War of Infinite Worlds Character Thread
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		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Human Small Groups =&gt; Topic started by: Angie on 25-08-2018, 07:16:55</h2>
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				Title: <strong>War of Infinite Worlds Character Thread</strong><br>
				Post by: <strong>Angie</strong> on <strong>25-08-2018, 07:16:55</strong>
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				Place your sheets here!
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				Title: <strong>Re: War of Infinite Worlds Character Thread</strong><br>
				Post by: <strong>Angie</strong> on <strong>25-08-2018, 07:17:18</strong>
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				This space reserved for GM NPCs that are significant enough to need a sheet, or at least a mention.
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				Title: <strong>Re: War of Infinite Worlds Character Thread</strong><br>
				Post by: <strong>Metraxa</strong> on <strong>25-08-2018, 07:22:04</strong>
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				<div align="center"><span style="font-size: 18pt;" class="bbc_size"><strong>Brian Decker</strong></span></div><div class="floatright">(https://vignette.wikia.nocookie.net/invisibleinc/images/c/ce/Deckard_profile_bsmall.png/revision/latest?cb=20141127141257)</div><br><strong>Home World Info:</strong> Earth, Invisible Inc<br><br><strong>Appearance (Anything the pics don't cover):</strong> Decker has tousled brown hair with a bit of stubble on his chin. On the older side, Decker has been weathered by the elements and his job, and has come out the better for it. Tends to go around in a trench coat and with a fedora or some other kind of hat. Minor surgical scars on his back from augmentation procedures, though nothing particularly eye catching. <br><br><strong>Personality:</strong><br>Decker likes to play the 'noir detective' persona. The guy who's been everywhere, seen it all, who's getting too old for this crap and gets things done with only a bit of grumbling most of the time. But in reality he knows that there's a lot of people better at this than he is, and he knows how to follow directions and let the more experienced people take the lead. Which won't stop him grumbling. Off the job he likes to relax, and not let his personal life mingle too much with his professional career.<br><br>Decker as a predilection for items and fashion from the 20th century, much to the annoyance of Central. It's something of a protest at a world gone mad with the usage of technology, though some would question whether the good old days were much better.<br><br><strong>History:</strong> Initially a nobody, Decker worked his way up through the corporate ranks following the end of the War and the failure of the world governments to stand up to the megacorporations. He eventually worked his way up to the chief of security for the California branch of Kelfried and Odin Security, a prestigious position that enabled him to use his newfound financial resources to track down antiques from the 20th century as part of his hobby.<br><br>Politics and his drinking problem eventually drove him out of the corporate world, and he came to reside in a bar until Olivia Gladstone,, aka 'Central' found him. She offered him a job, helped him clean up, and he began working for Invisible Inc as they inserted themselves into the corporate wars. They did jobs against various corporations, sometimes paid for, sometimes not, as they fought back against the new world order.<br><br>When Invisible Inc was eventually tracked down by a unified intelligence network, he assisted Central in collecting the resources and intelligence needed to track down the headquarters of this unified security network, and breaking into it so the AI Incognito could be installed, preserving her life and erasing them from the system entirely. he was as shocked as the rest of them when it turned out to have been a long con from the start by the AI so it cold take control of the unified security network, and it launched a decapitation strike on the major corporations before letting them go.<br><br>Since then he and the rest of Invisible Inc have been forced back on the run, collecting resources, rescuing agents, and looking for a way to fight back against the AI that Central helped create. They hadn't had much luck, when suddenly the world was assaulted by a strange new force known as TITAN. While Incognito fended them off, Invisible Inc and Decker used the opportunity to break into a black research facility, where they discovered a portal leading...somewhere else. Going through, Decker has joined up in the hopes of eventually going back and defeating Incognito and the other corps once and for all. <br><br><strong>Current Situation:</strong> Currently works as a security guard,a&nbsp; job that is pretty boring by his standards but enough to pay what bills he might have<br><br><strong>Weapons:</strong><br>1. Neural Disrupter - A handheld device that applies directed electricity to a target's nervous system, incapacitating them. Relies on an internal battery, and as such needs time to recharge after being used. <br>2. Refurbished Revolver - A relic of a bygone era, modified to shoot plasma composite rounds. Six shots, expensive as hell to replace. <br>3. Modded cloaking rig - A device Decker took with him when he was fired from his last corporate job, the rig uses a suite of holographic projectors to bend light around an area, rendering the user almost invisible. However, the projectors have a tendency to overheat quickly, limiting the time they can be active. <br><br><strong>Abilities:</strong><br>1. Hacking - In the fast paced world of corporate espionage and warfare, your very life can depend on how good you are with a computer. Decker may be old fashioned when it comes to fashion, but he knows his way around a computer<br>2. Neural Networking - Decker has replaced many of the vertebraes in his spine with augments, allowing him to differentiate and identify subroutines when hacking. This includes infectious defensive software, among other tricks.<br>3. Sensory Injector - Cranial augmentation monitors surroundings, and when activated by detection by hostile targets delivers a direct shot of adrenal stimulators to give Decker the extra bit of edge he needs to get out of sight. <br><br><strong>Strengths (Good things!):</strong><br>1. Job expertise - Thanks to his work in the corporate world, Decker is an expert at evaluating security at a location. And, as a result, evaluating the best ways to get through said security. <br>2. Stealth - Decker has experience moving silently, taking out targets unnoticed, and getting out before anyone kknew he was ever there. <br>3. Melee Combat - Decker is fast with his fists and always ready for a tumble, even if he isn't as young as he used to be. <br><br><strong>Weaknesses:</strong><br>1. Currently clean, but used to have a serious drinking problem.<br>2. No experience with magic or any off that supernatural stuff. And he may not entirely believe that it's a thing either. <br>3. Doesn't have many options when it comes to long range or heavy weaponry. <br><br><strong>Additional Information:</strong> You'd better get this reference, or I'll be disappointed. 
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				Title: <strong>Re: War of Infinite Worlds Character Thread</strong><br>
				Post by: <strong>FarFetched</strong> on <strong>25-08-2018, 07:28:49</strong>
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				<div align="center"><span style="font-family: times new roman;" class="bbc_font"><span style="font-size: 18pt;" class="bbc_size"><em><strong>Miss Muffet</strong></em></span></span></div><div align="center"><span style="font-family: times new roman;" class="bbc_font"><em>"If she invites you to her parlor, excuse yourself."</em></span></div><hr><div align="center"><span style="font-size: 10pt;" class="bbc_size"><em><span style="font-family: times new roman;" class="bbc_font">~ Little Miss Muffet ~<br>~ Sat on a tuffet, ~<br>~ Eating her curds and whey; ~<br><br>~ Along came a spider, ~<br>~ Who sat down beside her, ~<br>~ And Miss Muffet ate twice that day. ~</span></em></span><br></div><hr><br><div class="floatright">(https://pre00.deviantart.net/e4ae/th/pre/i/2016/022/0/9/muffet_by_lenecian9-d9ox1w9.png)</div><br><strong>Home World Info (where are they from?):</strong><br>The Underground, from the world of Undertale; a world where monsters were driven below ground by the powerful humans on the surface. <br><br><strong>Appearance (Anything the pics don't cover):</strong> Muffet is a petite spider-monster with periwinkle skin and six slender arms. She stands in at only 5 foot 4 four, and always wears elegant silk clothes lovingly fashioned by her brothers and sisters. Her expression always seems fascinated and delighted, but the moment her mouth opens, two long fangs are revealed.<br><br><strong>Personality:</strong><br>Muffet loves money. She is incredibly stingy when it comes to spending, and will always try to work an angle that will net her more wealth. She is easily bribed, and even easier to hire. As always, she is driven by a need to fund her arachnid civil-rights cause. Her dream is to unite all the spiders of the multiverse together under one banner, and to end the oppression of the Dynasty against those with more legs than two. She will stop at nothing to pursue this goal.<br><br>Muffet has a coy personality. She speaks in an educated tone, but her voice always bears a hint of unabashed whimsy. This innocent style of talking belies an extremely manipulative nature. In truth, Muffet loves nothing more than to trap others in webs, both figuratively and literally.<br><br>Despite her devotion to the Spider cause, Muffet's favorite food, ironically, is spiders. Arachnids are known to engage in passive cannibalism, and she is no exception to the rule. Most of the pastries she bakes are made with spider-based flour. Though the ingredient is offputting, her baked treats taste pretty good. All spiders under her banner are willing to fight and die for Muffet and her cause. She considers each pastry she makes a worthy sacrifice.<br><br><strong>History (At least a couple paragraphs about what they've been up to since the 'end' of their game):</strong><br>In her homeworld, Muffet was the leader of all spiders in the Underground. The spiders in that world used to be divided in two. Two clans of spiders were separated by a large, frigid wasteland known as 'Snowdin.' Snowdin was too cold for any normal spider to pass and survive. Muffet, the only humanoid spider throughout the spider clans, made it her solemn duty to reunite these groups. She started small, running a bake-sale in Hotland to raise the funds to transport all the spiders of one clan to her side of the frigid divide.<br><br>When the portal to the multiverse opened, Muffet found herself in a peculiarly similar situation. In the Multiverse, Spiders have always had a bad reputation. Most spiders depict are looked upon as disgusting, mindless enemies. When the monsters in the underground were freed by a mysterious portal, Muffet quickly found herself treated as a giant spider and hunted. Her brothers and sisters, on the other hand, were mistaken for common insects. The same story played out throughout the multiverse. Muffet, playing witness to this gross mistreatment, hid away with her easily ignored family. On behalf of all spider kind, she swore, come hell or high water, arachnids would rise again.<br><br>And so, Muffet began funding her cause once more. At first, she merely sold pastries, but with time she found illegal dealings to be more profitable. She began running deals in dark places, selling and trading anything profitable she caught in her web. Narcotics, weapons, people you name it.