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Fandom Universe Correction Agency: Moon Child; Character Sheets

UltraWagonWheel24

Bringing you the story of heroes.
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Welcome newbie (or returning player, we have those too) to yet another U.C.A RP. Hopefully you came from the recruitment page, and if so, here are some…
Notes!​
  1. .EXE characters are the worst and should never be considered, ever. (Unless it’s Mega Man Battle Network, not the creepypasta genre)
  2. Character Sheets will be provided below, but you can use your own if you wish. (Anything with a star* is optional and can be erased.)
  3. Because of a handful of experiences in the past, the only one allowed to play as the bad guys (save if they are working with the U.C.A) is me. However, if you happen to receive a gold star🌟 on Discord, then you are allowed to be a bad guy. (I apologize if I crushed your dreams. at the same time I am not.)

The sheets are all yours. The spoiler tags below hold the various characters that will appear on your adventure.​

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)
Powers, and Abilities:
Weaknesses:


Name: Princess Kaguya
Origin: Original (Universe A) ((Based off the Japanese folktale figure))
Age: Unknown
Race: Caeli
Gender: Female
Description: A small girl, no bigger than a toddler, she has pale white skin, grey hair, and rabbit ears poking from the top of her head, and noticeable buck teeth. She wears a white kimono, with stitched art of bamboo trees all over it.
Personality: Despite living most of her life on the moon, Kaguya seems to display attributes almost like that of a rabbit; she's mute, curious, and yet she will run away from anything.
Bio: Above the blue marble we call Earth floats its natural satellite; The Moon. For Kaguya, it is home, along with her creator, a powerful, and horrifying Moon God. Everyday, for hundreds of years, Kaguya had monitored Earth with her father, and while she knows of the life on the planet, along with the other beings similar to her own, she's never actually seen the Earth for it's beauty. Not that it's all that bad, her creator often goes down to Earth, and comes back with gifts of knowledge, and bamboo for her to munch on. (Despite not even needing to eat...)

Life seemed to just carry on as normal. That was, until a wormhole was created by a band of evil men, that managed to remove the poor girl from The Moon, and into a new world, familiar yet not. To make matters worse, her presence alone could spell disaster for both worlds, and the clock isn't slowing down...
Powers, and Abilities:
  • Odd Biology: Kaguya is a creature called a Caeli, a powerful race who's bodies are made of a substance similar to clouds. Although, it seems she's made out of something far more powerful. Pure magic.
  • This battle is about to explode: Kaguya, when cornered or captured, can unleash a powerful wave of energy that explodes her body, and knocks away everything near her.
  • You know what I like more than materialistic goods? Knowledge: Despite looking like she just graduated kindergarten, she's rather smart. While no Einstein, she can spell her name, create escape routes, and can even play 12 different instruments. (Not that it's going to help...)
  • UNLIMITED POWAAAAAAAAAAAH!!!: Kaguya's a literal body of pure magic, in theory, making her one of the most powerful beings in her universe.
Weaknesses:
  • So small. Iz funny to me!: Despite being a powerful little booger, Kaguya's size makes it difficult to tackle anyone bigger than a corgi. Plus, thanks to her size, she gets scared super easily, and will run away from any threat.


Name: Atticus Chartoff
Origin: Original (Universe A)
Role: Ally
Age: 16
Race: Human
Gender: Male
Description: A young man, with shoulder length dark blue hair, wearing a sleeveless jacket of matching color, a grey shirt, and baggy white shorts. Noticeably, his arms have thick black stripes on them.
Personality: Reserved, yet outgoing, Atticus is always up to go and have a fun time, but will always be the quietest of the bunch. Atticus has a great deal of care for the people closest to him, and will fight tooth and nail to protect them. He is, however, still a teenager, and is impulsive and tends to get himself into bullshit quite a bit.
Bio: The end result of the romance between a rising playwright and a runaway princess, Atticus was destined to die before he even drew his first breath. However, a noble sacrifice from a powerful friend allowed the child to live, giving him the natural power of wind, and staining his arms with black stripes. As Atticus grew older, so did the danger of the world around him. Trained by his mother, and surrounded by family friends, Atticus can take on anything life throws at him…That is, until he’s thrown from his universe, away from all his family, and with someone who’s been a threat to his life for a good while now…
Powers and Abilities:
  • Human Fan: Atticus was gifted the power to use wind magic. While he isn’t a master of it, he can definitely use it effectively.
  • Kid’s been drinking his milk: Atticus has displayed impressive levels of strength. While not the most powerful guy out there, he’s still strong enough to knock out an adult.
  • Dance Dance Revolution: Like his mother, Atticus combines elements of martial arts and energetic dance. (Pretty much like capoeira)
Weaknesses:
  • Young, Dumb, and Ugly: Atticus is a teenager, so while the ugly part may not be true, the first two are. Atticus is prone to step on the wrong eggshells, and while his heart is in the right place, his mind sometimes won’t be.
  • AND HERE COMES THE GIANT FIST!: Atticus may be able to take a punch, but god help him if he’s fighting someone who can decimate a mountain.

Name: Whittaker
Origin: Original (Universe A)
Role: Ally
Age: Unknown (Possibly in his 40s)
Race: Orc
Gender: Male
Description: An orange skinned orc, with glowing red eyes, who's body is covered with many burn scars. He wears black robes, with a line of magenta right in the middle. He wears 8 golden bands (two on each limb), each with a red gemstone on them
Personality: At first glance, Whittaker looks like the kind of guy who’d preach about how he’s going to change the world by committing horrible atrocities. You’d be wrong. While Whittaker does hold a pessimistic worldview, and violently kills his enemies, he is not evil (although he sees himself as such). He will come off as hostile to many, but won’t attack anyone unless provoked.
Bio: Abandoned at a young age, Whittaker never knew much about his family, or even his past. Not that it mattered, anyways, he worked as a blacksmith for some of the most powerful magic users in the world (At least, his world). He was, however, the first to notice that the headmaster was…a selfish jerk, who knew everything about Whittaker’s past, and purposefully destroyed it.

His lost faith would lead Whittaker to follow a different path, one of which would make him construct 8 magical braces that, once attached to his body, would transform every ounce of blood into magic, and begin Whittaker’s transformation into a powerful warlock. Whittaker's journey would lead him on a path that would cross with a young man, who in turn would become his worst enemy, then into an unlikely ally.
Powers and Abilities:
  • Stupid wizard: Whittaker’s 8 metal bands have pretty much turned all his blood into magic, being able to form red ribbons, fire magic missiles, and shoot a thin laser from his mouth.
  • I work out!: As an orc, Whittaker is already pretty darn strong, and with the help of his bands, he can become stronger.
  • I can’t bleed: Whittaker’s blood has been transformed into red magic, so losing it won’t be an issue….in fact, he shouldn’t even be alive right now…
  • ALL CAPS RAGE!!!: When Whittaker bleeds, that means his magical bands are going haywire. Once that happens, he loses all control and turns into a powerful berserker, who will target anyone who looks at him.
Weaknesses:
  • Why can’t you save YOUR OWN DAMN SEEEELF!!!: Despite looking like a bad dude, Whittaker will prioritize the safety of others before his own, much to his own dismay.
  • Too damn angry: Despite becoming more dangerous when his bands are going nuts, Whittaker becomes more predictable with his rage fueled tirade, and can be disposed of by a quick thinking boot to the noggin.
  • You have no power here!: Whittaker, despite all his power, can still be overwhelmed and beaten, and his powers can be nullified, albeit it could kill him.
  • I need that to live!: Since Whittaker's magic bands have turned all the blood in his body into magic, he could die if even one was removed from his body.
Name: Pepperjack
Origin: Original (Universe B)
Role: Agent/Administrator
Age: Somewhere in his 30s-40s
Race: Caeseus
Gender: Male
Description: Pepperjack is a large boi, with grey and blubbery skin, and yellow eyes. He has a very pudgy body, with neck length orange hair under a black bandana. He wears a green dress shirt, baggy white dress pants, work gloves, and brown shoes.
Personality: A no nonsense man, whenever Pepperjack goes into something, he normally wants to get the job done. Because of this, he tends to come off as a bit distant, and usually kind of a jerk. Underneath his tough, yet flabby skin, is a guy with a heart, and is just doing what he can to save everyone.
Bio: Many wouldn’t know much about Pepperjack, until now. A Caeseus, a strange creature with no nose and rubbery skin, Pepperjack works as a mechanic for a self owned shop trying to make a living for himself and his daughter, Brie, after the unfortunate passing of his wife, Chevre. For a long while, he had distanced himself from the rest of the world, and even tried to keep his daughter from socializing, out of fear she could die too.

Everything changed for him, however, once he met a man named Gael, who managed to convince him that, while life has its dangers, that it’s not wise to simply shut yourself away. This advice would help both him and his daughter let go of the tragedy that crippled them both, and lead to the big lug to disappear suddenly to help the Multiverse with its problems.
Powers and Abilities:
  • I hope ye like leather, Mr. Squidward: Caeseus have a naturally rubbery body. Pepperjack’s own biology allows him to stretch his limbs, and tank hits like a champ.
  • Pretty strong for a fat guy: While Pepperjack has the body of a middle aged man, with an almost 8 foot height, he’s pretty strong, being able to crumple a car with a single punch.
  • Don’t be such a baby, ribs grow back!: Caeseus can regrow limbs. Pretty self explanatory.
  • Magic attack!: While Pepperjack would rather fight full force, he is able to use a magical power that allows him to fire purple energy missiles from his hands.
Weaknesses:
  • Not fast enough: Pepperjack’s a big guy, so that means he’s got a lot of punching places, and of course that means that he’s gotta be more defensive if he’s fighting a faster opponent.
  • Not fast enough, Part 2: While Caeseus have the natural ability to regrow limbs, they don’t really grow back super fast. Fastest is maybe 55 minutes.
  • Distance makes the heart grow colder: Because of Pepperjacks preference to fight close up, anyone who can fight from afar has a better chance, since they can just attack from afar. Not that he uses his energy attacks much, anyways.


Name: Gael
Origin: Original (Universe B)
Role: Ally
Age: 32
Race: Human
Gender: Male
Description: A tall man with dark green hair, wearing a sleeveless black shirt, dark grey hakama pants with the ends tied to his ankles, and a grey sash hanging from the waist. In Niu mode, his muscles grow massively, he grows two massive horns, gains massive golden hair real fucking original, that covers his eyes, and spouts a pointed demons tail.
Personality: A rather simple man, Gael is always on the lookout for a new venture to bestow him. Gael tends to come off as curious, laid back, and friendly, but is also stubborn, and can be a bit of a meathead. While not really out to be a hero, Gael holds a sense of justice, oftentimes fighting against evil entities, showing a lack of care for their resolve, no matter how justified as they may seem. He would never stand for people getting hurt for nonsense that happened in the distant past. In Niu mode, however, his resolve to end a battle becomes much more clearer. Because the form taps into more negative emotions, he becomes more keen to the idea of killing his enemies, and won’t hesitate to do so if they’re obviously not going to stop.
Bio: Traveling the wide world, Gael is a man who seeks to find ways to improve on his abilities and make new friends. Ever since he was young, he trained under his father, along with his brother, to unlock a powerful energy, Seishin, and has since never stopped training, often testing his power against various friends. However, as many friends he's made in his travels, he's also made many enemies, some of which believe he's soon to become powerful enough to face down against the evil Dai Hendo, The Demon King.

One day, after he and a friend were nearly killed by the Demon King, Gael was saved by a powerful warrior that turned out to be a Celestial Being (an angelic demon) that looked like a walking, gold haired ox. This warrior would train Gael to get back on his feet, and further test his resolve to see if he was worthy of his own power. After doing such a thing, the warrior sacrificed his life, giving Gael a new kind a power, and a terrifying new form. Even with this new boost in power, Gael still strives to improve himself, until he can't no more.
Powers, and Abilities:
  • GYM GOALS: Gael is one strong puppy. While there are stronger fish out there, Gael has enough power in him to make a mountain poop itself.
  • FIGHT ME!: Gael has a bit of combat experience under his belt
  • Just. Pure. energy: Seishin is a powerful energy that flows through many. With this power, Gael is able to use throw balls of energy, shield himself from other forms of energy, or even create energy weapons (although he'd rather fight with his fists)
  • It's all about jumping through HOOPS! Superman 64!: With his Seishin power Gael can jump incredibly high, and can even jump again mid air by clapping his legs. (And no, he can't fly)
  • SUPER SAYAONIC 666: Thanks to the power of a Celestial Being, Gael can take on a powerful form called Niu Mode. His muscles grow, his speed increases, he grows two large horns, and his energy attacks are more devastating.
  • I can't see you, but that don't matter: In Niu Mode, Gael is completly blind due to all the hair, but has the ability to see the life force of all creatures, and can sense when someone is near or far.
Weaknesses:
  • How the heck was I supposed to know?!?: Gael may know a lot about fighting, but he doesn't know every trick in the book. Often times, Gael would need to fight an enemy multiple times in order to fully understand their technique.
  • Sorry guys, my bad: Gael can be quite accident prone, having him on a stealth mission is like asking a clown to build a robot.
  • Nice idea, but I'm gonna do this: Part 2 of the previous, Gael can sometimes be a bit stubborn, going with a newly formed plan he made up, until it either works or fails.
  • Then we can talk about mercy!: Gael's main goal in life is not to make enemies, but life likes to spit in his face. Often he will show his enemies mercy in hopes they stop their crap, but that backfires on him more than he'd like to admit.
  • I CAN'T SEE!!!: In Niu mode, Gael grows a massive mane of gold hair, a portion of which actually comes from his eyes, covering them. While he compensates with seeing the lifeforce of others, it makes fighting anything without a soul difficult.
  • Powerful form, fatal flaw: Gael's Niu Mode is his most powerful form, one he will use in an all out fight. For a powerful form, however, it has three striking weaknesses. The horns, and the tail. If one horn is broken, he becomes completely off balance, and sloppy. If both are broken, the form stops and he goes back to normal. The tail, however, will not only deactivate the transformation if severed, but will also cut his power down by 50%. No wonder he's so angry.

