OOC Canon Claim

  • So many newbies lately! Here is a very important PSA about one of our most vital content policies! Read it even if you are an ancient member!
Name: Red X
Series: Teen Titans (2003 Cartoon)

Canon (Where in the story are you taking them from?): After the events of Revved Up

Abilities (This includes the character's skills): A young man in peak physical condition, while having no superpowers of his own- X has been able to hold his own against the first Robin, as they have similar combat techniques. Thanks to the
suit he stole from said hero, X can use the power of the Znyothium to create constructs capable of taking down the Teen Titans- as that what the suit's designer/original owner- Robin intended (albeit not for long- but it gives them plenty of grief in battle). The suit also gives him a cloaking feature, allowing X to slip by others undetected.

Equipment: X's main equipment are the suit and Znyothium powered belt respectively, which allows him to create the red x shaped constructs to take down his foes.


(While I'm not sure if it's OP or not, I'm still cutting out the 'Teleporting' ability, as it doesn't list off any drawbacks and/or doesn't specify how far X can or cannot teleport)


48dc2ad57934986b7a6ca4c481aa5669.gif
 
tumblr_n5vnajjwzZ1rcsnl1o2_1280.jpg

Name: Erik Magnus Lensherr/Magneto
Age: Approx. 70; rejuvenated to 35
Gender: Male
Sexual Orientation: Hetero
Species: Human-mutant
World and Universe they are from: Marvel, Earth-30847

Appearance:
Magneto is an imposing figure, standing 6'2 and weighing 190 pounds with a powerful, muscular build. He has pure white hair and blue eyes and usually appears clean-shaven. His usual costume is a form-fitting red and purple outfit with a long, billowing cape held on by rivets and a helmet that often casts a menacing shadow on his face. His eyes glow white when using his powers, piercing this shadow and adding to his intimidating presence. Inspection under a microscope reveals every fiber of his costume is laced with durable metals, giving him a flexible and unassuming armor. He doesn't seem to carry any weapons.

Personality:
Magneto harbors good intentions for mutantkind, but his actions are often violent, his attitude bitter and cynical. Violence is something he has known too well for most of his life; he believes war is necessary and all species will never peacefully coexist. He has a deep loathing for those who oppress and persecute others. While it seems hypocritical for him to terrorize humans then, he assumes the worst of humans and thinks he is proactively defending mutantkind by targeting bigots and other killers. He views mutants as the next step in evolution—"Homo superior". His drive to achieve his goals is nigh unstoppable; he works hard until either his plan crumbles before him or he is soundly defeated. Though usually a brooding, intimidating, and authoritarian figure with a desire to be both feared and respected, he does have a mischievous streak with a dash of dry and incisive humor, as well as a fiercely competitive side.

History/Bio:
Born to German Jews in the 1920s, Max Eisenhardt was a victim of the atrocities of the Third Reich. All he knew was persecution—first for his Jewish heritage, and then for his mutant powers after World War II. Bigots destroyed everything for him—his home, his first daughter, and his marriage.

While staying in Israel under the new identity of Erik Lensherr, he met and befriended Charles Xavier. Xavier went on to found his school for "gifted" youngsters and lobby for equal rights, while Erik became the extremist Magneto—two polar-opposite "frenemies". The X-Men have clashed with him over the years, with no clear victor in their clandestine war.

That all changed in the 1990s. In a bid for world domination, Magneto built the space station "Avalon", which contained a power amplifier that would allow him to fry Earth's electronics and shift the magnetic poles if his demands weren't met. The X-Men defeated him and destroyed Avalon to thwart his scheme, marking a decisive victory in their conflict.

