[hider=Courier 6][center][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjcyLmFkOTgyZS5RMjkxY21sbGNpQTIuMAAA/heroyn-cittabhumi.regular.png[/img] [i]"Caravan code of the wastes is you don't fuck with the one who brings you your mail..."[/i] -Rose of Sharon Cassidy [img]https://media.discordapp.net/attachments/419487079290896384/523023015513161728/Courier_6_background.jpg[/img][/center] [color=tan][b]Name:[/b][/color] Courier 6 [color=tan][b]Game Origin:[/b][/color] Fallout New Vegas [color=tan][b]Appearance:[/b][/color] Courier 6 is a largely unassuming, grizzled man of slightly above average height and build. Skin tanned from walking the Mojave Wasteland, black stubble, and unkempt short hair disclose exactly the sort of rough and wild lifestyle he lives.Though it’s hard to get a good idea of his body type through his duster, it’s clear he’s a reasonably strong and sturdy fellow. A thick scar is visible near his hairline, where Benny shot him, but this is usually hidden beneath his tan cowboy hat. [color=tan][b]Personality:[/b][/color] There are some who know the Courier as an angel, sent from the very Heavens. To others, he is the grim fucking reaper. But to his friends who know him? 6 is a goofy, hard drinking, fun loving son of a bitch who’ll go to any lengths for a friend. And also occasionally an asshole. In general, 6 is a morally strong individual with a “live and let live” attitude, accepting of anybody’s rights and freedoms to behave however they want to, so long as they’re not infringing on other people. His creed is “No gods, no masters.” However, once he witnesses an injustice, he has no choice but to act on it. Whether by gun or silver tongue, or even good old fashioned fisticuffs, the Courier will step in to set right what went wrong. Sometimes his approach can be as extreme as an extermination, sometimes as benign as a bribe. How exactly he determines what measures are appropriate remain a mystery, even to him. If there is one word above all others that describes Courier 6, it is determination. Once he has a goal in mind, a road to walk, nothing short of death will stop him from reaching the end of that road. And sometimes not even death will deter him. [color=tan][b]Background:[/b][/color] Courier 6 was born and raised in the New California Republic (NCR) some 200 years after nuclear fire rained upon the world. Though far from the comfortable, lavish lifestyle of pre-war America, the NCR had a stable government, decent infrastructure, and indoor plumbing, making it leaps and bounds beyond most of the rest of America. Growing up was tough, but no tougher than the rest of the kids his age, so by local standards everything was pretty average. He craved something more. Sitting still bothered him, felt wrong. He needed to move around, see new things, keep active. From a young age he became a freelance courier, one of the most dangerous occupations in the wasteland. After all, who was both crazy and tough enough to cross vast distances of harsh irradiated landscapes littered with hungry animals, feral ghouls, monstrous mutations, and raiders? This guy. The Courier took jobs wherever they came up and traveled the lands, from California to Oregon to Montana (where he definitely doesn’t have any illegitimate kids, definitely not) and back again. Eventually he had a stable, usual route from the heart of the NCR to the Mojave Wasteland which moved through an area known as “the Divide.” Without even realizing the impact his supply line was having, a settlement in the Divide, Hopeville, began to flourish from an Old World military base. At least it did, until he delivered his final package to Hopeville, once again completely ignorant to the impact he’d have. The package contained a robot with launch codes to the ICBMs buried beneath Hopeville. Upon activation, it transmitted the codes and detonated dozens of nuclear warheads underground. The end result was a Hellish landscape even by wasteland standards, ravaged by constant storms that’ll strip flesh from bone in seconds, occupied by the most horrific of mutant creatures. As the years past and the Divide changed in reputation to the settlements all around it, the Courier continued business as usual. Eventually he took a job out of the Mojave in the town of Primm. Five couriers before him either turned down the job, or died in the process, making him Courier 6. The job seemed simple enough: deliver a single platinum poker chip to New Vegas and pickup his biggest payday yet. Simple. Little did he know this was the most important delivery in his lifetime. On the way to Vegas, Courier 6 was ambushed by some gang members led by a man who didn’t fit in, a man wearing a nice and expensive checkered suit. Near the town of Goodsprings they dug him a grave and stole his package. Then the man in the checkered suit put his gun to the Courier’s head and uttered the words that 6 will never forget. “You’ve made your last delivery, kid. Sorry you got twisted up in this scene. From where you’re kneeling it must seem like an 18-carat run of bad luck. Truth is… the game was rigged from the start.” [b]Bang![/b] The Courier was shot in the head, twice just to be sure then buried in a shallow grave. But his journey did not end there. Once the coast was clear, a securitron (security robots owned and operated by the master of New Vegas) dug up his body and rushed him to the Goodsprings doctor. Doc Mitchell worked hard to save the Courier’s life, and ultimately was successful, expressing astonishment at the Courier’s will to live. The injury left the Courier a bit… Damaged, so to speak. While his skills, knowledge, and memories were left intact, it did scramble his sense of identity. Basically, he could no longer remember his own name, only that he was Courier 6. The man in the checkered suit needed to be dealt with. He took his health. He took his name. Worst of all, he took his [i]goddamn package![/i] Last delivery? Fuck that! He was going to track that asshole down, put a goddamn bullet in his face, then take that platinum chip where it needed to go! He’s the fucking Courier! To make a long story short, the Courier tracked down this elusive enemy to the heart of New Vegas, learned he was the manager of the Tops casino named Benny, and collected a motley crew of companions along the way. He shot Benny dead in his own penthouse, recovered the platinum chip, and finally completed his delivery to the Lucky 38, home of New Vegas’ mysterious owner Mr. House. But he quickly learned this delivery was not the end of his road, merely an intersection. Mr. House revealed the chip’s true purpose as an advanced computer disc, the power of which he’d use to strong arm the encroaching Caesar’s Legion and NCR to recognize Vegas as a city-state under his rule, maintain private ownership of Hoover Dam, charge an arm and a leg for the power it provides, so on and so forth. Impressed by the Courier’s skill and determination, he wanted this pissed off mailman as his enforcer. But House was not alone. Both the NCR and the Legion sent emissaries to recruit him to their own cause. The Courier heard them all out, considered what each one intended for the Mojave… And made his move. [i]No gods. No masters.