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Senior Member
I know we have to think big if we're going to make a difference. But not like this. I just... I feel trapped.



Tifa Lockhart

Universe of Origin:

Final Fantasy VII (Remake continuity)

Starting Location:
Athens, Greece

Tifa is a party member who uses her martial arts techniques in battle, with a fast, close-range fighting style. She is the fastest character out of the FFVII characters in movement speed. Her unique ability is to use a different martial arts technique depending on her chi level, Tifa being able to charge more chi with Unbridled Strength. Her abilities are martial arts techniques that are best performed in combos, and grant her the ability to both quickly stun an enemy and also increase damage done while they’re stunned. Her movement speed makes her a quick dodger.

Thanks to the Materia the writer has given her from the original, Tifa can cast the following:

Fire is a Magic Materia equipped to provide the user Fire-elemental spells. This also allows it to be linked with the Elemental Materia to add Fire damage to attacks or resist from Fire.

Fire, Fire2, and Fire3 are unlocked and the Materia has reached MASTERED status.

Ice is a Magic Materia equipped to provide the user Ice-elemental spells. This also allows it to be linked with the Elemental Materia to add Ice damage to attacks or resist from Ice.

Ice, Ice2, and Ice3 are unlocked and the Materia has reached MASTERED status.

Time is a Magic Materia equipped to provide the spells Haste, Slow, and Stop. Each affects the ATB speed of a target, where Haste doubles it, Slow halves it, and Stop freezes it. The Time Materia can also be linked with the Added Effect Materia, and is tied to both the Slow status effect and the Stop effect.

Currently, Haste, Slow, and Stop are all unlocked, but the Materia has not reached MASTERED status.

All is a Support Materia. When linked with a variety of Magic Materia, it allows their spells to be multi-targeted to all members of the allied or enemy party. This can have both defensive and offensive uses. All allows the linked Materia to be multi-targeted a limited number of times, based on its level, up to five times.

Currently, it allows Tifa to cast magic three times and is paired with Time and Restore.

Poison is a Magic Materia equipped to provide the user Poison-elemental spells, which has a chance of inflicting the Poison status effect that periodically deals Poison-elemental damage

Bio, Bio2, and Bio3 are unlocked and the Materia has reached MASTERED status.

Barrier is a Magic Materia in Final Fantasy VII equipped to provide the user spells that provide temporary defensive status effects. These include the spells Barrier, MBarrier, Reflect and Wall. The Barrier status halves physical damage, MBarrier halves magical damage, Reflect will reflect magical spells, and Wall guards both against Barrier and MBarrier.

Currently, only Barrier and MBarrier are unlocked.

Heal is a Magic Materia equipped to provide the user curative spells that heal negative status effects. It provides the spells Poisona, which heals from Poison; Esuna, which heals from most negative statuses; and Resist, which provides the Resist status effect, which that makes the target immune to all statuses.

Currently, only Poisona and Esuna are unlocked.

Poisona: Cures Poison.
Esuna: Cures Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small, Slow-numb, Petrify, Berserk, Paralyzed, and Darkness.

Revive is a Magic Materia equipped to provide the user spells revive a character from KO. These spells are Lifeand Life2, which revives a character for partial or full HP respectively.

Both Life and Life2 are unlocked and the Materia has reached MASTERED status.

Restore is a Magic Materia equipped to provide the user curative spells that restore HP. This includes three curative spells, and one spell that applies the Regen status effect.

Cure, Cure2, Regen, and Cure3 are unlocked and the Materia has reached MASTERED status.

Cure: Small HP restoration.
Cure2: Moderate HP restoration.
Regen: Restores 1/32 of a person’s health continuously every 4 seconds.
Cure3: High HP restoration.

Lightning is a Magic Materia equipped to provide the user Lightning-elemental spells. It can also be linked with the Elemental Materia to add Lightning damage to attacks or resist from Lightning.

Currently, only Bolt and Bolt2 are unlocked.

Ifrit is a Summon Materia. It summons Ifrit, a Fire-elemental summon who performs the attack Hellfire, a Fire attack that damages all enemies.

There’s only one weapon Tifa uses: her fists. Aside from that, she carries Materia, which is what she uses to cast magic. The Materia she has equipped is as follows:

HP Plus

MP Plus

While deceptively strong, Tifa is empathic and emotionally shy. While identifying and responding to the feelings of others, Tifa does not express her feelings often, and when she does she struggles doing so. Tifa has motherly qualities, acting as a support for others, and keeping the others around her optimistic. Though Tifa has nothing but scorn for Shinra, her moral sense causes her to struggle internally between wishing to fight Shinra and expressing guilt for the consequences that her actions have on innocents.

In Final Fantasy VII, Tifa is a hard worker and spends her time caring for everyone but herself, keeping the feelings of uneasiness towards Cloud locked up. She offers sanctuary and protects those in need, and is often an emotional crutch for the other Avalanche members to lean on. Tifa finds them to be kindred spirits seeking to end the tyranny the Shinra Electric Power Company has brought unto the planet, although initially she joined the rebel group to seek revenge for the destruction of her hometown and the deaths of her family and friends therein. Tifa helps Cloud along the way in his soul-searching to find himself, while reminding the other party members to "be strong."

Unlike the other party members, she does not explicitly have a backstory to tell the others, which can partly be attributed to her shyness, and partly to how much of it is shared with Cloud, as they hail from the same hometown. This forms a bond between the two, and Cloud is Tifa's emotional link to the old life she used to lead in Nibelheim, which was destroyed by Shinra's influence.


Tifa’s theme

- Tifa is taken from the end of FFVII Remake and from the Pirates RP


Senior Member
"What up, nerds?"


Skye Rose

Universe of Origin:
Borderlands OC

Starting Location:
Chicago, Illinois

Phaseswap: the Siren can either touch a nearby enemy or look at an enemy within her vicinity and switch with them for a period of time, infiltrating, creating havoc on the other side during battle, all that good stuff. While it's activated, the person that was switched with her can't use that same power. This lasts until the Siren gets exhausted or she cancels it.

Thanks to the events in Hunters, her power was upgraded with Eridium. This allows her to switch more than one person at the same time. However, the weakness still exists.


Her loadout consists of:


Corrosive Umbrage Pistol


Jackal SMG


Rocketeer Assault Rifle


and Face Time Shotgun

with her grenade being a


Homing Sticky Singularity

and her shield being an


Adaptive Anshin

A chill girl, Skye was usually more of a girl who kept to herself. She wasn't a hyper girl, nor was she a dead inside girl, she was more of a mellow girl. Towards others, she's usually wary of them, putting up a wall of hers. Bring that wall down and you'd know a kind and caring girl towards you, caring about you. Of course, if you were to do something stupid or do anything to put yourself in harms way, she wouldn't hesitate to call you a dumbass and maybe hit you.

If feeling strongly about something, her stubbornness would show, wanting to disregard the opposing words and go in, doing what she thinks would be right. Patience is a thing she has, willing to wait if need be, but sometimes due to emotions, its rarely there.

Skye's always been one to be in the background. She had a pretty normal life until she was eight. The day that she was in the school play, her dad was supposed to come watch her. But he ended up in a car crash and died. Both herself and her mother loved him deeply, especially her mother. So she blamed Skye for him dying, saying that it was her fault for him dying. In a way, she was right. It was her fault. All because she asked him to come to her school play.

A few days later however, strange markings would appear on her arm. They were blue and they turned out to be the markings of a Siren. She then quickly found out what her power was, trying to keep it under control.

Skye promised herself to work hard in school for her dad, but her mom treated her coldly. No matter if she passed her classes, if she did well on her tests, if she did well with her projects, her mom didn't give her any recognition. And the kids at school treated her differently, as she was seen as an emo kid and was different due to how she looked. She did try her best to hide her markings though, but they eventually found out about her markings and treated her even more differently.

This caused her to run away, get a tattoo and join a gang. It was fine at first, they had fun, drank, they taught her how to use weapons, and did other different things. Well, except for include her in crimes, she was the get away driver until her being a Siren became known knowledge to the gang. Those powers were then used in the crimes, resulting in being able to get away easily.

And then one night, they took her somewhere.

They said that they were gonna take her to a party. Instead what she got was something that no one wanted and left out in an alleyway, bleeding profusely from her legs. Luckily, she didn't get pregnant and was found by her mom. She was dragged straight home and beaten for what happened.

The day of high school graduation, her mom was actually going to show up. To take pictures of that day. She didn't show up, and this did worry Skye. It wasn't until after she got her diploma that she learned the truth. The reason she didn't show up was that she got into a car wreck like her dad. But unlike him, she ended up in a coma. The doctors didn't know when she would wake up.

With her mother in a coma, the gang having left her, and nothing else keeping her there, she took her cat and her things and headed from Promethea to Pandora. It seemed like a good place to get a head start on doing some good to make up for the time she spent with the gang. Even if the "good" she was doing was shooting bandits in the face.


Skye's theme

- She has a guitar and does play it occasionally, usually songs that she has written herself or have heard of.

- Sometimes, she'll draw when alone and/or bored.

- Two fears she has, which are common fears, are heights and needles.

- Skye has always been an animal lover and it shows if she comes across a normal looking animal. However, given the Borderlands universe, normal animals weren't that present.

- If she sees stuck up people and/or bullies, she'll try to hold herself back but because she hates them with a passion, it won't be for long.

- Her height is 6'2", making her a pretty tall girl (and no, not like that one Netflix movie)

- Skye is taken from the Borderlands RP set after Borderlands 3, Hunters of the Throne, and the Pirates RP.


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Senior Member
"This is my story, not yours. You must let me finish telling it."


ℭ𝔦𝔯𝔦𝔩𝔩𝔞 "ℭ𝔦𝔯𝔦" 𝔉𝔦𝔬𝔫𝔞 𝔈𝔩𝔢𝔫 ℜ𝔦𝔞𝔫𝔫𝔬𝔫

Universe of Origin:
The Witcher (video games)

Starting Location:
Zdzieszowice, Poland

Elder Blood

Being born with the Elder Blood gene and being a Source, this granted her with powerful magic, but the extent of it, even she's not aware of. Due to how her powers go haywire when in an emotional state, new powers can sometimes manifest.

Outside of battle this grants her two powers:
  • Travel to different universes and worlds
  • Piercing Scream

Note: universe and world travel is only used as a last resort and Piercing Scream is only used when either extremely angry or experiences something traumatic, the following video is shown what happens if it's triggered by trauma

In combat however, she comes with three powers:

Blink lets her use time to essentially teleport a short range on the battlefield
View attachment 734132

Charge is a special attack that let her strike at multiple opponents or from multiple direction, if focused on one opponent, with Blink
View attachment 734131

Rage is a state she can go in where she has complete control with her powers and attack power amplified, Blink's distance also being extended in the process during this state. In this state, she is surrounded by green energy
Really, the first two minutes are what is needed to demonstrate this

While she has a hunting knife on her right hip, her real weapon comes in the form of a silver sword called ℨ𝔦𝔯𝔢𝔞𝔢𝔩.
View attachment 734128

Ciri has been through a ton of hardships — especially as a teenager — which has gone a long way in defining her character. All these trials and tribulations have shaped her personality in a major way. And this is not any more clearer than in her resilient and strong will, able to pull through any or almost any trial and tribulation. While it wasn't shown a lot in Ultimate, the fact that she pulled through all of that showed that resilient and strong will. This willpower also contributes strongly to an aspect of Ciri's personality that must be addressed — her unrelenting nature. Once Ciri puts her mind to something, she will go above and beyond the call of duty to ensure that this notion becomes a reality — regardless of the consequences of her actions.

