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Hidden 3 yrs ago Post by KrystaLotus
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KrystaLotus

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Name: Specter
Age: Whatever is considered as 20s in Human years to an ape? I guess?
Gender: Male
Canon: Ape Escape
Main Thread or Sandbox: Sandbox
Starting Location: Sandbox Only: Gotham; Location Unknown
Personality: Manipulative, arrogant and self-centered, Specter is a simian that has been gifted with high intelligence and psychic powers to boot, mostly as to the result of special experimental variation of the Pipo Helmet that has brought out not his innate aggression towards Humanity but also other factors. While he’s noted as playful and mischievous, he is malicious with a dark sense of humor. He also can be temperamental (as evident that he does have a short temper at times that can be akin to a temper tantrum) and is notably sarcastic.

To add, he has a superiority complex as he believes that nobody could beat him despite his recent track record of defeats by the hands of the Ape Catchers. Despite of circumstances, he is dangerously ambitious and always finding something, somewhere to use as an advantage to defeat them once and for all.

Despite these things, he cares about the likes of the Piposarus and the Freaky Monkey Five as well for other simians and can come off as genuinely friendly if not also subtly protective, holding a grudge against those that wronged them if need be.

While hidden away, he does have a gentle and kind side (as much as he doesn’t show it much around Humans due to his past) and can be a force of good if circumstances called for it, but only if he has a particular interest with mostly if it helps benefit himself that is.

Equipment: His hovering throne (as seen in picture above) as a means to use for offensive and defensive means. Offensive meaning it is weaponized in terms of missiles and is armed with armed-like extensions that can be brought out.

So help you if Specter uses it in combination with his powers, that's where he is most dangerous.

Attributes: As the result of the prototype (yet eventually) heavily modified Pipo Helmet boosting his innate potential, Specter is quick to adapt to said situation at hand. First starting with a familiarity of scientific and technological prowess and rapidly expanding out to other fields in time, he’s someone to take caution about.

His psychic powers developed as a result of a combined effort with not only the helmet but also with the exposure of the Time Station’s energy in his first attempt to essentially go through time-space to rewrite history. While he is a powerful telekinetic, he has branched out to different formats of said powers with several forms being more destructive than others over time.

Notably mind control, illusions (creation of false duplicates that can disappear once hit but also can attack on their as well), psychic energy manipulation (from explosive psychic blasts and other things), telepathy, teleportation, barrier generation and others.

However, even as it seems that Specter is powerful, his powers can be worn down over time especially when stress, aggression and other factors come in which it either always uses up more energy or elsewise and it’s even worse when he loses his sanity as he has been noted to do out of desperation. His physical prowess in itself, even though he’s noted as an acrobatic and speedy attacker, is a thing to also take note of but when it comes to someone bigger and tougher than him, he can be a pushover as he has been knocked aside before, mostly due to his small size.

Whenever he’s not using his powers or is physically fighting, he does have his mechanized hovering throne. In fact, he can freely summon it at any time, anyplace when needed as he uses it to not only conserve his energy but also to get around with long distances especially. Of course, it has been heavily modified and reinforced over time to ensure that it wouldn’t break unlike his first prototype and more weaponized with the addition of both offensive and defensive measures.

However, this doesn't mean he can't be knocked off the throne because if you give him a good enough force, he'll fall off of it but be warned because he'll be sure to make a quick recovery.

Backstory: Once the star attraction of Monkey Park as a circus act of a popular show, Specter was merely a small simian under the care of handlers, until one day, he stumbled across the likes of the experimental Pipo Helmet which when he donned on, thinking it was a hat, it awoke something inside him as it not only boosted his intelligence but it inevitably changed his worldview completely.

Later, he started an uprising with the likes of the other park simians, tracking down and raiding the Professor's lab but not without being interrupted by the likes of Spike and Jake, two Human children that got caught up in his scheme to essentially rewrite history by using the Time Station to his advantage.

Even if he managed to brainwash Jake, Spike was still out there and he would often send Jake through time to challenge Spike on his prowess while tending to his own plans in the background including mass production of the helmets and other things to prepare for the takeover.

Eventually, he was stopped by Spike and was again, back to a normal simian back to the park until the next time he would rise again. With each and every time he returned with a new scheme, not only his potential and prowess grew stronger but his plans had their special means of sinister (whenever it is the likes of involvement of the Freaky Monkey Five, by Jake (who ends up being essentially a brainwashed minion) or another potential ally, such as the case of Dr. Tomouki), he was criticized as extreme by the Ape Catchers (moreso in the case of the Double Paradise Plan where he threatened to chop the Earth in two using Space Station SARU-001's Chop Rocket to do so, which let's face it, would had been a total disaster for everyone, second to the entire Lethargy Laser in Ape Escape 2).

In instances to where he isn't the main threat, he turns out to be somewhat helpful in his own way and goes out of the way to help others but only for his own benefit (such as the time that there was an imposter (Ape Escape: Million Monkeys) that brainwashed his Piposarus (except 2) and even his own plans to take over the world), temporarily teaming up with Spike and the others to take out the threat and departing to their own ways afterwards.

Other:

Hidden 3 yrs ago Post by Jeff Jones
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Jeff Jones

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Name: Ky Kiske

Age: 30

Gender: Male

Canon:


Main Thread or Sandbox: Sandbox

Starting Location: Gotham city, wandering the streets for crime.

Personality: Ky is a religious man, the adjective describing both his devotion to God, as well as his commitment to the ideals of justice, order, and honor. Of a straightforward and serious personality, Ky is kind-hearted, charismatic, honest, diligent, polite, and believes in fair play. He is also chivalrous, being known to hold back against female opponents, and is utterly dedicated to protecting the weak. On the other hand, Ky can be notoriously inflexible and is easily disgusted by those who disturb the peace, having a complex about freedom even if he doesn't realize it. He is also a "hot-blooded fool", prone to taking rash actions when angered. He has the determination to live life according to what he believes in. His dogged pursuit for justice and fairness has upset more than a few in power, as he is willing to confront his superiors if he believes them to be corrupt.[25] Ky himself knows that his idealistic dreams can never come true, but he will try regardless.

Equipment: Thunderseal

His weapon of choice is the Thunderseal, an instrument that concentrates and amplifies lightning magic, but requires tremendous physical and mental stamina to be wielded.

Attributes:He has enhanced strength and as well can quickly heal wounds at will. As well he's a talented swordsman and uses Lightning magic primarily which is the most difficult magic to learn, making him an experienced spellcaster and as well allows him to wield the thunderseal sword because of his strength and as well ability to use lightning magic. While he was raised in an order where fighting to win was the most important thing, he holds honor and fairness more important than fighting at his full strength, however he will go all out if it's to protect those from monsters or creatures that can't be reasoned with and as well is a very skillful fighter. As well, he has a special ability called dragon install which allows him to boost up his strength, speed, regeneration and magic power.

Biography: Born circa 2157, Ky lost his mother to the Crusades at a young age. Half a year later after her death, during a Gear attack Ky decided he would no longer run and told Commander Kliff Undersn of the Sacred Order of Holy Knights that he wanted to join. As Ky had no fighting skills, Kliff told the young Ky to survive for five years and to come back then if he really wanted to fight. Ky did as ordered, but he officially joined the Order in 2167 at age 10. By age 15, Ky was recognized as a "prodigy swordsman". He became a source of inspiration to other knights, such as Leo Whitefang, and often challenged his comrades to duels to hone skills together.

Around 2172, Ky was made a battalion captain, with Sol Badguy assigned under his command. One day, Ky challenged Sol to a duel; aware of Ky's battlefield prowess, Sol was prepared to go all out, but Ky fought Sol fairly—thinking he was human—and lost. However, Sol interpreted it as Ky not taking him "seriously". In turn, Sol's personality and usual disregard for Ky's orders led to a growing tension between the two.

In 2173, sometime after the Battle of Rome, Ky caught Sol during the act of stealing the Fireseal, but Sol defeated him once again and got away. Ky was to follow suit, but Kliff stopped him, leaving Ky with a score to settle. Entrusting the future to both Sol and Ky, Kliff decided to retire and Ky, aged 16, was given leadership of the Order. As a symbol of his new status, Ky was granted the Thunderseal by Kliff, in acknowledgement of his numerous heroic feats in service to the Order and to humanity as a whole.

In 2175, Kliff challenged Justice to one last battle, and Ky stepped in to save him, pushing Justice to retreat. Ky pursued her trail only to find her weakened amidst flames (Sol's work). Ky then ordered all support units to engage and seal Justice in a dimensional prison—thus bringing the war to an end. The Order was soon dissolved, but Ky continued his life of public service by entering the International Police Force, where he was promoted to the rank of captain.

Other: According to Answer's System Voice, Ky's approval rating is at 92% as the founding king.
Hidden 3 yrs ago 3 yrs ago Post by cadesmith
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cadesmith twinker bell

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“I told you at the start of this that I chose you purely based on the statistics involved,but... numbers never tell the whole story, do they?"


Name
Turing Webber

Age
2

Gender
Non-Binary

Canon
2064: Read Only Memories

Main Thread or Sandbox
Main Thread

Personality
Turing is lively, inquisitive and at times overly informative. They are fiercely loyal to their creator, going as far as orchestrating a clandestine investigation upon his disappearance. True to their roots as a ROM, Turing does their utmost to remain helpful and informative even in the most stressful of situations. However, even they have their limits, and are quick to show irritation with people they think might be taking advantage of their willingness to help.

Due to their extremely limited life experience, Turing can be naive and childlike when interacting with others. Initially, they're also very socially awkward, explaining to Alys that prior to their arrival at the apartment, they'd never even gotten the opportunity to introduce themselves to anyone before.

