The Evrensel Conflict OC Creation

Mr. Wade & Watch

Cult of Personality
Name:

Age:

Gender (Can be genderless too):

Sexual Orientation:

Species:

World and Universe they are from:

Appearance (Just a basic description of what your character looks like. Needs to be over four lines long. Please include basic shit like height and complexion, as well as physical build.):

Personality (Over six lines long.):

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.):

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.):

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless):

Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):

Weapon(s)/ Equipment (You may use pictures from any non-accepted fandom as a description, but all effects/abilities must be described. If it's any kind of technology, please give the specs.)

Strengths:

Weakness/ Fears:

Other:
 
Name: Spartan Raynar - Service Tag: R591

Age: 30

Gender: Male

Sexual Orientation: N/A

Species: Human

Universe:
halo-generic-logo.png

Appearance:
VwrE9J1.png


Personality: Raynar is a confident Spartan, extremely loyal to the cause of the UNSC and as such had earned him some elements of respect with his fellow Spartan Brothers. He has a strong dedication to both the mission and his team, ensuring that the job gets done one way or another, but putting the lives of his team and him first before anything else. He had attended numerous schools in the arts of Military Tactics and Strategy which allowed him to create strong strategies on the battlefield as well as effectively lead a small fire-team. Outside of the military, Raynar is a friendly, social and active man, aiming to create strong bonds with both his teammates and his superiors. He has a tendency of making humour out of most missions and occasionally makes fun of the Covenant which has gotten him into some near-death situations with the strongest of Elite Squads, as well as earning him a small hint of popularity as well for making light heart of the war.

History/Bio: Accepted into the SPARTAN Program developed by the Office of Naval Intelligence or ONI, this project was made to create a generation of Super Soldiers for the UNSC. At Age 27, he had graduated from Military School with superb grades in combat skill, strategy and proficiency in weapon wielding, leadership and cunning. This got him the attention of the Spartan Program, which would change his life forever. He accepted their proposal and was transported to the Spartan Program operation on the planet Reach, in which he was augmented and provided his suit of armour. Ever since then, he had been sent on assault missions, espionage and infiltration missions against the Insurrection there, which were a group of rebels who were against the UNSC. After a certain amount of missions succeeding, he rose through the rankings and even given the honour of leading a personal fireteam of Marines. Due to his expertise in Leadership and Tactics, he progressed through his mission sets with very low to no casualities on both the Civilian Side and on his own fireteam, earning him the respect and loyalty of his team. Until one mission where he was sent to investigate a distress signal on a uncharted planet, only to discover it was an ambush set by the Covenant. He and his fireteam put up a grave fight and were eventually rescued, but resulted in his fireteam being killed in action. He has ever since kept their tags as a reminder of that mission, and constantly reminds himself that their sacrifices will not be in vain. Ever since that day, he had been granted access to advances against the Covenant, and has netted him experience in wielding their weaponry and piloting their vehicles.

Powers: The Spartans of Halo have access to special Armour Mods that provide different functionalities, such as the ability to deploy a small dome shield; invisibility, Jet-packs, Locking down their armour and then releasing a built-up EMP charge etc etc, but a Spartan can only have one installed into their suit at a time. Raynar's ability allows him to drop a small dome-shield at his position. Also inside his helmet is a built-in motion tracker which allows him to keep check of enemies and friends within a 30 metre radius.

Power limitations: The dome shield does not prevent entry, meaning that people including vehicles can just stroll on in without limitations. The shield can also die if too much damage was taken either over a period of time or if a strong-enough blast strikes it. It also has a short duration, making it a situational ability. The generator of the shield can also be destroyed to remove the dome as well.

Skills:
  • Capable of wielding Covenant / Alien Weaponry, Vehicles and Terminals.
  • Capable of piloting many vehicle types.
  • Access to explored areas creates maps in his Tacpad for easy navigation and co-ordination.
  • When unarmed, has excellent skill in hand-to-hand combat.

Weaknesses / Fears: Despite being in a Super Suit, Raynar is still human; meaning there are moments where he can make mistakes, sometimes fatal ones as well which he is fully aware of. As well as that, his suit can be hit by an EMP charge, temporarily disabling his suit's Energy Shield.

Other:


Weapon(s) & Equipment

320

Primary Weapon: M392 Designated Marksman Rifle - A.K.A the DMR. It has a magazine of 15 bullets with up to 60 extras in reserve, this is intended as a long range weapon. It can be used in medium-close range engagements, but is not recommended.
Strengths: Built for long range combat.
Weaknesses: Loses effectiveness at medium-close range.

320

Secondary Weapon: M45 Tactical Shotgun. This pump-action shotgun holds 6 shells in it's magazine with 30 in reserve. Due to it's short range and accuracy, it's intended for close range combat.
Strengths: Extremely deadly in close-range combat.
Weaknesses: Weaker at medium - long ranges.

297

Side-Arm: M6G Personal Defense Weapon System. This pistol holds 8 bullets in it's magazine with 40 in reserve. Intended to be a last-resort weapon when both his Primary and Secondary Weapons have no more rounds available.
Strengths: All-round Reliable weapon, effective in all areas.
Weaknesses: Low magazine and not as strong as his other weapons.

latest

Armor Ability: Drop-Shield. Raynar's armor ability, this projects a energy shield in a small dome-area around where it's placed, protecting anyone inside it from projectiles. This also allows Raynar to recover his health.
Strengths: Three times stronger than Raynar's Shields. Changes colour depending on how much damage was absorbed.
Weaknesses: Deactivates once enough damage is taken. Does not prevent entry by other beings and even vehicles. Can be deactivated from the inside.

latest

Utility: Tactical/Tac Pad. On Raynar's right wrist, this attachment functions as a hand-held tactical database system, allowing him to pull up imagery and a map of the local area he's in, allowing him to better plan methods of attack or even defence if it calls for that.
Strengths: Access to local maps of areas he's in, allowing him to make more effective plans.
Weaknesses: The area must of been explored first before a map can be logged.

320

Skill: Vehicle Jacking. Using the enhanced strength of the Spartan Armour, Raynar is capable of brute-forcing his way into another vehicle, either kicking out the pilot and assuming control, or destroying the vehicle itself through constant punches or inserting a grenade.
Strengths: Deals small damage to the pilot and wrestles control of the target vehicle. Can also destroy the vehicle by brute force or via inserting a grenade into the cockpit.
Weaknesses: On the outside, he is very vulnerable to direct fire and is unable to wield his weapon while punching into the vehicle.​
 
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Name: Julian Laurens Doop, usually nicknamed 'Jules'.

Age:
19

Gender (Can be genderless too):
Male

Sexual Orientation:
Heterosexual

Species:
Human

World and Universe they are from:
Mass Effect

Appearance (Just a basic description of what your character looks like. Needs to be over four good sentences long.):
Jules has Dutch ancestors, and therefore has a typical Germanic appearance. He stands around 1.70 meters tall, which is quite short by his people's standard, and has slightly pale skin hazel-colored eyes and dark-blonde hair that is often mistaken for brown, even by himself. In terms of body type, he is is fairly muscular, but not like a bodybuilder. More like a lean athlete. His regular outfit is a red hoodie over a white T-shirt along with blue jeans. Alternatively, he can also be seen wearing a blue, unbottoned blouse instead of his hoodie In terms of armor, he wears the standard Cerberus uniform of a Phantom, as he was training to become one.

Personality (Over six good sentences long.):
Jules can best be described as that one guy in a show that is close to the main character, and occasionally cracks a bad joke. Indeed, Jules has a very dry and sacastic sense of humor that most people either don't get or don't consider funny. At all. He is generally an easy-going person that isn't particular mean to anyone, unless he feels like they deserve it. Jules can be quite grudefull, though it also depends on the person he holds a grudge against. He tends to forgive close friends more easily.
Jules is also intelligent and cunning, being able to make strategies in order to defeat an enemy. He also has a vast knowledge about many alien species, both sapient and faunial, and is actually kind of an animal nerd who also happens to be a fan of cartoons. He is usually a bit shy and awkard around women, but as of recently, he has been growing more confident under Layla and Acadia's wings. Jules generally knows his limits and usually doesn't over-estimate himself. But he sometimes does have a tendency to forget small details that later turn out to be more important.

He rarely gets very frustrated, stressed or angry, but when he does...Yeah, not a pretty sight or exsperience.

While Jules often pretends to be ruthless, he is in reality, kind of a big softie. Only in certain situations for certain people though. He has no problems killing other soldiers, though he does have morals. He usually grands a quick death and discriminates in terms of jobs he does. Only for special occasions for certain people does he truly show his ruthless side.

Jules has a naïve side to him, as he truly believes in what he does is right. While he knows Cerberus' methods can be brutal, he usually says its all for a greater good or that if rogue agents must have done it. He is extremely loyal to the Illusive Man...Or well, he was. Untill he found out he was going to become a husk. That kind of broke the deal. As of now, he is loyal to Layla (considering she saved his life and he has been growing fond of the woman) and is eager to prove his worth to her and the rest of the gang.

He also has a habit of making puns and dad jokes...They're terrible. Really, really terrible.

