Anti-Hive Initiative
Alias: Blue
Name: Mathias Parsons
Physical Description;
- Height: 5’ 5”
- Weight: 147 lbs.
- Hair: Brown
- Eyes: Hazel
Affiliations:
- Anti-Hive Initiative
- The Brothers Three
Personality;
Favorite Food: Deep Fried Turkey
Favorite Place: Bakeries
Likes:
- Sandwiches
- Dramatics
Dislikes:
- Doing things simply because.
Motives:
- To use his magical abilities to save the multiverse from the threat that is the Hive.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Blue has 30 MP that recovers at a rate of 1 MP per minute, however, the recovery doesn’t start until one full minute of magical inactivity.
- Blue has an extensive spell repertoire;
o Angelo; a normal sized dog that is excellent at searching for things and hunting, but is not very good at offense or defense. Uses 1 MP.
o Bomb; summons a flying creature that has one attack, Detonate. It explodes with the force of one stick of TNT. Uses 1 MP.
o Chocobo; this large bird allows for fast transportation over land. While it cannot fly, this summon allows for up to six Chocobos to be summoned. Uses 1 MP.
o Chubby Chocobo; this obese Chocobo can eat items and regurgitate them later. Its stomach is made of pocket space, allowing it to hold up to one cubic mile of material. Uses 1 MP.
o Goblin; this annoyance has virtually no combat capabilities, but their vigor and lack of care for personal safety makes them ample distractions. This summon summons up to four goblins. Uses 1 MP.
o Lich; summons an undead skeletal mage that in turn summons two skeletal warriors. The warriors fight using rusted swords. Uses 1 MP.
o Moogle; summons a small, bear/cat/bat hybrid animal. It does not attack nor defend, but can be used to carry small things or send messages. Uses 1 MP.
o Stray; a bipedal cat, this creatures serves only to distract people and climb. Uses 1 MP.
o Atomos; this abomination has the appearance of a giant door with a large mouth. It attacks by inhaling with the force of a gravitational well. Then, when its target has entered it, it closes the door and begins converting every inorganic material within itself into energy. It then spits out all organic material, leaving it unharmed. Uses 2 MP.
o Cactuar; this highly agile plant creature resembles a bipedal cactus. It attacks by firing a thousand inch-long needles from its mouth. Its high agility and speed make it hard to hit, but its low health and durability make it hard to survive. Uses 2 MP.
o Cockatrice; this avian is not very strong and has low health, but its beak and claws are coated in a paralysis poison that acts immediately and renders the victim paralyzed in a matter of minutes. Uses 2 MP.
o Fenrir; this wolf-god is capable of creating illusion copies of the summoner and his allies. The illusion lasts as long as Fenrir is still active. Fenrir relies on speed and agility to avoid attacks. Uses 2 MP.
o Garuda; this harpy attacks by causing gale force winds (winds moving at up to 72 miles per hour continuously). Uses 2 HP.
o Lakshmi; this busty female summon removes any magical or nonmagical debuff from the summoner and their allies. Uses 2 HP.
o Siren; summons a siren that casts Silence on a 100 meter diameter area before disappearing. Uses 2 MP.
o Catoblepas; a flying, demonic bull that attacks with high-powered charges to impale the enemy on their large horns. Uses 3 MP
o Fairy; this summons a Fairy that casts a three meter diameter field of light. Any organic thing within is slowly healed as long as they remain within. Uses 3 MP.
o Golem; summons a being made of stone. The Golem magically attracts all projectiles that pass near it to it. The golem has no offensive capabilities, but can grapple and has high durability as well as high health. Its main purpose is to act as a living shield. Uses 3 MP.
o Asura; a passive summon, Asura will grant its summoner and their allies with one of three effects; temporarily obtain one way force fields which boosts defense while not hindering offense, OR heals some of the parties wounds, OR restores MP. Which one Asura gives is random (determined by a D3). Uses 4 MP.
o Cerberus; the infamous three-headed demon dog, Cerberus attacks with massive, devastating bites and claw attacks. Despite its massive size, Cerberus is incredibly fast. Uses 4 MP.
o Doomtrain; summons a fast, out of control, train that can travel along any solid or liquid surface. The train resembles a normal locomotive with the exception that, behind the guard irons, there lies a demonic-looking mouth frozen in a twisted smile. There are two lights on the front of the locomotive that, with the mouth, makes it look as if the Doomtrain has a face. It attacks by slamming into its target head on. It possesses six additional railcars. It is believed that the Doomtrain carries souls from the land of the living to the afterlife. Uses 4 MP.
o Phantom; summons a ghostly specter that casts Invisibility on itself, the summoner, and all of their allies. Uses 4 MP.
o Alexander; a gigantic mechanical tank that supports itself via four large pillars. The tank is immobile and deals damage via an incredibly large blaster cannon that fires devastating laser attacks. Uses 5 MP.
o Bismark; a giant flying whale that has the appearance of a white humpback. This large creature attacks by using very powerful water cannons that fire streams of water, much like more powerful firehoses. Uses 5 MP.
o Carbuncle; this majestic feline has emerald fur and a ruby embedded in its forehead. When summoned, it does one of five things; heals the summoner and his allies a small amount, OR uses the spell Poison on the enemy, OR attacks the enemy with blinding light, OR uses the spell Meteor, OR attacks the enemy with a high-powered laser. Uses 5 MP.
o Cyclops; summons a very powerful Cyclops that is more durable and has higher health than Sekhmet, but attacks using only punches and kicks. Uses 5 MP.
o Sekhmet; summons a very powerful Minotaur. This Minotaur has high health and durability. It attacks by using a large battle-axe. Uses 5 MP.
o Ark; an airship that has the ability to transform itself into a mech, this summon attacks via cannons that fire devastating energy attacks and by using its robotic appendages. Uses 6 MP.
o Gilgamesh; this four-armed warrior wields four blades simultaneously. He is extremely good at fighting and has high health and durability. Uses 6 MP.
o Hades; summoning the lord of death himself, Hades attacks by using the spells Raze and Death. Hades has 15 MP. Uses 6 MP.
o Hydra; summoning the mythical Hydra itself, the Hydra attacks by biting and using the spell Thunder. The Hydra has 15 MP. Uses 6 MP.
o Ifrit; this fire-demon attacks with a large scimitar and by using the spell Fira. It has 15 MP. Uses 6 MP.
o Leviathan; this spell summons the mighty Leviathan. The Leviathan possesses invulnerable scales and attacks by summoning a Tidal Wave. After the Tidal Wave, the Leviathan dissolves the summon. Uses 6 MP.
o Midgardsormr; this giant serpent is capable of terrakinesis. It attacks by hurling massive boulders at its targets. Uses 6 MP.
o Shiva; this icy god uses the spell Blizzard to attack. Shiva has 15 MP. Uses 6 MP.
o Anima; a bipedal, fish-like deity that is seen to be chained up eternally. It attacks by using psychic strikes that inflict massive neurological damage. It can also cause mental ‘static’, making it next to impossible to continuously use coherent thoughts. Uses 7 MP.
o Bahamut; the King of the Dragons, Bahamut attacks by using the spell Flare and has 15 MP. He has high defense and high health. Uses 7 MP.
o Indra; This wizened old man attacks by using the spell Thundara. Indra has 15 MP. Uses 7 MP.
o Kjata; a warthog/donkey hybrid, the Kjata attacks by casting Fire, Blizzard, and Thunder simultaneously. The Kjata has 16 MP. Uses 7 MP.
o Phoenix; summons a Phoenix that can cast the spell Fira. The Phoenix has 15 MP. Uses 7 MP.
o Quetzalquatl; summons the mythical bird. Quetzalquatl attacks by casting Thunder simultaneously against all its targets. It has 20 MP. Uses 7 MP.
o Diablos; A pitch black dragon lined with crimson outlines uses only one attack, then dissolves its own summon. This attack is ‘Gravi-crush’ which crushes anything within a quarter mile with gravitational forces a thousand times that of the norm. This attack can affect the summoner and his allies. Uses 8 MP.
o Eden; Eden is a satellite installation that attacks its targets by firing a laser from its place in orbit to the ground. The laser is a meter in diameter and acts as a bunker-buster. Uses 8 MP.
o Knights of the Round; summoning thirteen knights, this summon is one of the most powerful. These knights are resistant to all but the highest of damages and attacks using various weaponry. Only one Knight is ever tangible at any one point, making it not only incredibly hard to damage them, but also incredibly hard to end the summon by killing them all. This summons alternate name is ‘The Ultimate End’. Uses 8 MP.
o Odin; summoning the Norse God, Odin follows up by savagely attacking its targets with his mighty sword Zantetsuken. He is super strong and durable. He doesn’t stay summoned for long and before he goes, should any of his targets remain alive, he casts Thundaga on each of them. Uses 8 MP.
o Raiden; this powerful summon attacks by using the spell Thundaga. Raiden has 15 MP. Uses 8 MP.
Equipment:
- An S-Device.
Alias: Various
Name: Dr. Jon Strandover
Physical Description;
- Height: 6’
- Weight: 210 lbs
- Hair: Dirty-Blonde
- Eyes: Blue
Affiliations:
- The Anti-Hive Initiative (leader)
Personality;
Favorite Food: Ramen (Instant or otherwise)
Favorite Place: Laboratory
Likes:
- Science
- Undercover work
Dislikes:
- Idiots
- Lazy people
Motives:
- Find out who is behind the Hive and to end it once and for all.
Known Powers/Abilities/Equipment;
Powers:
- Jon is able to encode certain powers and abilities into his body that he can access at any point in time. He can only encode up to six and they are as follows;
o Ghirahim’s impervious form
o Morph’s (from the X-Men) shape-shifting abilities
o Sissle’s ability to activate/deactivate and lock/unlock any non-living object.
o Susan Storm’s light field manipulation
o Daredevil’s enhanced senses (requires mandatory loss of vision)
o [Left open in case of emergency]
Abilities:
- Jon is able to copy virtually any power or ability. He can only copy one power or ability at a time, though the copy is indistinguishable from the original power/ability. The power is only lost upon cancellation of the copy, not upon unconsciousness.
Equipment:
- Jon’s carries what he calls the Wind-Up Railgun on his person at all times. This handgun can fire modified .45 pistol rounds at speeds up to 5.4k MPH. This produces a large amount of sound as the bullet is traveling approximately Mach 7. In order to gain enough power to actually propel the projectile, the gun’s energy mechanism (which takes the form of a winding key located where the hammer is on a normal revolver) must be wound a minimum of thirty times.
- Jon uses a T-Device. It is a pen-shaped object that allows him to travel between dimensions and universes via portals, very similarly to the S-Devices that the Hive uses. The main difference between the T-Device and the S-Device lies in the T-Device’s ability to access Void.
- H2Air; this is an immensely pressurized air canister the size of a standard pen. This device contains enough air and is so highly pressurized that it can fill a blimp in eight seconds (for all of you number-loving people, that’s 882,750 cubic feet of air per second).
Alias: Feral
Name: Unknown
Physical Description;
- Height: 6’ 4”
- Weight: 180-210 lbs (varies depending on state)
- Hair: Brown
- Eyes: Yellow
Affiliations:
- Anti-Hive Initiative
Personality;
Favorite Food: Venison
Favorite Place: Anyplace where his friends are
Likes:
- Nice People
- Eating
Dislikes:
- Having to use his Feral state
Motives:
- To protect his friends from harm.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Due to his anthropomorphic wolf state, Feral has many superhuman abilities;
o Superhuman agility
o Superhuman strength
o Superhuman speed
o Natural claws and fangs
- Feral is able to exchange his higher-level thinking capabilities in order to get a boost in strength and speed. How much intelligence he gives up determines how big the boost is. His intelligence levels reset after losing consciousness.
