The Evrensel Conflict OC Creation

Name: Warrior of Light / Alistia Mit'Leona

Age: Unknown, though likely mid-20's.

Gender (Can be genderless too): Female

Sexual Orientation: Straight

Species: Miqo'te

World and Universe they are from: Final Fantasy XIV

Appearance: View attachment 2418

Alistia's appearance changes depending on her current job. Her normal, and most common, job is White Mage as can be seen above, though she often switches to Samurai. While as a Samurai she sports, surprisingly, a tuxedo (complete with rose), monocle, and black skirt along with a katana complete with a little moogle chain on the end of it. Her other jobs hold no defined outfit and follow the basic notion of 'whatever I could scrounge up'.

Personality: Alistia lives in a world beset constantly by war and strife. Between the constant threat of Primals, the war against the Imperials, and the many other woes that seem to constantly pepper the land, life can feel pretty grim at times. Hope springs eternal. Alistia decided to embody these hopes to be a light to others, leading by example. She does her best to be an eternal spring of cheer, confidence, and hope in a brighter, better, tomorrow that can be brought around. Not that she doesn't have her limits of course. In fact she's reached them on frequent occasions, typically when dealing with those whom have either hurt those close to her or whom have done their best to shut down said tomorrow. She also gets frustrated when dealing with incompetence from others, especially if it gets mixed with arrogance. Ultimately her persona can be summarized in one of her favorite saying. 'I am the gentle hand who heals, the happy smile who shields, and the foot that will kick your ass!'

History/Bio: The world of Eorzea is in pearl. The Garlean empire rests upon their very doorstep and sought to take over the last bastion of resistance to their rule while powerful, dreadful beasts known as 'Primals' were summoned up by the beast tribes of the land to wreck havoc upon the civilizations that had oppressed them. Things were growing increasingly dire until the mother crystal, Hydaelyn, called upon the Warrior of Light, Alistia Mit'Leona, to be her champion to save all of Eorzea. Who Alistia was in the past is an unknown; literally. It's possible she was not even truly 'born' so much as 'came into existence'. Even if such a record or knowledge exists it has long since been forgotten. Doing her best to rally together the citizens of Eorzea to defeat the empire Alistia and her companions sought to meet them in pitched battle upon the Carteneau Flats. The armies of the Eorzean Alliance clashed with the Imperial Legions as, overhead, the primal Bahamut was unleashed upon the world. In the scant few moments he was freed he sundered the land, raining massive destruction across the world just with his mere passing, and only a noble and heroic sacrifice could stop him. This was the last time anyone could remember the person known only in memory as 'The Warrior of Light', named so because even in their own memories they could only recall a figure shrouded by the light.

Then Alistia re-appeared. Having forgotten her past and being little more than a humble traveling adventurer upon the road to Gridania she didn't seem to be anyone special. Even as she took up the humble want of an apprentice Conjurer none saw the heroic figure of the Light but, instead, a Miqo'te woman with some great talent just starting to find her way in the world. Some suspected she might be more than a humble, yet capable, healer but not even Alistia was truly among this number.

Until she bested the primal Ifrit.

In doing so Alistia manifested one of the trademark signs of the Warrior she had been before in the form of The Echo, a necessity to even stand against such a being. To those who had suspected she was the Warrior of Light any doubts had been washed away and Alistia, though unable to truly recall her past, stepped forwards and reclaimed her mantle as the Warrior of Light, Champion of Hydaelyn, and set forth to forge forwards as the being she was. Over the years she has engaged in many adventures and accomplishments, from driving the imperial forces out of Eorzea, besting multiple primals such as Garuda, Titan, and Leviathan, partaking in the Dragonsong war and being a key factor in ending the generations-long conflict, and recently even freeing not one but two provinces from Imperial control. Even among the mundane, she is an accomplished post-moogle (honorary), partook in several criminal investigations with the legendary gentleman inspector Hildibrand Manderville, and a few other things. She has made many friends and lost many friends. Even if she cannot truly remember her past there is no doubt that this woman is the Warrior of Light.

Powers: Alistia holds several distinct powers; almost all of which are supernatural in nature. The first, and most important, is the Echo. The echo is a gift to certain rare individuals from the Mothercrystal. With this Alistia is allowed to, on occasion, view the past (though she cannot control when it happens or affect what happened in any way, shape, or form). Additionally it allows them to understand any and all languages even if they have never heard them prior. It also allows her to become immune to attempts to mind control, brainwash, or possess her. This isn't to say she can't be confused, deceived, or the like; but any artificial attempt to take control of her will fail. Finally, in times of extreme duress, it can provide a boost to her strength to allow her to overcome the challenges before her, though there are limits to this.

Secondly is Alistia's ability to equip soul crystals which imbue her with the power to perform as a certain job. However, due to laziness, only two of the gems have actually had their full potential tapped, those being White Mage (her preferred crystal) and Samurai. Her ineptness at crafting is so bad that not even these crystals can prevent her from things like burning sandwiches which didn't even require fire. It takes focus to switch between crystals, however, so she cannot do so in the midst of combat and typically must prepare beforehand.

As a White Mage: Alistia is a skilled and capable healer whom has come into tune with the various natural spirits and is capable of wielding them for offensive, defensive, and restorative purposes. On the offensive end she relies mainly on Stone to pummel her enemy from a distance and Aero to cut into them with the wind. Fluid Aura, a blast of water, is good for keeping distances from enemies but little else. Holy is her most powerful spell and sends out an omni-directional blast of purifying magic that stuns all nearby enemies in addition to packing a painful punch. It also is fairly draining on Alistia and she cannot afford to spam it.

On the restorative end Alistia relies heavily on geomancy for her healing, employing skills like Cure and regen for the basics before tapping into things such as Assize, which calls forth a blast of spiritual energy to damage foes, heal friends, and restore her own mana, and Asylum to create an area to passively restore the health of all allies within. However most of these abilities are draining on both her and the spirits and require some time before she can utilize them again.

On the protective end Alistia relies on the Protect spell to migitate damage before it even hits and Divine Benison to provide a barrier that must be broken through before damaging someone. However, her protective abilities are not that strong at the moment. She's working on it.

As a Samurai: Her abilities are altered drastically, going from a supportive caster to a melee combatant relying on a series of sword combos and strokes for high damage. While most of her techniques are fairly straight-forwards she is capable of utilizing cutting strikes of energy for distance attacks.

Power limitations:

Skills: As a WHM: Healing Magic: S
Offensive Magic: C
Protective magic: C
Ability to not stand in the fire: SS
Physical combat ability: F--
Fashion Sense: S

As a Samurai: Sword skill: A
Ability to predict incoming hits: B
Ability to not stand in the fire: A
Ability to rock that tux: SS

Weapon(s)/ Equipment: Thyrus: A legendary staff that has been passed down through one of the houses of healing for generations, until it got lost. Then found again by Alistia. The staff itself holds nothing unique about it aside from its design and relative power to other staff, boosting her healing ability above that of normal WHM to the point where she can keep up with the masters.

Cleric robes: The official mark of a full-fledged White Mage. They are very nice to look at.

Maliferous Moggle Mogtana: A katana made by moogles. In of itself it's nothing special for a katana, but the moogle design is just too cute for Alistia to pass up.

Strengths: Overwhelming determination and tenacity: Alistia simply doesn't stay down. Period. She's not only seen 'hopeless' situations before, they're practically another day at the office for her by this point. Dealing with ancient super-weapons, primal forces capable of tilting the entire balance of the world, ending generation-long wars, overthrowing imperial control, all before her coffee break.

Experience: All the fighting has given Alistia an extremely strong sense of the battlefield ebb and flow. Not only can she actively predict where most strikes will fall before they do so she simply knows how to function within a group to an overwhelming level. As a result tackling foes that should be way out of her league is entirely feasible since she knows how to do things like NOT STAND IN THE DAMNED FIRE! A, sadly, far too common failing of aspiring adventurers.

Weakness/ Fears: Failure: Alistia has failed before. She has lost friends before. Her own failures have given rise to such things like necromancers and the Bahamut being unleashed upon the world. She may have some emotional baggage as a result. Just a teeny bit...

Perverts: Yes, she's a White Mage. Yes, she's also a cat-girl. Yes, it's a skirt and, yes, it can be blown upwards. No, she's not into you. No, she will not likely ever be into someone who keeps making sexual remarks at her. Now if only this wasn't the sixth guy this week trying that sort of thing...

Irritation: Despite her temperament she has limits and boy can they be blown past. One very quick way to get her acting rotten towards you is to refuse to function as a member of a team and run off, claiming you can handle the entire crisis and what-not by yourself. Likewise, not being able to perform what she perceives as 'basic stuff' is very likely to result in her giving you quite a bit of lip.

Other: Alistia is a master post-moogle (honorary) and scored a perfect on the moogle matchmaking test. She very much enjoys moogles in all forms.
 
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Name: Marcus Grey

Age: 25

Gender: Male

Sexual Orientation: Straight

Species: Human

World and Universe they are from: SCP Foundation

Appearance: Marcus, due to his modifications, is just a little over 5"11, has electric-blue eyes, black hair and tanned skin. He's leaning towards the athletic side, although not so much that anyone would think he's any sort of Olympic champion at first sight. His cybernetics keep him fit, and there's little to no blemish on his skin anywhere, even at the places where the augmentations blend into actual flesh. He does, however, have a small tattoo on the lower back, on the base of his spine: the symbol of The Church of Maxwellism, painted in black, and some tiny freckles beside his nose. He usually wears a black jacket and grey cargo pants, with black lightweight boots and gloves. His right forearm is either encased or completely turned into a piece of metal alloy, with some blinking blue/red lights on the ends of it. A similar, large piece of alloy replaced much of his back, extending out of a specially-designed slot on his jacket, which contained a prototype hovering device that can also be used as a moderately-effective jetpack. His left wrist sports a watch - at least, at first glance. It's really a small pad-like device, attached to his left forearm.

Personality: Marcus is a bit of a fanatic. Seeing any sort of steampunk/clockwork contraptions can and will make him paranoid, angsty and upset, while any sort of augmentations even resembling those things will send him into a fit of rage. 99.64% of times, he's attacked some sort of clockwork-assisted machinery, only to be informed that it is not, in fact, a Cogwork Orthodox assassin here to claim his life. He does feel shame, though, and perhaps even more so that normal people do. After nearly every one of his "episodes", he'd calm down, go hide in a room somewhere, and apologize to those affected. He is also quite the charmer when he's not berserk, and is quite easy to befriend. As to how much loyal he'd be towards you... that depends what you're willing to do for him.

History/Bio: Marcus Grey was born to Simon Grey and Sarah Grey in New York, US, where he went to school like any regular kids do. One thing was different with him, though - his parents were devout Maxwellists, members of one of the three sects of the Church of the Broken God (fucking hell, 4 'of's?). They weren't very strict in their teachings, however, and Marcus grew up just like normal children, absorbing both the world's wisdoms and the Broken God's teachings.

When he was thirteen, tragedy struck. His mother, a moderately high-ranking member in the Church, was assassinated. The perpetrator and the murder weapon was never found, but a single bronzed gear cog was found at the scene of crime, beside his mother's body. On that day, Marcus learned what "Tickers" were. There was also much hatred vented from the Grey household that night.

By the time university rolled around, Marcus was well-versed in computers - better trained than his fellow seniors, anyhow. His father has also taken to teach him what little fighting technique he knew and, seeing that his son still thirsted for knowledge, sent him off to college instead. Marcus thrived, learning more about computers, cybernetics and even experimental technology, thanks to an older professor who also just happened to be a senior member of the Church. Before graduation, he received his first augmentation - the Pineal Wi-Fi Node. The sound of the Broken God intoxicated him.

