User:Dargoo Faust/Sandbox

This is the Sandbox for the user, Dargoo Faust.

WHO IS THE DEADLIEST?!

General Tullius (Skyrim) vs. Julius Caesar (Real Life)
Fictional Roman posers vs. the real deal

I'd take this as a battle where Caesar ends up invading Solitude or Tullius ends up invading Rome, where essentially the two have an initial military conflict which puts one side on the defensive. Either that or I just do a normal group battle to confuse people less.

-

It's in the nature of history to inspire fiction, but can the song-sung warriors of fantasy stand up to the brutal reality of warfare? Rome was known for its genius on and off the battlefield, and its instruments of domination became the inspiration for countless fictional civilization. In the Elder Scrolls series, the Cyrodillic Empire fits into this same role of conqueror, playing as one of the two major factions vying for control of the province of Skyrim in the fourth era. However, can its commander on the northern front, General Tullius, stand up to one of history's greatest tacticians? Or will fiction's exaggerations become its downfall?

The Imperial Legion


 * -| The Leader=

General Tullius



"Battles are won by trained and disciplined men. Wars are won by talented and exceptional individuals."

- General Tullius

General Tullius is the commander of the Skyrim branch of the Imperial Army, presiding within Castle Dour of the official capital of Skyrim, Solitude. His background isn't elaborated much within the lore, however he has significant battle experience from the Great War between the Aldmeri Dominion and the Cyrodillic Empire, serving under Emperor Titus Mede II.

Tullius directly opposes and antagonizes the Stormcloaks under Ulfric Stormcloak, and while he agrees with their resentment of the White-Gold-Concordat and the Thalmor, he opposes the disunion of Skyrim and the Empire, claiming their separation would weaken the Empire to further domination from Aldmeri forces. Depending on the player's choice in the Civil War questline, Tullius either leads an opposing force into Stormcloak territory, eventually executing Ulfric, or is put on the defensive before he is defeated in Solitude at the hands of Nordic armies.

Weapon of Choice

Dwarven Sword of Consuming



Tullius's personal weapon is an enchanted ancient Dwarven sword, that drains the vitality of an opponent when struct against them and heals minor wounds and injuries of the wielder. Like most one-handed weapons in Skyrim, the blade is slightly longer than 2.5 feet, and the sword is made of ancient dwarven metal, a distinct alloy separate from bronze or steel. Assumingly, the metal is superior to steel, and although its exact weight is unknown, it is much heavier than steel.

Armor



General Tullius' Armor (Imperial Officer Armor)


 * -| The Weapons=


 * -| The Armor=

Imperial Armor and Imperial Light Armor

Caesar's Army


 * -| The Leader=

Julius Caesar



"I came, I saw, I conquered."

- Julius Caesar

bio

Weapon of Choice

Armor

Roman Breastplate and Leather Strapping -


 * -| The Weapons=


 * -| The Armor=

Yū Otosaka (Charlotte) vs. Sylar (Heroes)
Abilities (God, there's a lot of them)

Sylar

Note: This is Season 1 Sylar, before he gains the Induced Radioactivity ability.


 * -| Main Power=

Intuitive Aptitude

Sylar's intuitive aptitude isn't a very clearly defined ability, however it is described as the ability to "understand how things work", which comes with a side effect of an unrelenting 'hunger' for more knowledge. Essentially, Sylar's ability acts as an extremely enhanced intelligence, to the point where he can understand how someone's powers work and effectively replicate them by looking at their brain or understand the intricate functions of a pocket watch by looking at the gears.


 * -| Offensive Powers=



Telekinesis

Sylar's main form of offensive power and the ability he primarily uses is his telekinesis, which allows him to move objects and apply force to objects using his mind. He uses this power to form a pinpoint telekinetic blade to cut through a victim's skull to properly extract the brain. As an offensive ability, Sylar has flipped an ambulance with his ability, killed a man with bottles, sent a shard of glass into Peter's skull, and stoped bullet fire, alongside many instances of him using it to throw people around and choke them to death.



Freezing/Ice Manipulation

Stolen from Molly Walker's father, Sylar can lower the temperature of objects in his immediate surrounding. He used this to freeze James Walker alive, shatter Hiro's sword by lowering its tempreture, and coat the environment around him in a solid layer of ice by freezing moisture in the air.


