User:Alockwood1/Sandbox

This is where I'm going to put rough information about Armies/Fighters I plan to send into combat.

World of Redwall
Set in that Medieval-like land known as Mossflower, and the surrounding areas, war and fighting always show up at unwelcomed times. The rightful inhabitants and their allies are often forced to take up arms against vermin hordes. While generally peacefully, every Woodlander worth their salt would gladly lay down their lives to protect their homes. As for the Vermin Hordes, they'll stop at nothing to loot and plunder the area, and set themselves up as Tyrant Leaders of enslaved beasts that only lived to serve them.

Mossflower Woodlanders and Allies
There are several groups of Woodlanders. Here are some of them.



Redwall Abbey
As an order dedicated to the art of healing, the inhabitants prefer to care for the sick and injured, and are opposed to being attackers, unless the safety of Redwall and its inhabitants are at risk. In such cases, they are no slouches when it comes to warfare- the abbey's high stone walls already make a good defense, and when the bells are rung, every able-bodied Redwall picks up something that would do for a weapon (mainly gardening tools and kitchen knives) and heads to the wall. Also, a Warrior, chosen by the spirit of Martin, the first Warrior, will pick up the legendary Sword, and lead the defenders, if need be. While lacking in professional fighters, they are not short on allies who are trained, and battle-tested warriors.

Leader: an Abbot or Abbess.

Warcry: an exaggerated Redwall!

Weapons and Armor
Armor: The inhabitants of Redwall often wear green habits. This comes with a hood that can be used to keep the sun out of ones eyes. While not much protection against weapons, they protect one from the elements, and can be somewhat augmented to allow the wearer to blend into the surrounding greenery.

Weapons: Since Redwall is a place of Peace, most Redwallers have to use Improvised Weapons, such as gardening tools, though it's fairly easy to make slings and slinging material. Also, the Leading Warrior, as selected by the spirit of Martin, the first Redwall Warrior, will use the Sword of Martin, of which few weapons can stand against, especially in the hands of a well-trained fighter.



Guosim Shrews
Walk along any stream long enough, and rest assured, you're going to encounter the Guerrilla Union of Shrews in Mossflower, or one of their affiliations. More often than not, you'll hear these shrews arguing or singing long before you see them rowing into view on their logboats. Following a strict code, these rough, spiky-haired, ill-mannered beasts can be your best friends, or your worst enemies.

Leader: called a Logalog

Warcry: repeatedly saying Logalog or Gousim (or other tribe name)

Weapons and Armor
Armor: Aside from the equivalents of leather jerkins, and a colored bandanna, shrews tend to wear little armor.

Weapons: Every shrew is armed with a rapier-like shortsword, bow-and-arrows, or slings, and their paddles will do if caught on the water.

Salmandastron/Long Patrol
Hailing from the extinct volcano-fortress of Salmandastron, the Hares of the Long Patrol, and the Badger Lords they follow, guard the Western Shores from many vermin raiders and corsairs. While well known for being gluttons when it comes to eating vittles, they are very professional when it comes to fighting vermin. Don't let their laid-back manner fool you, else they'll leave you saying "wot wot" when they're through with you.

Leader: Badger Lord/Lady or Commanding Officer when on Patrol.

Warcry: Eulalia!

Weapons and Armor
Armor: Every hare wears a red cloth tunic. Badger Lords/Ladies may wear chain/plate armor during battle.

Weapons: Swords and spears are carried by most every hare. Designated ones may be archers, while others may carry slings. Many even learn the Noble art of Boxing, and are just as good with their left as they are with their right when it comes to knocking some sense into vermin skulls. Badgers will use weapons that are so heavy, that it would take two normal creatures to wield them, and they are very deadly with their weapons, especially if they take to the Bloodwrath, a berserk state in which they feel no pain, and are driven on by the destruction of their enemies, no matter how many there are.

Other Woodlanders/Allies
Most other Woodlanders tend to live in Mossflower, either alone, in family homes (single family or multiple families), or as nomads. Some of these groups, like otters and squirrels, are trained in the use of weapons and fighting. In times of danger, they often head to Redwall, or Salmandastron, both to protect their young ones, and to bolster the number of defenders fighting against the approaching Vermin Horde.

Leader: Depends on tribe.

Warcry: Usually Mossflower/Redwall or the name of their tribe.

Moles
Known for their rough manner of speaking, moles tend to have a head of good sense. When it comes to making tunnels, what a mole doesn't know, generally ain't worth learning.

Leader: Foremole (Redwall contingent).

Armor: Normally none.

Weapons: Normally improvised, but some tribes use weapons such as flails and warhammers.

Otters
Much like with the Guosim, you'll find otters along the streams and rivers, with plenty more being found along the coasts of the oceans and seas. Well known for their liking of spicy soups and stews, especially when flavored with hotroot pepper, they don't take too kindly to vermin patrolling their waterways.

Leader: Skipper (usually the leader of an individual clan) or High Rhulain (Queen of Green Island)

Armor: Normally none, though some tribes use the equivalent of leather jerkins and wooden shields.

Weapons: Double pointed javelins (points on both ends), slings, bows and arrows, swords, axes, and knives.

Voles
While generally an argumentative group of beasts, prove yourself to them, and you'll have a friend for life; earn their enmity, and you'll have a sworn enemy. Often times, many groups of voles live together- meadow, bank, and water- in a series of underground homes. Many tribes of watervoles have boats, similar to the Guosim, and know the waterways quite well.

Leader: Usually a Chief

Armor: Normally none.

Weapons: Clubs, bows-and-arrow, blowpipes with poisoned darts, and paddles if caught on the water.

Shrews
Sometimes shrews form groups that are usually made up of family members, but aren't part of the Guosim. While not normally warlike, they will do whatever it takes to protect their family/home.

Armor: None.

Weapons: bow-and-arrows or improvised.

Hedgehogs
While many hedgehogs are known for making good tasting drinks, groups tend to be something of a disorganized bunch, often being rude and crude. However, they are quick to help friends in need.

Armor: When you're covered in spikes, you rarely need much more. Some hogs will curl themselves up, and become rolling balls of death.

Weapons: Clubs, axes, and other such weapons. Some even practice a form or wrestling.

Squirrel
Often found in treetop communities, many tend to be quick when it comes to talking.

Armor: A wooden shield at the most, normally.

Weapons: Typically armed with bows-and-arrows, there are tribes that are sword fighters. One tribe even took it's name from their habit of slinging pine-cones at their foes, mainly to show them just how deadly accurate they were, with most getting the message after a few hits.

Mice
Generally, one of the more common species, mice tend to be friendly and peace-loving. However, there are plenty of warrior mice.

Armor: Rarely any.

Weapons: Bows-and-arrows are very common, with slings being just as plentiful. Other weapons include swords, axes, spears, clubs, and gardening tools

Birds
While it might not be too surprising to see sparrows and robins aiding the Woodlanders from time to time, what is surprising is the number of predatory birds, like owls, hawks, and eagles, who help out. Sometimes birds help out because they nest in the general area, and don't want vermin to get at their eggs, other times it's because the Woodlanders helped them out when they were injured.

Armor: None

Weapons: Natural weapons (beak and talons)

Mixed Groups
More often than not, most communities and groups contain a mixture of species, sometimes by choice, and other times it's forced upon them.

Average Community
Since most Woodlanders get along, most live within the same community, or within an easy traveling distance.

Armor: Normally none.

Weapons: Unless the group is regularly attacked, weaponry is mainly improvised from gardening tools. Otherwise, the weaponry is the same as most other places, bow-and-arrows, slings, spears, clubs, and axes.

Entertainment Troupe
Consisting of actors, jugglers, singers, and other similar entertainment, they fight only if they have to, usually bluffing their way out of a scrap, but they are no slouches when they do have to fight, as the leader of the troupe is often a hare or a badger.

Armor: None:

Weapons: Generally improvised.

Slaves
Often captured by vermin raiders, slaves side with those who free them. Afterwards, they can return to their homes or settle in the Mossflower area.

Armor: None.

Weapons: Broken chain-shackles, weapons taken from dead foes

Victory Conditions
1. Enemy Army is Destroyed

2. Enemy Army Retreats (usually after enemy leader is killed)

3. Enemy Army Surrenders (usually after enemy leader is killed)

The Woodlanders tend to practice a Kindness in Victory policy. If an enemy retreats, the Woodlanders tend to let them go. If an enemy is taken captive, they are cared for until they are well enough for travel, given food for three days, and told to leave the territory under threat of death. Such defeated foes rarely attack again, warning other vermin about what happened to them, and thus enhancing the tale of Redwall's Invulnerability.

Conditions for Defeat
1. Complete capture/enslavement/destruction of all Woodlanders.

Except for certain areas, this has yet to be met, with conquered areas often revolting/allying with outside help from Redwall/Long Partol/Guosim, and taking back what was rightfully theirs.

Conditions for Tie
1. Enemy may control a Stronghold, like Kitor or Salamandastron, often times before the existence of Redwall, but bands of Resistance Fighters (Woodlanders) make it difficult for them to exert any real influence in the area.

This has only happened a few times, usually in the long distant past. However, while Vermin Armies/Hordes might have taken over the area, resistance to their rule eventually brought them down.

Species
Mossflower Woodlanders tend to consist of Mice, Moles, Voles, Shrews, Squirrels, Hedgehogs, Otters, Hares, and Badgers, though other creatures have helped them out, including some birds, seals, rabbits, bats, and a few cats.

Mossflower Vermin
Since before Redwall was built, Vermin Hordes have tried to conquer Mossflower and the surrounding area. While initially successful, most groups often meet their match against those defending Redwall or Salmandastron.

Common Traits of Horde Leaders
1. Cold-Hearted Killers- Often times they Kill to get to the top, and Kill to stay the Leader.

2. Slightly Paranoid- Often times, Leaders will have dreams of their worst fears, or of an impending demise. Also, if they think that someone is planning to kill them, they'll kill that person.

3. Ambitious- They want to take over the area, and rule from a stronghold.

4. Superstitious- Many consult a Seer before going into battle.

5. Gain Numbers through Conquest-  To increase the number of followers, Horde Leaders will often take on other Horde Leaders, taking over the loser's followers.

Common Traits of Horde Followers
1. Fear of the Leader- Followers are occasionally killed by the leader as a warning to others who think of mutiny or desertion, or other disobedience.

2. Follow the Strong- Horde members follow those who are strong- if a leader is killed, they follow the one who defeated them.

3. Reluctant to take on those who are set on making a Last Stand fight, as they don't want to be dead while others enjoy the loot.

Corsairs, Searats, and other Pirates
Often possessing a ship, or more, these vermin often raid coastal settlements, burning homes, killing those who resist, and enslaving the survivors. Depending on the size of the vessel, up to 100 fighters may crew the ship, though there might be more, or less.

Juska
These dry-land pirates are nomadic, and often at war with each other. Merging only due to Attack or Conquest, each clan is named after their leader, like the Juskabor, which was named after its leader, Ruggan Bor. All Juska seek out the Taggerung, who was said to be a mighty warrior, and if one could kill a Taggerung, they'd become a Taggerung themselves. The Juska tattoo their faces to symbolize their allegiance to a clan, tattooing over them if they become part of a new clan.

Rapscallions
These vermin either sailed the seas or traveled on the land, depending on the way a special sword fell. At over a thousand strong, they were the largest horde (in known numbers) to attempt to attack Redwall.

Other Vermin Hordes
Most hordes didn't have a special name, but all have the desire to take over Redwall, Salmandastron, and the area surrounding Mossflower.

Weapons and Armor
Armor: Usually none, but some wear a uniform of sorts.

Weapons: A wide variety, from swords, axes, clubs, spears, bows, slings, javelins, and a number of other weapons, though some Sea vermin used whips, and almost all had a knife of some sort.

Species
Rats, Weasels, Stoats, Ferrets, Foxes, and even Ermines, Martens, Wildcats, and one Wolverine.

Conditions for Victory
1. Enemy is destroyed.

2. Enemy is enslaved.

3. Horde Leader is Alive.

Many Hordes have been victorious for a time, but rarely last in the wrong run.

Conditions for Tie
1. Vermin control a stronghold, while enemy control the countryside.

Conditions for Defeat
1. Horde Leader is Killed.

2. Horde is destroyed.

3. Horde is forced to retreat.

4. Horde is captured.

Other Mossflower Villains
Of course, it isn't just vermin one must watch out for.

Carrion Birds
While rarely bothering Redwall or Salmandastron directly, these birds constantly threaten travelers, making certain areas unsafe.

Species: Ravens, Crows, Magpies, Choughs, and other similar birds.

Armor: None, though their feathers can act as natural armor.

Weapons: Beaks and Claws.

Reptiles/Amphibians
Much like Carrion birds, reptiles/amphibians rarely bother Redwall or Salmandastron directly, but they can endanger travelers.

Species: Frogs, Toads, Lizards, Smooth/Grass Snakes, Adders.

Weapons: Frogs and Toads mainly use tridents, though some use bow-and-arrows. Smooth/Grass Snakes tend to use their coils, and adders use their Poisonous Teeth.

Conditions for Victory
1. Enemy is destroyed.

2. Enemy is Captured.

3. Enemy leaves the Territory.

Conditions for Defeat
1. Tribe is destroyed.

2. Leader is killed.

3. Important Captives Escaped/Rescued.

Sword of Martin
Originally made with a normal steel blade, a red pommel stone, and strapped with leather, the sword was made for Martin the Warrior's namesake, his grandfather (or great-grandfather). The sword was then passed from Father-to-Son, until it ended up in Martin's hands. When Martin was traveling the Mossflower region, he was captured by a patrol from Kitor, a local vermin stronghold, and his sword taken from him. When Tsarmina, the daughter of the Wildcat Warlord, didn't get her wish of having the mouse executed, and was instead imprisoned, she snapped the blade of the sword, and had him wear the broken handle around his neck.

Some time later, Martin was set free by members of the Mossflower Resistance, and ended up at their headquarters. He was then asked to quest for Boar the Fighter, the Badger Lord who was the rightful ruler of the region. Along with a few new friends, Martin headed for Salmandastron, where Boar was believed to be staying at. After a series of events, Martin and Co. ended up at the ancient mountain, where they found Boar still living. Boar took a look at Martin's broken sword, and told the mouse that he could repair it.

Using a large piece of a fallen star, more coal than he'd ever used before, and secret techniques known only to Badger Lords/Ladies, Boar was able to remake the sword. During the process, Boar recited the names of every warrior he knew of, saving his own, and Martin's, for last. Remade with "three-quarter" blood channels, Martin wielded this restored sword when he came back to Mossflower, and used it in combat against Tsarmina, who was now the ruler of Kitor.

Ever since then, the sword has been kept at Redwall, and wielded by certain Warriors, who were picked by the spirit of Martin to carry it. However, being a sword with no magic powers, it has been stolen, and misused on a few occasions, but was always gotten back by a Redwaller, especially at the urging of Martin's spirit.

Due to the way it was constructed, and the materials it's made of, the sword has lasted hundreds, if not thousands, of seasons without any damage, either in battle, or from the effects of time. In fact, for many seasons, it had been hidden on a weathervane, until taken by a tribe of sparrows, without any harm coming to it. Since the events of Redwall, after the war against Cluny the Scourge, the sword has been hanging by the tapestry of its most famous wielder, Martin the Warrior.

However, there are many vermin out there who have heard about the sword, and believe it to hold special powers, such as invulnerability in battle, and thus many vermin leaders have desired to have it. The problem for them is, Redwall is always up to the challenge, and the Spirit of Martin always picks a winning Champion.

Zena- My OC
She is my wolfess-thief turned Police Officer.



Basic Stats
Species: Humanoid Grey Wolf/Fox hybrid.

Gender: Female

Size: 30 feet in height- porpotions are of a trypical body, if a human was 30 foot tall, with certain wolf features, such as her jaws, being more on a scale set of a wolf, if a wolf was 30 feet in length.

Powers: Due to a certain potion, Zena is immortal. Her rate of healing is about 20 times faster than that of a human. She is largely resistant, or immune, to most poisons, especially those of a natural nature, due to injecting herself with venom on a regular basis. Because of this, her blood is highly toxic, and could kill those who get it injected into their bloodstream- conversely, her blood is also the bases for many anti-venom's, especially for those based upon snake venom. She can also enter a berserk rage if something bad happens to one she cares for.

Age: Around 500 years old.

Sexuality: Bisexual, but has a preference for other women.

Weaknesses: Can be stabbed, beaten, shot, and other such things. Bones can be broken, knocked out by a heavy blow to the head, or bleed to the point she looses consciousness.

Animalus Background
To understand Zena, you must understand her homeworld of Animalus.

Sometime after Earth started colonizing planets past its Solar System, it encountered the warrior lizard-like race known as the Herogs, and eventually went through a series of On-and-Off wars with them. During this time, many of Earth's animals went extinct. At some point, at around 6000AD, a large transport ship had an encounter with a large Herog attack force, one led by a warrior who wanted the captain of the transport ship dead- due to the reason that the captain had killed the Herog's brother some years previously. Thanks to some quick thinking on his part, the transport captain managed to kill the Herog leader, and cause the destruction of the attck force. However, most of those on board, approximately 100,000 men, women, and children, were badly injured, and the ship had been badly damaged during the battle. Thankfully for those on board, the scientists who were on board, for a reason that was Top Secret for the majority of the others, had made a device that could use animal D.N.A. to repair one's body.

Now, one thing that must be noted is the composition of this vessel-

33,000 Colonists and Family members- they were to boost the population levels of one of Earth's colonies, so that it could be Self-Sufficient.

10,000 Soldiers were going to help garrison a planet that was between the Earth and Herog zones.

50,000 were going to a Penal Colony- 40,000 were Prisoners, and their families, and the other 10,000 were Prison guards and their families- it had been found that allowing Convicts to bring their families reduced trouble, and motivated them to work for their freedom after a period of years.

The other 7,000 were a mixture of Ship's Crew and Scientists- the scientists were working on cloning Earth's now Extinct animals, and their mission was to release these animals on an Earth-like planet Codenamed Paradise.

Once those on board had gone through the process of healing, most found themselves looking like humanoid animals. Even if the ship had been working properly, there was no way they'd be accepted among any Earth colony. As a result, there was only one choice, the planet Paradise, which was later renamed Animalus.

After settling, the planet soon had an economy set around a business known as Tasting Houses. In these places, those who were fussed with a predatory animal could enjoy the taste of humans in a safe manner, by essentially covering certain workers in a flavoring solution, and licking them clean.

Of course, when it comes to death- burial is illegal- as a plant that releases a deadly gas will grow on the remains. Since the cremation of everyone was not practical, the practice of cooking the dead and serving the deceased to close family and friends, under the watch of special trained priests, came into being.

As for Religion- The dead meet up with a being known as the Judgement Beast- a two-headed creature with the head of lion and the head of a ram. If the person lived a good life, they'd be sent to Paradise. If they lived a wicked life, they'd be sent to Digestion, the creature's stomach, until the evil in their souls had been digested.

Zena Bio
She is what is called a hybrid, or an anthro to most people, though I call them hybrids in my story. She resembles a humanoid Grey Wolf. Currently, she is over thirty feet tall, though she tends to walk on all fours for the most part, as she doesn't want to scare people more than is necessary. When she was younger, and smaller, and mortal, she was an expert thief, who could steal the clothing off of a security guard, and they wouldn't know until they saw their reflection or someone pointed out to them that they were naked. The police of the cities would curse her after her thefts.

However, there was another side of her, that of a vigilante/killer. Out in the Wilds, the unsettled areas of Animalus, which is an Earth-like planet, she was feared by outlaws, as she'd kill them, without any remorse, and blessed by the nomads, as she kept the roads safe, either because she killed the outlaws, or the Wild Beasts, a military-like law enforcement group that patrolled the Wilds to preserve law and order there, who were after her, would catch any outlaws she missed. She may have robbed your museum, but those who traded the cloth that you used for your security guards outfits would be safe.