Equipment:
- A stolen S-Device
Alias: Flameguy, Archibald Pyre, Archy
Name: None
Physical Description;
- Height: 6’
- Weight: 184 lbs
- Hair: Brown
- Eyes: Brown
Affiliations:
- Anti-Hive Initiative member
Personality;
Favorite Food: Doesn’t eat
Favorite Place: The Mall
Likes:
- Hanging out with humans, without them knowing that he’s not human.
- Fire
Dislikes:
- People hating or fearing him for being an android.
- Those who use their abilities for evil.
Motives:
- To protect people from any/all super villains.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Able to manipulate and duplicate fire of all but magical varieties.
- Flameguy’s body is self-healing.
- Flameguy is able to create genetic backups of himself that activate should he be destroyed. These backups have all of the memories and abilities of Flameguy when he created it.
Equipment:
- Flameguy keeps dozens of books of matches on his person. He also keeps dozens of lighters, some disposable, the others decorative and refillable.
- Flameguy has a built in, stolen, S-Device.
Alias: Helter Skelter
Name: Herman Snare
Physical Description;
- Height: 6’ 2”
- Weight: 515 lbs (in suit)
- Hair: Black
- Eyes: Brown
Affiliations:
- The Anti-Hive Initiative
Personality;
Favorite Food: French Fries
Favorite Place: The Library
Likes:
- Tinkering
Dislikes:
- People questioning the originality of his gadgets
Motives:
- To reverse-engineer Hard Drive to make a better, more powerful AI.
Known Powers/Abilities/Equipment;
Powers:
-
Abilities:
- Superhuman intelligence. Nothing that comes close to mine, but it is defined as superhuman.
- Photographic memory.
- Skilled hand to hand combatant and incredibly proficient with firearm and swordplay.
Equipment:
Stolen S-Device.
Combat Operations Advance Retaliation Super-powered Exoskeleton (COARSE)
- COARSE Arm Cannon; a cannon that has the capabilities to fire energy based projectile attacks, rocket propelled explosives, and fusions of the two.
o Beam Types; All Beams have a standard mode and a charged mode, unless otherwise noted. Charging any beam takes two full seconds of holding the trigger mechanism.
Power Beam; the most basic and fastest rate of fire of the Beams, the Power Beam delivers 1,800 lbs of pure force and fires as a semi-automatic. When charged, the Power Beam increases its damage tenfold, at the cost of being a slower-moving projectile, and upon impact, the force spreads outward over a meter-radius sphere. The damage from the Standard Missile and the charged Power Beam is indistinguishable.
Wide Beam; moving slightly slower than the Power Beam, the Wide Beam delivers 1,000 lbs of force over a three-foot long line. The line can be either vertical or horizontal and there is no delay time between the two. The Wide Beam is semi-automatic. When charged, the Wide Beam becomes more refined to the point of being able to cut into objects.
Wave Beam; a relatively slow moving projectile, the Wave Beam fires balls of electrical energy. Each shot, upon impact, relays 1,200 volts at 20 pulses per second, with .04 Amps and 2 Joules of power. The electricity races through the victim, disrupting any biological electrical systems that may exist, causing immense pain all over an organism’s body. When charged, the Wave Beam homes in on any nearby organism that contains bioelectricity, with the COARSE providing an internal scrambler that prevents the charged Wave Beam from targeting itself.
Ice Beam; the slowest of the beams (with a rate of fire of once every 3/4 of a second), the Ice Beam, upon impact, spreads a thick sheet of ice on whatever surface it strikes. The temperature of the shot and ice are -100 degrees Fahrenheit, and a normal shot can spread the ice sheet up to 3 feet of surface area. When charged, the temperature takes a drastic fall, getting to -250 degrees Fahrenheit and the ice covers up to 15 feet of surface area. The charged ice thickness also increases. The temperature of the shots does not seem to seep into the COARSE
Plasma Beam; a slower beam (with a rate of fire of once every half-second), the Plasma Beam is a high-powered laser. It deals damage by hitting its target with incredibly high temperatures. The standard beam hits with 1,000 degrees Fahrenheit with each hit. While the heat cools rapidly, due to there being no way to sustain that level of heat, rapid successions of the Plasma Beam hits raises the temperature and sustains the heat. When charged, the Plasma Beam fires a mining-level laser. The temperature of the charged shot jumps up to a scalding 10,000 degrees Farenheit. The Plasma Beam has an alternate mode, called the Welding Beam, which allows for a higher temperature, sustained laser. The Welding Beam sustains a constant temperature of 2,500 degrees Farenheit. Extended use of the Welding Beam causes structural damage to the COARSE, while the normal Plasma Beam functions do not, preventing its application as a weapon.
Dark Beam; this unusual mode fires balls of darkness. This darkness seems immune to sunlight. The darkness has no effect on most creatures, other than making them feel a peculiar coldness, it is extremely effective against beings made of light or that are susceptible to darkness. The Dark Beam has a stickiness to it that, if covering a light source, prevents light from escaping, however, it doesn’t have any ability to blind ocular based vision senses. A normal shot with the Dark Beam lasts for thirty seconds outside of the arm cannon. A charged shot with the Dark Beam produces what’s known as the Entangler Effect. The Entangler Effect wraps the target in darkness, hindering both movement as well as their ability to see and any light output. Unlike most other beams, the Dark Beam uses D Matter, a limited energy source. A normal shot uses up one D Matter and a charge shot uses five. A single D Matter cylinder holds 250 charges.
Light Beam; much like the Dark Beam, the Light Beam fires balls of light. This light is strangely capable of self-sustaining, for thirty seconds. The Light Beams normal shots do nothing against any creature that is unharmed by normal sunlight. The light from the Light Beams normal shots can’t be magnified through normal means. When charged, the Light Beam fires a concentrated shot of light that has a temperature of 300 degrees Fahrenheit. Unlike most other beams, the Light Beam uses L Matter, a limited energy source. A normal shot uses up one L Matter and a charge shot uses five. A single L Matter cylinder holds 250 charges.
Annihilator Beam; the Annihilator Beam is a devastating, but forceless weapon. The unique beam operates by firing a line of electrical disruption that, in creatures that operate off of electric-based nervous systems, causes pain. It is also incredibly effective against electronic devices. The Annihilator Beam is unable to pierce the COARSEs shielding, but only because it was designed with that intention in mind. Like the Light and Dark Beams, the Annihilator Beam draws from L Matter and D Matter. A normal shot of the Annihilator Beam uses up one L Matter charge and one D Matter charge. When charged, the Annihilator Beams effectiveness increases to the point of being able to massively drain an electrical system of its charge and then follow it up by overloading the same system. This causes irreparable damage to electronic devices and causes severe brain and nervous damage to living, electric-based organisms.
Battlehammer Beam; firing in an arc, this weapon fires small, radioactive globs that explode upon striking a surface. The blast radius is relatively small, being only 3 feet in diameter. When charged, the Battlehammer Beam fires in a straight trajectory, instead of its usual arc. The radiation from the blasts is minor, but like all gamma radiation, it sticks. The radiation builds up and can cause permanent, severe, damage to creatures and objects susceptible to it.
Imperialist Beam; the Imperialist Beam fires projectiles that are only a single millimeter in diameter at immense speeds. Much like traditional snipers, the Imperialist Beam is incredibly forceful, but has a slow rate of fire (about once every second). Upon impact, the projectile expands to a centimeter and a half, punching an approximately dime-sized hole in the target. The normal shots with the Imperialist Beam deal damage equivalent to a .50 cal sniper rifle. With the aid of Helter Skelters HUD Tracking system (see below), a scope is unnecessary. The Imperialist Beam has no charged shot.
Nova Beam; the Nova Beam fires its shots in the form of beams of concentrated Nova Radiation, which causes molecular deterioration, making it useless against inorganic matter, but causes immense pain and damage in organic materials. Charging the Nova Beam grants it the ability to pass through up to a foot of inorganic matter, while damaging all organic matter it hits as though it were a normal shot.
Omega Cannon; the ultimate beam weapon fires explosive shots that deal damage equivalent to a Missiles damage, however, the Omega Cannons shots deal overwhelmingly massive gamma radiation. The Omega Cannons charge shot deals damage equivalent to a Super Missile and floods the fifteen foot blast radius with immensely high gamma radiation.
o Beam Turrets; small, deployable devices that are fired remotely by Helter Skelter that are programmed to fire a single kind of Beam. Each turret’s firing rates are the same as their counterparts and can be charged, though no Beam Combos can be done with them. There is no Turret for the Omega Cannon. Helter Skelter tends to only carry one of each on him at any one time.
- Missiles and Super-Missiles; these explosive, rocket-propelled explosives deal massive explosive force in a small blast area. The Missiles have the ability to be infused with energy from a beam, making them more powerful and have a greater variety of effects.
o Missiles; these missiles are standard missiles that deal heat and explosive damage, equivalent to that of a concussion grenade with a temperature of around 500 degrees Fahrenheit, upon impact. The blast diameter of the missiles is three feet. The missiles have incredible range and travel in a straight line when fired, if the homing feature is off. When the homing feature is on, the missile has mild heat-seeking abilities. If the COARSE Tracking System (see below) is active, then fired missiles will direct themselves to the Tracking Point, switching back to heat-seeking if the missile has passed beyond the Tracking Point. The missiles can be detonated prematurely by the COARSE The COARSE has the capacity to hold up to 250 of these small explosives.
o Super Missile; this Beam Combo is achieved by spending a charged Power Beam shot and five Missiles. The Super Missile, upon impact, deals five times the explosive force of a normal missile across five times the blast radius, making the new blast diameter fifteen feet.
o Wavebuster; this Beam Combo is achieved by spending a charged shot of the Wave Beam and ten Missiles, with an additional five Missiles per second during sustained firing. The Wavebuster fires a stream of incredibly potent, concentrated, electricity that has a range of ten meters (approx. 33 feet).
o Ice Spreader; this Beam Combo is achieved by spending a charge shot of the Ice Beam and ten Missiles. This icy explosive covers everything within a 45 foot diameter blast radius with incredibly thick ice at a temperature of -400 degrees Fahrenheit.
o Flamethrower; this Beam Combo is achieved by spending a charge shot of the Plasma Beam and ten Missiles, with an additional 5 Missiles per second afterwards. This stream of flame has a range of ten meters (approx. 33 feet). A misnomer, the Flamethrower doesn’t actually shoot fire; it fires a magma-like substance with a temperature of approximately 2,400 degrees Fahrenheit. Even though the temperature of the Flamethrower’s attack is lower than that of the charged shot of the Plasma Beam, the Flamethrower has the unique ability to coat the target(s) in the magma-like substance, making the victim(s) burn for longer periods of time.
o Sunburst; this Beam Combo is achieved by spending a charged Light Beam shot, five Missiles, and an additional 30 L Matter Charges. The Sunburst detonates upon impact and sets on fire anything flammable within a twenty-five foot radius as well as permeates the blast radius with the same kind of light that the Light Beam generates.
o Darkburst; this Beam Combo is achieved by spending a charged Dark Beam shot, five Missiles, and an additional 30 D Matter Charges. Once fired, the Darkburst implodes and generates a six-foot diameter dimensional portal that acts similarly to a black hole. Anything that is caught in the portals field is dragged towards the epicenter with incalculable force, being compressed until it is small enough to fit through the miniscule hole that leads to the other dimension.
o Sonic Boom; this Beam Combo is achieved by spending a charged Annihilator Beam shot, five missiles, 30 L Matter charges, and 30 D Matter charges. Yet another misnomer, the Sonic Boom tears a hole in the universal fabric of the reality and sucks everything within a 15 foot diameter into a portal to an inhospitable parallel universe that houses monsters, as well as having an immensely caustic environment.
