Alright! You’re good to go! GLHF
Name: 'Silence' (Jane Redfield)
Age: 25 (1984, born 1959)
Sex (If Applicable): Female
Universe: Metal Gear Solid
Faction: Task Force
Rank: Subject to change
Occupation: Hunter/Tracker, Assassin
AM MRS-4: This 5.56mm light carbine is renown for ease of use, and a balance between stopping power and accuracy. It comes with a suppressor, foregrip, laser/light attachment and a medium Red Dot scope. Typically, this weapon's rounds can penetrate through Kevlar weave at moderate to close ranges, yet will bounce off of medium to heavy armor from long engagement distances. In addition, the 5.56mm rounds fired from a moderate distance can have the ability to penetrate up to 15mm deep within Level Four armor.
Wu-S Pistol: A modified silenced handgun, this pistol fires tranquilizer darts. As such, the rounds fired won't even penetrate glass fixtures. However if a dart gets embedded into flesh, the cocktail of narcotics administered will be delayed in incapacitating the target (or ineffective at all) unless a headshot or neck shot is made, and even then depending on the target's resistance does it have a high possibility to fail outright. Against augmented humans and whatever have you, this weapon may have little to no effect and will require multiple, successful hits to be able to knock a target out.
Sneaking Suit (Reinforced variant): This specially designed bodysuit features noise-isolating footsteps and profile concealment, allowing the user to sneak virtually undetected into enemy territory. This suit also features a signature masking system, and she'll be undetected from thermal sensors, motion radars and CCTV cameras. Additionally, added ceramic plating and additional Kevlar under weave give her a modest amount of protection, able to stop up to several 7.62 rounds at long to medium range. Lower calibers can and will compromise the suit's armor under sustained fire, and will cause bruises and fractures in some cases.
-IntScope: This visor-like device serves as a pair of binoculars, capable of 'marking' targets and their position and direction on the Idroid's display. Capable of a x20 zoom, this device pairs with the Idroid's remote functionality to signal areas of interest, such as navigation points, markers or targets of interest. Additionally, it is also outfitted with a parabolic microphone in order to listen in on important conversations, and even footsteps.
-IDroid: This handheld device functions like a walkie-talkie, able to call and relay information from the user to Command. Additionally, it is capable of calling in support, scanning documents, and projects a flat holographic map of the area in addition to monitoring the user's vitals.
-Service knife: A standard-issue combat knife.
Camouflage Parasite: One of XOF's first prototypes of the Skulls, the parasite administered to Jane during her capture lead to an interesting result. It allowed her to exhibit most attributes displayed by the successors of the Camo unit, but with a few major abnormalities. She is able to cloak and remain cloaked while moving, however any contact with external objects in her environment will cause her form to 'flicker' in and out of existence, revealing her to nearby enemies. She is able to jump five times the normal human height and can do so while cloaked. She seldom speaks, preferring to keep chatter to an absolute minimum as it is strangely painful to talk. Electrocution, telepathy, and heavy ballistic trauma will strip her of her abilities temporarily, allowing for a quick follow-up kill.
'Sinful Hornet': A bolt-action, black finish rifle bearing close resemblance to the REZNOV-Ickx, this weapon is stored within the body of Snake via anomalous means. It is equipped with a laser sight and modified to chamber anti-material munitions, able to puncture the armored plating of a T-90.
Personality: Jane is by-the-book when it comes to getting the mission done, even going so far as to cut contact entirely from the radio while she does her job. She's silent, calculating and highly analytical of her surroundings. There are only a few known people who've been able to breach her hardened exterior, and beneath that is a caring soul that will do anything to protect those she has bonded the closest to.
-Everything and Nothing: Jane was Skull Face's ideal 'protégé' compared to Les Enfants Terribles; having developed the equivalent of a living weapon without the absurdly high rate of failure, trial and error.
- Stoical: Jane disregards most orders issued to her from outsiders and harbors outright disrespect of glory-filled, self-leadership types. She cooperates when she needs to.
- 'By the Book': Jane despises a messy operation and prefers clean kills and minimal detection. How she'll react to the world of the Multiverse is unknown.
in"You're gonna wish you hadn't done that!"
"Meet me later, and I'll buy you a beer!"
"I can't take much more of this!"
