The formatting is a WIP due to having to port them from a site using SMF. I also have to change a few things in the sheets themselves to fit the reboot.
Username: Kalamadea
Character nickname: Kalamadea; Kalama; Kala; Kal
Gender: Male
Appearance: Kalama's true form lacks a physical existence, meaning neither energy or matter. Energy naturally gathers within his form when he's in his divine form, the energy commonly manifesting as fire, but the form itself is completely invisible. It's merely a presence floating throughout the universe. His physical form, which he prefers, is, throughout all the times its had to be reformed, 6'3" tall, and weighs 250 lbs. Unlike a lot of animals, the muscle is not quite as dense as a lot, making his build a bit on the bulky side instead of being slim and packed. His musculature is not toned at all, it's just big and bulky. His shoulders are very broad and his torso is barrel-chested. Every scale on his body, including the front of his torso, is a fiery red, unlike a lot of dragons who have different colored front halves of their torsos compared to the rest of their body.
He has an average-length snout compared to most dragons, with a similar shape as well. He's also completely wingless. He stands on digitigrade legs, similar in shape to the hind legs of a feral dragon. He has four toes on each foot. He also has a thick tail, as with most dragons. Unlike a lot of dragons seen within the furry fandom, he hasn't a single strand of hair on his body, lacking all forms of fluff. He also has deep green eyes, a common eye color with reptilian creatures, and the standard vertical slit pupils that most reptiles have. He also has a total of twelve horns on his body, which, like with most dragons, serve as channeling rods for the magic that allows them to breathe fire. He has two mid-sized ones on the back of his head, two smallish ones on his elbows, two large ones on his back where the wings would normally be, and six tiny ones on his lower jaw. All of his teeth fit neatly into his mouth, with no teeth poking out from within his mouth like a lot of dragons have, though, before his ascension, he did have two teeth poking from inside his mouth, even when it was closed. That was something he fixed when he ascended, however.
Personality: Kalama is my fursona, so his personality matches mine and could not overtake mine or split off from it. He's the slightest bit arrogant, but his power is not what caused this. Rather, his high intellect is what causes this slight arrogance. He's not power hungry by any definition of the phrase, and actually wishes ascension didn't give him such vast power. As such, he only ever uses a fraction of his power, and if he were to use all of it, even by accident, he'd exile himself from whatever universe he was located in at the time. He does not want the power he has, which keeps him from abusing the power he has. He's also very polite, a derp, and sometimes his mind is in the gutter. Well, a lot of times, actually.
Alignment: Protagonist
Skills:
BeforeExtremely tech savvy
Decent swordsman
Decent marksman
Highly logical thinker
Skilled cellist
Decent mechanic
Skilled drafter
Afterwards, his skills remain the same, only completely mastered.
Powers:
Flame Manipulation: Kalama can manipulate fire to his will, even making it do things that it supposedly shouldn't do, such as harden to a solid form or compress.
Flame Conjuration: Kalama can conjure fire as he pleases.
Volcanic Affinity: Kalama is immune to fire and all related things. This includes stuff like magma and lava.
Polymorph: Kalama has a limited polymorph ability. He can shift into anything that's his same mass or less, but not greater. Mass he does not need is transferred to another dimension called the Out.
Due to his draconic ancestry, his strength, speed, stamina, endurance, etc. are considerably higher than that of a normal human being.
From the fourth crucible piece, gained from Bioshock 2, Kalama has gained;
Fiery Wings: Kalama gains the ability to materialize wings purely of fire and force them to solidify, allowing him to have wings without the extra mass of actual physical wings. They have a span of 14 feet and appear with their base meeting with the base of the horns on his back. This will grant him flight ability.
From that same piece, Kalama has also gained;
Improved Matter Emulation: Kalama's ability to make fire behave like matter is improved by granting him the ability to liquefy fire.
From the Fifth Crucible piece, gained in Stargate;
Higher Heat: Gained from the Fifth Crucible piece in Stargate, Kalama's temperature limit is increased, giving him the ability to use his fire to melt most metals. High-temperature metals like titanium cannot be melted, though.
From the Sixth Crucible piece, also in Stargate;
Draconic Shifter Physiology: Gained from the sixth Crucible piece, also from Stargate, Kalama gets the last few aspects of Shifter physiology he lacked. He has no need to take in an external source of water as long as the food he eats hasn't been dried. He can absorb all the water he needs from the air and the food he eats.