Her history was shrouded in mystery, and there are some things that Zena herself doesn't know, like her real name. However, here is what is known. Her grandmother, a large wolf named Zena, was the Commissioner of the Wild Beasts. She had a daughter who married a grey fox and had three daughters with him, including the one later known as Zena. The two eldest, as well as the parents, were killed in an avalanche, the youngest only surviving because of her parents' sacrifice when they tossed her in a wrong way cave and sealed the entrance with their bodies, just before that avalanche hit, killing the two of them instantly. The girl only survived by eating the bodies of her parents, but when she finally got out, she was feral, meaning that her animal side had taken over, and she was surviving on instincts. However, when she ran into a nomad caravan, she encountered two of them who looked like her parents, and the group, after hearing her story, decided to let the crazy wolf girl, who was just eight years old, stay with them, as she'd proven herself to be one heck of a fighter, and after a while, her mind started to heal.

Unfortunately, outlaws attacked and killed most of the adults, but when they tried to take the children, they encountered the crazy wolf girl, who killed several of them with ease, and it took most of the group to subdue her. Then, just before they were about to slit her throat, the leader, a highly venomous snake, told them to keep her alive, saying that someone like her would be useful. Then, for twelve years, she went though Hell, wishing every day she'd wake up dead, and with her family in the afterlife. She was raped and beaten daily, but the worse was when she was forced to eat adult male captives alive, as the leader would inject her with his, or another snake's venom, and the only way she'd get the antidote would be if she did the deed.

Then one day, when she was twenty years old, the group attacked a group of nomads, and the leader killed a young boy after the killed attacked him when he killed the kid's parents. When the man ordered the wolf woman to eat the boy's body, she said one word, "No." The leader, thinking that this was her usual rebellious nature, tried to bite her, but this time, the wolf grabbed the fangs, broke them off, and stabbed him in the eye with one of them. What happened next was a scene to come many times in the future, she became a whirlwind of death and destruction, and killed every last outlaw. Then, she killed the leader, by tearing him open, and eating his heart and lungs. Then, she collapsed, waiting for death to come, as she was severely wounded. But death never came, and she healed up. When she recovered, she led the former slaves to a nearby settlement and left.

Sometime later, she broke into a museum, looking for food. However, she saw many useless objects, i.e. diamonds, rubies, emeralds, ECT. Then, she saw the golden head of a wolf, and, feeling a connection to it, went to take a look at it. However, she was attacked by a guard, whom she fought and would have killed if she hadn't seen something, a painting of a wolf fighting a horde of outlaws, in a scene that reminded her of that one battle she fought. After questioning the guard, she found out who the person was, and that the statue of the wolf head was for her too. Needless to say, the wolf started to laugh, and started to call herself Zena. After that, she stole everything, and acquired a nickname, "Swallowing Zena" as she swallowed everything that she could, including things the size of her head, thanks to a trick jaw, not to mention a few other things. Funny thing is, she'd of looked good in a two piece swimsuit even after this.

Then, after she left the city, she encountered a group of outlaws during the aftermath of one of their attacks on a group of nomads. At this, Zena, as she called herself now, charged in and slaughtered the whole group, all the while shouting "Zena! Zena! Zena!" When she was done, the blood-covered wolf gave the surviving nomads, mostly women and children, the bulk of her loot, with the exception of the Golden Head of Zena. After that, she became a legend, a childish jokester who frustrated even the best of law enforcement officers to no end, and an avenging murderess who protected the nomads who roamed the Wilds between the cities. She was a blessing and a curse.

However, like all adult hybrids, Zena had to deal with the monthly mating urge, in which hybrids would seek out a mating partner. Her partners would include an outlaw that she'd spare for that purpose, though she'd kill and eat him afterwards, some traveler she'd kidnap and rob when she was done with him, though she never killed any of those partners, as well as hired mating partners at mating houses, which were for adults with no mates of their own, and she'd break the noses of them afterwards. Also, she'd also blindfold her partners, and she made sure that they knew who was in charge.

One day though, when she had a bad sore throat, a proprietor at one such place thought that she was a man and sent her a woman to take care of her needs. Needless to say, the pair were surprised to find out about the truth, but, the woman took this in stride and helped her out. After that though, when the mating urge hit Zena, she'd take a willing female partner, as she liked it better with females as opposed to males, no bad memories.

After five years of living like this, she found someone who changed her life around, a young red fox named Zoey. The young woman and her friends took care of the legendary thief/murderess, and showed her another way of life. Zena then turned herself in, served her time, and was released. Sometime later she acquired a potion of immortality and drank it. After that, she became a member of the Wild Beasts, eventually leading it. However, her past still affects her, even at her current age of 480+ years.



Wild Beasts
The Wild Beasts are a Quasi-Military Police force that has its roots based upon a fight between members of the Police Force and the Military. According to legend, a captain on the police force and a captain in the military had a brawl over a girl, and their men joined in on the fight, causing massive damage to the block, until the fighters from both groups were detained by a mixture of police, soldiers, and citizens bent on stopping the fight. Upon surveying the damage, one person remarked that the two groups had acted as wild beasts- a name which stuck. The combatants were to be stripped of their uniforms, and their respective ranks, if it hadn't been the intervention of Fate. At that time, a dangerous group of Outlaws were causing trouble- disrupting trade, killing or enslaving the nomads, even attacking some small settlements that were near this particular city. Thus, the Chief of Police and the General of the City's Military forces gave the dishonored one chance at redemption; work together to put an end to these criminals, and they'd get their jobs back.

In the end, the joint group was able to defeat the criminals, but at a high price- a large number of the men and women were killed during the final battle with these outlaws, including one of the captains that had started the original fight in the first place. In memory of these fallen, the Wild Beasts was made an official group. Comprised of soldiers and police officers looking for a challenge, these brave men and women are tasked with the job of patrolling the Wilds, rescuing those who are lost, searching for and apprehending fugitives from the Law, and engaging in battle with Outlaws.

To become a member of the Wild Beasts, a candidate must have at least 5 years serving as part of the Police force or military, though exceptions can be made, such as if the person had been a bounty hunter, and had been very successful, and had proven themselves to be acceptable. Also, they must not have committed any serious crimes, such as theft or assault, for at least two years before attempting to join the force. While it's preferred that members be Native Animalus Citizens, ever since Animalus has been in contact with the rest of the Universe at large after the Spidarian Wars, an Officer Exchange Program has been in place, in order to foster understanding between the various planets, and thus allows the Planetary Police and Military from other planets to serve while a Wild Beast officer serves in the Exchangee's Military/Police force on their planet.

When it comes to combat training, Officers are expected to be proficient in hand-to-hand fighting, learning a type of Mixed Martial Arts, with officers learning a wide variety of fighting techniques. Hybrids also learn techniques that utilize any natural weapons they might have; teeth, claws, horns, and so forth. Officers also have to know how to use a number of weapons, from knives, to clubs, to swords, to spears, to firearms, of all sorts, from basic handguns that fire lead bullets, all the way up to laser rifles.

When it comes to Jurisdiction, the authority of Wild Beast officers supersedes those of regular Police and Military of equivalent rank. The reason for this is due to the officer's greater experience, comparatively speaking. Another reason is because an officer's territory is the entire area he patrols, including the city they claim residency in. Thus, Zena commands not only the Wild Beasts, but the Police and Military forces of all Animalus, especially if something were to threaten the entire planet. Of course, unlike Police and Military, there's no such thing as an Off-Duty Wild Beast officer, unless injured, sick, or pregnant. Even when on vacation, they are on Duty. Even when Off-World, they are required to assist any citizen of Animalus, should a crime be committed to one, though they are expected to comply/work with members of the local Police/Military forces, unless said Police/Military are the culprits committing the crime, in which case, it's their job to get the person to the Embassy, in order to get assistance.

Dragon Knight and Companions
This is about a certain time-lost teaching assistant and his Medieval friends.



Basics
James Eckert was once a teaching assistant at a Minnesota college called Riveroak. However, due in part to a malfunction with a teleportation device, he and his girlfriend, Angela, ended up in a parallel world that resembled Early 14th Century Earth, specifically the Medieval Ages, with his soul ending up in the body of a dragon named Gorbash. Soon after this, Angela is abducted by an evil force known as the Dark Powers, and James was forced to get help in the form of Sir Brian Neville-Smythe, a remarkable, if impoverished, knight, Dafydd Ap Hywel, an extraordinary Welsh bowmen, Aargh, a large proud English wolf, descended of Dire wolves, Silvanus Carolinus, a powerful and high-ranking magician, and several others. After defeating the Dark Powers, and their minions, Angela was released, and James, after deciding between whether or not to return to his Original Home World, or to stay in this Medieval one, decided to stay with his new friends, and got his rightful body back, and Gorbash had his body to his own self once again. However, the Dark Powers are not content with this, and attack James and his friends at every chance they can.

Baron Sir James Eckert de Bois de Malencontri et Riveroak
Also known as "the Dragon Knight" or sometimes "Sir Dragon"

While originally a teaching assistant, James soon found himself in the body of a dragon. After defeating the Dark Powers, the first time, he got his body back. However, he realized that he couldn't fight on the level of his new friends, and told Brian that he really didn't know the first thing about weapons, and lacked muscles, to which Brian said, "It will be a pleasure for me to teach you the noble use of arms... and as for muscles, it would be strange for a man of your size and thews could not make a good man of deeds"- it was at that moment that James had realized that, while of average height back Home, he was practically head and shoulders above the average person in his new home.

Some time after this, about 10 months, James found himself switching between a dragon body, and his human body, so he went to see Carolinus. Since James had a Magic Account, if by involuntary means, and was alive, the magic would use him, unless he used it. As a result, James became Carolinus's apprentice, and began to learn magic as a result- though this was mostly a self-taught process. However, his knowledge and understanding of things known to even the average 20th century inhabitant, gives him an advantage over even more powerful Contemporary Magicians, and other similar persons, as he can use his imagination to a greater degree.

Finally, James has his dragon body- which is modeled after the dragon he had originally inhabited upon his arrival- Gorbash, who was quite large, even for those of his community, the Clifsides, all of which were larger than the other local group of dragons, the Mere-dragons. His dragon body is capable of flying for quite some time before getting tired, and is strong enough to carry several thick tree branches, and break them up into more manageable sized pieces (for a fireplace). However, as for carrying a human, that's somewhat difficult, if flying for more then a quarter of a mile.

Of course, given that he is a Knight, and a Lord, thanks in part to a lie he told Brian, and later his acquisition of Castle Malencontri, he does have access to some money, if not a lot, as well as a supply of Men-at-Arms, castle servants, tenet farmers, peasants, and other such folk, who swear loyalty to him, and many of which would gladly fight, and if need be, die for him.

Fighting Style
Due to his own upbringing, as well as certain rules that All Magicians must follow, James is rarely the Aggressor in a fight. Even when attacked, he is initially more concerned with protecting himself, and his companions, then harming his adversaries. However, once his anger is risen, and goes on the offensive, he'll use his larger size, and speed, to his advantage. However, if he's somewhat outclassed, or outnumbered, he'll use magic, typically tricking his foes into not seeing him by the use of "hypnotism", or using a ward that blocks blows. If by chance he runs out of magic, or is on "blessed" ground, or gets blessed himself, he can turn into his dragon body. Once off of "blessed" ground, he can use his magic to teleport himself, and friends, if need be.

Far Range: Will use a form of "hypnotism" in order to fool foes into not seeing him. However, this only works if he, and those with him, remain quiet, as it's possible that if the enemy senses something amiss, the spell might not work.

Medium Range: While not a Jousting Champion, the size of James' "warhorse", Gorp, and his personal training from Brian, along with a few little magical tricks, has allowed James to emerge relatively unharmed in what few "spear-runnings" he's had to do. However, he'd rather not do it if he can avoid it.

Close Range: Thanks to his training with Brian, James is competent when it comes to swordwork- slightly above average. However, James is quick on his feet, due in part to having played tennis back in his original Home World, and this trait has helped him in evading blows. In addition, he can jump and kick out with both feet, catching more than a few foes of guard.

Magic: The magic that James uses is Defensive in nature, and he's unable to use it to harm foes, or put them in danger. However, as mentioned above, he can fool his foes by making them not see him. He can also put a "Hold" spell on them, preventing his foes from moving voluntary muscles, providing that doing so won't put them in Harm's way. He can also set up a protective shield, which will keep those within it safe from harm. He can also heal wounds, even preforming the equivalent of a blood transfusion on two occasions. Also, he can teleport from one place to another, providing that he knows the destination in mind, and has seen it.

Dragon: While not strong enough to carry a full-grown human very far, his wings are powerful enough to send people into a wall, knocking them out. Despite lacking the fire-breathing abilities that are so often found in most dragon stories, his teeth and claws, and tail, are enough to do some serious damage. Also, his dragon body can regain its strength after a minute or two of rest. However, even as a dragon, he's still vulnerable to injury, as evidence by the time he got a spear in his chest, due to the rogue knight Hugh de Bois charging at him with a horse and lance.

Lady Angela 'Angie' Eckert
Initially the betrothed, and later wife of James, she tends to stay at castle Malencontri, taking care of Robert, the child the pair adopted, as well as leading the defense of the place when James is away.

Squire Theoluf
Former Chief Man-at-Arms of Melencontri, he was made James's Squire, as James lacked the time to find a suitable young man of nobility to fulfill this role before he was called to battle certain French forces.

Robert Falon
James and Angela's ward. His parents, and guards, had been murdered during a trip to an Earl's Christmas celebration, when James and the others found them. Since then, James, and especially, Angela, have treated him like their own.

Sir Brian Neville-Smythe
James' first Companion, and friend, Brian is one of the most gifted swordsman and jouster currently living. When he and James first met, Brian was hunting mere-dragons, and almost attacked James, who was in a dragon body, but for James's decision to climb up a tree and convince the good knight that he was also a knight, and a baron, one who'd been place under a spell, with his soul trapped in the body of a dragon.

Being somewhat impoverished, he makes his money mainly by fighting in Tournaments, ransoming the armor and horses of vanquished foes. Due to his victories, he has something of a name with the Lance. He also has a reputation with the sword, once having been declared "the best in all of England".

Fighting Style
Due to being trained since the age of 7, Brian is well experienced in the use of weapons. He is often eager for battle, occasionally getting "drunk" on bloodlust. However, he tends to respect the wishes of James, even breaking off from fighting if told to do so.

Far Range: If out hunting, Brian will use a bow- though he tends to use one a little too strong for him, as he's trying to compete with others who use more powerful bows. In combat though, Brian will not use the bow.

Medium Range: As an experienced Jouster, Brian is highly proficient when it comes to using a lance.

Close Range: Brian is very efficient with a sword, though he'll use other weapons in a pinch, most of which he's highly proficient with.

Lady Geronde Isabel de Chaney
Betrothed, then later wife to Brian, the Lady de Chaney had been waiting for several years for her father to return home, so that she and Brian could marry. During this time, she was attacked by Sir Hugh, and scarred on her face. This scar later vanished, due in part to magic, when she married Brian.

Dafydd Ap Hywel
A Welsh bowmen with a chip on his shoulder towards Englishmen, especially those who profess to be bowmen. While not a man of great dispute, he is not one to hesitate to help his friends, even putting aside his dislike of English to help them out. Descended of an all-but-extinct royal lineage, he prefers to live life as a common archer.

Fighting Style
Known for his abilities with the bow, Dafydd also makes his own arrows, and even made the bow he uses. While he doesn't actively seek out fights, those who set them selves as his enemies, or try to harm his friends, tend to find an arrow in their chests.

Long Range: With his personal longbow, Dafydd can pick off enemies at up to half an English mile away. Since he also makes his own arrows, he's able to use customized ammunition, including armor-piercing ones that can go through plate armor, and give the wearer a fatal wound, even at a "supposedly" safe distance.

Medium Range: Since he doesn't live as a knight, he doesn't carry a spear like one. However, his arrows haven't failed him much.

Close Range: Dafydd is a fair hand with a sword, and almost always carries a knife.

Danielle o' the Wold
Dafydd's wife and mother of his children. She is also an experienced archer in her own right, having been taught by her Outlaw father, Giles o' the Wold, and his band of outlaw archers.

Giles o' the Wold
Allegedly, was once a nobleman, who was declared an Outlaw. He leads a band of free men, all of which tend to be fair hands at the use of a bow and/or a sword. He is Dafydd's father-in-law, due to Dafydd's marriage to his daughter.

Aargh, or Aragh (depending on book)
A proud English wolf, who has protected his territory from all comers. Capable of speech, he often uses abrasive language, and is often pragmatic. Due to being of Dire wolves, he's of an exceptional size. In spite of this, he can be very stealthy, even catching his friends off guard when he shows up.

Fighting Style
When it comes to fighting, Aargh is not too picky about his targets, mainly crippling his foes by biting their arms and legs, breaking their bones with his jaws.

Close Range: Despite relying on only his teeth, claws, and agility, Aargh has proven himself worth any five humans armed with swords or spears.

Silvanus Carolinus
One of the foremost Magicians, Carolinus can be somewhat difficult to deal with, but he does have a certain fondness for James, even bending, or breaking, rules to help him out, such as letting James use his personal magic account when James was all but out of his own.

Fighting Style
While rarely in the thick of fighting, Carolinus can place a Hold, or even Mute, spell on foes, and can teleport people around. Most tend to comply with his wishes, especially after being threatened that they'd be turned into a beetle if they chose not to.

Magic: Like all Magicians, Carolinus can only use his magic for defensive purposes. However, he can put up shields, prevent others from "seeing" or "hearing" him, teleport, and even heal wounds.

Other Allies
Depending on the situation, James and Co have a number of allies that help out.

Secoh
A mere-dragon. While initially cowardly, after assisting James in his first fight against the Dark Powers, Secoh has grown in confidence, and is James' steadfast ally in the dragon community.

Sir Giles de Mer
A knight from the land between England and Scotland, Giles has the ability to turn into a seal upon entering sea water. While not as skilled at fighting as Brian, he's much better suited compared to James.

Hob
The castle Hobgoblin, he is a peace-loving creature, but, like all hobgoblins, he has something of a blood feud with deep-earth goblins, who had expelled them from the Demon Kingdom, for their refusal to take part in causing trouble. Generally shy around others, he has begun to open himself, with most people accepting of him, especially since he's a friend of James. One of his abilities is flying on smoke, occasionally taking unhappy children for rides, in an attempt to cheer them up, as making other people happy is what make hobgoblins happy. Implied to be immortal, as he's over 800 years old.

Rrrnlf
A 30 foot tall "Sea Devil", he's a helpful, if simple-minded, sort. If a body of water is connected to the ocean, in one way or another, he can show up in it.

Others
From mortal humans, to long-lived Elementals, to dragons, and even the Knights of the Round Table, as well as Edward the Black Prince of England, James has had numerous other allies, mainly because he was in the area to rid them of the Dark Powers evil influence. These allies have brought their knowledge of the area, and their own weapons, in their fight alongside James and his Companions.

