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Hidden 9 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

Member Seen 7 hrs ago

Name: Fujiwara no Mokou

Age: 1300+

Gender: Female



Canon, AU, or OC?: Canon

Universe of Origin: Touhou Project

Personality: She doesn't really talk about herself much, and is known for keeping to herself, but when engaged in conversation Mokou's actually quite blunt and surprisingly lively. She really seems to get a kick out of fighting--or at least battles to the death, even if she's the only person that's going to get killed. Despite this, and having no self-preservation (or common sense--there's no reason for her to not eat, but she goes hungry because she can), she's a pretty nice person. After all, you'd have to be to make one of your most common activities 'help people that got lost'.

Abilities/Weapons:
  • Perfect Immortality: Due to having consumed the Hourai Elixir when she was younger, there is no way to actually kill Mokou that will work. Vaporised, decapitated, poisoned, left in a vacuum--without fail, she'll be fine afterwards. The actual immortality part (as opposed to not ageing or falling ill) comes from making it impossible for Mokou to be ever dead, which brings a few strange consequences in.
    It's a good thing that she has this--Mokou's regard for her own well-being is essentially nil, and over time this seems to have made her incredibly fragile, especially compared to most of Gensokyo's more combative residents. It also makes the task of defeating her via brute force a lot easier: getting killed still hurts; inflict enough injury and she'll go down. Or just don't inflict so much that she'd die, since she doesn't heal from that instantly.
  • Magic: Through a long life, and a lot of practice, Mokou has become far more powerful than people tend to expect a human to be. Aside from Gensokyo's ubiquitous flight... well, she mostly seems to be content to play with fire, despite it being doubtful that it's all she can do. Fireballs, explosions, exploding herself... given the state of her shirt compared with everything else on her person, she's probably capable of making ofuda to fireproof something.
  • Kicking: She seems to prefer it.


Backstory: The daughter of a nobleman, most likely Fujiwara no Fujito, managed to embarrass himself in front of someone known for being incredibly beautiful (who happened to be from the moon). Getting annoyed at this, Mokou chose to steal a gift to the emperor to spite Kaguya, and through chance succeeded despite her total inability to be threatening at this point. Also killed a guy in the process by shoving him off a cliff. Then she drank the elixir in a moment of weakness, and ended up regretting it.
Some point in the next thousand years, she went rather crazy and spent three centuries killing anyone nearby. Then three centuries doing nothing. In the end, she found Kaguya again, which was nice; it meant someone to kill again and again and again in a magnificent stalemate.

Faction: N/A
Hidden 9 yrs ago Post by Great Sogeking
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Great Sogeking King of Snipers

Member Seen 4 yrs ago

Name: Geo Stelar
Age: 11
Gender: Male

Canon, AU, or OC?: Canon
Universe of Origin: Mega Man Star Force
Personality: Geo is a polite, positive, and friendly boy that likes to form bonds wherever he goes. He’s optimistic and believes there’s always a light at the end of the tunnel, even if he has to forge the way to it himself. His spirit has been crushed a few times before due to losing people important to him, but his resolve is all the more stronger nowadays because of it. He’ll fight for what’s right and throw himself in harm’s way if it means keeping other’s safe. He’ll even offer his help out to strangers who are having troubles. He doesn’t do it for attention, however, since being very popular actually flusters him, he does it because honestly just wants to help. For all his sense of justice, he’s not adverse to friendly sparring, and finds some enjoyment in being competitive in that regard.
Abilities/Weapons:

  • Hunter-VG: Basically Geo’s super future phone. He attaches it to his arm to perform…
  • EM Wave Change: Allows him to fuse with Omega-Xis, provided he spouts the line, “Transcode, Mega Man.”
  • Visualizer: His funny pair of glasses. Lets him see EM waves and beings in exchange for being able to see anyone made of flesh and blood (he can still see their shadows, though). As Mega Man, it lets him lock onto targets and focus better on them.
  • Mega Attack: As Mega Man, Geo can rush into locked on targets to hit them with a melee attack.
  • Mega Arm: That device on his left arm. It can change into and produce a variety of weapons provided Geo has a Battle Card for it.
  • Mega Buster: The Mega Man standard energy buster. It’s a rapid fire buster, but if left unused for a short amount of time, it automatically charges one strong shot.
  • Wave-Toss Device: Mega Man’s shoulder pads. It’s really a sensor that lets him send and receive EM wave-based information across short distances.
  • Shield: As Mega Man, Geo can produce a strong shield that can defend against most attacks.
  • Resist Hypnosis: As Mega Man, he’s immune to being hypnotized. Geo Stelar, the squishy 11 year old kid is still completely vulnerable to hypnosis, though.

Backstory: Geo grew up a happy kid with two parents. He looked up to his father the most and aspired to be an astronaut like him. When he was 8, however, his father and his team went missing in an expedition to make first contact and peace with aliens. It depressed him greatly and he withdrew entirely for three years until Omega-Xis crashed out of space while he was star-gazing.

Meeting Omega-Xis helped to bring him out of his shell, and their formation as Mega Man also forced Geo into action as a protector of Earth from any threats in their everyday life. Geo undergoes many developments over his time with Omega-Xis, such as recovering from his depressed state and coming to enjoy life again with the friends he’s made. Additionally, all the antics he goes through with protecting the Earth make Mega Man something of a pop icon, ultimately culminating in his joining of the global defense force as an official defender of peace.

In recent times, he’s stopped a large meteor from crashing into Earth, saving it again for the third time at the expense of his secret identity.
Faction: UMMA

Name: Omega-Xis or “Mega”
Age: Unknown, probably an adult in alien years
Gender: Male

Canon, AU, or OC?: Canon
Universe of Origin: Mega Man Star Force
Personality: Brash, loud, and headstrong describe Omega-Xis to a T. If Geo wasn’t there to keep him in line, he’d probably be picking fights and getting in everyone’s face, in addition to making hasty or rash plans. On the topic of fighting, he’s no stickler to hitting below the figurative alien belt and playing dirty. He also doesn’t exactly see eye-to-eye with Geo’s willingness to help with random strangers, but he goes along with it anyway. On the flipside, larger threats are things that Mega is more than willing to lend his aid to. He’s not without a lighter side, however, as likes to mess around with others and play pranks on them and enjoys using detective terms to refer to things.
Abilities/Weapons:

  • Wizard: Not in the sense of a ~magic~ wizard, but in the sense that he’s a digital helper with a physical form. He can make himself physical and visible to others through Geo’s Hunter-VG, or stay put in it to act as a voice in a screen.
  • EM Wave Change: Provided he and Geo are in sync with each other, they can transform into the EM wave hero, Mega Man.
  • Wave Conversion: Unique to his species, Omega-Xis can convert a human being into EM-waves. He hasn’t tried it on nonhumans, and it’s unknown if they can return to normal.
  • Resist Hypnosis: As an EM Being, Omega-Xis is immune to hypnosis.
  • Beast Swing/Slap: Basically just a really hard swing of his claws. But it’s a tough swing that will leave a mark!
  • Huge Stomach: On multiple occasions, Omega-Xis can be used to swallow up some of the battlefield to close the distance on the enemy. In one specific instance, he swallowed an ancient artifact of immense power whole. (That was later taken out, though.)