While being this headstrong might actually work in her favor at times, there are times when Ciri can be slightly arrogant and stubborn. While it's great to do something once you put your mind to it, there are times when this mentality can backfire. For Ciri, this has happened time and time again, able to argue back with Vesemir and Geralt, so one might expect her to be a bit more logical and forward-thinking. However, Ciri has shown a penchant to be arrogant on numerous intervals and not willing to budge on something that she thinks is right. To an extent, this behavior can be admirable, but this stubborn nature can also bring with it its fair share of problems.

One particular character trait of Ciri that is well documented in both the books and the games is her thirst for vengeance. If Ciri feels like she's been wronged in an unforgivable manner, then she will travel the ends of the earth to make sure that justice is served. This vengeful nature is certainly an extension of her headstrong nature, coupled with a strong sense of personal justice to boot.

Ciri's empathy knows no bounds, and while she may fail to act upon it at times — given the fact that she does tend to look out for herself, more often than not — the weight of her actions and the conflict that arises with her thought leads to moments when her conscience can be too much for her to bear at times. However, this clashes with how she is certainly somewhat selfish and tends to place her own needs over that of others, save for her close friends. This is very evident by how she would never have accepted the title of Empress, something given to her by birthright, if she simply wasn't happy with it, choosing instead to become a Witcher with Geralt, a person whom she's always trusted and felt safe around.

The energy of youth is something that can be quite beautiful, and Ciri exhibits this energy on numerous occasions. Her zeal to learn and never giving up is indicative of the fact that she doesn't want to let go of her childhood innocence — one of the few things that is binding her mind and keeping her sane. After all, with the trauma she's gone through, is it any wonder that she doesn't want to become too much of an adult?

And speaking of trauma, it must be said that the despicable acts that Ciri has been exposed to over time have gone a long way in increasing her dependency on the people close to her. In fact, it doesn't need to be a stalwart friend either — in general, Ciri has showcased a trustworthy nature time and time again, choosing to give other people the benefit of the doubt even in a world where humans are sometimes worse filth than the monsters that inhabit it which plays into her empathetic nature.

A fragile emotional state, coupled with traumatic experiences, would generally break any normal person. However, the strength of the bonds that Ciri shares with the people close to her have helped her during such trying times. Thus, it's only fair that she would develop a comfort zone with the people closest to her — like Geralt And Yennefer as well as those in Blood Gulch+, especially Kassandra and Aloy with a few others outside of that group — developing bonds that are bound to stand the test of time.

Emotions can only be bottled up for so long, and people reach their breaking point if these emotions are bursting at the seams. For Ciri, her emotions are diverse and varied, and she never chooses to bottle them up — well, for long, at the very least. And boy, did she reach the breaking point multiple times during her last foray in multiverse travel.


Ciri's theme

Or if you want the actual one from the game

- sometimes, she'll refer to the Blood Gulch+ gang and the few others outside of them she's comfortable with like if they were family, even calling Kassandra and Aloy her battlesisters or just sisters in Weiss and Yang's case, Megumin being the little sister, and Price, Corvo, and Gretar battlebrothers or just brothers. This shows how trusting she is of them.

- despite her not looking like it, Ciri has royal blood in her, with four being her birthright and four currently being taken by her double, False Ciri. She has no intentions of claiming any of these thrones.

- Ciri is taken from the Witcheress ending of The Witcher 3 and is also taken from the end of Chronology: Ultimate.


We can't change what's done. We can only move on.

"Y'all gotta look at the bigger picture here. Nothing worth fighting for was ever won without sacrifice."

Character Name: Barret Wallace

Canon: Final Fantasy 7 (Remake continuity)

Age: 35

Starting Location: Pittsburgh, Pennsylvania

  • "Up your ass."

    In his relentless fight against Shinra, Barret has constantly relied upon his sheer strength to brute force his way through enemy forces. What he lacks in mobility, he certainly makes up for with stopping power and his iron will; this is enhanced by his various Abilities that can be employed within a fight, either dishing out hard-hitting attacks or improving his (and his party’s) survivability.

    Overcharge: One of two of Barret’s abilities that functions independently from ATB, this may only be employed whilst equipped with a ranged weapon. When employed, Barret will fire five explosive rounds from his weapon, the first quartet coming out at a rapid pace before the fifth deals bonus damage. After using it, Barret will need to wait a short period of time before being able to use Overcharge again; this can be mitigated by manually recharging it, best employed in between salvos of regular gunfire, or by using Charging Uppercut. It’s also worth noting that if an enemy is defeated in the middle of an Overcharge salvo, Barret will simply move on to another foe, meaning all five shots will find a target (unless they are behind cover).

    Overrun: The other ability Barret possesses that is independent from his ATB, Overrun is only available when using a melee weapon. Employing this will prompt Barret to charge forwards with his melee weapon, bringing along victims caught in his path. When finished, Barret will slam the ground, dealing massive area damage. Just like Overcharge, Overrun also requires a waiting period before another use, though it can also be charged manually or through Charging Uppercut.

    Steelskin: Steelskin, as its name implies, enhances Barret’s already-stellar defensive traits, allowing him to take more damage without succumbing to injuries. Simple? Yes. Effective? Definitely.

    Focused Shot: Barret uses all his available ATB to form a giant ball of energy, firing it at a single victim. This Ability is especially potent against enemies that are vulnerable (Pressured), and can easily stun them and put them in a Staggered state. The more ATB used, the more powerful the attack.

    Lifesaver: When activated, Lifesaver will draw most of the damage taken from Barret’s allies and apply it to himself. This is especially helpful when fulfilling his role as a tank, since it allows Barret to cover for his companions; whereas his friends might be hurting after taking a heavy blow, Barret might not be as hindered due to his raw durability.

    Maximum Fury: Maximum Fury utilizes all Barret’s ATB to spew a terrifying stream of lead at his victim(s). If his first target is downed by Maximum Fury, he will automatically redirect himself to another foe just like Overcharge.

    Charging Uppercut: Barret rushes an enemy before slamming his weapon in their face, then uppercutting to knock them into the air. If his target is too heavy, they might resist being knocked upwards. Regardless, Charging Uppercut will recharge either Overcharge or Overrun depending on what Barret is wielding.

    Smackdown: After lifting his weapon upwards in preparation, Barret will smash the ground and deal significant area of effect damage around him. This is somewhat slow to start up like Charging Uppcerut, and thus can be dodged by fleet-footed enemies, but will punish those unfortunate enough to be caught in the blast with strong knockback.

    Point Blank: True to its name, Point Blank requires Barret to be within melee range to be effective. When activated, he will fire a short-ranged blast at his target, sticking a ball of energy upon them. After a couple seconds, the energy ball will explode, knocking them away and dealing significant damage to them and any other nearby opponents. Like Maximum Fury and Focused Shot, Point Blank consumes all available ATB.

    "Y'all about to see one hell of a light show!"
    Catastrophe: Barret's signature Limit. Each hero in Final Fantasy 7 has a "Limit" that is always charged by taking damage and Staggering enemies within a fight, though can also be sped up by external means (such as the Transference Module). When Barret's Limit Break is ready, he will charge his weapon before leaping into the air. Once at an adequate height, Barret will fire a gargantuan beam at his target, likely hitting other foes in the general vicinity. The results can be catastrophic, hence his Limit Break's name, and is certainly not to be underestimated under any circumstances. Even if Barret's victim(s) manage to survive, they will almost likely be Staggered or Pressured, leading up to subsequent attacks!

"Here I go!"
  • Sophitia Alexandra: A medieval Athenian holy warrior whose devotions to the gods grant her otherworldly talents.​

  • Quiet: A mute vanguard sharpshooter who lets her extreme precision do the talking.​

  • D-Dog: An intelligent canine who makes for a loyal and reliable buddy.​

"All in a day's work."
  • Kassandra: An Ancient Spartan demigoddess whose Spear of Leonidas and mercenary background give her significant experience in fights.​
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Funny Rat Man in Basement

"Of all the things I've seen on the battlefields of the Frontier, the Pilot is the true dominant force. Fast and agile; graceful yet devastating; perceptive,
resourceful, and relentless. The Pilot sees the world differently. Sheer walls become flanking routes. Pilots fight differently; experienced in
deception and maneuver, even overwhelming odds shift in their favour. I'm a long way from

becoming a Pilot, but when that day comes, I hope I can live up to the honour."
— Jack Cooper

"Protocol One: Link to Pilot. Protocol Two: Uphold the mission. Protocol Three: Protect the Pilot."
— BT-7274

Name: Jack Cooper and BT-7274

Universe of Origin: Titanfall

Starting Location: Pittsburgh, Pennsylvania

  • Cloak: A Pilot ability that allows the user to become invisible for a short period of time. Very useful for getting out of sticky situations and setting up ambushes.
BT (Expedition Loadout):
  • Vortex Shield: A powerful shield that stops any and all incoming projectiles and launches them back
  • Electric Smoke: Produces a cloud of smoke that hides the Titan from view and becomes electrified a second later, damaging everything in the cloud.
  • Burst Core: A limit-break type attack. BT reloads his chaingun and mag-dumps its entire supply of electrically-charged rounds at a very high rate.
  • Dash: BT boosts a short distance. Allows him to dodge incoming projectiles when used correctly.
  • Cooper:
    • R-201 SOAR: Special Operations Assault Rifle. Versatile and fully-automatic with high accuracy.
    • B3 Wingman: High-caliber revolver. Excellent damage at longer ranges, but low fire rate and ammo capacity.
    • Frag Grenades: Throwable explosive ordnance. High damage and medium-sized blast radius.
    • Data Knife: Melee weapon that can be use to hack electronic systems such as computers and robots.
    • Jump Kit: Small jetpacks that provide a brief burst of thrust that is used to leap to higher locations. They also have a function that adjusts the deceleration on potentially fatal descents to safe levels, allowing Pilots to fall from great heights without injury.
  • BT:
    • XO16A2 Chaingun: 20mm armor piercing automatic rifle. High ammo capacity and high fire rate
    • Multi-Target Missile System: Launches multiple missiles that each locks on to and tracks multiple targets at once.
    • SERE Kit: Survival Evasion Resistance Escape Kit. A container kept within BT's 'head' that contains a data knife, Smart Pistol, and A.I. core. Acts as a pilot's last ditch effort against enemy forces after their Titan has been rendered inoperable, and is only effective in assisting a pilot's escape and survival from the battlefield.