- HUD and Visors; Helter Skelters visor provides him with a HUD and multiple visual options.
o HUD; Helter Skelters HUD allows him to see various ammo and energy limits as well as what weapons are available under the Threat Level (see below). The ammos that it displays are the L Matter charge capacity, D Matter charge capacity, and Missile capacity. There is an Energy bar located at the top of the HUD that displays how much energy (see below) is left in the COARSE The HUD is seen no matter what visor is active.
o Combat Visor; the Combat Visor allows for Tracking. When Helter Skelter designates a target while the Combat Visor is active, the Combat Visor makes a visible dot appear over the target, allowing for missile guidance and remains tracked so long as the target is able to be seen by the Combat Visor.
o Scan Visor; this Visor allows Helter Skelter to view miniscule details (via a zoom functionality). The Scan Visor also identifies any weakpoints or irregularities that are able to be seen by either the naked eye or by magnification.
o Thermal Visor; this Visor allows Helter Skelter to be able to identify temperatures and color codes each color, with hot colors (like red and orange) indicating hotter temperatures and cool colors (like blue and purple) indicating cooler temperatures.
o X-Ray Visor; this Visor allows Helter Skelter to identify the densities of matter within 100 meters (approx. 330 feet). Helter Skelter can eliminate objects from his view by commanding the Visor to ignore materials of certain densities.
o Dark Visor; this Visor allows Helter Skelter to see objects that are in a phased state. This is one of the few technologies that Helter Skelter had to steal, not just copy, in order to obtain.
o Echo Visor; this Visor allows Helter Skelter to see via echolocation.
- M99 Arsenal; Helter Skelter uses M99, an extremely powerful tranquilizer. M99 is typically used to tranquilize large mammals (with only 2 milligrams being required to incapacitate a rhinoceros). Helter Skelter has a fascination with this tranquilizer, but has yet to reveal why.
o M99 Syringes; Helter Skelter carries around multiple syringes that have M99 prepared, though a small bottle of M99 that he carries with him makes the dose adjustable.
o M99 Hypodermic Needle; imbedded in the base of the palm of the left hand of the COARSE is a retractable hypodermic needle that can administer an adjustable dose of M99 into the victim. The needle sterilizes itself every time it retracts.
o M99 Darts; the Arm Cannon can fire tranquilizer darts full of M99 up to a distance of 100 meters (approx. 330 feet). The dose is adjustable prior to firing.
- Paralyzer; this pistol fires small bursts of energy that is capable of causing minor pain and inflicting paralysis for a couple of seconds. The Paralyzer can be charged to inflict severe pain and paralyze the target for up to thirty seconds. The Paralyzer can be converted to an energy whip that deals minor burn wounds upon contact and can paralyze for a couple of seconds. Helter Skelter does not use the Paralyzer while the suit is active and at Threat Level 2 or above (see below).
- Plasma Katana; this energy sword utilizes a continuous beam similar to that of the Plasma Beam. The Plasma Katanas “blade” is only 2.5 feet long, before the energy from the handle fizzles into uselessness. The “blade” emanates low heat, despite the temperatures of the blade itself. Helter Skelter wields the Plasma Katana with his left hand, allowing for either sole use, or using it while simultaneously utilizing the Arm Cannon.
- Stun Discs; these remotely detonating small discs emit a very bright flash of light and an incredibly loud bang, primarily used to blind and/or disorient victims. If there are any Stun Discs active (outside of their holders, prior to detonation), the COARSE prepares for detonation. It does so by cancelling out all visual and auditory signal for the split section in which the Stun Disc detonates, preventing Helter Skelter from being effected by his own Stun Discs. The discs are an inch and a half in diameter and one millimeter thick. This was so that Helter Skelter could slip them into areas with enemies as easily as possible.
- Morph Ball; the COARSE has the ability to shift the armor into an almost one meter diameter, hollow, sphere. This allows him to move by motors in the outer hull, which causes the Morph Ball to roll.
o Boost; the Morph Ball has a boosting mechanism that allows it to roll at speeds up to 100 mph, with the speed being variable. The Boost mode can be used to achieve vertical lift, or “jump,” as high four feet vertically.
o Morph Ball Bombs; the Morph Ball has a unique weapon. It has the ability to drop balls of explosive energy. It can drop up to three at a time, though each ball only has the explosive force of approximately half of a typical hand grenade. The COARSE is immune to the Morph Ball Bombs energy.
o Spider-Ball; the Morph Ball can use powerful electromagnets to stick to metallic surfaces, or surfaces with metallic infrastructure within, to be able to roll along those surfaces, as though they were the ground. The use of a Morph Ball Bomb while on a surface like this will disconnect the Morph Ball from the surface. Boosts cannot be activated while connected to a surface with the Spider-Ball active.
o Power Bombs; these explosives are similar to Morph Ball Bombs in that they are energy based explosives, but unlike normal Morph Ball Bombs, these are massive explosions that detonate in a massive area. Like the Morph Ball Bomb, the COARSEs Shield is immune to the energy output of the explosives.
- Power Grip; this functionality allows Helter Skelter to be able to pull himself and the heavy COARSE up using his arms. It also allows him to gain an extremely powerful grip on an object. This is a passive functionality.
- Space Jump Boots/Jetpack; this combo allows Helter Skelter to pull off a series of midair jumps, but is not capable of flight, due to flight instability.
o Sensemove; utilizing the COARSEs rocket boots and imbedded jetpack, the Sensemove allows Helter Skelter to dash along the ground at high speeds. The maximum move distance with one Sensemovement is 10 meters (approx. 33 feet) at a speed of 950 mph.
o Speedbooster; utilizing the imbedded jetpack, Helter Skelter can run at high speeds for extended periods of time. The max speed using the Speedbooster is 300 mph.
Shinespark; if the COARSE has used the Speedbooster to traverse over 100 feet, then the Shinespark becomes active. The Shinespark allows Helter Skelter to fly through the air vertically, horizontally, or a combination of both, for up to 100 feet, as well as an additional foot of flight for however many additional feet of the running was done with the Speedbooster. A Shinespark charge cannot be held and must be expended within one second of the Speedbooster ending.
- Grapple Beam; this tendril of energy has the ability to latch onto solid objects and anchors the COARSE to it. The length of the Grapple Beam is adjustable and can extend up to
- Shields; the COARSEs shields are some of the most potent energy-based shields in existence. So long as the COARSE has 1 energy or more, the Shields will protect Helter Skelter and the COARSE from any and all damage at the cost of draining energy from the Energy Tanks. The more damaging the blow to the Shield is, the more energy is drained.
- Energy; the COARSE uses all of its weaponry and Shield through the expenditure of energy, however the weapons and other gadgets use the energy so efficiently, that there is no noticeable drain on the Energy Tanks (where the reserve of energy is kept). The main purpose of having more than one point of energy is that the Shield, when damaged, drains energy. The COARSE currently has 20 Energy Tanks, making the total Energy that the COARSE can draw upon is 2,000 Energy.
o Zero Energy Mode; when the COARSE runs out of energy and at Threat Level 1 or below, the COARSE becomes invisible and intangible, revealing Helter Skelter and providing no protection from attacks and hostile environments.If enough time has passed and his energy has replenished, or if the Threat Level is 2 or above, then Helter Skelter can press the activation button on his belt to initiate the COARSE once more.
- Hypermode; this mode overclocks the COARSE and unlocks its most devastating weaponry at the cost of irreparably destroying the COARSE
o Hyper Beam; this powerful beam deals damage by severing the bonds between atoms, causing irreparable damage to even the most durable of matter. The Hyper Beam cannot be charged.
o Hyper Missile; this powerful explosive deals double the damage of a Super Missile at the cost of a single missile. The blast diameter is unchanged, still being fifteen feet, with the explosive force being that of ten missiles.
o Hyper Ball; while in Hypermode and in the Morph Ball mode, the COARSE can pump caustic energy into the surrounding area, atomizing everything within a three foot radius of the Hyper Morph Ball.
o Hyper Grapple; while in Hypermode, the Grapple Beam, if attached to something with electricity, can be used to syphon energy into the COARSE to extend the length of the Hypermode. The draining effect can kill living creatures.
Threat Level System; determined scientifically by the COARSE, the TLS determines what weapons Helter Skelter has access to at any given point in time. The reason Helter Skelter programmed this functionality into the COARSE is because he wanted to minimize collateral damage as much as physically possible.
- Level 0; No threats detected.
o M99 syringes authorized.
o HUD authorized.
- Level 1;
o Plasma Katana authorized.
o Paralyzer authorized.
o Stun Discs authorized.
- Level 2;
o Shields authorized.
o Arm Cannon authorized.
o Power Beam authorized.
o Wide Beam authorized.
o Light Beam authorized.
o Dark Beam authorized.
o Grapple Beam authorized.
o Missiles authorized.
o Morph Ball authorized.
o Morph Ball Bomb authorized.
o Spider Ball authorized.
o Boost Ball authorized.
o Space Jump authorized.
o Sensemove authorized.
o Speedbooster authorized.
o Shinespark authorized.
o Power Grip authorized.
o Combat Visor authorized.
o Scan Visor authorized.
o M99 Hypodermic Needle authorized.
o M99 Darts authorized.
- Level 3;
o Power Beam Turret authorized.
o Wide Beam Turret authorized.
o Light Beam Turret authorized.
o Dark Beam Turret authorized.
o Super Missile authorized.
o Thermal Visor authorized.
o X-Ray Visor authorized.
o Echo Visor authorized.
o Dark Visor authorized.
o Wave Beam authorized.
o Ice Beam authorized.
- Level 4;
o Wave Beam Turret authorized.
o Ice Beam Turret authorized.
o Plasma Beam authorized.
o Imperialist Beam authorized.
o Sunburst authorized.
o Darkburst authorized.
- Level 5;
o Plasma Beam Turret authorized.
o Imperialist Beam Turret authorized.
o Wavebuster authorized.
o Ice Spreader authorized.
o Annihilator Beam authorized.
o Battlehammer Beam authorized.
o Power Bombs authorized.
- Level 6;
o Flamethrower authorized.
o Annihilator Beam Turret authorized.
o Battlehammer Beam Turret authorized.
o Nova Beam authorized.
- Level 7;
o Sonic Boom authorized.
o Nova Beam Turret authorized.
o Omega Cannon authorized.
o Hyper Mode authorized
Alias: Kid Kool/Menace
Name: Kyle Styles
Physical Description;
- Height: 5’ 9”
- Weight: 182 lbs
- Hair: Brown
- Eyes: Blue
Affiliations:
- Anti-Hive Initiative (Kid Kool)
- Peace Corps. (Menace)
Personality;
Favorite Food: Pie of any kind (Kid Kool), Ham on Rye (Menace)
Favorite Place: Playgrounds (Kid Kool), Anywhere, so long as he’s alone (Menace)
Likes:
- Everything (Kid Kool)
- Nothing (Menace)
Dislikes:
- Everything (Menace)
- Nothing (Kid Kool)
Motives:
- To protect the universe in the most awesomest way possible (Kid Kool). To make sure that others don’t have to grow up to become like him by locking away people who break the Law (Menace).
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Kyle Styles has Dissociative Identity Disorder that causes him to have two very distinct personalities. At any given time, only one personality has control over the body and the control can be voluntarily surrendered or forcefully taken.
- Kyle has heightened agility
- Kyle is skilled in using a bat and boomerangs in combat.
