The Evrensel Conflict -- Canon Claim

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Name: Colonel Mael Radec

Series: Killzone

Canon: Before the ISA's invasion of Helghan

Equipment: Mael's suit allows him an invisibility camouflage, keeping him unseen by enemies. He also keeps with him a pistol, small shotgun, and an assault rifle to use when in battle.

Abilities: His hand-to-hand and weapons combat is unmatched by any in the Helghast army. As much as he is praised for his tactical mind, Radec is a warrior first, and enjoys the adrenaline of fighting on the battlefront.​
 
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Name: Victor Von Doom -- Doctor Doom

Series: Marvel

Canon: Marvel Comics, after their reboot of the universe in..... I think 2016? I dunno, they do it so frequently.

Abilities: Besides his super-genius intelligence and MMA training, MASTER Matrial Arts, but his power suit can fire off psyonic, cybernetic, and even electric attacks. He's also dabbled in mystical powers as well, so he's a good sorcerer.

Equipment: Doom only needs his suit. It is his eternal body of pure perfect power.​
 
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Name: Wade Wilson -- Deadpool

Series: Marvel

Canon: I'm not even gonna attempt to find a canon place for him

Equipment: DP's greatest weapons are his dual Katana blades, the pride and joy of his life, outside of getting money, watching My Little Pony, and snorting enough cocaine to make Scarface jealous. He also carries a few guns on hims as well, such as two small SMG's, two pistols, a third of which is hidden somewhere on his body, (guess where,) some grenades, and throwing knifes. He can also teleport a short distance thanks to a teleporting device on his belt.

Abilities: So the man can't die, regenerative health, can never truly die. Unless of course one day Stan Lee finally parishes-- Wait, he's dead?............ NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO--

*Wade has left to deal with emotional drama, please hold.*

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I'm fine now..........................................

Anyway, DP is also good in MMA, sword combat (which is previously mentioned,) can speak in several languages like Japanese, Spanish and German. *Though sometimes really badly.* and actually cannot be telepathically messed with, thanks to how fucked his mentality is. Still, the man is quite good at fighting, and is a very skilled assassin.​
 
- Villain Submission -
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"Light! Give your will...to me!!"
Name: Oryx, the Taken King

Series: Destiny

Canon: The Taken King, Prior to his arrival in the Solar System - Before he encountered the Awoken Fleets of Mara Sov, Oryx in a stroke of irony, found himself violently taken from his reality and deposited across universes in an unfamiliar land.

Abilities: Expert manipulation of Darkness, flight, teleportation, able to beckon the Hive and Taken to his location at any time, can project himself as a Shadowy Echo or Shade of Oryx to attack distant foes with a portion of his power and the ability to Take any living organism and convert them into a Taken: A twisted, corrupted shadow of whatever it once was, but is improved in a fashion that eliminates the weaknesses it once possessed. Oryx can perform this ability anywhere he pleases on anyone he wants as long as they are vulnerable, but it often works better if Oryx is there personally.

Equipment: The Willbreaker - A massive, ancient Hive Cleaver that Oryx has wielded for millennia to slaughter countless foes, activate his Dreadnaught's main weapon and cut his daughter's larva in half, only to create two daughters who would not break, thus becoming his Deathsingers.

Army of Hive and Taken of many different races.

"The Darkness is a gift! Let my will, set you free..."
 
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Name: The Drifter

Series: Destiny (2)

Canon: Post-Gambit introduction, pre-Season of the Drifter. THIS COULD BE CHANGED LATER.

Abilities: Lightbearer, meaning that so long as his Ghost is alive, he can be healed and resurrected infinitely. Is proficient with modern and post-modern weaponry, but seems to prefer kinetic projectile weapons. Being a Hunter who had long since surpassed the arbitrary line between classes, however, it is unknown which discipline he practices, if any distinct one at all.

Equipment: Hunter gear, a Distant Relations scout rifle, his Ghost, an arsenal of weapons (stolen, bought and salvaged), and his ship, the Derelict, a massive starfish-like spaceship lugging what seems to be a small asteroid behind it, which houses many Taken who, strangely, he seems to be in command of.

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Name: Jim "Marshal" Raynor

Series: Starcraft 2

Canon (Where in the story are you taking them from?): Before the Second Great War.

Abilities (This includes the character's skills): Raynor developed good leadership and excellent tactical acumen through practical experience; a lack of formal training allowed him to avoid the preconceived notions of "accepted" knowledge. Rather than plan in depth, Raynor is an excellent improviser able to achieve victory by using what is on hand. He is recognised by many as highly resourceful, even recognised by Emperor Arcturus Mengsk as a grave danger. He also has a casual confidence in command which inspires others to follow him. His extensive knowledge on the Zerg and Protoss exceeds that of most Terrans, even scientific "experts."