Personality: Cooper doesn't appear to be that much of a talker, since over the course of the game, he leaves BT to do most of the talking. However, he does appear to have a rather dry sense of humour due to his interactions with BT, and also seems to be quite hot-blooded due to him enthusiastically proclaiming that he was on a hot streak after killing a large number of enemies. Cooper is also incredibly determined, since he was willing to go through an entire facility filled with enemies and traps in order to save BT, and also willing to give his own life to destroy the Fold Weapon were he not saved at the last moment by BT.

Due to the radically skewed population and wealth distribution on Earth, Jack Cooper's family relocated to the Frontier in search of a better life when he was an infant. The rural Frontier community they inhabited was subjected to harassment and exploitation by IMC garrisons. As the IMC continued to disrupt the livelihoods of the people in his home system, Cooper volunteered as a Militia Rifleman to free the Frontier from the oppression of the IMC. One of his first assignments as a rifleman was during the battle of Fracture, where he suffered a head injury in the line of duty and had trouble remembering his involvement as a result.

Tai Lastimosa, an SRS captain and Pilot in his own right, gave then-Rifleman Jack Cooper off-the-record Pilot training in virtual reality (VR) for an extended period of time before the game began. The first level of the game, The Pilot's Gauntlet, is one of these VR sessions. The training session is interrupted when the 9th Militia Fleet arrive at Typhon. Cooper and Lastimosa are deployed to the planet's surface.

During the first battle on the planet, Cooper's battalion is ambushed and surrounded by Spectre units. Apex Predator Titans show up to finish off the grunts, but Cooper is protected by Lastimosa and BT-7274. Lastimosa is mortally wounded in the process. Cooper awakens to find Lastimosa barely alive. With his last breath, Lastimosa transfers control of BT to Cooper. After giving Lastimosa a proper burial, Jack takes Lastimosa's jump kit and helmet and meets BT-7274, who recognizes Cooper as his new Pilot. Jack retrieves batteries for BT, and the duo escapes into the wilderness in an attempt to locate Major Anderson to complete Lastimosa's mission.

The two come across a water reclamation facility, where a battle is occurring between Militia and IMC forces. Cooper and BT fight through the facility and make their way to Kane, an Apex Predator responsible for the death of many Militia pilots in the battle. They kill Kane, and Cooper takes his helmet radio, allowing him to listen in on enemy communications.

Jack and BT press on, and they attempt to save time by taking a shortcut through what's revealed to be an IMC factory creating pre-furbished housing and simulated environments for testing purposes. The facility is controlled by Ash, the simulacrum Apex Predator. Cooper and BT are separated, and Ash torments Cooper throughout the facility with its deadly traps and trials for him and other captured Militia soldiers. After finding each other again, Jack and BT confront and destroy Ash before escaping the facility.

Afterwards, they arrive at Anderson's coordinates, which are at a classified, seemingly abandoned IMC research facility. Once Cooper ventures inside, he experiences strange temporal phenomena, which is later revealed to be a result of time anomalies in the area. They then locate Anderson's body, lodged in the ceiling. After Cooper retrieves Anderson's helmet, they uncover his mission: he was sent to the facility to locate and identify a new weapon being developed by the IMC. During the briefing hologram, they also discover that Anderson had been given a wrist mounted device which would allow safe passage through the facility. With Anderson's death, the command of Special Operation 217 transfers to Cooper. Cooper locates the other half of Anderson's body and takes the wrist mounted device, which is actually a time travel device that allows its user to travel forwards or backwards in time with a simple flick of the wrist. Cooper makes judicious use of the Time Gauntlet as he further infiltrates the complex, battling Prowlers and worn-down Stalkers in the present and assorted IMC grunts and Titans in the past. He eventually finds Anderson's objective: information on an IMC super weapon known as the 'Fold Weapon' and its power source, the 'Ark', which works by folding space and time to create untold levels of damage and destruction. Cooper discovers that the version being tested at the facility was a scaled-down prototype, and that the IMC - specifically General Marder and his ARES Division - have a full-scale version almost ready to go and aimed at Harmony, the Militia's "home" planet. BT and Cooper then leave the facility and search for a location to contact the main Militia fleet.

Jack and BT soon reach one of Typhon's Interstellar Beacons, an enormous satellite dish currently under the control of Militia survivors. After retrieving an Arc Tool and reactivating the reactor that powers the dish, Jack, with BT's throwing arm, repairs the dish. Before they can make contact, Richter, an Apex Predator, arrives. Jack and BT defeat the freelance pilot and reestablish contact with Commander Sarah Briggs and the Militia 9th Fleet. When Sarah arrives with reinforcements and meets Cooper and BT personally, she insists on finding a new Pilot for BT, as Cooper is still technically a Rifleman and thus not cleared to link with a Titan. BT protests on Cooper's behalf, citing their newfound chemistry and efficiency, and Sarah ultimately allows the duo to remain connected for the time being.

Cooper attaches to the 9th Fleet, as Sarah then initiates an all-out attack on the air base containing the Ark weapon. During the offensive, Sarah comes to acknowledge Cooper's skill as a would-be Pilot, effectively field-certifying him as a Pilot. Unfortunately, the attack ultimately fails when the Ark is loaded onto the IMS Draconis, a large transport vessel, which then flees the area and heads for the full-sized Fold Weapon. Jack, Sarah and the remaining ground forces are picked up by air transports and link up with the bulk of the Militia forces, taking immediate aerial pursuit of the Draconis and the Ark. With the aid of Barker and the 6-4, Jack takes control of the IMS Malta battlecruiser, which was hindering Militia pursuit of the Ark. Jack and BT then battle the Apex Predator Viper and kill him, and the duo successfully recover the Ark, but the Draconis crashes seconds later due to damage sustained.

Cooper and what remains of BT's chassis are captured by the last surviving Apex Predators, Kuben Blisk and Slone, who promptly interrogate Cooper on the whereabouts of the Ark. BT makes a last-ditch effort to save Cooper's life, but in so doing, the rest of his chassis is destroyed, and the Ark he was hiding in his cockpit is recovered by Blisk and Slone, who promptly retreat and leave Cooper to die. Cooper retrieves the Titan's core and the emergency SERE Kit within, which allows him to escape captivity.

Jack plants BT's data core in a new Vanguard chassis and tracks down the Ark on foot. After confronting and killing Slone at the Fold Weapon's central control station, Cooper and a heavily-damaged BT are confronted one last time by Blisk on-foot. However, out of a show of respect for the Militia Pilot's skill (or a willingness to stick to the letter of his contract), Blisk spares Cooper— to General Marder's extreme protest— and even extends a standing invitation to the Apex Predators before retreating. Cooper and BT then launch themselves into the Fold Weapon to sacrifice themselves to destroy it.

  • BT stands for 'Buddy Titan'.
  • When acting autonomously, BT is naturally left-handed with his gun, though he does hurl Cooper with his right hand during each instance of the "fastball". Since Cooper is right-handed, BT becomes right-handed as well when Cooper takes control.
  • Cooper has a tattoo on his left arm, though it cannot be fully seen as it is partially covered by his clothing.




Shadow Hunter



The Warrior

The Magic Warrior

The Mysterious Warrior

Universe of Origin:

Death Magic Fight (It's a rare mobile game...)

Starting Location:




Just like the SSB series, Magic has a 3-Hit Melee combo which starts from Light, Medium, to Heavy ending, such as for instance:

Light Attack


Medium Attack


Heavy Attack


The Warrior also has 6 Special skills that he uses throughout his journey which are all unlocked but will need enough SP to gain it of course. You would have to switch the skill set on the right side of the screen which shows the rotation icon to use the other 3 out of the 6:

Infinite Sword Thrust which allows The Warrior to thrust in different directions he is facing (Diagonally Up/Down & Forward Right/Left) which eventually he end up finishing the combo with one last blow of his bigger/thicker blade slammed downwards.


This one is just a Sword version of the uppercut. He's just sending his enemies straight upwards with his sword thrust in the air to make them aerial & wide-open for longer combos.


As you can see from this one, he is clearly thrusting fast-forwardly with his flaming katana.


The Warrior swings his big sword in a way that would look like he smacked you in the face. Not in rotation or in Whirlwind form, but he just swings it to the side he is facing, knocking back his enemies further.


This one works best if he's surrounded by too many enemies to fight side to side, and this one is like a short-time Earthquake with him just thrusting downwards to the ground, creating a massive impact towards all close enemies pushing back both sides.


This is pretty much another upper move like the Sword thrust upwards except it's with his big blade. This Sword uppercut move does not thrust, but actually looks as if it was an actual uppercut because he's basically just swinging his blade upwards with literally one hand, allowing his enemies to really become aerial for more attacks to deliver.



From the looks of his appearance, Magic aspired to being the world's next hero as a swordsman, but his moveset may also tell you that he is also versatile with what he do. Versatile, as in he's not just ya average swordsman but a warrior. Magic wields a katana by his side with his larger blade strapped on his back, with of course armor on to protect all body parts, including the forearms and hands which arms the swords he use to slaughter. Magic also has a long red cape which hides & covers the big thick blade behind him.


There's really nothing much to say about the Magic Warrior but that he may be down-to-earth with what he loves to do & he is very silent when making his moves. Any trouble he is aware of, there is no talk from him because he allows his actions to do it for him, but he is always all ears if anyone is having trouble or dealing with their broken tranquility that involves the cause being any evil unusual or usual creatures & takes care of the request to do the job.




The Warrior likes White colored hair which is why he has it.



Off to a Better Place

"Aaahhh... Perry the Platypus... you are just in time to see my latest inator!"

Doctor Heinz Doofenshmirtz

Universe of Origin

Starting Location
Athens, Greece

Much like Phineas and Ferb, Doofenshmirtz can make revolutionary technology, in less than a day. Some of his inventions are even stated to surpass theirs. He seems to be knowledgeable in all forms of science, such as engineering, chemistry, biology, quantum physics, and even construction. He was also able to make a working "re-good-inator" out of cannibalized parts from an O.W.C.A jet and some broken robots. He was even able to formulate a proper antidote to turn one of Vanessa's friends back to normal.

Doofenshmirtz's physical skills are more lacking, he's constantly shown to be physically weak, but is incredibly durable, able to survive events that should kill a man, on a regular basis. One example was when he actually fell off his building in and somehow survived as he made his way back up using the elevator. He also has incredible upper body dexterity. He can also run faster than a panda bear, but slower than a platypus.

A freeze ray-inator, some chewing gum, and a paper clip.

Goofy, eccentric, and overly-dramatic, Doofenshmirtz tends to babble and be rather random. Acting somewhat cliche in classic villain form, he'll commonly burst out in grand maniacal laughs and drawn out, somewhat overdone, monologues.