Though Magneto was crushed by this defeat, he took the side of other superheroes of his world when resisting Thanos, whom they defeated. He also became aware of a greater multiverse when his Earth and another world briefly intersected. He joined a plethora of fighters who at first opposed each other, then mixed and matched to take down Apocalypse. Finally, in a campaign versus Onslaught that saw the crossing of several other worlds, he jumped in from time to time to attack other fighters he opposed.

magneto-xmen-original-stance-float.gif

Powers:
  • Electromagnetic Spectrum Manipulation - Magneto can bend the spectrum to generate electromagnetic shockwaves and laser beams, disrupt or amplify radio signals and electronics, levitate and fly, and shield himself against attacks. His mastery shows even when he assumes a combat stance, his limbs creating afterimages as they maneuver in preparation for an attack. Of course, his preferred application of his power is magnetism, allowing him to lift and move ferrous objects with precision and power.
  • Metal Manipulation - He can fuse metals with other elements on an atomic level, creating alloys that can't be made in a lab or factory.
  • Electromagnetic Senses - He feels fluctuations in a planet's magnetic field. If he focuses, he can see the electromagnetic spectrum beyond visible light, allowing him to detect otherwise invisible threats.
Power Limitations:
  • Far From Home - His abilities work best on his native universe. Away from Earth-30847, he can't perform godlike feats such as raising sunken islands, pulling objects from space that are light-years away, flipping the poles to cause global catastrophes, or leveling an entire city.
  • Mental Focus - It takes concentration for Magneto to lift huge objects. Yes, he can hold a collapsing skyscraper for a moment, but it leaves him completely vulnerable during and drained after doing it. Given the strain of repeatedly lifting and throwing larger objects such as cars, it's actually more efficient for him to close the gap and fight up-close. (Strain is reflected in writing by describing a building headache that debilitates him when he exceeds his limit.)
  • Nonmetals - While he is the infamous Master of Magnetism, he can't manipulate objects lacking significant metal content. Wood, plastic, and meat do not contain the needed amount, so the myth that he killed a man using the iron in his blood is false in this universe.
Skills:
  • Martial Arts - A
  • Particle Physics - S
  • Biology - A
  • Chemistry - A
  • Engineering - B
  • Computer Science - B
  • Leadership - A
  • Intimidation - A
  • Linguistics - B
  • Energy Projection - SS
  • Empathy - C
Weapons/Equipment:
  • Psychic-insulating helmet - The fine electrical conduits running through this helmet block incoming telepathic communications and probing.
  • Armored costume - Magneto's signature look makes a statement while also insulating him versus small arms fire and some weapon attacks. He can repurpose nearby metals to boost the efficacy of this armor to withstand rifle rounds and similar highly-focused blows.
Strengths:
  • Genius Intellect - Magneto is an expert in multiple scientific fields, having been able to dedicate more time than the average human to such studies. He can also use his powers in tandem with his knowledge of machinery to rapidly assemble a machine.
  • Leadership - Magneto is someone who gets results, a fact that makes him a shining beacon for many mutants. He understands their struggles with society and desire to be free from persecution, so he offers them hope, safety, and purpose.
  • Combined Fighting Disciplines - He mixes various martial arts with bursts of his powers, making him a swift and dangerous combatant with solid defenses.
Weakness/Fears:
Magneto's health directly affects his ability to use his powers; an illness or injury severely lowers his potency, range, and precision. It could take as little as a single hit to halve his strength. He also reacts impulsively to seeing innocent women and children harmed, having lost his own daughter and several lovers. Without his helmet, he is vulnerable to psychic attacks.

Other:
Earth-30847 is from Capcom's games featuring licensed Marvel characters, used in crossovers. Magneto is familiar with a handful of characters from Street Fighter, Darkstalkers, Mega Man, and other Capcom franchises as a result.
 
victory.png

Name: Yami Yuugi (or just Yami)

Series: Yu-Gi-Oh! Duel Monsters (manga)

Canon (point taken from): Just as he presented the God Cards to the Tablet of Memories

Abilities:
  • King of Games: Yami possesses a vast repertoire of gaming knowledge and strategies, primarily of the series' signature card game, but also of many other games and puzzles that he uses to help him in real life situations.
  • Uncanny Luck: Somehow, whenever he needs it most, Yami has an almost supernatural knack for drawing just the right card at just the right time. Thrust into the multiverse, however, his luck might not be so fortunate as it has been in the past...
  • Shadow Magic: The mysterious and often dark powers of the Millennium Items--including Yami's Puzzle--bestow the holder with the ability to challenge others to shadow games: duels of will where the monsters are real, and where losing has costly consequences. Yami no longer uses these punishing games to judge others, but it seems that activating the Tablet of Memories has somehow enabled him to summon monsters and spells freely from his deck.
  • Punishment Games: As pharaoh and holder of a Millennium Item, Yami has the ability to "punish" others who lose to him using the power of his Puzzle. These punishment games can range from maddening and lethal illusions to his infamous 'Mind Crush' (which breaks a person's spirit and forces them to piece themselves back together again), but since his time with Yuugi, he's stopped using this dark power in favor of showing mercy instead.