Equipment: Raynor wears a CMC-400 Powered Combat Suit, and wields the second variant of the C-14 Rifle. He is competent in the operation of ground vehicles, able to operate "just about anything", as well as being an able pilot and is highly proficient with a Revolver.

"I never look for trouble, but it always seems to find me. Usually in a bar."
 
"What would you have your Arbiter do?"
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Name: Thel 'Vadam, The Arbiter

Series: Halo

Canon: Just after Halo 3's ending, as the Arbiter is heading back to Sanghelios after killing the last Prophet of the Covenant: Truth, then escaping the Ark but at the cost of the Master Chief, to ensure the planet's safety, along with its people.

Abilities: Thel possesses strength equal to that of a SPARTAN II, greater agility through increased speed and jumping height and distance and a binary vascular system, meaning he has two hearts pumping his indigo-tinged blood. He possesses great endurance and generally wins his fights through skill, cunning and potentially insane tactics, such as sending a Mining Station into freefall by cutting its support cables to flush out the Leader of a band of Covenant Heretics from hiding, back when he was loyal to the Covenant.

Equipment:

Type-1 Energy Sword (1 Primary, one for back-up or in desperate situations.) - Deployable, highly damaging plasma blade. The weapon of choice for the Sangheili in close-quarters combat and a favourite of Thel's. The weapon is particularly lethal due to it's nature as a plasma weapon, but the charge can be depleted, requiring the Arbiter to recharge the blade and this takes time.

Type-51 Carbine - Semi-automatic marksman rifle that fires 8mm caseless radioactive projectiles out of an 18 round magazine, located upon the top of the weapon, effective at medium-to-long range.

Type-25 Directed Energy Rifle - Semi-auto/full-auto weapon that fires superheated ionized plasma, possesses a high rate of fire, high capacity battery and considerable effectiveness as a bludgeoning weapon in close-quarters. Requires venting after a 6 seconds of sustained fire due to overheating, signaled by the opening of the side vents and emitting excess plasma. Requires a recharge after 100 units of energy (400 Rounds) are fired and is a lengthy process, necessitating a lack of combat to be done.

Type-1 Antipersonnel Grenade - Spherical, adhesive plasma explosives that cause massive damage to stuck foes, who have almost no way of removing the device once attached. Initial activation prevents it sticking to the thrower due to venting its coolant, giving it the initially distinct blue trail as it soars through the air. It has a three-second fuse upon coming to a standstill without sticking to an organic, around two seconds if a stick is made, meaning that a stuck target can attempt to close the distance for a suicide attack if the Arbiter is too close.

The Armour of the Arbiter - The armour pictured above, equipped with Energy Shielding, bullet-resistant and high decorated plating, a shoulder mounted light, heads-up display with motion tracker and ammo count and Upgraded Active Camouflage, which has the standard indefinite duration until deactivation or death of other Elite Combat Harnesses, over the limited ancient technology used for the Arbiter's Armours of the past.

Weapon Appearances:

"Were it so easy..."
 
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Name: Augustus "Cole Train" Cole

Series: Gears of War

Canon (Where in the story are you taking them from?): After the events of Gears of War 2

Abilities (This includes the character's skills): Known for his terrific stature during the Thrashball Games, Augustus "Cole Train" Cole brought his love for the sport to the battlefield, and treats war and conflict like a big game, killing all the enemies until there's none left. Evidenced by his quotes when killing his enemies, he considers himself the best of the best. His enigmatic nature and excitement is a morale booster for his teammates and while his natural energy and exuberance were for real, he exaggerated it around his squad-mates in order to cheer them up, and instil confidence in them and his fellow Gears.

Equipment:
Mark 2 Lancer Assault Rifle
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Magazine: 50 Rounds
Maximum Capacity: 550 Rounds
Fire Mode: Automatic
Rate of Fire: 850/M
Range: Medium
Attachment: Chainsaw Bayonet

Gnasher Shotgun
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Magazine: 8 Shells
Maximum Capacity: 39 Shells
Fire Mode: Leather Action Shotgun
Ammunition Type: 12-Gauge Shotgun Shells
Rate of Fire: 60/M
Range: Short to Medium.

Boltok Pistol
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Magazine: 6 Rounds
Maximum Capacity: 54 Rounds
Fire Mode: Semi-Automatic
Range: Short to Long

Fragmentation Grenade
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Range: Varies on User.

