Character Name: The Protagonist, Playa, Son, Boss, Mikey, That mute mother #$^&er, Prisoner 1138, Nolan, PC, and finally, Mr. President
Title: The Butcher of Stilwater, Local Psychopath, The President of the United States, The President, and Emperor of the Zin
Kingdom: Volition
Visual Description:
Written Description: The President of the United States wasn’t what anyone expected. Come on! Who wears a purple business suit? And is that a gang tattoo on the right side of his neck? The tattoo is a purple fleur de lis, the symbol of The Saints, and it has nothing to do with France. The President believes himself to be pretty handsome. His player made him that way, and he doesn’t exactly know who his player was. It might have been a chick for all he knows. His voice is that of Nolan North, whoever the hell that guy is. Actually, he takes it back. That is HIS voice. Fuck, Nolan! Brown hair, blue eyes, and a muscular build. You want to know what a bad ass looks like? You’re looking at one.
Personality: The President of the United States is the most destructive, careless, bold, violent, and reckless man one will ever meet. He is arrogant but fearless. He takes every situation head-on and prefers to handle them all with his own hands. If it wasn’t for the other members of his gang, there probably wouldn’t be a government. He is not at all the brightest bulb in the box, preferring to be told who or what he needs to destroy in order to bring back the peace rather than think, analyze and problem-solve—he delegates people to do all of that nerd shit. He doesn’t believe in being politically correct, and he does what he believes is right. His maturity level is a little off, often making Kinzie feel like she is watching a grown-ass child. At least he is reliable when it comes to completing the mission. It may not be completed in the best way possible, but as long as everyone is alive and makes it back, then he calls that a success.
Game: Saints Row Franchise
Current Story: After defeating the Zin and returning from Hell thanks to Johnny Gat (God Bless His Soul), the planet Earth is still vanquished and pending a sequel to bring it back. It’s probably going to be something involving time leaping. Any who, The President’s attention was brought to another crisis affecting The System that his world, New America or Neo Murika, is not in but still could be affected by it if it spills over. Receiving a call for help from the Nintendo Council Member Guile, The President once again finds himself going on another @#$%ed up adventure.
Weapon(s): His fists.
(Level Two) Bounce Rifle: The Bounce Rifle is a single shot weapon that does a moderate amount of damage to targets in comparison to other weapons in the rifle class, ricocheting around and damaging or killing multiple amounts of targets. The Bounce Rifle favors attacking multiple targets as opposed to attacking single targets, else the projectile cannot do its full damage potential. The gun uses Capacity Charge and therefore requires no ammunition, which removes any concerns of the gun running out of ammo.
Stat.
Level Two (P)Damage 3 (P)Defense 2 (M)(E)Damage 3 (M)(E)Defense 3 Dexterity 4 0% XP |||||||||||||||||||| (5/20)
Squad: Alpha
General Abilities
The Matrix - The President is capable of crossing over into The Matrix. The Matrix is where all video games exist. His game is sort of a paradox dimension where he lives in a video game, outside of a video game, but is still a video game. I know right. That's some Inception shit! Normally, he exists outside The System. However, he is capable of crossing over into The System and become a Protagonist like the other video game characters. Just like in the actual Matrix, if you die in The Matrix, you die for real. While in his Matrix form, he is capable of acquiring superhuman powers.
Special Abilities
Slot One.
Items
Slot One. Slot Two. Slot Three.
Strengths
Martial Arts Master – The President can kick some ass. He’s not only infiltrated a terrorist base, stealth-killing multiple scum along the way, he has gotten into a fist fight with a giant alien invader by the name of Zinyak. Did I also mention that he killed said invader without being in The Matrix?
Weapons Expert – It doesn't matter how technical, silly, or if it was even alien technology, The President has utilized an arsenal worth of weaponry.
Honest – He is honest even about his stupidity. If he doesn’t know something, then he’ll openly admit to having no idea.
Resilient – He’s fought gangs, aliens, and other bullshit. He’s been shot, blasted, ran over, hit by a car, etc. It’s going to take a little more than that to keep him down. He has also returned from Hell but that was with the help of his bromance Johnny Gat.
Weaknesses
Brawn and No Brains – Now he isn’t a complete idiot. It’s just when it comes to say things on a college level and maybe even a high school level he just doesn’t always know the answer. But that’s what delegation is for!
Dependent – As much as The President likes to believe himself to be a bad ass, he would have never saved the day without his gang. He’s not the type you want to send completely alone on a mission. He has to have some type of support whether it be solely through communications or a teammate.
Only Human – His non-Matrix body is human and his world can be intruded upon in the same manner Arcade can. If he’s ever plugged into The Matrix and the enemy attacks New America, he becomes vulnerable.
Permanent Death – If The President dies in The Matrix, his real life body dies, and so even if the heroes could come up with a way to revive him using some fancy magical item, unless they can hack The System itself, there is no return for him.
Kingdom: A small forsaken land called Clover in the Capcom Kingdom
Written Description: A larger than average wolf with fiery eyes and fur that shines as white as the driven snow, only those with great spiritual awareness or particularly open minds can see the distinctive red markings and divine instrument resting on her back. Fewer still can look totally past the mortal shell to glimpse the beautiful young goddess within.
Personality: A combination of good natured generosity and boredom ensure that Ammy never wants for something to do. She will help anyone in need, including taking the time to feed wild animals, and take any challenge presented to her. This charity comes from a place of deep love, both of humans and the natural world, but it's hard to deny that the resulting praise and adoration doesn't play at least some part in it. She is a God after all, and faith is her lifeblood. To this end she can step back and use a subtle paw when dealing with earthly problems, but prefers a brute force approach befitting her more brawn than brains nature. She's the sort who rushes into danger without hesitation, putting herself forward as a matter of course whenever a monster needs slaying or a source of spiritual corruption needs stamping out. These things are her responsibility as a divine being.
Less divine (depending on who you ask) are her short attention span, generally disrespectful attitude, fondness for both treasure and voluptuous young women, and disapproval at any of these flaws being pointed out. While she enjoys hanging around and listening to people someone going on for too long at her will just put her to sleep unless it's something of dire importance, and sometimes even then. Despite being a wolf Ammy is pretty easy to read and readily displays whatever she's feeling at the moment.
Game: Okami
Current Story: While content to let her son/present incarnation on Earth (god stuff, complicated) deal with the last crisis, this Mugen situation is dangerous enough to warrant her personal intervention. To this end she has re-assumed a mortal form to answer the capital's call for heroes, leaving the kid to look after Nippon, though she's discovered that having two mortal incarnations running around at the same time has left her greatly diminished.
Weapon(s):Divine Retribution - A green reflector wreathed in bright red flames resting on Amaterasu's back, the weakest of all reflector class Divine Instruments. A functional and balanced weapon, excelling in neither speed nor power, Ammy is capable of lashing out with the reflector at close range. When used as a sub-weapon the reflector can be used as a shield to block frontal attacks. With the proper timing the enemy can even be knocked off balance by this, setting them up for the devastating Izuna Otoshi piledriver should Ammy sink her teeth into them during this time.
Lv 1Sunrise - Amaterasu's default Celestial Brush ability. By drawing a fully enclosed circle in the sky Ammy causes the sun to appear, changing night into day.
Special Abilities
Slot One.
Items
Slot One. Slot Two. Slot Three.
Strengths
Beasthood - Ammy is a wolf, with the strength, speed, natural weapons, and keen senses that entails. Even without her divine empowerment she is able to go at the enemy with tooth and claw, her senses are sharp enough to lead her to long buried treasure, her agility is great enough to let her thrust herself though the air and leap off walls to reach greater heights, and she's strong enough to run at full speed with a grown man on her back.
Godhood - Amaterasu is a divine being. Flowers spring up in her wake and form under her to cushion her falls. He nature give her the ability to resist curses and corruption of sufficient strength to turn normal people to stone outright, if only for a short while. Her spiritual senses are as sharp as her animal ones, allowing her to perceive things beyond the scope of ordinary mortals such as ghosts and hidden monsters. She is also immortal and if "killed" can return to life at a later date, though this would take many, many, many years.
Good Doghood - Ammy is a big wolf that strangers not only allow to hang around, sometimes in their homes or with their children, but interact and talk with as though she were a family pet. Even people that can't perceive her true nature seem to unburden themselves on this strange animal, sharing of their problems and worries. This doesn't apply to all people, but enough find her trustworthy for it to be odd.
Celestial Brush - A brush capable of manipulating the fabric of local reality to cause various effects should the user know the proper brush strokes. When the brush is in use time halts until either the user is done or runs out of ink, the effects of the brush going off once time is resumed. Can be used without specific strokes to doodle on things, cover them in ink, and create shooting stars in the night sky. People can even be circled in order to get their attention. Actually Ammy's tail.
Weaknesses Ammy can't fly, can't get good traction on ice, and while capable of swimming can't keep it up too long or dive under the water. Her celestial brush can't be used in places that are heavily cursed or corrupted, and each effect she causes takes up a certain amount of her celestial ink. Though it regenerates by itself if she uses up her entire supply she loses her divine powers and becomes an ordinary wolf for a short period of time. Most importantly, Ammy is incapable of speech so even if she figured out the entire plot at the very beginning of the adventure she wouldn't be able to share her insights with anyone.
Written Description: Buck's current armor is specially made Helljumper Gen II Spartan armor, complete with a Gallows visor. It has a dulled silver gleam and is reminiscent of his old basic ODST armor. A bit bulkier than normal armor, but has made great strides in keeping the wearer's mobility unhindered. 206 cm and 103 kg in his armored suit, Buck stands vigilant but relaxed during his day to day activities.
Personality: Edward Buck is a sharp mouthed laid back soldier that has been in the battle too long. He grew tired of his fight with the Covenant, but was equally determined to not let them win the day as he continued fighting. He enjoys drinks; a bar being the only other place he'd rather be. Professionally, Buck employs quick thinking combined with a strong work ethic. He has great focus and can work under great duress with ease. Though he's grown out of the leadership role, he still possess strong skills keeping and working with a team in efficient harmony.
Current Story: After his campaign as an Orbital Drop Shock Trooper, Gunnery Sergeant Edward Buck joined the Spartan IV program and was assigned into Fireteam Osiris with the goal of Containing Master Chief and the rest of Blue Team. Under command of Jameson Locke the mission was a success, and Chief was rightfully returned after an encounter with an evolved rogue A.I. Buck currently awaits further orders, taking time off in Platform City for a little R&R.
Weapon(s):
MA37 - 32 round, fmj armor piercing, standard issue fully automatic rifle, great at taking down infantry. Has low kinetic energy, but is fairly accurate up to a medium range and able to easily shred unprotected targets.
M6S - 12 round, .50 caliber Semi-Armor-Piercing, High-Penetration semi-automatic suppressed sidearm. Accurate to medium range, 4x scope allows targets to be hit at 115 meters.
Combat Knife - 20 cm high carbon steel blade, sheathed just above his left shoulder.
M9 Grenade - 16 ft radius fragmentation, highly effective against infantry and light vehicles.
Thruster Pack - An omnidirectional bust of speed with a cool down of four seconds. Allows for mid-air maneuvers and quick direction changes without the loss of momentum or sprint.
Stabilizer - With the use of built in thrusters, Buck can hover now in place briefly while midair to stabilize aim.
Special Abilities Slot One. (Special abilities are abilities your character can acquire from completing missions in other worlds outside their own. These abilities are awarded after certain boss battles. These abilities are powers that your character normally wouldn't have. They can also be weapons that are foreign to your character’s game verse. These are GM awarded so do not fill this out.)
Items Slot One. Slot Two. Slot Three.
Strengths A bit hardened by years combating in the Human-Covenant War, Buck isn't a stranger to pain and wounds. Just been lucky so far that none yet have been proven fatal.
Another fun trait is the ease of alcohol on his body. Buck is a casual drinker, but is able to hold it in and continue on without hindrance.
As a ODST, Buck was used to dropping in either in the midst of battle or in covert operations. He can easily adapt to the battlefield and finish the mission with great mental fortitude and quick thinking.
Weaknesses Is just a human under layers of armor. Wounds can be fatal, and he doesn't have much going for him in the realm of supernatural abilities.
Achievements
Character Name: Dante
Title: Legend
Kingdom: Capcom
Written Description: Dante is a half-human, half-demon hybrid that stands just under 7 feet. He doesn't slouch, rather he is very proud in his near perfectly handsome appearance. He sports a red and black uniform with matching cowboy boots, going topless to reveal his perfect 8 pack in his time off the clock. His skin is fair, and has soft light blue eyes. When in Devil Trigger, his height grows to just over 8 ft with his human half suppressed. His clothes and skin meld and harden, resembling smoothed molten rock, as his eyes and chest glow with a dull yellow.
Personality: Dante's attitude fizzled during his travels throughout the world, but he is ultimately still just as chill as ever. He knows he's the best and doesn't mind toying with his opponents and friends; but he's never boastful of his powers, keeping it to excessive smart-assing with both words and actions. If he isn't on duty, he prefers kicking it back and wasting time reading magazines or the like. He is constantly in debt, easily refusing jobs if he doesn't like the job or willing to work for free, especially if its doing jobs related to hunting demons. Somehow, he does have enough money to keep in operations and continue his love of pizza.
Game: Devil May Cry (2001)
Current Story: After traveling the world for a bit, Dante settled back down to set up his shop once more, Devils Almost Cry. Dante worked alone, eliminating pockets of demons that would occasionally show up, until a strange client came to his door. One trashed shop later, Dante was suited up and out on the road again to combat whatever this virus was that threatened to destroy everything.
Weapon(s):
Rebellion - A broadsword passed down from his father. Imbued with magic and demonic power, is capable of blocking attacks even on the spacial plane.
Ebony & Ivory - Pair of customized M1911 semi-automatic pistols. Infused with demonic power, can fire rapidly without the need to reload and can charge up shots for a more powerful effect.
Devil Trigger: A short burst of Demonic power as Dante temporary becomes fully demonic. While in this state, his damage output and defenses are maxed out while also giving him increased attack rate and healing factor. Attacking or not, Dante can only maintain this form so long before needing to recharge by taunting, dealing damage, taking damage, and/or performing combos.
Special Abilities
Slot One. (Special abilities are abilities your character can acquire from completing missions in other worlds outside their own. These abilities are awarded after certain boss battles. These abilities are powers that your character normally wouldn't have. They can also be weapons that are foreign to your character’s game verse. These are GM awarded so do not fill this out.)
Items Slot One - Slot Two - Slot Three -
Strengths
Superhuman Agility: Dante's agility allows for many abnormal abilities, from running up walls to jumping off flying rockets. His balance and natural dexterity is at peak performance.
Demonic Energy Channeling: Son of Sparda, Dante possess a demonic aura that envelops everything he uses. Guns no longer need ammo and he can call back his family sword Rebellion.
Superhuman Durability: Dante's body can press on despite any level of punishment it is tormented to. From being impaled through the chest to being crushed with immeasurable force, Dante is able to shrug it off without consequence.
Stylish Combos: Dante is a real combo king. As if landing and onslaught of attacks on an opponent before they could react wasn't bad enough, each hit gets stronger the further in the chain it is. Spamming the same move loose effectiveness, and getting hit or waiting too long between strikes can kill the combo rightful quick. There are seven different levels of combo skill levels ranging from the basic x1 damage Dull to the rockin x2 damage Absolute! to the legendary x3 damage S S Sensational.
Weaknesses
Despite his ability to shrug off wounds, Dante is quite fragile and can only take a limited amount of damage before being taken down. His devil trigger state is also limited, needing a recharge before it can be activated once more. Dante also seems to have terrible luck with women, or rather terrible luck in general. Women usually have a pattern of not working out in a positive manner and any gamble he finds himself in will more than certainly roll out against him.
Written Description: Gordon stands at a rather average 5’11” (1.82m). He is slim and athletic from his constant running and combat. His hair is chestnut brown, and his green eyes are usually behind a pair of square black glasses. He wears his signature orange and grey Hazardous EnVironment (HEV) suit that protects him from radiation, blunt-force trauma, energy discharges. It comes with a built-in flashlight, Geiger counter, morphine administrator. It also comes with a radio, tracking device, and a Heads-up Display (HUD) which tracks health status and ammunition, along with suit power. It is protected by an electrically hardened armour/shield system that protects Gordon from damage, but needs to be charged. When fully charged, Freeman can survive a few dozen bullets from small arms fire, continuous fire, or even a direct hit from an RPG round. His Mk IV suit he wore during the Resonance Cascade was upgraded by Dr. Isaac Kleiner, and now comes with a zooming system, enhanced running capability, and antidote for neurotoxins.