Returning home, he was very excited to show his father his augmentations and achievements - namely, PhD in Computer Science and Engineering - but, as all stories go, he found his father dead in his house, yet another bronzed cog laying beside his corpse.

It was the gear that broke SCP-882. Marcus found his parents will, and realized that they had left all of their possessions to him. With the help of some of his parents' friends in the Church, Marcus sold most of his things, pulled some favours, did some bribing, and got himself access to another level of cybernetic augmentations, one ordinary church members only dreamed of - mil-spec augmentations.

By the end of it, he was penniless, homeless, but not hopeless. Far from it, in fact - he reluctantly sold his house and, with the blessings of friends, left to seek revenge against the Tickers. The damned Tickers. Even if he had to travel to the end of the universe, even if he had to seek help from the Foundation - hell, even if he had to die himself, he'd devote his entire existence to it.

Very few of the Maxwellists fought, if any at all. But Marcus Grey was prepared to be a martyr.

Powers: Marcus has multiple cybernetic augmentations, both well-tested, reliable models and new, prototyped models. As such, he has the ability to run almost three times as fast as regular humans, can "wall-run", jump higher (or just scaling medium-height walls), increased stamina, dexterity, strength (as well as the typical bunch), fly (slow by comparison to true flight), advanced computational powers, permanent Wi-Fi/network uplink, different visions, as well as all sorts of computer-assisted skills and weapons.

Power limitations: The augmentation don't really run out of power, but overclocking his augs can and will overheat them to the point even excessive venting/cooling can't release all the heat. At that point, his augs shut down for a lengthy repair and reboot, during which time he becomes significantly slower and more sluggish than a regular human. He is, however, still capable of running away - for a while.

Skills: H2H - A, Hacking - SS, Marksmanship - S, Recon - S, Processing - SS, Hatred towards the Cogwork Orthodox - SSS

Weapon(s)/Equipment: Marcus is equipped with one subdermal pulse repeater, positioned inside his right forearm. The pad on his left forearm is an extension to his already-impressive computational skills, and can project a hologram for him or anyone else to see. His bones are modified to be stronger than a regular human's, and he is capable of accelerated regeneration. Marcus is also capable of cloaking himself from the visible spectrum, and cooling his body to match the surrounding temperature - but only for a while. He also carries regular guns and other anomalous weaponry that he has on his person, including a 9mm pistol for regular, human targets and a GOC-issued +2Gen pulse pistol for more... exotic and tougher targets. The latter was "given" by "someone on the inside".

Strengths: Parkour, physical things, shooting, fighting, reading (in his head, a thousand times faster than humans), writing

Weakness/Fears: Can't stand clockwork or steampunk stuff, snakes, anything related to Sarkics and the Flesh

Other:
Oh Great Lord of Silicon, Lord of the Modern Age, give me the wisdom to comprehend your true form through the Great Computation, the energy to power my life and the lives of those around me, and the strength to smite all who stand in the way of your Path. May all resistance be overcome. Amen.
 
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Name: Alken de la Vaettir

Age: 19

Gender:
Male

Sexual Orientation:
Heterosexual, occasionally Bi-Curious.

Species:
Human (SOLDIER)

World and Universe they are from:
Final Fantasy VII

Appearance:
Alken is a dark skinned young man with black hair. Standing at 5'11", he tends to carry himself with his shoulders square and back straight. He's decently well built for a man his age, but has a rather slim profile; strong, but without enough bulk to make him an easier target. His facial appearance is rather winsome and friendly, with a button nose, and soft features. He has a small scar parallel and above his left eyebrow, and a particularly deep and dark scar around his neck, stretching from his adam's apple, around the left side and to his nape. His body is similarly marked up; his torso is covered in scars from blade-cuts and puncture wounds.

His hair is frizzy and kept closely cropped. As a SOLDIER, his eyes have the trademark Mako glow, but are otherwise dark brown. He wears a dark blue variant of the SOLDIER uniform. He keeps his swords on magnetic holsters on his back.
Under his helmet, he wears a dark brown beanie with a golden feather that makes his head look like a large, adorable acorn.

Personality:
Alken is friendly, agreeable, and sociable. Though low-key and relaxed, he shows a lot of enthusiasm for helping people and doing a good job. Patriotic and idealistic, he embraces his role as one of Midgar's elite warriors, and will do anything and everything to protect his people. His trademark altruism tends to extend to people outside his home; he likes to help, and is particularly charitable to those in need.

A team player, Alken is more than willing to defer to those who know better than him, and is quick to learn from more powerful fighters. He's easily impressed, and has a bit of a sentimental streak. He has a bit of a weakness for gambling; he loves playing dice and betting on chocobo races.

Beneath his smiling exterior is a seasoned and dangerous warrior. He can be rather reckless and heroic when his back is against the wall, or innocent life is at stake; in the midst of battle, he rather enjoys the challenge of an insurmountable foe. Despite his friendliness when it comes to teammates, his training and experience on the battlefield has made him particularly lethal; he'll spare you when he can and it suits his sensibilities, but he isn't averse to dispatching foes with fatal attacks; if he has confirmed that you're a genuine threat to him or his team, and that you're acting with genuine malice, there's pretty much a 50/50 chance that he'll kill you.

The young SOLDIER has quite a bit of loathing for monsters; one of the few times you'll see him employ genuine cruelty to a foe is when the creature he's facing is a literal killing-machine; he tends to taunt foes he dislikes to demoralize and disbalance them to make going in for the kill easier. If the world is better off without it, then he gets rid of it. He particularly hates snake monsters like naga, lamia, gorgons, hydras, etc.

He tends to ramble when nervous, and gets a bit flustered when complimented. Though proud of his abilities in combat and his physical appearance, he loses track of what he's saying when he gets hit on or excessively fawned over. Alken is particularly promiscuous; he views pleasure as completely natural, and is willing to share his bed with anyone willing who he finds attractive. Flattery will get you pretty much anywhere with him.

History/Bio:
As a young man, Alken lived on a small farm outside Midgar in a town called Ladd. Living with his father, Aidon Vaettir, he had a nice life until a violent monster incursion left him homeless, killing his father and neighbors. Riding into Midgar on a train as the sole survivor of the assault, he spent months at a rail-yard mourning the loss of his father, who was his sole guardian at the time. Taken in by a fellow urchin, Lioke, he survived for years on the street until he and Lioke decided to join the SOLDIER program.

Surviving the screening process and enduring painful Mako showers and treatments, Alken and Lioke were assigned to Cadet Group Eight, Alken and Lioke met several other like-minded youths. Unfortunately, due to an ill-fated disaster in Sector Six, the majority of Cadet Group Eight was buried alive. Fifty cadets reduced to seven, Alken and his fellow cadets continued to survive the rigors of training despite being drastically understaffed in every test.

Eventually, the seven cadets were taken under the wing of a First-Class SOLDIER of great renown; Alalonn, the Dragon Slayer. Under his tutelage, the Cadet Group Eight bypassed Third-Class and entered Second-Class at a rather young age. Known widely as Alken the Fighter, the young SOLDIER is one of Alalonn's trusted retainers.
He is well known for eliminating several powerful monsters in his tours of duty in and out of Midgar, including a snake monster that was considered godlike to those who had encountered it and lived to tell the tale.

Powers:
A Second-Class SOLDIER of good standing, Alken is a good deal faster and stronger than the average person. Gifted with enhanced reflexes, strength, speed and stamina by his controlled exposure to Mako, Alken is a nightmare at close and medium range thanks to his augmentations and his Materia. He is also rather durable, despite being a human being; he can shrug off or endure a fair amount of abuse, fall from great distances and arise unscathed, and survive quite a bit of concussive force and survive (albeit stunned or dazed). He's been known to survive savage injuries, such as a bite from a huge snake monster and the resulting poison.

His senses are sharp as well; he can detect motion and see great distances, and can react quickly to nearby sounds, recognizing unfavorable ones quickly (blades leaving their sheathes, wingbeats, guns being raised, audible cues from incoming spells etc).

He is strong enough to lift small vehicles like cars off the ground, or send adult men flying in a single blow. His speed and reflexes make him particularly hard to hit, allowing him to dodge or deflect bullet-fire if aware of his attackers before they shoot. While channeling his innate Mako, his striking force and speed can be temporarily enhanced, although it can only be done in short bursts.

Alken's abilities combined make him an incredibly effective shock trooper. His swordsmanship allows for defense and rapid lethality, his barehanded skill allows him to plow through enemies on short notice, stun, or send his opponents flying, his speed and reflexes make him difficult to shoot or cut down, his fire magic can quickly turn the terrain in his favor and provide cover for teammates, and he can heal himself at will and raise his injured teammates. By all standards, he's a dangerous warrior.

Power limitations:
Alken is, for all intents and purposes, human. He can be damaged or slain by physical force, though said force must be scaled up by a degree of magnitude. Abilities that cancel out magic can also render his Materia based abilities useless. He also tends to put speed and offense over defense, leaving him vulnerable to attentive or cunning adversaries.
Those knowledgeable of SOLDIER would know if he was seriously going on the attack; his body glows bluish-silver when on the verge of a Limit Break; a huge warning to keep your distance. His ranged options are somewhat limited without Materia as well.

His magic abilities, which he uses for ranged combat and healing, are entirely tied to Materia. Stealing his Materia would leave him unable to heal himself or fight from a distance unless he had a throwing weapon.

He is also not a particularly powerful mage by SOLDIER's standards, or by multiverse standards; his fire magic has a limited effective range of fifteen meters, and he can exhaust his magical stamina in prolonged conflicts, leaving him with only his physical abilities to rely on. It takes him around two hours of rest (actually resting and recuperating, outside of combat) to regain his full mana.

Skills


S-Rank Close Combatant: Alken is famed for his capabilities up-close, using swordsmanship and self-taught martial-arts in tandem. He's a skilled user of several hallmark SOLDIER techniques with his blade. Even without his sword, he's a force to be reckoned with; he's even more dangerous with raw martial-arts than he is as a swordsman. His limit breaks are also a powerful tool in his repertoire; Fist of Doom is a singular, incredibly strong blow from his (you guessed it) fist. Goodbye Rush is a chain attack of punches, blows from the pommel of his blade, and sword slashes.

A-Rank Weapons Master: Alken has trained with multiple different SOLDIER weapons; swords, clubs, lances, throwing sickles, staffs and shields are all within his wheelhouse.

A-Rank Survivalist: He's trained to survive for long sorties in the wilderness, or potentially behind enemy lines. He can move quietly, live off the land, and generally survive without the trappings of modern life almost indefinitely.

B-Rank Army Strategist: Despite his young age, he's had years of experience. Shinra Troopers and Third-Class SOLDIERs looked to him in the field for military guidance, and First-Classers, drill sergeants and seasoned ground-commanders tutored him in basic military theory. He can adequately assist in planning a ground assault.

B-Rank Materia User: Unable to use magic without Materia, Alken carries them in his weapons or on gauntlets. His preference is to fire-materia, using it to throw fireballs, create walls of flame, or cause explosions at close range. His Healing Materia allows him to heal others, and recover from physical injuries. Healing isn't his strong-suit, so he has to do it slowly and carefully. Life threatening or crippling injuries take all of Alken's attention to mend on someone else; healing himself from the brink of death is even harder, and takes longer.