"Shoot me once? Your ass got a big fat "kill me" sign on it."​
 
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Name: Azura

Series:

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Canon (Where in the story are you taking them from?): Near the end, somewhere around the final battle

Abilities (This includes the character's skills): Azura is a skilled Songstress, able to empower allies with song and dance, encouraging them to keep fighting. She is skilled with lances, meaning she can get some range when attacking. Her singing can also boost the strength of allies.

Equipment: She carries a lance with her
 
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Name: Nora West-Allen/ XS
Series: The Flash
Canon (Where in the story are you taking them from?): After the fourteenth episode of season 5
Abilities (This includes the character's skills):
Speed Force connection/Meta-human physiology: Nora possesses a natural connection to the Speed Force, giving her the powers of incredible speed. She noted that she isn't as powerful or as capable as her father in using these abilities, as she can only learn so much from her mother Iris, Eobard and the Flash Museum.

Accelerated healing factor: As a speedster, Nora regenerates faster than humans do. According to her, normal axon growth rate reaches five millimeters a day in a large nerve, but for her, it is over a hundred millimeters.

Bodily vibration: Like most speedsters, Nora can vibrate her body for various effects.

Intangibility: By vibrating her molecules at the natural frequency of air, Nora can physically pass through solid matter. Whilst only having learned this when she met with her father in the past, with the help of her father and uncle, she vibrated an entire airplane and all of its passengers to keep it from crashing.

Electrokinesis: Unlike other speedsters, Nora can produce both yellow and purple electricity from her body, commonly seen when running.

Superhuman durability: Nora possesses inhuman resilience, most commonly seen from being unaffected by momentum build-up. She can take attacks and exertion, even survive impacts that would easily kill normal humans.
Superhuman speed: Nora can move at such vast speeds, indeterminable to the naked eye. According to herself, she is "The Fastest Woman Alive," which if true, means that Nora's speed already surpasses all other female speedsters Her speed is shown able to keep up with her father ( The Flash)

Superhuman agility: Nora has demonstrated flawless coordination, equilibrium and dexterity. She can change direction with immediate sharp turns without sliding or losing balance and instantly stop running on the spot.

Superhuman reflexes: Nora’s reaction time is augmented to superhuman levels, allowing her to react to danger and events far faster than normal humans.

Superhuman momentum: Nora can generate great amounts of physical force through kinetic energy, simulating superhuman strength, even in a stationary position. Even little exertions from this build-up can generate a tremendous amount of force, able to knock a person out.

Aerokinesis: Nora can use her speed to generate air flows on various levels and for various effects. She can create vortexes to extinguish fires by forming it around them.

Time travel: The kinetic energy buildup from Nora's speed can allow her to breach the space-time continuum, allowing her to physically enter the Speed Force and travel through time. She first used this ability to travel back to 2017 to meet her father for the first time.

Time regression: Nora is able to reverse time around her while running, remaining completely unaffected, e.g. when she stopped Barry from destroying the satellite alone.

Superhuman stamina: Nora can handle the stresses of extreme racing without noticeable distress, letting her function much longer than normal humans unhindered.

[NOTE: Nora is still a novice speedester and loses control when her emotion gets the best of her. She is classically untrained and is incredibly impulsive and her powers don't always work with her]

Genius-level intellect/Forensics: Like her father, Barry Allen, Nora is very intelligent, having graduated from college with a 5.6 GPA. From a young age, Nora was a keen-minded individual, displaying a natural understanding and quick capacity to learn. Like her father Barry, Nora is a highly skilled forensics examiner. From a single glance at the crime scene, she can quickly determine much of the events that transpired. Nora invented the Time Language, used to record events regardless of changes to the timeline, which even the combined efforts of Cisco Ramon and Caitlin Snow had difficulty deciphering. She also took neuro-regeneration in her fifth-grade science, technology, and engineering (STEM) class, whereas her mother was just being introduced to fractions at her age. Nora's earned the praise of her intelligence from both Eobard Thawne and Harrison Sherloque Wells.
"
Bilingualism: In addition to English, Nora knows the mysterious language that Barry learned when he was trapped in the Speed Force for six months. It was revealed to be known as "Time Language," which she used to communicate through time with the I'm
prisoned Eobard Thawne. When questioned by Sherloque Wells, Nora claimed to have developed the language herself, to Sherloque's distrust

Acrobatics: While distracting Block in order to tire the latter from overusing her powers, Nora was able to successfully evade all of her attacks, displaying expertise in flips and other maneuvers.