"This all happened because of you Scientists!"
Name: Barney Calhoun
Age: Late Twenties to Early Thirties
Basic Melee: Barney knows how to sorta defend himself in Close quarters, But just enough to get by. He can kick hard enough to bruise something as well.
Glock 17: The Glock 17 is a full-sized pistol with a full-sized grip and minimal muzzle rise, which makes it very controllable and accurate even in rapid-fire. It shoots the 9x19mm pistol cartridge (9mm Parabellum).
Personality: Barney is a strict man and will do what he is told, But, He will be the first to rush into combat and loves to drink. He also loves to brag about his authority and wears his Black Mesa Security Uniform.
Barney Calhoun was originally a security officer assigned to the Area 3 Security sector of Black Mesa. His job often involved sorting out maintenance issues as well as standard security patrols and posts. Since this assignment included the Area 3 Anomalous Materials labs, Calhoun came into contact with both Dr. Gordon Freeman and Dr. Isaac Kleiner, and he formed strong friendships with both. This even bred races with Dr. Freeman through the ventilation system to get into Dr. Kleiner's office when he managed to lock himself out of it.
However, once the resonance cascade commenced, Barney Calhoun was isolated and hurled deep underground as the elevator he was in crashed. Having to fight his way back to the surface, Calhoun learned of a plan to escape Black Mesa and rescued Dr. Stanley Rosenburg, a research associate from the Anomalous Materials labs and creator of the scheme. The plan revolved around using the early prototype teleportation equipment to move outside the base, but required Calhoun to go to the border world, Xen, to properly align the equipment. After returning successfully, Calhoun was able to teleport out with the small team of scientists and escape, but not before witnessing his friend Dr. Freeman captured by the HECU soldiers assaulting the facility.
|"I'm a BAD man! How bad? REAAAAAL BAD!"|
Alright, you’re going to change a few things before we even think about accepting your characters.Hello again! After some consideration, I have decided to reinsert my interest into this RP. I bring three starting characters into the fray - covering 3 out of the 4 factions (at least for now):
| "Gamera" | "ガメラ" | "Guardian of the Universe" | "Gladius" |
Gamera Franchise (OC Setting)
Thousands of Years Old
Genetically Engineered Atlantean Guardian; Kaiju Gijinka; "Gamerian"
Human Form: 6'5" (2 Meters Tall)
Guardian "Kaiju" Form: 10 - 25 Meters Tall (Varies on plot-based situations)
- Kaiju Transformation: As a kaiju gijinka, Gamera can turn from human to Guardian forms at will. His bestial form can grow to a max height of 25 meters, however his size is usually dictated by the situation the plot demands/recommends of him.
- Superhuman Strength & Durability: Gamera is incredibly strong both in human and Guardian modes, allowing it to go toe-to-toe with its respected opponents - from supercharged humanoids to massive monsters and robots. It's shell also provides as strong armor for both forms too.
- Thermal Energy Conversion: Gamera's blood can absorb heat, flames, high voltage current and nuclear fuel. These energies are converted into electrons, protons and atomic nuclei and stored as plasma energy to be used in his internal furnace. Life energy from the surrounding world, like Mana, can be converted as well. The more mana he absorbs, the stronger are his plasma-based attacks.
- Enhanced Regeneration: Gamera is capable of healing himself from wounds that would normally kill other living organisms. However the pace at which they heal varies between the type of wound and it's severity. Minor wounds - such as scratches and light-penetrations - could heal within an hour max. Major wounds - like large gashes, broken bones, etc - however would take far longer from several hours to even days unless they have access to a source of plasma. If the wounds become too severe - such as severed limbs, organ damage/failure, etc - Gamera can enter a coma-like state in order to heal. This often fools his opponents into thinking that he is dead. Further damage however - decapitations, combustion, etc - would mount to its immediate death.
- Flight: Gamera's shell utilizes an organic form of jet-propulsion that allows the guardian to fly in the air for extended periods of time, both in human and guardian modes. In his human form, he flies solely on the propulsion of his shell. In guardian mode, he generally will pull his arms, legs, head, and tail into his shell, fire flames out of his arm and leg cavities and spin around like a frisbee. He has a second way of flying, where he only pulls his legs and/or tail in, fires flames from the leg cavities, and flies like a jet. In this stage, Gamera's arms would extend and stretch out into wings similar to the flippers of a sea turtle while using this form of flight, giving him added aerodynamics and control.