[/i] The Courier played the NCR, Legion, and House against one another. Once the time was right, he struck by taking out House and claiming the platinum chip and securitron army as his own. At the Battle of Hoover Dam, the Legion suffered a terrible defeat, and the NCR was forced to recognize New Vegas and surrounding area as an independent nation with the right to self-govern. The Courier has usurped an army to defeat two more, forever changing the progression of the region. Leading up to the Battle of Hoover Dam the Courier has a number of other adventures. The treasure of the Sierra Madre. Meeting the Burned Man in Zion Canyon, Utah. Becoming master of the science and technology of the Big Empty (he doesn’t like to talk about that one. It was [i]weeeeeird.[/i] Totally hit on his own disembodied brain, though. That was cool.). And of course, he rediscovered his roots by walking the lonesome road in the Divide. But nothing he’s ever achieved before could possibly compare to what was happening now. The light reminded him of a nuclear blast in its intensity and destructive force, swallowing up everything in its way. But a nuke is safe as long as you’re far enough away. A nuke eventually stops. The light did not. [color=tan][b]Specialty:[/b][/color] Wild Card (jack of all trades) [color=tan][b]Level:[/b][/color] 5 [color=tan][b]Experience:[/b][/color] 45/50 [color=tan][b]Powers:[/b][/color] [list] [*]VATS (Vault-Tec Assisted Targeting System) - A feature that comes provided with the Pip-Boy 3000A worn on the Courier’s arm. VATS analyzes a target and gives the Courier enhanced perception of the fight, giving him a sort of “bullet time.” He is made aware of the probability of hitting his target under current conditions and can then queue up multiple shots one after another. The mental focus puts a lot of strain on the Courier, requiring he reorient himself and rest a minute before activating VATS again. [*]NEMEAN Sub-Dermal Armor - A cybernetic implant that puts a thin, flexible, but durable layer of metal just beneath the skin, increasing the Courier's overall durability considerably. [*]Friend Hearts - Thanks to Kirby’s influence, Courier 6 is now able to create friend hearts able to liberate others from Galeem’s influence, so long as they’re first weakened. Doing so is costly, taking an amount of XP equal to current level - 2. [/list] [color=tan][b]Strengths:[/b][/color] [list] [*]Adaptability - The Courier is able to easily acclimate to new situations, environments, and scenarios. He’s quick to pick up new tricks and knowledge. [*]Gunslinger - Whether it be shooting them, breaking them down, fixing them, or making new modifications, Courier 6 is good with small guns. Any conventional firearm, from a revolver to a shotgun to a rifle, is under his purview. [*]Computer Science - In his travels, the Courier has become familiar with lots of computer and robotic technologies. [*]Living off the Land - As a survivalist in the Mojave wasteland, it was important the Courier learn skills like hunting, trapping, skinning, camping, and the like real early. However he’s taken this a step further by applying this skill toward chemistry. The Courier is well versed in using the properties of plants and animals to not only cook, but also make new chems (drugs), medicines, and poisons. Examples include but are not limited to: rad-x (increases resistance to radiation), stimpacks (induces fast healing), mentats (stimulates mental processing), hydra (stimulates regeneration of crippled/lost limbs), and many more. It really depends on what sort of ingredients he has to work with. [*]Spray N’ Pray! - All friendly fire both to and from Courier 6 only deals 25% damage. [*]Animal Friend - Animals just like you! With few exceptions, animals will never attack you, even if trained by someone else, and will in fact come to your defense in most situations![/list] [color=tan][b]Weaknesses:[/b][/color][list] [*]Unpredictable - Whether by nature or as a side effect to the bullet in his brain, Courier 6 is a flighty and fickle individual. He’s as likely to try diplomacy as he is to run in guns first. Trying to make a “plan” is a crapshoot when you’re dealing with the Wild Card. [*]Vice Guy - Life in the wasteland is harsh. Even worse when you walk it alone between settlements. To deal with the crap he’s lived through, the Courier is a functional addict of alcohol and chems, is willing to bang anything that moves, and is prone to negotiating for more money for jobs completed out of greed. [*]Wild Wasteland - Whether it be the bullet in his brain, an effect of being a long-time chem addict, trauma from the things he’s seen in the wastes, or good old fashion genetics, the Courier sometimes can see…. [i]Weird[/i] things. He swears he was once attacked by a gang called “Hell’s Grannies,” found the remains of a skeleton with a fedora inside a refrigerator, and witnessed an alien spaceship crash! He even claims he got ahold of the alien’s blaster! Which he promptly threw away because energy weapons are for plebs and real men use conventional guns. In any case, he’s never able to prove the bizarre things he sees to other people, leaving the question as to whether or not these are schizophrenic hallucinations…[/list] [color=tan][b]Spirits:[/b][/color] [list] [*][url=https://steamcdn-a.akamaihd.net/apps/440/icons/c_pickaxe_large.1dfbc4c2fa1f163676af1ca1be41161750a4c0c3.png]The Equalizer[/url] - A sturdy pickaxe, small enough to hold and swing in one hand. It confers a unique effect when held, though not while put away: while it's out and the wielder is severely hurt, it somehow invigorates the muscles of its wielder, increasing the strength of melee attacks and boosting running speed. [*]Eradishield Generator - A deployable purple electronic box. Once activated, it digs its 'feet' into the ground and then projects a rectangular orange barrier three feet wide and six feet high. The box must be deactivated in order to move the device, which is vulnerable to damage. The shield itself will deplete energy to completely erase incoming fire, and while it gradually refills its energy, it will shatter if too much is used. [*][url=https://borderlands.fandom.com/wiki/Revolution]The Revolution[/url] - A machine gun with an enormous magazine, moderate damage, and rate of fire of 6 rounds/second, allowing long periods of fighting without needing to reload perfect for an prolonged firefight. Its loader inundates ammunition in corrosive acid, making its fire more effective against armored targets. Its high chance of applying corrosion per shot and high output mean that extended use on a single target can decimate its damage-reducing armor. [*][url=https://d1u1mce87gyfbn.cloudfront.net/media/artwork/bastion-concept.jpg]Bastion[/url]: An Omnic built as a mindless battle-drone but somehow possessed of sentience and feeling. Curious, inquisitive, and usually cheerful, Bastion still suffers from a PTSD-like affliction, prompted by certain warlike stimulus to flicker to the soulless killing machine he used to be. As a Striker, he can manifest to lay down covering fire on the move in Configuration:Recon or shift to Configuration:Sentry to lay down a brief but devastating barrage of chaingun fire. If not used for enough time, he can also manifest in Configuration:Tank to unleash explosive shells on the move. [*][url=https://vignette.wikia.nocookie.net/fallout/images/3/3a/Lakelurk.png/revision/latest?cb=20110507234435]Lakelurk[/url]: A territorial and highly aggressive mutant snapping turtle. It is nothing more than an animal, but can still be commanded in battle as a Striker. Its vicious claws can rip into unarmored flesh in a series of rushing slashes or after a pounce. It is more maneuverable in water, which is also where it can belt out a sonic pulse to stun enemies.