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Fandom U.C.A: Bot Crisis: Character Sheets

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UltraWagonWheel24

Bringing you the story of heroes.
UCABC Sheets.jpg

If you are reading this, you decided to partake in this crazy looking RP of mine... Though I hope you read the recruitment page first. That, or you're a returning player ready to rock out once again. Either way, I welcome you. A few things to note first:
No EXE characters, under any circumstance.
You may use your own sheets if you wish.
Anything with stars * is optional and can be erased.
If you wish to be a bad guy, please try to make it follow the theme (Anything else is fine if it's U.C.A or a neutral force.)
Go wild, and I'll see you out there!

The sheets in the spoiler tags (to make it easier to scroll to the text window) are examples and my entries, and are also an insight of each faction.
agents.jpg
Welcome, valued agent! I bet you're wondering why I called you here. Well, it's because we have a new administrator, and we need to give her a head start, so we called you over here. Soooo, because she's new, you need to give some info. Nothing hard, right?

Name:
Origin:
Role: (Agent, Ally, Administrator)
*Age:
*Race:
Gender:
Description: (Describe character, or add picture.)
Personality:
Bio: (Talk about character, and maybe why they’re with the U.C.A/in this mess)
Powers, and Abilities:
Weaknesses:

Name:
Rebecca "Beckie" Maynard
Origin: Original
Role: Administrator
Age: 19
Race: Human
Gender: Female
Description: A young woman with tannish skin and wavy brown hair. She wears a red plaid jacket, and torn jeans. Basic as that.
Personality: Beckie is a curious creature, her interest of all things unknown has always been her reasoning to try new things. She is also a bit of a ditz, and is very accident prone. Beckie also has a tendency to care about what other people think of her, leaving her rather insecure of herself....why did we pick her again?
Bio: A young, aspiring face from the forbidden land of Kalamazoo, Michigan, Rebecca Maynard, "Beckie" for short, is a collage student with a bright future ahead. Thing is, despite taking classes in the biological field, she can't exactly think of what she wants to do with her life. Cook? Veterinarian? Teacher? She can't seem to make up her mind. Funny story, though. Turns out, her best friend wasn't native to her universe, and was apprehended by these strange men. They called themselves the Universe Correction Agency, and they saw potential in her she never knew she had.
Powers, and Abilities:
  • Critical thinking skills: One of the many reasons why she was chosen as Administrator, Beckie often looks at what they're dealing with and thinks of a best possible solution.
  • Great memory: Beckie has the uncanny ability to look at something and remember it from top to bottom...she, of course, needs to look at it for a good while.
Weaknesses: Being that she's a 19 year old human girl, just got into collage, and has some issues that may or may not involve personal matters, she's not exactly the first person I'd call to run out to battle since this whole ordeal would kill her really fast.


engish.jpg
Name: Engineer
Origin: Team Fortress 2
Role: Administrator
Race: Cyborg
Gender: Male
Description: See picture above
Personality: Texan is one way to describe Engineer, to an almost stereotypical degree. He’s humble, as he is crazy, and isn’t afraid to get tough when he needs too. He may also be a little effed up thanks to those bots….
Bio: One of many clones, Engineer was apart of a game of war, constantly wagging between the RED and BLU teams. Killing each other was a way of life, and he couldn’t of been happier. That was, until the bots came, hacking into security systems, and making everyone mortal again. With a good portion of his body replaced my metal, Engineer escaped the Bot Crisis, and made his way to live his own life.
That was, until he stumbled upon a U.C.A agent that led him to the HQ.
Powers, and Abilities:
  • Intelligence: Engineer is one smart cookie, being able to build machines that are surprisingly advanced, and creating interesting new gadgets.
  • Gun expert: Being a Texas style man, Engineer knows about a gun or two.
  • Strategist: Smarts comes with knowing everything about your enemy, and how to beat them.
Weaknesses: Engineer’s body had been severely damaged thanks to the Bot Crisis, leaving him with robot parts that need constant management to keep him alive. Team that up with electric shocks, you got a man who’s a goner. Other than that, he’s just human.

ink.jpg
Name: NEW Agent 3
Origin: Splatoon
Role: Agent
Race: Inkling
Gender: Female
Description: See image above
Personality: Battle-hardened and quiet, Agent 3 is an inkling of few words and more action. So she won't tell you much about herself, so stop asking.
Bio: A mysterious Inkling hailing from the Splatlands, Agent 3 was once a wandering scrap collector who, along with her "Little Buddy" stumbled upon the New Squidbeak Splatoon in their consistent battle against the Octarians. This mishap would cause her to gain the aforementioned alias as the old Agent 3 had since became the new captain. It seems after that, not much information is given. Don't bother asking, either. She's here to do her job and that's that.
Powers, and Abilities:
  • Inkling Physiology: Like all Inklings (and Octolings too) Agent 3 can use colored ink to transform into a squid, and swim through it at high speeds.
  • Weapons specialists: Three uses the Tri-Stringer, a bow-and-arrow type splattergun that can pack a mean punch, both to Inklings and non. She can also use a superweapon called the "Trizooka" that fires much three stronge inkshots at once.
  • Parkour: Three can use her environment to her advantage, both by using her ink, and by athletic discipline through running, jumping, and climbing
  • Strength: Despite looking like a frail teenager, Three is surprisingly strong, able to carry huge weapons with ease.

Weaknesses: Because of her general biology, Three cannot come into contact with water, as doing so will cause her to dissolve, as would ink of a different color than hers.
bots.jpg

Comrades !
Hear me! Today, we will show all creation the overwhelming might of the Robot uprising! Berserk has given you the greatest opportunity of all! To serve under it's glorious
magnificence! Join me, as we unleash ARMAGEDDON!!!

Name:
Origin:
*Age:
*Race:
Gender:
Description: (Describe character, or add picture.)
Personality:
Bio: (Talk about character, and maybe why they’re in this mess)
Powers, and Abilities:
Weaknesses:




Name:
B̷̮̀͊ė̷͔͛ŗ̶̂̈s̴̰͗́é̶̟r̸͍̳̽̓k̷̻̟͑
Origin: Unknown
Race: Alien A.I.
Gender: None
Description: Berserk is not easy to describe, as it has control over thousands of nanomachines, and can mold it's very shape into various different forms. It, however, will manifest itself in the form of a large core, with a glowing red, emerald-shaped visor for an eye.
Personality: Being a machine, Berserk has a cold and unfeeling personality. It does, however, display moments of curiosity, and sometimes, anger.
Bio: An unknown form of alien technology, Berserk is a mysterious being with no known origin. All we can say is that it's bad and wants to take over the world.
Powers, and Abilities:
  • Nanomachines (son): Berserk has control over millions of microscopic machines that can build and morph into many different forms. It can become it's own base of operations and build armies of machines to do it's bidding.
  • Learning: An advanced A.I., Berserk has the ability to learn; from it's own mistakes, and others mistakes.
  • Adaptability: Since it's a formless mass, it can morph it's own body to fit any situation, or it can absorb other machines and use them for it's own benefit.
  • Computer knowledge: Berserk, as an A.I., is able to intrude inside computers and any other device that can connect to the internet. Hell, it's even giving CiMos a hard time...

Weaknesses: While not much is known about Beserk, it seems to be butting heads with another individual that it's working with. Besides, it can't learn every trick in the book at once, right?...


med.jpg
Name: RED Medic
Origin: Team Fortress 2
Race: Human
Gender: Male
Description: See image above
Personality: Manic and crazy, Medic is very unhinged and absolutely needing to be locked in a cell forever.
Bio: It came without warning, swarms of robots had came from every corner, killing every Mercenary they could spot. No one respawned, no one was safe, and everything looked bleak. Not for this one RED Medic. After suffering years of being undermined as his role of medic, he immediately saw the beauty in the Bot Crisis that showered upon Mannco. In an attempt to harness their power, he tried to kill a small band of surviving Mercs in 2fort, only to be severely injured in the process. After sneaking away from the area, he managed to create a portal that flung him out of his world. There, he came across a powerful entity that's name translated in English as Berserk. From there, the two would go out to begin their quest for dominion...and they have just the starting point.
Powers, and Abilities:
  • High intellect: Medic, as one could guess, is a genius in many ways. While he may not be absolutely knowledgeable when it comes to technology, Medic knows his way around the body, and has often used his medical understanding to perform freaky experiments.
  • Combat training: Medic can use a verity of weapons to defend himself.
  • Medical equipment: With his medigun, Medic can heal himself overtime.

Weaknesses: Whilst Medic knows how to fight, he's not all that well equipped for combat and is beaten easily. His unhinged mind makes him susceptible to anger, and his medigun can really only heal him slowly.



Cool Text - OTHER 416324903280721.png

This is extra characters that either serve a purpose to the plot, or are neutral at best.​

GredFed.jpg
Name: Gregory and Glamrock Freddy
Origin: Five Nights At Freddy's
Role: Allies
Race: Human and Robot bear
Gender: Males
Description: See picture above.
Personalities: Gregory is a young, homeless child that is initially skittish toward everyone, often hiding from anyone he doesn't trust. He is, however, a brave child who has grown a bond with Glamrock Freddy, who's become a fatherly figure toward the boy.
Bio: Our driving force, everyone. Freddy Fazbear's Mega Pizzaplex is the home of Glamrock Freddy, the main performer of the insanely advanced entertainment center. One day, while putting on a show, something goes wrong and he fails on stage. When he awakens, he finds there is a small child hiding inside of his chest. Gregory, a young, and very mysterious boy who is hiding from sinister forces from within the plex. With his help, the two had to evade the other animatronics until the Pizzaplex opened again. What the two of them were unaware of; a universal drift will drag them into something ten times worse.
Powers, and Abilities:
Gregory:

  • Stealth: Gregory is no ninja, but he can defiantly hide himself from enemies fairly well.
  • Survival instincts: Seemingly despite his age, he's very street smart, and usually can find a way out of a problem given time.
  • Intelligence: He is shown to be able to handle complex machinery, use the environment to his advantage, and drive a car.
Glamrock Freddy:
  • Durability: Being a robot, Freddy isn't exactly one you'd one to engage in a fist fight. Not that he'd punch back, but that you'd smash your own hand into pieces punching him.
  • Torch fingers: Freddy has matches in his hands, good for starting fires.
  • Strength: While not all that strong, Freddy can get a good hit in or two.

Weaknesses: While Gregory is rather headstrong, he is just a boy, and just about anything other than Freddy scares and/or angers him. Freddy isn't much of a save haven, either, as he has a power life that disperses quickly and, while he can still take a beating, isn't designed for combat, and will most likely get shredded by the many robotic or superhuman adversaries.



mauledtodeath.png
Name: Maul
Origin: Star Wars
Role: Ally (Do not trust him)
Race: Dathomirian Zabrak
Gender: Male
Description: See image above
Personality: Vindictive and full of rage don't even begin to describe Maul. His desire to destroy and control everything make him a dangerous individual, and his training (and betrayal) as a Sith further transformed Maul into a feared beast of blind fury. He is, however, not unreasonable, and will let people live if they aren't worth his time, or a benefit to his cause.
Bio: (The individual formerly known as) Darth Maul was once a powerful Sith lord who served under the evil Darth Sidious who fueled his unquenchable anger. This wouldn't stick for long, as unfortunate events would soon follow for the Sith Lord. He survived getting sliced in two by the Jedi, Obi-Wan, found himself in a maddened state of insanity on a far off planet, and just when things turn well for Maul (Getting new robot legs, teaming up with his brother, and taking over Mandalore) he is betrayed by his longtime master, who kills his brother and leaves him to die. Now, with a new target for his revenge, Maul is determined to see his former master, along with the Sith, crumble to nothing. First, he needs to find a way back home, as it seems a strange disturbance threw him onto a mysterious planet in a completely separate universe.
Powers, and Abilities:
  • Lightsaber combat: A signature weapon of all Jedi and Sith, Maul can use a variety of these weapons, from double bladed, to duel wield.
  • Force abilities: Fueled by his unwavering hatred for just about everything, Maul can use the dark powers of the force. The power he wields in it allowed him to survive being sliced in half.
  • Master manipulator: Maul, despite his rage, has quite the silver tongue. Young and naïve minds could easily fall into his web of lies.