Equipment:
- The Repello, a baseball bat that has the built in ability to either attract objects it touches with 200 lbs of force, or to repel objects near it with 200 lbs of force, with the repulsion field being impenetrable. It can split in two vertically and bend in the middle to form two boomerangs. The Repello has several accelero-gyros; wheels within the Repello that spin incredibly quickly and then suddenly brake in order to turn the centripetal force into momentum. This allows the bat to strike harder than its normal counterparts and the boomerangs to travel and spin faster. Kid Kool exclusively uses the bat feature while Menace exclusively uses the boomerang features.
o The Repello is highly durable, but can be remade by Jon, should it break.
- Stolen S-Device
Alias: Maestro
Name: Mario Venero
Physical Description;
- Height: 5’ 8”
- Weight: 185 lbs (including robotic arm)
- Hair: Brown
- Eyes: Green
Affiliations:
- Member of the Anti-hive Initiative
Personality;
Favorite Food: Potato Chips
Favorite Place: Amphitheaters
Likes:
- Music
- Defending the weak from the oppression caused by the strong.
Dislikes:
- Simian
Motives:
- To kill, or permanently incapacitate Simian. Afterwards, the disassembling of the Hive.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Maestro is able to amplify and manipulate soundwaves. He is also able to alter what they sound like.
- Maestro is a skilled conductor.
Equipment:
- Maestro possesses a mechanical right arm that replaced his organic arm after Simian tore it off. The arm grants Maestro a limited amount of super strength. The arm is durable enough to take small-arms fire without a scratch and has some shock absorption.
- A stolen S-Device was imbedded in his mechanical arm.
- Maestro keeps a couple of conductor batons on his person at all times. While using the batons, Maestro seems capable of fine-tuning his abilities, though this is all in his mind.
Alias: The Outlaw
Name: Unknown
Physical Description;
- Height: 6’ 2”
- Weight: 178 lbs
- Hair: Brown
- Eyes: Brown
Affiliations:
- Member of the Anti-Hive Initiative
Personality;
Favorite Food: Pork and Beans
Favorite Place: In the desert with his horse beneath him and the wind at his back.
Likes:
- Guns
- Women
- Alcohol
Dislikes:
- Injustices
- Criminals
Motives:
- To bring criminals to justice until he can no longer do so.
- To find a suitable partner and teach him to take the name of The Outlaw one day.
Known Powers/Abilities/Equipment;
Powers:
- Outlaw is capable of firing more bullets out of a gun then the gun is capable of carrying. This is not an infinite amount of bullets as he does eventually run out. He can usually fire anywhere between 4-10 times the original capacity.
- He is able to communicate with his horse, Sid, over great distances via whistles.
Abilities:
- Neither Outlaw nor Sid can be killed, though they can die naturally.
- Outlaw has superhuman accuracy with revolvers.
- Outlaw and Sid are capable of having superhuman durability, though this only occurs if the action they are performing is overly dramatic. For instance, in a drive by shooting, Outlaw would be hit and downed, but if he were jump off a three story building and land on Sid, then the two of them would remain perfectly fine.
- Outlaw and Sid are capable of having superhuman agility, though like their durability, it only kicks in during moments of over-dramatics.
- Outlaw is somewhat skilled at hand-to-hand fighting and is highly skilled with a knife. His skill with a lasso is very high as well.
- Outlaw is very proficient at horseback riding.
Equipment:
- Outlaw keeps two Model S&W500 that have been modified to have two firing modes; normal, in which it fires bullets normally, and particle acceleration, in which it fires bullets at incredibly high velocities. The revolver fires common .45 rounds.
- Outlaw has a Ka-Bar BK9 Bowie knife.
- Outlaw carries a whip.
- Sid; Outlaw’s horse, Sid, is a highly intelligent animal. It is capable of performing simple mechanical actions, such as using a key to open a lock and pulling levers. It seems to understand English, though it cannot speak it.
- Stolen S-Device.
Alias: Red
Name: Samuel Parsons
Physical Description;
- Height: 5’ 4”
- Weight: 156 lbs
- Hair: Brown
- Eyes: Hazel
Affiliations:
- Anti-Hive Initiative
- The Brothers Three
Personality;
Favorite Food: Popsicles
Favorite Place: Any place with videogames in it
Likes:
- Playing videogames
- Playing sports
Dislikes:
- Unsportsmanlike opponents
Motives:
- To use his and his family’s magic to rid the multiverse of the threat that is the Hive.
Known Powers/Abilities/Equipment;
Powers:
-
Abilities:
- Red has 30 MP that recovers at a rate of 1 MP per minute. MP only recovers if no magic has been active for at least a minute.
- Red has an extensive spell repertoire;
o Blind; magically removes the ability to see in the target. A strong mind can resist this spell easily. Uses 1 MP.
o Blizzard; a one foot diameter sphere of swirling, frozen air and ice appears in the targeted zone for up to three seconds. Uses 1 MP.
o Fire; a one foot diameter sphere of fire appears in the targeted zone for up to three seconds. Uses 1 MP.
o Sleep; magically induces tiredness in a sentient target. A strong mind can resist this spell easily. Subject must be capable of sleep for the spell to work. Uses 1 MP.
o Aero; summons a mild wind blade that can cut metal. Uses 2 MP.
o Poison; a one foot diameter of poison gas forms then expands in the targeted zone. This is an inhaled poison and is mildly corrosive. A victim will experience a loss of balance and nausea immediately. With prolonged exposure, the victim will experience a temporary loss of vision and hearing. Further exposure will cause the visual and auditory damage to become permanent. Uses 2 MP.
o Thunder; Hits the targeted point with a single lightning bolt. Uses 2 MP.
o Blizzara; a three foot diameter sphere of swirling, frozen air and ice appears in the targeted zone for up to three seconds. Uses 3 MP.
o Fira; a three foot diameter sphere of fire appears in the targeted zone for up to three seconds. Uses 3 MP.
o Slow; everything within a fifteen foot area is slowed to half their normal speed. Does not affect the summoner and their allies. Uses 3 MP.
o Thundara; Hits the targeted point with two lightning bolts consecutively. Uses 3 MP.
o Blizzaga; a five foot diameter sphere of swirling, frozen air and ice appears in the targeted zone for up to three seconds. Uses 4 MP.
o Break; causes the target to slowly become petrified. Requires continuous concentration for 30 seconds. Uses 4 MP.
o Confuse; makes anything with the ability to see become disoriented within 25 feet of the targeted area. Uses 4 MP.
o Shade; causes the target to slowly become paralyzed. Requires continuous concentration for 30 seconds. Uses 4 MP.
o Erase; removes both magical and non-magical buffs from the target. Uses 5 MP.
o Raze; ravages the targets soul. This is fatal to the weak of soul and causes major pain to those that are strong of spirit. Uses 5 MP.
o Thundaga; Hits the targeted point with four consecutive lightning bolts. Uses 5 MP.
o Aeroga; summons a barrage of five wind blades that can cut through metal. Uses 6 MP.
o Bio; Deals non-elemental magical damage to anything biological within a three foot sphere. Uses 6 MP.
o Firaga; a five foot diameter sphere of fire appears in the target zone for up to three seconds. Uses 6 MP.
o Flare; Deals non-elemental magical damage to anything biological within a seven foot sphere. Uses 6 MP.
o Warp; Teleports a target to within 300 feet of its original position. Uses 6 MP.
o Breakga; causes the target to slowly become petrified. Requires continuous concentration for 10 seconds. Uses 7 MP.
o Drain; drains the target of some life energy and supplies it to another target. This rejuvenates the recipient and heals some minor wounds. Uses 7 MP.
o Quake; triggers an earthquake. Uses 7 MP.
o Holy; strikes a point with a massive wave of Holy energy. Uses 8 MP.
o Meteor; summons a meteor that falls from the atmosphere onto the target point. Uses 8 MP.
o Tidal Wave; summons a massive tidal wave that travels in a single direction. The tidal wave is 10 meters tall at its apex and is a quarter-mile wide. The wave contains 80,000 cubic meters of water. Uses 8 MP.
o Tornado; summons a tornado of wind blades that can cut through metal. Uses 8 MP.
o Death; ravages the targets soul. This is fatal to the moderate of soul and causes major pain to those that are strong of spirit. Uses 10 MP.
Equipment:
- Red carries a stolen S-Device.
Alias: Spinnaker
Name: Jaime Worsch
Physical Description;
- Height: 5’ 10”
- Weight: 165
- Hair: Black
- Eyes: Hazel
Affiliations:
- Peace Corps. Member
Personality;
Favorite Food: Tortilla Soup
Favorite Place: A cool, refreshing living room.
Likes:
- Relax
- Yoga
- The sweet, crunching sound of a smashed criminal jawbone
Dislikes:
- Loud noises
- Parties
- Surprises
Motives:
- To use his Zen martial arts to cam the angry tide of crime in the multiverse.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Highly skilled at staff and baton fighting.
- Is highly skilled at meditation.
Equipment:
- Spinnaker carries two electric batons that have varying charge levels. The two batons can interlock at the base of the handles, turning the two batons into a staff. The charge in both the staff and the batons are toggle-able.
- Stolen S-Device.
Alias: White
Name: Unknown
Physical Description;
- Height: 5’ 3”
- Weight: 142 lbs
- Hair: Brown
- Eyes: Hazel
Affiliations:
- Anti-Hive Initiative
- The Brothers Three
Personality;
Favorite Food: Pizza
Favorite Place: On his yacht
Likes:
- Helping people
Dislikes:
- People who hurt others
Motives:
- To use his magical abilities to end the threat to the multiverse that is the Hive.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- White has 30 MP and recovers MP at a rate of 1 MP per minute, however the recovery process doesn’t start until 1 full minute without magical usage.
- White has an extensive magical repertoire;
o Cure; heals minor wounds. Uses 1 MP.
o Double; allows the caster or one of their allies to have two spells active at once for the next five minutes. Uses 1 MP.
o Poisona; cures any poison. Uses 1 MP.
o Sight; allows the caster to see the layout of the land and buildings within ten miles of him. Uses 1 MP.
o Mini; Shrinks or Restores the caster or their allies. Uses 2 MP.
o Toad; Makes the caster or their allies take the form of a toad. Using this spell again removes this effect. Uses 2 MP.
o Blindna; cures blindness. Uses 3 MP.
o Cura; heals moderate wounds. Uses 3 MP.
o Teleport; warps the caster and/or their allies to any location within 300 feet of the caster. Uses 3 MP.
o Triple; allows the caster or one of their allies to have three spells active at once for the next five minutes. Uses 3 MP.
o Silence; cancels all sound in a 30 foot area. Uses 4 MP.
o Curaga; heals major wounds. Uses 5 MP.
o Raise; can resurrect the very recently deceased (within 24 hours of the death). Upon resurrection, the entity can never be resurrected by Raise again. Uses 5 MP.
o Protect; the caster and any ally within 20 feet of the caster gain a protective force field that limits physical damages. Uses 5 MP.
o Haste; allows a single allied target to be able to react and move at double their normal speed. Uses 6 MP.
o Stona; cures petrification. Uses 6 MP.
o Curaja; heals massive wounds. Uses 7 MP.
o Esuna; Cures any magical or nonmagical debuffs. Uses 7 MP.
o Reflect; protects the caster and their allies with a force field that perfectly deflects projectiles. Does nothing against melee attacks. Uses 7 MP.
o Arise; resurrects a recently deceased target (within 24 hours of the death). Upon resurrection, the entity can never be resurrected by Arise again. Uses 8 MP.
Equipment:
- An S-Device.