<br><br><strong>Current Situation (Most of us are somewhere in New York on our modern Earth, what is your dude up to?):</strong><br>Muffet operates a small part of New York's black market, in a run-down little pastry shop. Up front, she sells baked goods. In back, she sells goods to get baked- or killed. Sometimes both.<br><br><strong>Weapons (either special or generic, but what does he usually use?):</strong><br><span class="bbc_u">Venomous Fangs</span> - Like any proper spider, Muffet's greatest asset is her venom-coated fangs. Muffet's entire body is made of magic, and each bite she delivers is a spell of it's own. If Muffet successfully bites an enemy, the battle is all but over. She quickly incapacitates her prey by injecting them with an intricate spell-poison bearing an effect of her choosing. While versatile, the venom must always be delivered via bite. It may not be as effective against very large enemies.<br><br><span class="bbc_u">Dosh</span> - Through a myriad of bake-sales and back room deals hosted by her and her loyal minions, Muffet has amassed a quiet sum of money in most denominations used throughout the multiverse. She absolutely hates spending it.<br><br><strong>Abilities (What do they do, how do they avoid or get through conflict? This is where stuff like magic, being really good with a sword, and stuff like that goes):</strong><br><span class="bbc_u">Wicked Webs</span> - Muffet is made purely of magic and dust. As such, she can spin more than your average web. From her fingers, she is able to weave enchanted gossamer of any length and knitting from any of her hands. Though this gossamer can be burned away or dissolved with acid, it is highly resistant to magic and can even nullify the casting of those caught in it. Most importantly, Muffet is able to choose who gets caught in her webs, and she can decide for it to become sticky and restrictive to anyone at the drop of a hat.<br><br><span class="bbc_u">Healing Pastries</span> -&nbsp; Muffet and her Underground Spiders are capable of baking pastries from the corpses of their friends, enemies, and even eachother. These goods count as 'Monster Food', which is a special kind of item from the Undertale universe. In many video games, eating food is a rough analog to healing. However, in the Undertale universe, this property has a very literal effect. When Monster food is consumed, it magically disappears and heals whomever eats it. However, Muffet refuses to simply 'give' pastries away - she will almost always demand payment in return. She may run a charity organization, but it is a charity for spiders!<br><br><span class="bbc_u">Queen of Spiders</span> - Though she is not very large, Muffet is considered a Queen among spiders. She is able to convert and control lesser spiders that she encounters, or are born under her banner. Additionally, she also has a degree of shared empathy with spiders higher up on the invisible spider-hierarchy than she, and can persuade them to join her cause with the right prompting. As a Spider Queen, her "rank" is determined by the strength and size of her following. Her influence over arachnids will grow as she gains more followers. <br><br>Currently, Muffet leads an army of thousands. <em>Unfortunately</em>, most of her soldiers are about the size of a centimeter. She is able to command her forces to organize and do her bidding, even when she is not present. The size of her army swells and shrinks as she bakes pastries, sets up bases, and endangers her spiders. <br><br>Her current army is as follows:<br><table class="bbc_table"><tbody><tr><td></td><td>------------------------</td><td>T</td><td>--------------------------------------------------------------------</td></tr><tr><td></td><td>Underground Spiders</td><td>|<br>|<br>|<br>|<br>|<br>|</td><td>As Muffet's original followers, these tiny soldiers are (literally) Muffet's bread and butter. Though they are smaller than many of the gigantic spiders out in the multiverse, they are fiercely loyal and possess unusual amounts of intelligence. They cannot speak, but are appraising enough to run spider-bakery shops without Muffet's supervision. These spiders are her scouts, emissaries and craftsmen all in one. The strands of web they weave are not individually strong, but through collaboration they can create mighty chords. Tragically, they instantly die in colder temperatures.</td></tr><tr><td></td><td>------------------------</td><td>+</td><td>--------------------------------------------------------------------</td></tr><tr><td></td><td>Muffin-Top Spiders</td><td>|<br>|<br>|<br>|<br>|<br>|</td><td>Using her own magic and the bodies of countless Underground Spiders, Muffet has created Arachnids made entirely from baked goods. Muffin-top spiders are the voracious and valiant guardians of all spider-kind. These breaded golems are only about five feet tall and eight feet in diameter. Their skin is soft and easily broken, but their jaws are strong and capable of devouring almost anything organic. However, they are very stupid and unable to spin webs. Muffin-tops require the orders of Muffet or other Underground Spiders to not make a mess of everything. For traveling long distances, smaller spiders are able to hitch rides in muffin-top spider's mouths, making them ideal for transportation. Currently, Muffet only has one Muffin-Top spider, whom she keeps as a pet.</td></tr><tr><td></td><td>------------------------</td><td>+</td><td>--------------------------------------------------------------------</td></tr></tbody></table><br><strong>Strengths (Good things!):</strong><br><br><span class="bbc_u">Defensive specialist</span> - Muffet and her spiders were practically born for setting up defenses. The more time they have to prepare with their webs, the more defensible their position is. In a fight, Muffet has an added advantage in any place she has more than 20 minutes to prepare beforehand. After a full hour of work, the area becomes hazardous to the unannounced, and simply wandering in could result in being caught and immobilized. After a full day of work, Muffet is able to construct a fully inhabitable base, capable of spawning new spiders to bolster the ranks. Be wary of her webs.<br><br><span class="bbc_u">Clothier</span> - Muffet, aided by her army of spiders, is very good at spinning spider silk for creating fine-quality dresses and clothing. This ability is multifunctional, and may be used for making many, uh... "other things."<br><br><span class="bbc_u">Magical Resistance</span> - Like all monsters from the underground, Muffet is made from magic and dust. This gives her a high resistance to spell-craft from other sources.<br><br><strong>Weaknesses (Bad things I can exploit :D):</strong><br><span class="bbc_u">Petite</span> - Muffet is not a physically strong fighter. If separated from her webs and her spiders, she becomes a very easy enemy to manage. Just like any spider, Muffet has to rely on traps, webs, and deceit to claim victory. Even her venomous finishing move can be stopped if her enemy isn't otherwise distracted.<br><br><span class="bbc_u">Easily Bribed</span> - Muffet will do almost anything if given enough money. This includes turning on her teammates, if enough coin is proffered. However- she will never, ever turn on her cause for the advancement of spider-kind.<br><br>
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				Title: <strong>Re: War of Infinite Worlds Character Thread</strong><br>
				Post by: <strong>Diesel Heart</strong> on <strong>25-08-2018, 08:06:36</strong>
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				<div align="center"><span style="font-size: 18pt;" class="bbc_size"><strong>JINX, the Loose Cannon</strong></span></div><div class="floatright">(https://tse1.explicit.bing.net/th?id=OIP.m-Q6pK1xtN1gXNN0gvezOgHaKb&amp;pid=Api)(https://img.nyato.com/data/upload/2017/0410/10/58eaf2052f248.png)</div><br><strong>Home World Info:</strong> League of Legends<br><br>Zaun is a large, undercity district, lying in the deep canyons and valleys threading Piltover. What light reaches below is filtered through fumes leaking from the tangles of corroded pipework and reflected from the stained glass of its industrial architecture. Zaun and Piltover were once united, but are now separate, yet symbiotic societies. Though it exists in perpetual smogged twilight, Zaun thrives, its people vibrant and its culture rich. Piltover’s wealth has allowed Zaun to develop in tandem; a dark mirror of the city above. Many of the goods coming to Piltover find their way into Zaun’s black markets, and hextech inventors who find the restrictions placed upon them in the city above too restrictive often find their dangerous researches welcomed in Zaun. Unfettered development of volatile technologies and reckless industry has rendered whole swathes of Zaun polluted and dangerous. Streams of toxic runoff stagnate in the city’s lower reaches, but even here people find a way to exist and prosper.<br><br><strong>Appearance:</strong><br>Jinx is a dainty young woman possessing a supple gait that roughly stands near five foot six in height. The right side of her shapely yet lithe physique bears a blue, cloud-like patterned tattoo. In general, her overall appearance is attractive in more than one way; not only is she beautiful, but her natural light-blue hair and large, pink eyes are a source of curious glances. She seems to prefer a minimalist approach to clothing, showing a copious amount of skin at almost all times, although, her choice of accessory and personal touches suggest there is more reason to it. Typically, her attire consists of a bandoleer-bikini, skin-tight mini-shorts, leather gloves, a single, opaque fishnet stocking, and combat boots. She accessorizes it with a series of chokers, a necklace featuring a single bullet, and the straps which holster her various weapons.<br><br><strong>Personality:</strong><br>For better or worse, Jinx is an impulsive individual with a manic tendency. Her levels of energy are typically high, bordering or surpassing the limits most would consider sane or socially acceptable. That level of excitability is at its highest when given the opportunity to wreak havoc - even at the expense of others safety when she gets carried away. To her, the point of life is to cause chaos in a world that has become stringent on rules and orderly conduct.<br><br><strong>History:</strong><br>Within Piltover's vast number of wealthy technology-based companies, many individuals turned to black market exchange or shady dealings to gain an edge over competition. This was the case of an ambitious hextech inventor that ventured into Zaun and met an attractive, burly gang leader. Nine months later, Jinx was born without a given name and left on the streets of Zaun due to her mother unwilling to face the consequences of having a child out of wedlock. Thus, Jinx grew up with the innumerous other orphans in a shady city.<br><br>Her passion for tinkering developed at an early age, but without the funding necessary to supplement her ideas, she was forced to resort to petty thievery. In Zaun, doing so without some added protection often resulted in a quick and tragic end. To her, joining up with an upstart gang led by a reputable young brawler seemed like a temporary stepping stone toward a larger goal. What she did not expect was the thrill and excitement in planning out heists and the gleeful joy in blowing something up. It wasn't long before she combined her interest and guilty pleasure into making gadgets and weapons for the gang to use in destructive purposes.<br><br>At a still vulnerable and impressionable age, she met her face close-death experience after a smash-and-grab job with the Factorywood Fiends in a chemtech facility went completely south and many lives were lost to the chaos. Frightened, Jinx became reclusive and took refuge in decommissioned exhaust pipes. She played out the heist over and over in her head as she continued to tinker with her latest invention until she came to a realization. The best way to avoid a plan falling apart was to not have a plan at all! It wasn't 'random chance' that caused chaos, it was the structure attempting to defy the true nature of the world that caused problems! It brought bad luck -- a jinx!