Weaknesses: Maul's most glaring weakness is his overconfidence. He always thinks he's on top of everything, and will go out of his way to prove it. His insistence in thinking everyone and everything is his plaything often leads to his downfall, as he always thinks HE'S going to betray you and not the other way around.

ugly_sonic.jpg
Name: Ugly Sonic
Origin: Sonic The Hedgehog/Chip 'n' Dale
Role: Unknown (why is he here?!?!)
Race: Something
Gender: Something
Description: Look up. I'll apologize later.
Personality: Despite his ugly mug and seemingly jealous disposition, Ugly Sonic here is actually pretty chill and a down to earth dude. I'd have a beer with him.
Bio: Not much is know about this guy, but he claims that he was going to star in a movie about Sonic, but didn't make it in because the internet hated how he looked. He cashed in on the notoriety, and is making his way in life. He also said something about the FBI, but I honestly stopped caring....WHY IS HE HERE?!?!?!
Powers, and Abilities:

  • Other than looking like Sonic, nothing really to note.
Weaknesses: He's not Sonic. He's not fast, he's just a look-a-like who thinks he's hot stuff.
 
Last edited:
Sorcerer Supreme
Doctor Strange
  • attack
    defense
    speed
    utility
    Impossible? I've learned never to use that word in my line of work.
    Name
    Dr. Stephen Vincent Strange
    Epithet
    Doctor Strange
    Gender
    Male
    Birthday
    November 18th, 1930
    Alignment
    Neutral Good
    Canon
    Marvel (Earth-616)
    Appearance
    Dr. Strange is a tall, handsome and possess a somewhat lean muscular frame, and a man who appears to be in his early 40s. He has short black hair, combed into a widow’s peak, with white streaks just above the temples. He has an angular face with deep-set eyes, and what is possibly the coolest mustache in the entire Marvel Universe. His mystic “uniform” consists of black tights, a bright blue tunic with a gold sash and a lighter blue trident symbol (which is known as the Symbol of the vishanti, known to drive evil away) on his chest, and gold gloves. He generally wears his Cloak of Levitation, a red cape with a high-backed collar and yellow trim on the edges. He also carries the Eye of Agamotto, a circular amulet with a gold-filigree fringe and a large golden eye in the middle.
    Personality
    Dr. Strange is scholarly. He spends a lot of time in his study, pouring over musty old tomes of magic, and he speaks with the precision and fussiness of a schoolteacher. Strange's a bit old-fashioned, favoring things like tea and baseball and good books. He is also polite and formal in his speech as a result. He is also an older man, less concerned with the hustle and bustle of youth. He has no time for drama. Stephen's eccentric ways wouldnt go unnoticed, he spends so much time in other dimensions and associating with magical beings that elements of normal human life escape or perplex him. He has trouble managing his finances or noticing when his strange garb is out of place. He loves just getting a chance to stop and eat a hotdog, or Astral Project into a Mets game.

    He's also quite spiritual, in a New Agey sense. His origin story is one of a man who had a mid-life spiritual conversion, and he has embraced it fully. He has a zen outlook on the world and spends long hours meditating. He tries to keep his mind open to all possibilities. Doc is a confident man, and for good reasons. He is extremely powerful, and so often assumes he has most given situations well in hand. He heedlessly strides through dangerous places, self-assured that he can handle any threats that should crop up. He is usually right. Usually. He was an arrogant man in his youth, and his confidence in his abilities as an older man is sometimes mistaken for the same. It isn't.

    Calling him a workaholic is an understatement. His job is his life, and it's what he spends all his time on. This has strained many of his personal relationships. His unyielding discipline and self-control mean he rarely relaxes and just enjoys life, which makes him kind of a pain to be around for too long. Despite what many believe, he's a very compassionate hero. He is in charge of safeguarding our entire dimension, not just Earth. He has a great fondness for meeting new people and learning their customs, of observing their own odd quirks. As a result, he is often unflappable in the face of weirdness.

    Dr. Strange is consumed by responsibility. Because he is in charge of safeguarding our entire dimension, and because he no longer ages, Strange focuses on the big picture and the long term. Wars and politics are of little interest to him. It doesn't matter much if countries rise or fall from his perspective, because he's busy keeping our dimension from being conquered by Dormammu or eaten by Shuma-Gorath. As a result, Strange sometimes seems indifferent and even callous when he ignores the suffering of everyday people that other superheroes try to alleviate. This is because Strange is dealing with greater threats, and sometimes has to sacrifice the few to save the many.
code by Nano
 
Sorcerer Supreme
Doctor Strange
  • attack
    defense
    speed
    utility
    Impossible? I've learned never to use that word in my line of work.
    Name
    Dr. Stephen Vincent Strange
    Epithet
    Doctor Strange
    Gender
    Male
    Birthday
    November 18th, 1930
    Alignment
    Neutral Good
    Canon
    Marvel (Earth-616)
    Appearance
    Dr. Strange is a tall, handsome and possess a somewhat lean muscular frame, and a man who appears to be in his early 40s. He has short black hair, combed into a widow’s peak, with white streaks just above the temples. He has an angular face with deep-set eyes, and what is possibly the coolest mustache in the entire Marvel Universe. His mystic “uniform” consists of black tights, a bright blue tunic with a gold sash and a lighter blue trident symbol (which is known as the Symbol of the vishanti, known to drive evil away) on his chest, and gold gloves. He generally wears his Cloak of Levitation, a red cape with a high-backed collar and yellow trim on the edges. He also carries the Eye of Agamotto, a circular amulet with a gold-filigree fringe and a large golden eye in the middle.
    Personality
    Dr. Strange is scholarly. He spends a lot of time in his study, pouring over musty old tomes of magic, and he speaks with the precision and fussiness of a schoolteacher. Strange's a bit old-fashioned, favoring things like tea and baseball and good books. He is also polite and formal in his speech as a result. He is also an older man, less concerned with the hustle and bustle of youth. He has no time for drama. Stephen's eccentric ways wouldnt go unnoticed, he spends so much time in other dimensions and associating with magical beings that elements of normal human life escape or perplex him. He has trouble managing his finances or noticing when his strange garb is out of place. He loves just getting a chance to stop and eat a hotdog, or Astral Project into a Mets game.

    He's also quite spiritual, in a New Agey sense. His origin story is one of a man who had a mid-life spiritual conversion, and he has embraced it fully. He has a zen outlook on the world and spends long hours meditating. He tries to keep his mind open to all possibilities. Doc is a confident man, and for good reasons. He is extremely powerful, and so often assumes he has most given situations well in hand. He heedlessly strides through dangerous places, self-assured that he can handle any threats that should crop up. He is usually right. Usually. He was an arrogant man in his youth, and his confidence in his abilities as an older man is sometimes mistaken for the same. It isn't.

    Calling him a workaholic is an understatement. His job is his life, and it's what he spends all his time on. This has strained many of his personal relationships. His unyielding discipline and self-control mean he rarely relaxes and just enjoys life, which makes him kind of a pain to be around for too long. Despite what many believe, he's a very compassionate hero. He is in charge of safeguarding our entire dimension, not just Earth. He has a great fondness for meeting new people and learning their customs, of observing their own odd quirks. As a result, he is often unflappable in the face of weirdness.

    Dr. Strange is consumed by responsibility. Because he is in charge of safeguarding our entire dimension, and because he no longer ages, Strange focuses on the big picture and the long term. Wars and politics are of little interest to him. It doesn't matter much if countries rise or fall from his perspective, because he's busy keeping our dimension from being conquered by Dormammu or eaten by Shuma-Gorath. As a result, Strange sometimes seems indifferent and even callous when he ignores the suffering of everyday people that other superheroes try to alleviate. This is because Strange is dealing with greater threats, and sometimes has to sacrifice the few to save the many.
code by Nano
Impressive stuff, dude. Approved 👍
 
star-wars-bad-batch-star-wars-darth-revan-hd-wallpaper-preview.jpg
"Freedom isn't Peace... it's Chaos!"

Name: Revan (Darth Revan)
Origin: Star Wars: Knights Of The Old Republic
Role:
Agent
Age: Unknown (Possibly late 20's to early 30's)
Race: Human
Alignment: Lawful Evil
Sex: Male
Description: See image above

Personality:
Calm, cold, collective, ruthless, these are all fitting. Once a Jedi Padawan fighting against the Mandalorians threatening the Republic, Revan, the reasons as to why still unknown, cast his Jedi ways aside, opting instead to embrace the Dark Side, thus joining the Sith Empire. Given his unique ability to inspire confidence in his men, Revan's new army was unstoppable. Immediately seizing his unlikely chance, Revan sent his soldiers across the Galaxy to exterminate the Jedi and to force the Republic to abolish itself. The Civil War lasted only months, until the remaining Jedi were vanquished, and the Republic was finally willing to meet Revan's wishes. With true peace, as costly as it was, now across his Galaxy, Revan wishes to use his influence to not only strengthen his Empire... But to strengthen the universe as well. So long as the right man is leading it, it might just.

Revan is a man who prefers to lead, always under the assumption the only correct path is his own. While this is usually the case, his unwillingness to follow has sometimes led to severe consequences.


Bio:
Hero is not a word most would associate with Revan, especially given his methods. Despite this, Revan seems to greatly care about his people, especially his closest friends and companions who assisted in crushing the Republic. Should his friends require the Sith Lord's assistance, Revan is always willing to step in. And should an outside threat, size not mattering, threaten his Galaxy, Revan will show no mercy.

Powers, and Abilities:
Force Storm (Revan unleashing a Force Lightning Storm emitting from his palms. It instantly locks on to anyone nearby, and is a great way to eliminate multiple targets.) Force Heal (Revan uses the Force to increase his own vitality. Unwilling to use a single Jedi technique, Revan is unable to use this on others.) Force Jump (Concentrating with the Force, Revan is able to jump anywhere from 5 to 6 meters) Sith Mind Trick (His own Force Persuasion variant, Revan is able to manipulate those with weak minds in almost anyway the Dark Lord pleases.) Insanity (Only as a completely last resort, Revan throws away all Humanity, emotions, everything... except one thing... WRATH. He is unable to feel pain, his Force Powers are made unstable, and anyone who isn't close to the Dark Lord will not survive long) Revan's greatest weapons though, are his Lightsabers. Challenge the Dark Lord to a real Duel... don't expect to win.

Weaknesses:
The only things able to get on Revan's nerves are when his friends are greatly injured, his power is underestimated, and when he is reminded of his old Jedi ways.
 
View attachment 1007371
"Freedom isn't Peace... it's Chaos!"

Name: Revan (Darth Revan)
Origin: Star Wars: Knights Of The Old Republic
Role: Agent
Age: Unknown (Possibly late 20's to early 30's)
Race: Human
Alignment: Lawful Evil
Sex: Male
Description: See image above

Personality: Calm, cold, collective, ruthless, these are all fitting. Once a Jedi Padawan fighting against the Mandalorians threatening the Republic, Revan, the reasons as to why still unknown, cast his Jedi ways aside, opting instead to embrace the Dark Side, thus joining the Sith Empire. Given his unique ability to inspire confidence in his men, Revan's new army was unstoppable. Immediately seizing his unlikely chance, Revan sent his soldiers across the Galaxy to exterminate the Jedi and to force the Republic to abolish itself. The Civil War lasted only months, until the remaining Jedi were vanquished, and the Republic was finally willing to meet Revan's wishes. With true peace, as costly as it was, now across his Galaxy, Revan wishes to use his influence to not only strengthen his Empire... But to strengthen the universe as well. So long as the right man is leading it, it might just.

Revan is a man who prefers to lead, always under the assumption the only correct path is his own. While this is usually the case, his unwillingness to follow has sometimes led to severe consequences.


Bio: Hero is not a word most would associate with Revan, especially given his methods. Despite this, Revan seems to greatly care about his people, especially his closest friends and companions who assisted in crushing the Republic. Should his friends require the Sith Lord's assistance, Revan is always willing to step in. And should an outside threat, size not mattering, threaten his Galaxy, Revan will show no mercy.

