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35 minutes ago, shadow_claw said:

Hey! Is this still accepting?


Yep! Only (secret?) requirement is that you have to check out the Discord!


Edited by TehUltimateMage

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Origin: Darkest Dungeon 
Info: A man skilled in brute force and underhanded savagery, Dismas is a callous man. His thirst for gold has created many a regret, so he abandoned his bloodthirsty ways to seek coin as an "adventurer".

  • Pistol shot: a fairly standard flintlock pistol. Although harmful at a distance, it is devastating at short range.
  • Grapeshot: can change his standard ammo for a more shotgun-like attack. Used for a spread attack.
  • Dual blades: Can stab or slice to inflict bleed
  • Duelist's advance: can lunge forward to activate a riposte 

Link to wiki: here


Name: Clinton (Clint) Francis Barton
Origin: Marvel (Comics)
Info: Clint is the best marksman in the world, but that tends to come with a lot of trouble. How did an ex-criminal carnie hick end up becoming an Avenger? He himself doesn't know.


As a human, he has no super-human abilities. He's terribly fragile and is always nursing a few injuries. He does, however, possess many skills from hard work and perseverance. 

  • Superb (Perfect) aim with ranged weapons. Also counts for thrown objects, but isn't as impressive.
  • Skilled in hand-to-hand combat
  • Peak human strength and speed
  • Master Arcobat: His childhood in the circus makes him adept at acrobatic feats. He's also very flexible. 
  • Escapist: His time in the circus makes him a master thief and pick pocket. He can get his way out of most situations. 
  • Possesses a volley of Trick Arrows, as well as many regular arrows
  • Owns a high-quality recurve bow with a heavy draw weight
  • Keeps a few throwing knives around
  • Keeps many lock picks stashed on his person "in case of an emergency".

Link to wiki: here
Extra: Is deaf. Wears hearing aids to help this, but often relies on lip reading to supplement what he can't make out. Is fluent in ASL. Keeps extra batteries as well as one extra seat of aids on his person at all times. Loves dogs and coffee. 

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Name: Zenobia
Origin: OC

Info: A space-time patrol officer with a lazy streak and a penchant for screwing around. She has a wide array of gadgets at her disposal and is a deceitfully good fighter with large stores of knowledge regarding the multiverse and how it operates.

  • Suit: Zenobia's armored suit, known as the Universal Hazard Protection Suit (UHP) is equipped with a multitude of physics-bending tools, and is the main source of her power. It's extremely durable with the ability to withstand otherworldly amounts of pressure, heat, cold, and radiation, yet still allows for decent mobility. It also has a built-in rebreather and systems in place to monitor vitals, which can be displayed on the front viewport if needed. In terms of extra tools, sensors can provide a basic readout of the environment to an overlay in the visor (things such as temperature, air pressure, radiation and toxin levels, suit power, hazards, etc), as well as basic information on a target (size, speed, temperature, distance, etc). The panel on her left arm can open to reveal a small portal to a small storage void, where she keeps weapons, tools, and objects she deems "important". The boots, when activated, can cling to most surfaces. The suit runs on a nuclear isomer battery which, though capable of lasting for extremely long periods of time without depleting under normal circumstances, drains much faster when in combat and in extremely hazardous situations. High voltage electric shocks send it into safe mode, where all non-essential systems are disabled to avoid damage for 30 minutes after the voltage levels return to acceptable levels. When power is fully depleted, it is essentially just a suit of armor. It can withstand a decent amount of physical damage, but nothing near as excessive as it can when charged. The battery cannot be recharged and must be replaced once depleted.
  • Wristband:  The wristband on her left wrist can allow for short-range teleportation, alter gravity within a three-yard radius, and deploy a temporary energy field that can protect her and stun enemies. Aside from that, it also functions much like a smartwatch. The battery is a graphene battery, so it depletes faster than the suit, but it can also be recharged and replaced easily.
  • Marksman: Zenobia is extremely good with guns, particularly rifles and pistols. This includes laser variants which, though designated as highly inhumane and impractical by her unit, she isn't above using. She has a harder time dealing with recoil when her suit isn't powered, though.
  • Unarmed Combat: When all other options are taken from her, Zenobia can hold her own when unarmed. Though she prefers not to, she can put up a good fight, and isn't afraid to resort to disgraceful tactics if it means making it out alive. However, it should be noted that her physical strength and endurance is not much more than that of a trained adult human.
  • Vision: On top of practically omnidirectional vision thanks to her eyestalks, Zenobia can also see infrared light. This essentially gives her built-in heat vision.
  • Skin: Her skin is much thicker than human skin and harder to cut. It isn't impossible by any means, though.

Personality: Zenobia is what some would call "easygoing" and what others would call "obnoxious". Chaotic good at heart and chaotic neutral to most others, she may be an officer, but she isn't above bending common perceptions of morality and law for the sake of the greater good. However, despite her well-meant intentions, she often comes off as immature due to her lazy nature and disregard for consequence. She's self-aware, which reflects in her deceitfully low self-worth and absurdist views. She also tries not to get too attached to others, despite generally coming off as friendly, for reasons unknown.

History: Sent to the Borderworld Authority at a young age to ensure her survival of her universe's heat death, Zenobia learned of the temporary nature of all things early on. She has watched universes die and be born, and she's learned too much about the processes behind it all. Despite feeling that it's pointless, she still swore to defend the existence of the multiverse, if for no other reason than "what else is there to do".
Link to wiki: N/A
Extra: Not so much about her, but about the Borderworld Authority: think of them like police, but on a multiversal scale. They deal with threats to the multiverse, much like the XDRS, but are more concerned with individuals and organizations rather than anomalous events, and can be found helping monouniversal police units from time to time.