Perfection Nevada Citizens
"Welcome To Perfection, Nevada! (Pop. 14)"

- Perfection Welcome sign

Established before 1890, Rejection, later to become Perfection, was a Mining community that centered around a certain silver mine owned by the Gummer family. One day, however, several minors were killed by a strange accident, by some sort of underground creature according to the soul survivor, Juan Pedilla. After this, Hiram Gummer came to find out what the issue was. After he and Juan barely survive an encounter with the creatures, which looked like some sort of demonic trout, Hiram hired a gunfighter by the name of Black Hand Kelly to face the Dirt Dragons, as the creatures had been named by the inhabitants. However, by the time they set out, which was several months after the initial attacks, the creatures had grown, and become the creatures that would later be named Graboids. During the encounter, Kelly was eaten, and Juan and Hiram were saved only thanks to the timely arrival of Christine Lord, the owner of the local hotel, and her horse-drawn wagon

Initially, Hiram left the town, as he felt that since the mine was "lost", there was no sense in staying. However, he had a change of heart, sold his lucky gold watch, and came back with, effectively, an arsenal of firearms that would have made the Late Kelly impressed, including a 2-inch bore punt gun. Using some tin cans as a detection instrument, and a dinner triangle to lure the creatures in, the inhabitants mounted their Defense. However, the creatures were fairly smart, because, as Hiram's great-grandson would later say, "Theses creatures are smart, and the  harder you come at them, the smarter they get." Because of this, they only managed to kill one with the punt gun before it was grabbed an buried. However, luck was with the town- the others were killed using a saw blade that was stuck in a flagpole hole, and a harness attached to a steam tractor, which the surviving creature crashed into. The survivors then agreed to never tell anyone about the creatures, otherwise no one would ever settle in the valley.

A hundred years later, in 1990, the giant earthworm-like creatures, eventually named Graboids, due to their three hand-like tongues, showed up again, and the inhabitants once again took up arms. This time, they took the time to learn about their foes: They hunted by sound- most any noise would do. This helped in the development of a simple technique to hunt and kill the creatures, by placing a wired explosive on a R.C. car/truck/tank, drive the thing around for a bit, let the graboid swallow the toy/explosive, and press the detonator. They also learned that the creatures learned quickly- if the creature survived an attack, or "witnessed" another being killed, it would not get caught in a similar situation. The creatures could even plan ambushes, such as digging a trap that caused a Caterpillar tractor to get somewhat buried. However, they did have some weaknesses- extremely loud sounds harmed them, forcing them into retreat, and high powered guns, like those used for hunting elephants, can kill them, especially with sustained firepower. The inhabitants, after some initial losses, were able to kill the creatures. After this, Perfection Valley became a "Must See" in tourist guides, with some taking advantage of it, doing tours, and selling souvenirs.

Then, in 1996, the owner of a large Mexican oil company asked for help from some of the residents, as they were suffering from an incursion of their own. Earl Basset, and later Burt Gummer, came down, especially since the company was offering them a bounty of $50,000 per kill, with Burt coming down when Earl told him that he had a Graboid situation- though Burt was somewhat bored sitting around the house anyways, with a large supply (2.5 tons) of Government issue High Explosives. While initially successful with killing the creatures, the graboids changed into mutant ostrich-like creatures- at least three per worm- which became called Shriekers. Once again, they had to learn about their foe: The creatures were attracted to heat- body, electronic, it didn't matter, and they'd try to eat it. The creatures were also deaf, but they'd make a loud noise, from which they got their name, which gave off a lot of heat, allowing them to communicate. Also, given enough food, these creatures would reproduce in an asexual manner, at an exponential rate, 1 becoming 2, which became 4, which became 8, and so forth, with the young growing very quickly. However, the creatures were weaker than graboids, in that you didn't need an elephant gun to kill them, though a belt-feed machine gun, preferably a full-auto .50, is Burt's preferred method. The team managed to kill the creatures by luring them into a building, which had Burt's truck, set a timer on one of the explosives, running as fast as the could to a ditch, which they got in, and let the 2.5 tons of explosives take care of the job.

Then, in 2001, the creatures showed up again, this time in Argentina, and then back in Perfection. After Burt had, single-handed, dealt with the Argentina incursion, of around 300 shriekers, he came back home to find out that a few more graboids had showed up, with a certain white one, later named El Blanco, constantly showing up around his home, which was built like a bunker, with two foot thick reinforced concrete walls in his basement. However, when trying to go after the Graboids, to keep them from turning into their next stage, Government Agents from the Department of the Interior showed up, and yanked his "hunting license", as the creatures had been declared Protected. However, a deal was made- Burt would help them capture one of the creatures, so that they could study it, and they'd allow him to kill any others. After being forced to kill one of the graboids, in order to save Burt, another went after the Feds, and turned into Shriekers, which ate them. However, the white graboid, which was after Burt for some reason, hadn't changed. Because of this, it was theorized that E.B. was sterile, or some such thing. Eventually, Burt and Co. found the Shriekers, only to find out that they had changed, yet again. This time, the creatures could fly, or, more accurately, glide, thanks to their ability to expel certain chemicals through its "ass" which ignite, giving them the ability to soar through the air. This ability gave them the name of Ass Blasters. Thankfully, these creature have certain weaknesses that can be exploited: feed them a sufficient amount of food, and they'd end up in a coma- a fact that Burt, ironically, found out after blowing up 10 years worth of MREs, along with the rest of his home. Also, if struck with something hot, like a flaming arrow, the chemicals would mix inside the creature, causing it to blow up, which was how Burt and Co. managed to take out the remaining Ass Blasters, though the one got ate by El Blanco, especially once Burt figured out that the creature had been following him due to his watch.

After this, the town took something of a vote about whether or not to kill E.B., as there was a certain land developer, Melvin Plugg, who wanted to turn the valley into a series of ranchettes. After the vote, Melvin tracked Burt to a rock, only to find him playing with a remote control truck that had several watches on it. Burt told Melvin to get on the rock with him, as it was much safer. E.B. then made his appearance, causing Melvin to get on the rock. Once up there, Burt explained the situation; since E.B. was an Endangered creature, it was illegal for any unauthorized development to be done.

Ever since then, or at least as of 2003, the inhabitants have lived on, more-or-less peaceful terms with E.B., who has effectively become the town's mascot. However, plenty of graboids, and their ilk, have been showing up in other areas, prompting the Government to use Burt and his friends to deal with these situations. Also, at home, the release of a Top Secret chemical, Mixmaster, which mutates the D.N.A. of all creatures, and plants, that come in contact with it, except humans, has created a deadly situation for local wildlife, which must not be allowed to escape the valley. However, the citizens have been able to come up with "cheap" and highly effective means of dealing with the situations, often telling government agents that, "your concerns are noted, but we know what we're doing, unlike you."

Current Residents
These are the people currently living in the Valley.

Burt Gummer
""Broke into the wrong god damn rec room, didn't you, ya bastard?!""

- Burt Gummer

To say that Burt is a paranoid gun-enthusiastic survivalist is a huge understatement. Burt settled in Perfection because it was geographically isolated, mountains on two sides, cliffs on a third, with only one real road in. He was determined to survive World War 3, and had prepared accordingly- enough food to last several years, enough weapons and ammunition to hold off a small army, a bomb shelter, and so forth. However, after an encounter with the underground creatures known as graboids, he realized that Russians were the least of his worries. After the incursion was over, he reinforced his home "for the next one," though it wasn't for some years.

When it comes to Graboids, and other mysterious happenings, he's often the "go-to-guy" to handle the situation. What he doesn't know about guns, and how to modify them, such as turning a BB-gun to Full-Auto, isn't worth knowing- normally. Of course, when he finds out about a gun he never knew about, like the homemade Potato Gun, he is an adapt study, learning as much as he can about how to use it, especially where it concerns fighting graboids and their ilk.

It is generally believed that Burt was somehow involved in the military, likely a secret branch, due to certain situations where he states that he was "all too familiar with cover-ups" leading people to believe that he has some sort of military background. In any case, he has a deep paranoia where the government in concerned, and often reacts with an understandable level of hostility towards government agents, though if one just so happens to be in a jam, he won't hesitate to help them out, as there are some deaths that Burt wouldn't wish, even on his own worst enemies.

Current occupations/Activities include, but are not limited to: Protecting El Blanco (World's only known Living graboid- this is due to the fact that it's Sterile, unable to metamorphose into the next stage known as shriekers, which would later turn into Ass Blasters. Plus there's that Endangered Species Act, making it a Federal offence to harm EB.), Running Burt's Survival School, Dealing with other Graboid/Shrieker/Ass Blaster incursions, Fighting Mixmaster Mutants, and finding the lab that created them.

Tyler Reed
A former NASCAR driver, Tyler settled in Perfection after buying the Graboid Tour business from Jack Sawyer. Tyler is Burt's wingman when dealing with incursions outside of Perfection. He has the ability to defuse a potentially explosive between Burt and others, even turning enemies into willing allies- Case in Point, when sent to a town where a graboid was eating people, but the locals belied that it was aliens abducting people. The People believed that he and Burt were G-Men sent to cover up the "abductions". After several failed attempts to kill the graboid, and being made unwelcomed, Tyler told Burt, in the town's diner, that it was "Time to drop the act, and come clean" and told the people that they were "indeed G-Men sent to cover the abductions up" and managed to get the townsfolk on their side by "explaining" to them that "the aliens were the Graboids". Because of this, they were finally able to find, and kill, the graboid.

Current Activities: Running the Graboid Tour, Being Burt's Wingman when on assignment, Defending the valley from "trouble", Keeping Burt out of trouble.

Rosalita Sanchez
Came to Perfection to take over her late "uncle" Miguel's cattle ranch after he was killed during the Ass Blaster incursion of 2001. A former Las Veges showgirl, she has a somewhat mysterious past, but most people don't pry into other's affairs in Perfection. She has proven to be capable of handling herself, even taking part in fending off a shrieker herd armed with a shotgun, claiming, "I can hit anything with a 12 gauge pump."

Current Activities: Running the late Miguel's cattle ranch. Surviving the "problems."

Jodi Chang
Moving in to take over Chang's Store after the death of her Uncle Walter in the 1990 graboid incursion, Jodi renovated the store, selling graboid, shrieker, and ass blaster themed memorabilia to tourists who pass through town. She has proven capable of handling herself everytime trouble comes into town.

Current Activities: Running Chang's Store, along with managing the online portions of the others' businesses. Surviving the "problems."

Nancy Sterngood
Something of a "Mother-Figure", Nancy has been in town since before the 1990 incursion, originally taking care of her daughter. Nowadays, she makes various graboid-themed souvenirs, provides advice to new/younger resident sand so forth. Can handle herself in a situation.

Current Activities: Making souvenirs.

Larry Norvel
Something of a Sci-Fi Geek who moved to Perfection in 2003, most Perfectionists wish that he'd leave them alone. However, he has proven helpful in several situations.

Current Activities: Helping out at Chang's Store (his ideas about placing graboid themed items at the front of the store, and in an organized manner, have helped boost sales), Having a Special-kind of Dumb Luck at being at the right place at the right time, and doing the right thing.

Cletus Poffenberger
An ex-scientist, who was once a biochemist for the morally corrupt Proudfoot Corporation, Cletus lived in hiding in the valley, along with one of his experiments, until it escaped, and was forced to be put down. He'd helped to create a compound called Mix-Master- which combined D.N.A. from various plants and animals to make powerful mutants. However, once the Federal Government found out that Proudfoot was selling to the Enemy, Cletus went into hiding. Nowadays, he uses his expertise to help out during Mixmaster situations.

Former Residents/Other Current Allies
Some of the people of Perfection have left town, because there are better opportunities outside the valley. There are also those who don't live in town, but do work in the area. Also, there are those who have helped out during other incursions, especially in their own home town.

Valentine McKee
A handyman during the 1990 incursion, Val and his friend Earl are one of the first ones to survive an encounter with a graboid, and caused the death of two of the creatures, one by having it rammed into a thick cement wall, and the other by chasing it off a cliff with a pipe bomb. He, presumably, married Rhonda LeBeck and became quite wealthy.

Rhonda LeBeck
A college student from the local university, she studied seismology and discovered that there was four creatures in the valley (well, actually three since the one had just been killed.) After killing the creatures, she married Val, wrote/published various books about graboids, and became wealthy. Her seismology research led to the creation of various graboid tracking devices.

Earl Bassett
A handyman during the first graboid incursion, his success wasn't as good as Val's and soon all he had was an ostrich farm that did nothing. However, he got a second chance in Mexico when graboids started attacking a large oilfield down there. This time, he found his fortune- managing to make 1.4 million dollars (at least) and "finding the girl of his dreams". He, presumably, got married, and made a theme park based on his experiences.

Grady Hoover
Earl's partner in Mexico- he is a former cab driver blessed with a "sunny disposition". After making a good deal of money, he and Earl made a theme park.

Dr. Kate Riley
A seismologist working on the Mexican oil field during the '96 incursion, she is Earl's "dream girl" as she was the one on a certain Playboy cover that Earl liked. Presumably, she got married, and became wealthy as a result.

Jack Sawyer
Started "Desert Jack's Graboid Tour" in 2001. After seeing his first "Real-Live Graboid", which ate his "Special Effects" guy, he joined with Burt and other locals to hunt down the graboids and kill them. After surviving his encounter, he bought a car wash in Bixby, and later suckered Tyler Reed into buying his tour business.

Mindy Sterngood
Nancy's daughter, Mindy went to collage after the 2001 incursion, thanks to money made by Sigmund and Roy buying an ass blaster she and her mother had caught. She later joined an Animal Rights organization advocating for "Graboid Rights", and tries to get the other residents of Perfection to leave, for El Blanco's sake, until it was revealed that the thing had been a sham, with E.B. being poisoned, and the group's leader not really caring for her. After saving E.B., she then goes back to college, but can come back any time.

Heather Gummer
Burt's ex-wife. A gun-enthusiast herself, she left Burt some time after the first incursion, after the collapse of the Soviet Union- claimed that he had become too much for her to handle.

W.D. Twitchell
A GS 13 government employee, Twitchell oversees the valley, and says who can stay, and who has to leave. Despite butting heads with practically everyone in the valley, and threatening to kick them out on multiple occasions, as well as hating the desert, his job, and El Blanco, he has proven to be useful. For instance, he helped fend off a shrieker herd, after a number had escaped from some scientists and multiplied, helped deal with gangsters, and later sacrificed his own car to keep a mutant giant shrimp from escaping to a reservoir, allowing it to be killed.

Harlowe Winnemucca
Rosalita's hired hand on her ranch, Harlowe lives nearby, presumably Bixby, as he's rarely around during a crisis.

Presumably, he's descended from Tecopa, a Native American who lived in town in 1890, when it was called Rejection.

Other Allies
There are plenty of others who help out.

Tourists
These are the life-blood, and money, of Perfection. Sometimes they're helpful. Other times, they are a pain in the ass.

Scientists
For one reason or another, they come to the valley- some to study Mix-Master, and the effects on the local wildlife, and others come to conduct experiments due to the valley's natural remoteness from civilian populations. Some are helpful, and others are worse than tourists.

Townsfolk in Other Towns
Due to graboids and their ilk popping up in other areas, Burt and friends have to deal with the locals. In such cases, it's best to leave the talking to someone else, as Burt has a tendency to rub feathers the wrong way.

Late Residents of Perfection
These are people of Perfection who have died due to Modern graboid attacks. Might use them for Cameos.

Edgar Deems
A farmer who liked to drink. Died because he was stranded on an electrical tower due to a graboid chasing him up one.

Old Fred
A vegetable and sheep farmer, all that was left of him was his head, which was under his hat, after he got eaten by a graboid.

Jim and Megan Wallace
Husband-and-Wife. Jim was the town doctor. He was eaten by a graboid. As for Megan, it is unknown if she got trapped in her station wagon as it got buried, or escaped from the car, and was eaten.

Walter Chang
Former owner of Chang's Store. Named the graboids, and was eaten by one. Jodi is his niece.

Nester Cunningham
He lived in a trailer and initially thought that ordinary tools, like a pickax or a chainsaw could stop the creatures. He was eaten after he tried to hide in a tractor tire.

Miguel Sanchez
He was a rancher who survived the first incursion, but was killed by an Ass Blaster. Rosalita claims to be his niece.

Buford
Helped out on Jack's tour as a "special effects" person. Claimed it was better than shoveling roadkill for the county. Was eaten by a Graboid.

Other Redshirts
Generally bland-name/no-name characters who die, in order to show the dangers to the others. Includes tourists, scientists, oil workers, silver miners (Rejection), and even people in other towns that get attacked.

"Living" Citizens of Rejection
These are the people "currently" living in Rejection/Perfection as of 1890. I might use them for a Western themed battle.

Hiram Gummer
Burt Gummer's Great-grandfather. A city-slicker from the East, Hiram is very unlike his descendant- has no experience when it comes to firearms. However, he did buy an arsenal for the town, including a punt gun, which he used. Later on, he got a Gatling gun. He eventually married Christina Lord, who ran the local hotel. It was due to his ownership of a certain silver mine, that Burt had the money to buy his supplies.

Christina Lord
Ran the local hotel. Had amassed a collection of firearms, due to patrons not being able to pay their bills. Later married Hiram.

Juan Pedilla
A silver miner who wished to own a ranch. He was the first survivor of a graboid attack, when several miners were killed in one day while working in the Gummer Silver Mine. He later help to hunt down, and kill, the creatures. Believed to be related to Miguel and Rosalita.

Pyong, Lu Wan, and Fu Yien Chang
Husband, Wife, and Son. Immigrated from China- first owners to Chang's Store. Ancestors to Walter and Jodie Chang.

Tecopa
A Native American. Claimed that his people told stories about the "Spirits of the Mountains". Built a hole for a flagpole- long before Nevada adopted a flag- said hole came in handy to kill one of the graboids. Believed to be related to Harlowe.

Dead Rejection Citizens/Allies
They were killed in the 1890 attack. Might use them to bolster numbers.

Old Fred
Drove the freight wagon. He was later killed by graboids, with his head being found under his wagon- shortly after the others moved his hat to find nothing, only for the wind to blow, revealing what was left of his head. May or may not have been related to the Modern Day Old Fred- for which both he, and his death, was a reference to.

Black Hand Kelly
After seeing how fast baby graboids (which look like demonic trout) were, Hiram hired this man to kelp protect the town and kill the creatures. However, 20 years of gunfighting hadn't prepared him for creatures the size of freight wagons, and was soon eaten. However, his greatest influence was teaching the importance of being prepared- along with the Gummers' love of firearms.

Miners
The Redshirts of Rejection- they were the ones who showed the rest of Rejection the initial dangers of the creatures.

Foes of Perfection
These are the people that the citizens of Perfection have fought, both creatures and humans. Might use some for Cameo/Specials, or give them their own battle.

Graboids
Imagine an earthworm the size of a school bus. Imagine them being as fast as a sprinter. Imagine them hunting by sound. Now imagine them coming up from under the ground to, effectively, swallow you whole. Yep- that's a graboid in a nutshell. To kill these things, you need explosives or the type of firearms that would blow a big hole in an elephant, or a tank. However, these creatures, and all their ilk- shriekers and ass blasters, are smart, and as the saying goes, "the harder you come at them, the smarter they get." Thankfully, there is one simple, and effective, tactic that tends to work- place a wired explosive on a remote controlled car/truck/tank, drive it around a bit, and once it's swallowed- press detonation button. Of course, to avoid excessive splatter, use the equivalent of one stick of dynamite- Burt himself once stated that "4lbs of C-4 was a bit excessive".

After some time though, most turn into 3-6 shriekers.

El Blanco
Due to some sort of genetic mutation, this white graboid hasn't turned into the next stage. Because of this, and the fact that certain people won't be able to develop the place into a series of homes with him around without permission from the government- the citizens of Perfection Valley have decided to let him live. As it is, he's what brings people to the valley- similar to the Great White Sharks of South Africa.