Equipment:
  • Millennium Puzzle: The source of Yami's magic and the place his soul resides. It's possible for one who can peer into souls to see the maze within--but they do so at their own peril. Yami closely guards this for a number of reasons, among them the fact that no one can put it back together again except Yuugi if something were to shatter it.
  • Duel Disk: The latest and greatest in dueling tech courtesy of KaibaCorp. Monsters and spells look, feel, sound, and even smell frighteningly realistic thank to cutting edge virtual systems. And with a little Millennium magic.
  • Deck: Yami's trusty Duel Monsters deck, inherited from Yuugi's grandfather and built upon by Yuugi, Yami, and their friends. No matter how far apart they are, there's a little piece of all of them in these cards, and Yami cherishes it greatly.
 
twilight.png


"There will always be darkness in the world, but there will also always be those who find the light."

Name | Twilight Sparkle

Series | My Little Pony: Friendship is Magic

Canon | After Magical Mystery Cure (S3E13)

Abilities |


Element of Magic
As the Element of Magic, and Princess Celestia's star pupil, Twilight Sparkle has access to a plethora of spells. Her most common spells include:
  • Teleportation, up to 500 feet. Can bring along up to two willing creatures.
  • Levitation, of up to 2 tonnes in total mass.
  • Transfiguration of inanimate objects to similar inanimate objects, which reverts after a set period of time, usually less than 24 hours.
  • Concussive magical missiles. Can be fired at rates similar to an assault rifle.
  • Energy beams, with size and power scaling with amount of magic and effort exerted.
  • Defensive magical shields, which can withstand moderate energy-based attacks and light amounts of kinetic firepower.
Alicorn Physiology
As a new Alicorn, Twilight Sparkle has the following abilities as part of her anatomy, although she is only barely proficient in these.
  • Flight, currently up to around 60 mph/96 kph.
  • Enhanced physical strength and constitution.
  • Age-based immortality. (Twilight will not physically age, but is still susceptible to disease or injury.)
Arcanologist
As a top student at Princess Celestia's School for Gifted Unicorns, and an active scholar, Twilight Sparkle is highly proficient in the arcane sciences. Examples of related fields in the multiverse include spellcrafting, evocation, conjuration, alchemy, ancient runes, arithmancy, and abjuration, among others. Although Twilight would need reference materials and equipment to perform more advanced procedures, she can be considered a subject matter expert on the theoretical concepts of magic and its applications.

Equipment |
  • Personal Notes. A half-filled laboratory notebook of arcane experiments and notes. Twilight was holding it when she was transferred.
  • Horse Comb. For personal hygiene. Ponies often come with a brush, after all.
 
Last edited:
Name: Edward Elric

Series: Fullmetal Alchemist: Brotherhood

Canon (Where in the story are you taking them from?): After the events of episode 4 (An Alchemist's Anguish) and a little bit into episode 5 (Rain of Sorrows), before the first encounter with Scar

Abilities (This includes the character's skills): Thanks to training under the guidance of Izumi Curtis, Edward or 'Ed', not only is he highly skilled in hand to hand combat, but still trains his body regularly to be fit for battle if need be. Even despite his stature, Ed is more than able to take on opponents twice is size. Ed is also a high intelligent young man, having being accepted as a State Alchemist when he was very young.
He is also quite skilled at puzzles, codes, and mysteries.
( More info on Ed's abilities can be found
here )

Equipment: Ed carries with him a watch that identifies him as a State Alchemist.


