The Gang of Five
The forum will have some maintenance done in the next couple of months. We have also made a decision concerning AI art in the art section.


Please see this post for more details.

Serris's Character Profiles

Serris · 1 · 1598

Serris

  • General of the Great Valley
  • Member+
  • The Gang of Five
  • *
    • Posts: 11354
  • The cyberpunk Deinonychus
    • View Profile
Since I am avid RP'er there will be a lot of profiles.

Without further ado here they are.

______________________________________________________________________

Free Form Fantasy (GM: Noname)

Name: Torvin Alacainth

Species: anthropomorphic Clydesdale

Gender: Male

Occupation: Blacksmith. Sometimes goes treasure hunting.

Weapons: Usually none but he used his metalworking tools to as weapons when threatened.

Abilities: Talented blacksmith. Has limited ability to use fire magic (uses it for metalworking purposes only as he doesn't have the control to use it for combat)

Description: Very tall (roughly 7 feet tall) and muscular. His coat is a somewhat of a tan color and he has a white blaze running down the front of his muzzle. He is usually wearing a heavy and beat up canvas apron as well as a canvas pants and shirt.

Personality: Somewhat quiet but friendly once you get to know him.

______________________________________________________________________

Twilight Valley (GM: Serris)

Name: Deimos
Species: Utahraptor
Alignment: GV
Personality: Fun-loving and easy going. He can be rude at times. He will do anything for victory.
Appearence: Solid brown scales. Small facial scar on right side.
Fighting Style: Krav Maga

______________________________________________________________________

Smash Brothers: Collision (GM: Explorer)

Tom Nook

Attack: 3/5
Weight: 2/5
Reach:1/5
Gravity:1/5
Speed:3/5
Jump:4/5
Traction: 1/5

Costumes:
Nook's Cranny Uniform (Normal) (blue team)
Nookington's Uniform
Nook'n Go <convenience store> Uniform with red stripes <red team>
Nookway Uniform (Green apron) <Green team>

Victory Poses:

1.) He holds the Golden Axe in the air and a flash of light reflects off of the axe.

2.) He leans on a “Closed” sign and gives a thumbs-up gesture.

3.) He does 2 slashes with the Golden Axe and then he leans on the axe handle

4.) He tosses a bell bag into the air and catches it, then poses.

5.) He casts the fishing rod at the camera and reels it back.

Taunt: He pulls a bag of money out and shakes it

Alt Taunt #1: Leans on the axe handle and looks bored.

Alt Taunt #2: He waters the ground and flowers pop up.

Dash: He runs like any human character

Final Smash: (Nettle Freeze) He pulls out a stopwatch and activates it after about a ? second delay. When he does all movement on the arena is frozen. He then follows up by throwing 4 bags of seeds into the air, when the seeds rain down, ALL platforms are transformed into thorny thickets. Opponents in the air are not damaged but will remain frozen for 3 seconds after the attack finishes (they can be damaged but will not move from attacks nor can they be KO’d). .Opponents on the ground will be unfrozen as soon as the attack ends. The final hit from the vines will send opponents about as far as a sweet-spotted lightning kick. The vines do 5% damage for 10 seconds.

Shield: Standard sphere shield (Does that “brace for impact stance” that Ness does)

Ready Stance: Holds the axe in front of himself and sways slightly

Ground Attacks:

A: Axe chop (5%) He does a diagonal chop in front of himself with the axe.

A,A: Chop, Chop (5%,4%) He does a diagonal chop with then a horizontal chop in the opposite direction.

A,A,A: Chop, Chop, backhand (5%,4%, 3%): He does a diagonal chop then a horizontal chop in the opposite direction and finishes with a horizontal backhand with the blunt side of the axe going in the same direction as the second chop

Side A: Shovel lance (5%-11%) He does a fast jab at the opponent with the shovel

Up A: Uppercut (3%-7%) He does a simple uppercut.

Dash A: Shovel spear (5%-9%) He pulls out shovel and skewers the opponent (like Ganondorf's dash A with any bludgeoning item)

Down A: Shovel jab (3%-7%) He jabs at the opponent’s feet with the shovel.

Air Attacks:

A: Axe spin (5%-10%) He pulls out an axe and spins 360 degrees with it.

Forward A: Overhand axe chop (meteor smash) (12%-17%) He pulls out an axe and does a 2-handed axe chop

Back A: Reverse elbow bash (3%-9%) He jams his elbow backwards.

Up A: Sky cutter (7%-11%) He pulls out his axe and slashes above him with it.

Down A: Shovel plant (14%-20%) He pulls out a shovel, stands on it and rides it down, until it hits the ground. He must then pause to pull the shovel out of the ground.

Smash Attacks:

Side: 2-handed axe chop (10%-26%) He pulls out an axe places both hands on it and delivers a hard 2-handed overhand chop (Like Zelda's side smash with a bludgening item)

Up: Crouching Shovel Jab (9%-15%) He pulls out a shovel, crouches down and jumps up, at the same time ramming the shovel forcefully skyward.

Down: Axe sweep (7%-18%) He pulls out an axe and does low 360 degree sweep around himself.

Special Attacks:

B: Axe throw, Like Link's arrows, longer button is held longer projectile travels and the more damage it does. (3%-23%) Can be held (Nook will have a golden aura around him when it is held.)

Side B: Slingshot, fires a rock, tapping it will fire a rock that can ricochet off of objects and fighters, smashing it will fire a MUCH faster rock that can pass through fighters. (5%-13%, slow rock; 1%-8%, fast "railgun rock")

Up B: Furniture drop, He throws down a leaf which turns into a trampoline almost instantly and he shoots up in a direction which is determined by which direction you hold  the control stick in. The trampoline then falls down. It's a meteor smash if you nail someone with the trampoline. It doesn't cause damage if you use it on the ground, although you will still end up in the air. (7%-13%, hit by trampoline; 1%-7%, hit by flying Nook)

Down B: Net, He swings the net around and he can catch any projectile (even thrown items) and when he catches it, pressing it again will cause him to throw a beehive at the target.
(damage of item if it were to hit Nook X1.5 <rounded up>)

Grabs:

He reels them in with a fishing rod. (can be used to grab ledges)

Attack: Fishing Rod Pound, He beats them with the end of the fishing rod. (1%-3%)

Forward: Snap Cast, He throws them like he's casting a lure. (5%-10%)

Backward: Spin Cast, He turns around then "casts" the victim. (6%-12%)

Up: Starslash. He throws them up then slashes them with the axe. (4%-9%)

Down: Gravedigger, He slams them to the ground, then stabs them with the shovel (7%- 14%)

Ledge attacks

Under 100%: Vertical slash: He leaps up and does a vertical slash with the axe

Over 100%: Fishing pole jab: He climbs up and jabs the fishing pole in front of him.

