, faster and more durable than humans in general, and has the ability to shift his body into an 'altmode' - in this case, a motorcycle.
HomeIsWhereTheSparkIs-Prowl.jpg

There's also the option of a passenger seat.
Samurai_prowl_altmode.jpg


Abilities:
I guess I should insert the art of Circuit-Su and Metallikato here. They are Cybertronian martial arts that are integrated into Cyber-Ninjutsu.

Weapons and Equipment:
Prowl wields a jetpack that grants him some flight.
Prowl uses various ninja weapons, primarily his shurikens and swords.
If there's anything he values the most, it's Yoketron's helmet.
Yoketron_helmet.png


Personality:
Some people are team players, and some... well, aren't. Prowl falls into the latter category. A loner at heart, he has little interest in teamwork, something Optimus Prime finds extremely frustrating. Prowl feels cooperation with the loud and unsubtle Autobots around him would cramp his style: a keen Cyber-Ninja prowess with elements of Circuit-Su and Metallikato.

Seemingly bound up in his martial-arts philosophy is his deep, deep fascination with Earth's natural environment. His quarters on Earth is missing most of its ceiling, allowing him a permanent window into nature. In fact, he seems to have a deeper appreciation of his new surroundings than the humans who grew up with them. The phrase "stop and smell the roses" is a life truth for Prowl, and he can spend hours motionless, watching the organic world play out around him.

When called to battle, Prowl uses an array of throwing weapons, such as cutting discs, that he can hurl with high accuracy. While useful as projectiles, these weapons tend to be far more damaging at close range and will occasionally bounce off their target with little damage if thrown from too great a distance. He can project holograms of himself, using them to misdirect his enemies. He also has a jetpack, granting him limited flight.

Prowl is probably the most skilled fighter of his comrades, but this might not be saying much, as they were a mere space bridge repair crew before finding themselves suddenly defending the AllSpark against the resurgent Decepticons. In fact, Jazz, witnessing him in action, remarked that Prowl must not have finished his cyber ninja training. The true story is more complex: having failed to protect the infant protoforms, Prowl ended his studies in disgrace, seeking to commune with the Allspark. His quest for redemption and inner peace has ended in failure...so far.

Bio:
Yeah, I will.

Overdrive Name:
Divide... and Conquer

Overdrive Description:
He utilises his ability to project as many holograms of himself. However, due to using this newfound Overdrive, these holograms are all solid and fully-functional, and deal as much pain as the original! All the Prowls will use their myriad of attacks on the opponent/s. When the Overdrive ends, the holograms will return to being... well.. holograms.

Other:
EndgamePart2-Prowlsmiles.jpg
Accepted
 

E929E587-F079-481C-8771-09A1B4BCA8EF.png
“If only I can be so grossly incandescent...”

Name:
Solaire of Astora

Age:
23

Cause Of Death:
Possession by a Sunlight maggot, thus causing the chosen undead to kill him

Powers:
While Solaire’s armor is nothing but plain iron and chain mail armor, Solaire has immense strength, beyond that of a normal human.
5A593D1E-7991-4201-9132-38BB6300960D.jpeg

Abilities:
Solaire is skilled with the sunlight straight sword and the sun-warriors shied, able to move acrobatically with both despite the heaviness.

Weapons and Equipment:
Estus Flask (a healing item that Can only be used 5 times before it depletes). Sun Warriors Armor Set (A simple set of iron and chain mail armor). Sunlight Straightsword, and the Sun Warriors Shield.

Personality:
Solaire is a friendly man, often helping most people out and asking nothing in return. He spends most of his time staring at the sun, contemplating on how he can reach such a high state of godhood to be one with his very own deity.

Bio:

Overdrive Name:
Lightning Bolt of Judgement.

Overdrive Description:
As Guessed, Solaire can fling a lightning bolt from his hands just by raising his arm in the air, it usually takes a while for him to cast, but when he does, it’s among the most powerful weapons in his arsenal. Take note, that he also get’s significantly weaker after it’s use and must rest to recover his full strength.
A1F066E2-A9E2-45EC-BB10-AD3011D25FC6.jpeg
 

View attachment 794363
“If only I can be so grossly incandescent...”

Name:
Solaire of Astora

Age:
23

Cause Of Death:
Possession by a Sunlight maggot, thus causing the chosen undead to kill him

Powers:
While Solaire’s armor is nothing but plain iron and chain mail armor, Solaire has immense strength, beyond that of a normal human.
View attachment 794364

Abilities:
Solaire is skilled with the sunlight straight sword and the sun-warriors shied, able to move acrobatically with both despite the heaviness.

Weapons and Equipment:
Estus Flask (a healing item that Can only be used 5 times before it depletes). Sun Warriors Armor Set (A simple set of iron and chain mail armor). Sunlight Straightsword, and the Sun Warriors Shield.

Personality:
Solaire is a friendly man, often helping most people out and asking nothing in return. He spends most of his time staring at the sun, contemplating on how he can reach such a high state of godhood to be one with his very own deity.

Bio:

Overdrive Name:
Lightning Bolt of Judgement.

Overdrive Description:
As Guessed, Solaire can fling a lightning bolt from his hands just by raising his arm in the air, it usually takes a while for him to cast, but when he does, it’s among the most powerful weapons in his arsenal. Take note, that he also get’s significantly weaker after it’s use and must rest to recover his full strength.
View attachment 794365
Accepted
 

  • Appearances:

    Last Words: "Sougo...I'm happy to have been your comrade...And friend."
    Name: Geiz Myokoin
    Age: 18
    Cause of Death: Dark Ball of Darkness and Destruction Taken massive damage from Another Decade's dark ball of attack attempting to save Sougo.
    Powers:
    Most of Geiz' powers stem from his equipment and suits. On his own, he's merely a powerless human aside from his superhuman durability.
    Abilities:
    German Language Proficiency ~ Geiz knows german, who knew.
    Stealth Proficiency ~ Despite his belt's loud and flashy transformation, Geiz manages to be able to sneak inside a building and follow someone discreetly.
    Close Quarters Combat
    Ax Wielding
    Bow Handling
    Alethic Prowess
    Weapons and Equipment:

    Ziku Driver
    latest.png

    Ziku Driver - A large, clock like white buckle mounted devices that accepts Ridewatches. Pressing the top to loosen it and making it spin a full 360 degrees when a Ridewatch is inserted in the correct slots.

    Using their temporal energies, the Ziku Driver materializes their suits onto the Riders as well as their Armor Time forms.

    RidewatchesDevices that contain the temporal power of a Kamen Rider. Created by either siphoning the Rider's powers or by manifesting one's own destiny that would alter the course of history itself.

    • latest.png

      The personal Ridewatch of Geiz Myokoin. Used in order to transform into Kamen Rider Geiz' default form as well as a catalyst for his armor times. It also allows him to access the weapon Zikan Zax as long as this Ridewatch is in his possession.

      Its special attack is named Time Burst, which is a Riderkick that trails his footprint and visor towards the target, usually accompanied by a projection.
      latest.png


    Zikan Zax
    Geiz' primary weapon. It can be accessed with any and all forms. It has 2 forms. A bow form and an Ax form. The latter of which is the default form.

    It can activate a special attack when the Ridewatch Slot's crown is pushed, activating a Time Charge which results in either a Kiwa Kiwa Uchi or a Zakkuri Wari. A 5 second countdown which prepares Geiz' attack. With bow mode, he shoots a yellow arrow after the countdown. With ax mode, he projects an energy wave as he swings his axe.

    The appearance of the Time Charge attack depends on the Armor form he is in.

    Placing a Ridewatch in that slot allows for a much stronger special Attack, activating a Finish Time instead. Combining both powers of a Legend Rider and Geiz' own, it could lead to some pretty unique usage.

    Such as the Ice Arrow that Geiz Shoots when he uses the Wizard Ridewatch on the Zikan Zax or the blue whirlwind when he uses the Knight Ridewatch.
    Zikan JaClaw
    The weapon provided by the Geiz Revive forms. It has two forms. A handheld Buzzsaw form that is orange red in color and a blue bladed claw with 4 blades which is capable of shooting blue stinger-like projectiles. Pushing the button on the back of the weapon activates a special attack, depending on the wepaon mode.

    The Buzzsaw mode allows spins the saw with enough rotational force to not only fracture one's armor, but also send them flying afterwards.

    The Claw Mode has 2 variations. The first variation combines Geiz Revive Shippu's super speed and allows him to hack down at the opponent in a rapid flurry of scratches and slashes. The second variation shoots out multiple energy darts at multiple directions using his super speed.

    Adding the Revive Ridewatch onto its Ridewatch slot only adds more power to those Special Attacks, as well as combining them with Revive's Finish Time.

    Faizphone X
    A flip phone that takes the shape of a watch. It is modelled after the SB-555P Faiz Phone. It is used to communicate between two time periods. In its Blaster Mode, it can only stun opponents and incapacitates them rather than injure them unless the user's in the Faiz Armor or the user can ehnance its firepower.

    It can also summon Kamen Rider Faiz' weapons if and only if they're in Faiz Armor.
    Ridestriker
    A special Ridewatch with the capability of becoming a motorcycle. Aside from it being able to retract to a Ridewatch and having unlimited fuel, it's a normal motorcycle.

    Time Mazine
    A large vehicle capable of time travelling. It takes the form of a large motorcycle that can shift into a humanoid robot form. Its arms had blasters which can shoot lasers. Geiz and Tsukuyomi's units are capable of utilizing Rider Powers unlike the Massed Produced models. If a Rider Power is used, a large Ridewatch will appear in place of its head and it will change depending on what armor the pilot is utilizing.

    Geiz' model is red and yellow and has Hiragana writing.
    Personality:
    Geiz is extremely stubborn and arrogant, often wanting to resolve problems on his own. This stems from the fact that he lost someone close to him during the war against Ohma Zi-O, which left him very distrustful towards others. Because of his rage and desire for vengeance towards Ohma Zi-O, he became incredibly determined to kill Sougo and stop Ohma Zi-O's rise to power. However, as the series progressed, Geiz began to feel extremely conflicted due to his inability to actually see Sougo as Ohma Zi-O due to his kind-hearted nature, and sincerely pleaded the latter to give up being a Kamen Rider, so Geiz didn't have to kill him. However, after seeing that Sougo had not only given up being a Kamen Rider, but also his dream of becoming a king, Geiz was the one who encouraged him to take up arms once again and remind him of his dream of becoming a good demon king, taking up a promise instead of a vow to stop Sougo, in the event that the latter does embark on a dark path. This conviction wavered slightly upon Sougo's acquisition of Zi-O II and Tsukuyomi's sudden paranoia of his powers, which later worsened upon acquiring GeizRevive. He became more cocky and overconfident with his newfound abilities that he underestimated his opponents, and becomed very determined to kill Sougo again, to the point he was willing to ignore the side effects that the Ridewatch inflicted upon him. However, after reconciling with Sougo, he re-stood upon his original promise to Sougo when Tsukuyomi returned from the future, saying it can be changed for the better. He discreetly declared that no matter where his conviction goes, his vendetta will never fade away completely.

    Geiz's personality can be likened to the Japanese term "tsundere", which refers to the initial stage of coldness and occasional hostility against a person, a trait that Geiz highly displayed towards Sougo during the beginning of the series, and had only referred to him by his Rider designation instead of his real name. However, as the series progressed, Geiz showed less hostility and began to warm up to Sougo. This is fully shown when Geiz rejects an opportunity to return to 2068, because he wanted to stay in the past and create a new future alongside Sougo. Initially, Geiz was unable to admit this, and instead attacked Sougo for never being able to understand living in 2068, as revealed in his Another World. As Geiz passed away due to Swartz's attempt on Sougo's life, he called Sougo by his name and confessed that he truly did see Sougo as a friend.

    After realizing that Sougo's future as Ohma Zi-O can be indeed changed, Geiz finally began to be open with his feelings, with an example being when he and Sougo laughed at Tsukuyomi stopping their seemingly fated clash, rubbing it off as just a mere joke. This sense of humor was again shown when he grappled Black Woz after finding out the latter was now his roommate, much to his dismay.

    Bio: Geiz Myokoin
    Other: If Geiz encounters someone that could reflect attacks, Geiz would be extremely powerless against it as if his powers are reflected against him, his Ridewatch would be destroyed which would lead to death.

    Armor Forms such as Knight and Cross-Z aren't seen in the show nor had they been seen in any figuarts. However, their Ridewatches did appear in Geiz' possession, so the form images used are fanmade.

    Artist for Geiz Knight Armor
    Artist for Geiz Cross-Z Armor





  • kamen_rider_geiz_by_markolios_dch3d6k-pre.png

    Finish Time!

    Overdrive Name: Time Burst --Overclocked--
    Overdrive Description:

    This Overdrive varies from Armor to Armor, form to form. It largely stays the same except from the Revive Forms.

    For the base Armor Forms, Geiz performs a flurry of attacks--punches, kicks, and slashes, chaining special attacks on the Zikan Zax before ending it with a Time Burst Kick. The variation depends on the Armor Time. If it's used while in Wizard Armor, the flurry will combine magic strikes, elemental attacks, and spell ring usage. If it's used with Ghost Armor, Parka Ghosts will assist, and so on so forth.