Drawing/Sketch artist: Using her speedster powers to preserve quick memory, Nora is a talented sketch artist; as she was able to quickly complete a drawing with elegant detail in seconds.

[The following information was taken straight from the Flash wiki page on Nora West-Allen]

Equipment:​
XS suit: Nora wears a protective suit as XS, to hide her identity when fighting crime. It was designed by Cisco Ramon for her mother, Iris when Barry's powers were transferred to Iris but was passed down to Nora when she started her life as a superhero.

 
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Name: Delsin Rowe

Series: Infamous Second Son

Canon (Where in the story are you taking them from?): After the events of the Good ending.

Abilities (This includes the character's skills): Delsin Rowe is a Conduit. Someone who can manipulate elements of whatever type they have. As its random for everyone. But Delsin is a unique conduit. He's a power sponge. Any Conduit he comes into physical -skin on skin- contact with, he'll absorb and copy their power and get a brief glimpse into their mind. When he does this, he won't be as skilled as the original wielder was. As years of experience do come into play. Normally, he can bypass this with continuous/repeating contact with the original wielder. But in order to unlock more juicy abilities, he has to get a 'core' from a D.U.P Core Relay.

Which can bypass the whole repeat touch to further the power he has selected. Delsin currently has four: Smoke, Neon, Video and Concrete. He can't use all four at once, as he needs to switch from one to the other by absorbing the relative element. Being a Conduit. Delsin also gets a boost in terms of regenerative ability, which takes a few seconds before it kicks in, but can be furthered by absorbing an element.

Smoke: Glide, shoot bursts of smoke, smoke rockets and topping it all of with what Delsin describes as the "Smoker-Man special." Where Delsin flies up into the air, before letting gravity overtake him, while using the force from the gravity and boost from his own powers to unleash a devastating blast that incapacitate enemies when he hits the ground.

Neon: Somewhat invulnerable run that can scale walls, shoot accurate neon bolts, fire neon rockets and grenades that stun enemies or lift them up in a sphere for easier hits. Topping it off is something called a "Radiant Sweep." Where Delsin unleashes a wave of energy that launches enemies into the air while Delsin then releases a swarm of neon bolts upon his foes.

Video: Able to use to fly/glide via 'jumping' from satellite dishes, shoot rapid fire 'video' blasts, and turn invisible by leaving a decoy that attracts enemy fire. The last ability is where Delsin unleashes a bunch of digital birds/angels upon the targets, where they first attack them during their rise up into the air before crashing back down similar to the Smoker-Man Special, minus the big blast.

Concrete: Able to run with a full body covering of concrete that not only protects Delsin, but also allow him to damage enemies by knocking them back or breaking down barricades or boost himself into the air before doing a glide of sorts, shoot small rapid fire of blocks of concrete, fire massive blocks of concrete in a horizontal line. Unlike the other powers, Concrete doesn't have a finale or "Karma Bomb."

In terms of skills, Delsin is in his own words, very skilled in being an 'artist.' Free-runner or 'parkour.' And he's quite the charmer. He just needs a few tries.

Equipment: A metal chain wrapped around his arm that he channels the abilities through for extra damage, a smartphone, chewing gum.​
 
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"It's hero time!"

Name:
Benjamin Kirby "Ben" Tennyson

Series:
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Canon:
After the events of Omniverse

Abilities:
Ben possesses basic hand-to-hand combat skills that he can apply to his transformations.
Additionally, his cousin Gwen has taught him how to tap into his Anodite heritage and control mana. It's wonky, but it's something. He can use it in his alien forms, as evidenced various times in the series. Known exceptions include Ghostfreak.

Equipment:
Ben is the wielder of the New model Omnitrix, succeeding Ben's Omnitrix in Omniverse. The sooner-than-expected change came with Professor Paradox's suggestions to Azmuth with a hardware change. This gives Ben access to all his canonical aliens, inclusive of certain Ultimate forms thought to be lost with the loss of the Ultimatrixh​
 