 * -| Other Powers=



Enhanced Hearing

Stolen from Dale Smither, Sylar has an inhuman hearing ability that allowed him to eavedrop on people across an entire plaza, recognize specific heartbeats and their location, and he claimed he could literally hear a pin drop from a mile away.

Painting the Future

Stolen from Isaac Mendez, Sylar can go into a trance where he paints a prophetic image of the future. While he hardly ever uses this in combat, he once used this ability on a pool of blood after a fight with Hiro Nakamura.

Shattering and Melting

While these in theory are devastating abilities, Sylar has never been shown to use them in combat, and it is unlikely he'll use them here. With Shattering, Sylar is able to shatter glass and glass-like objects from a distance, and with Melting, Sylar can destabilize the molecular structure of inorganic objects such as a toaster by touching them, causing them to liquefy.

Yū Otosaka

Note: This is Otosaka as of Episode 11 of the Anime. Before he goes on his journey that turns him into the reaper, but after he absorbs all of his friend's abilities.


 * -| Main Power=



Looting

Yū's main ability stems from his secondary power, which he initially believed to be his one and only power. By activating his ability on someone while they are in his line of sight, Otosaka can mentally control their actions by taking over their mind for only five seconds. The weakness of this ability is that his body is limp and completely helpless while he is controlling another's body.

His 'real' ability is Looting, or the ability to steal the powers of enhanced humans he possess for five seconds. Yū used this ability to absorb the powers of all of the Hoshinoumi Academy Student Counsel members, and would eventually embark on a journey around the world to absorb every single power in order to prevent more bloodshed.

''NOTE: Yu's power stealing ability shouldn't work on Sylar, although his secondary possession ability might do some work. I'm seeing this because Sylar's and Yu's powers work fundamentally differently and come from different sources.''


 * -| Offensive Powers=



Pyrokinesis

Looted from the Spirit of Misa Kurobane, Yu can produce fire from his hands, which was used by him to threaten others as well as to set a thug's clothes on fire, forcing him to roll on the ground. Yu don't demonstrate much else from the ability, and usually resorts to his telekinesis for direct attacks.

Telekinesis

Yu looted this ability off of the baseball player Arifumi Fukuyama, who used the ability to cheat pitches in the sport. Like Sylar, Yu can move objects and apply force to them with his mind. He was able to sheild himself from a collapsing building, fling various large steel poles through a catwalk, and stop machine-gun fire with his ability.

Collapse

Yu looted this ability from his sister in order to save her from accidentally killing herself through using it. As seen from this, Collapse is a very dangerous ability that is tied to Yu's negative emotions such as panic or pain, which generates localized earthquakes that can flatten buildings he's in within seconds if he is in intense pain.


 * -| Other Powers=



Blitzing

A fairly dangerous and unreliable ability he looted from Jōjirō Takajō, Yu can move at incredibly fast speeds, so much so that the ability was initially mistaken for teleportation. The flaw of this is that Yu cannot fully stop himself while moving and can't really control when and where he lands, so it can result in severe injury if used wrongly.

Flight

Initially used by Saitō, Yu's flight is called 'floating on air', an ability which initially caused both the initial user as well as Yu a large amount of trouble controlling. By Episode 11, Yu had a better grasp on this power, although he doesn't tend to use it in combat.

Imperfect Invisibility

Looted from Nao Tomori, Yu can become invisible only to one person at a time, although smells and sounds are still created when he is invisible. He can turn this ability on an off at will, just like Nao.

Channeling/Spiritual Connection

Yu looted this ability from his fellow council member Yusa Nishimori, which allowed her to be possessed by the spirit of her dead sister and channel her abilities. Yu has never used this ability himself, however he undoubtedly has it.

Thoughtography

Yu looted this ability from Udō, which lets him change the contents of pictures he takes to whatever he is visualizing. There will be cameras near for Yu to use, but it isn't expected to help him much in combat.

Semifinale: Heroes of Maple (Maplestory) vs The Gatewatch (MTG)


The Gatewatch"Not just the Eldrazi, and not just Zendikar. Never again, not on any world. This I swear: For Sea Gate, for Zendikar and all its people, for justice and peace, I will Keep Watch. And when any new danger arises to threaten the Multiverse, I will be there, with you three beside me."