    For the Revive forms, Geiz activates the special finisher of the Zikan JaClaw, rushing the enemy with a flurry of attacks, switching forms in the middle of it and continuing the barrage of attacks and ending with either a Rider Kick or a Rider Punch.
 

  • Appearances:

    Last Words: "Sougo...I'm happy to have been your comrade...And friend."
    Name: Geiz Myokoin
    Age: 18
    Cause of Death: Dark Ball of Darkness and Destruction Taken massive damage from Another Decade's dark ball of attack attempting to save Sougo.
    Powers:
    Most of Geiz' powers stem from his equipment and suits. On his own, he's merely a powerless human aside from his superhuman durability.
    Abilities:
    German Language Proficiency ~ Geiz knows german, who knew.
    Stealth Proficiency ~ Despite his belt's loud and flashy transformation, Geiz manages to be able to sneak inside a building and follow someone discreetly.
    Close Quarters Combat
    Ax Wielding
    Bow Handling
    Alethic Prowess
    Weapons and Equipment:

    Ziku Driver
    latest.png

    Ziku Driver - A large, clock like white buckle mounted devices that accepts Ridewatches. Pressing the top to loosen it and making it spin a full 360 degrees when a Ridewatch is inserted in the correct slots.

    Using their temporal energies, the Ziku Driver materializes their suits onto the Riders as well as their Armor Time forms.

    RidewatchesDevices that contain the temporal power of a Kamen Rider. Created by either siphoning the Rider's powers or by manifesting one's own destiny that would alter the course of history itself.

    • latest.png

      The personal Ridewatch of Geiz Myokoin. Used in order to transform into Kamen Rider Geiz' default form as well as a catalyst for his armor times. It also allows him to access the weapon Zikan Zax as long as this Ridewatch is in his possession.

      Its special attack is named Time Burst, which is a Riderkick that trails his footprint and visor towards the target, usually accompanied by a projection.
      latest.png


    Zikan Zax
    Geiz' primary weapon. It can be accessed with any and all forms. It has 2 forms. A bow form and an Ax form. The latter of which is the default form.

    It can activate a special attack when the Ridewatch Slot's crown is pushed, activating a Time Charge which results in either a Kiwa Kiwa Uchi or a Zakkuri Wari. A 5 second countdown which prepares Geiz' attack. With bow mode, he shoots a yellow arrow after the countdown. With ax mode, he projects an energy wave as he swings his axe.

    The appearance of the Time Charge attack depends on the Armor form he is in.

    Placing a Ridewatch in that slot allows for a much stronger special Attack, activating a Finish Time instead. Combining both powers of a Legend Rider and Geiz' own, it could lead to some pretty unique usage.

    Such as the Ice Arrow that Geiz Shoots when he uses the Wizard Ridewatch on the Zikan Zax or the blue whirlwind when he uses the Knight Ridewatch.
    Zikan JaClaw
    The weapon provided by the Geiz Revive forms. It has two forms. A handheld Buzzsaw form that is orange red in color and a blue bladed claw with 4 blades which is capable of shooting blue stinger-like projectiles. Pushing the button on the back of the weapon activates a special attack, depending on the wepaon mode.

    The Buzzsaw mode allows spins the saw with enough rotational force to not only fracture one's armor, but also send them flying afterwards.

    The Claw Mode has 2 variations. The first variation combines Geiz Revive Shippu's super speed and allows him to hack down at the opponent in a rapid flurry of scratches and slashes. The second variation shoots out multiple energy darts at multiple directions using his super speed.

    Adding the Revive Ridewatch onto its Ridewatch slot only adds more power to those Special Attacks, as well as combining them with Revive's Finish Time.

    Faizphone X
    A flip phone that takes the shape of a watch. It is modelled after the SB-555P Faiz Phone. It is used to communicate between two time periods. In its Blaster Mode, it can only stun opponents and incapacitates them rather than injure them unless the user's in the Faiz Armor or the user can ehnance its firepower.

    It can also summon Kamen Rider Faiz' weapons if and only if they're in Faiz Armor.
    Ridestriker
    A special Ridewatch with the capability of becoming a motorcycle. Aside from it being able to retract to a Ridewatch and having unlimited fuel, it's a normal motorcycle.

    Time Mazine
    A large vehicle capable of time travelling. It takes the form of a large motorcycle that can shift into a humanoid robot form. Its arms had blasters which can shoot lasers. Geiz and Tsukuyomi's units are capable of utilizing Rider Powers unlike the Massed Produced models. If a Rider Power is used, a large Ridewatch will appear in place of its head and it will change depending on what armor the pilot is utilizing.

    Geiz' model is red and yellow and has Hiragana writing.
    Personality:
    Geiz is extremely stubborn and arrogant, often wanting to resolve problems on his own. This stems from the fact that he lost someone close to him during the war against Ohma Zi-O, which left him very distrustful towards others. Because of his rage and desire for vengeance towards Ohma Zi-O, he became incredibly determined to kill Sougo and stop Ohma Zi-O's rise to power. However, as the series progressed, Geiz began to feel extremely conflicted due to his inability to actually see Sougo as Ohma Zi-O due to his kind-hearted nature, and sincerely pleaded the latter to give up being a Kamen Rider, so Geiz didn't have to kill him. However, after seeing that Sougo had not only given up being a Kamen Rider, but also his dream of becoming a king, Geiz was the one who encouraged him to take up arms once again and remind him of his dream of becoming a good demon king, taking up a promise instead of a vow to stop Sougo, in the event that the latter does embark on a dark path. This conviction wavered slightly upon Sougo's acquisition of Zi-O II and Tsukuyomi's sudden paranoia of his powers, which later worsened upon acquiring GeizRevive. He became more cocky and overconfident with his newfound abilities that he underestimated his opponents, and becomed very determined to kill Sougo again, to the point he was willing to ignore the side effects that the Ridewatch inflicted upon him. However, after reconciling with Sougo, he re-stood upon his original promise to Sougo when Tsukuyomi returned from the future, saying it can be changed for the better. He discreetly declared that no matter where his conviction goes, his vendetta will never fade away completely.

    Geiz's personality can be likened to the Japanese term "tsundere", which refers to the initial stage of coldness and occasional hostility against a person, a trait that Geiz highly displayed towards Sougo during the beginning of the series, and had only referred to him by his Rider designation instead of his real name. However, as the series progressed, Geiz showed less hostility and began to warm up to Sougo. This is fully shown when Geiz rejects an opportunity to return to 2068, because he wanted to stay in the past and create a new future alongside Sougo. Initially, Geiz was unable to admit this, and instead attacked Sougo for never being able to understand living in 2068, as revealed in his Another World. As Geiz passed away due to Swartz's attempt on Sougo's life, he called Sougo by his name and confessed that he truly did see Sougo as a friend.

    After realizing that Sougo's future as Ohma Zi-O can be indeed changed, Geiz finally began to be open with his feelings, with an example being when he and Sougo laughed at Tsukuyomi stopping their seemingly fated clash, rubbing it off as just a mere joke. This sense of humor was again shown when he grappled Black Woz after finding out the latter was now his roommate, much to his dismay.

    Bio: Geiz Myokoin
    Other: If Geiz encounters someone that could reflect attacks, Geiz would be extremely powerless against it as if his powers are reflected against him, his Ridewatch would be destroyed which would lead to death.

    Armor Forms such as Knight and Cross-Z aren't seen in the show nor had they been seen in any figuarts. However, their Ridewatches did appear in Geiz' possession, so the form images used are fanmade.

    Artist for Geiz Knight Armor
    Artist for Geiz Cross-Z Armor





  • kamen_rider_geiz_by_markolios_dch3d6k-pre.png

    Finish Time!

    Overdrive Name: Time Burst --Overclocked--
    Overdrive Description:

    This Overdrive varies from Armor to Armor, form to form. It largely stays the same except from the Revive Forms.

    For the base Armor Forms, Geiz performs a flurry of attacks--punches, kicks, and slashes, chaining special attacks on the Zikan Zax before ending it with a Time Burst Kick. The variation depends on the Armor Time. If it's used while in Wizard Armor, the flurry will combine magic strikes, elemental attacks, and spell ring usage. If it's used with Ghost Armor, Parka Ghosts will assist, and so on so forth.

    For the Revive forms, Geiz activates the special finisher of the Zikan JaClaw, rushing the enemy with a flurry of attacks, switching forms in the middle of it and continuing the barrage of attacks and ending with either a Rider Kick or a Rider Punch.

Accepted
 
Appearance:
e6c71ec4b5a28382f49428b9deb3339a.jpg
Last Words:
"I got it (A bracelett) dirty again... I'll apologize to Atra... when I see her again..."

Name:
Mikazuki Augus

Age:
16

Cause of Death:
Died fighting to give his friends time to escape Gjallahorn (a military faction)

Powers:
N/A

Abilities:
Weapons training, Mobile Suit Piloting (Alaya-Vijana), Street fighting, Escort experience, Leadership experience

Weapons and Equipment:
Alaya-Vijana x3 - A prostehtic located on the back that enables the wearer to pilot a mobile worker, a mobile suit, or a transport ship as if it was their own body. Mikazuki has three of them on his back to increase his compatability with the machines he pilots.

Gundam Barbatos
257d88c04aaef40a90aa5cc4e1a6584c.jpg
A Mobile Suit built during the Calamity War 300 years before Mikazuki's time. It underwent several upgrades and enhancements to become its current version, "Lupis Rex". It is covered in Nanolamenite that is designed to repel laser fire and weaponry, and is highly durable, giving it great endurance without losing mobility. Its weapons include a large mace, Machine guns built into the forearms, a tail unit taken from a fallen mobile armor that it slew, and claws built into the arms. Mikazuki is able to bring out its best in a fight when piloting it.

Personality:
Mikazuki is a Kuudere, unless someone messes with his friends or family. When angry, he shows little to no mercy, and it's usually Orga's job to calm him down. He is pretty clueless about romance.

Bio:

Overdrive Name:
Unchained
ASW-G-08_Gundam_Barbatos_Lupus_Rex_%28Without_Alaya-Vijnana_System%27s_safety_limiter%29.jpg

Overdrive Description:
The Alaya-Vijanas limiters are removed, as Barbatos's speed and offensive power increase. Acting like a demon, it rushes at and takes down all opposing forces as the pilot himself cares little about taking damage.
 
Appearance:

544F75F4-E50F-472F-BACE-5C81CECEF7A7.jpeg

Last Words:

“Sorry... But it seems... You are on your own...”

Name:

Curtis

Age:

20~25 (Assumed)

Cause of Death:

Killed by his best friend due to him becoming possessed by a shard of the cursed sword, Soul Edge

Powers:

N/A

Abilities:

• Curtis isn’t a heavy hitter, however, he is quick.

Weapons and Equipment:

Weapon • Eksorsime, a double-sided sword. The sword can split at the handle. Creating two swords.

Personality:

Curtis is a very affectionate person who is known to check up on his friends often. Though, he is a bit clingy, often doing everything in his power to stay in the same area as a friend at all times. He is the worrying type, and takes it on himself to keep watch on his friends, worrying about their well-being at all times. He could be considered the parent-type. Sweet, but concerned. If he‘s concerned about something, he will press for answers. He’s both accepting and forgiving.

Bio:

Curtis, like his best friend, Grøh, was born in Norway. Specifically, the kingdom of Denmark. [Excluding childhood, as it is unknown. All that’s known is that he had a childhood best friend named Grøh, who he was still friends with until his eventual death] It can be assumed that Curtis was accepted into the Aval Organisation due to his cool-demeanour and quick action, which earned him his recommendation. After a while of service, Curtis was awarded a seat among the Twelve, the organisation’s supreme decision-making body. His friend, Grøh, earned a place as well. After failing to defeat the Azure Knight, Curtis’ friend, Grøh, was on standby until it could be proven that he could still perform well in combat; Curtis was sent to be Grøh’s observer during the missions he would be assigned.

After defeating a cultist group, Grøh and Curtis were able to obtain a shard of Soul Edge, which they planned to bring to their group to ultimately destroy it. However, the organisation’s traitor, Azwel, was already on site. Azwel got his hands on the Soul Edge shard, and stabbed Curtis with the intention of transforming him into an outsider, which was achieved. After a fierce battle between Grøh and the possessed Curtis, Grøh was forced to kill Curtis as he was unable to return to his senses. However, as Curtis is dying, he expresses that he does not hold it against Grøh for what he did, and that he’s sorry it ended this way.

Overdrive Name:

Controlled Cataclysm

Overdrive Description:

Curtis can assume a somewhat controlled form of malfestation, which boosts his speed and attack output. During this time, he splits Eksorsisme and unleashes a fury of slashes in front of him at a very, very quick pace. Also, during this, his attacks hit harder. However, when doing this, he’s only focused on anything in front of him, and his senses block out anything around him. The target would simply need to strike from another angle, or defend themselves until he tires out.

Other: Curtis is unable to fully control what he might do during his malfestation, so he tries not to do it often. Due to the nature of this ability, he tires out rather quickly. He is no stranger to fainting after using this ability, but if he has enough willpower, he can force himself to stay conscious, still fainting later on.
 
