Username: rawkhawk64
Character nickname: Rawk
Gender: Male
Appearance: Rawk stands at an even six feet tall, and weighs 200 pounds. He has shoulder-length brown hair, and brown eyes. Rawk has some musculature to him, but nothing noticeable. He can perform physical work, but his stamina and strength are nothing to write home about. Rawk likes to wear blue jeans, sneakers, and a brown hoodie over various t-shirts. Rawk is a big fan of video games, and all of his clothing is video game related. His hoodie even has a symbol of the Hylian Royal Family from the Legend of Zelda universe. However, he is a big fan of several other games, and has much lore memorized, especially Nintendo franchises.
Personality: On the surface, Rawk comes across as a loner. He seems very anti-social, preferring to spend his time tinkering with technology, or play Chess. He has a very cynical view about people, and will trust the worst conclusion about people if given the chance. However, Rawk's intelligence will usually allow him to keep his thoughts to himself. However, once you get past the walls he's built, you'll find him to be a loyal and true friend, who will do anything in his power to help you. However, due to past trauma, once you hurt him, it'll be a while before he forgives you. However, the misdeed won't be forgotten, and you won't get as close as before. Dealing with Rawk requires someone with a lot of patience, and a level head. Rawk is also extremely persistent and stubborn, not giving up or backing down until a solution is found. He has an eidetic memory, recalling even the slightest details on a whim for a few minutes. Combined with high attention to detail and high perception, very little escapes Rawk's notice. Rawk is also a gamer, which he attributes his memory skills and attention to detail to.
Alignment: Protagonist
Skills:
Before: Excellent strategist, above average marksman, above average swordsman, decent hand-to-hand, 170 IQ, eidetic memory, high attention to detail, high perception
After: Expert strategist, excellent marksman, excellent swordsman, 700 IQ, perfect photographic memory, high perception
Powers: Due to his high intelligence, Rawk gained several psychic abilites.
Technokinesis: Rawk can control all manner of technology, bending it to his will. This allows him to hack a system without leaving a trace, entirely re-program a computer, or re-arrange its circuitry to make a mobile attacking force, if needed and among other viable applications.
Telekinesis: Rawk can telekinetically control any solid object less than 200 pounds with his mind, so long as it's within a thirty foot radius. This allows him to set up barriers, deter enemy movement, and any other sort of environmental manipulation that he deems necessary. If any form of matter is within ten feet of him, he can manipulate it with relative ease.
Clairvoyance: Rawk's mental prowess became so great once he entered the Cyber World, he became able to percieve things that ordinary people can not. Ghosts, all but the most psychically-blocked enemies... very little can hide from Rawk's mental perception.
Levitation: Rawk can levitate himself off of the ground. This has many useful and practical applications. Increased gravity requires more mental concentration to achieve similar effects to Earth's gravity conditions, while less gravity requires less concentration.
Mediumship: Rawk can communicate with any dead spirits he happens across. Useful for gathering intel.
Psychometry: By touching an object, Rawk can gain perfect knowledge about an object or person, including unique attributes and any unknown-hidden information. One of his most hated abilities, as he learns more about people than they want him to know. This power is reactionary, and cannot be controlled. It's essentially constantly "on".
Retrocognition: Rawk gets a perfect perception of past events by being in a location where something signficant has happened.
Telepathy: Rawk can communicate with anyone, and can recieve anyone's thoughts that they actively broadcast. So... be careful what you think around him, as the ability is also one that is constantly "on".
Chess control: Due to his expert strategy skills and high intelligence, when he entered the Cyber World, Rawk gained the ability to summon and control various Chess Pieces, each with their own strengths and weaknesses. He can control up to five Pieces at a time while doing other things. This is because he is subconsciously controling each piece, thus allowing the pieces freedom of movement at their discretion, but they each do as he would do. Each of the Pieces have the following attributes:
Common to all:
Shared Fields of Vision- The Pieces each see what all other active Pieces see. Rawk is also privy to this information.