- Gideon Jura

The multiverse is a vast expanse of different planes, each with their own history, magics, and demons. Planeswalkers, however, are born with the gift to traverse the Blind Eternities and travel between worlds, once their spark ignites after an emotional event of great significance. When one receives this gift, it is often true that they become a power-mad mage that cares only for themselves. However, there are those who kick back against the evils that threaten each plane, and the multiverse as a whole.

When Zendikar fell prey to the eldritch horrors of the Eldrazi and drew close to its death, four heroes emerged and forged an unlikely alliance, and after the menace was dealt with, this band of friends would declare their mission to fight every evil that would threaten the multiverse again.


 * -| The Warrior=

Gideon Jura



"On every plane, there are those who run towards danger."

- Gideon Jura

Gideon Jura, born Kytheon Iora, is a hieromancer and planeswalker beholden to the multiplanar coalition known as the Gatewatch. His distinctive weapon, the sural, consists of multiple whip-like blades anchored to the exterior of an armguard. He traverses planes looking for conflict between the forces of good and evil, and has been fighting for most of his life after his spark ignited. From the Eldrazi of Zendikar to the guild feuds of Ravnica, you'll always see Gideon fighting on the side of good, like a stunning clone of He-Man.

Magic, Weapons, and Abilities


 * Gideon's Sural - To avoid confusion, Gideon's Sural is essentially an armguard with an Urumi attached to it. His version of the Sri Lankan-based weapon, however, is unnaturally more flexible, durable, and can extend and retract in length. Gideon wields the weapon with enough skill to casually tear apart Eldrazi drones and processors, as well as using it to constrain foes via its blades wrapping themselves around a foe. He can also use it as a channel for his Hieromancy; it is sometimes embued with a white glow that can nullify magical abilities.


 * Indestructibility - Gideon's innate ability allows him to focus energy on certain portions of his body to make them virtually invulnerable. This takes the appearance of a golden haze surrounding parts of his body, like a veil or mist. This power has allowed Gideon to tank hits from Gods and mountain-sized Eldrazi, and compliments his hands-on approach to battle. His ability protects him from physical damage only however. Magical fires and giant stone fists can't even give him a papercut, but he can still drown or suffocate. His ability has only been negated on three occasions, via counter-magic (Nicol Bolas), reality-warping (Kozelik), and power nullification (Amonkhet Gods).


 * Hieromancy - An art seemingly exclusive to the M:tG multiverse, the MTG Wiki defines a hieromancer as "white mages that use their power to enforce order or suppress the abilities of others". Hireomancy is like laws, if they had the literal capacity to keep you from doing things. Gideon's magic can form golden chains that can restrict movement and nullify magical abilities, however strong enough foes can break his hold via pure physical force or counter-magic.


 * -| The Glass Cannon=

Chandra Nalaar



"Spontaneous Combustion is a myth. If you burst into flame, someone wanted you to."

- Chandra Nalaar

Chandra is one of the rare pyromancers and magic users from the industrialized plane of Kaladesh. Opposed to the restricted and beurucratic nature of the politics of her homeplane, Chandra values freedom and self-expression, which is seen in her battle strategy - the lack thereof. If there's something she doesn't like, she burns it. If that doesn't work, she burns it more. Chandra joined the gatewatch in an effort to quell the threat of the Eldrazi and future interplanar threats to the multiverse. She is very much a loose cannon of the group, and hates coordination and often times makes thing more complicated for the heck of it.

Magic, Weapons, and Abilities


 * Pyromancy - Chandra's pyromancy is intrinsically tied to her emotional state. While tempered and calm, she can call smaller flames to warm her allies, but when enraged she can burn down entire castles and take down towering gearhulks. Outside of using flames to cause explosions and burn down buildings, Chandra can also focus her fire to achieve flight, Oberseved by Nicol Bolas, Chandra is very much a one-trick chick. All of her abilities stem from her pyromancy.


 * Summons - Chandra can summon a variety of fire-based elementals, from Phoenixes to walking golems of magma and fire. The largest extent of this ability was her spitfire, whose wingspan was several dozen meters of flame.