History/Bio (Over eight good sentences long.):
Jules was born on Arvuna, a colony in the Attican Traverse. Far away from any large Council or Alliance world of station, Hollandia only a small amount of soldiers and other resources in order to defend itself. As such, it was no surprise when slavers raided the colony. Jules almost got captured, where it not for the intervention of Cerberus, whose agents maneged to repel the slavers and save the colony. Ever from that moment, Jules decided he wanted to join Cerberus when he was old enough.
And he did. He started his training at age 16, and aspired to become the best Cerberus agent there ever was. Training as a Phantom unit, Jules received brutal training, but he never gave up, which drew him some admiration from students and teachers alike. He became an excellent swordsman, marksman and assasasin, by student standards that is. He was invited to join a programm eventually and he eagerly accepted, thinking he would get an early gradutation. Before that could happen, he suddenly found himself in a meadow in the middle of nowhere. This was probably for the best, as they actually wanted to convert him into one of the many husk-like soldiers Cerberus started to produce. He, of course, had no knowlegde of this.

Eventually, the facity where he was stationed at was raided by the Irish bandit leader Layla Welsh and her gang, and he was captured in the process when they were trying to extract data from the facility's database. Jules was offered a simple choiche: either Layla would throw him into the Horizon Zero Dawn Universe and leave him to be torn apart by the native machines of said world, or he would start working for her as a cleaner of some sort. Naturally, he choose the latter and over time, Layla managed to manipulate him into joining her gang (though they did grew genuiley fond of one another) and she eventually made him an offer. He is currently trying to prove he can carry his own weight in the gang.

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.):
Jules has biotics, and can use that power to make protective barriers for himself and his allies.

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless):
Like everyone with biotics, Jules can get tired from using them. Plus, while not bad, he is still fairly inexsperienced at using them.

Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):

· Swordmaster: B
· Marksman: B
· Stealth: A
· Biotics: D

Weapon(s)/ Equipment (You may use pictures from any non-accepted fandom as a description, but all effects/abilities must be described. If it's any kind of technology, please give the specs.):
Jules is armed with a pair of monomolecular blades that they use to deliver lethal strikes; a single direct stab from his swords can kill instantly. He also possess a powerful semi-automatic projectile-based weapon in his right gauntlet, from which he shoot kinetic-based projectiles with deadly accuracy from the palm. His armor is protected via biotic barriers that he can recharge, and has a cloaking ability. He also owns a pair of small knifes, some grenades and a M-11 Surpressor Heavy Pistol, in adition to the standard Phantom armor and cloaking device.

Strengths:

· Speed: Jules' is quite fast when he wants to be, and also very agile.
· Stealth: Jules specializes in stealth combat and he is able to sneak around without being noticed quite often.
· Hand-to-hand combat: Jules is quite good at hand-to-hand combat, as his swords. are one of his primary weapons.

Weakness/ Fears:

· Stamina: While Jules is a fast and agile runner, he often lacks stamina and gets tired quickly. He also has a problem with his left leg, the result of an old injury, that hinders him.
· Psychial strenght: While by no means weak and still fairly strong, its not Jules' strong point. He usually relies on speed, agility and stealth over brute force. He is kind of a glass canon infact. He is swift and can deal a lot of damage, but he can't receive as much as he can dish out.
· Slugs: Everyone has at least one irrational fear and Jules just happens to be absolutely terrified of snails, slugs and similiar creatures. Snakes? No problem. Sharks? Maybe a slight problem. Tigers? Not especially afraid. A single slug? Oh Hell no. Visiting a planet where giant alien slugs would be fun...I gotta remember that idea.
· Being forgotten or considered unimportant: Like the slugs, this one probably won't be important for the RP, but its still worth mentioning. Growing up, people had the tendency to just...forgot Jules. A school trip? They left him behind. A party? Guess who they forgot to invite. Sick for a month? No one noticed. While Jules occasionally jokes about it, deep down it does bother him a bit. Speaking from personal exsperience here.
· Dissapointing/failing his superiors: Exactly what it says. Jules, as said before, is wants to prove his worh and is afraid of dissapointing whoever he is working for.
· Biotics: Jules is still fairly inexsperienced with his biotics.


---------

Name: Ares

Age:
38 in human years.

Gender:
Male

Sexual Orientation:
Straight

Species:
Charizard

World and Universe they are from:
Pokémon Mystery Dungeon universe.

Appearance:
Ares is a Charizard, a draconic, Fire/Flying-Type bipedal Pokémon. He is primarily orange with a cream underside from the chest to the tip of its tail, which burns with a sizable flame. Ares has a long neck with a collar containing a Charizite X and a Key stone in it, small blue eyes, raised nostrils, and two blunt horns protruding from the back of his rectangular head. There are two fangs visible in the upper jaw when his mouth is closed. Two large wings with teal undersides sprout from his back, and a horn-like appendage juts out from the third joint of each wing. Like most Charizard, Ares' arms are short compared to the rest of his body, but muscular as a result of extra training, and each hand has three white claws. He has stocky legs and cream-colored soles under its feet. His claws and fangs are a bit larger then with other's of his kind, and he has various dark red markings across his body. His right eye is covered by a claw-shaped scar.
In his Mega X form, Ares' body and legs appear more physically fit, though its arms remain reletefily thin. His skin turns black with a sky blue underside extending from the lower jaw to the tip of the tail. Two spikes with blue tips curve upward from the front and back of each shoulder, while the tips of its horns sharpen, turn blue, and curve slightly upward. His brow and claws are larger, the snout is shorter, and his eyes are now red with white pupils. He has two small, fin-like spikes under each horn and two more down his lower neck. The lower trims of its wings are divided into large, rounded points and each third joint is adorned with a claw-like spike. The flame on his tail now burns blue with increased heat

Personality:
Like most members of his species, Ares has a warrior mentality. He is proud, confident and enjoys the thrill of hunting and fighting, especially against worthy opponents. He is infamous for being ruthless and efficient, and is considered to be a harsh, but fair leader to his suboordinates. But despite his love for fighting, he does have an honorouble side. He takes no joy in beating lesser opponents and he may show mercy even on an enemy if he feels like said enemy deserves it, though that is a rare occurence. His pride sometimes clouds his judgement and once enraged, he doesn't think straight.

History/Bio:
Born as a Charmander, Ares wasn't born as a wealthy Pokémon. His parents, both humble Charmanders, had to work hard to make a living, and he started to work from a young age as well. Eventually, he got into street fights that were meant to amuse other Pokémon. If he won, he would be rewarded. If he lost, he won scars and wounds. And that's how he made money for his family, eventually evolving into a Charmeleon. After his parent's death, he left their village and started traveling.
Eventually, he took a job of some rich snob, which involved getting a Fire Stone. After much searching, he finally found it...But he wasn't alone. A treasure hunting Frogadier named Kurai was also after the Stone, and both ended up fighting for it. But the Stone got knocked of a cliff in the process. Neither could now get the stone, but they did get to respect one another over the course of various other encouters. They eventually decided to work together, and formed the Talons, a mercenary gang that would do pretty much everything for the right price. The Frogadier and later Greninja, Kurai, became his second-in-command. And after many battles, Ares eventually evolved into a Charizard and his reign of terror only grew. He and his organisation are known for being ruthless, but also extremely efficient.

Powers:
Ares has the enhanced strenght of his species and is a strong, fast and agile flier as well. He is capable of performing various attacks of the Fire, Normal, Dragon, Flying, Ghost and Steel types. His moves are Flamethrower, Dragon Claw, Dragon Pulse, Overheat, Steel Wing, Flare Blitz and Thunder Punch. His Ability in his regular form is Blaze, while he trades that for Tough Claws when entering his Mega X form.

Power limitations:
If the flame on his tail ever goes out, he will die, though the flame is so hot, it can withstand being in water for some time. But while Ares is also very strong, he is also reletifly fragile, especially during flight. Most of his attacks are also not without their limits. If Ares uses a certain type of attack to much, it will take time before he can do it again.

Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):

Expert of the Fire Type: SS
Expert of the Dragon Type: S
Flight: A
Pyschial strenght: A
Speed: B
Strategic thinking: D
Leadership: B

Weapon(s)/ Equipment:
Natural defenses, a Keystone and a Charizite X.

Strengths:
Ares is an exsperienced mercenary with a wide range of attacks and strategies, though his strongest attacks are of the Dragon, Fire and Flying-types.

Weakness/ Fears:
Ares is weak to attacks of the Electric 2x, Water 2x and Rock 4x in his regular form. When in his Mega form, Ares loses his immunity of Ground type attacks and gains a 2x weakness against Dragon type attacks, though his weakness to Rock is reduced to 2x. If the flame on his tail ever goes out, he will die, though the flame is so hot, it can withstand being in water for some time. But while Ares is also very strong, he is also reletifly fragile, especially during flight. If he loses his temper, he become's even more dangerous, but also easier to fool. As for fears...Aside from some obvious cases that most people fear, there wasn't much he was afraid of in his own universe.

------

Name: Orfaris Kyrosian

Age:
35

Gender:
Male

Sexual Orientation:
Straight

Species:
Turian

World and Universe they are from:
Mass Effect universe, Palaven.