[/list] [color=tan][b]Kindred Spirits:[/b][/color] [list] [*][url=http://fallout.wikia.com/wiki/Arcade_Gannon]Arcade Gannon[/url] - A friend and companion of the Courier who desires to be a widespread influence of good for everyone in the Wasteland, but is pragmatic enough to understand that, sometimes, someone just needs to get shot. Highly intelligent, great at science, medicine, and energy weapons. [*][url=http://fallout.wikia.com/wiki/Joshua_Graham]Joshua Graham, the Burned Man[/url] - Former legate of Caesar’s Legion, disgraced, and an enemy of the Legion. An intelligent, highly religious man and very well spoken, but brutish by nature. He contains a rage unfathomable, always boiling beneath the surface. His durability is legendary. [*][url=https://jakanddaxter.fandom.com/wiki/Jak]Jak[/url] and [url=https://jakanddaxter.fandom.com/wiki/Daxter]Daxter[/url] - Though they've never met, and come from entirely different universes, the Courier and the duo of Jak and Daxter share a spirit as fellow wastelanders. Jak possesses an unrivaled ability to channel eco (the life energy of his world) through his body, including two transformations of light and dark. Daxter may appear to be a useless wisecracking sidekick, but is skilled in his own right when the situation demands it. Together they make mighty heroes.[/list] [color=tan][b]Inventory:[/b][/color] [list] [*]Pip-Boy 3000A - A wrist-mounted computer with a variety of uses, such as monitoring your health and status, keeping track of inventory, tracking maps and locations, keeping logs and notes, interfacing with computer terminals, attached flashlight, and of course the most important feature of all: radio. [i]I got spurs, that jingle jangle jingle (jingle jangle!) As I go riding merrily along.[/i] [*]Courier’s Duster - A sleeveless duster with a large spade (like the card suit) emblazoned on the back. The Courier’s primary armor, more protective than it looks. [*].44 Magnum Revolver [*]Hunting Shotgun [*][url=http://fallout.wikia.com/wiki/Ratslayer]Ratslayer[/url] - A unique varmint rifle with higher damage output, large magazine, decreased weight, a nightvision scope, and higher chance to critically injure targets. [*]Desk Parchment - Various scrolls and parchments from Princess Peach’s writing desk. Who knows what could be on them? [*]4 library books - Stolen from the Mushroom Castle library, each one taken from a different section. [*]3 servings black coffee - Temporarily increases alertness and intelligence by minor amount. Suitable substitute for sleep. [*]2 swigs moonshine - Temporarily increases strength and charisma at the cost of intelligence, all three by minor amount. Minorly addictive. [*]2 large wasteland tequila - Temporarily increases strength, damage resistance, and poison resistance by moderate amount, increases charisma minor amount, moderate decrease to intelligence. Minorly addictive. [*]2 bottles rushing water - By mixing jet with purified water you get a chem that increases attack speed by 50%, while nullifying jet’s addictive properties. [*]6 stimpacks - Injection that stimulates fast healing. [*]5 vials of Inferno - A new chem made with the ashes of Megadragonbowser, water, and a bit of broc flower, it temporarily gives incredible resistance to heat while increasing internal body temperature to burning highs, but become highly irritable and violent. Minorly addictive. [*]4 jet inhalers - A drug manufactured in the New California Republic to grant heightened senses and increased stamina. Highly addictive. [*]3 packs coyote tobacco chew - Increases perception and agility, minorly addictive. [*]2 tins of Mentats - Pills that stimulate brain activity to heighten intelligence, perception, and charisma. Addiction insignificant. [*]4 beers - Yup. It’s beer. [*]Leftover crafting material - The leftovers of chem crafting that weren’t enough to make more, mostly including fungus and turpentine. [*]Pokeball - contains one overly enthusiastic and fun loving heracross named Bugfoot. Currently knows Megahorn and Brick Break. [*]Pokeball - contains one proud warrior type donphan named Ivories. Currently knows Rollout, Bulldoze, and Slam. [*]Tamed chocobo mount named Drumstick. [*]Peashooter - Baby's first gun. Sleek and dark green in design. Fires peas. Has 1000 of them. [*]4 Half Hearts - A partial heart that looks an awful lot like a red bullet. If touched by someone with less than full vitality, it will be consumed to restore a little bit of it, but can otherwise be carried. [*]Shells - Glittery spent casings, primarily useful as currency for the rough-and-tumble. In this batch, there are 6 copper shells and 1 silver shell, which is worth 5. [*]Various cybernetic enhancements which are currently inactive until XP level-ups can get them functional again.[/list] [/hider] [hider=The Eco Warriors][center][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjcyLmRiOTIzMy5TbUZySUNZZ1JHRjRkR1Z5LjA,/kitsch.rial-extrabold-italic.png[/img] [i][color=sandybrown]"What would you do without me Dax?"[/color] [color=darkorange]"Well I wouldn't be two feet tall, fuzzy, and running around the sewer without any pants! God I miss pants."[/color][/i] [img]https://media.discordapp.net/attachments/419487079290896384/589688912432332800/Jak_and_Daxter.png[/img][/center] [color=sandybrown][b]Name:[/b][/color] Jak and Daxter [color=sandybrown][b]Game Origin:[/b][/color] Jak and Daxter franchise [color=sandybrown][b]Appearance:[/b][/color] While Jak’s species is identified as “human” in his own world, other human world’s would more readily compare them to elves thanks to the extremely long, pointed ears and Jak’s are no exception. Another jarring feature one would not typically associate with humans is his hair, which naturally comes in various shades of yellows and greens that fade into one another in a smooth gradient. Once you get past these two strange features the rest of him is decidedly normal human. His white skin is deeply tanned from much desert exposure, and his eyes are a deep blue. Jak’s hair is cut short and swept back, and he maintains a well groomed goatee. He stands at 5’10” and weighs 185 lbs of lean muscle. He wears a blue tunic with white trousers, covered by the armor of Mar, and a pair of goggles with a desert scarf. Daxter looks absolutely nothing like a human in any definition of the word whatsoever despite (originally) being one. That’s because Daxter was transformed into a little rodent-like animal called an ottsel. Biped or quadruped, Daxter stands at 2’10” long and very slender. He is covered in orange fur, which transitions to yellow over his belly, and has long rounded ears situated at the top of his head. His eyes are blue, though a darker shade than Jak’s. Like Jak, Dax wears goggles over his head (oddly enough the only article of clothing that survived his transformation), and since having his wish granted by the Precursors now has “the most comfortable pair of pants” a set of blue jean shorts with a brown belt. [color=sandybrown][b]Personality:[/b][/color] Jak and Daxter give the impression of a couple guys that you’d never expect to be friends, much less inseparable best friends, if they hadn’t grown up together. They’re complete opposites in a number of ways. Jak is more reserved while Dax is outspoken. Jak is adventurous while Dax is cowardly. Jak is humble to Daxter’s ego. Jak needs no effort to look cool while Dax tries way too hard. They have a number of similarities however, including an almost total lack of respect for authority, which for Jak is shown through his general disobedient attitude and action, while Daxter manifests this through smack talk and insults. They can both also be reckless and impulsive, charging headfirst into a situation without fully