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.

Name: Cugai and Fugai
Origin: Original (Universe B)
Role: Administrators
Race: Harls
Gender: Males
Description: Cugai and Fugai wear matching white and blue robes, respectively, with turbans that cover their faces, leaving glowing yellow eyes the only thing visible.
Personality: Cugai is far more serious, stern, and more focused on getting things done. Fugai is more comedic and carefree in nature, a stark contrast to his brother. Despite that, he's also focused on getting things done, even if it means getting serious.
Bio: Cugai and Fugai are brothers, originating from Pepperjack's universe where they sell various soaps and other things. They often leave their backgrounds under wraps, but it is theorized that the two of them are gods in disguise. Who knows?.... But, the two of them are active administrators, and are going to be breathing down your neck a lot.
Powers, Equipment, and Abilities: Both Cugai and Fugai don't do much, so their powers are not really known. They are, however pretty good at keeping track of what goes on in targeted areas with the help of other admins, and CiMos. Don't underestimate them, however.....
Weaknesses: They're not exactly equipped for combat... That's all that's known.
 
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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, all similar in aesthetic to classic British SAS gear. 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. He refuses promotions beyond trainer, as he will only move to a desk job when he's incapable of doing field work anymore. One of his biggest pet peeves is when someone has to declare their action for all to hear; he sees it as too easy to counter and intercept them.

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 extremely skilled at fighting, HUNK is ultimately human. Without a solid arsenal at his disposal, he can't pull off many feats. He is also not a diplomat; someone else should do the talking, because he tends to conduct most business with the other party at gunpoint.

Equipment:
  • H&K MP5/10 - 9mm simply wasn't cutting it for HUNK anymore, so by the Sommelier's urging, he upgraded to the much more powerful 10mm Auto cartridge while still keeping his favorite weapons platform. Comes with a suppressor and reflex sight.
  • TTI Custom Benelli M4 - A modified semi-automatic shotgun. Custom bolt carrier, release, and charging handle. Textured grips, should HUNK's hands get... wet. An Italian classic.
  • Desert Eagle - A heavy magnum pistol, capable of dropping even some of the toughest creatures from HUNK's native universe.
  • 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. It's a shocking experience to be on the receiving end of an attack with this.
  • Frag Grenades - Fun handheld explosive devices. Pull the pin, throw a safe distance, watch the baddies get shredded, then repeat.
  • RPG-7 - A rocket-launcher, great for taking out vehicles and enemies the size of an elephant.
  • 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).
  • Grappling Hook - A small hook attached to a reel of cable on HUNK's belt, helping him traverse vertical surfaces
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. His most notable exploits include apprehending Konahrik at the end of the Black Void Incident and killing Darth Maul during the Bot Crisis. He also oversees the training of new agents, ensuring their work is top-notch before they're fielded.
 
Name: WRS, White Rock Shooter
Origin: Black Rock Shooter: The Game
Role: Villain
*Age: N/A
*Race: ALIEN
Gender: FEMALE
Appearance
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--{[WRS]}--
The White Woman
Eagerly Awaiting A Game
Personality:
WRS appears to be immune to most peoples' personal concerns, and will very easily brush off any conversation that does not interest her. However, in actuality, she is naturally very curious and has poor impulse control. She does not handle boredom very well either. She is much stronger than BRS, which makes her very confident in her abilities.

WRS acts rather callously elegant due to her profession as the alien Governor of her species. She seems rather cheerful due to her curiosity, almost like a young girl in spite of her actual, undisclosed age. When hyperfixates on something, she tries to learn everything about it before eventually throwing it away. She rarely gets attached to things, the exception being her rather peaceful life on Earth before she kicked her invasion efforts into high gear after Professor Gibson tried to take her with him with a nuke, leading her to get attached to the idea of fighting a perfect clone of her before she decides to destroy the planet once and for all with a 10 day charged Grateful Sun Ray.

Bio:
WRS is an extraterrestrial being that arrived on Earth in a human form as Sing Love on 24th December 2031, nearly 20 years before the story of BRS THE GAME. As a "human" she resides in San Francisco as a singer named Sing Love. Her song was very popular and became a chart hit, with her image appearance on posters in cities such as San Francisco and New York. Despite her popularity, little was known about her identity.

She later worked with Professor Gibson and participated in human cloning. She is the source of the Gray clones, including Nana and Stella, of which the latter is addressed as "White" and is considered the perfect clone of WRS.

Apart from the end of the tutorial, WRS did not make appearance in the game until the end. Her identity was hinted by the Sing Love posters dotted in cities, as well as the aliens addressing her indirectly as the "Governor" (総督, Soutoku).

When Stella confronts WRS in Moon Terrace, where she presumably resides for the duration of the game. It is revealed that everything was behind her doing: Be it the alien invasion, mankind's destruction, and her clones, they were all part of her "game". Among those her most desired "game" is to fight against her perfect clone. Although her game didn't get to come into fruition as she suddenly found herself in a new world with nothing but a handful of her robotic troops. While a bit disappointed that she managed to land on an unscathed part of what she thought was Earth. She soon realizes that something's different about this world. For one, there's two moons now. Neither of which were destroyed; much like the Moon she made her palace.

Not to mention that strong stench of power drawing her in like an insect's pheromones--a taste too beautiful to pass up. WRS quickly forgets about trying to go back home and decides to investigate what that power might be and how to claim it for her own to neblade; To devour for herself and absorb.

Powers, and Abilities:

Alien Physiology ~ WRS is an alien, thus, what's harmful to humans may not necessarily apply to her to the degree of it being superhuman and supernatural. This includes strength, speed and durability as she demonstrates that WRS can move fast enough to seemingly teleport. The most notable trait of WRS' species is their ability to Neblade; to literally feed on information itself and absorb it onto their bodies to use for themselves. Which is why WRS looks human while the others look like cubic robots, her kind nebladed various humanoid species in the past. By Neblading other sentient species, it's possible to imprint other traits onto oneself if they've done it enough times. The most notable example being CKRY(Kaari) neblading too many animals(primarily horses) and had become animalistic both in behavior and in combat ability to the point of losing his ability to speak.

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White Cannon ~ As the name implies, it's a White Cannon that shoots rocks coated in magenta colored flames, which are generated to produce boulder-like bullets that she is then able to fire out through a pure white cannon, removing her need for ammunition. Since Stella/BRS is supposed to be a perfected copy of WRS, we can assume that WRS is capable of turning her own White Cannon into several other weapons she pleases. The White Cannon's only known form, the White Scythe, is capable of creating energy waves that cut through various materials, not only that, but she can manifest this energy wave as a strong gust of harmful red wind.

Minimum Meteor ~ WRS is capable of conjuring these flaming rocks outside of her White Cannon's cannon form, manifesting as small meteors to fling at her opponents.

White Wing Unit ~ WRS is capable flight thanks to the mechanical spine-like wings on her back.

Regenerative Capabilities ~ WRS is capable of regenerating battle damage she sustains. While it usually takes time and activates outside of battle, WRS can force them to activate in the middle of battle a few times to heal otherwise fatal wounds. She calls this act 'World Maker'

"Sing Love" ~ A burst of sound strong enough to tear one's limb off.

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Grateful Sun Ray ~ A form her White Cannon takes that resembles a satellite cannon, flowing up in the air after WRS throws it upwards. If left to charge for a few days, it has the potential to wipe out a planet. However, due to this being a new world that WRS is wholly curious of, she doesn't believe that she'll be needing to charge it for that long. However, it could still fire off a massive ball of flame that splits apart when someone attempts to prematurely detonate it. It has enough force to wipe out a modern city.

White Blade ~ Sword that's white. WRS' secondary weapon.

Weaknesses:
WRS is defenseless while Grateful Sun Ray is active. While she has full control on when to fire it, she cannot aim it herself unless she's up there with it; thus keeping it stuck on a predetermined trajectory. While Grateful Sun Ray is active, WRS cannot use any of her White Cannon's skills like Minimum Meteor or World Maker. Grateful Sun Ray takes roughly 3-5 posts to charge in a fight.

WRS' own curiosity can be weaponized against her. If you can propose an action that directly benefits her and makes her invested enough to join your side, you could potentially win her over.

Other:
WRS can either be pronounced as Wars or White Rock Shooter. She doesn't care which.
As a Villain in the rp, WRS will have a surplus of units at her disposal.
 
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Name: The Sommelier
Origin: John Wick
Role: Ally (Watchtower Staff)
Race: Human
Gender: Male

Description:
The Sommelier appears to be a classy, middle-aged man in a three-piece suit, with a UCA badge on his lapel and a tastevin on a long silver chain.

Personality:
The Sommelier plays it cool; despite offering lethal weapons, he maintains a soothing tone. He exudes a degree of confidence as he often makes eye contact with his client, cycles the actions of firearms without looking, and lightly smirks when he makes a recommendation he knows one will love.

Bio:
Not much is known about the Sommelier's past. He was an employee of the Continental Hotel, where his official job was to pick the perfect wine for every meal served. However, the Continental is a hotel for high-tier crime lords and assassins, so behind the scenes, he was picking the perfect weapon for every situation, treating each impressive gun like a fine wine. In one of his best moments, he outfitted John Wick with custom Glocks 34 and 26, an AR-15 with a Trijicon Accupoint and magnifier, a Benelli M4, and the finest cutlery available.

The Sommelier is one of the many who seemingly just appeared at the UCA Watchtower and never left. After learning about all the unique weapons from other worlds, he had the armory renovated and made it a Mecca for high-class, dimension hopping enforcers seeking some serious exotic firepower.

Powers, and Abilities:
  • Fine wine and big guns - The Sommelier has an encyclopædic knowledge of wine and weapons from across the multiverse. He can just as easily recommend a wine to go with one's meal as he can endorse the Benelli M4.
Weaknesses:
The Sommelier doesn't seem to possess any supernatural powers, just a ton of knowledge. He won't be on the front lines anytime soon.
 

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, all similar in aesthetic to classic British SAS gear. 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. He refuses promotions beyond trainer, as he will only move to a desk job when he's incapable of doing field work anymore. One of his biggest pet peeves is when someone has to declare their action for all to hear; he sees it as too easy to counter and intercept them.

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 extremely skilled at fighting, HUNK is ultimately human. Without a solid arsenal at his disposal, he can't pull off many feats. He is also not a diplomat; someone else should do the talking, because he tends to conduct most business with the other party at gunpoint.

Equipment:
  • H&K MP5/10 - 9mm simply wasn't cutting it for HUNK anymore, so by the Sommelier's urging, he upgraded to the much more powerful 10mm Auto cartridge while still keeping his favorite weapons platform. Comes with a suppressor and reflex sight.
  • TTI Custom Benelli M4 - A modified semi-automatic shotgun. Custom bolt carrier, release, and charging handle. Textured grips, should HUNK's hands get... wet. An Italian classic.
  • Desert Eagle - A heavy magnum pistol, capable of dropping even some of the toughest creatures from HUNK's native universe.
  • 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. It's a shocking experience to be on the receiving end of an attack with this.
  • Frag Grenades - Fun handheld explosive devices. Pull the pin, throw a safe distance, watch the baddies get shredded, then repeat.
  • RPG-7 - A rocket-launcher, great for taking out vehicles and enemies the size of an elephant.
  • 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).
  • Grappling Hook - A small hook attached to a reel of cable on HUNK's belt, helping him traverse vertical surfaces
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. His most notable exploits include apprehending Konahrik at the end of the Black Void Incident and killing Darth Maul during the Bot Crisis. He also oversees the training of new agents, ensuring their work is top-notch before they're fielded.
Our main character favorite emotionless mercenary has returned.