Alias: Blue
Name: Mathias Parsons
Physical Description;
- Height: 5’ 5”
- Weight: 147 lbs.
- Hair: Brown
- Eyes: Hazel
Affiliations:
- Anti-Hive Initiative
- The Brothers Three
Personality;
Favorite Food: Deep Fried Turkey
Favorite Place: Bakeries
Likes:
- Sandwiches
- Dramatics
Dislikes:
- Doing things simply because.
Motives:
- To use his magical abilities to save the multiverse from the threat that is the Hive.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Blue has 30 MP that recovers at a rate of 1 MP per minute, however, the recovery doesn’t start until one full minute of magical inactivity.
- Blue has an extensive spell repertoire;
o Angelo; a normal sized dog that is excellent at searching for things and hunting, but is not very good at offense or defense. Uses 1 MP.
o Bomb; summons a flying creature that has one attack, Detonate. It explodes with the force of one stick of TNT. Uses 1 MP.
o Chocobo; this large bird allows for fast transportation over land. While it cannot fly, this summon allows for up to six Chocobos to be summoned. Uses 1 MP.
o Chubby Chocobo; this obese Chocobo can eat items and regurgitate them later. Its stomach is made of pocket space, allowing it to hold up to one cubic mile of material. Uses 1 MP.
o Goblin; this annoyance has virtually no combat capabilities, but their vigor and lack of care for personal safety makes them ample distractions. This summon summons up to four goblins. Uses 1 MP.
o Lich; summons an undead skeletal mage that in turn summons two skeletal warriors. The warriors fight using rusted swords. Uses 1 MP.
o Moogle; summons a small, bear/cat/bat hybrid animal. It does not attack nor defend, but can be used to carry small things or send messages. Uses 1 MP.
o Stray; a bipedal cat, this creatures serves only to distract people and climb. Uses 1 MP.
o Atomos; this abomination has the appearance of a giant door with a large mouth. It attacks by inhaling with the force of a gravitational well. Then, when its target has entered it, it closes the door and begins converting every inorganic material within itself into energy. It then spits out all organic material, leaving it unharmed. Uses 2 MP.
o Cactuar; this highly agile plant creature resembles a bipedal cactus. It attacks by firing a thousand inch-long needles from its mouth. Its high agility and speed make it hard to hit, but its low health and durability make it hard to survive. Uses 2 MP.
o Cockatrice; this avian is not very strong and has low health, but its beak and claws are coated in a paralysis poison that acts immediately and renders the victim paralyzed in a matter of minutes. Uses 2 MP.
o Fenrir; this wolf-god is capable of creating illusion copies of the summoner and his allies. The illusion lasts as long as Fenrir is still active. Fenrir relies on speed and agility to avoid attacks. Uses 2 MP.
o Garuda; this harpy attacks by causing gale force winds (winds moving at up to 72 miles per hour continuously). Uses 2 HP.
o Lakshmi; this busty female summon removes any magical or nonmagical debuff from the summoner and their allies. Uses 2 HP.
o Siren; summons a siren that casts Silence on a 100 meter diameter area before disappearing. Uses 2 MP.
o Catoblepas; a flying, demonic bull that attacks with high-powered charges to impale the enemy on their large horns. Uses 3 MP
o Fairy; this summons a Fairy that casts a three meter diameter field of light. Any organic thing within is slowly healed as long as they remain within. Uses 3 MP.
o Golem; summons a being made of stone. The Golem magically attracts all projectiles that pass near it to it. The golem has no offensive capabilities, but can grapple and has high durability as well as high health. Its main purpose is to act as a living shield. Uses 3 MP.
o Asura; a passive summon, Asura will grant its summoner and their allies with one of three effects; temporarily obtain one way force fields which boosts defense while not hindering offense, OR heals some of the parties wounds, OR restores MP. Which one Asura gives is random (determined by a D3). Uses 4 MP.
o Cerberus; the infamous three-headed demon dog, Cerberus attacks with massive, devastating bites and claw attacks. Despite its massive size, Cerberus is incredibly fast. Uses 4 MP.
o Doomtrain; summons a fast, out of control, train that can travel along any solid or liquid surface. The train resembles a normal locomotive with the exception that, behind the guard irons, there lies a demonic-looking mouth frozen in a twisted smile. There are two lights on the front of the locomotive that, with the mouth, makes it look as if the Doomtrain has a face. It attacks by slamming into its target head on. It possesses six additional railcars. It is believed that the Doomtrain carries souls from the land of the living to the afterlife. Uses 4 MP.
o Phantom; summons a ghostly specter that casts Invisibility on itself, the summoner, and all of their allies. Uses 4 MP.
o Alexander; a gigantic mechanical tank that supports itself via four large pillars. The tank is immobile and deals damage via an incredibly large blaster cannon that fires devastating laser attacks. Uses 5 MP.
o Bismark; a giant flying whale that has the appearance of a white humpback. This large creature attacks by using very powerful water cannons that fire streams of water, much like more powerful firehoses. Uses 5 MP.
o Carbuncle; this majestic feline has emerald fur and a ruby embedded in its forehead. When summoned, it does one of five things; heals the summoner and his allies a small amount, OR uses the spell Poison on the enemy, OR attacks the enemy with blinding light, OR uses the spell Meteor, OR attacks the enemy with a high-powered laser. Uses 5 MP.
o Cyclops; summons a very powerful Cyclops that is more durable and has higher health than Sekhmet, but attacks using only punches and kicks. Uses 5 MP.
o Sekhmet; summons a very powerful Minotaur. This Minotaur has high health and durability. It attacks by using a large battle-axe. Uses 5 MP.
o Ark; an airship that has the ability to transform itself into a mech, this summon attacks via cannons that fire devastating energy attacks and by using its robotic appendages. Uses 6 MP.
o Gilgamesh; this four-armed warrior wields four blades simultaneously. He is extremely good at fighting and has high health and durability. Uses 6 MP.
o Hades; summoning the lord of death himself, Hades attacks by using the spells Raze and Death. Hades has 15 MP. Uses 6 MP.
o Hydra; summoning the mythical Hydra itself, the Hydra attacks by biting and using the spell Thunder. The Hydra has 15 MP. Uses 6 MP.
o Ifrit; this fire-demon attacks with a large scimitar and by using the spell Fira. It has 15 MP. Uses 6 MP.
o Leviathan; this spell summons the mighty Leviathan. The Leviathan possesses invulnerable scales and attacks by summoning a Tidal Wave. After the Tidal Wave, the Leviathan dissolves the summon. Uses 6 MP.
o Midgardsormr; this giant serpent is capable of terrakinesis. It attacks by hurling massive boulders at its targets. Uses 6 MP.
o Shiva; this icy god uses the spell Blizzard to attack. Shiva has 15 MP. Uses 6 MP.
o Anima; a bipedal, fish-like deity that is seen to be chained up eternally. It attacks by using psychic strikes that inflict massive neurological damage. It can also cause mental ‘static’, making it next to impossible to continuously use coherent thoughts. Uses 7 MP.
o Bahamut; the King of the Dragons, Bahamut attacks by using the spell Flare and has 15 MP. He has high defense and high health. Uses 7 MP.
o Indra; This wizened old man attacks by using the spell Thundara. Indra has 15 MP. Uses 7 MP.
o Kjata; a warthog/donkey hybrid, the Kjata attacks by casting Fire, Blizzard, and Thunder simultaneously. The Kjata has 16 MP. Uses 7 MP.
o Phoenix; summons a Phoenix that can cast the spell Fira. The Phoenix has 15 MP. Uses 7 MP.
o Quetzalquatl; summons the mythical bird. Quetzalquatl attacks by casting Thunder simultaneously against all its targets. It has 20 MP. Uses 7 MP.
o Diablos; A pitch black dragon lined with crimson outlines uses only one attack, then dissolves its own summon. This attack is ‘Gravi-crush’ which crushes anything within a quarter mile with gravitational forces a thousand times that of the norm. This attack can affect the summoner and his allies. Uses 8 MP.
o Eden; Eden is a satellite installation that attacks its targets by firing a laser from its place in orbit to the ground. The laser is a meter in diameter and acts as a bunker-buster. Uses 8 MP.
o Knights of the Round; summoning thirteen knights, this summon is one of the most powerful. These knights are resistant to all but the highest of damages and attacks using various weaponry. Only one Knight is ever tangible at any one point, making it not only incredibly hard to damage them, but also incredibly hard to end the summon by killing them all. This summons alternate name is ‘The Ultimate End’. Uses 8 MP.
o Odin; summoning the Norse God, Odin follows up by savagely attacking its targets with his mighty sword Zantetsuken. He is super strong and durable. He doesn’t stay summoned for long and before he goes, should any of his targets remain alive, he casts Thundaga on each of them. Uses 8 MP.
o Raiden; this powerful summon attacks by using the spell Thundaga. Raiden has 15 MP. Uses 8 MP.
Equipment:
- An S-Device.
Alias: Various
Name: Dr. Jon Strandover
Physical Description;
- Height: 6’
- Weight: 210 lbs
- Hair: Dirty-Blonde
- Eyes: Blue
Affiliations:
- The Anti-Hive Initiative (leader)
Personality;
Favorite Food: Ramen (Instant or otherwise)
Favorite Place: Laboratory
Likes:
- Science
- Undercover work
Dislikes:
- Idiots
- Lazy people
Motives:
- Find out who is behind the Hive and to end it once and for all.
Known Powers/Abilities/Equipment;
Powers:
- Jon is able to encode certain powers and abilities into his body that he can access at any point in time. He can only encode up to six and they are as follows;
o Ghirahim’s impervious form
o Morph’s (from the X-Men) shape-shifting abilities
o Sissle’s ability to activate/deactivate and lock/unlock any non-living object.
o Susan Storm’s light field manipulation
o Daredevil’s enhanced senses (requires mandatory loss of vision)
o [Left open in case of emergency]
Abilities:
- Jon is able to copy virtually any power or ability. He can only copy one power or ability at a time, though the copy is indistinguishable from the original power/ability. The power is only lost upon cancellation of the copy, not upon unconsciousness.
Equipment:
- Jon’s carries what he calls the Wind-Up Railgun on his person at all times. This handgun can fire modified .45 pistol rounds at speeds up to 5.4k MPH. This produces a large amount of sound as the bullet is traveling approximately Mach 7. In order to gain enough power to actually propel the projectile, the gun’s energy mechanism (which takes the form of a winding key located where the hammer is on a normal revolver) must be wound a minimum of thirty times.
- Jon uses a T-Device. It is a pen-shaped object that allows him to travel between dimensions and universes via portals, very similarly to the S-Devices that the Hive uses. The main difference between the T-Device and the S-Device lies in the T-Device’s ability to access Void.
- H2Air; this is an immensely pressurized air canister the size of a standard pen. This device contains enough air and is so highly pressurized that it can fill a blimp in eight seconds (for all of you number-loving people, that’s 882,750 cubic feet of air per second).
Alias: Feral
Name: Unknown
Physical Description;
- Height: 6’ 4”
- Weight: 180-210 lbs (varies depending on state)
- Hair: Brown
- Eyes: Yellow
Affiliations:
- Anti-Hive Initiative
Personality;
Favorite Food: Venison
Favorite Place: Anyplace where his friends are
Likes:
- Nice People
- Eating
Dislikes:
- Having to use his Feral state
Motives:
- To protect his friends from harm.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Due to his anthropomorphic wolf state, Feral has many superhuman abilities;
o Superhuman agility
o Superhuman strength
o Superhuman speed
o Natural claws and fangs
- Feral is able to exchange his higher-level thinking capabilities in order to get a boost in strength and speed. How much intelligence he gives up determines how big the boost is. His intelligence levels reset after losing consciousness.