- Fireball Projection: Gamera can fire super-heated plasma balls from his mouth. This is achieved through the throat, as oxygen and plasma energy from the body's chamber are combined and compressed together. The condensed energy is ejected from the mouth as a fireball with an Ultra Discharge phenomenon. The power of this attack strengthens according to the amount of plasma located in its immediate era - such as a massive explosion - combined with an oxygen-rich environment for rapid combustion.
- Flamethrower Breath: Gamera can unleash a stream of fire for extended periods of time. Like with the fireball projection, strength varies depending on the amount of plasma energy.
- Ultimate Plasma: A last ditch attack of the greatest magnitude, Gamera summons mana from the surrounding area and absorbs it into his body. This pushes the limits of his Plasma Furnace to the point that his Plastron (the covering on his stomach) opens and the energy is expelled outward. It is said it can only be used once during a Gameraian's lifetime, as it strains its body to near-death situations.
- Banishing Fist: A rare ability amongst the Gamerians, if one of its limbs had been severed while the being is supercharged with plasma energy, Gamera could temporarily create a flaming plasma construct of an appendage (like a fist) to deal explosive and fire damage to an opponent. Can punch and cleave through flesh like butter.
- Underbelly: While Gamera's shell is durable enough to withstand much direct punishment, his underbelly does not have the same durability. It can be easily breached by strong or repeated attacks if not properly defended. Gamera's human form has a visible gap within said chestpiece, revealing his exposed belly.
- Extreme Cold: Gamera is vulnerable to extreme cold, especially from cold/ice-based attacks, which would cause his bodily functions to slow or even halt into a hibernation-like state if exposed for a rapid or prolonged period of time.
- Morph Time Limit: Gamera cannot stay within his kaiju form for long, as it takes up a massive amount of mana to even function. If his energy reserves run out, or takes sustained damage, he will be forced to revert back to his human form until he can recover enough energy to transform again.
An honorable veteran of war, Gamera once fought to protect his home from his creator's rampant predecessors, the Gyaos. He was a warrior who fought with honor, both ensuring his opponent's defeat while actively keeping the innocents that loom within his shadow to heart. Yet now that he was forced out of his home, Gamera finds himself as a lonely nomad lost within a world both like and unlike his own. Still, his moral compass revolves around actively protecting those from antagonistic forces wherever and whenever he can, even during intense situations. Yet when not in battle, Gamera tends to be a surprising individual to approach - being friendly and willing enough to engage in basic conversations. He also has a soft spot for children, keeping in line with his time back on Atlantis as they looked up to him as a hero. Ultimately, Gamera vows to find any Atlantean survivors and help them protect and create a new place for them to call home.
(History is based on the comic "Gamera: The Last Hope" by artist Matt Frank - with altered events to fit the custom narrative for this Gamera incarnation. Full comic can be viewed here.)
Thousands of years ago, the ancient civilization of Atlantis found itself under siege by vicious serpentine monsters known as the Garasharp. Despite their advanced weaponry and usage of technology, they were forced to call upon the "Four Great Generals" to devise a plan in beating the invaders back. After arguing back and forth, they soon settled upon the idea of creating monsters of their own upon the recommendation of the "General of the South". Thus they created a legion of the bat-like Gyaos to specifically eliminate the Garsharp infestation, in which they did so with vicious efficiency. But much to the Atlanteans' horror, the Gyaos legion would quickly turn upon their creators and beginning eating their people due their primary source of food now gone. The mortified generals were forced to quickly come up with another plan, with the "General of the North" now recommending the creation of kaiju-infused Atlantians to serve as the city's guardians. Gathering their finest warriors, the generals infused them with magatama beads linked to their souls; allowing them to transform into titanic beasts of their own, at will, and combat the Gyaos.
And thus rose the legendary "Gamerians".