Name: Apate
Origin: OC
Info: A goopy resource scout whose figurative heart is bigger than their figurative brain. They mainly tag along with Zenobia due to misplaced admiration and respect.

  • Goo: The goo that makes up Apate's body has some very strange and beneficial characteristics. It seems to be near-endless in supply, maintains physical integrity even under the harsh conditions of space, and provides a healing effect to those who touch it. It also numbs skin and flesh, and even causes momentary feelings of calmness and euphoria if ingested or just left in contact with skin for too long. It is warm to the touch, and has the consistency of liquid hand soap. Oddly enough, it doesn't stick to people unless contaminated, and supposedly tastes similar to strawberry banana yogurt. It can be cleaned through filtration, and seems to be secreted from their two stone-like eyes.
  • Durable: They are extremely tough to kill. In fact, the only thing that could effectively kill them would be the destruction of their eyes, which are made of an anomalous material harder than diamond. Even then, if someone took the time to piece their eyes back together, they could theoretically be revived. They can consume almost anything to nourish them, even things that in no way qualify as "food", and fed purely on stardust before joining the Borderworld Authority.
  • Wristband: They have a wristband just like Zenobia's. For better or for worse.
  • Extension: The arms and legs of their suit are accordion-like in design and can extend through a change in goo pressure. They do tend to lose balance easily at maximum height, however.
  • Craftmanship: No one knows where they picked up on this skill, but they have it. They can repair torn fabric with relative ease, and even stitch together new objects from unorthodox materials. They can build shelters with the barest of supplies (though how well they hold up is debatable), as well as make minor repairs to existing buildings. Overall, they have a knack for basic crafting, and often put it to work with enthusiasm.

Personality: Happy-go-lucky and eager to please, Apate is something of a born sidekick. They aren't the brightest when it comes to thinking ahead or judging character, which can get them into trouble on many fronts, but they truly mean well. Always optimistic, even in the most dire of situations, it takes a lot to break their spirit. They're just as self-aware as Zenobia, but doesn't tend to dwell on it. In their eyes, life has a point simply by means of existence, and it's all worth preserving. Naturally, this leads them to be unhealthily pacifistic. Beyond their cheery nature, they're also extremely resourceful, and often use unorthodox methods to help the group.

History: Originally part of a small, space-dwelling, nomadic colony of sentient goo beings like them, Apate broke away from the group and stowed away in the crevices of a Borderworld cargo ship out of curiosity. The officers, baffled by how this pile of goo survived hyperspace travel on the outside of a ship, decided against throwing them back to their colony, instead offering them a job on the force as a resource scout due to their incredible durability. They happily accepted, and the BA gave them a suit to contain their form. Despite their efforts, however, Apate refused to be trained in combat. They didn't want to hurt anyone, but that didn't stop them from admiring how others could. Namely, Zenobia. Something about her prowess and carefree attitude caused Apate to latch onto her, despite her glaring faults.
Link to wiki: N/A
Extra: Their voice is a little gurgly. Think the Inklings from Splatoon.

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Name: Philip
Origin: Dead by Daylight
Info: Philip is a mute individual (other than snarling noises) to the point where he would rather get pushed around than to kill others, although if he has to, he'll try to be gentle about it. When he's outside of a trial, he prefers that everyone be friends and keeps him distracted by repairing stuff.
Abilities: Philip has a bell that he can ring to make himself turn invisible and has a sceptre made of bones.
Link to wiki: https://deadbydaylight.gamepedia.com/Philip_Ojomo
Extra: He doesn't do to well in the light


Name: Ruby
Origin: Guardians of Ga'Hoole-book
Info: Ruby is a very great flier that has proved herself to the Guardians of Ga'Hoole due to her expert flying skills, becoming a spy upon request. She loves to talk about her flying skills and will encourage others who are nervous about flying in not so pleasant weather  


Abilities: she can:

-Fly through forest fires to collect coals

-Fly through terrible weather

- she wears battle claws
Link to wiki: http://tvtropes.org/pmwiki/pmwiki.php/Literature/GuardiansOfGaHoole

Edited by Dalek Raptor

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NPC'ing Marie for this girl


Name: Rayla ("Ray" for short)
Origin: Pokemon Ultra Sun OC
Info: A Pokemon Trainer who was undergoing her Island Challenge when disaster struck in the form of Necrozma. Now she trains her Pokemon not only to finish the Island Challenge, but to stop Necrozma from stealing the light of the Alola Region.
-Like most Pokemon Trainers, she is more resilient to the weather than the average human. She is not immune, however (i.e. she'll still get cold in snow/hail).
-She is rumored to be one of the best Trainers in the Alola Region. Whether this rumor is true or not is usually up to personal preference.
-Using her Z-Power Ring, Ray can perform Z-Moves with her Pokemon; the most common Z-Move seen is Incineroar's Malicious Moonsault, although Lunala's Menacing Moonraze Maelstrom is also seen on very rare occasions. She can only use this technique once per battle, however.
-She is very clever and has memorized every Pokemon type advantage and disadvantage.
Link to wiki: https://bulbapedia.bulbagarden.net/wiki/Moon_(game)
Tsuki (Lunala) [Identifies as female]
Akatsuki (Incineroar) [Male]
Malamar [Male]

-Ray is an adventurous kind of girl; she will hop into an Ultra Wormhole if it means an adventure is on the other side. When doing so, she rides on Tsuki's back.
-Like most Legendary Pokemon, Tsuki can speak with telepathy; however, she is uncomfortable with doing so and would rather prefer not to.