First Level Ascension: Gained from the seventh Crucible piece, from Dune; the name says it all. Kalama ascends a single plane of existence higher than the other avatars, gaining a significant boost to his abilities while in his physical form. This boost doubles his effective range for fire manipulation and increases his time limit for shapeshifting to nearly a week. This also grants him access to a Divine Form that lets him ditch his physical form, upon which it fades into flames to be stowed for safekeeping. He can have several base physical forms to choose from. While in his divine form, Kalama cannot be harmed, nor can he harm. He cannot willingly manipulate fire in this form, but fire is naturally attracted to him while in this form, so flames will gather in his location as he nears open flames. The Divine Form itself is neither matter or energy, but merely a consciousness floating through the area. A presence, nothing more. He also gains telepathy in this form, but he cannot access this telepathic ability in his physical form(s). The maximum number of physical forms he can have at this level is two, which he can choose his "loadout" of forms between each world. And, finally, he can break the fourth wall upon ascending.
Also from the seventh piece;
PED Suit: Kalama received Samus's PED suit from the seventh Crucible piece, which he gave to her soon after getting it.
From the Eighth Crucible piece gained in Fullmetal Alchemist: Brotherhood, Kalama has gained a Feral Form: Kalama's recently created feral form becomes an option, but having at least First Level Ascension is required since this is a separate body, rather than a form of his current one. It requires that he enter his Divine Form first, then enter his Feral Form. He looks much the same in this form, with two very obvious differences: he's much, much bigger (about 30 feet tall at the shoulder and 4000 lbs) and walks on four legs instead of the usual two. This form grants him vastly superior strength, durability, stamina, and speed compared to his anthro form, but he suffers a massive reduction of agility due to the much higher bulk factor of this form and that two legs are always better for agility than four. His scales are also much thicker in this form, granting protection similar to a human wearing a full suit of platemail, and the average size of his scales is about as big as a small human shield. Other than this, he's unchanged.
From the Crucible piece in One Piece, Kalama now has Second Level Ascension: Kalama ascends by another plane of existence, moving even farther from mortality. Now, as he nears death, time seems to slow slightly, and he can enter his divine form mere seconds from the moment when his physical form is destroyed. However, should his physical form be destroyed, he'll need time to recreate that form, so he's either out of the world until the others leave, or forced to take on a different physical form, if he has any alternate physical forms. He also gains limited fire manipulation in this form, able to draw bolts of fire from already existing flames and hurl them towards enemies.
Holy Fire: Gained from one of the three Crucible pieces in Don't Starve. This fire has a pure white appearance, and heals all good that it touches of any wounds it comes into contact with, and if the person's body is flushed with it, it can also cure any disease or poison. To those who have more good than evil within them, it will feel pleasantly warm. To those who have more evil than good in their hearts, however, it will burn hotter than the hottest pits of Hell itself, and it deals far higher damage against evil than standard fire does. This fire is completely useless against predatory creatures, as they aren't evil. This is only ever effective against sentient creatures. This fire is mostly used to deal with undead, such as vampires, zombies, and such, as well as demons.
Other:
Password: Amitermes Meridionalis
Username: MetroidHunterPrime2112 (played by Kalamadea)
Character nickname: Samus Aran; the Hunter
Gender: Female
Appearance:
Personality: Samus's will was considerably stronger than that of the player, and she quickly overtook his. She's cold, blunt, and cannot tolerate nonsense. She doesn't let anything get in the way of the job at hand. Some might say she lets the fact that she's the best bounty hunter alive get to her head, though, with how little she says, it's very difficult to tell for sure. But when she speaks, it's almost always worth listening to.
Alignment: Protagonist
Skills: Before, he was quite the geek, knowing how to program in Java like the back of his hand. He was a very skilled reader, but that's about all the practical skills he had. He was an avid gamer, and was obsessed with Metroid.
Powers: Most of Samus's abilities are technology based, with all but one of her powers being genetic.
Genetically engineered body: Samus has been enhanced with the DNA of the Chozo, the race who raised her ever since she was two years old. This grants her enhanced physiology, making her strength, perception, speed, endurance, stamina, etc. considerably higher than a natural human being. This also grants her an extremely hardy body, able to survive in environments most humans cannot.
Chozo Power Suit: If you thought the enhancements given by her DNA were enough, think again. This suit of powered combat armor takes her already enhanced body and enhances it even more.