Equipment:
- A stolen S-Device
Alias: Flameguy, Archibald Pyre, Archy
Name: None
Physical Description;
- Height: 6’
- Weight: 184 lbs
- Hair: Brown
- Eyes: Brown
Affiliations:
- Anti-Hive Initiative member
Personality;
Favorite Food: Doesn’t eat
Favorite Place: The Mall
Likes:
- Hanging out with humans, without them knowing that he’s not human.
- Fire
Dislikes:
- People hating or fearing him for being an android.
- Those who use their abilities for evil.
Motives:
- To protect people from any/all super villains.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Able to manipulate and duplicate fire of all but magical varieties.
- Flameguy’s body is self-healing.
- Flameguy is able to create genetic backups of himself that activate should he be destroyed. These backups have all of the memories and abilities of Flameguy when he created it.
Equipment:
- Flameguy keeps dozens of books of matches on his person. He also keeps dozens of lighters, some disposable, the others decorative and refillable.
- Flameguy has a built in, stolen, S-Device.
Alias: Helter Skelter
Name: Herman Snare
Physical Description;
- Height: 6’ 2”
- Weight: 515 lbs (in suit)
- Hair: Black
- Eyes: Brown
Affiliations:
- The Anti-Hive Initiative
Personality;
Favorite Food: French Fries
Favorite Place: The Library
Likes:
- Tinkering
Dislikes:
- People questioning the originality of his gadgets
Motives:
- To reverse-engineer Hard Drive to make a better, more powerful AI.
Known Powers/Abilities/Equipment;
Powers:
-
Abilities:
- Superhuman intelligence. Nothing that comes close to mine, but it is defined as superhuman.
- Photographic memory.
- Skilled hand to hand combatant and incredibly proficient with firearm and swordplay.
Equipment:
Stolen S-Device.
Combat Operations Advance Retaliation Super-powered Exoskeleton (COARSE)
- COARSE Arm Cannon; a cannon that has the capabilities to fire energy based projectile attacks, rocket propelled explosives, and fusions of the two.
o Beam Types; All Beams have a standard mode and a charged mode, unless otherwise noted. Charging any beam takes two full seconds of holding the trigger mechanism.
Power Beam; the most basic and fastest rate of fire of the Beams, the Power Beam delivers 1,800 lbs of pure force and fires as a semi-automatic. When charged, the Power Beam increases its damage tenfold, at the cost of being a slower-moving projectile, and upon impact, the force spreads outward over a meter-radius sphere. The damage from the Standard Missile and the charged Power Beam is indistinguishable.
Wide Beam; moving slightly slower than the Power Beam, the Wide Beam delivers 1,000 lbs of force over a three-foot long line. The line can be either vertical or horizontal and there is no delay time between the two. The Wide Beam is semi-automatic. When charged, the Wide Beam becomes more refined to the point of being able to cut into objects.
Wave Beam; a relatively slow moving projectile, the Wave Beam fires balls of electrical energy. Each shot, upon impact, relays 1,200 volts at 20 pulses per second, with .04 Amps and 2 Joules of power. The electricity races through the victim, disrupting any biological electrical systems that may exist, causing immense pain all over an organism’s body. When charged, the Wave Beam homes in on any nearby organism that contains bioelectricity, with the COARSE providing an internal scrambler that prevents the charged Wave Beam from targeting itself.
Ice Beam; the slowest of the beams (with a rate of fire of once every 3/4 of a second), the Ice Beam, upon impact, spreads a thick sheet of ice on whatever surface it strikes. The temperature of the shot and ice are -100 degrees Fahrenheit, and a normal shot can spread the ice sheet up to 3 feet of surface area. When charged, the temperature takes a drastic fall, getting to -250 degrees Fahrenheit and the ice covers up to 15 feet of surface area. The charged ice thickness also increases. The temperature of the shots does not seem to seep into the COARSE
Plasma Beam; a slower beam (with a rate of fire of once every half-second), the Plasma Beam is a high-powered laser. It deals damage by hitting its target with incredibly high temperatures. The standard beam hits with 1,000 degrees Fahrenheit with each hit. While the heat cools rapidly, due to there being no way to sustain that level of heat, rapid successions of the Plasma Beam hits raises the temperature and sustains the heat. When charged, the Plasma Beam fires a mining-level laser. The temperature of the charged shot jumps up to a scalding 10,000 degrees Farenheit. The Plasma Beam has an alternate mode, called the Welding Beam, which allows for a higher temperature, sustained laser. The Welding Beam sustains a constant temperature of 2,500 degrees Farenheit. Extended use of the Welding Beam causes structural damage to the COARSE, while the normal Plasma Beam functions do not, preventing its application as a weapon.
Dark Beam; this unusual mode fires balls of darkness. This darkness seems immune to sunlight. The darkness has no effect on most creatures, other than making them feel a peculiar coldness, it is extremely effective against beings made of light or that are susceptible to darkness. The Dark Beam has a stickiness to it that, if covering a light source, prevents light from escaping, however, it doesn’t have any ability to blind ocular based vision senses. A normal shot with the Dark Beam lasts for thirty seconds outside of the arm cannon. A charged shot with the Dark Beam produces what’s known as the Entangler Effect. The Entangler Effect wraps the target in darkness, hindering both movement as well as their ability to see and any light output. Unlike most other beams, the Dark Beam uses D Matter, a limited energy source. A normal shot uses up one D Matter and a charge shot uses five. A single D Matter cylinder holds 250 charges.
Light Beam; much like the Dark Beam, the Light Beam fires balls of light. This light is strangely capable of self-sustaining, for thirty seconds. The Light Beams normal shots do nothing against any creature that is unharmed by normal sunlight. The light from the Light Beams normal shots can’t be magnified through normal means. When charged, the Light Beam fires a concentrated shot of light that has a temperature of 300 degrees Fahrenheit. Unlike most other beams, the Light Beam uses L Matter, a limited energy source. A normal shot uses up one L Matter and a charge shot uses five. A single L Matter cylinder holds 250 charges.
Annihilator Beam; the Annihilator Beam is a devastating, but forceless weapon. The unique beam operates by firing a line of electrical disruption that, in creatures that operate off of electric-based nervous systems, causes pain. It is also incredibly effective against electronic devices. The Annihilator Beam is unable to pierce the COARSEs shielding, but only because it was designed with that intention in mind. Like the Light and Dark Beams, the Annihilator Beam draws from L Matter and D Matter. A normal shot of the Annihilator Beam uses up one L Matter charge and one D Matter charge. When charged, the Annihilator Beams effectiveness increases to the point of being able to massively drain an electrical system of its charge and then follow it up by overloading the same system. This causes irreparable damage to electronic devices and causes severe brain and nervous damage to living, electric-based organisms.
Battlehammer Beam; firing in an arc, this weapon fires small, radioactive globs that explode upon striking a surface. The blast radius is relatively small, being only 3 feet in diameter. When charged, the Battlehammer Beam fires in a straight trajectory, instead of its usual arc. The radiation from the blasts is minor, but like all gamma radiation, it sticks. The radiation builds up and can cause permanent, severe, damage to creatures and objects susceptible to it.
Imperialist Beam; the Imperialist Beam fires projectiles that are only a single millimeter in diameter at immense speeds. Much like traditional snipers, the Imperialist Beam is incredibly forceful, but has a slow rate of fire (about once every second). Upon impact, the projectile expands to a centimeter and a half, punching an approximately dime-sized hole in the target. The normal shots with the Imperialist Beam deal damage equivalent to a .50 cal sniper rifle. With the aid of Helter Skelters HUD Tracking system (see below), a scope is unnecessary. The Imperialist Beam has no charged shot.
Nova Beam; the Nova Beam fires its shots in the form of beams of concentrated Nova Radiation, which causes molecular deterioration, making it useless against inorganic matter, but causes immense pain and damage in organic materials. Charging the Nova Beam grants it the ability to pass through up to a foot of inorganic matter, while damaging all organic matter it hits as though it were a normal shot.
Omega Cannon; the ultimate beam weapon fires explosive shots that deal damage equivalent to a Missiles damage, however, the Omega Cannons shots deal overwhelmingly massive gamma radiation. The Omega Cannons charge shot deals damage equivalent to a Super Missile and floods the fifteen foot blast radius with immensely high gamma radiation.
o Beam Turrets; small, deployable devices that are fired remotely by Helter Skelter that are programmed to fire a single kind of Beam. Each turret’s firing rates are the same as their counterparts and can be charged, though no Beam Combos can be done with them. There is no Turret for the Omega Cannon. Helter Skelter tends to only carry one of each on him at any one time.
- Missiles and Super-Missiles; these explosive, rocket-propelled explosives deal massive explosive force in a small blast area. The Missiles have the ability to be infused with energy from a beam, making them more powerful and have a greater variety of effects.
o Missiles; these missiles are standard missiles that deal heat and explosive damage, equivalent to that of a concussion grenade with a temperature of around 500 degrees Fahrenheit, upon impact. The blast diameter of the missiles is three feet. The missiles have incredible range and travel in a straight line when fired, if the homing feature is off. When the homing feature is on, the missile has mild heat-seeking abilities. If the COARSE Tracking System (see below) is active, then fired missiles will direct themselves to the Tracking Point, switching back to heat-seeking if the missile has passed beyond the Tracking Point. The missiles can be detonated prematurely by the COARSE The COARSE has the capacity to hold up to 250 of these small explosives.
o Super Missile; this Beam Combo is achieved by spending a charged Power Beam shot and five Missiles. The Super Missile, upon impact, deals five times the explosive force of a normal missile across five times the blast radius, making the new blast diameter fifteen feet.
o Wavebuster; this Beam Combo is achieved by spending a charged shot of the Wave Beam and ten Missiles, with an additional five Missiles per second during sustained firing. The Wavebuster fires a stream of incredibly potent, concentrated, electricity that has a range of ten meters (approx. 33 feet).
o Ice Spreader; this Beam Combo is achieved by spending a charge shot of the Ice Beam and ten Missiles. This icy explosive covers everything within a 45 foot diameter blast radius with incredibly thick ice at a temperature of -400 degrees Fahrenheit.
o Flamethrower; this Beam Combo is achieved by spending a charge shot of the Plasma Beam and ten Missiles, with an additional 5 Missiles per second afterwards. This stream of flame has a range of ten meters (approx. 33 feet). A misnomer, the Flamethrower doesn’t actually shoot fire; it fires a magma-like substance with a temperature of approximately 2,400 degrees Fahrenheit. Even though the temperature of the Flamethrower’s attack is lower than that of the charged shot of the Plasma Beam, the Flamethrower has the unique ability to coat the target(s) in the magma-like substance, making the victim(s) burn for longer periods of time.
o Sunburst; this Beam Combo is achieved by spending a charged Light Beam shot, five Missiles, and an additional 30 L Matter Charges. The Sunburst detonates upon impact and sets on fire anything flammable within a twenty-five foot radius as well as permeates the blast radius with the same kind of light that the Light Beam generates.
o Darkburst; this Beam Combo is achieved by spending a charged Dark Beam shot, five Missiles, and an additional 30 D Matter Charges. Once fired, the Darkburst implodes and generates a six-foot diameter dimensional portal that acts similarly to a black hole. Anything that is caught in the portals field is dragged towards the epicenter with incalculable force, being compressed until it is small enough to fit through the miniscule hole that leads to the other dimension.
o Sonic Boom; this Beam Combo is achieved by spending a charged Annihilator Beam shot, five missiles, 30 L Matter charges, and 30 D Matter charges. Yet another misnomer, the Sonic Boom tears a hole in the universal fabric of the reality and sucks everything within a 15 foot diameter into a portal to an inhospitable parallel universe that houses monsters, as well as having an immensely caustic environment.