D-Rank Gunman: Alken knows how to use a gun, but has middling aim at best.

Weapons/Armor


Espérer:
Alken's main sword, it's a single-sided short-blade made of Mythril. With a metal, square shaped guard and a leather handle, Espérer is built to be wielded in one hand, allowing his offhand freedom to wield another blade, or more likely to strike barehanded. Alken keeps his Materia in this blade.

Rêver:
A matching blade and twin to Espérer, Rêver is the exact same, only the handle is slightly longer and the blade is double sided. Despite being his weapon and almost identical to Espérer, Rêver is the lesser used, and is often missing from his person; Alken has a friend who likes to steal it, leaving it outside his possession normally. This sword sometimes carries an extra Materia.

Materia: Alken often carries two Materia, favoring Fire and Healing.

Armor: Alken wears the standard SOLDIER uniform; a sleeveless turtleneck sweater, long pants, leather boots, a belt with the SOLDIER logo, and suspenders. His uniform is dark blue with brown leather. He also wears the standard SOLDIER protective armor; a pair of metal shoulder pauldrons, and a single horned helmet that covers the head, brow, and back of the neck. He keeps his sword on a holster close to the small of his back. He wears a small armlet attached to his left glove that can house a Materia orb. He sometimes dons a chestplate for heavy combat.

Strengths:
In addition to his inborn talent for battle, there is a simple, terrifying fact about him; he has a capacity to learn and adapt at a terrifying rate. When he is stymied and beaten down, he almost always realizes his mistake and comes back stronger for the second round. The closer you drive him to the brink of death, the more he learns from the battle (unless he's taken by surprise, or completely demolished by overwhelming force).

Alken is a bit of a self-improvement nut; he trains and exercises in his down-time, never allowing himself to decline in power.

He's famed for having an "iron nerve", but the truth is that he simply cannot excuse himself from standing up to an enemy; he revels in the challenge, and he embraces his role as an elite warrior.
He is quick to make the right choice, including turning to others for guidance or doing nothing at all in the absence of a correct decision. He has a good heart and moral compass.

Weakness/Fears:
Alken is somewhat afraid of the dark. He also takes too long to fight sometimes, believing that reasoning with the enemy is the best strategy. Being forced to fight when he feels negotiation is possible feels like an capitulation of his morals.

During his career, he's gone through quite a bit of trauma; he's been forced to execute helpless people, and been pit against unstoppable monsters who nearly killed him.

He stresses a lot over social choices, and the smallest mistake or amount of tension will make him overthink things; he usually manages to right himself and go for the right choice, but on the inside he's a rather anxious guy.

Alken is fiercely loyal to his childhood friend and romantic partner Lioke; in terms of mental attack, she always makes for a useful pivot. Convincing Alken that she's been harmed or is in danger will make him drop everything and respond to the threat.

He is also heavily susceptible to flattery; the compliments or expressions of gratitude, or romantic overtures often leave him flustered and at a loss for words.

Other:
Underneath his helmet, he wears a brown beanie with a golden feather stitched into the left side of the fabric; the feather was from a golden chocobo. A gift from Lioke, it has great personal value to Alken, but is functionally worthless overall.
 
Name: Ranou

Age: 19

Gender: Female

Sexual Orientation: Lesbian

Species: Human

World and Universe they are from: Aldnoah.zero (Mars)

Appearance: At 5 foot 7 inches Ranou has a delicate looking frame that is lightly toned, not too muscular and not too thin. Wearing a black leather body suit with carbon fiber composite armoring in vital areas and her shoulders she appears as a formidable foe, wielding that large plasma thrower powered by a battery pack on her back thats connected to her weapon through a thick cable. Most of her upper face including the eyes is covered by a mask that unfortunately is permanently bonded as it replaces her sight with sensorsand a mental image of her surrounsings.
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Personality: Militaristic yet light hearted she appears more as a mischievous woman than a cold hard leader like the other orbital knights are. Unable to really hold a grudge for long she moves on with things quickly rather than wallow in the past. With her eyesight robbed at a young age she had come to be allot more analytical about things rather than letting impulse and emotion guide her. Outside of official matters Ranou is completely straight-forward and doesn't hide her likes and dislikes. She quite often tries to flirt with other girls with mixed results.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.): Born on Mars the girl was born in a family of nobles but with a massive flaw. She was born blind and none of the doctors could help her without access to Terran prosthetics which were centuries ahead of their time. As time passed Ranou grew to be allot different from her father or mother who were both impulsive and emotion driven. instead she seemed to adopt a more calm and analytical stance even at the young age of 6 she was already displaying the intellect of a
young adult.
Soon came the time for the conquest of Terra. Her father being one the first to land on earth and in his arrogance also one of the first to loose. As per law Ranou was her fathers heir to the landing castle and his people. Gaining a title of an orbital knight herself she was quick to pull out of the conflict as her landing castle was the first to leave earth and return to orbit.

Powers:
The ability to activate Aldnoah drive(s)

Sensory network: This network replaces her eyesight and let her perceive the world in a vastly different manner linking up directly with a kataphract she can see the world directly from its eyes. or when not piloting her machine she perceives the world as if it was a first person shooter game.

Power limitations:
there really arent any limits to her ability to activate aldnoah drives. its like a lightswitch that only she and a select few others can use

Skills:

Piloting-S maybe could push for SS Her ability to link up her sensory network with the kataphract lets her use it as if it was her own body thus giving her an natural advantage to piloting abilities.
Shooting-B in close range and medium range falls to D in longer ranges.
Analyzing and strategizing-S due to her unusually hight inteligence Ranou can strategize on the spot and her analyzing skills are second to none even beating those of her own kataphract.

Weapon(s)/ Equipment:

Body suit: Its a black leather suit. nothing very special about it.

Carbon fiber composite armor: This armor protects most areas considered vital to a pilot like the neck shoulders sides and legs

Sensory network: Replaces her vision and adds some facial protection. this one is capable of scanning and mapping her surroundings. seeing in infra red once an are has been scanned and mapped. seeing in color and even has motion sensors. it is capable or an wireless or an hardwire connection to her kataphract or other compatible machines.

Plasma thrower: A somewhat bulky weapon but surprisingly light for its size as its ammo literally is air. the power source is on her back and is connected through a thick cable. The weapon is wirelessly linked to her sensory network thus allowing her to actually aim and fire at targets.


Strengths: Analytical and calm. she knows when to retreat and when to push a bit harder.
Weakness/ Fears: Shes afraid of the dark and an EMP will effectively blind her once more. usually just temporarily but stronger EMPs can fry the
sensors thus having to replace them.

Other: Her Kataphract doesent exist yet all she has is the Aldnoah drive in her inventory. though once its built it will appear like this.
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Name: Amelie 'Amy' Nuan

Age: 19

Sexual Orientation: Undecided

Species: Human

World: Avatar: TLA/LoK

Appearance: Amy stands at 5'6, with dark tanned skin, dark brown hair in a messy pony tail, C sized breasts, and green eyes. Her usual attire is between her work clothes, which are ragged, old muddy clothing she uses for her work, and the left piece of clothing in the picture below when she's away from home.
earth-kingdom-2.png


She's a very fit person as well, having some muscle on her arms and chest, but is lean enough to be very acrobatic when it comes to earth bending and fighting. As well, her posture is one of confidence, but she is admittedly a socially awkward person who doesn't talk to people much, as well she's quite the figety person, she doesn't like standing around for too long until she starts to pace back and forth. Not because she's bored or irritated, she just likes moving around, and staying too still almost feels like she's a piece of clay drying under the sun.
ab5162a8b22da46c5e486c85d3ca7ceb.jpg


Personality: The theme with this girl is socially awkward. She's a very shy individual when she meets new people, keeping herself quiet and not talking much, sometimes wondering off from massive groups. Over time though, she opens up a little more by making the usual awkward joke or talking more than before. She's a very kind person as well, always helping and never taking a job in the background. Always at the front lines. She's also got one hell of an aggressive side, being quite forceful and mean when she wants to be, but that's more to people being dicks to her.

History: Amy was born within the borders of the Earth kingdom, but in which region is up for debate since she doesn't know where. Her parents were hermits, people who merely traveled around and don't stay within the cities, as they were travelers. For the past three years, they had been exploring the whole region of the Earth kingdom borders together, but they also wanted to explore the other nations as well, almost map out the entire specifics of the world so there could be one massive map in detail of every place on the planet. Amy was born into the second year of their travels, which admittedly made things harder, but they did care for their child. With them, Amy visited almost all of regions of the four nations, visiting the old Air Temples, the Water Tribes, and areas of the Earth Kingdom that her parents had yet to visit like Kyoshi island. By age 12, her parents homeschooled her in reading and writing, as well trained her on Earth bending. By age 18, their parents had given up on traveling, as they didn't have anywhere else to go, at least where they were allowed to go.

Amy however didn't want to stay someplace, and her parents encouraged her to do whatever she wanted. Being the creative and artistic type, Amy decided she would also travel the world, but this time for artistic purposes. She decided she would built a diverse art collection, something all four nations could come together and experience a blend of different cultural architecture. She traveled for almost a year across the eastern earth kingdom, and in that time, she also found herself a home. A permanent one. Located under a dried out lake was a massive cavern of mud and clay that could easily be bended into whatever Amy wanted. The ceiling was cracked open so sunlight could come in, and water wasn't any issues as the lake wasn't located in a dry region, rather the lake was just drained by the cracks and made the massive clay caverns. She set up the cavern to be her home and workshop, forming rooms, buying furniture, and even setting up a small garden up top with an earth wall around it so animals couldn't eat the flowers and vegetables.

While Amy hasn't traveled anywhere yet once she finished, she plans on traveling to the Water Tribes next.

Powers: She's an Earth bender. She can lift up to 500lbs of rock and bend any earth material a normal earth bender can. As well, she's quite amazing at bending mud and clay, which is helpful for her work.

Limitations: There really isn't much in the way of limits for benders besides getting tired out to my knowledge.

Skills: Earth-bending: B, she's good, but her parents weren't masters of earth bending. As well, A for cooking, and A for workout rate. She's got quite the body.

Weapons: None

Strengths: Good earth bender and amateur fighter.

Weaknesses: Isn't a master at both, and is a shy person. Is also afraid of flying.
 
Name: Lera Mishnev, aka: DTW-X1 (Desperado Test Wind, Subject 1), "Aeterna"

Age: 24

Gender: Female

Sexual Orientation: Bisexual

Species: Cybernetic Metahuman

World and Universe they are from: Metal Gear - Rising Continuity, Post-Revengeance

Appearance: Standing at 6'3 inches tall, with a fair complexion, dark red hair where applicable and whatever parts of her human body remain are well-built, Lera stands as an imposing cyborg, with a cybernetic body consisting of an almost full-body conversion, aside from the head, neck and collarbone, but the latter is nevertheless armoured up. Her artificial body's colour scheme is a Desperado standard pattern of reds, blacks and few whites, hers primarily black except for the right-most breast place, highlights upon her shoulders, heels, lower back and exposed artificial muscle fibers all being red, with her elbow and forearm underside being white, along with the Desperado Logo in red on her right thigh. Upon her head is a metallic helmet that covers her head except for her eyes and hair, which reveals that her Ocular Implants have malfunctioned, leaving them permanently glowing a distinctive crimson, though the glow can be dimmed, her irises are forever discoloured to the same reddish hue.

From the back of her head protrude short wires, red and black, with connecting ports at their ends, along with connected wires across her upper arms to the elbows, along with a long, complex system of internal wires interlaced with her preserved internal organs, to administer her nanomachines. Her palms each have a circular port in the middle to channel her powers.