Powers, and Abilities: Force Storm (Revan unleashing a Force Lightning Storm emitting from his palms. It instantly locks on to anyone nearby, and is a great way to eliminate multiple targets.) Force Heal (Revan uses the Force to increase his own vitality. Unwilling to use a single Jedi technique, Revan is unable to use this on others.) Force Jump (Concentrating with the Force, Revan is able to jump anywhere from 5 to 6 meters) Sith Mind Trick (His own Force Persuasion variant, Revan is able to manipulate those with weak minds in almost anyway the Dark Lord pleases.) Insanity (Only as a completely last resort, Revan throws away all Humanity, emotions, everything... except one thing... WRATH. He is unable to feel pain, his Force Powers are made unstable, and anyone who isn't close to the Dark Lord will not survive long) Revan's greatest weapons though, are his Lightsabers. Challenge the Dark Lord to a real Duel... don't expect to win.

Weaknesses: The only things able to get on Revan's nerves are when his friends are greatly injured, his power is underestimated, and when he is reminded of his old Jedi ways.
Well hot damn. Darth Maul AND Darth Revan. I’m excited now. Approved 👍
 
Name: Megatron
Origin: Transformers (Bayverse)
*Age: Unknown
*Race: Cybertronian
Gender: Male
Description:
View attachment 1007410
Megatron-Tank-Mode.jpg
CYBERTRONIAN TANK MODE (ABOVE)
CYBERTRONIAN JET MODE (BELOW)
Megatronjet.jpg

Personality:
Megatron is a ferocious, egomaniacal and warmongering warlord, feared for his sadism, brutality and destructive behavior, all aspects that made even Optimus Prime growing wary of him. He was completely megalomaniacal, authoritative, and power-hungry, as when he wanted to control over Cybertron but ended up destroying it after a countless year war with the Autobots and Decepticons and then wanted the subjugation of the universe by attempting to seize power over the AllSpark. Megatron was somewhat of a social Darwinist, especially towards humans whom he considers insects and would have destroyed the entire Earth just to fulfill his goals.
Bio: Sucked out of his universe during the events of the first film (Before his death), Megatron was found by Red Medic, and despite his nature, he joined him
Powers, and Abilities: Transforming into a Cybertronian jet and tank, Master Hand-to-hand Combatant

Arsenal Includes:
Fusion Cannon, Cybertronian Mace and a lightweight hand cannon

Weaknesses: Megatron's only weakness is his obsession with Optimus Prime, Last of the Primes. No matter how much power he attains, his final, glorious battle must be against him. Also keep in mind that lasers and other high tech weapons work against him.
 
Name: Megatron
Origin: Transformers (Bayverse)
*Age: Unknown
*Race: Cybertronian
Gender: Male
Description:
View attachment 1007410
View attachment 1007411
CYBERTRONIAN TANK MODE (ABOVE)
CYBERTRONIAN JET MODE (BELOW)
View attachment 1007414

Personality:
Megatron is a ferocious, egomaniacal and warmongering warlord, feared for his sadism, brutality and destructive behavior, all aspects that made even Optimus Prime growing wary of him. He was completely megalomaniacal, authoritative, and power-hungry, as when he wanted to control over Cybertron but ended up destroying it after a countless year war with the Autobots and Decepticons and then wanted the subjugation of the universe by attempting to seize power over the AllSpark. Megatron was somewhat of a social Darwinist, especially towards humans whom he considers insects and would have destroyed the entire Earth just to fulfill his goals.
Bio: Sucked out of his universe during the events of the first film (Before his death), Megatron was found by Red Medic, and despite his nature, he joined him
Powers, and Abilities: Transforming into a Cybertronian jet and tank, Master Hand-to-hand Combatant

Arsenal Includes:
Fusion Cannon, Cybertronian Mace and a lightweight hand cannon

Weaknesses: Megatron's only weakness is his obsession with Optimus Prime, Last of the Primes. No matter how much power he attains, his final, glorious battle must be against him. Also keep in mind that lasers and other high tech weapons work against him.
Name: Megatron
Origin: Transformers (Bayverse)
*Age: Unknown
*Race: Cybertronian
Gender: Male
Description:
View attachment 1007410
View attachment 1007411
CYBERTRONIAN TANK MODE (ABOVE)
CYBERTRONIAN JET MODE (BELOW)
View attachment 1007414

Personality:
Megatron is a ferocious, egomaniacal and warmongering warlord, feared for his sadism, brutality and destructive behavior, all aspects that made even Optimus Prime growing wary of him. He was completely megalomaniacal, authoritative, and power-hungry, as when he wanted to control over Cybertron but ended up destroying it after a countless year war with the Autobots and Decepticons and then wanted the subjugation of the universe by attempting to seize power over the AllSpark. Megatron was somewhat of a social Darwinist, especially towards humans whom he considers insects and would have destroyed the entire Earth just to fulfill his goals.
Bio: Sucked out of his universe during the events of the first film (Before his death), Megatron was found by Red Medic, and despite his nature, he joined him
Powers, and Abilities: Transforming into a Cybertronian jet and tank, Master Hand-to-hand Combatant

Arsenal Includes:
Fusion Cannon, Cybertronian Mace and a lightweight hand cannon

Weaknesses: Megatron's only weakness is his obsession with Optimus Prime, Last of the Primes. No matter how much power he attains, his final, glorious battle must be against him. Also keep in mind that lasers and other high tech weapons work against him.
“Why must you be so ghetto, mighty Megatron?!” - Starscream, probably

Approved 👍
 
Name: Godzilla
Origin: Godzilla (Well, the Tristar movie and series)
Role:
Neutral
*Age:
Unknown
*Race:
Giant mutated Iguana
Gender:
Male
Description:

495px-Godzilla98.jpg

Personality:
he TriStar Godzilla is an elusive, animalistic, yet clever creature. He does not prefer to confront his attackers head on, but rather evade and confuse them before attacking them back. This strategy allows him to survive several encounters with the U.S. military. In one instance, Godzilla even fakes his own death after two Ohio-class submarines fire torpedoes at him. According to Niko Tatopoulos, Godzilla is not acting maliciously, but is simply providing for his own survival and that of his offspring. The destruction Godzilla causes is generally the result of his gigantic size as he searches for food or attempts to evade the military. Godzilla is visibly saddened and enraged after he finds his offspring dead in the ruins of Madison Square Garden, and seems to associate the humans who are present as being responsible, immediately giving chase after them.
Bio:
Quite simple really. During his attack on New York, a portal appeared in front of him, and accidentally ran into it, and is now here.
Powers, and Abilities:
Agility, Asexual reproduction, Power Breath
Weaknesses:
Despite being a Godzilla, he is rather weak actually. Lasers, Missiles and more powerful stuff should do the trick.
 
Name: Godzilla
Origin: Godzilla (Well, the Tristar movie and series)
Role: Neutral
*Age: Unknown
*Race: Giant mutated Iguana
Gender: Male
Description:
View attachment 1007422

Personality: he TriStar Godzilla is an elusive, animalistic, yet clever creature. He does not prefer to confront his attackers head on, but rather evade and confuse them before attacking them back. This strategy allows him to survive several encounters with the U.S. military. In one instance, Godzilla even fakes his own death after two Ohio-class submarines fire torpedoes at him. According to Niko Tatopoulos, Godzilla is not acting maliciously, but is simply providing for his own survival and that of his offspring. The destruction Godzilla causes is generally the result of his gigantic size as he searches for food or attempts to evade the military. Godzilla is visibly saddened and enraged after he finds his offspring dead in the ruins of Madison Square Garden, and seems to associate the humans who are present as being responsible, immediately giving chase after them.
Bio: Quite simple really. During his attack on New York, a portal appeared in front of him, and accidentally ran into it, and is now here.
Powers, and Abilities: Agility, Asexual reproduction, Power Breath
Weaknesses: Despite being a Godzilla, he is rather weak actually. Lasers, Missiles and more powerful stuff should do the trick.
“RUN! IZ GOZZILLAAAAAA”
“It looks like Godzilla, but do to international copyright reasons, it’s not”

Approved 👍
 
HUNKOP.jpg
Name: HUNK
Origin: Resident Evil
Role: Agent
Race: Human
Gender: Male

Description:
HUNK seldom shows his face at all. He mainly wears a gas mask and all black clothing with tactical gear and body armor. Under the mask is a Caucasian man with short, messy pale blonde hair, gray eyes, and stubble.

Personality:
Little is known about HUNK’s personality, since most pay attention to the handiwork rather than the man behind it. He seems to lack empathy and is incredibly stoic. Although he is skilled and confident, what has ensured his survival is the fact he follows orders and sticks to the plan, regardless of what goes wrong. He will always see things through to the end; loyalty to his employer and consistency are his two greatest character strengths.

Powers and Abilities:
  • Peak physical condition - HUNK has excellent stamina, strength, and speed. His pain tolerance is impressive.
  • Close combat - HUNK is swift, brutal, and well-versed with both martial arts and automatic weapons. With just a submachine gun and his bare hands, he is capable of killing over 400 enemies.
  • Improvisation - In order to keep his mission on track, HUNK has to think and act quickly, using cover and weapons procured on-site to his fullest advantage.
  • Stealth - HUNK can cover his tracks well and avoid being seen, making him perfect for reconnaissance.
Weaknesses:
Although he is skilled at taking out powerful opponents, HUNK is ultimately human. He relies on his equipment to tackle those tougher jobs.

Equipment:
  • "HUNK of Iron" - A custom Iron Man suit with the faceplate swapped out to resemble HUNK's gas mask. As with any suit of its kind, it is loaded with high-tech gadgetry.
    • Repulsors - Standard Stark tech. Works as either a flight stabilizer or a powerful short-range beam attack.
    • Micro missiles (12/12) - Tiny dumbfire rockets with an impressive yield. Excellent for taking out tougher targets, but limited in quantity.
    • Hidden Blade - A feature added by request of HUNK. A slender blade built into the gauntlet, made to substitute his knives when he wears this suit. Nigh indestructible, thanks to its adamantium construction.
    • Stealth Cloak - A device equivalent to the one on his current UCA watch.
  • UCA Combat knife - A large custom blade with a monofilament edge to breach light armor and shields. HUNK uses it for stealth takedowns, as a clean slice from this beats a noisy gunshot.
  • Hidden knife - A second dagger with a slim profile, which HUNK keeps concealed on his person. He rarely uses it, which causes many to forget he even has it.
  • Frag Grenades - Fun handheld explosive devices. Pull the pin, throw a safe distance, watch the baddies get shredded, then repeat.
  • UCA watch - It doubles as a communications device and storage, containing a pocket dimension so he can store his heavier ordnance and untold amounts of ammunition.
  • Stealth Cloak, improved - Integrated into his watch is a special cloaking device, which is slightly more efficient than his old one (3 posts, recharge 5).
Bio:
In 1998, the Umbrella Corporation sent their elite paramilitary forces to Raccoon City with HUNK as the leader. Deep in Umbrella’s NEST laboratory, Dr. William Birkin was planning to defect and steal virus samples. Against HUNK’s orders, one of his subordinates shot and fatally wounded Birkin, who had reached for a handgun. Birkin then injected himself with the virus and quickly mutated, then proceeded to wipe out Alpha Team. With an intact sample of the G-virus, HUNK fought his way through the sewers and police station, killing dozens of zombies and savage, out-of-control bio-weapons. A waiting helicopter carried him to safety with plenty of time to spare before the city was nuked to prevent a global outbreak. He has been off the radar, whereabouts unknown since Umbrella was forced into bankruptcy in 2003.

So what happened to HUNK? Suffice to say, the world moved on without him. However, when the multiverse faced disaster, he turned up at the UCA and never left, becoming a mainstay among the agent roster. He carried out several missions against various threats, though the one that best put his skills to the test was versus Konahrik, a dragon priest from Skyrim who sought to drag all universes into the Black Void.
 
Last edited:
828bba918cb1764831f0ef60719a201c.png
Name: Erik Lensherr, a.k.a. "Magneto"
Origin: X-Men (Earth-30847)
Role: Ally
Race: Human-Mutant
Gender: Male

Description:
The imposing Magneto stands at 6’2 and boasts a brawny build. He has pure white hair and blue eyes. His signature outfit consists of form-fitting red and purple garb with a flowing cape. Every fiber of the costume is interwoven with various alloys, which has turned it into a durable armor.