<br><br>Jinx made her first appearance on Roguery Night, a barely tolerated annual tradition where youthful girls and boys throughout Piltover play practical jokes on their family and neighbors. Jinx hijacked the occasion to unleash the first of many crime sprees; bridges were blocked with stampeding livestock freed from Count Mei’s menagerie, scores of roads were shut down by explosions that made them impassable, and every street sign in the city was moved and placed somewhere new. Jinx had succeeded in spreading chaos throughout the streets and bringing the city to a halt. It had been a good day. The wardens attributed her crimes to chem-punk gangs, rounding up dozens of known troublemakers and sending them back down to Zaun. Having others get the credit for her manic schemes didn’t sit well with Jinx, and so she made sure to be seen at every future crime scene. Reports circulated of a mysterious, blue-haired Zaunite girl, but talk of her carrying chemtech explosives, a shark-mouthed launcher and a repeater gun were dismissed as preposterous. After all, how could a Zaunite chem-punk possibly obtain such lethal firearms?<br><br>The crime spree escalated in lunacy until Jinx detonated a series of explosives simultaneously throughout the city. A great many of the civic art structures erected by the Piltover clans were destroyed in fiery conflagrations that lit the sky in blazing pyrotechnics until dawn. Due to the late hour, no one was hurt, but numerous clan leaders were outraged at the sight of their great works reduced to rubble. Jinx’s crime wave continued for weeks, with the wardens’ attempts to catch her thwarted at every turn. She tagged her crime scenes with insulting graffiti and taunting messages directed at Piltover’s newest ally in the fight against crime, Enforcer Vi. These bright pink tags finally revealed the name of Piltover’s newest troublemaker; Jinx. With every bold crime, Jinx became ever more legendary, with people in Zaun divided as to whether she was a hero for sticking it to the Pilties or a dangerous lunatic that would bring the full force of the wardens down to the undercity. That moment came even closer when Jinx sabotaged the Sun Gate and delayed the flow of ships by several hours – costing the city’s ruling clans vast sums of lost revenue. Having seen exactly which buttons to press, Jinx offered a challenge that couldn’t be ignored – she threatened Piltover’s money. She daubed the walls of the Ecliptic Vaults, one of Piltover’s most secure treasuries, with a caricature of Enforcer Vi, together with details of exactly when Jinx planned to rob it.<br><br>An uneasy sense of anticipation settled on Piltover and Zaun in the weeks leading up to the appointed date of Jinx’s heist. Many doubted Jinx would have the guts to show up and risk almost certain capture. When the day of the heist arrived, Vi, Caitlyn and the wardens were taking no chances and had prepared a trap for Jinx around the treasury. The clocktower bells rang at the appointed hour, but nothing happened. It seemed Jinx had chickened out, but she was one step ahead of her would-be captors. Jinx, despite the seeming recklessness of her actions, had a plan and it had been in motion for days. She had hidden herself within a modified coin-crate at the Toll Towers of the Sun Gates and had been delivered to the vaults two days previously. Jinx was already inside, and was even now wreaking havoc, leaving her signature pink tags on every gilded wall, swinging from the chandeliers and leaving explosive surprises in every lockbox.<br><br>Hearing the cacophony from within, Vi realized what was happening, she stormed inside the building, ignoring Caitlyn’s order to go in as a team. The battle they fought tore the vaults to pieces in a back and forth chase of explosions and demolition. Eventually Jinx and Vi confronted one another in the deepest, most secure vault. No one knows what passed between them, for Vi had pursued Jinx far ahead of the others. With the two of them trapped together underground, Jinx fired her rockets into the ceiling of the vault, and the entire structure collapsed. The wardens in the upper reaches of the vault escaped before the building came down, but Vi was left trapped inside. Only by hiding in the same lockbox Jinx had used to break in was she able to avoid being crushed to death. Eventually she punched her way out from the ruins, wondering for a moment if Jinx lay dead somewhere in the ruins, only to see one last tag left in the patterns of destruction – a final taunt daring Vi to catch her. No trace of the blue-haired hellion could be found, and to add insult to injury, not a single coin had been taken from the vaults. Jinx remains at large to this day, and is a constant thorn in Piltover’s side. Her actions have inspired copycats among the chem-punk gangs of Zaun as well as numerous satirical plays, sayings and the like throughout both cities. Her ultimate end-game (or why she is seemingly obsessed with Vi) remains a mystery, but one thing is certain; her crimes are continuing and growing in sheer audacity.<br><br>When "The TITAN Project" revealed itself, she was ecstatic over the idea of joining with a large, destructive force. It was fun while it lasted, until they attempted to force her into an official military conscription where she would have to follow regulations and rules. After refusal, she was imprisoned and an indeterminate amount of time passed before she was liberated by a raiding party at her prison. To show her gratitude, she 'joined the good guys' and made a vow to fight against the TITAN Project, because "big-dick stuffy shirts" needed to be taught a lesson she's yet to really reveal to her newfound allies.<br><br><strong>Current Situation:</strong><br>Jinx is.... tolerating.... her current situation, loosely following what she currently calls "guidelines" that allow her to not face prison time again and stick it to the TITAN Project. As part of her "parole", she is currently a alternative model that is mainly featured in Suicide Girls photography.<br><br><strong>Weapons:</strong><br><ul class="bbc_list"><li><strong>Primary Weapon Pow-Pow &amp; Fishbones:</strong> Jinx has created a firearm that is capable of switching between two ammunition types. The first mode she calls Pow-Pow is a mini-gun with three revolving barrels. The second mode she calls Fishbones is a rocket launcher. When Fishbones is deployed, the head of the launcher resembles a shark's mouth, hence the name.</li><li><strong>Second Weapon, Zapper:</strong> Kept at her side at almost all times is her hex-tech pistol which fires off electrical currents that temporarily stuns or debilitates its victim's neural system.</li><li><strong>Tertiary Weapon, Flame Chompers:</strong> Designed as part-bear trap and part-grenade, Jinx deploys these to ensnare enemies as they chase after her or run away. They clamp down on the target's leg and explode five seconds-later.</li><li><strong>Super Weapon, Super-Mega-Death-Rocket!:</strong> A specialized designed rocket she shoots out of Fishbones that can travel in a straight line until it hits something.... or someone.</li></ul><br><strong>Abilities:</strong><br><ul class="bbc_list"><li><strong>GET EXCITED!</strong>: For reasons unknown, Jinx has the strange ability to increase her speed dictated by how excited she is. Tests have been inconclusive, but the theory states her adrenaline levels release a mutated chemical that enable her normal running speed to be amplified.</li><li><strong>Hammerspace Access:</strong> To fuel her never-ending supply of ammunition, rockets, and snare-grenades, Jinx was forced to steal a device that accesses a pseudo-realm of infinite space. Who knows what else she has up in that thing.... speaking of, where does she keep <em>it!?</em><br></li></ul><strong>Strengths:</strong><br><ul class="bbc_list"><li><strong>Excitable.</strong> Jinx is almost always the life of a party - or the destruction of one, depending on whose side of the fence you are one. She is a woman that loves to cause mayhem in almost all forms, and generally ignores social protocols. This means she is willing to do almost anything (except something boring...).</li><li><strong>Marksmanship &amp; Demolition Expert.</strong> Jinx is an expert marksman and demolitionist. The experience she has with ranged weaponry and explosives is rarely matched, because most that make a living out of it don't last very long or are kept on short leashes. Wait....</li><li><strong>Uncanny Construction Knowledge.</strong> With how many buildings, foundations, bridges, cars, and other structure she has destroyed, it is no wonder that Jinx possesses some impressive knowledge about how best to destroy (and by proxy, create) something.<br></li></ul><strong>Weaknesses:</strong><br><ul class="bbc_list"><li><strong>Glass Cannon.</strong> When it comes to a lack of defense, Jinx proves that she is not a woman that can survive a lot of damage wearing a chainmail bikini. Her pale skin and lack of defensive gear make her easy to bruise.</li><li><strong>Abhors Rules.</strong> If she can bypass, ignore, defy, or outright mock anything she deems as something that inhibits her freedom, she will. Boredom and sticking to any type of plan are two sure-fire ways to make her do something else.</li></ul><br><strong>Additional Information:</strong>
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				Title: <strong>Re: War of Infinite Worlds Character Thread</strong><br>
				Post by: <strong>Jovialtraveler</strong> on <strong>27-08-2018, 21:08:21</strong>
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				<div align="center"><span style="font-size: 18pt;" class="bbc_size"><strong>Harold, Hero of Brightwall</strong></span></div><div class="floatright"> (https://www.gamewallpapers.com/img_script/mobile_dir2/img.php?src=wallpaper_fable_3_01_ipad.jpg&amp;height=755&amp;width=850&amp;crop-to-fit) </div><br><strong>Home World Info (where are they from?):</strong> Fable Series (Fable III)<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"> Geography Of Albion</div><div class="spoiler_body"> <br>Albion is a very green land, bounded by rich seas to the west and south. In the north, Albion extends to the Ironwash River, beyond which lie the Edgelands. The extent of Albion to the east is not clear. The country lies directly north of Aurora (an overseas territory of Albion which may be fully integrated) and indirectly north of the South Islands, and is assumed to be east of the Cities of the West, west of Samarkand, and south of the Edgelands. On the opposite side of the unnamed world from Albion is the Eastern Kingdom. Ruins of the Old Kingdom dot the landscape, but most are little piles of rubble these days, being overgrown by vegetation and supplanted by modern towns. The most-intact ruins today lie underground, such as the Howling Halls. The darkest of all these ruins is Shadelight.<br>The northern lands of Albion are extremely fertile and well-suited to farming, demonstrated in areas like Oakfield and the Shalefields. The Whitespire Mountains and Echo Hills separate this region from the more-prosperous southern areas. Towards the southern part of Albion are several forests, including Greatwood, Silverpines, Brightwood, and Deepwood. Even further south of those lie the vast swamps and marshland of Darkwood and Wraithmarsh, where dangerous creatures such as hollow men and balverines prowl. To the east lie the mountains of Albion, including the expansive Mistpeak Mountains, which contain the Dweller Camp. Mount Ruon, the tallest peak in Albion, has not been placed within a known mountain range, and its exact location is unknown.