[hider=Silent, but Deadly] [b][h1][center][color=f7976a]The Prisoner[/color][/center][/h1][/b] [img]https://www.gannett-cdn.com/-mm-/2dcf756920d5273a672885714f43d243cc791fca/c=0-97-1920-1182/local/-/media/2018/08/23/Reno/RGJ/636706446565177291-Dead-Cells-Brutal-copy.jpg?width=1920&height=1085&fit=crop&format=pjpg&auto=webp[/img] [hr] [center][b][color=f7976a]Game Origin:[/color][/b] Dead Cells[/center] [hr] [center][b][color=f7976a]Personality:[/color][/b] The silent, headless protagonist of the cursed unnamed island housing the deadly plague known as the Malaise, The Prisoner is a Sole Survivor and ruthless killer of all who oppose his goals of escaping the Island's loop. Despite being a voiceless entity, he is shown to have quite the personality, often making sarcastic and whitty remarks to himself. He is shown in moments of seriousness to be hot-headed and will (quite often actually) flip the bird to someone who generally upsets him or evokes a negative reaction out of him. He is unknowing of his origins and expects things to change when he assassinates the king of the island, only to be met with further frustration. The Prisoner is also a seeker of riches, seeing money as a means of purchasing better items and gear for his adventures. While money is not his primary objective in his life (if you can even call what he does for a living a life), he's not one to turn down any reward or bounty. [/center] [hider=Background][center][b][color=f7976a]Background:[/color][/b] The island was a treacherous place where the Prisoner was summoned without a purpose. All he wanted from the beginning was to get off of the horrid island, where monsters tried to kill him constantly. The place was downright awful and he had no desire to stay in a place constantly wanting him dead. If he wanted to see change, he had to make it himself by pushing through the traps and monsters lurking on the island. Nothing was certain on the island, it always changed. The only thing that was certain was one thing, the Prisoner was trapped in a cycle, and every time he died, he was forced to return to the Prisoner's Quarters to find a new beheaded corpse. Kill, die, repeat. As he fought his way through the islands caverns, towers, sewer, and plenty of other unsavory locations, he finally found himself in focal area, the King's throne room. The ruler of the island sat atop his throne aside a body guard who stood next to the main he promised to protect, even past death, which is where he arguably stood now, man sure smelled and looked like a rotting carcass, made the Prisoner lucky he had been without a nose. The knight rose his hand to cast an unbreakable shield around his king, and beckoned the Prisoner to combat. After slaying The Hand of King, the Prisoner took up The Hand's blade, and broke the shield around the king. Just as quickly, he plunged the blade into the kings chest, spewing rubble from the roof atop the rotting body of the Prisoner. Now separated from his body in a bobular form, the Prisoner retreated to the pipes in the Throne Room, travelling through them back to the Prisoner's Quarters. Kill, die, repeat. Possessing another rotting body, the Prisoner was upset to find the nature of the island had not changed in the way he wished, even after killing the King, in fact, the monsters got stronger and the survivability got lower. [color=ed1c24]He needed to kill the King again.[/color] Now traversing a "rearranged" island, the Prisoner now possessed a new motive: keep trying until something changed, and he broke out of the loop. He arrived again at the throne room some time later, forced to slay the Hand once again, and back to the king. After murdering the king [b]again[/b], he returned, only to find the island got more difficult yet again. Kill, die, repeat. This cycle continued, no matter how many times he killed, murdered, and assassinated. Nothing significant was changing. He was trapped, his own origins unknown, a fate sentenced to forever fighting in a loop. Kill, die, repeat. [hr] It was as he plowed through the forces of the island for a (exaggerated) millionth time that something significant [i]DID[/i] change. As he was fighting through the dark caverns of the [url=https://deadcells.fandom.com/wiki/Forgotten_Sepulcher]Forgotten Sepulcher[/url], he saw something incredibly unusual: light. Well, he had seen light in the caves filled with bones before, but only in the form of lanterns and odd growing plants, but this light... Was different. The light came in a benign bright yellow ray, which ate everything in its path. As if the light was here to save the Prisoner, he ran towards it like he were in a beautiful field of daisies (that's what he imagined at least) until the light slammed directly into him, freeing him from the painful cycle. He no longer was condemned to the island. [/center] [/hider] [center][b][color=f7976a]Specialty:[/color][/b] The Prisoner is a master of all arms and is an all-around fighter, but is unfortunately a bit of a glass cannon.