Personality: Doctor Freeman is a man of few words. He speaks little, and his actions usually speak for him. As a theoretical physicist, he has high intellect, able to easily solve puzzles in a matter of minutes, sometimes even seconds. He also possess quick wit and combat reflexes in the heat of battle, commanding his troops to win firefights and engagements.
Game: Half-Life series (1998-)
Current Story: Gordon has been known to be many things: Mr. Freeman, Anticitizen One, The One Free Man, and the mostly forgotten Dr. Gordon Freeman. He had survived and seen everything, from the Resonance Cascade, the Combine Occupation, the Uprising, and the Fall of the Citadel. He went from being an unassuming theoretical physicist to the leader of the human Resistance, and the Combine Empire's worst nightmare. This has, of course, made him a man to be feared, and a force to be reckoned with. After destroying the Citadel and closing the superportal and thus stranding Combine troops on Earth, Gordon was about to set off to find the Aperture Science research vessel Borealis that went missing years ago, when he caught wind of the Mugen Virus, an even bigger threat than the Combine that could bring an end to all of gaming forever. Not going to let that happen, Freeman travelled to Platform City, along with several other heroes.
Weapon(s):
Crowbar: Gordon’s iconic melee weapon. It is a simple tool that has been shown to be effective in bashing in the heads of zombies, and breaking open wooden crates to receive the items inside.
Pistol: A USP Match that fires 9mm rounds. It is a reliable and accurate weapon. Combine that with a high fire rate and low recoil, it becomes a deadly and versatile weapon.
SMG: A compact and fully automatic firearm. It is a H&K MP7 with an inbuilt grenade launcher. It has two fire modes: a fully automatic primary fire with high rate of fire but poor accuracy, and a secondary which fires a contact grenade that explodes on impact.
Grenade: The Combine MK3A2 Grenade is a thrown weapon that explodes after a few seconds. It comes with a blinking red light and beeping timer.
Gravity Gun: The Zero Point Energy Field Manipulator, also known as the Gravity Gun, is a tractor beam-type device originally designed to handle hazardous materials, but now has been repurposed to be a weapon. The Gravity Gun has two fire modes: a primary that releases a bolt of energy that launches the target with tremendous force. Its secondary fire allows it to pick up nearby objects. From this, the objects can be launched with incredible force. Combining these two make it a powerful weapon. It is considered to be one of Gordon’s trademark weapons.
Level 1 - Long Jump Module: Gordon uses the Long Jump Module he aquired in Black Mesa to jump incredibly long distances.
Special Abilities Empty
Items
Slot One: Empty Slot Two: Empty Slot Three: Empty
Strengths
Leadership: Gordon has lead Resistance soldiers in the battlefields of the Uprising.
Intellect: Gordon, as a former theoretical physicist, has been shown to be a cunning and intelligent combatant.
Weapon Mastery: Thanks to his prior experience in surviving the Black Mesa Incident and the Uprising, Gordon has become skilled in all manners of war machines, from firearms to vehicles.
Durability: Gordon is extremely durable thanks to his HEV suit, able to take a whopping amount of damage. He can sprint for an extended period of time and can continue fighting without sleep.
Weaknesses: Gordon is, unfortunately, for all his superhuman feats, a normal human being in every way, shape, and form. He requires human needs such as food and proper medical treatment. As such, going without these may prove to be fatal. He is susceptible to too much damage, and can be hurt by projectiles and explosives. Despite being highly cunning, he still may fail to more complicated tasks.
Written Description: With dark brown hair and hazel eyes, together with the thin scar cutting through the left corner of his lips, Ezio is considered ruggedly handsome. Like his father, he has high cheekbones, a defined jaw with closely-shaven beard, and a drawling baritone, he is the very definition of Italian nobility in the 15th century. Standing at the height of 181.8cm and weighing 77.2kg, Ezio Auditore is relatively tall and well-built. With defined muscles from combat and parkour, he covers it up with his unique white and crimson Assassin Robes. Beneath the outer layer of his outfit, he constantly wears greaves, vambraces, chest guard and pauldron. As he needs to move swiftly and have full range of movement, he forgoes a full set of armour in favour of one that only protects his vital areas. To complete his typical ensemble, he wears soft leather shoes and usually conceals his face by drawing the deep cowl of his robes up. Of course, when infiltrating a place like a monastery where everyone wear a black robe, he will have to change. If not, he will rarely wear a different outfit.
Personality: A hot-tempered, arrogant youth and a womanizer, Ezio is initially someone whose actions are driven by his emotions. However, Ezio did manage to gain control of his anger and, by the time he became a Master Assassin, could control it almost completely. Not 100% in control, because the right trigger - like threatening his family - can still make him lose it. He is extremely dedicated to his role as an Assassin and Mentor within the Brotherhood, ceasing to use revenge as a motivation. Rather, he is now more focused on building a strong bond between members of the brotherhood, his apprentices, and instilling loyalty to the people they are defending from the Templar. Ezio is passionately loyal to his family first and foremost, then his friends and the Brotherhood. Towards his enemies, however, he is often harsh but merciful in that he gives them a chance to denounce their actions or - for ones like Manuel - face a swift death by his hands.
Now, he is a quiet and serious man, readily listening to other's advises and keeping his opinions to himself until the opportune time to say it out loud. A strategist by necessity, he will gather as much information as possible before going into a situation. If going in blind, contingency plans being made on the fly is one of his better talents. A combatant at heart, he refuses to sit back and order people around like other commanders. Instead, he strives to actively take part in missions and contribute to the Brotherhood's goals as best he can.
Game: Assassin's Creed II/Brotherhood
Current Story: At the age of 17, Ezio witnessed the public hanging of his father and two brothers by a member of the Templar Order. Following his father's final advice, he fled the city with his mother and sister to the safety of his uncle Mario's villa in the countryside. Mario assisted Ezio in discovering the people behind the conspiracy, the search leading Ezio from Florence, to San Gimignano, Forlì, Venice, and eventually to Rome. As he identified and assassinated more and more political figures, Ezio also gains several allies, including Niccolò Machiavelli and Leonardo da Vinci, the latter of whom helps Ezio improve his equipment using schematics found in Altaïr's Codex pages. These allies train Ezio into an Assassin and guide him on his quest. Eventually, the conspiracy leads to the mastermind of the plot: "the Spaniard" Rodrigo Borgia, Grand master of the Italian Templars. He sought to find the Apple —a Piece of Eden— which laid in Florence. Ezio eventually found Borgia in possession of the Apple learned that Borgia believed himself to be "the Prophet" that would lead the Templars to the fabled "Vault". Ezio confronted the Borgia with the help of his allies and recovered the Apple, but Borgia fled before he could be killed.
Ezio travels to Spain in 1490 to free his fellow Assassins, who have been imprisoned under the guise of the Spanish Inquisition. In the process, he discovers that the Templars are planning to sail west to discover the New World. Along the way, Ezio saved many men and women who later became his apprentices and Assassins. Years later, in 1492, Borgia becomes Pope Alexander VI at Vatican City. By 1499, Ezio and his allies have completed the Codex, which is revealed to be a map, and discover that "the Vault" lies in Rome and that the Papal Cross is another Piece of Eden. Ezio and his allies travel to the city. While his allies distract the city's guards, Ezio infiltrated the Vatican and attempted to assassinate Alexander. The Pope escaped with both the Staff and the Apple, the two keys to the Vault. There, Ezio defeated him in hand-to-hand combat. Now in possession of both the Staff and the Apple, Ezio opened the Vault, where a holographic figure identified herself as Minerva, confirming that he is the Prophet. She explains that she was part of an extinct and highly advanced race pre-dating humanity. They kept the Balance between Universes until others took over. Now, however, with the Virus disrupting the Balance, as the Prophet, he was to help ensure the villains never make their goals come true.
Weapon(s): Twin Hidden blades and a standard sword, a dagger and a brace of five throwing knives.
Stat. Level One (P)Damage 2 (P)Defense 2 (M)(E)Damage 1 (M)(E)Defense 1 Dexterity 4 0% XP ////////// (6/10)
General Abilities Lv 1 - Twin Hidden Blades: Ezio's default tool of assassination. Imagine twin wrist-mounted braces with the ability to extend dagger blades with a flex of the wrist muscles. It provides better offensive than defensive as a well-placed strike of another weapon can shatter the hidden blades. With these, he don't need to conceal more visible weapons when looking to blend in or going into stealth-mode.
Special Abilities Slot One.
Items Slot One. Slot Two. Slot Three.
Strengths Stealth: A apt hand at blending into crowds and places, Ezio can be silent as a ghost if the situation calls for it, even when running on rooftops or walking on gravel.
Eagle Vision: Born with this gift, Eagle Vision enables Ezio to discern friend from foe, allowing him to track enemies through a large crowd of people and/or from a distance. However, when it use, his vision is reduced to grey for surroundings and neutral parties, blue for friendlies and red for enemies.
Athletism: Ezio has been free-running even before he became an Assassin. As such, even in his late thirties, he is still in excellent condition, with a long stamina and possibly unhealthy penchant for parkouring. He doesn't tire easily from vigourous excercise and activity.
Determination: Not one for giving up even when the situation looks impossible, Ezio soldiers forward with confidence born of experience and age. Together with his quick mind and thinking on the fly, his steely determination to see a situation through to the end and not giving up anytime before that has got him out of a lot of nasty situations, as well as allowed him to open doors most people wouldn't be able tostumble across.
Weaknesses Skilled as he is, Ezio is a mere human, with the limitations and weaknesses of one. For starters, while he loves parkouring, he cannot fly, and falling from high places without somewhere soft to land in will result in him breaking his limbs and possibly dying. He heals at the normal rate as anyone else, and is susectible to illness, disease, infections, virus, etc. Anywhere not covered by his armour is vulnerable to weapons of all kinds, from blades to bullets and so forth. He is not a magician, nor does he have any magic resistance or talent. And like every mortal, his guard will be lowered as exhaustion catches up or if he is wounded. One cannot constantly be on alert, after all.
Character Name: Justin Bailey; Codename "Samus Aran"
Title: Legend
Kingdom: Nintendo
Written Description: Samus Aran is a cybernetically enhanced adult human female, standing at a height of 6'3" (1.9 meters) weighing in at 198lbs (90kg) without her suit, with blueish-green eyes and neon green hair in the form of a ponytail. She is athletically built, with a nice curved body, along with some well-developed muscles on her arms and legs. She even sports some abs underneath the pink leotard, covering strictly her arms and body, leaving her legs fully exposed, though they can cover them if the situation requires it thanks to a unique foam technology that can be manipulated at will. She also wears long purple boots that conver her lower legs up to just below the knees. She also wields her arm cannon on her right arm.
Personality: Samus can be described as a strong and independent woman, relating much more to that of a tomboy. She's mostly serious, often sporting a frown or an umemotional-like neutral face, and does she rarely ever smile. Not to mention, she takes no shit from anyone that tries to boss her around, save for her employers to a certain extent. She is headstrong and determined to finish every job that she gets and simply get paid at the end of the day. Once paid, she's rather chill. If not paid, or doublecrossed, it's really hard to control and convince Samus to gain her trust back. She also isn't afraid to disobey orders if the situation calls for doing it, being very cautious with her surroundings. Basically, she's a badass.
Oh, and Samus also hates a certain purple alien dragon going by the name of Ridley... yeah, he killed her parents when she was very young. He's her nemesis, and she will do nothing to see him obliterated in the most brutal way possible. If only she can get her hands on his thin neck once and for all... if only he doesn't flee and get resurrected again.
Game: Metroid - (1986)
Current Story:
Ever since her parents died on her home planet of K-2L, as well as having finished training with the Chozo aliens, Samus Aran has become a bounty hunter/mercenary-for-hire. She works mostly for corporations or occasionally with the Earth Federation to capture precious artifacts, kill notorious space pirate commanders, and other missions of the like. Ever since the Mugen Virus had been detected in the outer rim planets, Samus has been tasked in trying to dispose of it within her sector. She's been quite busy with this giant task, but has also been allowed to take other missions to get herself paid. Yet even she can't take the virus all by herself and with reports coming in that the plague has been infecting other universes, she'll need some backup to keep the galaxy at peace.
Weapon(s): Arm Cannon: - Samus Aran's Arm Cannon is her primary weapon, capable of both energy-based and ballistic attacks. The Arm Cannon, as its name implies, is affixed to the Power Suit's right forearm. What separates the Arm Cannon from other firearms is its ability to access various weapons systems by quickly changing its configuration, thus eliminating the need for multiple (and sometimes bulky) guns. She can switch weapon systems, from firing plasma pellets, to plasma beams, missiles, and super missiles (her armor can also drop bombs).
(Currently, she can only fire her default plasma beam pellets at her opponent)
Lvl 2 Homing Missile Launcher: Samus can fire missiles from her arm cannon, which can lock onto an opponent and cause more damage than her regular uncharged shots. They aren't infinite however, as Samus has 10 missiles she can currently hold at a time. To refill, she must find a recharge station (like in her ship), or find/buy missile tanks that increase her missile capacity by 5.
Lvl 1 Charged Shot: The charged shot is a more potent version of Samus Aran's normal beam, allowing her to focus her energy into her Arm Cannon and later release it at any time, producing a more powerful blast. It's stronger than her Missile Launcher, but requires a cool-down of five minutes before it can charge another shot.
Lvl 1 Homing Super Missile Launcher: Super Missiles are much more powerful than a standard Missile, dealing about triple the damage of a Normal Missile.
Morph Ball: The Morph Ball is the Alt-Form of Samus Aran, and allows her to turn into a sphere 0.8 meters in diameter. It allows her to enter small tunnels and openings, which often lead to previously inaccessible areas.
Special Abilities
Slot One.
Items Slot One. Slot Two. Slot Three.
Strengths
Enhanced Strength: Thanks to her genetic enhancements by the Chozo, Samus' strength is stronger than that of an average human's. She can grip onto edges for long periods of time, issue strong melee attacks and even tank some very strong hits and be rather OK. She can even break through walls.
Extremely Flexible: In her suit, Samus can curl up into a ball when in the air or on the ground, allowing her to roll into tiny spaces where most people can't go. Outside of her suit, she's also athletically flexible, allowing her to flip and jump high in the air. She's basically equivalent to a veteran gymnast.
Expert Pilot: Having her own personal gunship that resembles her helmet, Samus really knows how to fly a space ship. She has even done such perilous evasive maneuvers, that one slight mistake would've been disastrous.
Alert: Samus is constantly alert when in unknown territories. In battle, she also observes her opponent carefully, checking for weak spots and openings to issue a counterattack.
Weaknesses For starters, Samus can't fly. She also can't tolerate extremely hot or cold environments, such as lava and all-time blizzard planets, without proper upgrades to her suits. While her suit can tolerate water, her movement is equivalent to that of a regular human, which can only be fixed by equipping the Gravity Suit. Strong plasma blasts can rip through her suit if they manage to get a hit on her as well. And despite being mostly cautious and aware of her surroundings, she sometimes fails to live up to them when caught completely off guard.
Achievements
Bayonetta
Character Name: Cereza; Bayonetta
Title: Umbra Witch
Kingdom: PlatinumGames
Written Description:
Bayonetta is a female supernatural Umbra Witch, standing at the gargantuan height of 7'7" (2.3114 meters) and weighing in somewhere beyond 200+ lbs (90+ kg). She has a slender body, with a voluptuous figure, much like the other Umbra Witches in her clan. She has short black hair, cut much like that of a pixie cut, resembling short bob (but has been seen being able to control her hair and style to the way she desires thanks to her magic). She also has grey eyes, wears glasses based upon the imagery of rosemary, and has a mole located at the bottom of her left cheek, close to her lips. She also has an Umbran Watch hanging from a chain on her chest from the collar.
Bayonetta's entire attire may have you think she wears latex leather, but believe it or not, it's actually made of her own hair. Her main attire is composed of a skin-tight suit made out of her hair that has a rose design on the abdomen with long white gloves with a dark blue colour on the palms with a Renaissance-style flair added onto each wrist (her collar has the same flair as well). The backs of her legs feature a diamond pattern than run from her upper thighs down to her heels, which expose her skin and her shoes feature black and silver linings with silver figurines somewhat resembling Madama Butterfly- or another female figure- along the back. Her sleeves are a cloak that drapes over her shoulders and front with points on top of either shoulder, with both the cloak's medallion decorations and her earrings forming a blue triangle-like pattern with hexagons.