On Ground Attack

Clear out slash: He gets up, slashes in front of himself and slashes behind himself with the axe.

Note: The tools he uses are the Golden Tools.

---------------------------------------------------------------------------------------------------

Ozzie

Attack: 3/5
Weight: 3/5
Reach: 1/5
Gravity: 2/5
Speed: 4/5
Jump: 4/5
Traction: 1/5

Game: Land Before Time

Symbol: Comet

Taunt 1: Glares at the camera

Taunt 2: Pulls out an egg and licks his lips

Taunt 3: Says “Yes!”

Victory Pose 1: He slashes twice then glares at the camera

Victory Pose 2: He takes a few swings with his tree branch and then he leans on it

Victory Pose 3: He throws a fragment of the Stone of Cold Fire at the ground and it cloaks him in a ring of blue flame.

Entrance: He rides in on his flyer and he jumps off. The flyer then flies off the stage.

Defeat Pose: He leans on the tree branch as though he is tired.

Item Swing (weak): he does quick horizontal swipe
Item Swing (medium): he does a thrust with the item
Item Swing (smash): he does a powerful baseball bat style swing
Item Swing (dash): he does a backhand swipe as he dashes
Item Swing (Homerun Bat): He leaps forward and swings the bat in a vertical chopping motion at the same time.

Shield: He crouches down in a defensive posture.

Dizzy: He holds his head and groans

Costumes

Standard: His coloration from the LBT movies except he will have a leaf pouch on his upper left arm. Four darts can be seen in the pouch.

Red team: He will have a red vine tied around his upper left arm and his skin will have a slight reddish tint. The leaf pouch on his upper left arm will be red. Four darts can be seen in the pouch.

Green team: He will have a green vine tied around his upper left arm and his skin will have a slight green tint. The leaf pouch on his upper left arm will be green. Four darts can be seen in the pouch.

Blue team: He will have a blue vine tied around his upper left arm and his skin will have a slight blue tint. The leaf pouch on his upper left arm will be blue. Four darts can be seen in the pouch.

Secret (“Combat outfit”): He will have a leaf pouch with some stone throwing knives on his upper right arm and there will be a stone knife strapped to his right leg.

Codec

Snake: What, the? Why is that dinosaur here?
Otacon: Careful Snake. That’s Ozzie, the Struthiomimus; he can run you down easy and rip you to pieces.
Snake: Hmm. I don’t see any teeth.
Otacon: He doesn’t need teeth, see those claws?
Snake:  Woah. Those are some nasty claws;I’ll keep that in mind. Uh, how intelligent is he?
Otacon: I’m no paleontologist but I don’t think he should be too hard to defeat. He doesn’t use weapons.
Snake: I’m not too sure.

Standard A attacks

A: Claw slash; he slashes with his left claw (3%)

A,A: Double claw slash; he slashes with his left claw then switches to his right claw (2%-4%)

Side A: Claw jab; he jabs his claw at his opponent (6%-11%)  

Down A: Tail sweep; he sweeps his tail directly in front of himself (4%-8%)

Up A: Claw uppercut; he uppercuts with a claw (7%-10%)

Dash A: Running claw slash; he does a slash while running (6%-8%)

Standard A air attacks:

A:  claw spin; he spins around with his claws extended (6%-9%)

Up A: claw swipe; he swipes above himself with a claw (6%-10%)

Down A: stomp; he simply stomps downward (9%-12%)

Forward A: stick swipe; he pulls out a stick and chops downward with it (11%-14%-meteor smash)

Back A: tail whip; he tail whips behind himself (5%-11%)

Smash Attacks:

Side: tree branch; he winds up and smashes the opponent with a large tree branch (10%-21%)
 
Up: cross slash; he crosses his arms over his head forming an “X” shape and he quickly snaps them to his side (12%-23%)

Down: twin tail whip; he swipes his tail behind him then spins around and swipes in front of him (9%-19%)

Throws

Grab: he grabs the enemy by the neck with two hands

Grab and attack: choke; he squeezes his enemy’s neck (1%-3%)

Up: claw swipe; he tosses the enemy up and as they fall, he slashes them with a claw (5%-9%)

Down: multi-slash; he tosses the enemy to the ground, places one foot on them and claws them repeatedly (8%-12%)

Back: back kick; he tosses the enemy behind him, turns around and kicks them away (4%-9%)

Forward: claw toss; he tosses the enemy in front of him and slashes them twice with his claws, the final slash sending his enemy flying (6%-10%)

Ledge attacks

Under 100%: twin claw swipe; he will leap up and do two fast claw swipes in succession. (4%-10%)

Over 100%:  kick, he will climb up and deliver a swift kick in front of him (5%-9%)

On Ground Attack

Claw cyclone; he gets up and twirls around with his claws extended (3%-5%)

Final Smash:

Flyer Air Raid: His flyer swoops in and Ozzie is seen talking to him. Then Ozzie climbs aboard his flyer and they fly off the top of the screen and a squadron of flyers will fly over the stage and bombard everyone present with large rocks. After the attack is done, the flyer will fly back onto the stage and Ozzie will leap off him. The flyer will then fly off. These rocks cannot be picked up and thrown and the flyers are totally immune to attacks.  (Lasts 13 seconds, 19% - hit by rock, 9% - hit by flyers)

“B” Attacks:

B: Blowgun; he takes out a hollow reed and shoots a projectile at his opponent. Can be charged to inflict more damage and go farther (cannot be stored).The projectile is random. 45% chance - sharp stick (7%-12%), 30% chance - rock (10%-16%), 12% chance - sleep dart (3%-9%, opponent immediately falls asleep), 13% chance - poison dart (7%-12%), opponent is poisoned <takes 1 damage per second for 10 seconds, causing flinching every time damage is taken from the poison>

Side B: Charge; he charges the opponent. If they are immediately in front of him he will grab them instead. If they are grabbed: press B to have him slash the opponent with his free hand, tilt the control stick forward to have him push the enemy forward, tilt the control stick backwards to have him trip, then stomp the enemy. (9%-13% for ram attack, 1%-2% per slash, 10%-15% for stomp, 5%-9% for push.)