Backstory: Omega-Xis is an alien comprised of electromagnetic waves from the planet AM. For most of his life, however, he lived on its neighbor planet FM. Due to a miscommunication of what Geo’s father and his team’s purpose was for reaching out to alien life, their destruction, along with Earth, was ordered. Omega-Xis opposed this and kept the team from dying by changing them into EM-waves. Following this, he stole the key to FM’s planet-destroying weapon and fled to Earth to hide and seek refuge. There he met Geo and convinced him into letting him stay with him by withholding information on his father. From that point, he wrapped Geo up in his conflict with the rest of planet FM, ultimately becoming good friends by the end of it and resolving the entire matter.
Faction: UMMA
Hidden 9 yrs ago 9 yrs ago Post by Kaandar
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Kaandar The Crimson Nightmare.

Member Seen 3 yrs ago

Name: Koumorie Dormir
Age: 22
Gender: male
Appearance:
Canon, AU, or OC?: OC
Universe of Origin: Star Wars
Personality: Kou is one for using hostility and violence to solve a problem. He also likes to show off his prowess with a blade and his mastery of the force which makes him cocky. Not to the point that it's his achilles heel but he is quite the pompous one.
Abilities/Weapons: Force powers, lightning, choke, grip, push, any force power that has been learned in his universe. Two single handed lightsabers with red blades.
Backstory: A long time ago in a galaxy far, far away Koumorie was travelling as a new Sith Lord when he came across a odd space oddity, his ship, battalions of soldiers and warships were also sucked in, they were still in space when they came through above a planet he did not recognize.. He was attacked briefly by the U.M.M. before returning fire and receiving aid in the form of the Shadow Eternity as he managed to get away and regroup with them and learn of their purpose and so he disposed himself and his fleet to their use, and has been working for/with them since his arrival in their universe.
Faction: Sith; Shadow Eternity.
Hidden 9 yrs ago Post by ToadRopes
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ToadRopes The Diggersby King

Member Seen 7 yrs ago





Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

Member Seen 3 days ago



Name: Kazuma Yagami
Age: 24
Gender: Male
Classification: Human, Elemental Mage
Origin: Kaze no Stigma - Canon with minimal AU elements (like how he joins UMMA)
Faction: UMMA

Background:

Status --- WIP

Personality:

At first glance to his teammates Kazuma may seem to be a lazy jerk who enjoys flirting with women and aggravating people more than he gets any work done. He's also quite a mercenary, preferring to get paid handsomely for any job. Yet in a sense this is all just a facade. Kazuma has a dark past which still casts a shadow on his life. He has a rather cynical view of the world and known to have a ruthless streak. He's self-governing and only shows respect to those who deserve it. Kazuma was once weak and powerless so he swore to use his abilities to protect the weak but especially those who are precious to him. As he said he never wants to lose anyone else. Kazuma has a powerful belief in his skills to pull through regardless the situation. This is no mere bravado but the product of his experiences. Kazuma can be also rather manipulating, making up schemes to overcome difficulties or just make his job a little easier. Kazuma is anything but a fair fighter and he's willing to abuse any sorts of weakness if it helps him. As explained above, he's can be also ruthless. His enemies rarely survive against him. Albeit compared to the past Kazuma had softened up considerably. Deep down Kazuma is also rather prideful and competitive.

Abilities:

Wind Magic (Fuujutsushi): Kazuma had formed a contact with the Lord of the Skies, the elemental king of air spirits. As such Kazuma can control air pretty much like it were an extension of his body. Wind blasts, tornadoes, wind blades, etc as typical forms of attack. He can make shields, walls or barriers made of air. He can alter the route or composition of air, detect/filter out poisons, raise oxygen concentration to make fireballs prematurely explode, etc. Of course he can also fly and pretty fast at that. He can also feel anything in contact with air, working even better than a radar. When he isn't concentrating Kazuma's range is 300 meters while in combat this jumps to 10 kilometers. Thanks to his level of Ki, control and willpower Kazuma can also make his air/wind perform things which should be physically impossible. He can mix air with his magic abilities, raise the heat capacity of air to block blinding white plasma-hot fire, slice through dimension, gravity or spatial distortions, split lasers in half via wind blades and just arbitrarily made his wind literally faster than light. His air can also interact with things that doesn't seem to have substance. He can cut fire in half, choke ghosts to death and his winds have a degree of evil/demonic energy purifying effect. Albeit admittedly Kazuma is better at just plain destroying things and something like purifying curses is too much of a hassle for him.
Downside of this power that it literally relies on him concentrating wind. If there's no air then he doesn't have much to do.
Similarly he needed to wait a bit to transport air in sufficient quantities down to the bottom of a long cavern system before he could use his more powerful techniques.

Aside from this, Kazuma is also experienced with all kinds of magic even if he doesn't use them. His senses to supernatural are extremely keen and he can often see through the opponent's magic pretty quick. Kazuma also has massive Ki which makes him somewhat superhuman even without magic. He's also expert in martial arts and aside from Genma nobody matches him in close combat. Once he had his magic blocked and fought with a person boosted to be on par with him. He handled that fight by his sheer wits and fighting skill alone. Kazuma also showed stamina enough to fight for entire hours.

Lastly Kazuma can also access more power via his Contractor Mode. Basically he stops limiting himself and merges with the Lord of the Skies. This visually shows by his glowing blue eyes. When in Contractor Mode his range increases to 100km which pretty much means his power would move so much air it's plain visible from space. The purifying effects of his winds also increase considerably and he can cleanse evil/demonic powers rapidly without harming anything. In this mode Kazuma can also heal wounds with his wind but admittedly he's still pretty mediocre at it.
The big downside is that Kazuma is just a mere human and his brain can only withtand this flow of information for 5 minutes at best.
Any more and he'd burn out. Also after using his Contractor Mode the strain would usually exhaust Kazuma completely. So obviously this isn't something he'd normally rely on.

Equipment:

- Kokusen: Legendary Artifact of the wind, a spear blessed by the Elemental King Lord of the Skies. It has the inherent ability to manipulate wind and enhances/focuses the wielder's air manipulation powers. Being a spiritual weapon which can be only wielded by a worthy user, it can be stored within Kazuma's soul and can be summoned to his side any time. While powerful, Kokusen doesn't really fit Kazuma's style so he only uses the legendary spear when absolutely necessary.