Appearance:
View attachment 794859
Last Words:
"I got it (A bracelett) dirty again... I'll apologize to Atra... when I see her again..."

Name:
Mikazuki Augus

Age:
16

Cause of Death:
Died fighting to give his friends time to escape Gjallahorn (a military faction)

Powers:
N/A

Abilities:
Weapons training, Mobile Suit Piloting (Alaya-Vijana), Street fighting, Escort experience, Leadership experience

Weapons and Equipment:
Alaya-Vijana x3 - A prostehtic located on the back that enables the wearer to pilot a mobile worker, a mobile suit, or a transport ship as if it was their own body. Mikazuki has three of them on his back to increase his compatability with the machines he pilots.

Gundam Barbatos
View attachment 794866
A Mobile Suit built during the Calamity War 300 years before Mikazuki's time. It underwent several upgrades and enhancements to become its current version, "Lupis Rex". It is covered in Nanolamenite that is designed to repel laser fire and weaponry, and is highly durable, giving it great endurance without losing mobility. Its weapons include a large mace, Machine guns built into the forearms, a tail unit taken from a fallen mobile armor that it slew, and claws built into the arms. Mikazuki is able to bring out its best in a fight when piloting it.

Personality:
Mikazuki is a Kuudere, unless someone messes with his friends or family. When angry, he shows little to no mercy, and it's usually Orga's job to calm him down. He is pretty clueless about romance.

Bio:

Overdrive Name:
Unchained
View attachment 794869

Overdrive Description:
The Alaya-Vijanas limiters are removed, as Barbatos's speed and offensive power increase. Acting like a demon, it rushes at and takes down all opposing forces as the pilot himself cares little about taking damage.
Appearance:

View attachment 794908

Last Words:

“Sorry... But it seems... You are on your own...”

Name:

Curtis

Age:

20~25 (Assumed)

Cause of Death:

Killed by his best friend due to him becoming possessed by a shard of the cursed sword, Soul Edge

Powers:

N/A

Abilities:

• Curtis isn’t a heavy hitter, however, he is quick.

Weapons and Equipment:

Weapon • Eksorsime, a double-sided sword. The sword can split at the handle. Creating two swords.

Personality:

Curtis is a very affectionate person who is known to check up on his friends often. Though, he is a bit clingy, often doing everything in his power to stay in the same area as a friend at all times. He is the worrying type, and takes it on himself to keep watch on his friends, worrying about their well-being at all times. He could be considered the parent-type. Sweet, but concerned. If he‘s concerned about something, he will press for answers. He’s both accepting and forgiving.

Bio:

Curtis, like his best friend, Grøh, was born in Norway. Specifically, the kingdom of Denmark. [Excluding childhood, as it is unknown. All that’s known is that he had a childhood best friend named Grøh, who he was still friends with until his eventual death] It can be assumed that Curtis was accepted into the Aval Organisation due to his cool-demeanour and quick action, which earned him his recommendation. After a while of service, Curtis was awarded a seat among the Twelve, the organisation’s supreme decision-making body. His friend, Grøh, earned a place as well. After failing to defeat the Azure Knight, Curtis’ friend, Grøh, was on standby until it could be proven that he could still perform well in combat; Curtis was sent to be Grøh’s observer during the missions he would be assigned.

After defeating a cultist group, Grøh and Curtis were able to obtain a shard of Soul Edge, which they planned to bring to their group to ultimately destroy it. However, the organisation’s traitor, Azwel, was already on site. Azwel got his hands on the Soul Edge shard, and stabbed Curtis with the intention of transforming him into an outsider, which was achieved. After a fierce battle between Grøh and the possessed Curtis, Grøh was forced to kill Curtis as he was unable to return to his senses. However, as Curtis is dying, he expresses that he does not hold it against Grøh for what he did, and that he’s sorry it ended this way.

Overdrive Name:

Controlled Cataclysm

Overdrive Description:

Curtis can assume a somewhat controlled form of malfestation, which boosts his speed and attack output. During this time, he splits Eksorsisme and unleashes a fury of slashes in front of him at a very, very quick pace. Also, during this, his attacks hit harder. However, when doing this, he’s only focused on anything in front of him, and his senses block out anything around him. The target would simply need to strike from another angle, or defend themselves until he tires out.

Other: Curtis is unable to fully control what he might do during his malfestation, so he tries not to do it often. Due to the nature of this ability, he tires out rather quickly. He is no stranger to fainting after using this ability, but if he has enough willpower, he can force himself to stay conscious, still fainting later on.
Accepted
 
16F0820E-008F-4C4F-B966-85B4CFAEB666.jpeg
Last Words:
“.....”

Name:
The Marine

Age:
???
Likely in his 20’s
For this rp, he will be 27 years old

Cause of Death:
Dying from an battle with an inter-dimensional alien in the research station Primerdyne R&D, to which he was assigned to.... and killed himself as well as the alien in order to protect the lives of his fellow guards and scientists.

Powers:

Dodge-Roll:
A simple dodge roll, while it seems like it does nothing but being an effective dodge that travels a few feet, it is instead, a useful tool, for if the Marine dodges over a melee or ranged attack, he will simply continue the roll without any damage to his form, making it a useful move if about to be hit. But for 2 seconds at the end of the roll, it leaves the Marine vulnerable to attack, and without a dodge roll until 2 seconds later.

Blanks:
A large handsized pistol round colored blue, when it’s top has been pressed, it will let forth a shockwave, that while it does not harm foes directly, merely pushing them back 20ft, the shockwave is capable of destroying any projectile, be it a simple pistol round all the way to a laser beam, will be destroyed. The downside is that the Marine only starts with 3 blanks, and can’t begin recharging his blanks until fully using then up, to which, he has to wait 5 minutes in order to recharge all 3 uses.

Shields:
A form of armor that is invisible unless struck, it functions exactly the same as the Blanks, but instead of being activated by being pressed, it is instead, activated by being attacked. Useful in situations that he cannot activated blanks in, or if he cannot react quickly enough to an attack. Downsides is it’s conditions for it to be used, and once attacked, a shield will disappear and cannot be gained back during combat, even with time. But the Marine starts with one shield.

Ser Junkan the Holy Knight:
65b49c28-cdb8-4ea8-a1b5-a6e210e4a4c8-jpeg.795098

Ser Junkan is a living bag of trash, who seems happy to travel around with the Marine, acting like a curious being with everyone and everything new it meets. But in battle, instead of being the clueless and energetic bag he is, he becomes a force to be reckon with, using spin attacks with his blade to damage his foe, and using nearby blanks when the Marine is about to be hit, be it by foe or bullet, and if the time calls for it.... will even sacrifice his own life to protect his Master. He doesn’t seem to do much other than follow the Marine and fight in battle.

Armor Synthesizer:
Every time combat ends, the Marine gains a shield made placed it within his reserve. Useful for going for another round after combat.

Abilities:

Marine Training:
Being trained to use the futuristic weaponry of the Hegemony military, he has experience on using guns of all kinds, old and new, allowing him to reload guns faster, and have much less bullet spread, useful for shotguns or any other weapon when fired in long range.

Peak human body:
Being at the peak of human anatomy, he
is capable carrying heavy weights, even pushing a car out of the way, quick reaction speed, high amounts of stamina, all of which are achieved by this Marine in not only his time in the military, but in the Gungeon as well.

CQC combat:
As well as his normal Marine Training, he was also taught close quarters combat in case using a gun wasn’t an option, and for him, he combines his punches and grapples with his strength, usually going for a more aggressive style, and letting loose his attacks before they could even react. Of course, he also uses the Fightsabre as well in its blade form, but mostly goes with his fists for a good ole beatdown

Weapons:

Marine Sidearm:
89525977-694D-4CDC-A613-C8D5E5C18C79.jpeg
Standard issued pistol from the Marine’s military, it holds 10 rounds within each magazine, and has infinite ammo to last forever, but it’s more of a last resort weapon, due to it not being capable of dealing as much damage as his other weapons.

Hegemony Carbine:
08C4E8C7-6E4B-41BE-90E8-1E7898552F73.jpeg
A standard issue rifle for elite Hegemony troops, it fires three bright white lasers at its foes, and 25 rounds in its chamber and 600 ammo in reserve, a good close to mid range weapon for automatic needs.

Fightsabre:
2565BBA3-8936-4641-8817-FE19608F4948.jpeg
A assault rifle like weapon made mostly of hardened green light, it fires 25 green lasers and has 500 in reserve, but when either reloading or changing the gun, would shift it into a light blade, and not only prove as a useful weapon that is capable of cutting through most materials, but can also reflect projectiles back at opponents. It is only capable of reflecting projectiles that the user strikes with the blade, but still, a useful weapon nonetheless.

M16:
A6E0FD5E-BECC-419F-B4CC-03561D2760D2.jpeg
A standard issue military rifle, the M16 has 500 ammo in reserve, and fires 30 bullets before having to reload. But after reloading, it will switch to its secondary fire mode, capable of shooting 3 grenades before needing to reload once again. The bullets and grenades all count for the max ammo capacity.

Void Shotgun:
353D0F77-83C7-4541-801C-99313B09D485.jpeg
The Void shotgun is a close range shotgun that fires six beams of light, and has a strong knockback to those hit with it. A favored weapon by the Void-Cores frontline troops. It holds 4 rounds and has 120 rounds in reserve.

The Patriot:
F5B2873C-37ED-43DD-BDA6-FB5B973380B1.jpeg
The Patriot is a mid to long range machine gun, firing armor piercing bullets at its foes, and the longer the trigger is held, the faster the gun would fire. Holding 100 bullets in its magazine, and having 500 in reserve, it is a weapon that can quickly run out of ammo, but in return, is a excellent crowd controlling weapon.

Equipment:

Scouter:
667525B4-5629-43B2-A82A-9D2BE0CFA7A6.jpeg
A built in internal scouter of the helmet, it slightly increases the damage and accuracy of an weapon, and also shows the current state of an single enemy and how much damage is being dealt to them.

Galactic Medal of Valor:
68171DA3-2A1C-413D-821B-2D1814AF3702.jpeg
A medal awarded to those who show bravery in the face of certain doom, it halves reload time, and increases accuracy. It also seems to be a sign of good luck to the Marine, and he cherishes it greatly....
“But most importantly, you didn't let down the unit. Good work, Marine”

Personality:
The Marine seems like a silent and intimidating figure at first, and while that is true for the most part, the Marine is actually a loyal soldier to his allies, and fights for what he believes is right. But he is also nearly emotionless.... either with the helmet being in the way of his face, or he simply doesn’t show it on the outside. He is also a fearless soldier, charging in headfirst into combat in order to fight his foes, by himself. But most of the time, he doesn’t think things through, and merely act and then react right after, acting impulsive to merely gun and run in combat, while using some tactics in order to get a hand in combat, but other than that, he spoils brute force his way through situations, leaving nothing but empty shells and the foes who dare step in his path to victory.

Bio:
The Marine’s past is mostly unknown, other than the events that have happened recently in his life, but what is known, is that the Marine was once a guard of the research station Primerdyne R&D, until an experiment gone awry, which summoned an interdimensinal-Horror into the realm. While he did what he could, his skill an weaponry weren’t enough to take down the creature, and now, having one gun being out of ammo while his other being jammed, he choose to flee, and went into a nearby Escape pod after scurrying away from the encounter, leaving his fellow guards and scientists to their doom. His story however, doesn’t end there, it was merely the beginning of his journey to change the past.

For his escape pod landed on a planet, one that many have heard about.... which held a dungeon that holds an artifact of great power, a weapon of unknown make, that have existed for eons. A weapon.... that can kill the past. But powerful creatures, ranging from living bullets, all the way to a legend of a large Dragun protecting the chest, this would be no easy task..... but the Marine didn’t care about the risk, he needed to go back into I the past. And to use that weapon to help change the Marine’s past, he had to....

Enter the Gungeon

Entering the Gungeon, the Marine faced many challenges, his earlier attempts being thwarted and having to be sent back to the entrance of the Dungeon each time he failed, but overtime, his skill and knowledge of the Gungeon increased with each run that he does, becoming better, faster, smarter, and gunnier. But after his travels, and multiple attempts at entering the dungeon, he eventually reached the end, after defeating the Dragun, who was the last foe he had to face, before entering the treasure room that held the gun. Being one of the few Gungeoneers who even reached the weapon, he opened the chest and grabbed the gun, before shooting himself with it, being sent back in time, before he escaped the Research station in the Escape pod all that time ago. Now much more experience in the art of gun based combat, he faced the creature in a second battle, but without the weapons and items he had from the Gungeon, he had to face the monster with nothing but the weapons he wielded in the past, fighting in a deadly battle with his fellow guards providing firing support from their cover. But on his last legs, he knew that he couldn’t finish off the creature, unless he sacrificed himself in order to save everyone, so, in a last attempt of trying to finish off the Abyssal fiend, he ignored all attempts of dodging in order to maximize his damage output, absorbing blow after blow to his body, and eventually, defeated the creature, and now in a last attempt to kill off the Marine, exploded. Too tired and damaged to dodge the attack, he merely accepted his fate, knowing that his fellow men would survive, then, his vision turned a bright white, as he was now, finally gone.... at peace with his past, and ready to move on...