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Name: Masala
Origin: Pokémon Mystery Dungeon OC
Info: Masala is a very spirited Stufful who believes that pre-evolved Pokémon can be very powerful without evolving. She's not hesitate to enter a battle, even if she knows the odds are stacked up against her and she loses (she is a good sport about it though and will improve to try to beat them)
Abilities: Ability- Fluffy

Attacks include:



-Low Sweep

-Iron Head
Link to wiki: https://m.bulbapedia.bulbagarden.net/wiki/Stufful_(Pokémon)
Extra: She wears a Lucky Band around her neck

Edited by Dalek Raptor

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Name: Kabegami
Origin: Okami
Info: Kabegami is one of the thirteen Celestial Brush Gods and the cat goddess of walls. She is watchful and sometimes mischevious.

- Catwalk - Kabegami is able to walk on walls and ceilings.

- Celestial - Kabegami is a god and is difficult to damage permanently. However, her godly markings can only be seen by ones who are spiritual, and she can only be heard by those who are atleast aware of gods.
Link to wiki: http://okami.wikia.com/wiki/Kabegami
Extra: meow


Name: Moira O'Deorain
Origin: Overwatch
Info: Moira is a scientist who does not understand the word "caution" when used in a sentence with "science."

- Biotic Grasp - Using her left hand, Moira expends biotic energy to heal allies in front of her. Her right hand fires a long-range beam weapon that saps enemies’ health, healing Moira and replenishing her biotic energy.

- Biotic Orb - Moira launches a rebounding biotic sphere; she can choose between a regeneration effect that heals the allies it passes through, or a decay effect that deals damage to enemies.

- Fade - Moira quickly teleports a short distance.

- Coalescence - Moira channels a long-range beam that both heals allies and bypasses barriers to damage her enemies.
Link to wiki: https://overwatch.gamepedia.com/Moira ((offical website: https://playoverwatch.com/en-us/heroes/moira/ ))
Extra: and i have shamefully copypasted from offical website

Edited by Shadowlugia711

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Name: Yoshiya "Joshua" Kiryu
Origin: The World Ends With You
Info: To sum him up in a sentence, he is a horrible child who essentially has no friends because he killed one of them - twice - and the rest hate him for killing the first one. Though he has gained some redeeming qualities post-game and post-KH3D where he is somewhat nicer and more empathetic.
Abilities: Object manipulation via cell phone (aka he must use his phone in order to summon/drop heavy objects such as cars, trucks, vending machines and bicycles on his foes)
Link to wiki: http://twewy.wikia.com/wiki/Joshua
Extra: Can occasionally show his wings, can levitate (esp in order to use stronger attacks that the fandom/Neku has dubbed 'jesus beams'). Supposedly Joshua has handicapped himself so he may have other abilities never shown in-game.


Name: Sanae Hanekoma (resized wiki image; original here)
Origin: The World Ends With You
Info: Essentially the overseer of Shibuya, he primarily exists to keep Reapers within the rules set by the Composer and to make sure the Game runs legally in the eyes of the Higher Plane.
Abilities: Imprintation (usually on art), Noise transformation (allows him to turn (temporarily) into Panthera Cantus to fight)
Link to wiki: http://twewy.wikia.com/wiki/Sanae_Hanekoma
Extra: Can occasionally show his wings. Supposedly Sanae is severely handicapped due to his position as Producer, so he may have other abilities never shown in-game.

Edited by catstreetCAT

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Wow I'm behind adding characters up. Everyone up till now is good to go!


He won't be in for a little bit but here's my third! (Technically Twilight is an NPC?)


Name: Sorey
Origin: Tales of Zestiria
Info: A optimistic and well-meaning young man raised by Seraphs -- the spirits of his world -- ever since he was a child. He likes to explore ruins and retrace the paths of history, although his curiosity and desire to do the right thing has made him decide to gain unimaginable powers to become the savior of the world.  


Seraph Contracts: Sorey is the Shepherd, meaning that he can harness the abilities of his seraph friends to fight and purify corruption. While normally invisible, seraphs can be seen and heard if Sorey uses his own body as a medium, or if a person is exceptionally in tune with spiritual energies. Sorey's contracted seraphs can also choose to dwell within his head, making them incorporeal but still able to speak.


Armatization: In addition to helping him by being an invisible magical force with a variety of spells, his contract allows him to borrow a seraph's power by fusing with them through an ability called armatus. It changes his appearance, but this change can only be witnessed by the spiritually gifted.


He currently has three seraphs under his command, although he can only fight with one out at a time:

Mikleo is his childhood best friend, a water seraph who has power over ice. He is serious, but tends to easily get flustered. In armatus, he takes the form of an elaborate blue and white bow that shoots water arrows.

Laliah is a fire seraph, guardian of the Sacred Blade and the one who has given Sorey the ability to purify monsters. Ditzy and excitable, it seems like she is constantly trying to hide something. Her armatus form is a large blade as tall as Sorey is, and grants him power over flames.

Edna is an earth Seraph to which Sorey made a promise in exchange for her help. She is sarcastic, monotone, and likes to mess with people whether they can see her or not. Holds humans in contempt. In armatization, she grants Sorey a pair of giant stone hands to pummel his enemies.


All of his seraphs have minor healing spells as well as decent control over their respective elements. To normal people, his sword looks simply like a ceremonial blade no matter what form it takes under armatization, as normal people cannot see the effects of his armatus. (In other words, when he shoots his bow it simply looks like he swung his sword so hard that it made projectiles.)


Swordsman: Sorey is quite good with his sword, enough to hold his own against a single opponent even without seraphs to help him.