Personality:
Bayonetta's personality has mellowed out since her initial reawakening in her universe. Initially she came off as callous and nonchalant towards other characters, even having her own approach to her deal with Inferno being one of casual disregard. She often treated her weapons as mere tools to get the job done, save for her favorite set of guns, and she appeared to enjoy her situation as a way to vent her hidden sadistic nature. She rather enjoyed fighting angels in a playful yet brutal manner and she maintains her cool even when up against powerful angels such as the Auditio. She tended to operate alone and prefered to do things by herself if going on a mission or adventure, and not to get encumbered by other people. She can also be construed as somewhat impatient, especially towards the more "talkative type" of enemy. Bayonetta also cared about her clan deeply the more she remembered, coming to despise her father for influencing the Witch Hunts. Bayonetta tends to enjoy using her sexuality as a means to an end in more instances than not, especially when it comes to teasing Luka by scaring him or by sensually playing with him.
While a good deal of this still stands currently with Bayonetta as of current, her attitude has mellowed out since then. For starters, she currently doesn't mind, and in some cases even enjoying the company of a partner to help her out on a mission. She's much more friendly to other allies, but still retains most of her sass, and can also be extremely determined to help and protect her friends when they are in trouble. At the same time, she still retains the brutal, yet playful, manner when fighting against her enemies, especially towards the Lumen Sages, as well as using her sexuality to her advantage. She's still also calm when facing danger.
Game: Bayonetta Series - (2009~)
Current Story:
After the events of the second game, Bayonetta, along with the rest of her friends such as Jeanne, Rodin, Luka, and Enzo, continue to live a rather normal life in their own universe. Or at least, try to anyways, as she also fights angels on a regular basis. Yet this wouldn't last forever. The Umbran Witch was called to London by Jeanne, being notified that an Angel threat was in the vicinity. The catch however, the angels that were attacking London looked rather odd, which the Umbran Witches would later find out, that they've been infected with the M-Virus from Enzo, after he heard about it from various sources across the inter-dimensional news. Fearing that the M-Virus could take over her world, Bayonetta decided to take this into her own hands, even strictly refusing Jeanne's help. She's going to get to the bottom of this great mystery and save her friends from certain destruction.
Weapons:
Love Is Blue: - Bayonetta's signature weapons are four large caliber handguns that act as her default weapons replacing the witch's previous guns, Scarborough Fair. As their name implies, they are blue in color but the aesthetics such as the Umbran symbol is still shared between them and the previous gun set. They each feature a set of gems that match the colors of lyrics from the weapon's namesake, both embedded in the gun itself, and as floral imprinted accessories that hang from the grip of the gun, & an engraving on each side of each gun. Individually, their names are Prelude, Minuet, Toccata and Nocturne. Whilst useful as standard melee weapons, they can (eventually) also summon Wicked Weaves and use the Umbran Climax, a secret skill that unleashes the user's saved-up magic energy to give them enhanced powers.
修羅刃 - Shuraba - The Shuraba is a living demonic katana, pulsing with the heart of Ashura, the demon god of war. The weapon wields fluently with quick and agile attacks that deal modest damage and has sweeping range, being useful against nearly every enemy. Always seeking blood, the blade is rumored to be capable of sucking the very souls out of its victims.
Wicked Weaves: Wicked Weaves are a type of attack that can be executed by powerful Umbra Witches to summon forth Infernal Demons by using their hair as a conduit. Bayonetta's Wicked Weaves usually summon the massive limbs of Madama Butterfly, the demoness she has made a pact with. The farther into a combo a Wicked Weave is produced the more powerful it becomes.
For her weapon, Love Is Blue, it produces Wicked Weaves, via wicked punches and wicked kicks that launch enemies away from Bayonetta, in erratic and violent motions. Depending on the enemy being faced, Love Is Blue can juggle them in the air or catapult them across the battlefield, but are less likely to stun the more resilient enemies such as the Accolade variants.
Special Abilities
Slot One
Items
Slot One. Slot Two. Slot Three.
Strengths
Enhanced Strength: Bayonetta is surprisingly powerful and extremely durable, from manipulating heavy objects and springing back up to fight whenever she is hurt.
Enhanced Agility: Bayonetta has superhuman speed and agility, being able to perform numerous acrobatic feats with ease. She also appears to be extremely perceptive, able to evade most attacks from all directions through anticipating her enemy movements in battle. Of course, this doesn't always happen.
Weapon Proficiency: Bayonetta has an unprecedented skill for the Bullet Arts and shows near mastery of a new weapon whenever she picks it up. This allows her to adapt to many situations she comes across.
Extreme Levels Of Sass: You want to know who is the Queen Of Sass? This bitch... this bitch, is the queen of all things sassy. Unless you are cool as all hell, prepare to get talked back to at any moment and trying your best to kick her ass... only to have your ass get a good spanking instead, ending with yet another wise-ass remark.
Weaknesses
Bayonetta, believe it or not, is 100% human, but is incredibly enhanced due to the pact she made with Inferno as an Umbra Witch, allowing her to be more durable and much more powerful. Regardless, that doesn't mean she's invincible. Mentally she has been known to be inconsistent at times and can be caught off guard, as well as overpowered by stronger opponents.
Since Bayonetta is also the carrier of The Left Eye, she can be sealed away using a special dagger which erases her memories and puts her in a comma. The only person to have done that is her rival, Jeanne, hence she is the only person (so far) that knows of this "trick". The only way it is known to regain her memories is by sending her past self, little Cereza, to the present, changing the past which stops the dagger blow that would have otherwise sealed Bayonetta away. As a result, she never lost her memories and the power of the Left Eye is subsequently reawakened (a plan issued by Father Balder, leader of the Lumen Sages, to allow the power of the creation to be awakened via both the left and right eyes, bring Jubileus, The Creator into the human world and unite the Trinity of Realities, thus causing the destruction of the universe and the rebirth of a new one). If it can be done again... and with no one having any ability to revive her, the Umbra Witch, one of the last of her kind, will never see the light of day again.
Also she doesn't like cockroaches and crying babies, even admitting that '...a crying baby cockroach would be truly terrible...'.
Character Name: Hunter (The Hunter has forgotten his original name after his experiences in the Hunter's Dream)
Kingdom: The barbaric kingdom of From
Written Description: The Hunter stands at a tall 6'2", and weighs 180 lbs. He has a lean, athletic frame, and has a thick layer of muscle over his body. His pale skin is pockmarked all across with scars and marks from his battles with beasts and monsters. He has short brown hair, and green eyes. Still, most people don't see much of his body other than his eyes, as much of his body is covered by his hunter garb. The Hunter wears a long black coat, with various straps beneath to keep hold of his equipment. This is accompanied by a tattered tricorne hat, and a cloth that covers his mouth. While the Hunter normally keeps his attire ordered and neat, it doesn't take long for them to be soaked in blood over the course of a hunt.
Personality: Out of many of the survivors of the From kingdom, the Hunter is one of the best at imitating a semblance of sanity. Out of habit, he keeps most of his attention focused on the hunt. He is very business oriented, and spares little thought for any sort of leisure. Of course, this isn't necessarily his fault, as only the strong and focused can survive the From kingdom. The Hunter has a very quiet demeanor, and will rarely engage in any sort of social interaction. the exception to this rule is when he encounters someone who he either considers an equal, or otherwise catches his interest.
Still, beneath the Hunter's grim and dour demeanor, he does retain one shred of his humanity. Despite everything he has endured, the Hunter still cares about people. In the past, he has been known to delay a hunt to assist someone truly in need. However, he will never show this side of himself to anyone, and will attempt to rationalize his actions to those who ask about it.
Game: Bloodborne
Current Story: After slaying Gehrman and the Moon Presence, the Hunter took its power onto himself, becoming an infant Great One. Cared for by the doll within the Hunter's Dream, he slowly grew in both power and awareness. Watching the Kingdoms outside of From, he became aware of the threat of the Mugen virus. Learning of the call for heroes, he took the Hunter's Dream unto himself, using its energy to craft himself a human avatar; one identical to his previous human form. The hunt begins again.
Weapon(s):Threaded Cane - The Hunter wields a segmented cane with incredibly sharp edges. It effectively can be swung around like a sword. Additionally, the cane's segments can be unlocked, allowing it to stretch out as a long, bladed whip.
Hunter Pistol - The Hunter also wields an old fashioned pistol. However, it is consider unique in the form of its ammunition. The pistol is designed to fire quicksilver bullets that are infused with the Hunter's blood. The unique properties of his blood increase the damage. Interestingly, the Hunter uses his pistol primarily defensively. He will fire at an enemy while they are mid attack, stunning them and allowing him to use a more devastating strike.
LV 1Quickening - By channeling energy through the bone of an old hunter, the Hunter can move incredibly fast in a short burst, almost as though he is teleporting. He primarily uses this ability to dodge, or close a gap towards an enemy.
Special Abilities
Slot One.
Items
Slot One. Slot Two. Slot Three.
Strengths
Blood Healing - As a hunter, the Hunter's body has been altered through blood transfusion to have a heightened regenerative system. By injecting himself with blood, the Hunter is able to rapidly heal from any injury. Additionally, a weaker form of the effect called "rallying" can be triggered when the Hunter strikes a foe quickly after taking damage. However, he is only able to heal up to the damage he took with this method.
Eldritch Insight - After experiencing the secrets of Yharnam, coupled with his time as a Great One, the Hunter has a unique perception of that which is hidden from mortal sight. It isn't as illuminating as it was as a Great One, as the Hunter forgot a great deal of what he learned in that state when he became human again. Still, the Hunter can see much with his "eyes on the inside", as he calls them, able to see through magical illusions, as well as see various celestial and supernatural beings that are normally invisible.
Blood Bullets - When running low on ammunition, the Hunter is able to draw forth extra bullets from his own blood. It requires him to harm himself, but the damage he takes can be healed through the rally effect.
The Hunter's Dream - While the Hunter's Dream has ceased to be a physical place with the creation of the Hunter's human form, it still rests within his body. Whenever the Hunter sleeps, he is able to commune with the Dream's residents, as well, as fully heal his body from any injury. Unfortunately, with the Dream no longer a physical place the Hunter, can no longer return from death. Should he die again, he shall revert to his Great One form, and the Dream shall be released.
Weaknesses The Hunter is incapable of flight. He is susceptible to pitfalls, though not necessarily long falls. Whenever he takes a big hit, the Hunter staggers for a quick moment, and is unable to react.
Written Description: Mario is a 5’9” 175 lbs Italian-inspired man with dark-brown hair and blue eyes. One of his eye-catching allures is his masculinity. Interesting enough is his prized mustache that he refuses to ever shave. He wears dark-blue suspenders that are smudged in grease and sometimes mold from working the pipes or the plumbing when he’s making “house calls.” He has been known to wear other casual clothes besides his trademark uniform with a fondness for the colors red and blue. Mario's demeanor radiates security for he can be quite threatening to those who would dare bring harm to anyone he cares about or himself.
Personality: Mario is rather optimistic. He has to be when working such a shitty job. He is a master plumber and Mr. Fix-It. He is also a veteran of the tunnels around the Mushroom Kingdom having killed many creatures and undead clogging up the pipes. Mario will try to be a gentleman, but if anyone throws that back in his face, then he can just as easily be an a-hole. He doesn’t mind helping someone in need, in his numerous cases, housewives when the man is gone damsels in distress.
In the Mushroom Kingdom, Mario is very reputable despite his secret stash of red mushrooms, fire flowers, et al, and his womanizing. He is the go-to-guy for everyone’s problems, and therefore, is a busy man who is rarely found in his office. If he’s not in his office, then he can be found working somewhere about the kingdom.
The plumber is a fearless and tough man. You do not want to pick a fight with this guy. He has come a long way with his physique. Years of being criticised for being plump in the past have drove him to take his health and image more seriously. He still has a big appetite when it comes to good food, but maintaining his heroic figure for the ladies has become his sole motivation to stay in shape.
Game: Donkey Kong (1981 - as Jumpman), Mario Franchise and Smash Bros.
Current Story: Mario has been elusive recently. He has been missing from the Mushroom Kingdom for some time and with the news of the Mugen virus springing up, his friends have become worried. The hero has never overlooked a crisis, and so with the summoning of heroes, his people are hoping that the legend will emerge.
Weapon(s):Power Hammer - not to be confused with the Super Hammer that grants him invincibility for a brief amount of time, the hammer is Mario’s basic weapon. Whatever he can't destroy with his fists and jumps, he’ll resort to Old Faithful. The hammer is almost as big as he is and just as heavy. Mario wields it with ease and anyone with above human strength could do the same. With the basic hammer, Mario can destroy brittle and natural obstacles.
Lv 1Power Jump - One iconic ability that Mario is mostly known for is his jumping skill. With Power Jump, he can leap great heights and perform aerial acrobatics to reach places most humans can’t. He can launch himself into the air with enough force to smash through bricks and to stomp down on the heads of susceptible enemies.
Lv 2Super Mushroom - A red-capped magical mushroom that transforms Mario into Super Mario. Mario increases in size and strength and has the ability to absorb a single hit from an enemy no matter the lethality. Once struck, Mario will immediately revert back to his normal form. Back in the Mushroom Kingdom, Mario received criticism from the kingdom police for using the mushroom. The authorities feared the red plumber would glamorize drug use among the adolescents who worshipped him. Usage: 1
Special Abilities
Slot One.
Items
Slot One. Slot Two. Slot Three.
Strengths
Superhuman Strength - Mario is stronger than the average human. He can wield his Power Hammer with ease and he has shown numerous feats of strength such as restraining a Chain Chomp, tossing the evil Bowser, lifting King Bob-omb, uprooting a fortress and kicking it away, and stunning a Mega Goomba. He has kicked down great walls and knocked opponents into oblivion in Smash Bros.
Melee - Not exactly known for his combat skills, but Mario has shown that he can do more than lob fireballs and stomp enemies in the arena. He is a fearsome fighter that can hold his own.
Athlete - Mario has participated in several sport competitions: golf, tennis, racing, baseball, and more. He is quite the all-around athlete.
Extremely Versatile - From the Mushroom Kingdom to space, Mario has cameoed in several games and seems to fit in without difficulty. He can adapt to any situation and any setting, making him a “jack-of-all-trades.” There isn't a role too big for him to fill. He has even been a doctor for crying out loud!
Weaknesses
Naturally, Mario is incapable of flight. He is susceptible to pitfalls, but interesting enough not free falls depending on the game. He has difficulty traversing lava and slippery/icy terrain without help. When using his fabled mushrooms, flowers, leaves, feather, etc. The effect of his powers immediately fade when he sustains damage. He’s not the brightest bulb in the box, but he isn't a dummy either. He is the type to just charge in and improvise along the way. As previously mentioned, damsels in distress are a weakness, especially if they’re hot.
Character Name: Quina Quen Title: None. Kingdom: Square-Enix Visual Description:Clicky. Written Description: A genderless, rotund, five and a half foot tall eating machine. Dressed in a pink overcoat and apron, along with a pristinely kept chef's hat and a napkin tied around their neck, Quina looks... odd. Their tongue hangs to half-way down their chest. Their face is white and more or less featureless, save for the huge mouth and red eye markings. Matching gloves and shoes complete the strange outfit.
Personality: Straightforward. For Quina, the world is neatly divided into two - things you can eat, and things you cannot. Curiousity drives Quina to find new things to eat, and everything else in life is secondary to indulging in this drive. While Quina has been known to take an interest in other things, it's often little more than a passing fancy, or it has transpired that it's a way to experience new food.
Game: Final Fantasy IX
Current Story: Having recently lost its job at Mama's due to an unfortunate misunderstanding ("Stop licking the ingredients!"), and generally getting frustrated about the lack of this annoying currency stuff you apparently need, Quina has found itself taking on odd jobs and promptly losing them due to more unfortunate misunderstandings. Fortunately, the call for the "Greatest Warriors of the Seven Kingdoms" didn't seem to have too many requirements for application, and promised trips out to new kingdoms and new flavours.