[/center] [center][b][color=f7976a]Level:[/color][/b] 1[/center] [h1][center]||||||||||[/center][/h1] [center][b][color=f7976a]Powers:[/color][/b][/center] [list] [*]Homunculus Rune: The Prisoner is able to detach and reattach his head at will. This allows him to leave his current body to adventure into smaller areas or possess a new body after his current one is desecrated.[/list] [center][b][color=f7976a]Strengths:[/color][/b][/center] [list] [*]Imperfect Immortality: The Prisoner, is in functionality, immortal, however, when his head is separated from a desecrated body, he will be rendered unable for combat until a new (humanoid) body is found. [*]Weapons Expert: Spending his time on the island, The Prisoner had learned to utilize anything and everything as a weapon, such as frying pans, rusted swords, and throwable needles. [*]Mobility: Dedicating to assassinating the king of the island, the prisoner had learned to be quick in his footing to rush through each and every layer of the island. [/list] [center][b][color=f7976a]Weaknesses:[/color][/b][/center] [list] [*]Mute: Being without a head, the Prisoner cannot speak. He is forced to speak with simple hand gestures (shrugging, flipping off, nodding) and can resort to other simple forms of communication. [*]Frail body: The Prisoner lives in the once living body of a headless corpse, which makes him relatively easy to maim. [*]Desecration: Whenever the current corpse The Prisoner lives in perishes, it is desecrated, or rather fades to ash, making it impossible for him to use again. He will be forced to abandon his current body and possess a freshly beheaded enemy. [*]"Death": Upon "Death", The Prisoner loses any minor items (can be potions, consumables, etc.), buffs, or temporary perks, as they are reduced to ash. Fusions/interactions with Spirits will stay present on the blobular head of The Prisoner. [*][color=39b54a]The Malaise:[/color] Now separated from the Island, The Prisoner now festers the disease known as [color=39b54a]The Malaise.[/color] While it will not be able to infect other characters or enemies, it will continue to grow in The Prisoner's body until the disease overrides the corpse, forcing The Prisoner to behead another humanoid entity to reset the infection. Will function as a meter that increases and decreases depending on the context of the post, EX: if a post is mostly just The Prisoner sitting around, or interacting with other PCs, it will tick up, bringing him closer to desecration, while if he is in a combat phase, or phase of intensity, the counter may be offset. Will be on a 10 tier basis and will increase and decrease as seen fit. The Malaise will significantly weaken The Prisoner in higher tiers, near or to the point of death if in combat. [/list] [center][b][color=f7976a]Spirits:[/color][/b] N/A[/center] [hider="Who the hell are these guys."] [list] [*][url=https://teamfortress.fandom.com/wiki/Pyro]The Pyro[/url]- A mumbling pyromaniac who genuinely he believes he is helping them, if he uses fire. Game of Origin: TF2 [*][url=https://borderlands.fandom.com/wiki/Krieg]Krieg[/url]- A mutant Psycho with large muscles and an insatiable need for battle. Game of Origin: Borderlands 2 [*][url=https://metalgear.fandom.com/wiki/Samuel_Rodrigues]Jetstream Sam[/url]: Secondary antagonist and rival of the cyborg warrior Raiden. Wields a large red katana on a magazine loaded sheathe which could propel the sword. Game of Origin: Metal Gear Rising: Revengeance [/list] [/hider] [hider=Inventory][center][b][color=f7976a]Inventory:[/color][/b][/center] [list] [*][url=https://deadcells.fandom.com/wiki/Vorpan#:~:text=The%20Vorpan%20is%20a%20frying,hitting%20enemies%20from%20the%20front.]Vorpan[/url]- A... frying pan which has been utilized for combat. [*][url=https://deadcells.fandom.com/wiki/Balanced_Blade]Balanced Blade[/url]- A sharp, light blade which packs heavier punches the more it's swung. [*][url=https://deadcells.fandom.com/wiki/Infantry_Bow]Infantry Bow[/url]- A bow which excels in short range combat, excelling in hasteful nocking. [*][url=https://deadcells.fandom.com/wiki/Rampart]Rampart[/url]- A heavy shield, able to block heavier blows [*][url=https://deadcells.fandom.com/wiki/Wolf_Trap]Wolf Trap[/url]- A trap similar to a regular bear trap, with sharp serrated edges. [*][url=https://deadcells.fandom.com/wiki/Infantry_Grenade#:~:text=The%20Infantry%20Grenade%20is%20a,a%20small%20area%20of%20effect.]Infantry Grenades[/url]- Grenades with short to medium range, resulting in a medium sized explosion. [/list][/hider] [/hider]