- Seven Stars Blades: Enchanted blades about 30cm in length that can be loaded with magical energy. They aren't particularly powerful compared to Kazuma's wind magic and only used them once as an emergency.

- Black Gloves (name unknown): Magic item which allowed Kazuma to phase his hand through somebody's skull and leech information directly through the synapses of the brain. The process is painful and often leaves the subject as a mental cripple. As such Kazuma only really used this once during his darker times.

- UMMA Multi-Dimensional Travel Device: Since Kazuma is unable to cross dimensions he's relying on UMMA's portable devices to travel across the multiverse.
Hidden 9 yrs ago 9 yrs ago Post by Boomrocker
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Boomrocker I don't use contractions

Member Seen 8 yrs ago

Name: Raditz

Age: 30 (Did not age while trapped in HFIL, but is aging again now)

Gender: Male

Appearance:


Canon, AU, or OC?: Canon

Universe of Origin: Dragonball Z

Personality: Raditz is an arrogant, mocking warrior, convinced that he is the strongest in the universe. Of course, due to this view he is prone to self-delusion, as he is without a doubt the weakest enemy the Z Warriors ever faced. He is also manipulative, and a pathological liar. However, when on the ropes, he becomes cowardly, as his one death was traumatic and he fears a second.

Raditz will run from an enemy he knows he cannot defeat, and tends to willingly attack only when he knows he is going to win.

Abilities/Weapons: His time trapped in HFIL has done nothing to boost his powers, and he still possesses the pathetic power level of 1,200 with which he died. He can improve this dramatically through intensive training or through near-death experiences, but Raditz is loathe to train and will refuse to put himself in a near-death situation if he can avoid it.

Despite his weakness for a member of his species, he is still far stronger than a normal human being. He can utilize his ki to fly, fire energy blasts from his hands, and fight for hours without tiring. He never learned the technique to read energy, which causes him to overestimate his skills and pick fights with enemies he has no hope of defeating. At the moment, he possesses no scouter, as it was broken on Earth and he has been unable to replace it.

Raditz possesses his tail, which allows him to transform in to a Great Ape if he looks at the full moon. Great Ape Raditz is both ten times larger and ten times stronger than normal. As a true Saiyan warrior, he retains control of himself when transformed.

It is also worth noting that, while his heart is pure evil, Raditz has never been placed in a situation of extreme need. As a result the power of a Super Saiyan has never revealed itself to him.

Current Power Level: 1,200 (12,000 in Great Ape form)

Backstory: During his youth, Raditz worked as member of the Saiyan Army. He was assigned to work alongside a young Prince Vegeta. When Frieza ordered all the Saiyans to return to Planet Vegeta, the prince refused the order and Raditz stayed with him on the planet they were invading. After his race's demise, he worked alongside Vegeta and Nappa directly for Frieza's Galactic Frieza Army. While working with a team led by Vegeta, Raditz traveled to Earth to discover if Kakarot had finished the mission that he was sent on as a baby over two decades prior: the conquest of Earth. Upon arrival, however, Raditz discovered that Kakarot had lost his violent Saiyan tendencies and also had no knowledge of his true ancestry or his mission. Raditz attempted to persuade Goku to join him and become a Planet Trade pirate, but to no avail. He was slain by Piccolo on Earth, along with Kakarot. While his final transmission would continue the story of Kakarot and Piccolo, he himself was confined to the Home For Infinite Losers in the afterlife.

However, due to the shenanigans of Janemba many years later, Raditz was finally able to escape from HFIL along with the Dictator, but rather than finding himself on Earth, he found himself in a strange, unfamiliar multiverse. Where the heck was he?

Faction: None
Hidden 9 yrs ago Post by Lord Coake
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Lord Coake The Man Who Sold the World

Member Seen 8 yrs ago

Name: Refers to himself as 'Jack'

Age: 24

Gender: Male

Appearance: Here he is

Canon, AU, or OC?: Canon

Universe of Origin: Samurai Jack

Personality: He is very shy around new people, and even after getting to know someone can be very quiet. He is still very unaccustomed to advanced technology, despite having already spent some time in a futuristic Earth. He sees most supernatural events as the work of demons or devils, and possibly even Aku. He is also known for being able to give very good, if sometimes cryptic, advice.

Abilities/Weapons: Jack is very highly trained in many ways of martial combat. He knows the Shaolin Praying Mantis, Tiger, and Eagle styles, Ninjutsu techniques, Greek wrestling and African stick fighting. He is well versed in a number of weapons that range from spears and staffs to nunchukus and shurikens. He is also an expert with a bow and arrow, capable of many difficult shots. However, his true skill is with his ancestral katana, passed down to him by his father, and forged by three gods. It is capable of cutting through almost any material, never dulls, and never breaks. He also possesses near superhuman strength and speed, and an incredible jumping ability, able to leap extreme heights with no injury from landing.

Backstory: Jack was born in Feudal Japan, to the Emperor of the time. His father was known for defeating the Demon Sorcerer Aku with a katana forged by the gods Odin, Ra, and Vishnu, and imprisoning Aku. However, when Jack was a young boy, Aku returned, killing and enslaving his people. Jack and his mother escaped, with his mother leaving him in the care of a merchant ship captain, so she could guard the ancestral sword until Jack's return. Jack traveled the world with various people, learning nearly every style of feudal combat. When he was grown, he returned to Japan, and claimed the sword. He then traveled to his home, and freed what remained of the people there, including his father. Once he had ensured their safety, Jack set out to defeat Aku once and for all. A great battle ensued, with Jack severely wounding Aku. But just as Jack was about to deliver the final blow, Aku cast a spell to send him into the far future, in a timeline where Aku ruled the world. Upon arrival, Jack was nearly crushed by a large trash compactor, but managed to escape quickly. This awed three male aliens, who stated how awesome 'Jack' was for escaping that. This is what gave Jack his new alias. He would then travel this new Earth, seeking a way to return to his own time. Eventually, he would stumble across a portal believed to return him. Instead, it was a carefully laid trap set by Aku, meant to send Jack to the Multiverse, and remove him from Aku's worries entirely. The trap succeeded, and Jack now finds himself lost in an even stranger world than the one he just left. Here he learned of the conflict between the UMMA, and those who would do harm to the Multiverse. He decided that siding with the UMMA could get him returned to his world, and better yet, his own timeline.

Faction: Factionless, but unofficially aligned with the UMMA. He may consider joining with the UMMA officially, but he has yet to make a full decision.
Hidden 9 yrs ago Post by Xenonia
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Xenonia QT3.14

Member Seen 4 yrs ago

- Name: Frederick Courtney Selous
- Age: 57
- Gender: Male
- Appearance:

- Canon, AU, or OC?: AU
- Universe of Origin: Real World/"The Curious Expedition"/Lost World fiction
- Personality: Frederick is a jovial man who is near impossible to dishearten. He's quick to laugh, even when circumstances are tough and the situation seems hopeless. However, this does not mean he is without an inner fire: Frederick is a big game hunter, through and through, and any hint at a sporting hunt will have him on the warpath. He doesn't care much for the consequences of his hunts, but he does try his damnedest to keep civilians and innocents out of harms way: His hunt is between himself and his quarry.