Varia Suit: This grants Samus extra armor and shielding as well as immunity to acid. It also grants resistance to magma.
Six energy tanks.
Gravity Suit: Gained from the fourth crucible piece, from Bioshock 2; gravitational effects are nullified by this suit, meaning she is not affected by the vacuum effect of a spaceship's hull breach, as well as gaining the ability to move through water as though the water were not even there.
PED Suit: Given to her by Kalama, who gained it from the seventh crucible piece, from Dune; the Phazon Emissions Displacement suit allows Samus to utilize tanks of phazon to gain many times her usual power level. By injecting a phazon tank into her suit, she has phazon course through her body temporarily, causing her to enter a "Hypermode" that can only last up to 30 seconds safely. Any longer, and her suit locks down until she completely displaces all phazon from her body by firing her arm cannon rapidly. Should she remain in this mode for too long, she would become corrupted by the phazon, effectively becoming another Dark Samus as a result. The absolute limit on the time she can remain in Hypermode is 45 seconds before corruption takes hold. In addition, the phazon tanks she's capable of utilizing are rare. As of right now, she gets two tanks per world, though more crucible pieces can give her more tanks. However, the more she enters Hypermode, the more the PED suit becomes corrupted. Once the suit reaches 100% corruption, it becomes completely useless and is shed from the Varia Suit until she can gain it from another crucible piece, though she does retain the tanks she obtains. In addition to the huge increase in damage she deals during Hypermode, she also gains five times her normal durability, and is also highly resistant to physical push-back effects. However, exposure to phazon reduces the time she has, as it accelerates the rate at which the phazon begins to affect her. If she were in the state she was in during the game the PED suit came from, that wouldn't be true. But she's not naturally producing phazon at this time, so exposure to phazon while in Hypermode will reduce the time she has. Couple this with Dark Samus's next ability of using phazon to enter other worlds, and you'll find that she'll not be able to spend much time in Hypermode.
Arm Cannon: This Chozo beam weapon has a multitude of offensive functions.
Power Beam: This is Samus's standard beam. It has the highest rate of fire and decent damage.
Missile Launcher: This adds ballistic weapons capability to the arm cannon. She can currently store up to 60 homing missiles.
Charge Beam: This allows her to overcharge any beam to make it significantly more powerful. Getting hit does not cancel the charging.
Wave Beam: A separate weapon from the Power Beam (unlike the Charge Beam), the wave beam is an electrical weapon, firing three packets of electrical energy that have limited homing capability. This beam can power up low-power machinery and disrupt high-power machinery.
Super Missile: A weapon that consumes five missiles per shot, this is a much, much more powerful version of the missile, and retains the homing capability. Samus must charge the Power Beam in order to use this.
Ice Beam: Gained from the fourth crucible piece, from Bioshock 2; Samus gains the Ice Beam and charged Ice Beam. The Ice Beam will cause ice damage to enemies, and charging it will freeze them solid. The beam takes about two seconds to charge, and the standard shot is fired once every two seconds at its fastest.
Plasma Beam: Gained from the seventh crucible piece, from Dune, this is the second most rapid firing, and final, beam in her arsenal according to Metroid Prime. It fires a beam of pure plasma that has a range of about a hundred feet, and does massive damage to any enemy that's not based on fire. When charged, the beam gains a piercing capability, able to hit any number of enemies that happen to be in a straight line. The charge function is very useful against large crowds of enemies. When in use, the Plasma Beam causes the arm cannon to become nearly double its normal length, and magma can be seen in the gaps between the plates of metal that make up the arm cannon.
Hyper Beam: This is the only weapon currently available to Samus when she's in Hypermode. The arm cannon becomes flooded with phazon, and she fires blasts of pure phazon from the arm cannon for massive damage. Few things can take very many hits from the Hyper Beam. Charging it and releasing the energy will result in a gatling-style rapid-fire blast that pummels enemies with phazon, but each individual blast does much less than a single normal blast.
Visor: Samus's visor has multiple functions, which vary based on which visor she has selected.
Combat Visor: This is her standard visor. It has her HUD and allows her to engage in combat.
Scan Visor: This visor is used to gather information about her surroundings and hack into computer systems. There is nothing this visor cannot hack. Samus cannot engage in combat while this visor is selected.
Thermal Visor: A visor using infrared light to detect heat. It allows Samus to lock onto heat signatures as well as gain night vision. She can engage in combat while this visor is selected.