<br>Large caves stretch underground, many being Old Kingdom ruins, others being natural, and some having combinations of both, such as The Hole, through which the Mistpeak Monorail line was built. A vast network of Catacombs lie beneath Bowerstone, evidenced by Fairfax Tombs, Lady Grey's Tomb, and the Gargoyle Trove in Fable II as well as Cesspools in Fable III, in addition to the extensive sewer system, the Hideout, and the town of Understone built around the time of Fable II. There are also several small caves and mines in the surrounding Millfields area.<br>Several islands surround Albion. There are a few large islands, such as Witchwood and Hook Coast, but most are small and uninhabited such as Lion's Head Isle, with Knothole Island being a notable exception. Clockwork Island, the Godwin Estate, and Ravenscar Keep have also been settled, though the former two have been abandoned.<br>In the far north across the Grey Sea lies the Northern Wastes, a sparsely-populated, sub-polar tundra consisting of the village of Snowspire and the abandoned settlement now known as the Necropolis. The most northern point of the Northern Wastes is the Archon's Folly.<br>Once Aurora becomes a part of Albion under the Hero of Brightwall, Albion's borders encompass more arid terrain. Its southern border is marked by a great door in a closed valley, one of many Auroran ruins from ages past. </div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"> Aurora</div><div class="spoiler_body"> <br>Aurora is an overseas territory of Albion which becomes part of the Kingdom under the Hero of Brightwall. It serves as a geographically-important port for Albion. Aurora is culturally diverse in comparison to the rest of Albion; most Aurorans live a primitive lifestyle and reside in clay houses, which is unique compared to mainland Albion. Albion is far more technologically advanced in comparison to Aurora and more populous due to the fact that most of Aurora is uninhabited as it contains vast deserts. </div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"> History</div><div class="spoiler_body"><br><span class="bbc_u"><strong>The Court</strong></span><br><strong>Reign of The Court</strong><br>The history of Albion is one that is constantly reforged in revolution and blood. The earliest accounts of Albion are purely legend, stating that it was a place of beauty and tranquility. Then three came from The Void: the Knight, the Jack, and the Queen of Blades. They became known as "The Court" and demanded that all men bow down before them. When the people of Albion refused, the Court burned Albion until the earth was black and the air was choked with smoke.<br>The Court demanded obedience a second time, only to be refused again; as their next punishment, they raised the ocean into the sky and flooded the land. They again demanded that men worship them, promising to usher in an age of peace and end misery, but the few remaining people stood strong against the Court and refused a third time, so the Court twisted their minds until brother slew brother, parents abandoned children, and friend killed friend. Finally, the people of Albion bowed to the court. Thus the Reign of The Court began, where the few survivors (and their descendants) toiled for many years, erecting structures and monuments to glorify the Court.<br><br><strong>Birth of William Black</strong><br>In the days of the Court's cruel reign, a humble blacksmith and his wife had a boy, William, who would become the key to Albion's salvation. Little is known about William's childhood, but as a grown man, he amazed many with his powers of mind, by which he was able to protect his village and perform feats that a dozen other men could not equal. These acts came to be celebrated as The Powers of Will.<br><br>William eventually grew obsessed with overthrowing the Court and ending their tyrannical rule. One night, when he was consulting an old and mysterious tome, he was suddenly transported into the Void. Here, he met Jack, who was sat on a throne surrounded by ghastly figures. Jack attempted to enslave William with the powers of an ornate sword, but William fought back, stealing the sword and escaping safely out of the netherworld. The sword spoke to William, calling itself the Sword of Aeons, and promised to help him defeat the Court, but only if he were to offer up his soul in bondage. With the Sword of Aeons, William set off to find the Court. It is said William found the Court after a year of searching, but no one knows if he was the one who destroyed them.<br><br><strong>Fall of The Court</strong><br>William scaled the peak of Ruon (Albion's highest mountain) and challenged the Court to combat. The Knight of Blades was the first to appear, and with the Sword of Aeons, William destroyed him completely. Jack was the next to appear. They fiercely struck at each other until William broke Jack's body. Jack escaped into the Void to fight another day. The Queen was the last to appear. For weeks, their battle raged across Albion. Mountains were raised and valleys were formed by their mighty blows. Finally, William slew the Queen, freeing the people of Albion from the Court's yoke. They acclaimed William, who took the title of Archon, as their king.<br><br><span class="bbc_u"><strong>The Kingdom</strong></span><br><br><strong>Rise of The Kingdom</strong><br><br>With the Court vanquished, the Archon set his mind to unifying Albion into a great kingdom. By this time, his powers of Will were so great that the world seemed to re-shape itself in accordance with his wishes. Cities were built in mere weeks and marvelous machines were constructed that ran on Will alone. Through a thousand years of peace, Albion reigned as the greatest centre of commerce and philosophy that the world had ever known. This was their golden age where the territory of the kingdom extended an unknown distance north into the Edgelands, and its economy traded with at least Samarkand and the Cities of the West.<br><br><strong>Exodus of the Archon</strong><br><br>Without any enemy to vanquish, the Archon's children, who called themselves "Heroes", grew petty and cruel. They used their powers of Will, inherited from their father, to terrorize the people of Albion. A younger Archon might have stopped them, but his time in the Void and his battle with the Queen had infected his body and mind with a wasting illness. Faced with this decay, the Archon traveled back to the Void and purged most of the disease from his body, desperate to ensure that it would not take over his mind and body. This disease formed into the Darkness and The Corruption, the antagonistic forces lead by The Corruptor that would continue to attack Albion for centuries. The rest of the disease continued to take its toll on the Archon, however, and he subsequently wrapped his body in gold mail and a royal blue cloak before seemingly vanishing from the land. Thus, the corruption of the Kingdom began.<br><br><strong>Corruption</strong><br><br>With the Archon gone, Albion descended into chaos. Three out of every four people were slain in the wars or died from disease and/or starvation. Meanwhile, the Archon's many descendants vied for power and the kingship. These new rulers were not as kind as the first. Each passing Archon, fearful of coup, brought fresh tyranny to Albion. A giant wall was constructed around the city to keep citizens in and undesirables out.<br><br>The Archon's personal guard, who were encased in armour from birth, enforced their harsh, paranoia-driven decrees: No citizens allowed out after nightfall, every citizen must appear when an alarm bell is sounded, and any who opposed the Archon's rule were killed along with their families. The people witnessed these cruelties from behind masks that signaled their status while concealing their fear.<br><br><strong>Fall of The Kingdom</strong><br><br>At the pinnacle of the Kingdom, where it had grown to its greatest extent, the latest Archon demanded the construction of The Spire, a giant tower used to focus all the Will power in the world to grant the user a single wish. Following The Spire's completion, a rift opened between the Void and Albion that the Corruptor used to send his most powerful lieutenant, The Crawler, into the world. The Old Kingdom's greatest Three Heroes -- Blaze, Stone, and Sol -- faced the creature in battle, combining their powers to close the rift. The trio succeeded in closing the rift, but they only managed to imprison the Crawler, and their power proved to be too much for The Spire. The next morning, the tower was gone and the Old Kingdom lay in ruins, all its inhabitants gone, except those who lived beyond the walls.<br><br><strong><span class="bbc_u">Darkest Times</span></strong><br><br><strong>Isolation</strong><br><br>After the fall of the Old Kingdom, the few villages that survived fell into isolation and Albion was plunged into a state of anarchy. Without a central government, the settlements drifted apart and became self-sufficient communities ruled by a local chieftain or duke. <br><br>Trade with nations beyond the borders became little more than a distant memory. The regions in between the city-states, including those which would become the Edgelands, Greatwood, and Witchwood, contained numerous Old Kingdom structures and ruins, where scavengers found and traded ancient objects as mere trinkets. In time, the forests grew over the ruins, and it was as if the rich heritage of Old Albion had never existed.<br><br><strong>Bloodshed</strong><br><br>The population dwindled, and those who survived would wake each day to a darker world. Distance bred suspicion which grew into bloodshed. Villagers fought for food, land, livestock, and fresh water. Soon, they were even fighting over women of child-bearing age. Mercenaries sold their sword to the highest bidder and fought in a series of petty squabbles. If they did not like the price being offered, they extracted payment by threatening villagers. The Fallow Wars had begun, an age of darkness and blood which would bring Albion very close to extinction.<br><br><strong><span class="bbc_u">Avo and Skorm</span></strong><br><br><strong>Creation of the Churches</strong><br><br>Four centuries prior to the events of Fable, a trader uncovered two sites where Will energy was exceptionally strong. One site seemed to heal people who visited it; the other, however, inflicted pain and gave thoughts of blood-lust. The trader decided that he would create two opposing temples and collect tithes that people came to donate. <br><br>Eventually, people actually came to believe in Avo and Skorm as real deities. In The Lost Chapters, the Oracle of Snowspire reveals that Avo and Skorm are "nothing but false idols". Despite the Oracle's statement, however, a disembodied voice can be heard scolding the player if they kill the acolytes of Avo and Skorm in their temples.<br><br>Then out of the east, hope arrived in the most unexpected of forms: A bandit and mercenary by the name of Nostro. He pledged to bring peace and prosperity to Albion, once more.<br><br><strong><span class="bbc_u">The Guild</span></strong><br><br><strong>Rise of Nostro</strong><br><br>In his youth, Nostro was a bandit and mercenary driven by an ambition to leave his mark on the world. He was, however, not without a sense of decency. He did not reach his full potential until he met a wise old man by the name of Scythe. Scythe was a wraith of a man, wizened and stern. He carried an ornate sword and shrouded himself in the now-tattered royal blue cloak and tarnished gold armour worn by the first Archon. He seemed to appear out of nowhere and took a profound interest in Nostro.<br><br>Scythe saw in Nostro something more than a mere bandit and sensed that Nostro unknowingly possessed the power that all the first Archon's descendants shared. He hatched a plan: If he could properly guide Nostro, this bandit could achieve great things. He might even once again unite Albion and undo the damage done by William Black's children. And so Scythe began to tutor Nostro in how to be a leader of men.