Frederick has one peculiar habit that makes itself known during mealtimes and breaks in hunts: Frederick drinks tea, compulsively. It may seem improbable, or even impossible, for one to become a tea addict, but Frederick is just that: When he goes long periods without it, he begins to suffer adverse affects, becoming irritable and fidgety. He can subdue this tea withdrawal using tobacco or coca leaves, but it doesn't cure it.

- Abilities/Weapons:
Hunt Master: Frederick is capable of tracking a quarry with almost pure instinct. Even the most minute of details, a slightly miscoloured smudge of dirt, a single snapped twig, nothing escapes his notice when it relates to his hunting.
Wealth of the Horn: Frederick is quite rich. Not beyond all belief, but he possesses a fortune enough to fund a small private army or navy, and several independent business ventures to boot.
Hunting Arsenal: An elephant gun, several hunting nets, bolas, a machete, various poisons and toxins derived from the exotica of the unknown lands.
- Backstory: This Frederick Selous' journey diverges from that of the real man late in his life: During one of Theodore Roosevelt's hunting expeditions to the Congo, Selous found himself separated from his hunting party and lost in the jungles. For many lesser men his age, this would have spelled death for sure. But Selous, either by force of will or sheer cunning, instead stumbled upon a marvellous sight: A golden pyramid, glowing with strange runes written in a long forgotten tongue. Making his way inside, Frederick discovered a strange device, large and circular, coruscating with an eerie, alien light. His explorer's spirit got the better of him, and he entered into the circle.

In a moment, Frederick found himself in a new world: Different than his own, but similar: An alternate earth, populated by a strange race of ant-men. Once the initial shock of this total geographic and dimensional displacement wore off, Frederick set about picking up where he left off, hunting big game. The creatures here were different, but no less challenging to hunt: giant arthropods resembling tarantulas, iguanas the size of Model Ts, each target surely felled, a trophy taken for every beast killed. Once he had enough of the excitement of the parallel world, he returned to his own, and quickly set about capitalizing on this strange new device he had discovered. With the help of some of the foremost scientists of the day, including Nikola Tesla, Henry Ford, and Albert Einstein, Selous managed to configure the device not only to allow him to travel between his world and the world of the ant-men, but between all the worlds of the multiverse.
- Faction: Factionless
Hidden 9 yrs ago Post by Xenonia
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Xenonia QT3.14

Member Seen 4 yrs ago

- Name: (Doctor) George Melons
- Age: 35
- Gender: Male
- Appearance:
- Canon, AU, or OC?: Canon
- Universe of Origin: Space Station 13
- Personality: George Melons is a dangerous psychopath with no regard for human life. He does things because they amuse him, and only because they amuse him, and for no other reason. He would likely starve if he didn't find food so interesting. He takes joy not in chaos, but in the aftermath of chaos, the utter waste that is left after everything has gone to hell. This doesn't necessarily make him evil, per se, but it certainly makes him a threat.
- Abilities/Weapons: George Melons is a capable chemist, bombmaker, and pathologist. While practically useless combat wise, he is known for his ability to cook up mixtures of chemicals from nearly nothing.

In his collection of knowledge is one cocktail he is particularly fond of: The Melons Virus (Patent Pending). This particular monstrosity is a mix of several of the multiverse's most disturbing maladies, including G.B.S., The Blood Plague, Rakghoul Virus, The Crossed Strain, T-Virus, Hate Plague, Gyo Virus, and Tritonian Hypermalaria. It has been used once, and is now banned in nearly every known reality as a crime against humanity. He no longer has any samples. But given the right materials...
- Backstory: George Melons (full name only, never abbreviates it to George) was once nothing more than a spoiled brat with far too much free time. Born on Neckbeard Fortress Rho, George Melons spent most of his early life tormenting his father's employees: Shooting clowns out of airlocks, slipping janitors into incinerators, framing young assistants for murders they didn't commit... It was all fun and games, until one day he stumbled upon the abandoned science wing. There he found an abandoned chemistry lab, a plasma research center, a telescience chamber, and best of all, a virology lab. He immediately set to work learning all he could about the various sciences to assist in his mischief. And from then on, George Melons was a name to be feared.
- Faction: Factionless, for now
Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

Member Seen 7 hrs ago

Name: Kerri the Twice-Betrayer, Knight-Captain of Crossroad Keep, Kalach-Cha, Spirit Eater

Age: At least adult, later events make exact age unclear.

Gender: Female



Canon, AU, or OC?: Canon (minor AU--part of the abilities comes from the tabletop rather than game rules)

Universe of Origin: Abeir-Toril/Forgotten Realms; Neverwinter Nights 2

Personality: Having once been an upstanding paladin, and a servant of the God of Death, Kerri is an individual not easily given to displays of emotion nor good cheer. Betrayal and constant injustice have let them a bitter and sardonic warrior with what little honour they have remaining given over to enjoying the few fair fights they can get. Despite everything that's happened during her life, she still upholds justice as the greatest ideal--just one that this world can never obtain. Point to one positive, and she'll find a flaw.