9d4e96f080d25eecfe293928c1f2c75b.gif
 
Name: Violet (Vi)

Series: Arcane

Canon (Where in the story are you taking them from?): After season 2 episode 3 (Finally Got The Name Right) and before the events of season 2 episode 5 (Blisters And Bedrock)

Abilities (This includes the character's skills): Vi is a skilled brawler, even as a teenager- she could hold her own in fist fight. She's more of a boxer brawler though, capable of throwing a good punch or hit, and taking such blows rather well all things considered. Vi is also highly capable of
parkour, easily able to move across complex rooftops and such with considerable grace.
(
Ex.1 ) (Ex. 2)​

Equipment: Vi uses the Atlas Gauntlets a pair of gauntlets powered by a rare blue gemstone. Such devices were made to be used by miners, but Vi has taken quite a liking to them, so much so that she uses them in fights.
(
Ex.1) (Ex. 2)


eac19e996c74dde2a4a046e6c9ff7b08740d7630.gifv



Sadly, her wiki page offered very little in regards to abilities and even the gauntlets she uses. Hence the examples to not only showcase how Vi fights, but to show weaknesses and such.
 
IMG_4686.jpeg



Name: Bruce Wayne

Series: Batman: Arkham

Canon: Six months after the Arkham: Origins incident.

Abilities:

  • Immense Human Physical & Mental Attributes: Batman's bodily functions are enhanced to the very pinnacle of human conditioning and perfection through a lifetime of extremely intense training regimen and a strict-nutritional diet. His strength, speed, stamina, reflexes, agility, durability, senses, intelligence, and healing time were greatly heightened as much as possible for a normal human being and is at the brink of reaching superhuman physical and mental capabilities.

  • Master Tactician and Strategist: A strategic mastermind, Batman is an extremely clever and insightful man, skillfully employed deception and tactics to defeat his enemies in the most effective ways possible. He has shown being able to outsmart Joker, Riddler, Bane, Scarecrow, Deathstroke, Penguin, all who are notorious for cunning and intelligence. Batman can plan out strategies that would work a situation in his favor, in conjunction with [Detective Mode]. If a room has objects or devices he could use to knock out enemies, he will use them first before attempting hand-to-hand combat. He is the one of the greatest tacticians on the planet.

  • Trained in an Arsenal of Gadgets, Vehicles, and Advanced Technology.

  • Master Scientist: Batman was a master scientist, who was highly well versed in every known field in physics, chemistry, biology, and mechanics, but particularly applied science.

  • Master Inventor: Batman's tremendous scientific knowledge grants him the capability to invent numerous useful gadgets to assists himself as a crime fighter. He personally assemble the first Batsuit as well as devised the creation of the Batmobile. Using keen intellect and his profound understanding of science and technology, Batman can make highly improved versions of different devices and machines such as the Batwing from a prototype stealth jet, different types of Batarangs - high tech improvisation of the Australian hunting tool Boomerang - and the extremely advanced custom made Batcomputer that could perform technological functions beyond that of ordinary computers.

  • Master Detective: Hailed as the World's greatest detective, Batman has no equal when it comes to forensic investigations and solving crime mysteries, able to use even the smallest clues and slightest details to solve extremely difficult cases and accurately deduce the identity of unknown criminal masterminds. Batman can figure out what his enemies will do based on their habits and past actions, often getting the jump on them. Batman was also an expert of criminology, for example, if there is a bird-related crime, he knows Penguin was behind it; if the number 2 was involved, Two-Face was behind the crime. The one criminal this usually fails with is Zsasz, as he had no patterns.

  • Master Martial Artist: Bruce had rigorously trained himself in martial arts since childhood and in his young adulthood went on a journey for many years to China, Japan, Thailand, and Korea to learn and intensively trained in many highly refined forms of Asian martial arts. As a master in almost every and all known forms of Martial-Arts, he fully mastered dozens of disciplines and tactics, but his main combat style is a uniquely fused brand of Jujutsu, Taekwondo, Judo, Savate, Aikido, Muay Thai, Kung Fu, Boxing, Karate and Ninjutsu. Bruce was an extremely skilled and proficient master combatant. Practically a one-man army, in his years as a crime fighter Batman defeated countless enemies. Batman could perform punches and kicks to blocking moves, counters and throws. He could defeat extremely dangerous master fighters, such as Shiva, Deathstroke, Ra´s Al Ghul, Bane etc. Bruce can even hold his own against numerous Arkham City prisoners and Penguin's henchmen even though he's handcuffed. Bruce's immense martial arts abilities allow him to survive even the most dangerous battles.