Overdrive Name:
Marine & Ser junkan smackdown / Makeshift cannon finisher

Overdrive Description:

The Overdrive starts out with the Marine targeting ten enemies at once for the attack, before going ahead and punching a target of their choosing from the group. From there, the Marine grows red with fury, Ser Junkan waiting at his side, before both him and Ser junkan charge the single opponent, sending forth a flurry of punches and slices from both the Marine and Ser Junkan, increasing in speed and damage with each second, before ending the initial charge with an uppercut into the air by the Marine, then a downward slash by Ser Junkan, which launches the opponent back towards the group of nine.

From there, the second part of their attack commences, as the Marine pulls out the makeshift cannon, quickly charging it, before aiming forth and firing a storm of large and deadly gems upon the group of 10, all equaling damaging foes, but the one that was struck first will generally be much weaker than the others.
Other:
E4636834-B8AF-412C-BD5F-58D9F81F0B24.jpeg
-The Marine will be at the height of 6’10”
 

Attachments

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Last Words:
“.....”

Name:
The Marine

Age:
???
Likely in his 20’s
For this rp, he will be 27 years old

Cause of Death:
Dying from an battle with an inter-dimensional alien in the research station Primerdyne R&D, to which he was assigned to.... and killed himself as well as the alien in order to protect the lives of his fellow guards and scientists.

Powers:

Dodge-Roll:
A simple dodge roll, while it seems like it does nothing but being an effective dodge that travels a few feet, it is instead, a useful tool, for if the Marine dodges over a melee or ranged attack, he will simply continue the roll without any damage to his form, making it a useful move if about to be hit. But for 2 seconds at the end of the roll, it leaves the Marine vulnerable to attack, and without a dodge roll until 2 seconds later.

Blanks:
A large handsized pistol round colored blue, when it’s top has been pressed, it will let forth a shockwave, that while it does not harm foes directly, merely pushing them back 20ft, the shockwave is capable of destroying any projectile, be it a simple pistol round all the way to a laser beam, will be destroyed. The downside is that the Marine only starts with 3 blanks, and can’t begin recharging his blanks until fully using then up, to which, he has to wait 5 minutes in order to recharge all 3 uses.

Shields:
A form of armor that is invisible unless struck, it functions exactly the same as the Blanks, but instead of being activated by being pressed, it is instead, activated by being attacked. Useful in situations that he cannot activated blanks in, or if he cannot react quickly enough to an attack. Downsides is it’s conditions for it to be used, and once attacked, a shield will disappear and cannot be gained back during combat, even with time. But the Marine starts with one shield.

Ser Junkan the Holy Knight:
65b49c28-cdb8-4ea8-a1b5-a6e210e4a4c8-jpeg.795098

Ser Junkan is a living bag of trash, who seems happy to travel around with the Marine, acting like a curious being with everyone and everything new it meets. But in battle, instead of being the clueless and energetic bag he is, he becomes a force to be reckon with, using spin attacks with his blade to damage his foe, and using nearby blanks when the Marine is about to be hit, be it by foe or bullet, and if the time calls for it.... will even sacrifice his own life to protect his Master. He doesn’t seem to do much other than follow the Marine and fight in battle.

Armor Synthesizer:
Every time combat ends, the Marine gains a shield made placed it within his reserve. Useful for going for another round after combat.

Abilities:

Marine Training:
Being trained to use the futuristic weaponry of the Hegemony military, he has experience on using guns of all kinds, old and new, allowing him to reload guns faster, and have much less bullet spread, useful for shotguns or any other weapon when fired in long range.

Peak human body:
Being at the peak of human anatomy, he
is capable carrying heavy weights, even pushing a car out of the way, quick reaction speed, high amounts of stamina, all of which are achieved by this Marine in not only his time in the military, but in the Gungeon as well.

CQC combat:
As well as his normal Marine Training, he was also taught close quarters combat in case using a gun wasn’t an option, and for him, he combines his punches and grapples with his strength, usually going for a more aggressive style, and letting loose his attacks before they could even react. Of course, he also uses the Fightsabre as well in its blade form, but mostly goes with his fists for a good ole beatdown

Weapons:

Marine Sidearm:
View attachment 795338
Standard issued pistol from the Marine’s military, it holds 10 rounds within each magazine, and has infinite ammo to last forever, but it’s more of a last resort weapon, due to it not being capable of dealing as much damage as his other weapons.

Hegemony Carbine:
View attachment 795339
A standard issue rifle for elite Hegemony troops, it fires three bright white lasers at its foes, and 25 rounds in its chamber and 600 ammo in reserve, a good close to mid range weapon for automatic needs.

Fightsabre:
View attachment 795340
A assault rifle like weapon made mostly of hardened green light, it fires 25 green lasers and has 500 in reserve, but when either reloading or changing the gun, would shift it into a light blade, and not only prove as a useful weapon that is capable of cutting through most materials, but can also reflect projectiles back at opponents. It is only capable of reflecting projectiles that the user strikes with the blade, but still, a useful weapon nonetheless.

M16:
View attachment 795341
A standard issue military rifle, the M16 has 500 ammo in reserve, and fires 30 bullets before having to reload. But after reloading, it will switch to its secondary fire mode, capable of shooting 3 grenades before needing to reload once again. The bullets and ammo all count for the max ammo capacity.

Void Shotgun:
View attachment 795342
The Void shotgun is a close range shotgun that fires six beams of light, and has a strong knockback to those hit with it. A favored weapon by the Void-Cores frontline troops. It holds 4 rounds and has 120 rounds in reserve.

The Patriot:
View attachment 795353
The Patriot is a mid to long range machine gun, firing armor piercing bullets at its foes, and the longer the trigger is held, the faster the gun would fire. Holding 100 bullets in its magazine, and having 500 in reserve, it is a weapon that can quickly run out of ammo, but in return, is a excellent crow

Equipment:

Scouter:
View attachment 795343
A built in internal scouter of the helmet, it slightly increases the damage and accuracy of an weapon, and also shows the current state of an single enemy and how much damage is being dealt to them.

Galactic Medal of Valor:
View attachment 795344
A medal awarded to those who show bravery in the face of certain doom, it halves reload time, and increases accuracy. It also seems to be a sign of good luck to the Marine, and he cherishes it greatly....
“But most importantly, you didn't let down the unit. Good work, Marine”

Personality:
The Marine seems like a silent and intimidating figure at first, and while that is true for the most part, the Marine is actually a loyal soldier to his allies, and fights for what he believes is right. But he is also nearly emotionless.... either with the helmet being in the way of his face, or he simply doesn’t show it on the outside. He is also a fearless soldier, charging in headfirst into combat in order to fight his foes, by himself. But most of the time, he doesn’t think things through, and merely act and then react right after, acting impulsive to merely gun and run in combat, while using some tactics in order to get a hand in combat, but other than that, he spoils brute force his way through situations, leaving nothing but empty shells and the foes who dare step in his path to victory.

Bio:
The Marine’s past is mostly unknown, other than the events that have happened recently in his life, but what is known, is that the Marine was once a guard of the research station Primerdyne R&D, until an experiment gone awry, which summoned an interdimensinal-Horror into the realm. While he did what he could, his skill an weaponry weren’t enough to take down the creature, and now, having one gun being out of ammo while his other being jammed, he choose to flee, and went into a nearby Escape pod after scurrying away from the encounter, leaving his fellow guards and scientists to their doom. His story however, doesn’t end there, it was merely the beginning of his journey to change the past.

For his escape pod landed on a planet, one that many have heard about.... which held a dungeon that holds an artifact of great power, a weapon of unknown make, that have existed for eons. A weapon.... that can kill the past. But powerful creatures, ranging from living bullets, all the way to a legend of a large Dragun protecting the chest, this would be no easy task..... but the Marine didn’t care about the risk, he needed to go back into I the past. And to use that weapon to help change the Marine’s past, he had to....

Enter the Gungeon

Entering the Gungeon, the Marine faced many challenges, his earlier attempts being thwarted and having to be sent back to the entrance of the Dungeon each time he failed, but overtime, his skill and knowledge of the Gungeon increased with each run that he does, becoming better, faster, smarter, and gunnier. But after his travels, and multiple attempts at entering the dungeon, he eventually reached the end, after defeating the Dragun, who was the last foe he had to face, before entering the treasure room that held the gun. Being one of the few Gungeoneers who even reached the weapon, he opened the chest and grabbed the gun, before shooting himself with it, being sent back in time, before he escaped the Research station in the Escape pod all that time ago. Now much more experience in the art of gun based combat, he faced the creature in a second battle, but without the weapons and items he had from the Gungeon, he had to face the monster with nothing but the weapons he wielded in the past, fighting in a deadly battle with his fellow guards providing firing support from their cover. But on his last legs, he knew that he couldn’t finish off the creature, unless he sacrificed himself in order to save everyone, so, in a last attempt of trying to finish off the Abyssal fiend, he ignored all attempts of dodging in order to maximize his damage output, absorbing blow after blow to his body, and eventually, defeated the creature, and now in a last attempt to kill off the Marine, exploded. Too tired and damaged to dodge the attack, he merely accepted his fate, knowing that his fellow men would survive, then, his vision turned a bright white, as he was now, finally gone.... at peace with his past, and ready to move on...

Overdrive Name:
Marine & Ser junkan smackdown / Makeshift cannon finisher

Overdrive Description:

The Overdrive starts out with the Marine targeting ten enemies at once for the attack, before going ahead and punching a target of their choosing from the group. From there, the Marine grows red with fury, Ser Junkan waiting at his side, before both him and Ser junkan charge the single opponent, sending forth a flurry of punches and slices from both the Marine and Ser Junkan, increasing in speed and damage with each second, before ending the initial charge with an uppercut into the air by the Marine, then a downward slash by Ser Junkan, which launches the opponent back towards the group of nine.

From there, the second part of their attack commences, as the Marine pulls out the makeshift cannon, quickly charging it, before aiming forth and firing a storm of large and deadly gems upon the group of 10, all equaling damaging foes, but the one that was struck first will generally be much weaker than the others.
Other:
-The Marine will be at the height of 6’10”
Accepted
 
Appearance:

Light:

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Dark (Default):

EkI_eLYXgAI6j_V



Last Words: "You cannot stop... what's to come..."

Name: Vora

Age: 25

Cause of Death: Killed when defending her allies from The Abyss.

Powers: Light/Dark Magic, Weapons proficiency, Superhuman agility, speed, etc.

Abilities:

Weapons and Equipment: Seal Guardian’s Scythe.

Personality: Once devoted and faithful to the moon goddess Io, Vora’s live was shattered when her prayers went unanswered. Now bitter and vengeful, Vora is a shell of her former self.

Bio:

A life, once devoted to Io, the Moon Goddess. Her sacred marital order was one tasked with protecting ancient seals, but even they did not know the extent of the chaos beneath. Feeling forsaken by her Goddess, surrounded by unanswered prayers and broken bodies, she has chosen to embrace that chaos.

The Realm is on a path of self-destruction, but she will deliver it from that fate. She brings the end... of those wars, of that suffering - an end to everything. Those who know her dread her coming, for she is Vora, Harbinger of the End of the Realm; and they are not prepared.

Overdrive Name: Harbinger’s Wrath/Harbinger’s Blessings

Overdrive Description:

Harbinger’s Wrath (Dark Stance only):

Vora gains 30% damage reduction, and a 50% movement speed buff for 60 seconds. She empowers her scythe with the power of darkness and speed blitzes the enemy, rushing through them and delivering multiple fast and deadly strikes that poison and slow the enemy before she throws her weapon into the air, rushes up to grab it and then crashes down to the ground in one swift move, cleaving through the enemy she is facing.

If the enemy is below a certain amount of health, they are cursed and any damage dealt to them by other allies heals Vora until her timer runs out.

Harbinger’s Blessings (Light Stance Only)

Vora empowers her allies, sacrificing her damage and defense to boost theirs. She can choose to gift 30% armor and health to one ally or the entire group. Vora’s damage is halved by 15% and she takes 10% more damage from enemies, but her attacks gain 20% lifesteal and she gets a 20% speed buff to move quicker.

Other:

Vora can switch between her Light and Dark forms as needed. Each form has its own distinct personality and unique interactions.
Accepted
 
Appearance:
(This is the only image of beardless older Noct I could find I swear)
older beardless noct.jpg


Last Words:
"It's finally over."

Name:
Noctis Lucis Caelum

Age:
30 Years Old

Cause of Death:
Sacrificed after being imbued the Lucian Monarchs' powers to eradicate Adryn fully from the world of Eos

Powers:
As the heir to the throne of Lucis, Noctis can wield the power of kings, and those he associates with share into some of his power (Although unlike his father, his allies only share storage to his Hyperarsenal and attain benefits from meals/drinks enhanced by his powers). With his power shared to his allies they can summon out their weapons anytime they wish (Assuming they are housed inside of Noct's hammerspace). Noct himself can also provide his allies with the Royal Arms in his possession.