Abilities/Weapons:
  • Blackguard: Once a paladin in service to Kelemvor, later experiences wore down her idealism, her faith, and finally her morals. By now far from fit to wield her old abilities, yet clinging to them as a sense of self when everything else was degrading, she achieved the inverse of what some paladins do--their abilities stemming from some inner sense of good or righteousness; hers from spite alone. Kerri wields a small assortment of magical abilities--though usually only caring for healing spells for her own purposes--and displays a surprising resilience to magical effects and disease. She even retains the ability to heal wounds with a touch, though not disease.
    Furthermore, she has the ability to envelope her weapon in malignant energies, directly opposed to any force of good in the world, and correspondingly biting far easier and more deeply than her blade--impressive as it is--would. This likely shares its common routes in the oppressive feeling of despair that surrounds her, and allows the once-paladin to bend the undead to her will. This presence, and her warped mockery of paladin abilities, explains the demonic horse and skeletal 'squire' that attend to her, both disturbingly powerful for what started as a common steed and man.
  • Spirit Eater: A misleading name for a curse that, itself, initially stems from having your soul replaced with what is essentially the eternal hunger of the Wall of the Faithless, in and of itself a punishment for a priest centuries in the past. Yet, through her adventures, she has mastered this curse, extended it, and regained her soul. What the 'curse' allows her to do is recover from fatigue or injury through consuming wandering spirits... or simply devouring the souls of those too close to death to resist. This even includes the decaying remnants of a god, bent to strengthen her will to control the hunger. It encourages her to leave foes slowly dying as insurance--what better than to harvest a field of the almost-dead to recover if resistance appears too strong?
    Now mastered, it has oddly conferred the ability to speak telepathically to others.
  • Leadership: Once a paladin, and now a blackguard relying as much on charisma as ever, she is vastly capable of inspiring men to great deeds... and from her time as the commander of a castle, organising and guiding them as well. In all respects, a capable general, though her true skill lies in leading from the front rather than strategy or tactics.
  • The Silver Sword of Gith: An artefact of the Githyanki people, and the template for their other silver swords, it has served as her primary armament ever since being repaired. A two-handed sword that appears to be forged of molten silver when wielded, it has all the cutting ability expected of such a blade, and shields Kerri against paralysis and mental domination. It can also be subtly altered to either negate magic, cut through the physical better, or better protect her; a sword of somewhat varied physical shape created by a psychic race is rather versatile.
    It can also cut the silver cord connecting astral travellers with their physical bodies, but that is of rather limited versatility except in the Githyanki's home.
  • One-of-Many: The gestalt agglomeration of a thousand souls, each a sinner of one form or another and most the scum of humanity, it was a beast that Kerri originally hoped to redeem. Speaking through the strongest soul, the 'One' that can control the rest, One-of-Many is a horrific undead monster that should not exist. Communicating only with its Master, Kerri uses this monstrosity as an assassin and scout, its ability to fade into the background proving immensely useful. As the One can call upon the skills of the Many--by ceding his (the Child's) control temporarily, it is also a possible vehicle to capturing abilities... by allowing it to consume them. Due to Kerri's preferring to enjoy a fight, its abilities haven't actually expanded.
    It is a thoroughly unpleasant thing.


Backstory: As a child, there was a climactic battle in her home village. Long story short, her mother died and she got a shard of the Silver Sword in her chest, which was totally unremarkable through childhood, but when she reached adulthood did get the Githyanki to kill most of her village whilst searching for it. Thus, her foster father sent her to Neverwinter to find out what the shards (some not being in her chest) were, and through long adventures this escalated to solving a crime problem, being framed for murder, made a squire and later knighted, watching a friend be killed by their grandfather and so on.
Having dealt with the Githyanki trying to regain the sword parts, learned of a greater threat to the land, gained a castle, and generally improved in her abilities and devotion to her faith, Kerri sort-of-reforged the sword and went to confront this greater threat. Victorious in battle, there was nevertheless a rather pressing problem: apparently killing an ancient empire's immortal magical guardian causes its remaining buildings to finally collapse. Thus, rocks fall, everyone dies.
Only, for no reason that she could understand at the time, she woke in a barrow far, far away; a half-healed cut where her shard had previously been, an unknown hunger festering inside, and inexplicably not buried in several tons of stone. In trying to find out why, she found herself associating with a Red Wizard, a hagspawn, a half-angelic crusader, and fighting a rainbow-coloured bear--whereupon, unable to control her hunger, she consumed the powerful spirit, learning of her curse and surprisingly not offending her assembled companions.
Thus, she set off to learn more about her strange curse, not quite comprehending that with enough spirits nearby the curse could, for a time long enough to break it, be suppressed. The constant acts this demanded, as well as the encouragements of One-of-Many after freeing the souls from their crematorium to learn more of the previous God of Death's judgements, slowly wore away at her noble ideals, until after many challenges she came to confront her patron's predecessor.
Enraged at how her predicament was simply the callous result of a punishment for their priest and convenience stemming from her connection to the sword, she devoured the remants of the god, and went forth to finish the Betrayer's Crusade against the Wall of the Faithless, regaining the reforged blade once more.
Yet once she reached the Fugue Plain, the injustice of the Wall truly struck her--a structure destroying all that would not believe in a god until nothing remained. The Wall's very hunger gnawed constantly at Kerri's self, showing her exactly how cruel it could be. Thus, rather than peacefully negotiate passage to regain her soul, the fallen--not that she had yet realised, her actions having lost her that status rather than her mentality--paladin lead the third crusade against the Wall of the Faithless, fighting against the other servants of Kelemvor and finally reaching the right point of the wall.
It was here, when her god appeared, disapproving of her actions for turning against the law of the world rather than fighting for what she thought to be good, that finally broke whatever good spirit remained. Though he allowed her to regain her soul and fight to end the curse, once fighting inside her own soul she thought nothing of subjugating the remnants of the original Betrayer and the hunger itself, ending her need to feed on others rather than dispersing the curse, treating it as payment for the sacrifices she'd made and obligations of others Kerri had fulfilled to get this far--a weapon to be used upon the very embodiments of evil, lest they reform in the lower planes.
What completely broke any idealism remaining was how quickly her companions turned upon her when they learned of her choice, giving no chance to speak against them and attacking as a group. Abandoned by all but her loyal pet, and cast out by her god, Kerri finally became a blackguard proper, and wandered the planes seeking 'justice' against those that had wronged her. When the heavens themselves finally began to move against such a curse, the warrior sought more extreme means to escape--and found them.
With her remaining interests being to indulge her previously-suppressed addiction to combat, and still bitter against all the faulty structures that preach of the good of law, of justice, she joined Shadow Eternity.

Faction: Shadow Eternity
Hidden 9 yrs ago 9 yrs ago Post by IncredibleBee
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IncredibleBee

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Name: Dante

Age: ~30

Gender: Male

Appearance:

Canon, AU, or OC?: Canon

Universe of Origin: Devil May Cry

Personality: Dante's laid back and carefree. He's rarely phased by anything nor does he take much seriously, probably from having fought hundreds of demons over the years. That's not to say he doesn't enjoy his job, however; he always has a retort ready to rip into someone. This is a man who always has a one liner ready. Always.
Besides hunting devils, the devil hunter possesses a fondness for pizza, strawberry sundaes, and improv theater. He also has an astonishing sense of showmanship, putting on wonderful displays even when nobody is watching.
Deep down, Dante also has his father's love for humanity, and a desire to protect them; this happens to coincide with hunting demons, which he enjoyed doing anyways.
Dante also has very little income, stemming from his failure to collect pay on jobs and liberally handing out freebies, and presumably from massive amounts of property damage.

Dante has terrible luck with women.