understanding it, and they share a fondness for sweet guns and fast vehicles. They are also both incredibly loyal to their friends and each other, willing to suffer any amount of Hell for the other’s benefit. And at the end of the day, they are still benevolent heroes fighting the good fight for the people. [color=sandybrown][b]Background:[/b][/color] The story of Jak and Daxter as heroes is a tale of incredible scope in a bizarre alien land. It covers trials and tribulations, monsters and aliens, ancient artifacts and modern advancements, and transcends time itself. Where to start but at the beginning? [hider=Jak II]A young boy was born to the king of Haven City, the only stronghold of civilization left in the world to fight back against the threat of the metal heads. This young boy, named Mar in honor of the family’s great ancestor that founded Haven City, was a mute child but possessed an unrivaled capacity for channeling eco through his body. The lineage of Mar was strong, and he possessed a trait given by the Precursors themselves: the light within. Destined to be a hero for all time. Then Baron Praxis overthrew his father and Count Veger ejected the toddler boy to the slums as an orphan. Oops. Baron Praxis proved himself a wretched dictator who quickly turned Haven City into a police state in the name of safety from the metal head armies. His personal military, the Crimson Guard, defined “police brutality” in their day to day operations. People went without power, water, food, and anything else they needed to survive if there was the slightest possibility that sector of the city harbored any metal heads or underground rebels. Thankfully those rebels, led by “The Shadow,” quickly found the toddler heir, recognized by the medallion he wore around his neck. The plan was to bide their time and undermine the baron until a coup could be done in order to put the true heir on the throne, then refocus all efforts against the metal heads. Things were going quite poorly. Until one day one of Baron Praxis’s VIP prisoners escaped and joined the underground. This mighty warrior slayed metal heads by the dozens, fought off the Crimson Guard, became the Haven City racing champion, overthrew the Baron, and killed the metal head leader. All this done by one man, and his furry orange rat thing. The toddler (whose true name was not known, so they called him Jak) was not put on the throne as originally planned. Instead his medallion was given to the mighty hero, and he traveled through an ancient Precursor ring alongside the Shadow to a more rural land, one devoid of industry and large cities and metal heads. There The Shadow, real name Samos, raised young Jak alongside his own daughter Keira. Being so young, Jak completely forgot about Haven City and everything that happened there…[/hider] [hider=Jak and Daxter]Jak grew up in Sandover Village with another boy his own age, Daxter, and though Jak was mute Daxter spoke plenty enough for the both of them. Best friends through thick and thin they were, despite their many contrasts. Jak always pushes the more cowardly Daxter to more dangerous adventures in the village while Daxter spoke up for his friend that couldn’t fight his own (verbal) battles. But one day when the pair were 15 would change their lives entirely. Samos always told them to stay away from Misty Island because it was too dangerous, but Jak insisted they go against Dax’s better judgment. While there they found the place infested with monsters called lurkers in the process of trying to unseal ancient silos full of dark eco. The two were attacked and in the struggle Daxter fell into the dark eco. However instead of being vaporized instantly as normal, he emerged as an ottsel. After a tongue thrashing from Samos and asking him, the Sage of Green Eco, to change Dax back, Samos admitted that his power over green eco could not do it. Only Gol, the sage of dark eco, might have studied the volatile and dangerous substance enough to have such knowledge, and he lived incredibly far north. Left with no other choice the duo went on an adventure north, only to find that the lurkers were spreading and causing damage everywhere. What’s more, the other sages (of blue, red, and yellow eco) were all kidnapped! It turned out that the dark sage Gol, along his sister, had been corrupted by the dark eco they studied and gone mad. They controlled the lurkers and sought to flood the entire world in dark eco. The only person on the planet with any hope of changing Daxter back was actively trying to commit genocide on a planetary level! Left with no other options, Jak and Daxter faced down Gol and Maia in their ancient Precursor robot, after freeing the sages. In the battle the four sages combined their powers to create light eco, until then thought to be only a myth. Jak, as the one with the Light Within, channeled it to utterly destroy Gol and Maia for good, and sealed their remains within the dark eco silos. But their citadel was large and complex, the biggest collection of Precursor Artifacts around! With all the power cells they’d collected on the way they found something… new. A large Precursor ring. Jak, Daxter, Samos, and Keira brought it back to Sandover Village to study. [/hider] [hider=Jak II]Only a few weeks later the genius Keira got the ring setup and working, alongside what appeared to be a navigation drive with preset coordinates and a kart. With curiosity they activated it… and sealed the fate of their world, for the metal heads were now introduced to this peaceful, rural world. Monsters came flooding out while the kart, guided by the nav computer’s coordinates, shot straight through the portal. It broke apart, catapulting everyone a different direction. The last words Jak heard we’re from Samos. “Find yourself, Jak!” Then he crashed into the ground in none other than Haven City, where a platoon of Crimson Guard were waiting for him to take prisoner. Daxter got away, swearing he’d rescue his friend in no time. [b]2 Years Later[/b] Due to his body’s unique capacity for channeling eco, Jak was made a guinea pig for Baron Praxis’s Dark Warrior Program. For two years he was tortured, having dark eco pumped directly into his body in amounts that should rightfully kill any living thing. For two years Praxis hoped to produce a dark eco monster he could unleash on the meta heads. For two years Jak endured suffering unknown. For two years the program was a complete failure. Until everything went horribly right. On the night Praxis was ready to give up, Daxter finally made good on his promise. Breaking into a maximum security facility wasn’t easy, but he got in and found Jak. What’s more, he found Jak had been mutated by the dark eco, becoming a terrible monster when his anger got out of hand. But hey, the mutations weren’t all bad. Jak wasn’t a mute anymore! Even if his first words were, [color=sandybrown]”I’M GONNA KILL PRAXIS!”