Personality: Lera lives for battle, but unlike her parent company and its own superior, she doesn't seek to bring senseless chaos or fight for money, Lera prefers to fight with purpose, to serve the greater good as it were, though this is contrasted by her psychopathic tendencies during combat, often emerging when her opponent "deserves it" in her mind. She used to despise her Cybernetics, but is now quite comfortable in said body, particularly because she still has a few important parts, per say, along with all the power and strength she has gained from the conversion. Regardless of what is being talked about, her slightly distorted voice always carries a sultry contralto, though even with her strong Russian accent, her voice is very clear. Generally, Lera carries a positive, yet casual outlook on life, but has the capacity to get serious, deadly so, when the time calls for it, when laughing is no longer an option...sane laughter, that is. Temperance has never been a strong suit of hers and it is further exacerbated by her Nanomachines, Cybernetics and history of experimentation, so her emotions can run very, very wild.

Her personality can be switched to that of a true sociopath, complete with murderous intent and maniacal laughter without care for anyone in her way, when she shifts into her...other self. Upon gaining a strange, flowing aura of crimson across her body, this "Slasher" takes joy in the brutal death and exquisite pain of all who she fells, more so than Lera proper ever could. All the result of a psychotic break and heel realization about herself during a troubling childhood and the experimentation of Desperado.

History/Bio: Only living in Russia for 6 years before calamity struck her family, Lera hasn't had a simple life. Her family murdered by a wandering group of war criminals who conscripted her into becoming a child soldier, with vile methods similar to that of President George Sears, aka Solidus Snake, within a country torn apart by constant fighting, later developing into a perpetual proxy war due to the SOP-powered War Economy. Earning her first kill at 6 and a half years old, Lera was quickly conditioned into acquiring a taste for blood and war, later becoming extremely brutal and excited during battle, developing sadomasochism all the while, proving to be one of their more successful recruits. When SOP was shut down by the actions of Solid "Old" Snake, she too suffered as a result of the Nanomachines failing when she was 16 years old. After spending 10 years as a child soldier, the psychosomatic trauma she underwent almost destroyed her mentally. It was only through comfort, support and the timely intervention of rescue and recovery groups sent in the aftermath of SOP's fall, that she was able to recover her grip on reality, but the scars were still there and very fresh, soon to be torn open by another group entirely: Desperado Enforcement LLC.

When she was roped into service via kidnapping, they offered her a choice: Have her organs harvested for the black market, or partake in their Cybernetics Tests and potentially become a Wind of Destruction. Begrudgingly, she chose the latter, undergoing Cybernetic Conversion and vigorous training, though they found she learned quickly due to already being experienced in the art of combat and killing. In two years, she became their most prestigious test subject out of many, but still deemed too unstable and unfinished to be deployed, so they to her dismay, slowed down her tests and development and kept her in the dark while Raiden fought against the Winds of Destruction...and then brought down World Marshall, the true master of Desperado, a mere front company to the former.

Her promises not met and not being content with their goals anyway, during World Marshall's auctioning, Lera broke out of containment and killed all of the scientists still tasked with watching over her. With new found strength, abilities and drive, Lera ventured out into the world with her hair to the wind, seeking purpose and horrible people to kill, people much worse than her. World Marshall never pursued her, perhaps she wasn't worth the effort? Or too scary, she didn't care, not really.

Powers: As a state-of-the-art Full-body Cyborg, Lera possesses enhanced strength, reflexes and durability by default, immune to blood poisoning for instance due to artificial blood, though that is superfluous. Her natural and artificial benefits are only enhanced by her true strength: Lera's experimental body is able to draw energy, from the environment slowly, from sources of energy quickly or through her weapon a little bit at a time with each strike of an enemy. This energy is drawn into her CNT Muscle Fibers as a primer, which can be fully activated by her Nanomachines, which are similar in concept to those of the late Senator Steven Armstrong, granting her control over unstable, yet powerful Energy, primarily electrical energy with just a touch of the pure, unstable stuff. While Armstrong had similar strength, his Nanomachines primarily focused on protecting him from harm and exciting the earth below him to utilize powerful earth and lava based attacks, Lera just uses the energy raw for the most part, attacking enemies directly with flying charges, enhancing her attacks, outward shockwaves and other such offensive forms.

The Nanomachines allow her to perform more utilities however, such as pumping the energy (and the Nanites) into a machine to assume direct control over it and taint its weaponry with her power. Cyborgs can do the former anyway with MCFC Electrolytes, but the Nanomachines allow her to perform the latter, essentially strengthening them as well. Overall, her combat style once her Nanomachines are active, is fast, aggressive, crazed and chaotic, to keep her opponent guessing and moving if they don't want to get hurt. But before then, she is strangely methodical and skilled with her weapon, preferring to counter-attack and strike decisively and hard.

An interesting tidbit is that, depending on the energy she absorbs, Lera can take on and use certain characteristics of said source. For instance, Plasma Energy will shift her focus more toward heat-based attacks and plasma fires, along with more unfocused crowd control, but any sort of Cold Energy, like Cold Fusion or Cryokinetic powers can make her more focused and singular in her elemental attacks. This applies to otherworldly energies too, granting her their strange properties as they manifest.

Power limitations: As she doesn't possess MCFC Electrolytes aside from those in her CNT Muscles as needed, Lera cannot generate her own energy, nor can she replicate the powers used herself, meaning that without any absorbed power, she is a Cyborg with a weapon and her skills, but nothing else, meaning she has to be clever and efficient with energy absorption to become powerful earlier on. The same principle applies when her energies run out, but this only really occurs after a long, protracted battle, as her reserves are deep. Lera doesn't possess an overcharge of her power, so any excess taken in is simply blown out via her natural aura intensifying. Her brain is also not a supercomputer, so she cannot make the precise calculations that any Unmanned Gear or other such machine needs to for problem solving, so she doesn't become more intelligent when linked up. While she can absorb the power of an attack, she cannot absorb the attack itself, so a Lightning Orb can have its energy siphoned after or during impact, but it'll do little to stop the Orb from hurting her, so her energy gathering can pose a risk to herself.

The source of her Nanomachines is her Heart, blackened and machine-like in appearance as a result. Cut out her heart, the Nanomachines stop. Then again, so does her life. Her energy absorption can only begin once she activates her nano-emitters, too small for the eye to see, but they are closed outside of combat, meaning she cannot just build up a store beforehand. Energy that's stored for too long without being used doesn't agree with her Nanomachines either, which shut down and just vent the energy themselves if she doesn't. And even though she can perform a move to absorb energy from nearby sources all at once, she is hugely vulnerable while doing so and usually cannot fill her reserves immediately when doing so. That and she looks like a dumb Sumo Fighter.

Skills:
Energy Manipulation - SS
HF Mace Proficiency - S
Swordsmanship - A
Acrobatics - A
Technology Maintenance - A
Idle Chatter - S
Cooking - B (Yep, she still has her stomach.)

Weapons/Equipment: High Frequency Mace, "Skull-Smasher" - A well-crafted and heavy mace, capable of dishing out blows that can break bones, wood and denting metals. With the high frequency enhancement most if not all cyborgs submit their weapons too, it's bladed head (Think a technological Sauron's Mace) can cut clean through tough hides of basic enemies and leave lasting injuries on unprepared opponents. It's heavy, yet can still be wielded in one hand by the strengthened Lera, but its hardest blows are with two hands. It's an efficient blocking tool as well, but hardly a parrying weapon.

High Frequency Short Sword, Wakizashi-style Blade, "Silver Samurai" - An equally well-crafted blade, built from the ground up to become a HF Short Sword, capable of faster, yet weaker strikes, but more than capable of counter-attacking and full parries/counter-parries. Contrary to its symbolic purpose, Lera doesn't use her Wakizashi defensively, using it more like a shorter Muramasa. The blade is an ominous crimson due to the HF Process used.

Strengths: In combat, Lera is unmatched in her ferocity and highly skilled with both of her weapons. She prefers to fight like a Samurai, avoiding cheap shots, sneak attacks and letting her opponent recover, meaning she values honour and it keeps her morale high. Her energies allow her to overwhelm and yet, test her enemies, pushing them to their limits. Her enjoyment of pain however excites her "Slasher" side and when she is in that frame of mind, her aggression is outright feral, almost overwhelming to go up against.

Weakness/Fears: Despite enjoying battle, her "Slasher" side deeply thriving from pain, Lera doesn't want to lose total control, nor does she wish to be sucked into another pointless conflict with no meaning, to do so would be to spit on her own grave. Her aggression while in her inevitably triggered "Slasher" State borders on recklessness and a cooler-headed fighter can easily exploit that. Fears absorbing an energy that is detrimental, such as the Curse of the Undead.

Other: Enjoys cooking, chatting with friends and any form of music and sing-song.

(How's this, Prussian? *Nervousness*)
 
Name: Leon "Seraph" Quinn, of the Order of the Sword and the Holy Knights of Fortuna.

Age: 30

Gender: Male

Sexual Orientation: Heterosexual

Species: Human-Demon Hybrid, as a result of the Ascension Ceremony.

World and Universe they are from: Devil May Cry - Post-DMC4

Appearance: A knightly man dressed in attire befitting of his organization, wearing a long white coat with large silver buttons that extends to his ankles, aside from the front, where it stops just a few centimeters below his waist, with enough room for his belt, so mobility isn't impaired. The shoulders and sleeves possess an ornate golden designing, he wears white pants and strong, black high boots with steel toecaps. His coat is similar in design to a double breasted coat and an overcoat, hence the separation in lengths for his front and the rest of it, along with it being tightened and fixed by the aforementioned belt, which is blue in colour and has small black strips on the top and bottom, topped off with a metal buckle. Leon also possesses a hood, an ornate helmet that covers his face entirely and gauntlets that extend under his sleeves, the very former is always worn over his helmet when it is on.

Leon stands at 6'5 inches tall with a toned body and has brushed down, dark brown hair that's not particularly long and is parted partially at the front for visibility, along with a soft bone structure to his face and rare dark green irises. His skin isn't tanned, but not too pale either, in fact his skin tone is healthier than it was before the Ascension Ceremony.

Leon's Demon/"Angel" Form is similar to his regular form and is more akin to a Devil Trigger that the likes of Dante and Nero use, the similarities to the latter manifest in its ethereal, spectre-like qualities. Leon's reaction to the Ascension Ceremony granted him unique powers and a visually striking form, where he appears to have become an Avatar of the Order itself, with his coat seeming to continuously bleed off into the surrounding air without depleting, his aura is that of a vicious Light, his sword becomes more mechanical rather than organic like most do, his hood and helmet seem to merge and become his "face", with the expressionless visor replaced with a firm-faced look befitting of a stalwart protector, albeit with red eyes and a broken halo above his head, rather than the complete symbol a true Angel would possess. From his back, six wings of both a physical and ethereal appearance, his left three golden and light, with the right three being purple and dark, manifest, showing him as more of a Seraph than a twisted picture of an angel like most, even the likes of Credo, the Order's Supreme General. It is theorized that the more noble and angelic their demon form appears, the more the Ascended represents those ideals.