Abilities:
Enhanced physiology - Dante's physical strength and reflexes are much higher than a normal human's, allowing him to deliver mighty blows and flip around acrobatically. He's strong enough to carry around and shoulder fire anti-material rifles.
Durable: Dante's survived impalement, electrocution, gunshot wounds to the head and wardrobe, and all manner of beatings. Judging from the Alastor scene, he has the physiology of a jelly doughnut. He's not unkillable, but it takes quite a bit to bring him down
Weapons Master - Dante has a knack for conveniently knowing how to use any Devil Arm he comes across (may or may not involve their being materialized demon souls)
Devil Trigger - The trump card, bringing out the full might of Dante's demonic power and giving him a sweet demon form. This enhances Dante's speed and attack power while also providing a slight health boost. Though its time is limited, it can give the edge in a tight spot.
SSStyle - Whatever he does, he's going to do it fabulously.

Weapons: Dante has access to a wonderful repertoire of Devil Arms and firearms, including
Rebellion - Dante's primary weapon consists of the Rebellion, an unbreakable claymore imbued with demonic power. Thanks to conflicting writing over multiple games, it is both a keepsake from his father AND a manifestation of his own powers.
Ebony and Ivory - Dante's constant companions, these are a pair of custom-built 1911s. Dante's powers magically replenish the bullets, allowing for a bottomless clip.
Coyote A - A sawed off twin-barrel shotgun. This weapon is devastating at close ranges. Don't forget to use the shotgun twitch.
Gilgamesh - A pair of rocket powered gauntlets, with buzzsaw greaves. These weapons transform Dante's hands and feet into destructive hammers.
Lucifer - This shoulder-piece can dispense spikes that can be thrown and exploded with a flourish.
Pandora - A demonic briefcase capable of turning into a variety of ranged weapons; this serves as mobile artillery.

Backstory: Okay time for a crash course on DMC lore.
Two thousand years ago, the Legendary Dark Knight Sparda sealed away the Demon King Mundus, saving humanity. Centuries later, he would go on to bear twin sons, Dante and Vergil. Around the time these twins turned eight, Sparda disappeared and their mother, Eva, was killed by demons sent by Mundus. Dante and Vergil would go their separate ways for years, gaining a strong sibling rivalry and different outlooks of life, which brings us to
DMC3: Vergil comes back and summons an ancient demon tower in an attempt to take Sparda's power. Eventually Dante, with the help of a human demon hunter named Lady, defeat Vergil, sealing him in the demon realm. Dante accepts his heritage as a son of Sparda and embraces his humanity. He also scores the Force Edge and one half of the plot amulet that can open the demon realm.
Ten-ish years pass...
DMC1: Dante is attacked by Trish, a mysterious woman who looks like his mother. She's also a lightning demon created by Mundus. She convinces him to investigate Mallet island. There, he runs into Nelo Angelo, a mysterious knight. It's later revealed that this knight is actually a mind-controlled Vergil being used by Mundus. Worse, Mundus was using the island as a base to invade the human realm. Dante seals Mundus away for until Itsuno decides to bring him back, and decides he doesn't hate Trish, giving her the awakened Sparda sword, and the magical plot amulet.
DMC the Anime: This was a slice of life about Dante babysitting; nothing vitally important happened.
DMC4: Dante sorta mentors a plucky young lad named Nero who has some yet-unexplained connection to Sparda and Vergil. He also goofs around a lot and attacks a cult devoted to Sparda. Speaking honestly, I think he may have been drunk the entire game.

This brings us back to Dante's everyday life of crippling debt, eating copious amounts of pizza, and only being friends with people who have shot and/or impaled him.
All this changed when a freak accident involving the Yamato sent Dante spiraling into a wormhole, lost in a strange and exciting new realm. With a coat on his back and his guns on his hips, Dante set out on his next big adventure, because he has nothing better to do.

Faction: UMMA
Hidden 9 yrs ago Post by ToadRopes
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Hidden 9 yrs ago Post by Nobiscum Deus
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Nobiscum Deus Blessed are the Peacemakers

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Name: Dante.

Age: Immortal, but looks to be in his early to mid twenties.

Gender: Male.

Appearance:


Canon, AU, or OC?: Canon.

Universe of Origin: DmC: Devil May Cry.

Personality: Dante is arrogant and not afraid to push someone right to the edge of attacking him. He can be a tenderhearted person at times, when he isn't attempting to pick a fight with someone or just generally be a rude person. Dante has moments when he actually cares, though they could be akin to finding Atlantis.

Abilities/Weapons:





Backstory: (Note, backstory contains spoilers!)





Faction: No Faction, but he would likely side with the UMMA.
Hidden 9 yrs ago Post by PKMNB0Y
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Name: Hazama
Age: Exact age unknown, but appears to be in his mid-20s.
Gender: Male
Appearance:
Canon, AU, or OC?: Canon
Universe of Origin: Blazblue
Personality: At first glance, Hazama is what one would expect from a stereotypical reconnaissance leader; calm, collected, and, above all else, cowardly. He prefers not to fight if he can, citing his own inability to do so.
That is, of course, a complete and utter lie. When that weak persona of his is cast aside, Hazama is a cynical, condescending, manipulative villain that takes joy in taunting others, even when in a losing situation. He holds no remorse for killing people on any scale and often times does whatever it is that he wants for further gain.
Abilities/Weapons:

  • Balisong Knives- Two balisong knives (more commonly known as butterfly knives), which he mostly uses for close-ranged combat. Contrary to his appearance, he's quite proficient with them (even if they are just regular knives).
  • Geminus Anguium: Ouroboros- A Nox Nyctores in the shape of a black snake head attached to a never-ending chain. Hazama can summon this weapon at will via a portal, and also has the ability to retract it or pull himself to wherever it ends up. Furthermore, the weapon can defy gravity, is unbreakable, and is constantly surrounded by an aura of black and green energy that can pierce through defenses.
  • Azure Grimoire Body- Because his body was made by (and for) Yuuki Terumi, it is, in essence, a prototype Azure Grimoire. Though it has lost the ability to drain life from nearby beings, it still gives Hazama the ability to channel the same energy that he uses to surround Ouroboros and shape it as he wishes (though only momentarily). This energy has seldom any utility outside of combat.

Backstory:

Faction: Shadow Eternity
Hidden 9 yrs ago Post by Zobozun
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Zobozun

Member Seen 8 yrs ago

Name: Seiga Kaku
Age: ~1400
Gender: F

Canon, AU, or OC?: Canon
Universe of Origin: Gensokyo
Personality: The wicked hermit Seiga Kaku is a whimsical sort of person whose vocabulary fails to include phrases such as "trespassing", "private property", and "the sancticity of human life". She's the type of person who becomes interested quickly, and tends to lose interest just as fast. Overall, her primary interests are spreading Taoism and preserving her own existence by any means necessary.
Also, on Christmas Eve she dresses up like Santa and robs people, selling their own belongings back to them later. What a jerk.