Approved 👍
 
Name: WRS, White Rock Shooter
Origin: Black Rock Shooter: The Game
Role: Villain
*Age: N/A
*Race: ALIEN
Gender: FEMALE
Appearance
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--{[WRS]}--
The White Woman
Eagerly Awaiting A Game
Personality:
WRS appears to be immune to most peoples' personal concerns, and will very easily brush off any conversation that does not interest her. However, in actuality, she is naturally very curious and has poor impulse control. She does not handle boredom very well either. She is much stronger than BRS, which makes her very confident in her abilities.

WRS acts rather callously elegant due to her profession as the alien Governor of her species. She seems rather cheerful due to her curiosity, almost like a young girl in spite of her actual, undisclosed age. When hyperfixates on something, she tries to learn everything about it before eventually throwing it away. She rarely gets attached to things, the exception being her rather peaceful life on Earth before she kicked her invasion efforts into high gear after Professor Gibson tried to take her with him with a nuke, leading her to get attached to the idea of fighting a perfect clone of her before she decides to destroy the planet once and for all with a 10 day charged Grateful Sun Ray.

Bio:
WRS is an extraterrestrial being that arrived on Earth in a human form as Sing Love on 24th December 2031, nearly 20 years before the story of BRS THE GAME. As a "human" she resides in San Francisco as a singer named Sing Love. Her song was very popular and became a chart hit, with her image appearance on posters in cities such as San Francisco and New York. Despite her popularity, little was known about her identity.

She later worked with Professor Gibson and participated in human cloning. She is the source of the Gray clones, including Nana and Stella, of which the latter is addressed as "White" and is considered the perfect clone of WRS.

Apart from the end of the tutorial, WRS did not make appearance in the game until the end. Her identity was hinted by the Sing Love posters dotted in cities, as well as the aliens addressing her indirectly as the "Governor" (総督, Soutoku).

When Stella confronts WRS in Moon Terrace, where she presumably resides for the duration of the game. It is revealed that everything was behind her doing: Be it the alien invasion, mankind's destruction, and her clones, they were all part of her "game". Among those her most desired "game" is to fight against her perfect clone. Although her game didn't get to come into fruition as she suddenly found herself in a new world with nothing but a handful of her robotic troops. While a bit disappointed that she managed to land on an unscathed part of what she thought was Earth. She soon realizes that something's different about this world. For one, there's two moons now. Neither of which were destroyed; much like the Moon she made her palace.

Not to mention that strong stench of power drawing her in like an insect's pheromones--a taste too beautiful to pass up. WRS quickly forgets about trying to go back home and decides to investigate what that power might be and how to claim it for her own to neblade; To devour for herself and absorb.

Powers, and Abilities:

Alien Physiology ~ WRS is an alien, thus, what's harmful to humans may not necessarily apply to her to the degree of it being superhuman and supernatural. This includes strength, speed and durability as she demonstrates that WRS can move fast enough to seemingly teleport. The most notable trait of WRS' species is their ability to Neblade; to literally feed on information itself and absorb it onto their bodies to use for themselves. Which is why WRS looks human while the others look like cubic robots, her kind nebladed various humanoid species in the past. By Neblading other sentient species, it's possible to imprint other traits onto oneself if they've done it enough times. The most notable example being CKRY(Kaari) neblading too many animals(primarily horses) and had become animalistic both in behavior and in combat ability to the point of losing his ability to speak.

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White Cannon ~ As the name implies, it's a White Cannon that shoots rocks coated in magenta colored flames, which are generated to produce boulder-like bullets that she is then able to fire out through a pure white cannon, removing her need for ammunition. Since Stella/BRS is supposed to be a perfected copy of WRS, we can assume that WRS is capable of turning her own White Cannon into several other weapons she pleases. The White Cannon's only known form, the White Scythe, is capable of creating energy waves that cut through various materials, not only that, but she can manifest this energy wave as a strong gust of harmful red wind.

Minimum Meteor ~ WRS is capable of conjuring these flaming rocks outside of her White Cannon's cannon form, manifesting as small meteors to fling at her opponents.

White Wing Unit ~ WRS is capable flight thanks to the mechanical spine-like wings on her back.

Regenerative Capabilities ~ WRS is capable of regenerating battle damage she sustains. While it usually takes time and activates outside of battle, WRS can force them to activate in the middle of battle a few times to heal otherwise fatal wounds. She calls this act 'World Maker'

"Sing Love" ~ A burst of sound strong enough to tear one's limb off.

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Grateful Sun Ray ~ A form her White Cannon takes that resembles a satellite cannon, flowing up in the air after WRS throws it upwards. If left to charge for a few days, it has the potential to wipe out a planet. However, due to this being a new world that WRS is wholly curious of, she doesn't believe that she'll be needing to charge it for that long. However, it could still fire off a massive ball of flame that splits apart when someone attempts to prematurely detonate it. It has enough force to wipe out a modern city.

White Blade ~ Sword that's white. WRS' secondary weapon.

Weaknesses:
WRS is defenseless while Grateful Sun Ray is active. While she has full control on when to fire it, she cannot aim it herself unless she's up there with it; thus keeping it stuck on a predetermined trajectory. While Grateful Sun Ray is active, WRS cannot use any of her White Cannon's skills like Minimum Meteor or World Maker. Grateful Sun Ray takes roughly 3-5 posts to charge in a fight.

WRS' own curiosity can be weaponized against her. If you can propose an action that directly benefits her and makes her invested enough to join your side, you could potentially win her over.

Other:
WRS can either be pronounced as Wars or White Rock Shooter. She doesn't care which.
As a Villain in the rp, WRS will have a surplus of units at her disposal.
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Approved 👍
 

Name: The Sommelier
Origin: John Wick
Role: Ally (Watchtower Staff)
Race: Human
Gender: Male

Description:
The Sommelier appears to be a classy, middle-aged man in a three-piece suit, with a UCA badge on his lapel and a tastevin on a long silver chain.

Personality:
The Sommelier plays it cool; despite offering lethal weapons, he maintains a soothing tone. He exudes a degree of confidence as he often makes eye contact with his client, cycles the actions of firearms without looking, and lightly smirks when he makes a recommendation he knows one will love.

Bio:
Not much is known about the Sommelier's past. He was an employee of the Continental Hotel, where his official job was to pick the perfect wine for every meal served. However, the Continental is a hotel for high-tier crime lords and assassins, so behind the scenes, he was picking the perfect weapon for every situation, treating each impressive gun like a fine wine. In one of his best moments, he outfitted John Wick with custom Glocks 34 and 26, an AR-15 with a Trijicon Accupoint and magnifier, a Benelli M4, and the finest cutlery available.

The Sommelier is one of the many who seemingly just appeared at the UCA Watchtower and never left. After learning about all the unique weapons from other worlds, he had the armory renovated and made it a Mecca for high-class, dimension hopping enforcers seeking some serious exotic firepower.

Powers, and Abilities:
  • Fine wine and big guns - The Sommelier has an encyclopædic knowledge of wine and weapons from across the multiverse. He can just as easily recommend a wine to go with one's meal as he can endorse the Benelli M4.
Weaknesses:
The Sommelier doesn't seem to possess any supernatural powers, just a ton of knowledge. He won't be on the front lines anytime soon.
John Wick 5: John Wick gets super drunk in order to face against Fredrick Facebears Pizza Fortress.

Approved 👍
 
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Name: Rose
Origin: The Legend of Dragoon
Role: Ally (soon enough)
Age: Over 11,000 years
Race: Human w/ dark magic affinity
Gender: Female

Description:
Rose is a woman with long, black hair and gray eyes. She has a slim but toned build and wears antiquated dark blue leather armor with gold trim and a matching circlet with dragon horn motif. When she transforms, she wears shiny midnight-blue Dragoon armor with red accents and transparent green dragon-like wings.

Personality:
Rose is often the quiet, brooding type, pondering past events. She fears losing friends, so she doesn't typically go out of her way to make new friends. Though initially cold and distant, she became kind and compassionate over the course of her last journey. Rose refuses to go anywhere without her sharp sword. Her equally sharp tongue can sometimes be enough to repel lesser men. She can also he rather cryptic, trying to not let on that she is an ancient, powerful spellsword.

Bio:
Born over 11,000 years ago, Rose started life in an era in which humans were oppressed. The Winglies, people who could manifest wings and wield impressive destructive magic, ruled the world. From the 108th fruit of the Divine Tree that yielded all life, dictator Melbu Frahma extracted the soul of a mighty god of destruction and placed it in a gem he wore to further increase his power. His sister Charle created five Signet Spheres to weaken his connection and keep the god's body at bay, but he in turn made five items to destroy the Spheres.

In her early adulthood, Rose fought alongside Emperor Diaz of the human race, but this rebellion was a losing battle as the humans possessed no remarkable magic. She and her fellow knights sought out the power of dragons. They took possession of seven crystallized spirits that granted them the power they desired, transforming them into the Dragoon warriors. The Dragoons then tamed other dragons to fight alongside them and, with their combined might, turned the tides of this war. The conflict became known as the Dragon Campaign.

In the final battle against Melbu Frahma, five of the seven Dragoons were killed, leaving only Rose and her fiancé Zieg—the Red-Eye Dragoon, commanding the element of fire. Zieg managed to land the final blow, but Frahma afflicted him with a petrification curse with his dying breath. Frahma's gem shattered, releasing the god of destruction's soul. Its body loomed ominously over the land, entombed in the Moon That Never Sets.

Every 108 years, the Moon That Never Sets took on a red glow and the soul of the god of destruction inhabited a newborn baby known as the Moon Child. Compelled by duty and equipped with a choker from Charle Frahma that made her immortal, Rose drifted through time, killing the Moon Child unerringly for almost 11,000 years. Her actions spawned the errant legend of the Black Monster:
"Every 108 years, when the Moon That Never Sets glows red, a demon wreathed in shadow will lay waste to entire villages and kill a holy child that would fill the world with holy bliss."

However, on Rose's last outing as the Black Monster, she failed her mission. In the northern country of Mille Seseau, Queen Theresa gave birth to twin daughters, one of whom was the Moon Child. To foil the assassination, Theresa sent her daughters far away. Rose destroyed the village of Neet and pursued one ship across the sea. Princess Louvia, her nanny, and the knights protecting her all died that night... but the actual Moon Child got away, unbeknownst to her.

18 years later, while wandering aimlessly, Rose saved a mercenary named Dart from a dragon attack in the forest. Her Dragoon Spirit reacted to his presence as he left, so she continued to stalk him as he, his childhood friend Shana, and their new friend Sir Lavitz fought to quell a civil war in his country of Serdio. When Dart was about to be executed by the enemy during an ambush, Rose bid Dart's heirloom red gem awaken, for it was the Red-Eye Dragoon spirit. He escaped his demise as a result and discovered the Serdian Civil War was a cover for a much larger scheme to gather Melbu Frahma's sacred Moon Objects and shatter the remaining Signet Spheres hidden in three lost Wingly cities. The apparent mastermind was Lloyd, a Wingly who also stole the ancient Dragon Buster sword and used it to slay Lavitz. He believed the Moon Child would better this cruel world with its power, so he did what he must, killing anyone in his way.

Much of Dart's motivation during his journey was to get stronger so he could find and slay the Black Monster, as he was a survivor of the massacre at Neet. As the quest continued to avenge Lavitz and stop the scheme, Lloyd was found answering to a man claiming to be Emperor Diaz. In fact, the impostor was Zieg—Dart's father and Rose's former fiancé, whose curse had faded more than 23 years prior. After kidnapping Shana, the lost princess and actual Moon Child, he discarded Lloyd and exposed Rose as the Black Monster. While pursuing Zieg afterwards, Dart and Rose worked out their conflict. He learned the truth, that Rose had killed the people of Neet because they had become thralls of the Moon Child, forced to adore, protect, and obey her so she could fulfill her purpose as the god of destruction incarnate.

After Zieg broke the other Signet Spheres, the Divine Tree rose again to act as a pedestal for Moon That Never Sets. Zieg took Shana inside to prepare for the birth of the new god of destruction. Once at the core, Zieg spoke cryptically before collapsing. He, too, was only a puppet, possessed by the spirit of Melbu Frahma. Frahma used his immense power to hide within the Red-eye Dragoon Spirit, then possessed Zieg when he attempted to activate it to intercept Rose in Neet. His next move was to pull Shana out of the core and place himself at the heart of the Virage Embryo, the fledgling god.

The new Dragoons did battle with Melbu Frahma and, after fighting him across several simulations of a world with him as god, defeated him. To ensure the would-be god truly died this time, Rose and Zieg stayed behind as the Moon That Never Sets collapsed.

Perhaps unfortunately, the story doesn't end there for Rose. Her spirit has been pulled through the veil of time and space, and now she is back in human form at full power, with a mission to avert a potential crisis of seemingly infinite scale.