 * Heat Immunity - Chandra is immune to all forms of fire, heat, fire-based magic, regardless of status effects or enchantments the fires carry. She demonstrated this by leaving the Purifying Fire unharmed, which was a flame that could remove the planeswalker spark and all magical ability from the most powerful mages. She takes advantage of this by casually heating her fists and body to the temperature of lava, allowing her punches to melt metal and stone.


 * -| The Summoner=

Nissa Revane



"Why fight the world when you know who will win?"

- Nissa Revane

Nissa Revane is a founding member of the Gatewatch and a powerful Animist, who weilds the ability to manipulate the leylines of mana and connect to the spirit of any plane that she is on. Originally a elf of the tribe of Joraga, Nissa suffered visions of an unspeakable horror that would overtake her world - the Eldrazi. The embodiment of Zendikar's mana reached out to Nissa, who gained the ability to manipulate the flow of mana and create powerful elementals. After the defeat of the Eldrazi titans Ulamog and Kozilek, Nissa and Jace, Chandra, and Gideon formed the Gatewatch.

Magic, Weapons, and Abilities


 * Sword of the Animist and Reclamation Magic - Nissa's staff is actually a holster for her signature sword, which acts as a channel for her elemental spells. A special ability of her sword is reclamation, or the magic of destroying man-made objects. With a strike from her sword and concentration of her abilities, Nissa was able to shatter even the Hedrons constructed by Nahiri, which could imprison Eldrazi. She is also a master swordsman, and even without her magic was able to keep up with the trained mages and athletes of Amonkhet.


 * Animism - Nissa's primary power stems from her ability to connect to the spirit of the land, which enables her limited control over the flow of mana and magic depending on her familiarity with the plane (on Zendikar, she can summon enormous elementals and building-sized vines, yet on the hostile plane of Innistrad she could hardly use her powers). In short, she can summon elementals out of rocks and vines, as well as manipulate plant and create plant life to strangle her enemies in vines. She can also siphon mana from the land around her far more efficiantly, and can power up her teammate's spells, such as Chandra's pyromancy.


 * Resistance to Magic - As a secondary effect of Nissa's connection to a plane, she can partially redirect the magic of any spell, which allowed her to resist mind control from Jace, and survive a life-drain spell from Ob-Nixilis.


 * -| The Tactician=

Jace Beleren



"Brute force can sometimes kick down a door, but knowledge is a skeleton key."

- Jace Beleren

Jace Beleren is a talented telepath and illusionist from the plane of Vryn, who works as the often ignored strategist of the group. Along with Chandra, Jace is one of the planeswalkers responsible for the release of the Eldrazi in a violent confrontation between the two planeswalkers. Eventually, Jace and Chandra put aside their differences and joined together in the fight against the Eldeazi menace, and formed the Gatewatch as a means to preserve order in the multiverse. Jace is extremely intelligent, and can asses and respond to situations at a remarkable speed.

Magic, Weapons, and Abilities


 * Telepathy - Jace is a naturally talented telepath, and learned the art under the tutelage of the sphinx Alahammaret. Depending on the willpower and psychic resistance of the mind he is entering, Jace can read thoughts, mess around with a person's perception and senses, and, with varying effort, mind control people. When Jace is desperate and fearing for his life, he 'overloads the senses' of a mind, effectively causing brain-death. However, Jace has only had limited success in many of his mind attacks. Despite being called one of the multiverses's best telepaths, people like Gideon could resist his abilities off of sheer will alone.


 * Illusions - Jace's illusions are distinctively separate from his telepathy, as his illusions are actual refraction of light that he can create that simulate the colors, scent, and sounds of whatever Jace wants his opponents to see. Jace, using this, can create multiple illusory copies of himself, making it difficult to properly pin him down, and he can keep opponents wary by creating illusions of different monsters and threats.


 * Countermagic - Jace is adept at counter-magic, or the art of dissipating the energy of magical spells and abilities. For instance, Jace can wash away even Chandra's flames with the swipe of a hand. This takes the appearance of a transparent blue shield around Jace and (with more effort) his allies, that can block magical lighting, fire, and even mental attacks. However, this cannot protect Jace from purely physical attacks.


 * -| The Medium=

Ajani Goldmane



"Duty, honor, and valor are either in your heart or they are not. You will never know for certain until you are tested."

