User:Lasifer/Sandbox

Hellfury S4


We've managed to pull through and survive the Hellstorm, but Beelzebub's wrath has come back again, and has brewed up a Hellfury! The spirtual successor to Hellstorm is here, and bringing you more violence and carnage than ever before! 14 new fights are here, and only 14 warriors will come out victorious as ... THE DEADLIEST WARRIOR!
 * RED Team (Team Fortress 2) vs. General Grievous (Star Wars)
 * Duke Nukem (Self-titled) vs. Sam Stone (Serious Sam)
 * Anton Chigurh (No Country for Old Men) vs. Norman Stansfield (Leon: The Professional)
 * Jack Ryan (BioShock) vs. Booker DeWitt (BioShock Infinite)
 * Joel (The Last of Us) vs. The Governor (The Walking Dead)
 * Handsome Jack (Borderlands 2) vs. The Didact (Halo 4)
 * Dimentio (Super Paper Mario) vs. Fawful (Mario & Luigi: Bowser's Inside Story)
 * Aurra Sing (Star Wars) vs. Mordecai (Borderlands)
 * Skynet (The Terminator) vs. A.I.M. (MCU) (Marvel Cinematic Universe)
 * Conker the Squirrel (Conker's Bad Fur Day) vs. Naughty Bear (Self-titled)
 * Travis Touchdown (No More Heroes) vs. Jack Cayman (MadWorld)
 * Isaac Clarke (Dead Space) vs. SHODAN (System Shock)
 * Fox McCloud (Star Fox) vs. Rocket Raccoon (Guardians of the Galaxy)
 * Giygas (EarthBound) vs. Reapers (Mass Effect) (collab w/ Beast)

RED Team vs. General Grievous


Intro TBA.

RED Team
RED (Reliable Excavation Demolition), a subsidiary of TF Industries, allegedly specializes in "demolition operations". In reality, from behind a myriad of sub-fronts, it secretly controls half of the world's governments. RED is led by founder and CEO Redmond Mann. Beneath the convincing exterior of their bases of operations can be found computer racks, satellites, rockets, and missile installations.

The other half of the world is just as secretly controlled by their rivals, BLU (Builders League United). Each corporation administers its half of the world with a multi-disciplined army of paper pushers. For any problem lacking an obvious bureaucratic solution, mercenaries are contracted to address the situation through a massive application of force. Conflicts between the two companies began as land disputes between their leaders, and have continued for about a century to the present day. RED and BLU share an intense rivalry, with nearly all encounters between the two quickly escalating into brutal and often fatal violence. Inter-company friendship is also strictly forbidden by contract.

Despite this, the RED Demoman and the BLU Soldier at one time became fast friends after meeting each other at a projectile weapons expo. Once this was brought to the attention of the Administrator, however, she pitted them against each other in a deadly competition that promised a mysterious new item to the winner, twisting their former friendship into a bloody war. RED favors a more rustic style of architecture than BLU. RED's dress code, however, is rather liberal, requiring that employees adopt a red motif for easy identification. This could also be for identification by Sentry Guns.

Offensive
Offensive classes (Scout, Soldier, and Pyro) are the main attack force of the team. Whether it's assaulting Control Points or grabbing the Intelligence, these classes focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreak fiery havoc in enemy ranks with a well timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment). The Scout= The youngest of eight boys from the south side of Boston, the Scout learned early how to solve problems with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.

Born and raised in Boston, Massachusetts, the Scout is a fast running scrapper with a baseball bat and a mean attitude. He has a snarky 'in-your-face' attitude, is very rude, and seems to think he can handle anything. He often acts a lot tougher than he can actually prove to be, though he's certainly not weak.

He is the fastest mercenary on the battlefield, and his Double Jump leaves slower opponents struggling to keep up, as well as it helps him navigate the terrain and dodge oncoming projectiles. Carrying a Scattergun and a Pistol, the Scout is ideal for aggressive fighting and flanking, and is good at quick hit and run tactics for sapping away the enemies' health due to his ability to get in, hit, and dash away before even being noticed.

The Scout is an excellent choice for completing objectives quickly. He captures control points and pushes carts at the rate of 2 players. His speed makes him a natural for capping the Intelligence; his double jump allowing him to carry it along paths the enemies won't expect him to be on. The Soldier= Though he wanted desperately to fight in World War 2, the Soldier was rejected by every branch of the military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.

The Soldier is a crazed patriot from America's heartland. Tough and well-armed, he's versatile, capable of both offense and defense, and a great starter class to get familiar with the game.

The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health. This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout's double jump. The Pyro= Only two things are known for sure about the mysterious Pyro: it sets things on fire and it doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe its occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to its asbestos-lined suit. Either way, it's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.

The Pyro is a mumbling pyromaniac of indeterminate origin who has a fervent fondness for all things fire related. As shown in Meet The Pyro, the Pyro appears to be insane and delusional, living in a fantasy world known as Pyroland. The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. Enemies set on fire suffer from afterburn and take additional damage over time, allowing the Pyro to excel at hit-and-run tactics. Due to the Flamethrower’s short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard.

Although categorized as an offensive class, the Pyro brings a few sources of utility to the battlefield. The Pyro’s compression blast, for example, can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy, even one under the effects of an ÜberCharge. The Pyro wears an asbestos-lined suit that provides protection from any fire damage.

Defensive
Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with stickybombs that they can detonate when enemies come by. Heavies are great for mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team. The Demoman= A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.

Word of his proficiency with explosives spread, and it was not long before Crypt Grammar received two visitors; the Demoman's real parents, who lovingly explained that all Demomen are abandoned at birth until their skills manifest themselves, a long-standing, cruel, and wholly unnecessary tradition among the Highland Demolition Men. His unhappy childhood had ended, but his training had just begun.

The Demoman is a scrumpy-swilling demolitions expert from the Scottish Highlands, and is one of the more versatile members of the team. Though his weapons lack pinpoint accuracy, the Demoman is a powerful, if unpredictable, asset, and can hold his own in just about any situation. He is a master of explosives, excelling at indirect and mid-range combat. Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his only good eye and the knowledge of his surrounding environment for well-timed detonations that send enemies skyward, often in many pieces. Should anyone get past his explosive ordinance however, they will be shocked to learn the Demoman is extremely proficient at melee combat, being one of the deadliest melee classes in the game as he has a variety of powerful melee unlocks in his arsenal.

The Demoman excels at swift disassembly; he can bounce his grenades at creative angles to wreak havoc on enemy Sentry Gun emplacements while remaining safely out of sight. His stickybombs are a perfect tool for area denial, and are effective at keeping opponents away from any carts, control points, or Intelligence that he deems off-limits.

The Heavy Weapons Guy= Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that's often confused with napping, the Heavy isn't dumb; he's not your big friend and he generally wishes that you would just shut up before he has to make you shut up.