Powers and Abilities:
  • Swordsmanship - Rose is a master swordsman with 11,000 years of experience. Her area of expertise is with rapiers and shortswords; she is fast and precise.
  • Dragoon Magic - Calling upon the power of the Dark Dragon, Rose can fly and cast powerful darkness-based spells. Her Dragoon armor makes her more durable, while her sword attacks deal additional magical damage.
  • Magic Items - In Rose's world, magic is often sealed inside items like glass bottles and crystals. When activated, a special effect happens, depending on the magic unleashed. She has a thorough knowledge of these items and was among the best in her party at using them.
Weaknesses:
Since she is aligned with dark elemental powers, Rose is weak against light-based magic attacks. Like many characters adept with magic and bearing a fighting style revolving around speed, she is considerably more fragile than other fighters, as she is not used to being struck often.

Equipment:
  • Rapier - A sword with a narrow blade. Agile, reliable, and deadly.
  • Magic Ego Bell - A small accessory that prevents Rose from being charmed by mind-altering magic.
  • Healing Potion - A basic healing item for one. One use only.
  • Angel's Prayer - A powerful single-use item that revives one dying target.
  • Mind Purifier - A single-use magic item that dispels any magical fear, confusion, apathy, or charm effects.
  • Dark Mist - An item that unleashes darkness-based magic, conjuring a black mist that coalesces into multiple projectiles that strikes one target from many angles.
  • Night Raid - The magic contained in this item shrouds an area in darkness while a demon rushes through, slashing wildly at any enemy inside.
Spells:
  • Astral Drain - Rose throws her transformed rapier, piercing one target and siphoning their life force so she can heal herself and surrounding allies.
  • Death Dimension - Rose pulls up to three enemies into a void and encases them in a two-dimensional space. When she shatters this flat plane like glass, those trapped inside take moderate damage.
  • Demon's Gate - A black ichor drips from Rose, opening a portal that sucks in many lesser enemies, eliminating them instantly.
  • Dark Dragon - A manifestation of the original dark dragon appears to wreath a single foe in darkness before rushing and slicing through it. Powerful, but extremely taxing to cast.
 
Last edited:

Name: Rose
Origin: The Legend of Dragoon
Role: Ally (soon enough)
Age: Over 11,000 years
Race: Human w/ dark magic affinity
Gender: Female

Description:
Rose is a woman with long, black hair and gray eyes. She has a slim but toned build and wears antiquated dark blue leather armor with gold trim and a matching circlet with dragon horn motif. When she transforms, she wears shiny midnight-blue Dragoon armor with red accents and transparent green dragon-like wings.

Personality:
Rose is often the quiet, brooding type, pondering past events. She fears losing friends, so she doesn't typically go out of her way to make new friends. Though initially cold and distant, she became kind and compassionate over the course of her last journey. Rose refuses to go anywhere without her sharp sword. Her equally sharp tongue can sometimes be enough to repel lesser men. She can also he rather cryptic, trying to not let on that she is an ancient, powerful spellsword.

Bio:
Born over 11,000 years ago, Rose started life in an era in which humans were oppressed. The Winglies, people who could manifest wings and wield impressive destructive magic, ruled the world. From the 108th fruit of the Divine Tree that yielded all life, dictator Melbu Frahma extracted the soul of a mighty god of destruction and placed it in a gem he wore to further increase his power. His sister Charle created five Signet Spheres to weaken his connection and keep the god's body at bay, but he in turn made five items to destroy the Spheres.

In her early adulthood, Rose fought alongside Emperor Diaz of the human race, but this rebellion was a losing battle as the humans possessed no remarkable magic. She and her fellow knights sought out the power of dragons. They took possession of seven crystallized spirits that granted them the power they desired, transforming them into the Dragoon warriors. The Dragoons then tamed other dragons to fight alongside them and, with their combined might, turned the tides of this war. The conflict became known as the Dragon Campaign.

In the final battle against Melbu Frahma, five of the seven Dragoons were killed, leaving only Rose and her fiancé Zieg—the Red-Eye Dragoon, commanding the element of fire. Zieg managed to land the final blow, but Frahma afflicted him with a petrification curse with his dying breath. Frahma's gem shattered, releasing the god of destruction's soul. Its body loomed ominously over the land, entombed in the Moon That Never Sets.

Every 108 years, the Moon That Never Sets took on a red glow and the soul of the god of destruction inhabited a newborn baby known as the Moon Child. Compelled by duty and equipped with a choker from Charle Frahma that made her immortal, Rose drifted through time, killing the Moon Child unerringly for almost 11,000 years. Her actions spawned the errant legend of the Black Monster:
"Every 108 years, when the Moon That Never Sets glows red, a demon wreathed in shadow will lay waste to entire villages and kill a holy child that would fill the world with holy bliss."

However, on Rose's last outing as the Black Monster, she failed her mission. In the northern country of Mille Seseau, Queen Theresa gave birth to twin daughters, one of whom was the Moon Child. To foil the assassination, Theresa sent her daughters far away. Rose destroyed the village of Neet and pursued one ship across the sea. Princess Louvia, her nanny, and the knights protecting her all died that night... but the actual Moon Child got away, unbeknownst to her.

18 years later, while wandering aimlessly, Rose saved a mercenary named Dart from a dragon attack in the forest. Her Dragoon Spirit reacted to his presence as he left, so she continued to stalk him as he, his childhood friend Shana, and their new friend Sir Lavitz fought to quell a civil war in his country of Serdio. When Dart was about to be executed by the enemy during an ambush, Rose bid Dart's heirloom red gem awaken, for it was the Red-Eye Dragoon spirit. He escaped his demise as a result and discovered the Serdian Civil War was a cover for a much larger scheme to gather Melbu Frahma's sacred Moon Objects and shatter the remaining Signet Spheres hidden in three lost Wingly cities. The apparent mastermind was Lloyd, a Wingly who also stole the ancient Dragon Buster sword and used it to slay Lavitz. He believed the Moon Child would better this cruel world with its power, so he did what he must, killing anyone in his way.

Much of Dart's motivation during his journey was to get stronger so he could find and slay the Black Monster, as he was a survivor of the massacre at Neet. As the quest continued to avenge Lavitz and stop the scheme, Lloyd was found answering to a man claiming to be Emperor Diaz. In fact, the impostor was Zieg—Dart's father and Rose's former fiancé, whose curse had faded more than 23 years prior. After kidnapping Shana, the lost princess and actual Moon Child, he discarded Lloyd and exposed Rose as the Black Monster. While pursuing Zieg afterwards, Dart and Rose worked out their conflict. He learned the truth, that Rose had killed the people of Neet because they had become thralls of the Moon Child, forced to adore, protect, and obey her so she could fulfill her purpose as the god of destruction incarnate.

After Zieg broke the other Signet Spheres, the Divine Tree rose again to act as a pedestal for Moon That Never Sets. Zieg took Shana inside to prepare for the birth of the new god of destruction. Once at the core, Zieg spoke cryptically before collapsing. He, too, was only a puppet, possessed by the spirit of Melbu Frahma. Frahma used his immense power to hide within the Red-eye Dragoon Spirit, then possessed Zieg when he attempted to activate it to intercept Rose in Neet. His next move was to pull Shana out of the core and place himself at the heart of the Virage Embryo, the fledgling god.

The new Dragoons did battle with Melbu Frahma and, after fighting him across several simulations of a world with him as god, defeated him. To ensure the would-be god truly died this time, Rose and Zieg stayed behind as the Moon That Never Sets collapsed.

Perhaps unfortunately, the story doesn't end there for Rose. Her spirit has been pulled through the veil of time and space, and now she is back in human form at full power, with a mission to avert a potential crisis of seemingly infinite scale.

Powers and Abilities:
  • Swordsmanship - Rose is a master swordsman with 11,000 years of experience. Her area of expertise is with rapiers and shortswords; she is fast and precise.
  • Dragoon Magic - Calling upon the power of the Dark Dragon, Rose can fly and cast powerful darkness-based spells. Her Dragoon armor makes her more durable, while her sword attacks deal additional magical damage.
  • Magic Items - In Rose's world, magic is often sealed inside items like glass bottles and crystals. When activated, a special effect happens, depending on the magic unleashed. She has a thorough knowledge of these items and was among the best in her party at using them.
Weaknesses:
Since she is aligned with dark elemental powers, Rose is weak against light-based magic aattacks. Like many characters adept with magic and fencing, she is considerably more fragile than a more hardened fighter, as she is not used to being struck often.

Equipment:
  • Rapier - A sword with a narrow blade. Agile, reliable, and deadly.
  • Magic Ego Bell - A small accessory that prevents Rose from being charmed by mind-altering magic.
  • Healing Potion - A basic healing item for one. One use only.
  • Angel's Prayer - A powerful single-use item that revives one dying target.
  • Mind Purifier - A single-use magic item that dispels any magical fear, confusion, apathy, or charm effects.
  • Dark Mist - An item that unleashes darkness-based magic, conjuring a black mist that coalesces into multiple projectiles that strikes one target from many angles.
  • Night Raid - The magic contained in this item shrouds an area in darkness while a demon rushes through, slashing wildly at any enemy inside.
Spells:
  • Astral Drain - Rose throws her transformed rapier, piercing one target and siphoning their life force so she can heal herself and surrounding allies.
  • Death Dimension - Rose pulls up to three enemies into a void and encases them in a two-dimensional space. When she shatters this flat plane like glass, those trapped inside take moderate damage.
  • Demon's Gate - A black ichor drips from Rose, opening a portal that sucks in many lesser enemies, eliminating them instantly.
  • Dark Dragon - A manifestation of the original dark dragon appears to wreath a single foe in darkness before rushing and slicing through it. Powerful, but extremely taxing to cast.
No amount of Red Dead Redemption 2 will prepare us for this....wait-

Approved 👍
 


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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 deteriorate 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 carry-handle rapid-acquisition sights. Lastly, two extra magazines carry variants of the rounds, notably Armor-piercing and ‘Shredder’ hollow points used from depleted uranium, respectfully.

x1 M6G Pistol: The M6G is a semi-automatic, recoil-operated, magazine-fed, large-caliber handgun. 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 deteriorate 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:

AEg77xCcY7d6RlZL1It10dWEaCJMLvy-VZ9gT-vBuKPOsDJD1V6SsBa7i5jROZWDPJREyf-2Jd7wc1MwrB7mOZIhHV3ACFrEvvaHNE27xUr3h5S-L6S0z_LkymsmPo5vMkO5YZT_

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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:


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 carry-handle rapid-acquisition sights. Lastly, two extra magazines carry variants of the rounds, notably Armor-piercing and ‘Shredder’ hollow points used from depleted uranium, respectfully.

x1 M6G Pistol: The M6G is a semi-automatic, recoil-operated, magazine-fed, large-caliber handgun. 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.

It's the greatest quad squad since Fallout 4....godfuckingdamn-

Approved 👍
 
Name:Tanjiro and Nezuko Kamado
Origin: Demon Slayer
Age: Tanjiro:15
Nezuko:14
Gender:Tanjiro: male
Nezuko:female
Role:Agent for Tanjiro Ally for Nezuko
Species:human and demon,respecfully
Appearence:

Personality: Tanjiro is a kind hearted individual while his demon turned sister Nezuko has a childlike personality due having lost her memories because of her demonic condition.
Bio:Tanjiro has been promoted to UCA agent after the San Buena mission,where he ended up with Inosuke due to a multiversal anomaly. He was seperated from his sister Nezuko during this event,but he was quickly reunited with her along with Zenitsu.

Powers and abilities:
Tanjiro:
Enhanced sence of smell
Enhenced strength,agility
Water breathing techniques ( knows all 10)and sun breathing techniques ( Hinokami Kagura)

Nezuko:
Regenerative abilities
Blood demon art: Blood explosion ( allows her to create flames using her own blood.
Can change sizes.

Weakneses:
Tanjiro: His sister,the only familly he has left.
Nezuko: being a demon, Nezuko is weak to sunlight.
------
Name:Zenitsu Agatsuma
Origin: Demon Slayer
Age:16
Gender:male
Species:human
Role:Agent
Appearence:
Personality: Despite his cowardly,lovesick and anxious nature, Zenitsu is kind hearted and wants to prove himself.
Bio: Zenitsu joined the UCA not long after the San Buena mission started. He wasn't too thrilled into joined..until he was reunited with his friends.
Powers and abilities:
Enhenced sence of hearing
Enhenced strength and agility
Thunder breathing: First form: Thunderclap and flash( six variations)

Weakness: Cute girls and danger.
----------
Name:Tengen Uzui
Origin: Demon Slayer
Age: 23
Gender:Male
Species:human
Role:Agent
Appearence:
Tengen Uzui
Personality: Flamboyant and commanding but cares.
Bio: Tengen comes from a familly of Shinobi. He and his siblings were forced to fight each other to the death. Hating this,he left the familly household along with his three kunoichi wives and joined the Demon Slayer corps,rising in their ranks as the Sound Hashira. When the multiversal crisis reached thieir world,some of the Demon Slayer Corps joined the UCA as agents. After Giyu Tomioka,the water Hashira returned to Taisho Japan to fufil missions for the Corps( after the San Buena mission) and Shinobu returned to work for the U.C.A watchtower's medical bay,Tengen was sent along with Mist Hashira Muichiro Tokito and Love Hashira Mitsuri Kanroji to help the U.C.A.