A brutal battle soon commenced upon the two races, a battle that would decide the fate of Atlantis and its people. In the end, the Guardians would prevail and repel the Gyaos; but at a heavy price. All but one had survived. The lone Gamerian - once known as the warrior "Gladius" - found himself around corpses of his fellow brothers and sisters. And how he grieved for them. But his courage and strength were enough to have kept him alive in the battle; as if he was blessed by the gods themselves as their chosen warrior. A "Guardian of the Universe". The Atlanteans would then worship him as a god with that title, erecting statues and monuments as well as them telling stories of his epic battles to their children. Peace had finally risen upon the people of Atlantis and Gladius could finally rest...
But his duty was not done.
The Gyaos came back, stronger and more numerous than ever. They even had the audacity in taking inspiration from the Gamerians to create their own human-like forms to easily raid the vulnerable and defenseless people hiding in their homes. The swarm loomed over the city, their numerous rust-browned forms blocking out the sun, as they descended from the east. And worse, a massive Garasharp individual also joined the assault from the west. It was as if the two were working together, for they at the very least not attacking each other. Now under direct command of the Northern General, the last Gamerian - "Gladius" - emerged from his slumber and made one last stand against the kaiju horde.
Yet they both knew that this city was doomed.
Forced to retreat by the Northern General to a portal deep within the core of the city's foundation, Gladius took it upon himself to destroy both the city and the monsters invading it by destroying the power core. He realized that humanity would never know peace if his creators kept consuming mana. He then proceeded to enter the portal, expecting that he would pop somewhere far from this place alongside any survivors of the disastrous tragedy.
And little did he know, he would find himself in a world quite unlike his own.
| "Engineer" | "Engie" | "Dell Conagher" |
Team Fortress 2
5’7" [173.7 cm]
125 lbs [56.7 kg]
Weapons & Gear:
- Shotgun: One's typical stock a pump-action sawed-off shotgun; this weapon works best when in close range of its opponent.
- Pistol: A stock semi-automatic pistol sidearm with a fixed hair trigger that fires bullets from a cartridge magazine. Can come in handy when in a pinch.
- Wrangler: A specialized piece of equipment that allows manual remote control of a sentry gun. A shield surrounds the sentry to deflect incoming bullets and projectile; however enough damage can disable it. In addition, when the wrangler is turned off, the operating sentry would be forced to shut down for a few seconds before the shield turns off and regain automatic control.
- Wrench: A typical railroad monkey wrench. Allows the Engineer to build and fix his creations as well as a decent blunt-force weapon. Tool bag included.
- Gunslinger: A robotic prosthetic right hand, this mechanical limb is usually concealed by a welding glove. Can work as a substitute for the wrench in the event that he doesn't have one. Can be utilized as a makeshift weapon; via pulling the cord and making it spin wildly before plunging it into his enemies.
- Construction PDA:The build tool electronic device that allows the user to build several types of buildings, provided they have enough metal/resources for them. All buildings of any level can be quickly packed up and hauled to a different location while keeping their levels, health, and resource gages. All buildings are weak to electrical weaponry/devices and will not work when disabled The following are buildings that can be created using the build tool:
- Sentry Gun: An automated turret that fires at the closest enemy within its range and line of sight; the sentry gun can be updated to three levels for 200 metal each. Level 1 is a single barreled machine gun; Level 2 upgrades to add twin-mounted Gatling guns; and Level 3 adds rocket salvos on the top. Can be manually aimed and fired when using the wrangler.
- Mini-Sentry Gun: The smaller cousin of the normal sentry gun, the mini-sentry is a single-barreled automated turret that costs half the metal . While weaker than even a level 1, it does build faster and has a faster rev up time. Can be manually aimed and fired when using the wrangler.
- Dispenser: A building that provides a near-endless source of health and ammo to all nearby players within 1 meter.
- Teleporters: Two components make up a complete and functional Teleporter set: the Teleporter Entrance and the Teleporter Exit. Those who stand on a fully charged TP Entrance are instantly transported to the corresponding TP Exit in a flash of light and team-colored particles. After a brief period of recharging [5 seconds], another character can pass through.
- Destruction PDA: The antithesis of the Construction PDA, it's used to destroy active buildings if deemed necessary. Useful when he doesn't want any of his tech being utilized by the enemy,
- Welding Goggles: The Engineer is usually seen wearing welding goggles at nearly all times. Very few instances does he take them off (ie: when he is sleeping, taking a shower, etc). Without his goggles, he looks like this.