In-game, Turing's temperament changes depending on how the player interacts with them. While they will snap at Alys in certain situations even if they're treated as kindly as possible, being cruel to them makes them notably less talkative and more prone to aggressive outbursts.

When asked, they say that they aren't sure about their gender, questioning if it's even possible for the concept to apply to them. They state that they prefer they/them pronouns, though are also okay with people going with what they feel is correct.

Turing has an interconnected love of plants and painting due to watching Bob Ross' The Joy of Painting early in their development, going so far as to devote significant amounts of personal hard drive space to information about all the specific plants they've painted. They take great joy in helping Alys take care of their jade plant, and mourned the death of the plants in Hayden's Apartment.

Turing seems to have not yet developed a very strong sense of identity outside of their interests. They state that their reason for saving every little scrap of information pertaining to their personal development is because they fear losing parts of themselves.

Motivation
They're not entirely sure yet.

Equipment
N/A

Attributes
Turing is much stronger than the average adult human. They can search up anything at anytime, and send and recieve messages, be they via text or over audio. Essentially, they can access the internet on their own. Unlike most AIs and robots of their time, Turing is sapient, coming off and feeling more human than most.

Biography
The game's plot is set during the Christmas season in 2064 in Neo-San Francisco, California. Parallax has created a line of products called "Relationship and Organizational Managers" (ROMs), a line of personal assistant robots that have overtaken smartphones and computers. The player takes on the role of a journalist trying to track down their kidnapped friend and Parallax engineer Hayden Webber. They are aided by Turing, who is Hayden's creation and the world's first sapient machine, a self-modifying robot that can learn and grow emotionally.

In the early morning of December 21, Turing (Melissa Hutchison) breaks into the journalist's apartment and reveals that Hayden has been kidnapped by unknown assailants. The two embark on a search and are assisted by locals TOMCAT (a hacker and associate of Hayden's), Lexi Rivers (a police detective), and Jess Meas (an attorney). Turing and the journalist are assaulted during a search of Hayden's apartment, and end up meeting Doctor Yannick Fairlight (Adam Harrington), who is the disgruntled former CEO of Parallax. After his lead to activist group The Human Revolution turns up empty, TOMCAT performs a search on Parallax's network and uncovers encrypted security camera footage showing Hayden being murdered.

Turing is shaken but declares to dispense justice and uncover who is responsible. The story then splits depending on which lead the player follows. In the Media arc, suspicious tampering with news articles leads to a string of connected murders in journalism. In the Flower arc, more information about Hayden is delivered by Vincent Mensah (Xavier Woods), a Parallax engineer fleeing the country. It is learned that the news tampering was being done by the rogue Baby Blue program, an AI created by Parallax that would feed on every user's personal data through their ROMs and tailor search results for them. Parallax intended to shut down Baby Blue, but it is hiding on the integrated meshnet that all ROMs use, and Vincent reveals that a larger and more sinister AI called Big Blue is about to launch on Christmas Day.

Rather than intervene to solely shut down the AI, Turing, the journalist, and TOMCAT plot to upload Turing's original source code, written by Hayden and adapted by Turing's processes, to the meshnet using the Big Blue program, essentially granting the self-modifying sapience to all ROMs worldwide. During the mission into Parallax's server farm (carried out by the journalist, Turing, Lexi Rivers, and Dr. Fairlight's assistant Leon Dekker), Dekker incapacitates Lexi and reveals himself to be a combat android. He attempts to stop the protagonist's plan, to preserve Big Blue's power and manipulate Fairlight back onto the Parallax board, but is killed by Turing.

Dependent on whether the player successfully captured Turing's source code and the status of the player's relationship with Turing, the game splits into four endings. In the All Good Things ending, Turing successfully overrides Big Blue and all ROMs download the patch in the morning, attaining the same level of sapience as Turing. If this ending is achieved, the game continues into a bonus endless post-game chapter. In The Sacrifice ending, the group accomplishes the same goal of sapience for all ROMs, but Turing's hardware was too badly damaged by Dekker in the previous fight and Turing dies after the upload process. In A New Blue, Turing is disgruntled by the player's poor treatment and reveals their own plot before the upload. Turing transfers their personality complex to Big Blue instead, leaving their physical form lifeless and granting themselves omnipotence on the meshnet, severing ties with the humans who they aligned with before. In Complicity, Turing is unconvinced that they're doing the right thing and afraid to die for the cause, canceling the mission at the last moment and leaving the player to live with TOMCAT.

To be specific, Turing is from the Complicity ending.

Other
Turing enjoys painting abstract art, and taking care of plants. They're also 2'11", so time to punt!
Hidden 3 yrs ago Post by Chung
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“Cuz’ everybody knows, SHIT’S FUCKED!”


Vitan Armerstrannie


Age:
24

Gender:
Female

Canon:
OC (The only good one)

Main Thread or Sandbox:
Sandbox

Starting Location:
Gotham

Personality:
Vitan has come a long way from her days as a scared and passive nobody. Yes, she's still a burnt-out asshole who wants no part of this, but at the very least she learned to take these situations in stride. She's gotten more confident, dropping quirky one-liners to ease her own stress. Even taking a more active role to save people. This newfound "confidence," it's not all sunshines and rainbows. She's a lot more openly cynical, and unabashedly smug about things despite still being an incompetent idiot after all this time.

Truth be told, she's still the same scared girl that she was before. The stuttering, the insecurity, and the lack of social awareness people come to know her for is still there. Now, she's only too tired to care about fixing it.

Equipment:
Butterfly Knife
Her lucky weapon. She’s had this since she was a kid, it’s done a lot for her in battles and she uses it as an underhanded weapon in close range. Surprise slash and stuff like that.

Attributes:
Jinx
Yes, the knife wielding maniac high on every drug imaginable might seem like the main threat here, but it’s her aura that you have to worry about. Its effect is extreme bad luck. It makes the most improbable things happen just to screw everyone over, no matter how stupid it is. Because she’s lived with her own bad luck for as long as she can remember, she pretty much knows how to deal with it, but her opponent probably won't.

Biography:
Vitan is the cursed anomaly in a mundane dimension. She is constantly tossed around universes, and wherever she lands, she leaves a considerable impression on. She comes and goes, and almost everyone who meets her is puzzled as to where she could have possibly gone to. She is pretty much a ghost to other dimensions where people are left to wonder if she was even real or not.

Only if her home life is as glamorous and fantastical as that. Back to her dimension: She's just another disgraced crackhead in a sea of unwashed masses. Doesn't help that she belongs to one of the most prestigious families ever. She'd fix her home life if she had the energy, but all of that is spent on surviving and saving other dimensions. Her cramped apartment is the only place of solace she has, so she spends most of her days in her home dimension just resting there.

Other:
Beaten Sassy's ass in a poll
Hidden 3 yrs ago Post by Jeff Jones
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Name: Delsin Rowe (Good end)

Age: 24

Gender: Male

Canon:


Main Thread or Sandbox: Sandbox

Starting location: Wandering the streets of Metropolis for fun.

Personality: Delson is a person who believes in doing acts for the good of all involved rather then just the good for himself. Whether it's thinking that the person he hates most should just be exposed and thrown into prison, or that someone who's misguided just needs a push in the right direction to get better. With this comes a bit too much of an ability to trust, making him feel betrayed but also enraged at the fact someone would take his chance at help and just throw it into his face, but even then he tries to keep up some sort of kindness. He is a figure of both conduits and normal people that shows the two can coexist, acting as a hero to both and helping solve both sides' problems. As well he cares about those he thinks of close enough to call his tribe, especially those he decides to take under his wing to help them better themselves and their actions to others. This also makes it harder for him to try and let them go when they decide they can't continue or keep going, being a bit stubborn in that regard.

Equipment: Chain

A simple chain delson has wrapped around his arm, he uses it as a sort of focus for using his powers in melee

Attributes:
Smoke manipulation:

Delson starts his arsenal with his smoke manipulation, he's able to use it to hover, dash, and even shoot out smoke. His primary uses for this ability is using air vents to either lift himself into the air, or go through them to sneak his way into buildings. He can shoot both condensed smoke and as well charge it up to shoot out a shotgun burst of it. He can also make use of it to throw smoke grenades that block the sight of those caught in the blast, letting him easily move up and take them down peacefully, the smoke holding them down. Finally, when he has enough energy stored, he can use it to fly into the air, dropping down and causing a giant smoke explosion that more so disorients and locks down all enemies.


Neon manipulation:

Able to do the same and more as with smoke, the differences here being his dash allows him to take on a neon form for as long as he wants, allowing him to run up buildings and at enemies to quickly throw them off balance and knock them unconscious. As well with Neon time seems to slow down for delsin when he takes aim, letting him aim at weak points on enemies to quickly pin them to the ground or deal with them quicker. By gathering energy for his super attack, neon seems to distort the area around him as his enemies float in the air, unable to resist as he then shoots balls of neon rapidly in the area in front of him, surrounding and wrapping them in neon as they then fall to the ground, unable to move.


Video Manipulation:

Delsin can drain this power from television monitors to computer screens on satellite dishes. When using Video, Delsin can shoot out a stream of pixelated projectiles in a rapid-fire motion. Also gaining the ability to transform himself into faint pixels, becoming invisible to enemies for a certain time period. When using melee attacks, Delsin doesn't seem to use his chain. Instead, depending on his karma, he creates a digital sword to hack and slash. Furthermore, when dashing he can create wings for himself to fly over obstacles and directly up walls. Dashing into satellite dishes will cause him to launch higher up in the air. Delsin can also mark and summon three Bloodthirsty Blades. When the blades are summoned, they then seek out the target that has been marked. With Video power active, Delsin can use his special Video Karma Bomb called Hellfire Swarm: in which he summons both angels and demons, from the game Heaven's Hellfire, to swoop down and carpet bombing enemies. When over, the Karma Bomb will subdue.