<br><br><strong>Establishment of The Guild</strong><br><br>Following Scythe's counsel, Nostro set about returning security and prosperity to Albion. First, he gathered men and women throughout Albion and founded the Heroes' Guild, where they could train to become real Heroes. Meanwhile, Scythe tutored Nostro in the ways of Will. Using his newfound power, along with Scythe's sage counsel, Nostro forced peace on the warring people of Albion. However, any hopes of restoring Albion to its former greatness were in vain.<br>While the Guild was still taking shape, Nostro commissioned a number of other great creations. One of which was the Witchwood Arena, intended to be a venue for which anyone could settle disputes in public. At the same time, Nostro's blacksmiths forged a sword known as the Tears of Avo, patterned on reports of the Sword of Aeons, which had been lost with the Archon's disappearance.<br><br><strong>Fall of Nostro</strong><br><br>However, Nostro fell increasingly under the sway of a power-hungry courtesan named Magdalena. Eventually, Magdalena corrupted Nostro to the point where the Arena was debased into a source of popular entertainment and the Guild became nothing more than a house of mercenaries driven by a lust for profit and fame. These developments disgusted Scythe, who could only watch as Nostro and the Guild fell into disrepute. Finally, he vanished, leaving Nostro to his fate.<br><br><strong>Death of Nostro</strong><br><br>Near the end of his life, Nostro finally saw how power had corrupted him and how far short he had fallen from his youthful ideals. By then, his followers and even his wife had long since abandoned him. Isolated, he was easy prey for an assassin who slipped poison into his food. Nostro knew that he was dying, so called on Scythe to sit vigil with him in his final hours. He died, in peace with himself, with dawn's first light, and was then buried in Lychfield Graveyard. However, Nostro's spirit, discontent with the un-heroic nature of his death, continued to haunt the world, longing for a death that would fit his image.<br>After Nostro's death, Albion continued to grow and thrive, as did the Guild. The Guild came to be led by a succession of Will users, who individually varied from well-meaning to cruel in their intentions. The Guild itself adopted a simple code: Complete the quest to the letter, ask for payment upfront, and obey the local law enforcement unless a Hero is on a quest.<br><br><strong>War of the Churches</strong><br><br>As revealed by the description of the Holy Warrior Helm and Daemon Warrior Helm (found in the Northern Wastes), 200 years prior to the events of Fable, around when Nostro lived, a holy war erupted between the church of Avo and the church of Skorm. The outcome of the war is unknown, but it should be noted that both churches are present in Fable.<br><br><strong>The Hero of Oakvale</strong><br><br>Many years after the founding of the Heroes' Guild, a famous heroine known as Scarlet Robe, who was said to have a connection to the bloodline of the Archons, got married to Brom, gave birth to a daughter, Theresa, and then a son, who would later become known as the Hero of Oakvale. When the Hero was a child, his home village of Oakvale was raided and destroyed by bandits on his sister's birthday; it seemed that the Hero's entire family had perished. An old Hero, Maze, rescued the boy and convinced him to join the Guild to be trained to become a Hero. The Hero then embarked on a journey to uncover the reason behind his village's destruction, discover his destiny, and learn the true fate of his family.<br><br><strong>The Fall of the Guild</strong><br><br>After the Hero of Oakvale had defeated Jack of Blades (for a second time as a dragon), the Heroes of the Guild became lazy and self-important. The common man was placed second to a Hero and, because the Heroes were so strong and powerful, there seemed to be no way of stopping their selfish ways. This changed when someone discovered the flintlock mechanism. Using powder of weaponry from Samarkand, the flintlock mechanism was invented and the firearm was born. In the age of the firearm, the Oakvale Anti-Hero Committee was established and eventually a revolt was made and the Heroes' Guild was burned down. While this is viewed as a positive event overall, it created a great amount of turmoil for any decent Hero. The Arena, where Heroes once fought for the people's entertainment, was used for execution. The Heroes were allowed to fight for their freedom, but were killed regardless. The Heroes attempted to fight back, which resulted in a battle within Bowerstone, but ultimately they failed.<br><br>Regardless, this ushered in a brief Age of Enlightenment, where knowledge and philosophy were encouraged and many advances were made. A few Heroes managed to survive the revolt, among them the Hero of Southcliff, a direct descendant of the Hero of Oakvale who overthrew the dictator of Southcliff.<br><br><strong>The Decade of Enlightenment</strong><br><br>After the Heroes' Guild was burned, there occurred a ten-year period during which logic, philosophy, and engineering were encouraged. Around the same time as the destruction of the Guild, the Churches of Avo and Skorm dissolved, and people began to try to understand the world. Navigators invented the sextant and began to accurately map the world. There are clues, however, that they had already discovered that the world was round because, in the Guild in Fable, there are globes, or star maps. Albion was also remapped more accurately, thus creating discrepancies between the maps of Fable and Fable II. At the end of the decade, the Witchwood Arena was decommissioned and the Westcliff Crucible was constructed as a replacement.<br><br><strong>Light and Shadow</strong><br><br>Not long after the dissolution of the Chapel of Skorm, the Temple of Shadows was formed within a dark Old Kingdom cathedral. The original cult was a powerful and feared entity, but was disbanded after the loss of most of its members in a demon-summoning gone wrong. The new Temple of Shadows was recently established by Cornelius Grim, but never reached the infamy of its predecessor. The group was mostly formed from rich folk who saw evil as nothing more than a hobby, but the forces they worshipped were more real than Skorm. The sacrifices they made ranged from demented, to reversing someone's sex, to turning them into chickens, to pure evil (such as turning someone into a living Shadow), to simply killing someone on the spot. The group worked on a weekly schedule, with events such as Torture Tuesday and Poker Night Friday.<br><br>On the other side of the spectrum, however, was the Temple of Light. A lone missionary went on a desperate pilgrimage and decided to wander into to a dark cave, expecting to find nothing. However, the man found the Wellspring of Light and a golden acorn. Using the pure waters from the cave, the man planted the golden acorn, from which came the Golden Oak, a tree that made all the surrounding lands fertile for a few decades before producing another acorn and dying. The man, now known as Albert the Luminous, founded the Temple of Light and from the Golden Oak, the small farming community of Oakfield was born.<br><br><strong>The Tattered Spire</strong><br><br>Many years later, the fate of Albion would once again come to rest in the hands of an unlikely Hero from the ancient bloodline, whose path to greatness began on the heels of tragedy.<br><br><strong>The Industrial Revolution</strong> <br><br>Following the events of Fable II, the Hero of Bowerstone, inspired by a vision from Theresa, was able to unite Albion under his/her rule, with Bowerstone as the nation's capital. Thus, Albion was united as a monarchy for the first time since the collapse of the Old Kingdom, with a descendant of William Black and the Archons of old on the throne. This period saw a great rise in technology and industry that extended into the northern Edgelands. Fifty years after the events of Fable II, the Hero of Bowerstone has since passed away. In the Hero's place, Albion is ruled by his/her son, a tyrannical king whose ruthless will has accelerated the Industrial Revolution at the cost of human dignity. Great machines brought wealth to the rich. However, they also brought gigantic slums, in which people are put to work in the factories. People are discontent and revolution is in the air. </div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"> Harold’s Story</div><div class="spoiler_body"><br><strong>Beginnings</strong><br><br>The Hero and their dog are roused from bed in the castle by the butler, Jasper, and are told to meet their childhood friend, Elise/Elliot. Elise/Elliot tells them that Logan seems more tired and cruel these days, and tells him/her that - supposedly - a factory worker was executed for speaking out. Elise/Elliot also asks the Prince/Princess to speak to the castle staff and Logan. After the speech, the Prince/Princess trains with Walter Beck and breaks his sword with a flourish; as Walter is about to say something important, Elise/Elliot bursts in to tell them of a riot taking place outside the castle. Walter goes to speak to Logan, and Elise/Elliot insists that they go talk to Logan as well. Logan, feeling betrayed by his sibling, forces the Hero to choose between the life of Elise/Elliot or the lives of the leaders of the riot. Whatever choice is made, the Prince/Princess swears to Logan that they will never forgive him for doing this.<br><br><strong>Revolution</strong><br><br>Later that night, Walter and Jasper take the Prince/Princess - along with the Dog - out of the castle through the tomb of his/her parent, the Hero of Bowerstone. There, they are given the Guild Seal and meets Theresa in the Road to Rule, who confirms the Prince/Princess is indeed a Hero. She also mentions that she guided their parent to power 50 years ago. She encourages the Hero to gather allies to claim the throne of Albion and to improve their skills. Going through the caverns underneath the tomb, the group finds a Cullis Gate, which takes them to the Sanctuary of the Hero's parent, and serves as their base for the Hero's journey.<br><br>The Hero and Walter travel to the Dweller Camp of Mistpeak Valley via another Cullis Gate and meet the Dwellers and their leader, Sabine. Sabine requires proof of the Hero in order to trust him/her. First, the Hero travels to Brightwall and locates an item belonging to his/her parent which is said to be in an underground cavern beneath the academy there. The Hero does so, fighting off hordes of Hollow Men, and finds the item: the music box his/her parent used to defeat Lucien Fairfax. Back at the Road to Rule, Theresa shows the Hero a vision of how far Logan had fallen, and it convinces the Hero even more to stop Logan once and for all. Next, the Hero is tasked to stop the mercenaries hassling the Dwellers. Disguising as a member of the gang, the Hero sneaks into their camp, but is quickly discovered at the camp's third checkpoint. Fighting through the camp, the Hero is challenged by the mercenary leader, Saker. The Hero defeats Saker, and is given the choice to spare him and gain him as an ally, or to kill him; either way they would leave the Dwellers alone. Finally, the Hero is tasked to bring food to the starving Dwellers; the Hero does this by doing quests for the villagers of Brightwall. Afterwards, Samuel, the librarian of the the Academy, dubs the Hero as "The Hero of Brightwall", and asks for a promise to reopen the Academy. Samuel then sends deliverers to give food to the Dwellers in Dweller Camp for the Hero. With the music box, security, and food given to Sabine and his people, the Dweller leader also makes the Hero promise to give back the mountains to the Dwellers if they follow him/her into battle.