The Heavy is a towering hulk of a man that hails from the USSR. The Heavy is the largest and possibly most dangerous class in Team Fortress 2. Boasting the most default health and devastating firepower from his trusty Minigun, the Heavy is no pushover. The Heavy's Minigun can inflict heavy damage at a high rate of fire, allowing him to mow down most enemies in seconds.

The Engineer= This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbecues, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.

The Engineer is a soft-spoken, amiable Texan with an interest in all things mechanical. He specializes in constructing and maintaining Buildings that provide support to his team, rather than fighting at the front lines. The Engineer's various gadgets include the Sentry Gun, an automated turret that fires at any enemy in range, the Dispenser, a device that restores the health and ammo of nearby teammates, and Teleporters that quickly transport players from point A to point B.                Because the Engineer's ingenious devices are under constant threat from explosives, The Engineer must keep his gear under a watchful eye and under repair with his Wrench at all times. When the Engineer needs to get his hands dirty, his trio of generic yet capable weapons, along with the assistance of his helpful hardware, make him more than capable of holding his own in a fight. If need be, the Engineer can even pick up and haul constructed buildings to redeploy them in more favorable locations.

The Sentry Gun, also known as the Sentry Mechanical Firing Device, Sentry, Turret, or simply abbreviated to SG, is a building that can be constructed by the Engineer using the PDA, the Engineer's build tool. The gun itself is a tripodal device constructed of metal, team-colored paint, and a laser sight. The Sentry Gun functions as an automated turret which fires at the closest enemy within its range and line of sight. Dealing constant as well as consistent damage with noticable knockback and an immunity to critical hits, a Sentry Gun is the cornerstone of a successful defensive setup. Though The Engineer must be on the lookout for such threats to ensure their Sentry Gun's survival.

Support
Support classes (Medic, Sniper, and Spy) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of healing for teammates, capable of overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% critical hit rate, or 300% healing rate as well as immunity to movement impairing effects. Snipers can eliminate key targets from a distance and use Jarate to extinguish teammates on fire and increase the damage dealt to the enemy. Spies can infiltrate enemy lines undetected, disable buildings, and assassinate critical threats. The Medic= What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.

The Medic is a Teutonic man of medicine. While he may have a tenuous adherence to medical ethics, he is nonetheless the primary healing class of the team. Although the Medic's Syringe Gun and Bonesaw aren't the greatest weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of trouble.

When the Medic focuses his Medi Gun on a teammate, they will regain health points. Teammates who are already healthy will have their health buffed beyond the normal limit, up to 150%. Teammates who have not taken damage recently will be healed more rapidly, encouraging smart withdrawals when injured.

When healing, the Medic's unique ÜberCharge bar will gradually be filled, gaining charge faster if healing injured teammates. When the ÜberCharge bar is fully charged, the Medic's healing gun will begin to crackle with small jolts of electricity, indicating that he can now deploy a unique charge to benefit his patient and himself for eight seconds. A charge from the Medi Gun offers temporary invulnerability, a charge from the Kritzkrieg offers his patient guaranteed critical hits, and a charge from the Quick-Fix offers rapid healing and immunity to knock back.

Although the Medic cannot heal himself, he is capable of slowly regenerating health over time; the longer a Medic stays out of combat and avoids taking damage, the faster his health will recover. An injured Medic will begin regenerating health at a rate of 3 health per second, scaling up over the following ten seconds to a maximum of 6 health per second.

The Sniper= In his former life as a tracker of dangerous game in the unforgiving Australian outback, the Sniper would spend months by himself. Prolonged isolation taught him a valuable lesson: You don't have to rely on other people if you never miss.

The Sniper is a tough and ready crack shot. The Sniper's main role on the battlefield is to pick off important enemy targets from afar using his Sniper Rifle and its ability to headshot. He is effective at long range, but weaker at close range, where he is forced to use his Submachine Gun or his Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where he can easily pin down enemies at chokepoints.

Although he is typically known for instantaneously killing enemies at a distance, the Sniper can use the Huntsman to get closer to the enemy. Additionally, the Sydney Sleeper, or the mysterious Jarate allow him to take on a support role by causing enemies to take increased damage.

The Spy= He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You're dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real).

The Spy, originating from an indeterminate region of France, is a fan of sharp suits and even sharper knives, and relies on stealth and trickery to aid his team. Using a unique array of cloaking watches, he can render himself invisible or can even fake his own death, leaving unaware opponents off-guard. His Disguise Kit lets him take on the form of any class on either team, allowing him to blend in while behind enemy lines before stabbing his unsuspecting "teammates" in the back. In fact, a swift backstab with any of the Spy's knives will kill any foe in a single hit - provided they aren't under the effects of any type of invulnerability or immense damage reduction.

In addition to being able to swiftly assassinate key enemies, the Spy possesses the ability to disable and destroy constructed buildings with his Sapper. Once attached to an enemy building, the Sapper disables and slowly drains health from the building.

The Spy is able to enter an enemy teleporter and can use this to make his way to the enemy team, and blend in amongst them.

Whereas most classes can only see the names and health of their teammates, the Spy can observe the names and health of the enemy team as well, allowing him to relay useful intelligence.

General Grievous


Grievous, born as Qymaen jai Sheelal, was the cyborg Supreme Commander of the Droid Army of the Confederacy of Independent Systems for most of the Clone Wars. Grievous was originally a Kaleesh from the planet Kalee, where he lived his early life. During the Kaleesh conflict against the Huk, Qymaen jai Sheelal quickly learned the art of war, specializing in a slugthrower rifle. Quickly amassing a great number of Huk kills, he became a demigod among his people. He eventually met the female Kaleesh Ronderu lij Kummar, a master with the sword. The two became very close before her death at the hands of the Huk. Heartbroken, Qymaen jai Sheelal renamed himself Grievous and turned all his anger and grief toward the Huk. Aided by his elite, he forced the Huk off Kalee and then swarmed their homeworld, conquering the Huk. The Huk turned to the Galactic Republic for help, and the Kaleesh were forced back to their own world by the Jedi and left to starve. Desperate to help his people, Grievous took a job as an enforcer with the InterGalactic Banking Clan. However, after learning that the Huk had attacked Kalee, he headed home to gain vengeance. After consulting with his ally, Confederate Head of State Count Dooku, IGBC Chairman San Hill arranged for a bomb to be placed on Grievous' shuttle, Martyr. The Kaleesh was critically injured, but lived, and Hill arranged for the final stage of his plan. Grievous was reconstructed as a cyborg and was presented to Dooku as a potential weapon to be used in the upcoming war that the count had planned against the Republic.