Link to wiki: http://aselia.wikia.com/wiki/Sorey
Extra: Since the vast majority of people can't see seraphs, it often looks like Sorey is talking to himself or mysteriously surrounded by floating objects. Even when they argue in his mind, he has to speak aloud to reply to them.
Sorey is an extremely bad liar -- though Mikleo and Laliah are always there to help him lie when the need arises.

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Replacement for blue boy.


Name: Arch
Origin: King's Raid
Info: A high ranking angel sent down from the heavens to rid the mortal realm of demonic life. Although he is generally cooperative, if not pleasantly polite, with allies, he will go to great lengths to ensure that his mission is completed even if it means taking innocent lives.

  • Judgement Sigil: Arch is capable of creating Sigils that he can place on enemies. The Sigils manifest as small blue symbols that glow faintly on an enemy's skin. The effects of a Judgement Sigil depends on what kind of ability Arch uses on the enemy; generally, the more Sigils Arch places on an enemy's body the more damage he can lash out on them. Sigils usually don't last more than a minute, but can be stacked over time. 
  • Clear Blue Sky, Sherrkyle: A heavenly bow imbued with godly power. It is capable of floating on its own and doesn't seem capable of being damaged physically. It can stretch out into three separate sections, allowing room for a glowing arrow and string to form. The arrows for Sherrkyle are magical in nature, allowing them to pierce through even the most durable armor, but they cannot damage anything that is immune to magic. When resting, Sherrkyle stays in its inactive state and quickly shifts to its active state (arrow and string not shown) when Arch commands it to. While active, Sherrkyle will inflict a Judgement Sigil upon random enemies as the battle progresses.
  • Celestial Arrow: Arch summons a magical arrow that he shoots from Sherrkyle to attack his foes. The arrow is large enough to do damage to multiple enemies and is strong enough to knock them off their feet. If the attack lands, the enemy will receive a Judgement Sigil. If the enemy already has a Judgement Sigil on them when the arrow hits then the attack will be even more devasting.
  • Purifying Blaze: Arch shoots an arrow in a straight line, damaging anyone who stands in its path. Damage taken is nearly doubled if the enemy has a Judgement Sigil on them.
  • Arbiter: Arch flies up into the air and imbues Sherrkyle with electrifying power before casting it down upon his foes. Enemies that are afflicted with a Judgement Sigil take significantly more damage than those without.
  • The Last Judgement: Enemies with a Judgement Sigil take damage over time. If an enemy is incapacitated during battle, other enemies with Sigils will be hit with a surge of powerful magical energy while allies will be granted shields that will absorb damage for a short period of time.

Link to wiki: Wiki Page
Extra: Because of his wings, he often has to make adjustments to shirts before wearing them. Said adjustments usually include cutting a bunch of holes in his shirt. He carries around a photo of the young Lady Jane Gray partly out of obligation and partly because he considers her a close friend. Although Arch knows he cannot stay in the mortal realm forever, he has grown a fondness for gardening; it wouldn't be unusual to see him admiring a particularly pretty plant or tending to a flower bed. 

Edited by Doctortear

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replacing ayaka o/


Name: Theo, Knight of Loyalty

Origin: King's Raid

info: The former 1st Knight of the Republic of Grey, now a vagabond that wanders the land in search of his long-lost liege, Jane. His dual spears hold the ability of lightning, rivaled only by his intensity on the battlefield. A dutiful warrior with a sense of honour, slightly dispelled by his short temper. 


- For Jane: His attacks have the potential to release lightning, thus stunning the enemy. 

- Final Crash: Spins around, attacking enemies 16 times and dealing damage to all in range. This move has the potential to stun the enemy in place. Screams three times while spinning.

- God of Lightning: Joins his dual blades together into a long lance, spinning it around to hurl a spear of lightning at the enemy. Activates 'God of Lightning' state, which increases his attack and stun potential. Screams one time while activating 'God of Lightning'. 

- Lightning Explosion: Jumps high into the sky, joining his blades together, and thrusts the spear into the ground to spread lightning across the surrounding area. Stuns the enemy in place upon strike. Screams one time when jumping to make sure you know he's coming.

- Lightning Bolt, Legios: Dual spears embedded with the power of lightning. When activating skills, Theo is able to combine them into one long, dual-sided spear. Legios allows Theo to stack 'Lightning' upon hitting an enemy.

- Lightning: Everytime Theo lands a hit on an enemy, he stacks Lightning upon himself. Upon fifty stacks of lightning, Theo erupts into a pillar of purple lightning, and glows. In this state, the speed of his attacks are increased, as well as his overall damage output. This state lasts for a limited time, and he cannot stack Lightning during so. 

- Twirl: Even though it isn't necessary, when normally attacking Theo twirls every fourth attack. 

Link to Wiki: x


- In his free time, Theo likes to think about Jane. 

- Even when he is not so free, Theo still thinks about Jane. 

- Theo has the ability to descend from lightning clouds; as such, this is often the way he will introduce himself. 

- Theo is very loud in battle; as a result, he is not a top pick for stealth missions of any kind. 

- he attacc, he protecc, but most importantly he won't come bacc until he finds jane  

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Name: Angela Ziegler, Dr. Ziegler, "Mercy"  A 
Origin: Overwatch
Info: A guardian angel to those who come under her care, Dr. Angela Ziegler is a peerless healer, a brilliant scientist, and a staunch advocate for peace. She is one of the most gifted doctors in her world when it comes to medical technology, and has applied such technology to her own body; effects have possibly included slowing/halting her ageing process. She likes Swiss chocolate.