<br><br>The Hero meets Walter at the Monorail Station, but the monorail is attacked by Hobbes, and the two warriors fight their way through to Mourningwood, where an old fort is run by two of Walter's friends, Major Swift and Ben Finn. After helping them defeat a legion of Hollow Men, Swift, Finn, and the soldiers agree to follow the Hero, as long as they promise the guards to be able to, "protect Albion's people, instead of oppressing them".<br><br>Leaving the fort, Walter and the Hero travel back home to Bowerstone. Arriving in Bowerstone Industrial, they go through the sewers and meet Page, the leader of the Bowerstone Resistance. She also requires proof of the Hero's capabilities, so the Hero once again goes out and does quests to gain favour with the people of Bowerstone. If the Hero chose to spare Elise/Elliot in the beginning of the game, the Hero would reunite with them. Soon, the people of Bowerstone begin to trust in the Hero, and Page has the Hero join her in a rescue mission in Reaver's mansion in Millfields. Disguising themselves, the Hero and Page enter the party, but are soon forced to battle against the monsters inside via Reaver's Wheel of Misfortune. Afterwards, when Page tells Reaver who the Hero is, Reaver allows them to leave with Kidd, the only survivor. Page pledges herself to the Hero's cause, but only if they promise to take care of the poverty and oppression in Bowerstone Industrial.<br><br>A herald then announces that Logan has an address to deliver. The Hero and Ben Finn fearfully go to the front steps of the castle, where they witness Logan order one of his solders to execute Major Swift for treason. Luckily, Swift passed a message on that allies could be found in the desert city of Aurora. The Hero, Walter, Finn, and Page make their way to the docks to secure a ship; Page remains behind while the other three make their getaway. However, on their way, one of Logan's ships attacks them and all of them are shipwrecked on Aurora. Ben is missing, so the Hero and Walter go looking for him along the Unknown Shore. Travelling through many dark caverns, Walter and the Hero are taunted by the Crawler, who eventually kidnaps Walter and begins to corrupt him. The Hero manages to save Walter and they both make it outside. Forced to leave Walter behind due to his weakness from being possessed, the Hero goes looking for help as they cross the desert, while the Crawler taunts them with visions of Walter along the way. The Hero eventually passes out, but is found by Ben and Kalin, leader of the Aurorans, and brought to the temple in their city for aide, along with Walter. After recovering, the Hero and Ben learn from Kalin that the Crawler and its army came to Aurora five years previously, based themselves in Shadelight and had been a menace to the city since. She also tells how Logan came a year later and witnessed the death of his allies to the Crawler and promised to make Aurora an equal part of Albion and give the land protection, a promise he never upheld. The Hero makes the same promise and so the Aurorans join their cause. The Hero visits Theresa once again, and she says that the Hero has the army ready to take the throne from Logan. With all their allies and a recovered Walter gathered, the Hero decides now is the time to attack Albion.<br><br>With the help of his/her generals and their soldiers, the Hero attacks from Albion through the Bowerstone Old Quarter and defeats Logan's Elite Soldiers and, along with Walter, make it to the castle. They bust down the door of the war room, where Logan immediately surrenders and offers to tell the truth of why he became a tyrant, but Walter says it would wait until Logan's trial. The Hero is finally crowned the new King/Queen of Albion.<br><br><strong>Monarchy</strong><br><br>Now the ruler of Albion, in the day following the coronation, the Hero has Logan stand trial for all his terrible deeds as king. Although many of the people call for his death, Logan says that he made his decisions because he had been visited by Theresa, who had warned him that the Crawler was slowly making its way to consume Albion in darkness and would subsequently consume the rest of the unnamed world as well. Afterwards, the Hero can either spare him for this and gain him as an ally, or execute him with a firing squad in the castle front yard. The Hero confronts Theresa, yet again in the Road to Rule, who tells them it was true: in exactly one year, the Crawler would attack Albion, and the Hero needs to raise 6,500,000 gold coins for the Kingdom Treasury to pay the army that would defeat the monster's minions.<br><br>Plenty of adventures lay ahead for the Hero as they try to raise the money for Albion's future, including either keeping or breaking the promises made during their travels. Each event is explained by the Hero's new adviser, Hobson. Two of these quests may include direct income to the Treasury, one involving collecting a Diamond in the Sandfall Palace and the other involving collecting a Balverine Statue in Silverpines.<br><br>364 days after being informed of the attack, the Hero and Hobson convene in the treasury again. Hobson says "happy anniversary" to the Hero and begins reading off the various trivial tasks on the day's agenda. Suddenly, Hobson is interrupted as a portal appears. The Hero enters the portal, travels to the Road to Rule and is greeted by Theresa, who proceeds to reflect and comment on the Hero's decisions as ruler over the past year before sending the Hero out to face the Crawler in what she calls the Hero's "true form", the ultimate manifestation of their morality. After leaving the Road to Rule, the Hero is warped one day into the future in the war room, alongside all his/her allies, where Walter mentions the results of the army's defence and says it is time for the group to attack.<br><br>The Hero, Walter and Ben Finn leave the castle and go to the Market, where they confirm that the Crawler is indeed attacking Albion. The Hero and the others fight several of the monster's minions, as they make their way through the market, until they begin to confront the Crawler itself. The Crawler then makes a desperate move: it assumes control of Walter's body and attacks the Hero with it. With little choice, the Hero finally slays the evil creature, but also Walter as well. Walter says the Hero made him proud, and dies in the arms of his student. The Hero erects a statue commemorating Walter in the courtyard of the castle. At Walter's funeral, all the allies to whom the Hero kept promises to will thank them and say their farewells, while those to whom the Hero broke promises will be absent. Theresa then teleports herself from the Spire and onto the courtyard in order to congratulate the Hero on behalf of their actions and says "perhaps we shall meet again someday". The Hero responds by asking Theresa "aren't you going to tell me my future?" Theresa refuses to tell and says, "The future will reveal itself when it is ready to do so," and disappears back to the Spire.<br><br><strong>Traitor’s Keep</strong><br><br>After the funeral ends, the Hero returns to the treasury with Hobson, who says "it feels like an eternity" since they last spoke, and says they should move to the throne room as soon as the decorators have finished to further the future of Albion. An unknown amount of time passes as Hobson addresses minor decisions for improving Albion, and the Hero begins to fall asleep from boredom. However, their boredom is quickly put to rest when an unexpected assassin attacks the Hero. After a long duel, the unnamed assassin is slain, and Commander Milton, warden of the Ravenscar Keep prison, arrives in Bowerstone Old Quarter and requests that the King/Queen, along with Hobson, accompany him to the prison in order track down the three criminals responsible. First Professor Ernest Faraday is captured on Clockwork Island, then 'Witchcraft' Mary Godwin is found at the Godwin Estate. It is then revealed that the third criminal, General Solomon Turner, has been dead for six months. Milton is revealed to be the real culprit behind the assassination attempt, and he captures Hobson and the Hero and manages to use one of Mary Godwin's machines to copy the Hero's appearance, voice, clothing, weapons and abilities. He plans to kill the Hero and assume their place on the throne, but only so he can sabotage the Hero's rule and, in his mind, free Albion. However, the Hero manages to break free due to Milton threatening to kill their dog, and after a long duel the Hero manages to defeat him. With his last breath, Milton says the people of Albion will rise against the monarchy and decide for themselves how they should be governed and then he dies. Following Milton's death, the freed Hobson makes a commentary of the events and suggests that the Hero should decide the future of the prison with Lieutenant Hadley; either free the former Anti-Logan rebels, maintain the status quo, or subjugate their own citizens. Whichever decision the Hero makes, Hadley becomes Ravenscar's new warden.<br><br>After the opposition of the three isles is vanquished, the Hero begins their reign over the peaceful times that were to follow for Albion.<br><br><strong>Fable: Edge of the World</strong><br><br>Seven years after the defeat of the Crawler, the Hero of Brightwall has led Albion into an era of unprecedented peace and prosperity. On the eve of his wedding to his new bride, Laylah, the King is interrupted by Sabine, who informs him of a Samarkandian refugee named Shan that he and the Dwellers rescued. Before passing out, Shan gives grim tidings to the Hero King, revealing that the Darkness returned in Samarkand with the aid of Samarkand's new dictator, the Empress.<br><br>Resolving to defeat the Darkness once and for all, the Hero King forms an expedition of the Albion Royal Army, taking Ben Finn, Kalin, and Shan along with him across the seas into the exotic desert lands. Ambushed by a fleet of vessels crewed by Hollow Men, the fleet is forced to divert from the Samarkandian port of Fairwinds and makes a hard landing. Forced to leave behind much of the heavy artillery, the army marches through the desert, with the Hero King saving his soldiers from an encounter with the seductive Sirens of Sky Blue Lake.<br><br>Eventually rejoining the Great Trade Road proper, the army rests and resupplies in the oasis town of Sweetwater Trees. The next night, the Hero of Brightwall is warned by a villager named Shalia that the villagers, under pressure from the local Sand Fury tribes, intend to kill him and the rest of the Royal Army. Armed with this knowledge, the Hero successfully defends his army from the villagers' treachery before leaving the town. They are forced to change course, however, when they discover that Sand Furies have blocked the way through the Great Trade Road. Instead of facing them, the Hero King decides to march around them by diverting through the ruins of Asur-keh-la, a buried Samarkandian city crawling with Hollow Men. Leading the charge, the Hero of Brightwall urges his army to fight through the undead hordes and to keep marching on while he uses his Will power to destroy the underground ruin, with reburies the Hollow Men armies. He subsequently rejoins the army and continues the campaign.<br><br>In desperate need for fresh water rations, the army marches to the Cave of a Thousand Guardians, only to find that the Darkness has already spread its presence there. Rallying his forces, the Hero of Brightwall leads the charge against the Darkness, purifying the area of its taint. Subsequently, he is allowed to call upon the cave's guardian spirit in the form of a Dragon named Percival, who offers to take the Hero to meet Garth. Flying ahead of the army to the monastery, the Hero of Brightwall is further taught by Garth to become a true master of Will.