After being made Supreme Commander, Grievous proceeded to wreak havoc on the Republic for the three-year–span of the Clone Wars. The general was trained in the art of lightsaber combat by Dooku himself, who was also a Sith Lord. Grievous was a quick study and eventually came to be recognized as one of the most skilled duelists in the galaxy. Aided by his IG-100 MagnaGuards, Grievous killed many Jedi, and led the Confederacy to victory in many battles. Quickly gaining a reputation as a savage, merciless brute as well as a tactical genius, the cyborg struck fear into the hearts of many with his flagship, the ion cannon–armed Malevolence, as well as Operation Durge's Lance, a massive strike at the Core Worlds.

In 19 BBY, Grievous led the Confederate Navy in the Battle of Coruscant, an attack on the Republic's capital. Grievous killed several Jedi and took Supreme Chancellor Palpatine, leader of the Republic, hostage. However, before the general's flagship, Invisible Hand, could jump to hyperspace, the Republic Navy arrived, and the Chancellor was freed by Jedi Knights Obi-Wan Kenobi and Anakin Skywalker, the latter of whom was also successful in killing Dooku. Grievous fled to the Outer Rim world of Utapau and attempted to regain control of the war, though the Confederacy had been dealt a great blow with the loss of Dooku. Grievous was killed shortly after in the Battle of Utapau by Kenobi, and the Confederacy fell soon after. At some point after Grievous's death, his body was used to create the droid warrior N-K Necrosis, who considered himself to be the reincarnation of Grievous. However, the droid was killed shortly after his creation by several spacers.

Duke Nukem vs. Serious Sam


Intro TBA. Duke Nukem= "I'm Duke Nukem. And I'm coming to get the rest of you alien bastards!"

- Duke Nukem

Duke Nukem was your average womanizing, alcoholic, weapon toting United States citizen during the 90s. He spent most of his days throwing money at strippers and the bottle, but then the aliens attacked. At first Duke was indifferent, but then...they stole our chicks. Vowing to abort the entire alien species, Duke began to fight the invaders and the mutants they created- including the LARD (Pig versions of the LAPD), Alien footsoldiers and giant monsters. During this time he would show borderline super-human feats, such as ripping a giant monster's head off so he could defecate down it's neck, and killing aliens just as big as he was with nothing more than his "mighty boot". When he finally confronted and killed the Alien Queen, he had his ego inflated to obscene levels, and humanity didn't exactly try to squash this- building monuments to his greatness and declaring him a hero. But then the aliens returned. Fortunatly for the world, whenever invaders come knocking, the Duke is there to show them the door...and his foot. Weapons= Sam Stone= "Sam I Am!"
 * Melee- The Mighty Boot, Might Fists, and Shotgun Buttstroke
 * Pistol- Glock 17: 12 round magazine and fires 9mm PAK rounds
 * Pistol- M1911: 8 round magazine, fires .45 rounds, equipped with laser sight
 * Shotgun- Winchester 1300 Defender: 7 round tube, pistol grip
 * Assault Rifle- Ripper Chaingun: Full-auto, triple barreled 50 round machine gun
 * Sniper Rifle- Railgun: Powerful three-shot rifle
 * Explosive- RPG: One-shot, Tracker Rockets
 * Grenade- Pipebomb
 * Explosive Trap- Laser Tripmine

- Sam Stone

Not much is known about Sam's early life. Some stories describe him as being very charitable - helping blind people across the street, shopping for elderly people and repairing broken toys for children. Others claim that he stole apples from his neighbor's yard, painted bomb logos on fresh facades and even freed animals from the Zoo. However, there are some things that are known for certain. As far as anyone can remember, and even in the earliest known pictures of him, Sam is always seen wearing blue jeans, red sneakers and a white shirt with the Serious Bomb logo on it; He has always had a passion for cooking; He was the vocalist for the songs of the dance duo - "Villi Manilli", consisting of Groovy Gregory and Dancing Denzell, whom Sam described as "the coolest people [he] had ever met"; And he had always dreamed of being a lone hero that will save the planet.

Sam's only known family includes his sister - Serious Sammy, and his long-lost twin brother - Mental Mate. Sam's parents had lost Mate in the mall, when they were just babies. Mate was then adopted by TV producer Maaron Telling. Sam and Mate had never known of each other, growing up. However, sharing Sam's passion for cooking, Mate had started up his own cooking show, which is how Sam first discovered Mate. They eventually met up, and became inseparable, trying to catch up on their lost childhood. Sam also had a girlfriend, named Yollanda Youth who he met at a Zagreb Night Club, which Sam frequently visited. The two started a relationship, which was the subject of much media attention.

Eventually Sam joined the military and was eventually promoted to the rank of Captain. While in the Military, at some point he was implanted with His NETRICSA unit, NETRICSA being a standard-issue device for all soldiers. Weapons=
 * Melee- Sledgehammer
 * Pistol- TBA.

Norman Stansfield
Norman Stansfield= Norman Stansfield is a corrupt Drug Enforcement Administration (DEA) agent who employs a holder to store cocaine in his residence. When Stansfield learns that the holder has been stealing some of the drugs for himself, he and his henchmen gun down the man's entire family, with the exception of 12-year old Mathilda, who is able to find refuge with neighbor, and professional hitman, Léon. As the film progresses, Mathilda implores Léon to teach her his trade in order to kill Stansfield and avenge the murder of her younger brother.

Stansfield wears a beige suit. He has been described as a psychopath, and as having an unhinged, unpredictable personality; he has also been cited for his charm, however. He is a classical music purist, who likens his killings to the works of Beethoven. Throughout the film, he takes an unidentified drug in capsule form, which causes exaggerated physical contortions and heavy breathing, and apparent feelings of blissfulness. Weaponry= TBA. Exhibition= TBA.

Anton Chigurh
Anton Chigurh=

Anton Chigurh is a hitman notorious because of his lack of mercy and acknowledgement of human emotion. He enjoys unconventional weapons like a Captive bolt pistol, a tool used stun animals prior to slaughter, and a sound-suppressed shotgun. During the early 1980s, Chigurh was hired to extract a satchel of drugs, but discovered the drugs were already taken by a hunter named Llewelyn Moss. Desiring money, the hitman tracks down the hunter, but Moss does not go down without a fight. Moss, who is also being chased by Mexican gangsters, leads Chigurh into a trap filled with angry, drug-desiring Mexicans. However, his mastery in killing allows him to tear apart the Mexican gangsters and eventually a bounty hunter. Weaponry= =Close Range= For killing and lockpicking among many other uses, Anton Chigurh is armed and dangerous with his signature Captive Bolt Pistol, stealthy and quick killing, but impractical and noticeable. =Handgun= TBA. Exhibition=

Dimentio vs. Fawful
TBA.

Ash Williams vs. Buffy Summers (Collab w/ BeastMan14)
Hellfury brings you a fist full of Boomstick in this weeks battle of the hunters of the undead! Ashley J. Williams, the infamous time-traveling slayer of Deadites and Hero from the Sky! TBA.

Biography


TBA.

Buffy Summers (represented by da Beast)
TBA.

Biography
TBA.