Up B: Flyer, A flyer comes in and flies under Ozzie and lifts him into the air (mostly straight up, but can be somewhat controlled by the control stick). After the lift, the flyer flies off the top of the screen .The flyer can be attacked and after each attack Ozzie will fall off the flyer. It can be reused if Ozzie is knocked off the flyer. (2%-9%- hit by flyer)

Down B: Rock, he picks up a rock from the ground. It works like an item. It can be thrown or held. If it is thrown, the opponent can catch the rock and throw it back. Unless it is stated that the rock cannot be reused, the rock can be picked up and thrown again. Rock is random: 40% chance - regular rock (4%-9%), 30% chance - spike crystal (13%-15%), 15% chance - shining stone (13%-15% - electric attack, area of effect, cannot be reused) 10% chance - lava rock (16%-21% - fire attack, will cause damage to holder if held for greater than 3 seconds <1% per 1 second>) 5% chance – Stone of Cold Fire shard (20%-32% – fire attack, cannot be reused, 35% of being defective <has exact same stats as regular rock>, 15% chance of total failure <explode immediately upon holding, 13%, stun>)

---------------------------------------------------------------------------------------------------

Deimos

Attack: 4/5
Weight: 5/5
Reach: 1/5
Gravity: 5/5
Speed: 2/5
Jump: 4/5
Traction: 3/5
Height: He is about the same size as Bowser and as tall as Ganondorf.

Game: Land Before Time

Symbol: Comet

Taunt 1: Deimos says, “We can do this the hard way or the easy way.” (direct quote from Twilight Valley). At the same time he pulls out a stone knife and twirls it. Raptix then says, “Bring it on!”

Taunt 2: Deimos snaps his foot claws forward and brandishes his hand claws “These claws aren’t just decoration.” (direct quote from Twilight Valley). Raptix then brandishes twin stone knives.

Taunt 3: Raptix jumps off of Deimos’s back and Deimos pets him. (direct reference to Twilight Valley)

Victory Pose 1: Deimos looks at the camera and says “The Great Valley will never be defeated.” Raptix then says, “We are the unconquered.” They then pose (Raptix is standing on Deimos’s right hand).

Victory Pose 2: Deimos pulls out a stone throwing knife and flings it at the camera and poses. Raptix grins at the camera and wags his tail.

Victory Pose 3: Raptix and Deimos embrace in a tight hug and Deimos is petting Raptix.

Entrance: Deimos and Raptix rappel in from the top of the stage.

Defeat Pose: Deimos claps and Raptix is on the ground, crying.

Idle Pose: Deimos picks his teeth with a hand claw.

Shield: Deimos crouches down in a defensive position, bringing his arms to his face.

Dizzy: Deimos falls on one knee groaning.

Sleeping: Deimos lies on the ground, fully stretched out and sleeping.

Item Swing (weak): he does a slash with the item
Item Swing (medium): he does a stronger two handed side slash with the item
Item Swing (smash): he does a powerful two handed overhead chop with the item
Item Swing (dash): he holds does backhand swing as he dashes
Item Swing (Homerun Bat): He swings in a baseball style swing

Shooting: He brings it up to his eyes and shoots it.

Throwing: He throws the item like it was a baseball.

Assist Trophy carry: He holds with both hands.

Costumes:

Standard: Brown skin with 3 stone throwing knives in a pouch on his upper arm. Raptix has purple-blue feathers. A spear and a club (large rock tied onto tree branch with vines) are strapped across his back.

Red team: Red skin with 3 stone throwing knives in a pouch on his upper arm. Raptix has red feathers. A spear and a club (large rock tied onto tree branch with vines) are strapped across his back.

Green team: Green skin with 3 stone throwing knives in a pouch on his upper arm. Raptix has green feathers. A spear and a club (large rock tied onto tree branch with vines) are strapped across his back.

Blue team: Blue skin with 3 stone throwing knives in a pouch on his upper arm. Raptix has cobalt blue feathers. A spear and a club (large rock tied onto tree branch with vines) are strapped across his back.

Secret (“Combat outfit”): Same as standard, except there is also a stone knife strapped to his leg.

Codec

Snake: How unfair is this? I have to fight a carnivore.
Otacon: Yep. That’s Deimos, the Utahraptor. They weigh about 1,000 pounds.
Snake: He’s just an animal. Besides, I’ve taken on bigger things.
Otacon: Well, Deimos has the brains to match his brawn. And his CQC skills rival yours.
Snake: Wait, CQC skills?! So he capable of both eating me and using my own techniques against me?
Otacon: Yep. Oh, he fights extremely dirty. It’s part of his fighting philosophy.

Standard A attacks

A: slash; he slashes with his right hand. (3%)

A, A: slash, slash: he slashes with his right hand, then his left hand (3%, 2%)

A, A, A: slash, slash, kick; he slashes with his right hand, then his left hand, then kicks straight in front of himself. (3%, 3%, 7%)

Side A: axe handle strike; he clenches both his hands together does an overhead swing of both arms into his opponent. (8%-14%)

Down A: low bite; he bites at his opponent’s feet (5%-8%)

Up A: high slash; he slashes directly above him with his right hand (5%-8%)

Dash A: running slash; he slashes his enemy as he runs. (7%-12%)

Smash attacks

Side: club; he winds up and smashes the opponent with a tree branch that has a large rock tied onto its end. He swings the club in an overhand blow. (12%-29% - tip; 11%-19% - anywhere else). There is a small (15%) chance he will use a stone ax instead. The result is that the range is shortened quite a bit but the power, knockback and attack speed are somewhat higher. (14%-31% - tip; 11-19% - elsewhere)

Up: fast-biter leap; Raptix jumps up from Deimos’s back and slashes at the air twice. The final slash does the knockback. The distance Raptix leaps up is dependent on how long it is charged. If it is uncharged, Raptix will not leap at all. Fully charged, Raptix will leap to about 2x Deimos’s height. Raptix can still deal slight damage even if he is falling back to Deimos. Note that if used when next to an enemy, Raptix will not leap up but he will still do his twin slashes. (10%-18% - slashes; 3%-7% - Raptix falling)

Final Smash

Crystal Spire: he raises his right arm and 2 crystal spires shoot up from his feet. He then grabs a spire in each hand. It lasts for about 25 seconds.