[/color] Regardless the two got out alive and found the underground resistance, under the leadership of The Shadow, and fought to destroy Praxis’s rule over Haven City so the true heir could be put on the throne and-hey, this is all starting to sound very familiar. Isn’t that strange? Huh. Weird. That’s when the duo found the ruins of Sandover Village and realized the truth. Haven City wasn’t someplace else in the world, nor another world entirely. It was the future. This place, this awful place, was their home. With this revelation in mind Jak and Daxter fought on, becoming race champion, overthrowing the Baron, and killing the metal head leader. It was only when their Samos and the present version of Samos, The Shadow, finally met in person did the full extent of everything become realized. Jak was born here, not Sandover. Jak was that little boy he fought so hard to protect. Jak was the true heir, all grown up. With the war won, everyone knew what had to be done. To preserve the timeline the younger Samos took the toddler Jak back through the ring into the past, but left behind his medallion, the Seal of Mar, as adult Jak’s rightful mark of lineage. But Jak had no interest in ruling Haven City and the Council wasn’t likely to accept all this anyway. Instead Baron Praxis’s daughter Ashelin, notable member of both the Crimson Guard and the Underground resistance, took the mantle of leadership. And all was well. Hahaha. No. [/hider] [hider=Jak III]Though their leader was slain and many of their number killed, the metal heads never ceased their unending war against Haven City. Instead they pressed the attack harder than ever before! Under the new leadership of Ashelin, the former Underground leaders, and Jak, the metal heads could have been dealt with fairly well… if they were attacking alone. A third faction appeared from nowhere to hammer Haven City from the inside: All the Crimson Guard robots suddenly turned on the city without warning, the automated factories now working overtime to pump out killer machines at unprecedented rates. Now with a new enemy to deal with and the loss of a critical asset at the same time, the outer walls were breached and the city became a war zone. The palace itself fell, and thanks to the malicious words of one Count Veger, the city’s Council places the blame squarely on Jak’s shoulders. His sentence was banishment to the wasteland outside the walls of Haven City, as good as a death sentence. Before their goodbyes, Ashelin slipped Jak a piece of equipment, a distress beacon, and that beacon is the only thing that saved Jak and Daxter from death by exposure. On their last legs they were found by native wastelanders, specifically by King Damas, ruler of Spargus: the only society left outside of Haven City. Due to the harshness of the wastes only the strongest are permitted to live in Spargus, and that made them a threat even to the metal head armies who would dare attack. Jak was not welcomed with open arms, he had to prove his mettle time and again, but prove himself he did. During his many tests to prove himself he found many buried Precursor temples and was gifted new abilities by the Precursors to offset his dark corruption: Light Jak. Eventually Jak found a way back to Haven City to help the war efforts, but something deeper was going on. Something darker, more sinister, for a bright light in the sky grew larger and brighter every day. “The daystar heralds the end of times,” preached the monks of Spargus, worshipers of the Precursors. Didn’t they already have enough on their plate?! As it turned out, things were not entirely unconnected. The duo discovered this Daystar was a space ship heralding the arrival of the Dark Makers: Precursors corrupted by dark eco, roaming the universe to cause apocalypse after apocalypse. And their arrival was no mere coincidence either. Baron Praxis’s first in command, Errol, was responsible for both the robot rebellion and sending a signal to the Dark Makers. His original fight with Jak left him in such a state he needed to be rebuilt as a cyborg, and his new computerized mind proved quite capable of interfacing with the Crimson Guard bots as well as Dark Maker systems. The arrival of the Daystar was near, and the only hope of survival was to enter the center of the planet to activate a defense system installed by the Precursors. Just one little problem: the entrance was guarded by a literal army of metal heads! Jak called for backup from the wastelanders, a call that was answered by none other than King Damas himself! Together in their most powerful vehicle they crushed the metal head opposition and first wave of Dark Makers, but a stray shot killed Damas. His final words to Jak were to ask that he find Damas’s son. He would know his son by the family crest he wore around his neck: the symbol of the House of Mar. Damas died as Jak realized for the first time Damas was his father, and they never knew. Count Veger made his arrival known by mocking Jak with the fact that it was Veger himself who cast the young boy into the streets and separated them when Praxis took power. Laughing, he jumped into the system that would transport him to the planet center so he could be the hero that saves the planet. Jak and Daxter races to the center after Veger, arriving a short time after him where they found the planetary defense system… along with the Precursors themselves. [color=sandybrown]”Oh. My. God.”[/color] [Meeting of Precursors redacted for being the single greatest and funniest twist reveal in video game history and I refuse to spoil it for anybody. Seriously, go see for yourselves!]. After this chance encounter with their creators the defense system was activated, Jak beamed aboard the ship to destroy its cargo and delay it enough to be destroyed before it could cause damage, and made it back before getting blown up with the ship. Unfortunately Errol managed to get ahold of a giant Dark Maker mecha and crash it down planetside safely. Their work not yet done, the two heroes took on a modern, fully functional doomsday weapon of Precursor technology using only the Sand Shark buggy and saved the world. For their efforts the Precursors offered Jak a chance to travel with them into space (which he declined) and granted Daxter’s greatest wish: the perfect pair of pants! The Precursors departed, leaving everyone to celebrate as some wondered… If Jak’s birth name is Mar, is he THE Mar? He’s time traveled already… [/hider] [hider=Post Jak III]Adventures weren’t over for the Eco Warriors, not by a long shot. Thanks to a convoluted Thanatos gambit by an old enemy they had to win the most dangerous combat racing tournament to get the cure for a deadly poison (which they did of course). Even had some [url=https://en.m.wikipedia.org/wiki/PlayStation_Move_Heroes]interdimensional[/url] crossover [url=https://en.m.wikipedia.org/wiki/PlayStation_All-Stars_Battle_Royale]adventures[/url] down the line. But they absolutely NEVER fought [url=https://en.m.wikipedia.org/wiki/Jak_and_Daxter:_The_Lost_Frontier]sky pirates[/url] it never happened and Daxter never got dark eco powers stop asking it didn’t happen nope. But something tells us that this latest adventure? Oh ho. It’s gonna be the greatest one yet.[/hider] [color=sandybrown][b]Specialty:[/b][/color] Eco Warriors/Ace Pilot [color=sandybrown][b]Level:[/b][/color] 2 [color=sandybrown][b]Experience:[/b][/color] 8/20 [color=sandybrown][b]Powers:[/b][/color] [list] [*][i][color=darkorange]”My boy here gets all mean and nasty when you piss him off. So don’t piss him off. Word to the wise.”[/color][/i] - Thanks to 2 years of torture and experimentation with dark eco, Jak’s body and mind have been permanently altered. In moments of intense negative emotion, such as anger, sorrow, or fear, Jak transforms into Dark Jak. His eyes become completely black, his skin turns a dark gray, his nails become long claws, he gains about two feet of solid muscle mass, and his body pulsates with rippling arcs of dark eco. In this form Jak has limited control of himself and viciously attacks his enemies (or just anybody dumb enough to get in the way) by ripping them to shreds with lightning fast dark eco claws. This form can be triggered intentionally, and Jak has more control, but requires the use of dark eco to do so. It’s important to note that this form is not any more durable. [*][i][color=sandybrown]"Dax... The dark eco. It feels... Far away. I feel better!"