Alrighty, so I think I got something. The idea originally went 'what if there was a Shokan who was also a Ninja?', but then I'll admit it got a bit out of hand as I tossed in elements of Kano and Stryker. Anyway, let me know if anything's out of place, which it may very well be: [hider=Argo] [b]Name:[/b] Argo [b]Homerealm:[/b] Earthrealm (Formerly Outworld) [b]Appearance:[/b] Argo is a Shokan, the same race of four-armed Dragon/Human hybrids that Goro, Kintaro and Sheeva belong to. He is also, like Goro, a member of the Draco lineage. But while Argo certainly has muscle and is about as tall as Sheeva, he generally appears much slimmer and more agile-looking than his fellow male Shokan. His skin is a very pale yellow and his face is also rather gaunt. He wears his black hair in a sort of mullet/ponytail combo, with the sides shaven. His attire could be described as a mish-mash of Outworld and Earthrealm influences. He wears a sleeveless black bulletproof vest, over which he wears a dark Crimson sash slung over one shoulder, as well as another sash worn around the waist, under a belt with the Shokan emblem on its buckle. He also wears a black stitched mask that covers his neck and the lower half of his face. He also wears woodland camouflage combat trousers, modern armoured fingerless gauntlets on each hand, and similar bracers on his ankles which leave his toes exposed. Finally, he wears a Bandolier over his other shoulder on which he holds his grenades. [b]Fighting Style:[/b] In kontrast to most of his compatriots, Argo's self-taught fighting style, a kombination of klassic Shokan arena brawling and Earthrealm MMA, relies primarily on speed and agility to make up for his komparative physical fragility. He is particularly fond of wall-jumps, rolls and similarly erratic movements to psyche out the opponent, enabling him to get up close to deliver deadly flurries of punches with all four arms, as well as swift grapples that can bring down even the heaviest opponents. In addition, thanks to the time he's spent on Earthrealm, Argo has learnt to use Human weaponry to make up for his lack of ability in the magic department. He [i]can[/i] handle a gun (four of them, in fact), but doesn't usually carry them as they go against his 'silent and discreet' modus operandi. [b]Special Abilities:[/b] [i]Napalm Grenade-[/i] Some of his favoured weapons are Grenades which he can throw at different angles much like Stryker. However, these particular grenades spread burning napalm across their blast radius, roasting anyone who comes in contact. [i]Knife Toss-[/i] He is also equipped with small Throwing Knives as a more direct means of harming the opponent from a distance; for extra lethality, he can toss four of them at once. [i]Gatling Punches-[/i] Making use of his speed, Argo can dash at his enemies and throw punches from each of his arms at rapid speed, working a lot like a Gatling gun, hence the name. He can throw up to twelve of them at a time. [i]Trip-'N'-Fling-[/i] If opponents harass Argo up-close, they are likely to receive this. Argo dashes forward, crouches and throws a back-handed Clothesline at the opponent's legs with his lower left arm, making them do a frontflip, before punching them in the back with both his right arms to send them flying. [i]Spinal Tap-[/i] Argo's favourite throw, this requires him to get up close to his opponent and grab them with his upper arms. First he throws some Gatling Punches to their gut, then switches hands and throws some into their face, then flips them sideways and Suplexes them into the ground, head-first. [b]Fatalities:[/b] [i]-Explosive Pressure:[/i] Argo stomps one foot on the opponent's knee, bringing them to heel, and uses two of his knives to pin them to the ground by their ankles. He then grabs both of their hands from behind and pulls them back with his lower pair of arms, pulls their head back with his upper left arm, places one foot just above the tailbone and another on the ground to keep him stable. Pulling the opponent's arms and head back for as excruciatingly long as possible, he uses his last remaining hand to deliver a punch to the top of their back, the pressure of which causes their torso to literally explode, leaving only their head and limbs. [i]-Impromptu Missile:[/i] Argo pulls the pin from one of his Napalm grenades and stuffs it in the opponent's mouth. He then grabs them and crouches down, holding them lengthways on his back. He places one pair of hands under their shoulders and the other on their thighs, and then rips them in half. At this point, the grenade detonates and sets the opponent's upper body alight, making them look like a flaming missile shooting through the air. [b]Personality:[/b] Unlike a lot of Shokan, Argo isn't particularly loud or brash. On the contrary, he's very much a reserved and calculating sort of fellow who prefers to think things through. Tactically, he's quite the pragmatist, and finds the idea of 'honour' in war laughable. If he can strike first, he'll strike first. If he can run away from Shao Kahn, he'll run away from Shao Kahn. That being said, for similar reasons, he believes gratuitous chaos and destruction to be a detriment, thinking it the mark of tyrants. Above all else, he believes in the right to self-determination, on all scales, which is one reason why he never particularly got along with the governments of Earth, either. [b]Backstory:[/b] Since day one, Argo was a troublemaker in Outworld. Growing up an orphan on the streets of Kuatan, he learned to rely on speed and agility to escape punishment at the hands of King Gorbak's finest whenever he stole something. Eventually, he was caught and pressed into service like the rest of his race, but his skillset and tactical style set him apart from most Shokan soldiers. Eventually, he became one of the only Shokan to be selected for service in Shao Kahn's Intelligence services, tasked with covert information-gathering and the occasional silencing of dissidents. The whole time, however, he remained dedicated to his ideals of independence and following one's own destiny, and loathed the Emperor precisely because of his tyrannical style of rule. On one mission, Argo was sent into Earthrealm about half a century before the tenth Mortal Kombat tournament to gather information on Earthrealm technology and attempt contact with any potential sympathisers. However, finding himself in admiration of Humanity's self-determination, he took this opportunity to desert Shao Kahn and stay in Earthrealm. Sometime later, though he had managed to lay low, with rumours of his existence and the occasional sighting dismissed as fabrications, he was eventually discovered by tribal warriors somewhere in Sub-Saharan Africa. The warriors approached him with caution, thinking he was a demon. Argo discovered soon afterwards that they were fighting as part of a rebellion against the local government, and offered to assist them, sympathising with their desire for independence. After a while, he had established himself in the area as a well-intentioned but ruthless warlord, known as 'General Four-Arms', and had turned his small tribal force into a well-equipped, half-threatening militia via mercenary work and indulging in the illegal arms trade. Things went quite well for him, as his penchant for stealth also made him quite enigmatic, and Earthrealm authorities often took his name to be a metaphorical description of his strength rather than a literal description of his biology (and he often hid his second pair of arms under an enormous longcoat, anyway). It was only after Goro's defeat in the tenth Mortal Kombat tournament that things changed; the Special Forces took notice of Argo's operations and, realising what he really was, sent in agents to capture him. Being used more to amateur militiamen and the occasional Russian or South African mercenary, Argo was caught off guard by their elite agents (acting without authorisation, the OIA not existing yet), to be drilled for intelligence on Outworld... intelligence likely to be fifty-odd years out of date. [b]Motivation:[/b] Argo is not, by any stretch of the imagination, an idealist. In the grand scheme of things, he considers the leaders of Earthrealm the lesser of two evils, and only fights for it to preserve its independence. That, and if Shao Kahn wins, he'd no doubt face retribution for his desertion. In the end, he simply wishes to do his own thing without interference. [/hider]