His moveset changes slightly (all Spire attacks are electrically charged):

A: spire strike; He stabs in front of himself with the spire. Requires at least 1 spire. (7%)

A, A: dual spire strike; He stabs in front of himself with the spire then stabs with spire in his other hand. Requires 2 spires. (7%, 5%)

B: spire toss; he hurls the spire at his opponent. The spire flies in a straight trajectory. Can be charged to increase speed and damage (takes about 2 seconds for full charge and the charge cannot be stored). Can only be used twice (must use down B to reload). (12% <uncharged>, 22% <full charge>)

Down B: spire rise;  he slashes his arm upward and two more spires rise at his feet. (2% - slash, 5% - struck by rising spire)

Up B: spire meteor; he leaps up in the air and hangs there for about a second. He can he aimed in any direction except upwards. After the second has passed he will fly at whatever direction he is aimed at, taking the form of a blue-white energy dart. He will stop as soon as he hits a wall or the ground. He will pierce any enemies or breakable objects. Requires 2 spires. It is possible to self-destruct with this move. Both spires break if this move is used even if no enemies are struck. (23%)

Forward smash: spire charge; he will hold both spires in front of himself and charge forward in the form of a blue-white energy dart. He will pierce enemies but not breakable objects. He travels for about 2.5 character lengths before stopping if he doesn’t hit a wall. It is possible to self destruct with this move. Both spires break if this move is used even if no enemies or walls are struck.  (18%)

Throws

Grab: He grabs his opponent by the throat with one hand and picks them off the ground.

Grab attack: he digs his free hand into his opponent’s stomach/groin and pulls towards himself. Very slow but strong compared to other grab attacks. (3%) In case you were wondering, yes, he is gutting his opponent with his bare hands.

Forward throw: he punts his opponent. (5%-12%)

Back throw:

Up throw:

Down throw:
   
Special attacks

B:

Side B: dual claw slash; he leaps onto an enemy and crushes them. If he is about 1 character length from an enemy, he will instead leap onto the enemy and proceed to slash them twice with his claws. He will follow up the slashes with a bite, then kicks off his opponent. He can leap about 3 character lengths. All the knockback is the result of the kick off. (10%-17% - crush, 4%-7% - each slash, 9%-12% - bite, 1%-5% - kick off)

Up B:

Down B:

---------------------------------------------------------------------------------------------------

Hyp/Nod/Mutt

Each character can be KO’d. The player ALWAYS controls Hyp. A KO of Hyp is a loss of a life. Nod and Mutt can be switched out in battle. Nod and Mutt will become fatigued after they battle enough.

Attack: 2/5 (Hyp alone); 2.5/5 (Hyp and Mutt); 3.5/5 (Hyp and Nod)
Weight: 2/5 (Hyp/Mutt); 3.5/5 (Nod)
Reach: 1/5 (all)
Gravity: 2/5 (Hyp/Mutt); 3/5 (Nod)
Speed: 4/5 (Hyp alone); 3/5 (Hyp and Mutt); 2.5/5 (Hyp and Nod)
Jump: 4/5 (Hyp alone); 3/5 (Hyp and Mutt); 2.5/5 (Hyp and Nod)
Traction: 2/5 (all)

Game: Land Before Time

Symbol: Comet

Taunt 1: Nod/Mutt asks “Why do we fight?”; Hyp returns with a “Because we can!”

Taunt 2: Hyp throws a fast volley of jabs. Mutt/Nod both strike a fighting stance (Mutt takes a boxer’s stance and Nod crouches down and glares).

Taunt 3: Hyp throws a right hook and says, “How about a punch?” Mutt/Nod pound the ground with their tails in a threatening way.

Victory Pose 1: Mutt and Hyp high-five each other and Nod is standing there with an ecstatic grin on his face.

Victory Pose 2: Hyp glares at the camera and says, “See ya, hatchlings!” Mutt says, “Uh, yeah!” and Nod says, “What are you looking at?”

Victory Pose 3: Nod sticks his tongue out at the camera. Mutt takes a boxer’s stance and throws a few punches. Hyp says, “We fight because we can!”

Entrance: Hyp rides in on Nod and then dismounts. The partner who is not fighting walks into the background.

Defeat Pose: Hyp and Mutt clap, while Nod looks down at the ground.

Idle Pose: Hyp punches one of his hands into the other. Mutt scratches his head and Nod paws the ground.

Only Hyp can wield items.

Item Swing (weak): Hyp does quick horizontal swipe
Item Swing (medium): Hyp does a backhand swipe with the item
Item Swing (smash): Hyp does a powerful thrust into the enemy
Item Swing (dash): Hyp does a forehand swipe as he dashes
Item Swing (Homerun Bat): He swings it in a baseball bat style swing.

Shield: Hyp and Mutt bring their arms up in defensive postures. Nod crouches down.

Dizzy: Hyp and Mutt drop to the ground, kneeling. Nod falls to the ground, panting heavily.

Costumes

Standard: All are colored the same from the LBT movies. Nod has a stone tipped lance strapped to his side. The stone tip is black. Hyp has pouch of stone knives strapped to his side.

Red team: All will have a slight reddish tint (most obvious on Nod). Nod has a stone tipped lance strapped to his side. The stone tip is red. Hyp has pouch of stone knives strapped to his side.

Green team: All will have a slight greenish tint (most obvious on Nod). Nod has a stone tipped lance strapped to his side. The stone tip is green. Hyp has pouch of stone knives strapped to his side.

Blue team: All will have a slight bluish tint (most obvious on Nod). Nod has a stone tipped lance strapped to his side. The stone tip is blue. Hyp has pouch of stone knives strapped to his side.

Secret (“Combat outfit”): Both Hyp and Mutt will have stone knives strapped to their legs and have a vine tied to their arms. Nod has a stone tipped lance strapped to his side and a pouch containing several stone throwing knives. Hyp has pouch of stone knives strapped to his side.

Codec

Snake: What is this, a paleontology conference? What’s with all the dinosaurs?
Otacon: Nope, Hyp, Nod, Mutt are here to fight. It’s in their motto, “We fight because we can.”
Snake:  Hmm. Looks like I should be careful; these guys look like they’ll do anything to win. But that big one, he looks like an easy target.
Otacon: Nope. That’s Nod, the Nodosaurus, he’s got armor that would put you to shame.
Snake:  *groans*
Otacon: But look on the bright side, you got equipment.