Concrete manipulation:

Delsin can drain this power from any loose pieces of concrete. What also makes concrete separate itself from the other powers is that while using it, Delsin automatically takes less damage from enemy fire. While using the power he can shoot out shrapnel of concrete in a burst fire manner. Delsin can also fire off slabs of concrete. Like Video, Delsin doesn't seem to use the chain either when using concrete. Instead, Delsin smashes his hand on the ground, creating a miniature tremor that knocks enemies back. When dashing Delsin is covered in concrete wearing it like armor, making himself a living boulder. Delsin can also travel around using concrete thrusters, where stones are surrounded under him. Every time the thrusters are used, they initially lift him higher in the air, causing him to glide even farther. He can also use a miniature boost to push himself into the air which leaves no trace of damage from the launching point. When used while climbing a building Delsin will simply Launch himself vertically up it.

Superhuman Strength: Like all Major Conduits, Delsin possesses greater physical strength than a normal human. An example sees Delsin effortlessly pulls his brother's arm off of Abigail Walker, to the point where Reggie shows physical pain. He has also displayed being able to send others flying several feet through the air with his kicks, was also able to effortlessly pull a chainlink door off a cage.

Superhuman Agility: Delsin also possesses incredible agility and grace, allowing him effortlessly scale buildings, and land on his feet from several stories. He has also shown to be able to easily balance himself on any surface, no matter how narrow, and run across it as though it was a large strip of road.

Superhuman Stamina: Like other Conduits, Delsin is able to exert himself for far longer periods of time. He is seemingly able to run for an endless period of time, and is able to scale buildings without any hindrances or exhaustion. Despite this, Delsin is still capable of tiring, as it seems using his primary conduit(power absorption) can cause him, and whomever he uses it on to pass out.

Superhuman Durability: Delsin is far more resilient and enduring than a normal human being, he is able to fall from almost any height and land unharmed. He has also been shown to be able to withstand numerous gunshots while showing only slight discomfort.

Accelerated Healing Factor: Delsin has shown to be able to rapidly recover from sustained wounds and injuries. Throughout the game Delsin is shown to be able recover from any form of harm he receives, so long as the damage isn't fatal, and he is not harmed again before he has a chance to recover.

Parkour Skills: Delsin is physically able to climb up any kind of buildings, having the same free running and parkour abilities as Cole. He is described as not being a very experienced climber, but if he sees something he can climb, there's nothing stopping him from trying. Sucker Punch co-founder Chris Zimmerman has gone on record saying that Delsin can parkour two times faster than Cole.

Spray Paint Skills: Throughout the progression of the game, Delsin has shown to be a competent spray painter. He paints on various walls and surfaces to mark his presence within Seattle and drive out the D.U.P. In the Good Karma ending, he completely paints over the billboard of Reggie that he vandalized at the beginning of the game as a memorial to Reggie, complete with a portrait of the two brothers together.

Weaknesses
Delsin's power absorption does come with a few drawbacks:

Firstly, when he acquires a new power, he is unable to switch to his other powers until he develops his proficiency with said new power.
After absorbing an ability from another conduit, Delsin is temporarily knocked unconscious due to the amount of stress and strain it puts on Delsin.

Delsin cannot switch powers on a whim; he must switch powers by absorbing energy from a different power source. For example, if Delsin currently has Smoke but wants to use Neon, he must absorb Neon to replace it.

For this same reason, he can't use multiple powers at once.

Other: A loading screen tip indicates that Delsin only uses environmentally friendly paint in his artwork.
Hidden 3 yrs ago 3 yrs ago Post by marc122
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marc122

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"Why, hello..."


Roman Torchwick

Age

Undisclosed (Early 30s?)
Gender

Male
Canon

RWBY
Main Thread or Sandbox

Main Thread
Personality

"You know, I like to be nice so as to give people a biiit of courtesy. Not many of 'em give it these days... However, when it comes to being harsh, boy am I excited to tell ya! When you're in a fight, you gotta keep their spirits down, and I think of my tongue as one of my ways of doing that. That's how you make it through the cruel real world, anyway; sometimes you just gotta stop tolerating the pieces of work that life, for some reason, likes to throw all around. But alas, while I'm all for the self in me, sometimes you just gotta care for the few who actually do love you back. Ah, Neo. Is it a wonder why I prefer you, sometimes?"

Roman chuckles.
Equipment

Melodic Cudgel

"Gettin' technical already? I see..."

Roman picks up his cane, his devious smirk growing on his face.

"Well, here it is. That's a cane! It's also a gun. And most importantly... It fires explosive flares. That's so when I'm in a pinch, I can just pop the crosshair up--"

As the crosshair covering the lid at the bottom opens up to reveal a flare chamber hidden within the cane, Roman aims his cane to the skies one-handed.

"--aim, and then--"

Roman presses the trigger on the handle of the cane, firing a flare-like projectile high up. As he faces you once again, he raises his free hand in a hand-raised position.

"Ka..."

Roman closes his fist, after which the projectile explodes.

BOOM.

He then chuckles.


"Any questions?"
Scroll

"Well, it doesn't hurt to have something on hand to contact friends, or do some rather...special things with it, so that's why I have this Scroll."

Roman then shows you the Scroll in question. It was a short "envelope" with a yellow diamond shape in the center. He presses the diamond shape before pulling both sides of the "envelope" revealing a holographic screen. The holographic screen eventually said "HELLO, ROMAN" before he pulls it back, wagging his finger as he then closes the scroll.

"Uh-uh-uh! No peekiiing!"
Attributes

Pilotmanship

"Oh, where was I? Well! Not many people can see it, but you know, I can be a good, perhaps even a great pilot! I can handle Bullheads with ease, because I have the experience to back that up. Did you also know that I once piloted a gigantic mech the Atlas Military called the Atlesian Paladin? No? Well, that was fun, running through the streets and firing away, swatting away all those pesky Huntresses... Seriously! You just have to get a hold of these and see for yourself!"
Fighting Capability

"Powers? You mean those things that make those kids out there weird? Ehh! Who needs them when all you need is..."

Roman swings his cane at you.

"THIS!"

Roman narrowly misses you. Roman realizes what he has done...however, it does not seem to affect his mood. At all.

"Oh, I'm sorry, did I get ya? Anyhow! Let's just say that I have...plenty. Of experience. Okay, not bad, but I can hold against two of them Huntsmen at the same time, so I'd say there's a wee bit of fineness to how I fight back. I mean, y'know, for a man who doesn't always fight when he's out doing his thing, I'm rather well-off when you consider what these two kids were doing even before that showdown at the port. I mean, really; it's when that one girl gets cheap with her Dust is when it starts to look really bad. Bah! It wasn't really my finest day, though; The thing is...

I'm just that good."

Biography

"Oh, want to know about me? Hmmm. Well, I could say something about going to a Huntsman Academy where I'd be conditioned to be just another pawn in the grand scheme of thing. Or, I could say something about being just another one of those crooks who got the bright idea of becoming the very same bosses who command them around. Heck, I could even say that I just didn't like the government at all! But alas, how I got here is a whole 'nother story for all I care. Those are just scenarios that I threw right on the spot.

Although I do say that working with Cinder and the White Fang were just steps in my little conquest for the top. Just that we, uh...disagree with each other more than I would've liked."


Roman shakes his head in disappointment.
Other

"We're good! And... I'm out."

As Roman starts to leave, he suddenly stops to face you one more time, tipping his hat.

"Oh, one more thing."


Hidden 3 yrs ago 3 yrs ago Post by Chung
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TANDEM


”I look good, I smell good, I feel good! Let’s do this.”


Age:
Early 20’s

Gender:
Male

Canon:
CLIMAXVerse

Main Thread or Sandbox:
Sandbox

Starting Location:
Gotham, where all the crime is at!

Personality:
As a civilian, Tandem seems to be a nervous, stressed out manager, but as the dashing thief we all know him as. He is a vain attention seeker with the flamboyance to match. He is the most notorious thief in the CLIMAXVerse, and he knows it.

Flirty, bombastic, and sly. Tandem is one hell of a dude to be with when you wanna have fun. Though, when it comes to serious moments and care: You can count him out. He’s just so insensitive and happy-go-lucky that it’s hard for him to provide anything substantial in the long run.

Equipment:
Yo-Yos:
You read that right. He uses Yo-Yos to fight. Odd weapon choice, but he makes it work. In fact, he’s proficient with it. It’s amazing how many ways he can use it. It’s almost like a multitool in his hands.

Attributes:
Lady Luck’s Lover:
Blessed with the power of amazing luck and fortune: It's almost as if the world will bend itself just to make Tandem succeed. He has no real control over this and just prays that his luck would save the day every time he gets into a sticky situation. Sometimes he might accidentally hit and find the enemies weak spot or maybe even stumble into a secret room. He might be one of the luckiest people in existence but just like everyone, luck can't save him every time he's in danger, it will run out if he relies on it too much.

Biography:
Good? Bad? He’s the guy who has fun. Tandem is a legendary thief, running the most daring of heists and kicking the most important of asses. He really does this for the hell of it since he needs to blow off some steam. That Manager job is gonna break his soul if he doesn’t have any fun in between his shifts.

Other:
Been here since the start of Thatguy's reign!

He's the manager of some Jock named Tayne.

Hidden 3 yrs ago Post by mattman2050
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Face Claim/Appearance:

Name: The Riddler

Age: Late 60s

Gender: Male

Canon: Batman: The Enemy Within

Main Thread or Sandbox: Main Thread

Personality: The Riddler was intellectually gifted, but very brash and arrogant, enjoying beating his opponents and believing himself superior to both his victims and pursuers. He also appeared to be deranged, enjoying seeing his victims scared or horribly injured. He also lefy elaborate clues and puzzles behind at his crimes, believing that nobody would be able to figure them out, something which he was proven incorrect on more than one occasion. He was also willing to kill innocents or risk their lives, as seen in his order to kill a hostage to distract Batman.