Shriekers
The second stage- these creatures resemble mutant ostriches, only ostriches are better looking. They also sense heat, and will eat anything hot, or anything they can eat. Once a sufficient amount of food has been eaten, it will reproduce by asexual means- basically by "burping up baby"- and the offspring grow quickly. If given plenty of food, they can quickly turn into an army. However, they are physically weaker than their predecessors- a shot from a 12 gauge or a 3 round burst from an M16A2 will bring them down- even 3 ranks of a dozen inexperienced men (local college baseball team) armed with American Civil War-era Springfield and Enfield muzzleloaders will do the job. One simple tactic for hunting them is to, effectively, lead them into an ambush- have a fire lit, or a hot engine handy, conceal your body heat, wait for them to come to you, and mow them down- just keep an eye on all sides- these bastards can be sneaky.

Ass Blasters
The third stage- much like their predecessors, they can see heat. Unlike shriekers though, they can fly/glide by lighting a "fart" which produces a streak of flames that launches them into the air, where folds of skin can catch thermals. At an unknown point in time, they'll lay eggs which hatch, in roughly 2-300 years, into the next generation of graboids. To kill them, that are a few effective ways-the most important part being to use heat to attract them in. After that, a good shot will do the job- though shooting them with a flaming arrow will cause the chemicals inside the creature to mix and explode. However, if you wish to capture one alive, let it stuff itself with food, and it will go into a "food coma."

Mix-Master Mutants
These are the creatures made by the compound known as Mix-Master. Capable of mixing with any organism, except for humans, 99% die before birth, but that 1%- extremely dangerous. Possibilities range from grasshoppers with scorpion tails, Gila monsters with bat wings to only the Devil knows what. If the compound were to ever escape the valley- trouble worse than a horde of shriekers.

Project 4-12
Created as a military project in 1973, being made from a combination of an rhinoceros, a switchback spider, and a wolverine, it was designed to hunt down Viet Cong during the war. He was saved from destruction by Cletus when the government found out that the Lab was selling to the other side. However, due to the nature of the animals he was made with, 4-12 was prone to violent mood swings, which were controlled by a special flower. Sadly, the flower became extremely rare, and the Perfections were forced to kill it in self-defense with a homemade flamethrower.

Microbe Cloud
Made by some combination of bacteria that sucked moisture from various sources, including humans, the Perfectionists captured this creature by making a highly powerful vacuum. However, this creature wandered the valley, shedding dead cells all over, contaminating the valley.

Planimal
Described as a "pumpkin patch from Hell", this thing produced a powerful acid that dissolved flesh from bones in seconds. While the situation was already dangerous, it would become critical as it was about to seed. It was stopped with a powerful poison inserted into its tap root.

Termaggots
Made from a combination of cicadas, termites, and maggots, these creatures ate wood and meat. They would also emit a high-pitch screech that would effectively paralyze, and then kill, their victims. They were stopped due to playing insect mating songs through a souped-up sound system, leading them to a freshly tarred road, dousing them in gasoline, and then setting them on fire.

Giant Shrimp
While not created in the valley- but rather because a certain "little turd" used contaminated Perfection water for the pond at his resort- this creature was developed from a local shrimp into its prehistoric form. The "developer" tried to kill it by poisoning the pond- but the creature, now pissed off, survived and escaped to a canal. Perfectionists and Local Police were able to stop the creature using the gate to a cattle fence, Twitchell's car, and dry ice.

Melvin Plugg
Often called "little turd", and is more of a nuisance than an enemy, Melvin causes plenty of trouble for Perfection. While originally a source of comic relief in the 1990 incursion, he is now a land developer who wishes to turn Perfection into a series of ranchettes. However, due to El Blanco's protected status, Melvin can't develop the area, and thus tries to get E.B. killed. However, this is foiled, and he finds himself stranded on a rock- same thing happened in the 2001 incursion- with E.B. circling the area. Later on, he steals water from Perfection, and causes the creation of a giant shrimp. He's later blackmailed to paying for the improvements to Perfection's water tower.

Protesters
Graboid Rights Activists who came to convince Perfectionists to leave the valley, for "El Blanco's sake", as it was found that E.B. was "suffering from stress". One of them even vandalized several properties. However, it was soon found that one of the members had poisoned E.B. and that the Leader was doing it for the fame. The Poisoner, and vandalizer, met his end by E. B. eating him- which meant that the Perfectionists had to save the giant worm because he'd ingested a huge quantity of the toxins. The Leader was arrested for various crimes, and the rest left without further troubles.

Dr. Meghan Flynn
A scientist who was trying to train shriekers for Search and Rescue missions, her creatures soon escaped, endangering the valley. After being taken to Burt's bunker, she was appalled to find out that Burt's plan was to, basically, kill every last shrieker, including the ones she'd been training. After the first two waves, which were lead by her creatures, were killed, she destroyed Burt's Primary Ammo Supply, and tried to capture the third, and final, creature. However, this failed, and she was killed/eaten by this shrieker.

Las Veges Mobsters
Several members came to kill El Blanco after he'd eaten one of their own, who'd had a key to a vault that contained $20 million in unmarked barer bonds. Perfectionists engaged in a shootout with them and, while not killing any of mobsters themselves, set them in the perfect position for E.B. to grab himself some lunch. The surviving member, Frank, managed to escape. Later on, Frank came back for Round 2, but fared even worse- his accomplice betrayed him- mentioned accomplice got eaten, and Frank was captured, and presumably killed for his failure to get the key.

Note to "Walking Dead" Fans
If you're a fan of Merle Dixon, you'll quickly recognize that mobster Kinney is portrayed by Michael Rooker.

Sommerton Junction Police Department (The Last Stand)
"The wicked flee though no one pursues, but the righteous are as bold as a lion.- Proverbs 28:1"

- Etched into a statue dedicating those who've fallen in duty- Dated June 1969 "Welcome to Sommerton!"

- Sheriff Ray Owens- After killing several cartel henchmen with a Vickers machine gun.

Normally the most crime that Sommerton Junction, a small town just north of Mexico, saw was an angry farmer threatening to shoot trespassers, some of the deputies shooting slabs of beef with a local firearms enthusiast and museum owner, and the mayor parking his Camaro in a fire zone.

This changed when a drug cartel leader escaped from Federal custody, and his men kill one of the deputies. The Sheriff then deputized the town drunk, who was an Iraq War vet, along with the owner of the firearm museum, to use his various vintage firearms, including a Vickers Machine gun, in order to stop the cartel leader in effectively, a Last Stand, taking on the military-trained henchmen, and the leader himself.

Sheriff Ray Owens

Former LAPD Narcotics officer who went to the quiet town after a bad bust took the lives of his partners, and left him wounded. Now the Sheriff of Sommerton, he tries to keep things quiet. However, when his town in in danger, it unleashes a fury that had stayed quiet for a long time.

Deputy Mike Figuerola

Called Figgy by his friends, he's a somewhat experienced deputy. While not the sort to cause a fight, when one of the local citizens is in danger, a tiger emerges from within him, as when he took on numerous cartel henchmen with a Tommy gun.

Deputy Sarah Torrance

An inexperienced female Deputy, she was one of the first to fight the cartel henchmen.

Frank Martinez

An Iraq/Afghanistan War vet, Frank was the local town drunk, and locked up on several occasions, until his friend Jerry was murdered. He then asked Ray to let him help, and he was deputized to help defend the town.

Lewis Dinkum

Owner of the local Historic Weapons and Firearms Museum, Dinkum was asked by Ray for additional firepower. In exchange for being deputized, so that the town would pay for any damage caused to/by his weapons, Dinkum helped to arm the others, and defended the town with them.

Deputy Jerry Bailey

An inexperienced Deputy who wanted to join a bigger police department, Jerry was murdered by cartel henchmen, which informed Ray what was really going on.

Ursula and Valens' Gladiator School
"Ready when you are."

- Ursula "For the glory of the Gods!"

- Valans

Long ago, the barbarian kingdom of Nordagh was at war with the Roman-like kingdom of Imperia. However, this brought about the attention of the Dark God, who laid waste to both armies. This caused the other gods to enter the war on the side of the humans, who'd joined forces, to fight the Dark God. With the sacrifice of the Queen of the Valkyries, the Dark God was defeated. After this, a truce was enacted- to prevent any more bloodshed.

Nowadays, battles are fought to entertain the crowds at home, and schools travel the lands, from Nordagh, to Imperia, to the Windward Steppes, which is full of bow users, and the Southern Expanse, which is full of magic and strange beasts.

Ursula, the daughter of the Nordagh king, and Valens, the son of a well-known gladiator school owner from Imperia, team up, at first to win the tournaments in the various regions, including the Championship, and then they must battle the Dark God to save the world from his resurrection.

Depending on the Main Character - either Ursula or Valens - the first place that must be conquered is either Barbarian-style Nordagh, or the Roman-style Imperia, followed by the other land, where they meet up with their counterpart, and let them join their school. Afterwards, they go to the Windward Steeps, which is know for their cats, and archers, and nomadic peoples. Then, they go to the Southern Expanse, a harsh desert land filled with giant bugs and magic users. After this, they go back to Imperia, to fight in the Championship, only to find out that the Dark God has invaded, forcing them to fight to save the world.

Along the way, they hire various out-of-work fighters to assist them, who all have their own unique weapons and abilities. They also engage in various quests, which gets them valuable items, money, and the chance to recruit some very difficult to get fighters, like Yetis, Minotaurs, Summoners, Undead Summoners, Undead Legionares, Scarabs, and Scorpions.

Common to all Glads
Things all gladiators can do.

Magic
All Gladiators can use magic, though this is mainly by asking the Affinity God- Earth, Air, Water, Fire, Light, and Dark- to enhance the power behind a blow, though Affinity Attack 4 will summon an avatar of the four elemental Gods- Hawk for air, turtle for water, boar for earth, and a fire serpent for fire- which will strike all foes. However, there are those, the Arcane class, who exclusively utilize magic in practically all of their attacks.

Combo Attacks
Sometimes certain attacks will strike a foe multiple times.

Stats
Certain skills, situations, and even items will affect damage, defense, movement, or taking damage- like poison and bleeding- or are unable to attack, due to confusion, fear, or something similar. Status can be boosted or reduced.

Stats that can be affected include: Backstabbing- attack foes from the side, or back, to do extra damage. However, some gladiators have abilities that reduce such damage to Normal.
 * Extra Damage taken, even when not actually attacked- Poison and Bleeding will reduce health slowly.
 * Movement- this can be boosted, allowing the fighter to move faster, or be crippled, causing the fighter to move slower.
 * Attack Quickness- how soon the fighter is able to attack.
 * Attack Damage- how hard can the fighter hit the target.
 * Attack Accuracy- Odds of making a successful attack.
 * Defense- Will the fighter avoid damage, by dodging, blocking with shield, or parrying with own weapon.
 * Counter Attack- What will the fighter do if an opponent's attack hits, or misses. Some gladiators, if hit, will hit back, while others will strike back if there's a miss, or even taunt the foe.



Crowd Popularity
The People like winners, and showmen. If a school can impress the crowd, the audience will cheer them on. These cheers have the effect of strengthening the school being favored. The school will weaken down to "normal" if the crowd is not cheering for them. Certain abilities, and items, will have the crowd on ones side sooner.



Classes
Between the weight classes of Light, Medium, and Heavy, there's something of a triangle- Light can evade blows from Heavies, and can attack them more often, but they are weak against Medium Foes. Mediums enjoy doing extra damage to Lights, but take extra damage from Heavies. Heavies dish out extra damage to Mediums, but have trouble hitting Lights- similar to the game Rock-Paper-Scissors. In this case however, rock can rip though paper, paper can bind scissors, and scissors can split rocks.

Added into this are the Beasts, which have their own weight classes, along with the magic using Arcane and the Javelin and bow using Support classes.



Area Battles
When Ursula and Valens, and the members of their school, battle in the arena, this is to increase their fame, entertain the crowds, and of course, to make money. Should a gladiator fall in battle here, they are treated by the "finest doctors in the lands" and can fight in the next planned battle.



Wilderness Battles
If an encounter with an enemy occurs in the Wilderness- outside of the Arena- the fights are for keeps. The only loot you get is whatever the foe was carrying, providing you get to his body (a "treasure" chest) before the other side does. If your gladiator dies here, there's no doctor to fix them up. Best to make use of Summoned Units here.



Types of Battles
When it comes to Gladius battles, there's different types, which require different strategies.

Kill all Foes
The most common type of fight- Just make sure that you're the last one still swinging a weapon. This is especially important in Wilderness battles, where Deaths are Permanent. In Arena battles, the loss of a gladiator isn't a concern as the gladiators are transported off the field, and given medical treatment. Of course, most other Special battles can be won by taking out all the opposition.

Points Battles
This is all about doing more damage than your opponent. Of course, since all the fighters have infinite health, attacks that damage allies are good here as well.

King of the Hill
In these battles, there will be a "hill" that one of the fighters will have to stand on- the longer they stand on it, the better the odds their team will win. However, other gladiators will try to take out the "King". So if your glad's the "King", use your other gladiators to protect him, and if he's not, remove the current "King".

Dominance Battles
Similar to King of the Hill, only with three "Hills". Best thing to do is to take at least two of them to secure your win, and use your remaining fighters to reduce the competition.

Vandal Battles
Basically, you have some barrels to destroy- destroy more than your foe, and you win, though you'll win if you take out your foe.

Rival Nations
The important thing in this battle is to protect your team's statue, while taking out the other guy's.

Treasure Hunt
These battles feature a bunch of chests, which contain money and weapons. Best thing in these battles is to use a fast light unit, like a bandit, to snag the loot, while the rest fight the other team- until the last enemy is left, then snag any remaining chests, and then take out the last foe. This also happens in Wilderness Battles- Foes will drop their weapons and armor, as will your fallen gladiators.

Protection Detail
In some battles, there will be a person, usually a Citizen, to protect, or even free from a "cell". The main idea here is to take out the opposition before they "kill" the prisoners.

Series Battles
Enter in this fight, and one is in for a number of rounds. In a Regular Series, one can change fighters after the round is over. In an Endurance Series, there is no changing of the rooster, and there will be no "healing" between rounds.



Important Info
Gender: Some attacks are more effective against Males, and certain battles require a certain number of Females to be entered.

Nationality: Certain gladiators are found in only certain locations, and certain battles require fighters from certain lands.

Weapons: This is what the fighters use to attack foes. Different fighters use different weapons.

Armor: This help the fighter to endure more damage.

Helmet: Protects one's head. Certain attacks can destroy them.

Shield: Helps to protect a fighter from harm. Can be destroyed if a certain amount of damage has been incurred.

Accessory: Largely a decorative item, and differ for different gladiators, they can enhance Affinity- both Offensive and Defensive, improve different Stats, or give special extras.

Heroes
These are the main members of the School. They have important Roles that shape the land. Ursula, Valens, Urlan and Ludo are Medium type gladiators, Eiji is a Support type, and Gwazi is a light type. A word of Warning- Ludo left the school at one point, and joined the Dark God's Minions and Gwazi was secretly working for the Dark Good.

Ursula
Class: Medium

Gender: Female

Nationality: Nordagh

Weapons: Medium Sword, M. Hammer, M. Axe, All Legionnaire, All Ursula

Shield: M. Shield, Legionnaire, Ursula

Armor: Barbarian and Ursula

Helmet: Ursula and Barbarian

Accessory: Runestone and Feathers

Daughter of King Orin, Ursula was fated to have a destiny shaped by magic. Desiring to see the world, her father allowed her to travel only if her older brother, Urlan, went with her. Along the way, she makes some good friends. While weaker than her brother, she knows a few tricks to Empower herself. She can use a spell to blast foes around her, use another to heal her allies- or damage those aligned to the Dark God with same spell, and lower the Defense of an enemy, should they fail in an attack against her. Also, should a certain Dervish be saved, and their cash reward be refused, Ursula, and Valens, will be immune to bleeding, should a gladiator of that type be on the field.

Valens
Class: Medium

Gender: Male

Nationality: Imperia

Weapons: Medium Sword, M. Hammer, M. Axe, Legionnaire, Valens

Shield: Medium, Legionnaire, Valens

Armour: Medium, Legionnaire, Valens

Helmet: Valens, Legionnaire, Military

Accessory: Medal

When his father, Munio, was murdered, the school started to fall apart, until it was just Valens and his best friend Ludo. However, Valens was determined to see the school shine, and traveled the world to make it possible. During this traveling, he made some good friends. He will cause a foe to lower their defense, should an attack against him fail. Also, should a certain Dervish be saved, and their cash reward be refused, Valens, and Ursula, will be immune to bleeding, should a gladiator of that type be on the field.

Urlan
Class: Medium

Gender: Male

Nationality: Nordagh

Weapon: Two Handed Sword, T.H. Axe, T.H. Hammer, Barbarian, Urlan

Shield: None

Armor: Barbarian, Urlan

Helmet: Urlan, Barbarian, Hat, Helm

Accessory: Runestone

Ursula's big brother, Urlan is basically a supped-up Barbarian with the ability to turn himself into a Plains cat, in addition to the wolf and bear transformations common to the barbarian class, and can give a counter-attack if the foe misses. He can also Inspire allies, providing that they came from Nordagh, like fellow Barbarians, Nordagh Bandits, Bears, Wolves, Berserkers, Gungnirs, Mongrel Shaman, Satyrs, Nordagh Undead Legionnaires, Yetis, Ursula, and possibly, Galdrs, Nordagh Citizens, Greater Bears and Greater Wolves.

Ludo
Class: Medium

Gender: Male

Nationality: Imperia

Weapons: Medium Sword, M. Hammer, M. Axe, Legionnaire, Ludo

Shield: Medium, Legionnaire, Ludo

Armour: Medium, Legionnaire, Ludo

Helmet: Ludo, Legionnaire, Military

Accessory: Medal

Valens' childhood friend, Ludo is basically a modified Legionnaire. After a dispute about having foreigners in the school, he left Valens and Joined the Dark God. Of course, with the Dark God's Defeat, he's probably out of work, and needs money. He can also counterattack, should an opponent's attack against him fails, and lower the foe's defense.

Eiji
Class: Support

Gender: Female

Nationality: Windward Steppes

Weapons: Plain Bow, Archer, Eiji

Shield: None

Armor: None

Helmets: Eiji, Archer, Hat, Helm

Accessory: Belt

While claiming to be an archer, Eiji has more in common with Amazons, especially her stance towards men- many of her attacks work only against them. She has a clever tongue- joined the school by claiming that she could get three apples with one arrow- she proved this by catching one apple on the point of her arrow, hitting the second while it was in mid-flight, and the third as it was just placed in the thrower's hand.

Gwazi
Class: Light

Gender: Male

Nationality: Southern Expanse

Weapons: Light Axe, L. Sword, L. Spear, Secutor, Gwazi

Shield: Light, Secutor, Gwazi

Armor: Light, Secutor, Gwazi

Helmet: Gwazi, Secutor, Gladiatorial

Accessory: Ring

A modified Secutor, Gwazi joined the school after they saved him from some bandits, or so it seemed. In truth, Gwazi was a double agent in service to the Dark God, and led the school into an ambush. After the Dark God's Defeat, it could be assumed that Gwazi is out of work, and needs money. Should an attack against him fail, he will taunt the foe, causing the crowd to go wild with excitement, and root for his team, improving their fighting capabilities. Also, just like a Berserker, he can throw his weapon, for range damage.

Arcane
Magic Users, who use their powers in different ways- includes, Channeler, Mongrel Shaman, Summoner, and Undead Summoner. Generally, they tend to stay out of the thickest part of the action, and will attack foes with spells, or, in the case of Summoners and their Undead counterparts, summon allies to assist the other fighters.

Channeler
Gender: Female

Nationality: Imperia

Weapons: Plain Staff, Channeler

Shield: None

Armor: Arcane, Channeler

Helmet: Channeler, Diadem, Arcane

Accessory: Charm

Do not be deceived by Femme Fatales in Gladius, as demonstrated by the Channeler. Once someone has built up a nice amount of Affinity Power, she'll steal it from them, and power up her own spells, mostly fire and ice themed.