Powers and abilities:
Enhenced hearing,agility and strength
Sound breathing( three techniques plus his own " Musical score" technique)

Weakness: If his love ones are threatened.


( more characters to come)
 
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Name:Tanjiro and Nezuko Kamado
Origin: Demon Slayer
Age: Tanjiro:15
Nezuko:14
Gender:Tanjiro: male
Nezuko:female
Role:Agent for Tanjiro Ally for Nezuko
Species:human and demon,respecfully
Appearence:

Personality: Tanjiro is a kind hearted individual while his demon turned sister Nezuko has a childlike personality due having lost her memories because of her demonic condition.
Bio:Tanjiro has been promoted to UCA agent after the San Buena mission,where he ended up with Inosuke due to a multiversal anomaly. He was seperated from his sister Nezuko during this event,but he was quickly reunited with her along with Zenitsu.

Powers and abilities:
Tanjiro:
Enhanced sence of smell
Enhenced strength,agility
Water breathing techniques ( knows all 10)and sun breathing techniques ( Hinokami Kagura)

Nezuko:
Regenerative abilities
Blood demon art: Blood explosion ( allows her to create flames using her own blood.
Can change sizes.

Weakneses:
Tanjiro: His sister,the only familly he has left.
Nezuko: being a demon, Nezuko is weak to sunlight.
------
Name:Zenitsu Agatsuma
Origin: Demon Slayer
Age:16
Gender:male
Species:human
Role:Agent
Appearence:
Personality: Despite his cowardly,lovesick and anxious nature, Zenitsu is kind hearted and wants to prove himself.
Bio: Zenitsu joined the UCA not long after the San Buena mission started. He wasn't too thrilled into joined..until he was reunited with his friends.
Powers and abilities:
Enhenced sence of hearing
Enhenced strength and agility
Thunder breathing: First form: Thunderclap and flash( six variations)

Weakness: Cute girls and danger.
----------
Name:Tengen Uzui
Origin: Demon Slayer
Age: 23
Gender:Male
Species:human
Role:Agent
Appearence:
Tengen Uzui
Personality: Flamboyant and commanding but cares.
Bio: Tengen comes from a familly of Shinobi. He and his siblings were forced to fight each other to the death. Hating this,he left the familly household along with his three kunoichi wives and joined the Demon Slayer corps,rising in their ranks as the Sound Hashira. When the multiversal crisis reached thieir world,some of the Demon Slayer Corps joined the UCA as agents. After Giyu Tomioka,the water Hashira returned to Taisho Japan to fufil missions for the Corps( after the San Buena mission) and Shinobu returned to work for the U.C.A watchtower's medical bay,Tengen was sent along with Mist Hashira Muichiro Tokito and Love Hashira Mitsuri Kanroji to help the U.C.A.

Powers and abilities:
Enhenced hearing,agility and strength
Sound breathing( three techniques plus his own " Musical score" technique)

Weakness: If his love ones are threatened.


( more characters to come)
On this episode of Devil Might Constipate...uuuuuuuuuuuuuuuuuuuugh-

Approved 👍
 
show (1).jpeg
Name: Pixie
Origin: Shin Megami Tensei III
Role: Ally
Race: Fairy
Age: Unknown
Sex: Female


Physical Description: Pixie's appearance isn't anything notable. She is, obviously, quite small in size. As such, most opponents will assume Pixie is just the next easy target to eliminate. Though that is simply not the case.

Personality: While sometimes a little too sarcastic is the wrong circumstances, Pixie is quite the lovable traveling companion. Despite lacking physical strength, Pixie is always willing to charge into a mess to protect the friends she has made, like with the Demi-Fiend, who she secretly has a massive crush on, as well as a few others.

Likes: The Demi-Fiend, someone else taking charge, someone strong to follow, Ice Cream, Demons, Pink Flowers.

Dislikes: Lightning/Electricity (Bad experience while enduring Thor's Hammer's electric attacks), when she loses friends, when someone chooses to ignore the obvious solution.

Battle Experience: Aside from fighting Thor, Dante, Metatron (Not That One), Beelzebub, and Kagutsuchi, Pixie, along with Dante, and the Demi-Fiend were able to stand against the Demon Lord LUCIFER. While Pixie was mainly focusing on making sure Dante and the Demi-Fiend's lives were not taken the whole time, using revival spells excessively, she was still able to match the Dark Lord.

Equipment: Flowers she was given from the Demi-Fiend.

Abilities: Revive (Allows Pixie to completely restore 4 Allies to peak condition. Though this is only usable once every fight)
Electricity and Fire Manipulation
Various Healing Spells


Goals: With it unlikely she is going to see the Demi-Fiend anytime soon, Pixie simply wants a place she can live in perfect calmness.

Weakness: Pixie forms attachments to new people too easily.

MNe_Ctvk_400x400.jpeg

Name: Dante Sparda
Origin: Devil May Cry (DMC3)
Role: Ally
Sex: Male
Race: Human/Demon

Physical Description:
Dante wears long, tan-colored jeans, black fingerless gloves, and military-style boots. His coat has zippers on the sleeves and a buckle around the waist, and two brown, leather holsters on the back.

Personality:
Dante is incredibly flippant, casually mouthing off to even the most powerful of demons, and he generally enjoys showing off and taunting his adversaries as often as he can. Dante also displays a fearless, almost disinterested attitude towards incredibly dangerous situations.

Powers/Abilities:
Superhuman Strength, Superhuman Stamina, Telekinesis, Regeneration, Weapon Mastery, Darkness Manipulation, Durability Negation, Vibration Manipulation, Hellfire Manipulation, Energy Manipulation, Social Influencing, Fate Manipulation, Cosmic Awareness, Time Immunity, Immortality Type 5.

Weapons:
Rebellion (A Sword From Sparda's Days), Ebony and Ivory (Twin Handguns), Sub Machine Guns, various Rocket Launchers, Needlegun, Grenadegun, Shotgun, Assault Rifles.

Ammo: All of Dante's weapons carry an infinite ammo surplus. Dante is also able to summon these weapons at will.


Weakness: Dante's cocky attitude tends to get the guy into more trouble than out of it.
 
View attachment 1091922
Name: Pixie
Origin: Shin Megami Tensei III
Role: Ally
Race: Fairy
Age: Unknown
Sex: Female


Physical Description: Pixie's appearance isn't anything notable. She is, obviously, quite small in size. As such, most opponents will assume Pixie is just the next easy target to eliminate. Though that is simply not the case.

Personality: While sometimes a little too sarcastic is the wrong circumstances, Pixie is quite the lovable traveling companion. Despite lacking physical strength, Pixie is always willing to charge into a mess to protect the friends she has made, like with the Demi-Fiend, who she secretly has a massive crush on, as well as a few others.

Likes: The Demi-Fiend, someone else taking charge, someone strong to follow, Ice Cream, Demons, Pink Flowers.

Dislikes: Lightning/Electricity (Bad experience while enduring Thor's Hammer's electric attacks), when she loses friends, when someone chooses to ignore the obvious solution.

Battle Experience: Aside from fighting Thor, Dante, Metatron (Not That One), Beelzebub, and Kagutsuchi, Pixie, along with Dante, and the Demi-Fiend were able to stand against the Demon Lord LUCIFER. While Pixie was mainly focusing on making sure Dante and the Demi-Fiend's lives were not taken the whole time, using revival spells excessively, she was still able to match the Dark Lord.

Equipment: Flowers she was given from the Demi-Fiend.

Abilities: Revive (Allows Pixie to completely restore 4 Allies to peak condition. Though this is only usable once every fight)
Electricity and Fire Manipulation
Various Healing Spells


Goals: With it unlikely she is going to see the Demi-Fiend anytime soon, Pixie simply wants a place she can live in perfect calmness.

Weakness: Pixie forms attachments to new people too easily.

View attachment 1091925

Name: Dante Sparda
Origin: Devil May Cry (DMC3)
Role: Ally
Sex: Male
Race: Human/Demon

Physical Description:
Dante wears long, tan-colored jeans, black fingerless gloves, and military-style boots. His coat has zippers on the sleeves and a buckle around the waist, and two brown, leather holsters on the back.

Personality: Dante is incredibly flippant, casually mouthing off to even the most powerful of demons, and he generally enjoys showing off and taunting his adversaries as often as he can. Dante also displays a fearless, almost disinterested attitude towards incredibly dangerous situations.

Powers/Abilities: Superhuman Strength, Superhuman Stamina, Telekinesis, Regeneration, Weapon Mastery, Darkness Manipulation, Durability Negation, Vibration Manipulation, Hellfire Manipulation, Energy Manipulation, Social Influencing, Fate Manipulation, Cosmic Awareness, Time Immunity, Immortality Type 5.

Weapons: Rebellion (A Sword From Sparda's Days), Ebony and Ivory (Twin Handguns), Sub Machine Guns, various Rocket Launchers, Needlegun, Grenadegun, Shotgun, Assault Rifles.

Ammo: All of Dante's weapons carry an infinite ammo surplus. Dante is also able to summon these weapons at will.


Weakness: Dante's cocky attitude tends to get the guy into more trouble than out of it.
Rare footage of the new owners of Fred Fuzz's Pizorium Emporium

Approved 👍
 
Name Mitsuri Kanroji
Origin: Demon Slayer
Species: human
Age:19
Gender: female
Role:Agent
Appearence:
Mitsuri Kanroji

Personality: Cheerful ,friendly and optimistic. Likes to eat alot too.
Bio: Mitsuri joined the Demon Slayer Corps in hope to find an husband who will accept her for who she is. She was trained by the future flame hashira Kyojuro Rengoku and was taught Flame breathing by him. She create her own breathing style from it: Love breathing.

Powers/abilities:
Super human strength Despite her size,Mitsuri's muscles are stronger then those of a normal human being.
Love breathing techniques( 6 of them)
Weakness: Still a human being despite her strength.
---------
Name: Muichiro Tokito
Origin: Demon Slayer
Species: human
Age:14
Gender:Male
Role:Agent
Appearence:
Muichiro Tokito

Personality: Air headed and impassive
Bio: Muichiro grew with his twin brother Yuichiro ,their mother having died by illness and their father killed by trying to find a cure. They were approched by the wife of the leader of the demon slayer corps who asked them to join,but Yuichiro refused,much to Muichiro's desapointment. Then one night, a demon killed Yuichiro,causing the then cheerful Muichiro to go on a rage and killed the demon. The event caused him to lose his memories.

Powers and abilities:
Mist breathing( 7 forms)

Weakness: Still human. Likes empathy and compasion.
 
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IMG_0415.png
Name: Eddie Gears
Origin: Unknown
Role: Agent
*Age: Unknown
*Race: Human
Gender: Male
Description:
Personality: Eddie shows signs of mania, but not to a usually dangerous degree. He possesses a strong desire to help the innocent and those in need, he shows little concern towards his own health when helping others.
Bio: Eddie is a multiverses traveler, moving between universes alone since as long as he could remember. He was a hero in one of the universes he stayed in, forming a team with a few friends he made until they were double crossed and killed.
Eddie became the last hero in that world, dealing with endless waves of villains. After a few years, he failed and the reality was destroyed, only barley escaping in time.

Eddie was approached by the UCA and agreed to join. Ever since, he has been working solo missions, along with a few team missions with Gwenpool, Claptrap, and Wheatley
Powers, and Abilities: Reality tearing allows him to spontaneously teleport, a prolonged tear can open a gateway. He can manipulate the portals: Visibility, Solidity, and Size.

Additionally, Eddie has regenerative abilities and a “Respawn” that allows him to die and return in a new body if too much damage is sustained.
Weaknesses: Water melts his portals and can make him randomly teleported, while gold stops his regenerative ability.
 
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View attachment 1092061
Name: Eddie Gears
Origin: Unknown
Role: Agent
*Age: 23
*Race: Human
Gender: Male
Description:
Personality: Eddie shows signs of mania, but not to a usually dangerous degree. He possesses a strong desire to help the innocent and those in need, he shows little concern towards his own health when helping others.
Bio: Eddie is a multiverses traveler, moving between universes alone since as long as he could remember. He was a hero in one of the universes he stayed in, forming a team with a few friends he made until they were double crossed and killed.
Eddie became the last hero in that world, dealing with endless waves of villains. After a few years, he failed and the reality was destroyed, only barley escaping in time.