Weapons: Fork. A huge fork. There is relatively little special about it, apart from it's size.
General Abilities Slot One:Pumpkin Head - Summons an exceptionally large pumpkin, usually over the head of the target. It then falls. Quite why this hurts so much is something of a mystery, and seems to be linked to how hurt Quina is. The attack is, unsurprisingly, very messy, but also very tasty.
Special Abilities Slot One:
Strengths Insatiable Hunger - Can eat, and digest, just about anything, occasionally and temporarily absorbing some new, interesting magical ability from it. Appears to suffer no ill-effects from eating things, nor does there seem to be a limit to the amount of things Quina can eat. Blu Mag - Displays an aptitude for Blu Mag. Which is less of a magical technique, and more like an accident waiting to happen. Wildly unpredictable, prone to backfiring, this "magical style" mostly focuses on buffing allies, annoying enemies and being rather indiscriminate. Single-Minded - While others might consider Quina's dogged pursuit of food to the point of obliviousness a weakness, it functions as something of a strength. Very little can rattle Quina, and it seems to take more or less everything in it's stride. World is on fire? No problem. Airship crashing down? No need to worry. Military invasion on the horizon? Whatever. This single-mindedness means Quina rarely gives in to despair or worry regarding the events unfolding around them. Strange Gourmand - Capable of turning just about anything into something that Quina would consider a delicious meal. While your definition of "delicious" may vary wildly, Quina's cooking is at least extremely nutritious and, in spite of the ingredients sometimes used, unlikely to kill you.
Weaknesses Poor language skills, little understanding of how the world really works and a near constant desire to eat. Not particularly quick, nor particularly graceful, Quina sort of bumbles their way through life, doing whatever takes their fancy. Unsurprisingly, Quina has accrued something of a reputation for being unreliable.
Kingdom: The ruined nation of Cavia. Resides in Square-Enix.
Written Description: With pale white skin and lustrous, long silver hair, Zero makes quite the striking impression on a first encounter. She has an ethereal beauty about her, even moreso than the others of her 'race'. She has a youthful appearance and the curvy, toned body to match and judging from her outfit it is clear she takes some manner of pride in her appearance. On the surface, anyway. It's only at closer glances that the blemishes become more apparent. Zero has a prosthetic left arm, a foul looking metallic black arm that clashes with her otherwise ivory appearance. Where her right eye should be is instead a pink flower that continues to grow slowly. Her attire doesn't seem to offer much in the way of protection, being silken robes that are loose but comfortable - not exactly practical but then nothing about Zero really is, with black heels that clack along the ground as she runs. There are always flecks of blood on her skin or attire, with the amount increasing the more she gathers. With the heels she still doesn't cut an imposing height, standing at roughly 168 cm (5'5") and weight of 55kg (121 lbs). Don't let her size or looks fool you, however. Many have made that mistake.
Personality: Betraying her lovely appearance, Zero is an exceptionally violent individual with a low tolerance for anything complicated or repetitive, making her very easily irritated. Bitter and apathetic in equal amount, she lashes out and scoffs at anyone who tries to get in the way of her goal, whatever that may be (it's almost always some manner of killing). At times she will switch to a haughty, but polite, tone of voice but only just long enough to insult someone before switching back to her rough, harsh, foul mouthed self. Zero is a frank individual, openly discussing matters pertaining to her source of power as well as her particular, insatiable need for stress relief. She has trusted and cared for only one person in her life and that won't change. She isn't opposed to working with others, provided they have the same goal or, preferably, they swear to become one of her 'Disciples'. Even those she has taken on as a Disciple she did not trust or have any feelings towards, other than anger should they betray her as she cut them down.
Zero may appear to be a delicate flower, but she is nothing but barbs and thorns.
Game: Drakengard 3
Current Story: After killing her sisters and their legion of loyal defenders, and herself (thanks to her beloved partner Mikael), Zero assumed that would be it. After letting the parasitic flower consume her and her sisters, her final, true death was supposed to happen. But as the dust settled and her partner vanished, Zero sprouted once again, revived by a piece of the flower that was left behind. Her home long since put to the torch, thanks in part to her and her sisters, Zero wandered with no goal and only resentment at the failure of her sacrificial world-saving assassination journey. Bitter, angry, and with no one left to blame or kill, Zero instead throws her lot in with the Mugen Virus crowd, hoping that it will give her something to do. She doesn't care for heroics or glory and she doesn't even care about Platform City or The Seven or its inhabitants. She was supposed to die. Someone else will just have to take her place.
Weapon(s):Zero's Blade: Made from the bones of a dragon, Zero's Sword is of medium weight and is her favored weapon. Its cutting power is particularly strong against flesh and those with magical blood in them.
Everlasting Ring: A gift from one of her previous Disciples. A chakram that, while low in strength or stopping power, is useful for crowd control. A reminder of a previous life.
Masochistic Joy: A gift from one of her previous Disciples. Heavy gauntlets that are tremendously slow but pack a heavy punch. Or kick. For when a closer touch is warranted. A reminder of a previous life.
Level One
(P)Damage 5 (P)Defense 1 (M)(E)Damage 1 (M)(E)Defense 1 Dexterity 2 0% (This is critical damage. Everyone starts at 0%.) XP ////////// (0/10) (This is your starting experience bar. It will increase by 10 pts every time you level. For example, lv 2 it is 20. Lv 3 it is 30, etc.)
General Abilities
Lv 1: Dress Parry Due to her lack of defenses, Zero has taken to a more offensive sort of defense. Using the sleeve of her dress along with her prosthetic arm, Zero can parry an incoming physical attack if she times it correctly. A whiff is punished severely while a successful one only opens her up to keep slashing and cutting her way through whatever is in front of her.
Special Abilities
Slot One.
Items
Slot One. Slot Two. Slot Three.
Strengths
Weapon Proficiency Zero can effeciently wield four types of martial weapons, bladed weapons (one-handed swords being her forte, but she can wield daggers and two handed swords), chakrams, spears, and gauntlets. Any other weapon leaves her baffled, even ranged weapons from her realm - like bow and arrows.
Intoner Beauty: Zero is an Intoner; in her land she and her sisters were revered as goddesses for their combat ability as well as their beauty. Zero, despite her personality, is still physically beautiful which can have its uses.
Stamina: Thanks both to her Intoner status and her insatiability, Zero has increased stamina which essentially means she can engage in various manners of rigorous activities for longer than many.
Survival Skills: Because much of her life consisted of travelling and her desire to assassinate her world's leaders, Zero was a wanted woman and since inns were not an option she learned to live off the land. She knows how to make camps and skin beasts for meat and furs. Just don't enter her tent unless invited.
Weaknesses
Temperament: Zero is quick to anger and even quicker to irritation. Often her impatience will lead to her messing up royally and making a simple task take twice as long, only furthering her aggravation. She is not much for tactical planning, believing the best course of action is always "hit it until it stops moving."
Parasitic Relationship: The flower in her right eye is a parasitical life form with its own will and survival instinct. Zero hates it but any attempt to remove it by force - by her hand or another's - will knock Zero out of commission as a warning to her.
Heights/Jumping: Zero doesn't have a fear of heights. She just absolutely hates jumping or anything involving jumping. She cannot jump especially high but has a decent length to it. The higher up the more agitated she gets, leading to increased chances of missing a jump and having to do it all over again.
Bad Luck: Whenever something seems to be going her way, fate seems to intervene to screw her over. Once she acquired an airship. Then it got blown up minutes later. Zero is a walking disaster and nothing involving good fortune ever comes to her for long.
Standing proudly at 6'5 and weighs 165 Lbs, Luigi is Italian and possesses blue eyes and dark maroon hair. His mustache is time smooth and trimmed daily in order to make it look presentable. Luigi has broad shoulders but lacks a lot of his older twin's bulk, resulting in him being much slimmer by comparison; Despite this he is still very physically fit.
He favors green and blue in all of his outfits, through his standard work uniform is that of a green shirt with a pair of blue overalls and a green cap with the letter L on it.
Personality:
Luigi is an intelligent but very cautious (some might even claim him to be cowardly) man who will force himself to go through hell itself if it meant helping someone who he loves or considers a friend. Considerably self-conscious and forever in the shadow of his older, more famous brother, Luigi can be rather bitter and passive aggressive at times when he feels like he is being ignored or forgotten. His older brothers rampant womanizing has also started to eat at him because it often comes down to him to pull both of their respective weights at work to cover for his brothers absence as well as having to pull his brother out of the fire and do damage control in the event that his activities are discovered. Luigi does all of this because he does love his brother and would do just about anything to save him from danger. As of late however, he has started to grow weary of covering for his brother's antics...
That being said Luigi is something of a womanizer himself, but nowhere near to the same reckless degree as Mario; For example he has never gotten involved with a woman who was already in a relationship.
Since his brother is normally out and about, Luigi is often stuck at the office doing the paperwork and generally making sure that their business functions. He will go out and help around the Kingdom more often then not through.
Game: Mario Franchise, Luigi's mansion series, Smash Series.
Current Story: Mario's withdrawal from society as long been a serious concern for Luigi, who has been forced to more or less run the plumbing business by himself since his older brother left. The appearance of the Mugen virus has only caused those worries to grow, but instead of hunting down his brother like he wants Luigi is answering the call in order to combat the threat of the virus (while hoping that Mario answers it as well).
Weapon(s): Power Hammer - This hammer is Luigi’s basic weapon. Whatever he can't destroy with his fists and jumps, he’ll resort to this worn but effective tool of destruction. The hammer is almost as big as he is and just as heavy. Luigi wields it with ease and anyone with above human strength could do the same. With the basic hammer, Luigi can destroy brittle and natural obstacles.
Stat.
Level Four
(P)Damage: 2 (P)Defense: 5 (M)(E)Damage: 6 (M)(E)Defense: 5 Dexterity: 7 5% (This is critical damage. Everyone starts at 0%.) XP : (3/40)
General Abilities
Slot One. Lv 1Power Jump - One of the few abilities that Luigi can compete (and outdo) his brother is his jumping skill. With Power Jump, he can leap great heights and perform aerial acrobatics to reach places most humans can’t. He can launch himself into the air with enough force to smash through bricks and to stomp down on the heads of susceptible enemies.
Slot Two Lv 2Fast Runner- While Mario might be faster at running over a short distance, Luigi has always been the faster of the two when it comes to long distance, easily reaching speeds of 30 mph and going so far as 45 mph when pushed! ...Granted slowly down from said speed is a bit of a problem, but he can manage it with enough skidding distance.
LV 3 Thunderhand- During one of his prior adventures with Mario, Luigi wondered into an ancient ruin called the Thunder Palace and discovered the lost technique of Thunderhand; The ability to wield and use lightning.
LV 4 Genius Mechanic- Once upon a time Luigi was brought under the sway of those with dark intent via brainwashing, becoming the villain known only as Mr. L. While Mr. L possessed all of the abilities that he did as Luigi, he proved to have knack for creating robots and machinery that his normal self simply didn't. While the brainwashing and conditioning was broken some time ago, the recent stress of losing his brother seems to have triggered some of Luigi's memories of his dark days as Mr. L... including his villainous counterpart's understanding of machines and robots.
Special Abilities
Squad: Charlie
Items
Mario’s Hat – a cherished item and memory of a perished kin Mario's spirit - Currently in a vial. Slot Three.
Strengths
Agility: Luigi has a surprisingly high level of agility, allowing him to pull of quite a few stunts that normal people (and even highly powerful ones like his brother Mario) are physically unable to perform. It allows him to be rather flexible as well.
Athlete - Luigi has participated in several sport competitions: golf, tennis, racing, baseball, and more. He is quite the all-around athlete, however he excels at sports like Sychronized Swimming, Figure Skating and Rhythmic Ribbon where his natural flexibility can be taken full advantage of.
Extremely Versatile - From the Mushroom Kingdom to space, Luigi has followed his brother dutifully and gone through almost all the same crap that he has more or less successfully. As such, he is highly adapted at... well, adapting to the situation at hand.
Intelligent: While there are plenty of people out there who are smarter then him, Luigi is rather intelligent and will generally try and think before he leaps.
Weaknesses
Luigi is a coward at heart who suffers from phasmophobia (the fear of ghosts). He is incapable of flight under his own power. The effects of his 'power-up' powers immediately fade when he sustains damage. He is something of a sucker for a pretty woman in trouble.
Written Description: She is a Mithalan, a now mostly extinct aquatic race with greenish skin, webbed feet and fin like ears. She is 5” tall, has white hair and wears an outfit made of the discarded scales of sea creatures. However her various forms have different appearances based on the gods the power was absorbed from. (descriptions once acquired)
Energy Form: In this form raw energy flows through her veins, her complexion becomes grayer, her eyes a flat yellow and her hands are coated in a burning energy. A small numbes of black scales grow on her thighs, cheeks and shoulders Her outfit changes to be made out of black scales and covers slightly more of her body,
Beast Form: Tough Pink scales now cover her head, arm, torso and lower legs, they look somewhere between natural armor and a pair of arm length gloves, knee length socks and a once piece bathing-suit. She gains sharp teeth, Purple claws on her hands and feet, yellow cat like eyes and her skin turns a soft beige in complexion.
Nature Form:Her cape transforms into one woven with leaves and featuring a coif that covers her neck and head. Small bits of wooden armor decorate her forearms, lower legs and shoulders. Her skin loses its slight blue tint going fully green and her belly is marked with a swirling tattoo.
Personality: Naija is an inquisitive individual, her desire to learn about her past and the world around her, along with her loneliness, are what initially set her off on her adventure. She has very little experience with interacting with others apart from her mate Li and her son, as all the civilizations and their people and gods she encountered in her travels where either long dead or hostile and insane. As a result the prospect of meeting more people both excites and intimidates her. Naija is somewhat in denial of her own nature, she claims that she is happy with the quiet life she had and that she is not a violent individual, Yet her desire for answers caused her to cut a long and bloody path through those that stood between her and understanding of the past and this also caused her to be kidnapped by her mother. She craves adventure yet feels she should be happy without it.
Game: Aquaria
Current Story: The end of Aquaria involves Naija being knocked unconscious and kidnapped by her mother. Between then and the summons she has been dragged around by her mother who is planning to take over the surface world with Naijas help. Naija has spent this time stubbornly refusing and trying to escape and return home.
Weapon(s): The first rather ineffective way of attacking involves using the verse to levitate a heavy object and then swimming at something, stopping right before the collision and letting the object swing round and hit the enemy. On land this would work similarly.
General Abilities: Slot One: Bind Song: An object of relatively similar size to Naija is levitated and floats along side her, this object is always a fixed distance from here and obeys momentum, as noted in weapon she can use this to swing it but she could also use said object as a shield or simply to transport something.
Slot Two: Cooking with the verse: Naija can use her knowledge of the verse to infuse various foods with beneficial magical properties. These are prepared in advance of missions using appropriate cooking equipment, ingredients and musical accompaniment.
Long Life soup x1: a mushroom, meat and tentacle stew that cures one minor wound instantly and cures an additional 3 minor wounds over the subsequent rounds.
Tasty cake x1: fish eggs cooked with fish oil with a small eyeball on top as dressing: cures two minor wounds instantly
Spicy roll x1: a spicy meat in a seaweed wrap and cooked with fish oil. This powers up a character's abilities, attacks like luigi's lightning or Samsus's arm cannon shots become larger and more dangerous. Increases consumers (ME) damage by 5 for 3 rounds.
Slot Three: Energy Form: after singing a tune Naija transforms into a combat focused form. In this form raw energy flows through her veins, her complexion becomes grayer, her outfit black scales, her eyes a flat yellow, her hands and wings are coated in a burning energy and she is filled with a lust for destruction. She can use their burning areas to fire large homing energy shots, either rapid fire from her hands or charged over a short period to lunch 6 more powerful shots in a ring around her. The shots move relatively slowly compared to most projectiles but will lazily turn to face their intended target, endlessly seeking to destroy Naija's foes until they hit something(either the enemy or some random piece of terrain) or decay. In this form she canot manipulate the verse and must cancel out of it to sing any other songs.
Slot Four: Beast Form: after singing a tune Naija transforms into a melee combat focused form. Tough scales cover her head, arm, torso and lower legs providing a moderate amount of protection. She also gains sharp teeth, claws on her hands and feet and a moderate increase in strength that she can use for combat. Finally, it is possible for her to consume enemies, even those larger than here, that she deals lethal damage to in this form, swallowing them whole and gaining the ability to spit a limited number of projectile attacks based on the enemy devoured. While in this for Naija is griped by a near insatiable hunger gnawing at her stomach. As with her other forms she can’t manipulate the verse until the form is cancelled.