Standard A attacks (Hyp/Mutt):

A: Hyp throws a right jab (2%)

A,A: Hyp throws a right jab, followed with a left hook (2%, 1%)

A,A,A: Hyp throws a right jab, followed with a left hook. Mutt then follows up with a straight punch (2%, 1%, 1%)

A,A,A,A: Hyp throws a right jab, followed with a left hook. Mutt then follows up with a straight punch. Hyp then finishes with a strong right hook (2%, 1%, 1%, 4%)

Side A: Mutt does a backhand swipe (2%-5%)

Side A, A: Mutt does a backhand swipe. Hyp follows up with a horizontal elbow bash. (2%-5%, 5%-8%)

Down A: Mutt does a tail sweep (3%-5%,)

Up A: Hyp does an uppercut (4%-6%)

Up A, A: Hyp does an uppercut. Mutt follows up with a short “bunny hop”, thrusting his fist into the air. (4%-6%, 4%-6%)

Down A, A: Mutt does a tail sweep in front of him. Hyp follows up with a tail sweep in front of himself. (2%-5%, 2%-5%)

Dash A: Mutt body slams his enemy (6%-9%)

Standard A attacks (Hyp/Nod):

A: Hyp throws a right jab (2%)

A,A: Hyp throws a right jab, followed with a left hook  (2%, 1%)

A,A,A: Hyp throws a right jab, followed with a left hook and then a right hook  (2%, 1%, 2%)

A,A,A,A: Hyp throws a right jab, followed with a left hook and then a right hook. Nod then finishes with a head butt. (2%, 1%, 1%, 5%)

Side A: Hyp does a horizontal elbow bash. (5%-8%)

Side A, A: Hyp does a horizontal elbow bash. Nod follows up with a tail whip. (5%-8%, 6%-11%)

Up A: Hyp does an uppercut (4%-6%)

Down A: Nod does a tail sweep (5%-7%)

Dash A: Nod runs his enemy over (7%-11%)

Standard A attacks (Hyp alone):

A: Hyp throws a right jab (2%)

A,A: Hyp throws a right jab, followed with a left hook (2%, 1%)

A,A,A: Hyp throws a right jab, followed with a left hook and then a straight right kick. (2%, 1%, 4%)

Side A: Hyp does a thrusting elbow bash. (6%-10%)

Up A: Hyp does an uppercut (4%-6%)

Down A: Hyp does a tail sweep. (5%-7%)

Dash A: Hyp shoulder rams his enemy (5%-7%)

Air attacks (Will remain the same regardless of who is on the field):

A: Hyp will spin around with stone knives held in his hands. (2%-11% - multiple hits)
 
Back A: Hyp will slam his elbow behind himself. (3%-9%)

Forward A: Hyp will slash in front of himself with a stone knife. (7%-11%)

Up A: Hyp will slash above himself with a stone knife. (5%-10%)

Down A: Hyp will slam both his feet downwards. (9%-13%)

Smash Attacks (Hyp/Mutt):

Side A: Mutt thrusts his elbow into the opponent. (5%-9%)

Side A,A: Mutt thrusts his elbow into the opponent. Hyp follows up with an overhead swing of both arms. (5%-9%, 11%-18%)

Up A: Mutt leaps up into the air. (4%-8%)

Up A, A: Mutt leaps up into the air. Hyp follows up with a strong uppercut. (4%-8%, 17%)

Down A: Hyp and Mutt simultaneously sweep in front and behind themselves with their tails. (9%-16%)

Smash Attacks (Hyp/Nod):

Side A: Hyp does horizontal thrusting elbow bash. (4%-8%)

Side A,A: Hyp does horizontal thrusting elbow bash. Nod follows up with a short lunging charge. (4%-8%, 12%-20%)

Up A: Hyp throws two strong uppercuts, one after the other. (9%-23%)

Down A: Hyp and Nod simultaneously sweep in front and behind themselves with their tails. (11%-19%)

Smash attacks (Hyp alone):

Side A: Hyp does a spinning tail whip. (10%-17%)

Up A: Hyp throws two strong uppercuts, one after the other. (9%-23%)

Down A: Hyp sweeps in front and behind himself with his tail. (9%-17%)

Throws (Hyp/Mutt):

Grab: Hyp lunges at the opponent and grabs them by the shoulders.

Grab and attack: Mutt punches the opponent. (1%)

Forward throw:  Hyp pushes the opponent away and Mutt shoulder slams them. (3%-7%)

Back Throw: Hyp pivots around and pushes the enemy away and Mutt pivots then shoulder slams them. (3%-7%)

Down Throw: Hyp trips the opponent and Mutt does an elbow drop on them. (6%-11%)

Up Throw: Hyp tosses his opponent into the air and Mutt hits them with his head as they fall. (4%-9%)

Throws (Hyp alone):

Grab: Hyp lunges at the opponent and grabs them by the shoulders.

Grab and attack: Hyp knees his opponent in the groin/lower stomach. (1%)

Forward throw:  Hyp pushes the opponent down and kicks them away. (2%-6%)

Back Throw: Hyp pivots around, pushes the opponent a short distance and then kicks them. (3%-7%)

Down Throw: Hyp forces his opponent on the ground, then slams his elbow down on their head. (5%-10%)

Up Throw: Hyp tosses his opponent into the air and uppercuts them as they fall. (3%-7%)

Throws (Hyp/Nod):

Grab: Hyp lunges at the opponent and grabs them by the shoulders.

Grab and attack: Nod slams his head into the opponent. (3%)

Forward throw: Hyp pushes the opponent away and Nod does short lunge at the opponent. (4%-11%)

Back Throw: Hyp pivots around and pushes the enemy away and Nod hits them with his tail. (5%-12%)

Down Throw: Hyp trips the opponent and Nod jumps on top of them. (6%-13%)

Up Throw: Hyp tosses his opponent into the air and uppercuts them as they fall. (3%-7%)

Ledge attacks:

Under 100% (Hyp/Mutt): Hyp will climb up over Mutt then do two short punches. Mutt will then leap up and kick in front of himself. (1%-5%)

Over 100% (Hyp/Mutt): Hyp will climb up over Mutt then do a single uppercut. Mutt will then climb up and do a short elbow thrust into the enemy. (1%-4%)

Under 100% (Hyp/Nod): Hyp will climb up over Nod then do two short punches. Nod will pull himself up into a head butting attack. (1%-6%)

Over 100% (Hyp/Nod): Hyp will climb up over Nod then do a single uppercut. Nod will then climb up and do a short head butt into the enemy. (1%-4%)

Under 100% (Hyp alone): Hyp will leap into the air and swing his legs and tail at the enemy as he lands (1%-4%)

Over 100% (Hyp alone): Hyp will pull himself up into an elbow bash. (2%-6%)

On Ground Attack:

(Hyp/Nod) Hyp will punch in front of himself while Nod does a short head butt facing away from Hyp. (2%-5%)

(Hyp/Mutt) Hyp will punch in front of himself while Mutt does a few punches facing away from Hyp (1%-4%)

(Hyp alone) Hyp throws a punch in front of himself, then he turns around and throws another punch behind himself. (1%-4%)