- HUD and Visors; Helter Skelters visor provides him with a HUD and multiple visual options.
o HUD; Helter Skelters HUD allows him to see various ammo and energy limits as well as what weapons are available under the Threat Level (see below). The ammos that it displays are the L Matter charge capacity, D Matter charge capacity, and Missile capacity. There is an Energy bar located at the top of the HUD that displays how much energy (see below) is left in the COARSE The HUD is seen no matter what visor is active.
o Combat Visor; the Combat Visor allows for Tracking. When Helter Skelter designates a target while the Combat Visor is active, the Combat Visor makes a visible dot appear over the target, allowing for missile guidance and remains tracked so long as the target is able to be seen by the Combat Visor.
o Scan Visor; this Visor allows Helter Skelter to view miniscule details (via a zoom functionality). The Scan Visor also identifies any weakpoints or irregularities that are able to be seen by either the naked eye or by magnification.
o Thermal Visor; this Visor allows Helter Skelter to be able to identify temperatures and color codes each color, with hot colors (like red and orange) indicating hotter temperatures and cool colors (like blue and purple) indicating cooler temperatures.
o X-Ray Visor; this Visor allows Helter Skelter to identify the densities of matter within 100 meters (approx. 330 feet). Helter Skelter can eliminate objects from his view by commanding the Visor to ignore materials of certain densities.
o Dark Visor; this Visor allows Helter Skelter to see objects that are in a phased state. This is one of the few technologies that Helter Skelter had to steal, not just copy, in order to obtain.
o Echo Visor; this Visor allows Helter Skelter to see via echolocation.
- M99 Arsenal; Helter Skelter uses M99, an extremely powerful tranquilizer. M99 is typically used to tranquilize large mammals (with only 2 milligrams being required to incapacitate a rhinoceros). Helter Skelter has a fascination with this tranquilizer, but has yet to reveal why.
o M99 Syringes; Helter Skelter carries around multiple syringes that have M99 prepared, though a small bottle of M99 that he carries with him makes the dose adjustable.
o M99 Hypodermic Needle; imbedded in the base of the palm of the left hand of the COARSE is a retractable hypodermic needle that can administer an adjustable dose of M99 into the victim. The needle sterilizes itself every time it retracts.
o M99 Darts; the Arm Cannon can fire tranquilizer darts full of M99 up to a distance of 100 meters (approx. 330 feet). The dose is adjustable prior to firing.
- Paralyzer; this pistol fires small bursts of energy that is capable of causing minor pain and inflicting paralysis for a couple of seconds. The Paralyzer can be charged to inflict severe pain and paralyze the target for up to thirty seconds. The Paralyzer can be converted to an energy whip that deals minor burn wounds upon contact and can paralyze for a couple of seconds. Helter Skelter does not use the Paralyzer while the suit is active and at Threat Level 2 or above (see below).
- Plasma Katana; this energy sword utilizes a continuous beam similar to that of the Plasma Beam. The Plasma Katanas “blade” is only 2.5 feet long, before the energy from the handle fizzles into uselessness. The “blade” emanates low heat, despite the temperatures of the blade itself. Helter Skelter wields the Plasma Katana with his left hand, allowing for either sole use, or using it while simultaneously utilizing the Arm Cannon.
- Stun Discs; these remotely detonating small discs emit a very bright flash of light and an incredibly loud bang, primarily used to blind and/or disorient victims. If there are any Stun Discs active (outside of their holders, prior to detonation), the COARSE prepares for detonation. It does so by cancelling out all visual and auditory signal for the split section in which the Stun Disc detonates, preventing Helter Skelter from being effected by his own Stun Discs. The discs are an inch and a half in diameter and one millimeter thick. This was so that Helter Skelter could slip them into areas with enemies as easily as possible.
- Morph Ball; the COARSE has the ability to shift the armor into an almost one meter diameter, hollow, sphere. This allows him to move by motors in the outer hull, which causes the Morph Ball to roll.
o Boost; the Morph Ball has a boosting mechanism that allows it to roll at speeds up to 100 mph, with the speed being variable. The Boost mode can be used to achieve vertical lift, or “jump,” as high four feet vertically.
o Morph Ball Bombs; the Morph Ball has a unique weapon. It has the ability to drop balls of explosive energy. It can drop up to three at a time, though each ball only has the explosive force of approximately half of a typical hand grenade. The COARSE is immune to the Morph Ball Bombs energy.
o Spider-Ball; the Morph Ball can use powerful electromagnets to stick to metallic surfaces, or surfaces with metallic infrastructure within, to be able to roll along those surfaces, as though they were the ground. The use of a Morph Ball Bomb while on a surface like this will disconnect the Morph Ball from the surface. Boosts cannot be activated while connected to a surface with the Spider-Ball active.
o Power Bombs; these explosives are similar to Morph Ball Bombs in that they are energy based explosives, but unlike normal Morph Ball Bombs, these are massive explosions that detonate in a massive area. Like the Morph Ball Bomb, the COARSEs Shield is immune to the energy output of the explosives.
- Power Grip; this functionality allows Helter Skelter to be able to pull himself and the heavy COARSE up using his arms. It also allows him to gain an extremely powerful grip on an object. This is a passive functionality.
- Space Jump Boots/Jetpack; this combo allows Helter Skelter to pull off a series of midair jumps, but is not capable of flight, due to flight instability.
o Sensemove; utilizing the COARSEs rocket boots and imbedded jetpack, the Sensemove allows Helter Skelter to dash along the ground at high speeds. The maximum move distance with one Sensemovement is 10 meters (approx. 33 feet) at a speed of 950 mph.
o Speedbooster; utilizing the imbedded jetpack, Helter Skelter can run at high speeds for extended periods of time. The max speed using the Speedbooster is 300 mph.
Shinespark; if the COARSE has used the Speedbooster to traverse over 100 feet, then the Shinespark becomes active. The Shinespark allows Helter Skelter to fly through the air vertically, horizontally, or a combination of both, for up to 100 feet, as well as an additional foot of flight for however many additional feet of the running was done with the Speedbooster. A Shinespark charge cannot be held and must be expended within one second of the Speedbooster ending.
- Grapple Beam; this tendril of energy has the ability to latch onto solid objects and anchors the COARSE to it. The length of the Grapple Beam is adjustable and can extend up to
- Shields; the COARSEs shields are some of the most potent energy-based shields in existence. So long as the COARSE has 1 energy or more, the Shields will protect Helter Skelter and the COARSE from any and all damage at the cost of draining energy from the Energy Tanks. The more damaging the blow to the Shield is, the more energy is drained.
- Energy; the COARSE uses all of its weaponry and Shield through the expenditure of energy, however the weapons and other gadgets use the energy so efficiently, that there is no noticeable drain on the Energy Tanks (where the reserve of energy is kept). The main purpose of having more than one point of energy is that the Shield, when damaged, drains energy. The COARSE currently has 20 Energy Tanks, making the total Energy that the COARSE can draw upon is 2,000 Energy.
o Zero Energy Mode; when the COARSE runs out of energy and at Threat Level 1 or below, the COARSE becomes invisible and intangible, revealing Helter Skelter and providing no protection from attacks and hostile environments.If enough time has passed and his energy has replenished, or if the Threat Level is 2 or above, then Helter Skelter can press the activation button on his belt to initiate the COARSE once more.
- Hypermode; this mode overclocks the COARSE and unlocks its most devastating weaponry at the cost of irreparably destroying the COARSE
o Hyper Beam; this powerful beam deals damage by severing the bonds between atoms, causing irreparable damage to even the most durable of matter. The Hyper Beam cannot be charged.
o Hyper Missile; this powerful explosive deals double the damage of a Super Missile at the cost of a single missile. The blast diameter is unchanged, still being fifteen feet, with the explosive force being that of ten missiles.
o Hyper Ball; while in Hypermode and in the Morph Ball mode, the COARSE can pump caustic energy into the surrounding area, atomizing everything within a three foot radius of the Hyper Morph Ball.
o Hyper Grapple; while in Hypermode, the Grapple Beam, if attached to something with electricity, can be used to syphon energy into the COARSE to extend the length of the Hypermode. The draining effect can kill living creatures.
Threat Level System; determined scientifically by the COARSE, the TLS determines what weapons Helter Skelter has access to at any given point in time. The reason Helter Skelter programmed this functionality into the COARSE is because he wanted to minimize collateral damage as much as physically possible.
- Level 0; No threats detected.
o M99 syringes authorized.
o HUD authorized.
- Level 1;
o Plasma Katana authorized.
o Paralyzer authorized.
o Stun Discs authorized.
- Level 2;
o Shields authorized.
o Arm Cannon authorized.
o Power Beam authorized.
o Wide Beam authorized.
o Light Beam authorized.
o Dark Beam authorized.
o Grapple Beam authorized.
o Missiles authorized.
o Morph Ball authorized.
o Morph Ball Bomb authorized.
o Spider Ball authorized.
o Boost Ball authorized.
o Space Jump authorized.
o Sensemove authorized.
o Speedbooster authorized.
o Shinespark authorized.
o Power Grip authorized.
o Combat Visor authorized.
o Scan Visor authorized.
o M99 Hypodermic Needle authorized.
o M99 Darts authorized.
- Level 3;
o Power Beam Turret authorized.
o Wide Beam Turret authorized.
o Light Beam Turret authorized.
o Dark Beam Turret authorized.
o Super Missile authorized.
o Thermal Visor authorized.
o X-Ray Visor authorized.
o Echo Visor authorized.
o Dark Visor authorized.
o Wave Beam authorized.
o Ice Beam authorized.
- Level 4;
o Wave Beam Turret authorized.
o Ice Beam Turret authorized.
o Plasma Beam authorized.
o Imperialist Beam authorized.
o Sunburst authorized.
o Darkburst authorized.
- Level 5;
o Plasma Beam Turret authorized.
o Imperialist Beam Turret authorized.
o Wavebuster authorized.
o Ice Spreader authorized.
o Annihilator Beam authorized.
o Battlehammer Beam authorized.
o Power Bombs authorized.
- Level 6;
o Flamethrower authorized.
o Annihilator Beam Turret authorized.
o Battlehammer Beam Turret authorized.
o Nova Beam authorized.
- Level 7;
o Sonic Boom authorized.
o Nova Beam Turret authorized.
o Omega Cannon authorized.
o Hyper Mode authorized
Alias: Kid Kool/Menace
Name: Kyle Styles
Physical Description;
- Height: 5’ 9”
- Weight: 182 lbs
- Hair: Brown
- Eyes: Blue
Affiliations:
- Anti-Hive Initiative (Kid Kool)
- Peace Corps. (Menace)
Personality;
Favorite Food: Pie of any kind (Kid Kool), Ham on Rye (Menace)
Favorite Place: Playgrounds (Kid Kool), Anywhere, so long as he’s alone (Menace)
Likes:
- Everything (Kid Kool)
- Nothing (Menace)
Dislikes:
- Everything (Menace)
- Nothing (Kid Kool)
Motives:
- To protect the universe in the most awesomest way possible (Kid Kool). To make sure that others don’t have to grow up to become like him by locking away people who break the Law (Menace).
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Kyle Styles has Dissociative Identity Disorder that causes him to have two very distinct personalities. At any given time, only one personality has control over the body and the control can be voluntarily surrendered or forcefully taken.
- Kyle has heightened agility
- Kyle is skilled in using a bat and boomerangs in combat.