Personality: Leon lives by the name of Holy Knight to a fine degree, fighting for good, performing selfless deeds out of genuine altruism, rarely seen in most humans, never mind Demon-Humans, along with being friendly to strangers and socially adept, at least, when it comes to his duty and regular talking, talking to the opposite sex has never been his strong suit, so if anyone swoons over him, he has a hard time reciprocating, often becoming flustered and deflecting. In a crisis, Leon keeps a cool head and raises his voice only when necessary, able to quickly direct those in peril to safety and rally his allies if need be. In combat, he is honourable and testing even, wishing to explore his opponents capabilities as they engage, but if in danger of losing, usually to someone malicious or whomever he believes to have committed a heinous act such as treachery, Leon can become frustrated and enraged, adjusting a normally decisive, fair fighting style into a powerful, relentless berserk charge.

Leon isn't without humour, known to utter a sardonic or sarcastic quip when he feels the desire, but for the most part, he talks fair as much as he fights so. In his Demon Form, despite it being more angelic than usual for the reasons detailed earlier, it amplifies his negative traits, making him somewhat cocky and taunting, not to a massive degree, but it is very noticeable. He is also far, far from the belief that Darkness is inherently evil, believing both forces are exactly what they are called: Forces, both usable for good and bad, so he uses both for good as he his able.

History/Bio: Originally a simple peon of the Holy Knights of Fortuna under the nefarious Order of the Sword, Leon Quinn rose the ranks quickly after performing many successful missions, protecting fellow warriors from harm and "embodying the Order's prime traits and ideals without fail", becoming an admired Commander and earning his Officer's Blade. Though he was always overshadowed by their Supreme General, Credo and the Sanctus, the Order's Leader and Prophet, he still had his followers. He was soon chosen along with many others to come, to undertake the fabled Ascension Ceremony, a ritual that empowers the Holy Knights with Demonic Energy, masquerading as Angelic Blessings, to embolden and strengthen their resolve and bodies, to become more powerful warriors overall.

He became more empowered than regular warriors, gaining access to his Angelo Demon Form, marking him among the few to have achieved such ascension, along with the reclusive scientist, Agnus, the Supreme General, Credo along with the Sanctus himself. Leon had never met Agnus, being among the many who weren't privy to his actions or existence, nor did he learn of the true plans of the Sanctus and his subsequent manipulation of Nero, Kyrie and Credo. The Saviour was also only spoken as rumour among his followers, but it would soon become very real, as Sanctus's gambit was successful and The Saviour was activated, raising from the Order's HQ and destabilizing the structure...while Leon Quinn was still inside. While Dante was escaping, Leon was trapped in one of the back rooms facing off with a large horde of Demons, managing to kill many of them but he had to make his escape, using his powers and abilities to cut a way to the roof of the grand building, just as it finished self destructing from within and a massive section of the roof had crumbled next to him, allowing him a sigh of relief...but not for long.

In the distance, he saw The Saviour, looming over Fortuna, along with the Hell Gate being opened with almost too convenient timing indeed. Leon Quinn could only sit on the sidelines as events unfolded, many Greater Demons being slain by Sparda's Son with The Savior and Hell Gate both destroyed, all leading up to the terrible deeds of the Order of the Sword being unveiled to all who survived. Leon almost suffered a complete crisis of faith upon learning of his complacency in the Order's actions and ascension to what is actually a Demonic Form, not an Angel, only mitigated by his official pardon along with one posthumously granted to General Credo and a bit of soul searching.

Now striving to truly represent his ideals and the name of Holy Knight, Leon undertook the alias "Seraph" and began to wander the world, fighting for great justice, dispensing it to those who deserve it and above all else, protect the innocent.

Powers: In his regular "Human" form, Leon possesses above average strength, speed and senses, only serving to enhance his already masterful swordsmanship. His dexterity is enhanced as well, allowing him to jump higher than normal humans and grip onto sheer ledges much more easily. He's more durable as well, able to take more blows that would otherwise incapacitate lesser warriors, but he's not immortal, enough blood lost and he will die, the same could maybe be said of Dante and others like him, but he has been known to shrug off impalement due to demonic regeneration.

In his Angelo Demon Form, all bets are off. Here, he gains the power to control Light and Darkness both offensively and defensively, both formed and channeled via Demonic Energy, along with more strength, more toughness and the power of Flight. His Light powers are more focused and searing, with crescent waves fired from sword slices as he wills, the conjuring of grand Lances to throw at his enemies, homing orbs of light and other such singular attacks, while his power over Darkness is more sweeping and debilitating, allowing him to blind his enemies, ensnare them and simply blast them with Dark Energy shockwaves and Summoned Ethereal Swords. His sword is always enhanced with Light, so it deals Light-based damage and he knows many useful moves, such as the iconic Stinger.

Something to note is that he is capable of capturing Grander Demonic Souls to forge into Devil Arms, though he has none as of this moment.

Power limitations: As mentioned before, Leon is not immortal and after enough, albeit significant punishment, he will die. Any shields formed though his Light powers are destructible and while he can remain in his Angelo Form forever if he chooses, enough damage will force him out of it, despite any willingness on his part to keep fighting. His power over Flight when fully focused on allows him to travel great distances, but he cannot be in combat to do this, otherwise he can only fly in short bursts. If he strains his wings any longer during battle, they will burn out and stun him for a short time. He also possesses no teleportation skills and doesn't benefit from passive health regeneration like Dante and Nero's Devil Triggers. If he uses too much Light and/or Darkness at once, say for a grander attack, he becomes exhausted and his aura falters. Speaking of his aura, if it is broken and it can very well be, Leon will remain in his Angelo form but will be weakened and able to be staggered and thus, attacked viciously if the opponent takes advantage of his vulnerability, but his power will refocus quickly so it'll be brief. (Think Nero being able to Buster Angelo Credo when his shield breaks.)

Skills:
Swordsmanship - SS
Angelo Form Mastery - S
Combat Maneuvers such as Dodges - A
Leadership - A
Stealth/Subtlety - C
Sense of Justice - SSS
Painting - B

Weapons/Equipment: Officer's Blade, "Light's Shadow" - A large, single sided blade similar in design to Nero's Red Queen and other Order Swords, with gold and white embroideries with a few shades of purple added himself to represent his duality a little better. It is capable of being "revved", not to Red Queen's Exceed levels, but it can slightly enhance the Blade's punch. In his Angelo Form, it becomes larger and more mechanical in appearance, visible gears moving in the sword's core and it generally becomes more regal.

Summoned Lances/Dark Summoned Swords - Conjured weapons used in battle, the former is golden in appearance while the latter is an ethereal purple.

Strengths: Leon's ability to lead troops and allies is revered and still tempered to this day, allowing him to rally them and increase overall morale with only a few moves on his part. His combat prowess is exceptional, swiftly defeating weaker enemies and giving even the most powerful opponents a hard time indeed, along with his control over Light and Darkness in his Angelo Form allowing him to overwhelm small groups and batter down all but the toughest warriors. His negotiation skills aren't exceptional, but they are commendable, sometimes he can talk his way out of a dangerous situation entirely, but regardless of success or failure, his words are always direct and appealing.

Weakness/Fears: Dirty tactics always throw him off, as he expects a fair fight in return for the one he gives, frustrating him all the while. His outright refusal to engage in said tactics himself can be to his detriment if met with them from a particularly slimy adversary. If forced out of his Angelo Form from enough of a beating, Leon is vulnerable and weakened as his body tries to recover from the sudden shift, along with him not being able to think as clearly as he'd like. Leon has little in the way of fears, but if anything truly frightens him to the core, it's failure. Not simple failings on the path to success, but on a grand scale, to fail the world as it is lost to destruction, evil and other such great woes is a concern that plagues him daily.

Other: Enjoys long walks, making friends, painting in his spare time and trying out new foods.

(Here's the second. I'll hold off on any more until I post at least once, if I get more ideas. lol)
 
Name: Anna Johnson

Age: 24

Gender (Can be genderless too): Female

Sexual Orientation: Heterosexual

Species: Human

World and Universe they are from: Earth, Archangel Universe

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.):
View attachment 2533
Anna Johnson is average height and weight for a human woman. However, she is built a bit bulky with muscle. She has slightly pointed ears that she keeps hidden with her short, auburn hair. She has green eyes. On her left upper shoulder, she has a tattoo-looking birthmark. An orange, red, and yellow phoenix with one wing above the head and the other wing below the feet. Her Earth uniform is standard Air Force uniform. Her E'artin uniform is sky blue nanotech. She wears a com unit on her right hand that she can key on and off so others can hear Talmak.

Personality (Over six lines long.): She is very kind and loyal. But she tends to be quiet around strangers, unless she is in the middle of a battle. She is not especially social, but in a command situation has no problems giving orders or talking with others. She has a tendency to be unable to stop talking once she starts if she's nervous. She always seems to know what others are feeling.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.): Anna Johnson never lived anywhere long enough to call it home. Her father was in the Air Force, and her mother studied the stars at night. Her family line has always been obsessed with the stars. Growing up, she didn't have many friends. Some considered her strange because of her ears, her build, and her way of always seeming to know what people were feeling. This made them nervous, angry, or jealous. And moving around a lot didn't really help. She joined the Air Force at 18, though even then she looked young for her age. At 20, she came across a sentient ship by the name of Talmak who took her off planet to his home world to help the E'artins in their war against the Tentlaka. There, she was implanted with cybernetic enhancements under her skin and around her muscles. She yearns to go home and form an alliance with her home world.

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.): Anna was already slightly faster, stronger, and more agile than an average human. With cybernetic enhancements, she's stronger, faster, and more agile than she used to be. She is a powerful Empath, both receptive and projective. She can feel the emotions of others, and manipulate the emotions of some. Her nanotech uniform is designed to stop bullets by slowing them down before they pierce the flesh

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless): She doesn't even know she's an Empath. She always figured she was just good at reading people. Because of this, she has no real control over her abilities. For the most part, this doesn't mean anything, but under stress, feeling massive amounts of fear it tends to spill over into others. Whether the others can simply feel it themselves or their emotions are changed by it depends on how mentally strong they are. Even with cybernetic enhancements, she is slower, weaker, and less agile than, say, an Elf or Dwarf. Her nanotech uniform is only designed for gun weapons, not sharp objects like swords, arrows, spears, etc. It would still stop the blow before it became deadly, but the fabric would be cut, and weak in the cut area for 30 minutes or more.

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): Piloting-A. Guns-A. Martial Arts-B. Command-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.) She carries a gun. From E'arta it's a pulsar. It magnetically clips to her E'artin uniform, whereas her normal gun with her normal uniform needs a holster. Her pulsar needs the E'artin's special cybernetic enhancements to work.

Strengths: She is a competent leader. She is very loyal, and willing to help others. She will always do what needs to be done to keep her promises.

Weakness/ Fears: Her greatest fear is rejection and loneliness. She was never truly accepted by her peers growing up, meaning that she fears not measuring up. She often doubts herself, even in command situations, if she's given time to think about a decision.

Other: She can speak telepathically with Talmak. This is only with Talmak, as she is not a Telepath.
 
Name: Talmak

Age: Unknown

Gender (Can be genderless too): Male

Sexual Orientation: Unknown

Species: Ovruhx

World and Universe they are from: Archangel Universe, home world unknown

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.):
talmak-jpg.2421

Whether or not this is what Talmak's original body looked like is unknown. But chances are high that he would feel most comfortable in a familiar body shape and size. He can carry up to 10,000 people at any given time, though a skeleton crew for him is 200. He was originally intended to be a colony ship when he was first built by the E'artins, however, the Tentlaka war changed him to a war ship. His quarters are spacious.