Abilities:
Capable of Passing Through Walls: Seiga's most prominent power is the ability to create holes in walls using the chisel she wears as a hairpin, which close a short while later. She has been said to have issues bypassing certain walls- it seems to be harder the more porous and soft the wall is, as a rubber cage is described as an effective deterrent.
Abilities as a Shikaisen: Like all hermits, Seiga has the ability to hide her home, so that only one who knows a specific series of movements is capable of reaching it. Additionally, she is capable of surviving indefinitely on nothing more than fog, and in spite of her appearance her body is said to be tougher than steel. Finally, she has hidden her soul away inside of an object, though it is unknown what object or where it is located. As such, she is capable of changing her appearance as she likes.
Abilities as a Taoist: As a Taoist magician that discovered and completed the steps necessary to become a shikaisen and has shown herself capable of creating a jiang-shi, it can be assumed Seiga has a general knowledge of sorcery. Additionally, like many touhous, Seiga is capable of flight as well as tossing out excessive amounts of bullets and lasers pretty much whenever.

Equipment:

Backstory:
A wicked hermit from China, nobody is sure of Seiga's past before she met Toyosatomimi no Miko. The two worked together for a time, Seiga teaching Miko and her subordinates the steps necessary to achieve immortality as a shikaisen. Later, legends of Toyosatomimi faded from prominence, and the Grand Mausoleum where they hid themselves to escape their natural deaths (later being sealed within by Buddhist monks) was transported to Gensokyo. Later still, the Taoists, including Seiga, were involved in an incident wherein a large number of divine spirits appeared in Gensokyo. After receiving the standard Gensokyo welcome from Reimu, she settled down.

Later, after escaping the most recent attempt on her life by one of Hell's assassins, Seiga discovered her lax lifestyle had made her incapable of defeating a kishin chief in combat, and was forced to flee beyond the Great Hakurei Barrier, unable to return until she was powerful enough to defeat her assassin. Being lazy and possessing an aversion to hard work of any kind, Seiga has decided that, rather than train, she'll simply find a weapon capable of exterminating a kishin and call it a day.

Faction: Taoist
Hidden 9 yrs ago 9 yrs ago Post by The_written_John
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The_written_John Professor Screwball

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Hidden 9 yrs ago Post by Flamelord
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Flamelord

Member Seen 6 days ago

Name: Ilyasviel von Einzbern ('Kuro')
Age: ~13
Gender: Female
Appearance:

Canon, AU, or OC?: AU
Universe of Origin: Fate/Kaleid Liner Prisma Ilya
Personality: Ilyasviel is calm and nonchalant, analytical and able to pick up on an opponent's strategy. She is also devious and manipulative at the same time, whilst being brazen and unrestrained in her actions. These she uses in pursuit of her ultimate goal, which is survival first and foremost.

She is deeply bitter towards her parents for sealing her away, and to Ilya, for wanting to be normal. As a result, she will generally become infuriated by being considered secondhand or a clone.
Abilities/Weapons: Ilyasviel is the manifestation of the Archer Class Servant Card, and as such has many of the same abilities as Heroic Spirit EMIYA, including the ability to Project weapons and other Noble Phantasms, as well as physical objects. She also has the abilities of a magical girl, having the same physical strength while being an even more powerful magician due to having most of Ilya's magical power.

Due to her existence, Ilyasviel is able to drain people of their prana to sustain herself, generally through kissing or other methods. She also has all of Ilya's memories, and the knowledge required to act as the key for the Holy Grail War.
Backstory:

Faction: Shadow Eternity
Hidden 9 yrs ago Post by Sublimation
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Name: Kotomine Shirou, or known originally as Amakusa Tokisada Shirou.
Age: Appears 17, is over 70 years old.
Gender: Male
Appearance:

Canon, AU, or OC?: AU
Universe of Origin: Type Moon
Personality:
Shirou is one who has been forsook by fate, a downtrodden individual who had aspired for the greater only to have lost sight of the larger picture on his way to greatness. He appears to be a rather casual going individual marked by a distinct reservation that removes him from the bounds of raw extroverted tendencies, but an underlying banality laced with a solemn cynicism borne from having been jaded by the experiences of the world is apparent. He cannot exactly be called friendly, but he emits no air of hostility. Shirou possesses an ardent ambition that consumes him, being the impetus of his actions and the main influence on his interactions with the world. He desires to redeem humanity by ascending them beyond the realms of Angra Mainyu, loosing them from the destructive tendencies they harbor and unknowingly accept like foolish ouroboros. He had desired in his original life the wish to achieve the greater in his rebellion, but in the end found that he had lost sight of his goals and that his life was simply a light ripple in the inexorable flow of time, that the confluence of lives he had cast away for his goal had been all for naught. As such, Shirou has become exceedingly ruthless in his bearing, in particular towards his ambitions. Though he may seem to be the paragon of neutrality on the outside, he is one that can manipulate, crush and trod underfoot anything that opposes him without the slightest of remorse.

Abilities/Weapons:
Black Keys
These are conceptual weapons that target the soul, and appear to be simply handles without blades when inactive. The handles are small and compact, and multiple black keys can be wielded by being placed between the fingers of the hands. When magical energy is flowed through them, a long and thin rapier like blade emerges that has a high affinity against spiritual beings. When thrown by human church executors, the keys have enough force to shatter reinforced concrete, and someone like Shirou, who is a servant with capacities far exceeding humans and also someone that can be considered a Saint, the keys are significantly more powerful in all aspects capable of harming the strongest of spiritual beings. However, black keys don't have much practicality as swords and are mostly utilized as thrown weapons.

Enchanted Katana
In the case that black keys are incompatible a against a foe, Shirou can utilize a katana that is enchanted by Shakespeare, who wrote on the blade how magnificent it was and how it was seeped in blood. Due to the katana being many centuries old and being preferred by a famous swordsman, the conceptual blessing that Shakespeare granted it has upgraded the katana to the level of a C ranked noble phantasm. Other than possessing the same durability and mystical power inherent to noble phantasms, the katana does not have any special activation power. Shirou is an adept at utilizing the katana, but cannot be called a master.

Command Seals
Shirou has engraved on his body 17 command seals for controlling servants. However as Shirou no longer has any servants, they can be called useless. They can however still be utilized as a power source for spells and the like, at the cost of sacrificing one of them.

Magic Resistance
Shirou's magic resistance is at an incredibly high rank capable of defending against high thaumaturgy(A rank). It is effectively impossible to harm Shirou as a modern magus in the type moon verse, but his magical protection does not extend to anything related to the Church.

Revelation
A skill that is similar to instinct. Instinct is a sixth sense regarding battles, but "Revelation" accommodates all matters related to the achievement of a goal (for instance, choosing the most suitable path while traveling). Basically allows one to always choose the right decisions in means similar to prophecies or visions received from some sort of future sighted deity.

Charisma
Although Shirou cannot run a nation, he can share those with his like-minded and tie comrades strongly enough to accept death. Thanks to his charisma, it is possible to make others believe in the contents of the "Revelations" skills without basis.