Final Smash:

Stone of Cold Fire (Nod/Mutt KO’d) – A blue meteorite lands on where Hyp is and lightly damages anyone touching him. The ally who was KO’d reappears next to Hyp (if both allies are KO’d both reappear next to Hyp and one of them walks into the background). Hyp then touches the meteorite and it explodes, causing moderate damage to anyone near him. He will then glow blue and all of his attacks will be electrically charged for a few moments and deal more damage. (5% - meteor, 13% - explosion, +9% to all attacks for 10 seconds, Hyp only)

Three Bullies (All alive) – Hyp, Nod and Mutt all target one enemy. Hyp starts off with an elbow bash (must connect to initiate attack). Nod then knocks the enemy down and pins them. Hyp and Mutt then proceed to stomp the enemy. Hyp finally finishes with a powerful kick to the face. (5% - elbow bash, 12% - knockdown/pin, 2% for 10 seconds – stomp, 12% - kick, total – 49%)

Special Attacks:

B: stone thrower; Hyp will pull a stone throwing knife out of a pouch and throw it forwards. It can be charged to increase the range and speed but not the damage. If Mutt is on the field, he will throw a spear in a high arcing path (can be charged to increase range and damage. The spear will break on impact with anything) If Nod is on the field, he will use his tail to swat a large number of small rocks in front of himself (can be charged to increase number of rocks). The tail swat itself deals damage. If Hyp is alone, he will throw 2 knives (can be charged to increase range and speed). (4%-8% - knife, 5%-11% - spear, 3%-18% - rock swarm, tail swat - 4%-14%). Only, Hyp and Mutt can use this attack in the air.

Side B (Nod): Charge; Hyp mounts Nod and grabs his spear. Nod then charges forward in a straight line, he will automatically stop near an edge but it is possible to slide off the edge. Pressing B will cause Hyp to throw his spear, and dismount Nod. Nod will continue charging a short distance after Hyp leaps off of him. (2%-7% - spear, 9%-12% - charge). This attack cannot be used in the air.

Side B (Mutt): Slam; Mutt charges his opponent and leaps on them, slamming them to the ground and pinning them. He will pin them for about 1 second (increases with damage). Press B to have Mutt perform an eye gouge on the enemy. Press forward to have Mutt kick the enemy forward. Press backward to have Mutt kick the enemy backward. If used in the air, Mutt will grab the enemy and slam them straight down. It is possible to self-destruct with this move. (1%-3% - eye gouge, 5%-9% - forward kick, 5%-9% - backward kick)

Side B (Hyp): dual knife smash; Hyp pulls out 2 stone knives and leaps forward, slamming the knives into his opponent. If he misses, he will stumble. It can be used in the air as a meteor smash. (13%-17%)

Up B: Flyer lift: A huge flyer grabs Mutt or Nod (with Hyp hanging off of them) and carries them upwards. Flight path is at a 45 degree angle upwards but can be angled to be steeper (no damage). If used when Hyp is alone, the flight path is near vertical but can be angled.

Down B: Switch out; swaps out the current partner for the other one.

______________________________________________________________________

Insane Cafe (GM: Nick22)

Name: Dr. Yuri Kerzach

Age: 34

Species: Anthropomorphic Cassowary

Personality: Fearless, though sometimes crude and acidic. Has a twisted sense of humor.

---------------------------------------------------------------------------------------------------

Name: James Zanasiu

Age: 25

Species: Human

Personality: James is a jovial and friendly man. He appears carefree and irreverent but he can turn serious when the situation demands. He works mainly in the biologic enhancement department but he has spent some time in the weapons department.

---------------------------------------------------------------------------------------------------

Name: Deimos

Species: Utahraptor

Age: Equivalent to an 22-23 year old human

Coloration: Solid brown skin with small facial scar on the right side of his face
Eyes: Amber

Personality: Deimos is an excitable and fun-loving Utahraptor. However, his foul mouth and sometimes rude behavior have gotten him into trouble (he swears the most out of any good character in Twilight Valley). He also has an affectionate side (particularly towards his friends). He likes to engage in friendly sparring with other dinosaurs.

---------------------------------------------------------------------------------------------------

Franz Grun:

Bio: The self described "hothead" and "joker" of the group. Although he is not truly speciest, he is sometimes insensitive to the feelings of others. This combined with his distinct sense of humor has gotten him into trouble with the other dancers, in particular Hans. He is from Salzburg.

Abilities: Much stronger than a Human (about 6x peak Human). Very acute eyesight and hearing. Very agile and flexible.

---------------------------------------------------------------------------------------------------

Werner Hachmann:

Bio: One of the newest members of the Dance School, he is also described as one of the most obnoxious. Of course this may have to do with the fact that his father and grandfather were both very famous dancers. He was born in Vienna and lived there for all of his life.

Abilities: Much stronger than a Human (about 6x peak Human). Very acute eyesight and hearing. Very agile and flexible.

---------------------------------------------------------------------------------------------------

Hans Neitmeyer

Bio: One of the oldest and most respected dancers at the Spanish Dance School, he rose from humble beginnings as a Bavarian farmer. He helped break down species and locational barriers for the Spanish Dance School as he was the first non Austrian accepted.

Abilities: Much stronger than a Human (about 6x peak Human). Very acute eyesight and hearing. Very agile and flexible.

---------------------------------------------------------------------------------------------------

Dirk Pitt

Background: A renowned adventurer and a marine engineer in the service of NUMA (National Underwater and Marine Agency), a government agency dedicated to oceanographic research. He has been instrumental in thwarting several plots that could have resulted in global domination or catastrophe.

Description: Tall, lean, rugged looking and with striking green eyes and dark hair.

---------------------------------------------------------------------------------------------------

Clive Cussler

Background: Founder of the real NUMA (this one is a non profit organization dedicated to finding shipwrecks). He is also a prolific novelist who created Dirk Pitt, Kurt Austin and several other characters in the adventure novel series: The NUMA Files and Dirk Pitt Adventures

Description: Tall with piercing blue eyes and white hair. Also has white beard.

---------------------------------------------------------------------------------------------------

I'll toss in ONE mage. She's my character from the 1999 fantasy RPG Darkstone.

Name: Setsuna

Gender: Female

Appearance: very, very pale skin (almost vampire like), black hair, amethyst eyes with vertical "cat's eyes" pupils. Wears a dark blue cape and a light blue tunic under it. She wears a metal helmet. She is armed with a bow and wears a rucksack on her back.