- High Intelligence
- Engineering Skills
- Talented Gunslinger
A soft-spoken humble Texan with a knack for all things mechanical, Dell Conagher is a highly intelligent and well-mannered man. His obsession with engineering has made him more reserved compared to his fellow mercs, but is also considered to be one of the nicer and more approachable to conversation. He enjoys talking about his creations, history, or philosophical subjects. Bits and pieces of a "mad-scientist" motif can be seen while he's working on his most ambitious projects, usually regarding the projects in question and the techniques he utilizes for them. However, when push comes to shove, the Engineer is willing to show his prowess through any means necessary... even if he has to do so by force.
Dell Conagher's history with Taskforce started shortly after his arrival, after a freak teleport accident left him stranded from his home universe. He traversed through a flat desert for several days with little food or water, before he was picked up by a local Taskforce scouting party. Realizing that he came from another dimension, standard protocol demanded his arrest and containment; where they sent him to their local base of operations. When the Engineer was given a choice to either remain in prison or join the Taskforce operations, he reluctantly agreed - knowing he would rather continue working on finding a way out of this dimension rather than rotting and wasting his talents in a cell. Eventually he found himself working within the science division, forcing to expose most of his blueprints to the Taskforce against an enemy he frankly had little knowledge of outside of hearsay from local news channels. After all, most of his time was spent in the laboratories creating and fixing rather than on the frontlines supporting the other teammates. Only his buildings - such as the Sentry Gun and Dispensers - had been seen and deployed on the battlefield.
However, as the Taskforce began hammering down on the Resistance, the higher ups began showing and expressing interest towards the Engineer's recent projects. They believed he would be a suitable asset to assistance their forces in combat... especially as he was just finishing up a prototype of one of his newest creations: the "MK 2" TF-71 Deadnaut Heavy Mech.
"I'm a BAD man! How bad? REAAAAAL BAD!"Doomguy
| "Doomguy" | "Doom Marine" | "OG Doomguy" |
DOOM Franchise (Between Doom 2 & Doom 64)
Doomguy is a muscular caucasian male standing at 6'2" (187.96 cm) tall and weighing 230 pounds (104.326 kg). He sports light brown hair in a buzzcut and has a toned face and blue eyes. He is usually seen in green, battle-worn armor with short sleeves, armored plating, and has an exposed midriff while wearing a light grey space helmet that conceals his face. He has a belt featuring several pockets to hold ammo, grenades, and other items. On his left wrist he wields a retractable side-blade, with a shoulder-mounted machine gun on the same shoulder.
With an aggressive over-the-top attitude and a mouth reeking of foulness, Doomguy is a crazed and bloodthirsty maniac hellbent on ravaging the demons that have threatened to take everything from him. He can closely be compared to a traditional 80s - 90s action hero regarding his maniac personality, common usage of one-liners, and his lack of "book smarts" when compared to the overwhelming testosterone aura he emits on the regular. He doesn't like to be ordered around too much and will usually go about ways in his own manner. Most of this "roided" behavior comes when he's in combat, especially when in the possession of a berserker pack, where he'd say all sorts of crazy threats and ramblings when under the influence. An enraged Doomguy is a man no one should take lightly...
But a calm Doomguy, out of combat, is much more rational and aware of his surroundings in comparison. He does have a sense of justice and will go out of his way to help others if they are in trouble - especially if the problem revolves around demons or any unholy abominations. He also has a soft spot for cute, fuzzy animals - which remind him of his own deceased pet rabbit, Daisy.
- Military Training
- Weapon Mastery (Gun Specialty)
- Melee Combat Expertise
- Pure Testosterone-Filled Rage
- Berserker Pack: Limited to one usage per battle, the Berserker Pack power-up is filled with advanced strength enhancers and stimulants that allow the Doomguy to do far greater damage with his bare hands and increase his speed. Punches and grapples are 10x times stronger than normal and allow the crazed marine to rip and tear for 20 precious seconds (2 - 3 posts) before waring off. Often used as a last resort.
- Hammer Space: To carry all of his weapons, Doomguy has something of a "hammer space" or "weapon wheel" that allows him to choose any weapon in his possession that works best for the situation at hand. He can add more weapons that he deems worthy to his ever growing collection, but only up to 10 (with his starting roster having 8 spots taken (excluding the Doomblade, Shoulder MG Turret, grenades, and his own fists). Once it's full, he will have to drop off any weapon if he wants to store a new weapon in his arsenal.