Slot Five: Nature form: after singing a tune Naija transforms into a defensive form. Her cape transforms into one woven with leaves and featuring a coif that covers her neck and head. Small bits of wooden armor decorate her forearms, lower legs and shoulders. Her skin loses its slight blue tint going fully green and her belly is marked with a swirling tattoo. The cape part of this form can be used to gran some basic protection, primarily too nature attacks. She can also produce seeds from it that can be thrown. Small seeds will produce only rapidly growing flowers and other small pants however if she charges the seed she can cause it to spround a massive Thorny cactus that grows with such speed that it will launch anyone/thing in the path of its sudden growth skywards. These cacti can then be used as cover or be used to restrict the movement of enemies.
Special Abilities: Slot One: Stolen Honor (A Valkyrie wings): stolen from an infected Valkyrie these pink and purple wings (and accompanying boots) extend from her hips, allowing her to as fly swiftly through the sky as she once swam through the ocean.
Items: Baromett Seeds 2, (12) Muggle Seeds 1, (8) Phoenix Down Keys to a mysterious vehicle. Fox's old jacket
Strengths:
The verse: Naija can sing in order to manipulate the life force of the world. In a practical sense this lets her perform a few spells and transform herself into various more combat suited forms.
Cooking: Naija is an excellent cook and can create many different meals that can have healing or buffing properties
Aquatic being: perfectly suited to life beneath the waves, can breathe both air and water and is an excellent swimmer, she has built a lot of muscle as a result of having to push through the water.
Wall clinging/jumping: she can stick to surfaces and launch herself off them in order to climb and move on land.
Weaknesses:
She is an aquatic lifeform and as a result has never had to walk anywhere, or navigate above the waves for any significant amount of time. As a result she can only really hop about using the above wall jumping ability of the floor repeatedly. Without some other mode of transport or lots of practice the best she is going to achieve will be awkwardly leaping around. She is also unfamiliar with may land based concepts.
Needs to sing in-order to use the verse so if she were silenced in some way or needed to be quiet she would be relatively useless.
Written Description: Crash stands at five feet even. He has a sling backpack to carry items in and knee pads. The knee pads don't add anything. Occasionally he has a black leather jacket and sunglasses for when he is riding his motorcycle but probably won't see much of that here.
Personality: Crash is usually kind hearted and laid back. He is not known for his anger, even towards his greatest enemies he rarely maintains a great deal of contempt. Threatening his little sister seems to be among very few ways of setting off his aggression. Beware his appetite, however, he is very protective of his Wumpa Fruit.
Crash is a very emotional character who is quick to laugh and quick to cry. While he has a danger-loving, fearless nature and loves a good fight, he prefers relaxing in the sun and rarely seeks out trouble deliberately.
Crash's intelligence level is something of a question since he is illiterate. However, he has shown to be smart enough to been able to outsmart various bosses far more powerful than himself in the past. Things he does that seem dumb could best be attributed to his obvious immaturity and impulsive nature. His illiteracy is probably just because he sees no reason to speak English, especially since Aku can understand him anyway. His sense of right and wrong is also intact.
Game: Crash Bandicoot series (1996-2011), Skylanders Imaginators (2016)
Current Story: After defeating the Evil Twins (Victor and Moritz) and sending them to the tenth dimension, Crash's life has been mostly calm, with only having to deal with some problems here and there. Most of his time has been spent lounging around in the sun and snoozing his days away without a care in the world. Of course though when he catches wind of a threat even worst then that of Cortex potentially threatening his home, the marsupial can't sit on the sidelines and has set out to platform city with the guidance of Aku-Aku going with to help translate Crash's gibberish. Weapon(s): Fruit Bazooka - This weapon fires Crash's favorite fruit, the wumpa fruit. Despite the idea of a fruit being an odd concept, it packs a powerful punch.
General Abilities Level 1 Cyclone Spin - Crash's most iconic means of taking out his foes, the cyclone spin. What normally would make any normal person (or marsupial) dizzy in less then a few seconds, Crash does with ease, using it as a means of knock his foes out.
Special Abilities
Slot One. (Special abilities are abilities your character can acquire from completing missions in other worlds outside their own. These abilities are awarded after certain boss battles. These abilities are powers that your character normally wouldn't have. They can also be weapons that are foreign to your character’s game verse. These are GM awarded so do not fill this out.) Items
Slot One. Slot Two. Slot Three.
Strengths
Enhanced Strength - Crash has displayed significant physical strength, able to cause considerable damage to Titans and other large creatures, such as Tiny. He also was able to pick up Crunch and slam him on the ground over and over, with little effort.
Enhanced Agility - Crash is also very agile, able to jump more than his own body height into the air with a standard jump, as well as pull off a double jump with similar vertical lift.
Enhanced Stamina - Crash also possesses exceptional stamina and resiliency, able to run and fight steadily for long periods of time (evidenced by the fact that many of his games' plots take place in a small span of time), and also take massive blows from Titans and the like, then just get back up and resume fighting with the same vigor and liveliness as before. The latter is also evidenced by the fact that he can spin at high speed for almost a solid minute before he gets dizzy, and still only stay dizzy for a brief moment.
Enhanced Reflexes - Crash has improved reaction speed as he was able to dodge enemy attacks and projectiles.
Weaknesses
Crash is easily distracted and extremely impulsive making him act before he thinks and at time loosing track of what he is suppose to be doing, especially if it involves wumpa fruit. He also has a hatred of water thus he is unable to swim. Pitfalls are a precarious enemy and he can't normally fly (unless he gets his hands on a jetpack or plane). Of course a bunch of normal hazards also can harm him such as fire, spikes, guns, eaten by sharks, etc. Achievements
Written Description: As his name suggests, Fox is an anthropomorphic… erm, fox, whose stature and build could be considered slightly below human average (5’8”, 155lbs), but his form is clearly that of an athlete. Obvious animal characteristics aside, his sharp green eyes and a symmetrical white streak centered along the crown of his head between his ears seem to be among the few of his discerning features that are immediately apparent, with a notable lack of whiskers or visible scars despite his biology and profession, respectively. He sports a sleeveless green jumpsuit complimented by a small red scarf, along with rounded combat boots and fingerless gloves; both of which are lightly armored and accented in red. Variably included in his outfit are a fitted, low-profile comms helmet, equipped with a retractable green eyepiece of speculative application, and his trademark padded white/grey flight jacket with sleeves rolled into cuffs at his forearms. More consistently, however, he is always openly, visibly armed with his trusted blaster and reflector at each side of his belt, as he never goes anywhere without them (not since Sauria, anyways) and will not quietly forfeit, remove, or otherwise forego them for any reason. It goes without saying that he simply likes to be prepared for anything.
Personality: Calm, brave, competent, and dedicated, Fox is a natural-born leader. Having been raised on the very simple idea to “never give up,” he has since carried with him a commanding, indomitable will throughout his entire life. With this came a certain sense of moral responsibility to the universe; to fight for what’s right. He has a very collective, serious nature about him, but he knows when to lighten up and enjoy himself. With a penchant for brash, bold, daring antics that all but erase the line between fearlessness and outright insanity, he tends to have an air of arrogance and overconfidence about him with an undertone of immaturity. Regardless, he’s never one to back down - even in the face of seemingly impossible adversity - and when his friends, loved ones, or any others in need are counting on him, he will do anything and everything in his power to pull through for their sakes.
Game: Star Fox series, Super Smash Bros.
Current Story: Following the Subspace Incident, things have been relatively quiet. The incidental decline in urgent threats has lead to a near cessation of team Star Fox activity, followed by its unofficial disbanding. This seemed for the better, of course, as it gave them much needed relief from militaristic heroics to adjourn to their own lives; whatever they may entail. For Fox, however, it doesn't feel so simple. After everything he’s lived through, how could it be?
As a long-time staple participant in Smash, it was no secret to him that there are other worlds out there, but he had never before considered that other, greater threats came with them. The battle with Tabuu, one that took the combined efforts of many heroes (and villains) to win, opened up the possibility that there is always something worse out there, and whatever it may be, it will come. This has left him in a lingering state of unease that compels him to return to his old life and seek out such threats wherever they may hide and eliminate them, even if he has to do it alone. This has placed a concerning amount of strain on his relationship with Krystal, much to their shared dismay, which makes their protracted attempt at a peaceful, settled life considerably more difficult. That being said, the multiverse seems to have gotten along fine without him, so if all truly is well, perhaps it is best that he hang it up and leave his fighting days as far behind him as he can.
If only they would stay there...
Weapon(s)
Arwing - The trusted signature fighter craft of Team Star Fox. Equipped with chargeable dual laser cannons, smart bomb launcher (3-round capacity), gravity diffusion shielding and propulsion, and advanced targeting system. Under the right conditions (i.e. an open sky), Fox can summon and pilot the Arwing for however long situational time or the vehicle’s condition permits before having to bail out. If it is destroyed during a mission, he will lose access to it for the remainder of the mission. (General Duration: ??? Combat Duration: ???)
Blaster - A lightweight, rapid-fire laser pistol with a seemingly inexhaustible charge. While not immediately lethal, it is effective for dealing damage in quick succession and bursting down anyone foolish enough to be in front of it for too long. Unfortunately, in its default state, its stopping power is next to non-existent against sturdier targets, so it cannot always be relied on as a primary means of offense or defense.
Impact Shot - A mode of alternate fire that sacrifices firing rate for stronger single shots that sport slightly higher damage and greater stopping power. Capable of knocking opponents back.
Reflector - A compact, portable barrier emitter that encompasses the user in a hexagonal field of pulsating energy capable of reflecting most forms of ballistic or energy-based projectiles or other non-physical attacks as well as repelling and damaging enemies within its AOE when activated. Reflected attacks are also returned with slightly increased energy. However, it cannot protect the user from physical force, and there are limits to what it can reflect as well as how much it can withstand at a time before “breaking”. (Fox, in particular, can stall and sometimes break his momentum when using it in midair.)
Illusion - Fox performs an illusory forward dash at such speed that translucent afterimages of him are left behind, traversing a moderate distance in an instant. Good for making quick escapes or closing gaps between targets. Can also lightly damage/stun enemies upon contact.
Burst - Identical speed and movement to Illusion, but with shorter distance and altered damage. The dash itself does no damage, but produces an explosion at the end of it.
Fire - Fox cloaks himself in a flaming aura and propels himself in the direction of his choosing with a powerful burst of kinetic energy, damaging foes that make contact with him at any point during the move. Useful as a means of attack AND traversal. However, he is inert while charging, and he cannot alter his trajectory mid-flight.
Takeoff - A non-lethal variant of Fire intended solely for movement. Covers slightly greater distance and is significantly faster with next to nonexistent startup and marginally greater air control.
Special Abilities
(Slot One.)
Items
(Slot One.) (Slot Two.) (Slot Three.)
Strengths
Adept Pilot - Land, air, sea, space; Fox has seamlessly conquered every terrain he has ever been placed in. If it flies, drives, swims, and (preferably) shoots, chances are he can use it to great effect, and there are only few who can rival him at it.
Martial Artist - Even out of the cockpit, Fox is a more than able combatant - be it armed or hand-to-hand. He is extraordinarily quick and deceptively powerful, capable of singling out and dispatching stronger opponents than himself with surprising efficiency.
Veteran - Fox has spent roughly half his life in battle with nary a loss to his name. Naturally, this comes with the knowledge and experience necessary to maintain one's composure in the heat of battle and adapt as needed to succeed.
Leader - While he’s not what one would call a strategist or a tactician, he can always be counted on to step up to the mantle of leadership that has become oh-so-familiar to him. Preferring to take on a more active, direct role in combat (or whatever else), he will almost always put himself - sometimes only himself - on the front line or in the dead center of the action to see a mission through; readily staking his own life before anyone else’s.
Weaknesses
For all of his noteworthy capabilities, feats, and accomplishments, Fox is often one of the least physically, mentally, and spiritually remarkable people in the room, and he will just as often find himself accordingly outmatched; sometimes to a spectacularly overwhelming degree. On top of that he’s a fragile speedster, so his durability leaves something to be desired. His well-roundedness does little to make up for any of these shortcomings, as that comes with its own trade-off: a lack of specialty. Sure, he can do just about anything, but there’s always someone who can do one or more of those things better. This ensures that he will always be fighting uphill in order to prevail.
Achievements
Character Name: Banjo & Kazooie
Title: Legend(s)
Kingdom: Spiral Mountain, Isle O’ Hags, The forgotten kingdom of Rare (former Nintendo protectorate)
Visual Description:
Written Description: Banjo is a brown, blue-eyed, anthropomorphic honey bear with a round, protruded muzzle with a spherical nose at the end of it. Although not visibly toned or muscular, he is rather stout and stocky for one of average height, clocking in at 5’10”, 180 lbs. With the decisive omission upper-body clothing or footwear, his outfit is about as simple and consistent as they come: a pair of yellow shorts fastened with a black leather belt, a shark tooth necklace, and his compact blue backpack that he is understandably never seen without. Renting out the space within said backpack free of charge is his best friend, Kazooie, a green-eyed, red-crested breegull (hybrid avian breed of fictional species) with wing and tail feathers that fade into yellow tips at the ends. She stands at close to the same height as Banjo, but considerably lighter at 5’2, 45 lbs. Despite her relatively close stature, she can still fit comfortably and seamlessly inside Banjo’s backpack, where she resides most of the time.
Personality: Banjo is invariably amiable, generous, good-natured, well-mannered, and laid-back to a near fault. He holds no grudges and takes nothing personally (Gruntilda notwithstanding), and he will almost always politely address strangers with the use of honorifics. Never wishing to offend, he is constantly pulling damage control to put out Kazooie’s behavioral fires on account of her big mouth. His simpler speech and inability to produce effective witticisms often gives off the impression that he is slow or inept. The biggest flaw in his character would be his non-committal tendencies indicative of laziness, but he has also been known to be a bit of a compulsive liar, especially in cases where it would spare someone a harsh truth.
Kazooie, the polar opposite to Banjo, is brazenly obnoxious, sarcastic, mouthy, cynical, confrontational, and unapologetic. There’s next to no one she’s ever met without somehow insulting them, and vice versa, which has lead to quite the number of predicaments for her and Banjo (who seems to be the sole exception from her verbal slights). Though outspokenly tactless and uncouth, she is not inherently selfish, mean-spirited, or amoral. She recognizes just as well as any when the need arises to combat evil and injustice, and she will eagerly revel in the opportunity to stamp it out.
Despite their contrary nature, Banjo and Kazooie are nigh inseparable; the very personification of “opposites attract.” The one thing they have in common above all else is their willingness to help out others in need… and a knack for being charming as hell while doing it.
Game: Banjo-Kazooie, Banjo-Tooie
Current Story: After defeating the revived Gruntilda and foiling her schemes for the second time, life has been relatively uneventful for the iconic buddy duo… unless you factor in a certain infamous non-canon spin-off and the turbulent franchise history that lead up to it. Before the grand promise of Banjo-Threeie could be fulfilled, their studio kingdom was unexpectedly bought out and taken over by another governing body. As a result, they were subsequently debased in a stupid-ass car building game that audaciously mocked and insulted the very legacy it acted to live off of while alienating the fans it tried to attract neglected with the changing of the times. Thus, their kingdom tragically receded from its former glory, and has not since returned to it. Many of its most loyal followers have clamored for a “true” revival of the Golden Age of Rareware - from simpler favors as having Banjo & Kazooie in Smash, to greater undertakings as proper sequels to the likes of them and Conker. However, licensing issues political barriers and the departure of lead creative talent external migration have sadly kept any of that from ever coming to be… but that hasn’t stopped others from trying.
As rumors of a “spiritual successor” began to circulate, they eventually caught word of a would-be stand-in duo from the Playtonic Isles - a newfound territory of the Indie Federation - set to take up their mantle. Predictably, Kazooie responded with scoffs of bitter contempt at the idea that anyone could replace her and Banjo, whereas Banjo, knowing full well the size of the shoes they hoped to fill, simply wished the best of luck for the two with their endeavor… whoever they were. As it turned out, they would have their own new adventure to embark on following the invitation to the funeral of a fallen hero. Excited by the very prospect, eager to prove that they weren’t just a pair of has-beens and antiquated relics, and simply having nothing better to do, they would happily take this opportunity to come out of their forced retirement to get back into the world that so desperately wanted and needed them. The bear and bird were back!