Baptism Rite
A church sacrament utilized as magecraft. With a ten line chant, Shirou can enact this rite to cause severe damage to a spiritual being or group of spiritual bodies. It has no effect on physical beings, but it can be considered the ultimate weapon against spirits. It is far above the power of regular church operatives, and sublimates the physical remnants of spirits when cast.

Left Hand - Xanadu Matrix

Shirou's first noble phantasm is his left arm, which grants him a skill similar to the Eye of the Mind(True) skill, which grants one a heightened perception honed through many experiences. With it, the calculation of dozens of scenarios in the heat of combat can be utilized to plan ahead multiple steps, effectively allowing Shirou to face off against physically superior opponents on basis of technical prowess. Shirou can additionally utilize his left hand to hook up to Magical Foundations, basically meaning that he can link to different types of magic and utilize them. The arm also has the ability to reinforce his body, granting him his eternal youth that causes him to appear seventeen when he is well over seventy years old.

Right Hand -Evil Eater
Shirou's second noble phantasm is his right hand, which grants him a skill similar to that of the Eye of the Mind(False) skill. In essence, it allows for Shirou to utilize a "sixth sense" of sort of perceive the best course of action in battle, as well as granting him the capacity to see through visual obstructions like say an invisible sword and easily see through feints. It has the same ability of Shirou's left hand to connect to Magical Foundations.

Backstory:


Faction: Shadow Eternity
Hidden 9 yrs ago Post by Professor_Wyvern
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Professor_Wyvern The Black Painting

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Name: Chuck Greene

Age: 30

Gender: Male



Canon, AU, or OC?: Canon

Universe of Origin: Dead Rising

Personality: Chuck is a no-nonsense man used to living in a nonsensical world. Though he means well, he often says exactly the wrong thing at the worst possible time. Chuck has a strong sense of justice, and will do anything to protect his loved ones and friends. His abrasive nature often gets him in trouble with the local authorities.

Abilities/Weapons:
Heroic Resolve: Chuck is impossibly durable. Able to take bullets, chainsaws, zombie bites, and explosives many times over without perishing, it's a wonder he is still so handsome after what he's been through.

Arbitrary Resourcefulness: Chuck is a dab hand at mechanics, electronics, medicine, biology, combustion mechanics, and the art of warfare. Oddly enough, this only applies when Chuck is either trying to kill something or making weapons to kill something. It's often suggested that, if Chuck were to broaden his horizons and realize that everything he does is killing something in a way, he could conquer the world within the week.

Driver's License: Chuck is a master at racing motorcycles. Somehow, this translates into exceptional skills at piloting golf carts, forklifts, train cars, starships, trucks, and mecha. When pressed, he cannot adequately explain how to operate these vehicles, suggesting some mystical driving force behind it.

Lightning Metabolism: Even though it should logically be impossible, Chuck can recover from any nonfatal wounds instantaneously through eating food. His digestive tract is equally fantastic, being capable of consuming, holding down, and digesting entire pizzas within seconds.
His metabolism extends to any toxic or debilitating chemicals he consumes. He will suffer the effects of alcohol, food, or chemical poisoning for mere fractions of a minute at a time, before immediately returning to peak form.

Paddlesaw: One of Chuck's favorite weapons, the Paddlesaw is a pair of chainsaws crudely duct-taped to a massive kayak paddle. Chuck uses this as both a paddle for wading through seas of zombified meat and a horribly unwieldy bo staff, to great effect. It is significantly more durable than one would think, and the chainsaws do not appear to need fuel.

Knife Gloves: Another of Chuck's favorite weapons, the Knife Gloves are six mundane kitchen knives embedded in a set of oversized novelty boxing gloves. Given impossible strength through Chuck's eldritch usage of nothing but duct tape, these knives are fully capable of slashing military kevlar to ribbons and cleaving flesh from bone with only a single wild swing.

Katey Greene: Does not accompany him on his adventures. That would be just stupid. She stays at his luxury apartment on Yggdrasil. Despite the UMMA's extensive medical science research, they could not find a way to cure her condition. However, they did find a way to manufacture Zombrex. The UMMA gladly provides Katey with Zombrex, so long as Chuck remains faithful to them and provides the UMMA's citizens with thrilling entertainment.

Backstory: Born in 1983, Chuck's childhood was rather mundane. Through unknown means, he became a star motocross champion, and travelled across the country to show off his driving skills.

Along the way, he met his future wife Pam Greene, and together they had a lovely daughter named Katey. The trio were inseparable, following Chuck wherever he went, and offering support whenever he was down.

Tragedy struck when a catastrophic outbreak broke out in Las Vegas in 2008, just as Chuck and his family were about to enter it. Unable to escape the city before Pam was infected and zombified, Pam managed to infect Katey before being brought down by Chuck. Together, Chuck and Katey narrowly escape Las Vegas before the city was wiped out.

Now forced to constantly buy the miracle anti-zombification drug Zombrex for his ailing daughter, Chuck worked himself to the bone. Any motocross event that would take him, Chuck joined. Barely managing to make a living between buying Zombrex and maintaining his prized motorcycle, Chuck was a wreck of a man.

Barely three years later, tragedy struck Chuck again as he was trapped in Fortune City just as another zombie outbreak began. Forced to fend for his life for his daughter's sake, Chuck managed to not only rescue a number of civilians, but uncover and destroy the insidious operations of both supposed instigator Tyrone King and the dangerously opportunistic pharmaceuticals company Phenotrans. After a harrowing series of fights against both Phenotrans' chief operative and the eternally-ungrateful Tyrone King,

Life for Chuck Greene had changed quite a bit since the outbreak. Still a loving father with a loving daughter and a potential flame in political activist Stacey Forsythe, Chuck became more active in uncovering all of Phenotrans' dirty laundry. Without anyone to help him find leads, Chuck Greene resorted to old-fashioned bare-knuckle investigations, sneaking into labs and stealing confidential information.

While investigating one promising-looking Phenotrans holding, he discovered a strange device. It thrummed with a strange heat and, when activated, created a portal to somewhere. But where? On the device was the insignia of a strange organization called 'Shadow Eternity'. Just as he was about to take a picture of the strange device, a number of heavily-armed and heavily-armored goons wearing the same insignia surrounded him! With nowhere to run, Chuck fled through the portal and arrived right next to a team of UMMA agents investigating what Shadow Eternity was doing with Phenotrans.

Sensing a hero in Chuck, the agents gladly let Chuck join the UMMA, on the condition that they bring Katey and Stacey along as well. Now a member of the UMMA, Chuck happily became a TV star, performing amazing tricks in exotic universes for fame and fortune. Though Zombrex was provided free of charge to his family, Chuck still worked as hard as ever, bringing fantastic entertainment to the UMMA's population.

Faction: UMMA
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