- Ajani Goldmane

bio

Magic, Weapons, and Abilities


 * Superhuman Strength and Staff-Axe - While the rest of the Gatewatch tend to rely on their magic as a source of strength, and barring Gideon and Nissa they can't take much of a hit, Ajani is by far the most physically capable warrior on the team. Unlike the rest of the group, he is a veteran fighter against other mages and fighters, and even survived direct combat with Nicol Bolas, who is arguably the most powerful planeswalker. His weapon of choice is a staff with a blade on either end, one being his own and the other being the blade of his brother. He is also known to split it in two weapons: a sword and an axe.


 * Healing - Ajani has an inherent talent in the art of healing, although the extent of this power can be inconsistent at times. He was able to heal fatal wounds in Chandra and Oviya during the Aether Revolt of Kaladesh, however he lacks the ability to apply this magic to himself. While he can fix minor injuries and wounds in a flash, he needs time and concentration to heal mortal wounds, meaning he would have to step out of battle in order to help a teammate.


 * Soul Magic - Ajani's most potent abilities stem from his unique ability to view and interact with the souls of other people, although the true extent of this power is hard to discern due to him mainly using it in the Alara arc. By using this power, Ajani can effectively sever the mana bonds of human and nonhuman creatures he fights, causing them to temporarily lose access to all magical abilities. Mages find empty hands for spells, Dragons' fires sputter out, you name it. He can also summon "effigies" of people, as in, create a perfect image of them out of the very fabric of their soul that fight them. Granted, all of Ajani's larger feats here required ridiculous amounts of mana that he hardly ever has access to (part of the entirety of the mana produced by the collision of several pocket dimensions), so he may only be able to do any one given one of these abilities once in the battle.


 * -| The Dark Mage=

Liliana Vess



"Pain is temporary. So is life."

- Liliana Vess

bio

Magic, Weapons, and Abilities


 * Death Magic - Liliana's typical forms of attack are in her manipulation of life and death that take the form of dark tendrils emerging from the ground and grasping her enemies, as well as dark bolts of energy that she can fire out of her hands. These attacks rapidly decay living organic flesh, draining the life energy of enemies she fights. This goes anywhere from instantly killing a greater Sand Wurm, to reducing groups of Eldrazi-infected townsfolk to dust within seconds.


 * Necromancy and Summons - Liliana is hardly one to run a fair fight, and when the going gets tough she can pack an entire army at a fingertip. She is a talented necromancer with hundreds of years of experience in the art, and can casually raise hundreds of corpses without even touching the Chain Veil. Zombies raised by Liliana can still run, and appear to have superhuman strength and durability, however they lack any form of higher intelligence, blindly attacking her enemies.


 * The Chain Veil -

Heroes of Maple

"I thought that the heroes were only relics from the olden days. I didn’t understand why anyone would wait for them. But the world still needs heroes. Even as time goes by, that fact will never change."

- Neinhardt

The Black Mage grew in influence, his dark hand creeping across the entirety of the Maple world. Every corner, from Leafre to Lith Harbor bucked and fell as his dark generals slaughtered entire towns, and drew closer to the Temple of Time. All from different origins, Heroes from around the globe banded together to stop the domination of the Black Mage, consisting of Freud, Mercedes, Phantom, Luminous, and Eunwol.

In a climactic battle at the Temple of Time, the Heroes alongside the Demon weakened and imprisoned the Black Mage in a prison outside of time and space, at the cost of the existence of one of Eunwol. The remaining heroes were cursed by the Black Mage to be frozen in ice to forget their lives and lose their powers, the process of which killed the original Dragon Summoner, Freud.

After Luminous, Aran, Phantom, and Mercedes emerged from their prisons, they awakened to a world not yet free from the influence of the Black Mage, many of them embarking on quests to discover their former selves and regain their former powers. Ultimately, the Heroes would reunite with one another under the leadership of their newest addition, Evan, to take down the remaining commanders of the Black Mage, beginning with Damien.


 * -| The Warrior=

Aran



"You want to know who I am? Well I'll tell you, RIGHT HERE AND RIGHT NOW!"

- Aran

Aran is one of the six original Heroes who sealed away the Black Mage and is the sole Warrior of the group. However, the dark mage cast a powerful spell to spite the remaining heroes, imprisoning them in ice for centuries. Aran, found herself thawed out on the icy island of Rein hundreds of years later, and discovered she had lost all of her power and memories from bygone eras. Eventually chancing upon rest of the heroes and regaining her lost power, Aran joined with her former comrades to fight against Damien, a commander of the Black Mage. Aran adopts a sort of 'big sister' personality towards her team. She is often jovial and fun-loving, but is quick to anger and jump into battle.