Shared Thought Process- Since Rawk is telepathically linked to each Piece, and each Piece to each other, their teamwork is flawless.
Pawn:
The weakest, but most useful, of the Pieces. The Pawn can fire off an energy-based attack at a rate of one per every three seconds. The attacks pierce through only the weakest of armors. However, the Pawn possesses the unique ability to mimic the form, sound, and any other attributes of anyone and anything. While replicating, the only things the Pawn does not recieve are abilities/powers unique to that person. Using some of his other Psychic abilities, Rawk can have the Pawn take the shape of someone significant to a foe. The Pawn also can Promote itself to another Piece, at the cost of the Pawn itself. If replicating someone's form, they will be shown to have a violent death, usually the body spontaneously exploding in a shower of blood. Rawk must Promote a Pawn in order to use other Pieces.
Knight:
This is the jack-of-all-trades Piece. Better than average melee and hand-to-hand combat, along with better than average defenses and rapid movement, make the Knight a tough enemy to deal with. The Knight's rapid movement is attributed to the horse he rides, which is a fierce and durable steed. Before the Knight can be harmed, his horse must be defeated. The horse can actually carry a second passenger with it, whether it be a fellow Knight that's horseless, or another Piece that's not a Rook. The Knight is a fierce fighter, never backing down until defeated. One knight alone is a decent threat to a Boss, but two or more Knights, or a Knight paired with a Rook or Bishop will give a Boss a very rough time indeed. The Knight likes to team up with Rooks and Bishops.
Equipment: Dual cyber swords, each strapped to his wrist via rubber and plastic bracelets. His swords can never be separated from him, and he is immune to any damage caused by them. The rubber can stretch up to five feet before snapping back.
Other: He travels with Link.
Rook:
The Rook is the most durable of pieces. Even Boss characters will take several minutes to fully penetrate the Rook's defenses, and several more defeating the Rook itself. The Rook can conjure walls at Rawk's discretion, protecting allies or halting enemy advances. The Rook's offensive arsenal consists of firing energy-bases arrow-shaped attacks at a rate of three per second. The "arrows" are only slightly stronger than the Pawn's attacks. However, the Rook can summon mobile dummy soldiers to distract a foe. They are better than average at melee and hand-to-hand combat. The Rook can also place archers on any walls it created, which are better than average marksmen. The dummies can be defeated in three hits by non-boss entities, and bosses can destroy them in one to two hits.
Bishop:
The second most offensively powerful Piece. The Bishop relies mostly on mid- to long-range energy-based attacks, but is able to fire three per second. The shots deal decent damage to foes in all but heavy armor. However, if the Bishop charges up its attack (two seconds to do so), then even foes in heavy armor are gonna be smarting. However, the Bishop is slow and only lightly armored, so it can't take more than three hits from a Boss character. However, when teamed up with a Knight, the Bishop can ride his horse for a significan speed boost. He also gains the Knight's invulnerability to harm until the horse is defeated. Bishops also like to team up with each other and Rooks. With each other, they can enter a formation that covers all sides of attack. With Rooks, Bishops gain a great defense with the Rook's Walls. The Bishop is able to see through the Rooks' walls in order to fire accurately. The Bishop's attacks will also phase through a Rook's walls, striking enemies as if there was no wall there.
Queen:
The most powerful Piece at Rawk's disposal. The Queen's speed and strength are unmatched among the Pieces, and only the Rook is more durable. The Queen is able to rapidly move around the battlefield, firing off energy attacks in all directions. The Queen is also able to manipulate dimensional energy (space) for rapid teleportation over short distances. Her presence also bolsters allies' attack strength, and giving them slightly more durability. When other Pieces or Rawk himself are near, they gain significant boosts to their offensive and defensive capabilities, to the point that Rawk could survive a potent concussive blast, and only be slightly bruised.