Personality (Over six lines long.): Talmak is a very analytical and technical person. He prefers to make sure things are in order. However, he is also very secretive, and protective of his captain. He is a little lonely at times, though he tries not to let it show. He is not especially trusting of the younger races. Though he actually does feel badly for hiding the truth from the E'artins and Anna, his current captain. He longs for the day when he can tell them the truth.

History/Bio (Over eight lines long; no canon blending- as in direct interaction with canon characters.): Talmak's people, the Ovruhx have been at war with their enemies, the Creicrugh for centuries. During the last great war between the two races, Talmak's organic body was destroyed, and his core sent flying through space, landing on the planet the Tentlaka called home. He spent a while in slumber, while he repaired his core, but there was no regaining his body. When he woke, he found himself surrounded by strange creatures, and tried to talk to them. Only a select few could hear him, and they decided he was some kind of god, or the artifact from a god. Afraid of what this war-like race would do in the name of "their god" he did not tell them who he actually was. He sought a way free of the planet, as the Tentlaka not only did not have the tech to create him a new body, but as they didn't want to lose their god, would have refused his request. So he sent his mind out towards others who might hear him. This is how he came in contact with an E'artin looking for a way to win the "War of Three." He convinced this humanoid alien to take him away, then proceeded to convince the E'artins to build him a new body. But his new, non-organic body came with severe limits. However, out of gratitude for their kindness, as well as because he was not sure in what direction his home world was, he stayed and helped in the war against the Tentlaka. However, when he traveled with his captain, Crown Princess Sanua Kadina, someone messed with his systems, causing him to crash land. The skeleton crew of E'arta were scattered across the planet they were above at the time, Earth, and Talmak took centuries to heal. By the time he first woke from his slumber, his commander and many of her crew were dead, and the people of this world were to technically un-advanced for him to find a suitable captain. So he waited, and where he could when he was awake, he influenced the movement of technology. Finally, the day came when he sensed an energy signature similar to Sanua's and waited eagerly for his new captain. When she was above a hatch that was in the sand of the Sahara, he opened it, causing Anna Johnson to come crashing down. He then informed her she was his new captain and took her away to E'arta, to make up for the time he'd lost on this world.

Powers (If your character has biotics, magic, a superpower, racial abilities, or anything that can be explained.): Talmak is telepathic, as is his entire race. He can also speak telepathically to his captain and the older races.

Power limitations (The limitations of said powers, because nothing that will be accepted is limitless): Talmak has found that many of the younger races cannot hear his mental voice.

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.) Talmak is equipped with weapons designed to go up against other ships. Missile tubes, and energy beams help him pierce enemy shields.

Strengths: Talmak's greatest strength is his connection to whoever his current captain is. When he was organic, he could also grow the weapons he needed.

Weakness/ Fears: His greatest fear is losing his captain, or finding that he is truly alone in the universe. He's also not overly fond of the idea that in a way, he is no longer the master of his own fate.

Other: Talmak is always ready to talk through the com unit on Anna's hand.
 
Name: C-3 ((Stands for third generation chimera))

Age: Artificial life form that appears to be in her mid 20ties but her true age is only 3

Gender: Female

Sexual Orientation: none

Species: Chimera

World and Universe they are from: Sidonia no kishi

Appearance: C-3 is a fairly tall girl standing at solid 24 feet but is still considered a miniature to her predecessors. Her outer shell or more commonly known as a placenta is tinted blue and takes the form of a curvy woman in her mid 20ties but when entering battle her entire outer placenta hardens to form thick hard armor as well as a protective helmet. The said helmet has only the right eye uncovered to allow for optical visibility which is not necessary for C-3 as she operates using different sensory methods. in addition to her freakishly large height compared to a human ((shes tiny compared to a proper chimera thats easily at 70 feet+)) C-3 also sports a rather thick and strong looking tail that mostly serves as a way to balance herself in shifting gravity fields.

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((using an recolor of Tsumugi as its really the best suited for C-3))
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((when out of combat she chooses to take up this appearance to fit in more with regular people))
Personality: an very curious and explorative would really make up her essense, anytihng new that she sees she wants to look at it prod it or do something with it. Even in combat she retains her cheery anything goes attitude but can get quite a bit too excited and get herself into deep trouble... usually with the enemy or the commanding officer.

History/Bio: Sidonia wasn't the only seed ship that had encountered Gauna after a long period of piece, an previously unnamed seed ship [Liánméng] headed in the opposite direction had its own line of failures and successes. One if its bigger successes was the Chimera program and the eventual creation of C-3. an third generation Chimera prototype so to speak. even though quite allot smaller she retained the same firepower and strength as her much larger predecessors. with an increased agility due to the way lower mass She was a quick winner in the eyes of her creators. Dispatching Gauna after Gauna before they even knew what hit them. One day however when she were so close to beating an Large Mass Union Ship a bright green flash blinded even the sensors of the seed ship and C-3 vanished. The Gauna union ship didnt get away unscathed either as it was obliterated in the teleportation process. Her creators were only left to wonder just what happened...did she self destruct or was there something much larger at the works here.

Powers:


Outer placenta: out of combat this tissue is somewhat rubbery and smooth. tinted blue it does feel more like latex to touch yet appears like skin to the naked eye. this so called placenta is capable of taking quite the beating and is highly flexible and can grow/regenerate rapidly as long as theres enough Higgs particles in C-3 to accelerate the growth. in combat the growth and regeneration slows down drastically in favor of it hardening like titanium to form an protective shell around the soft insides and her core.

Core: nearly indestructible to common weapons like railguns or plasma beams. beyond its toughness against regular weapons Higgs boson beams can still damage it as well as well as Kabi or any alternative to it it like Promethium Terbium or Erbium can even destroy it permanently.

inner chamber: there is still enough room within C-3 to house a small sized pilot in case she goes unconscious the pilot can take over or vice versa.

Vision and perception: She has an environmental awareness rivaling that of the seed ship she was protecting. capable even seeing visually as far as the seed ships long range sensors can see. albeit the image is very shaky and often times corrupt she can still tell roughly what it is that shes looking at. outside of optical vision she has built in sensors that can help her navigate against targets she cant see or are directly behind her.

Power limitations/physical weaknesses:

Outer Placenta: Unlike a real Gauna her placenta doesn't have the capability of growing long arms and isn't as pliable or fast growing during combat.

Lance cannon: The beam of her lance cannon has a limit that scales directly with how much Higgs particles are being pumped through it. theres an upper limit to how much she can pump in though before the placenta fails and explodes. 1 gigawatt minimum to 10 terajoules is the limit.

Vision and perception: Right after firing an Higgs particle beam close to its upper limit her vision takes a large impact as static breaks up the image. The Higgs interference from that beam being the cause of this momentary loss of vision. the effect is just a little noticeable when she fires the lance cannon at its rated output energy of 2 Terajoules

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):

Piloting SS: Since she is quite literally an flying space warrior C-3 has an acute knowledge of flying alone or with a pilot within. Even capable of flying in a direction while looking back at her target to fire if the target is on her six.

Weapon(s)/ Equipment:


lance cannon: an weapon that is grown from her placental outer shell in addition to it being an jabbing weapon that can pierce a gaunas core it can fire high energy Higgs particle beams.

Artificial kabi claws: Claws capable of ripping apart the outer placenta of a Gauna and even piercing their true body/core.

Artificial kabi sword: when this sword is active it replaces the entirety of her lower left arm from elbow and below.

Strengths: Excellent flyer and has a blazing fast reaction time.

Weakness/ Fears: overly curious which gets her in trouble quite often. Due to the lack of seriousness or the will of getting serious she can get a bit too excited and make mistakes.

Other:
 
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Name: Lord Horus, Third Generation Iron Lord of Eternal Radiance

Age: 36 (Speculation, but was among the Guardians revived in Year 1, Guardians don't really age anyway.)

Gender: Male

Sexual Orientation: Pansexual, even finds Exos attractive.

Species: Human (Guardian/Risen. Thus, reanimated corpse technically.)

World and Universe they are from: Destiny Universe - Been active since Destiny 1, Year 1, Timeline-Wise.

Appearance:
800px-WARLOCK.jpg

Horus wears the Armour of the Third Generation Iron Lords, referred to as the Days of Iron Set. These Warlock Robes are a mixture of fluffy winter-coat like materials, chain-mail, Armour and the typical elegance of Warlock Robes with the softer fabrics and long-coat style. With the Iron Lord's Emblem emblazoned upon the robes chest, a Warlock Bond representing the Iron Lords via a projected symbol constantly glowing with the Guardian's own light and a helmet, pointed at the sides and fully metallic, Horus is well-suited to the role of a 3rd Gen Iron Lord with his appearance alone.

Beneath the helmet, Horus has a fair complexion, dark orange irises, hair black as a raven that goes past his neck in length and a well-kept stubble, along with a few scars from his many close encounters with death. He could have his Ghost fix 'em up like they do with him on a daily basis, but Horus keeps them as reminders. Though one scar in particular cannot heal and it is upon his left arm.

Personality: Being a Warlock, Horus is first and foremost a scholarly figure, seeking knowledge regarding numerous fascinating topics. For instance, most Warlocks study the Traveler, the great deity-like construct that grants Guardian's their powers over Light, which in turn is also studied, its origins and finer points waiting to be unearthed. They often study the potential of Light or their arcane-like abilities, gaining more control over them typically in the process. Even after becoming an Iron Lord, Horus still finds time to seek out new findings, acquire more and more knowledge about such mysterious topics, even some of the more controversial ones, similarly to Toland the Shattered and the legendary Osiris, he studies Darkness and the Vex with great enthusiasm. Despite his moments of contention with other Warlocks who preferred he play it safe, Horus is never the less a caring man, albeit he's a practitioner of tough love, ala Lord Shaxx of the Crucible, preferring people truly earn their honour, to test their mettle in battle and come out victorious. Other than that, Horus is a joy to be around, being oddly enthused and even bombastic for a Warlock, comparable to a Titan, with less desire to punch everything, but he certainly gets some delight out of combat, watching or participating, along with explosions.

Lord Saladin Forge's words while he resided on Felwinter Peak with other Guardians resonated with Horus, knowing that neither he nor any other Guardian was invincible, as a result of Saladin's own tragedy regarding the Lords of Iron and SIVA. Tales of the "Young Wolf" were also inspiring, as Saladin spoke highly of them, as they soon became the first of the new Iron Lords before Horus. As a result, Horus takes his duties as an Iron Lord very seriously, adopting all of the responsibilities he can handle, along with this being when he adopted his "tough love" philosophy, though he knows that failure is but a step toward success, though if anything losses to him are merely lessons that one can learn from. Comparisons to Shaxx were abundant with the rookie Guardians that trained with him.

History/Bio: Nothing is known about Horus's past life before becoming a Guardian, but all he knows is that he must've died in Old Russia, as he was resurrected there, next to the wall separating the Cosmodrome from the Plaguelands, sealed off by Lord Saladin after the Iron Lords failed to control SIVA, with a rusted old sword and a Khvostov 7G-02 laid next to him, the latter still firing true when his Ghost first revived him despite it having been there for at least a few hundred years, like his remains were. Like he, the rifle was imbued with Light, albeit much less than the then-unnamed Horus was, allowing him and his new Ghost to push through Fallen Territory and claim an old ship, allowing them to escape and head for The Last City. During their escape, Horus had to take cover in the living quarters of a Russian Federal Bureau of Aeronautics Employee, where after he killed a Fallen Party, found that the man had an interest in Ancient Egypt, being in possession of an old tablet with the Eye of Horus symbol upon it. After learning from his Ghost what it meant, the unnamed Guardian took on the name and moniker of Horus, taking a liking to how it sounded if he were to be honest.