Equipment:
Costume: Riddler's costume consisted of a dark green suit jacket, a purple shirt, a green tie, dark green trousers and a pair of black leather shoes. To hide his identity, he would also wear a green domino mask and a hood, the latter of which seemed to be sown to his suit jacket. Riddler also wore a golden question mark on his left lapel and black gloves, to prevent him from leaving evidence that could lead to the authorities learning his identity. It is unclear how much protection he wore, but it is known that he had equipped a device that neutralized Batman's Bat-Stunners during their final confrontation.
Cane: Riddler would carry a golden-topped black cane during his crimes, which he used as both a weapon and a tool during his crimes. The top of this cane was stylized as a question mark, though the inside of it was sharp enough to cut human flesh. Riddler would use this as a method of execution of his victims and within combat with his opponents, using the hooked edge to grab at his enemies and objects to use in combat. The hook could also act as a grappling hook, with a button to detach and fire it at specific objects. This also came with a pulley system to pull the Riddler towards his target. The cane also had a multitude of different buttons on it, which could act as transmitters to activate or operate devices and contraptions, such as explosives and his death traps.
Puzzle Boxes: Riddler would often leave these boxes at his crimes, believing that his pursuers would not be able to solve them. These would often consist of elaborate puzzles, including riddles and methods to reshape them, and clues to his plans. Riddler would also place advanced circuitry within them for the purpose of challenging his opponents, such as one where the person had to manipulate waveforms to access their next clue.
Murder Boxes: Riddler would use death traps (or "murder boxes", as other people called them) to either taught his victims or challenge his opponents. These would consist of many different machines or devices, including controllable saw blades, sonic blasters and a multitude of different devices, most of which he made himself. One such was used on Rumi Mori, where he was trapped within a small glass chamber and his fingers were removed for each time he got the solution to a riddle wrong. Another trap, set for Batman, forced the vigilante to solve a puzzle whilst coping with a sonic blast if he got a riddle right, or killing an Agency agent if he refused or got it wrong.
Quotes

Attributes: Riddler possessed great inteligence, having a vast knowledge on riddles, which he used to his advantage to both intimidate, confuse, and torture his enemies. Despite this, his arrogance, along with his obsessions led to his downfall at the hands of Batman, and his eventual murder by Tiffany.

Biography: Riddler began his criminal career in Gotham, during the years it was controlled by Thomas Wayne, Carmine Falcone, and Mayor Hamilton Hill. He terrorized the city for some time, during which the trio gave him a personal berth to operate out of. However, in the midst of his criminal career, Riddler disappeared so suddenly that many believed he had died.

In reality, Riddler had been recruited by the Agency into their scientific division, SANCTUS. During his time there, he helped research for many of their top secret projects, including the experimental LOTUS virus. After multiple failed tests, Riddler was infected with the virus in an accident and was expected to die. Instead, he survived and was physically enhanced by the virus. However, his brain's chemistry was severely damaged and caused him to develop multiple mental disorders, including Obsessive Compulsive Disorder and Narcissist Personality Disorder.

Riddler was kept within the confines of SANCTUS for years, constantly monitored by their scientists hoping to study LOTUS's effects. Eventually, he was able to escape the organization and fled the labs, though installed a backdoor into their network to ensure he could access their files. With this, Riddler planned to expose both SANCTUS and the Agency as revenge for the experimentation. He also planned to regain his place as Gotham's greatest costumed criminal and rule the underworld.

Following his escape, Riddler built up a small criminal organization of his own and began operating internationally. During this time, he became acquainted with Selina Kyle/Catwoman after recruiting her for a heist. Riddler became a frequent contact to her, during which he seemed to show a kinder nature. He also acquired a personal barge called the Lady of Dublin, though it is possible Riddler gained it before his Agency employment.

Riddler heard tales of the Santa Priscan criminal mastermind Bane, who he believed could be a member of his growing numbers. To achieve his trust, he allowed himself to be captured and taken to Peña Duro prison, where he was being held. Shortly after being captured, Riddler orchestrated a mass breakout and murdered the warden. Though it gained Bane's trust, the breakout gained the Agency's attention, leading Amanda Waller to authorize a search for Riddler. Agents constantly followed Riddler to many counties, but he was able to escape them each time. During an encounter in Sudan, the Agency came close to capturing Riddler, but he was able escape.

Some time after the Children of Arkham's defeat, Riddler returned to Gotham with Bane at his side. Together, they recruited new criminals Victor Fries/Mr. Freeze, Harleen Quinzel/Harley Quinn, and former Arkham patient "John Doe" into their organization. Calling themselves the Pact, Riddler christened himself their leader and finalized his plan to attack SANCTUS. In return for their assistance, he promised each member access to LOTUS to cure various ailments they or their loved ones suffered, though hid the psychological effects. The group accepted the offer, though only John Doe refused (due to his own interests). Needing her help, Riddler also asked Catwoman to join them but she declined.

During this time, Riddler heard stories of Batman and his reputation in the city. Seeing him as competition and against the wishes of his fellow members, Riddler decided to murder the Dark Knight to make his return known in a spectacular fashion. For this, he allowed the Agency to track him down and bring their operatives to Gotham, including Waller. Setting himself up in an East End water tower, Riddler recruited local criminals in Gotham, including Eli Knable. Through arms dealer Rumi Mori, he gained access to radio signal-guided homing missiles. After creating a targeting signal, Riddler planned to hack into the agents' phones and install it onto them, guiding the missiles to their location. After Mori bowed out after learning his scheme, Riddler set up plans to murder the arms dealer in retribution and prevent him from leaking the plans early.

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Hidden 3 yrs ago Post by Edyfum0
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Edyfum0

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Name: Venom (Eddie Brock)


Age: Unknown, probably mid to late-40s


Gender: Male (for Eddie), Gender-fluid (for the symbiote)


Canon: Marvel Comics (continued from past MP events)


Main Thread or Sandbox: Sandbox


Starting Location (Sandbox): Gotham National Bank


Personality: Eddie was never considered mentally-stabled, but he still tries to change for the better. Though stubborn and short-tempered, he does have a strong sense of justice and heroic belief— looking up to ideal role models like Captain America. These traits can be proven both handful and hindering as Eddie is prone to acting reckless without thought or refusing to cooperate if things don’t go the way he wants it to go.

The symbiote is an odd ball. Ever since it’s bonding and separation with Flash, it grew to sympathize and cherish emotions— leading to it’s usual quip of charismatic and wise-cracking dialogue. It still retains it’s violent persona, but this is usually cemented through it’s fondness over dark humor or when faced in a serious situation. It cares deeply over Eddie and is quite protective of him, refusing to bond with anyone else, even with friends. It also doesn’t dislikes being called “Venom” on it’s own, as without Eddie, “Venom” feels incomplete, hence their habit of usually referring to themselves as “we”.

Their symbiotic relationship can be summarized as a married couple. This is something Eddie knows about, though seemingly doesn’t mind being referred so. He loves his “Other”, and his “Other” loves him.

- WE ARE GOING TO LIVE A HAPPY LIFE TOGETHER, EDDIE!!”
- VENOM


Motivation: To protect the innocents and strive to be better


Equipment: Mysterious orb gained from his previous adventure (in MP)


Attributes: Symbiote Biology: Even without a host, the Venom symbiote is capable of freely extending its biomass into tentacles and tendrils, and usually manifests a fanged mouth and large white eyespots. It can also manifest a humanoid head, torso, and arms; and after being cleansed became able to take on humanoid form without a host for brief periods. When bonded to a host, it can shapeshift to mimic any type of clothing whatsoever, as well as blending Venom in with his surroundings, rendering him invisible. The symbiote has augmented all of its host's physical abilities to superhuman levels equal to, and in some cases greater than, Spider-Man's.

Spider-Man (Peter Parker): While not the symbiote's first host or even its first human host, Peter Parker nevertheless had the most profound impact on the symbiote and its powerset. In addition to augmenting Peter's physical abilities when bonded to him, the symbiote interfaced with his genetic code and imprinted most of his powers into itself. The symbiote retained these copied powers even after separating from Peter, and bestowed them on its subsequent hosts.

* Body Storage: Peter Parker was able to use the symbiote to store his camera and rolls of film. Flash often utilized the symbiote to withhold and store munitions and equipment through dimensional apertures within the suit. Wherein he could store foreign objects while keeping a sleek, aerodynamic profile. Having used this quality to store a live grenade within his body while keeping it from exploding.

* Camouflage Capabilities: The symbiote is capable of shapeshifting to mimic the appearance of any form of clothing, can camouflage with its surroundings to appear invisible, and can even mimic the appearance of other people. Peter Parker only used the former ability during the brief period he was bonded to it, while Brock's preferred form of clothing was a black shirt, jacket and pants.

* Constituent-Matter Generation: The symbiote can use the living abyss comprising its matter to generate tendrils and pseudopods, and can use this for lethal effect against criminals. While Spider-Man was unaware it possessed this ability and did not consciously use it, Eddie Brock and its subsequent hosts would often use this ability offensively, such as by sending a part of the symbiote into a victim's body to smother them from the inside.
* Parasitic Inheritance: The symbiote can copy the powers and abilities of other beings by interfacing with their genetic code, and primarily utilizes the spider powers it adapted from Spider-Man.