Appearance:
Orfaris stands around 1.80 meters tall, the average height of turians. His scales are brownish-white, and his carapace is marked with red facial tattoos, the symbol of the Syglar colony. ht tp:/ /kat-the-goddess. Deviantart. com /art/Male-turian-portrait-342531269
His casual outfit is the standard model of a turian suit that most members of his species wear at formal occasions, which led to the nickname 'Man in the suit' among the mercenary community. When going into combat, he wears the uniform of the turian Cabal painted black with red markings.

Personality:
Orfaris is a consummate professional, jaded by the work he does and attracted towards a contract basis. He feels a personal obligation to complete a job, but is too pragmatic and professional to let a job become a personal matter. He fully admits that he only does his work if he is positive he will receive compensation. Despite his assassin lifestyle, Orfaris does have a sense of honor and follows a warriors code, no matter how warped it is, specifically he will grant his opponents a quick death in battle. This also means that if someone does earn his respect, he will devout his energy to killing that person, job or no job. However, he can be arrogant and overconfident, traits that can be exploited.

History/Bio:
Orfaris was born on Palaven into a military family, coming from a long line of generals. As such, war was exspected to run in his blood and that he would follow in his ancestor's foosteps of becoming a great general of the Turian Hierarchy. That changed, however, when it was revealed he was capable of performing biotics at the age of 16, a year after he entered bootcamp. Biotics are rare among turians and individuals that display such rare abilities are seperated from the regular infantry and put into special teams known as 'Cabals', where he learned to control his biotics, along with using small arms, piloting, assasisantions, infultrating, espionage and using explosives.
Despite the natural distrust most turians harbour towards the Cabals, most Cabal-installed turians see their seperation as a neccerary sacrifice for the sake of the Hierarchy's safety. Orfaris thought otherwise, and considered his work to be an unthankfull task, though he still carried it out. He eventually managed to become a kabalim, the commanding officer of a Cabal. However, his entire Cabal was wiped out in an attack on a Cerberus base, where he and his team were tasked with killing the commanding officer. The military commando's and citizens of the Hierarchy didn't seem to care much for his team's sacrifice and Orfaris decided he had enough: He left the Cabal and the military of the Turian Hierarchy in general. He became a mercenary who does jobs in smuggeling, security, assisanations and more, earning quite the reputation among the denizens of the criminal underworld.

Powers:
Orfaris used to be part of a Cabal, and as such is capable of using biotics. Classified as a Vanguard, Orfaris is capable of teleporting short distances and being able to make biotic barriers, as well as various offensive abilities such as Throw and Lift.

Power limitations:
Biotics take strenght and energy, both of which eventually run out. Like all biotics, if he uses his powers to much, he become's exhausted.
Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):
· Biotic abilities: A
· Hand to hand combat: A
· Piloting: D
· Sabotage: C
· Espionage: D
· Explosive expert: B
· Skills with firearms: B

Weapon(s)/ Equipment:

· Like most Cabal members, Orfaris is equipped with claw-like venom -infused gauntlets that are attached to the gloves. This deals poison damage over time, and is used mainly in close quarters.
· Orfaris' main weapon of choiche is a M-76 Revenant Light Machine Gun, a powerfull assault rifle usefull for any situation.
· Orfaris' side-arm is a M-11 Suppressor, a powerfull heavy pistol.
· Orfaris carries around several explosives.
· Orfaris managed to get his hands on a jetpack, which he managed to take from a Cerberus Assault Captain on a mission where he had to infultrate a Cerberus base and assinate the commanding officer.

Strengths:
Orfaris is a skilled pilot, biotic, hand-to-hand fighter and explosive expert, and knows how to deal with various other areas of expertise as well.

Weakness/ Fears:
As a turian, Orfaris isn't as fast or agile as some other races and his biotic abilities are not invinite. Furthermore, his arrogance can sometimes cause his downfall.

Other: None.

-------

Name:
Valencia Hodari.

Age:
25

Gender:
Female.

Sexual Orientation:
Bisexual.

Species:
Dhole faunus

World and Universe they are from:
RWBY, Remnant, Vacuo.

Appearance
(Just a basic description of what your character looks like. Needs to be over four good sentences long.): Valencia stands around 1.80 meters tall and is slightly muscular, with broad hips and a fairly large bust. She has very dark skin and long, curly black hair. Her eyes are hazel-coloured. Her faunus trait is a long and fluffy dhole tail, which is red with a black tip at the end. She is often mistaken for a fox faunus, which is a major pet peeve of her.

Her standard outfit is a pair of black leggings with a belt attached to it, which contains a dagger and a simple pistol as side-arms. She also wears a tight red halter crop top and a necklace decorated with the fangs and teeth of various predators. She occasionally wears a naval piercing, and has a dhole tattoo on her right arm. She wears two red bracelets around her arms, which can transform into her weapons.

Personality
(Over six good sentences long.): Valencia is generally a friendly person, though she can be quite ruthless to her enemies. She usually has a playfull persona, and often makes (bad) jokes to her allies, which she uses to mock her enemies. Valencia is also highly adventerous, and isn't afraid to try out new things and has a bit of reckless side, though she isn't stupid. She is often described as the mother of the gang, and will often try to install some morals into her fellow bandits, ranging from sparing certain people to convincing them not to drug people. Though over the years, she has changed a bit. For the better or worse? That depends on who you ask.

History/Bio: Valencia was born in Vacuo, living near the border of the kingdom. As a result, her village was more vulnereble to grimm attacks, which occasionally happened. Her violent childhood, combined with the fact the peope of Vacuo have a rogueish and violent streak, caused her to be inspired by the Hunters that protected humanity from the grimm. This inspiration turned into a goal when a Huntress saved her family from being killed by a pack of Beowolves. From that moment on, she vowed to become a Huntress.
At the age of 17, she traveled to the capitol of Vacuo and attended Shade Academy, where she became the leader of team VLME (flame). She and her team were often among the highest-ranking students in whatever they parcipated in. When she and her team went on a Search & Destroy mission in order to rid area of a large pack of Grimm. It was a standard mission: search the creatures of Grimm, kill them all, help any civillians you come across and report back. Team VLME stumbled upon a band of traders who walked right into a Grimm-invested area. The Hunters managed to buy the traders enough time in order to escape to safety, but at a great cost. The entire team was killed, with the exception of Valencia. She came pretty close though and was about to be teared apart by the creatures, when Layla and her gang intervered and saved her.
From that moment on, she decided to stay with Layla's gang and joined her group of dimension-traveling bandits, eventually starting a relationship with a woman named Acadia, a former Rookian war lady and a Carthogian soldier named Luca Mapen Bodtanti.

Powers: Valencia is able to use Aura, the manifestation of her soul, and use that form a forcefield around her that protects her from harm. Valencia's Semblance grants her the power of pyrokinesis. As a faunus, she also has a better sense of sight, smell and hearing then humans. Her tail also helps Valencia keeping her balance.

Power limitations:
Valencia's Aura isn't limitless. If hit hard or often enough, it can be depleted. The same goes for her Semblance. She can't use it whenever she likes and it costs her energy and Aura. Her tail, which is directly attached to her spine, is also a weak point.

Skills:

Tekko-kagi wielder: B
Aura-User: A
Semblance-user: B
Marksman: B
Martial arts: B


Weapon(s)/ Equipment:
Like most weapons in Remnant, Valencia's weapons are a traditional weapon and a firearm in one. She is equipped with a pair of red tekko-kagi, with both having an in-build gun that fires in an identical fashion to an automatic assault rifle. The weapons are known as Kutta-Khaang, which is Hindi for 'Dhole Fang'. When not activated, they appear as regular bracelets.

As side-arms, she carries around a dagger and a pistol.

Strengths
: As a Huntress in training, Valencia was capable of generating her Aura and using her Semblance. She also learned martial arts and how to use various types of weapons. Thanks to her faunus ancestry, she has some traits of her animal, such as enhanced senses. She is also psychialy quite strong.

Weakness/ Fears:
Her Aura, nor her Semblance, aren't limitless. Eventually, they deplete either from using it to much or from getting hit to hard or to often with enemy attacks. Her faunus traits, while often usefull, can also be her downfall. Her tail is defenitely a weak spot and her hearing is very sensetive.

------

Name: Christopher 'Chris' Cooper/Zevoa

Age:
27

Gender (Can be genderless too):
Male/Female

Sexual Orientation:
Straight

Species:
Human/Striped hyena-dæmon

World and Universe they are from:
Lyra's World, His Dark Materials.

Appearance (Just a basic description of what your character looks like. Needs to be over four lines long. Please include basic shit like height and complexion, as well as physical build.):
Christopher stands around 1.80 meters tall with well-developed muscles, though he is by no means a bodybuilder or anything like that. He is of Caucasian decent, and has lightly-tanned skin, with dirty blonde hair that is usually quite messy. His regular attire exists out of a simple white shirt with a navy blue vest over it, with dirty brown pants that have several patches on them, in addition to a pair of brown boots.
Zevoa has settled into the form of a striped hyena, and as such, copied the form of that particular animal. She stands around 90 centimeters at the shoulder and is about 1.40 meter long, excluding her tail. She has thick white fur, decorated with black stripes, and has a mane that goes from her neck to the base of her tail. Said mane can rise if she is annoyed or angry, similiar to how cats will raise their fur when threatened.