  • Regeneration: Due to self applied medical technology, Mercy's body regenerates itself at a slow rate. This can heal minor and major medical conditions if away from combat for long enough.
  • Angelic Descent: Mercy's suit applies slow fall when descending from air. This occurs if she is knocked airborne, or jumps/falls off a ledge.
  • Caduceus Staff: Mercy's primary weapon. The primary fire creates a healing tether on target ally, which remains for as long as Mercy stays close to them. The healing tether will continually restore the tethered ally's health until they are at perfect health. The secondary fire creates a damage tether that works similarly to the healing tether, boosting damage instead of healing.The tether will break if an ally moves out of Mercy's direct line of sight after a few seconds, such as moving behind a wall, or if they move outside the tether's maximum range.
  • Caduceus Blaster: Mercy's secondary weapon. The primary fire shoots a stream of fast-moving projectiles. Mercy is a pacifist, so this blaster is used as a last resort for self defense, or to take out non living targets such as traps.
  • Guardian Angel: When activated, Mercy flies to nearby ally. This is a fast moving ability that helps her reach critical targets quickly.
  • Valkyrie: When Mercy is in great peril, she can use the ultimate power of her first response suit. This allows her to fly under her own power, heal or boost multiple allies at once, and heal herself at a more rapid rate. This only lasts for a short period of time, cannot be used often, and is saved for dire situations.
  • Resurrect: Due to advanced medical technology, Mercy can bring people back from the dead under very specific conditions. She has only done so twice on record, and involves a great price to pay for the person being brought back, as most of their parts will be replaced with android technology. This is a risky, dangerous, and some may argue immoral procedure. It requires many hour long surgery under perfect conditions. She will only preform this as a last resort, most people are better left to their eternal rest. 

Link to wiki: https://overwatch.gamepedia.com/Mercy

  • Mercy is a pacifist. She will not hurt living things unless it is in self defense.
  • Mercy has her MD and PHD, and was the head of surgery at a prominent Swiss hospital. 
  • Pioneered a breakthrough in the field of applied nanobiology that radically improved the treatment of life-threatening illnesses and injuries.
  • Previously a member of Overwatch, a task force of specialized individuals designed to end the omnic crisis, which would have ended humanity.
  • Parents were killed in previous war on earth.
  • Mercy spends most of her time healing those who have been hurt by war and responding to crisis areas.
Edited by Coheart

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I take full responsibility for any phobias induced by this guy. (He'll be replacing my Mud People, if he gets approved.)


Name: Creecurr, the Ettercap
Origin: Dungeons and Dragons (Fifth edition)
Info: Creecurr is an ettercap, a spider-like humanoid monstrosity that inhabits any number of the dark places shared by their world's breeds of giant spiders. Using predatory cunning, they feed and care for them not unlike a shepherd would tend a flock of sheep.


Web-Spinner: Creecurr has spinnerets much like any natural spider, and can create its own webbing using them. While vulnerable to fire and easy to cut with any sharpened implement, the webs have sticky properties and surprising strength. They can be woven into a variety of shapes and styles, depending upon the task at hand.


Silken Abode: Being an arachnid, Creecurr knows how to avoid getting stuck in its own webbing, and can sense vibrations when touching it to determine the presence and movements of other creatures upon it.


Venomous: Creecurr’s mandibles conceal sharpened fangs, which can inject a strong poison into any living creature close enough to bite. A wild ettercap generally uses this to liquefy the innards of its prey before feeding, such as spiders do.


Spider Climb: Creecurr can climb up sheer surfaces with ease due to being mostly spider-like, and can resist gravity’s effects when motionless on such a surface.


Arachnid Ally: Being partly spider-like himself, Creecurr is seen as a friend by other spiders, and can fluently communicate with them. Also applies to scorpions.


Night Creature: Ettercaps are largely nocturnal predators, whether they rely on ambush tactics or a more active pursuit hunt, and all have very good night vision.
Link to wiki: Here

* Creecurr is fairly young for its kind, as freshly pupated ettercaps are often mercurial for a time before settling down. Nonetheless, its friendly demeanor towards the civilized races is unusual.

* Creecurr was born in a shady deciduous woodland to a lone parent, who took extra measures to teach it how to hunt human beings.

* For some reason, Creecurr is capable of speaking the Common tongue, despite the obvious physical complications its anatomy would introduce when attempting to use humanoid languages.

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Name: Kouji Minamoto

Origin: Digimon Frontier

Info: A quiet boy who originally didn’t have friends, Kouji soon learned to work in a group. He is now just a tad more outgoing, and willing to help others when needed.



Lobo Kendo: Uses his "Light Kendo" swords to slice his enemies in two.
Howling Laser: Gathers energy to the weapon on his left wrist, and releases it in a burst of light energy.



Lupine Laser: Shoots a beam of energy from his mouth.
Howling Star: Uses the "Howling Blades" on his back and "Rocket Skates" on his feet to slice apart the enemy.

The rest of his digimon forms are on the wiki

Link to wiki: http://digimon.wikia.com/wiki/Koji_Minamoto

Extra: Seems to be musically adept and great with swinging a pole around.

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Name: Sonic the Hedgehog

Origin: Sonic the Hedgehog (franchise)
Info: Sonic's personality is a juxtaposition of kindness and ferocity; he is extremely benevolent, driven by his own strong sense of justice and fair play, and firmly stands for truth and freedom. However, he is never the one to rest in the face of injustice or oppression; he hates lies and evil in all its forms.