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Name: Isaac

Series: Golden Sun

Canon: After the events of Golden Sun

Abilities: In the franchise of Golden Sun, the main power of each character is known as Psynergy; more commonly known as Psychic Energy, which is an energy from the body and has limits. There are two versions of Psynergy; Ki (Which originates from the Mind and allows the wielder to conjure sorcerous effects based on the elements and fuelled by the spiritual power of the person's mind.) and Chi (Which originates from the body that allows the user to achieve more physical effects.) Isaac's class of Psynergy is the Squire Class Series which is his default branch of Venus Psynergy:
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He also has access to a Special Kind of power which can draw from small creatures known as Djinn. He comes with the following seven:
FlintGraniteQuartzVineSapGroundBane
In addition to having these Djinn available to him, he also can choose to utilise their power to conjure powerful summons which can deal tremendous damage depending on the tier of Summon used (Whether or not Isaac draws from just one, or two, or three or four as the max.) and when a Summon has been used; depending on the tier of summon used, it boosts the Earth Power of Isaac's abilities making them stronger. This however comes with a draw back that the Djinn must recover for a period of time before they can either be used separately or as a Summon, and knocks out some of his abilities from being used until they themselves are usable again. The four summons he can draw upon are:
Venus (Tier 1 - Requires one Djinn to be used.)Ramses (Tier 2, Requires two Djinn to be used.)Cybele (Tier 3, Requires three Djinn to be used.)Judgement (Tier 4, Requires four Djinn to be used.)

Equipment:
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Name: Saturos
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Series: Golden Sun

Canon: Just before the final encounter with Isaac and his Party at Venus Lighthouse.

Abilities: Saturos hails from the northernmost settlement in the world of Weyard, Prox. He, like the people of Prox, is of a distinctive race that is very human-like but characterised by almost reptilian scales and spikes on various areas of their flesh - but more importantly, their natural proficiency to the Mars element. They are thus afforded both a natural toughness and a natural immunity to the constant cold of their environment. He is recognised as one of the strongest of the people of Prox, amongst amongst his contemporary, Menardi. Saturos has access to the following abilities:​
  • Heat Flash: Saturos leaps forward to strike a target, and a bright orange-red cloud is emitted upon impact.
  • Inferno: A Psynergy spell where a large mass of balls of fire spread out from the user’s position and gather into the opposing party.
  • Break: A Psynergy spell that removes all buffs currently active on the opposing party.
  • Pyroclasm: A Psynergy spell where four fiery pillars explode through the opposing party.
  • Protect: A Psynergy spell that increases the Defence rating of himself and his party by 12.5%.
  • Potent Cure: A Psynergy spell that restores a high amount of Health to himself or an ally of his choosing.
Equipment: Saturos wields a Sword in Combat.
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"Bear witness to the true strength of the northern wilds!"

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Name: Menardi
Menardi Icon.png

Series: Golden Sun

Canon: Just before the final encounter with Isaac and his Party at Venus Lighthouse.

Abilities: Menardi hails from the northernmost settlement in the world of Weyard, Prox. She, like the people of Prox, is of a distinctive race that is very human-like but characterised by almost reptilian scales and spikes on various areas of their flesh - but more importantly, their natural proficiency to the Mars element. They are thus afforded both a natural toughness and a natural immunity to the constant cold of their environment. She is recognised as one of the strongest of the people of Prox, skilled with the scythe, amongst amongst her contemporary, Saturos. Menardi has access to the following abilities:​
  • Fiery Blast: A Psynergy spell where a large explosion of fire, spreading many embers, discharges at the opposing party's position.
  • Death Size: Menardi comes forward, charges an attack, and strikes, while a holographic image of a Grim Reaper slashes the target with its scythe in tandem. This deals a Venus-based attack, unless the potential added effect of instantly downing the target kicks in.
  • Impact: A Psynergy spell that buffs either herself or an ally of her choosing with a 25% Attack Rating increase.
  • Flare Storm: A Psynergy spell where three small patches of fire stacked upon each other go through the party from left to right.
  • Supernova: A Psynergy spell where a large and extended explosion of fire discharges at the enemy party's position.
  • Resist: A Psynergy spell that increases all resistances on both Menardi and Saturos by 20 each. It costs Menardi 5 PP to use.
  • Wish: A Psynergy spell that restores a small amount of health to both herself and her allies.
  • Ply: A Psynergy spell that restores a small to moderate amount of health.
Equipment: Menardi wields a Scythe in Combat.
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"Prepare to experience first-hand the horror of a master Fire Adept!"

Shown in the final battle in Golden Sun, if Saturos and Menardi were to fuse with each other, they would become...

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Name: Fusion Dragon

Series: Golden Sun

Canon: After Saturos and Menardi lost to Isaac and his Party atop Venus Lighthouse.