Weapon(s)
Egg Firing - Kazooie can fire egg projectiles forward from her mouth or backwards from… elsewhere. Blue Eggs come as standard ammunition, but other ammunition types can be unlocked. Can also be used while flying or swimming.
Breegull Blaster - Banjo can withdraw Kazooie and, in effect, wield her as a firearm. With this, aiming becomes easier and more effective, and projectile speed is increased (however inexplicably, with no such increase in power). However, this does come at the cost of some of the mobility options provided by Kazooie, so some consideration for environment and situation should be taken when utilising this technique.
Blue Eggs - Deals normal physical damage. Can be fired in three-round volleys. (100/100)
Beak Buster - While airborne, Banjo & Kazooie invert and tuck in place before vigorously diving downward, powerfully slamming beak-first into whatever is underneath them. Devastating as an attack, but potentially harmful if used recklessly from certain heights. Cannot be cancelled, but hitting an enemy on the way down will mitigate fall damage.
Talon Trot - Kazooie emerges from Banjo’s backpack to ‘take the driver’s seat’ as it were, carrying him on her back. This allows them to scale steep surfaces on foot and increases their run speed (and thus jump distance) almost threefold. However, beyond movement, no other actions can be performed while this is active, but it can be toggled on and off with little interruption.
Flight - Kazooie spends a Red Feather to propel herself and Banjo skyward, allowing them to fly for as long as their feather stock allows. One additional feather is expended for each time they ascend. Flight pad is no longer required.
Wonderwing - Kazooie shields Banjo--and, by extension, herself--with her wings coated in gold energy, making them impervious most (if not all) known forms of damage for as long as the ability remains active. It can also be used as a means of attack useful for dispatching undead, incorporeal, or otherwise conventionally invulnerable enemies. Requires one Golden Feather for the initial startup, and one additional feather for every two seconds the move is sustained.
Beak Bomb - A devastating but unwieldy aerial divebomb attack that boosts Banjo and Kazooie forward at dangerous speed. While powerful, the reckless speed makes the move difficult to aim or adjust as well as putting its users at risk of sustaining heavy impact damage. One Red Feather is spent for the initial startup, followed by one additional feather for every second the attack is sustained.
Special Abilities
(Slot One.)
Items
(Slot One.) (Slot Two.) (Slot Three.)
Strengths
Physical Aptitude - With surprising strength, durability, and stamina, not betrayed by their appearances, they are capable of shattering boulders and worn, stressed, cracked steel with physical force alone, surviving some falls, crashes, even small explosive fire, and maintaining their pace even with critical injury.
Adaptive Mobility - Not the fastest at any of it, but the two can get around by just about any means they can manage, be it running, climbing, jumping, swimming, and even flying. There’s virtually nowhere they can’t reach.
Potential - Individually and paired, they have a veritable combined plethora of useful abilities to be unlocked. On top of that, they are fairly flexible in regards to what can be worked into their ability pool, and somehow, though inexplicably, they have even been proven to be physiologically pliable enough through magical means to be safely morphed to and from other living forms both organic and inorganic as needed.
Teamwork - Even while apart, they have an almost symbiotic propensity for working together; often times without even having to be present in the same area. Together, they can solve just about any problem or overcome any obstacle.
Weaknesses
Though, they are not specifically vulnerable or weak to any particular damage types, they have no definite resistances or immunities either, so most, if not all, forms of attack can theoretically affect them without proper safeguards. Furthermore, the two are individually weaker and less capable when separated. Although, together they have a shared mind and capacity between them for getting things done, they both lack in the way of technical knowledge, skills, competencies, or proficiencies (besides playing the respective instruments for which they’re named), and while they are capable of managing in combat, they do not profoundly excel at it in any way. This effectively means that they do not suit or fulfill any ideal role or position, which makes improvisation a must for them.
Kingdom: Hails from Looking Glass Studios, but when the Kingdom fell he left for Ion Storm, and when that Kingdom fell he went to Square Enix, specifically the Eidos Montreal district of the Kingdom.
Written Description: Garrett is a rather small man, only 5'7 and weighing in at 149 pounds. He has pale, almost porcelain skin and close-cropped warm black hair. A small scar runs from above Garrett's right eye to his upper-right cheek, and in place of a normal eye his right eye is mechanical, with the 'whites' of the eye being metal and the 'pupil' being a neon green color. His left eye, which is still normal, is a hazel brown. Normally, he sports the outfit seen in the first photo. When out on missions or thieving, Garrett is seen in all black and leather, with a hood pulled over his head and cloth pulled over his mouth, as seen in the second photo. His thieving outfit also sports elevator shoes, boosting his height by three inches.
Personality: Garrett is normally a quiet man who is only interested in looking out for himself. However, when he does open his mouth to say something, it's usually either a sarcastic quip, a cynical remark, or a big middle finger to the person he's talking with. Due to his past (see: getting his eye torn out by someone he came to care for, having his fence turn him into the city guard, etc.) he's not very trusting and is careful not to get close to anyone. Despite his rough and callous exterior, Garrett is actually a rather kind person deep down. He doesn't believe in stealing from his allies or the poor, and only robs upper-class people or those he believes deserve it. In addition to these things, he is also horrified by killing, having vowed to never take a life unless there is no other way (see: the last mission of Thief: The Dark Project). Regarding sexuality, Garrett is a heterosexual, though he doesn't believe in attachments or long-term relationships (I suppose you could classify this as being aromantic but heterosexual). Basically, he'll bone any woman he can, but the second she so much as implies the two being in a real relationship he'll bolt. Garrett also doesn't take sides in large conflicts, instead choosing to just remain neutral until he gets dragged back in by one side or the other (in terms of factions, pretty much all of his allies have been his enemy or vice versa at one point or another).
Games: Thief: The Dark Project, Thief 2: The Metal Age, Thief: Deadly Shadows, and Thief (2014). Garrett considers the last one to be a rough part of his life that he'd like very much to forget about.
Current Story: Following the events of Thief (2014), Garrett decided he had enough of being dragged into large scale conflicts despite being just a simple thief, and chose to exile himself. After living out in the wilds and regaining his old voice actor (because I want Stephen Russell, not some Italian dude who sounds like he shat himself), Garrett eventually reintegrated into society and went back to thieving. This time he promised himself that if any faction tries to convince him to join their side again, he'll rob them blind as a way of answer (note: he's probably gonna get dragged back in again anyway).
Weapons: Blackjack (has no offensive capabilities save for knocking out unaware people), sword (though he doesn't have much skill in using it, as he's never really had to use it due to being a master thief and all that. It's only for instances where stealth is not an option and, even then, Garrett just uses it until his opponents are incapacitated and not dead), and a bow and arrows (has normal broadhead arrows to start with but can acquire quite a number of different types, from water arrows to rope arrows to noisemaker arrows).
Stats Level One (P)Damage 2 (P)Defense 2 (M)(E)Damage 1 (M)(E)Defense 1 Dexterity 4 0% (This is critical damage. Everyone starts at 0%.) XP ////////// (0/10)
General Abilities
Slot One: Swoop - Moving from cover to cover has never been so easy! Garrett can use Swoop to move from cover to cover, shadow to shadow, etc. (or he can just use it to get around a bit faster). It acts as a way to teleport across short distances (so long as there is solid ground between those distances) silently. Although it generates no noise on normal floors, if there are noisy things such as paper or broken glass or things in the way that can be knocked over on the floor that Garrett is Swooping across, noise will still be made (be it from glass/paper crunching or said item being knocked over).
Special Abilities
Slot One.
Items Slot One. Slot Two. Slot Three.
Strengths - Master Thief: To put it basically, Garrett is one of the quietest, sneakiest bastards you've (n)ever seen. He's an expert thief, and can usually escape any situation so long as he has a flash bomb and a place to hide. (Garrett is really, really stealthy obviously) - Master Lockpicker: Garrett can bypass any lock so long has he has his trusty picks on him, and for some locks all it'd take is a bobby pin for him to crack it. (Garrett can unlock normal doors [nothing magic or technological preventing them from being opened, just a lock]) - Bottomless Pockets: Garrett can fit massive stacks of gold, candlesticks, urns and pocket watches in his pockets. After all, what's the point of being a thief if you can't carry out everything that isn't nailed to the floor? (Garrett can carry a shitload of loot items and gold, though equipment is a different story) - Mechanical Eye: Garrett has a mechanical eye in place of his right eye, which he can use to zoom in and enhance his vision. It helps him see small details that can't be picked up by the naked eye, and it can also enhance his aim with his bow.
Weaknesses Due to almost never having been caught, Garrett's combat skills are... A bit rusty. By that, I mean that if he engages in a one-on-one fight, he might make it with a bit of ingenuity. Two people and he'll have a lot of trouble. Three people and he's fucked unless he has a good number of health potions and flash bombs on him. Four or more? Forget about it. He also has a code of honor, meaning that killing is a no-no. If he kills anyone, unintentionally or not, he'll break down for a while. It'd be dangerous if this happened in the midst of combat, as it leaves him open to be attacked and, due to his squishy nature, an enemy could easily cut him down in a hit or two. On top of both of these two things, he's also from an era without much technology; anything futuristic is new and alien to him, and as such he's only trained in the use of his bow and other tools. Hand him a gun from the future and he'll have no clue what to do with it.
Written Description: Slayer has the appearance of an elderly man, to whom class is quite important. Slayer's attire reflects his refined nature: he wears a white undershirt beneath a rather professional-looking gray suit. The sleeves of his coat bear red-cross shaped emblems, a reference to his vampire nature. Slayer has brown hair, usually slicked to the side, complemented by a short well-kept beard and a pencil-thin mustache. He wears a monocle, and is often found smoking a pipe
Personality: Having lived for a very long time, Slayer possesses a strengthened sense of perspective, and as such, he generally remains calm and dignified regardless of the situation in which he finds himself. He is civil to practically everyone he meets, no matter how rough, and he likes being both helpful and dependable. Despite this, he is not without passion. Slayer is a lover of refined things; poetry, romance, and often stops to admire the beauty he sees in the world, and in those younger than himself. In combat, his blood boils, and although he is occasionally frustrated by the lack of challenge others are capable of presenting him with, he is ever graceful to those with whom he fights, offering them congratulations for a good performance, and usually assisting them with a warning or a bit of advice. His proper nature leads him to preferring that his surroundings be clean, ordered, and mature. Very seldom is Slayer in any sort of rush to do anything, and at time he seems unable to understand the gravitas of important situations
Game: Guilty Gear
Current Story: It was with altruistic ideals in mind that Slayer founded the Assassins' Guild, but after his disappearance soon after the organization began its descent into corruption. When Slayer eventually returned and found, through interaction with the assassin Millia Rage, that his syndicate had fallen far from his original intentions, he made up his mind to dismantle it. Having bid farewell to his wife Sharon and emerged from his quiet retirement, he crushed the new leader of the guild, Zato-1. Afterward, he embarked on a journey of observation around the world with Sharon, closely observing numerous important humans. Some time later, having put aside his struggles with the idea that he no longer belonged in this young people's world, he founded a gentlemen's fight club. When his retirement was interrupted again by the appearance of a being from the Backyard, a hellish parallel world and the source of all magic, he grew uneasy and partnered with Venom and Millia of the refurbished Assassins' Guild in order to sate his curiosity about the mysterious new happenings inundating the country.
Slot One. Dandy Step: A means of evasion and strike chaining that forms a significant part of his offensive and defensive ability. Slayer can use this technique to slide backward and then forward again at high speed, which enables him to duck and dodge out of the way of danger before retaliating with a special attack. The special attack in question is currently only Pile Bunker, a straightforward right cross with some serious knockback. The speed at which Slayer moves when attacking with a Dandy Step follow-up creates a blue flare, which is more stylistic than anything else. However, this technique's evasive power comes only from his body movement; anything that does manage to touch him will hurt more than normal since he's unable to block while doing it. It can also get predictable, and its repeated use tires Slayer out quickly.
Slot Two. Dead on Time: A powerful Overdrive technique composed of a short windup time before an upward lunge punch with the force of a freight train and the speed of a jackhammer. From a visual standpoint, it is reminiscent of a purple comet hurtling toward the foe, its might carrying Slayer forward with it. It's powerful enough to remove a fourth of a health bar or more in an instant, but it cannot be used unless 'charged' by giving and receiving damage, and since the move expends 'charge', it can never be used back to back.
Slot Three. Teleport: Slayer is able to dissolve in a flash of shadow and reappear three feet away. A brief moment must pass before he can do so again; on the whole, doing this to move is a touch more slow than running, if he ever were to run. It is not invincible at all, and as such is not suited as an evasive maneuver, for which Slayer has Dandy Step. Essentially, it replaces the quick dash that most other characters in his game have access to, and serves as mobility. Because it's a teleport instead of a dash, however, it can pass through enemies, allowing him to cross them up, or thin obstacles
Slot Four. Ender Suite: Fleshing out Slayer's array of moves is a suit of four more techniques, each usable on their own or our of Dandy Step. Crosswise Heel is a flip kick followed by upside-down roundhouse kick in the air, both wreathed in flame. While Slayer takes damage normally using this move, it is harder to knock him out of it. Under Pressure is a brutal sideswipe using claws of purple flames around Slayer's fingers, and it tends to stagger its victims far more than other attacks. It's Late is a brutal downward jet punch that rockets struck foes into the ground so hard they bounce up, easy prey for a combo. Finally, Helter Skelter involves a forward somersalt before an explosive double kick into the earth
Slot Five. Bloodsucking Universe - Slayer can bite into living targets and drain their vitality at a very rapid rate, healing himself in the process
Special Abilities
Slot One.
Items Slot One. Sword Cane: a dignified by otherwise unremarkable sword cane found at King Boo's mansion. Slayer, untrained in the use of a blade, primarily utilizes it as an accessory or beat stick. Slot Two. Slot Three.
Strengths
+Vampire Physiology: Slayer has an amazing healing factor in his home universe, though in the crossover realm his regeneration is much slower in general, but especially in combat. Though he finds it distasteful and will rarely do it, Slayer can suck blood, and doing so speeds up his regeneration. Notably, Slayer is not at all affected by conventional vampire weaknesses; he enjoys a good sunbath, shrugs of a stake to the heart, can eat garlic for breakfast, lunch, and dinner, and wears a cross for his tie. Being a vampire, Slayer doesn't age, doesn't need to sleep, doesn't need to eat, and doesn't need to drink. His extremely long lifespan and vast amount of experience have combined to make him exceptionally intuitive +Strong: When it comes to combat, Slayer's forte (outside of durability) is his strength, which is above average as far as his opponents are concerned +Caped: Slayer's mantle is animate, and according to his will it can reshape itself very quickly. Since it is cloth, it is not suitable as any sort of weapon, but its versatility makes it extremely convenient. He can use it as wings to boost himself up to a high place, as a shield, as a chair, and so forth +Classy: Of course, Slayer is the soul of 'dandy'. His manners are without equal, his appearance is as refined as his taste, and he is very knowledgeable about all things gentlemanly
Weaknesses
-Mobility: When it comes to movement, Slayer can be described as straightforward and stiff. He can jump alright, but he doesn't typically run, airdash, roll, or any such acrobatic maneuver -Range: The number of attacks available to Slayer that extend beyond melee range can be counted with less than one hand. Don't expect him to be throwing out much of anything else -Sandbagging: While many characters can be said to be holding back their true power, so many that it rightfully is viewed as a cliché, Slayer takes this rule to heart. Under no circumstances will he release his full power, and he never takes things seriously. If he feels that he should be defeated in a certain situation, he will concede without hesitation
Achievements
Character Name: Azura
Kingdom: Intsys, one of the realms of Nintendo
Visual Description:
Written Description: Slender and pale, with extremely long, light-blue hair and yellow eyes, Azura possesses a willowy, reserved beauty. Though often seen in white, in the world of Project: Crossover she is garbed in a slightly more practical purple outfit, though one still defined by its theatrical, flowing extravagance, and she does wear Grecian sandals rather than going barefoot. In addition to her pendant, she possesses a sparkling purple veil worn around her shoulders, which can be stretched over the bottom half of her face or unfolded completely to act as an obscuring cloak. Lastly, in anticipation of action, she's done up her hair into a single, gigantic braid, tied with black ribbons, that hangs behind her.