  • Super speed
  • Enhanced durability
  • Enhanced acrobatic skills and reflexes
  • Enhanced strength
  • Enhanced jump
  • Enhanced stamina
  • Hand-to-hand combat skills
  • Indomitable will
  • Break-dancing skills
  • Extreme Gear riding skills
  • Swordsmanship
  • Piloting skills
  • Grinding
  • Chaos Powers
  • Harnessing Chaos energy
  • Super transformation
  • Excalibur Sonic transformation

Link to wiki: http://sonic.wikia.com/wiki/Sonic_the_Hedgehog
Extra: Will likely not use Excalibur form (unless the situation demands swordplay). Can only use Super form with all seven Chaos Emeralds.

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I am like super bored, so here you go.

Name: Halt, the Slayer.

Origin: OC, not from any game.

Info: Really bloodthirsty bandit, who felt like being villain pays less than being a hero. A born mercenary, but really flexible for that job. Doesn't really tolerate whoever comes to abrupt the task. He also hates being found, too much foes, impossible missions,and that goes on. He's in reality just a bland boring human for all the time, excluding his abilities. On the back, he wields his crossbow, Halbvatr, and the bolt, called Whisper. He wears the pitch-black armour, apparently made of bird leather (which was called Greater Shadow Drykl - normally a dog sized elemental birds, but Greater are size of an adult mare.) He is pale with green eyes and black, short hair, and beard that only covers the jaw and the mouth when not shaved. Well-built, is shorter than average human, though, but nimbler fingers, though. He's 23 right now.

He was born in poor noble Magi family, which abandoned him when they couldn't feed him. At twelve, he was doing various crimes, he even had been called Halt because 'Guards always call halt to criminals to stop them, but stop themselves by the awe of the crime his criminal has done, while he just disappears in the thin air.' The eighteenth birthday was a time of first paid job - illegal hunts. There, he killed his first Shadow Drykl. He chose a skin as a reward, not the usual coins. Changing jobs often, he gained more and more tools to do his bidding - Whisper for example is a trophy from dungeon raiding, Halbvatr is a weapon stolen from first guard. Also, he got a lot of non-combat trophies, so much he has a bag for them. The assassination was the latest job he had - he was paid well, but compared to some jobs - still not enough. The recent trophies - rusty iron bolt, a skull and vial of rotten blood are from the first paid murder.


Ranged mastery - While Halt was a bandit, he learned a lot of the motto "Never let your opponent hit you." Being trained with the ranged weaponry, Halt can utilize them to his advantage before his foe can go into melee range. In case of the multiple people fighting, Halt will always stand behind the team.

Gusting - Halt has some magic of his own too. This ability makes him able manipulates any sort of air, and moves them around, creating gusts of wind, short-lived, but potentially powerful. It's not precise - suffocating people is a very hard task, perhaps even impossible.

Banditry - Halt has almost no moral quails, coming to battles, as well as to questionable moves. As long as it's worth the effort, he will do it, no matter how immoral is it, ranged from simple crimes like theft, ending with pure evil, like assassination. He's skilled in these immoral things too.

Vigilance - Halt will always check twice the room, allowing him to swiftly deduct the amount of traps and various hazards, including natural one. Ambushing on Halt is somewhat harder, but still possible, barring the good luck of the ambusher.

Sneaky shadow - The training also left Halt with decent amount of sneaking skills, further enhanced with his armour. The sneaking peaks in darker locations, and combined with the banditry, makes Halt deadly from behind. Sometimes, he's called Death, due to the style of killing - unseen, unheard, and mostly without any witnesses. It doesn't help in battles much, though.


Link to wiki: Nada.

Halt has a left hand clawed. Contrary to what others say it could act as, the claws mostly seem to be to grip the string of ranged weapon with ease.
His passion is only one. Thrill of having a job to do.
Halt only shaves the beard around his mouth, as this is the one of two parts (the other being hair for obvious reason) being shaved by himself.
Whisper always returns to the quiver, but is somewhat weaker than most bolts, except wooden ones.
Halt speaks Common and the special, banditry words are sometimes snuggling in his wording, like lost and grabbed - stolen. Often the crimes are lengthened this way.
He will have nothing against brawling with others over single plan detail or something less important, that feels important to Halt.

Edited by Trebonth

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Name: Miles "Tails" Prower (responds mainly to Tails)
Origin: Sonic the Hedgehog (franchise)
Info: Tails has a distinct love for mechanics and he finds himself most at home in his workshop working on his next creation. Despite his great skills, Tails is very humble about his abilities, never giving them many thoughts, though he has yet to discover his true potential of what he can accomplish; at the time of Sonic Lost World, Tails has become more confident and outspoken about his intelligence, though he still does not openly brag.

  • Flight
  • Genius-level intellect
  • Skilled inventor and mechanic
  • Super speed (though not to the same extent/speed as Sonic)
  • Enhanced durability
  • Enhanced acrobatic skills and reflexes
  • Hand-to-hand combat skills
  • Piloting skills
  • Driving skills
  • Extreme Gear riding skills
  • Grinding
  • Harnessing chaos energy

Link to wiki: http://sonic.wikia.com/wiki/Miles_"Tails"_Prower
Extra: Tails also has a plane known as the Tornado, as well as many other little gadgets. With Sonic he can perform combo attacks, and likely is not seen too far from the hedgehog. (Yes, I probably should have mentioned that on Sonic's writeup as well, but Tails wasn't one of my characters at the time so NYEH.)

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Name: Agent 8 (or simply Eight)

Origin: Splatoon 2: Octo Expansion

Info: Once an Octoling soldier for the Octarian army, Agent 8 had the Calamari Inkantation etched into her soul after hearing the song, but lost her memory after being knocked into the Deepsea Metro.


