Original World: His is a harsh and rugged world of deserts and canyons. Dangerous wildlife and - on occasion - even more dangerous people. A world of men and horses. Of guns and bullets. And of outlaws and lawmen. The harsh environments tend to either toughen people up into strong-willed survivors, or eat them alive if they aren't. And yet for all its harshness and seeming lawlessness, underneath it all is a strong sense honor and self-determination. Law has its place, but more often than not, people in this world are more than capable of fighting their own battles.
Apparent Age: 25-28
Description: A rugged individual with calloused skin from years of living in a harsh frontier world. Even his clothes appear well-worn and tarnished from exposure to the elements. The man has dark matted hair on his head and rugged stubble on his face. One can always tell when Samuel is approaching by the telltale metallic chinks of the tarnished brass spurs on his boots. Well, that and the smell of cigarette and cigar smoke. He's never seen without his leather wide-brimmed hat on, and in fact he rarely if ever takes it off. The other two objects that he is never without are his Colt Single Action Army that he wears around his waist and the six-string guitar he either carries in hand or has strapped on his back. These are the last remaining personal effects from his previous life, and he is very protective of them.
Personality: "Strong silent type" doesn't even begin to describe Samuel. Socializing and making conversation is something he hardly ever partakes in. Even when participating in meetings with the other Cynics, the man seems to spend the majority of the time either cleaning and polishing his gun or silently playing the occasional somber chord on his guitar. If he speaks at all it's usually brief and to the point, and never without purpose. Among the Organization there is a saying that if Samuel speaks, it's usually a good idea to pay attention to what he has to say.
Important Memories: Samuel's most important memories appear to be tied to his gun and guitar. Namely that he was given the guitar by a special lady sometime in his youth, and as for the gun? Well, anyone who watches him closely when he cleans it might notice that the weapon appears to possess only a single bullet in the chamber. Why this is the case is something Samuel himself isn't aware of, but he feels deep down that it's important regardless. For this reason he never uses the Single Action Army, instead wielding a pair of gun-weapons that he summons through the power of Darkness instead.
Backstory: He was pretty quick to fall in with the Organization after he was reborn. His own unique way of fighting his battles has made him remarkably good at hunting down and assassinating targets. He's not much for leadership but he certainly has a talent for being the man who is willing to get his hands dirty if need be.
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Battle Profile
Attack: 4
Defense: 3
Magic: 2
Tech: 1
Command: 2
Light: 1
Darkness: 5
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Special Weapon:Shadow Magnums These are a pair of stylized revolver-like weapons that fire shadow bullets. The bullets can pass in and out of any shadows as if they were portals. They will bounce and ricochet off inanimate objects, their trajectories seemingly never ending until they hit something that is not inanimate - preferably the target they are aiming for. These weapons do not need to be reloaded, but come with another form of limitation. Each weapon can only have up to six bullets active at a time. If all twelve shots are fired then no more shots can be fired until the active bullets hit their target or are dispelled by other means.
Special Abilities: Samuel's primary bread-and-butter ability is called Lock On. He'll quickly use it at the start of any given fight to lock onto a chosen target that his shadow bullets will pursue in their trajectory once fired from the Shadow Magnums. His second ability is called Dead-Eye, and with it he narrows his focus onto the target he has locked onto and for a very brief 3 second window he can shoot at them as if they are moving in slow motion. Unlike normal shots these cannot pass through shadows or continue their pursuit of the target in the event that they miss. And finally his third ability is called Sound Of Thunder. With it he can fire up to two powerful shots - one from each Shadow Magnum - that explode on impact and deal much heavier damage. It also overheats the Magnums and renders them unable to fire shots again until they've cooled down after 15 seconds.
Dark Corridor: Opens a portal to another location the user is familiar with. It takes some time to manifest - enough that this technique is ineffective in battle. Mortals cannot pass through a dark corridor more than once a day without falling ill.
Description: A "tweenage" boy from a world not unlike the Welsh Highlands, Mordred has pale skin, a shock of raven dark haira and green eyes that seem to glow with an baleful, eldritch light that suggests his Cauldron-Born origins. He wears dark clothing, with a metal pauldron on the left shoulder. Though his slight build would suggest a less capable fighter or guile hero, this boy prefers a brawl and punches well above his weight when using his Dark Arts ability to channel his inner darkness. Hailing from a pre-industrial society, Mordred is unfamiliar with technology and struggles to comprehend some aspects of worlds that are more technologically advanced or futuristic. In terms of the Final Fantasy franchise, Mordred is an example of a Dark Knight.
"How can I be your friend if I don't even know who I am?"
Personality: Acerbic, cold, and unquestionably aggressive, Mordred pitches himself wholly into the fight, as if eager to throw his life away. Oddly, this seeming disregard for himself is matched only by his apparent desire to protect others. Mordred listens far more than he speaks, though his rare comments are typically jerkass enough that few seek out conversation with him -- which seems to suit the boy fine. In truth, Mordred's inability to reconcile with his own identity prompts him to keep others at arm's length, not desiring to be fake or build friendships on the lie of whoever he is (or isn't).
"I've been having these strange thoughts lately. Like, is any of this real? Or not?"
Important Memories:
"I close my eyes and I'm staring into a mirror. Only the face looking back isn't mine. But, somehow, I think that it was?"
"I'm looking for someone. Or, I was looking for someone. Or... was it a pig? That doesn't make any sense..."
"In dreams, I see a fae and a bard. They smile like... like we were friends. Or they were friends with the other me. The other me? This isn't making sense."
"Sometimes I close my eyes and I see the bard. She's... pretty. I try to call out to her, but I don't know her name."
"I think I remember something. Or, was it just another dream? There was a battle. I'm fighting... the Horned King? I don't think this ends well for me."
"I don't know who I was, or if I was anyone at all. It's like a me that I only see in a dream. And, maybe, if I pretend that I'm him long enough... I'll become him."
Backstory: Mordred's earliest memory is waking to find himself in the gutter of Traverse Town. No memory of who he was, where he came from, or how he got there. The assumption most people had of him was that he was an orphan whose world had been consumed by darkness. He avoided people and people mostly avoided him. He might have stayed in obscurity if not for the appearance of Heartless, which the boy defeated by a startling display of darkness, leading to people calling him 'Mordred' in reference to a black knight. The Traverse Town incident brought the to the attention of the Cynics, who correctly deduced his being a Nobody. Within the Organization, Mordred acts as a heavy -- providing forceful backup for missions and eagerly pitching himself against Heartless. Seemingly content to go from mission to mission, avoiding dreams or recollection by minimizing downtime and volunteering for the next opportunity to go off-world.
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Battle Profile
Attack: 7
Defense: 4
Magic: 1
Tech: 0
Command: 0
Light: 0
Darkness: 6 --
Shadowbringer, the edge of darkness (catboy not included).
Special Weapon: Shadowbringer, a large zweihander-style sword that is comically overlarge against Mordred's small frame. Forged of black steel, shadows and dark energies seem to infuse the weapon, causing it to flicker with violet and red light.
Special Abilities:
Dark Arts: The source of the boy's unnatural resolve. By attuning to the darkness both within him and around him, Mordred can transcend the limits of his child body, increasing his physical abilities..
Edge of Darkness: Infusing his sword with dark energies to unleash a flood of darkness on his opponent.
Dark Shield: An envelope of dark energies that can protect Mordred or be used to shield another, but always one or the other. Requires a period of rest between uses.
Dark Corridor: Opens a portal to another location the user is familiar with. It takes some time to manifest - enough that this technique is ineffective in battle. Mortals cannot pass through a dark corridor more than once a day without falling ill.