Can warp over short distances and phase through solid matter (only if he knew where he was warping to however), although his weapons on hand can be used as a "marker" to be able to travel through longer distances. Noctis is the one powering the party's potions and elixirs (meals eaten by them providing minor supernatural benefits is likewise also implied to be due to Noctis' magic) so they have healing properties. Without him however, they are simply regular drinks.

Noctis, a Lucis Monarch figure himself, has access to the Armiger (also known as the Power of Kings) which allows him wield all royal arms (in crystalline forms) at once while also providing him the ability to fly. The crystalline Royal Arms floats around him in a circular formation, usable as a barrier of sorts while they can also attack their targets on their own without being wielded on hand to do so. It eventually becomes the "Armiger Unleashed" where the Power of Kings is enhanced tenfolds and has the ability to turn his Engine/Ultima Blade into a long Beam Sword

After becoming the vessel for the Crystal's power, Noctis receives the "Power of Providence", noted to surpass even the might of the Astrals. He can initiate it by sitting on the Lucian throne and summoning the Monarchs of Lucis to him to enter the realm in-between afterlife and the mortal realm, taking the Royal Arms into "the beyond" within his very body (It's just some glorified sacrificial ritual so that he can retain his powers to kill Adryn really).

Although now that he's technically already "dead", It's likely that he's no longer has the "Power of Providence", but is nonetheless still powerful on his own.


Abilities:
Noctis is an excellent combatant, using all the weapons in his disposal with proficient skill (although he can still be bested by those demonstrating better skill than his.). He is good at synchronizing with other skilled fighters during battles (See Link-Strikes).

Oh right. He loves fishing too

Weapons and Equipment:
*laughs in the vast amount of weapons and items Noct is capable of housing*
1) Ultima Blade (formerly Engine Blade)
2) Sword of the Wise
3) Axe of the Conqueror
4) Bow of the Clever
5) Swords of the Wanderer
6) Blade of the Mystic
7) Star of the Rogue
8) Sword of the Tall
9) Shield of the Just
10) Mace of the Fierce
12) Scepter of the Pious
13)Trident of the Oracle
14) Katana of the Warrior
15) Sword of the Father
(We most certainly do not need Noctis to have the Ring of Lucii when he's already plenty of powerful himself thank you very much. It has an insta-kill spell for Gundam and Stacia's sake)

Personality:
Socially awkward, sleepyhead, dorkish, withdrawn, dislikes bugs dislikes vegetables (yes). Those....were traits Noctis once held until 10 years had passed (Maybe except for being sleepyhead and also what he dislikes though). A firm posture and tone and mannerisms befitting that of a king's, Noctis is now a much more confident man that contrasts the boy he was in the past.

Bio:
Son of King Regis, and 114th heir to the Lucian throne. Fate has lead him through an unforgettable journey alongside his sworn brothers which ended with his sacrifice for Eos.

Overdrive Name:
"Legacy of Lucii"

Overdrive Description:
"Noctis unleashes a devastating series of attacks empowered by the Power of the King's, laying waste upon the hapless ones who opposes the king."


Other:
No Ring of Lucii. Noct won't have every others weapons usable by Prompto, Gladiolus and Ignis too for fairness sake.​
 
Appearance:
(This is the only image of beardless older Noct I could find I swear)
View attachment 795587


Last Words:
"It's finally over."

Name:
Noctis Lucis Caelum

Age:
30 Years Old

Cause of Death:
Sacrificed after being imbued the Lucian Monarchs' powers to eradicate Adryn fully from the world of Eos

Powers:
As the heir to the throne of Lucis, Noctis can wield the power of kings, and those he associates with share into some of his power (Although unlike his father, his allies only share storage to his Hyperarsenal and attain benefits from meals/drinks enhanced by his powers). With his power shared to his allies they can summon out their weapons anytime they wish (Assuming they are housed inside of Noct's hammerspace). Noct himself can also provide his allies with the Royal Arms in his possession.

Can warp over short distances and phase through solid matter (only if he knew where he was warping to however), although his weapons on hand can be used as a "marker" to be able to travel through longer distances. Noctis is the one powering the party's potions and elixirs (meals eaten by them providing minor supernatural benefits is likewise also implied to be due to Noctis' magic) so they have healing properties. Without him however, they are simply regular drinks.

Noctis, a Lucis Monarch figure himself, has access to the Armiger (also known as the Power of Kings) which allows him wield all royal arms (in crystalline forms) at once while also providing him the ability to fly. The crystalline Royal Arms floats around him in a circular formation, usable as a barrier of sorts while they can also attack their targets on their own without being wielded on hand to do so. It eventually becomes the "Armiger Unleashed" where the Power of Kings is enhanced tenfolds and has the ability to turn his Engine/Ultima Blade into a long Beam Sword

After becoming the vessel for the Crystal's power, Noctis receives the "Power of Providence", noted to surpass even the might of the Astrals. He can initiate it by sitting on the Lucian throne and summoning the Monarchs of Lucis to him to enter the realm in-between afterlife and the mortal realm, taking the Royal Arms into "the beyond" within his very body (It's just some glorified sacrificial ritual so that he can retain his powers to kill Adryn really).

Although now that he's technically already "dead", It's likely that he's no longer has the "Power of Providence", but is nonetheless still powerful on his own.


Abilities:
Noctis is an excellent combatant, using all the weapons in his disposal with proficient skill (although he can still be bested by those demonstrating better skill than his.). He is good at synchronizing with other skilled fighters during battles (See Link-Strikes).

Oh right. He loves fishing too

Weapons and Equipment:
*laughs in the vast amount of weapons and items Noct is capable of housing*
1) Ultima Blade (formerly Engine Blade)
2) Sword of the Wise
3) Axe of the Conqueror
4) Bow of the Clever
5) Swords of the Wanderer
6) Blade of the Mystic
7) Star of the Rogue
8) Sword of the Tall
9) Shield of the Just
10) Mace of the Fierce
12) Scepter of the Pious
13)Trident of the Oracle
14) Katana of the Warrior
15) Sword of the Father
(We most certainly do not need Noctis to have the Ring of Lucii when he's already plenty of powerful himself thank you very much. It has an insta-kill spell for Gundam and Stacia's sake)

Personality:
Socially awkward, sleepyhead, dorkish, withdrawn, dislikes bugs dislikes vegetables (yes). Those....were traits Noctis once held until 10 years had passed (Maybe except for being sleepyhead and also what he dislikes though). A firm posture and tone and mannerisms befitting that of a king's, Noctis is now a much more confident man that contrasts the boy he was in the past.

Bio:
Son of King Regis, and 114th heir to the Lucian throne. Fate has lead him through an unforgettable journey alongside his sworn brothers which ended with his sacrifice for Eos.

Overdrive Name:
"Legacy of Lucii"

Overdrive Description:
"Noctis unleashes a devastating series of attacks empowered by the Power of the King's, laying waste upon the hapless ones who opposes the king."


Other:
No Ring of Lucii. Noct won't have every others weapons usable by Prompto, Gladiolus and Ignis too for fairness sake.​

Accepted
 
AC0EA40F-5BB4-41DE-9AFC-3F3615C11CA8.jpeg
Last Words:
“I-it's too horrible! Noooo!”

Name:
Junia the Vestal

Age:
24

Cause of Death:
Killed off in the final battle with their Eldritch god and creator, being the first one to be killed off by the Eldritch entity.

Powers:

Inventory:
The Vestal has 16 slots in order to store items in, and depending on what item it is, may only store one if it, or multiple of it. It does nothing to slow down Julia when walking or in fights.

Crit:
Having a small chance... she is capable of dealing a critical strike dealing double the damage she would normally do, as well as healing some stress away from his stress bar as well. She also have a chance of doing a critical heal, healing two times the damage she usually does, and stress healing herself as well

Stress:
She, like any other human being, can become stressed out that sometimes, ‘her resolve is tested’. this can lead to two things if her stress bar reaches 100/100, he will either be ‘Afflicted’, it being a bad personality effect that is generally harmful for both him and his team, or ‘Virtue’, it being a good personality effect that helps out in combat, with ‘Afflicted’ being the higher chance personality effect. But no matter which one is chosen, her personality will change to what personality effect she has gotten. If his stress reaches 200 while ‘Afflicted’, she will suffer a heart attack which instantly puts him on ‘Death’s Door’, while gaining 200 stress with a ‘virtue’ only removes it. She has a 25% chance of gaining a virtue and a 75% chance of gaining a affliction, and gaining stress or healing would depend on the events she witnesses with his own two eyes. The effects of the afflictions and virtues will be explained when gaining either one... and what’s to expect from them.

The Virtues she can gain are:

1.Stalwart:
“Many fall in the face of chaos.... but not this one... not today.”

2.Vigorous:
“Adversity can foster hope, and resilience.”

3.Focused:
“A moment of clarity in the eye of the storm.”

4.Powerful:
“Anger is power. Unleash it!”

5.Courageous:

“A moment of valor shines brightest against the backdrop of despair.”

The Afflictions being :
1. Fearful:
“Fear and frailty finally claim their due....”

2. Paranoid:
“The walls close in, the shadows whisper of conspiracy!”

3. Masochistic:
“Those who covert injury find it in no short supply.”

4. Abusive:
“Frustration and Fury, more destructive than a hundred cannons.”

5. Selfish:
“Self-preservation is paramount- at any cost!”

6. Hopeless:
“There can be no hope in this hell..... no hope at all.”

7. Irrational:

“Reeling, gasping, taken over the edge into madness!”

Death’s Door:
If she loses all of his Hp, she will enter ‘Death’s Door’, a red skull appearing above her as her body glows red, if attacked in this state, no matter how strong or weak the attack may be, it will lead to her death, but she has a 67% ‘Death’s Door blow resist’ which allows the Vestal to survive blows in this state with no signs of damage, but not for long. If she recovers out of this state by healing at least 1 hp, she will exit ‘Death’s Door’ but will suffer penalties to here accuracy, damage, and speed while also gaining more stress.


Combat Skills:
Mace Bash:
A normal close range mace bash, this is usually an option the Vestal uses in case she is caught up in frontline combat. Deals 35 percent more damage against unholy foes

Judgement:
Letting forth a lighting bolt summoned by one of her spells... it is capable of dealing good enough damage as well as heal the Vestal 5 hp

Dazzling Light:
A Dazzling amount of light going to the target’s eyes, but increases the light of nearby torches, and has a chance of stunning the opponent for one turn.

Divine Grace:
A single heal to a person of her choosing, or herself, it is capable of healing 8-9 with every use of the ability.

Divine Comfort:
A weaker version of Divine Grace, while not having the same healing properties as the other option, it is capable of healing everyone within the entire group, for up to 4-5 hp.

Illumination:
Sending forth a sword of light coming down from the air, it bypasses stealth, as well as remove the invisibility or stealth the opponent has, it increases the light of nearby torches immensely, and Debuff the opponent’s dodge by 30.

Hand of Light:
A different kind of lighting bolt spell used by the Vestal, while not as damaging to other opponents, it deals extra damage to unholy foes, and buffs her own accuracy and damage for 4 turns.

Camping skills:
Bless:
Blessing an single companion with the power of the Light, she is capable of increasing their accuracy and dodge for 4 battles.

Chant:
A small holy chant read from the pages of her book, she decreases the stress chances for her allies and herself by 20 percent if they are religious, or 10 percent if they are not. She is also capable of stress healing her comrades by either by 15 if they are religious, or 5 stress if they are not.

Pray:
A prayer to the Light above, while it has the same stress healing affects as her chant, instead of providing decrease stress taken, this instead increases their protection by 15%, or 5% if they are not religious, allowing them to take less damage as of a result from the protection.

Sanctuary:
An sanctuary to those on the brink of death, the Vestal is capable of stopping nighttime ambushes with this ability, and to anyone else who are on the brink of death or close to it, would be healed 50% of their hp and also heal 25 stress.

Encourage:
Encouraging an ally to never lose hope, she is able to relieve 15 stress to an ally she speaks to.

Wound Care:
Capable of healing some wounds, she can restore 15 health of an individual, as well as remove Bleeding and Blight from that person as well.

Pep Talk:
An Pep talk to an individual is one way to keep them from becoming insane, reducing the amount of stress they would normally gain in combat.

Abilities:
Medical experience:
Even when not using her healing spells, she is still capable of healing her allies, either by using medical supplies she has on hand, or using simple bandages to stop bleeding,

Strong hitting arm:
Of course, one of her main abilities being a mace bash in battle, so she does have a strong hitting arm when against an opponent, whether it would be someone with nothing by leather as armor, or a fully armored knight, the Vestal can deal damage to whoever it is underneath the mask.

Quick learner:
The Vestal is a quick leaner when introduced to new topics, being able to quickly understand things and as well as using it to her own advantage, just don’t go telling her about the existence of manga or something like that.

Weapons and Equipment:

The Hand of Light & The Blessed Bulwark:

The hand of Light being her holy mace, a weapon blessed to slay any unholy abomination that comes across its path, and the Blessed Bulwark being her silk clothing and blessed steel plate armor, allowing her to both dodge attacks with little trouble and also take them when struck as well.