Personality:
Magneto harbors good intentions for mutantkind, but his actions are violent, his attitude bitter and cynical. Violence is something he has known too well for most of his life; he believes war is necessary and all species will not coexist. He has a deep loathing for those who oppress and persecute others. He views mutants as superior, the next step in evolution, and he will kill so they may flourish. His will is indomitable; he will do whatever it takes to accomplish his end goal. However, his end goal has softened over the decades; rather than his original plot of making humans bow to "homo superior", he has downgraded to the more noble goal of creating a sanctuary nation for mutants.

Powers and Abilities:
  • Magnetokinesis - Magneto's signature ability allows him to generate and manipulate magnetic fields, which help him manipulate metals (more than just the ferrous kind), create a force field, sustain flight, shoot electromagnetic rays, disarm opponents, and even bolster his armor to withstand hits from opponents such as Colossus.
  • Metal Manipulation - With his powers, he can combine metals at a molecular level, creating unique alloys that can't be made in significant quantities by other means.
  • Electromagnetic Spectrum Manipulation - He can affect the entire spectrum, which even affects visible light and radio waves. When using his powers in this way, he can jam or amplify radio frequencies, turn nearly invisible, or deflect lasers and other ray attacks.
  • Electromagnetic Sense - He can passively feel fluctuations in a planet’s magnetic field, or he can concentrate to see them.
  • Genius-level intellect - Magneto has made strides forward in the fields of particle physics and genetic engineering. He has designed facilities on par with those of Tony Stark and Reed Richards. He is also fluent in English, French, German, Arabic, Russian, Ukrainian, Polish, Yiddish, and Hebrew.
  • Hand-to-hand Combat - Magneto has over sixty years of combat experience. He seldom uses common modern weapons... at least, not as intended.

Weaknesses:
  • There seems to be a direct connection between his health and his powers. Serious injuries and illness drastically diminish his ability to use his powers.
  • Though he has the power to destroy a city, the toll it takes to pull off such feats is immense. Side effects are exhaustion and debilitating headaches. Something even more grandiose in scale, such as flipping the magnetic poles of a planet, would likely kill him.
  • He cannot manipulate materials that have no significant metal content. Although plastics, woods, and average human bodies have faint traces of metal, it is not enough for him to manipulate the matter effectively.
  • Removing his helmet makes him vulnerable to psychic attacks and probing.

Equipment:
  • Helmet - Magneto's helmet is built with special alloys that insulate him versus telepathic probing and attacks.
  • Costume - The metal fibers woven into Magneto’s suit allow him to resist standard melee weapons and small arms fire. He can augment his armor to insulate against stronger attacks using his powers.
  • Nazi Gold - He is immensely wealthy, having reclaimed a fortune in gold during his time hunting Nazi war criminals.
  • UCA watch - Magneto stole this from Storm so he could conduct his own investigation into the strange robot attacks in his native universe. He has rerouted it so he can directly access his treasury at any time.

Bio:
Born to German Jews in the late 1920s, Max Eisenhardt was a victim of the atrocities of the Third Reich. All he knew was persecution—first for his Jewish heritage, and then for his mutant powers. It destroyed everything—his home, his first daughter, and his marriage.

While staying in Israel under the alias Erik Lensherr, he met and befriended Charles Xavier. Both discussed the changing world, without realizing the other was a mutant. After an encounter with Baron Strucker, the two revealed their true colors and realized they could not be allies. Xavier went on to found his school for mutant or “gifted” youngsters, while Erik became the terrorist (or liberator, depending on one’s perspective) Magneto.

In reality, Magneto’s actions were not simple villainy or terrorism; he was aiming to create a better world for mutantkind, but his means were reprehensible. Magneto and the X-Men clashed frequently over the years with no clear result overall. After millions of deaths and many would-be sanctuaries lost, Magneto sought to improve himself and worked to forge tentative alliances with the X-Men and other peacekeeping forces around the globe. His methods are still extreme, but the malice behind his actions has decreased.

Recently, a handful of strange robots attacked Magneto and Storm. The X-Men’s investigation afterwards turned up little, but Magneto discovered several heroes’ hidden alliances when he eavesdropped on Storm’s conversations with a mysterious third party. He stole Storm’s UCA watch and, in his usual fashion, chose to take matters into his own hands.
 
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oiSJ6L9.png



RRepUFg.png




Name:
Samus Aran

Origin:
Metroid Series [Post-Metroid Fusion/Pre-Metroid Dread]

Role:
Agent

Age:
Unknown; Mid-30s

Size:
6'3"/1.91 Meters Tall
198 Lbs/90 Kg

Race:
Genetically Modified Human (Human + Chozo DNA)

Gender:
Female

Personality:
A serious, no-nonsense solo bounty hunter, Samus Aran has been hardened by her countless missions she had endured over the years. She has shown unparalleled willpower and resourcefulness, succeeding where thousands failed and stopping at nothing to save the galaxy from any threat that may arise - even willing to sacrifice herself on multiple occasions for the greater good. While she is a warrior loner with few words, Samus' prefers to rather speak with her actions. Even so, within her cold armor exoskeleton, she is also known for her compassion, and has consistently stood up to secure the helpless and downtrodden.

Bio:
| This incarnation of Samus Aran represents her between the events of "Metroid: Fusion" and "Metroid: Dread". |

On a mission, provided by the Galactic Federation, to rid a top secret Space Pirate facility, Samus' gunship encountered an unexpected warp drive prior to entering the target planet's orbit. She'd find herself stranded in the current universe, landing in an abandoned city where bots had been invading the local area. Despite being utterly confused in her current situation, the bounty hunter proceeded to strike back against these unknown foes and would hold out the approaching forces for several days. Yet still they kept coming with relentless precession and unfeeling ruthlessness. Samus was down to her last bit of energy before UCA forces arrived to her location by chance. Her recollection of her arrival would impress the UCA enough to offer the armored warrior to join them as an agent, promising to return her back to her universe once the threat of Berserk had been quelled.

Powers and Abilities:
  • Varia Suit: After her original Chozo-made armor was fused into her by the "X-Parasites" - with the organic pieces of her suit fusing into her body - Samus was given a new power suit to complement her radical altercations. It faithfully recreated her original Varia suit - arm cannon and all - sporting orange and gold highlights on top of a sleek new white finish. The new power suit allows her to be faster and more agile compared to her old suit, while still being durable in taking a beating. Like the old Varia Suit, Samus can withstand superheated temperatures that would kill most people; however it does not protect her from superheated liquids like magma, and it doesn't protect her from extreme cold.​
  • Charge Beam: Allows Samus to charge up her arm cannon to unleash a more powerful blast for more damage.​
  • Grapple Beam: Allows Samus to unleash a physical beam of energy that allows her to latch onto surfaces and hang for a significant amount of time.​
  • Homing Missiles: Allow Samus to fire missiles one at a time at enemies. These missiles can track opponents' heat/energy signatures.​
  • Morph Ball: Samus' suit allows her to morph into a ball, allowing her to crawl into extremely tight spaces. It can also drop bombs in this form.​
  • Screw Attack: Allows Samus to cause damage to opponents by spinning into them in the air.​
  • Metroid DNA: Thanks to the Metroid vaccine that initially rid her of the "X-Parasites", Samus' DNA has been altered to gain the Metroid's immunity to the X-Parasites, allowing her to regain health and energy when absorbed​

Weaknesses:
  • Extreme Cold: Due to the Metroid vaccine, Samus' is unable to tolerate extreme sub-zero cold and rapidly looses strength and energy within said locations. She's also sensitive to colder temperatures when outside of her suit.
Theme:

Oooooooooooooooooo. This will be neat. Approved 👍
 
Oooooooooooooooooo. This will be neat. Approved 👍

I've considered playing other characters - including some original-based incarnations I drew up - but I'm deciding to play it safe for now with a familiar character. Might consider a secondary character, possibly a villain or neutral; we'll see.
 
justice-photo-u1.jpeg
Name: Sofiya Pavlovna, a.k.a. Balalaika
Origin: Black Lagoon
Role: Administrator
Gender: Female

Description:
Balalaika is a tall and fit woman with long blonde hair and blue eyes. Her most noticeable features are the burn scars covering half her face and her chest, which she received in Afghanistan. She usually has long, pink fingernails, a burgundy suit with a soviet military overcoat, and plenty of thin Russian cigars.

Personality:
Balalaika considers herself one of the dead, someone who missed her chance to die in Afghanistan but is otherwise a walking husk. She is desensitized to subjects that would make the average sensible person recoil in horror, such as gratuitous violence. However, she is honorable in that she repays her debts and respects military veterans. She is also disciplined and professional, though highly cynical.

Those who cross Balalaika find her methods of retaliation are swift and heavy-handed. She is a warmonger at heart, but not to the point of senseless violence; there's always a message to her aggressor, usually a warning. Unsavory as her methods are, she believes one can't argue with results. She dislikes people questioning her decisions or trying to dissuade her, though she lets one go on rare occasions for amusing her with their boldness.

Powers, and Abilities:
  • Black Market Trade - Balalaika's syndicate, Hotel Moscow, is known for their illicit dealings. She is a savvy and professional businesswoman, but also really shady.
  • Marksmanship - She is a top-notch sniper, capable of competing in Olympic shooting tournaments.
  • Skydiving - She was a paratrooper during the Soviet-Afghan War, thus is experienced in the use of a parachute.
  • Hand-to-hand Combat - She is strong and swift on her feet, capable of handling armed attackers with her bare hands.
  • Terrorism - She is no stranger to bullying her rivals to get what she wants. She employs well-organized shock tactics to put her enemies in their place and makes examples of them.
  • Deception - Balalaika's lies can be very consistent, with high-quality fake documents to corroborate them.
Equipment:
  • Stechkin APS - Balalaika’s sidearm of choice. This select-fire 9x18mm pistol has a 20-round magazine and the option to mount a stock.
  • Fake ID - These false papers claim she is Vladilena N. Vasilinov, a Russian diplomat. With this identity, she can waltz past many police officers without needing to stop or be searched.
  • Cigars - Thin Russian cigars. She prefers these over cigarettes, and they are among her signature items.
Weaknesses:
  • At the end of the day, she is a human—a skilled one, for sure, but not able to keep up with superhumans.
  • When in doubt, follow the trail of 5.45 casings to Balalaika; Soviet weapons are her signature. She would be a lot more discreet if she simply used 5.56 and 9x19 like everyone else. Moreover, someone could mimic Hotel Moscow hits by using such weapons and blaming her.
  • Her means are usually disagreeable, which doesn’t win her any favors from more heroic characters.
Bio:
Born during the Cold War, Sofiya was the granddaughter of a disgraced Red Army General. She joined the Red Army and served in Afghanistan under the assumption she'd have a chance to compete in the 1984 Summer Olympics in Los Angeles. Instead, she faced the horrors of the Soviet-Afghan War and was tortured. Afterwards, the Soviets saw her and other soldiers as dysfunctional and unproductive, casting them aside. It was at this time Sofiya Pavlovna had died (in a metaphorical sense).

Around the time of the collapse of the Soviet Union, Sofiya and her old unit joined forces with other former soldiers and rose quickly in the Russian mob. She adopted her old nickname "Balalaika" and raised holy hell upon landing in Roanapur, Thailand. She carved out her own piece of the city of the dead and eventually came face-to-face with Mr. Chang, the head of the triads. Chang shot her and let her fall into the ocean in a gun fight at the docks, but she was saved by Dutch, a passing pirate. Since then, she’s used his Lagoon Company for all kinds of smuggling… but that’s a story unrelated to this one.

Balalaika’s universe was destroyed by an interloper on a previous case. She started off doing reconnaissance in the field, then climbed the ranks, seeing an opportunity for growth. She had to cut her vacation short at the height of the Black Void incident to provide artillery and sniper support. Now, she is back to her usual duties as administrator and intelligence department leader.
 