Normally, any of his plans will have a large and decisive flaw, though a slight obliviousness causes him to never catch it. For example, in a plan to dig a tunnel to China, he forgets that the Earth's core is filled with magma, thus imperiling himself and Perry the Platypus. Several plans are doomed by the mindless inclusion of a self-destruct button in various places (such as the feet of his robot army), or an overly-convenient off switch.

In contrast to his usually clumsy body, he has proven to have amazing hand coordination. In spite of having a wide array of resources before him, Doofenshmirtz is very to either borrowing or stealing mundane objects and articles from other people, such as the salt that he used to neutralize Sergei the Snail.

Doofenshmirtz has a peculiar sense of humor. Butchering words and phrases, he will often mess up sayings or mispronounce words. When saying goodbye to Perry, he once shouted "Dosvidaniya!" then immediately claimed that was Spanish for two vedanyas, despite having no idea what a "vedanya" is. Though he is unaware of it, "Dosvidaniya" actually means "good-bye" in Russian.

Often, at Perry's arrival, Doofenshmirtz sarcastically / jokingly acts shocked at his timing and appearance. He does this knowing Perry's "scheduled" entrance; which is usually when he is about to launch his evil plan involving his varying "-inators". For instance, "What an unexpected surprise, and by unexpected, I mean completely expected!". And also, "Your timing is impeccable, and by impeccable, I mean completely peccable!". This is notably parodied, as once Doofenshmirtz says, "Ah, Perry the Platypus, how predictable. And by "predictable", I mean completely... um... dictable, I guess". Also, he says, "How unexpected, and by unexpected, I mean... unexpected" when he is genuinely surprised. Another time when he said something similar was when he was expecting Perry and a rhino agent showed up in his place.

While being goofy and random, Doofenshmirtz still has a dark and sinister side. An evil scientist at heart, his plans no matter how trivial or convoluted, are always meant to either cause misfortune to others, benefit only himself, or both, and he enjoys watching people suffer. All of his magazines are stolen from his Spanish neighbor, and while expressing concern over Agent P's absence from their daily routine, he still hopes it was because something horrible had happened to him. He hates many things and does not care about the property damage eliminating them will cause, and feels that children screaming is a birthday gift in its own. However, it should also be noted that he has a "good" side as well; he will not hit girls, he willingly and readily gave the kitten Mr. Fluffypants back to his rightful owner. In addition, Doofenshmirtz seems to genuinely care for his daughter Vanessa.

Doofenshmirtz, Dr. Heinz Doofensmirtz, Slouchy, Heinz the Ocelot, Professor Time, Dr. Doof, Heinz or Doof, is a 47 year old evil scientist hailing from the country of Drusselstein. He is the head of Doofenshmirtz Evil Incorporated, and he tends not to be evil in the traditional sense, but rather overly dramatic, eccentric and generally clueless. His usual lair is an office building that he apparently owns, though he's worked from other locations when necessary for his plans.

Doofenshmirtz attempts to wreak generally "evil" havoc and assert his rule across the entire Tri-State Area. Despite true dedication to this mission, almost all of his plans have been thwarted by his nemesis Perry the Platypus, though a few turn out to be successful in nature. Doofenshmirtz has become so used to this foiling that he tends to feel empty or upset on the few occasions where Perry does not stand in his way.

Doofenshmirtz seems to quite enjoy musical numbers, and has performed songs about "impressing his professor" and how he hates his brother among other subjects. Though most of his plans are frequently flawful at best and his doctorate was purchased off the internet, some of his inventions (almost always suffixed with "-inator") have been fairly impressive and successful. Online, Doofenshmirtz goes by the names of StrudelCutie4427 and JohnnyRingoenshmirtz217.



Off to a Better Place

"Oh, he's just a platypus. They don't do much."

Perry the Platypus (A.K.A. Agent P)

Universe of Origin

Starting Location
Athens, Greece

For a platypus, Perry has above-normal strength, speed, stamina, accuracy, and reflexes, (According to Doofenshmirtz, he can perform "highly improbable judo maneuvers") making him a formidable hand-to-hand combatant. A master of platyjitsu, Perry can subdue his nemesis, Dr. Doofenshmirtz, with ease. Perry is quick-thinking and very efficient in his missions, especially when compared to his temporary partner, the British spy Agent Double 0-0. For example, while Double 0-0 is trying to use his laser-watch to cut through his metal restraints, Perry simply throws a brick at the remote control, pressing the big button and freeing them both. Perry was also able to single-handedly destroy five Norm Bots whereas a group of twelve fellow agents failed to destroy even one despite numerical superiority and an initially successful ambush. He has also been shown to respond to and understand not only English, but French as well, however at one occasion he needed a dictionary.

Perry is familiar with operating most kinds of machinery and vehicles, even if they're Doofenshmirtz's inventions (although perhaps this is due to the fact that most of them have an obvious off-switch, plug or self-destruct button) or Phineas and Ferb's inventions. With the help of Dr. Doofenshmirtz, he could fix a machine and slightly upgrade it. In the live show he was able to wield a lightsaber with extreme skill. He could also build big things such as a making a shelter complete with music and animal servants and a spinning windmill sculpture while operating a robot (although it might be one of the robot's mechanisms). Perry knows math, as he is seen measuring the trap put on by Dr. Doofenshmirtz, as well as making calculations in his head for keeping Heinz out of the way while Vanessa and Monty wished to remain unseen. He is also smart enough to be able to read and write. Perry also knows how to drive. Some of the vehicles he drives are a hovercraft car, a banana truck (with aid of stilts so he can reach the pedals), and Dr. Doofenshmirtz's truck. He can also pilot a plane. It has been shown that he can parallel park with extreme skill.

Perry is musically talented as he can play the guitar, the bass guitar, can DJ, sing opera, and read sheet music).

  • Wrist Communicator - Perry wears a watch-like communicator on his front left paw, and one on his front right paw, although it could be the same watch. It is normally hidden by his fur.​
  • Video Communicator - Agent P uses a PDA-like, video-chatting device to communicate with his headquarters. Dr. Doofenshmirtz once built a "Monster Truck Locate-inator" that looked the same as Agent P's communicator, just a different color.​
  • Notepad and Pencil - Perry uses it to write down notes for his missions but where he has it while not using it is unknown. Perry has also been seen drawing Major Monogram on the notepad while being briefed for a mission.​
  • Laptop - Agent P has a teal laptop with a yellow footprint on the cover which he uses to tap into and reprogram the GPS system on the Flynn-Fletcher's rental recreational vehicle.​
  • Fedora - Agent P's fedora serves several purposes. First of all, the hat identifies him as a secret agent. It appears to have a hidden bar-code that allows him to access the computer. There is a spring inside the hat that, when pulled, starts a motor which causes the brim of the hat to spin. The hat can then be used as a circular saw. On at least one occasion, Agent P is able to pull an object out of his hat, which he uses to fight Dr. Doofenshmirtz or help himself escape: a can of Fancy Cheese Spray or a hot dog. The hat may also be used like a boomerang. Perry uses his hat in this way to knock Dr. Doofenshmirtz's controller to the ground, damaging it and setting him free. In addition, it seems to have unnatural abilities to stay attached to its owner's head; it stays put on Agent P's head underwater and even in space. He seems very attached to it; in circumstances when it is in danger of being blown away, he holds it with one paw on it to keep it in place, and Agent P was furious when Dennis the rogue agent stole his hat and used it to access the Agency's mainframe. Once Dennis is defeated, Agent P snatched his hat back from him indignantly and returned it to its proper place on his own head . It also contains an auto-scan replication device inside of it, that scans information during each mission, which the OWCA has been using to recreate each of Heinz Doofenshmirtz's Inator's to be studied and see if they have been getting smarter or dumber as the years go by. The hat was used as a punching glove. Perry also used the auto-scan replication device to scan all of Phineas and Ferb's big ideas that he stored in his lair computer and can be unlocked by placing his tri-fold locket in a slot on his console like a key. The most important job his fedora has is to hide his identity from Dr. Doofenshmirtz, without it Dr. Doofenshmirtz can not recognize him.​
  • Parachute - Agent P, while many times escaping by jumping off something high like a building or a plane, is able to use a parachute with a picture of his face on it, though when he switches bodies with Candace, the image was replaced by a picture of Jeremy. It is unclear where he keeps it.​
  • Paraglider - Agent P possesses an orange para-glider with his face on it. He uses it to access places as well as escape from them. Like his parachute, it is still unclear where he keeps it when it's not in use. He also seems to have excellent skill in controlling it. In Transport-inators of Doooom!, when Agent P is not using it looks like a jet pack. When in use in looks like his tie; the game has made some modifications.​
  • Grappling Gun - Agent P uses it to climb up and swing from buildings and climb onto Doofenshmirtz's blimp.​
  • Hoverjet - Agent P's hover jet is platypus-shaped, and is hijacked and mistaken by Phineas to be one of Ferb's inventions. Doofenshmirtz chases Vanessa in it with Perry and Major Monogram.​
  • Scooter - Agent P has a white scooter with a green stripe down the middle.​
  • Magnifying Contact Lens - Agent P removes his contact lenses to burn through his trap.​
  • Jetpack - Perry usually uses it get around, usually to or from Doofenshmirtz Evil Inc. The jetpack has the power to smash through glass traps. It also has a turbo mode, which can break a building's roof.​
  • Makeshift Key - Perry can control the three dark hairs on his head to harden into a key, which he used to escape one of Doofenshmirtz's traps.​

While undercover, Perry can normally be found with his owners, Phineas and Ferb. As their pet, he lives up to the expectations for a platypus and "doesn't do much." Even though Candace would describe him as just a mindless, smelly animal, Perry still shows signs of intelligence when he's pretending to be a normal pet, so she may mean insane rather than dumb. He is also serious while on duty as an agent, even in front of Major Monogram when he does anything silly.

Perry appears to be selfless and devoid of vanity. In "The Best Lazy Day Ever", it is only after he turns everything else affected by the Ugly-inator back to normal that he reverts himself to his normal state. He deeply cares about the Flynn-Fletcher family and is afraid to lose them. He will take immediate action whenever they are threatened. He is nice to not only his allies but to his nemesis Dr. Doofenshmirtz as well, though only on some occasions.


Perry the Platypus, code named Agent P, or simply Perry, is Phineas and Ferb's pet platypus, who, unbeknownst to his owners, lives a double life as a secret agent for the O.W.C.A. (The Organization Without a Cool Acronym a.k.a. "The Agency"), a government organization of animal spies. In the Agency, his immediate superior is Major Monogram.



One Thousand Club

Name: Major Hector Vasquez

Universe of Origin: OC

Starting Location: New York City, in the Waldorf-Astoria Hotel

Escapes: Hector Vasquez is a master in the dramatic escape. Throughout his decade long career of villainy, this black-hearted scoundrel has made many escapes from his arch-enemy. The Colonel, and the Law. As a result, Hector has a keen eye for mapping out possible escape routes or vehicles from a single glance in a room, especially if they are dramatic. However, a single change in the room could foil those plans.