Eddie was approached by the UCA and agreed to join. Ever since, he has been working solo missions, along with a few team missions with Gwenpool, Claptrap, and Wheatley
Powers, and Abilities: Reality tearing allows him to spontaneously teleport, a prolonged tear can open a gateway. He can manipulate the portals: Visibility, Solidity, and Size.

Additionally, Eddie has regenerative abilities and a “Respawn” that allows him to die and return in a new body if too much damage is sustained.
Weaknesses: Water melts his portals and can make him randomly teleported, while gold stops his regenerative ability.
Enter: Special Agent Ass Blaster Hot Wings.

Approved 👍
 
Name Mitsuri Kanroji
Origin: Demon Slayer
Species: human
Age:19
Gender: female
Role:Agent
Appearence:
Mitsuri Kanroji

Personality: Cheerful ,friendly and optimistic. Likes to eat alot too.
Bio: Mitsuri joined the Demon Slayer Corps in hope to find an husband who will accept her for who she is. She was trained by the future flame hashira Kyojuro Rengoku and was taught Flame breathing by him. She create her own breathing style from it: Love breathing.

Powers/abilities:
Super human strength Despite her size,Mitsuri's muscles are stronger then those of a normal human being.
Love breathing techniques( 6 of them)
Weakness: Still a human being despite her strength.
---------
Name: Muichiro Tokito
Origin: Demon Slayer
Species: human
Age:14
Gender:Male
Role:Agent
Appearence:
Muichiro Tokito

Personality: Air headed and impassive
Bio: Muichiro grew with his twin brother Yuichiro ,their mother having died by illness and their father killed by trying to find a cure. They were approched by the wife of the leader of the demon slayer corps who asked them to join,but Yuichiro refused,much to Muichiro's desapointment. Then one night, a demon killed Yuichiro,causing the then cheerful Muichiro to go on a rage and killed the demon. The event caused him to lose his memories.

Powers and abilities:
Mist breathing( 7 forms)

Weakness: Still human. Likes empathy and compasion.
I totally didn't see this one.

Approved 👍
 
Name: Black Rock Shooter, "Daiya"
Origin: OC ~ Black Rock Shooter Inspired
Role: Ally
*Age: Unknown
*Race: Golem
Gender: Female
Description:
A rather petite woman with pale skin with shining sapphire eyes and black, messy twin tails. She appears to be wearing an all black tunic ripped open straight on the middle, resembling a jagged cut or a lightning bolt. She wears black shorts with black boots. She wears a black and blue cloak with a witch's hat sewn onto the hood. Her skin appears to be glistening when up close, almost like her entire body's nothing but glass.

(No Art for the moment, but I'll probably come up with something before the rp ends.)

Personality:

Like most Black Rock Shooter iterations, Daiya is soft spoken and reserved to the point of being expressionless. Though it may be her demeanor as a Golem to not express much through her face, but rather, through monotonic deadpanning. She's knowledgeable about her own ancestors' past, but only divulge details when necessary; or if her heritage has been insulted. She's passionate about the Black Rock Golems and would fly into a berserk rage if anyone speaks ill of them, only managing to hold herself back if she knows they're her allies.

Outside of her tribe, however, Daiya is clueless about most things. Needing her Scholarly companion to explain human things to her before he had to be left behind to rebuild the kingdom. Daiya's knowledge of the world lands roughly around the Middle Ages.

Bio:
Daya is a part of a race of ancient golems that were primarily black in color with glowing eyes, trims, capable of shedding thick, black blood. These Black Golems were like vampires, thriving off of blood as their primary source of nutrients and fuel, and were the primary predators of humans in days old. They lived in relative peace until the Humans driven them all underground after a great war, where they were presumably starved off to extinction due to the lack of blood to feast on and allow them to give life to new Black Golems.

Realizing the error of their ways, the Black Golems decided to shape one last Golem. One that is nearly indistinguishable to a human girl, hoping for the day that mankind opens the gates to the Underworld once more to be given life and allow this girl to be serve mankind as their strongest weapon as an offering of peace. The girl was given one directive; protect the humans who defeated them of the surface world.

In doing so, the Black Golems left behind four weapon schematics hidden with her somewhere underground. The Star Cannon, The Empress Blade, The Strength Armor, and The Death Scythe; The Four Major Tribes of the Black Rock Golems shaping themselves for their last descendant to use in aiding man, hiding amongst the corners of the Underworld.

A millennia later, a group of scholar mages wandered into the Underworld Caverns while demons razed the surface. Stumbling upon her resting place while investigating the legends of the mighty Black Golems, finding her engraved upon the wall near a stone pedestal bowl. Before they can comprehend this, the scholars were attacked by demons who followed them underground, shedding blood on the pedestal, causing the engravings on the walls to glow blue as pale girl's eyes shot wide open, burning a bright blue flame as she broke out of the wall and dispatched of the demons with nothing but her fists.

Looking around, the girl discovered that the blood spilt by humans were not out of their desire for peace, but due to a mere accident at a time of crisis. Fortunately, one of the scholars survived the attack, thanking her for sparing his life, he asked for her name. The girl did not have a name given to her yet, so the scholar gave her the name 'Daiya'.

A grand epic ensues that involved stopping a demon king and saving a dying surface. Daiya was soon hailed as a heroine along with her noble Scholar. While the latter helped rebuild the surface's kingdom, Daiya took a wrong turn somewhere and somehow fell into the UCA Watchtower, where she would be trained to become an Agent one day.

Powers, and Abilities:

Geokinesis ~ The ability to control rocks. Black Golems like her are able to naturally take rocks out of the ground around a 5 meter radius and throw them like projectiles. Daiya could also use those rocks to form constructs; including ancient Black Rock weapons the four tribes left for her after learning their schematics from their temples.

Aggressor Module ~ Black Rock Shooter's signature flaming eyes. It burns whenever one of her Black Rock weapons are active, allowing her to keep the weapon materialized. When used without summoning a weapon though, Daiya's physical strength and durability is increased.

Elemental Magic ~ In her travels with the Scholarly Mage, Daiya learns the basics of elemental magic. Particularly, Elemental Enchantment; where an attribute is applied to an object to enchant it. She uses this to change what her Black Rock Star Cannon fires. Her available elements are Fire, Ice, Wind and Lightning. Her element changes what her Aggressor Module looks like. If her chosen enchantment is fire, both her eyes will burn instead of just one. If Ice, instead of a burning eye, icy mist will emit out of it. Lightning will be blue lightning, and Wind will be green smoke.

Black Rock Star Cannon - The Rock Cannon of this Black Rock Shooter. The Weapon left behind by her creators, the Star Tribe of the Black Rock Golems. A large cannon with glowing blue engravings. Primarily shoots blue fire balls. If used to shoot rocks, then the flame enhances it to become explosives. Can be used like a flame thrower or a straight up laser beam.

Black Rock Empress Blade - The Black Blade of this Black Rock Shooter. The Weapon left behind by her creators, the Empress Tribe of the Black Rock Golems. A claymore weapon that can be held with both hands. It appears like a large, curved scimitar with a glowing red edge and engravings. Its flames are colored red as well and can be used to fling red slashes as projectiles. Strong enough to cut through solid metal once coated with its own flames; with takes a while.

Black Rock Fortune Halberd/Dead Master's Death Scythe - The Death Master Scythe of this Black Rock Shooter. The Weapon left behind by her creators, the Fortune Tribe of the Black Rock Golems, coopted by the demons that razed the surface into the Death Scythe wielded by the Demons' own counterfeit Black Golem, Dead Master "Yomi", who became Daiya's nemesis; and one that Daiya's generally angry at for stealing her heritage's weapon and 'defiling' it. After wrestling the schematics from Yomi's hideout--The Black Rock Fortune's Shrine, Daiya was able to obtain the proper Fortune Halberd, although with the extra weapon mode granted by the Demons practically scribbling over it being Dead Master's Scythe. Though it's one she rarely uses out of disgust of the demons colonializing her ancestors' creations, despite its improvements over the Fortune Halberd.

The Fortune Halberd is a standard spear like weapon with an axe on its side. Used for thrusting and rarely sweeping. Its golden flame coats whatever surface it touches into glowing rocks that automatically orbits Daiya that she could then gather around to form a durable shield. She could use those rocks to form the Death Scythe, the secondary weapon mode created by the Demons; with a green glowing blade that's attached to the Halberd's axe blade. It grants Daiya more range in her attacks, even allowing her to create flaming green buzzsaws that fly towards her target and explode on contact.

Black Rock Strength Armor - The Ogre Arms of this Black Rock Shooter. Large mechanical arms with glowing orange engravings can cause the very earth to quake and can potentially lift mountains. These mechanical arms that grow from its condensed form of fitting gauntlets. A secondary set of arms can sprout from the braces it takes the shape of when Daiya initially obtained them after Daiya proved her worthiness to the last surviving member of the Strength Tribe, who was reinvigorated when monster blood was spilled in the Strength Tribe's cavern; Strength Ogre. However, manifesting them can be quite exhausting. The fingertips are also designed to rapid fire chunks of rocks it scoops from the ground after crushing it onto her palm. The arms' durable nature also makes it great for defense.

Weaknesses:
Daiya is pretty brittle when it comes down to it. A well placed punch can shatter an entire limb. Although her head is pretty durable as they house her body's core. Because of her brittle body, the Aggressor is required to toughen up her body whenever she needs to engage in close quarters. However, she can easily repair herself with the surrounding rocks unless her core is shattered or cracked. Once you shoot her limbs off, she can only move one of them with her geokinesis if it stays intact when breaking off.

It takes a good while to repair broken body parts using any old rock.

Other:


In the Black Rock Golems' ancient language, the name 'Daiya' means Beloved. Her actual name, Shooter, carries the same meaning as 'Warrior'.
 
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Name: Daiya
Origin: OC ~ Black Rock Shooter Inspired
Role: Ally
*Age: Unknown
*Race: Golem
Gender: Female
Description:
A rather petite woman with pale skin with shining sapphire eyes and black, messy twin tails. She appears to be wearing an all black tunic ripped open straight on the middle, resembling a jagged cut or a lightning bolt. She wears black shorts with black boots. She wears a black and blue cloak with a witch's hat sewn onto the hood. Her skin appears to be glistening when up close, almost like her entire body's nothing but glass.

(No Art for the moment, but I'll probably come up with something before the rp ends.)

Personality:

Like most Black Rock Shooter iterations, Daiya is soft spoken and reserved to the point of being expressionless. Though it may be her demeanor as a Golem to not express much through her face, but rather, through monotonic deadpanning. She's knowledgeable about her own ancestors' past, but only divulge details when necessary; or if her heritage has been insulted. She's passionate about the Black Rock Golems and would fly into a berserk rage if anyone speaks ill of them, only managing to hold herself back if she knows they're her allies.

Outside of her tribe, however, Daiya is clueless about most things. Needing her Scholarly companion to explain human things to her before he had to be left behind to rebuild the kingdom. Daiya's knowledge of the world lands roughly around the Middle Ages.

Bio:
Daya is a part of a race of ancient golems that were primarily black in color with glowing eyes, trims, capable of shedding thick, black blood. These Black Golems were like vampires, thriving off of blood as their primary source of nutrients and fuel, and were the primary predators of humans in days old. They lived in relative peace until the Humans driven them all underground after a great war, where they were presumably starved off to extinction due to the lack of blood to feast on and allow them to give life to new Black Golems.

Realizing the error of their ways, the Black Golems decided to shape one last Golem. One that is nearly indistinguishable to a human girl, hoping for the day that mankind opens the gates to the Underworld once more to be given life and allow this girl to be serve mankind as their strongest weapon as an offering of peace. The girl was given one directive; protect the humans who defeated them of the surface world.

In doing so, the Black Golems left behind four weapon schematics hidden with her somewhere underground. The Star Cannon, The Empress Blade, The Strength Gauntlets, and The Death Scythe; The Four Major Tribes of the Black Rock Golems shaping themselves for their last descendant to use in aiding man, hiding amongst the corners of the Underworld.

A millennia later, a group of scholar mages wandered into the Underworld Caverns while demons razed the surface. Stumbling upon her resting place while investigating the legends of the mighty Black Golems, finding her engraved upon the wall near a stone pedestal bowl. Before they can comprehend this, the scholars were attacked by demons who followed them underground, shedding blood on the pedestal, causing the engravings on the walls to glow blue as pale girl's eyes shot wide open, burning a bright blue flame as she broke out of the wall and dispatched of the demons with nothing but her fists.

Looking around, the girl discovered that the blood spilt by humans were not out of their desire for peace, but due to a mere accident at a time of crisis. Fortunately, one of the scholars survived the attack, thanking her for sparing his life, he asked for her name. The girl did not have a name given to her yet, so the scholar gave her the name 'Daiya'.

A grand epic ensues that involved stopping a demon king and saving a dying surface. Daiya was soon hailed as a heroine along with her noble Scholar. While the latter helped rebuild the surface's kingdom, Daiya took a wrong turn somewhere and somehow fell into the UCA Watchtower, where she would be trained to become an Agent one day.