Last edited:
Name: HUNK
Origin: Resident Evil
Role: Agent
Race: Human
Gender: Male

Description:
HUNK seldom shows his face at all. He mainly wears a gas mask and all black clothing with tactical gear and body armor. Under the mask is a Caucasian man with short, messy pale blonde hair, gray-blue eyes, and stubble.

Personality:
Little is known about HUNK’s personality, since most pay attention to the handiwork rather than the man behind it. He seems to lack empathy and is incredibly stoic. Although he is skilled and confident, what has ensured his survival is the fact he follows orders and sticks to the plan, regardless of what goes wrong. He will always see things through to the end; loyalty to his employer and consistency are his two greatest character strengths.

Powers and Abilities:
  • Peak physical condition - HUNK has excellent stamina, strength, and speed. His pain tolerance is impressive.
  • Close combat - HUNK is swift, brutal, and well-versed with both martial arts and automatic weapons. With just a submachine gun and his bare hands, he is capable of killing over 400 enemies.
  • Improvisation - In order to keep his mission on track, HUNK has to think and act quickly, using cover and weapons procured on-site to his fullest advantage.
  • Stealth - HUNK can cover his tracks well and avoid being seen, making him perfect for reconnaissance.
Weaknesses:
Although he is skilled at taking out powerful opponents, HUNK is ultimately human. He relies on his equipment to tackle those tougher jobs.

Equipment:
  • Desert Eagle Mark XIX - A hefty magnum, one of the most powerful of its kind. Its large rounds have torn through many bio-weapons in the past. HUNK upgraded from the Mark VII to the Mark XIX after Yamato Howard damaged the former.
  • Steyr TMP - A standard machine pistol and one of HUNK’s most reliable weapons. Its magazines have been modified with subspace technologies, allowing them to hold an absurd 100 rounds each.
  • RPG-7 - A rocket launcher for eliminating huge enemies or bothersome vehicles.
  • UCA Combat knife - A large custom blade with a monofilament edge to breach light armor and shields. HUNK uses it for stealth takedowns, as a clean slice from this beats a noisy gunshot.
  • Hidden knife - A second dagger with a slim profile, which HUNK keeps concealed on his person. He rarely uses it, which causes many to forget he even has it.
  • Stun Rod - A stick with a high-voltage electrode on the end. He uses it if he wants to immobilize and... well, stun an adversary.
  • Frag Grenades - Fun handheld explosive devices. Pull the pin, throw a safe distance, watch the baddies get shredded, then repeat.
  • UCA watch - It doubles as a communications device and storage, containing a pocket dimension so he can store his heavier ordnance and untold amounts of ammunition.
  • Stealth Cloak - Integrated into his watch is a special cloaking device, which works only briefly (2 posts, recharge 6).
Bio:
In 1998, the Umbrella Corporation sent their elite paramilitary forces to Raccoon City with HUNK as the leader. Deep in Umbrella’s NEST laboratory, Dr. William Birkin was planning to defect and steal virus samples. Against HUNK’s orders, one of his subordinates shot and fatally wounded Birkin, who had reached for a handgun. Birkin then injected himself with the virus and quickly mutated, then proceeded to wipe out Alpha Team. With an intact sample of the G-virus, HUNK fought his way through the sewers and police station, killing dozens of zombies and savage, out-of-control bio-weapons. A waiting helicopter carried him to safety with plenty of time to spare before the city was nuked to prevent a global outbreak. He has been off the radar, whereabouts unknown since Umbrella was forced into bankruptcy in 2003.

So what happened to HUNK? Suffice to say, the world moved on without him. However, when the multiverse faced disaster, he turned up at the UCA and never left, becoming a mainstay among the agent roster. He carried out several missions against various threats, though the one that best put his skills to the test was versus Konahrik, a dragon priest from Skyrim who sought to drag all universes into the Black Void.
Name: Erik Lensherr, a.k.a. "Magneto"
Origin: X-Men (Earth-30847)
Role: Ally
Race: Human-Mutant
Gender: Male

Description:
The imposing Magneto stands at 6’2 and boasts a brawny build. He has pure white hair and blue eyes. His signature outfit consists of form-fitting red and purple garb with a flowing cape. Every fiber of the costume is interwoven with various alloys, which has turned it into a durable armor.

Personality:
Magneto harbors good intentions for mutantkind, but his actions are violent, his attitude bitter and cynical. Violence is something he has known too well for most of his life; he believes war is necessary and all species will not coexist. He has a deep loathing for those who oppress and persecute others. He views mutants as superior, the next step in evolution, and he will kill so they may flourish. His will is indomitable; he will do whatever it takes to accomplish his end goal. However, his end goal has softened over the decades; rather than his original plot of making humans bow to "homo superior", he has downgraded to the more noble goal of creating a sanctuary nation for mutants.

Powers and Abilities:
  • Magnetokinesis - Magneto's signature ability allows him to generate and manipulate magnetic fields, which help him manipulate metals (more than just the ferrous kind), create a force field, sustain flight, shoot electromagnetic rays, disarm opponents, and even bolster his armor to withstand hits from opponents such as Colossus.
  • Metal Manipulation - With his powers, he can combine metals at a molecular level, creating unique alloys that can't be made in significant quantities by other means.
  • Electromagnetic Spectrum Manipulation - He can affect the entire spectrum, which even affects visible light and radio waves. When using his powers in this way, he can jam or amplify radio frequencies, turn nearly invisible, or deflect lasers and other ray attacks.
  • Electromagnetic Sense - He can passively feel fluctuations in a planet’s magnetic field, or he can concentrate to see them.
  • Genius-level intellect - Magneto has made strides forward in the fields of particle physics and genetic engineering. He has designed facilities on par with those of Tony Stark and Reed Richards. He is also fluent in English, French, German, Arabic, Russian, Ukrainian, Polish, Yiddish, and Hebrew.
  • Hand-to-hand Combat - Magneto has over sixty years of combat experience. He seldom uses common modern weapons... at least, not as intended.

Weaknesses:
  • There seems to be a direct connection between his health and his powers. Serious injuries and illness drastically diminish his ability to use his powers.
  • Though he has the power to destroy a city, the toll it takes to pull off such feats is immense. Side effects are exhaustion and debilitating headaches. Something even more grandiose in scale, such as flipping the magnetic poles of a planet, would likely kill him.
  • He cannot manipulate materials that have no significant metal content. Although plastics, woods, and average human bodies have faint traces of metal, it is not enough for him to manipulate the matter effectively.
  • Removing his helmet makes him vulnerable to psychic attacks and probing.

Equipment:
  • Helmet - Magneto's helmet is built with special alloys that insulate him versus telepathic probing and attacks.
  • Costume - The metal fibers woven into Magneto’s suit allow him to resist standard melee weapons and small arms fire. He can augment his armor to insulate against stronger attacks using his powers.
  • Nazi Gold - He is immensely wealthy, having reclaimed a fortune in gold during his time hunting Nazi war criminals.
  • UCA watch - Magneto stole this from Storm so he could conduct his own investigation into the strange robot attacks in his native universe. He has rerouted it so he can directly access his treasury at any time.

Bio:
Born to German Jews in the late 1920s, Max Eisenhardt was a victim of the atrocities of the Third Reich. All he knew was persecution—first for his Jewish heritage, and then for his mutant powers. It destroyed everything—his home, his first daughter, and his marriage.

While staying in Israel under the alias Erik Lensherr, he met and befriended Charles Xavier. Both discussed the changing world, without realizing the other was a mutant. After an encounter with Baron Strucker, the two revealed their true colors and realized they could not be allies. Xavier went on to found his school for mutant or “gifted” youngsters, while Erik became the terrorist (or liberator, depending on one’s perspective) Magneto.

In reality, Magneto’s actions were not simple villainy or terrorism; he was aiming to create a better world for mutantkind, but his means were reprehensible. Magneto and the X-Men clashed frequently over the years with no clear result overall. After millions of deaths and many would-be sanctuaries lost, Magneto sought to improve himself and worked to forge tentative alliances with the X-Men and other peacekeeping forces around the globe. His methods are still extreme, but the malice behind his actions has decreased.

Recently, a handful of strange robots attacked Magneto and Storm. The X-Men’s investigation afterwards turned up little, but Magneto discovered several heroes’ hidden alliances when he eavesdropped on Storm’s conversations with a mysterious third party. He stole Storm’s UCA watch and, in his usual fashion, chose to take matters into his own hands.
Name: Sofiya Pavlovna, a.k.a. Balalaika
Origin: Black Lagoon
Role: Administrator
Gender: Female

Description:
Balalaika is a tall and fit woman with long blonde hair and blue eyes. Her most noticeable features are the burn scars covering half her face and her chest, which she received in Afghanistan. She usually has long, pink fingernails, a burgundy suit with a soviet military overcoat, and plenty of thin Russian cigars.

Personality:
Balalaika considers herself one of the dead, someone who missed her chance to die in Afghanistan but is otherwise a walking husk. She is desensitized to subjects that would make the average sensible person recoil in horror, such as gratuitous violence. However, she is honorable in that she repays her debts and respects military veterans. She is also disciplined and professional, though highly cynical.

Those who cross Balalaika find her methods of retaliation are swift and heavy-handed. She is a warmonger at heart, but not to the point of senseless violence; there's always a message to her aggressor, usually a warning. Unsavory as her methods are, she believes one can't argue with results. She dislikes people questioning her decisions or trying to dissuade her, though she lets one go on rare occasions for amusing her with their boldness.

Powers, and Abilities:
  • Black Market Trade - Balalaika's syndicate, Hotel Moscow, is known for their illicit dealings. She is a savvy and professional businesswoman, but also really shady.
  • Marksmanship - She is a top-notch sniper, capable of competing in Olympic shooting tournaments.
  • Skydiving - She was a paratrooper during the Soviet-Afghan War, thus is experienced in the use of a parachute.
  • Hand-to-hand Combat - She is strong and swift on her feet, capable of handling armed attackers with her bare hands.
  • Terrorism - She is no stranger to bullying her rivals to get what she wants. She employs well-organized shock tactics to put her enemies in their place and makes examples of them.
  • Deception - Balalaika's lies can be very consistent, with high-quality fake documents to corroborate them.
Equipment:
  • Stechkin APS - Balalaika’s sidearm of choice. This select-fire 9x18mm pistol has a 20-round magazine and the option to mount a stock.
  • Fake ID - These false papers claim she is Vladilena N. Vasilinov, a Russian diplomat. With this identity, she can waltz past many police officers without needing to stop or be searched.
  • Cigars - Thin Russian cigars. She prefers these over cigarettes, and they are among her signature items.
Weaknesses:
  • At the end of the day, she is a human—a skilled one, for sure, but not able to keep up with superhumans.
  • When in doubt, follow the trail of 5.45 casings to Balalaika; Soviet weapons are her signature. She would be a lot more discreet if she simply used 5.56 and 9x19 like everyone else. Moreover, someone could mimic Hotel Moscow hits by using such weapons and blaming her.
  • Her means are usually disagreeable, which doesn’t win her any favors from more heroic characters.
Bio:
Born during the Cold War, Sofiya was the granddaughter of a disgraced Red Army General. She joined the Red Army and served in Afghanistan under the assumption she'd have a chance to compete in the 1984 Summer Olympics in Los Angeles. Instead, she faced the horrors of the Soviet-Afghan War and was tortured. Afterwards, the Soviets saw her and other soldiers as dysfunctional and unproductive, casting them aside. It was at this time Sofiya Pavlovna had died (in a metaphorical sense).

Around the time of the collapse of the Soviet Union, Sofiya and her old unit joined forces with other former soldiers and rose quickly in the Russian mob. She adopted her old nickname "Balalaika" and raised holy hell upon landing in Roanapur, Thailand. She carved out her own piece of the city of the dead and eventually came face-to-face with Mr. Chang, the head of the triads. Chang shot her and let her fall into the ocean in a gun fight at the docks, but she was saved by Dutch, a passing pirate. Since then, she’s used his Lagoon Company for all kinds of smuggling… but that’s a story unrelated to this one.