Scheming: The Major's past in the Spanish Military, combined with his sharp with makes him a very skilled schemer. He is capable of thinking up very complex, often multi-layered schemes for his henchmen to execute.

Leadership: The Major has many Cads, Hoodlums, Ne'er-do-wells, Scoundrels, and other unsavory characters under his employ. To command this army of Miscreants, The Major employs the leadership skills his time in the Spanish Military gave him. As a result, he can organize his otherwise unruly gathering of villainous scum into a well-oiled machine of villainy,

Equipment: The Major is always seen with his mahogany cane. While he does walk with a limp, he doesn't need it to walk. In reality, this cane contains a sword, which he almost always uses in combat. He is also fond of carrying a variety of firearms when dealing with foes, most famously, a Colt Revolver and a Winchester Repeating Rifle. He also has his right-hand man, a tower 6 foot 6 inch Ukrainian colossus named Boris. Boris is very strong and very tough, able to take more damage than the average man. However, he is quite dumb, and sometimes downright bumbling.

Personality: Major Hector Vasquez likes to present himself as a man of culture and class. In conversation with those unaware of his villainy, he is a seemingly well-spoken, genial man who carries himself like a proper aristocrat. He appreciates the finer things in life like proper artwork, good wine, and the latest symphony, and will often talk about these things for hours at a time to anyone willing to converse about them. The Major is also a proud military man, much like his arch-enemy, The Colonel, and will often tell stories of his military exploits to friends or acquaintances.

However, Hector Vasquez is in reality, a cunning, conniving, and some may say, down-right sinister villain. He seems to enjoy his villainy, and often laughs and cackles when doing a villainous deed. He is very cocky and egotistical, often bragging to captured enemies on how he lured them into whatever trap he made for them, and how he will get away with whatever fiendish plot he has developed in his criminal brain. He is incredibly greedy and selfish, often putting himself and profits before even his own men, sometimes even abandoning them to the police for quick escapes. He is also very quick tempered, yelling at his men for even slightest mistakes, and often falling into fits of temper when his schemes fail.

Backstory: Major Hector Vasquez is arch-nemesis of the famous Colonel Benjamin Wilkins. This scheming, rascally villain is the complete opposite of the benevolent Colonel. Unlike the Colonel, Vasquez is a sharp man who is still enjoying the advantages of youth, though is unfortunately hindered by a injury that makes him walk with a limp. Like the Colonel, Vasquez served in the military, and served the Spanish Military. Unfortunately, a accident caused a leg injury, causing the recently-promoted Major to be forcibly discharged. This shame caused his aristocratic family to disown him, and lead the Major to crime and villainy, which he found he quite enjoyed very much.

The Major built up his criminal operation steadily over the years, attracting a surprising number of miscreants under his banner. He has been the mastermind of a variety of fiendish schemes across his world over the years. While he has found success, a large of number of his schemes have been foiled by the meddling Colonel Wilkins, much to the Major's increasing fury. The Major has always been able to avoid capture by The Colonel, often through a dramatic escape at the last minute. Five years ago, The Major has found himself displaced from his world, and placed in modern day America. Not daunted by his new surroundings, The fiendish villain, along with his bumbling sidekick Boris, has managed to create a new network of horrible compatriots, and is planning new schemes right at this moment.

Other: Hector walks with a limp due to a injury and speaks with a thick, Spanish accent. He can also play the Spanish Guitar very well

Venom Snake

The Legendary Soldier
Punished "Venom" Snake

Universe of Origin:
Metal Gear

Starting Location:
Las Vegas

No special abilities. Special training in hand to hand, weapons and equipment, infiltration, and some field medic training. His prosthetic arm upgrades help him heal faster, among other upgrades.

Equipment: Modular Prosthetic arm, one that has a built in high power taser, which when supercharged can somehow call a lightning strike to enemies within 20 meters.
Sneaking Suit - The suit hides his thermal signature, makes his footsteps practically silent when at or below a walking pace. Still reduces noise when running he carries around a Walkman for playing music, and an iDroid (I can't really explain it. It's like a smartphone but holographic.) he also carries around modified weapons, such as a 1911, Tranq pistol, combat knife, fully automatic M16, and a suppressed 12.7x108mm semi-auto sniper rifle. He also carries around a multitude of different kinds of grenades and gadgets.

He knows, he was just a man living the life of another, living inside a lie. Ever since he began as Naked Snake, he began to change from a merciful hero, to a ruthless soldier. When he is extremely angered, it's like a flip of personality, he is then what is called "Demon Snake", all regards of mercy and human life are tossed out the window, and if you even look wrong, you're dead. It is often portrayed as him covered in blood, and the shrapnel in his head severely enlongated, giving him the appearance of a demon. Other wise when normal, he is very calm and collected, and is a man of few words, but isn't afraid to speak when needed.


Boss you just killed a child!
Great job snake! This is why your the best, the one and only!


King Leonidas
Universe of Origin:1597176587093.png
Assassin's Creed Odyssey

Starting Location:
Modern Greece

Sparta Kick
Bull Rush
Other things will come

Sword of Leonidas


eonidas was shown to deeply care for Sparta and those who inhabit it, as he was willing to defy the Cult and defend his home to the death. Following the Battle of Thermopylae, Leonidas was noted for his great courage, as he bravely fought to the death against the Persians despite their overwhelming numbers.[6]

Leonidas was also mentioned as having a hard to control temper. A good example of his temper would be from the Battle of Thermopylae: when presented with the traitor Ephialtes, gloating about Persia winning, Leonidas immediately thrust the tip of his spear through his mouth to silence him.

He also has a sentimental side, as during the Battle of Thermopylae, he told Dienekes how he would've liked to have gone fishing with his son, and while fishing with Kassandra in Elysium, he reflected how his mother told him that his spear carried a certain burden, but he was ready (like Myrrine later would with Kassandra); he is also very cunning, as while fishing with Kassandra in Elysium, he was able to immediately deduce that Persephone had sent her to kill him.


Any other info you want us to know about? Themes? Cool facts?


We can't change what's done. We can only move on.
Name: Quiet

Universe of Origin:
Metal Gear Solid V: The Phantom Pain

Starting Location:
Las Vegas, Nevada

  • Vocal Cord Parasites: Specifically, a variant dubbed "The one that covers". These parasites are essential to Quiet's "abilities", and removes her need to eat. Instead, her strain of the vocal cord parasites allow her to be healed by photosynthesis and water, contributing to her regeneration. However, the vocal cord parasites- as their name implies- are not to be considered solely an all-good trait, despite forming a symbiotic relationship to Quiet. Carrying a form of the English strain means that speaking any English will risk infecting anyone else with a deadly variant of vocal parasites. Only the seldom-spoken Navajo language is genetically engineered to not be affected by the vocal cord parasites, but Quiet only uses this once. Either way, the vocal cord parasites also give her the ability to form black markings around her skin- generally around her eyes- at will, often provoked by emotions.

    Superhuman Traits: Since there's a giant list of traits that come with Quiet's infection, it's just best to list them all at once. With her parasites, Quiet can become partially gaseous (and escape handcuffs), turn invisible to the naked eye (though thermal optics and other methods still work), move significantly faster (even outspeeding vehicles), and possess a strong resilience, the last trait of which is only bolstered by her aforementioned ability to photosynthesize and drink water to heal extremely rapidly.

    Skilled Assassin (and more superhuman traits): Even before being infected with parasites, Quiet was an extremely talented killer and master at infiltration. Even when undergoing significant agony (such as being lit aflame), she is more than capable of trying to push forwards to finish her mission. After being infected, however, her capabilities have been significantly bolstered. Thanks to her parasitic infection, Quiet possesses a significantly more enhanced depth perception. This is potent enough to see individual rotor blades on a helicopter at full speed, and fire a revolver six times at the blades without hitting the rotors once. This mastery applies to the combat field, where she can fire at anyone with extreme precision regardless of circumstances, and even ricochet grenades that Snake throws to make sure they hit their target.

"Here I go!"
  • Sophitia Alexandra: A medieval Athenian holy warrior whose devotions to the gods grant her otherworldly talents.​

"Ain't got nothin' on me!"
  • Barret Wallace: A loud-mouthed Midgar "ecoterrorist" who can and will blast his way through anyone who gets in his way.​

  • D-Dog: An intelligent canine who makes for a loyal and reliable buddy.​

"All in a day's work."
  • Kassandra: An Ancient Spartan demigoddess whose Spear of Leonidas and mercenary background give her significant experience in fights.​
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We can't change what's done. We can only move on.

Name: D-Dog

Universe of Origin:
Metal Gear Solid V: The Phantom Pain

Starting Location:
Las Vegas, Nevada

  • Abilities

    Sense of Smell: D-Dog's enhanced smell means he can sense nearby entities before they are remotely spotted. Usually this is accompanied by a short, silent bark to indicate he's detected something, whether it be an enemy, hostage, medicinal plant, or even a land mine.

    Enhanced Durability: DD's not invincible like Quiet, but can take some punishment before being incapacitated. Of course, one probably wouldn't want the dog harmed in combat, but he'll survive a few stray shots that might inadvertently find him.

    Agility: Again, DD's not as fast as Snake's other companion, Quiet, but can run long distances without being tired out.


    A custom-tailored Sneaking Suit, meant to silence DD's footsteps and provide some protection in combat. Comes with a visor to protect the dog's eye, and two different weapons- a knife allowing him to kill a target, and a stun baton able to knock out those his master directs him towards. Extremely satisfying to watch him pounce on his prey and flip off aftwerwards.

"Here I go!"
  • Sophitia Alexandra: A medieval Athenian holy warrior whose devotions to the gods grant her otherworldly talents.​

"Ain't got nothin' on me!"
  • Barret Wallace: A loud-mouthed Midgar "ecoterrorist" who can and will blast his way through anyone who gets in his way.​

  • Quiet: A mute vanguard sharpshooter who lets her extreme precision do the talking.​

"All in a day's work."
  • Kassandra: An Ancient Spartan demigoddess whose Spear of Leonidas and mercenary background give her significant experience in fights.​
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We can't change what's done. We can only move on.

"Chaire, malaka."

Name: Kassandra, the Eagle Bearer

Age: >24 years old (Born 453 BCE)

Canon: Assassin's Creed: Odyssey

  • Kassandra's powers, abilities, and equipment all go hand-in-hand in one way or another, and thus has been placed together in one tab.

    • Spear of Leonidas: A family heirloom famous for being wielded by King Leonidas I himself, Kassandra utilizes her grandfather's spear frequently for practically everything combat-related. Being an Isu Artifact, the Spear grants its wielder various powers, outlined in the Powers segment.

    • M374 Hephaestus Combat Suit: Earned as a reward for defeating Blood Gulch's menace, the Meta, this futuristic suit shows that its user means business. The Hephaestus Combat Suit comes with enhanced speed, enhanced strength, enhanced protection, a hardlight shield, a motion tracker, and active camouflage. Combined with her combat prowess and Spear of Leonidas, this makes her a fierce fighter.