Personality: Due to the heavy rejection, bullying, and discrimination she faced in her time as a princess in Nohr, and the distrust from some of the people in Hoshido due to said Nohrian ties, Azura developed a reserved and stoic personality, sprouting from her fear of provocation and rejection, only opening up to people she is close to. This stoicism can sometimes cause her to hurt others' feelings without meaning to, though via bluntness rather than naiveté, as she is not afraid of telling someone what she thinks of them. She is self-aware about this, however. When she does open up, she proves to have quite the mischievous side. Despite that, she is never cruel and tries to help those she criticizes overcome a flaw or problem by pointing it out to them. Although she can get slightly emotional at times, Azura is kindhearted and surprisingly knowledgeable about many things. Although she is somewhat cynical and world-weary, she does in the end want to make the world a better place. Though neat and tidy, she has an awful cases of bed hair and is a restless sleeper. She also has a weakness for cute things and enjoys telling scary stories.
Game: Fire Emblem: Fates
Current Story: Born as the princess of Valla, the Invisible Kingdom, a shattered realm hidden below the earth accessible only once every few decades via the Bottomless Canyon, Azura knew isolation from an early age. When the kingdom's guardian deity, the Silent Dragon Anankos, fell to the degenerative madness common to all dragonkind and threatened the kingdom, Azura and her mother Arete were some of the few who escaped to the surface world. There, Arete became the second wife of King Garon of Nohr, and both she and her daughter experienced much rejection from the Nohrian people. Seeking solace in the arts, Azure grew proficient at singing and dancing, as well as spearmanship. Following Garon's abduction of Corrin, scion of the kingdom Hoshido, Azura was kidnapped as well. In Hoshido, however, she was treated with respect and love. War between the two kingdoms lay on the horizon at all times, but for the first time the princess knew peace and comfort.
Weapon(s): Blessed Lance – a decorated pike imbued with the divine property of bonus damage versus monsters, and a small regenerative boost for the wielder
Slot One. Pendant Magic Alpha – Azura's Pendant is a source of great power associated with the element of water. Azura's song and dance can awaken its power. She has three varieties of enchanted song: soothing (which calms anger/aggression indiscriminate of listener), inspiration (restore stamina, giving allied listeners a burst of vigor) and purification (cause minor harm to entities of darkness) Slot Two. Pendant Magic Delta - Azura's Pendant grants her a degree of hydromancy, allowing her to control water using her lance as a casting catalyst or, should she lack her lance, her voice, albeit at the cost of steadily-increasing self damage. While the Pendant grants water control, it does not grant water creation; the water most come from somewhere. However, the magic can condense dense vapor or excite frozen water for use
Special Abilities
Slot One.
Items Slot One. Her sorcerous pendant, a unique piece of silver jewelry that encapsulates a shard of the Silent Dragon's Dragonstone. Slot Two. Slot Three.
Strengths
+Natural Performer: Azura has cultivated her natural talent in singing and dancing to an exceptional level. Her songs enchant the ears of her listeners, and her rhythmic motions steal the eyes of her onlookers. Perhaps because of the self-control and poise that such performances demand, she conducts herself in all situations with effortless grace and serenity, including battle +Lucky Star: Though things seem bleak for the Lady of the Lake on occasion, she possesses a pretty profound lucky streak, and a lot of the time small things seem to go her way +Silent Scion: Despite her gifts and her looks, Azura is quiet and reserved, and easily forgettable by those with only a passing knowledge of her. For many, she just fades into the background. If she shrinks down in a hiding place and remains quiet, she can be extremely difficult to spot at all +Aqueous: Azura's affinity with water surpasses what can be considered normal. She can hold her breath for an exceptionally long time, move through water with way-less-than-normal resistance, withstand a huge amount of water pressure, and see through water almost as well as air
Weaknesses -Azura is not, in terms of training or physical ability, a mainline soldier. Her defenses, particularly physical, are lacking -Usage of the Pendant's power causes pain to her proportional to the power used, with greater amounts of power causing additional, agonizing detriments
Written Description: Hapu is a young girl of Pacific-Islander descent from the Alola region. She is a Ground-type Pokémon Trainer, and is often seen riding around on, or walking alongside, her trusty partner Mudsdale. Her black hair is tied into a pair of segmented, round ponytails, and she wears a purple bonnet around her head. Hapu is quite short, standing at a mere 4’5” and weighing a little over 85 pounds. She wears lavender gloves, beige trousers, and a beige collared blouse. Her body is toned from doing quite a lot of farm work and traveling.
Personality: Despite her age, Hapu acts quite mature as the representative of Poni Island (chosen as kahuna by the guardian Pokémon Tapu Fini). She is known for using excessively formal and somewhat archaic vernacular. She is always obliged to protect the Alola region, and does so quite willingly with her Ground-type Pokémon. She will not stand for misdeeds, and can recognize people who would help combat those. (Also, she comes from a region where the police force is really apathetic. Like, why was Team Skull always prowling around 24/7?) Hapu has a great knowledge of the mythology of the Alola region, and knows the stories around the legendary Pokémon Solgaleo and Lunala. She is a diligent worker.
Game: Pokémon Sun/Moon
Current Story: After the incident at the altar of the cosmic Pokémon of the Alola region, Hapu resumed her duties as a kahuna. Mostly, she has been traveling around Poni Island, doing field work at her grandmother's, and occasionally getting the itch to battle the champion of the Alola region. She spends most of her time with her faithful steed Mudsdale. Other than that, since the end of the Aether Foundation crisis, life around Alola has slowed down a bit.
Weapon(s): Mudsdale (Pokémon): The Draft Horse Pokémon, and Hapu’s trusty partner. Mudsdale is a Ground-type Pokémon; Hapu keeps Mudsdale in a Poké Ball.
Stats.
Level Three Alpha Squad
You have 5 stat points to distribute how you like. (P)Damage 7 (P)Defense 7 (M)(E)Damage 1 (M)(E)Defense 2 Dexterity 3 Crit 0% XP ////////////////////////////// (13/30)
General Abilities
LV1: High Horsepower: Hapu’s Mudsdale uses the move High Horsepower, which consists of it kicking with its hooves. It is a Ground-type attack, and is therefore strong against the Rock, Steel, Fire, and Electric elements. Anything that can be solved with a swift horse-kick, Mudsdale has covered.
LV2: Stamina: Hapu's Mudsdale's ability is Stamina, which raises the Pokémon's physical Defense if it gets hit with an attack.
LV3: Double Kick: Hapu's Mudsdale can use Double Kick, which is another kicking move, albeit of the Fighting type. It is strong against those with affinities towards the Rock, Steel, Dark, and Normal elements, but it is not good against flying foes, psychic foes, insects, or ghosts.
Special Abilities
Slot One: N/A
Items
Slot One. Slot Two. Slot Three.
Strengths
1. Stamina; both Hapu and Mudsdale are frequent travelers, and have such, have strong bodies, strong enough to tackle any terrain. 2. Strategy; Hapu, as a Pokémon Trainer, has strategies for battle situations, and has an intimate knowledge of her Pokémon. 3. Sheer power; Mudsdale’s highest stat is its physical Attack, followed by its Defense. 4. Judgment; Hapu is a great judge of character, as she instantly recognized the trainer with Tapu Koko’s blessing as a virtuous youth who would be willing to help keep the Alola region safe.
Weaknesses
Hapu is incredibly incapable of fighting anyone or anything without Mudsdale’s help. If Mudsdale is incapacitated, Hapu probably would have to resort to defending herself with whatever blunt force object happens to be lying around. Which… actually isn’t much.
Mudsdale, at 35 base speed, is one of the slowest Ground-type Pokémon in the game. It certainly is no Seabiscuit.
Mudsdale is weak to Water, Ice, and Grass attacks, and cannot affect airborne foes with Ground-type attacks. Also, Mudsdale can't swim. Or fly, for that matter, but that seems fairly obvious given that horses that are not pegasi do not typically fly.
Written Description: The Guardian often has his helmet on, even when socializing in the Tower. However, underneath the helmet he has shoulder length sandy blonde hair with orange eyes and he has a light athletic build. His face is painted with a light white stripe pattern that may or may not be tattoos to show he enjoys time out in the wilds protecting the City in his own way. He’s accompanied by the Crimson Shelled Ghost known as Charger, who gets “charged”, or angry, every time James does something crazy.
Personality: The Guardian is the pinnacle of a hero, going out of his way to challenge and face down every threat to ever face the Last City of Earth. That said, he’s also a wise cracking smart ass with little care for official decorum if it keeps him from doing his job right. He’s also not a fan of more militaristic types, such as Commander Zavala.
Game: Destiny: Rise of Iron
Class and Subclass: Nightstalker Hunter
Current Story: After defeating Aksis within the confines of his alter within territory of the Fallen House of Devils and their Splicers, he returned to doing regular patrols. Most recently he has participated in celebrating The Dawning during the reestablished month of December and competing within the Sparrow Racing League or SRL as it’s more commonly referred to.
Weapon(s): Imago Loop- Hand Cannon with a number of customization options and a 12 round cylinder. Additional Info, including customizations.
Stillpiercer- Long range sniper rifle with a selection of customizations and a four round magazine. Additonal Info, including customization options.
Bretomart's Stand- Heavy Machine Gun, good for suppression and putting down stronger enemies. 35 round magazine.
Slot One: Ghost Companion-The entity that was responsible for waking the Guardian up so long ago, spawned by the Traveller's last breath. Provides scans of the local area, hacking, and well timed sarcasm or witiscisms.
Slot Two: Voidwall Grenade- A grenade created from Voidlight, when thrown, it detonates on impact and creates a wall of purple voidflames along that ground.
Slot Three: Double Jump- Allows The Guardian to jump a second time in midair.
Slot Four: Shadowshot- The Guardian summons a bow made of Void Light and fires an arrow of Void Light. Upon impact, it becomes a Void Anchor, which tethers nearby enemies and slows, suppresses(prevents the use of abilities), and weakens them. Subskills can be learned to change the effect of the super ability.
Slot Five: Smoke Bomb- Created with Voidlight, a smoke bomb can be thrown at an enemy or the ground to produce a cloud of smoke that blinds and damages enemies caught in it as well as slowing them down.
Special Abilities
Slot One:
Items
Volcano-when smashed on the ground, the magic detonates in a series of explosions in a straight line. Those afflicted by the explosions will take damage over time.
Slot Two. Slot Three.
Strengths
1. Heightened Agility: As a Hunter, James is quick moving and fast on the draw. He can clear distances quickly and jump higher than your average person thanks to this and later his double jump.
2. Expert Marksmen: Whether he’s using his Hand Cannon, his Sniper Rifle, or his Heavy Machine Gun, if he wants to hit you in the head, the only thing saving you is movement and cover.
3. Survivalist: Hunters spend a lot of long term trips away from the Last City. As a result, they’re well versed in what plants and other things are safe to eat or touch and what ones aren’t.
4. Heightened Defenses: As a Guardian, there is a shield that surrounds their armor and increases the number of shots it takes before the Guardian feels an attack.
5. Expert Knife Fighter: Hunters are masters with a knife, knowing all the tricks, and having all the moves, on how to move in and get close enough to use their knife to lethal effect against a foe.
Weaknesses
1. Still only Human: Despite being a chosen of the Traveller and his extraordinary abilities as a wielder of the Traveller’s Light, once his shielding drops, he’s as susceptible as anyone else to a bullet, sword, or claw.
2. Disregard for Authority: Even though the Vanguard is run as a military unit, Hunters are known to disregard most of their finer points, and James is no exception. If an order seems to keep him from doing his job, he ignores it.
3. Time between abilities: Guardians can't just throw Light created grenade after light created Grenade, they need a short amount of time between uses to recharge the ability they've used.
4. Needs time to recharge: After his shielding drops, he needs to take cover and give it time to recharge before putting himself at extensive risk again.
Achievements
Character Name: Alicia Harnick
Title: The Stalwart
Kingdom: Bungie
Visual Description:
Written Description: Alicia typically doesn’t wear her helmet unless out in the field, especially when socializing in the Tower. Sporting bright purple hair, with blue eyes that glow with an unknown energy. Dark purple lips accentuate the white face paint on her nose, cheeks, and chin, and she sports the blue skin that all Awoken have.
Personality: Off the battlefield, Alicia is a bubbly personality, eager to meet new people and get to know them. However, on the battlefield, she’s cold and calculating, with every action planned and executed accordingly.
Game: Destiny: Rise of Iron
Class and Subclass: Striker Titan
Current Story: After defeating Aksis within the confines of his alter within territory of the Fallen House of Devils and their Splicers alongside James Varrock, she returned to doing regular patrols, Crucible matches, and participation in the Iron Banner. Most recently she has participated in celebrating The Dawning during the reestablished month of December and competing within the Sparrow Racing League or SRL as it’s more commonly referred to as well as continuing to train within the Crucible.
Weapon(s): Doctrine of Passing- Auto Rifle with a selection of customizations and a 48 round magazine.Additional Info, including customizations.
The 4th Horseman- Heavy caliber shotgun with a selection of customizations and a five round magazine. Additonal Info, including customization options.
Bolt-Caster-Sword imbued with power over Arc Light, able to hurl a disk of thundering Arc energy over a distance, with a few customizations.Additional Info, including customizations. Does Arc damage.
Stat.
Level Five
You have 5 stat points to distribute how you like. (P)Damage 6 (P)Defense 6 (M)(E)Damage 6 (M)(E)Defense 6 Dexterity 6 Critical 5% XP ////////////////////////////////////////////////// (20/50)
Squad: Delta
General Abilities
Slot One: Ghost Companion- The entity that was responsible for waking the Guardian up so long ago, spawned by the Traveller's last breath. Provides scans of the local area, hacking, and well timed advice and seriousness when needed.
Slot Two: Flashbang Grenade- Using the power of Arclight to be created, this grenade blinds anyone who survives it's explosion for a short time.
Slot Three: Lift- After jumping, can activate a slow rise for a second jump. While not as fast as the Hunter's double jump, it is better for engaging enemies while clearing gaps.
Slot Four: Fists of Havoc- Channeling Arc energy, Alicia leaps a short distance into the air before slamming the ground with her fists, disintegrating enemies in a storm of the Arc Light all around her for twenty feet.
Special Abilities
Slot One:
Items
Slot One. Slot Two. Slot Three.
Strengths
1. Hard to Kill: While not as agile as a Hunter or refined in Light control as Warlocks, Titans are tougher than both, taking more than your average Guardian to bring down.
2. Strategist: Able to take stock of a situation quickly, Alicia can come up with a solid strategy quickly, relay it, and ensure its execution professionally.
3. Defender: Though Striker Titans are perhaps the bulk of the raw power that wielding the Light can bring, Alicia will stand by her team mates and even take shots for them, keeping them in the fight.
4. Heightened Defenses: As a Guardian, there is a shield that surrounds their armor and increases the number of shots it takes before the Guardian feels an attack.
5. Respects Authority: If you tell Alicia to do something, then you can be sure it’ll get done, even if creatively.
6. Brawler: Titans are expert hand to hand fighters, but prefer to fight more like Brawlers with a code of honor, their punch able to cave in the heavy armor plating of a Cabal Juggernaut.
Weaknesses
1. Still only Human: Despite being a chosen of the Traveler and her extraordinary abilities as a wielder of the Traveler’s Light, once her shielding drops, she’s as susceptible as anyone else to a bullet, sword, or claw.
2. Militaristic Adherence: Most Titans respect the military structure of the Vanguard, but that also means they don’t often question orders that seem off.
3. Lack of Specialization: Alicia doesn't adhere to any particular field of training in her ability to wield Arc Light, swapping her training as she needs.
Achievements
Character Name: Vent
Title:
Kingdom: Capcom
Visual Description:
Written Description: Vent has long wind-swept brown hair and jade green eyes that glint with a determination that has made many of his enemies hesitant to join battle with him. He still wears the uniform of Giro’s Courier Service, despite his mentor’s falling in battle due to the twisted machinations of a man named Serpent.
Personality: A stoic but cheerful young man, Vent is always willing to lend a hand and is quick to anger when someone decides to cause trouble for others. For the most part, he’s calm and calculating, but every now and then, his anger gets the better of him, but he remains protective of those around him all the same. He’s not one to hesitate if he has to do battle with someone to either prove a point or save others, but he’s also knocked his share of opponent’s unconscious.