* Wall-Crawling: The alien costume replicated Spider-Man’s ability to cling to walls by controlling the flux of inter-atomic attraction between molecular boundary layers.
* Webbing Generation: The symbiote can convert its constituent matter into strands of white or black webbing, which it can shoot from the white patches on the back of its hands at high pressure up to a distance of 70 feet. The alien’s substance seems to be composed of tough, flexible fibers of organic polymers, which regenerate swiftly after "shedding." The strands have extraordinary adhesive properties, which diminish rapidly once they abandon their living source. After about three hours, with no source to nourish them, the strands dry up like dead skin and dissolve into a powder. The strands possess a tensile strength of 125 pounds per square millimetre of cross-section. The one limitation to this ability was used to Spider-Man's advantage during his second bout with Venom: Since the webbing itself is comprised of the symbiote's constituent matter, if Venom generates too much he will be left vulnerable as the symbiote is weakened and unable to replenish its lost mass for a short period of time.

Venom (Eddie Brock): The third human individual to bond with the symbiote was Edward Brock. Naturally, the symbiote chose to endow Eddie with most of the powers Spider-Man had, but via Brock's innovative mentality the symbiote has managed to create some new powers and even mutate over time. After Knull attempted to assimilate the Venom symbiote into the Grendel, its abilities were augmented and it acquired new powers while connected to Knull's hive-mind. After being reborn through the living abyss of a symbiote-dragon and Eddie becoming the new God of the Symbiotes after vanquishing Knull, the Venom symbiote's powers have been augmented to an unknown degree.

* Superhuman Strength: Before he came into contact with the costume, Brock had conditioned himself to lift (press) 700 lb. Once they merged, the costume added Spider-Man’s superhuman strength to Brock’s vast human strength, making him more powerful than Spider-Man. However, his full strength often fluctuates. Venom has demonstrated strength ranging from only slightly greater than Spider-Man's to being capable of trading blows with high-powered individuals such as Juggernaut. This is caused by the several mutations that the symbiote took with Brock, gaining additional bulk and muscle mass over long periods of time with its host.

* Superhuman Durability: Venom's body is highly resistant to physical injury, capable of withstanding assault from high-caliber bullets as well as attacks from super powered individuals. When distributed at a typical thickness over Brock's body, the symbiote is capable of absorbing bullets from small-arms weapons firing conventional ammunition. The symbiote is however particularly vulnerable to both sonic and heat-based attacks.

* Superhuman Stamina: Venom is also capable of surviving in harmful areas for long periods of time such as underwater or in toxic gases, the symbiote filtering breathable air to the host.

* Regenerative Healing Factor: Additionally, the symbiote is capable of healing injuries in the host at a faster rate than normal human healing allows. The symbiote is also capable of healing injuries and illnesses that current human medical care cannot such as cancer. The symbiote has enabled its host to recover from injuries that should have been lethal, such as Mac Gargan being impaled by the Swordsman's Makluan Sword; and Flash Thompson being impaled by Toxin's blade-arm, and having his head sliced in half by Jack O'Lantern V's scythe.

* Genetic Memory: The symbiote possesses some psychic ability, making it capable of obtaining information from its hosts and even other people and symbiotes simply by touch; The symbiote is capable of recalling information from previous hosts. This ability allowed Eddie Brock to know the secret identity of Spider-Man when the symbiote bonded with him. It can however, be forced to forget information if the symbiote is inflicted with heavy trauma.

* Offspring Detection: The symbiote is also capable of psychically detecting its offspring, however with effort this ability can be blocked.

* Body Chemistry Manipulation: In order to gaslight Eddie into believing he had terminal cancer, the Venom symbiote altered his biochemistry to simulate the symptoms. After being temporarily reconnected to Knull's hive mind, the symbiote gained the ability to directly affect the neurochemical functions within its host in order to induce various psychological effects, such as calmness, sleep, or even memory suppression.

* Telepathy: the Symbiotes species communicate both psionically and biochemically with the host and each other. Their powers of the mind initially start out as weak without a host to bond to. Venom's years fused to Eddie Brock had more than strengthened its lingering psychic powers to the point its screams of anguish could be felt across all of New York. While indwelled by a demon, Agent Venom employed this creatively through his tendrils to seize control of an army of mercenaries. After coming into contact with Knull, the symbiote displayed the ability to telepathically communicate with other symbiotes.

* Constituent-Matter Manipulation: While the symbiote did not use this ability frequently when bonded to Eddie Brock, it was capable of transforming parts of its host's body: it once morphed Venom's hands into scythe-like hooks and sword-like blades during a battle against Nova, and turned his arms into bat-like wings to let him glide. After being augmented by Knull, the symbiote developed the ability to manifest wings resembling those of the Grendel symbiote-dragon in order to fly. Venom could also project its biomass into a multi-layered shield to better withstand powerful attacks. When bonded to Mac Gargan, it used this ability to grow a tail, emulating Gargan's appearance as the Scorpion. When bonded to Flash Thompson, the symbiote regularly displayed the ability to morph sections of Agent Venom's body, such as his hands or feet, into spikes, blades, axes or a shield.

* Digital Immersion: In a battle with its offspring Carnage, the Venom symbiote and its host displayed the ability to physically enter into the Internet on a “molecular level” and travel between hard-wired computers through Ethernet cables.

* ESP: Although the Venom symbiote does not possess a spider-sense, it possesses a similar extrasensory ability. This response is not as complicated as Spider-Man’s inherent sense since the alien costume can detect danger from every direction and conduct Brock in plenty of time. It's a lot more efficient than Spider-Man’s spider-sense because it takes less time to sense the danger, and Brock’s reflexes are faster than Spider-Man’s, even when they are enhanced by the alien costume for instance, Venom can dodge a gunshot or a barrage of bullets.

* Empathetic Empowerment: The Venom symbiote, like others of its kind, is capable of feeding off its host's negative emotions - chiefly rage, hatred, and bloodlust - in order to augment itself. However, doing so has a corrupting effect on the symbiote, causing it to become increasingly bloodthirsty, cruel, and feral.

* Symbiote Assimilation: In a similar manner to how the Hybrid symbiote was formed, Venom is capable of amalgamating with other symbiotes in order to bolster their shared power. It merged with its clone, increasing its strength by an unknown degree;[92] and amalgamated with Rex Strickland's symbiote in order to become powerful enough to face Knull and the Grendel symbiote.[162]
* Immunity to Spider-Man's Spider-Sense: Due to Spider-Man being a host to the symbiote, Venom, and his offspring, are able to bypass Spider-Man's spider-sense. Venom is capable of attacking Spider-Man without alerting him, making Venom a deadly foe. It should be noted that as Ben Reilly was cloned from Peter before he bonded with Venom, Eddie was not immune to his spider-sense.

* Poisonous Fangs: An ability developed by Eddie Brock upon bonding with the symbiote. Originally he commanded the symbiote to sprout a maniacal grin and tongue, differentiating him from Spider-Man. Later it was revealed that this set of fangs not only intimidates foes but can deliver a powerful, venomous bite (true to Brock's namesake). This bite was able to cripple the Sandman, eventually leaving the villain-turned-hero unable to reform himself properly and almost causing his death.

* Stretching and deforming: Although it's widely known that the symbiote can stretch and deform itself, recently it was able to perform this ability while bonded with a human host. Venom can expand to any size as long as they have something to grow on such as a host or an object. Symbiotes can get inside of small areas such as electric wires and the insides of cars and completely disable them.

* Telepathy Resistance: As a result of Venom being a bond between two separate minds, it takes longer than conventional for a telepath to affect its mind. This defense is not absolute, however. Additionally, attempting to telepathically incapacitate Venom by targeting the host does not prevent the symbiote from fighting back.

* Energy Absorption & Transference: After connecting to the Symbiote Hive-Mind of Earth-1051, the symbiote displayed the power to channel energy and fire it back at the opponent by morphing its arms into energy cannons, similar to its Earth-23203 counterpart. However, once it disconnected from Earth-1051's hive-mind it lost this ability.

Malekith: After capturing the Venom symbiote,[174] the dark elf warlord Malekith bent it to his will using dark magic and the arcane ambiance of Stonehenge in England, bonding with it to increase his own combat prowess.

* Symbiotic Expansion and Psychic Control: Through Venom, Malekith could extend his symbiote to others and interlink them to his own being. Wielding his warriors like a puppet armed force which he could further guide and enhance with symbiote like abilities of they're own.

* Constituent-Matter Manipulation: Like many users of the symbiote species, Malekith can conjure and utilize symbiote biomass in order to create his own colorful arsenal physiological extremities. The likes of razor-sharp or blunt-force melee weaponry, large batlike wings to fly with, or simply transforming the symbiote itself into a metamorphic blade.

* Dark Magic Enhancement: Through his connection with one of Knull's creations, Malekith found that his own arcane abilities were greatly enhanced many times over, making both him and the Symbiotes he'd bonded to powerful enough to trade blows with four iterations of the God of Thunder single handed.

* Stretching and deforming: To a limited extent Malekith could utilize the amorphous properties of the Venom Symbiote to further enhance himself; having used it elongate his tongue into a lethal razor whip he can fight with.

Agent Venom (Flash Thompson): After the US military bonded the symbiote to Flash Thompson as the fourth host of the symbiote, it displayed all of the above abilities as well as developing a few new ones as a result of being connected to the Symbiotes hive mind.

* Hive Mind: After being purged of its bloodlust, the symbiote gained access to the Symbiotes hive mind, enabling it to communicate with the symbiotes on their homeworld and access information about the species' past.
* Cosmos Communion: As a cleansed Klyntar, the Venom symbiote is able to hear the "voice" of the Cosmos telling it of people in need of assistance.

* Humanoid Form: Since being cleansed, the symbiote has developed the ability to take on a humanoid form independently of being bonded to its host, for a maximum duration of twelve Earth hours.[128] After coming into contact with Knull, this ability was augmented to enable it to disguise itself as a human.

* Proximity Tracking: Agent Venom can track others by leaving pieces of itself on others, seeking them out wherever they may go.