<br><br>Formulating a plan with his father's old friend, the Hero of Brightwall resolves to sneak into the capital city of Zahadar with a unit of Garth's warrior monks to capture the Empress while Garth leads the Albion Royal Army in a frontal assault. Unfortunately, while the group successfully infiltrate the palace and find the Empress in the Garden of Pleasures, the Samarkandian ruler uses her beauty to distract the group long enough to incapacitate them. She follows this move by releasing the Darkness on the battlefield, which infects the river and engulfs the army on the verge of victory. This results in the retreat of the army and the death of Shan. However, while the Empress tries to use these setbacks and her beauty to break the will of the Hero, he proves immune to her psychological attack and is instead locked up in the palace dungeon while his friends resolve to regroup and launch another rescue attempt.<br><br>After his capture, Theresa appears to him in a vision and reassures him that, even though he has been taken out of the picture, the Darkness can still be defeated. After his vision of Theresa ends, the Hero realizes that the Empress was fatally mistaken: There were still Heroes in Albion.<br><br>As he lays down in a prison cell, he hears that damned voice that started him down the path telling him that his work on Albion was done, but that there were other worlds in need of heroes. When he wakes up, he’s under a cardboard box in New York. <br><br></div></div><br><strong>Appearance (Anything the pics don't cover):</strong> <br>He’s got a surprising amount of scars under his clothes, but most of them aren’t too bad, usually the thin, white, faded kind. He does have a nasty burn scar on the back of his left shoulder, a real beaut, about twice the size of his fist.<br><br>He is physically fit from constant fighting, and tall. He does not often shave, but cleans up nicely enough. His hands are only lightly calloused, due in part to constantly wearing gloves, and the impressive rate at which heroes heal.<br><br><strong>Personality:</strong><br><br>He’s.... kind of a dick. Willing to die, repeatedly, to protect people, true but... he isn’t nice about it. Most that know him, or at least study his mannerisms and actions, likely realize that he’s keeping everyone at arm’s length because he’s lost a lot of people. Harold suffers from a mild case of megalomania, evidenced by the fact he said, quoting/paraphrasing a meme “Avo gave me depression because if he hadn’t I would have kicked his arse with one hand behind my back, barehanded, while he had a bloody gun otherwise.” Slight, only because he might actually be able to do it, but he would probably have to use both hands. <br><br>His years without Walter, and his grief, has left him perhaps a bit more callous than before, but deep down, beneath to cynicism and scowls, is a man who wants to help people, even if they spit on his grave someday because of how he chose to do it.<br><br>Now, he does his best to soldier on, and to keep being a Hero, sacrificing for the greater good... it wears at him, the people he’s lost, the choices he had to make, the promises he broke. Half the time, he can’t fall asleep without a warm body next to him, and the other half, not even then. <br><br>Harold, for all the rough edges and snark, does truly care about people. He just sees them as selfish, greedy, and petty, as a whole. Worth saving, in the hope, and he’d say “and what a faint hope it is,” that they will get better. Some of what he’s seen has improved his opinion, some has made it worse. It’s not going to stop him from putting himself in the line of Fire, if only because “you die. So do I, but it doesn’t stick.” Of course, he’s also done things for others just to spite someone else. <br><br>To put his view of humanity, and humanoids in general, in simpler terms; he cares for them, but for the most part, thinks that, as a species, they’re largely helpless against threats like say “The Crawler”, or even run of the mill bandits and monsters. He regards them almost like a flock of sheep, with a few exceptions. This makes him seem like a pretentious, self-righteous, overbearing prick. He is, he never denies that. But to that, he would ask “am I incorrect?” When he asks that, he WANTS to be proven wrong <br><br>His dog is worth more to him than mountains of gold, or even oceans of the stuff. His dog is family, damnit, and he would sooner die than let anything or anyone hurt his dog. It’s one of the few times Harold is actually nice, somehow making time to play with the mutt, and occasionally calling the dog his family. It sort of is, since most people he knows are either dead of old age, disease, or brave, heroic deaths in the line of duty. <br><br>He’s very passionate, at least, about what he truly believes in, which often bites him in the ass when he makes the “right” choice instead of the “correct” choice, choosing emotion over rational thought. some might even call him “volatile”.<br><br><strong>History (At least a couple paragraphs about what they've been up to since the 'end' of their game):</strong><br><br>Shortly after realizing he wasn’t in Albion any more, nor any distant land he’d heard of, Harold found himself adrift. The world seemed to have no need for heroes, and if fact, he was laughed at if he ever claimed to be one. Soon, he found himself in a homeless shelter, dressed in threadbare, but modern, clothes, and managed to get a job some few weeks later as a security guard, the closest equivalent to his old work as he could find. <br><br>He found himself shocked and intrigued by these new “semi-automatic” and “full-auto” weapons, marveling at the rate of fire and ease of loading. And the “taser” seemed nearly as bizarre to him as magic would seem to anyone else. But he adapted, somewhat. Jasper was a great help in his adjustment, as the man seemed to intuitively, or at the very least, capably, grasp how to research things in this modern age. <br><br><strong>Current Situation (Most of us are somewhere in New York on our modern Earth, what is your dude up to?):</strong><br><br>Working as a nighttime security guard at the Staten Island museum, at least until the call to arms, and to adventure, and to something.... heroic was sounded. <br><br><strong>Weapons (either special or generic, but what does he usually use?):</strong><br><br>He prefers to use a pistol in one hand, a sword in the other, and his gauntlets.<br><br>The gauntlets he possesses are for the following spells; Fireball, Lightning, Ice Storm, Vortex, Blades, and Force. He can wear any two at a time, and possesses the ability to mix spells that way. It’s possibly for anyone with magical talent, or at the very least, enough magical energy, to use the gauntlets as well.<br><br><strong>Abilities (What do they do, how do they avoid or get through conflict? This is where stuff like magic, being really good with a sword, and stuff like that goes):</strong><br><br>Superhuman Strength: capable of exerting enough force to kill someone using his bare fists through a top of the line helmet, he is capable of lifting “swords” that better resemble “giant slabs of metal shaped like a butter knife”. Harold calls such weapons “impractical” and “too damn big for most places.”<br><br>Superhuman Coordination: he has repeatedly demonstrated very fine motor control, including but not limited to firing a ball shot through someone’s eye, (somehow) reliably hitting a target at fifty meters with a smoothbore musket, and at twenty yards with a smoothbore pistol, and snapping someone’s neck as they attempted to flip over him. This may be supernatural in nature, or simply an extraordinary inborn trait.<br><br>Mastery of Will: will, magic, whatever one wishes to call it. While he lacks the variety of spells a true wizard has, and requires a conduit to push his power through, his reserves are vast. He usually channels spells through specialized gauntlets, and has a fondness for a fireball laced with voltaic energy. <br><br>Superhuman Durability: He can be shot, stabbed, caught in an explosion, mauled by wolves, or electrocuted, and keep walking. This ability is supernatural, and seems to be circumvented by any sufficiently dramatic delivery, such as being suddenly struck from behind (after, mind you, having survived being struck with hammers the size of anvils repeatedly and only bruising) with a wooden plank by an ally that betrayed him, which knocked him out.<br><br><strong>Strengths (Good things!):</strong><br><br>Always Bounces Back: Harold has shown to be remarkably resilient, due in part to surviving so much, and in part due to his heroic lineage. He almost always manages to keep going, or, failing that, get going again rather quickly. <br><br>Decent Field Leader: Harold displays that one trait that matters most in a field commander, such as a platoon leader; Decisiveness. He also has, if not an abundance, an average amount of the second most important quality; intelligence.&nbsp; He is able to hold a unit together, provided whatever he’s fighting doesn’t kill them all before they blink.<br><br>“Scruffy Mutt”: or “Mutt” for short. His dog displays extraordinary intelligence, tenacity, loyalty, and resilience for its breed, and its possible he is sharing a bit of his power with Mutt without realizing. <br><br><strong>Weaknesses (Bad things I can exploit :D):</strong><br><br>Deeply Traumatized: His dog is like a therapy dog for someone suffering PTSD. Without it, it’s very likely (in part because he pushes others away) that he’d break down completely. As it is, he can, as he puts it “March on, swing a sword, and aim a gun. The important things.” <br><br>The Dog: One of the easiest ways to get to him is his dog. If given the choice between one stranger, or even lover, or his dog, he’d choose the dog, every time. If made to choose between a small group and a dog, he would reluctantly save the group because “can’t argue with numbers.”<br><br>Fear of the Dark: after losing his best friend, and father figure, to it, or something closely related to it, darkness leaves him shaken, jittery. He can handle it most times, as long as he has a weapon. If not, he may not be able to force himself to go farther than a few steps into it, and if trapped in it, will likely put all his powers and resources into escaping it. <br><br>Recurring Nightmares and Guilt: Often, Harold will wake up in a cold sweat, shivering, eyes wide, hands shaking as he remembers killing Walter. It’s never gotten easier, and that moment, that <em>horrid</em> moment, is burned into his memory. <br><br>A Sheltered Noble: He never quite learned how to be a normal person, even in his own time. Oh sure, he worked jobs, or played the lute for change, but he never truly had a dedicated job beyond “real estate”, if owning half the damn houses, privately, in his own bloody country counts as real estate. As such, holding a job, among other things, is difficult for him.<br><br>Industrial Age Born: The only technology, beyond that used for battle (and even then, only directly, such as guns, tasers, armor, and the like) he’s grown up with is that from the age of steam, and coal. It’s quite a large leap, going from a primitive steamboat to a horseless carriage (car), or even operating a computer. This often leaves him feeling..... old. Obsolete. Decrepit.<br><br>Horrid Self-Confidence: Somewhere just after “protect the dog” and “don’t let innocents die” is “be liked/respected”. He craves attention, and not even in an adoring way similar to how celebrities are treated, but just in the validating, “you do a good job, and are still needed” way. Going from a place where near everyone respects, fears, or adores you, to being a nobody with nothing and no one will do that to a person. Without this, he will often grow sullen, moody, and while he’ll still do his job, the snark gets worse, and it’s cry for attention. Unusual for someone his age, until one recalls his previous, lost status.