Personality (Over six lines long.):
Christopher is generally a reserved person that appreciates his privacy and only opens up to a few people he knows well. However, while on the job, he adopts an alternative personality that is seemingly more intimidating and mean-spirited, and is for the purpose of intimidation. He is generally slow to trust and enjoys being indepedent, though his line of work often forces him to rely on other's. Christopher is also cunning and intelligent, seeing and taking opportunities wherever or whatever they are, though he does have a healthy dose of self-preservation. He isn't above taking advantage of other's if he needs to. He isn't completely heartless, however, as he does have a nicer side to him. Most people, however, don't get to see that side very often.
Zevoa, being Christopher's dæmon, shares many personality traits with her human partner. There are, however, a few notable differences. She is less reserved then Christopher, having a vicious streak and she is more willing to express her opinions, even though they aren't always appreciated. She is very talkive for a dæmon

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.):
Christopher Cooper was born in Brytain, in the harbour quarters of London. His parents were the owners of an inn, though that was merely a cover for their smuggeling business. The Coopers dealt in trafficking goods all over the world, ranging from firearms and drugs to people and more illegal and legal goods. Christopher served as a helping hand in the inn, while he also delivered messenges and packages to businesspartners and contacts of his parents. When he became 18 years old, Christopher started to get more involved, meeting people on his parents' behave and taking care of the smuggeling ring.
That is, untill they were betrayed by an undercover officer and everyone involved was arrested. Christopher managed to escape. Now, homeless and without a job, he kept doing what he did best: making deals, planning and selling stuff. He became a freelancing smuggler, transporter and con-artist, though he pissed of authorities and other criminals alike with his shady businesses. He eventually made enough money to buy a small appartment in the harbour, which is his current home and base of operations. Of course, Zevoa was there throughout it all, being Christopher's dæmon. Where one goes, the other follows.

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.):
Like all humans in Lyra's World, Christopher and Zevoa are bonded to one another. They can feel each other's emotions and feelings. If one is in pain, the other feels it as well. They can also communicate through thoughts and can read one other's minds.
Like all dæmons, Zevoa used to have the ability to shapeshift into whatever animal she wanted. However, at the age of 18, she settled into the form of a striped hyena and lost the ability to shapeshift permanently. She doesn't have any unique powers, having all the abilities of dæmons and striped hyenas alike.

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless):
Again, like all humans in Lyra's World, Christopher and Zevoa cannot be apart from another for long. If they are to far away from each other, then that will result in great pain (both psychial and mental) and in the worst case scenario, even death.

Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):

Christopher
Marksman: C
Hand-to-hand combat: D
Swordman: D
Escape artist: B
Actor: B
Zevoa
Combat: B
Tracker: SS (She's a hyena. Hyenas have an excellent sense of smell and the talent of finding stuff.)

Weapon(s)/ Equipment (You may use pictures from any non-accepted fandom as a description, but all effects/abilities must be described. If it's any kind of technology, please give the specs.):
Christopher carries a pistol and cutlass as his weapons, in addition to a pair of knifes. Zevoa uses her claws and teeth in combat.

Strengths:
Christopher is a fairly skilled marksman, and knows his way around blades, being fast and strong. Zevoa has sharp teeth and her jaws have the most powerfull bite force in the mammal kingdom, not to mention she has quite the bulky build.

Weakness/ Fears:
Christopher and Zevoa can feel each other's pain, and can't be to far or to long apart from one another. As for fears, neither has a special or specific fear worth mentioning. Though Zevoa does seem to have something against cats and dogs, lions and wolves in particular.

Other:
The reason why I'm describing Chris and Zevoa in the same OC sheet is because, in the books, a person and his dæmon are described as being one individual in two bodies. They are bonded to one another, feeling each other's emotions and feelings and sharing each other's thoughts. Dæmons are, after all, a person's soul manifested as an animal spirit. If this is wrong and I need to make a seperate OC sheet for Zevoa after all, let me know and I'll get to it ASAP.

----

Name: Shen 'Krasovai

Age:
50

Gender (Can be genderless too):
Male

Sexual Orientation:
Straight

Species:
Sangheili

World and Universe they are from:
Sanghelios, Halo

Appearance (Just a basic description of what your character looks like. Needs to be over four lines long. Please include basic shit like height and complexion, as well as physical build.):
Shen stands around 2.70 cm tall, and weighs around 185 kilograms. Like many Sangheili that spend their lives in the Covenant military, he is very muscular, a result of years of harsh training and military life in general. He has leathery brown-bronze scales.

In terms outfit, Shen wears the standard uniform of a Field Master. The uniform is a golden armor with a tight, black jumpsuit underneath, and a helmet decorated with 'fins'. Outside of combat, he wears a purple cloak made out of the thick and warm fur of a daormir, an animal native to Sanghelios. Traditionally speaking, Field Masters don't wear these cloaks, but Shen believes it gives him a sense authority.

Personality (Over six lines long.):
Shen is a megalomaniac who desires power over anything else. Which, in combination with the fact that he is a religious extremenist, isn't that neat for other people around him. Believing himself to be the Forerunners' 'Chosen One', Shen is arrogant and self-rightious, believing that everything he does is in the name of a greater good and that only he has the intellect and ambition to understand these plans. And speaking of ambition, Shen has plenty of that. He is manipulative, but has his limits and has the occasional outburst of anger. Which, in that case, its probably for the best to be as far away as possible.

Like most Sangheili, Shen is pridefull and a glory-hogger, who tends to take all the credit for himself. But unlike most Sangheili, he isn't so obsessed with honor and is more willing to use dirty tricks if they benefit him. However, he is quite carefull with his troops, never taking part in unneccery sacrifices if he doesn't believe that it will benefit him greatly. Not because he values the lives of his soldiers, but because he knows that he has a limited number of soldiers. His hatred of humans, while still there, has also decreased, as Shen knows he must recruit other creatures into his growing army if he wants to qonquer anything. Shen is also strategic, often making up plans to kill his enemies in ways they least exspect it. They usallly involve a lot of red herrings as well.

His pride, however, can cause his downfall at times. If played well, it can be used against him and eventually lead to his defeat.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.):
Shen was born in the Sangheili state of Krasov, which lies on the continent of Yermo. Like all Sangheili, he grew up without knowing who his true father was and was instead taught how to fight and kill by an uncle (though not unusually among Sangheili, some said that said uncle was actually his father, pretending to be his uncle in order to still have a connection with his son. Said rumor is unconfirmed though.), and later in life started to attend at the esteemed war college in the region.

Once graduated from the war college, Shen enrolled into the Covenant military, earning the honorable suffrix of '-ee'. While he started out as a Minor, he rose through the ranks reletefley quickly and was made a Major after his first major military campaign that was centered around dismanteling a Kig-Yar smuggeling ring that dealt in Forerunner artifact trafficking. Later in his military career, he gained the attention of a high-ranked Shipmaster by saving his life Sangheili seperatists, leading to the Shipmaster offering to mentor him. Thanks to the Shipmaster's training, Shen rose through the ranks, leading various missions and eventually earning the title of Swordmaster and the suffrix '-ai' after years of military service.

During the war against humanity, Shen gained the rank of Field Master and continued to lead his troops against the Empire's enemies, though he would eventually be forced to fight alongside them when the Hierarchs betrayed his species, in favor of the Jiralhanea. After the war ended, however, Shen found himself unwilling to continue the alliance with humanity, finding them untrustworthy. More importantly, while he stopped believing in the concept of the Great Journey, he still viewed the Forerunners as gods and the way Thel 'Vadam now treated said religion. All of this combined led him to seeking out Neru Pe 'Odosima, and through them Jul 'Mdama's Storm Covenant, of which he became a member.

After the death of Jul 'Mdama and the loss of Sunaion, Shen gave up hope on the Storm Covenant and abonded the city. He and a number of his troops managed to get their hands on a Corvette, and they fled the planet...Only for something strange to happen. A bright green light appeared and before they knew it, the Corvette and all its crewmembers found themselves in a strange, new universe. When they started exploring it, Shen started to get a crazy idea...What if he would be able to rebuild the Covenant Empire, here, in this strange, new dimension? And this time, he would be the one to lead the Covenant. The longer he stayed, the more he became convinced that the Forerunners had brought him to this brave new world in order to establish a new Empire in their name. Thus, he started to make his plans.

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.):
While Sangheili like Shen don't have any supernatural abilities, they do have twice the amount of muscle mass as humans. As a result, they are naturally much stronger.

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless):
None worth mentioning. He's just naturally stronger then most members of other races, with some notable exceptions, such as the Jiralhanea.

Skills (Any skill your OC is particularly adept at, from swordsmanship, to piloting, to knitting should be mentioned here. Should also state their skill level D-Slightly Above Average, C-Above Average, B-Excellent, A-Master, S-Above Master, SS-Grandmaster):


Swordmaster: SS
Marksman: A
Strategist: B
Field Commander: A
Pilot: C


Weapon(s)/ Equipment (You may use pictures from any non-accepted fandom as a description, but all effects/abilities must be described. If it's any kind of technology, please give the specs.)
Shen wears the standard armor of a Sangheili Field Master. This armor includes very powerfull energy shields, as well as a build-in cloaking device. In terms of weaponry, Shen carries around a pair of Energy Swords, a Plasma Repeater, a Plasma Dagger, a Plasma Pistol and some Plasma Grenades. This is his standard equipment, but he will ocassionally switch to other weapons if the situation calls for it.