Mongrel Shaman
Gender: Male

Nationality: Nordagh

Weapons: Plain Club, P. Staff, Mongrel, Mongrel Shaman

Shields: None:

Armor: Arcane, Mongrel

Helmet: Mongrel Shaman, Diadem, Arcane

Accessory: Scalp

Unlike other arcane users, a M. Shaman has to get into the thick of the fighting to be able to work up enough magic in order to do his spells. However, he can kick foes, and poison them. Team them up with an ogre to increase their combat effectiveness.

Summoner
Gender: Male

Nationality: Southern Expanse

Weapons: Plain Staff, Summoner

Shield: None

Armor: Arcane, Summoner

Helmet: Summoner, Diadem, Arcane

Accessory: Charm

These guys are, effectively, the most powerful arcane gladiator in the world of Gladius. These guys summon Affinity from out of thin air one moment, and summoning a minion the next, placing the creature right in front of the summoner's foes. After that, the summoner can sit back and relax, or blast the enemy with some spells.



Undead Summoner
Gender: Unknown (presumably Male)

Nationality: Imperia, Southern Expanse

Weapons: Plain Staff, Undead Summoner

Shield: None

Armor: Arcane, Undead S.

Helmet: Undead S., Summoner, Diadem, Arcane

Accessory: Charm

This guy's magic was so powerful in life, it raised him, and some friends, from the grave. Much like his living counterpart, the Undead S. will summon minions- in the form of skeletons- to do his bidding. To get his magic, an Undead S. will convert some of his own life into Affinity- don't worry too much, as he can get his health back, and he won't be in the thick of fighting. Also, he and his Summoned Undead Melee are great when dealing with Support gladiators, as projectiles, like arrows and javelins, don't do them much damage. Of course if he were to die, he'd poison the area around him.

Beasts
Animal Gladiators- often they are the cheapest to recruit, and equip, as they don't need armor or weapons- Bear, Plains Cat, Scarab, Scorpion, and Wolf. They have a certain advantage over other gladiators- you can put them between a Support gladiator and a foe, and the support unit would be able to attack the foe from a distance, unlike other gladiators, who'd block the view of the Support unit.

Bear
Gender: Unknown

Nationality: Nordagh

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Collar

This creature is a powerful fighter, capable of bringing others to the ground. When hit during an attack, it will hit back. It can also take, and dish out, a good deal of damage. Innate Affinity towards Earth.



Plains Cat
Gender: Unknown

Nationality: Windward Steppes

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Collar

While not as powerful as a bear, these felines are quick, and can climb up and down places twice the height that other gladiators can do in one go- they can climb up, or down the equivalent of 12 feet while others can only climb 6 feet- meaning that they can reach snipers, like support and arcane gladiators, quicker than even a light human gladiator can, as they'd have to take a slightly longer path. Should an attack against them miss, they can hit back. They have an innate affinity towards Air- do not send them against a Dervish.



Scarab
Gender: Unknown

Nationality: Southern Expanse

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Jewel

These man-sized bugs, and their scorpion cousins are no joking matter. Scarabs can tunnel under the ground, past other gladiators, and reach a well-defended sniper-type, and thus attack them. They can also use a minor range attack- in the form of gas, which can poison foes. Also, they can even hit back, should an attack against them fails. They have an Innate affinity towards Fire.



Scorpion
Gender: Unknown

Nationality: Southern Expanse

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Jewel

Whatever you might have heard about large scorpions having weak venom does not apply to this man-sized creature. This creature is fast, and when you get hit by its tail, you're sure to get poisoned. Should an attack against it fail, it will attack back. Innate Affinity is Water.



Wolf
Gender: Unknown

Nationality: Nordagh

Weapons: None

Shields: None

Armor: None

Helmets: None

Accessory: Collar

This puppy is not Man's Best Friend. While weak by themselves, give them a pack to fight with, you'll be attacked on all sides with Group Attacks, and their howls can either heal themselves/allies, or scare foes into retreating. Should an attack against them fail, they'll hit back. Innate Affinity towards Earth.

Heavy
Largest of the Gladiators- they dish out serious damage. Includes Centurions, Cyclopes, Minotaurs, Ogres, Samnites, and Yetis. They excel against Medium Gladiators, but those of the Light class can give them fits, unless things are done properly.

Centurion
Gender: Male, Female

Nationality: Imperia

Weapons: Heavy Sword, H. Hammer, H. Spear, All Centurion

Shields: Heavy, Centurion

Armor: Heavy, Centurion

Helmets: Centurion, Military

Accessory: Medal

These guys are team-players. Having one on the battlefield tends to inspire the team, and they can heal their teammates. Also, when they successfully attack a foe, all allies within range get a shot at the foe- having two of these guys can devastate the competition. They are a must when fielding Legionnaires, as they can improve those gladiators even more.



Cyclops
Gender: Male

Nationality: Imperia

Weapons: Plain Club, Medium Hammer, M. Axe, All Cyclops

Shield: None

Armor: None

Helmets: All Cyclops

Accessory: Eye

He may have but one eye, but he can see well enough to deal some serious damage. His eye can cause fear in those who stare at him too long, and can even damage those in his way. One of the best things for him is the Blindman's Eye, as it will make his attacks 100% accurate.



Minotaur
Gender: Male

Nationality: Imperia

Weapons: Two Handed Sword, T.H. Hammer, T.H. Axe, All Minotaur

Shields: None

Armor: None

Helmets: All Minotaur

Accessory: Bullring

The horns on this gladiator's head are not for show- mess with him and his friends, and you'll find them stuck in you when he Skewers you. They can be hard to stop, and are immune to many things, like confusion and blindness. Also, should an attack upon them fail, they will attack back.



Ogre
Gender: Male

Nationality: Imperia

Weapons: Heavy Sword, H. Hammer, Two Handed Axe, All Ogre

Shields: Heavy Shield, Ogre Shield

Armor: None

Helmets: All Ogre, Gladiatorial Helmet

Accessory: Scalp

Let's face it, this ogre is ugly, but you'll call him revolting when he farts, forcing you to back off. Basically, an ugly Samnite, he has an ability that all Samnites would love to have; the ability to hit back when an enemy successfully attacks him. Use him when fielding Mongrels and Mongrel Shamans, to increase the effectiveness of them in combat.



Samnite
Gender: Male, Female

Nationality: Imperia, Windward Steppes, Southern Expanse

Weapons: Two Handed Axe, Heavy Spear, H. Sword, All Samnite

Shields: Heavy Shields, Samnite Shield

Armor: Heavy Armor, Samnite Armor

Helmet: Samnite, Gladiatorial

Accessory: Ring

These guys like to use their weight, and will push their foes away, and can attack those all around them. Of course, should a foe fail to hit them during an attack, the Samnite will have an easier time hitting them, due to a lower defense.



Yeti
Gender: Male

Nationality: Nordagh

Weapons: All Yeti, Two Handed Hammer

Shields: None

Armor: None

Helmets: None

Accessory: Teeth

This big hairy ape-man-thing just likes to hit things. More mobile, yet physically weaker than most heavy gladiators, they are heavy hitters when it comes to brute power.

Light
Quick and agile, but do low damage. Includes- Bandits, Berserkers, Dervishes, Mongrels, Satyrs, and Secutors. These guys love to fight Heavy gladiators, but take extra damage from Medium gladiators.

Bandit
Gender: Male, Female

Nationality: Imperia, Nordagh

Weapons: Light Axe, L. Sword, L. Spear, All Secutor, All Bandit

Shields: Light Shield, Secutor, Bandit

Armor: Light, Secutor, Bandit

Helmets: Bandit, Secutor, Hat, Gladiatorial

Accessory: Armband

These guys might have been criminals before being forced into the games, but they can be good fighters, and can put some serious hurt on Heavy foes, especially with backstabs. The Revenge Armband is a very good item for bandits, as it gives them two counterattacks- one for when the enemy hits them, and one for when the foe misses an attack. Also, Bandits benefit from having a few fellow bandits near them, as it increases their movement.

Berserker
Gender: Male, Female

Nationality: Nordagh

Weapons: Light Axe, L. Sword, All Berserker

Shields: None

Armor: None

Helmets: None

Accessory: Runestone

These fighters have some versatility- they can throw their weapons, and can temporarily become a Heavy unit that dishes out more damage than other Light gladiators- though when in a Rage, they have very little control over their actions, except to destroy the enemy. However, they are not armored like other light gladiators, and can be knocked out sooner. Of course, should an attack against them fail, a Berserker will attack them.



Dervish
Gender: Male, Female

Nationality: Southern Expanse

Weapons: Dervish Axe, Dervish Sword

Shields: None

Armor: Dervish

Helmets: All Dervish

Accessory: Anklet

Don't be too fooled by these lithe gladiators, as they are very quick and nimble, and more so, they come doubly armed, carrying two Light Swords or Axes. When surrounded by foes, they will use a Whirlwind type move to cause massive damage, bleeding, and force the foes away from them. Also, they can go after foes who use Air Affinity type weapons, and suffer no damage from these foes. Also, should a certain Dervish be rescued, and their reward of money be turned down, Ursula and Valens will not suffer from bleeding, should a Dervish, Friend or Foe, be on the field of battle, as they will have an ability that prevents it- a very nice gift to have. If an attack against them fails, the foe of the Dervish will suffer from a lowered defense. They also have an increased resistance to damage from javelin and arrow attacks.



Mongrel
Gender: Male

Nationality: Imperia

Weapons: Mongrel Club, Medium Hammer, Medium Axe, All Mongrel

Shield: None

Armor: Mongrel

Helmets: All Mongrel

Accessory: Scalp

More powerful than Bandits, but not as versatile. They tend to kick their foes, and poison them. Should an attack against them fail, they will attack their foe back, and cause the enemy's defenses to be lowered. They benefit from having an Ogre nearby.



Satyr
Gender: Male

Nationality: Nordagh

Weapons: All Satyr- Carafes (Bottles and other drinking utensils)

Shields: None

Armor: None

Helmets: None

Accessory: Poem

These creatures may be able to hold their liquor, but they can't take a hit too well. However, the crowd loves these goat-men, and when these creatures do a jig, the crowd tends to side with the team that has one, strengthening the other fighters. Also, they can throw their weapon a fair distance, knocking foes out, and they can set fire to them. Should an attack against a satyr fail, they will laugh at the foe, lowering their initiative, and driving the crowd wild.



Secutor
Gender: Male, Female

Nationality: Imperia, Windward Steppes

Weapons: Light Axe, L. Sword, L. Spear, All Secutor

Shields: Light

Armor: Light, Secutor

Helmets: All Secutor, Gladiatorial

Accessory: Ring

These gladiators are similar to Bandits, only they are more combat-orientated. They can attack foes in the back without help from a friend. Also, should an attack against them fail, they will laugh at the foe, lowing their Initiative, their Defenses, and causing the crowd to cheer on the Secutor's team.

Medium
These are your basic middle-of-the-road types. Includes Barbarians, Legionnaires, Murmillos, and Undead Legionnaires. They do best against Light foes, but have trouble against Heavy foes.

Barbarian
Gender: Male, Female

Nationality: Nordagh

Weapons: Two Handed Sword, T.H. Axe, T.H. Hammer, All Barbarian

Shields: None

Armor: Barbarian

Helmets: All Barbarian, Hat, Helm

Accessory: Runestone

When it comes to Medium gladiators, the Barbarian is a powerhouse on the battlefield, destroying shields and knocking foes down with powerful blows. They can even turn themselves into bears or wolves, depending on ones own taste, and regain some health as a result.



Legionnaire
Gender: Male, Female

Nationality: Imperia

Weapons: Medium Axe, M. Hammer, M. Sword, All Legionnaire

Shields: Medium, Legionnaire

Armor: Medium, Legionnaire

Helmets: Legionnaire, Military

Accessory: Medal

Legionnaires are your basic fighter- nothing really special about them. However, team them up with a few fellow Legionnaires and a Centurion, they will be very quck to move and to attack. They are also immune to a number of Negative Status things, like fear and confusion. Also, should an attack upon them fail, they will strike back, and lower the foes defense.



Murmillo
Gender: Male, Female

Nationality: Imperia

Weapons: Medium Sword, M. Hammer, M. Axe, All Murmillo

Shields: Medium, Murmillo

Armor: Medium, Murmillo

Helmets: Murmillo

Accessory: Ring

These gladiators love to use their shields for offense- throwing them, bashing foes with them, and such. Of course, they really excel in battle with Support-type gladiators, as they can cause other gladiators to be more effective at dodging arrows and javelins that are aimed at them. Should a foe fail in their attempt to attack them, a murmillo will counter attack with their shield, humiliate the foe- decreasing the foe's initiative while getting the crowd to side with the murmillo's team, and lower the foe's defense. Having a Female Murmillo is practically a Must when dealing with Amazons.



Undead Legionnaire
Gender: Unknown (Presumably Male and Female due to two different outfits in each region.)

Nationality: Imperia, Nordagh, Southern Expanse, Windward Steppes

Weapons: Medium Axe, M. Hammer, M Sword, All Legionnaire, All Undead

Shields: M. Shield, Legionnaire, Undead

Armor: M. Armor, Legionnaire, Undead

Helmets: Legionnaire, Undead, Military

Accessory: Medal

Who knows what curse was done to these gladiators to cause them to be brought back from the grave, though it's implied that the Dark God had a hand in it. In any case, if you're fighting Support units, one of these fleshless warriors if just what you need. Critical attacks can poison foes, it will "blow itself up" when its health is low (hopefully in an Arena Match), and poison the area around their remains for a time. Should an attack upon them fail, they attack the foe.

Support
These guys make good use of bows and javelins. Includes Amazons, Archers, Gungnirs, and Peltasts. These guys attack from a distance, with bow-users being capable of moving and loosing an arrow quickly. Javelin-users take a bit of set-up though. Good allies for them are Beasts, as the animals are low enough that Support gladiators can aim over them. Their greatest adversaries are Undead Summoners and Legionnaires, along with Murmillos. One of the best strategies for them is to Cover an Area, so that when foes enter the area, they are immediately attacked.

Amazon
Gender: Female

Nationality: Windward Steppes

Weapons: Plain Bow, Amazon

Shields: None

Armor: Amazon

Helmets: Amazon, Diadem

Accessory: Bracelet

These are the girls that every boy is warned about. They love to Charm Males foes, only to shot them with an arrow or Kick them where it really hurts. Against Female foes, or those with an Unknown Gender, most of their special attacks are not as effective, but they can still hold their own.



Archer
Gender: Male, Female

Nationality: Windward Steppes

Weapons: Plain Bow, Archer Bow

Shields: None

Armor: None

Helmets: Archer, Hat, Helm

Accessory: Belt

While Females Archers are unable to charm men, like their Amazon counterparts, they have more tricks up their sleeves, like arrows that can poison foes and knock them back. Of course, their most powerful attack is Deluge, which can attack virtually every foe on the battlefield.



Gungnir
Gender: Male, Female

Nationality: Nordagh

Weapons: Plain Javelin, All Gungnir, Light Spear

Shields: Light Shield, Gungnir, Peltast

Armor: Barbarian, Gungnir

Helmets: Gungnir, Hat, Helm

Accessory: Necklace

These guys love to throw javelins, and were named after one used by the god Odin. Of course, it does take a bit of skill to use their abilities, which are near useless if an enemy gets too close to them. Thankfully, they can turn into bears, which can put them on the same level as a medium fighter.



Peltast
Gender: Male, Female

Nationality: Imperia

Weapons: Plain Javelin, All Peltast, Light Spear

Shields: Light Shield, Peltast

Armor: Light armor, Peltast

Helmets: Peltast, Helm, Military

Accessory: Necklace

Similar to their Gungnir cousins in virtually all but one aspect- they lack the ability to shapeshift into a bear. However, they do have an ability that makes up for this- Indirect Fire. This ability allows a Peltast to throw their javelin over obstacles and hit a foe. While it doesn't do much damage, it can take out a foe on the brink of death- useful if the foe is a Summoner or a Channeler.

Summonables
Summoners and their Undead counterparts are capable of summoning extra allies- one apiece at any given time, until the creature is killed or its time limit expires. This can throw foes off their gameplan, and can even protect more valuable gladiators during Wilderness battles, as the creatures are expendable. Of course, the creatures, usually, only do basic attacks, and can't be trained, or controlled. Thankfully, they can differentiate between friend and foe.

Includes- Affinity Beasts (Air, Earth, Fire and Water), Dark versions of Affinity Beasts, Scarab, Scorpion, and Undead Melee.

One thing to note is this; should a summoner die, so will their creature.

Affinity Beasts
Class: Beast

Gender: Unknown

Nationality: Unknown (Gods)- Summoned by Summoner only

Weapons: None

Armor: None

Shields: None

Helmet: None

Accessory: None

Aside from looks, and the status that they boost for allies, the Affinity Beasts are virtually the same. Their only attack is to claw or bite the target. They are also the size of a human.

Air Beast- Resembles a hawk, and will boost the quickness of allies.

Earth Beast- Resembles a boar, and will boost allies defensive capabilities.

Fire Beast- Resembles a serpentine-like dragon covered in fire, and will boost the power of attacks.

Water Beast- Resembles a sea turtle, and will boost the accuracy of attacks.



Dark Affinity Beasts
Class: Beast

Gender: Unknown (Air and Water appear to be Female, Earth and Fire appear to be Male)

Nationality: Unknown (Gods)- Twisted- Summoned by Summoner only

Weapons: None

Armor: None

Shields: None

Helmet: None

Accessory: None

Similar to their normal Counterparts, Dark Affinity Beasts are basically the same, except for appearances, and the status they affect upon Foes.

Dark Air- Resembles a Harpy with 4 wings. Reduces Foes' quickness.

Dark Earth- Resembles a Boartaur- a centaur with a boar's features- reduces Defense.

Dark Fire- Resembles a fiery Spinx, reduces Power.

Dark Water- Resembles a mermaid, (don't ask how she moves on land), reduces Accuracy.



Scarab and Scorpion
Class: Beast

Gender: Unknown

Nationality: Unknown (Presumed Southern Expanse)- Summoned by Summoner only

Weapons: None

Armor: None

Shields: None

Helmet: None

Accessory: Jewel

Similar to their recruitable counterparts, these creatures tend to use poison-based attacks.



Undead Melee
Class: Medium

Gender: Unknown (Not even a difference in outfits, when compared to regular Undead Legionnaires)

Nationality: Unknown- (Presumably all over) Summoned by both Summoner and Undead Summoner.

Weapons: Medium Axe, M. Hammer, M Sword, All Legionnaire, All Undead

Shields: M. Shield, Legionnaire, Undead

Armor: M. Armor, Legionnaire, Undead

Helmets: Legionnaire, Undead, Military

Accessory: Medal

These are basically summoned versions of the Undead Legionnaire, and are basically the same. However, when they expire in a Wilderness Battle, they leave behind their stuff- great way to equip most Medium Gladiators for free.

Unrecruitables
Can't be recruited- Galdr, Dark Beasts (Cat, Wolf), Greater Beasts (Bear, Cat, Wolf), Citizens, (Imperia, Nordagh, Southern Expanse, Windward Steppes), Dark Legionnaires, and certain others. Might make them extra foes, or battle objectives, or even optional fighters for Ursula and Valens to have.

Galdr
Class: Arcane

Gender: Female

Nationality: Nordagh

Weapons: Light Sword

Shield: None

Armor: None

Helmet: Mask

Accessory: Runestone

These witches from the Barbarian lands specialize in singing chants that improve the combat effectiveness of their allies.