Magic, Weapons, and Abilities


 * Polearm and Spirit Summoning - Aran's polearm actually bears more of a semblance to a medieval Halberd, albeit shorter and thicker than a typical weapon of the sort. Aran's polearm is inhabited by a sentient spirit, Maha, who granted Aran special enhancements to her attack power and skills as she regained his trust. Aran's weapon also summons the spirits of powerful beasts such as bears and wolves, who attack with the motions of her polearm and enhance her strikes.


 * Ice Manipulation - Aran has the ability to manipulate ice more substantially as she builds on her combo, from freezing opponents in place temporarily to creating giant icy polearms she can drop on her enemies. At a high enough combo, Aran can summon entire blizzards to attack her opponents. This also grants her an immunity to ice-based attacks.


 * Combo - Aran's attack potency, abilities, and magic increase drastically the longer she is in direct combat with an opponent. As previously mentioned, combo allows her to summon more powerful beast spirits and enhance her ice powers. Another ability of combo is for Aran to regenerate her health the more she strikes her opponent, and create shields for herself and her allies. High enough combos allow her to use abilities like Judgement, which drops an enormous polearm on her foes.


 * -| The Glass Cannon=

Mercedes



"I don't care what the Black Mage throws at me next! I swear, I will keep this world safe!"

- Mercedes

Mercedes is the group's resident Archer, and is the eldest/only nonhuman member of the group, representing her kingdom of elves. She is the Queen of the Elves, ruling in a secluded town known as Elluel. She uses Dual Bowguns and Magic Arrows for weapons. Also frozen in ice as a result of a curse from the Black Mage, Mercedes was released with all of her abilities stripped away, having to work back up to her original level of skill, and work towards unfreezing her kingdom, who had also been cursed by the Black Mage. Eventually, she caught up with the surviving members of the Heroes of Maple, and helped take down Damien.

Magic, Weapons, and Abilities


 * Bowguns and Magic Arrows - Yes, they are called bowguns. No, they don't fire bullets. A better comparison to how Mercedes's weapons work is if you managed to load a bunch of magic missile spells into a revolver and began to fire them at a rapid speed. While Mercedes is a master markswoman, she focuses mainly on large area-of-effect attacks, dealing out as much damage as humanly possible. She has an theoretically infinite ammo pool, however her bows are derived from her mana, which is limited. She can fire a horizontal stream of arrows with abilities like Ishtar's Ring, and fires hails of arrows with abilities like Leap Tornado.


 * Elven Physiology - Mercedes might have very little in terms of defensive capabilities, however she makes up for it in terms of agility. Mercedes has a small healing factor, can climb ropes, ladders, and vines at ridiculously high rates, and has a natural resistance to curses and mind control.


 * Sylvidia - Mercedes has a mounted Pegasus/unicorn that she can ride on to achieve flight, although her attacks are limited while mounted to melee attacks from Sylvidia. Nonetheless, her mount can traverse both the ground and the sky at remarkable speeds.


 * -| The Summoner=

Evan



"We may be weak, but Mir and I have accomplished much simply by fighting for what believe in. To give it up in pursuit of power is a betrayal of everyone who's ever believed in me."

- Evan

Evan was a regular farmboy in the land surrounding Henesys before his cousin uncovered a suspicious egg that he gave to his little sibling. Little did he know that the egg was the last remaining Onyx dragon egg, which had a spiritual connection to the ancient heroes Freud and Afrein, the former killed in the climatic battle with the Black Mage. Exploring the world of Maple with his newborn dragon Myr, Evan eventually met the still living other heroes, and allied with them once more, keeping the group together like his predecessor Freud had, and becoming the defacto leader.

Magic, Weapons, and Abilities


 * Mir - Mir is the last remaining Onyx dragon and companion of Evan. By the time Evan reaches his fourth job advancement, Mir is fully matured, and utilizes a large variety of breath-based attacks alongside powerful melee strikes. Among these are various fire, frost, and lightning breath attacks, a healing mist that surrounds his allies, and the ability to create temporary illusory clones to attack enemies.