Morph Ball: This compresses Samus into a ball that's approximately 24 inches in diameter.
Morph Ball Bomb: This bomb dropped from Samus while in morph ball uses concussive force to cause damage. It's a concussive weapon, basically.
Boost Ball: By charging up energy, Samus can shoot forward at high speeds while in morph ball.
Spider Ball: Gained from the Fifth Crucible piece, in Stargate; Samus's morph ball's appearance is completely changed by this upgrade. It also gives it magnetism, allowing her to roll up walls and on ceilings if they're composed of a ferrous material.
Power Bomb: Gained from the Sixth Crucible piece, also from Stargate; Samus now has an additional, extremely powerful bomb for her morph ball. She can only place one every few seconds, but placing more than one is rarely needed. The bomb explodes with massive force, but seems to leave the environment and allies untouched. Non-boss enemies are killed in the blast, but a boss simply takes massive damage from it. She can currently hold four of them.
Space Jump Boots: Samus can jump once in midair to gain double the height or distance, depending on how she times the extra jump.
Grapple Beam: Also gained from the seventh crucible piece, from Dune; this is not a weapon, really. It fits onto her right arm and gives her hand a silvery sheen. When activated, a beam of pure energy lashes out of the back of her hand and firmly attaches itself to whatever it hits. The beam acts like a solid whip, and Samus can pull an enemy to its knees or even pull it prone using it. It also allows her to pull down weak walls and swing across ravines, assuming a viable attachment point presents itself.
The Grapple Beam in use, demonstrating the silvery sheen it gives Samus's hand.
Other:
Zero Laser: This massively powerful beam completely drains her suit of power, causing her to shed it until the next world. A massive sweep of energy is fired from her arm cannon, to the degree where the muzzle actually has to deploy a stabilizing ring to hold itself together long enough to keep the laser going until the end. The laser sweeps across her entire field of vision, completely vaporizing all things caught in it. Unfortunately, it causes the suit to fail entirely, as it was intended to be a last ditch effort when all other things fail. Avatars and bosses are not vaporized, but they still don't want to get hit by this thing, and weaker avatars would be killled outright by this laser.
Hyper Ball: Now, when in morph ball and hypermode simultaneously, electricity will arc over the morph ball and over to enemies, causing massive damage to a large crowd of enemies. However, crowd control is all this is useful for.
Hyper Missile: By firing a missile in Hypermode, Samus releases a missile as powerful as a Super Missile, but at the cost of only a single missile.
Password: Amitermes Meridionalis
Don't worry about the different sheet for this one; it's not actually an avatar.
[hider=Dark Samus]Username: Kalamadea
Character nickname: Dark Samus
Origin: Crafted by Phaaze to use as "ground forces", so to speak. When the new Phaaze came to be, it recreated Dark Samus and removed her will to conquer, replacing it with complete servitude to her creator. However, with Phaaze destroyed, she was freed of this servitude, returning to her old mindset of wanting to conquer all that exists.
Where you wind up?: Phaaze originally, but after returning to the digital Multiverse it's anyone's guess where she is right now.
Gender: Female
Appearance:
Alignment: Phaaze
Personality: Cold, calculating, patient. Her personality is identical to that of Phaaze. She is also fiercely loyal to Phaaze.
Skills:
Excellent marksman
Brilliant strategic mind
Exceptional hand-to-hand combatant
Powers:
Echoes: Can create up to five perfect copies of herself called Echoes, which have all the same weapons and abilities as her, but they can only take a single hit before being destroyed. Merging with her Echoes will increase her power, but she cannot remain merged for long. Merging with all five makes her totally invulnerable, but she can only remain this way for up to 30 seconds and she cannot use any other powers while merged with five Echoes. She can only merge with all five once in any given battle. Each Echo she merges with grants her another Dark Samus's worth of power, but once she merges with it and loses the additional power, she cannot replace that Echo for the remainder of that fight, unlike with destroyed Echoes. Destroyed Echoes are easily replaced.
Phazon-based divebomb ability: leaves an impenetrable energy field in place for a few seconds, giving her time to recover. Direct hits cause massive damage, and the attack also has considerable splash damage; quicker than Meteor Shot, but not quite as devastating. Splash damage only hits five foot radius.