    • Ikaros: A male golden eagle, Ikaros has become a trusty companion to Kassandra ever since she encountered him in Sparta. Ikaros literally grants Kassandra a birds-eye view, though seeing through the former's eyes will leave the latter temporarily vulnerable. Ikaros can spot enemies, treasure, and points of interest alike, and can temporarily harass enemies (in and out of combat) to draw their attention away from his partner. Ikaros also loves to perch on Kassandra, and will swoop down to rest on her shoulder or hand if only for a moment.​
    • Kassandra can be considered a demigoddess, with nonhuman (read: Isu) blood that makes her more resistant to attacks and possess enhanced abilities such as strength and speed. This is more of an "Ability" rather than a power, as it is innate to her, but can go either way.
    • The Spear of Leonidas (see Equipment) grants Kassandra various abilities and can power her up to various degrees. It requires Kassandra to interact in combat (whether stealth or brute force) to charge it, but the Spear yields many powerful choices for when she needs them. A few noticable powers include the Battlecry of Ares (All attacks are rendered nonlethal against Kassandra, and her attacks are severely strengthened), Slow Time (Literally slows Kassandra's perception of time, whilst retaining her mobility), Second Wind (Heals Kassandra to a certain degree and removes status ailments), and Vanish (Create a blinding flash of light that will stun Kassandra's foes). All other skills can be read up on here.
    • Limber: Kassandra is extremely nimble, allowing her to sprint for extremely long distances without getting tired. In addition, her speed allows her to react against enemy attacks quickly and efficiently (though it's enhanced by her Spear of Leonidas, which can let her "sense" incoming enemy attacks). This speed allows Kassandra to perform combat rolls and parries with ease, generally outmaneuvering her opponents. It's also worth noting Kassandra can also parkour without hesitation, climbing anything and everything as long as there is a handhold. (Her climbing abilities are enhanced by her Isu blood, allowing her to perform "Leaps of Faith" from any height without being injured whatsoever).
    • Weapons and Equipment Mastery: Kassandra takes care of both her weapons and equipment, granting her extra knowledge of her weaponry and gear. In turn, this makes her extremely proficient with anything that is related to war; swords, daggers, spears, heavy weapons, and staffs are all viable options for melee combat to her, and Kassandra can use a bow to devastating effect.
    • Non-Leonidas "Powers": These "abilities" (or powers) do not seem innately tied to the Spear of Leonidas, and thus are most likely viable when Kassandra is forced into a fight without her trusty spear. The list includes Charged Heavy Attacks (self-explanatory), Revelations (Utilize "echolocation" to detect enemies and "secrets" including items and hidden passages), and Archery Master (Kassandra's perception of time slows in mid-air whilst using a bow).
    • Stealth Master: Kassandra, considered by many to be a "predecessor" to the assassins, is extremely skilled in remaining undetected despite her talents in active conflict. Her footsteps are practically silent (and can even sprint behind enemies without being heard), and is hard to spot when she reduces her profile. Dark shadows and places to hide in especially help her stealth prowess.

"Here I go!"
  • Sophitia Alexandra: A medieval Athenian holy warrior whose devotions to the gods grant her otherworldly talents.​

"Ain't got nothin' on me!"
  • Barret Wallace: A loud-mouthed Midgar "ecoterrorist" who can and will blast his way through anyone who gets in his way.​

  • Quiet: A mute vanguard sharpshooter who lets her extreme precision do the talking.​

  • D-Dog: An intelligent canine who makes for a loyal and reliable buddy.​
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One Thousand Club
images (1).jpeg
"Robin of the Sheperds, at your service."
"Robin. Robin of the Sheperds."

Universe of Origin:
"Fire Emblem Awakening, at least that's what I see."

Starting Location:
"I woke up in... West Virginia? This isn't any country I'm aware of."

"Tactics are my forte, but if needed I am quite skilled with a blade and a magic tome. I work particularly well if paired up with someone in combat."

"I have a bronze sword and a Thunder tome, as well as a vulnerary should I be injured."

"Cool under pressure and always measuring the situation. I've had moments when I was flustered, but those are not common. I consider myself fairly pleasant to talk to."

"...uhhhhhhh... hmmmm. I don't remember much before I met the Sheperds. Here. Take a look at this."
"Past that, though, I'm a notorious amnesiac. I don't remember much past that."

"Where did I wake up this time? First in a meadow, now... where am I?"



We've Going Hard for Too Long
"Looks like you gonna need a photography session or something there if you are in trouble, because I'm the right guy to help you with!!"
"I'm Prompto Argentum."

Universe of Origin:
Final Fantasy XV

Starting Location:
"Well, I actually lived in a town called Pittsburgh, Pennsylvania right after there is this thing called the multiverse happened while me and my friends are fishing in a lake after Noctis became the King of Kings and defeating the Usurper. But it was like um, 5 years ago when it happened."


"I usually bring my trusty handgun that didn't ran out of ammo, the Alea Bazooka that has three rockets, the Rapidus SMG which it has 100 bullets, a single Lumen Flame, & a EMP Grenade."

"Well, my friends told me that I'm very playful and it was a good sign to myself. I have something called a skirt-chasing mood maker because of my social status with Gladio, Noctis, & Ignis. I'm also very keen to have photography because I really like how I posted my photographs all around Social Media, so I really like if any new friends will having interest to have a photograph."


Backstory of Prompto

"I actually like to sing some lyrics and have some time to take some pictures either it'll be a beautiful sunset view or a happy moment on my friends."


Senior Member


ALIAS: "Jacket", "Richard"

POINT OF ORIGIN: Hotline Miami, The Payday Team

SUPPOSED CURRENT LOCATION: Washington Metropolitan Area


SUPPOSED DETAILS OF APPEARANCE: The individual known only by the alias of "Jacket" is noted to be a Caucasian male of about a height of 5'1''. The individual is noted as a very slim and athletically built individual, with what would seem to be supposedly blonde hair and blue eyes under the strange mask he wears. The individual has been reported to be seen and sighted wearing only the following: Blue Jeans, A Varsity Jacket, A Green T-shirt, and a very iconic Rooster Mask.

Jacket has been shown to be handy in leaving multiple bits of evidence of weaponry in his work, almost as if playing around with how elusive he has been for years. However, Jacket does indeed seem to have 3 continuous motifs other than his outfit. The motifs of evidence that Jacket was there, being 3 weapons. A Mark 10 Submachine gun (Estimated through camera footage as well as evidence of spent casings of .45 ACP left at several scenes), as well as blunt beatings and bashings of victims from shaped items that have been identified as A Hammer and A Baseball Bat.


ABILITIES: The individual is INCREDIBLY DANGEROUS, approach with EXTREME CAUTION. The individual has been shown supposed PSYCHOPATHIC and MURDEROUS TENDENCIES with how many victims the subject has left behind in crime scenes after fleeing the scene. Jacket has been noted to have a heavy body count of both Russian Mafia and Police alike. The total of bodies left in his wake, continues to grow. The personality and nature of this individual remain unverifiable, based on simply how merciless and fearless Jacket has been shown to slaughter multiple victims, unbiased.

Jacket also has been shown to lack a voice, seen only communicating with the work of a recorder with prerecorded lines, sifting through the tape's various lines to respond to whatever words are needed. The individual may be shown to possibly be either extremely intelligent, or simply shown to be how long they have been in this line of work with how fast he sifts through the tape.



A true enigma. We have no intel on this guy, and his habit of communicating through an 80’s model dictaphone means we don’t even have a voice. All we really know is that he is dangerously psychotic - a sociopath. His Profile is to get close and cause as much traumatic damage as possible with high damage melee weapons.

It is possible that “Jacket” is related to a series of slaughters that took place in Miami, Florida, where authorities are still looking for a masked psychopath communicating through a tape recorder.


Although Jacket is the last one to brag – he doesn’t speak at all – his achievements in the criminal underworld are widely known. Allegedly, he once wiped out the entire Russian mafia in Miami all on his own. His background in the military and his unflinching attitude towards over-the-top violence has made him an excellent hitman – or “messenger” as some like to call it. For unknown reasons he remains completely mute and chooses to communicate only with the help of a tape recorder – playing back bits and pieces of language learning tapes, PAs and documentary narrations instead of speaking.






It's birb time babeyy oh yeah
Universe of Origin: Taffy is a starbound oc

Starting Location:
Rio, Brazil

"Now you see here son. This here wrassler don't need nothin' too fancy. Just a gun, a bottle a the good stuff, and a nice, cup a coffee."

"... and maybe the occasional outburst a pure, burnin gaseous rage."

"Nothin' too fancy."

Novakids are highly intelligent, more so than other 'fleshy' races, and are excellent in combat. But due to their short attention spans COUGH ADHD COUGH they have not advanced technologically like many other races. Even the primitive florans are doing better than they are... at least they have a variety of weapons... not just guns...

It is also headcanon that when angry, novakids will erupt quite a bit, their flames growing larger and burning more intensely. This can be very dangerous depending on location.

Equipment: "Got me a gun.. and ANOTHER gun!!"

Taffy takes out two guns, one being a revolver and the other an assault rifle.


"Also got me my good ol' rope, torches, n' the... good stuff..."
Taffy also takes out a suspicious bottle.. that lacks any type of legible name on the label.. where did he even get something like this, it looks illegal...

Taffy is a forgetful, but hardworking novakid, who strives for excellence in his work (no matter how deadly it becomes). He is skilled with a gun, and can be very flamboyant at times. But at heart, he is a rather comforting person, especially with animals.

Taffy, like Oba, originated as a member of an organization which was destroyed. He was in training to join the Peacekeepers (which Oba now does tasks for), led by Captain Noble. He was one of the very very few remaining, as he escaped the attacked planet on his own ship, that also had a S.A.I.L. program on it. However, as an actual Peacekeeper, he is far more proficient than Oba (despite his horrible attention span). However, his real origin is unknown, as Novakids do not bother to record or pass on their history.

Other: Like every sensible Novakid, Taffy's theme would most likely be "I Was the Sun Before it Was Cool"

Novakids are gaseous burning creatures with an unknown origin. In fact, their codex is relatively small, with only one encounter registered by a Hylotl. It is titled "Never Invite a Novakid to Tea".

Never Invite a Novakid to Tea
My dear Itsuki,

I write this letter to you from the remains of my camp. It appears that missionary work is more difficult than I anticipated.

Despite the training we received, I was woefully underprepared for creatures such as these.

The morning began as peacefully as one could expect on an uncivilized planet like this.

Nonetheless, it was chosen so that I may spread Hylotl peace to the less fortunate, so I was determined to "rough it."

I placed my tea atop a gentle flame and eased myself into my morning meditation as usual. However, I could hardly achieve a state of enlightenment for the cacophony that soon assaulted my ears from beyond a hill!

After a calming breath, I set out to investigate.

A brief hike to the top of the hill revealed two alien lifeforms, shining like beacons, each with a marking atop their face!

A search through my xenobiological handbook revealed these to be Novakid, a primitive gaseous species.