X-Factors
Ash - Buffy

100- Experience -100

75- Strength -85

77- Speed -87

Ellie (The Last of Us) vs. Carl Grimes (The Walking Dead) (Collab w/ Skull)


The Skull of one of many dead soldiers roll through the desolate desert of this dead earth. A cloaked man stands still in the dry and practically lifeless desert, his cape blowing in the sand. The Wandering Skull stops at the feet of none other than the cloaked man, the Doctor. A battle between two young children flashes in the Doctor's eyes.

"Who's skull is this?"

We will find out in this brutal battle between two young survivors of the apocalypse, once children without a care in the world turned helpless killers in a struggle to hold their own in this new, violent world that belongs to the dead.

Ellie (represented by the Doctor)


Ellie was born sometime in the year 2019, six years after the spread of the fungal pandemic. As a result, she grew up in an oppressive military quarantine zone in Boston, Massachusetts with little knowledge of the world prior to the incident. For a time she was raised by mother, Anna, and Marlene. When her mother died, Marlene continued to look after her, a promise she made to her mother. In the year 2033, now aged 14, Ellie meets Joel, a survivor who successfully smuggles her out of the quarantine zone in Boston in order to bring her to a secretive group known as the Fireflies so he can fulfill a final request from a dying friend.

Carl Grimes (represented by the Skull that wanders....)


Carl Grimes is the son of Rick and Lori Grimes and brother or half-brother of Judith. He joined Shane, along with his mother, to travel to Atlanta, Georgia for the refugee camp. As time goes on, he slowly becomes hardened due to the severe loss of life around him. While only seven years old when the dead began to rise, Carl quickly became adapted to the new world, proving himself a good shot for his age, similar to his father.

After Zombies invade the Alexandira Safe-Zone, Douglas Monroe, a survivor, begins haphazardly shooting zombies. As he is overtaken by a group, he fires his gun and accidentally shoots Carl in the head, destroying his right eye and taking out a chunk of his face. When Negan and his Saviors become a threat to the group, Carl hides under some mattresses in one of their trucks, ambushing the saviors as they open the door and killing several, before being brutally beaten by Dwight, and then taken hostage by Negan.

However, while Negan is usually cold and dispassionate, the harsh demeanor of Carl leaves an impression on him, as Negan, while claiming he's still going to punish Carl, starts to mentor him into the ways of The Saviors, acting curious and concerned about his past and bluntly claiming that, in his eyes, Carl is going to become a serial killer.

Weaponry
Carl Grimes come into combat jampacked with a load of deadly weaponry. He is skilled with his bowie knife and is a crackshot with his pistol, he also brings in the M4A1 previously owned by a member of his group.

X-Factors
Ellie - Carl

TBD - Experience - TBD

TBD - Intelligence - TBD

TBD - Brutality - TBD

TBD - Mental Stability - TBD

TBD - Training - TBD

TBD - Creativity - TBD

(*) If Rick wins. Ellie after learning of the death of her mentor and friend Joel she begins to wander alone across America. At one point she'll be captured by the Saviors and Negan will realize the prefect way to deal with her. Once they return back to base; Negan will make his way to Carl and says he has a way for him to make up for all the men he killed. Then he'll put both Ellie and Carl in an arena to fight to the death.

(*) If Joel wins. After having lost his father. Most of his group later is killed by a group of Firefiles he even loses his eye, Carl and Carol are forced to wander the wastlelands of America he'll at one point meet up with Abraham and Rosita, after about of month of traveling with them they are both killed by the Saviors. Carl manages to grab the M4 and kill off multiple Saviors, he is overwhelmed by Dwight and later taken back to the Savior Base. Negan liking his spunk decides to keep him and raise as his "son." Ellie and Joel is hunting and comes across a group of Saviors who attempt to kill them. After managing to hold off a few of them they are captured. Negan takes them back to base. He tells Ellie the only way to save him is to fight his son to the death. If she manages to succeed he'll let both of them walk of to freedom.

Commander Shepard's Squad vs. The Courier's and Lone Wanderer's Parties (collab w/ Beast)
TBA.

Joel vs. The Governor
[intro]

Joel
Twenty years after the initial plague that eliminated millions of people across the United States, Joel is known as a man who runs drugs and weapons through the quarantine zone in Boston. At some point he also became acquainted with a woman known as Tess, who maintains the Boston branch of the underground market and specializes in contraband. The two appear to work with each other frequently, and they seem to have a respectful alliance at the start of the game. The two are tasked with the job of transporting a fourteen year old girl named Ellie to the Fireflies' Capitol Building. Joel is reluctant to smuggle Ellie, but eventually follows Tess on the journey.

On the way there, Joel leaves the task of taking care of Ellie to Tess. Tess is usually the one who calms the frightened girl down, while Joel is the one who clears out the infected. When the three finally reach the Capitol building, they find the place filled with dead Fireflies. Tess suddenly becomes hysterical, and eventually reveals that the reason that Ellie was so important to her is because Tess herself was bitten during the trip to the Capitol Building. Joel is visibly upset and refuses to allow Tess to sacrifice herself as they escape, but he's pushed away by Tess. Joel and Ellie see Tess' dead body as the military begins to enter the building. He gets Ellie out of the building, but refuses to talk about Tess.

Joel promised Marlene he would rescue Ellie from a nearby boarding house and bring her to a secretive group known as the Fireflies because she is immune to the infection and can possibly create a cure of the infection. Some time after the escape, military authorities find out and begin pursuing them as they commence their journey west across what remains of the United States.

Weaponry
[gallery]

The Governor
Phillip Blake, better known as The Governor, was the leader of the fortified town of Woodbury during the zombie apocalypse, and an enemy of Rick Grimes and his group. Once a family man with a mediocre job who's wife was killed in a car crash. After the apocalypse came and his daughter turned, the Governor soon became the leader of a small group of survivors in the town of Woodbury, while maintaining a kind and caring facade for the purpose of leadership.

After the fall of Woodbury and his failed assault on Rick Grimes' group, the Governor became a wanderer, eventually finding a small group of survivors living in abandoned apartment building, becoming lovers with a woman named Lily Chambler, friends with her sister Tara, and a father figure to her daughter Meghan. After the group abandoned the apartment complex, the Governor discovered a new group of survivors led by Martinez. After earning the trust of the group, the Governor kills Martinez by feeding him to a pit of walkers, then in turn kills his second-in-command, Pete. The Governor convinces the rest of the group join him in leading an assault on the prison, claiming that its safer for the group as a whole.

Ambushing and capturing two of Rick's group members, Michonne and Hershel, the group's doctor, the Governor led the militia to the prison, demanding that Rick and his group leave. Rick, desperate to keep his group safe, attempted to broker a deal with the Governor, trying to convince him that they could share the prison. The Governor angrily calls Rick a liar and kills Hershel, causing a massive firefight that destroys most of the prison and lures in dozens of walkers. During the chaos, the Governor attacks Rick, savagely beating him and nearly strangling him, only to be stabbed in the back and left for dead by Michonne. Dying, the Governor is killed by Lily, who realizes what a monster he truly was after he mercy killed her infected daughter.