Personality:
Junia is a well-mannered and kind individual, one who cares for both her allies and any innocents that are caught in the crossfire as well. Junia also seems to use religion as a way to handle her stress, occasionally doing prayers, and even giving offerings to a being known as the ‘Light’, a holy entity back in her world, that seems to hear her calls, even when no longer back home. But it seems that she relies heavily on her beliefs... and while she can find other things in order to calm her down... she will always return to the Light, seeking its guidance during troubling times, and even becoming more nervous the longer she hasn’t done her daily prayers yet. But in battle, she ignores all of her duties, and instead, focuses on her own allies before herself, giving out powerful healing spells in order to keep them in the fight, and is willing to fight tooth and nail in order to protect them in combat, for she knows that in order to achieve true victory, one must sacrifice themselves in order to achieve that goal, whether it be material or self, she will make sure that she does her goal of protecting her allies in combat.

In social situations, when talking to more than one individual, her natural nervousness rises up... usually stuttering to speak, considering she rarely speaks to more than one person, especially when there are multiple others listening in as well. In her free time, she would read books of any kind, whether it would be fiction or non-fiction, a poem or a paragraph, for reading seems to be her favorite topic, and would go on and on and on about the importance of books when even a small word such as page is said out loud.

Bio:
71941E1A-0E9B-4168-8C1F-6F4AF1CD9CFD.jpeg
Overdrive Name:
The Light’s judgement

Overdrive Description:
This moves begins by targeting a singular foe, before gong off into a prayer, calling forth the power of the light, trying to call it to smite down her for that stands in the way of victory for good. And from there, the Light answers her calls, for a large beam of pure light comes down from the heavens above, and smite the opponent who was chosen as an target... and deals 25% more damage against unholy foes it targets. It ends with the light disappearing, and the Vestal smacking her opponent away its a mace bash, sending them onto their back about 10 feet away from her.​
 
View attachment 795451
Last Words:
“I-it's too horrible! Noooo!”

Name:
Junia the Vestal

Age:
24

Cause of Death:
Killed off in the final battle with their Eldritch god and creator, being the first one to be killed off by the Eldritch entity.

Powers:

Inventory:
The Vestal has 16 slots in order to store items in, and depending on what item it is, may only store one if it, or multiple of it. It does nothing to slow down Julia when walking or in fights.

Crit:
Having a small chance... she is capable of dealing a critical strike dealing double the damage she would normally do, as well as healing some stress away from his stress bar as well. She also have a chance of doing a critical heal, healing two times the damage she usually does, and stress healing herself as well

Stress:
She, like any other human being, can become stressed out that sometimes, ‘her resolve is tested’. this can lead to two things if her stress bar reaches 100/100, he will either be ‘Afflicted’, it being a bad personality effect that is generally harmful for both him and his team, or ‘Virtue’, it being a good personality effect that helps out in combat, with ‘Afflicted’ being the higher chance personality effect. But no matter which one is chosen, her personality will change to what personality effect she has gotten. If his stress reaches 200 while ‘Afflicted’, she will suffer a heart attack which instantly puts him on ‘Death’s Door’, while gaining 200 stress with a ‘virtue’ only removes it. She has a 25% chance of gaining a virtue and a 75% chance of gaining a affliction, and gaining stress or healing would depend on the events she witnesses with his own two eyes. The effects of the afflictions and virtues will be explained when gaining either one... and what’s to expect from them.

The Virtues she can gain are:

1.Stalwart:
“Many fall in the face of chaos.... but not this one... not today.”

2.Vigorous:
“Adversity can foster hope, and resilience.”

3.Focused:
“A moment of clarity in the eye of the storm.”

4.Powerful:
“Anger is power. Unleash it!”

5.Courageous:

“A moment of valor shines brightest against the backdrop of despair.”

The Afflictions being :
1. Fearful:
“Fear and frailty finally claim their due....”

2. Paranoid:
“The walls close in, the shadows whisper of conspiracy!”

3. Masochistic:
“Those who covert injury find it in no short supply.”

4. Abusive:
“Frustration and Fury, more destructive than a hundred cannons.”

5. Selfish:
“Self-preservation is paramount- at any cost!”

6. Hopeless:
“There can be no hope in this hell..... no hope at all.”

7. Irrational:

“Reeling, gasping, taken over the edge into madness!”

Death’s Door:
If she loses all of his Hp, she will enter ‘Death’s Door’, a red skull appearing above her as her body glows red, if attacked in this state, no matter how strong or weak the attack may be, it will lead to her death, but she has a 67% ‘Death’s Door blow resist’ which allows the Vestal to survive blows in this state with no signs of damage, but not for long. If she recovers out of this state by healing at least 1 hp, she will exit ‘Death’s Door’ but will suffer penalties to here accuracy, damage, and speed while also gaining more stress.


Combat Skills:
Mace Bash:
A normal close range mace bash, this is usually an option the Vestal uses in case she is caught up in frontline combat. Deals 35 percent more damage against unholy foes

Judgement:
Letting forth a lighting bolt summoned by one of her spells... it is capable of dealing good enough damage as well as heal the Vestal 5 hp

Dazzling Light:
A Dazzling amount of light going to the target’s eyes, but increases the light of nearby torches, and has a chance of stunning the opponent for one turn.

Divine Grace:
A single heal to a person of her choosing, or herself, it is capable of healing 8-9 with every use of the ability.

Divine Comfort:
A weaker version of Divine Grace, while not having the same healing properties as the other option, it is capable of healing everyone within the entire group, for up to 4-5 hp.

Illumination:
Sending forth a sword of light coming down from the air, it bypasses stealth, as well as remove the invisibility or stealth the opponent has, it increases the light of nearby torches immensely, and Debuff the opponent’s dodge by 30.

Hand of Light:
A different kind of lighting bolt spell used by the Vestal, while not as damaging to other opponents, it deals extra damage to unholy foes, and buffs her own accuracy and damage for 4 turns.

Camping skills:
Bless:
Blessing an single companion with the power of the Light, she is capable of increasing their accuracy and dodge for 4 battles.

Chant:
A small holy chant read from the pages of her book, she decreases the stress chances for her allies and herself by 20 percent if they are religious, or 10 percent if they are not. She is also capable of stress healing her comrades by either by 15 if they are religious, or 5 stress if they are not.

Pray:
A prayer to the Light above, while it has the same stress healing affects as her chant, instead of providing decrease stress taken, this instead increases their protection by 15%, or 5% if they are not religious, allowing them to take less damage as of a result from the protection.

Sanctuary:
An sanctuary to those on the brink of death, the Vestal is capable of stopping nighttime ambushes with this ability, and to anyone else who are on the brink of death or close to it, would be healed 50% of their hp and also heal 25 stress.

Encourage:
Encouraging an ally to never lose hope, she is able to relieve 15 stress to an ally she speaks to.

Wound Care:
Capable of healing some wounds, she can restore 15 health of an individual, as well as remove Bleeding and Blight from that person as well.

Pep Talk:
An Pep talk to an individual is one way to keep them from becoming insane, reducing the amount of stress they would normally gain in combat.

Abilities:
Medical experience:
Even when not using her healing spells, she is still capable of healing her allies, either by using medical supplies she has on hand, or using simple bandages to stop bleeding,

Strong hitting arm:
Of course, one of her main abilities being a mace bash in battle, so she does have a strong hitting arm when against an opponent, whether it would be someone with nothing by leather as armor, or a fully armored knight, the Vestal can deal damage to whoever it is underneath the mask.

Quick learner:
The Vestal is a quick leaner when introduced to new topics, being able to quickly understand things and as well as using it to her own advantage, just don’t go telling her about the existence of manga or something like that.

Weapons and Equipment:

The Hand of Light & The Blessed Bulwark:

The hand of Light being her holy mace, a weapon blessed to slay any unholy abomination that comes across its path, and the Blessed Bulwark being her silk clothing and blessed steel plate armor, allowing her to both dodge attacks with little trouble and also take them when struck as well.

Personality:
Junia is a well-mannered and kind individual, one who cares for both her allies and any innocents that are caught in the crossfire as well. Junia also seems to use religion as a way to handle her stress, occasionally doing prayers, and even giving offerings to a being known as the ‘Light’, a holy entity back in her world, that seems to hear her calls, even when no longer back home. But it seems that she relies heavily on her beliefs... and while she can find other things in order to calm her down... she will always return to the Light, seeking its guidance during troubling times, and even becoming more nervous the longer she hasn’t done her daily prayers yet. But in battle, she ignores all of her duties, and instead, focuses on her own allies before herself, giving out powerful healing spells in order to keep them in the fight, and is willing to fight tooth and nail in order to protect them in combat, for she knows that in order to achieve true victory, one must sacrifice themselves in order to achieve that goal, whether it be material or self, she will make sure that she does her goal of protecting her allies in combat.

In social situations, when talking to more than one individual, her natural nervousness rises up... usually stuttering to speak, considering she rarely speaks to more than one person, especially when there are multiple others listening in as well. In her free time, she would read books of any kind, whether it would be fiction or non-fiction, a poem or a paragraph, for reading seems to be her favorite topic, and would go on and on and on about the importance of books when even a small word such as page is said out loud.

Bio:
Overdrive Name:
The Light’s judgement

Overdrive Description:
This moves begins by targeting a singular foe, before gong off into a prayer, calling forth the power of the light, trying to call it to smite down her for that stands in the way of victory for good. And from there, the Light answers her calls, for a large beam of pure light comes down from the heavens above, and smite the opponent who was chosen as an target... and deals 25% more damage against unholy foes it targets. It ends with the light disappearing, and the Vestal smacking her opponent away its a mace bash, sending them onto their back about 10 feet away from her.​
Accepted
 
Appearance:
Mami Tomoe.png
Last Words:
Dear all: First off, I must apologize.
I'm sorry that I cannot be there to help you out.
Please forgive me for becoming unable to kill witches.
Though our acquaintance was short, I am glad to have met all of you.
I thought that being a magical girl was nothing but loneliness and pain,
but thanks to you, I'm no longer lonely.
We quarreled at times... but I think that was also for the best.
Thanks to all of you.
I realized that there were people who would care about me.
If I could make a wish
I would wish to meet all of you
in a world without witches.​
Name: Mami Tomoe
Age: 16
Cause of Death:
Depends on the timeline... So I'll list all the ones I know.
Beheaded by the witch, Charlotte.
Soul gem shattered by Madoka's Arrow
Heavily implied to have shattered her own soul gem at the end of "Puella Magi Madoka Magica: The Different Story"


Powers:
Mami has the ability to summon her wide assortment of weapons from her clothing or seemingly nowhere.
Mami displays the ability to control her ribbons to bind her enemies and leave them prone for an attack.

Abilities:
Mami is a known veteran and her fighting style revolves around the usage of her muskets and ribbons. Her main form of attack is summoning many guns from her body and shooting at her target. She would often summon ribbons to trap enemies and she would also use the ribbon on her neck to cut things or to summon a gigantic gun to execute her signature finishing move, Tiro Finale. Her ribbon trapping ability is further shown in Rebellion to be able to be made to look like Mami herself.

Weapons and Equipment:
35969.gif
Ribbons
Flintlock Rifles​

Personality:
Mami first appears as an older, more experienced girl, and is one of the first magical girls introduced in the series. She is shown to have feminine tastes, such as drinking tea and dressing with flower clips in her hair and bows on her shoes.

She has a strong sense of personal justice, which keeps her on the path of helping innocents despite gaining little reward for it. This sense of justice also makes it difficult for her to team up with other magical girls for more than short periods, as many will only fight witches for the chance of finding a Grief Seed or in self-defense, and many others are against teaming up with their "competition" in hunting witches. These circumstances compound with her lonely nature as an orphan who has trouble making friends at school due to her having little time for much outside of witch hunting, which has turned Mami into a very isolated person looking for friends.

She has been shown to take the harsh truths of the magical girl system quite badly depending on the circumstances, and at times has proven to be unstable and dangerous when confronted with them.

Mami always uses honorifics and calls people by their surname with the honorific '-san'. This shows her age and emotional distance to the other girls, who are younger than her and closer in age to each another.

Bio:

Some time before the start of the anime, Mami made her wish after she was in a car accident with her parents. She was most likely very badly wounded, as her parents died on the scene, and Mami only survived due to making a wish with Kyubey, who appeared at just that moment, leaving Mami little time to consider her wish. For some time after that, Mami fought to save people from witches by herself.

It is established in the prequel drama CD Farewell Story that approximately a year later, she meets Kyoko Sakura, a girl who had made her wish at about the same time as Mami, but is far less experienced. Mami saves her from a powerful witch that was too much for Kyoko to defeat alone. Kyoko admires Mami's skill and ideals, and she is the first one Mami has met who thought in a similar way as she did. They become a team, fighting witches and saving people together. Mami meets Kyoko's family, and the two girls become very close.

Some time after they begin working together, Kyoko's father discovers that Kyoko had made her wish to give him followers for his church, which caused him to have a mental breakdown in which he killed himself and everyone in the family, except Kyoko. This event causes Kyoko to change idealistically, and she breaks her alliance with Mami, saying she will fight only for herself from now on. Mami thinks that she can change Kyoko's mind and refuses to let her go off alone, which leads to a clash between them in which they battle using their magic. Kyoko finishes the battle by forcing Mami to give up or seriously hurt her junior, and they separate for good. Mami is alone again except for Kyubey until the anime series starts.