The two, glowing blue and yellow respectively, whooped and hollered as one strummed a guitar, creating some semblance of music. "What better specimens to enlighten than these creatures?" thought I!

I strode down the hill. They seemed wary of me, but I assured them that I meant no harm. I introduced myself in customary fashion, and they returned with their names, the blue one "Bonnibel," the yellow "Nym." They possessed a most ridiculous accent.

Nym extended his hand, and I, assuming it was a customary greeting, reached out in response. The savage shook my hand with a vigour that nearly toppled me, the whole exchange quite uncouth.

Determined to civilize these ruffians, I invited them to tea, as tradition dictates. They seemed very excited at the prospect, eagerly following me back to camp.

My tea boiled, and as I prepared the proper settings the Novakid perused my camp. There was not a single ornament they were not curious about. Their filthy hands touched all my perfectly-aligned furnishings. They shattered my favourite coral sculpture! Nevertheless, I knew I could enlighten them.

Over tea, I spoke about opening their third eye to the world. They seemed to barely pay attention.

The tea I served was my finest blend, but after a single sip they dropped my cups, shattering them on the floor! I struggled to remain calm as Bonnibel removed a jug of some liquid and passed it between herself and Nym. "Perhaps I could earn their trust by partaking in this cultural tradition," I thought.

After a hesitation they allowed me the jug. "Maybe they're warming up to my teachings after all." Those thoughts faded away after I lifted the jug to my mouth. The drink burned down my throat, and after one sip I fell unconscious. When I awoke, Bonnibel and Nym were gone, leaving me in my battered camp nursing a terrible headache.

I end this note with a warning for your missionary travels, Itsuki.

Never invite a Novakid to tea.

Novakids in general are relatively rare, and not much is known about them. This is due to Novakids lack of documenting their own past, or passing it onto their children. While seen as primitive, they are highly intelligent, and would be the most technologically advanced race if not for their short attention spans. Taffy has an especially short attention span, which makes it hard for him to focus on one mission at a time. Often, when he realizes he has done so, he will get rather frustrated, and either shoot glass bottles as target practice, or immediately burst up in much bigger flames. The one thing he enjoys however, more than target practice, like ALL sensible novakids, is drinking. Although it is unknown what star people would drink, it is assumed that it is a very hard liquor, based on the account made by a hylotl in "Never Invite a Novakid to Tea" (see above). Although no one knows how they drink without a mouth, as they lack any real face. But Taffy's final special talent, is that he is amazing at wrassling large animals. He is highly skilled with a rope, and is oddly amazing at soothing angered animals. Lastly, he is noticeably flamboyant, or 'flameboyant' as he calls himself. It is not too obvious upon first meeting him however, and requires more knowledge and observation of his actions.
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Celestial Speck

I'm not a bad guy, I swear!


Kumagawa Misogi, World's Biggest Loser.

『Universe of Origin』

『Starting Location』

To be decided, although knowing his luck, probably Japan again...


『All Fiction:
Kumagawa's Minus allows him to deny aspects of reality; to make anything "nothing". Because of this, he can undo anything that has been damaged, and thus he has no qualms about being destructive. However, he has stated that once he removes something with his Minus, he cannot return it as it has become "fiction". His ability can even reverse his own death as well as the death of others. He admits that he doesn't have full control of his power because, unless he's careful, the entire world would become nothing.

April Fiction
: Kumagawa's so-called "new Minus". He labels this skill as his "incomplete complete" Minus. With April Fiction, Kumagawa uses a different set of screws with flat end pattern threads. The label April Fiction is a red herring however; Kumagawa actually mixes his All Fiction with another skill he possesses, Unskilled, which limits the time an item is erased to three minutes before returning to normal.

Non Fiction
Around the time of a certain fight with an Echo of a Hero, All Fiction was upgraded to undo things that have already been undone. Kumagawa claims that the upgrade has tweaked his personality, hence why he was traveling around his Japan to return the things he has erased. Because All Fiction was upgraded unnaturally, Kumagawa is unsure of how long Non-Fiction will last.

Book Maker
Kumagawa's original Minus, which he lost to Ajimu after he ripped off her face, and received All Fiction. Book Maker requires Kumagawa to use a special screw; a slotted pan head screw (with a - on it), as opposed to the Philips screws (with a + on them) that he usually wields. When Book Maker is activated, the screw stretches to the length of a sword. When he stabs someone with the screw, it turns the target into a Minus by bringing that person to Kumagawa's level: body, spirit, technique, intellect, and talent; all fall to match Kumagawa. Despite the fact that the screw needs to pierce the victim to take effect, the damage done to the body is nearly zero; Kumagawa labels Book Maker as an ability that only soils the heart. As a side effect, the victim's hair also turns white, though the original color is restored once Book Maker's effect wears off and the screw dissolves.


Unskilled is...Kumagawa's oddest skill, that while useless on its own to anyone, and a skill nobody would wish to use, works well due to the nature of his All Fiction. Unskilled is the skill to not use any skills. It completely nullifies and blocks all of the user's skills and abilities for a maximum of three minutes. As such, April Fiction is capable of being used. It is possible Non-Fiction is also a result of Unskilled evolving.

『Natural Loser

Kumagawa loses all the fights he's ever gotten into, no matter how strong or weak the opponent- or what the fight even is about. Even when he 'wins' and 'defeats' someone, Kumagawa always either finds an excuse as to why he lost, or something else causes him to 'lose something else.' This mentality is what powers all his abilities however, and with this crazy obsession with losing, Kumagawa is capable of keeping his powers. Natural Loser also makes so Kumagawa's body is much more resistant and immune to pain due to all the beatings and deaths he's taken and allows him to pinpoint other opponent's weak spots.

『Imagination Manifestation

Kumagawa is capable of using his own willpower and disgusting aura (one of which allows him to be detected by anyone due to how disgusting it is, while also making others feel unnerved to it during battle) to expand his presence and 'self' to form something physical. However, the only true physical things Kumagawa is capable of 'constructing' is his screws, due to how much he uses them. Other things like swords or other things, while appearing, simply break with very little effort, and don't hold any power aside from intimidating tactics.


Nothing aside from porn mags, Weekly Shonen Jump issues, and his school uniform! Literally. He has nothing. He's kind of a hobo despite all his power...Crap.


Kumagawa's smile and upbeat comedic personality is the first thing many would notice about him. A man annoying and not serious in the slightest, speaking with brackets 'as a way to look cool', as unnoticeable as it is. Someone who's perverted as a teen and enjoys reading manga. To many, Kumagawa would seem like your usual, prankster type of character that one meets as an 'NPC' in any games, a 'side character' meant to 'be used so the main characters can shine.' A generic appearance, personality, and hobbies- much like a side character.

Despite this, Kumagawa's true colors are often horrifying despite him still keeping his comedic tones and doing shitty references. Someone who causes chaos and is uncaring on how much he hurts someone mentally or physically, and who once seriously considered destroying the world, as edgy as he admits that phase was. He didn't try to understand others, to heal himself, or to protect those who seemed 'close' to him. However...Once more, much like someone who is bipolar, Kumagawa does show immense care and worry over things he holds dear and people he cares about, such as shaking and nearly having a panic attack when one of his lackeys nearly died and refused to be healed by his All Fiction, or when he finally understood his lifelong enemy and fought against her as both equal and friends.

If one is to find Kumagawa, they might found tsunyandere of sorts. Someone who seems to be uncaring, psychotic, and completely non-serious, but who is in actuality wise and caring over his own ideals and people he cares about- often speaking in seriously without his brackets in the way in serious situations. He tries to do his best to keep away from the 'main character's way', although would never refuse a call to wipe the smug grin out of their faces and prove side characters can be important too.


Story of a Loser.




oi mate

Vex'Ahlia (Vex)

Universe of Origin
Critical Role

Starting Location:
Las Vegas

- Stealth
- Survival
- Perception
- Dexterity

- Longbow of the Sky Sentinel
- Flying Broom

Vex is a pretty serious person and mostly likes to keep to herself and her trusted allies. She does not like to be one-upped and will definitely hold a grudge. Despite all that, she's not against using her charms and looks to get her way.

Like so many half-elves, Vex'Ahlia has spent most of her life suffering the cool reception of a people who don't fully accept her. At the age of 10, she was taken from her mother to an elven city her father was an ambassador for, along with her brother Vax'Ildan. While her brother took to the streets stealing trinkets, Vex preferred the isolation of the woods. Always the keen observer, she learned to hunt and to track. To spy and to shoot.

- - - - - - - - - - - - - - - -

"Right, listen up! If you have ale, then you have a friend... in..."
Grog Strongjaw

Universe of origin

Critical Role

Starting location
Las Vegas

- Strength
- Counting to five

- Bag of Holding
- Greataxe with Chain of Returning
- Ale

A Goliath of towering height in size, this Barbarian has an appetite for the two great loves in his life: combat, women, and ale... wait... Easily the brains of the group, Grog is often consulted for his vast knowledge of shapes, colors and... shiny things. Also ale.

In his early years, armed with his two-handed Greataxe, Grog often enjoyed proving his might amongst the ranks of his family's wandering Herd. But after coming across an unsuspecting elderly Gnome in the woods, he objected to the killing of such an innocent life. His disobedience cost him dearly. Beaten bloody and banished by the Herd leader, his uncle Kevdak, Grog was abandoned. Most nights, he can be found challenging entire taverns to wrestling matches. Or accompanying his dear friend Scanlan to the nearest house where you pay for... lady favors.

Also ale.

Other info
Grog cannot read. Don't remind him of it though.


Funny Rat Man in Basement

"The Red Legion has not, and will never know defeat. Not now, not ever! We have conquered a thousand worlds! This planet

will fall like any other! We will claim the Traveler in the name of Dominus Ghaul!"
— Valus Zhu'uac, Valus of the Crimson Hand

"The Cabal have six words for advance, and none for retreat."
— Cayde-6​

Name: Valus Zhu'uac, Crimson Hand

Universe of Origin: Destiny

Starting Location: Ural Mountains, Russia

  • Colossal Strength: A Red Legion Colossus, Zhu'auc is insanely durable, which is further increased by his advanced armour and protective Solar energy shield.
  • Cabal Stomp: An area-of-effect attack, when surrounded by enemies in close proximity, Zhu'auc will stomp the ground, creative a shockwaves that knocks enemies back.

  • Power Slug Thrower: A heavy rotary-type autocannon, this weapon fires a rapid stream of homing Solar micromissiles. Incredibly effective, it can lay down a suppressive hail of fire that can completely halt enemy movements, and can rip through just about any armour.
  • Crimson Vigil: Zhu'uac's personal sword, it is a modified Severus normally wielded by Gladiators. Its Solar blade can cleave armoured vehicles in half with a single swing, and can melt through even the thickest armour.
  • Missile Pod: Mounted on his back, this pod can fire a swarm of homing missiles that deal Arc damage and blind and disorients targets caught in the blast zone.
  • Jump Pack: Enables Zhu'uac to boost in any direction and allows him to hover, all while laying down suppressing fire with his Power Slug Thrower.