[gallery]

X-Factors
Joel - Governor

<p style="text-align:center;">90 - Experience - 70

<p style="text-align:center;">70 - Intelligence - 80

<p style="text-align:center;">80 - Brutality - 100

<p style="text-align:center;">100 - Mental Stability - 65 Joel shows no signs of being mental unstable, and is only emotionally distraught over the death of his daughte and friends. While the Governor can play off the facade of being a perfectly normal family man, the atrocities he has committed have shown him to be very sick in the head and unstable, be it caring for an undead daughter, pitting survivors against eachother for entertainment, or brutally killing anyone in his way of getting what he wants.

<p style="text-align:center;">TBD - Training - TBD

<p style="text-align:center;">90 - Creativity - 70

Travis Touchdown vs. Jack Cayman
Hellfury brings you the most over-produced, bloody-gorey fight of the ages in this battle of the brutal competitors! Travis Touchdown! The otaku turned UAA assassin after buying a beam katana in an online auction and climbing the ranks of the brutal UAA! VERSUS! Jack Cayman! Former marine, police officer, and rogue agent turned three-time champ of the extremely brutal MadWorld tournament! WHO...IS...DEADLIEST!?!?!

Travis Touchdown
Travis Touchdown=

A 27-year-old American assassin and stereotypical otaku – Travis' motel room decorated with professional wrestling and anime collectibles – living in near poverty in the motel "NO MORE HEROES" of Santa Destroy, California accompanied by his kitten Jeane. He appears to have interest in lucha libre and Japanese pro wrestling icons, as well as a moe driven anime series called Pure White Lover Bizarre Jelly; his apartment is filled with such mentioned merchandise.

After winning a beam katana in an online auction, Travis becomes a hitman. When he runs out of money to buy video games he accepts a job to kill Helter-Skelter, also known as "the Drifter," which earns him rank eleven by the United Assassins Association, a governing body of assassins. Realizing that he has now made himself a target for aspiring assassins, he sets out to secure himself as number one in the UAA. Weaponry and Skills= Exhibition= TBA.

Jack Cayman
Jack Cayman=

Jack is the star of MadWorld, the man with the chainsaw on his arm, the cigarette in his mouth, and the biggest swagger to hit Jefferson Island in years. Jack arrives on the scene in Varrigan City without a sponsor, a reputation, and with no obvious reason for being there, aside from the hundred-million-dollar prize that’s up for grabs.

Of course, that’s what he wants them to think. The people in the studio, the folks watching at home, even Agent XIII…none of them knows about the voice in his ear, Amala. Nor does she know about the voices in his head. Jack’s mysterious past and his motivation for entering the DeathWatch Games is revealed in due time—but only to those who live to hear the tale. Weaponry and Skills= TBA. Exhibition= TBA.

X-Factors
<p style="text-align:center;">Travis - X-Factor - Jack

<p style="text-align:center;">80 - STRENGTH - 90

<p style="text-align:center;">Jack's weaponry and fighting style relys on his brute strength, He can pick up an armored man and heavy machinery without difficulty. Travis relys more on his skill with his Beam Katanas and wraslin' moves, he can pick up a man and slam him, but not as quick and easily as Cayman can.

<p style="text-align:center;">75-INTELLIGENCE-80

<p style="text-align:center;">Travis has never been potrayed as extremely intelligent, he's rushed into battles without much thought and has been tricked numerous times. Jack has never been potrayed as extremely intelligence, but his knowledge shows more than Travis'.

<p style="text-align:center;">

<p style="text-align:center;">

Punisher vs. Joker
Hellfury brings you true rage and anger in this non-stop, bloody action-packed comic book battle! Throwing two brutal and violent characters into a deathmatch will only end in a death! Who will survive!? Will it be...The Punisher! A Vietnam war veteran turned brutal, criminal-hunting vigilante who punishes the guilty and brings a one-man war on terror! Or will the victor be...The Joker! The arch-nemesis of the dark knight, terrorist, torturer, and slayer of thousands molded into a ruthless and sadistic killer clown! WHO...IS...DEADLIEST!?!?!

The Joker


The Joker, who's true name is unknown, is the homicidal arch-enemy of the Batman. His alias' and background constantly change, though one thing from his multiple origins remains the same each time, the Joker is known to have been forced to swim through a vat of chemicals which turned his skin white, his hair green, and left his face permanently locked in a double Glasgow Grin. Completely unpredictable with no regard for human life, the Joker finds murder and mayhem funny, and is perhaps the most dangerous man on New Earth with a body count stretching into the thousands, all centered around his obsession with destroying the Dark Knight.

Weaponry
The Joker boasts a large array of both practical and impractical weaponry ranging from a traditional handgun to explosive cigars. In this fight The Joker and his goons will be armed with...

Jack Ryan vs. Booker Dewitt


Hellfury brings you a fierce firefight of bullets, electricity, fire, and much much more in this franchise fight! Booker DeWitt! The disgraced Pinkerton agent turned private investigator, exploring Columbia and rescuing Elizabeth to earn some cash! VERSUS! Jack Ryan! The unlucky plane crash survivor turned man fighting for his life in a living hell!

<p style="text-align:center;"> WHO...IS...DEADLIEST!?!?!

Booker DeWitt


Booker DeWitt is a former Pinkerton agent, disgarced do to the use of his extreme methods on the job. As a member of the Pinkerton Agency, DeWitt had been tasked with breaking up union strike efforts. At one point he was also an Indian fighter, and was present at the battle of Wounded Knee. Following his discharge, he became a private investigator. When he was contacted by a man who offered DeWitt a mission that would help pay off his gambling debts. The client gave DeWitt information about the location of Columbia and commissioned him to find and rescue Elizabeth, a young woman who was held captive within the city, to bring her back to New York. Upon his arrival in Columbia, DeWitt hears explosions and gunfire in the distance, revealing the civil turmoil in the city. In Columbia, Booker gains access to extraordinary abilities in the form of Vigors.

Weaponry
Booker comes across a wide variety of unique firearms to get the job done while in Columbia, some such as...

Vigors
To rival Jack's Plasmids, Booker brings in the amazing superhuman Vigors!

Jack Ryan


Jack arrives in Rapture in a Bathysphere taken from the nearby lighthouse after a plane crash. He explores the city with the help of Atlas, who speaks to him through a short wave radio. Atlas guides Jack to his family's location in a bathysphere, before it is blown up by Andrew Ryan. Atlas guides Jack to Ryan's location to kill him, and after doing so Atlas reveals himself as Frank Fontaine, a thought to be killed Gangster. Before Ryan's death it is revealed that Jack is the illegitimate son of Andrew Ryan. Jack was to be Fontaine's back up plan if he was ever forced into a bad position by Ryan during the increasing hostility leading up to Rapture's Civil War. Jack was "born" and raised by scientists in rapture. Jack finally locates and kills Atlas, escaping Rapture.