 * Mage Abilities - Evan is also a decent magic user, and can use powerful spells with his staff such as short burst teleportation, magic missiles, and a variety of elemental magic that he can use in tandem with attacks from Myr. Among his elemental powers are the ability to summon thunderstorms and lightning, summoning circles of magma from the ground, and creating powerful gusts of air. One of Evan's most power attacks creates a dark fog for a short duration that obscures vision and damages enemies inside.


 * -| The Tactician=

Phantom



"The scoundrel turned hero... it's a bit clichéd, isn't it?"

- Phantom

The Phantom was a world-renowned thief who originally planned to steal a legendary gem from the empress of Ereve, before falling in love with her and vowing to fight the Black Mage on her behalf after her tragic death. Approaching Freud, the Phantom joined the Heroes as their rogue, utilizing his magical abilities to help seal the Black Mage. After thawing out of the ice left by the Black Mage's curse, the Phantom once more roamed the Maple World, working alone until he joined in the fight against Damien.

Magic, Weapons, and Abilities


 * Cards and Cane - Phantom's signature physical attacks are based around a deck of magical cards and a sword/cane that he uses for a variety of offensive and supportive abilities. Phantom can teleport in short bursts in a flurry of cards, and he can create storms and streams of cards that deal heavy damage to opponents as if they were shurikens. He is an expert swordsman, and charges his cane swipes with magical energy before releasing a flurry of attacks.


 * Phantom's Eye - The Phantom is naturally and supernaturally perceptive, whose eye glows when he accesses a situation or person. Using his eye, he can discover weaknesses of his opponents, sense intent, see through illusions, and resist mind-based attacks (to an extent. Lotus, an extremely powerful telepath, was still able to mindhax him).


 * Ability Steal - Phantom's most potent ability is to mimic (yes, not actually steal) the abilities of adventurers that he comes across, manifesting golden weapons to preform attacks and using magical spells and buffs only known by mages, assassins, and paladins. This ability has limits, however. Phantom will not inherit the skill of the warrior he is mimicking, and he can only steal a very limited number of abilities (4 by the endgame). Phantom will start this battle with no abilities copied, however will be able to mimic certain abilities from the Gatewatch as the battle progresses.


 * -| The Medium=

Eunwol



"...I had a friend. The first person to ever lend a hand to me. I told him I didn't have a reason to live, and he told me I don't have a reason to die, either. He also promised we'd get through the tough times together."

- Eunwol

bio


 * Spirit Claw -


 * Fox Trot -


 * Close Call -

Magic, Weapons, and Abilities


 * -| The Dark Mage=

Luminous



"The darkness you took from me will consume you."

- The Black Mage

bio


 * The Light Path


 * The Dark Path


 * Equilibrium

Magic, Weapons, and Abilities

Finale: Wilder West
4 - Way Free for All battle. I want to have it between fantasy/sci-fi gunslingers who are secretly clones of Clint Eastwood. No nonfiction or actual wild west cowboys here.

Jessie McCree
"Well, it's high noon somewhere in the world."

- Jessie McCree

You'd think that revolver-wielding outlaws would be a thing of the past in 2080, but McCree is living proof that the cowboy is far from extinction.

Born to a troubled youth, McCree was a major member of the Deadlock Gang of Route 66, before the organization was taken down by Overwatch forces. The leader of Blackwatch at the time, Gabriel Reyes, saw potential in Jessie, and provided him with an ultimatum: join Blackwatch or face penance for his crimes behind bars. He then spent the remaining years of Overwatch's longevity as a covert ops agent, working behind red tape and bureaucracy.

After Overwatch was dismantled, McCree went underground, and vowed to make amends for his crimes by fighting criminals and dispensing justice on them with his peacekeeper, free from the restrictions of government control. Currently, he acts as a gun for hire, showing no allegiance towards either the reformed Overwatch members or Talon, sticking with his own morals and guts.