  • Mastery of the Physical Sciences: Batman understands the workings of the human body, which comes in handy in fights; he is able to injure someone without much permanent damage to them. This is also useful for when he or an ally is injured in a fight; Batman would be able to administer first-aid on the spot.

  • Computer Expert: Batman is able to hack into almost any computer and learn what he needs from its database. Batman is at times, often helped by Oracle or Alfred with computer-related matters; however, this usually frees up his time to focus on other problems.

  • Master of Stealth, Escape Arts, Infiltration, Sabotage, and Espionage:His advanced Ninjutsu training has made him a master in espionage, stealth, escape arts, infiltration, and sabotage. He is capable of breaching very high-level security facilities without being detected and escaping the most impossible traps. He could flawlessly infiltrate the maximum security Blackgate Prison and the high alert GCPD Jail Station with numerous armed guards with relative ease. Batman is also able to skillfully utilize his gadgets, immense physical prowess and extremely quick thinking to escape from the most dangerous environment and deadliest booby traps, he can cleverly avoid ingeniously well planned traps due to Ninjutsu and Togakure-ryu mastery. Batman is able to anticipate enemies movements and accurately predict attacks, combine with Detective Vision Batman can locate hidden enemies and identify potential route for advance and escape.

  • Indomitable Will: Batman had practiced intense meditation for many years, training his mind to attain immense willpower and unbreakable determination, which drives him to be able to face the most horrendous terrors and brutality ever brought upon by the most dangerous Gotham Criminals with complete calmness and composure, he has a absolute refusal to give up; he will see his goals to the end. His powerful will enable him psychologically resist being exposed to an overdose of Scarecrow's Fear Toxin, effects of Titan formula, the mind controlling technology of the Mad Hatter, Poison Ivy's pheromone seduction. He was able to not only resist the transformative effects of Titan formula, but was able to resist being fully debilitated by the Titan Disease Joker infected him with when transfusing his blood to Batman.

  • Interrogation: Batman is a master interrogator, able to scare criminals into giving up information. Some techniques he uses are primarily dangling someone from a great height, threatening to leave them with a broken jaw, lies, badly beating them, and so on. If someone is already scared of Batman, he will take out any imposing figures in the immediate area to insure the snitch will talk.

  • Tracking: In conjunction with Detective Mode, Batman can track objects or people of interest.

  • Master Acrobat: Batman is a superior master of the Parkour and Free-running styles of Acrobatics, combined with his immensely trained physical strength, speed, endurance, flexibility, dexterity and reflexes, Batman is able to jump wide distances and tall heights, flit through rooftops, run on high walls, climb the tallest structures and vault through various types of obstacles, with the aid of the Grapnel Gun and parachute like cape of the Batsuit, Batman can scale the most complex terrains and freefall from immense heights safely completely unharmed.

  • Master Marksmanship: Batman is extremely skilled in marksmanship able to wield the batarangs with supreme accuracy and quick precision. Batman has advanced precision and can achieve smaller and distant targets depending on the location. It's said by peers that Batman's accuracy was near-impossible to miss single/multiple targets.
Equipment:
  • His suit is both bulletproof and knife proof, shown a number of times during the Origins incident as Batman was shot numerous times by a variety of calibers from basic handgun rounds to high caliber rifle rounds of .50 calibers (the kind of ammo used by the snipers in the game). He was shot in the shoulders, chest, abs and knees a number of times throughout the incident and the armor, while damaged, stopped the rounds from penetrating. The armor was apparently able to withstand or significantly reduce the impact from bullets as well as Batman barely flinched when shot during these moments, only really showing any signs of pain from being shot was when shot in the knee, which his armor took. There could have been a chance that there were ceramic plates in the chest and arm for how scratched up they looked. His suit also held a holographic projector in the left gauntlet.

  • Most of Batman's weapons are housed within the confines of his utility belt. Giving him access to various tools and gadgets to use in his war on crime. All of these tools can be found here.