Flight
Survivability: Can survive any atmosphere, as well as the lack thereof
Superhuman strength
Regeneration: While she doesn't possess a liquid body like avatar Dark Samus, she still has an impressive regeneration factor. She can regrow entire limbs in less than an hour, and can regrow her head in about six hours. She can recover from literally any wound save for massive destabilization, which would totally destroy her, forcing Phaaze to spend precious resources recreating her.
Meteor Shot: By charging a vast amount of phazon energy, she can produce a massive burst of energy that causes massive damage to any that are directly hit by it, as well as causing severe splash damage for a ten foot radius. Charging takes 15 seconds.
Morph Ball: Similar to Samus's Morph Ball ability.
Phazon Boost: A phazon-powered version of Samus's Boost Ball ability, only she can ricochet off of obstacles and ram opponents, and the speed is far greater.
Cloaking: Dark Samus can render herself totally invisible for half a minute. From her and Phaaze's third crucible piece, this cloak also makes her invisible to alternate means of detection, such as thermal imaging or Samus's Dark Visor. She can still be detected via psychic awareness, however.
Highly resistant to phazon-based attacks
Practically immune to all other forms of attack, meaning mundane attacks (meaning nonmagical and non-phazon attacks) are much more easily regenerated from. Magical attacks are also reduced damage, but phazon attacks do the highest damage, but even then, it's not that much. Dark Samus can take the full force of Samus's Hypermode and still put up a very good fight.
Teleport: From her and Phaaze's second Crucible piece, Dark Samus can teleport up to thirty feet in any direction.
Equipment:
Corrupted Phazon Suit: Allows Dark Samus to use phazon-enhanced versions of various Samus abilities
Corrupted arm cannon: Allows Dark Samus to use phazon-enhanced versions of various Samus weaponry. All phazon versions of Samus's weaponry are twice as powerful as their Samus counterparts.
Phazon missiles: Exactly what they sound like
Phazon Spreader: Phazon version of Samus's Ice Spreader; spreads phazon in a five foot radius from point of impact
Phazon Scattershot: Exactly what it sounds like
Phazon super missiles: Exactly what they sound like
Phazon Beam: Identical to Samus's Hyper Beam, only Hypermode is not required. The power level of the Phazon Beam is equal to that of the Hyper Beam.
Phazon Charge Beam: Phazon version of Samus's Charge Beam; required to use Phazon Spreader, Phazon Super Missiles, and Phazon Leech.
Phazon Leech: From her and Phaaze's first Crucible piece, she gains a phazon version of Samus's Wavebuster
After Phaaze absorbed avatar Dark Samus, real Dark Samus shared the crucible energy with Phaaze and gained the following.
1. She regains her ability to absorb energy from Phaaze. Using what would be a minuscule morsel of energy to Phaaze, she can return to full battle strength after thirty seconds of siphoning from Phaaze. This means healing all instability resulting from regenerating wounds, regaining lost Dark Echoes, etc.
2. Her absorption now absorbs from the nearest world rather than just Phaaze. Unlike Phaaze's devouring, hers will never affect the world in a noticeable way due to how relatively little she needs.
3. She gains a much, much smaller and less taxing version of the Phazon Zero Laser. It's two feet wide and deals about as much damage as the meteor shot, but has no blast radius. This can be used in conjunction with her Dark Echoes for some deadly synchronized attacks.
4 & 5. She gains two more Dark Echoes, increasing her maximum to six for a total of seven Dark Samuses at her disposal.
6. She can now send Dark Echoes to other worlds and go to worlds without Phaaze's aid.
7. Dark Echoes gain an increase in durability, becoming twice as tough compared to before.
8. She can now convert all forms of energy into a useful form.
9. She regains her Black Mist form, which allows her to become immune to all damage, but is unable to attack. In this form, she can absorb fallen avatars and gain their Crucible energy, but the catch is she gains some variation of one of their signature abilities, skills, or pieces of equipment.
And from the Honey Mold, she is able to selectively absorb from certain areas on a world based on terrain and ecosystem, as well as gaining Fourth Wall Observance.
Other: Unlike Avatar Dark Samus, the real Dark Samus cannot directly manipulate phazon or summon it. This is Dark Samus as she is in Metroid Prime 3: Corruption with a few additions because of Crucible pieces gained by Phaaze, which she also absorbed abilities from. Like Phaaze, she has total Fourth and Fifth Wall immunity. She also leads the antagonistic characters in this second incident.
Password: Amitermes Meridionalis