From there, like many Guardians, Horus began to forge his own legend, defeating countless Fallen, Hive, Cabal and Vex in his travels and missions he was assigned, while satiating his Warlock's desire to learn more about the world and its forces. Particularly noteworthy examples include the initial capture of Skolas, the Kell of Kells, before Vortex-25 and two others killed him in the Prison of Elders, both deaths of Omnigul, Will of Crota, the scrapping of Sepiks Prime and Sepiks Perfected, tearing out the eye of the latter as a memento, destruction of several Taken Blights during The Taken War and assisting the Raid Team who entered the Perfection Complex and helped kill Aksis, Archon Prime, after the Devil Splicers's efforts were thwarted by Vortex-25. He had also crossed paths with Taniks, the Scarred, before the Kell-less Fallen's death, though they were forced into a situation requiring them to work together to survive, as a massive Hive Force surrounded them when they met in a crater during a special mission of Horus's. Together, Taniks and Horus annihilated them and out of respect, Horus and Taniks parted ways, though this was before the Shadow Thief allied himself with the House of Wolves and by extension, Skolas. When word came of Taniks's resurrection as Taniks Perfected via SIVA, Horus abjectly refused to undertake the Strike, leaving his position open to another Guardian, not wanting to bear witness to a twisted form of a Fallen he respected.

After the death of Aksis, the new Iron Lords recognized the achievements of Horus and after a few more tests, handed him his Iron Lord Broadsword and named him the Iron Lord of Eternal Radiance, due to his proclivity toward the Sunsinger, then later Dawnblade, sub-class and style of fighting.

The fated day when the Red Legion, an elite and mighty Cabal militaristic Legion, invaded and lay siege to The Last City, was a dark one indeed. Lord Horus along with many other Guardians, including the Vanguard, fought back against the Cabal invaders, but their leader, Dominus Ghaul, had attached a strange structure to The Traveler which cut off the Guardians from the Light when activated, rendering them all mortal and powerless. Those who were able to escape suffered greatly during their exodus to The Farm, though they were more fortunate than most. Horus was almost one of them, as when his Light was lost, he and his Ghost were upon a Cabal Dropship, preparing to bring it down when his Radiance deactivated for the first time in years, for his Light was drained away, leaving him too weak to cling onto the ship and they both fell to the ground below.

His armour damaged and Ghost bordering on death, Horus managed to evade the Cabal after being unconscious for two days, his Ghost restoring him to some degree of health to allow them both to escape, picking up a dead Hunter Guardian's weapon, a broken and barely functional SUROS Regime Exotic Auto Rifle, along with their Hunter's Knife, in case of any resistance. According to his Ghost, the Hunter's name was Frederick and he was human, who fought to the bitter end against several Red Legion Centurions, all while mortal, dying his final death after suffering much pain and damage to himself and his Regime. Horus swore never to forget him and after escaping The Last City, he ventured out into the wild, seeking The Farm that he heard about on a radio of an abandoned Guardian Camp, which had been made in a hurry and was littered with dead Guardians, his newfound mortality only sinking in as he narrowly survived a pack of Cabal War Hounds. His SUROS jamming after the seventh one he killed, Horus's long underused Fight or Flight Instinct guided his hands and borrowed Knife to killing the last two hounds, taking a moment of reflection with his Ghost before starting a fire with wood and cooking the last Hound, as hunger was now more of a priority, along with water.

Surviving on the road for several days, applying War Hound Hides as bandages on a few wounds that were more than superficial that couldn't be healed by his exhausted Ghost, eating their meats and melting snow into drinking water when he passed through Felwinter Peak, Horus made his way to the Farm at last, his SUROS no longer jammed but still unreliable, his armour in tatters and he and his Ghost were totally done in, yet their hope for the future remained, though less potent. A simple rousing speech by Lord Shaxx as he continued to maintain a Crucible motivated Lord Horus back into action, where he and his Ghost would venture to a Shard of the Traveler, discovering it still held Light within it. From there, they were both imbued with its power, Ghost now able to resurrect again and Horus learned a new power called Dawnblade, his solar flames reigniting and burning brighter than ever before. Leading the charge against many Red Legion forces alongside many reinvigorated Guardians, Iron Lord Horus reclaimed his status and the Third Gen Iron Lords are more steadfast than all iterations can attest to.

The demise of Dominus Ghaul at the hands of Vortex-25 and the subsequent reawakening of The Traveler had brought much peace to Lord Horus, who to this day still remembers Frederick's name, even keeping his Hunter's Knife, with his name engraved upon the base as further remembrance to the man who posthumously saved his life.

Powers:

Dawnblade/Solar Mastery:
One of the three Warlock sub-classes, the Dawnblade summons forth a flaming sword, the Dawnblade as it were, which allows the Guardian in question the power of Flight and the ability to sling waves of Solar Fire at their enemies with each swing, though it is capable of close-range combat like any sword, with the extra mobility and ability to fly greatly benefiting the wielder, allowing them to close the distance more easily or dive downward into a group of enemies. Horus's Dawnblade also isn't the typical one, but instead an Iron Lord Broadsword that is always upon his back, the flames invigorate it when the power is active. This sub-class also grants Horus access to three kinds of Fire Grenades; Solar Grenades, which erupt into a flare of Solar Light that continually damages enemies trapped inside. Firebolt Grenades, that unleash bolts of Solar Light at nearby enemies. And Fusion Grenades, a favourite of Horus's, that function as Sticky Grenades that deal more damage when they're stuck to an opponent.

Horus is so specialized in Solar Fire that his ability with Voidwalker and Stormcaller pale in comparison to his raw power over the Solar Flames, so he doesn't use them in those forms. Horus is often in a constant state of Radiance, wherein he is glowing with a warm, amber solar light and his aura is a welcome warmth to his friends, but a searing flame to his foes. Dawnblade is just one of the ways his powers manifest, because he takes the lessons that Voidwalker and Stormcaller offer and molds them into his control over Fire. The raw, quick-succession might of Voidwalker is used as a Sunburst Bomb, which is a concentrated sphere of Solar Energy that explodes upon contact with solid surfaces, or enemies, causing massive damage to all affected, killing weaker opponents and staggering the larger, more powerful enemies.

The continuous, harmonious storm of the Stormcaller's Stormtrance, is instead manifested as the Flamedance, where Horus enters an ascended state, similar to Stormtrance, but emits torrents of Fire in continuous streams instead of Arc Lightning, the intense waves of raw Solar power allow Horus to float off of the ground to give chase to opponents, though he can also teleport short distances by disappearing into the Solar power briefly, just like Ionic Blink by Stormtrancers.

Daybreak, Sunburst Bomb and Flamedance are all powerful Solar moves, the latter two representing the Nova Bomb and Stormtrance supers in a Fiery Form, meaning Eternal Radiance isn't just an honourific, it is a real, imminent and burning threat to his foes, who will perish in every way that is possible with Solar Fire.

Healing Rift: A deployed Light Rift that heals all within its radius, those who are full health are granted Overshields for extra protection. The range is limited, so allies must remain with in the Rift to receive its effects.

Balanced Glide: Glide is available to all Warlock Sub-Classes, acting as a slow, graceful ascending movement power. Balanced Glide offers both increased directional control and upward speed, rather than specializing in either.

Power limitations: Dawnblade's Daybreak Super has rather slow projectiles fired from the sword, meaning the ranged capabilities are limited when it comes to faster and more aware opponents and while Horus can close the distance with his agility to use the Broadsword properly, the Super's full capabilities are limited when simply charging ones opponents. The projectiles also have a small explosion radius, making Dawnblade unsuitable for crowd control.

Sunburst Bomb is a singular, slow moving projectile that has a large explosive radius and is capable of great destruction, but can be dodged if fast enough, requires a charge-up period and is incapable of Nova Bomb's utilities, such as combinations with the Embrace the Void Perk, that restores health when Nova Bomb kills, or Bloom that makes enemies explode into Void Light. Sunburst Bomb is a relatively fledgling ability that Horus is still working out the kinks of, same with Flamedance, so while they are manifestations of his greater Solar Might, they're far from their full potential that he's still exploring.

Flamedance has a range limitation, meaning unless Horus can catch up or teleport adequately, a speedy enough opponent will be just out of range of the flame jets, same can be said of Stormtrance in fairness. But a bigger hindrance is that Fire cannot chain like Arc Lightning can, meaning distant, but near enough enemies won't suffer the same pain that Arc Lightning could offer. The Solar Flames have a greater general area of effect, meaning the power is an effective Flamethrower, but it has less of a chain reaction of death.

Despite his inventiveness then, Horus is still perfecting his newer powers, to make them more effective as time goes on. If a Guardian's Ghost is killed, the Guardian is rendered mortal and can be permanently killed, Horus is no exception.

Skills:
Auto Rifles - A
Solar Flame Mastery - SS
Hunting Skills - A
Hand Cannons - S
Warlock's Curiosity - S
Swordsmanship - S
Tech Knowledge - C
Piloting - F, according to his snarky Ghost

Weapons/Equipment: Lord Horus, with the aid of the inventory space a Ghost offers, holds many weapons and items as he needs them. Preferring a Destiny 1 style loadout, compared to the Energy and Power Weapons adopted later, the former he considers "impotent at best", Horus's typical loadout is as follows.

Primary Weapon - The First Curse - Exotic Hand Cannon - Mag Size: 8 Shots.
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The First Curse is the older sister of the eponymous Last Word Hand Cannon, though this one focuses more on precision than the more fabled sister. A hard-hitting, slow firing Hand Cannon that benefits from its Exotic Perk: "The First Curse", that activates when a precision kill is made, aka a headshot, which refills the magazine upon the first precision kill, along with increasing the effective range and stability of the Hand Cannon, while boosting the Guardian's movement speed temporarily. It also benefits from Dead Eye and Triple Tap, the former generally increasing range, stability and movement while aiming down the sights. The latter adds another round to the magazine after three rapid, consecutive kills. Essentially a Sniper Pistol, Horus favours its precision nowadays, but still has a soft spot for Auto Rifles.

Secondary Weapon - Matador 64 - Legendary Shotgun - Mag Size: 5 Shells.
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A much lauded and sought after shotgun, the Matador 64 is a potent close-range monster, obliterating opponents often in one-shot, with a slow cycle rate and hard hitting shots favouring making one's first blast count. This weapon has above average range for a shotgun as well, often killing opponents a little further away than any other Shotgun, even the Exotic Shotgun's couldn't compare, but it's no Felwinter's Lie, which was practically a sniper.

Heavy Weapon - SOUND AND FURY~ - Legendary Rocket Launcher - Tube Capacity: 2, 3 when Wait For It is triggered.
ROI_SOUND_AND_FURY~.png

A SUROS Brand Rocket Launcher infused with SIVA by Guardians after Aksis's demise. This heavy weapon is capable of much destruction thanks to its high damage rockets and surprising capacity, allowing for barrages without much pause, usually when the weapon is reloaded when empty. This is because of the Wait For It Perk, an evolution of Spray and Play which allows for a swifter reload when the mag is empty, the SIVA-fueled evolution increases the mag size when reloaded from empty, allowing for 3 rockets to be fired in quick succession instead of 2.