Username: ZeldaMaster1998
Character nickname: Link, Hero of Hyrule
Gender: Male
Appearance:
Personality: Link overrode his controller's personality easily, and thus is now in full control of his own actions. He bears the Spirit of the Hero, meaning that he possesses an unbreakable spirit. Link is humble, yet brave; always willing to use his strength and valor to help those in need while showing no signs of cowardice. While he's not the most verbose person in the world, Link isn't mute either. He's always willing to engage in conversation and make new friends. His stubborn persistence even made friends with Rawk, and the two have become steadfast friends. Link knows when to be serious, and when he starts talking in a no-nonsense tone, it's be in your best interest to pay attention to what he is saying.
Alignment: Protagonist
Skills: Before entering, he was a huge gamer, one of Rawk's only true friends, but was very shy and a bit of a coward.
Powers: Besides possessing some magic attacks, Link's powers are limited, and he relies on his equipment for combat.
Din's Fire: Link can use the spell in two ways: he can either shoot fireballs at his foes (Zelda's special from Smash Bros.) or in a protective fire dome that can destroy weak enemies and burn wood (Ocarina version).
Farore's Wind: Link can use the spell for short-range or long-range teleportation. Long-range teleportation requires a warp point. Link is allowed a maximum of three warp points per world, and creating another requires erasing a previously-made warp point.
Nayru's Love: A spell that stops any and all damage from Link and his allies. The spell lasts for a full minute, and can be used on allies. It's use rapidly drains Link's magic.
Hidden Skills: Link possesses knowledge of how to use all of the Hero's Shade's Hidden Skills
Back Slice- Link rolls around his opponent, slashing them across their back
Helm Splitter- Link leaps over his opponent, striking at their head before landing behind them, still facing them.
Shield Attack- Link uses his shield to strike, knocking all but boss enemies down, and knocking projectiles off course
Ending Blow- Link stabs a downed foe in their chest, instantly killing them
Mortal Draw- Link keeps his weapons sheathed until his foe is within striking distance, then cleaves them in half with a powerful blow
Jump Strike- Link performs a standard jump attack, releasing a wave that knocks back stronger foes and defeats weaker ones
Great Spin- Link's spin attack unleashes a powerful wave that defeats all but the strongest of foes. It can even knock back bosses.
Equipment:
Hammerspace Bag: Where Link stores most of his items. The bag is actually an alternate dimension of unlimited space, so he can store anything and everything he needs in it, and summon them at will as needed.
Master Sword: This blade is indestructible, and possesses the ability to vanquish evil and break spells and curses that involve powerful, dark magic.
Hylian Shield: First crafted by Lanayru the Thunder Dragon, this shield is completely indestructible.
Dual Hookshots/Clawshots: These allow Link to cross gaps, attaching to grapple points or embedding into certain surfaces; while Clawshots serve the extra purpose of being able to grab items.
Hero's Bow: Able to fire standard arrows. With magic, Link can fire Fire, Ice, or Light arrows.
Quiver: Allows Link to carry 60 arrows. Upgradable.
Bomb Bag: Allows Link to carry up to 40 Bombs.
Boomerang: Can stun targets and sever medium-strength ropes. Can hit up to five targets.
Fire Rod: Grants Link limited pyrokinesis.
Ice Rod: Grants Link limited cryokinesis.
Pegasus Boots: When used, increases Link's speed to beyond superhuman levels.
Roc's Feather: When used, increases Link's agility to beyond superhuman levels.
Bottles: Link has 20 of them, and can carry many useful items. Currently, only 10 are filled. Five Red Potions (restores wounds), and five Blue Potions (restores magic)
Goron Tunic: Allows Link to withstand even a volcano's temperatures, but he's not fireproof.
Zora Tunic: Allows Link to breathe underwater. He can also swim fine, and is able to use any of his equipment (sans Fire Rod) and spells (sans Din's Fire) underwater.
Other: He can gain any equipment from any LoZ game. This incarnation, while looking like TP, is actually not any of the other Links, but possesses the memories and skills of all the Links that ever existed.
Hope those are okay for first-timers. I tried to make Link seem like a pseudo-veteran.