Overdrive Name:
Tiro Finale

Overdrive Description:
Giant ass gun.
gJSD5Xs.gif
Other:
 
Appearance:
Last Words:
Dear all: First off, I must apologize.
I'm sorry that I cannot be there to help you out.
Please forgive me for becoming unable to kill witches.
Though our acquaintance was short, I am glad to have met all of you.
I thought that being a magical girl was nothing but loneliness and pain,
but thanks to you, I'm no longer lonely.
We quarreled at times... but I think that was also for the best.
Thanks to all of you.
I realized that there were people who would care about me.
If I could make a wish
I would wish to meet all of you
in a world without witches.​
Name: Mami Tomoe
Age: 16
Cause of Death:
Depends on the timeline... So I'll list all the ones I know.
Beheaded by the witch, Charlotte.
Soul gem shattered by Madoka's Arrow
Heavily implied to have shattered her own soul gem at the end of "Puella Magi Madoka Magica: The Different Story"


Powers:
Mami has the ability to summon her wide assortment of weapons from her clothing or seemingly nowhere.
Mami displays the ability to control her ribbons to bind her enemies and leave them prone for an attack.

Abilities:
Mami is a known veteran and her fighting style revolves around the usage of her muskets and ribbons. Her main form of attack is summoning many guns from her body and shooting at her target. She would often summon ribbons to trap enemies and she would also use the ribbon on her neck to cut things or to summon a gigantic gun to execute her signature finishing move, Tiro Finale. Her ribbon trapping ability is further shown in Rebellion to be able to be made to look like Mami herself.

Weapons and Equipment:
View attachment 796151
Ribbons
Flintlock Rifles​

Personality:
Mami first appears as an older, more experienced girl, and is one of the first magical girls introduced in the series. She is shown to have feminine tastes, such as drinking tea and dressing with flower clips in her hair and bows on her shoes.

She has a strong sense of personal justice, which keeps her on the path of helping innocents despite gaining little reward for it. This sense of justice also makes it difficult for her to team up with other magical girls for more than short periods, as many will only fight witches for the chance of finding a Grief Seed or in self-defense, and many others are against teaming up with their "competition" in hunting witches. These circumstances compound with her lonely nature as an orphan who has trouble making friends at school due to her having little time for much outside of witch hunting, which has turned Mami into a very isolated person looking for friends.

She has been shown to take the harsh truths of the magical girl system quite badly depending on the circumstances, and at times has proven to be unstable and dangerous when confronted with them.

Mami always uses honorifics and calls people by their surname with the honorific '-san'. This shows her age and emotional distance to the other girls, who are younger than her and closer in age to each another.

Bio:

Some time before the start of the anime, Mami made her wish after she was in a car accident with her parents. She was most likely very badly wounded, as her parents died on the scene, and Mami only survived due to making a wish with Kyubey, who appeared at just that moment, leaving Mami little time to consider her wish. For some time after that, Mami fought to save people from witches by herself.

It is established in the prequel drama CD Farewell Story that approximately a year later, she meets Kyoko Sakura, a girl who had made her wish at about the same time as Mami, but is far less experienced. Mami saves her from a powerful witch that was too much for Kyoko to defeat alone. Kyoko admires Mami's skill and ideals, and she is the first one Mami has met who thought in a similar way as she did. They become a team, fighting witches and saving people together. Mami meets Kyoko's family, and the two girls become very close.

Some time after they begin working together, Kyoko's father discovers that Kyoko had made her wish to give him followers for his church, which caused him to have a mental breakdown in which he killed himself and everyone in the family, except Kyoko. This event causes Kyoko to change idealistically, and she breaks her alliance with Mami, saying she will fight only for herself from now on. Mami thinks that she can change Kyoko's mind and refuses to let her go off alone, which leads to a clash between them in which they battle using their magic. Kyoko finishes the battle by forcing Mami to give up or seriously hurt her junior, and they separate for good. Mami is alone again except for Kyubey until the anime series starts.

Overdrive Name:
Tiro Finale

Overdrive Description:
Giant ass gun.
View attachment 796150
Other:

Accepted
 
Appearance:

sha256:365f0f7e6db114d9a450dfa91d4e5f9fce22d39c5680182bc9543d98b7310763


Last Words: "Give your dad a kiss for me."

Name: Sonya Blade

Age: 42

Cause of Death: Sacrificed herself to save her daughter and allies by detonating a castle fortress from within.

Powers: Peak human ability.

Abilities:

Sonya has the power to fire and manipulate projectiles made of pink-colored energy (in MK 2011, the ability seems to not be magical in origin, but more an effect of using a high-tech weapon attached to her wrists), as well as gain temporary flight (or at the very least the ability to maneuver in air). Her abilities are vast, mostly based on agility, as well as deadly and impressive due to her Special Forces training. She is very fast in combat, using quick and effective kicks and strikes. She also incorporates gymnastics into some of her moves, such as her Kartwheel Kick move and Scissor Split fatality. She is also, along with Liu Kang, Nightwolf, Johnny Cage, Jax, Sub-Zero, Smoke, Kabal and Stryker, one of Raiden's Chosen Warriors (being the only Earthrealm female with this honor until the inclusion of later warriors) and thus, one of the strongest fighters not only in Earthrealm, but all the realms.

Weapons and Equipment: Energy Gauntlets, BUD-E Drone, Flash/Stun/Explosive Grenades, Garrote Wire.

Personality:

General of Earthrealm Special Forces, Sonya Blade is a beautiful, stern, tough-as-nails General. Sonya represents a very emancipated and headstrong woman, but for all her stubbornness and pride, she deeply cares about the lives of her friends and comrades. She has a long-standing enmity with the Black Dragon leader, Kano, who had murdered a former partner of hers, and stands for everything Sonya despises.

Bio:

"Decorated officer of the Special Forces. Sonya braved the Mortal Kombat tournament, defended Earthrealm, and rescued her partner, Jax Briggs. Serious to a fault, she never takes time for personal leave, preferring to remain vigilant until all realms are safe from conquest."

Overdrive: Die Already

Overdrive Description:

Other:

 
Last edited:
Appearance:

sha256:365f0f7e6db114d9a450dfa91d4e5f9fce22d39c5680182bc9543d98b7310763


Last Words: "Give your dad a kiss for me."

Name: Sonya Blade

Age: 42

Cause of Death: Sacrificed herself to save her daughter and allies by detonating a castle fortress from within.

Powers: Peak human ability.

Abilities:

Sonya has the power to fire and manipulate projectiles made of pink-colored energy (in MK 2011, the ability seems to not be magical in origin, but more an effect of using a high-tech weapon attached to her wrists), as well as gain temporary flight (or at the very least the ability to maneuver in air). Her abilities are vast, mostly based on agility, as well as deadly and impressive due to her Special Forces training. She is very fast in combat, using quick and effective kicks and strikes. She also incorporates gymnastics into some of her moves, such as her Kartwheel Kick move and Scissor Split fatality. She is also, along with Liu Kang, Nightwolf, Johnny Cage, Jax, Sub-Zero, Smoke, Kabal and Stryker, one of Raiden's Chosen Warriors (being the only Earthrealm female with this honor until the inclusion of later warriors) and thus, one of the strongest fighters not only in Earthrealm, but all the realms.

Weapons and Equipment: Energy Gauntlets, BUD-E Drone, Flash/Stun/Explosive Grenades, Garrote Wire.

Personality:

General of Earthrealm Special Forces, Sonya Blade is a beautiful, stern, tough-as-nails General. Sonya represents a very emancipated and headstrong woman, but for all her stubbornness and pride, she deeply cares about the lives of her friends and comrades. She has a long-standing enmity with the Black Dragon leader, Kano, who had murdered a former partner of hers, and stands for everything Sonya despises.

Bio:

"Decorated officer of the Special Forces. Sonya braved the Mortal Kombat tournament, defended Earthrealm, and rescued her partner, Jax Briggs. Serious to a fault, she never takes time for personal leave, preferring to remain vigilant until all realms are safe from conquest."

Overdrive: Die Already

Overdrive Description:

Other:


Accepted
 
1603269496398.png
Last Words: “Everything…will be okay…I promise”

Name: Leomon

Age: Unknown

Cause of Death: He’s killed in different ways and in different timelines but for this one I’m going to stick with the main one and yes I know he’s brought back after he was killed before but he was killed again by Meicoomon in the tri series determination movie


Powers: digital attacks- Fist of the Beast King: launches an aura in the shape of a lion's head from its fist, Hundred Beasts Fist: Launches multiple "Fist of the Beast King”, Shockwave: Attacks with a blast of energy from its fist

Abilities: Sword fighting, hand to hand combat, enhanced senses

Weapons and Equipment: Sword

Personality: Leomon is strong, loyal, brave and steadfast even to his death. He has strong beliefs in others and will do his hardest to protect them. While very reserved for the most part, he will speak when he needs to make others feel better, especially those who are smaller than himself. He has a lot of fighting experience from going against a lot of other Digimon. He doesn’t just use his fists he also tries to get others to see reason, though that doesn’t always work for him.

Bio: Click

Overdrive Name: Saberleomon

Overdrive Description:1603269514750.png

Howling Crusher: Uses its gigantic claws to tear the opponent to pieces.

Infinity Arrow: Hardens the countless envenomed "hairs" in its mane and tackles the opponent, leaving them completely paralyzed

Other:

(I have no idea how you guys did that type of hide spoiler line)
 















David Banner
the-incredible-hulk-5cdaa5b6b5d2d.png

I am free.
David Banner


Theme




Name:
Dr. David Bruce Banner

Age:
Mid 40's

Cause of Death:
David ultimately died of a heart attack while in his Hulk form (he was caught in a plane that was exploding and fell from a considerable height.)

Powers:
As the Hulk, Banner is a physical juggernaut. Stronger than humanly possible, he is also highly resistant to injury. High-powered rifle bullets do not penetrate past his dense muscles, and inflict only superficial damage. His healing capacity is phenomenal, and even managed to recover from a severed spinal cord several weeks after the injury, when he transformed in a fit of rage. He can leap great distances, and outrun any human pursuer.

Abilities:
David Banner is incredibly intelligent, he managed to generate a gamma accelerator the size of a dentist’s chair, with the limited technology available in the 1970’s. He is also a full medical doctor, and has an extremely perceptive mind, even if his senses aren’t that keen. He also has a powerful personality, and ends up at the heart of whatever conflict is occurring wherever he goes.

Weapons and Equipment:
Not really applicable but David generally carries around a duffel bag containing his few belongings.

Personality:
David is normally calm peaceful and thoughtful. He is the sort who, when someone snaps at him, does not have the standard reaction of snapping back or getting mad. He is more likely to try deducing the source of their bitterness and helping them. Quite fortunately, it takes a lot for him to get really mad. He is very compassionate, a fact that often gets him into trouble on his journeys because he feels compelled to help where many people would walk away. His intelligence and capacity to notice fine details also cause him to suspect something is going on where most people would never even notice there was anything to be suspicious of.

As the Hulk, he is angry at first since anger triggers the transformation. In essence, however, he is David Banner except operating on a primitive level of mind. He is always a bit angry except during the last minute or so because, once his anger is completely gone, he changes back to David. Although he cannot speak, the Creature is also smart in a primitive way, repeatedly making use of his environment in creative ways such as breaking off a steam pipe and spraying men about to shoot at him or using methods to extend his reach.

Bio:

Dr. David Bruce Banner was born in Trevorton, Colorado, in the first half of the 1940s. His father, D.W. Banner, wanted David to stay on the family farm and take it over from him someday—D.W. went so far as to tell David that he would pay his son's entire way through any agricultural college of his choice. David, though, had always wanted to be a doctor, something his family knew about him ever since he was five years old, when David's sister, Helen, caught him performing surgery on one of her favourite dolls. David, at 18, had even more incentive, though, to attend university someplace far away from Trevorton (always keeping in mind that his eventual goal was, of course, medical school). David had allowed resentment and anger to simmer for years towards his father, because David blamed D.W. for the death of his mother, Elizabeth, whom David had found passed away in her bed when he was a child.

David did attend medical school. His classmate there was Elaina Marks—who years later became his colleague at The Culver Institute in California, where they were engaged in intense research aimed at unravelling the mystery of the enormous physical strength that all humans possess, but of which the typical person uses only 20 percent. David had a personal reason for conducting this particular research, because he had lost his wife, Laura, in a car accident from which David was unable to save her. David and Laura's was a deep and abiding love (though one that did not produce any children). David's grief was profound (it took him a month simply to return to work), and the interviews he conducted with Elaina of people who also had had loved ones in as much life-threatening jeopardy as Laura had been in, but were able to tap into that well of enormous strength to save, accomplished little more than to make grief, resentment and frustration a major part of David's everyday existence.