  • Splat Dualies: A pair of dual guns that Eight uses to shoot fuschia ink. This ink remains on every surface except for glass, grates, tarps, and (obviously) water.
  • Splat Roller: A giant paint roller that acts as Eight's melee weapon. She can use it to literally run over enemies with fuschia ink, leaving behind said ink on any inkable surface.
  • Splash Wall: A defensive wall that Eight can use as cover, as it prevents enemies (and enemy fire) from passing through it.
  • Splat Bombs: Pyramid-shaped bombs that cover the entire area in fuschia ink when they explode. Eight can only throw one at a time, however.
  • Bomb Rush: An ability that allows Eight to throw multiple Splat Bombs at once, usually three to five.
  • Sting Ray: A fuschia-colored laser that Eight can use to severely damage enemies. This laser can go through walls, but it slows Eight down while in use.
  • Octopus Form: Eight can turn into an octopus and swim in any fuschia ink present. She can switch between this form and her Humanoid Form at will, but it is best used when in the presence of fuschia ink.

Link to wiki: https://splatoonwiki.org/wiki/Agent_8


  • She cannot touch large bodies of water under any circumstances; doing so will "splat" her and thus kill her. Lighter sources such as rain don't have the same effect.
  • She has a fondness for poetry.
  • She has a fondness for technology and weaponry, which is a direct result of Octarian culture centering around those things.
Edited by hikarinomemori

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Hello hello I need to update this topic but it's nice to have all the sheets in one place! I'll fix it up tomorrow maybe


Name: Raine Sage
Origin: Tales of Symphonia (Pre-Dawn of the New World)
Info: A level-headed woman of elven blood who used to be a school teacher in a small town. Despite only being a young adult, she has wisdom and intelligence much beyond her years, and her cold and rational demeanor often has her clash with the ideas of idealistic heroes.
Abilities: Raine specializes in healing arts and other support skills, ranging from healing the wounds of a single person to restoring the energy of allies in an area, to increasing their attack or defense. She holds a unicorn horn on her person which amplifies her power, allowing her to also purify illnesses and bring people back to consciousness. 
On the offense, she carries her staff with her as a magical focus and as a weapon, and she knows a few light-elemental spells, namely Photon (a focused ball of light) and Ray (a rain of light beams radiating from a single point.)
Link to wiki: http://aselia.wikia.com/wiki/Raine_Sage

- Raine is a notoriously bad cook because of her habit of experimenting with recipes. 
- She loses her calm (and gets a little crazy) whenever she encounters ruins or ancient artifacts. She can easily spend days researching and lecturing about their history. 

- Thanks to her elven heritage, Raine has the ability to see better in low light conditions and to sense mana and mana signatures (which are mana patterns unique to each individual person)

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   Here's my third character for now: a canon one! Although I'm treating her like an AU version since there's little personality to work with.


    Name: Kazooie [In-game screenshots]
   Origin: Banjo-Tooie, after the end of the game (not Nuts and Bolts)
   Info: A cheeky red bird who's a bit reckless, loves cheats and secrets, and is painfully aware of the fourth wall and the ability to break it. She is surprisingly helpful, and also functions well with a partner to help. She resides in a blue backpack no bigger than her head (though I guess that's not too surprising, considering a Styracosaurus three times her size managed to fit in it...) The backpack belongs to her partner, Banjo, but for some reason he wasn't displaced with her.
   She has quite a wild (known) history, starting from the day Banjo's little sister, Tooty, was kidnapped by the jealous witch Gruntilda. Getting her back meant helping Banjo traverse Gruntilda's lair, which was littered with traps and tunnels to other worlds, and going through this process meant meeting a lot of curious characters and turning into a lot of different things... Kazooie learned her core moveset this way. After an arduous climb to the top of the lair, she and Banjo managed to pass the final test and save Tooty. The two of them were about to relax... but then Tooty insisted they go fight her captor. So they ran back through the lair and pursued Gruntilda up to the rooftop, where they defeated her in battle (with some help from friends they've rescued). Then they were finally able to relax, and Kazooie could finally boast about being a hero.

   Her second adventure with Banjo wasn't much different, although it had a more serious motivation: Gruntilda's sisters had brought the witch back from the dead, and in a vengeful fury she destroyed Banjo's house and much of the surrounding area under the cover of night. The bear and his bird companion were playing poker with two old friends, Mumbo and Bottles, at the time, and everyone but Bottles managed to escape the spell. The friendly, rotund mole had taught Banjo and Kazooie how to fight and succeed in their last quest, so it was only fair to avenge him (plus that house was completely toasted. Imagine the insurance cost...!) Of course, Gruntilda and her sisters lived high up at the top of the Isle o' Hags, so it was yet another long climb to her, and along the way they had plenty of new lands to fix up and problems to solve, with the biggest problem being the witch sisters' latest invention: B.O.B, or Big o' Blaster, which sucks the life force out of a selected area. It was designed to collect enough life force to restore Gruntilda's undead body, but Banjo and Kazooie both knew that if they could get to the blaster, they might be able to resurrect Bottles.

   Kazooie learned a couple of new things along the way, but most importantly she learned how to step out of the backpack she called home for a very long time, allowing her and Banjo to do things separately. This ability has helped the two of them climb to the top and defeat Gruntilda a second time (what happened to the sisters? Well, Gruntilda sort of helped with that...), after they had reversed B.O.B to restore life in the undead areas and revitalize Bottles. Then, finally, everything was restored back to order, and the duo could live out a couple more years in peace.

   Known Item Usage: Note that she will start out with a healthy amount of egg ammunition.

   -Kazooie uses gold feathers she stores in her plumage for her invincibility move.