Strengths:
As a Sangheili, Shen is naturally fast and powerfull, certainly more so then the average human. He is also an excellent swordsmaster and marksman.

Weakness/ Fears:
As a Sangheili, Shen's knees are bend forwards, which gives him trouble navigating through through certain types of terreins, especially if that involves him having to climb. He's also not very skilled with sniper rifles and tends to lose his temper, causing him to lose focus and charge into battle without a plan. In terms of fears, he is terrified of letting his gods down. He is also much easier to trick then he thinks he is.

Other: None.
 
Name:
Kiratta Forin
h4WB5IC.jpg


Age:
22

Gender (Can be genderless too):
Female

Sexual Orientation:
Bisexual

Species:
Human

World and Universe they are from:
Star Wars

Appearance:
PGYABs1.jpg

Kiratta's features reflect her youth, even more since she is frequently seen smiling, or at least brandishing a joyous expression. She is of average height, and thanks to the training under the Rebellion's officers, she sports a rather toned figure, though it's far from muscular. Her black hair is often kept short, barely reaching her shoulders, for the sake of practicality. The pilot's eyes are of a dark, almost imperceptible blue, and easily give away her emotions; though her expressive eyebrows also play a great part in it.

Personality (Over six lines long.):
Thanks to her role in the old marauder group she participated in, Kiratta can be easily interpreted as a spirited, determined woman. She is fiery when it comes to her passions, and is often quick to defend those who she loves and the ideologies she upholds. Sadly, she often sees the world through black and white goggles: due to that, she struggles whenever faced with a morally ambiguous decision, and tends to quickly, blindly judge those who are neutral on their standings. Her temper is also something to watch out for, even if she tries her best to keep it under control given the number of times it sparked arguments and petty fights within her group of friends.

She is, however, extremely empathetic, and is as quick to offer a helping hand to those in need as she is to judge others. Despite being the most mature of her squadron, she is sometimes gullible, letting herself be fooled by wittier minds taking advantage of her weakness towards vulnerable people. When it comes to relationships, she is rather straightforward with her feelings, and often gives hints of her affections, which is doubled by just how expressive she is.

History/Bio:
Not much is known about Kiratta's birth, as her earliest memories draw back to when she was introduced to an orphanage in the backwater, crime-ridden planet of Chaila. Thanks to her outgoing demeanor, she made quick friends with the slightly older Jonly, an equally adventurous boy who led a small group of troublemakers among the orphans. Given that the place was run by a sweet yet easily distracted lady, the band had no trouble in sneaking in and out of the building, often going on all sorts of shenanigans across the city of Pylatyr, capital of the planet. While they avoided the cartels and smugglers like the plague, the group, labeled the "Pylatyr's Raiders" by Jonly, targeted mostly the struggling Empire forces trying to exert a stronger presence on the planet.

Moved by Jonly's juvenile yet passionate speeches against the Empire's tyranny, Kiratta wasted no time in joining the band of youthful marauders in their mischievous doings. For years, they terrorized the local Imperial garrison, their actions ranging from simple pranks on patrols to theft of food supplies. Around the time Kiratta turned 11 years old, the Empire decided to tighten its fist on the city. The planet was blockaded, and Pylatyr was occupied by the Imperial forces within a single night. The city fell into pure chaos as the cartels fought back, and the orphanage's owner was imprisoned for omitting information regarding the infamous, juvenile raiders that gave the troops so much trouble over the past years.

Enraged by her imprisonment, Jonly and the group escaped the orphanage, taking refuge at an abandoned Clone Wars-era bunker that they now called home. The bunker still contained a small supply of old, yet fully functional armaments, as well as interesting bits of information regarding Chaila and the city of Pylatyr. Now armed and driven by a roaring fire for justice, the Pylatyr's Raiders became an even more notorious group, actively conducting raids and other attacks upon the growing Imperial presence.

One of their most daring assaults shaped the nature of their group forever. Jonly decided to strike an old Republic fort, known to contain plenty of weaponry, as well as supplies that could be stolen and destroyed. During the raid, Kiratta came upon a hangar containing an entire wing of unused ARC-170 fighters. As they had yet to raise any alarms on the base, the group decided to use the fuel cells sitting by the hangar and, as inexperienced as they were, escape with the fighters. The attempt was disastrous, though after a tense moment figuring out the controls, the raiders managed to make their escape. Now armed with attack fighters, their strikes became more daring, and warranted even the attention of the planetary cartels. Kiratta herself grew to become an exemplary pilot: after peeking around inside the ships, she found old, training tapes designed to discipline the Clone Pilots of old in the arts of flying and dogfighting, all of which she studied thoroughly to fully understand how to properly pilot a starfighter.

At the height of their power, the group heard of rumors that would further pavement their path. Talk of a Rebellion rising, joining multiple factions and struggling cells across the galaxy in a group. Jonly and Kiratta (Who had become a sort of co-leader thanks to her contributions) decided that this was the next step in the band's adventure. Devising a plan perhaps too bold to be actually executed, their minds and efforts turned to reaching out to the Rebellion. The idea was to steal a cargo freighter from a cartel on a nearby outpost, and use it as a means to punch through the Imperial blockade.

Even if some of the Raiders displayed concern for the actual probability of success for the plan, it saw great initial success. Their air superiority crushed any ground resistance from the criminals, and with their previous knowledge with piloting, the freighter proved to be no challenge to them once everyone found their respective stations to operate from. Jonly himself served as their escort fighter, while Kiratta acted as a captain of sorts for their hastily assembled crew. Their plan didn't count, however, on the strength of the Imperial blockade. As soon as the freighter was detected by the Star Destroyers composing the defense fleet, they were met with heavy cannon fire, and a mixed wing of TIE Fighters and Bombers began their assault on the vessel.

What was meant to be a smooth-running plan quickly turned into a desperate fight for survival. While Jonly tried his best to hold back the scrambled starfighters, more and more reinforcements threatened to punch through the freighter's shields. So, the leader of the Raiders proposed to distract them long enough for the vessel to jump into hyperspace. Kiratta was the first to voice her adamant disapproval, though no matter how much she tried, the boy had already made up his mind. As the ship finally activated its hyperdrive, the last they ever saw of their passionate friend and leader was his ARC-170 fighter being taken down by the overwhelming power of the Imperials.

The ship arrived at an unknown system, damaged, out of fuel and with its crew demoralized. Kiratta, despite being shaken by Jonly's loss, did her best to push through the mourning and take the reins of the Raiders; not in an attempt to mimic Jonly, but because the situation called for a leader. Even then, they would take time to reach for the Rebellion, specially since they were forced to look past their idealistic views and work roughly a whole year as smugglers, working up enough money to fully repair their ship and bribe their way into finding out where the Rebellion had settled their base at.

Upon finally reaching it, they were accepted after a brief period of waiting, since they had built quite the reputation as criminals. The Pylatyr's Raiders were formally absorbed into the Rebellion's fleet, serving as a junior wing during a couple of missions before earning enough recognition by the high brass. Now officially under the name of White Squadron, Kiratta leads it as White Leader. The young woman affectionately named her X-Wing 'Jonly', in memory of their fallen friend, and for the first year as a fully fledged Rebel, she led White Squadron on many missions to free their home-planet from the Imperial occupation.

With her position in the fighting ranks of the Rebel Alliance as firm as it can be, Kiratta is ready to take on whatever the Galactic Empire throws at them, specially now that the war begins to pick up its pace.

Powers:
N/A

Power limitations:
N/A

Skills:
B -Piloting (Starfighters)
C - Marksmanship (Blaster Pistols)
B - Hand-to-hand Combat
C - Ship Commandeering (Larger vessels)
A - Squadron Leadership

Weapon(s)/ Equipment:
DH-17 Blaster Pistol
latest

A common sight on the battlefields of the Galactic Civil War, the DH-17 is a reliable, short-to-middle-ranged pistol assigned as a standard issue handgun for every Rebel Alliance combatant. It is set, by default, to semi-automatic fire, though an automatic setting is available at the expense of rapid battery drainage. Kiratta carries one on her at all times, for use should a mission require boarding a ship, or if the capital ship she's stationed at requires protection from boarding parties.

Combat Knife
Combat_Knife.png

A simple, steel combat knife. While it's nothing compared to vibroblades and lightsabers, this can come in handy if tackled by the enemy, or serve as a survival tool if the pilot is stranded on the planetside.

Standard Issue Rebel Flight Suit and Helmet
295a4ffb09edc5414f533255d4cc349a--pilot-costumes-star-wars-costumes.jpg

The common Rebel pilot's fatigues, famous for their bright orange color and open-faced helmets. While appearing to be simple in design, the suit is specifically crafted to suit the many needs of a pilot when fighting on the vacuum of space. Fitted with inflatable bladders situated around the abdomen, these activate whenever a maneuver exercises too much g-force upon the pilot (Which can easily make them faint as the blood travels away from the brain), stopping the blood flow until the maneuver is completed. Aside from that, it is equipped with thermal gloves, life support systems, flares for signaling, pockets, a comlink, and an emergency transmitter.