Equipment:
- The Repello, a baseball bat that has the built in ability to either attract objects it touches with 200 lbs of force, or to repel objects near it with 200 lbs of force, with the repulsion field being impenetrable. It can split in two vertically and bend in the middle to form two boomerangs. The Repello has several accelero-gyros; wheels within the Repello that spin incredibly quickly and then suddenly brake in order to turn the centripetal force into momentum. This allows the bat to strike harder than its normal counterparts and the boomerangs to travel and spin faster. Kid Kool exclusively uses the bat feature while Menace exclusively uses the boomerang features.
o The Repello is highly durable, but can be remade by Jon, should it break.
- Stolen S-Device
Alias: Maestro
Name: Mario Venero
Physical Description;
- Height: 5’ 8”
- Weight: 185 lbs (including robotic arm)
- Hair: Brown
- Eyes: Green
Affiliations:
- Member of the Anti-hive Initiative
Personality;
Favorite Food: Potato Chips
Favorite Place: Amphitheaters
Likes:
- Music
- Defending the weak from the oppression caused by the strong.
Dislikes:
- Simian
Motives:
- To kill, or permanently incapacitate Simian. Afterwards, the disassembling of the Hive.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Maestro is able to amplify and manipulate soundwaves. He is also able to alter what they sound like.
- Maestro is a skilled conductor.
Equipment:
- Maestro possesses a mechanical right arm that replaced his organic arm after Simian tore it off. The arm grants Maestro a limited amount of super strength. The arm is durable enough to take small-arms fire without a scratch and has some shock absorption.
- A stolen S-Device was imbedded in his mechanical arm.
- Maestro keeps a couple of conductor batons on his person at all times. While using the batons, Maestro seems capable of fine-tuning his abilities, though this is all in his mind.
Alias: The Outlaw
Name: Unknown
Physical Description;
- Height: 6’ 2”
- Weight: 178 lbs
- Hair: Brown
- Eyes: Brown
Affiliations:
- Member of the Anti-Hive Initiative
Personality;
Favorite Food: Pork and Beans
Favorite Place: In the desert with his horse beneath him and the wind at his back.
Likes:
- Guns
- Women
- Alcohol
Dislikes:
- Injustices
- Criminals
Motives:
- To bring criminals to justice until he can no longer do so.
- To find a suitable partner and teach him to take the name of The Outlaw one day.
Known Powers/Abilities/Equipment;
Powers:
- Outlaw is capable of firing more bullets out of a gun then the gun is capable of carrying. This is not an infinite amount of bullets as he does eventually run out. He can usually fire anywhere between 4-10 times the original capacity.
- He is able to communicate with his horse, Sid, over great distances via whistles.
Abilities:
- Neither Outlaw nor Sid can be killed, though they can die naturally.
- Outlaw has superhuman accuracy with revolvers.
- Outlaw and Sid are capable of having superhuman durability, though this only occurs if the action they are performing is overly dramatic. For instance, in a drive by shooting, Outlaw would be hit and downed, but if he were jump off a three story building and land on Sid, then the two of them would remain perfectly fine.
- Outlaw and Sid are capable of having superhuman agility, though like their durability, it only kicks in during moments of over-dramatics.
- Outlaw is somewhat skilled at hand-to-hand fighting and is highly skilled with a knife. His skill with a lasso is very high as well.
- Outlaw is very proficient at horseback riding.
Equipment:
- Outlaw keeps two Model S&W500 that have been modified to have two firing modes; normal, in which it fires bullets normally, and particle acceleration, in which it fires bullets at incredibly high velocities. The revolver fires common .45 rounds.
- Outlaw has a Ka-Bar BK9 Bowie knife.
- Outlaw carries a whip.
- Sid; Outlaw’s horse, Sid, is a highly intelligent animal. It is capable of performing simple mechanical actions, such as using a key to open a lock and pulling levers. It seems to understand English, though it cannot speak it.
- Stolen S-Device.
Alias: Red
Name: Samuel Parsons
Physical Description;
- Height: 5’ 4”
- Weight: 156 lbs
- Hair: Brown
- Eyes: Hazel
Affiliations:
- Anti-Hive Initiative
- The Brothers Three
Personality;
Favorite Food: Popsicles
Favorite Place: Any place with videogames in it
Likes:
- Playing videogames
- Playing sports
Dislikes:
- Unsportsmanlike opponents
Motives:
- To use his and his family’s magic to rid the multiverse of the threat that is the Hive.
Known Powers/Abilities/Equipment;
Powers:
-
Abilities:
- Red has 30 MP that recovers at a rate of 1 MP per minute. MP only recovers if no magic has been active for at least a minute.
- Red has an extensive spell repertoire;
o Blind; magically removes the ability to see in the target. A strong mind can resist this spell easily. Uses 1 MP.
o Blizzard; a one foot diameter sphere of swirling, frozen air and ice appears in the targeted zone for up to three seconds. Uses 1 MP.
o Fire; a one foot diameter sphere of fire appears in the targeted zone for up to three seconds. Uses 1 MP.
o Sleep; magically induces tiredness in a sentient target. A strong mind can resist this spell easily. Subject must be capable of sleep for the spell to work. Uses 1 MP.
o Aero; summons a mild wind blade that can cut metal. Uses 2 MP.
o Poison; a one foot diameter of poison gas forms then expands in the targeted zone. This is an inhaled poison and is mildly corrosive. A victim will experience a loss of balance and nausea immediately. With prolonged exposure, the victim will experience a temporary loss of vision and hearing. Further exposure will cause the visual and auditory damage to become permanent. Uses 2 MP.
o Thunder; Hits the targeted point with a single lightning bolt. Uses 2 MP.
o Blizzara; a three foot diameter sphere of swirling, frozen air and ice appears in the targeted zone for up to three seconds. Uses 3 MP.
o Fira; a three foot diameter sphere of fire appears in the targeted zone for up to three seconds. Uses 3 MP.
o Slow; everything within a fifteen foot area is slowed to half their normal speed. Does not affect the summoner and their allies. Uses 3 MP.
o Thundara; Hits the targeted point with two lightning bolts consecutively. Uses 3 MP.
o Blizzaga; a five foot diameter sphere of swirling, frozen air and ice appears in the targeted zone for up to three seconds. Uses 4 MP.
o Break; causes the target to slowly become petrified. Requires continuous concentration for 30 seconds. Uses 4 MP.
o Confuse; makes anything with the ability to see become disoriented within 25 feet of the targeted area. Uses 4 MP.
o Shade; causes the target to slowly become paralyzed. Requires continuous concentration for 30 seconds. Uses 4 MP.
o Erase; removes both magical and non-magical buffs from the target. Uses 5 MP.
o Raze; ravages the targets soul. This is fatal to the weak of soul and causes major pain to those that are strong of spirit. Uses 5 MP.
o Thundaga; Hits the targeted point with four consecutive lightning bolts. Uses 5 MP.
o Aeroga; summons a barrage of five wind blades that can cut through metal. Uses 6 MP.
o Bio; Deals non-elemental magical damage to anything biological within a three foot sphere. Uses 6 MP.
o Firaga; a five foot diameter sphere of fire appears in the target zone for up to three seconds. Uses 6 MP.
o Flare; Deals non-elemental magical damage to anything biological within a seven foot sphere. Uses 6 MP.
o Warp; Teleports a target to within 300 feet of its original position. Uses 6 MP.
o Breakga; causes the target to slowly become petrified. Requires continuous concentration for 10 seconds. Uses 7 MP.
o Drain; drains the target of some life energy and supplies it to another target. This rejuvenates the recipient and heals some minor wounds. Uses 7 MP.
o Quake; triggers an earthquake. Uses 7 MP.
o Holy; strikes a point with a massive wave of Holy energy. Uses 8 MP.
o Meteor; summons a meteor that falls from the atmosphere onto the target point. Uses 8 MP.
o Tidal Wave; summons a massive tidal wave that travels in a single direction. The tidal wave is 10 meters tall at its apex and is a quarter-mile wide. The wave contains 80,000 cubic meters of water. Uses 8 MP.
o Tornado; summons a tornado of wind blades that can cut through metal. Uses 8 MP.
o Death; ravages the targets soul. This is fatal to the moderate of soul and causes major pain to those that are strong of spirit. Uses 10 MP.
Equipment:
- Red carries a stolen S-Device.
Alias: Spinnaker
Name: Jaime Worsch
Physical Description;
- Height: 5’ 10”
- Weight: 165
- Hair: Black
- Eyes: Hazel
Affiliations:
- Peace Corps. Member
Personality;
Favorite Food: Tortilla Soup
Favorite Place: A cool, refreshing living room.
Likes:
- Relax
- Yoga
- The sweet, crunching sound of a smashed criminal jawbone
Dislikes:
- Loud noises
- Parties
- Surprises
Motives:
- To use his Zen martial arts to cam the angry tide of crime in the multiverse.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- Highly skilled at staff and baton fighting.
- Is highly skilled at meditation.
Equipment:
- Spinnaker carries two electric batons that have varying charge levels. The two batons can interlock at the base of the handles, turning the two batons into a staff. The charge in both the staff and the batons are toggle-able.
- Stolen S-Device.
Alias: White
Name: Unknown
Physical Description;
- Height: 5’ 3”
- Weight: 142 lbs
- Hair: Brown
- Eyes: Hazel
Affiliations:
- Anti-Hive Initiative
- The Brothers Three
Personality;
Favorite Food: Pizza
Favorite Place: On his yacht
Likes:
- Helping people
Dislikes:
- People who hurt others
Motives:
- To use his magical abilities to end the threat to the multiverse that is the Hive.
Known Powers/Abilities/Equipment;
Powers:
- None
Abilities:
- White has 30 MP and recovers MP at a rate of 1 MP per minute, however the recovery process doesn’t start until 1 full minute without magical usage.
- White has an extensive magical repertoire;
o Cure; heals minor wounds. Uses 1 MP.
o Double; allows the caster or one of their allies to have two spells active at once for the next five minutes. Uses 1 MP.
o Poisona; cures any poison. Uses 1 MP.
o Sight; allows the caster to see the layout of the land and buildings within ten miles of him. Uses 1 MP.
o Mini; Shrinks or Restores the caster or their allies. Uses 2 MP.
o Toad; Makes the caster or their allies take the form of a toad. Using this spell again removes this effect. Uses 2 MP.
o Blindna; cures blindness. Uses 3 MP.
o Cura; heals moderate wounds. Uses 3 MP.
o Teleport; warps the caster and/or their allies to any location within 300 feet of the caster. Uses 3 MP.
o Triple; allows the caster or one of their allies to have three spells active at once for the next five minutes. Uses 3 MP.
o Silence; cancels all sound in a 30 foot area. Uses 4 MP.
o Curaga; heals major wounds. Uses 5 MP.
o Raise; can resurrect the very recently deceased (within 24 hours of the death). Upon resurrection, the entity can never be resurrected by Raise again. Uses 5 MP.
o Protect; the caster and any ally within 20 feet of the caster gain a protective force field that limits physical damages. Uses 5 MP.
o Haste; allows a single allied target to be able to react and move at double their normal speed. Uses 6 MP.
o Stona; cures petrification. Uses 6 MP.
o Curaja; heals massive wounds. Uses 7 MP.
o Esuna; Cures any magical or nonmagical debuffs. Uses 7 MP.
o Reflect; protects the caster and their allies with a force field that perfectly deflects projectiles. Does nothing against melee attacks. Uses 7 MP.
o Arise; resurrects a recently deceased target (within 24 hours of the death). Upon resurrection, the entity can never be resurrected by Arise again. Uses 8 MP.
Equipment:
- An S-Device.