[/color][/i] - Just as the dark eco torture left Jak mutated and able toi transform into a dark beast, so too has his Light Within, along with a little blessing from the Precursor’s themselves, allowed him to transform. Light Jak is luminous, radiating holy light. This form allows him access to a number of powers blessed upon him by the Precursor’s but offers no physical benefit. -[b]Flight:[/b] Light Jak sprouts pair of ethereal wings that resemble eldritch tendrils, held together with thin membranes not unlike those of a bat. With these wings Jak can fly to reach new heights and maneuver around, though it is somewhat slow and clunky. This ability takes so little light eco to power it may as well be nothing. [*] [i]“Yes, you were that child. I took from Damas, hoping to harness your eco powers for my experiments.”[/i] Jak’s ability to channel eco has expanded to generating eco from his body. Not enough to use individual eco powers on their own, but enough to provide a steady stream of ammo for his morph gun. Essentially, he has infinite ammo for eco-powered weapons, though refill takes about as much time as it would take to reload manually.[/list] [color=sandybrown][b]Strengths:[/b][/color] [list] [*][i][color=sandybrown]”What are you worried about, Dax? If there’s one thing I can do, it’s race!”[/color][/i] - Jak (and to a lesser extent Daxter) is an Ace pilot and driver, the best there is at operating any sort of vehicle whether it be his jet board, zoomer, hellcat, wheeled vehicles, mecha suits, and more. Basically if it’s a machine he can operate, chances are nobody can do it better than Jak. [*][i][color=darkorange]”Don't you make me come down there and sic Jak on ya!”[/color][/i] - Jak and Daxter use the same highly agile form of combat (though Jak is obviously much stronger, Dax is more than capable of handling enemies his own size) which keeps them moving at fast speeds and chain together moves infinitely. They’re capable of double jumping, spinning, changing direction on a dime, boosting forward at sudden acceleration, and ground pounds with their fists. [*][i][color=darkorange]”Fish in a barrel, baby! Fish! In a barrel!”[/color][/i] - Jak and Daxter are both able to handle firearms with expertise (especially surprising for Daxter who shoots for Jak while the latter is driving, and seems to suffer no recoil), but Jak’s real skill lies in integrating his gunplay into his fighting style, such as spinning at high speed and letting loose several shots with great accuracy, or diving into an enemy with the gun as a club then blasting them, or uppercutting a foe into the air then keeping them in place with a constant barrage. [/list] [color=sandybrown][b]Weaknesses:[/b][/color] [list] [*][i][color=darkorange]”It must be a curse.”[/color][/i] - Daxter is extremely prone to misfortune, whether it be random dumb luck or just pissing off the wrong person. As a result he’s the butt of everyone’s jokes, suffers constant abuse, and gets hit with the slapstick nearly nonstop. And since he’s never separated from Jak, well, Dax’s best friend tends to have to go out of his way to fix things. [*][i][color=darkorange]”STAY OUT OF THE WATER JAK!”[/color][/i] - While Jak is a decent swimmer and isn’t prone to drowning on his own, for some reason every time there’s a large body of open water, there’s [i]always[/i] something inside ready to snatch him up, zap him, blow him up, or otherwise instantly murder him without a chance to fight back. Jak can’t even ride his jet board over lakes or seas without something nasty letting him know that he isn’t welcome out in the water. [*][i][color=darkorange]”I’ve got a perch for ya! Twirl on it!”[/color][/i] - Jak and Daxter aren’t the nicest of people. Dax is a wise guy shit talker who doesn’t care who he offends, while Jak has some real temper problems since the Dark Warrior experiment. This plants them firmly into the anti side of the hero spectrum, and Jak isn’t a stranger to leaving people to die or suffer. This attitude makes working with others difficult if you haven’t already established a friendship. [/list] [color=sandybrown][b]Spirits:[/b][/color] [list] [*]None yet[/list] [color=sandybrown][b]Kindred Spirits:[/b][/color] [list] [*]Crash Bandicoot - A precursor of sorts to Jak and Daxter, and also shares their spin attack. [*]Samos - The sage of green eco. [*][url=https://evolutionworlds.fandom.com/wiki/Mag_Launcher]Mag Launcher[/url] - A 16 year old adventurer that explores the ancient ruins of a lost advanced civilization to collect artifacts. Armed with his bionic arm, the cyframe called the Aircomet. [/list] [color=sandybrown][b]Inventory:[/b][/color] [list] [*][url=https://vignette.wikia.nocookie.net/jakanddaxter/images/2/22/Morph_Gun_render.png/revision/latest/scale-to-width-down/2000?cb=20181108043349]Morph Gun[/url] - A firearm designed to be modular and interface with different parts and pieces to functionally become an entirely different weapon depending on which mode is selected. Could it even integrate spirits as new modes? Currently only has 2 modes: scattergun and blaster. [*][url=http://pm1.narvii.com/6738/51388a0e6cb7c43cfc4d5333d6e5f2e2907fa788v2_00.jpg]Scattergun[/url] - First mode of the morph gun, a short barrel weapon that fires a concentrated blast of red eco in a short range area attack resembling a shotgun. [*][url=https://vignette.wikia.nocookie.net/jakanddaxter/images/a/ad/Blaster_Morph_Gun_render.png/revision/latest/scale-to-width-down/2000?cb=20181108042302]Blaster[/url] - Second mode of the morph gun, a longer barrel rifle variant that is able to fire much more quickly and precisely than the scattergun with excellent range at the cost of wide area. Fueled by yellow eco. [*][url=http://pm1.narvii.com/6747/06ce8fbee2a2322a75203b424f0c2ecf27ddc313v2_00.jpg]Vulcan Fury[/url] - Third mode of the morph gun, with a spinning multi-barrel chamber it fires at an exceptionally fast rate of high power high precision piercing rounds fueled by blue eco. Chews through ammo at a ludicrous rate. [*]Funny Ray - a sustained stream of psychic energy that confuses a susceptible target as long as its continually applied. Uses red eco [*][url=https://vignette.wikia.nocookie.net/jakanddaxter/images/3/3a/JET-Board_concept_art.png/revision/latest?cb=20100705152503]Jet board[/url] - A personal hover board capable of traveling over any solid surface and most liquid ones (notable exceptions are pools of dark eco and lava), which can be used for tricks, grinding railings, jumps, etc. Comes with two speed settings: a low speed that is comparable to a high speed setting meant to cross large distances quickly, comparable to racing vehicles. It can also release stored up kinetic energy as a short range concussive blast for attack purposes. [*][url=https://vignette.wikia.nocookie.net/jakanddaxter/images/9/94/Armor_of_Mar.png/revision/latest/scale-to-width-down/350?cb=20150129012800]Mar’s Armor[/url] - A thin, lightweight, flexible but very strong and sturdy armor made from Precursor metal woven into fabric. [*][url=https://i.redd.it/2w944nmjivw21.png]2 Light Eco Crystals[/url] - Eco in its purest, most condensed form, ensuring that Jak always has some light eco to tap into. While all other forms of eco can be used by most people, light eco is only usable by the one with “the light within,” making these crystals useless to anybody but