After learning that he did indeed share one trait with those others—namely an elevated adenine-thymine level in his DNA (as a matter of fact, David's adenine-thymine level was elevated even higher than the ones they had interviewed)—David knew there had to be an external force at work with those others that had not been present during the accident in which he was unable to rescue Laura. That external source, David deduced, was gamma-ray bursts from periodic sunspot activity on the surface of the sun. In an attempt to recreate that external force in the controlled setting of the laboratory, David strapped himself into the Culver Institute's radiation emitter and gave himself a 15-second dose of gamma radiation. Unfortunately, David did not know that the emitter had been updated and that he had inadvertently dosed himself with six times what he had thought to be the maximum dose.

The massive dose combined with David's atypical adenine-thymine level in such a way that, from that point forward, he metamorphosed into "the Hulk" (a creature that gave physical form to all his hurt) whenever he became angry or stressed. Thus, after he professed his love for her at Elaina's grave (David did not know, because he always blacked out whenever he became the Hulk, that Elaina's last words had been her own profession of her love for him, going all the way back to the time they shared in medical school), David began his wandering quest to find "a way to control the raging spirit that dwell[ed] within him."

Overdrive Name:
Raging Spirit

Overdrive Description:
Depending on who is he is at the time (David or the Hulk,) Banner's Overdrive operates differently.

  • As David Banner: David undergoes a startling metamorphosis, transforming into the creature known as the Hulk. The transformation process instantly heals small to moderate injuries David might have sustained whilst more substantial injuries (e.g. broken bones, nerve damage, toxins etc.) are repaired significantly but not completely.
  • As the Hulk: Fuelled by rage, the Hulk performs an unmatched feat of physical strength. Depending on the situation and environment, the Overdrive can be performed in a variety of ways, but, for simplicity's sake in combat, the creature will primarily interact with the largest object in his vicinity and will either collapse it on top of his opponent or use it as a makeshift weapon/projectile.

Other:
Theme:


 
Last edited:
View attachment 797200
Last Words: “Everything…will be okay…I promise”

Name: Leomon

Age: Unknown

Cause of Death: He’s killed in different ways and in different timelines but for this one I’m going to stick with the main one and yes I know he’s brought back after he was killed before but he was killed again by Meicoomon in the tri series determination movie


Powers: digital attacks- Fist of the Beast King: launches an aura in the shape of a lion's head from its fist, Hundred Beasts Fist: Launches multiple "Fist of the Beast King”, Shockwave: Attacks with a blast of energy from its fist

Abilities: Sword fighting, hand to hand combat, enhanced senses

Weapons and Equipment: Sword

Personality: Leomon is strong, loyal, brave and steadfast even to his death. He has strong beliefs in others and will do his hardest to protect them. While very reserved for the most part, he will speak when he needs to make others feel better, especially those who are smaller than himself. He has a lot of fighting experience from going against a lot of other Digimon. He doesn’t just use his fists he also tries to get others to see reason, though that doesn’t always work for him.

Bio: Click

Overdrive Name: Saberleomon

Overdrive Description:View attachment 797201

Howling Crusher: Uses its gigantic claws to tear the opponent to pieces.

Infinity Arrow: Hardens the countless envenomed "hairs" in its mane and tackles the opponent, leaving them completely paralyzed

Other:

(I have no idea how you guys did that type of hide spoiler line)















David Banner
the-incredible-hulk-5cdaa5b6b5d2d.png

I am free.
David Banner


Theme




Name:
Dr. David Bruce Banner

Age:
Mid 40's

Cause of Death:
David ultimately died of a heart attack while in his Hulk form (he was caught in a plane that was exploding and fell from a considerable height.)

Powers:
As the Hulk, Banner is a physical juggernaut. Stronger than humanly possible, he is also highly resistant to injury. High-powered rifle bullets do not penetrate past his dense muscles, and inflict only superficial damage. His healing capacity is phenomenal, and even managed to recover from a severed spinal cord several weeks after the injury, when he transformed in a fit of rage. He can leap great distances, and outrun any human pursuer.

Abilities:
David Banner is incredibly intelligent, he managed to generate a gamma accelerator the size of a dentist’s chair, with the limited technology available in the 1970’s. He is also a full medical doctor, and has an extremely perceptive mind, even if his senses aren’t that keen. He also has a powerful personality, and ends up at the heart of whatever conflict is occurring wherever he goes.

Weapons and Equipment:
Not really applicable but David generally carries around a duffel bag containing his few belongings.

Personality:
David is normally calm peaceful and thoughtful. He is the sort who, when someone snaps at him, does not have the standard reaction of snapping back or getting mad. He is more likely to try deducing the source of their bitterness and helping them. Quite fortunately, it takes a lot for him to get really mad. He is very compassionate, a fact that often gets him into trouble on his journeys because he feels compelled to help where many people would walk away. His intelligence and capacity to notice fine details also cause him to suspect something is going on where most people would never even notice there was anything to be suspicious of.

As the Hulk, he is angry at first since anger triggers the transformation. In essence, however, he is David Banner except operating on a primitive level of mind. He is always a bit angry except during the last minute or so because, once his anger is completely gone, he changes back to David. Although he cannot speak, the Creature is also smart in a primitive way, repeatedly making use of his environment in creative ways such as breaking off a steam pipe and spraying men about to shoot at him or using methods to extend his reach.

Bio:

Dr. David Bruce Banner was born in Trevorton, Colorado, in the first half of the 1940s. His father, D.W. Banner, wanted David to stay on the family farm and take it over from him someday—D.W. went so far as to tell David that he would pay his son's entire way through any agricultural college of his choice. David, though, had always wanted to be a doctor, something his family knew about him ever since he was five years old, when David's sister, Helen, caught him performing surgery on one of her favourite dolls. David, at 18, had even more incentive, though, to attend university someplace far away from Trevorton (always keeping in mind that his eventual goal was, of course, medical school). David had allowed resentment and anger to simmer for years towards his father, because David blamed D.W. for the death of his mother, Elizabeth, whom David had found passed away in her bed when he was a child.

David did attend medical school. His classmate there was Elaina Marks—who years later became his colleague at The Culver Institute in California, where they were engaged in intense research aimed at unravelling the mystery of the enormous physical strength that all humans possess, but of which the typical person uses only 20 percent. David had a personal reason for conducting this particular research, because he had lost his wife, Laura, in a car accident from which David was unable to save her. David and Laura's was a deep and abiding love (though one that did not produce any children). David's grief was profound (it took him a month simply to return to work), and the interviews he conducted with Elaina of people who also had had loved ones in as much life-threatening jeopardy as Laura had been in, but were able to tap into that well of enormous strength to save, accomplished little more than to make grief, resentment and frustration a major part of David's everyday existence.


After learning that he did indeed share one trait with those others—namely an elevated adenine-thymine level in his DNA (as a matter of fact, David's adenine-thymine level was elevated even higher than the ones they had interviewed)—David knew there had to be an external force at work with those others that had not been present during the accident in which he was unable to rescue Laura. That external source, David deduced, was gamma-ray bursts from periodic sunspot activity on the surface of the sun. In an attempt to recreate that external force in the controlled setting of the laboratory, David strapped himself into the Culver Institute's radiation emitter and gave himself a 15-second dose of gamma radiation. Unfortunately, David did not know that the emitter had been updated and that he had inadvertently dosed himself with six times what he had thought to be the maximum dose.

The massive dose combined with David's atypical adenine-thymine level in such a way that, from that point forward, he metamorphosed into "the Hulk" (a creature that gave physical form to all his hurt) whenever he became angry or stressed. Thus, after he professed his love for her at Elaina's grave (David did not know, because he always blacked out whenever he became the Hulk, that Elaina's last words had been her own profession of her love for him, going all the way back to the time they shared in medical school), David began his wandering quest to find "a way to control the raging spirit that dwell[ed] within him."

Overdrive Name:
Raging Spirit

Overdrive Description:
Depending on who is he is at the time (David or the Hulk,) both Banner's Overdrive and Overdrive Meter operate differently.

  • As David Banner: David undergoes a startling metamorphosis, transforming into the creature known as the Hulk. The transformation process instantly heals small to moderate injuries David might have sustained whilst more substantial injuries (e.g. broken bones, nerve damage, toxins etc.) are repaired significantly but not completely. The Overdrive Meter also increases significantly quicker depending the action on taken upon David; physical injuries increase the meter by 25-50% depending on the severity.
  • As the Hulk: Fuelled by rage, the Hulk performs an unmatched feat of physical strength. Depending on the situation and environment, the Overdrive can be performed in a variety of ways, but, for simplicity's sake in combat, the creature will primarily interact with the largest object in his vicinity and will either collapse it on top of his opponent, use it as a makeshift weapon or simply throw it at the opponent. Unlike David, The Hulk's Overdrive Meter fills as normal.

Other:
Theme:



Accepted
 
Chihiro.jpg

Last Words: "...I want to change. I wrapped myself in lies. I'm weak. I want to destroy that version of me forever! I have to change. I don't want to be weak anymore...I just...really admire you. I admire...your strength..."

Name: Chihiro Fujisaki

Age: 17

Cause of Death (spoils the weapon of a murder mystery): Bashed in the head by a dumbbell.

Powers: Genius intelligence, Support magic

Abilities: Coding expertise, Software-development skills

Weapons and Equipment: A laptop with the best possible hardware one could create or purchase in the year 2009. It's equipped with a highly advanced AI made in Chihiro's own image. In battle, he can manifest a collection of monitors that follow him around as he walks.

Personality: Chihiro is very intelligent, but he also has a meek and timid personality. He is shy and apologizes a lot—it's easy to intimidate him to the point of tears. However, he also loves to talk about anything related to his work as a programmer and he becomes more lively whenever the topic is brought up.

Chihiro is one of the kindest and softest characters in Danganronpa, as he literally wouldn't hurt a mosquito because it's "hungry and might have a family". He felt guilt-ridden after the death of a classmate, even though it wasn't his fault. He also revealed that he has a deep disdain for disputes occurring between friends.

Chihiro states that he enjoys reading and baking, but is afraid of earthquakes, big crowds and singing in front of other people. He really likes rabbits and hamsters and would like to have one as a pet.

Bio: When Chihiro was a child, he became the subject of harassment and bullying. He was always told to "be a man" and that he was "so weak despite being a boy", and because of that, Chihiro slowly but surely began to develop a "weakness complex". In order to escape the bullying, Chihiro began to dress as a girl so that people wouldn't bully him as a weak boy. This only served to worsen his complex, as it wasn't addressing the root of his problems, and he would get bullied even more if the truth was found out.

Because he was too weak to play outside with his friends, Chihiro spent most of his time on the computer. His father, Taichi Fujisaki, was a software engineer that developed many major computer programs, and while using his computer Chihiro found an incomplete information retrieval system that utilized voice input. This led to him creating his own modifications to it, and he soon realized that he could write programs by himself. Chihiro's father praised him for his work and, as he finally found something he could take pride in, he became absorbed in programming.

As a teen genius, Chihiro became famous for creating cutting-edge programs, to the point that he started developing top-secret AI programs for an unnamed company. Due to him resembling a "timid little bunny" (and because he was believed to be a female), he gained several fans.

Chihiro attended St. Elbandia Academy and was later scouted to attend Hope's Peak Academy under the title of the Ultimate Programmer.

During the Killing School Life at Hope's Peak Academy, the secret of his gender (along with the deepest secrets of his fellow classmates) were going to be revealed if a murder did not take place within a certain amount of time. Instead of caving in by plotting a murder or waiting for someone else to do so, Chihiro resolved to prevent a murder altogether by confronting his innermost fears head-on and coercing everyone to reveal their secrets willingly. He started by privately revealing his secret to someone he trusted, but in a stroke of bad luck, Chihiro's friend, in a fleeting moment of blind, envious rage, struck him with a heavy weight, causing severe head trauma and killing the boy instantly.

After Chihiro's death, his heroic spirit lived on in the form of Alter Ego, the artificial intelligence he had created in his own image. Through the efforts of Alter Ego, his friends were able to escape the hellish school together before even more tragedies befell them.

Combat Style: Chihiro prefers to stay away from direct confrontation, instead opting for morale and support from the back of the group while using his computer setup. He is limited in offensive abilities, instead preferring to:
  • Increase allies' offensive or speed stats (targets 1 ally; 3-post length)
  • Heal allies (targets 1 ally; completely heals a single status effect or minor-to-mid severity wound)
  • Create digital barriers for allies to hide within (protects 1 target against a single attack; 2-post cooldown)
  • Teleport allies across short distances and away from danger (targets 1 ally or an ally's held item; 4-post cooldown).

If forced to fight directly, the most Chihiro can do is use whatever he has on him (no weapons currently equipped). It should be noted that if Chihiro uses a barrier to protect himself and is attacked during this time, the barrier will break and cause him to be unable to generate another one until the nearby enemy is dealt with.

Overdrive Name: World of Forms

Overdrive Description: A support-type Overdrive. Instead of dealing damage, Chihiro enhances all nearby allies with the ability to afflict an enemy with a randomly chosen status effect (chosen by dice roll for each ally) after a successful attack. Status-effect enhancements last for 4 rounds of posting before dissipating. The Overdrive meter is still considered "active" during this period, meaning that 10 more actions still must be taken before it can be used again.

Other: Height - 148 cm (4' 10")
Weight - 48 kg (90 lbs)
Birthday - The 14th of March

 

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