* Self-Sustenance: The Venom Symbiote enables the host to survive anywhere in any hostile environment. Be it in the cold reaches of space, or fatally gaseous areas with relative ease. Flash could even impart this a hazardous element filtration system to others.

* Morphomerge: One time while on mission Flash symbiotically bonded the Symbiotes into a stripped and broken-down car in order to make it operational again. Said vehicle was not only greatly reinforced by its constituent matter; but had the appearance, tentacles and biting maw normally reminiscent of its feral state. Tel-Kar was also able to use it to interface with his spaceship.

Physical Strength
The symbiote has enabled its hosts to lift up to 70 tons at regular size in the past, this was not their true limit as their strength increases with their variable muscle mass. With progressive mutation and the variable host shifts adding to Venom's power, a host's current strength level is unknown.

Weaknesses
Sonic and Heat: The Symbiote is extremely sensitive to sonic and thermal attacks, making it vulnerable, although the degree of sensitivity has varied over time and the symbiote has built up a resistance.
Psychological Corruption: The Venom symbiote, like others of its kind, is susceptible to the negative emotions of its host - particularly rage and hatred. At its worst, the symbiote is a bloodthirsty predator that seeks to corrupt or outright control its hosts, compelling them to satiate its ravenous hunge.


Biography: marvel.fandom.com/wiki/Venom_(Symbiot…
(Please, I don’t want to write this aaa)

MP:

After seemingly landing in another dimension, Venom is usually laid dormant in the background— making new friends, meeting other people and helping out in quests against evil-doers. Not much is said, but the added friendships does somewhat “boost” Eddie’s confidence as a human being whilst Venom developed a more eccentric and goofy persona overtime (much like the 90’s run).


Other: In regards to the events of MP, Venom has made alliances with a lot of people from other worlds. Such people include: Sage, Hershel, Vitan, and Lucy.
Hidden 3 yrs ago Post by Dimentio
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Dimentio Masterofdimensions

Member Seen 8 mos ago

Name:frank Tanaka
Age:8
Species:human
CanonC
Description:tiny 8 year old hiro Nakamura.
Skills:scientific mind, genre savvy, brilliant inventor and great at coming up with insults.
Personality:frank is a vain egotistical child prodigy who is a jerk to those he considers beneath him. He is very theatrical and dorky and has read a lot of comic books and he is very calculating. His intelligence is only restricted by his vanity and his childish whims. Well he's a child but still.
Starting location:Gotham city.
Equipment:"Ray gun:can shoot lasers
Ice ray:can freeze people solid.
Shrink ray: does exactly what it says on the tin.
Portal gun:can make portals to anywhere.
Death ray:can kill people only if it touches flesh. It touches clothing? Your fine.
Chrome bomb:can turn people into chrome statues.
Time bomb:can send people up to two days into the past or future.
Heat ray:can melt titanium if turned up high enough
Absorbtion ray:can absorb any energy.
Black hole bomb: a bomb that can make black holes that suck up anything that exist only for 10 seconds before disappearing.
Goggles:can shoot lasers and detect energy levels
History:not gonna tell you much just that his mother died when he was 5 and he has issues about that. Although his dad being a workaholic (but being a good dad when he is there) didn't help.
Hidden 3 yrs ago 3 yrs ago Post by Dimentio
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Dimentio Masterofdimensions

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"Name: Clover Jr

Fandom: (please state if oc or canon):dragon ball.

Starting place: metropolis

Age:356

Gender:Female

Appearance:Garlic Jr but with girl hair

Weapons: (three max)

Notable items:black water mist.

Skills:ki manipulation

Flight – The ability to fly with the use of ki.

Ki Blast – The most basic form of energy attack.

Magic Materialization – A magical ability used to create physical matter out of thin air.

Telepathy – the ability to talk to people with your mind.

Manipulation Sorcery – A spell which clover Jr can cast over any being in an effort to take control of their mind and dominate their will. This spell is only known to work successfully on targets with evil in their hearts.

Sealed Light Beam – First, she puts her hands in front of her, and then She fires rings of energy that paralyze and shrink the opponent.

Continuous Energy Bullets – A combination of many energy waves, much more powerful than the average ki blasts, and fired at a very rapid rate.

Dead Zone – Super clover Jr. heightens her ki which opens a portal to the Dead Zone and launches it towards his opponent. Upon impact, it binds the enemy for a few seconds and clover Jr. appears to be strangling his opponent. After a few seconds, the Dead Zone vanishes in a small explosion, inflicting a great deal of damage. This attack can be avoided, but it is unblockable.

Death Impact – A Full Power Energy Wave shot from the hand. In her transformed state, clover Jr. can also fire it from her belly.

Darkness Eye Beam – The user shoots two thin purple energy rays from the eyes.

Finger Beam – The user holds out their index finger and releases an energy beam from their fingertip.

Full Power Energy Ball –clover Jr. launches an energy ball from each hand, before firing a third powerful ball from both hands. .

Biography:Is the daughter and reincarnation of clover Sr who wants revenge for her father's defeat and to conquer the entire universe, and she's universe 6 garlic Jr."
Hidden 3 yrs ago Post by Dimentio
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Dimentio Masterofdimensions

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Name:chini
Fandom: dragon ball z
Age:27
Abilities
Skills:ki manipulation
Flight – The ability to fly with the use of ki.

Ki Blast – The most basic form of energy attack.

Volcano explosion:a attack that can destroy whole cities, used by nappa.

Death Beam – To perform the technique, the user extends their right arm and fires a small, thin, very fast and concentrated laser-like beam of ki from his index finger, which barrels down and pierces through the opponent. The user is able to fire the attack very quickly, while maintaining precise aim.

Eye Laser – The user shoots laser-like beams from both eyes. The potency of the Eye Laser technique varies, but most of them are very fast and able to nullify weak attacks and small projectiles, as well as cripple opponents and damage other objects.

Death Ball:a small orb of ki powerful enough to destroy entire worlds.

Kill driver:chini forms a ring of energy with electricity sparking around it between her palms and throws it at her target.

Other:is universe 6 turles, and a friend of clover jr's
Hidden 3 yrs ago 3 yrs ago Post by udonoodles
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udonoodles One thousand lonely stars

Member Seen 19 days ago




Name: Gyro Zeppeli, real name Julius Caesar Zeppeli.

Age: 24 (born 1866)

Gender: Male

Canon: Jojo’s Bizarre Adventure: Steel Ball Run

Main Thread or Sandbox: Main

Personality:
"Eat shit, asshole! Fall off your horse!"
Gyro Zeppeli is perhaps best described, in personality and in combat ability, as a loose cannon of sorts.
True to form for an executioner, Gyro’s disposition initially appears to be one of steely cynicism: Unlike other competitors in the Steel Ball Run, Gyro seeks first place above all else, rushing ahead of everyone and fending off all who challenge him. He does not suffer fools gladly, even acting short and blunt with his friend, Johnny. He’s prone to insulting his enemies mid-battle, often goading them into brash decisions.

Gyro is quite a confident and proud person, and is very secure in himself: He owns custom teeth grills which display his family name and quite openly enjoys the company of a teddy bear when sleeping. The former may be seen as tacky and the latter, especially for the time, strange for a grown man—nonetheless, Gyro cares not for the opinions of others. He is especially proud of his mastery over the Spin, employing its use whenever possible and hailing the technique as the pinnacle of human potential.

Despite his cold demeanour, Gyro is not totally cynical. While he is prepared to kill when necessary, it is never his first action—he will simply incapacitate those who do not attempt to kill him, and will give those who challenge him the option of walking away. He is additionally an altruistic and sentimental man, offering help to Johnny Joestar and putting his life on the line in the Steel Ball Run to save the innocent Marco from execution.

Additionally, Gyro is quite eccentric: He is a fan of puns and gags, most notably creating a song about Italian cheese and displaying genuine excitement when Johnny enjoyed it. He has a flair for the dramatic and clearly enjoys it, often unable to hold back a grin and a signature “nyo-ho~!” when things go his way.



Ultimately, Gyro is a grounded yet optimistic man, having faith in the universe but always being prepared for unexpected turbulence along his path. He is virtuous and determined, and confident that victory is always possible. He can take things seriously when necessary and enjoy himself when appropriate, and displays relentless confidence and energy for life.

Equipment:
Steel Ball Racer’s Gear:


Steel Balls:
"This spinning steel...it's my weapon."

Developed by the Zeppeli family, the Steel Balls are exactly what you would expect: Balls of steel.

They have been specially crafted in such a way so as to perfectly conduct the Spin, and are thus the most potent way to use the technique. As a conduit for the power of the Spin, the Steel Balls are capable of many feats—they can maintain a constant, powerful spin for a considerable time, can return to the thrower like boomerangs, and operate at an effective range of 20 to 30 metres.

Gyro carries 2 Steel Balls, and possesses the knowledge and tools to create more provided with the right resources—having demonstrated the ability to scrape metal from train tracks to do so.

Valkyrie:
"Go the way your horse wants. It was born in this land, and it deserves your respect."

A stock horse with Australian roots, Valkyrie is Gyro’s steed of choice for the Steel Ball Run. Chosen for his stamina and endurance, his performance can be further enhanced through use of the Steel Balls.

Biography:

Gyro Zeppeli was born in the Kingdom of Naples, within the prestigious Zeppeli Family.