Balalaika’s universe was destroyed by an interloper on a previous case. She started off doing reconnaissance in the field, then climbed the ranks, seeing an opportunity for growth. She had to cut her vacation short at the height of the Black Void incident to provide artillery and sniper support. Now, she is back to her usual duties as administrator and intelligence department leader.
The ultimate preparation for the robot apocalypse. Approved 👍
 
kindpng_159014.png

Name:mecha Frieza

Origin:dragon ball Z

Gender:male

Role:bot

Species:frost demon.

Age: unknown (probably 70)

Description:see image above.

Personality:Frieza is an egotistical sadistic and cruel evil overlord who has destroyed entire worlds and sold others to the highest bidder, the self proclaimed 'emperor of the universe' is also a paranoid coward as proven when he destroyed planet Vegeta to prevent the birth of the legendary super Saiyan, the only being he feared besides lord beerus and Majin Buu who he had been warned never to cross.

Powers:
Ki manipulation:frieza is able to use a variety of ki attacks.
Strength:this is a guy who in his weakest form killed king Vegeta in one punch, and he's even stronger than he was on namek though nothing compared to the androids or super Saiyan trunks or super Saiyan Goku after he got back from yardrat.
Flight:Frieza can fly through ki manipulation

Weaknesses:for all his power and strength Frieza is not good at hand to hand combat, also disable his cybernetics or downright rip them out and he is down for the count. He is prone to anger and or fear at the sight of a super Saiyan,

Bio:this version of friezas life was similar to his canon counterparts, complete with the fact that he had to be rebuilt as a cyborg after the very well deserved beating Goku gave to him upon becoming a super Saiyan. In canon he would have met his end at the sword of the time travelling warrior trunks with his dad following not too long afterwards, however in his timeline Mecha Frieza was sucked through a portal before he could get to earth and get bisected by trunks where he proceeded to join up with the bad guys
 


21_%23414042_%23b3b3b3_5_%23b3b3b3_%23981d20_8_%23eb2229_9_%23b3b3b3_%23414042



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General Gear:

Generation-One [GEN1] Mark V Powered Assault Armor: This armor was a substantial upgrade over the Mark IV; which provided hundreds of technological updates to the suit. The Titanium Alloy Outer Shell bears extreme resilience to most conventional small arms, the plating capable of withstanding about a magazine of concentrated 5.56x45mm fire per plate, 12 7.62x51mm shots per plate or 3 12.7x99mm AP rounds per plate. The refractive coating heat allows the chassis to withstand background heat and twenty direct strikes from Covenant plasma. Mark V shielding is capable of withstanding up to 2.45 gigawatts of energy before breaking; equivalent to two direct hits (torso or below) from a 14.5 APFSDS round or shell. They'll protect against directed energy, projectiles and melee strikes. Upon draining, a 5.45-second delay kicks into effect before the shields begin a 0.85-second recharge to one hundred percent. Friction-less surfaces make for very difficult grapples if one were to attempt to grab them. Lastly, by default, the powered assault armor doubles the user's strength (which is already three times their body weight by default) and multiplies their reaction time by a further factor of five.

General Augmentations:

All Spartan-III commandos possess several augmentations, notably of which are the following:

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts.

88005-MX77: Increased density of individual muscles, allowing heavier lifting.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time."

(In the case of the only Gamma-Company Spartan on the team, Ellie, there are three additional augmentations unique to Gamma Company personnel only. These are:

009762-OO: Neural-altering non-carcinogenic mutagen - Alters key regions in the individual's frontal lobe to enhance aggressive response, making the animal part of the brain more accessible in times of stress. This allows the subject access to enormous reserves of strength and endurance and enables them to remain fighting even under the influence of a wide systemic shock that would be instantly fatal to a normal human. Depresses higher reason centers of the brain over time; requires regular doses of 009127-PX and 009927-DG to be taken to avoid uncontrollable aggression.

009127-PX: cyclodexione-4, bipolar integration drug - Counters the effects of 009762-OO.

009927-DG: miso-olanzapine - Counters the psychological effects of 009762-OO.

Known colloquially among the Spartan-III's of Gamma as 'Smoothers', these additional augmentations must be taken regularly to avoid the Spartan's sanity dwindling and ultimately spiraling into insanity if operating for long peroids of time in the field. There are several different types of "Smoother". The most common type used during combat operations is administered via a hypodermic injection and lasts approximately twelve hours, after which its effectiveness begins to steadily decrease. Several factors such as stress and fatigue can precipitate the mental unraveling process. The first symptoms, appearing within several hours after the Smoothers' effect wears off, include nervousness and irritability, eventually followed by paranoia, fits of temper and physical outbursts. Another, significantly more expensive type of Smoother is a subcutaneous insert with a longer-lasting effect. While they can only be changed out in a medical facility, they also cannot be lost or destroyed during a mission like the more commonly used kind.

Hailey, being the team's medic, carries six single-use auto injector packages of Smoothers. For timescale reference, Ellie's mental condition will begin to deteroriate upon the admin-determined timescale. If they happen to find a subcutaneous insert, Hailey can change out the devices when needed. These devices have a maximum length of five IC days before needing to be changed out.


-Team Commander-

Name: Jack A-122

Call-sign: Maverick One/Actual

Species: Human

Sex: Male

Age: 32

Appearance:

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Skills: Fireteam leadership, Weapons operation/usage, Vehicle operation/useage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Armor-Lock: The Armor Lock is an external energy shield amplifier, developed by the UNSC as a supplement to the shielding systems of SPARTAN-III personnel issued with a variant of MJOLNIR powered assault armor/Mark V. This device can temporarily amplify a SPARTAN's energy shielding into near-invincibility levels, although when the shield is active, the user is completely immobilized. After a five-second period, the device deactivates and an electromagnetic pulse (EMP) is released from the armor.

Equipment (Armor and Weapons):

-Mk. V MJOLNIR/HYBRID Variant: This variant allows greater ballistic protection, maneuverability and mobility in the field; designed with the prototype technologies of the Mk. VI helmet in conjuction with supplemental torso armor and full Mk. V shoulder pauldrons.

-M45 CAWS: The M45 Close Assault Weapon System is a tube-fed, pump action close range shotgun firing eight-gauge Soelkrafft shells from a magazine of seven.

-x2 M7 Caseless SMG: The M7/Caseless Submachine Gun is a fully automatic UNSC submachine gun that fires from a 60-round magazine; firing 5x23mm M443 Caseless Full Metal Jacket/.197 caliber rounds at a horrific rate of 15 rnds/sec (900 rnds/min).

Role in Faction/Faction: Fireteam Maverick leader, United Nations Space Command

Personality: Jackson is steadfast, direct, and to-the-point as a Spartan. Strictly mission-oriented, Jackson's stoic facade lightens up when around his teammates; opting to engage in typical banter, side conversations and discussing the upcoming or next plans. He rarely ever relaxes in a social setting around others he is unfamiliar with, but it is possible if he sees the person(s) in question to be respected enough in his opinion.

Bio: Born on Harvest in 2520, Jackson narrowly escaped the invasion of Harvest in 2525; losing his parents as he was ultimately seperated during the container transport to up the space elevator. Jackson was evaluated for five years following this incident; noted displaying a remarkable ability to compartmentalize his radical emotions and put himself above others- interviewed and ultimately inducted into the Spartan program in 2530; beginning training alongside the other candidates and graduating in 2536. One of the first Alpha-Company Spartans to be hand-picked and pulled for reassignment by Codename: Ambrose, Jackson was reassigned to several "non-combat" positions in the UNSC before ultimately being assigned as a Team Leader of his own independent unit. Upon hearing about the massacre of Alpha and Beta Company, this drove Jackson to deliberately seek out others that had been pulled just prior to their respective operations, and ensure their transfer into his team.





-Explosives Specialist-

Name: Felix A-231

Call-sign: Maverick-Two

Species: Human

Sex: Male

Age: 30

Appearance:

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Skills: Explosives operation/usage, Anti Aircraft/Armor training, Explosive Ordnance Disposal training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Sprint: This device briefly overrides the MJOLNIR suit's safety regulators so that the user can move faster than usual for a limited time. Since overuse could result in the suit overheating, the Sprint plug deactivates after 5 seconds, then has 2.5 seconds of cooldown before it can be used again.

Equipment (Armor and Weapons):

-Mk. V EOD Variant: The helmet was designed to channel the pressure wave of a nearby detonation around the user's head, significantly reducing the likelihood of decapitation in the event of an explosion. The MJOLNIR/EOD variant's pauldrons and chest plate were designed specifically to reduce the number of grabbing edges on the armor, decreasing the likelihood of dismemberment and protecting Spartans during operations that involve the handling of explosive ordnance (e.g., clearing/planting land mines, demolishing enemy structures/material and, or planting/defusing bombs).

-M319 Individual Grenade Launcher: The M319 Individual Grenade Launcher, more formally known as the Individual Grenade Launcher, Caliber 40mm, M319, is a single-shot, break-action explosives launcher. The M319 IGL fires high-explosive dual-purpose grenades. The grenade launcher has two firing modes. The first launches a single grenade: after hitting a surface, the grenade detonates on impact with an opponent or after about two seconds, in which case the grenade will explode after bouncing off the ground once. The second firing mode shoots a grenade that explodes when the user wishes. This is performed by holding down the trigger, which fires the grenade but merely primes it, leaving the detonation contents inert; the grenade will only explode after the trigger is released. This enables the user to lay a trap if the grenade is bounced properly into position, and essentially creates an explosive with a dead-man's trigger, (a trigger that will go off once it is released, e.g. when the user dies). This function is also helpful if the user wishes to fire at targets that are farther away than the detonation timer would normally allow.

-M41 SSR MAV/AA/AW: The M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon (M41 SSR MAV/AW), formally known as the Medium Anti-Vehicle / Assault Weapon, Bore 102mm, M41 Surface-to-Surface Rocket Launcher, and commonly known as the Jackhammer or the SPNKR (also stylised as SPNKr), is a heavy ordnance weapon used by the UNSC . It holds a maximum of two rockets at a time and fires M19 102mm high-explosive shaped charge missiles. Many M41s and their M19 rockets are equipped with target tracking systems; these systems allow the operator to "home" on a target, which often guarantees that the target will be struck, even if it attempts evasive maneuvers. This variant is capable of tracking ground and aerial targets.

x2 M9 HE-DP Fragmentation Grenades: HE-DP stands for High-Explosive Dual-Purpose. This designation means that it is designed to be effective against infantry and lightly armored vehicles. The grenade has a hard metal casing, with a frangible design meant to break apart into small, regular shards. This surface creates consistent, reliable fragmentation patterns for the grenade, rather than randomly rupturing along metallurgical faults. The grid-shaped casing houses a charge of high-explosive fitted with a mechanical primer. When the charge detonates, it shatters the grenade's casing, sending shrapnel flying away at high velocity. The kill and casualty radius of the grenades is 4.8 meters (16 ft) , and 14.75 meters (49 ft); respectfully.

Personality: Felix is gritty, Irish, and perhaps the most 'human' of the team. Cracking jokes and generally being the morale booster or comedic relief of the team seems to be a side-hobby. He doesn't mind engaging in conversation with Civilians, or otherwise unknown individuals if he is addressed. He's a chatterbox, and a bit of a 'space cadet', but his heart is bigger than his military ordinance.

Bio: Born in the city of Flidais on Falkirk in 2522, Felix had grown up alongside his parents until the age of nine years old; being evaluated and conscripted into the Spartan-III program in 2531. In a similar manner prior to OPERATION; PROMETHEUS, Kurt pulled Felix to be reassigned- eventually cycling the Spartan through a single fireteam; becoming a lone survivor before being integrated with Team Maverick.




-Combat Medic/Scout/Sniper-

Name: Hailey B-160

Call-sign: Maverick-Three

Species: Human

Sex: Female

Age: 21

Appearance:

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tuppence-middleton-short-hair-celebrity-pink-lipstick-wallpaper-preview.jpg





Skills: Combat Medic training, Triage training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III augmentations,

Drop Shield: This is a sophisticated UNSC-manufactured personal defense device. When activated, the Drop Shield generates a blue-tinted spherical protective energy shield, and also provides a regenerative effect to those within it at the cost of disabling MJOLNIR's shield regeneration capabilities for as long as the user remains in the dome of the shield. The Drop Shield will expire if it takes too much damage. The shield is enabled by a small device attached to the user's back. Once activated, the shield stays in place and seems to operate without a visible emitter of any kind. Lastly, the Drop Shield resembles a geodesic dome, made of tessellating hexagons.