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				Title: <strong>Re: War of Infinite Worlds Character Thread</strong><br>
				Post by: <strong>Idej</strong> on <strong>05-09-2018, 07:45:26</strong>
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				<div align="center"><span style="font-size: 12pt;" class="bbc_size"><strong>Samus Aran<strong></strong></strong></span></div><br><div class="floatright">(https://i.imgur.com/saS8c4H.png)</div><br><strong>Current Occupation:</strong> Freelance Private Cop<br><br><strong>Home World Information:</strong> The galaxy in Metroid is filled with a vast amount of unknown exploration, and with that unknown terrors.&nbsp; The major galactic power is the Space Federation who may or may not have good intentions depending on who you ask.&nbsp; There are other powers throughout the galaxy such as the Space Pirates who so far have been the biggest threat to the Federation.&nbsp; There appears to be a relative amount of peace in many parts of the galaxy so it isn't a war torn landscape.&nbsp; Those areas that are thrown into the chaos however, are rife with so many different types of dangers that it is a wonder anyone can survive there.<br><br><strong>Appearance/Style Description:</strong>&nbsp; Samus in her Power Suit is recorded to be 6'3" so it is assumed that outside of her suit that outside of the suit she is more than likely 5'10" or 5'11".&nbsp; She has long blond hair, which usually is tied into a ponytail (keeps it out of her way and all). She is very fit, muscular. Her whole life she has been training for combat, and she trains intensely on a regular basis. <br>While not ‘on the clock’ she will wear ‘normal’ garb. Dresses, jeans, whatever she fancies at that particular moment. But she does generally tend to gravitate towards more form fitting outfits, since that is mostly what she was provided growing up.&nbsp; There are many cases she wears very little in amount of clothing based upon what she is shown to wear in different public installations.<br><br><strong>Sexuality</strong>: Pansexual (Samus has learned not to judge others based upon their appearance but upon their actions.&nbsp; Due to her unique upbringing it can be assumed that she does not have much in regards to sexual preferences, but it is mere assumption and not entirely sure OOC)<br>&nbsp; &nbsp; &nbsp;<br><strong>Personality:</strong> Typically, Samus is depicted as a melancholic, heroic loner of few words. Despite her great achievements, she remains lonely and brooding, and seeks revenge against the Space Pirate - especially Ridley, who was personally responsible for the death of her mother. Despite her tragic origins, Samus has been shown to have unparalleled willpower and resourcefulness, succeeding where thousands failed and stopping at nothing to save the galaxy from any threat that may arise. Such is Samus' determination that she was even willing to sacrifice herself to prevent the spread of the body-snatching X Parasites.<br><br>Despite her reputation for destroying even the deadliest of foes, Samus is also known for her compassion, and has consistently stood up to protect the helpless and downtrodden. Two notable instances of this were when she volunteered to single-handedly save the Luminoth race from the brink of extinction, and when she helped innocent Etecoons and a Dachora escape a self-destructing Zebes. In Metroid II, Samus also bonded with a Metroid who was born in front of her eyes, and decided to spare it, possibly recalling her three-year-old self during the attack on K-2L. It later sacrificed itself at the end of Super Metroid to save Samus, leaving her heartbroken and emotionally scarred for some time, as shown in Metroid: Other M.<br><br>Witnessing her mother's death at Ridley's hands left Samus with posttraumatic stress disorder, which manifested as a severe panic attack upon her first encounter with Ridley in adolescence. She appears to have since learned to cope with this trauma, as she has rarely hesitated to do battle with her hated nemesis since then: Upon learning that he had survived their first battle on Zebes, Samus expressed only anger and wasted no time rushing to her Gunship and chasing Ridley all the way down to the planet Tallon IV. Samus' PTSD resurfaced a second time when she encountered a cloned Ridley on the BOTTLE SHIP during the events of Metroid: Other M - a period of time in which Samus was already emotionally vulnerable following the death of the Metroid hatchling and the destruction of her childhood home of Zebes.<br><br>During the events of Metroid: Other M, Samus was depicted as going through a period of severe self-doubt after the destruction of her childhood home and the death of the Metroid hatchling. During this time, her behavior was more passive, less self-reliant, being uncharacteristically dependent on Adam Malkovich when she joined him and his platoon in investigating the Bottle Ship, despite later stating that she dislikes the very idea of taking orders from a commanding officer. Her PTSD regarding Ridley also resurfaced during this mission, to the point that she could barely communicate when attacked by his clone, and could not regain her composure until Anthony Higgs was apparently killed trying to defend her. Other M's depiction of Samus has garnered significant criticism for being perceived as inconsistent with her depictions in all other games, as well as the questionable implications of her submissive behavior and interactions with Adam during the game's events. However, Other M is the only time these traits have been observed, and by the time of the events of Metroid Fusion, which takes place after Other M, Samus is once again portrayed as self-reliant and strong-willed, if somewhat more introspective.<br><br><strong>History:</strong> Samus has a long history but to sum it up, was born on the Colony K-2L with her mother and father, Virginia and Rodney Aran.&nbsp; Her family was murdered by the Space Pirate Leader, Ridley and she was the only survivor of the massacre that happened on her home.&nbsp; Samus was found by the Chozo and were taken to their home of Zebes where she was infused with their DNA in order to live in the world that was not meant for a normal human.&nbsp; Being raised to be the Hope of the Chozo, Samus was taught various things during her time with the Chozo in order to be the one to be entrusted with protecting their legacy and maintaining peace.&nbsp; Believing that joining the Federation Forces to be the right cause, Samus devoted herself fully to being the best she could be in the Federation, performing many daring and risky missions and accomplishing them well.&nbsp; Eventually, her adoptive family was taken away from her as well when the Chozo A.I. Mother Brain rebelled against the ones that created her.&nbsp; She served in the Federation for a little while longer until eventually another loss pushed her to leave.&nbsp; Becoming a Bounty Hunter, Samus took on many contracts for the Federation.&nbsp; This included retaking Zebes from Mother Brain and destroying her Metroid army, resolving the Phazon Crisis, completely annihilating the Metroid species on SR388, returning the Zebes to defeat Mother Brain once more, the Bottle Ship Incident, and her mission on the BSL Station orbitting SR388.<br><br>It is unknown what her standing is within the Federation due to what could be amounted to as hostile actions against the Federation, potential treason, or other various crimes due to the destruction of the BSL Station that was Federation property.&nbsp; It would more than likely be assumed that she has a bounty on her head and to be taken alive for questioning.<br><br><strong>Current Situation:</strong>&nbsp; Samus Aran has been missing for most of the conflict.&nbsp; It is unknown what has happened to her during her disappearance but it has been linked to being held captive by the enemy.&nbsp; She was able to escape, but with most of her equipment gone, she is in quite a vulnerable state.<br><br><strong>Weapon:</strong> Samus currently only has her Emergency Pistol which only fires stun shots and has an energy whip/grappling beam function on it, and a pair of boot extensions that serve as a Hi-Jump Boots and other means of attack<br><br><strong>Abilities:</strong><br><em>Chozo-Infused Genetics</em>:&nbsp; Samus Aran has been infused with Chozo Genetics.&nbsp; This has altered her physiological state dramatically.&nbsp; She is essentially a super athlete.&nbsp; Her body is faster, stronger, and more flexible than any human could theoretically do.<br><br><em>More to be added as story progresses</em><br><br><strong>Strengths:</strong> <br><br><em>Skilled Marksman</em>:&nbsp; Nearly everything that is tied around the offensive capabilities of herself is tied around ranged combat.&nbsp; That said, it requires a skilled shot to do what she is capable of and in the short amount of time that is needed for it.<br><br><em>Super Athlete</em>:&nbsp; Samus' body is enhanced to super-human levels.&nbsp; Being above the levels of Olympic Gymnists, Samus has amazing speed, agility, and grace both inside and outside of her suit.<br><br><em>Hyper Competent</em>:&nbsp; In spite of many times losing her various abilities in each game, Samus is shown to be quite capable of doing so many tasks and completing a wide array of missions completely and solely on her own.&nbsp; This shows that she is resourceful, cunning, and more than capable to do so much on her own.<br><br><strong>Weaknesses:</strong> <br><br><em>PTSD</em>:&nbsp; Samus suffers heavy PTSD from the traumatic encounters she has had in her life.&nbsp; When she suffers an episode she loses control and focus of who she is and will be unable to stay in control, thus allowing her Power Suit to fail due to it requiring a clear and focused mind to wear it.<br><br><em>Power Suit Reliance</em>:&nbsp; While shown to be capable of holding her own outside of her Power Suit, it still strips away many of her defenses when it is unavailable.&nbsp; Samus outside of the suit is more vulnerable to attacks and lacks many efficient ways to take down an enemy.&nbsp; Her suit is also tied to her mental state.&nbsp; If she is not focused and clear of distractful thoughts, she can lose control of her suit.<br><br><em>Loner</em>:&nbsp; Samus prefers to operate alone in many instances, and this is tied to her life experiences.&nbsp; While capable of working in a team, it is of her preference to do things alone.&nbsp; This means her coordination with others is sometimes not the best due to this.
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