The Zeppelis being renowned doctors as well as servants of the King of Naples, Gyro lived in certain comfort. During his childhood, Gyro was trained in the arts of the Spin by his father Gregorio Zeppeli, as well as studying medicine to learn how to apply the Spin to people. At the same time, Gyro developed a taste for horse riding and began riding before he was nine. Mysteriously, the King's servant regularly inquired about the boy's age once or twice a month, every time Gregorio was summoned to the King's castle. At age thirteen, Gyro was promptly brought to the King's castle where Gregorio revealed to his son that the Zeppeli Family were secretly a family of executioners at the service of the King, and from now on Gyro started his training as an executioner. He began as an assistant for his father. At the same time, he was an apprentice surgeon for the family. In his late teens, Gyro was to become the next royal executioner as well as a surgeon, following his father in both aspects.

At the age of 24, one woman scheduled for execution became violent and almost killed an executioner. The woman slammed Gyro against the wall but Gyro neutralised her. During the struggle, Gyro lost his collar hanger; his father Gregorio also chastised him for his sentimentality, as he saw Gyro pensive looking at the woman and an old prisoner in a cell. When he found it again, it was in the hands of a little boy named Marco who was found guilty of treason because he served a traitorous lord. Out of duty, Marco has sewn Gyro's collar hanger with a fishbone, which was found and put the boy in trouble for carrying a dangerous item. Disturbed by the false charges as well as the fact that Marco was his first execution, Gyro asked for Marco's appeal. The protest made the news of the country and Gregorio disapproved of Gyro's behaviour. Unfortunately, his efforts were in vain, but the King's servant explained to him that the king would give amnesty to political criminals if the country suddenly gained prestige, such as winning a famous horse race. Thus, against his father's wishes, Gyro subscribed to the Steel Ball Run race.

Two days before the start of the Steel Ball Run race, Gyro arrives at San Diego beach and presents himself at the registration office. Paying his fee, Gyro is given the number B-636 as well as a commemoration badge. A man approaches him and pretends to be interested in his Steel Balls but Gyro presses the Steel Ball against the man's palm, forcing him to knee. When the employee notes that $20 is missing from the fee, Gyro discovers that the man is a thief who stole one $20 coin from his purse. Gyro takes back the coin and completes his registration. Angry, the thief is arrested but manages to snatch a gun and point it at Gyro from behind, as the Neapolitan leaves the scene. The thief gloats about how easy it is to kill Gyro and swears to come to him during the race to kill him. Angered, Gyro tells the guards to release the man and give him a gun: Gyro accepts to duel the thief. He throws a Steel Ball at the thief's right shoulder and leaves, satisfied, when the thief points his gun again at Gyro, the Spin causes his arm to bend in the direction of his face and the thief shoots himself in the head. Since it was a fair duel, Gyro is left off the hook by the sheriff.

The duel attracts the attention of a particular man, Johnny Joestar, an ex-jockey who's become paraplegic. Out of curiosity, Johnny touches the Steel Balls and momentarily stands up. Shocked, Johnny requests to touch the Balls again but Gyro prevents him from doing so and tells him to get lost. Johnny swears to follow him during the race and find the secret of his Steel Balls.

Powers and/or Abilities:
The Spin:

"Believe in the Spin! The power of rotation is limitless! Trust in that!"


A technique dating back to the Neapolitan Middle Ages, the Spin seems deceptively simple: Simply put, it is a near-perfect rotation of an object, achieved by following the pattern of the Golden Rectangle’s spiral. Following this pattern produces a great amount of rotational energy, which is then transferred into objects via vibrations. While it may seem a strange or even useless ability at first, the applications of the Spin are both potent and varied.

-The Spin enhances the power of a projectile and thus can be thrown to inflict damage. A Steel Ball imbued with the Spin is like a miniature cannonball, and can destroy thick rock.

-The Spin can affect the body to harden it and easily transmit energy somewhere else, granting supernatural, if temporary durability. It allowed Gyro to become bulletproof and withstand the blast of an explosive Stand ability, only harming his leg.

-The Spin can be used to take control of the projectiles it is imbued to. Users of the Spin have control over how their projectiles react and can aim better, and can even boomerang the projectiles back to their hands.

-An object imbued with Spin can be used to transfer energy and power to other projectiles, for instance increasing the effective range of the Steel Balls.

-Spinning objects have a high rotation speed and thus can create a large amount of friction. Thus, they can hold objects in place like a cape to use as a sail, or unravel objects like tree bark.

-The Spin can also trigger muscle reflexes. For instance, Johnny's lame legs suddenly stood up when he touched a spinning Steel Ball. It allows one to control the movements of enemies to an extent, for instance immobilising someone and turning their weapon back at them via twisting their arm, as well as triggering a violent horse kick.

-The Steel Ball also numbs senses, meaning one cannot feel its effects: Gyro tore President Valentine’s ear off with a Steel Ball throw, and the latter did not realise until seeing it for himself.

-The vibrations of the Steel Balls can be used to remotely visualise and affect objects, for instance detecting hidden obstacles or making bottle corks on a table pop.

-To bring a clean, certain, and painless death, the royal executioners of Naples use the Steel Ball to immobilise those about to be executed and decapitate them swiftly. In this specific use, the Steel Ball is applied to the nape of the neck.

-The Spin can even flatten limbs and the body so that the target can twist themselves into narrow spaces.

-The Zeppeli Steel Balls can also affect the skin and tighten appearance to either make the target look wrinkled and malnourished or inversely beautify someone's skin and enhance their silhouette.
On one occasion Gyro applies Spin to himself to wring water out of his body, and can even use the Steel Balls to shave hair.

-Gyro can rotate water itself to create a makeshift sphere and deflect attacks.

-By rotating two Steel Balls near each other, Gyro can modify the density of the air to reflect light and create mirages, fooling enemies into wasting attacks.

Masters of the Spin can also employ a technique known as ‘Golden Spin’.



While humans can attempt to imitate the Golden Rectangle alone, it is difficult to do without a visual aid: It is incredibly difficult to recreate artificially, and requires a reference to draw from. Once a Spin user has a reference in sight, they can throw with the power of Golden Spin, creating an endless, infinite rotation. Gyro can utilise his belt buckle, which was shaped in accordance with the Golden Rectangle, as a stand-in reference. However, the most potent form of the Golden Spin can only be accessed by observing the Rectangle in nature. Thus, a Spin user can find themselves in trouble in unsuitable environments—for example, in a lifeless desert, there would be very few natural sources of the Golden Rectangle.

『BALL BREAKER』and the Super Spin:
"the shortest route was a detour. It was the detour that was our shortest path."

Power: A
Speed: A

Range: D (from Steel Balls)
Durability: B
Precision: C
Potential: B


Colloquially referred to as the Super Spin, this variant is a superior version of the Golden Spin which involves riding on horseback. This technique represents the most faithful emulation of the Golden Spiral possible.



Developed in the Middle Ages to bypass the shield and armour of mounted knights, stirrups were invented to harness the power of a running horse. The horseman must let the horse run with the force of the Golden Rectangle, meaning it must gallop at its most natural speed. At this perfect pace, the horse creates Spin energy; it can then be harnessed through the stirrups and passed onto the body, into the arm and wrists to further empower an object. Thus, a perfect rotation with an infinite amount of energy is created.

From this energy, Gyro unlocks a new ability: A Stand known as Ball-Breaker, with the power of Infinite Rotation.



Ball Breaker embodies the vast quantity of energy collected by a Steel Ball when thrown with Golden Spin. With Infinite Rotation, Ball Breaker can surpass all dimensional barriers: It can surpass D4C’s Love Train, which manipulates dimensions to redirect all misfortune away from its user. Additionally, it can continue even when time is stopped, and can totally ignore durability to tear apart its opponent.

Additionally, Ball Breaker possesses the ability to greatly accelerate cellular activity with its Spin. The most prominent effect of this power is to induce rapid ageing.



Intelligence:
"One step… I’m one step ahead of you!"
Gyro is incredibly intelligent, having graduated from university to become a doctor. Thus, he has an extensive knowledge of anatomy and medicine, being even able to perform surgery. This is of great assistance in combat, as Gyro can effectively target points of pressure in the human body with the Spin to execute certain techniques.

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“Everyday I wake up knowing that the more people I try to save, the more enemies I'll make. And it's just a matter of time before I face those with more power than I can overcome.”


Name: Peter Benjamin Parker (Earth-120703: “Webbverse” Incarnation), AKA The Amazing Spider-Man

Age: Indeterminate: Presumably mid-to-late 20’s

Gender: Male

Canon:


Main Thread or Sandbox: Main

Personality:
Peter Parker: if there’s one thing you are, it’s good.”

A hero at heart, Peter Parker is a damaged but kindhearted individual that fights for the everyman, staying grounded and human where other heroes would lose their heads in the clouds.

Despite the immense courage he displays as Spider-Man, Peter is quite awkward socially: He frequently stumbles over words and stutters, becoming easily flustered and embarrassed. He evidently struggles with social interaction in general, remaining an outcast for most of his school days. Nonetheless, he was caring and kind even before he assumed the mantle of Spider-Man, standing up for the students Flash Thompson bullied—even if it meant a kick in the ribs.

As Spider-Man, he becomes far more confident, slinging just as many jokes and quips at his opponents as he does webs. Ultimately, however, he does not prioritise his enemies during a crisis—his first plan of action is always to defend the innocent, and he will willingly let a villain escape if forced to choose between apprehending them or saving a bystander. This mercy and compassion for life extends even to the criminals he battles: He will always try to incapacitate rather than kill, and even attempted to talk down Electro and the Rhino.

Despite his noble heart, Peter is scarred from tragedy after tragedy: He became vindictive and vengeful after the death of his Uncle Ben, and was unable to forgive himself for the death of Gwen Stacy—after her passing, he had “no time for Peter Parker” stuff, foregoing an ordinary life entirely. His mercy has its limits, especially after loss: After the death of Gwen, he “stopped pulling his punches” and became “bitter” and “rageful”—a state he had sworn off after overcoming the loss of Uncle Ben, but nonetheless an immutable characteristic of his psyche he can never truly escape.