- Chainsaw: Melee weapon used to tear through flesh and bone, as well as through light armor.
- Pistol: Weakest weapon - used usually when no other bullets are available or to conserve said ammo.
- Shotgun: Doomguy's staple go-to weapon is a pump-action shotgun.
- Super Shotgun: A sawed-off, break-action, double-barreled shotgun - fires two shells per round. Devastating when shot at point-blank to an opponent.
- Chaingun: Fires off a barrage of bullets in rapid succession. Chews through bullets in seconds.
- Rocket Launcher: Fires homing missiles that lock onto their opponent.
- Plasma Gun: Fires off blue-and-white bursts of concentrated energy in a machine gun-like manner.
- BFG-900: Currently the most powerful weapon within his arsenal. Fires a ball of green concentrated energy, which once colliding with a solid object, creates a massive explosion that can devastate an entire room full of minor opponents and seriously injure much larger/stronger foes. Ammo for this weapon is rare and Doomguy can only fire it a max of three times per round.
- Retractable Wrist Blade: Located on his left wrist, Doomguy can wield a retractable titanium-infused blade that he can use to slice and dice through his opponents. (Primitive version of the Slayer's Doomblades)
- Shoulder MG Turret: Located on his left shoulder, Doomguy has a machine gun turret that can automatically lock on and fire on opponents. (Primitive version of the Equipment Launcher)
- Grenades: Doomguy can chuck grenades at his opponents. Comes in "frag" and "smoke" variants.
Reason for Coming:
To thwart the demons from winning the tournament and investigate their involvement with the conspiracy within...
The Doom Marine was originally a human from Earth who served in the Marines and was dishonorably discharged due to assaulting his commanding officer after refusing to fire upon a crowd of unarmed civilians, and was later transferred to the UAC Phobos base as security. The marine soon found himself trying to prevent the demons of Hell from invading Earth. After having fought demonic hordes through Phobos, Deimos and Hell, he returned home to find Earth overrun by demons and his pet rabbit Daisy among the billions of people killed, giving him further reason to pursue hunting the demons. He continued fighting the horde on Earth, before taking the fight to Hell once more.
Following this, the marine was decommissioned, where he would remain in peace for several years in a cabin out in the woods. Soon enough, he was called upon again to quell more demonic incursions - only to find himself randomly teleported into the current universe...
"You demon scum are a DISEASE! A vile necrosis! But thank the lord the Universe has ME! For I am the certified cure for killing each and every one of you sorry asses DEAD!"
200 meters? I believe you misread. It's 200 metal per upgrade - metal used to create buildings and upgrade sentry guns in battle. In terms of firing range, I crunched the numbers according to official TF2 stats and its apparently 20.95 meters - or 68.73 feet - approximate if you are wondering. I can nerf that range down toOn engineer, nerf the sentry gun or get rid of it. We can not allow it to have rockets if it’s that strong as well. Plus it’s up to 200 meters. Unfair for any combat situation.
Would a normal non-homing rocket launcher work? (Already edited)Doom Guy. Get rid of the homing rocket launcher. Again, unfair to other participants. Also nerf/ get rid of the BFG. It’s too strong.
I had just woken up, you are correct I did misread. But the nerf for the turret would work. Non homing rocket launcher would also work, then thank you for removing the BFG.200 meters? I believe you misread. It's 200 metal per upgrade - metal used to create buildings and upgrade sentry guns in battle. In terms of firing range, I crunched the numbers according to official TF2 stats and its apparently 20.95 meters - or 68.73 feet - approximate if you are wondering. I can nerf that range down to
As for the rockets... I mean, it's kinda part of the Level 3 sentry's identity. If you like - for fairness - the Level 3 sentry gun has 4 rocket salvos. I could have it be that it can only fire up to 4 of these rockets at a time before being needed to reload manually by the Engineer. In which case it would have it be forced to shut down so that Engie could reload them, making it vulnerable in that stage as it cannot fire until the process is complete. Would this be ok?
Would a normal non-homing rocket launcher work? (Already edited)
As for the BFG-9000... yeah, I'll agree with that. I'll definitely get rid of that for the time being. (Also already edited)