Weaponry
Jack comes across a variety of weapons in Rapture to help him survive the living hellhole of a city, such as...

Plasmids
Jack brings in the genetic-modifying Plasmids to counter Booker's Vigors!

X-Factors
<p style="text-align:center;">Booker/Jack

<p style="text-align:center;">75-STRENGTH-100

<p style="text-align:center;">Booker has above an average physique and above average human strength due to his training and combat experience, Jack had a "gross musculature of a fit, 19 year old." at the age of one due to chemicals like Lot 111, Jack's altered strength and splicing make him superhuman, getting him the edge.

<p style="text-align:center;">80-DURABILITY-90

<p style="text-align:center;">Both can withstand the elements and a hellstorm of bullets and pressure, though Jack's splicing and enhanced strength make him a bit more durable than his opponent.

<p style="text-align:center;">80-INTELLIGENCE-65

<p style="text-align:center;">Jack, under Fontaine's control, cannot think for himself and always obeys the phrase "Would You Kindly?". He doesn't put in much thought and strategy in combat when facing Splicers and Big Daddies, though he is shown to be smart enough to jack complicated machinery and use it to his advantage. Booker, on the other hand, puts more thought and strategy in combat and can think for himself.

<p style="text-align:center;">80-TRAINING-30

<p style="text-align:center;">Booker was a former Indian Fighter, Pinkerton agent, and solider in the 7th Calvary Regiment, getting him training easily, bar none. Jack was made to be a sleeper agent and tool for Fontaine, having no real training.

<p style="text-align:center;">85-EXPERIENCE-55

<p style="text-align:center;">Booker has experience working for the Pinkerton Agency, serving in the United States Army, and as a Private Investigator, and was present and fought in The Battle of Wounded Knee. Jack has no real combat experience aside from his time in Rapture.

<p style="text-align:center;">70-CREATIVITY-85

<p style="text-align:center;">Booker can be creative in combat with his Vigors and Elizabeth's Tears, though relies mostly on his firearms for basic combat. Jack relies on the creative combos of his plasmids, weaponry, and hacking to survive in Rapture.

<p style="text-align:center;">80-BRUTALITY/KILLER INSTINCT-90

<p style="text-align:center;">Booker was disgraced from the Pinkerton Agency do to his extreme methods and brutality on the job, and doesn't hesitate to kill an attacking foe in anyway possible, though he will avoid a fight if the option is there. Jack was literally born to kill and relies on his killer instinct and brutality to intimidate foes, and won't hesitate to kill a splicer or harvest a Little Sister to survive.

<h2 style="text-align:center;">Fallout Event because fuck user tournaments <p style="text-align:center;">WELCOME TO THE MOJAVE WASTELAND

<p style="text-align:left;">Hello Wastelanders, enjoying the Mojave? Well, let's bring some more joy to your wonderful Mojave experience with the one and only, best form of entertainment down here in the mojave wasteland, it's time for the.....

<p style="text-align:center;">MOJAVE WASTELAND COMBAT INITIATIVE

<p style="text-align:center;">Or...

<p style="text-align:center;">THE MOWCI!

<p style="text-align:left;">The M O W C I aims to bring you a combat experience like no other, just follow the rules below!

G.E.C.K.
The Garden of Eden Creation Kit, or G.E.C.K., is the first step in creating your character, follow the instructions!
 * 1) BASICS- Create the basics of your character. Name, Gender, Race, and Age.
 * 2) BACKGROUND- Create a backstory for your character

Now we get to the fun part...

S.P.E.C.I.A.L.
SPECIAL stands for many things. Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.

Each category can have up to ten (10) SPECIAL Points put into it.

You have Fourty (40) SPECIAL points to use, so choose wisely. Use this to help you with your stats.

For more on SPECIAL, Click Here

EQUIPMENT
THIS is the fun part. You ge to choose your weapons, armor, and companions here! Let's break it down

Weapons
You can only use weapons from the fallout games. The following is a list of weapons from the video game franchise: Fallout, Fallout 2, Fallout Tactics, Fallout 3, and finally New Vegas.

The categories are as followed:


 * Baseball bat icon.pngMelee weapon


 * 9mm pistol icon.pngClose weapon(Sidearm-one handed only)


 * Marksman carbine icon.pngMid ranged weapon


 * Sniper rifle icon.pngLong ranged weapon


 * Explosives.pngExplosive

When listing your weapons, please site the game it is from as followed: Anti-Material Rifle (New Vegas)

Also list the real-life counter-part of the weapon if possible.

Only 3 mods total are allowed

And yes, Laser, Energy, and Plasma based weaponry is allowed.

Armor


NO POWER ARMOUR. It is over-powered. This is rather simple, look around the fallout wiki and select a armor you like.  NO POWER ARMOUR.

Companions
You may have one NON-HUMANOID (That includes Ghouls and Super Mutants) Companion to aid you through out the tournament. Animals ''' ONLY! CAZADORS AND DEATHCLAWS ARE ALSO BANNED! '''

No Hope for Mother Earth: The Reapers vs. Giygas (Collab w/ Beast)
 <p style="text-align:center;">Two ancient alien evils have returned, and all of life as we know it is doomed no matter who prevails in the fight for the universe. If the Embodiment of Evil wants this world, he will have to destroy The Reapers! A race of sentient ships devoted to wiping out all life as part of a larger cycle! But in order to take Earth, the Old Machines must take out Giygas! The Universal Cosmic Destroyer hellbent on sentencing all of reality to the horror of infinite darkness! Who...is...DEADLIEST!?!?

The Reapers
"We are your salvation through destruction."

- Harbinger

The Reapers are an ancient race of alien synthetics that exist beyond recordable time and with motives that are beyond comprehension. They operate on a cycle in which they attack and destroy all sentient life that is sufficiently advanced enough for their recognition, and have been doing so for an unspeakably long time. They are discovered in the current cycle by Commander Shepard during his pursuit of rouge spectre Saren Arterius. Despite his best efforts, very few actively belived in the threat of the Reapers until their invasion 3 years later. Shepard actively resisted the Reapers when they began their invasion, and ulitmately prevailed in defeating them after heavy casualites across the galaxy. They are highly arrogant, believing themselves to be above any species except themselves, and are geniunely surprised when something is better than them and capable of defeating them.