Dark Beasts (Cat and Wolf)
Class: Beast

Gender: Unknown

Nationality: Unknown (Creations of the Dark God)

Weapons: None

Shield: None

Armor: None

Helmet: None

Accessory: None

Only the Dark God knows where these twisted cousins to the more common Plains Cat and Wolf came from. They can steal one's Affinity, and poison them, among other things. Innate Affinity is Dark.



Greater Beasts (Bear, Cat, Wolf)
Class: Beast

Gender: Unknown

Nationality: Nordagh (Bear, Wolf), Windward Steppes (Cat)

Weapons: None

Shield: None

Armor: None

Helmet: None

Accessory: Collar (Cat and Wolf)

Far more deadlier than their normal-sized kin, Greater Beasts can have two human-sized foes in front of them, and attack both. While thankfully rare, they are not to be trifled with.



Citizens
Class: Light

Gender: Male, Female

Nationality: Imperia, Nordagh, Windward Steppes, Southern Expanse

Weapons: Stick (that's all they are likely to get, if they are lucky.)

Shield: None

Armor: None

Helmet: None

Accessory: None

Normally Merchants, Weapon Makers, Trappers, and Woodsmen, all love to attend the games. Sometimes though, they owe a debt, or two, and have to fight in the Arena. Of course, not being proper fighters, they are not too good at combat. Thus, they are normally something to protect, or attack, to win the match.



Dark Legionnaire
Class: Medium

Gender: Male

Nationality: Imperia

Weapons: Medium Axe, M. Hammer, M. Sword, All Legionnaire, All Dark Legion

Shield: M. Shield, Legionnaire, Dark Legion

Armor: M. Armor, Legionnaire Armor, Dark Legion

Helmet: All Legionnaire, All Dark Legion, Military

Accessory: Medal

Sometimes, mortal men can be the most evil of creatures. For whatever reason, these legionnaires turned from serving Imperia, to serving the Dark God, and were corrupted as a result. Other than having an Innate Dark Affinity, they are basically the same as regular legionnaires.

Mosquito Survivors
"Hendricks the Park Ranger: Hey Doc, that's science fiction bullshit!

Parks USAF Meteor Chaser: No, Hendricks. You... are living... in science fact!"

- Hendricks and Parks talking about how the mosquitoes are not from Earth, or some such thing. "Doc: (Examines a strange-looking creature's body.)

Ray: Doc- figured out what's going on around here- giant mosquitoes.

Hendricks: Not giant mosquitoes. GIANT mosquitoes.

Doc: These did all this?

Hendrick: Well it wasn't Bigfoot."

- Members of the group talking. When one thinks of going on a picnic, one thing that comes to mind is mosquitoes. For the most part, you just swat them. However, if those mosquitoes feed on alien blood, it will take something more to deal with them. This is what Bank Robber Earl, USAF Meteor Chaser Parks, Park Ranger Hendricks, Rookie Ranger Megan, and her Boyfriend Ray discover when human-sized mosquitoes come after them.

An alien spaceship crashes into a pond, killing the crew. Mosquitoes feed on the blood of the aliens, and, due to certain radioactive chemicals, grow to a large size.

Megan and Ray encounter a mosquito while driving to Megan's new job at a park. Said mosquito is splattered by the car, and its proboscis is lodged in the radiator. Megan, who has knowledge of animals, takes the proboscis and Ray drags the carcass off the road.

Meanwhile, Park Ranger Hendricks is told to lay down "fog cover" to protect the campers from normal mosquitoes, a job he does due to a "Patriotic Speech" from the Chief ranger.

At the same time, USAF Meteor Chaser Parks is searching for a strange meteor (the spaceship) that landed near by.

Also, Bank Robber Earl, and his younger brother Junior and cousin Rex (both by 10+ years) are on the run from the law after a series of robberies and murders. They stop to find out where they are.

A while later, Ray and Megan stop at a Motel to see about getting their car fixed, only to find that no one can fix it.

Meanwhile, Rex goes to use an outhouse, only to encounter a very large mosquito, and runs away screaming, getting the attention of Earl and Junior. However, Rex gets killed by accident.

At about the same time, the park is attacked by the mosquitoes.

In the morning, Ray and Megan get a ride with Parks, and go to the park, and discover the devastation, and find only Hendricks alive, from hiding under a rowboat. They then decide to leave, using an RV for both transportation and as a shield from the creatures. The group soon encounters Earl and Junior, who try to take the RV, but the group manage to defend themselves. However, the bugs are heard, and in a moment of Humanity, the group decides to bring the two bank robbers along- tied-up of course.

The mosquitoes soon attack, several of them getting inside. Earl manages to free himself and kills one of the creatures with a hatchet. The rest are fended off with shotguns and a revolver. However, Earl takes Megan hostage, and a Mexican Standoff ensues. Thankfully, Megan grabs a proboscis from a dismembered mosquito and stabs Earl in the side, takes the hatchet, and kicks the robber in the groin.

Problem is, the mosquitoes attack again, wrecking the RV, and wounding Hendricks in the leg. The group looks for a place to hide, but Junior, who went to get the money he and his brother had stolen, gets attacked and killed by the bugs. The rest hide in a storm drain system, and use fire/smoke to keep the creatures away, with Earl being distraught over the loss of his brother.

In the morning, the group soon goes to a farmhouse, which they board up, but the mosquitoes surround the place, and the group discovers why; the bugs laid their eggs in the basement. The group soon come up with a plan- create an explosive using Parks's Geiger Counter, flood the house with natural gas, let the bugs in, escape through dumbwaiter up to the roof, get out of the house, and let a timer set off the explosive.

While working on the Booby-trap, the group bonds a bit, Parks grew up on the mean streets of Detroit, and served in 'Nam as well, same with Hendricks, Earl doesn't say anything, though his similar expressions indicate what he's been though- likely saw action himself, and Ray lightens the mood by saying that he was in Cub Scouts and that it was tough trying to become a Webelos.

Soon, the plan is implemented, and Megan and Ray make it out alright. However, when Hendricks tries to get out, the dumbwaiter breaks, and he ends up in the basement, presumably getting killed as a result, between the fall/mosquitoes. Earl heads down, armed with a chainsaw he'd found earlier, in an attempt to save him, and the mosquitoes get into the kitchen, that the group was using to escape, and threaten Parks's escape. Down in the basement, Earl is attacked by hatching mosquitoes, and losses his grip on the chainsaw, which hits the dry rock on the wall, creating a spark, causing the house to blow.

Ray and Megan check on the remains of the house, and find that Parks had survived by hiding in the fridge. The three then leave the place.

McCandles Posse
"There were seven McCandles' people killed, one crippled, your own brother shot-- maybe crippled, maybe even dead-- and my grandson kidnapped. I ain't going to pay them for that. Neither's your mother."

- Jacob McCandles explaining to his two sons why they killed some would-be thieves for newspaper clippings.

At the beginning of the 20th century, as the times are changing, Jacob McCandles was a wealthy rancher and well-known gunfighter, whose business kept him away from home. However, he soon gets a note that says that there was a raid upon his ranch, several of his hired hands having been killed, one of his sons being seriously wounded, and his grandson kidnapped. With the help of his other two sons, an Indian Scout friend, and his dog, Jacob sets out to get his grandson back, the Old-fashion way.

The year is 1909, and great changes are happening in the world; technology, clothes, money, and more were all changing, at least in the eastern half of the United States. In the West, things were still rough, but they're been influenced, and are slowly changing. It is during this time that nine men cross from Mexico and go to the McCandles Ranch, a wealthy target. Their leader, John Fain, pretends that he and the others are out-of-work cowhands looking for a job. However, the foreman tells him that the McCandles aren't hiring at the moment. Fain then says that the place had to be worth a great deal of money, and that the trouble with money is that someone is always trying to take it. He then shows his colors, and kills the foreman. His gang begins killing everyone in sight, with Fain telling one of his gang to go after, and capture a certain kid- the Young Jacob McCandles. Jacob's father, and the rest try to protect him/the ranch, but most are either killed or wounded. The gang soon gets the kid, and leaves, leaving behind a ransom note for "One Million Dollars in $20 bills", or they'd kill the kid. Martha, the woman who runs the ranch, and is the kid's grandmother, sends for her husband- the Elder Jacob McCandles.

After saving a shepherd from a lynch mob, and hiring him, and his son, Jacob soon gets the message, and returns home with his dog, Dog. He finds the Texas Rangers are there to help, and they would be using newfangled cars instead of horses, with one of his sons going with them, and the other on a motorcycle, also a newfangled contraption. Jacob soon takes a strongbox filled with the money, and heads out to meet up with a friend, Sam Sharpnose.

Some time later, the Rangers are ambushed, several being killed, and more wounded. Jacob comes along, and manages to get both of his sons, James, who is using a newfangled pistol, a Bergmann 1911 (modified Walther P-38), and Michael, who uses a scooped bolt-action hunting rifle. The four men and dog soon head to the meeting place, where it turns out that they've been followed. The group soon goes to a town, where they are forced to confront a gang of would-be thieves. During the process, the strongbox is damaged and it's revealed to the others that they killed men over newspaper clippings. Jacob explains that the plan all along was to get the boy, and to kill the kidnappers- not pay them for what they did.

Jacob soon encounter one of Fain's men, who leads them to where the rest of the gang is holed up at. Fain then warns Jacob that if anything goes wrong- Fain's fault, Jacob's, or nobody's- they'd kill the boy. Fain then comes, and opens the box, where he sees that the gang had been tricked. Jacob repeats the man's words, with a twist- "Anything goes wrong, no matter who else gets killed, I'm going to blow your head off." Fain orders his men to kill the boy, and soon Jacob, his sons, Sam, and the dog engage in battle, managing to kill all the kidnappers, at the cost of Sam and Dog. The rest then look at Little Jake, each other, and say, "Let's go home."

Elder Brothers
Shortly after their mother's death (by natural causes), four brothers get together. Of the four, the three eldest haven't had much success in their life, or at least nothing good- John being a gunfighter, Matt being something of a failed hardware store owner, and Tom being a gambler. They decide that the best way to make something good of the Elder name is to send the youngest, Bud, to collage.

However, during their little reunion, they discover that some things have changed, like the fact that their father had been murdered, and their original home sold for nothing. It seems that the person who now owns the home, Morgan Hastings, was the one who killed the Elders' father. After the Elder brothers leave for Pacos, (so that they can pick up some horses to sell for Bud's collage money), Morgan murders the Sheriff, who went to where the men had been staying at to question Tom, (whom it seems was wanted for Murder in Louisiana).

The brothers are arrested on their way back with the horses, and are taken to jail. Due to the hostility of the townsfolk, Acting-Sheriff Ben, who had been the Deputy of the late Sheriff Billy, decides to take the men to another town, for safety reasons, and to see that they'd get a fair trial. However, it turns out to be an ambush, with several of the "deputies" siding with the ambushers, in an attempt to kill the Elder brothers. However, the Elders fight back, and drive off the attackers, at the cost of Ben, who tried to help the Elders, Matt, several of the attackers, and Bud being wounded.

After some discussion, the two able-bodied brothers agree to go back to town, as Bud needs a doctor, badly. The three hold up in the stables, and ask for the doctor, in exchange for the blacksmith that had been at the stables. John talks to the local Judge, and explains that the brothers would surrender, but not to any of the locals, and tells the Judge to get the U.S. Marshal. Harry, the Judge, tells the rest of the townsfolk to stay away from the stables, saying that "Those men are my prisoners, same as if they were in (the) jail."

Later that night, the two Elders see the younger Hastings, and Tom decides to go and kidnap the young man for the information that he's hidden while John tends to Bud. However, Morgan sees Tom abducting his son, and ends up shooting both of them, seriously wounding Tom, and mortally wounding the younger Hastings. However, the younger Hastings confesses to John what his father had done, with Judge Harry witnessing. John goes after Morgan, and kills him, by blowing up the man's own gunstore with his own supply of gunpowder. The boys are (presumably) cleared of any wrong-doing, and set free.

Brian Murphy and Daniel Dembele
"Brian: Jesus Christ.

Daniel: Please, let us not blaspheme."

- Brian and Daniel, seconds after Daniel hacks up a crawling Dead, which would have bitten Brian as the American was filling their truck with gasoline.

Brian Murphy was a US Air Force engineer, who was the soul survivor of the final evacuation flight out of Africa during the beginning of a Zombie Apocalypse that was occurring. The plane he was on crash-landed off the coast, and he was the only one that made it out alive.

Daniel Dembele was a soldier from an local African military unit, who deserted his post in order to find his son. After finding out that his son had been rescued by another military unit, and taken to a distant base, Daniel set off to find him.

The two meet up when Brian's truck, which he got from a Dead village, gets stuck in a rut, and Daniel helps him fend off some attacking zombies. Despite their initial mutual distrust of the other, the two soon begin to work together, at first in an attempt to find a plane that Brian could fix up and use to get out of the country, and, when that fails, helping Daniel find his son.

The pair survive by scavenging and looting the dead, utilizing Daniel's knowledge of the area. Along the way, Brian fails ill to sickness, but Daniel is able to find a village protected by local soldiers/deserters. The villagers help cure Brian to health, and the pair soon leave.

However, their truck soon breaks down, and the pair are attacked, with Daniel being bitten. Before being put down by Brian, the African gives the American some important advice on how to get to where they were going, and asks him to take a necklace of his, to give to his son. After Daniel's death, Brian takes his AK and machete, and sets off on a long trek.

After some time, Brian locates the base, which was under attack by the dead. Managing to get in, he locates Daniel's son, just as the dead begin to break through.

Night of the Living Dead Survivors (1990)
Similar to the Original 1968 Version, a group of strangers hold up in a farmhouse when the dead start coming back to life.

Ben- Much like the original, Ben is a headstrong black man, who tries to lead the others through the night. He's quick to recognize that the "ghouls" die to damage to the brain. However, due to a shootout with Harry, Ben gets seriously wounded, and ends up dying in the cellar- his undead body being put down by a member of the hunting posse.

Barbra- while stressed out at first, much like the Original, she overcomes herself, and becomes one of the leading defenders of the house, killing most of the creatures when they attack. She's able to escape when the creatures finally break in, and finds a posse. Returning to the house with help, she finds an undead Ben, and watches him being put down. She also locates Harry, who had hidden in the attic, and kills him, saying, "Another one for the fire."

Tom- Much like the Original, Tom is a Teenager, whose family owns the house the rest are staying at. He tries to help protect the house, and tries to help the others to escape. Sadly, much like his Original Counterpart, he dies in an explosion involving gasoline, a flaming torch, and the truck the group was going to use.

Judy- Much like the Original, she is Tom's girlfriend. She has a bit of a backbone, but does get scared when things don't work out right. Her fate is similar to her Original Counterpart.

Harry- Much like the Original, Harry is an antagonist, who wants to hide in the cellar. Towards the end, he steals a rifle, and uses it against the others, who arm themselves with a policeman's weapons. He seriously wounds Ben, and is wounded by him in turn. He survives the night by hiding in the attic. In the morning, he locates a returned Barbra, who shoots him for the trouble he's caused.

John Milton
"Cultist: You're too late. You gotta know that, right? First full moon, she's dead, man. She's dead and He's gonna walk the motherfucking earth.

Milton: Hell already is walking the earth. You tell him I'm coming. Tell him I'm coming to get her back."

- Milton telling a Cultist to pass a message on to his leader. "Milton: I'm going to kill you.

Jonah King: Ah, Milton, so many have tried. But I am armored with a power that you will never know. Nothing of this earth can kill me.

Milton: I'm not of this earth."

- King and Milton, just before Milton kills King with The God Killer John Milton was a murderer. When he died, his soul was sent to Hell for his deeds. One of his punishments was to watch the suffering of those he cared about, mainly his daughter. It seems that, at some point after his death, she had joined a cult that dedicated itself to Satan. When his daughter found out about the group's mission to bring Hell on Earth, she ran. However, Jonah King, the cult leader, caught up to her, her husband, and newborn baby. In self-defense, Milton's daughter castrated King, causing him to kill her and her husband, and to take the baby for the Sacrifice. Milton watched all of this from his cell in Hell, and busted out, stealing a very special gun from Satan's office.

Once on Earth, Milton began tracking down King, killing any cultist who came after him. Along the way, he met up with Piper, a tough-as-nails waiter who had just quit her degrading job and left her cheating, and abusive, boyfriend. After a shootout with King's men, and another with Troopers under the control of The Accountant, who is determined to take Milton back to Hell, Milton explains certain things to her- that King had killed his daughter and took his granddaughter, and admitted that he was a murderer and an escaped fugitive.

After a second encounter leaves the pair with a damaged car and Milton with a damaged eye, which heals after a while, they have an encounter with an old friend of Milton's, who explains to Piper that Milton had been killed by those who'd hired him to do a job. Milton reveals that he'd been to Hell, and that he was on Earth for the purpose of saving his granddaughter and avenging his daughter, saying that "Burning is nothing compared to watching them suffer."

Meanwhile, The Accountant, who has been following Milton, and pretending to be an FBI agent, finds out why his bounty is trailing the cultists, and thus helps Milton escape from a police roadblock, when the officers were out for blood, finding that one of the officers was a cultist- he orders the Officer Cultist to tell Jonah King that Milton is dead.

Some hours later, Milton and Piper end up by an abandoned prison, where the ritual is to take place. Milton scopes out the place, only to find, upon his return to the car, that The Accountant has taken Piper as a hostage, to prevent Milton from using the God Killer on him, as it would destroy his soul. In exchange for the weapon, The Accountant releases Piper and allows Milton to get his vengeance, stating that Satan was more of a Warden of a very large prison, and that the sacrifice of children in his name displeased him.

Milton then goes on his rampage, and manages to kill most of the cultists, with The Accountant dispatching a few, and Piper killing one herself with The God Killer, the recoil forcing her to drop the gun. However, Milton is seriously injured due to being shot in the back, and Jonah proceeds for beat him with a staff made from the femur of Milton's daughter, saying that "Nothing of this earth can kill me!" Milton then says, "I'm not of this earth." and grabs the God Killer, and uses the last bullet to destroy the Cult Leader. The Accountant gets the baby from the remaining cult member, and allows Milton to hold the child. Milton asks Piper to care for the child, and to make her her own. Piper agrees to this, promising to kill anyone who tries to harm the child. She then walks away as Milton expires, ending up with Milton's one friend. She turns around, only to find that Milton was gone.

After Piper leaves, it's revealed that Milton is still alive, enjoying a bear out of the remains of Jonah's skull, The Accountant saying, "You can stab him, beat him, shoot him, slow him, or stop him-" with Milton finishing by saying, "But you can't kill a dead man." Milton then tells The Accountant that Satan had best take it easy on him, promising to bust out again if things are otherwise. The Accountant smiles at this, stating that he looked forward to it. The Accountant summons a black 1957 Chevrolet, and the two drive off into the gates of Hell, Milton proud that he'd saved his granddaughter, and The Accountant humming to the song playing on the radio, Mark Campbell's version of Meat Loaf's Alive.

Sam Hackett
""You will travel far to find the man you seek. A journey unlike any you have ever known.""

- Navajo Shaman's prophesy about Sam "C.J.: "This is Los Angeles, not the Old West. You can't just go around shooting at people, even punks like that."

Sam: "If I'd of been shooting at him, I'd of hit him. I was just making a point."

C.J.: "That's not how things are done around here."

Sam: "Maybe not, but that's the way we do things where I come from."

C.J.: "Just where do you come from?"

Sam: "1882.""