Powers, and Abilities:

Geokinesis ~ The ability to control rocks. Black Golems like her are able to naturally take rocks out of the ground and throw it like projectiles. Daiya could also use those rocks to form constructs; including ancient Black Rock weapons the four tribes left for her after learning their schematics from their temples.

Aggressor Module ~ Black Rock Shooter's signature flaming eyes. It burns whenever one of her Black Rock weapons are active, allowing her to keep the weapon materialized. When used without summoning a weapon though, Daiya's physical strength and durability is increased.

Black Rock Star Cannon - The Rock Cannon of this Black Rock Shooter. The Weapon left behind by her creators, the Star Tribe of the Black Rock Golems. A large cannon with glowing blue engravings. Primarily shoots blue fire balls. If used to shoot rocks, then the flame enhances it to become explosives. Can be used like a flame thrower or a straight up laser beam.

Black Rock Empress Blade - The Black Blade of this Black Rock Shooter. The Weapon left behind by her creators, the Empress Tribe of the Black Rock Golems. A claymore weapon that can be held with both hands. It appears like a large, curved scimitar with a glowing red edge and engravings. Its flames are colored red as well and can be used to fling red slashes as projectiles. Strong enough to cut through solid metal once coated with its own flames; with takes a while.

Black Rock Fortune Halberd/Dead Master's Death Scythe - The Death Master Scythe of this Black Rock Shooter. The Weapon left behind by her creators, the Fortune Tribe of the Black Rock Golems, coopted by the demons that razed the surface into the Death Scythe wielded by the Demons' own counterfeit Black Golem, Dead Master "Yomi", who became Daiya's nemesis; and one that Daiya's generally angry at for stealing her heritage's weapon and 'defiling' it. After wrestling the schematics from Yomi's hideout--The Black Rock Fortune's Shrine, Daiya was able to obtain the proper Fortune Halberd, although with the extra weapon mode granted by the Demons practically scribbling over it being Dead Master's Scythe. Though it's one she rarely uses out of disgust of the demons colonializing her ancestors' creations, despite its improvements over the Fortune Halberd.

The Fortune Halberd is a standard spear like weapon with an axe on its side. Used for thrusting and rarely sweeping. Its golden flame coats whatever surface it touches into glowing rocks that automatically orbits Daiya that she could then gather around to form a durable shield. She could use those rocks to form the Death Scythe, the secondary weapon mode created by the Demons; with a green glowing blade that's attached to the Halberd's axe blade. It grants Daiya more range in her attacks, even allowing her to create flaming green buzzsaws that fly towards her target and explode on contact.

Black Rock Strength Arms - The Ogre Arms of this Black Rock Shooter. Large mechanical arms with glowing orange engravings can cause the very earth to quake and can potentially lift mountains. These mechanical arms that grow from its condensed form of fitting gauntlets. A secondary set of arms can sprout from the braces it takes the shape of when Daiya initially obtained them. However, manifesting them can be quite exhausting. The fingertips are also designed to rapid fire chunks of rocks it scoops from the ground after crushing it onto her palm. The arms' durable nature also makes it great for defense.

Weaknesses:
Daiya is pretty brittle when it comes down to it. A well placed punch can shatter an entire limb. Although her head is pretty durable as they house her body's core. Because of her brittle body, the Aggressor is required to toughen up her body whenever she needs to engage in close quarters. However, she can easily repair herself with the surrounding rocks unless her core is shattered or cracked. Once you shoot her limbs off, she can only move one of them with her geokinesis if it stays intact when breaking off.

It takes a good while to repair broken body parts using any old rock.
This post is brought to you by the letter R for rock as in the musical genre that predates M E T A L

Approved 👍
 
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Character Name: Thaddeus Solaxus

Universe: Warhammer 40,000/Multiverse (OC)

Alignment: Chaotic Good

Age: 205 years

Height: 7'6"

Faction/Allegiance: Imperium of Man, Ultramarines Chapter, 1st Company Vanguard Assault Marine


Equipment/Weapons:



  • Mk. VIII 'Errant' Power Armor: This version of Power Armor was in limited production; worn by 1st Company veterans or a Chapter's most venerated persons. It is considered to be a massive improvement over the Mk. VII 'Aquila' armor; distinguished by a raised collar or gorget at the front, and enhanced armored plating for the Mark VII's torso power cables which were vulnerable to weapons fire. Furthermore, the new pattern also addressed the vulnerability issues of the Mark VII's neck joint, which had been known to act as a "shell-trap," (a round could hit the chest armor and deflect up into the neck joint). Unfortunately, the new gorget required a new helmet design, which caused problems for backward compatibility with the earlier helmet types, which cannot be easily fitted to a Mark VIII neck joint without extensive modification.





Powered Armor Components:


Helmet - The armored reinforced headgear that protects an Astartes' head.


Auto-senses - A Space Marine's helmet contains most of his armor's combat systems, all of which are referred to by one title -- Auto-senses. These include thought-activated comm-augers and audio-filters, targeting reticles and range finders, tactical displays, Auspex-links, and a host of other features that further enhance the Space Marine's already superhuman senses.

Photo Lenses - The photo lenses are the reinforced eye guards in the helmet that protect the Space Marine from dazzling light bursts. They also allow him to see into the infrared and ultraviolet ranges, as well as enable vision in low-light conditions.

Respirator Vox Grill - The Vox grill can amplify a Space Marine's battle cries to deafening volumes. It also contains a respirator to filter out toxins and can be shut off with a thought, drawing instead upon an internal oxygen supply.

Gorget - Part of the armor that protects the throat.

Pauldron - The auto-reactive shoulder guards are shaped to deflect as well as absorb incoming blows, these shoulder plates typically display Adeptus Astartes identification markings, including Chapter symbols, company and squad markings, as well as many other honor badges.

Gauntlet - The armored glove that protects both the hand and the wrist.

Cuisses - The part of the armor that protects the thigh.

Plastron - The armored chest plate that is designed to protect the suit's armored power cables, and more importantly, the Astartes vital organs. It is typically adorned with the Imperial Aquila or the Imperialis honor for more veteran Space Marines.

Counter - Part of the armor that protects the elbow.

Vambrace - Part of the armor that protects the forearm.

Poleyn - Part of the armor that protects the knee.

Greaves - Part of the armor that protects the lower leg. The greaves incorporate gyroscopic stabilizers and power units that can magnetize the soles of the armor's boots for combat in zero-gravity or other unstable conditions.

Sabaton - The armored boot that protects the foot.

Backpack Power Unit- This backpack houses the primary power core for Space Marine armor, as well as reserve cells and an emergency solar collector.

Life Signs Monitor - Adeptus Astartes Power Armor contains a suite of life-support functions, including an auto-medicae equipped with various painkillers, combat stimulants and anti-venoms.

Temperature Regulator - Astartes Power Armor automatically maintains the Space Marine's temperature. Heat is provided by the power core and thermal build-up can be vented via the backpack's distinctive nozzles. As a result, a Space Marine can fight anywhere, in the cold vacuum of space or the raging heart of a volcano, without even noticing the change of temperature.

Nutrient Reservoir - Astartes Power Armor contains a self-replenishing, high-energy liquid food store that can sustain a Space Marine's metabolism without need for further nourishment. During battle, there is no need for a Space Marine to stop to eat or drink.

-Spectris patterned Bolt Pistol: Firing .75 caliber rounds, this black and gray finished Bolt Pistol is outfitted with a high-capacity drum magazine and scope.

-Mark-7 Mars Pattern Jump Pack: A twin-engine VTOL-based jump pack secured to the Marine's back, these packs often give the Assault Marine supreme aerial advantage by allowing them to thrust high into the air and (quite literally), drop onto their foes in the midst of combat. Additionally, they can charge headfirst into combat using a high-powered forward thrust; also being able to 'dash' in all directions with a short burst of speed.

-Ultramarine Pattern Chainsword: A favored close-combat weapon of the Imperium, the chainsword promises pain before death; changing from a growling roar to a piercing scream if it connects to armor or flesh.


x2 Fragmentation grenades: Each weighing 1 kilo, these grenades are designed to detonate in a hail of shrapnel and more often than not deny the enemy of cover. Their blast radius is 3-5m.


x2 Krak Grenades: Hidden away in a compartment on the back of the Marine’s armor are two heavy grenades whose destructive blast has been known to puncture into heavy armor and rip through fortifications.


Skills/Powers: Thaddeus possesses all 19 gene-seed implants.


List of Organs that follow with the Gene-seed:


Secondary Heart

Phase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood flow around the Marine's body.


Ossmodula:

Phase 2: A small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet.This drastically alters the way a Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.


Biscopea

Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.


Haemastamen

Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the hemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of phase 2 and phase 3 implants.


Larraman's Organ

Phase 5: A liver-shaped organ about the size of a golf ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the bloodstream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, whereupon contact with air they form a near-instant patch of scar tissue, sealing any wounds the Space Marine may suffer.


Catalepsean Node

Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marines survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.


Preomnor

Phase 7: This is essentially a pre-stomach that can neutralize otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.


Omophagea

Phase 8: This implant, also called "the Remembrancer", allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.


Multi-lung

Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.


Occulobe

Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.


Lyman's Ear

Phase 11: Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.


Sus-an Membrane

Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years.


Melanchromic Organ

Phase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.


Oolitic Kidney

Phase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.


Neuroglottis

Phase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.


Mucranoid

Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.


Betcher's Gland

Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palate. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.


Progenoids

Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.


Black Carapace

Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace’s surface. This allows a Space Marine to interface directly with his Power Armor. Without the Black Carapace many of the systems of the power armor will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armor and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle.]


Short backstory: Prior to arriving to the Multiverse, Thaddeus was born on Macragge in 545.M41 and was selected for candidacy into the Ultramarine’s Chapter at age 10; passing his Aspirant Trials and, through his valiance and survival as a member of the 10th Company Scouts, was honorably sworn in as a full-fledged Battle Brother another ten years later. For the next 190 years, Thaddeus partook in a slew of campaigns against the traitorous forces of Chaos and vile Xenos alike. It was during the Battle of Macragge, as a 1st Company Vanguard, that Thaddeus suddenly disappeared without a trace. It wouldn't be long before the Marine was found (throughout what he initially believed to be Warp-space), and was inducted into a Multiverse-based organization with the simple goal of ensuring dimensional protection from hostile powers. It was here where he met a fellow Astartes Chaplain of the Space Wolves, Asbjorn Lerud, that explained to him what he had initially suspected all along: the Imperium of Man, post-Horus Hersey, collapsed upon itself from rampant denial at the death of their leader and became religiously fanatical; destroying and disrespecting the original teachings of the Imperial Truth that the Allfather destined to become of the Imperium since its decree in 30th Millenium. Enlightened by his Brother Cousin after initially believing such to be heresy, Thaddeus kept this in mind as he debated his servitude and faith to who the Allfather really was, and not what the Imperium made him be. After all, he was the stalwart sword of the Imperium, in defense of Humanity from corruption and disaster by the evils that thrived in the Galaxy. This, to him, was no different. It was a second calling, and one he chose to answer even after being allowed to return to his timeline.


Personality: Selfless, courageous, and level-headed, Thaddeus is a wise, multi-educated warrior of the Ultramarine Chapter. However, hence the meaning of his name (Thaddeus means 'courageous heart' in Greek), he has stayed true in caring as a whole about Humankind, down to the individual man, woman, and child in the defense of all. He is prideful of his Chapter's numerous accomplishments but believes the Inquisition and the Ecclesiarchy to be the chief undoing of the Imperium of Man; making him at odds with the likes of the Inquisition and even other more fanatical Chapters. To the allies he makes, he has been noted as a mentor of sorts, as well as a kindred spirit. To the enemies he makes, he believes himself to be Death Incarnate. To himself, he sees no hero- only doing what is right for the benefit of others to ensure Humanity's long-term survival through the actions undertaken throughout the Multiverse.

Skills: Strengths: Space Marines, from the original Adeptus Astartes to the enhanced Primaris Space Marines, are capable of lifting upwards of 5-11 tons, (averaging about 7 with normal armor), running at speeds of 60-90mph, and being physically able to punch through light armor and even tear through steel walls of starship bulkheads should the need arise. Trained as a close-combat aerial unit, Thaddeus, being a walking fucking tank, will seek to get up close in the face of the enemy if it can be helped; jumping from place to place using his jetpack in order to draw fire, close distance or reach higher vantage points. Armed with his Bolt Pistol, he'll usually prefer to devastate his foes from range before entering a horrific charge to cut down the enemy at close range.