Spells/abilities known:

Offensive spells


Fear

Mana cost: high

Effect: Causes all enemies to run away from her. Magically shielded and mindless enemies (machines, some summoned creatures, etc) are unaffected. Enemies can fight their way past this spell and it wears off once they are roughly 100 or so meters away from her. This spell has a 360 degree area of attack but is non persistent. It affects at 10 meter radius.

Wall of Fire

Mana cost: Low

Effect: Places a wall of fire in front of her. The fire will not hurt her or her allies. It will not damage the surface it is placed on. The fire is magical and cannot be extinguished by normal means but it will burn out after 2 minutes. Fireproof objects or creatures are completely immune to the spell. Ordinary fireproof clothing provides protection from the heat and flames of the spell.

Stone

Mana Cost: high

Effect: Petrifies a target. She must be able to see the target in order to cast the spell but any allies in the line of fire are not affected. The petrification lasts only 5 seconds, after which, the target is completely unharmed. Magically shielded creatures and metal objects (including vehicles) cannot be petrified. The spell has a maximum range of 1.5 km.

Fireball

Mana cost: Low

Effect: Hurls a ball of fire at the target. This is a line of sight spell. This spell does not home in on enemies and it can be dodged. Though allies are not affected by the fireball or the "comets" produced by the detonation, it will detonate if it strikes an ally. The fireball cannot ignite fireproof creatures, however, the explosion may injure them.  Fireproof clothing will prevent ignition (by the fireball or the "comets") but will not protect against the explosion.  Against armored vehicles, the fireball will do little more than scorch paint and score armor plating. However, the fireball can ignite flammable objects. In addition, the fireball's explosion upon impact will spew smaller "comets" that will ignite nearby flammable objects.  The fireball has a range of roughly 700 meters. It is blocked by any obstruction.

Storm

Mana cost: Medium

Effect: Pushes all objects away from her. Affects a 5 meter radius around her. Will not affect allies. She can only push objects that weigh up to 500 pounds. Anything heavier is unaffected.

Forgetfulness

Mana cost: High

Effect: Causes target to drop what they are doing and stand there thinking. She must be able to see the target to cast the spell but allies in the line of sight are unaffected. The spell lasts for 10 seconds.

Spark

Mana cost: Low

Effect: Surrounds her with a sphere of electricity temporarily then sends a stream of lightning towards the target. This spell is not a homing spell and can be dodged. This is a line of sight spell and allies, though not harmed by it, will block the spell. The sphere of electricity can electrocute nearby opponents but it lasts only 1 second. The spell will cause interference with nearby electrical devices. This spell cannot not harm lightning shielded enemies, vehicles or buildings. It is blocked by any obstruction. The lightning stream has a range of 300 meters.

Magic bomb

Mana cost: Medium

Effect: Places an explosive sphere of magic on the targeted area. She does not need to see the area to place the sphere and she can place multiple spheres. However, the spheres do emit light. The sphere will detonate if an enemy approaches it or 10 seconds have passed. If cast right on an enemy, it will immediately detonate. Magically shielded enemies are immune to the damage caused by the spell but they will be knocked around by the shockwave. Allies are not affected (either by the explosion or the magic shrapnel) nor will they detonate the sphere. The explosion hurls magic shrapnel in a roughly 8 foot radius. The shrapnel can can start fires as well as detonate other magic bombs. Against vehicles, it can seriously damage lightly armored vehicles but does not possess enough power to damage heavy vehicles. It can crater soft terrain and the explosion can start fires. The sphere can only be placed 2.5 km from her location.

Poison cloud

Mana cost: Medium

Effect: Produces a cloud of poison gas with 3 meter radius. It does not harm allies or herself. She can place this cloud anywhere, even if she cannot see it. It has a maximum range of 1 km. Poison immune enemies and enemies wearing chemical warfare suits are not affected. The poison rapidly corrodes most metals and plastics (Teflon, ceramics, glass and precious metals are unaffected) and causes severe burns upon skin contact. The cloud persists for only 2 seconds, after which it disperses and is harmless. Self contained breathing apparatus will mitigate some of the effects but the poison is also absorbed through the skin.

Death dome

Mana cost: Low

Effect: Produces a sphere of poison gas around her. It persists for 3 seconds, after which it disperses and is completely harmless. It does not affect poison immune enemies or enemies with chemical warfare suits. She cannot cast it on anyone else and her allies are immune to damage from this spell.

Confusion

Mana cost: Very high

Effect: Causes the targeted enemy to randomly attack nearby targets (allied or enemy). Magically shielded creatures, targets inside vehicles or buildings are immune. Mindless targets (machines and summoned creatures) are not affected. It wears off after 15 seconds. She must be able to see the target to target it but the spell disregards cover. It has a range of 600 meters and only one target can be confused at a time.

Other spells

Absorption

Mana cost: High

Effect: Any weapon that she enchants will steal life force from the enemy and heal the wielder of said weapon. It lasts for 60 seconds and she must hold the weapon to enchant it; however, the enchanted weapon can be passed off to someone else. Vehicle and building mounted weapons as well as crew served weapons cannot be enchanted. In addition, the enchanted weapons need to strike a living target to steal life force; no life force will be stolen if the weapons strike undead, vehicles, robots, buildings or anything that is not alive.

Haste

Mana cost: High

Effect: Significantly boosts her speed (allows her to run at freeway speeds <~65 mph>). Lasts for 15 seconds. Collision with objects will not hurt her or damage them (a shield is produced around herself that prevents that). However, she will immediately stop if she collides with something. She cannot cast this on her allies.

Invisibility

Mana cost: High

Effect: Renders her invisible to the naked eye. She will still show up on an infrared camera and beings that can see into the infrared range can still see her. Also, she is not invisible to radar or magical detectors. In addition, she can still be heard and her scent is not masked. Does not render her immune to harm. Lasts 20 seconds. Also, her allies can perceive her as a faint vapor. She cannot cast this on her allies.

Detect

Mana cost: Low

Effect: Allows her to see hidden traps. Lasts 5 seconds and all traps will be surrounded by a blue glow. It will also pinpoint magical items, which will glow orange. Only she can see the colors. Affects a 30 meter radius around her.

Food

Mana cost: Low

Effect: Summons a random piece of food (fruit or vegetable). Anyone else can eat it.

Telekinesis

Mana cost: Low

Effect: Allows her to manipulate or pull distant objects towards her. She must be able to see the object and the spell has a range of 200 meters. In addition, she can only manipulate objects weighing up to 25 pounds. Also, projectiles move too fast for this spell to stop or deflect.