- C.J. and Sam, after Sam has scared off a punk that was trying to rob C.J. Sam Hackett was a U.S. Marshal on the trail of a murderer in 1882 Los Angeles. However, an earthquake opened a portal, sending him to the L.A. of 1989, a world with horseless carriages, movies, high prices, and women who wear pants. It is in this world that Sam finds himself working with a female detective named C.J. Grant, tracking down the great-grandson of the murderer he'd first been hunting, trying to find proof of murder in the death of a Western movie extra, who was a descendant of a victim Sam's original murderer had killed.

Along the way, Sam finds out that, while a lot of things have changed over the past century, some things remain the same, like the ways that a good woman can affect a man. When C.J., whom Sam affectionately calls Katey, ends up in danger, it's up to Sam to combine what he has learned in the 20th Century with his 19th Century skills in order to save the life of the woman he loves, catching the murderer in the process.

During his Original Time, Sam had proven his expertise with a gun, being so good that there came a point where he had to make a choice- be for the law or be against it. He became a Marshal as a result of his choice. He also had a reputation for getting his man, and had killed more than a few in the process, or so according to the information that C.J. dug up while researching Marshals of the Old West.

Bruce Campbell
"Dig up a bar of soap and a bottle of Jack. And not in that order."

- Bruce "You know Jeff, I've gotten a lot of use out of chainsaws over the years. Killed a lot a zombies, saved a lot of lives, but at the end of the day when push comes to shove... they're just too damn heavy."

- Bruce "Next time you unleash an ancient demon, call that Buffy chick."

- Bruce "Ok, here's the deal. I'm gonna stall the wonton one-ton which should give you... Oh I don't know, maybe thirty seconds to find a way to stop him before he rips my head off and shoves it in my face."

- Bruce "Kid, I made a movie in Bulgaria. I'm ready for anything."

- Bruce "You don't know fear, kid. You've never worked with Sam Raimi."

- Bruce

''Not to be confused for the Real Life Bruce Campbell, who is Way cooler than this fictionalized comedic thing that came out of someone's twisted mind. However, since he's based off of the real one, most of his Bio is the same.''

To describe Bruce Campbell as a Washed-up, Boozing, Womanizing, Hound-dog, of a B-Movie Horror/Sci-Fi Actor would be an insult to Washups, Boozers, Womanizers, Hound Dogs, And B-Movie Actors, and Any-Combination-Thereof, everywhere.

Going from one crappy B-Movie, to another crappier B-Movie, Bruce's acting career was already in the shitter when he was doing a squeal to one of his worst movies, Cavealien. Needless to say, his life isn't the grand adventure it could have been, what with being divorced, living in a crappy trailer, owning a piece-of-shit-car-that-falls-apart-every-five-seconds, not to mention having a washed-up career.

However, fate has a strange sense of humor, especially when Jeff, one of his biggest fans, abducts him from his trailer, and stuffs the actor in the trunk of his car. Upon waking up, Jeff explains the situation to the movie star- a bunch of teenagers vandalized a graveyard full of Chinese miners, and pissed off Guan-Di, who protected the spirits of the miners, as well as bean curd. The deity has since gone off on a killing spree, beheading everyone he comes across, with the exception of a young boy, who was holding onto a bowl of bean curd.

After hearing the story, upon arriving in Gold Lick, Bruce, thinking that the whole thing is just some PR thing, or a low Budget Movie, or even a Birthday gag (as his birthday was in a few days), accepts the Leading Role as the Hero, and meets up with Kelly, Jeff's mom, who isn't too bad on the eyes. Of course, as in all films, there comes that moment where the Hero has to face the Monster. After the Townfolk are armed, Bruce, still thinking the whole thing is a movie, finally comes face-to-face with the deity, and it's then he realizes, especially just after Guan-Di beheads someone, that this isn't a movie! Bruce promptly retreats from the scene, and in the process, accidentally kills several of the locals, tries to steal one of the trucks, only for his hot-wiring attempt to backfire on him, manages to steal a kid's bike, and then an old lady's car (temporarily catnapping her cat, which he then tossed out the window five seconds later), and is chased out of Gold Lick on a manure truck for his cowardice.

Bruce manages to make it to his trailer, where he finds that his life has really gone to shit; his dog hates him, his ex wants more alimony, and has filed a restraining order against him, and his agent has filled out forms to have him star in Cavealien 3 and 4, with both being filmed in Bulgaria, which he really hates. Of course, his Birthday Gift was nice- a singing prostitute- only problem is that she's in the process of having her sex changed from a man into a woman, still with the lower parts of a man.

It's at this moment that Bruce gets a phone call from Jeff; it seems that the teenager has decided to face the creature himself, as he was the one that had accidentally released it. Realizing that the young man would only get himself killed, Bruce, with the help of the prostitute, heads back to Gold Lick, and tells Kelly the situation. After paying the prostitute, and taking a rain check on her offer of sex, Bruce and Kelly go to save Jeff. Bruce then distracts Guan-Di as Kelly and Jeff booby trap a mine entrance with dynamite. Bruce then lures the Chinese warrior to the mine, and tells Kelly and Jeff to set off the explosives, despite the fact that he wasn't out. Mother and son reluctantly set them off, causing the mine to collapse.

Thankfully, Bruce has managed to survive, and goes over to Kelly and Jeff. However, Guan-Di comes out and attacks- only for the whole thing to be revealed to be a movie. Bruce says that the film should end on a happy note, and so it does- Bruce and Kelly marry, live in a nice house, with Jeff being accepted into Harvard. After the film ends, Bruce asks, "What could be a better ending than that?", only for Guan-Di to show up, and attack him.

''Upon further research, it's been found that the real Bruce Campbell is making a sequel, in which his fictionalized self will be fighting a real Frankenstein Monster, or some such thing. To Be Updated Later.''

Shaun Riley
"You've got red on you."

- Various "Yvonne: Shaun! How are you doing?

Shaun: Surviving."

- Shaun and a friend. "[cuts to dream sequence a third time] Take car. Go to Mum's. Kill Phil - "Sorry." - grab Liz, go to the Winchester, have a nice cold pint, and wait for all of this to blow over. How's that for a slice of fried gold?"

- Shaun "Look, I don't care what the telly says, all right? We *have* to get out of here. If we don't they'll tear us to pieces, and that is really going to exacerbate things for all of us."

- Shaun "Shaun: If you get cornered... [hits himself on head with cricket bat] Shaun: ...bash 'em in the head, that seems to work. Ow."

- Shaun "[shouts] You f**k off! F**k f**king off! I've spent... look at me! I've spent my entire life sticking my neck out for you and all you ever do is f**k things up! F**k things up and make me look stupid! Well, I'm not going to let you do it any more. OK? Not today!"

- Shaun

Shaun was once an electronics store employee, with no direction in life, with a dead-end job, a poor relationship with his girlfriend and family, and sharing a flat with a friend of his. Aside from Ed, life was very dismal. That is, until the zombies showed up.

Upon realizing what was going on, after one stumbled into his flat, Shaun and his buddy soon formulate a plan- Save Shaun's girlfriend, his mother, and all would go to the pub, where they'd stay until things blew over. Sadly, that's easier said than done.

Saving Liz is the fist step- Shaun has to convince her friends to come, or she won't leave. He then has to save his mother, but Barbra won't leave Phillip, his step-dad, who has been bitten. Finally, there's a lot of zom-(Don't say the Zed Word!)- um, creatures around. Thankfully, Shaun is able to get them all to come, including his step-dad, much to his personal chagrin.

Along the way, Phillip dies of his wounds, and reanimates, forcing the gang to leave the "blunt objects" in the car with him. They then go through the backyards, until they are across from the Winchester. Problem is, Barbra gets attacked, and Shaun has to save her. After the rescue, and pinning the zombie to a tree with the pole from a Child's Tennis set, Shaun climbs up a children's slide to check out the count of the enemy- lots.

After examining the captive zombie, the gang pretends to be zombies, which almost works, until Ed gets a phone call, and he and Shaun have an argument, which gets them noticed. One of Liz's friends breaks a window, forcing Shaun to play decoy, until the others get inside, with Shaun entering the back door.

However, it seems that the owners have become zombies, forcing Shaun and the rest to fight them- thankfully, the Winchester that the bar is named for is a Live weapon, and Shaun uses it. However, Barbra reveals that she'd been bitten, and dies, then comes back, forcing Shaun to shoot her.

David, Liz's one friend, has an argument with Shaun, and gets dragged through the window. Di, Liz's other friend, opens the door of the pub, and tries to save him, letting in the zombies. As Shaun uses the rifle, Ed prepares a Molotov Cocktail. However, he gets bitten, as he, Shaun, and Liz get behind the bar. The three then go down in the basement, only for them to find that they've got only two shells left. Shaun and Liz contemplate suicide, as Ed doesn't mind being eaten. They then light a cigarette lighter, and find out that there's an elevator to the outside, for deliveries. The pair use this to escape, and find themselves being rescued by the British Army.

Months later, the zombies are being used for cheap labor. Shaun and Liz are together. Shaun keeps a zombie Ed locked in the shed, and plays video games with him.

Q's Gang
"I'll tell you what- bank robberies are not as cool as they look in the movies."

- Q British gangsters, Q, Tony (the boss), Crazy Steve, Pat, and Muscles had robbed a bank with Tony's best mate's son, Danny, when he got shot. The five try to save his life, but while searching for a safe place, the zombie apocalypse has arrived. Needless to say, the attempt is not very successful, what with the city being filled with the dead, so the gang leaves for the countryside, traveling in a stolen armored van.

Eventually, Danny dies, so the gang tries to give him a decent burial, only to be interrupted by zombies in Medieval Reenactment Armor, with Danny also coming back to life. The gang manages to kill them, by effectively, stomping the dead back to death with their shoes, much to Crazy Steve's complaints about getting blood allover his new shoes. It's during this situation that Tony's Beretta 92FS (or something similar) runs out of ammunition (seems he forgot to bring more clips for reloading his pistol). However, it seems that Steve was bitten, but he hides this. The gang stops at a petrol station, in order to get gas, and Steve goes to the bathroom. While there, the gang is attacked by a zombiefied football (soccer) team. Steve, who is dying of his injury, sacrifices his life for the rest to escape.

The four surviving gangsters eventually come across a windmill house, which is inhabited by an old lady, who is called Grandma, and her adult granddaughter, Cassie, both of which are armed with guns, Grandma with a double-barrel shotgun, and Cassie with her own Beretta 92FS (or another similar gun). When a group of zombies attacks, the six reluctantly team up, and hold up inside the house, the gang promising to leave in the morning. During the night, Cassie and Q bond, discussing all that had happened over the past week. Cassie says that she'll see about convincing Grandma into letting the guys stay longer. However, Tony has been making his own plans, and tries to steal the women's car, and the food in the house, causing an argument with the rest of the people, Cassie and Grandma complaining about him making off with the food and Q and the other bank robbers saying that it was morally wrong to leave the women with nothing. Tony then opens the door, only to get attacked by zombies. Grandma manages to get the keys from him, but gets bitten in the process. Grandma decides to stay behind, and distract the zombies, while the others escape to the car out the back door, promising to haunt Q and the others if they fail to protect her granddaughter.

The four, Q, Cassie, Pat, and Muscles, manage to escape, and once again, start driving. Q, who is now the leader of the group, suggests heading to the docks, stating that they could go someplace zombie free. Learning that Muscles can operate a boat, the group heads there. However, while at the docks, the group is chased by zombies, when Pat trips and sprains his ankle. Torn between abandoning his friend, and escaping, or saving him, but getting caught, Q decoys the zombies into a warehouse, and hides in a Porta-Potty. A while later, the door opens, to reveal Cassie, with Pat and Muscles dispatching the last of the zombies, Pat with a 2x4, and Muscles with a chansaw he'd found. The four then get in a boat, and sail off. Problem is, it seems that zombies can dog paddle.

Prosperity Arizona Citizens
"Get back you eight-legged freaks!"

- Chris McCormick "And that my friends is the story of how aliens attacked our sleepy little town. And to this day, people refuse to believe the truth about what happened. They would lead you to believe that I would embellish this story, that I would make it up, but we know the truth. Oh yeah, uh, two, two things I forgot to tell you. One, they never did get that probe near me. And two, as far as Chris McCormick, reopening the gold mines and putting everyone back to work... Well that my friends, is another story altogether."

- Harlan- After the spiders have been vanquished.

The town of Prosperity, Arizona was once a thriving place, due to the McCormick Mines that run under the town, producing gold. However, after the owner died, the place started to dry up. The mayor soon uses sections of the mine to store toxic waste. One of these barrels falls into the local water supply, contaminating it, first affecting crickets, and then the spiders on a spider farm.

Soon Chris McCormick, who's father had owned the mines, shows up, right at the moment the mayor tries to convince people to sell the town. Chris refuses to sell the mines. He gets into an altercation with the mayor, and gets involved with Sheriff Samantha Parker, his ex-girlfriend.

Meanwhile, Mike, Sam's son, soon finds out that his friend, who had owned the spider farm, is missing, and the place is overrun with webs. However, this is dismissed, due to his age and imagination. As this is going on, pets and livestock (ostriches), go missing, and something happens to a few of the remaining miners in the caves.

A day later, Chris's aunt gets abducted, and Chris discovers evidence of the spiders, a piece of a leg, and shows it to Mike, who uses it to calculate the size of the spiders- the size of human beings. However, Sam has a hard time believing this, until her daughter Ashley gets attacked in her bedroom. Thankfully they are able to save her.

Sam gets a hold of her deputy, Pete, and has him bring the station's firearms. They then go to Harlan's place, as the man has a radio, so that they can warn the town, as the spiders hunt mainly at night. However, Harlan is known as a Conspiracy Theorist/UFO/Alien Nut, and this the town doesn't believe Sam when she uses his radio to warn people, that is until the spiders do attack. Sam tells people to head to the Mall, as it has steel walls.

Despite suffering a number of casualties, most of the townsfolk make it to the mall. Chris and Harlan go to the roof to call for help, while the rest get ready to fight off the spiders. However, the operator believes that Chris and Harlan are pranksters, and a number of people are killed, as the rest flee to the basement. Chris soon finds his way to the basement, while Harlan hooks up with Pete outside. Chris then leads the townsfolk through the mines, until he finds out that there's a chance his aunt might be alive. Chris tells the others how to get out- by following some cables, borrows a motorcycle from the mayor's stepson, and sets off to find her, after laying a trap to set off the mine's Methane gas, and thus Bar-BQ the spiders. Chris soon finds his aunt, as well as the gold his father had been searching for, but has to confront a very large spider. Thankfully, it seems the spiders don't like perfume (who can blame them), which allows Chris and his aunt to get away, as Sam and the others outside turn on a generator, thus setting off Chris's trap, killing the spiders, just as the cavalry arrives- many of which had thought that it had been an alien invasion, instead of giant spiders.

After this, the townsfolk decide to cover things up, but allow Harlan to keep telling the story over the radio, as no one would believe him. Chris soon reopens the mine, putting everyone back to work.

Chris Stone
"New Yorkers, fellow Americans, I am Chris Stone, the so-called 'Freedom Phantom.' I stand before you today a free man and I vow to die a free man. Like you, my world was shattered eight long months ago. I watched as my family and friends was tortured, captured, and killed, I have nothing left of my former life...except the hope for a better future, a better future for our children - THE AMERICAN DREAM! I for one still believe in that dream! We've read this in our schoolbooks as children. NOW is the time for us to embrace those ideals, and stand up against the weight of tyranny! We have a duty to ourselves to throw off our oppressors. When I look around this city, I do not see smouldering ruins. No. Instead, I see a sleeping army, ready to awaken! The world is watching us now. How we respond will prove our claim! I stand before you and the world today, to reaffirm the pleadge our forefathers made to each other, and for each of us. To protect our lives, our fortunes and our self worth. so I ask you now, to take up arms against the evil invaders, and yell in their faces that they will NEVER take our freedom!"

- Chris Stone- A.K.A. Freedom Phantom, after capturing the Soviet Armed Forces News Station, and uses it to send a message to the American people.

''Set in an Alternative Earth where the Soviet Union was the main powerhouse during WW2, doing much of the things the US did in ours. Because of this, it doesn't break apart in 1989, and continues to expand, culminating in an attack on the United States.''

Chris Stone was once an ordinary plumber, working alongside his brother, Troy. One day, while working in a home owned by a woman, Isabella Angelina, who was known for talking out against the Soviet Union, their world change forever. On this fateful day, the Soviet Union launched a massive attack, which resulted in the takeover of parts of the US, including Chris's home of Manhattan, and the abductions of many citizens, including Troy, who was in the wrong place at the wrong time, Isabella's home, with Troy being personally captured by the Russian in charge of the whole invasion.

Chris managed to escape, and, with help from a ex-CIA agent, Mr. Jones, forms the Manhattan Resistance, which is comprised of New York citizens, New York Police Officers, and disillusioned Soviet soldiers, along with anyone else who wants to join. During this time, Chris becomes known as the Freedom Phantom.

One day, Chris's brother gives a speech, asking his brother to stand down. However, Troy then recants this, and tells his brother to fight on. He's then killed. Chris then goes after the general in charge of the Soviet Military, and assassinates him. However, when Chris gets back to Base, he finds out that everything had been a set-up. As it turns out, Mr. Jones was really KGB, and that he'd been the Second-in-Command, but had wanted to be in charge, thus forming the Resistance.

Faced with this, Chris soon rounds up what was left of the Resistance, and faces the Soviets in the final battle for Manhattan, freeing other members of the Resistance in the process, and forcing the Soviets out. However, while he has freed the city, and perhaps the country, Chris knows that the Soviets would be back, and thus warns the entire country to be ready for Round 2.

Robert Jacobs
"You must be the pilot. I'm Boone Karlson. I founded this cell. The U.S. military's gathering near San Francisco. They need fuel. We've got a plan to get it there. But we need you."

- Boone Karlson, as he and the rest recruit Jacobs. ''Homefront takes place in 2027, where much of Asia is under the control of North Korea. The Western half of the United States is under North Korean control. However, the US Military and American Resistance plan to take it back.''

Jacobs is an ex-Marine, who is capable of piloting a helicopter. Because of this, he's rescued/recruited by the Resistance after the KPA try to take him to a labor camp, where he likely would have died. He meets up with members of the Montrose Resistance cell, which is lead by Boone Karlson, a former member of the Colorado State Police. Other members of the cell included Connor Morgan, a fellow ex-Marine with a cocky attitude, Hopper Lee, a third-generation Korean-American who wants others to recognize that he's just as American as them, and Rianna, a Hispanic woman who tends to take a civilian viewpoint on things. The reason that the Resistance recruited him is very simple- They need a pilot to fly a helicopter, so that they can hijack a shipment of fuel meant for North Korean forces, and divert it to the US Military, for a joint Military/Resistance attack on Korean-held San Francisco.

Jacobs has a series of missions in the game:

1. Escape from Korean Custody with help from Resistance, after seeing a number of his neighbors murdered.

2. Steal tracking Beacons. Boone gets shot. Mass Grave is found in school's baseball field.

3. Sneak into storage area, and plant tracking beacons on tankers. Team has to go through a Korean-held store/supply depot. A misfired White Phosphorous shell causes massive damage to both Koreans and Resistance members.

4. After returning to Base, the location is found to have been compromised, with those there having been killed, including Boone. Robert and others must flee the area, as the Koreans are killing everyone they find.

5. Steal Helicopter. Boone had made a deal with some Survivalists - a group of Americans who didn't trust anyone, especially Asians. After finding out that Boone was dead, the Survivalists go back on their deal, forcing the group to sneak through the camp, and to take the Helicopter.

6. Hijack/Escort Tankers. Robert has to locate the tankers, deal with their escort, and help his allies board them. After that, he has to protect the tankers.

7. Free San Francisco. With help from the US Armed Forces, Robert assists in freeing the city, although the Golden Gate Bridge is damaged, and several people are killed.