Equipment (Armor and Weapons):

-Mk. V RECON Variant: This variation is designed primarily to passively mask signatures, avoid detection by sensor equipment and increase stealth capabilities.

-M99A2S3 ‘Stanchion’ Special Applications Rifle: This long range rifle, discontinued in 2521 to later be updated and used during the height of the Human-Covenant War, is a ten-round feed portable electromagnetic rail rifle that fires 5.4x21mm APSDS rounds. In addition, it is equipped with a bipod and integral recoil tube to help stabilize control when firing.


-M6C/S PDWS: The M6C/SOCOM variant is a special issued handgun to the UNSC's special operations units. The M6C/SOCOM variant has an integrated sound suppressor, and muzzle brake. It has a maximum magazine size of 12 rounds and fires 12.7×40mm ammunition.

Personality: Speaking only when spoken to, and only socially engaging with her team aside from quips to Civilians, Hailey is notably what other UNSC personnel would refer to as a 'Wannabe Two'. Despite the stoic, edgy nature of her personality, Hailey deeply cares for the well-being of her team, and won't hesitate to ensure proper care is administered to wounded non-UNSC persons.

Bio: Born on Jericho VII, Hailey was evaluated and conscripted for the SPARTAN-III program in 2531. Activated in 2536 and serving with distinction until 2549. Hailey participated in OPERATION: STONEWALL; a defensive mission on Criterion that resulted in the entire attacking UNSC force being declared eliminated; with Hailey nearly left behind during the strategic retreat and evacuation. Not wanting to see another Spartan killed in action, Jackson pulled her into Team Maverick.




-Multirole Operator-


Name: Ellie-G296

Call-sign: Maverick-Four

Fandom: Halo (OC)

Numeral designation: G296

Age: 18 (Chronologically, mentally) 21 (Physically)

Sex: Female

Species: Human

Appearance:


3HInNin.jpg

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Personality: Ellie, much like the other Spartan-III personnel, carries a curious, almost childlike innocence about her when not being socially awkward. In combat or other confrontation, she is remarkably fierce and unrelenting- not backing down and being unusually assertive when standing up for herself or others. She carries herself with pride and a disciplined military professionalism when performing most other tasks- but others of her caliber would be quick to note that she is rather prone to getting distracted from her duties when operating outside the jurisdiction of the UNSC.

Backstory: Ellie Matherson was born on Imber, an Inner Colony world on December 3rd, 2535. Developing typically like any kid her age, her blossoming life was thrown into disarray in 2538, when Covenant forces had overrun the planet with an invasion fleet. Quick to respond, the UEG and UNSC garrison stationed groundside held an emergency evacuation during the planetary siege. Having been separated from her parents upon boarding a civilian transport craft, she could only watch in horror as one of the shuttles was destroyed following takeoff from the spaceport. It wasn't until later that she learned of her parent's demise on the shuttle when being offered a chance to join the Spartan-III program. Without hesitation, Ellie accepted and, undergoing training for nearly a decade, was finally assigned to Gamma-Company to begin training in 2544. It was during her performance on OPERATION: HAMMERDOWN in 2550 that she was pulled from her unit along with Team Phoenix, assigned MJOLNIR Mk. V Powered Assault Armor, and reassigned on missions befitting of her status. She was later assigned to Team Maverick just prior to the Fall of Reach when an operation's intelligence greatly underestimated the enemy presence at a mining site; resulting in her team being systemically eliminated over the following four days as she Ellie managed to fight her way out of the enemy compound. Being the only survivor of Pheonix, Jack specifically sought her out for her remarkable battlefield aggression and survival skills.


Skills: Ellie was trained as the team's Multirole Support Operator, known for her exceptionally brutal efficiency in dispatching targets in close-quarters combat as well as clearing rooms full of hostiles via flanking maneuvers. However, she is as just as capable of operating any weapon, vehicle or equipment provided she is given enough time to figure out how it works. Due to her Pilot-class helmet, aircraft and vehicle guns can be remotely aimed simply by looking in the direction of the target.

Gear: Generation-One [GEN1] Mark V Powered Assault Armor /SPI/ Variant: Ellie's armor permutation, although an unrecognized variant, was custom-designed purly for nostalgic appeal. Allowing for increased mobility and protection compared to traditional SPI, this variant was also issued with an integrated Active Camouflage generator; however not as technologically superior in comparison to the SPI's photo-reactive plating.

x1 MA2B Individual Combat Weapon System: This bullpup assault rifle is the UNSC’s heavy hitting carbine chambered to fire .390 caliber rounds from a box magazine of 60. With a fire-rate capping at 900rds/min (15/sec), this assault rifle also features a muzzle compensator, laser/light device and integrated carryhandle rapid-acquisition sights. Lastly, two extra magazines carry variants of the rounds, notably Armor-piercing and ‘Shredder’ hollow-points used from depleted uranium, respectfully.

x2 M6G Pistol: These akimb weapons are semi-automatic, recoil-operated, magazine-fed, large caliber handguns. Carrying a total magazine size of eight rounds per mag and firing 12.7mm × 40mm M225 Semi-Armor-Piercing High-Explosive/.50 Magnum Caliber Rounds, they are usually used as a last resort against extremely powerful targets, or as a final backup weapon once the primary has run out of ammo.

Active Camo: The Active Camo module is an emitter that is attached directly into the back of the powered armor. When used, it immediately bends all light around the user- rendering them completely invisible to detection by the naked eye- save for a shimmering effect if the user happens to get too close. As a secondary effect, when used, it acts as a Radar Jammer, scrambling the radar of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. The Active Camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.

The strength or effectiveness of the Camo also varies depending on whether/how fast the user is moving. When standing still, the user is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. When moving faster than crouch-walking speed, the Active Camo becomes much less effective, cloaking the user only partially. Therefore, Active Camo should really only be utilized to get into a better position, evade detection, or prepare to ambush a target.
 
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General Gear:

Generation-One [GEN1] Mark V Powered Assault Armor: This armor was a substantial upgrade over the Mark IV; which provided hundreds of technological updates to the suit. The Titanium Alloy Outer Shell bears extreme resilience to most conventional small arms, the plating capable of withstanding about a magazine of concentrated 5.56x45mm fire per plate, 12 7.62x51mm shots per plate or 3 12.7x99mm AP rounds per plate. The refractive coating heat allows the chassis to withstand background heat and twenty direct strikes from Covenant plasma. Mark V shielding is capable of withstanding up to 2.45 gigawatts of energy before breaking; equivalent to two direct hits (torso or below) from a 14.5 APFSDS round or shell. They'll protect against directed energy, projectiles and melee strikes. Upon draining, a 5.45-second delay kicks into effect before the shields begin a 0.85-second recharge to one hundred percent. Friction-less surfaces make for very difficult grapples if one were to attempt to grab them. Lastly, by default, the powered assault armor doubles the user's strength (which is already three times their body weight by default) and multiplies their reaction time by a further factor of five.

General Augmentations:

All Spartan-III commandos possess several augmentations, notably of which are the following:

8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts.

88005-MX77: Increased density of individual muscles, allowing heavier lifting.

8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted.

87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time."

(In the case of the only Gamma-Company Spartan on the team, Ellie, there are three additional augmentations unique to Gamma Company personnel only. These are:

009762-OO: Neural-altering non-carcinogenic mutagen - Alters key regions in the individual's frontal lobe to enhance aggressive response, making the animal part of the brain more accessible in times of stress. This allows the subject access to enormous reserves of strength and endurance and enables them to remain fighting even under the influence of a wide systemic shock that would be instantly fatal to a normal human. Depresses higher reason centers of the brain over time; requires regular doses of 009127-PX and 009927-DG to be taken to avoid uncontrollable aggression.

009127-PX: cyclodexione-4, bipolar integration drug - Counters the effects of 009762-OO.

009927-DG: miso-olanzapine - Counters the psychological effects of 009762-OO.

Known colloquially among the Spartan-III's of Gamma as 'Smoothers', these additional augmentations must be taken regularly to avoid the Spartan's sanity dwindling and ultimately spiraling into insanity if operating for long peroids of time in the field. There are several different types of "Smoother". The most common type used during combat operations is administered via a hypodermic injection and lasts approximately twelve hours, after which its effectiveness begins to steadily decrease. Several factors such as stress and fatigue can precipitate the mental unraveling process. The first symptoms, appearing within several hours after the Smoothers' effect wears off, include nervousness and irritability, eventually followed by paranoia, fits of temper and physical outbursts. Another, significantly more expensive type of Smoother is a subcutaneous insert with a longer-lasting effect. While they can only be changed out in a medical facility, they also cannot be lost or destroyed during a mission like the more commonly used kind.

Hailey, being the team's medic, carries six single-use auto injector packages of Smoothers. For timescale reference, Ellie's mental condition will begin to deteroriate upon the admin-determined timescale. If they happen to find a subcutaneous insert, Hailey can change out the devices when needed. These devices have a maximum length of five IC days before needing to be changed out.


-Team Commander-

Name: Jack A-122

Call-sign: Maverick One/Actual

Species: Human

Sex: Male

Age: 32

Appearance:

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Skills: Fireteam leadership, Weapons operation/usage, Vehicle operation/useage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Armor-Lock: The Armor Lock is an external energy shield amplifier, developed by the UNSC as a supplement to the shielding systems of SPARTAN-III personnel issued with a variant of MJOLNIR powered assault armor/Mark V. This device can temporarily amplify a SPARTAN's energy shielding into near-invincibility levels, although when the shield is active, the user is completely immobilized. After a five-second period, the device deactivates and an electromagnetic pulse (EMP) is released from the armor.

Equipment (Armor and Weapons):

-Mk. V MJOLNIR/HYBRID Variant: This variant allows greater ballistic protection, maneuverability and mobility in the field; designed with the prototype technologies of the Mk. VI helmet in conjuction with supplemental torso armor and full Mk. V shoulder pauldrons.

-M45 CAWS: The M45 Close Assault Weapon System is a tube-fed, pump action close range shotgun firing eight-gauge Soelkrafft shells from a magazine of seven.

-x2 M7 Caseless SMG: The M7/Caseless Submachine Gun is a fully automatic UNSC submachine gun that fires from a 60-round magazine; firing 5x23mm M443 Caseless Full Metal Jacket/.197 caliber rounds at a horrific rate of 15 rnds/sec (900 rnds/min).

Role in Faction/Faction: Fireteam Maverick leader, United Nations Space Command

Personality: Jackson is steadfast, direct, and to-the-point as a Spartan. Strictly mission-oriented, Jackson's stoic facade lightens up when around his teammates; opting to engage in typical banter, side conversations and discussing the upcoming or next plans. He rarely ever relaxes in a social setting around others he is unfamiliar with, but it is possible if he sees the person(s) in question to be respected enough in his opinion.

Bio: Born on Harvest in 2520, Jackson narrowly escaped the invasion of Harvest in 2525; losing his parents as he was ultimately seperated during the container transport to up the space elevator. Jackson was evaluated for five years following this incident; noted displaying a remarkable ability to compartmentalize his radical emotions and put himself above others- interviewed and ultimately inducted into the Spartan program in 2530; beginning training alongside the other candidates and graduating in 2536. One of the first Alpha-Company Spartans to be hand-picked and pulled for reassignment by Codename: Ambrose, Jackson was reassigned to several "non-combat" positions in the UNSC before ultimately being assigned as a Team Leader of his own independent unit. Upon hearing about the massacre of Alpha and Beta Company, this drove Jackson to deliberately seek out others that had been pulled just prior to their respective operations, and ensure their transfer into his team.





-Explosives Specialist-

Name: Felix A-231

Call-sign: Maverick-Two

Species: Human

Sex: Male

Age: 30

Appearance:

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Skills: Explosives operation/usage, Anti Aircraft/Armor training, Explosive Ordnance Disposal training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Demolitions, Recon, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III Augmentations,

Sprint: This device briefly overrides the MJOLNIR suit's safety regulators so that the user can move faster than usual for a limited time. Since overuse could result in the suit overheating, the Sprint plug deactivates after 5 seconds, then has 2.5 seconds of cooldown before it can be used again.