Abilities: The Fusion Dragon is the final boss of the original Golden Sun, fought on top of the final story-line dungeon in the game, Venus Lighthouse. After Isaac defeated Saturos and Menardi, they fuse to turn into a Fusion Dragon. Like Saturos and Menardi, it's weakness is the Mercury Element being it's weakest resistance rating. Fire attacks are not very effective against this creature while Venus and Jupiter do moderate damage. The Fusion Dragon has access to the following abilities:​
  • Outer Space: The Fusion Dragon leaps up high into outer space and immediately reenters the atmosphere, surrounded by purple fire, and collides into the party with great force and fiery energy.
  • Attack: This is this monster's standard physical attack. This attack also converts all damage to Mars damage.
  • Evil Blessing: The Fusion Dragon breathes a huge swarm of evil spirits onto multiple Adepts, dealing a Mars-based attack.
  • Dragon Driver: The Fusion Dragon sets the battlefield on fire before blasting the opposing party with a stream of white-hot purple fire from its mouth, dealing a Mars-based attack. This attack functions exactly like Outer Space, but with only about 3/5 the damage output.
  • Break: A Psynergy spell that removes any statistical buffs from the current battling party. This is the only Psynergy based skill that the Fusion Dragon possesses.
  • Drain Fang: An attack where the red image of a pair of jaws chomps down on an target, and red energy orbs are siphoned out into the Fusion Dragon. It deals a Venus-based attack and has a chance to heal its own health by the amount of damage dealt.
  • Deadly Gas: The Fusion Dragon breathes white-hot red vaporous gas onto multiple targets, dealing a Venus-based attack. While it does not do anywhere near as much damage on its own as the Fusion Dragon's other abilities, Deadly Gas may inflict each hit opponent with Deadly Poison, a very damaging status condition that should be removed as quickly as possible.
  • Severe Blow: The Fusion Dragon strikes an target with enough force that a huge discharge of purple energy explodes on impact, either dealing a Venus attack equal to its normal physical attack multiplied by 1.2 or a very low chance to reduce the health of a target to severely injured.
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Name: Edward Elric (Ed)

Series: Full metal alchemist: Brotherhood

Canon (Where in the story are you taking them from?): Briggs fortress wall arc during their mission to catch skar in the abandoned mining city.

Abilities (This includes the character's skills):

Hand to hand combat:
Despite Edward's small stature and young age, he is a remarkable combatant. Having apprenticed under Izumi Curtis, Ed was taught to condition his body through regular workouts and sparring as part of her philosophy, "to train the spirit, first train the body." As such, his slight frame belies a compactly muscular build that, in addition to his naturally high energy level and endurance, fuels his considerable strength and agility which allows him to throw people much bigger than he is. Due to Izumi's Spartan training, Edward has become a particularly competent hand-to-hand fighter, able to hold his own against armed opponents and even skilled martial arts practitioners. Besides that, his steel right arm and left leg augment his fighting strength by adding to his defensive and offensive capabilities as well as his speed - after he is refitted with a lighter, cold-climate automail

Alchemical knowledge:
As suggested by his unprecedented acceptance into the State Alchemist program at such a remarkably young age, Edward Elric is an alchemical prodigy of genius level intellect. Having incorporated alchemy into his life during his developmental stages, Edward sees the world alchemically and is, therefore, able to solve complicated codes, puzzles, and mysteries much more easily than normal. He has also shown himself to be exceptionally adept at chemistry and reasonably competent with biology. He shows an uncanny level of focus that allows him to effectively shut out everything from his surroundings and devote all of his considerable mental power to whatever problem demands his attention, especially in the case of books.

Combat Alchemy:
As a result of having passed through The Gate and witnessing the Truth, Edward became one of the few alchemists who does not require a drawn Transmutation Circle to perform alchemical transmutations. By merely touching his palms together, he creates an energy circulation with his arms and transmutes by using his own will as a substitute for the necessary runes. This remarkable talent makes his transmutations both instantaneous and incredibly versatile, allowing him to use alchemy to its fullest potential in direct combat.


Equipment:

Automail:
As a result of his alchemical dismemberment, Edward was fitted with Carbon fiber base chrome steel arctic automail prosthetics custom crafted by Winry and Pinako Rockbell. His left leg from just above the knee down is automail and his automail right arm reaches all the way up to his shoulder; both are designed so that their outer shells resemble modernized plate mail.
 