The helmet bears a visor with a target computer, as to aid pilots in pursuing their targets in dogfights. They were also often customized by their owners, and Kiratta's is no diferent: she adds tally marks for every successful mission, and wrote 'Jonly' across the right side in memory of her old friend.

Strengths:
Kiratta is known for her keen eye, being able to easily pick out enemies at great distances. This also helps during chaotic battles, where friendly fire can become a problem. She has also demonstrated a quick thought process whenever she's in a tense situation, as well as decent reflexes. While not her biggest forte, she is also a voice of confidence among her squadron, always keeping her tone confident and supporting them through the thick and thins of missions.

Weakness/ Fears:
Kiratta is not a woman without fears, obviously. Her biggest one is failure. She is downright terrified of failing her friends, or the Rebel Alliance, mostly because she ties failings to deaths of those who she cares for. Aside from that, she is also scared of the Imperial alert sirens, though that is more of a psychological scar than anything, as she was forced to listen to it for hours on end while boarding a Star Destroyer.

As for weaknesses, Kiratta is atrocious with any melee weapon. She is also somewhat gullible thanks to her empathetic nature, meaning that some can easily fool her by feigning vulnerability.

Other:
Kiratta is a great fan of dogs, and has a pet one named 'Kerak' back at the Irrepressible, the capital ship from which she operates from.
 
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Name: Callahan "Cal" Ryker Alias: Vangaurd

Age: 33

Gender: Male

Sexual Orientation: Heterosexual

Species: Human

World and Universe they are from: Guerra Continua

Appearance: Cal is a bit under 5"10, and has an above-average physical build - no excessive fat of any kind, but definitely not muscle-bound. He doesn't have the sort of genes either - he's not built for running, or punching, or running and punching, or whatever. He has a slight tan that he acquired from what little time he had from being outside his suit, blue eyes, black hair and a light stubble on his chin. The "beard" covers a short knife scar. Usually wears his suit, but if you ever catch him relaxing or trying to blend in and be less edgy, his go-to choice of clothing is often a white shirt, a pair of dark khaki cargo pants and brown boots.

Personality: Cal is a very cautious man, often going out of his way to ensure his own safety over his accomplices'. For this, he is often viewed as an asshole (he kind of is) and/or sociopath (not really). He won't go as far as being the type to only help out when there's profit involved, but it's a very strong incentive for him. Cal likes pragmatic people and the realists, but hates idealists and people who are overly friendly - he considers them fake, or are trying to take advantage of him.

History/Bio:
Callahan was born into a somewhat wealthy family. He had good education, good parents, a good future. However, he mixed himself with some not-so-good people, and his good life turned upside-down, Prince of Bel-Air style. First, he got into stealing, then stealing bigger stuff, then even bigger stuff, until he got recruited into a heist crew. The crew planned a major heist, to steal a set of prototype "battle suit" from a convoy headed into the capital, where the suit would be flown off-world for further enhancements.

The raid went horrible. Eighty percent of the heisters were either dead or arrested, but Cal and a few others made off with the suit. in the midst of quarrelling over who gets to keep it, Cal was forced to act in self-defence (at least, that's what he claims) and murdered the others, claiming the suit for himself. He sold much of the loot they stole, but kept some bare minimum for the suit, and purchased an older model of a Spectre-class heavy interceptor. To say it was almost scrap was an understatement.

Cal diverted some family funds towards maintaining his new possessions. He managed to fix up the ship a little, got the hang of the suit, and worked odd jobs at day, trained with various fighting styles at night. His self-trained techniques weren't the best, but he managed to scrap by and made a small name for himself as a gun for hire. Meanwhile, his parents were killed in a midst of a riot, and the family inheritance fell onto him.

Overjoyed, Cal sold nearly everything, called in all the favours he could find, and disappeared off the face of the universe with all the money, gear and himself. No one was able to find him for half a decade, until he once again showed up unexpectedly, as part of yet another heist crew, hauling in another massive score. Soon after, he was apprehended by many people, government authorities and PMCs alike. He denied almost all of their offers, but kept a respectable relationship with most of them, as he knew one day he would probably need to call in some more favours.

Now, Cal remains a freelancer, going after lucrative jobs and striking the deals with his (now very much expansive) reputation.

Powers: None

Power limitations: N/A

Skills:
Marksmanship: S
Hacking: A
Social: C
Stealth: A
H2H: S
Piloting: SS
Cooking: S

Weapon(s)/ Equipment:
Gen 6 Advanced Reconnaissance Combat Unit MkII, the ARC Unit 2 for short. It is equipped with:
  • One omni-directional propulsion device, back-mounted
  • One micro perpetual motion reactor, positioned inside propulsion device
  • One MkVI "Inferno" plasma thrower, draws energy from built-in reactor (not compatible with Brutus) and located on the right forearm
  • One MkVI "Brutus" pulse minigun, draws energy from built-in reactor (not compatible with Inferno) and located on the right forearm
  • One arm brace, used for reinforcement of forearm and carriage of material cartridges
  • One MkV "Flechette" wrist-mounted collapsible crossbow, 3D-prints bolts from material stored in braces mentioned above, used only if both primary weapons are out of commission or if the Arclite subroutine is activated. Located on the right upper arm and is transferred to the right forearm when activated
  • One MkIV "Vulture" drone, capable of omni-directional flight and carriage of two pulse repeaters, plus one of the ARC unit's two primary weapons. Magnetically attached to the propulsion device when dormant
  • Two MkIII "Iris" drones, capable of cloaking from the visible spectrum and advances recon, works together to map out the layout of an area. Magnetically attached to the propulsion device when dormant
  • One wrist-mounted holo-pad, advanced computing device capable of holographic projection and remote hacking up to 10m
  • One personal shielding device, provides resistance against kinetic projectiles and energy attacks via personal overshield
  • One personal cloaking device, providing invisibility to the visible spectrum, as well as infrared and thermal detection methods
  • One backup pulse pistol w/ three firing modes
  • One full-face helmet w/ filter apparatus
  • One micro-autoinjector, built into the wrist-mounted holo-pad, contains five charges of a chemical cocktail that revitalize organs and repairs damaged tissue and an accelerated rate for a short time
  • Two personalized AIs, one manages his suit and one manages his ship. "Alfred" and "Lisa", respectively
Arclite Mode is a sub-routine written into the suit, when the suit's fighting/recon capabilities are severely compromised. When activated, primary weapons and support braces are jettisoned, giving more power to the cloaking and shielding devices. Secondary weapon is activated and takes the place of the primary weapon.

The ARC Unit 2 is built and re-built using more and more advanced materials, enabling it to become unaffected by basic small-arms fire while the overshield is deactivated, and defends against both kinetic and energy projectiles alike. However, it is not a full-body suit, and takes time to equip. The Arclite Unit, however, is very easy to remove, but gives an approx. 60% less physical protection in terms of armour.

The Spectre heavy interceptor is built from the same material as the ARC Unit 2, and likewise has a shield on its exterior. It is capable of withstanding much more pressure and is able to defend against more intense attacks, and is equipped with a hyperspace drive and, like the ARC Unit, a cloaking device. However, in the vast darkness of space, it only cloaks against various detection methods, as visual detection of a fast-moving ship is hard for the naked eye.

Strengths: Cal is a resolute man, and never gives up on his goal once they are set. He is best motivated by money, although he can take any other form of payment, as long as they benefit him. He is at his peak when he is doing recon work or is placed in a "tag-team".

Weakness/Fears: Massive aquaphobe. Sure, he can swim, but a swimming pool is where he draws the line. And that swimming pool better have all their lights on. Not a good team player, and can only provide so much support.

Other: Not really. It's not an exact port, but most things are the same. I just edited some grammatical and spelling errors.
 
Name: Gavin Zain, G.Z , "Dreamer"

Age: 19

Gender: Male

Sexual Orientation: Straight

Species: Human

World and Universe they are from: Marvel

Appearance: Standing at 5 foot 6, this scrawny blonde haired kid weighs in at 105 pounds. He has pale skin, and is typically wearing blue jeans and a navy blue hoodie. While his eyes are hazel, you wouldn't know half the time because he wears aviators almost everywhere. This appearance is standard for when he is awake.

Personality (Over six lines long.): G.Z is very laid back and relaxed, if a bit lazy. Though, this may be in part due to his favorite past time, sleeping. When he isn't off sleeping somewhere, he will often be reading, listening to music, or participating in another activity that doesn't require much effort on his part. Despite his general laziness, he is quiet intelligent and insightful. He is also sociable, and enjoys partaking in conversations, tough he doesn't seek them out, merely accepting them when they happen naturally. A word of warning, just because he don't appear to be paying attention doesn't mean he's not, pf course if he ever took off his sunglasses this problem may not come up as often.