Equipment (Armor and Weapons):

-Mk. V EOD Variant: The helmet was designed to channel the pressure wave of a nearby detonation around the user's head, significantly reducing the likelihood of decapitation in the event of an explosion. The MJOLNIR/EOD variant's pauldrons and chest plate were designed specifically to reduce the number of grabbing edges on the armor, decreasing the likelihood of dismemberment and protecting Spartans during operations that involve the handling of explosive ordnance (e.g., clearing/planting land mines, demolishing enemy structures/material and, or planting/defusing bombs).

-M319 Individual Grenade Launcher: The M319 Individual Grenade Launcher, more formally known as the Individual Grenade Launcher, Caliber 40mm, M319, is a single-shot, break-action explosives launcher. The M319 IGL fires high-explosive dual-purpose grenades. The grenade launcher has two firing modes. The first launches a single grenade: after hitting a surface, the grenade detonates on impact with an opponent or after about two seconds, in which case the grenade will explode after bouncing off the ground once. The second firing mode shoots a grenade that explodes when the user wishes. This is performed by holding down the trigger, which fires the grenade but merely primes it, leaving the detonation contents inert; the grenade will only explode after the trigger is released. This enables the user to lay a trap if the grenade is bounced properly into position, and essentially creates an explosive with a dead-man's trigger, (a trigger that will go off once it is released, e.g. when the user dies). This function is also helpful if the user wishes to fire at targets that are farther away than the detonation timer would normally allow.

-M41 SSR MAV/AA/AW: The M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon (M41 SSR MAV/AW), formally known as the Medium Anti-Vehicle / Assault Weapon, Bore 102mm, M41 Surface-to-Surface Rocket Launcher, and commonly known as the Jackhammer or the SPNKR (also stylised as SPNKr), is a heavy ordnance weapon used by the UNSC . It holds a maximum of two rockets at a time and fires M19 102mm high-explosive shaped charge missiles. Many M41s and their M19 rockets are equipped with target tracking systems; these systems allow the operator to "home" on a target, which often guarantees that the target will be struck, even if it attempts evasive maneuvers. This variant is capable of tracking ground and aerial targets.

x2 M9 HE-DP Fragmentation Grenades: HE-DP stands for High-Explosive Dual-Purpose. This designation means that it is designed to be effective against infantry and lightly armored vehicles. The grenade has a hard metal casing, with a frangible design meant to break apart into small, regular shards. This surface creates consistent, reliable fragmentation patterns for the grenade, rather than randomly rupturing along metallurgical faults. The grid-shaped casing houses a charge of high-explosive fitted with a mechanical primer. When the charge detonates, it shatters the grenade's casing, sending shrapnel flying away at high velocity. The kill and casualty radius of the grenades is 4.8 meters (16 ft) , and 14.75 meters (49 ft); respectfully.

Personality: Felix is gritty, Irish, and perhaps the most 'human' of the team. Cracking jokes and generally being the morale booster or comedic relief of the team seems to be a side-hobby. He doesn't mind engaging in conversation with Civilians, or otherwise unknown individuals if he is addressed. He's a chatterbox, and a bit of a 'space cadet', but his heart is bigger than his military ordinance.

Bio: Born in the city of Flidais on Falkirk in 2522, Felix had grown up alongside his parents until the age of nine years old; being evaluated and conscripted into the Spartan-III program in 2531. In a similar manner prior to OPERATION; PROMETHEUS, Kurt pulled Felix to be reassigned- eventually cycling the Spartan through a single fireteam; becoming a lone survivor before being integrated with Team Maverick.




-Combat Medic/Scout/Sniper-

Name: Hailey B-160

Call-sign: Maverick-Three

Species: Human

Sex: Female

Age: 21

Appearance:

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Skills: Combat Medic training, Triage training, Vehicle operation/usage, Aircraft operation/usage Special Operations, Conventional Warfare, EVA Warfare (Space), Guerrilla Warfare

Abilities: Spartan-III augmentations,

Drop Shield: This is a sophisticated UNSC-manufactured personal defense device. When activated, the Drop Shield generates a blue-tinted spherical protective energy shield, and also provides a regenerative effect to those within it at the cost of disabling MJOLNIR's shield regeneration capabilities for as long as the user remains in the dome of the shield. The Drop Shield will expire if it takes too much damage. The shield is enabled by a small device attached to the user's back. Once activated, the shield stays in place and seems to operate without a visible emitter of any kind. Lastly, the Drop Shield resembles a geodesic dome, made of tessellating hexagons.

Equipment (Armor and Weapons):

-Mk. V RECON Variant: This variation is designed primarily to passively mask signatures, avoid detection by sensor equipment and increase stealth capabilities.

-M99A2S3 ‘Stanchion’ Special Applications Rifle: This long range rifle, discontinued in 2521 to later be updated and used during the height of the Human-Covenant War, is a ten-round feed portable electromagnetic rail rifle that fires 5.4x21mm APSDS rounds. In addition, it is equipped with a bipod and integral recoil tube to help stabilize control when firing.


-M6C/S PDWS: The M6C/SOCOM variant is a special issued handgun to the UNSC's special operations units. The M6C/SOCOM variant has an integrated sound suppressor, and muzzle brake. It has a maximum magazine size of 12 rounds and fires 12.7×40mm ammunition.

Personality: Speaking only when spoken to, and only socially engaging with her team aside from quips to Civilians, Hailey is notably what other UNSC personnel would refer to as a 'Wannabe Two'. Despite the stoic, edgy nature of her personality, Hailey deeply cares for the well-being of her team, and won't hesitate to ensure proper care is administered to wounded non-UNSC persons.

Bio: Born on Jericho VII, Hailey was evaluated and conscripted for the SPARTAN-III program in 2531. Activated in 2536 and serving with distinction until 2549. Hailey participated in OPERATION: STONEWALL; a defensive mission on Criterion that resulted in the entire attacking UNSC force being declared eliminated; with Hailey nearly left behind during the strategic retreat and evacuation. Not wanting to see another Spartan killed in action, Jackson pulled her into Team Maverick.




-Multirole Operator-


Name: Ellie-G296

Call-sign: Maverick-Four

Fandom: Halo (OC)

Numeral designation: G296

Age: 18 (Chronologically, mentally) 21 (Physically)

Sex: Female

Species: Human

Appearance:


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Personality: Ellie, much like the other Spartan-III personnel, carries a curious, almost childlike innocence about her when not being socially awkward. In combat or other confrontation, she is remarkably fierce and unrelenting- not backing down and being unusually assertive when standing up for herself or others. She carries herself with pride and a disciplined military professionalism when performing most other tasks- but others of her caliber would be quick to note that she is rather prone to getting distracted from her duties when operating outside the jurisdiction of the UNSC.

Backstory: Ellie Matherson was born on Imber, an Inner Colony world on December 3rd, 2535. Developing typically like any kid her age, her blossoming life was thrown into disarray in 2538, when Covenant forces had overrun the planet with an invasion fleet. Quick to respond, the UEG and UNSC garrison stationed groundside held an emergency evacuation during the planetary siege. Having been separated from her parents upon boarding a civilian transport craft, she could only watch in horror as one of the shuttles was destroyed following takeoff from the spaceport. It wasn't until later that she learned of her parent's demise on the shuttle when being offered a chance to join the Spartan-III program. Without hesitation, Ellie accepted and, undergoing training for nearly a decade, was finally assigned to Gamma-Company to begin training in 2544. It was during her performance on OPERATION: HAMMERDOWN in 2550 that she was pulled from her unit along with Team Phoenix, assigned MJOLNIR Mk. V Powered Assault Armor, and reassigned on missions befitting of her status. She was later assigned to Team Maverick just prior to the Fall of Reach when an operation's intelligence greatly underestimated the enemy presence at a mining site; resulting in her team being systemically eliminated over the following four days as she Ellie managed to fight her way out of the enemy compound. Being the only survivor of Pheonix, Jack specifically sought her out for her remarkable battlefield aggression and survival skills.


Skills: Ellie was trained as the team's Multirole Support Operator, known for her exceptionally brutal efficiency in dispatching targets in close-quarters combat as well as clearing rooms full of hostiles via flanking maneuvers. However, she is as just as capable of operating any weapon, vehicle or equipment provided she is given enough time to figure out how it works. Due to her Pilot-class helmet, aircraft and vehicle guns can be remotely aimed simply by looking in the direction of the target.

Gear: Generation-One [GEN1] Mark V Powered Assault Armor /SPI/ Variant: Ellie's armor permutation, although an unrecognized variant, was custom-designed purly for nostalgic appeal. Allowing for increased mobility and protection compared to traditional SPI, this variant was also issued with an integrated Active Camouflage generator; however not as technologically superior in comparison to the SPI's photo-reactive plating.

x1 MA2B Individual Combat Weapon System: This bullpup assault rifle is the UNSC’s heavy hitting carbine chambered to fire .390 caliber rounds from a box magazine of 60. With a fire-rate capping at 900rds/min (15/sec), this assault rifle also features a muzzle compensator, laser/light device and integrated carryhandle rapid-acquisition sights. Lastly, two extra magazines carry variants of the rounds, notably Armor-piercing and ‘Shredder’ hollow-points used from depleted uranium, respectfully.

x2 M6G Pistol: These akimb weapons are semi-automatic, recoil-operated, magazine-fed, large caliber handguns. Carrying a total magazine size of eight rounds per mag and firing 12.7mm × 40mm M225 Semi-Armor-Piercing High-Explosive/.50 Magnum Caliber Rounds, they are usually used as a last resort against extremely powerful targets, or as a final backup weapon once the primary has run out of ammo.

Active Camo: The Active Camo module is an emitter that is attached directly into the back of the powered armor. When used, it immediately bends all light around the user- rendering them completely invisible to detection by the naked eye- save for a shimmering effect if the user happens to get too close. As a secondary effect, when used, it acts as a Radar Jammer, scrambling the radar of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. The Active Camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.

The strength or effectiveness of the Camo also varies depending on whether/how fast the user is moving. When standing still, the user is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. When moving faster than crouch-walking speed, the Active Camo becomes much less effective, cloaking the user only partially. Therefore, Active Camo should really only be utilized to get into a better position, evade detection, or prepare to ambush a target.

The Cool Dude Club. Approved 👍
 
View attachment 1007662

Name:mecha Frieza

Origin:dragon ball Z

Gender:male

Role:bot

Species:frost demon.

Age: unknown (probably 70)

Description:see image above.

Personality:Frieza is an egotistical sadistic and cruel evil overlord who has destroyed entire worlds and sold others to the highest bidder, the self proclaimed 'emperor of the universe' is also a paranoid coward as proven when he destroyed planet Vegeta to prevent the birth of the legendary super Saiyan, the only being he feared besides lord beerus and Majin Buu who he had been warned never to cross.

Powers:
Ki manipulation:frieza is able to use a variety of ki attacks.
Strength:this is a guy who in his weakest form killed king Vegeta in one punch, and he's even stronger than he was on namek though nothing compared to the androids or super Saiyan trunks or super Saiyan Goku after he got back from yardrat.
Flight:Frieza can fly through ki manipulation

Weaknesses:for all his power and strength Frieza is not good at hand to hand combat, also disable his cybernetics or downright rip them out and he is down for the count. He is prone to anger and or fear at the sight of a super Saiyan,

Bio:this version of friezas life was similar to his canon counterparts, complete with the fact that he had to be rebuilt as a cyborg after the very well deserved beating Goku gave to him upon becoming a super Saiyan. In canon he would have met his end at the sword of the time travelling warrior trunks with his dad following not too long afterwards, however in his timeline Mecha Frieza was sucked through a portal before he could get to earth and get bisected by trunks where he proceeded to join up with the bad guys
We'll see how this plays out. Approved 👍
 
UltraWagonWheel24 UltraWagonWheel24 Im sorry but I cant be on until school starts back-up. I'll also just be playing my previous chars. Got in trouble a few weeks ago and had my stuff taken.
 

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