Jak. [*][url=https://66.media.tumblr.com/ef94d292582ae66cdb69fb7a260fe593/tumblr_p6n0e6gWwY1wqk2w4o1_r2_1280.png]2 Dark Eco Crystals[/url] - Eco in its purest, most condensed form, ensuring that Jak always has some dark eco to tap into. While all other eco can be safely handled by others, dark eco will instantly maim, kill, and/or warp those who touch it, making it critically dangerous to be handled by anybody other than Jak or Daxter. [*][url=https://i.pinimg.com/originals/2d/6c/9f/2d6c9f7116626a841a7c38692d4c7c18.png]10 Precursor power cells[/url] - Artifacts left behind by the precursors, these little glowing spheres can attach to machinery to provide infinite energy, but the actual output is pretty low. [*][url=https://vignette.wikia.nocookie.net/jakanddaxter/images/e/ea/Precursor_orb_from_Uncharted.png/revision/latest/scale-to-width-down/180?cb=2014031117441790]Precursor Orbs[/url] - Mysterious artifacts left behind by the precursors that are often used as currency and are quite valuable. [/list] [/hider] [hider=Cuphead] [b]Name:[/b] Cuphead [b]Game Origin:[/b] Cuphead [b]Appearance:[/b] [hider=Cuphead][img]https://vignette.wikia.nocookie.net/cuphead/images/a/ae/Font29.png[/img][/hider] [b]Personality:[/b] Cuphead is a fun loving scamp with a good heart. He just wants to take risks and enjoy himself for the most part, often not thinking about the consequences. He can be cheeky, and is a bit of a daredevil! However he’s also compassionate and knows when he’s gone too far. Being quick to act means that he’s also quick to fix his mistakes! He also knows when he’s out of his depth and needs the help of others, and respects the sagely advice of those with more experience, like the Elder Kettle. Of course, that doesn’t mean he isn’t willing to get himself into a little mischief... [b]Background:[/b] Cuphead was raised alongside his younger twin brother, Mugman, under the watchful eye of the Elder Kettle on the outskirts of Inkwell Isle. While Mugman was the more sensible and cautious one, Cuphead was always pushing for more exciting fun and inevitably got his brother to come along on whatever misfit adventures Cuphead wanted. Well, one day Cup got Mug to spend a little time on the wrong side of the tracks (literally!) and they wound up in the one place the Elder Kettle always warned them to never ever go: The Devil’s Casino. The two had a ton of fun gambling and experiencing the vices made available by the casino’s sleazy manager, King Dice, and they were on a hot streak at the craps table! That’s when the Devil himself showed up and made a new bet: their souls against the whole casino. Mugman implored Cuphead to walk away from such an obviously screwed up bet, but Cuphead let it ride and rolled a snake eyes! The Devil then made a new deal with the little mugs: go and collect the souls of every single person in debt to him in one day and they can go free. The duo scampered back to Elder Kettle in hopes that he’d know what to do! The Elder Kettle graciously gave Cuphead and Mugman a magic potion that gave them the ability to fire magic pellets from their fingers and they came up with the only plan that could feasibly work. They’d go out and collect those soul contracts all right, and use the experience to get stronger, faster, to get powerful enough that when they came face to face with the devil they could wallop him too! So Cuphead set out and battled across the three isles facing on tons of dangerous opponents, from Cagney Carnation to Captain Brineybeard and more! By the time they got to the casino, King Dice wasn’t too happy with their progress (the chump had made a bet with his crooked boss that they’d fail, see) so he put them through a ringer, but they came out on top and smacked that mean ol’ dice around the block too! Once that was done, the devil offered them a choice… To give over the souls as promised and become his demonic enforcers, his new right hand… Or die. Well Cuphead may have been made a fool for dealin’ with the devil once, but he learned from that mistake! It was a tough battle but all their experience came through in the end and they walloped him but good! After that Cuphead made a spectacle out of destroying the soul contracts in front of everyone, earning back their trust and admiration and that, well, that was the end of one adventure. But Cuphead couldn’t count on the idea that the light in the sky might be a far more dangerous foe than the dark pits of Hell... [b]Specialty:[/b] Run and Gunner [b]Level:[/b] 1 [b]Experience:[/b] 0/10 [b]Powers:[/b] [list] [*]Peashooter - Thanks to some magic potion courtesy of Elder Kettle, Cuphead merely has to point his finger like a gun and he can rapid fire energy pellets like a machine gun. The downside is that they’re fairly low powered and it takes a lot to take down an opponent. Luckily he can build up energy in a fight to unleash a higher powered version of the shot that greatly resembles Ryu’s hadouken! [/list] [b]Strengths:[/b] [list] [*]Toon physics - Being an old rubber hose style cartoon, Cuphead is capable of some truly bizarre anatomical alterations, such as drinking the milk in his own head, turning his head into an axe, or blowing into his thumb to inflate his fist. These changes are largely cosmetic, having little effect on physics, but they can be used for some intimidating gestures, or some great comedy! [*]Acrobatic Dodger - Cuphead is far [i]far[/i] better at avoiding hits than taking them, capable of dodging a hell of bullets. His most important moves are the dash, sending him forward in a fast motion, and the parry, allowing him to bounce off of enemies and objects that are pink even if they’d normally be lethal. In his presence, every seventh projectile becomes pink even if it wouldn’t be normally. [*]Pilot - Cuphead is one snazzy flier in a plane! He’s only ever flown a biplane before but other types of planes can’t be that hard, right? He can even shrink his plane down to be a faster, smaller target at the cost of range and power! [/list] [b]Weaknesses:[/b] [list][*]Fragile - Cuphead is a, well, a cup. A ceramic one to be specific, which means he’s easily walloped! Any hit he can’t dodge or parry off of, no matter how weak, is sure to leave him bruised! [*]A Brawl is Surely Brewing! - Cuphead is a lot more headstrong and impulsive than his more levelheaded brother, Mugman. He’s not likely to think things through or consider the consequences of his actions, like when he got overconfident in the Devil’s Casino and wound up betting their souls in a crooked game. [/list] [b]Spirits:[/b] [list] [*]None [/list] [b]Kindred Spirits:[/b] [list][*][url=https://bendy.fandom.com/wiki/Bendy]Bendy[/url] - Another cartoon based game character, albeit one that is far more malicious. [*][url=https://viewtifuljoe.fandom.com/wiki/Viewtiful_Joe]Viewtiful Joe[/url] - A movie nut turned superhero, he’s animated and silly as a cartoon! [*][url=https://gallowmere.fandom.com/wiki/Sir_Daniel_Fortesque]Sir Daniel Fortesque[/url] - The skeletal hero back from the dead to actually earn his reputation and glory![/list] [b]Inventory:[/b] Nothing but the shoes on his feet and the pants on his bottom![/hider] [hider=Mag Launcher] [b]Name:[/b] Mag Launcher [b]Game Origin:[/b] Evolution: The World of Sacred Device [b]Appearance:[/b] [hider][img]https://cdn.discordapp.com/attachments/419487079290896384/740001251629989948/Mag_Launcher.png[/img][/hider] Mad Launcher is a short teenager (he stopped growing at 10 years old) with blue eyes and long spiked brown hair. He’s well toned with lean muscle but looks soft, and his strength is easily underestimated when his small frame is combined