Korra
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Name: Korra of the Southern Water Tribe, daughter of Tonraq and Senna

Series: The Legend of Korra

Canon: Right about in the middle of Book 1: Air. She has yet to Airbend, or achieve the Avatar State

Abilities:
  • ‘Bending’. On her world, manipulating the elements is possible by a medium percentage of the people. It’s collevtively known as Bending. There are many kinds; Airbending, Waterbending (subskill: Bloodbending), Earthbending (subskills: Lavabending and Metalbending), Firebending and Energybending. The element you are able to manipulate is dictated by what nation you are born into, therefore your heritage. Those born amongst the Air Nomads can Airbend, those born in either of the Water Tribes will be able to Waterbend, being born into the Earth Kingdom will allow you to Earthbend and being from the Fire Nation will let you Firebend. Not everyone born in every nation are able to manipulate the elements, in fact it’s not a terrifically large percentage. Being able to bend the element whose country you are born into does not, however, apply to the Avatar. Once fully realized, the Avatar is able to use all forms of the Bending Arts (theoretically). While the Avatar can use all of the Bending Arts, he or she will be able to use some easier than others. The nation you are native to dictates this.
  • Highly skilled in hand to hand combat (able to do well when outnumbered)
  • She is also very capable with using melee weapons. She is most skilled with using staves.
  • Korra is very strong for a girl her age, able to pick up a grown man and 2 children at the same time. She is also very fast and agile.
  • She has a very sharp intellect, able to assess a situation and come up with a way to deal with it. She isn’t 100% always right, but she tries.

Equipment: Just the clothes on her back!
 
- Villain Submission -
"I'm the piece of Ventus that was taken away. And you're the piece that Ventus needed to be whole again. So...why shouldn't you and I look exactly the same, Sora?"
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Name: Vanitas, the Darkness of Ventus, Master of the Unversed, Xehanort's Apprentice

Series: Kingdom Hearts

Canon: Birth By Sleep, Post-Ventus Ending - Events unfolded just as before between Vanitas and his supposed "lesser half": Vanitas was defeated, despite wielding the power of an incomplete X-Blade, which was still a legendary weapon in its own right, in a metaphysical battle within their combined Hearts, mortally wounded as the X-Blade they forged was shattered, scattering their Hearts to the empty winds. But while Ventus found refuge within a young Sora, Vanitas's Heart shattered and was lost to the Darkness, yet still alive. However, instead of being allowed to remain dormant for 11 years until Master Xehanort's plans come to fruition in Kingdom Hearts III, he and Terra-Xehanort were both taken, by a blinding flash of green light, to a new world...or rather, worlds, merged together into a chaotic maelstrom...just the kind of place Vanitas would love.

But first, the boy had an errand to see to...the Master that had promised him salvation, power and a future...had to pay.

Abilities: An extremely agile, aggressive and merciless Keyblade Wielder, Vanitas usually makes use of a combination of Dark Magic and Physical Strikes, sometimes mixed together as magic-enhanced strikes, to assail and overwhelm his opponents without even getting touched, even though he's not lacking in resilience to take it. To avoid enemy attacks, he generally either cartwheels or flips away, or while being hit, he can teleport, leaving an afterimage to fool his opponent for a brief moment, before teleporting above them and either slicing downward, which also leaves behind a Dark Ice Stalagmite upon impact, or using Dark Splicer; a sequence of rapid strikes, broken up by teleporting to mix up the direction he's attacking or to follow a fleeing foe. He can channel Dark Lightning Bolts through his Keyblade, toss Dark Blizzaga's and various forms of Dark Firaga at distant opponents and can levitate at will if necessary.

Vanitas is a master of the Darkness, being born from near to its purest form, allowing him to easily create Corridors of Darkness to traverse worlds, Dark Portals to aid him in combat, wreathe himself in a Dark Aura to protect himself from harsh environments, emanate Darkness to force his foes back, weaken them or their resolve, harm them or just for intimidation or as a show of force. He is also able to beckon dead Keyblades from the Keyblade Graveyard through a Dark Portal, to emerge as a controllable storm of Blades, to ride upon or to attack his enemies with. As well as power himself up through the Darkness or utilize its power in various forms, be they grand or simple, Vanitas's nature as a being of pure Darkness allows him to manifest his emotions into a physical form...primarily the negative ones.

These become what's known as the Unversed: A horde of fledgling emotions under solely Vanitas's control, meaning no one else can command them and they only come from beings like him. They can range from the meager yet numerous Flood, to the monstrous and powerful like the Trinity Armour or the Iron Imprisoner. Initially, Vanitas will be unstable, due to only having recently formed again, but through negativity, darkness and even stolen power, he can stabilize his body with ease.

Equipment: The Void Gear Keyblade - Vanitas's weapon of choice, the Keyblade he was born with as a result of being born from a Keyblade Wielder's Heart, often summoned in a display of dark fire and shadows.

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"Show me anguish! Be one with Darkness!"
 