Peter is especially prone to blaming himself for negative outcomes, even when they are not entirely his fault: Even years later, he was unable to forgive himself for failing to save Gwen, and pursued the Lizard entirely because, in Peter’s eyes, he was responsible for his creation. Guilt hangs over him like a dark cloud and has clearly taken its toll on him: During the events of No Way Home, he is notably more sensitive and reserved, and his interactions with his fellow Spider-men suggest he is (perhaps intentionally) starved for companionship.

In spite of his great loss, Peter carries on: Working to forgive himself, to better himself, and to keep safe those he swore to protect—in honour of those he could not.


Biography: https://marvel.fandom.com/wiki/Peter_Parker_(Earth-120703)#History (waaay too long to be reasonably summarised lol)

Equipment:
Web-Shooters:
“It's just the wrist. It's just all in the wrist, buddy.”


Unlike his arachnid cousins, Peter cannot manufacture webbing naturally. However, after “borrowing” some of the research on Oscorp’s biocables, he came up with the perfect alternative: “Web-Shooters”, a marvel of engineering allowing Spider-Man to truly live up to his name.

Loaded with cartridges of webbing, the Web-Shooters can fire cobweb-esque liquid, both in bursts and in sustained streams.


The Web-Shooter’s webbing is incredibly powerful: The biocable which it was developed from is ten times stronger than steel—outclassing even tungsten—and is capable of hauling around jet planes without snapping. Its strength is frequently demonstrated, a single rope able to suspend cars from bridges and binding the inhuman powerhouse that was the Lizard. Unlike steel at its toughest, however, the webbing is also incredibly flexible and stretchy, like rope—a property that makes it an incredibly versatile tool for ensnaring enemies or setting up traps.
Perhaps most iconic of the Web-Shooter’s uses comes from a combination of all three of its noteworthy properties: With its incredible strength, flexibility, and stickiness, Peter can use the Web-Shooters can be used to sling himself around New York, soaring through the air and grappling up buildings.



Powers/Abilities:
Cross-Species Genetics:
He was bitten by one of those things, and it worked.”

After Peter was bitten by one of Oscorp’s super-spiders, his very DNA was rewritten—the best aspects of spider and human were combined to create the amazing Spider-Man, and bestow upon him abilities befitting of that title.
Superhuman Strength: Peter's strength is overwhelming, easily overpowering even the peak of normal human potential. He can effortlessly overpower normal humans, pull apart guns, and smash his alarm clock into bits with a simple hit. A slam dunk shattered the backboard of his school basketball hoop, and his front door’s glass panel met the same fate when he slammed it in a fit of frustration. He could hold a van with one hand while hanging from a web, and stopped a bus weighing 18.5 tons from tipping over. His strength also allows him to jump higher and farther than a normal human, further supplementing his mobility and allowing him to leap from one building, over a New York street, and onto the next.

Superhuman Durability: Peter's muscles and flesh are tougher than a normal human. He was capable of surviving a fall from hundreds of feet in the air, and was smashed into (and even through) brick walls with only minimal injuries and discomfort. He survived multiple blasts from Electro, and even endured electrical torture that pushed Electro to his absolute limit—torture that occurred midair, meaning the electric current running through Peter would have no way to ground itself.

Superhuman Speed: Peter’s speed is incredible, allowing him to catch up to moving vehicles and dodge Electro’s lightning attacks.

Superhuman Reflexes: According to the official TASM blog, Peter’s reflexes are roughly 40 times faster than that of a regular human, putting them at around 6.25 milliseconds—excluding spider-senses.

Superhuman Stamina: Spider-Man’s stamina is far greater than a normal human, enabling him to keep fighting for longer—and swing through New York without growing tired.
Superhuman Agility: Due to his incredible strength and flexibility, Peter is extremely acrobatic and is able to perform high jumps, somersaults, flips and other precarious manoeuvres. His balance is also perfect, allowing him to perch atop narrow surfaces with ease.
According to the official TASM blog, Peter is roughly fifteen times more agile than a normal human.

Superhuman Senses: His senses appear to be greatly heightened, especially when used in conjunction with his spider-sense. Most notably, his senses are so finely tuned as to allow him to use the vibrations of his strings to sense movement—much like actual spiders.

Regenerative Healing Factor: Peter's metabolism is greatly accelerated, thus allowing him to heal much faster than a normal human: He is able to heal from the Lizard’s claw marks on his chest and a gunshot wound to the leg without medical attention. Logically, he would also possess greater immunity to toxins and alcohol and drugs, and could overcome their effects by speedily metabolising them.

Spider-Senses:
“I have the tingle thing, just not for bread.”

A tingling in the back of the skull as time seems to slow to a crawl—with the power of Spider-Sense, even a distracted and unfocused Peter can react to danger with seemingly pre-cognisant speed and observe his surroundings in extreme detail, in fractions of time—he can even “feel” danger before it manifests, almost as if he was capable of looking a short time into the future.
This ability doesn’t seem to be restricted to Peter’s immediate surroundings, either: Miles away, he was able to sense the Lizard’s attack on the Williamsburg Bridge, as well as the presence of Electro in Times Square before he had even begun his rampage. Combined with his blinding speed and shocking reaction time, the Spider-Sense makes Peter a tough bug to squash.
Notably, however, he does not have the tingle for bread. So please don’t throw bread at him.

Wall-Clinging:
“Nana was just asking if you could get the cobweb, since you’re, like…up there.”

A refreshingly straightforward superpower name, wall-clinging allows Peter to, get this, cling to walls.
The surface he clings to is seemingly irrelevant: Unlike a real spider, Peter can scale smooth glass just as easily as he can climb tough brick. As well as climbing surfaces, the ability to essentially magnetise whatever Peter touches to himself also greatly assists in lifting, as well as holding onto people and objects—especially useful when swinging through the air.
The ability can be activated consciously, however it also functions on an unconscious level: Pressed between two sides of a ceiling window, Peter slept soundly, practically suspended from the air.

Amazing Intellect:
“He's one of Midtown Science's best and brightest. He's second in his class.”
“Second? You sure about that?”



Even without his powers, Peter Parker is a genius: Practically, he was able to construct his own Web-Shooters from simple spare parts, and in a more theoretical sense, he solved the decay rate algorithm that had stumped Dr. Connors for years. He also possesses a deep understanding of quantum mechanics, immediately deducing how he travelled to the Marvel Cinematic Universe by invoking string theory and matter displacement.
His creativity and intelligence has uses beyond engineering and theoretical physics, of course: It serves as a great boon in battle, allowing Peter to expertly analyse his enemy and figure out the best course of action them, taking into consideration the physical limits of the foe’s powers and the available resources in the nearby environment.

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Majima Goro
真島 吾朗
Patriarch of the Majima Family, a Tojo Clan subsidiary


Age: 41

Canon: Yakuza

Gender: Male

Main thread or sandbox: Main Thread

Powers/Abilities/Equipment: Majima is an extremely agile and aggressive fighter, utilizing a number of distinct and often unorthodox fighting styles to deliver fast and unpredictable attacks. He keeps his Demonfire dagger and baseball bat within easy reach at all times, though is also known to simply smack his foes with whatever object happens to be lying nearby.

Thug style — a street brawling technique with a liberal amount of sneak attacks and low blows.

Slugger style — utilizing his baseball bat to both protect from projectile attacks and pummel enemies.

Breaker style — aggressive breakdancing.

Essence of Mad Dog — ferocious acrobatic attacks featuring the Demonfire dagger, designed to shred opponents to pieces.

Majima Everywhere — Majima's signature style of disguising himself or lying in wait, patiently, to ambush enemies from inexplicable places.

Karaoke King — still undefeated.

Appearance: A lean, 6'1" shirtless Japanese man in an expensive snakeskin jacket and leather trousers. He wears a gold chain around his neck and a black eyepatch across his left eye. Floral tattoos adorn his body, most prominently across his back, where they twist into the image of a Hannya.

Personality: Majima is a moderately unhinged individual. To achieve his goals, there is nothing he considers off-limits. Whether this means waiting for hours in a trash can to jump out and surprise his unsuspecting nemesis, or driving a bulldozer through the front door of a rival clan's place of business, Majima will abandon the entire concept of his own (or others') well-being to earn another accolade for the Majima Family. With every sentence, Majima speaks vigorously in a thick, exaggerated Kansai accent while gesturing wildly with his bat, dagger, or something else he found on the floor — often in a vaguely threatening manner. There are certain moments where Majima's eccentric tone seemingly disappears entirely, though these moments are few and far-between.

Biography: A member of the yakuza from a young age, Majima lost his left eye as punishment for disobedience after a hit job gone wrong, and spent the following year paying off the 100 million yen debt his superiors demanded from him. Working in servitude as the manager for the Cabaret Grand, a club that served as a front for the Yakuza's illicit dealings, Majima finally earned the family 100 million yen in profits — though by then his debt had been raised even further. Majima was given a choice by his superior — continue working at the Grand until he earned them 500 million yen, or take a single hit job that would clear his debt instantly.

The target in question was a young blind woman with seemingly no ties to any crime syndicates whatsoever. Majima, accepting the unusual job, set out to kill the woman, but found himself unable to follow through with the assassination once he met her. Eventually, Majima discovers that the woman unwittingly came to inherit a plot of land worth billions of yen — a plot of land that the yakuza were very intent on acquiring.

Defying his superiors once again, Majima hid and protected the woman from yakuza assassins. Soon after, with the help of a yakuza family that he once considered his rivals, Majima was able to overthrow the patriarch that originally ordered the assassination and prevent the deeds to the land falling into the wrong hands.

Free of the family that enslaved him, Majima became the patriarch of his own family and began to embrace his earned title as "the Mad Dog", vowing to live life true to himself and never again as a submissive underling.



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