   -Kazooie uses eggs she finds as ammunition. When starting she'll only have the canon eggs:

         --Blue Eggs, which are regular, spotted blue eggs that stun at best;
         --Fire Eggs, which are orange-and-yellow eggs that set targets on fire;
         --Grenade Eggs, which are grid-patterned dark green eggs that explode;
         --Ice Eggs, which are white-and-blue frigid eggs that freeze targets; and,
         --RC Bomb Eggs, which are large red yellow-spotted eggs containing miniature clockwork Kazooies that are quite mobile and have timers.

   Abilities and Information: On average Kazooie moves a bit faster and jumps a bit higher than a person. She primarily uses her wings to attack, including a favored spinning attack that allows her to float, but will also use her beak and talons. Like any other bird Kazooie can fly, glide, hatch eggs, and even flap while falling to slow her descent. Less bird-like is her ability to high-jump by crouching first, launching her up to 25 feet in the air, and her flight-charge, which shoots her forward during flight to smash through targets.

She can't dive or swim with a partner's help.

   With a partner wearing the backpack, Kazooie can enforce her partner's attacks, jump height, swimming speed, and even allow pseudo-double-jumping. She can also prevent her partner from falling as long as she can flap enough to hold the weight; lighter partners have the benefit of being able to fly with her. She can also carry lighter partners on her back for when they're tired or hurt. In underwater combat she can fire out of the backpack like a torpedo to smash through objects, and partners with marksmanship can use her as a gun, with the beak acting like a bayonet. Finally, she can summon a gold shield around her partner to deflect all damage as long as she has gold feathers, which slowly burn out as long as the magic is in use.
   Kazooie has an innate multi-life "aura", carried over from her universe. This allows her to resurrect wherever the "spawn point" may be, and is most useful in that the aura includes whatever partner she has at the time of death (free resurrection!). She can resurrect only 3 times; the only way to obtain more lives would be for her to return to her universe and collect them.

   Link to wiki: http://banjokazooie.wikia.com/wiki/Kazooie

   Extra: I headcanon that Kazooie is about 4 ft tall. Dialogue color is Pumpkin (#d35400).

   EDIT: Refined the sheet to exclude unnecessary game mechanics. That post size looks a lot better!




   -Old Sheet Technicalities-


   Item Needs: In the game there are cheatcodes you can earn, and for the sake of convenience I'll be using two, which allow her to carry twice as many feathers and eggs (the original capacity is half the limits given). Also for convenience, "knock-offs" from other universes can be used instead of the canon items. She will be starting out with all of these items maxed out.

   -She collects Red Feathers to allow her to fly. She drops a red feather every time she flaps harder to gain altitude, and she also drops one when she charges in flight. Limit is 200.

   -She collects Gold Feathers so she can give her partner temporary invincibility, spending one feather for every three seconds she's using the ability. Limit is 20.

   -She collects eggs that she can either fire out of her mouth or lay. These eggs are purely weaponized... though I suppose they could be used for other things, and other eggs can always be collected.

         --Blue Eggs: regular, spotted blue eggs that don't do much damage; best for stunning. Limit is 200.
         --Fire Eggs: Flaming orange-and-yellow eggs with molten cores. Deals fire damage. Limit is 100.
         --Grenade Eggs: Grid-patterned dark green eggs that explode on impact. Limit is 50.
         --Ice Eggs: White-and-blue iced eggs with frigid cores. Deals cold (not water) damage. Limit is 100.
         --RC Bomb Eggs: Large red yellow-spotted eggs. Core is a 5-inch metal Kazooie that can jump, run, and squeeze into small gaps. Has a twenty-second timer but can be detonated whenever. Can only use one at a time. Limit is 20.
         --Golden Eggs: Rare rapid-fire infinite eggs that last about 50 seconds before she's forced to drop them. Deal the same damage as Blue Eggs

   Abilities and Information: I basically cataloged all of the movesets, so here! Less of a need for a wiki. Although if you do find the wiki, be sure to reference Banjo-Tooie, not Nuts and Bolts! N&B is the third game and I haven't played it yet. Kazooie will be starting out knowing only these moves but will learn more later.

   When solo...

   -Uses her wings to attack in quick chops and spins. A spinning attack maintains her altitude for a few seconds, allowing her to float across short gaps

   -Can fly

   -Can glide without needing red feathers

   -Can do a high-jump by crouching first for a height boost

   -Flap to slow her descent without becoming tired (at least not as fast)

   -Hatch eggs in remarkable time

   -Flight-charge, which launches herself in one direction during flight to deal damage and break barriers. She flies about 50 feet out and can't stop once started unless she willfully drops out of the sky

   -She can't dive or swim with a partner's help


   With a partner wearing the backpack, Kazooie can...

   -Slow the descent of falls by flapping her wings

   -Enforce jump height/pseudo-double-jump with her wings, and enforce swimming speed the same way

   -Peck at close enemies and enforce melee attacks for penetrating damage

   -Roll forward so her partner is on her back and carry him around (this only works with someone of similar weight and, preferably, size)

   -Protect her partner from all damage at the cost of gold feathers

   -Aid her partner in underwater combat by swimming around like a crazy torpedo and hitting things beak-first (super fun and useful, but boy is it hard to control...)

   -Allow a partner of similar weight to fly. She can still flight-charge despite the partner's weight

   -Act like a gun for her partner, including using her beak as a bayonet

   Extra: I headcanon that Kazooie is about 5 ft tall, 4 ft long and 2 ft wide (excluding wingspan). She walks at 4 mph, jumps about 1 1/2 times her own height, and high-jumps to about 25 feet... just in case we're ever going to be really technical, hah hah. Dialogue color is Pumpkin (#d35400).



Edited by skwerl56767

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