Personality: Zhu'uac is a fanatical follower of Dominus Ghaul, the Dominus and Emperor of the Cabal Empire, and will willing follow his every command, even if it means certain death. As a zealot, Zhu'uac is all too willing to follow him into battle, and it is this loyalty that has allowed him to become one of Ghaul's most trusted lieutenants. As Valus of the Crimson Hand, an elite subdivision of the already-elite Red Legion, Zhu'uac commands his troops with ruthless efficiency. Towards his enemies he shows absolutely no mercy, and he would have personally slain dozens of Lightless Guardians during the Red War were his division not caught in a Tear. He does not tolerate insubordination, and is all too willing to execute his own troops for the slightest mistake (especially his Psions). In combat he is bloodthirsty, viewing war as a right, but is also remarkably crafty.

Backstory: Zhu'uac was once a Val of the elite Skyburners Legion who had grown disillusioned with the then-Emperor Calus with his indulgence and revelry. He viewed it as an insult to the Cabal's traditions of war that had been held for thousands of years, and as such, began to resent the Emperor. Eventually, he got word that an usurper named Ghaul was conspiring to launch a coup on the Emperor. Initially distrustful given that Calus had raised Ghaul as a son, he eventually grew to idolise the future Dominus as he saw him as salvation, a way for the Cabal to return to its past glories.

He supported Ghaul, and with the help of other conspirators including the majority of the Skyburners who had not been deployed to the Solar System, launched the coup and successfully managed to overthrow Calus and exile the Emperor to deep space aboard his ship, the Leviathan. For his efforts, Ghaul was accepted into the Red Legion and appointed as Valus of the Crimson Hand, an elite subdivision that had more advanced technology and functioned as a shock group.

When Ghaul launched his campaign to capture the Light of the Traveler in the Solar System, Zhu'auc followed him, intending to support his Dominus. However, during the journey, he and his entire legion was caught up in an interdimensional rift and sent to an alternate version of the system. Undeterred, however, Zhu'uac still intends to follow his Dominus, even if this Earth is strangely unfamiliar and the rest of the invasion fleet is missing, commanding from his flagship, the Fleet Carrier Astaroth Vae XI .

After all, the Red Legion does not know defeat.




Show me a good time, Jack!

Alexandria "Alpha" D'Angelo

Undertale/OC (Bite me)

Starting Location:
Human Town outside of Mt. Ebbot., in the Blue Ridge Mountains, Virginia, USA.


As a Boss Monster, Alpha inherently has access to
-Fireballs/Basic Pyromancy
However, in addition to that, she has essentially watered down versions of Asriel's Attacks, which can be found here.
Using any of Asriel's abilities draws heavily upon her, and can easily render her unconscious if abused.

Alpha also has two magical abilities she can call her own.
Firstly, she is a supernatural marksman, able to hit shots thought impossible with a variety of ballistic weaponry and even some limited archery skills, and ability with thrown weapons.
Secondly, she is able to summon a revolver, made of magic and fueled by determination. Due to her inexperience with magic, the revolver is grounded in reality, and has to "reload" and can only fire six shots before doing so.

Due to Alpha's hybrid nature, she is part human, and carries a unique ability to not only use determination, but also augment said determination with other souls, for a time.

All of this comes with several drawbacks, however.
Alpha is not exempt from any other monster's weakness:fragility. They are not made entirely of physical matter, as humans are, and as such are kept together with magic and willpower. For Alpha, it is not as much of an issue, but it also means that she is not as durable as others are.

Alpha has, lastly, recieved a lot of training as a result of her background. She is particularly gifted in the medical and engineering fields, but is a poor melee combatant.

-Normal Clothes
-A single 1911 .45 handgun, with a few spare magazines
-A pocket knife (non-folding)
-Cell Phone (no jetpack, sadly. Comes standard with Candy Crush)
-Heavy boots
-Melatonin pills

Not a particularly affable person to strangers, preferring to keep quiet and focus on her own self. Alpha is a neurotic curmudgeon when interacting with others, showing a lack of care for other's feelings and perception of her that borders on malicious on the surface, and whose speech often is laced with sarcasm and what they think is funny and witty jokes that are just thinly veiled jabs at other people. When faced with authority or figures of authority, Alpha will choose to either outright ignore them, or lash out willingly at them.

Alpha has a lack of social awareness, and can be easily be put on the back foot and out of their comfort zone with little effort. Some social concepts are completely foreign to herself, and she often shows this lack of knowledge in general conversation.

Once upon a time, there were two races: HUMANS, and MONSTERS. The Humans and Monsters lived peacefully together, until the Humans drove the Monsters underground in a massive war, fearing the Monster's ability to steal human souls.

Some unknown time later, a Monster, carrying a child's body, ventured onto the surface. They were wounded, mortally so, and driven back into the underground. This action was long and bloody, leaving behind many traces.

It was after this fateful encounter, that some feared that this event could repeat itself, this time with catastrophic consequences for humanity. Using means immoral, and with the few traces of a monster they had, they created fusions of human and monster, with the purpose of ending the threat once and for all.

However, these plans never came to fruition, leaving only traces themselves. One of these traces was a girl, Alexandra D'Angelo. Branded as "ALPHA-007" by those who had made herself, she took the name as her own, and hid. Now, monsters roam the surface, and having hid until she reached adulthood at 18, Alpha initially did not know her world had collided with another. Now, she has left her hiding, to find her purpose in this strange new world.

Alpha has twin souls, her original, human soul, one of Determination, and the fragments of a monster's soul, brought into being by virtue of her unique body.​


New Member
Name: Adalyn Rose-Lawson III
Universe of Origin: OC
Species: Human-'Biohunter' hybrid. A 'Biohunter' is an alien species of incredibly dangerous arachnids in her universe, comparable to something like a xenomorph in terms of how dangerous they can be - apex predators as fierce as they are terrifying.
Starting Location: TBD

Abilities: Being fused with a giant alien spider, Adalyn has a lot of abilities at her disposal. She can project versatile, high-tensile-strength spider silk at high velocity from her palms, as well as small jets of extremely corrosive venom. Even her blood itself is similarly corrosive, with an extremely high pH - it's not acidic, but alkaline instead. Her silk's produced at an extremely high rate as well, allowing her to cast vast webs without exhausting her supply - what's more, said silk is also extremely versatile. Adalyn can change its properties before she launches it out. Sticky, adhesive webs to ensnare a target or secure an object? Easy. Non-sticky, elastic silk strands to fashion into something like a hammock or a tourniquet? No problem. Even making it solidify into a rock-hard barrier to provide cover for her allies? Totally possible. She can even wrap the points of her six legs in sticky spider silk socks of sorts, allowing her to climb on walls and ceilings with ease.
The exoskeleton covering her arms, hands and entire lower body is also pretty resilient, too. It can crack, sure, but it takes a lot of force to start actually breaking through it. Her body has yet more natural adaptations for fighting, though - her chitin-coated arms actually have long, sharp blades extending from the elbows, and her fingers are also tipped with similarly sharp claws. Moreover, her six legs are incredibly strong as well, letting her move fast and jump high when she needs to. While she may not have any extra eyes or anything, something she's sorta grateful for, her eyesight and hearing are also a lot more well-tuned too. Basically, her myriad of biological abilities make her an extremely potent force, and when you pair the power of a lethal apex predator like a Biohunter with the intellect and finesse of a human, you get a veeeeeery effective combo.
Equipment: Because of her wide array of physical abilities, Cadwell Enterprises haven't had to issue Adalyn with all that much gear. She's issued with a ballistic vest to protect against any stray gunfire (ballistic or energy-based), as well as a standard-issue handgun (with appearance and functionality similar to the Lex Prime from Warframe).

Personality: Despite appearances, Adalyn's actually a generally sweet, peaceful and pleasant person to be around. Raised into nobility on a Cadwell-owned planet, she's well-mannered and polite, definitely one with a civil disposition - though she can be somewhat oblivious to others' lives at times, by her own admission. She enjoys drinking caffeine-free tea while settling down with a good book, finding it to be a pleasant way to pass the time when she's not on an assignment as one of Cadwell Enterprises' agents, much in the same way Leighton is. Heck, her and Leighton are often on the same assignments, so they know one another well.
Back to Adalyn though - she's actually quite self-conscious about her appearance, painfully aware of how she's able to scare people with looks alone. After all, she's half human, and half one of the galaxy's most dangerous creatures. She's also acquired a few fairly benign new instincts from having her DNA fused with Biohunter DNA, as well - she's a lot more methodical and forward-thinking than she used to be, unusually adept at setting up traps with her webs, and prone to inadvertently sneaking up on folks. That last one tends to have, er... jumpscare-ish results given she's a 7'11" half-spider woman and all.

Backstory: Adalyn Rose-Lawson III, daughter of the Rose-Lawson noble family on Celaris-XII (a wealthy agricultural planet owned and maintained by Cadwell Enterprises), had quite a peaceful life for the first twenty years of it. A life generally free of any notable strife, living in luxury and providence - she was rich, real rich, from wealth inherited from her beloved family. Life was good. But this wouldn't be described to you now if nothing happened to change that, right? Something like that did indeed happen, and boy did it ever make things take a turn for her.
Despite Cadwell Enterprises, galactic police jurisdictions, and other organisations' efforts, the galaxies do see a lot of shady, underground, no-good goings-on. Many, many things beyond the purview of morality and legality, including... genetic experimentation, apparently. So when Adalyn went to sleep in her bed one night, but instead woke up in some unfamiliar laboratory... well, the levels of dread she felt at the realisation of her kidnapping were practically indescribable, but what came after was worse still...
...Experimentation. A lot of it, all of the genetic variety, done with the intent of turning her into some sort of bioweapon. Untold horrors she had to endure at the hands of a rogue terrorist outlet, trying to fuse her with a Biohunter - a deadly, spider-like alien creature incredibly adept at... well, hunting - to make her an incredibly lethal pawn for their nefarious purposes. They almost succeeded. Almost. They got the lethal part down, but actually getting her ready to carry out their will? Not if a rescue party from Cadwell Enterprises had anything to say about it.
A swift extraction, an infirmary stay and some amount of therapy and emotional reassurance later, Adalyn - now half-human, half-Biohunter - was reunited with her family, who thankfully still accepted their dear daughter despite what'd befallen her. It wasn't a return to normalcy, that was impossible with a new form like what she's stuck with, but she still found acceptance among family and most friends. However... it also ignited new resolve in her, not to mention immense gratitude for Cadwell Enterprises' task forces. She actually found herself enlisting to join the very forces who'd saved her from that illicit experimentation, being accepted into their ranks, and... a year or so later, come 2187, she's now one of their agents, alongside Leighton and many others.

Appearance: First pic from Picrew (a headshot representing how her face might look), second from Pixiv (more of a full-body reference, also depicts typical 'casual' clothing)

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