Healing

Mana cost: Medium

Effect: Allows her to heal herself but she cannot cast it on others. She must be conscious to use this spell. She can instantly heal from moderate injuries (broken bones, small number of stab or gunshot wounds <no more than 3>, small  2nd and 3rd degree burns, embedded object, severe bleeding etc.) She can heal from very serious injuries (multiple stab or gunshot wounds <more than 3>, poisoning, severe burns <extensive 2nd   or 3rd degree burns>, amputation etc.) but it takes a few days and she must continually cast the spell to do so.

Antidote

Mana cost: Low

Effect: Cures poison. She cannot cast it on others.

Berserker

Mana cost: Low

Effect: Makes her more resistant to damage, allows her to attack faster and gives her self healing. She cannot cast this on anyone else. Lasts 33 seconds.

Reflections

Mana cost: Low

Effect: Surrounds her with a swirling energy shield that reflects projectiles (magical and mundane) back to their shooter. The shield does not protect against close in attacks or the shockwave from nearby explosions. However, it will protect against shrapnel. Lasts 8 seconds. She cannot cast this on anyone else.

Magic door

Mana cost: Medium

Effect: Allows her to instantly create a portal to a "home base" that she designates. Anyone else can use the portal (even enemies). However, it will immediately collapse if she returns to home base, then back the place where she cast it.

Resurrection

Mana cost: Very high (on self), High (on others)

Effect: Immediately awakens and heals her (regardless of severity of wounds) if she becomes unconscious due to injuries sustained. She can cast it on her allies if they are seriously wounded and unconscious to revive them and immediately heal their wounds, no matter how severe. However, the targets must be alive for the spell to
work.

Light

Mana cost: Low

Effect: Produces a bright white light surrounding a 10 meter radius around her. The light is a cold light. It lasts 40 seconds. She cannot cast this on anyone else.

Light

Mana cost: Low

Effect: Produces a bright white light surrounding a 10 meter radius around her. The light is a cold light. It lasts 40 seconds. She cannot cast this on anyone else.

Abilities

Meditation

Effect: Increases her mana reserves for 30 seconds.

Lycanthropy

Effect: Turns her into a werewolf for 25 seconds. In this form, she cannot cast spells but she is extremely strong and can sustain very serious injuries without slowing down. Unfortunately, when she reverts, the injuries will carry over and she will need to use Healing or even Resurrection.

-------------------------

NOTE: I am implementing a mana meter for her. In the RP, it will act like energy (she'll get tired if she throws too many spells around and she needs to rest. In addition, if she's hungry or tired her mana reserves are lower.)

Also, she cannot learn any more new spells.

---------------------------------------------------------------------------------------------------

Special abilities for my characters:

Dr. Kerzach: inherent weaponry (5 inch toe claws)

Dr. Zanasiu: none

Zachary: high strength (7x peak Human), high stamina,

Rime: high strength (3x-4x peak Human), superhuman vision and sense of smell, inherent weaponry (hand claws, teeth, 4 inch foot claw), tough skin

Deimos: high strength (14x-18x peak Human), inherent weaponry (hand claws, teeth, 9 inch foot claw), tough skin, superhuman vision and sense of smell, large size (1,200 lbs)

Mr. Bigmouth: large size (~1 ton), inhuman strength, tough skin

Ms. Swimmer: large size (~1 ton), inhuman strength, tough skin

______________________________________________________________________

Darwin's Soldiers (GM: Serris)

Name: James Zanasiu

Age: 25

Species: Human

Faction: Scientist

Knowledge: First aid, some weapons familiarity, knowledge of facility layout.

Powers/Cybernetic enhancement: N/A

Personality: James is a jovial and friendly man. He appears carefree and irreverent but he can turn serious when the situation demands. He works mainly in the biologic enhancement department but he has spent some time in the weapons department.

Equipment: Colt .45 pistol with 2 15 round magazines.

Appearance: Average height (5'7") with grey eyes and black hair. He has a very slight tan and is of average build. He weighs roughly 155 pounds.

---------------------------------------------------------------------------------------------------

Name: Dr. Yuri Kerzach

Age: 34

Species: Cassowary

Faction: Scientist

Knowledge: knows his way around the sublevels, knows about the sublevel inhabitants, has EMT-B level first aid training.

Powers/Cybernetic enhancement: N/A

Personality: Fearless, though sometimes crude and acidic. Has a twisted sense of humor.

Equipment: Handheld radio, small swtichblade style pocket knife (not a weapon).

Appearance: Average height (5'6") and stocky anthro Cassowary with black feathers on his body and red and blue highlights on his face. He has brown eyes. He also has three toed feet with 5 inch claws on his middle toes. He weighs about 135 pounds.

______________________________________________________________________

Darwin's Soldiers II: Survival of the Fittest (GM: Serris)

Name: Dr. Keith Bailey

Age: 53

Species: Anthro Monitor Lizard

Faction: Scientist (Allied)

Knowledge: has access to the base's computer system. Capable of hacking.

Powers/Cybernetic enhancement:N/A

Personality: Quiet and reserved. Has no sense of humor. Somewhat cold in personal interactions.

Appearance: A solid dark gold Australian Monitor Lizard with amber colored eyes. Average build. Each hand has five fingers and is tipped with a claw. He stands about 5'8" and weighs 178 pounds.

---------------------------------------------------------------------------------------------------

Name: Dr. Ian Branston

Age: 40

Species: Anthro Thoroughbred

Faction: Scientist (Dragonstorm)

Knowledge: Facility layout, hacking, skilled at using the Pelvanida computer systems.

Powers/Cybernetic enhancement: N/A

Personality: Amoral, clever, sadistic sense of humor, charming and charismatic.

Appearance: A bay Thoroughbred with brown eyes. Thin build. Feet are actually hooves. He stands about 5'11" and weighs roughly 195 pounds.

______________________________________________________________________

Darwin's Soldiers III: Disruptive Selection (GM: Serris)

Name: Alfred Byford

Age: 37

Species: Bison

Faction: "Scientist" (good)

Knowledge: Can drive almost any piece of construction equipment.

Powers/Cybernetic enhancement: (inherent due to species) superhuman strength and toughness

Personality: Very calm and rather slow to anger but if angered will not stop unless provoker/threat is eliminated.

Appearance: A Bison covered with curly brown fur. He has a little bit of a beard. He also has brown eyes and two horns growing from his head. He stands at roughly 7'3" feet tall and weighs about 420 pounds. He is very heavily built with giant hands and very prominent muscles.

Poster of the GOF's 200,000th post

Please read and rate: Land Before Time: Twilight Valley - The GOF's original LBT war story.