Leader Unit: Sovereign
A scout sent ahead by the Reapers, Sovereign is an extremely powerful starship, and the flagship of rouge Spectre Saren Arterius. Saren and the Reaper made a deal in which Saren would help Sovereign in his goals, and in turn, some organic life would be proven worthy and spared, though it's abundantly clear that Sovereign does not intend to hold up his edge of the deal. When the human Spectre Commander Shepard discovers the truth of the Reaper cause, he confronts Saren, eroding his loyalty to the Reaper, and in turn forcing Sovereign to control him with cybernetic implants. Their plan near Saren and Sovereign, in an attempt to remove the only thing that can stop the cycle, attacked the Citadel, launching an assault with an army of Geth that kills thousands and causes massive damage to the Citadel. After a brutal battle, Shepard manages to convince Saren to fight back, and the Turian Spectre kills himself, forcing Sovereign to use the cybernetic implants to revive Saren, causing it to fight a two-way battle in which it controls Saren and fights Shepard, and fights the Alliance Fifth Fleet in Citadel space. Eventually, Shepard's flagship, the Normandy, flew in and landed the killing blow, bringing down Saren once and for all.

Weapons:


 * Hades Cannon: An extremely powerful cannon mounted on top of a Reaper, the Hades cannon fires a continuous beam of energy that can destroy a heavily armored cruiser in one shot.
 * Liquid Tungsten Railgun: A railgun that fires a continuous stream of liquid tungsten that hits with the equivalent force of 132 and 454 TNT.

General Unit: Saren Arterius
Saren Arterius, born 2139, is the longest serving turian member of the Spectres, the elite operatives answering directly to the Citadel Council. For 24 years, he has been an agent of the Council's will, a zealous defender of galactic stability in the unsettled border region of the Skyllian Verge.

Official records of Spectres are sealed, but it is known that Saren followed turian tradition and entered the military at the age of 15. In 2155 he was promoted to active service after only a year of training, though it is unclear whether his unit was involved in any of the battles against human forces during the First Contact War of 2157.

In 2159 he became the youngest turian ever accepted into the Spectres. Intelligent, cunning and capable, Saren quickly developed a reputation for ruthless efficiency. Although there were a number of unsettling rumors concerning the brutality of his methods, there was no denying his results.

Saren has little regard for life. He does not see saving lives as a priority unless the Council deems it necessary, or if there is information to be gathered. He remains the Council's top agent despite his records: Saren may be ruthless and calculating, but he gets results.

Saren eventually comes across Sovereign on a mission, and through the ancient Reaper, he learns the fate of the many civilizations of eons past. Instead of using Sovereign as a weapon, as he had intended, Saren makes it his goal to save the races of the galaxy by aiding the Reapers, proving the worth of organics to the Reapers so that they might be spared.

(From Mass Effect Wiki)

Hero Unit: The Shadow Broker
A highly intelligent member of the Yahg, a violent pre-space flight species, the Shadow Broker was originally a pet of the original Shadow Broker, rebelling and killing its master when it got the chance, and assuming control of the organization. It comes into conflict with Commander Shepard after attempting to capture their corpse for the Collectors, in a selfish attempt to ensure it's survival, only to be stopped by Liara T'Soni and her assistant, Feron, which ended in the capture of Feron. With the help of the Commander, Liara eventually tracked the Shadow Broker to his base, saving Feron and killing the Broker after a brutal battle. Realizing the potential the Broker's contacts presented, Liara assumed the mantle of the Broker, and used it to help Shepard in his war against the Reapers.

Weapons:
 * Omnishield and Kinetic Barriers: Alongside its natural strength and endurance, the Shadow Broker also had Kinetic barriers, special shields designed to withstand heavy punishment, and an Omnishield, an energy-based shield that it carries in front of it, capable of withstanding a variety of attacks against most forms of weaponry.
 * Berserker Charge: The Shadow Broker isn't afraid to take advantage of its brute strength, and it can use it to effortlessly take down anyone careless enough to get close to it.
 * M-76 Revenant: A light-machine gun with 80 rounds per clip, the Revenant is a weapon that the Broker is easily capable of carrying as though it were a simple rifle. The weapon does suffer from inaccuracy, however, alongside poor range.

Army Unit: Geth
A race of extremely intelligent and connected synthetic beings, the Geth were initially created by the Quarians to serve as slaves. But after centuries of harsh treatment, the Geth rebelled, killing millions of Quarians in a short war, then driving the survivors into space. For some time afterwards, the Geth were treated by many of the galaxies species as a threat, and it eventually brought them into connection with the Reapers, who they deemed as the "Old Machines". The Reapers offered to assist the Geth in creating a large object that could connect all the Geth forever in return for their service against the other species. While most of the Geth refused, some took the Reaper's offer, causing a schism. The Geth assisted in numerous conflicts until the battle of the Citadel, where Sovereign and Saren Arterius were killed.

Afterwards, a sole Geth called Legion came to legendary hero Commander Shepard asking for assistance in wiping out the remnants of the Heretics by infiltrating a Geth base and uploading a virus that will wipe out their base programs. Shepard, however, interjected, and managed to convince Legion to upload a virus that will forcibly reintegrate the heretics into the Geth collective. While this semi fly solved the major issue with the Geth, it did not, however, remove the long-standing feud between the Geth and the Quarians, and during the chaos of the Reaper war, the Quarians launched a massive assault on the Geth and their homeworld, Rannoch. Desperate, the Geth turned towards the Reaper for help, using their tactical knowledge and coordination to nearly slaughter the Quarians until Shepard intervened, killing the Reaper in charge. However, despite the common enemy dead, the Quarians continued their assault, and Shepard was forced to side with the Quarians, refusing to allow Legion to upload the Reaper to the Geth collective, and being forced to kill it before it could. Outnumbered and outgunned, the Geth were destroyed soon after.

Geth Types:


 * Geth Armature - Anti-personnel light walkers capable of launching geth siege pulses. Also possesses machine-guns, heavy armour and shields.
 * Geth Colossus - Geth heavy walkers capable of launching devastating siege pulse attacks and machine gun attacks. Extremely strong armour and shields.
 * Geth Destroyer - Equipped with Geth Pulse Shotguns and strong shielding. Specialised for close quarters combat, have the ability to charge, melee, and can utilize Carnage. They can also be equipped with flamethrowers or rocket launchers.
 * Geth Dreadnought - Flagships of the geth fleets. They are both larger and better equipped than their organic counterparts, utilizing longer, more powerful main guns and more energy-intensive ultraviolet lasers for their point defense systems.
 * Geth Dropship - Geth frigates that also serve as troop transports and close air support. Extremely resilient against ground vehicle fire, though fairly vulnerable to fire from other frigates and cruisers.
 * Geth Hopper - Cyberwarfare and ambush platforms, capable of sabotage, overload, and radar jamming. Attacks using the geth sniper beam. Lightly shielded.
 * Geth Hunter - Stealth troops armed with shotguns and shielding. They possess tactical cloaking devices.
 * Geth Juggernaut - Similar to Geth Primes. Equipped with Geth Pulse Rifles and able to launch distortion rockets. Heavily shielded and very resilient.
 * Geth Prime - Elite geth units equipped with heavy weaponry. They possess very strong shields, heavy armor, tech abilities and are extremely resilient. They also improve combat skills of nearby geth and are capable of jamming radar.
 * Geth Pyro - Geth units that are highly dangerous in close quarters. Equipped with flamethrowers, shielding and heavy armor. Very slow and harmless at distance, but highly resilient and deadly in close range.
 * Geth Rocket Trooper - Anti-armor/anti-air infantry. Equipped with rocket launchers and shielding.
 * Geth Shock Trooper - Advanced Geth Troopers armed with the Geth Pulse Rifle, Geth Barriers, and Carnage.
 * Geth Sniper - Armed with Geth Sniper Rifles and shielding. Capable of using assassination, specialised for long-range combat. Capable of jamming radar.
 * Geth Trooper - Standard geth troops equipped with Geth Pulse Rifles, Geth Barriers, and capable of recharging shields via the Geth Shield Boost ability.