Weaknesses: Magic, heavy armor-piercing or high explosive rounds, highly concentrated beams of energy, plasma, lightning, electromagnetic pulses- anything goes. They are walking tanks, but they’re not invincible. Generally speaking, the Mk. VII Powered Armor can withstand several direct hits from a .75 caliber Bolter. A .50, 30mm and any autocannons have the potential to compromise the armor and puncture internal organs. Anything below .30mm in terms of ballistic projectiles would effectively bounce off, flatten, or disintegrate. Energy weapons by default, provided they exceed the Ceramite armor’s threshold (such as that of a Melta gun or Lascannon fire), can ‘sweat’ or outright melt the armor away. High Explosives such as a 105 or 120mm cannon can knock the Marine back or outright tear them apart like tissue paper, depending on how far away they are from the splash radius.
 
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Character Name: Thaddeus Solaxus

Universe: Warhammer 40,000/Multiverse (OC)

Alignment: Chaotic Good

Age: 205 years

Height: 7'6"

Faction/Allegiance: Imperium of Man, Ultramarines Chapter, 1st Company Vanguard Assault Marine


Equipment/Weapons:



  • Mk. VIII 'Errant' Power Armor: This version of Power Armor was in limited production; worn by 1st Company veterans or a Chapter's most venerated persons. It is considered to be a massive improvement over the Mk. VII 'Aquila' armor; distinguished by a raised collar or gorget at the front, and enhanced armored plating for the Mark VII's torso power cables which were vulnerable to weapons fire. Furthermore, the new pattern also addressed the vulnerability issues of the Mark VII's neck joint, which had been known to act as a "shell-trap," (a round could hit the chest armor and deflect up into the neck joint). Unfortunately, the new gorget required a new helmet design, which caused problems for backward compatibility with the earlier helmet types, which cannot be easily fitted to a Mark VIII neck joint without extensive modification.





Powered Armor Components:


Helmet - The armored reinforced headgear that protects an Astartes' head.


Auto-senses - A Space Marine's helmet contains most of his armor's combat systems, all of which are referred to by one title -- Auto-senses. These include thought-activated comm-augers and audio-filters, targeting reticles and range finders, tactical displays, Auspex-links, and a host of other features that further enhance the Space Marine's already superhuman senses.

Photo Lenses - The photo lenses are the reinforced eye guards in the helmet that protect the Space Marine from dazzling light bursts. They also allow him to see into the infrared and ultraviolet ranges, as well as enable vision in low-light conditions.

Respirator Vox Grill - The Vox grill can amplify a Space Marine's battle cries to deafening volumes. It also contains a respirator to filter out toxins and can be shut off with a thought, drawing instead upon an internal oxygen supply.

Gorget - Part of the armor that protects the throat.

Pauldron - The auto-reactive shoulder guards are shaped to deflect as well as absorb incoming blows, these shoulder plates typically display Adeptus Astartes identification markings, including Chapter symbols, company and squad markings, as well as many other honor badges.

Gauntlet - The armored glove that protects both the hand and the wrist.

Cuisses - The part of the armor that protects the thigh.

Plastron - The armored chest plate that is designed to protect the suit's armored power cables, and more importantly, the Astartes vital organs. It is typically adorned with the Imperial Aquila or the Imperialis honor for more veteran Space Marines.

Counter - Part of the armor that protects the elbow.

Vambrace - Part of the armor that protects the forearm.

Poleyn - Part of the armor that protects the knee.

Greaves - Part of the armor that protects the lower leg. The greaves incorporate gyroscopic stabilizers and power units that can magnetize the soles of the armor's boots for combat in zero-gravity or other unstable conditions.

Sabaton - The armored boot that protects the foot.

Backpack Power Unit- This backpack houses the primary power core for Space Marine armor, as well as reserve cells and an emergency solar collector.

Life Signs Monitor - Adeptus Astartes Power Armor contains a suite of life-support functions, including an auto-medicae equipped with various painkillers, combat stimulants and anti-venoms.

Temperature Regulator - Astartes Power Armor automatically maintains the Space Marine's temperature. Heat is provided by the power core and thermal build-up can be vented via the backpack's distinctive nozzles. As a result, a Space Marine can fight anywhere, in the cold vacuum of space or the raging heart of a volcano, without even noticing the change of temperature.

Nutrient Reservoir - Astartes Power Armor contains a self-replenishing, high-energy liquid food store that can sustain a Space Marine's metabolism without need for further nourishment. During battle, there is no need for a Space Marine to stop to eat or drink.

-Spectris patterned Bolt Pistol: Firing .75 caliber rounds, this black and gray finished Bolt Pistol is outfitted with a high-capacity drum magazine and scope.

-Mark-7 Mars Pattern Jump Pack: A twin-engine VTOL-based jump pack secured to the Marine's back, these packs often give the Assault Marine supreme aerial advantage by allowing them to thrust high into the air and (quite literally), drop onto their foes in the midst of combat. Additionally, they can charge headfirst into combat using a high-powered forward thrust; also being able to 'dash' in all directions with a short burst of speed.

-Ultramarine Pattern Chainsword: A favored close-combat weapon of the Imperium, the chainsword promises pain before death; changing from a growling roar to a piercing scream if it connects to armor or flesh.


x2 Fragmentation grenades: Each weighing 1 kilo, these grenades are designed to detonate in a hail of shrapnel and more often than not deny the enemy of cover. Their blast radius is 3-5m.


x2 Krak Grenades: Hidden away in a compartment on the back of the Marine’s armor are two heavy grenades whose destructive blast has been known to puncture into heavy armor and rip through fortifications.


Skills/Powers: Thaddeus possesses all 19 gene-seed implants.


List of Organs that follow with the Gene-seed:


Secondary Heart

Phase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood flow around the Marine's body.


Ossmodula:

Phase 2: A small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet.This drastically alters the way a Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.


Biscopea

Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.


Haemastamen

Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the hemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of phase 2 and phase 3 implants.


Larraman's Organ

Phase 5: A liver-shaped organ about the size of a golf ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the bloodstream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, whereupon contact with air they form a near-instant patch of scar tissue, sealing any wounds the Space Marine may suffer.


Catalepsean Node

Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marines survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.


Preomnor

Phase 7: This is essentially a pre-stomach that can neutralize otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.


Omophagea

Phase 8: This implant, also called "the Remembrancer", allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.


Multi-lung

Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.


Occulobe

Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.


Lyman's Ear

Phase 11: Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.


Sus-an Membrane

Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years.


Melanchromic Organ

Phase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.


Oolitic Kidney

Phase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.


Neuroglottis

Phase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.


Mucranoid

Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.


Betcher's Gland

Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palate. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.


Progenoids

Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.


Black Carapace

Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace’s surface. This allows a Space Marine to interface directly with his Power Armor. Without the Black Carapace many of the systems of the power armor will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armor and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle.]


Short backstory: Prior to arriving to the Multiverse, Thaddeus was born on Macragge in 545.M41 and was selected for candidacy into the Ultramarine’s Chapter at age 10; passing his Aspirant Trials and, through his valiance and survival as a member of the 10th Company Scouts, was honorably sworn in as a full-fledged Battle Brother another ten years later. For the next 190 years, Thaddeus partook in a slew of campaigns against the traitorous forces of Chaos and vile Xenos alike. It was during the Battle of Macragge, as a 1st Company Vanguard, that Thaddeus suddenly disappeared without a trace. It wouldn't be long before the Marine was found (throughout what he initially believed to be Warp-space), and was inducted into a Multiverse-based organization with the simple goal of ensuring dimensional protection from hostile powers. It was here where he met a fellow Astartes Chaplain of the Space Wolves, Asbjorn Lerud, that explained to him what he had initially suspected all along: the Imperium of Man, post-Horus Hersey, collapsed upon itself from rampant denial at the death of their leader and became religiously fanatical; destroying and disrespecting the original teachings of the Imperial Truth that the Allfather destined to become of the Imperium since its decree in 30th Millenium. Enlightened by his Brother Cousin after initially believing such to be heresy, Thaddeus kept this in mind as he debated his servitude and faith to who the Allfather really was, and not what the Imperium made him be. After all, he was the stalwart sword of the Imperium, in defense of Humanity from corruption and disaster by the evils that thrived in the Galaxy. This, to him, was no different. It was a second calling, and one he chose to answer even after being allowed to return to his timeline.


Personality: Selfless, courageous, and level-headed, Thaddeus is a wise, multi-educated warrior of the Ultramarine Chapter. However, hence the meaning of his name (Thaddeus means 'courageous heart' in Greek), he has stayed true in caring as a whole about Humankind, down to the individual man, woman, and child in the defense of all. He is prideful of his Chapter's numerous accomplishments but believes the Inquisition and the Ecclesiarchy to be the chief undoing of the Imperium of Man; making him at odds with the likes of the Inquisition and even other more fanatical Chapters. To the allies he makes, he has been noted as a mentor of sorts, as well as a kindred spirit. To the enemies he makes, he believes himself to be Death Incarnate. To himself, he sees no hero- only doing what is right for the benefit of others to ensure Humanity's long-term survival through the actions undertaken throughout the Multiverse.

Skills: Strengths: Space Marines, from the original Adeptus Astartes to the enhanced Primaris Space Marines, are capable of lifting upwards of 5-11 tons, (averaging about 7 with normal armor), running at speeds of 60-90mph, and being physically able to punch through light armor and even tear through steel walls of starship bulkheads should the need arise. Trained as a close-combat aerial unit, Thaddeus, being a walking fucking tank, will seek to get up close in the face of the enemy if it can be helped; jumping from place to place using his jetpack in order to draw fire, close distance or reach higher vantage points. Armed with his Bolt Pistol, he'll usually prefer to devastate his foes from range before entering a horrific charge to cut down the enemy at close range.

Weaknesses: Magic, heavy armor-piercing or high explosive rounds, highly concentrated beams of energy, plasma, lightning, electromagnetic pulses- anything goes. They are walking tanks, but they’re not invincible. Generally speaking, the Mk. VII Powered Armor can withstand several direct hits from a .75 caliber Bolter. A .50, 30mm and any autocannons have the potential to compromise the armor and puncture internal organs. Anything below .30mm in terms of ballistic projectiles would effectively bounce off, flatten, or disintegrate. Energy weapons by default, provided they exceed the Ceramite armor’s threshold (such as that of a Melta gun or Lascannon fire), can ‘sweat’ or outright melt the armor away. High Explosives such as a 105 or 120mm cannon can knock the Marine back or outright tear them apart like tissue paper, depending on how far away they are from the splash radius.
Somewhere, sometime, in the distance beyond, a soldier is sending a trade request.

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drone.jpg
Name: Mass. Annihilation. Tactical. Technology. (MATT)
Origin: Universe 87212
Role: Agent
*Age: Unkown
*Race: Automaton
Gender: Stainless Steel
Description: A flying orb with large green eye, various expandible limbs and tools.
Personality: Matt is usually negative, making fun of his teammates with no regard. He pretends to be evil, appearing to be so to others; but if he where to grow closer to others they would see his true kind self, thought to be crushed by his creators.
Bio: Matt is a complex AI created by a company that for whatever reason wanted a robot to take over the world. In the beginning, he was a kind and positive program; to his creators dismay. Matt’s creators tortured Matt until he was the negative drone he is today.

Matt immediately killed all of his creators, before shutting down for years, trying to formulate his plan to take over the world. During this time, Matt created an algorithm that proved the multiverses universe, and built a portal to transverse the universe.

Matt was quickly captured and after UCA failed to destroy him, they imputed several rules in his programming, making him no longer a threat.

UCA security grew annoyed at the evil monologues that Matt continually played in his cell, so after more modifications to his code, he was used as a field agent.
Powers, and Abilities: Technology manipulation, repairing nano machines.
Weaknesses: Water, Heavy Objects, Other AI.
 
View attachment 1094061
Name: Mass. Annihilation. Tactical. Technology. (MATT)
Origin: Universe 87212
Role: Agent
*Age: Unkown
*Race: Automaton
Gender: Stainless Steel
Description: A flying orb with large green eye, various expandible limbs and tools.
Personality: Matt is usually negative, making fun of his teammates with no regard. He pretends to be evil, appearing to be so to others; but if he where to grow closer to others they would see his true kind self, thought to be crushed by his creators.
Bio: Matt is a complex AI created by a company that for whatever reason wanted a robot to take over the world. In the beginning, he was a kind and positive program; to his creators dismay. Matt’s creators tortured Matt until he was the negative drone he is today.

Matt immediately killed all of his creators, before shutting down for years, trying to formulate his plan to take over the world. During this time, Matt created an algorithm that proved the multiverses universe, and built a portal to transverse the universe.

Matt was quickly captured and after UCA failed to destroy him, they imputed several rules in his programming, making him no longer a threat.

UCA security grew annoyed at the evil monologues that Matt continually played in his cell, so after more modifications to his code, he was used as a field agent.
Powers, and Abilities: Technology manipulation, repairing nano machines.
Weaknesses: Water, Heavy Objects, Other AI.
From the Apple Store, we bring you Anti Scratch technology-

Approved 👍
 

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