Melee Weapon/Dawnblade Weapon - Iron Lord Broadsword - Physical/Solar Damage Type
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Similar to The Young Wolf's Howl given to the Player Guardian in Rise of Iron, this Broadsword is one of many blades given to hundreds of new Iron Lords after Lord Saladin revived the group with his Young Wolf and their achievements. This blade was originally given to him when he proved himself worthy of the New Iron Lords, but the blade was lost during the Red War. When The Last City was reclaimed, so was Lord Horus's Broadsword and has since supplemented his Daybreak Blade, particularly because of his constant state of Radiance. This Blade is capable of physical damage but it can be engulfed in flames that only become more potent if Horus activates Daybreak, which allow him to perform a Ground Slam with the sword, causing an explosion upon his target similarly to the Hive Cleaver.

Strengths: Horus's mastery of Solar Flames makes him excellent at combat with large groups, while his general swordsmanship means he can engage in one-on-one duels on the fly, with his marksmanship with The First Curse in hand making up for any range deficiency. While not in Leon's league, Horus's status as Iron Lord is enough to raise morale among Guardians and by extension, other troops and combatants alongside him. His expertise in the realm of things unknown means Horus can more quickly understand peculiar forces at work, whether it is Light, Darkness, SIVA or whatever brought him to Evrensel, Lord Horus is almost guaranteed to be studying and learning more about it.

Weakness/Fears:
Excessive usage of his Light powers will leave Horus exhausted, as it isn't limitless despite being beyond the average Guardian's capabilities, so he'll need to recharge and catch his breath. If anyone is capable of using The Darkness from his universe, if Horus doesn't keep his guard up it can cause serious damage, particularly because of a wound he received from a Shade of Oryx (Not an Echo) that attempted to Take him upon his left arm that is still infected with a dormant Darkness, though it's possible for other Dark Powers to agitate his wound. Despite everything, Lord Horus still houses a fear of The Taken and Oryx himself, despite his being dead, so anything that reminds him of either will compromise him.

Other:
Still enjoys recreational hunting, enjoys Pie and practices a few dozen forms of Tailory, such as Sewing, Knitting and Crochet. Horus still carries Frederick's Hunter's Knife and his refurbished SUROS Regime as keepsakes, though the Knife still serves it's purpose for skinning or as a back-up melee weapon.

Ghost: Like all Guardians, Lord Horus has his own constant companion in his Ghost, a shard of the Traveler, who has and still can resurrect him upon death. The Ghost can also hack into anything technological to gain information, activate switches or perform other useful functions with hacked tech. Just as curious as any other Ghost, but Lord Horus's is particularly snarky at his and other people's expenses, but does care about his Guardian immensely.
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(Decided to play it simple with a Guardian rather that my initial idea, hope he's all right.)​
 
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Name: Kingpin-14

Age: ???

Gender: Technically Male

Sexual Orientation: ???

Species: Exo

World and Universe they are from: Destiny

Appearance: Kingpin, being an Exo, is really just a humanoid sapient machine. There's nothing really outstanding about his look - black carbon-steel structure, grey bits where joints and such are connected, etc. His head, however, being about the only part that really peeks out of his armour which he wears everywhere, is the most notable. His "eyes" glow a vibrant red, and there is a single fin-like apparatus on the top of his head, also painted a crimson red.

Kingpin's armour is almost entirely carbon-fibre black, except for the very notable parts where they are coloured a reflective and vibrant gold. His shoulder pads, gauntlets, a section of his chestplate and knee pads are all coloured gold, as well as the bottom section of his helmet and the bottom part of the side of his boots.

Personality: Kingpin may strike an imposing figure at first contact, but when he opens his mouth to speak, one would typically find him to be quite an awkward individual. He doesn't react well to jokes that subtly make fun of him or makes him uncomfortable, even if the person who did so was doing it entirely without malice. Teasing him with just about anything would bring up a large amount of stuttering, and he can get real technical real fast, especially with things he knows about.

Luckily, his Ghost is capable of take the majority of the pressure off Kingpin by usually speaking for him. The two have formed an especially close bond, and his Ghost can often predict his thoughts to a frighteningly accurate degree.

History/Bio: Kingpin was largely uninvolved with the events that transpired during Destiny 1, having only gone on a few missions that ultimately didn't matter much. At least, that's what he was told after each of his mind-wipes. After the most recent one, being the 14th, he was sent on another mission to scout out an area where the Fallen have been rumoured to be spotted. The search was a bust - there was nothing there, only a large plain and a small forest with no signs of the Fallen.

On their way back to the Tower, however, things began to go horribly wrong. The City has been attacked by the Red Legion, and Kingpin joined his fellow Guardians in fending off the Cabal forces. It was going smoothly - or, as smoothly as a situation that has gone FUBAR could possibly go - until his entire squad collapsed on the ground. Their Light was gone.

The leader of the Red Legion, Dominus Ghaul, has caged the Traveller, the planet-like entity that had supplied the Guardians and their Ghosts with Light. With this, the City quickly fell. Kingpin was forced to retreat with his squad into a remote area, where they struggled to survive for weeks on low rations and under constant fear of discovery. After all, if they die, there would be no coming back.

One day, as Kingpin was out on a solo scouting mission, he discovered a shard of the Traveller, somehow having crashed to this place and remained hidden for an uncertain period of time. He touched it, and its power poured into him, filling him and his Ghost up back to full power, restoring his abilities as a Guardian. Overjoyed, he returned to their camp, intent on telling the rest about the shard and his experience, only to find the survivors engaged in a battle with the Legion.

Kingpin ended up being the only survivor. The other Guardians were helpless without their Light, slaughtered just like regular people. Kingpin himself was forced to flee as Legion reinforcements converged on his position. However, in his grieving and addled state, he hatched a crazy plan.

That night, he brute-forced his way back into the city and retrieved his jumpship.

After that, he began his one-man crusade. Not just against the Cabal, but also the Fallen, the Hive, the Vex... anything that stood in the path of him accomplishing his goal was his enemy. He knew about other Guardians who managed to retrieve their Light, even met a few, but he always preferred working alone. The Dead Zones of Europe, the seas of Titan, the barren surface of Io, the artificially created biomes of Nessus ... he's been to them all, another destination in his endless crusade against the enemies of Earth.

He assisted other Guardians in retaking the City after destroying the Cabal's sun-killing weapon, and teleported himself up to Ghaul's command ship to face him, alone. He eventually emerged victorious after a hard-fought battle, as the Traveller broke free of its restraints and restored its Light to all those who were missing it. Hailed as a hero but reluctant to be in the spotlight for so long, he stayed in the City just long enough to purchase a myriad of new gear before disappearing again, having gone back off-grid.

Stories by humans and Guardians alike after that told of a mysterious, black-and-gold-clad figure who stalked the ruins of the EDZ, who scoured the floating stations of Titan, who roamed the surface of Io, who walked the tunnels of Nessus - and, above all, who always appeared, helped, and disappeared again without a trace. His signature Titan moves and armour made it clear that he was no Hunter, but there were still people - and Guardians - who referred to him as the Black Gold, the one-man strike force who still lead raids and assaults on hostile installations to this day.

Powers:

Striker: A subclass of Titans, the Striker subclass focuses on close-quarter melee combat, mixed with lightning and electricity. Kingpin's abilities include:
Fists of Havoc - The Titan smashes shoulder-first into enemies while charged with electricity, or pounds the ground with the fury of a maelstrom.
Flashbang Grenade - In addition to dealing damage, the grenade also deploys a flashbang effect, blinding and disorienting affected enemies.
Rally Barricade - A hard-light barrier that allows the user to take cover behind it and peek out to shoot, while their current gun's magazine is instantly reloaded while in cover behind this barrier.
Catapult Lift - Double-jumpes in the air with a strong burst of momentum.
Code of the Earthshaker - Gains an additional grenade charge, melee strikes while sprinting causes an arc explosion and recharges a grenade on hit, and the Fists of Havoc deals more damage the longer the user have been airborne.

Power limitations: All of his powers have a considerable cooldown/recharge time. There would be no spamming - in fact, some skills take minutes, if not tens of minutes to recharge. Only his double jumping ability resets on landing, and the Code of the Earthshaker only grants passive buffs to his abilities.

Skills:
Auto Rifles: SS
Hand Cannons: SS
Grenade Launchers: SS
Rocket Launchers: S
Pulse Rifles: S
Shotguns: S
Submachine Guns: A
Sniper Rifles: A
Scout Rifles: B
Fusion Rifles: C
Swords: D
Piloting (Sparrow): S
Piloting (Jumpship): S
Team Play: C
Strategies: C
Tactics: A
Speeches: D
Getting the job done: S

Weapon(s)/Equipment:
hard-light.jpg

Hard Light
Ionized polymer synballistic attack platform. The system's lethality is dynamically robust across tactical spaces.

Weapon Perks:
Volatile Light - Rounds fired from this weapon have no damage falloff, overpenetrate targets, and ricochet off hard surfaces. Projectile damage increases after bounce
Polygonal Rifling - Barrel optimized for recoil reduction, increases stability
Alloy Magazine - Faster reloads when the magazine is empty
The Fundamentals - Holding changes this weapon's damage type, cycling between Solar, Arc, and Void
Composite Stock - This weapon has a versatile dual-purpose stock. Slightly increases stability, slightly increases handling speed

This specific weapon has been repainted a black carbon-fibre with gold accents by Kingpin.

latest

Graviton Lance
Think of space-time as a tapestry on a loom. This weapon is the needle.

Weapon Perks:
Black Hole - Second shot of a burst rips a hole through space-time, doing high damage and recoil with no falloff.
Hammer-Forged Rifling - Durable ranged barrel, increases range.
Accurized Rounds - This weapon can fire longer distances, increases range.
Cosmology - Kills with this weapon cause enemy targets to detonate and spawn Void projectiles that track targets.
Fitted Stock - This stock makes the weapon stable but heavy, increases stability, moderately controls recoil, slightly decreases handling speed.

This specific weapon has been repainted a black carbon-fibre with gold accents by Kingpin.

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Acantha-D
Your piercing Light knows no limits; your searcher's heart, no bounds.

Weapon Perks:
Aggressive Frame - High damage, high recoil.
Confined Launch - This weapon's launch parameters are particularly stable, greatly increases stability, increases blast radius, decreases projectile speed.
Mini Frags - Grenades are smaller and more compact for easier reloading, increases magazine size, increases reload speed, decreases blast radius.
Pulse Monitor - Auto-reloads part of the magazine when wielder is critically wounded.

This specific weapon has been repainted a black carbon-fibre with gold accents by Kingpin.

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Ghost

Created by the Traveller, the Ghosts and their Guardians share a very special bond. The Ghost is their companion, their friend, and sometimes their saviour. Ghosts can hack into most technologies, revive their Guardians, and communicate with others.

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Vespulaser
Renamed: Phantom

A Sparrow speeder, the Vespulaser can take its rider anywhere they want at a very fast speed. It is small, agile, but unarmed and unarmoured. This specific Sparrow has been repainted a black carbon-fibre with gold accents by Kingpin.

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Space-Age Lancelot
Renamed: Spectre

A jumpship and a gunship in one, this ship can carry its crew across the solar system at speed and defend itself just as well. This specific ship has been repainted a carbon-fibre black with gold accents by Kingpin.

Strengths: Kingpin is one of the best soloist around, preferring to go alone like Hunters instead of working with a fireteam. It's quite effective most of the time. He is also very resilient, and capable of getting his job done with a high degree of efficiency. Good with technology and operating most types of firearms and vehicles.

Weakness/Fears: His one-man army tactic doesn't work all the time. He is also a lonely man, unfit for the more social of situations. His biggest fear is somehow losing access to the Light or his Ghost again.

Other: This isn't really me in D2, but more of my ideal endgame setup, so...
 
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