Signature Weapon - Peacekeeper

 * Ammunition - Pulse Fire. Like other fictional weapons that utilize pulse fire, McCree's peacekeeper fires energy rounds that can cauterize through technologically advanced armor, although this type of ammo lacks in range as the energy dissipates the longer the 'bullet' travels.
 * Effective Range - 22 to 45 meters (72 to 147 feet). After 22 meters, McCree's pulse fire damage will start to fall off, and after 45 meters his bullets would be nonlethal due to dissipation.
 * Cylinder Size - 6 rounds before reloading. Single action.
 * Fan the Hammer - McCree's gun, while technologically advanced, still allows him to fan the hammer as someone would a primitive pistol, unloading his entire cylinder. This attack is deadly at a close range, yet McCree can't reliably aim while the gun goes off.

Secondary Weapon - Flashbang

McCree's flashbang is starkly different than its modern counterpart, in that it is less lethal, yet more potent in disorienting opponents. He can throw the flashbang 5 meters before detonation, and any opponents within a 1.5 meter radius are left dazed and completely immobile for a second, allowing for Mccree to fan the hammer and slug all six of his bullets into his opponent before they can react.

X- Factors

Quickdraw

Accuracy

Experience

Training

Erron Black
"My bullets cut through metal... and bullshit."

- Erron Black, being sassy

Signature Weapon - Dual Revolvers

 * Ammunition - Gold-Plated Bullets
 * Effective Range - Several Dozen Meters. Black's gun isn't really shown that much outside of battles (which are at a very close range), so it can only be assumed that his guns have a range similar to revolvers of a similar make.
 * Cylinder Size - 6 rounds before reloading, per gun. Single action.

Secondary Weapon - Sand Grenades

X- Factors

Quickdraw

Accuracy

Experience

Training

Gene Starwind
"There's something that my old man told me a long time ago. He always said people who think big make it big. People who choose to only think small will only earn chump change the rest of their lives. It's the way things are! And that is what business is all about."

- Gene Starwind

Signature Weapon - Caster and Double Barreled Firearm

 * Ammunition - Caster Shells. A caster gun is a devastating weapon built to release destructive spells with the pinpoint accuracy and speed of a pistol, ranging anywhere from beams of disintegrating energy to miniature black holes.
 * Effective Range - Varies based on caster shell. Usually, however, the gun tends to function at a much closer range than conventional firearms.
 * Cylinder Size - 1 round before reloading. Single action.
 * Different types of Caster Shells -


 * Ammunition - Shotgun Shells.
 * Effective Range - Unknown, likely several dozen meters. Since Gene is using fictional weapons it's hard to pin down how much reach his guns have, so it can only be assumed his shotgun/pistol has a comparable range to other similar firearms.
 * Cylinder Size - 2 rounds before reloading. Fires both at once. Single action.

Secondary Weapon - Black-Bladed Knife

X- Factors

Quickdraw

Accuracy

Experience

Training

Candidates
 * Jonah Hex
 * Jessie Mcree
 * Courier Six or any other Fallout protagonist (Pistol Loadout)
 * Erron Black
 * Roland Deschain
 * Revolver Ocelot
 * Gene Starwind

Elder Scrolls Skyrim Battle Series (Not in any particular Season)

 * General Tullius vs. Julius Caesar
 * Stormcloaks vs. Night's Watch
 * College of Winterhold Followers vs. Dumbledore's Army
 * Mercer Frey vs. Garret
 * Dark Brotherhood vs. Italian Brotherhood
 * Miraak vs. Lord Harkon
 * Nerevarine vs. Champion of Cyrodiil vs. Last Dragonborn [Partial Rematch]. Lore-friendly edition. Each will be equipped with their cover-art armor and will have access to any weapons and other equipment they get through only the main questline of each respective game.

Other battle ideas (Post-Season 1)
Not gonna actually format things here, just random ideas (not reserving these)
 * Generator Rex (Namesake Show) vs. Jenny (My Life as a Teenage Robot)
 * Funny Valentine (JoJo) vs. Eon (Ben 10)
 * [Rematch] Vilgax (OS Ben 10) vs. General Grievous (Legends)
 * Kuvira (Legend of Korra) vs. Toph (Last Airbender)
 * Percy Jackson (Heroes of Olympus) vs. Korra (Avatar)
 * Liquid Snake (MGS) vs. The Boss (Snake Eater)
 * [Rematch] Megamind (Namesake Movie) vs. Gru (Despicable Me)
 * Muhhamed Ali (Real Life) vs. Adonis Johnson Creed (Creed)
 * Return to SCP