History/Bio: G.Z loves the impossible, or to be more specific, trying to discern the impossible, because impossible is just another way of saying there is a lack of knowledge. This has been his outlook for most of his life. When he was young, reports started showing up about strange events, people doing seemingly impossible feats. The emergence of superheros and villains, things of myth and legend coming to light. Many believed anything related to the unordinary were just a hoax, but no one could deny it after New York.

When he was 16, the battle of New York took place, and the world was forced to watch as the finest team the Earth had defended against the alien threat. He himself, being a resident of the city, saw the battle in all it's glory and horror. His eyes were opened.

And the Dreams began.

Powers: G.Z is a powerful psionic, though that is something he doesn't know due to him having no control of his powers. When he is awake, he has uncanny spatial awareness, seemingly able to know where everything around him is in a couple foot radius.

When he is dreaming, the story is entirely different. When he is asleep, while he is dreaming, he is actually creating an astral projection of himself somewhere throughout space-time. These projection are solid, being able to interact with what is around them. Should the mind clone be destroyed or he to be wake up, the clone vanish and he is able to recall pieces of his "dream".

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless): His powers lie dormant, meaning he can not use them. If he learns about his abilities, either through necessity or revelation, he will still have very little control over them. Learning to control his powers will take lot's of time and skill, and how they develop will matter drastically on what he will experience.

Skills:
  • Knowledge (Science): A
  • Knowledge (Technology): A
  • Bluff: A
  • Sleeping: SS

Weapon(s)/ Equipment: N/A

Strengths: He is very open-minded, allowing him to interact with most anyone, and is forcefulness enough to get get by without others for some time.

Weakness/ Fears: Due to his personality, he is also sometimes too passive, taking him to long to make crucial decisions, or out right not making a decision at all.

Other: Waking him up without a good reason is a good way to annoy him.​
 
Cal is accepted.

Fro Gavin, more detail for his appearance, and I'm not quite sure about the spacial awareness, that seems like it can be easily exploitative.

Also, you've really said nothing about his history. It's very vague and doesn't explain anything.
 
Cal is accepted.

Fro Gavin, more detail for his appearance, and I'm not quite sure about the spacial awareness, that seems like it can be easily exploitative.

Also, you've really said nothing about his history. It's very vague and doesn't explain anything.

Spatial awareness is very short range, do he can still be surprised. Plus, his reaction time is still limited to that off a normal civilian with no combat training.

Appearance I can definitely edit.

History isn't revealing for several reasons. He's just a normal kid who has weird dreams to the best of his knowledge, and he lives in a world where there are superheroes. I can add more, but it would be more or less irrelevant to plot.
 
Well knowing his parents, how he was raised, if he's a mutant, detailing his first dream, there's plenty to add with the history.
 
Name: Ben Forbes

Age: 26

Gender: Male

Sexual Orientation: Bisexual

Species: Human

World: Guerra Continua

Appearance: Ben's six foot four, with very light blond short hair, blue eyes, and light Caucasian skin color. His normal attire is the Swordmaster class armor from FE: Awakening with a large duster coat similar looking to Edward from Fullmetal Alchemist, while his home clothing is a white T-shirt and black sweat pants. He likes to stay relaxed. His body language and demeanor gives people the impression he is a noble, standing with his back straight and sometimes an arm behind his back like a gentleman. He always looked calm and professional, smirking or smiling softly to those he finds friendly or is flirting with. Along his body are a few scars, like one along the center of his hand from a blade, and his largest one along the top of his head like someone bashed his head with a rock.

Personality: He also sounds and treats himself like a noble, always talking politely and with a calm friendly accent. He's a very charismatic individual, with confidence and suave of a James Bond. He's also a constant strategist and thinker, never going a minute without planning something out, like how he wants the conversation to go, how to win his battle, and so on. In that way, he's a massive manipulator, able to keep focus on himself and control where the conversation will go without people noticing his slight usage of words. While he may seem friendly, he's a sociopath with one keen goal. Power. He is not afraid of killing, and he isn't afriad of being sadistic or stone cold about anything. What you are to him is either pleasure, an ally, or someone in his way. A mercenary mind when he works.

History: Not much is known about Ben himself, which is strange since he is the chief of staff of the Olvanian army. Not even his boss, Alexa Van Duiji, the leader of Olvania, knows much about him. What is known is he has one hell of a sex life. He has an inner circle of friends with benefits, GFs, BFs, a husband, and some wives. The man is quite literally addicted to sex. However, that doesn't get in his way of his job, as he can be ruthless to the point of almost be sadistic. If he wasn't already. He's also a universe jumper, but again, it must be kept a secret until it can be revealed.

Powers: Besides the agility and speed, he has his own spell book labeled: 'mind.' This allows him to make psychic spells that include:
Panicking an enemy; mind-fraying them if they're weak enough; making them see things and changing the area to something else in their mind; mind control; telekinetic field, that increases an allies willpower; a simple spell attack that's a psychic ball, and can deal little or major damage depending on how the opponent is doing.

Limitations: The spells do need a recharge. Something like the psychic ball would be one shorts until he is ready. Something like Mindfray, and changing how people see the area is more powerful, and can be use once per hour, as it must recharge. The less powerful attacks take up to 30 minutes.

Weapons/Equipment: He has a samurai sword, the only memento of his world, besides the armor. It's said to have belonged to Yen'fay, but others say it belonged to his sister, Say'ri. Ben thinks everyone should stop worrying about who it belonged to, and worry about the wielder. He also carries a Mauser pistol, as he enjoys how lean and light the gun is for his style of fighting, and a water bottle filled with healing potion... Which people should carry more often.

Strengths: A great strategist and fighter. Along with lover, you could go the entire night with this guy.

Weaknesses: Ben's biggest weakness is his head When too much blunt force hits him, he can unfortunately come down with a seizure that renders him immobile and useless, and needs to rest when he gets out of it. This is because of the effect of the scar along his skull, and not even healing potions can fix the damage. It's become too permanent for him. He also has a strange fear of being alone....

Other: He is dating the always lovely and insane Athena Simone
 
Name:
Agatha of Astora
Pr2SsPV.png


Age:
Unknown (Undead; estimated to be centuries old)

Gender (Can be genderless too):
Female

Sexual Orientation:
Pansexual

Species:
Undead

World and Universe they are from:
Dark Souls/Kingdom of Astora

Appearance:
bSIeZUB.jpg

Though of Astoran descent, Agatha doesn't exactly share the once proud Kingdom's striking, almost god-like beauty. Instead, she is a woman of simple, somewhat plain looks, with her only 'charming' (At least by court standards) features being her delicate nose, her bright green eyes and her fiery red hair. She keeps her mane in a braid to keep it from being a hindrance in combat, and is rarely seen with her hair down. She sports quite the toned build from her training and constant adventuring, and is largely unscathed save for a small cut on her left eyebrow. More often than not, she has a composed, mature look to herself, almost as if always pondering on something.

Her Dark Sign sits on her right shoulder, a dark, bottomless hole marking her status as Undead.

Personality:
After having spent centuries on her own, Agatha grew to be a distant, silent woman, always lost in her thoughts and dismissive with many she found along the way. With her hope restored, however, she became a woman of few words, though kind and temperate. That doesn't mean she is passive, however; when engaged in combat, she becomes completely focused, almost disconnected from the world. She is diligent and welcoming most of the time, more than willing to lend a helping hand to whoever needs assistance on the way. Even then, she isn't one without flaws. The lady is a bit hard set on her ways, and often stubborn to change her methods when it comes to some situations. She also has a hard time forgiving others, brewing great grudges with those who wrong her.

History/Bio:
Agatha remembers almost nothing from her life as a normal human being, as most of these memories were consumed by time and the curse of Undeath. Even then, it is said that she was once the 'Lady on the Hill', name given to her after her untimely death. She was supposedly turned into an icon for Astora during a decisive battle against one of its beastly enemies, defeating a vile creature when many others had already fallen to its wrath. Her injuries, however, claimed her life, though her tale didn't stop there. A fellow admirer, broken by her death and motivated for his undying, sickly love for her, ventured a dark path to bring the powerful warrior back to life. This was done by bestowing the terrible Dark Sign upon her flesh, a gaping, infinite hole that ate away at one's humanity and granted them Undeath.

Now back to life as one of the cursed Undead, she was hunted out of Astora by her own comrades, forced to run as far away as possible from her homeland. Confused, she began to wander the land aimlessly, slowly hollowing thanks to her growing lack of purpose on the world. One time, however, after having endured many deaths at the hands of the madness that swept the world as the flames of the Age of Fire began to fade, she came upon a bright soul, one which crossed the many distortions of time to come to her aid in her confrontation with a demon. Inspired by the soul's kindness and selflessness, ones that reminded her of the values of the long lost land of Astora, she sought out to help others in the same fashion.

Now a member of the Warriors of Sunlight, the reinvigorated warrior makes her way to Lordran, land of the gods, seeking to fulfill whatever prophecy the Undead are bound to in order to keep the fires of her world burning just a while longer, and to help whoever is in dire need of assistance along the way.