Game: Megaman ZX/ZX Advent
Current Story: With the defeat of Brother Albert and his plans to use Ouroboros to conquer the world at the hands of his own clone, who had help mastering their link with Model A from Vent, he has returned to the hunt for Model W fragments with the determination to destroy or contain them that they not be abused in the future by evil men and women alike.
Slot One: Double Megamerge: Model ZX- By fusing with the Model X Biometal and Model Z Biometal in a process called Double Megamerging, he can gain the appearance and abilities of Megaman ZX, giving him access to the ZX Blaster, a ranged weapon that can fire stronger shots when it’s charged, and the ZX Saber, a powerful melee weapon with which he is more than proficient with.
Slot Two: Double Megamerge: Model PX- By fusing with Model X and Model P through Double Megamerging, Vent becomes Mega Man PX, trained as a ninja and equipped for the job. His primary weapon is kunai thrown in a string of five, which can be charged to become a giant shurikan. He's also equipped with a pair of energy claws which can be used both close combat and climbing or hanging from ledges, ceilings, and platforms.
Slot Three: Double Megamerge Model HX: By fusing with Model X and Model H through Double Megamerging, Vent becomes Megaman HX, wielding two swords, equipped with a jetpack with flight abilities and able to command the wind. His swords are able to launch a ranged cleave every third slice and can use a variety of wind-based attacks to hit both from range and up-close and personal.
Special Abilities
Slot One.
Items
Slot One. Slot Two. Slot Three.
Strengths
Strategic: Unlike the days of his youth, Vent has taken time to learn how to best approach each situation he finds himself approaching at any moment. He’s learned to think then act instead of just act and form a plan.
Megaman: Through some unknown process, Vent has become the Chosen one for Model X and is the only person who can Megamerge capable of a Double Megamerge, making him all the stronger. While Megamerged, his endurance, strength and agility go up along with access to advanced weapons he can only use while megamerged.
Weaknesses
Unarmed: Though the Guardians have trained Vent in several advanced hand-to-hand techniques, he has no other weapons on him or any training with them. Or at least, enough training to be comfortable carrying them.
Human: Despite being able to become a Megaman, if Vent takes enough damage, he’ll revert back to his normal form and become far more vulnerable, because he is still only human.
Kingdom: The Island of Mt. Ebott, and the Underground -- Part of the Indie Federation
Visual Description: Click! (Art is drawn by Sasoura on DeviantArt.)
Written Description: They grew slightly taller since they fell into the Underground two years ago. They have short, layered brown hair, and when their eyes aren't closed, people can see that they're hazel. They have a fondness for striped sweaters. They can usually be seen wearing a blue sweater with pink stripes on it.
Personality: Frisk is a normally calm kid upon first glance, with their face resting on neutral/stoic. However, when one gets to know Frisk, they'll find that Frisk is a very kind, optimistic, and outgoing person. They have an open mind, and like to try new things. They generally hate having to repeat things over and over again. When something bothers them (like nightmares), and it doesn't apply to the situation in front of them, they tend to remain silent and try to get others focus on something else. Their friends have influenced Frisk a little bit. They have a fondness for puns and practical jokes (*coughTorielandSanscough*), they love cooking spaghetti (Papyrus and Undyne), they can be a bit competitive (Undyne), they love anime (Alphys), and they enjoy performing. They have moments of maturity when trying to solve problems with peaceful measures, but they also have moments of juvenile humor during down times. They also like to use everyone else's confusion over their gender to their advantage in jokes or flirting. They will never say what gender they are when asked directly.
Game: Undertale
Current Story: After Frisk and the monsters left the Underground and reached the Surface, they became the Ambassador of Monsters and Humans and they were adopted by Toriel. They promised not to RESET, considering how almost everyone has a happy ending. But there were still three people on their mind.
Asriel Dreemurr, Chara, and the mysterious W.D. Gaster.
Asriel and Chara clearly needed to be saved, but Gaster was a mystery. Who was he? Frisk had learned that he was the previous Royal Scientist before Alphys, but he fell into the Core and was scattered across time and space, and he had four followers who seemed to be the only ones who remembered him. But other than that, Frisk knew nothing of him.
2 years later, Frisk is still living with Toriel and hanging out with the friends they made while making new friends. However, they had been having nightmares about a timeline where they had chosen to kill monsters instead of sparing them during their time in the Underground. It scares them, but they remained determined.
When the call for adventure came, Frisk jumped at the chance, hoping that while learning about Mugen viruses, they'll also learn how to save Asriel and Chara, and they'll learn more about Gaster as well.
Weapon: Toy Knife. Made of Plastic. A rarity nowadays.
Slot One ACT --> CHECK: Functions like Final Fantasy's Scan. Looking for the enemy's stats. Frisk draws out the target's SOUL for a very short amount of time, long enough for them to glean off the information. The SOUL takes on the form of a heart. For humans the SOUL would be colored either red, orange, yellow, green, cyan, dark blue, or purple. For monsters, their souls are white. For non-humans, they can be somewhere between white, gray, and black.
Slot Two Yellow SOUL Mode: The Courtroom like scenario during the battle with Marx reminded Frisk of their 'battles' with Mettaton. With the help of Alphys' modifications on Frisk's cell phone, they can use it to change their SOUL color from red to yellow. In yellow mode, they can fire projectiles from their SOUL. These bullets will be able to destroy incoming attacks, and can attack the SOUL (and anything on or around that SOUL) directly. However, these bullets do not kill, and they can't penetrate through heavily armored enemies (like Mettaton's boxy form). Frisk also needs their cell phone in order to activate yellow SOUL mode.
Slot Three ACT ---> Flirt: Have you ever had a child flirt with you (if not very well, at least so casually)? Chances are that you haven't. Now Frisk's flirting has a chance of stunning hostile targets, as the flirt may send them into confusion and/or surprise them. If the target has no ill will or intention of fighting, then the flirt will just be a normal flirt.
Slot Four FIGHT: Frisk's strikes are now imbued with their DETERMINATION. Just as the intent to kill is very deadly to Monsters, Frisk can now use this very same ill intent to make their strikes more powerful, even if it's just by a little bit.
Slot Five ACT ---> Call for Help: A last resort. When everything looks dire, Frisk can call for help, just as they did during their fight against Omega Flowey. This can potentially bring someone new or unexpected into the battle to help. Unfortunately, there is always the chance that nobody will come to help.
Special Abilities
Slot One. N/A
Items
Slot One = Napple (Received from Naija) Slot Two = Empty Slot Three = Empty
Strengths
1. DETERMINATION: No matter what, when Frisk sets their sights on a goal, or in keeping their ideals, they will never give up despite what circumstances they face. Frisk will always try to find a solution to any problem they face.
2. Mercy: Frisk normally likes to take the Pacifist approach when it comes to dealing with the people who pick a fight with them, but this does not mean that Frisk doesn't know how to fight in defense. On the rare occasion when they do fight, they make sure that they do not kill the person they are fighting. They know when to stop the fight and not to strike the foe anymore. In Frisk's experience, Sparing others helps in befriending others.
3. Dodging Professional: During Frisk's time in the Underground, they had to dodge many magical attacks from monsters, which took on various bullet forms (bones, spears, spiders, fireballs, bombs, etc.). They may not be the fastest person in the System, but this experience would help them in dodging what attacks may come their way.
4. Adaptability: Frisk can adapt very quickly to new situations that they are presented with, and sudden climate changes (like from a snowy environment to a suddenly hot environment surrounded by lava)
Weaknesses
1. They are 12 years old. There is still a lot they don't know, and they may be a bit naive.
2. They're also a mostly normal human being. They're mortal, they can't fly, they're not super strong, they need proper food and medicine in order to live, etc.
3. Considering they know how LV and EXP work in their world and they are somewhat aware of the events in the "Genocide Route" timeline: The prospect of earning EXP terrifies them makes them very wary.
4. They keep silent about their own problems that don't interfere with the current situation at hand.
Achievements
Character Name: Shantae
Kingdom: Sequin Land, in the Wayforward Kingdom
Visual Description:
Written Description: Her long, flowing, purple hair is always tied in a pony tail. She wears gold jewelry, to complement her red arabian attire, consisting of pantaloons, a red top, and black shoes. Not much difference from the picture.
Personality: Shantae is a kind and adventurous soul, who will always be there to protect innocent people and her friends. She does have a bit of a temper, and low self esteem as only half genie.
Game: The Shantae series
Current Story: After the events of Half Genie Hero, Shantae continued her duties of protecting Scuttle Town and the rest of Sequin Town. However, one day, a Tinkerbat, one of the followers of Risky Boots, actually came to her and gave her a letter saying that their leader, Risky Boots was missing. None of the Tinkerbats know where she went. While a disappearing archenemy (and kind of friend) disappearing seems like a good thing for Scuttle Town and the rest of Sequin Land, it was still concerning. Was Risky Boots planning something? Or was she just in trouble? If she had been planning something, surely she would have her Tinkerbats with her as well.
After receiving the letter, she also received a call for help from Platform City regarding the Mugen Viruses. Figuring it was best to nip this Mugen Virus in the bud before it reached Sequin Land, Shantae accepted the call and headed off to Platform City. While there, she hopes to find any clues about Risky Boots, and anything about her mother or father that she never knew.
Shantae's trademark move. She uses her hair as a whip and deals physical/magical damage to the enemy. It is believed that this move is possible because of Shantae's own magic, not tied to her Genie side. She can do this as many times as she wants without getting a bad case of whiplash. However right now, this attack isn't at its fastest or strongest yet. This can be improved upon.
Slot Two:Monkey Transformation Dance Shantae now has access to her first Transformation Dance. Now when she dances this particular dance, she turns into a monkey. As a monkey, she would be able to climb up walls, jump farther, and in general, explore more of the area. Her agility increases while she's in this form, but her defense and attacks may weaken. The only magic she can use while she's in this form is to revert back to human form at will. While it is possible she could claw and bite like a normal monkey, there is a special attack for her monkey form, but she does not have access to it yet.
Slot Three: Pike Ball Shantae summons a pike ball that orbits around her body and deals damage to anyone who gets too close to her. Good for when she can't react and attack with her hair fast enough. This can be improved upon later. It only lasts for a short time.
Slot Four: Crab Transformation Dance With this Transformation dance, Shantae is now able to transform into a crab. While she can normally swim above water in her human/genie form, as a crab she can sink down and traverse underwater without needing to come up for air. She can only hop and walk as needed. To float back up she would have to transform back into a human.
Special Abilities
Slot One: Nothing
Items
Slot One: Nada Slot Two: Zip Slot Three: Zero
Strengths
Half Genie: She is capable of using magic and has more stamina than the average human.
Guardian Genie: As guardian of Scuttle Town, she is very knowledgable about fighting techniques (thanks to Bolo's training), and about those who often come and attack the town. She also knows about what must be done to protect others.
Platform Navigator: Shantae has travelled to other areas besides Scuttle Town. As a result, she can jump to higher places with available 'platforms' and crawl into small spaces that she can fit through.
A Friend Indeed: Shantae is a loyal friend and will always come to someone's aid.
Weaknesses
Half Genie: As half genie, she isn't capable of using all magic, all of the time. She can use transformation and teleportation as her own magic, but she has had to buy certain items in order to cast other spells. Her transformation and teleportation spells require her to dance in order to cast those spells.
Bad Influence: Shantae considers herself a bad influence with her temper, and fashion sense.
Anxious chewing: Shantae has the tendency to chew small items when she gets nervous (like her friend, Sky's library card)
Samson hair: If her hair is cut to a shorter length, then she can't use her Hair Whip.
Bartz is described as an "Simple Wanderer", he makes adventures as that what his father wanted him to do. Once he became a light warrior, this forces Bartz to mature and form a greater sense of responsibility to the world. Despite the gravity of the situation, , Bartz retains his easygoing and friendly nature, and remains levelheaded to the point of being facetious, remarking the others are always "going overboard." Bartz cares for his friends and is still affected by his parents' deaths, even though he struggles verbalizing his feelings. A cheerful man with a strong sense of justice and the inability to ignore whose in trouble.
Game
Final Fantasy V
Current Story
After being summoned to fight in Final Fantasy Dissidia Duodecim 012 and defeating Chaos and FF I - FF XI's Nemesis' they all got teleported back home- but once again, now that there's disturbances- he and the other Final Fantasy Warrior's (probably?) He was instead got into Platform City. Thinking if Zidane, Squall or others got home and he didn't, he spotted a moogle across the road waving at him. Maybe the other heroes are in the same city or far away? Worse, what if Exdeath, or other enemies are here too? However, he retained the memories of his journey with Terra, Onion Knight, Cloud, and many others. His memories of fighting alongside Galuf, Faris came back and the memory of when he fought Gilgamesh and Exdeath. All of a sudden, his pet Chocobo, Boko carried him with it's neck and made him ride his back, oh joy. The two of them has been reunited.
Weapons
Bartz' Brave Blade - It appears a lot like a regular sword but red and with a gold cross-guard with two arcs pointing upward at its ends and as a model which depicts its as a stylish gold-and-red sword with a green gem placed at the center of its cross-guard.
Triton Dagger - A recurring dagger and was water elemental.
General Abilities Mimicry- The power to mimic his attacker's attack. Takes practice and need to scrutinize the attacker's weapon before summoning and using it for attacking and copying the attacker's move.
Special Abilities
Slot One -
Items
Slot One- None Slot Two- None Slot Three- None
Strengths
Mimicry- The ability to read his assailant's attacks and copy them if he want.
Physical Strength - He can wield Cloud's Buster Sword with slight difficulty.
Athlete - Can jump and do some acrobatic stunts, uses it for dodging.
Luck - Bartz is a lucky man.
Weaknesses Heights- He is afraid of heights due to an accident of him being young and on a two-story house.
Mimicry - The ability to mimic his friend and foe's attack takes practice and time.
Inability to ignore whose in need - He will help whoever is in danger, even it costs his life or it was a sure lose.
Disruption - When his attack is blocked, he'll stagger for two seconds, even he is aerial and far away from opponent.
Title
The Judge
Kingdom
The Island of Mt. Ebott, and the Underground -- Part of the Indie Federation
Written Description
Sans is a short skeleton with a dimpled smile and large orbits. He wears an unzipped blue hoodie, a white t-shirt, black shorts with white stripes, and a pair of pink slippers. He has white pupils that disappear when he is serious or angry. When Sans uses magical psychokinesis, his left eye flashes light blue and yellow, the colors for patience and justice, and his right pupil disappears.
Personality
Sans is laid back, often sleeping on the job and taking breaks. His laziness is a combination of fatalism and apathy. He wonders if his indolence stems from his knowledge that any progress he makes will be erased when the timeline resets. Conversely, he suggests that this knowledge could be "a poor excuse for being lazy." As for now that he was out of world, he wonders if resets are still effective. Though Sans is usually agreeable, he becomes eerily serious at particular moments. He is also observant; Sans reads expressions and can often tell when they have already done certain tasks. He enjoys making bad, skeleton-related puns. He enjoys science fiction and loves to drink ketchup. He also hates making promises.
Game
Undertale
Current Story
After finding out the resets and the probability of having a genocide and pacifist routes; he started to fear for the worse and hope for the best since that's what he can only do. Frisk only knows the Genocide Route by 'nightmares'. Things are settled calmly after a True-Pacifist route and the thought of reseting still lingers even Frisk promised they won't. Sans accompanies Frisk in their travels to Pixel City, which is freaky because he will travel out of their game with Frisk. Sans still kept Toriel's promise of protecting the kiddo.
Weapons
White Bones - A normal magic bone.
Cyan Bones - A magic bone that will only inflict damage when the enemy is moving.
General Abilities 'Shortcut'- Teleportation to somewhere within a range of one mile, and to a place he saw before or have been to before.
Special Abilities
Slot One -
Items
Slot One- None Slot Two- None Slot Three- None
Strengths Very Huge Magic Points (MP) -> It takes a skele-ton of bones and blasters before this skeleton goes to rest.
Reaction-time -> His reaction time gives him almost immunity to be stabbed by teleporting away.
Weaknesses Limit - He gets bone-tired after expending loads of magic, when happened he will sleep after making himself safe via teleporting away. It also limits him to take only two characters to teleport with him.