with his baggy clothing. He wears a tan set of cargo pants and a matching jacket to maximize pocket space and carry capacity for his tools and any potential artifacts he’ll find on the job, as well as thick boots and steel plated gloves. Goggles are placed over his forehead and worn on the eyes when necessary. Of course the most striking feature of his is the airacomet, his cyframe, a bionic third arm attached to his right shoulder. [b]Personality:[/b] Mag Launcher is usually a cheerful, kind, and innocent young man despite his adventurous spirit and occasional hot headed brashness. He enjoys making spontaneous jokes even in dire or otherwise inappropriate situations, enjoys cute things like giant teddy bears, and is an overall very friendly person, perhaps to a fault as it leads to him always speaking his mind. Despite owning a manor with a butler, he has little knowledge of etiquette, failing to recognize the proper way to address royalty or that he should even bow to show respect. He’s extremely knowledgeable about food, a fantastic cook and able to identify most foods and ingredients by smell alone, though he absolutely [i]detests[/i] bell peppers. He’s extremely protective of his friends, especially Linear, and won’t think twice about charging in to fight an entire army single handed for them. He’s brimming with confidence in his abilities, and isn’t the least bit self conscious about his small height, though he’s completely and hopelessly oblivious to love and romance. All in all he’s a good kid with a good heart ready to take on any challenge thrown his way. [b]Background:[/b] Mag Launcher was born the only child to the prestigious Launcher family of adventurers, mentored in the family business from a young age by his father, Asroc. From their manor in the small town of Pannam they spearheaded many adventures into various ruins all around the country in search of ancient artifacts from bygone civilizations, including cyframes (bionic attachments from a long dead super advanced people). They and their rivals, the Gun family, both hit hard economic times and became deeply in debt to The Society, the organization that licenses and offers services to Adventurers. The Guns eventually sold their estate to pay off the debt and began living in a refurbished bus, while the Launchers worked to slowly wiggle away at the enormous sum of money. One day when Mag was 13 his parents left on an expedition and failed to ever return. Gone off the face of the earth. One month later a mysterious selectively mute girl name Linear Cannon showed up on the Launcher doorstep with a note from Asroc that simply read, “Protect this girl with your life.” She couldn’t, or wouldn’t, tell what happened to Mag’s parents and that note was the last he ever heard from them. From then on Linear became his adopted little sister, and the family butler Gre Nade became the caretaker to two children. But of course there was still food to put on the table, bills to be paid, and an enormous debt to work off, so Mag took up the family business himself. He became a licensed adventurer and spent the next three years searching for his parents while pulling artifacts from deadly ruins filled with traps and monsters. At first he wasn’t very good at it, constantly getting bested by his rival, Chain Gun, but eventually he grew into the role. At age 16 he was really finding his stride, conquering ruin after ruin. During this time he met with Prince Eugene of the Eighth Empire, who was using the vast military power of his country to search for something called Evolutia, the ultimate cyframe. After Linear used her mysterious powers to resurrect a dead plant, Prince Eugene took a special interest in her, believing she was Evolutia, or at least connected to it. He later returned to Pannam with full military force and kidnapped Linear, knocking out Mag with a tank cannon. When Mag came too, he gathered together his friends and allies to prepare for battle. With his butler Gre Nade, friend and rival Chain Gun, and recent addition Pepper Box, they took his plane the Sea Otter to storm Prince Eugene’s flagship and rescue Linear! Only, before they could land, a wave of light swept across the horizon… [b]Specialty:[/b] Adventure Archeologist [b]Level:[/b] 1 [b]Experience:[/b] 0/10 [b]Powers:[/b] [list] [*]Airacomet - Hand Parts: Mav’s cyframe is called the airacomet, a big mechanical hand coming out of what looks like a Swiss Army knife, which is appropriate considering its potential variety. It can be installed with various parts to alternate the abilities of the hand, switching out modes (of which only one can be active at a time). Right now it only has the basic hand parts installed, which is used for combat punches strong enough to put holes in rock, lifting and throwing large heavy objects, and general purpose stuff you would normally do with your hands. [/list] [b]Strengths:[/b] [list] [*]Adventurous Archeology - Mag is used to putting his life on the line in ancient tombs filled with monsters and traps, both of the archaic and technological variety. He knows how to spot a trap and disarm it, how to avoid dangerous situations, can think quickly on his feet, and can pinpoint a valuable artifact and understand its worth. [*]Tactician - Mag is used to leading a team in dangerous situations and calling the shots. He’s got a good head for tactics, which means he knows how to analyze an opponent and how to beat deploy his allies and make use of their skills. [*]Fist Fighter - Due to the nature of his cyframe, Mag has had to learn how to fight with his fists (since the airacomet can work independently but is more effective when it mimics his right arm), which means that not only does he have a giant machine hand capable of punching through stone, he knows how to hit with his normal hands too. [/list] [b]Weaknesses:[/b] [list][*]Only Human - Despite his knowledge and mastery over his cyframe, Mag is ultimately an ordinary 16 year old human boy and as such is just as susceptible to harm as any other in his situation. If he can’t guard with the airacomet, it’s gonna hurt. [*]Eternal Debt - The Launcher family just can’t catch a break. Mag always seems to owe [i]somebody[/i] for [i]something[/i] whether it be cash, favors, or something else. He almost never gets to keep any of the spoils of his adventures, having maintenance and repairs for his seaplane, contractors to pay, licensing fees from The Society to operate as an Adventurer, and every time he pays off one major debt something [i]always[/i] comes up after it. In the World of Light surely some of these debtors would be unsavory?[/list] [b]Spirits:[/b] [list] [*]N/A [/list] [b]Kindred Spirits:[/b] [list][*][url=https://evolutionworlds.fandom.com/wiki/Linear_Cannon]Linear Cannon[/url] - Mag’s adoptive sister and the mysterious girl that showed up with a note from Mag’s father after his disappearance. [*][url=https://half-life.fandom.com/wiki/Gary]Gary[/url] [url=https://half-life.fandom.com/wiki/All-Knowing_Vortigaunt]The All-Knowing Vortigaunt[/url] [*][url=https://legendofdragoon.fandom.com/wiki/Dart_Feld]Dart Feld[/url][/list] [b]Inventory:[/b] [list][*]Airacomet - Cyframe designed as a Swiss army third arm. [*]4 Escape Incense - Allows you to leave a dungeon early, then return at a later time to the same location. One time use. [*]5 Naolin Gold - A potent variant of the naolin healing herb that heals a moderate amount of health. [*]1 Minnaolin Gold - A potent healing herb that affects everyone in the party. [*]Juuuuust enough spending money to cover basic cost of living.[/list] [/hider]