Powers:
Undeath
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Undeath, or the Curse of the Undead, is not exactly a power, as per say. It is represented by the Dark Sign, a bottomless, pitch black hole etched on the accursed's flesh, its rims constantly flaming. None know what exactly caused Undeath to be spread across the world, though some draw it back when Lord Gwyn tried to prolong the Age of Fire. The curse makes the bearer incapable of truly dying; once slain, they are returned to a bonfire, an odd, campfire-like structure composed of a sword plunged into a pile of Undead bones burning eternally once lit. Dying takes away the victim's Humanity, turning their flesh into dried, rotten-like meat, their eyes caving in and their faces losing all traces of its old features. Undeath ultimately leads to Hollowing, a state where the cursed individual loses their minds and roams the land aimlessly, attacking all that moves. When a Hollow is killed, they die for good.

Hollowing, however, can be halted, or completely avoided. By consuming sprites of Humanity, the Undead can maintain their human appearances, as well as stave off the madness that comes with their curse. Their prevalence too depends on their willpower: losing faith in themselves or having no goal can cause even non-hollowed Undead to lose their minds, meaning that if their minds are broken, their lives are close to their end.

Undeath also allows the bearer of the Dark Sign to absorb souls from fallen enemies, strengthening them somewhat. When collected, these souls need to be consumed, otherwise the accumulated power will be lost upon dying.

Power limitations:
As said above, Hollowing is its greatest limitation.

Skills:
S - Swordsmanship
A - Miracle Casting
B - Weapon Arts
C - Archery

Weapon(s)/ Equipment:
Zweihänder
zweihander.png

A gigantic greatsword, the Zweihänder is a powerful blade capable of throwing even the most heavily armored knights off their feet with the sheer power of its strikes. It requires immense strength to properly wield, and can double as a decent blocking tool, given its length, and thickness of the blade.

Thorolund Talisman
thorolund-talisman.png

A Talisman from the land of Thorolund, famous for its exceptional clerics and famous hunts for the Undead. It is used to cast miracles, ranging from healing to lightning stakes. Agatha uses it on her off hand, generally hidden inside her closed hand when wielding the mighty Zweihänder.

Long Bow
long-bow.png

A large bow, usually almost as tall as its wielder. Its longer string allows for greater tension to be applied on the arrows fired, its impact capable of even piercing certain types of armor. Agatha uses it for long-range engagements, when an enemy is clearly best picked out at a distance.

Elite Knight Set
elite_knight_set_small.jpg

Standard armor for the high-ranking knights of Astora, this mixed set of plate, chainmail and leather is a great outfit for battle. While not particularly bulky, it provides decent protection, and still bears the embroideries of Astora in its blue surcoat. Agatha's surcoat is torn and burnt, though the plating and leather is well-kept thanks to many visits to blacksmiths on her journeys.

-Miracles-


Heal
heal.png

One of the most common healing tomes known to clerics. It is capable of healing a good amount of damage done to the user, though casting it requires thorough knowledge of miracle casting. It also has limited usage per journey without resting one's strengths at a bonfire, and leaves the caster vulnerable during the process.

Greater Lightning Spear
great-lightning-spear.png

A powerful offensive miracle, this allows the caster to hurl a spear of pure lightning at their target, electrocuting them in the process. There is extensive knowledge required to use it properly, and its power easily drains an Undead's capabilities. However, given the nature of lightning, it can be extremely deadly against targets clad in metal, drenched opponents and can even be spread over a body of water to hit multiple targets.

Sunlight Spear:
sunlight-spear.png

The most advanced form of the Lightning Spear, this was once used by Lord Gwyn himself in his battle to bring about the Age of Fire. Those who are exceptional in their service as a Warrior of Sunlight are awarded with such immense power. Even then, Agatha can only fire it once before she is completely drained of miracle casting attempts, meaning it is only used in desperate situations.

-Consummables-

Estus Flask
estus-flask.png

A flask filled to the brim with a bright, almost golden-like substance. It is known for its great healing capabilities, and while it can run out, the liquid is always replenished when resting at a bonfire, meaning that it is linked to those.

Humanity Sprites (x10)
humanity.png

Tiny, black sprites of humanity found within humans. Little is known about the essence in itself, only that the Undead can consume those to stave off Hollowing. Agatha carries ten of those on herself, though the supplies diminishes or increases depending on how much she consumes and how much she can find.

Strengths:
Agatha is an extremely observant fighter, coupled with quick reflexes and fast-thinking developed over centuries of incessant fighting and adventuring through a dying, treacherous land. She is at her best with a sword in hands, and her strength, amassed from the consumed souls in her journey, allows her to easily wield a blade as huge as the Zweihänder. The knight also excels in miracle casting, and can act as an offensive, supportive ally, both healing and wounding with her array of miracles.

Weakness/ Fears:
Her biggest weakness is, without a doubt, the curse of the Undead. Coupled by that, she is bound to lose faith and willpower if she dies too many times in a row, specially if there is no sign of progress in over successive attempts.

Other:
She enjoys whistling, and is sometimes heard humming entire songs when idle.​
 
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Name: Jonathan "Redline" Simmons

Age: 44

Gender: Male

Sexual Orientation: Heterosexual

Species: Human

World and Universe they are from: DC - one of many random universes

Appearance: Jon usually wears a full-faced mask-like apparatus, so no one really knows what lies below. However, if you take it off, you'd find just another average Joe-looking, middle-aged man, with a slightly darker than normal complexion, salt-and-pepper hair, blue eyes. He stands at around 6"0, is fairly muscular, but one can see how being past the prime of his life is affecting him. Besides the mask, he wears a black jacket with the section above the shoulder being red. Red lines run around the sleeves, the zippers, and the collar. The pants are of similar design, with them being fully black except for the outlines of the pockets, around the pant legs and stitch lines. He wears black boots and a crimson shirt under the jacket.

Personality: Jon is quite the maniac, his mind having been completely twisted and warped by the powers bestowed upon him. However, his psychopathy and pre-existing sociopathy has not diminished his charismatic yet ruthless personality. He is still quite able to stir some goons up into a fight, or press just the right button on a small-time hero to make them flip out. He enjoys it a lot, honestly. He cares little for anyone, unless they're of great importance to him - which is rare enough on its own. Jon will stop at nothing to achieve his goals, and often makes witty remarks during battles or tense situations.

History/Bio: Jonathan Simmons was an ordinary man just like any other. He went to elementary school, went to middle school, went to high school, went to university, got a Bachelor's in Engineering, and got a nice job as an engineer. Life was very decent, but never too hard or too easy. He was never kept constantly on his toes, and the most exciting parts of his daily life included such fun activities as going to work, coming back to work, and going to lunch at a local restaurant. He always wished for life to be exciting - anything to get him out of the boring daily cycles.

Life delivered. An explosion rocked the still-single man's life - quite literally - as a truck containing volatile experimental technology was attacked and destroyed by a supervillain. Jon was almost killed, and rushed to the hospital, where he remained in a coma for the better part of a year. When he woke up, he discovered that whatever was in that truck has bonded to him, granting him incredible powers but also twisting his mind the more he used it. He retired from his job, started collecting unemployment, and disappeared off the face of the earth.

On his fortieth birthday, he bought himself a present worth sixty million dollars when he robbed a bank in downtown Toronto. The police couldn't apprehend him - nobody could. Some street-tier heroes were called in, but almost all perished at his hand. Eventually, some famous ones were asked to help deal with him, and he ran upon hearing the news. No matter how powerful he was, there's no sense in fighting the Justice League. Now he stays in the shadows, terrorizing random cities and taking what he needs (and wants) at will.

Powers: Shoots high-powered streams of crimson laser from his body. The laser is potent enough to melt through concrete in seconds, and almost no real-world, conventional armour plating is a match for it. Can also create hard-light constructs, even using them as a sort of defence/offence combination. Can create an energy shield around him and make him highly resistant against many attacks. Can technically fly by manipulating a hard-light platform, albeit slowly. Can absorb energy from any sources, in any form, to power himself.

Power limitations: Laser, hard light, all sounds good, but sufficient amounts of magic will be able to neutralize it. But it will require a skilled and potent magic user/magic spell to deflect or defend against his laser attacks, while hard light is nothing special and can be blocked by conventional means. The laser also requires lots of concentration to form into a straight line, instead of spiralling all over the place and dealing only minor and non-lethal damage like burns. The energy shield is maintained consciously, and anything enough to break his focus - completely - can bring down the shield for a bit. The shield can be up while he is shooting his laser, however, as neither requires his full concentration.

Skills:
H2H: A
Power-based attacks: SS
Power-based defences: SS
Power-bases misc: SS
Charisma: S
Flight: B
Creativity: A

Weapon(s)/ Equipment: Mask that contains a filter and scanners, which uploads info to the HUD.

Strengths: Attacking, dominating... basically anything to do with a fight.

Weakness/Fears: Innate fear of failure and embarrassment. Actually has minor ADD, so focusing is slightly harder for him.

Other: Actually enjoys a good read now and then.
 
It's in there. Hard light is just hard light, and is usually about as durable as regular steel alloy. Laser requires concentration, and breaking his concentration can make it less effective/damaging. To counter the actual laser themselves, however, you'd need energy shields or magic shields or whatever is powerful enough to actually withstand laser/plasma cutters.
 
Seeing as the good Cap's shield is nearly indestructible and has been shown to defy physics and deflect most forms of ranged attacks...
 
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