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Name: Meg the Demon

Series:

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Canon (Where in the story are you taking them from?): Saved from her death by Crowley's hand during the hunt for the Angel Tablet

Abilities (This includes the character's skills):
  • Spell-casting,
  • Invulnerable to conventional weapons(but vulnerable to supernatural/mystic weapons and attacks)
  • Minor weather manipulation
  • Telekinesis
  • Teleportation
  • Biokinesis
  • Super strength, senses, endurance
  • Flight(when in her disembodied smoke form)
  • Demonic possession (she can possess humans without their consent)
  • Torture/Interrogation

Equipment: Angel Blade
 
  • Love
Reactions: Lady White
So here is mine

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Name:Sonic The Hedgehog

Series:Sonic The Hedgehog (From Sonic Adventure to Sonic Forces)

Canon (Where in the story are you taking them from?): After the end of Sonic Forces

Abilities (This includes the character's skills):
Super speed, going up to mach 1
Dash: Goes to mach speed almost instantaneously then increase his speed up to mach 2 (cost rings)
Homing attack: While airborne Sonic can throw himself on ennemies.
Air dash: Throw himself at mach speed in any direction while airborne (cost rings)
Chaos control: Using a chaos emerald or anything with the same energy, sonic can teleport.

Durability:Sonic can run at mach speed, crash into heavy armored robot, fall from really high place, so yes sonic is durable.

Super sonic: When in possession of the seven chaos emeralds, sonic can turn into super sonic and reach the speed of light. He can also fly at full speed. (Cost rings)

Sonic physics: Not an ability per se, but he can run on walls, on the surface of water, slide on fences and cable. As long as he has enough speed.

Who need a bag: Sonic uses toon physic to carry objects. He has no pockets, but he can bring as many rings as he want. But if he gets hurt, he will lose them all
Equipment:

Rings: This strange items give Sonic energy and protect him against attacks. They are harder to find in other worlds.
 
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Name: Dr Ivo Robotnik aka Dr Eggman

Series:Sonic The Hedgehog

Canon (Where in the story are you taking them from?): Modern sonic arc, at the end of sonic forces

Abilities (This includes the character's skills): -IQ of 300
-Doctorate in genetic
-Doctorate in mechanic
-Doctorate in Robotic
-Able to build a robot army single handedly.
-Able to harness different power source in his creations such as the phantom Ruby, the chaos Emeralds, dark Gaïa, the master Emerald and living beings.
-Weapon builder extraordinary.
-Able to build device that can travel through space and time.
-Able to build a device that can travel through space and time
-Creator of Infinite and Metal Sonic
-Able to mass produce Shadow the ultimate lifeform.
-Able to build a death egg
-Able to mass produce death egg robots.

Equipment:-Egg carrier (space flying base)
-Hover egg
-Army of Robots
-One laser gun.​
 
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"It's cool everybody. I'm here..."

Name: Gaige

Series: Borderlands 2

Canon (Where in the story are you taking them from?): Before the beginning of Chapter 7 - Rising Action.

Abilities (This includes the character's skills):

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In the Borderlands franchise, each Vault Hunter character has access to a special ability known as their Action Skill which is unique to them. Gaige's Action Skill allows her to call upon her own creation; Deathtrap.

A Mechanical Companion, Deathtrap flies towards any hostile target and performs a series of attacks ranging from slashing at them with it's claws; firing a laser at the target which depending on the target, will either set them on fire or electrocute them; or by clapping to create a shockwave of electricity.

As a Mechromancer, Gaige has access to three skill sets which she can access: Best Friends Forever, Little Big Trouble, and Ordered Chaos.

Best Friends Forever focuses on her survival and accuracy; increasing her Shield Capacity to allow her to last longer in combat, as well as upgrades to herself and Deathtrap.

Little Big Trouble focuses her ability to apply the various elemental effects in the Borderlands Universe (Incendiary, Shock, Corrosive and Slag) with more favor towards Shock. This tree grants Deathtrap his abilities to utilise Incendiary and Shock Laser Beams and eventually down the line enable him to take on the elemental property of whatever weapon Gaige is currently wielding.

Ordered Chaos is Gaige's deadliest skillset out of the three which involves her utilising her unique buff known as Anarchy ("ANARCHY! FOREVER! AND EVER!"). Gaige obtains Anarchy by defeating opponents in battle as well as reloading her weapon in the midst of combat. Anarchy increases her damage by 1.75% but decreases her accuracy by 1.75%. With each stack of Anarchy she obtains, her damage output increases to godly levels which also affects her personality to give her a God Complex as well as the ability to break the fourth wall, but with each stack her accuracy gets worse and worse but if she ever landed a shot... The target will most definitely feel it.

Equipment:
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Flame of the Firehawk Shield
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Grenade Mod:
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