Leader Unit: Giygas
"So, isn't this terrifying? I'm terrified, too. Giygas cannot think rationally any more, and he isn't even aware of what he is doing now. His own mind was destroyed by his incredible power. What an all-mighty idiot! Yep, that's what he is! Heh heh heh heh... and you... you will be... just another meal to him!"

- Porky Minch

Also known as Giegue, the "Embodiment of Evil" and the "Universal Cosmic Destroyer", Giygas was an evil alien who intends to sentence all of reality to the horror of infinite darkness. Giygas was an alien raised from infancy by a woman named Maria and her husband George, both of whom were abducted from Earth in 1909. During this time, George studied the alien's PSI powers without their permission, culminating with their escape back to Earth. Once he matured, Giygas was tasked by his people to ensure that PSI never spread onto Earth. However, Giygas did not want to betray those who raised him, particularly Maria. In the end, he was forced to detach himself from Maria and begin preparations for the invasion of Earth. Sometime before the invasion, Giygas comes across the Apple of Enlightenment, a fruit that shows the future. Giygas learns of his inevitable defeat at the hands of Ness, and so he attacks Earth twenty years before this would occur in order to disprove the prophecy.

Powers and Abilties:

Devil's Machine: The only thing holding back Giygas true strength, the Devils Machine can return any attack sent at it with twice the amount of power. Once shut off, Giygas is freed to use his full strength.

PSI Rockin': A devestating attack that hits all enemies on the field, PSI Rockin has the ability to decrease psychically created shields. At its most powerful, its one of the three most powerful PSI or PK abilities in existence.

PSI Thunder: A powerful electric PK ability that hits multiple times and multiple targets, as well as depleting shields.

PSI Flash: A green-flashing ability that hits multiple targets, which can destroy enemies in a single strike, cause numbess and crying, or cause enemies to attack themselves and allies.

Apple of Enlightment: A machine that allows Gigyas to see the future.

Cosmic Power: When released from the Devil's Machine, Giygas loses all restraint and can access his full power. It does, however, sap his sanity, reducing him to an insane version of his former self.

General Unit: Porky Minch
"Do you want to scream for help here in the dark?!"

- Porky Minch "And here you stand, ' waiting to be burned up with all the rest of the garbage of this universe..."

- Porky to Ness A sadistic child corrupted by Giygas, acting as the Embodiment of Evil's right-hand-man. Formerly Ness' neighbor and friend before being corrupted by the Evil Mani Mani, he shows no empathy in killing or hurting others, first being observed with his attempted human sacrifice. In Ness' encounter with Giygas, Porky is there with him, pale and discolored from side-effects of time traveling, in an organic spider-like mech. At this point, Pokey reveals to Ness that it was Giygas that had been leading him all along. He expresses to Ness his new belief that Giygas should destroy the universe, and attacks Ness and his friends (in their robotic forms) alongside Giygas. Once Giygas is destroyed, Pokey uses time travel to escape into another era, but not before taunting Ness one last time.

Hero Unit: Starman Jr.
TBA.

Army Unit: Starmen/Various Robots
Starmen are extraterrestrial beings, and are among the original users of PSI. Starmen are common among the higher ranks of Giygas's army. No information is given about how Giygas recruits them, what they are looking for, or how they reproduce or are created. However, it is known they are extraterrestrials, humanoids with robot-like characteristics. Their suits/skin vary in color, often to differentiate ranks. They are able to use PSI, but it can also be assumed Giygas is able to teach PSI to his men, as many different species and robots can use it as well. Their dialog contains beep sounds, like a machine's. In fact, what they say is displayed in Katakana in Japanese, which is commonly used to represent robot-like voices. Giygas also commands other machines that do his biding in battle.


 * Starman: The most basic type of Starman, they use PSI as their main weapon, including PK Beam, PSI Magnet, and PSI Shield.


 * Last Starman: A high-ranked Starman of golden color that has access to all PSI abilities.


 * Blue Starman: An upgraded Starman that uses PK Beam Gamma.


 * Starman Super: Another type of gold Starman which always start the battle with PSI Shield β which reflects damage, and can fire a beam, Summon Starmen for help, guard, and use Healing Ω, which can revive defeated allies.


 * Starman Deluxe: A powerful type of Starman outfitted with spikes, uses PK Starstorm and PSI Shield β.


 * Ghost of Starman: A powerful black-colored Starman outlined with a pink aura, which knows PK Starstorm alpha, and after counting down from 3, unleashes the destructive PK Starstorm Omega on the battlefield.


 * Final Starman: The most powerful type of Starman, outfitted with spikes and a gold color, knows Shield β, PSI Starstorm α, PSI Starstorm Ω, Healing Ω, and Brainshock Ω.


 * Atomic Power Robot: A robot that fully replenishes other robots' energy by utilizing the power of the atom (Lifeup, acting as a sort of medic. It defends itself using laser beams, and explodes upon defeat.


 * Bionic Kraken: A large pink serpent that can breath fire, use PK Thunder, emit a pale green light to neutralize abilities like biotics, and generate tornadoes.


 * Hyper Spinning Robo: A robot that can disrupt mental senses, fire powerful beams, and use PSI Shield Beta


 * Military Octobot: A robot that resembles, well, an octopus, and can coil opponents, steal items, and fire beams.
 * More to come.

Expendable Unit: Ramblin Evil Mushroom and Mobile Sprout
Two of the first enemies Ness encounters in Earthbound, they both serve as examples of how Giygas can use the Evil Mini Mani statue to possess inanimate objects. While both units are rather weak, the various abilities they possess makes them a danger to Ness and company early on and in large numbers.

Weapons and Abilities:

Mushroomization: Ramblin Evil Mushrooms can plant mushroom spores that grow on enemy heads, confusing their movements and possibly causing them to attack allies.

Plant Spores: Mobile Sprouts can plant spores of themselves, creating more sprouts in the process.

PSI Magnet: A simple PSI ability used by Mobile Sprouts that removes PP from Ness and his team.

PSI Lifeup: Mobile Sprouts can cast Lifeup, healing one member of the group of enemies.