Robin Hood (Men in Tights)
"Prince John: And why should the people listen to you?

Robin Hood: Because, unlike some other Robin Hoods, I can speak with an English accent.

(referring to the then recent blockbuster Robin Hood: Prince of Thieves, in which Kevin Costner played the role with an American accent)"

- Prince John and Robin Hood

Also known as Robin of Loxley, Robin had been fighting alongside King Richard in the Crusades when he was taken captive by the Arabs. With the help of a fellow prisoner, Asneeze, he, and all the rest, manage to break out, within minutes of his arrival. He then swims to England to help out the man's son, Achoo (Bless you!), who happens to be an Exchange Student. Upon seeing the man being attacked by those under the command of Prince John, Robin jumps into the fray, and helps Achoo out. The two then go to Robin's home, only for it to be taken away, just as they arrive- it seems that someone had forgotten to pay their taxes. Joining with his faithful blind servant, Blinkin, as well as the peasants Little John and Will Scarlet O'Hara, Robin makes it clear to Prince John and the Sheriff of Rottingham that, unless the taxes are reduced, he'd lead the people of England into rebellion, mainly because, unlike other Robin Hoods, he can speak with an English accent.

Robin soon manages to get a large number of villagers to follow him, and sets out to train them with help from his friends. However, it's clear to anyone watching that Robin would be better off sending the training dummies into battle. Maid Marion, whose heart Robin has stolen, soon learns of a plot to assassinate him, and thus goes to warn the outlaw. The problem is, the place the Sheriff plans to kill Robin at is an Archery Contest, and Robin, sadly, can't turn down a challenge. Robin shows up as a Mark Twain look-alike, and manages to win the contest, despite the efforts of the Sheriff's men, who apparently came from Jersey, although this is because Robin, among others, took a look at the script after an initial loosing shot. The Sheriff then arrests Robin, with the intent to execute him. However, Marion manages to get the Sheriff to spare Robin, by promising to marry the despicable lawman in exchange for the outlaw's life. Needless to say, Prince John mentions that either a wedding or a hanging would happen, and that there'd be plenty plenty of fun.

To rescue their leader, Robin's friends send a message to the villagers, using a fox, despite them not being fully trained. They show up in time to keep Marion from saying "I do" and free Robin at the same time. The Sheriff however, makes off with Marion, taking her to the tower, intent on deflowering her. The problem for him is that she's wearing a Chastity Belt- It's an Everlast!- which chafes his willy. Robin shows up, just as the Sheriff is attempting to use a jackhammer to break open the belt. The two then duel it out, with Robin eventually emerging victorious. However, the Sheriff tries to stab Robin in the back with a dagger, only to be run through by Robin's sword, as the outlaw had attempted to sheath his sword, only to miss and stab the Sheriff. Fortunately, or Unfortunately, depending on whom you talk to, the Castle Cook/Witch Latrine saves his life, in exchange for him to be married to her. King Richard shows up, knights Robin, punishes Prince John, and witnesses the marriage between Robin and Marion. Robin then appoints his friend Achoo to be Sheriff of Rottingham- ("A Black Sheriff?" "Why not? It worked in Blazing Saddles." "Ohhh!"). After this, Robin and Marion go to consummate their marriage, only for Robin to find that the key he'd been holding isn't working on Marion's Belt. Thankfully, he has called for the Locksmith.

Robin Hood (Disney)
"Little John: You know somethin', Robin. I was just wonderin', are we good guys or bad guys? You know, I mean, uh? Our robbin' the rich to feed the poor.

Robin Hood: Rob? Tsk tsk tsk. That's a naughty word. We never rob. We just sort of borrow a bit from those who can afford it.

Little John: Borrow? Boy, are we in debt."

- Robin Hood and Little John

Robin is first spotted running from an ambush set up by the Sheriff of Nottingham, alongside of his friend, Little John. The pair escape, and, after the Sheriff's men leave, they discuss things, like how the Sheriff's men are getting better. However, they soon hear Prince John and his carriage coming, and thus rob him, disguised as fortune tellers. This causes Prince John to place a large bounty on Robin's head, but no one will turn Robin in, as he keeps them from starving.

Robin eventually goes to the birthday party of one peasant, slipping past the visiting sheriff by wearing a blind beggar's outfit. A while later, he once again disguises himself, this time as a stork, in order to compete in an archery challenge, but he gets caught by Prince John and his guards. Thankfully, he manages to escape, with help from the locals. PJ gets his revenge by raising the taxes, imprisoning everyone. Robin manages to rescue everyone, with King Richard showing up, and straightening things out. Robin marries Maid Marion, and goes off on his honeymoon.

Flight of the Living Dead Survivors
"Paul Judd: Two in the chest, one in the balls. That's what I say."

- Paul Judd, TSA agent "Long Shot: [before opening the plane's door] Is that you Bennett? Shit. Come on motherfucker. I wanna make sure you keep that shitty little grin on your face. All the way to hell!"

- William "Long Shot" Freeman, before opening the airplane door, sucking out most of the zombies

On a routine flight to Paris, France, a group of renegade scientists smuggle a deadly virus onboard, using another scientist in a container in the Cargo Hold. Also on board is Frank, a con-artist that had scammed the Russian mob out of several million dollars, Truman, the cop assigned to escort him to the French authorities, Long Shot, a pro golf player traveling with his wife, Anna, as well as Paul, a TSA Air Marshall, and Megan, a stewardess.

During a case of turbulence, Truman hits his head, and Frank uses this as his moment to escape. At the same time, the container holding the sedated scientist opens, allowing them to come out. An armed guard kills the scientist with an MP5K, only for her to reanimate, and attack him. The scientists go down into the Hold, only to get attacked, thus starting an outbreak.

Soon enough, all that's left are Truman, Frank, Megan, Paul, Long Shot, and Anna. To make things worse, the military has sent in an F-16 to shoot the plane down, to keep the infection from spreading. This means that someone has to get to the cockpit, and contact the F-16 to keep them from blowing the plane up. Since Frank has previous flying experience, he is forced into the despite scheme, which utilizes an I.E.D. made from things found in the kitchen, in order to get the dead guard's MP5K, as the three handguns that the group has, Truman's Taurus, Paul's SIG-Sauer, and the Beretta that Long Shot lifted off of the dead co-pilot, are running low on ammunition. Once they get the gun, Frank, Truman, and Long Shot attempt to make their way to the cockpit, only for Anna to come after Long Shot, who soon finds himself surrounded, with Anna receiving a bite. The couple decide to sacrifice themselves, by opening up a door, which sucks out several zombies. Truman and Frank manage to get to the cockpit, and deal with the infected pilots. After realizing that the communications system is offline, the pair look for the Auto-Pilot button, so that they can turn it off, as a missile was just launched at them. Thankfully, they are able to find it, and cause the plane to move in a manner that indicated to the F-16 pilot that the plane still had people still alive on it, causing him to hit the abort command for the missile, but it was still close enough to damage the plane, creating a gaping hole that sucked out the zombies.

Frank and Truman manage to crash-land the plane, and the two of them, as well as Paul and Megan, walk towards Las Vegas, Nevada. Problem is, several of the zombies survived, and start slouching towards the city.

Rise of the Zombies Survivors
"Dr. Lynn Snyder: Have yourself a little bonfire last night?

Captain Caspian: You put everyone at risk, keeping those infected here."

- Lynn and Caspian, after Caspian burns the bodies that Lynn had been studying. "There's no Petaluma. There's no anything"

- Kyle, after rescuing the members of Lynn's group.

Two months after a virus contaminates the water, many are now undead. Hold up in the Alcatraz Prison is a group of survivors, trying to wait it out. After an attack kills several of the refugees, the survivors go to the Mainland, where they split up, 3 following Captain Caspian, an ex-soldier (of some sort), who wants to find the Coast Guard, and the other 3 following Dr. Lynn, who seeks to find a doctor who has come up with an immunity shot.

Caspian's group finds a house, and decides to raid it for supplies. This turns out to be a disaster, as two of the former residents were still there, and attacked the group, killing all but Kyle, the youngest, who manages to escape by stealing a car.

Lynn's group runs into trouble on the Golden Gate bridge, and one is killed by a grenade that was dropped by a car they were trying to hide from zombies in. The other three soon find the doctor's lab, only to find that he'd already left.

Kyle manages to find the Coast Guards' camp, only to find that it had been overrun. He soon encounters the rest, to tell them what had happened. One of the others soon commits suicide, leaving only Lynn, Kyle, and Marshall, an ex-Airforce pilot, left alive.

The group soon located the doctor at the water-treatment facility, but the zombies have followed them. After injecting them with the Immunity, the doctor and the others escape to a helicopter, and the group flies off, searching for a safe place for the doctor to make more.

Ovsanna Moore and Peter King
"I am Ovsanna Hovannes Garabedian, Chatelaine of the Clan Dakhanavar of the First Bloodline. I am full born, not made, pure-blood, able to create others in my image.

But you know me as Ovsanna Moore, writer and star of seventeen blockbuster horror films, several less than successful ones, and a few that went straight to DVD.

I love the irony: the horror movie scream queen is a real vampyre."

- Osavanna Moore - Actor and vampire "I could have identified myself, flashed the badge and all, but my hand was throbbing and I didn't have the patience to deal with some coked-up queen, even one with good fashion sense. When he jabbed his fat finger into my chest and tried to push me out of the way, I grabbed his arm, spun him, and locked it behind his back, bringing him right up onto the balls of his feet."

- Peter King - Beverly Hills detective

Ovsanna Moore is an actress with a long career in the movie industry, longer than most people know. The truth is, she's a 450 year old vampire, who helped to found the movie industry, and many of the stars from the early years of Hollywood, and plenty from the present, are her associates, and further more, many of them are vampires, so don't believe everything you see on the TV screen, as plenty of the stuff is just plain fiction. After all, the vampires created the movies, and they don't give away many of their kind's greatest secrets. As for Ovsanna, she's the leader of the vampires in town, due to an ancient vampire law, since she was the first vampire in town when its population reached 999 souls. Given that this is Hollywood, she's got plenty of power. However, when someone started murdering those around her, vampire and human alike, she found herself in real danger, as there's not a lot of places to hide in the 21st century.

Peter King is a detective, with a long career. He once got a medal for saving a young boy's life during a flood - try not to mention it though, as he has some embarrassing scars from the experience, as the kid had bit him on the butt, leaving two perfect semi-circles of teeth marks. For the most part, he likes his job, as Beverly Hills isn't a hotbed of crime. So when three actors are murdered within the space of a couple of weeks, he's got a big problem.

The two of them begin to investigate the killings, Ovsanna because she believes that the murderer is really a Vampire Hunter, and Peter because he doesn't want to see any more names in the paper. Peter even investigates Ovsanna, especially since her assistant has a jacket for a manslaughter charge - someone had tried to rape her 10 years prior, only to get his head cut off with a butcher's knife - and some of the victims resembled the aftermath. However, this proves to be very unlikely, especially when several people at an S&M club are murdered, including one of Ovsanna's Junior partner and a director she'd fired.

Ovsanna eventually visits a long-hated rival of hers - turns out that they were behind the whole thing, and thus try to kill her. However Peter, who had been tracking the actress after certain things didn't add up about her - like her school records and such, ends up saving her, and her friends, who were all vampires, and finds out what she is. However, given that there were bigger things at risk, they work together to destroy the one who had tried to kill Ovsanna and her friends.

Shortly after this, the two start dating. However, complications arise from a number of things - the case is still open, as the body of the murdering vampire turned into sludge, and most believe that incident had to do with a satanic cult, and also, someone is trying to kill Ovsanna. Once again, the two work together to find the culprit, even finding a patsy to take the role of the "Serial Killer" that had been attacking celebrities - didn't help that the guy had tried to kill Ovsanna, and had been killed by Peter in self-defense. They eventually locate the person, a nefarious movie director, who happens to be the son of the vampire they'd previously killed. The two work with some of Ovsanna's former movie-star friends, in order to defeat him.

Burt Gummer
"Broke into the wrong goddamn rec room, didn't you, you bastard?"

- Burt Gummer, upon killing his first Gaboid. ""Well, when the radios went down I decided to return to the refinery, but en route, I find I'M IN AN AMBUSH SITUATION! Must have been a couple dozen of these things! Well, I dropped the first wave with semi-auto fire, but they just kept on coming. Sheer luck most of them were in front of the truck, so I just popped it into six-wheel and ran 'em down. The ones that got on board I handled with a combination of small-arms fire and hand-to-hand techniques. [pulls out two pistols] I am completely. Out. Of ammo. [Beat] That's never happened to me before.""

- Burt, describing the Shrieker Ambush Exactly what Burt did before moving to Perfection is unknown, as he seems to have experience dealing with the government. One possibility is that he was in a top secret branch and saw something he didn't like. Whatever it was, he distrusts the government.

What is known is this, he's a paranoid survivalist who prepared for World War 3, and owns a large supply of firearms, supplies, means to procure more supplies, and make them safe, among other things. Burt has a long history where graboids are concerned, as the conflict is over a hundred years old, although the Incursion of 1890 was largely covered up.

In the Modern Era, Burt is the first man to successfully kill a graboid on purpose, although it did take quite a bit of firepower to do so, requiring an elephant gun to kill the creature, after using most everything else, including an AR-15 Sporter and an HK91. He then helps to arm the surviving townsfolk, and brings some homemade explosives, which prove to be very effective against the creature.

Later, in 1994, he helped to kill more graboids in Mexico, only to find himself out of ammo after an attack by a large group of the new creatures, known later as shriekers. He also accidentally disables the group's only means of escape, due to the results of a shrieker being between them and the car, although there was a number of things preventing Burt from seeing the car, including a cement wall, a steel shack, and a number of oil drums. He also accidentally leads more into a warehouse full of boxed food, which the creatures began to eat. Thankfully, there was a truck full of high explosives inside the place, which he'd brought down, as he knew that a box of dynamite wouldn't be enough - he also knew that 2.5 tons would cause a massive explosion, and convinced the group to keep running, after they tried to hide behind a shack - turned out to be a wise move, as the group hid in a ditch, and most everything else was destroyed.

In 2001, he single-handedly wipes out a herd of 300 shriekers in Argentina, only to find more graboids in Perfection. After dealing with some annoying government agents, who prohibit the killing of the creatures, as they are trying to catch one, but they get killed when the one turns into a pack of shriekers, Burt must once again protect his home, only to find out that the creatures have changed, yet again, this time into assblasters. With help from some new townsfolk, he soon makes a homemade spear-gun that shoots flaming spears to kill the creatures. However, one graboid, nicknamed El Blanco, is allowed to live, as it is sterile, and since the creature is endangered, it prevents the valley from being developed.

As of 2003-04, Burt is the Go-To-Guy when it comes to dealing with graboids, shriekers, and assblasters. He's also had to deal with Mix-Master mutations - which make graboids seem like garden pests by comparison, Las Vagas mobsters, government scientists, and a little turd named Melvin Plug.

Personality wise, Burt is an anti-social gun nut, with a heart of gold. When his neighbors are in trouble, he doesn't hesitate to help out, and will even arm them with weapons from his own stash if need be. He also hates the government, especially when they withhold valuable information, which gets people killed, including government agents - and feels sorry when said agents didn't listen to him. As for his enemies, they don't last long.

Black Hand Kelly
"I recommend that you keep that hog leg skinned, unless you got a desire to be jumpin’ over hot coals in Hell."

- Black Hand Kelly "I'll tell ya one thing, I ain't got your book-learnin', but I do know this: being full-growed don't make ya a man."

- Black Hand Kelly

Upon realizing that he was no match for a certain breed of underground creatures, one Hiram Gummer, great-grandfather of one Burt Gummer, the owner of a silver mine in Rejection, Nevada (later Perfection, Nevada) posted an advertisement, looking for a gunfighter, an unparalleled shootist, an experienced quick-draw artist, who was calm in the face of danger, and was willing to work for a negotiable salary. This got him one Black Hand Kelly.

Dressed all in black, from head to toe, including a black leather glove on his left hand, Kelly initially chalked up the stories to whisky that "must be a whole lot stronger than it tastes", until he does find evidence of the creatures. That being said, he doesn't do nothing for nothing, and takes a $20 Double Eagle and two diamond cufflinks as a downpayment from Hiram, as no one in town had any real money, but they desperately needed his help to save their troubled town. He was to later be paid with as much silver as could be carried on the back of a strong horse. Sadly, he didn't live long enough to get this payment.

Traveling with Hiram and Juan Pedilla, a miner who survived 2 previous attacks, one in a silver mine and one that Hiram had lead with other miners, Kelly soon gets to see the creatures face-to-tentacle in their Graboid form, which was new to Hiram and Juan. Kelly realizes that the weapons he brought - your standard Western weapons - were no good for these creatures. Kelly decides to teach Hiram how to use a gun - although the Easterner is a hopeless shot, and very short on patience. Kelly also determines that it would require a very powerful gun, like a cannon, or Volley Fire from a number of guns, to bring the creatures down. However, Kelly doesn't survive the attack, and is grabbed by one of the creatures, which, despite being shot numerous times in the mouth, swallows him down.

In spite of this unfortunate situation, Hiram puts Kelly's advice to good effect, using his gold pocket watch to purchase a number of powerful weapons, including a 2-inch bore punt gun. Hiram and the others kill the graboids, although this proves tricky after one graboid drags the gun under ground, after one got killed by it.

Hiram eventually passes down the lessons he learned, on down to one Burt Gummer, who eventually proves that Kelly had the right idea about using Volley Fire - you just needed powerful guns to do the job. Today, Burt continues the legacy, in his never-ending fight against the creatures.

Ulysses Mariner
"He doesn't have a name so Death can't find him!"

- Enola, when being questioned about the Mariner In the distant future, after the Polar ice caps melt, flooding the world, Humanity struggles to survive, most living on atolls made of rusting scrap metal and aging ships, like oil tankers. In this world is the Mariner, a loner who survives off of the sea, and by scavenging what he finds. One day, after an encounter with a thief, and some Smokers - a gang of pirates, the Mariner ends up at an Atoll, looking to trade a jar of Pure Dirt, which is just as valuable, if not more so, than Fresh Water. However, certain people get suspicious about him, after he turns down a woman's offer of sex, in spite of the fact he'd not seen anyone for some time, and thus believed him to be a Smoker Spy. However, the truth is even bigger than that - he's a Mute-O, the atollers' term for a Mutant, as the Mariner has functional gills behind his ears. After being captured, he's soon sentenced to die.

Fortunately for him, the Smokers attack the atoll. This gives him the chance to escape, with help of a woman named Helen, and the girl she cares for, Enola. While the Mariner is initially reluctant/resentful of the two taking up space/supplies, he does begin to care for them, such as preventing one drifter from having sex with Helen, despite having an agreement, even killing the man for not accepting the change in plans, and then hunting a giant sea creature for food, if only to shut Helen up.

However, they are soon attacked by Smokers, who take Enola, due to the girl's tattoo "allegedly" showing the way to Dryland, and leave Helen and the Mariner for dead. Thankfully, a friend of Helen's shows up, and takes them to the Atoll survivors. A couple of Smoker scouts find them, only for the Mariner to kill them. He takes one of their jet skis, and heads to the Deez, the Smokers' base.

The Mariner causes the destruction of the vessel, by dropping a flare down into the oil tanks, kills the Smokers, saves Enola, and gets away, thanks to his friends showing up. Using Enola's tattoo, they soon find Dryland. However, the Mariner soon leaves, feeling that Dryland is not for him, but not before getting an important gift - a name - Ulysses.

Fin Shepard
"April Wexler: Fin, why aren't you having more fun with this?

Fin Shepard: Come on, April. Two of my friends were killed. I almost destroyed Los Angeles. And, oh, yeah... I got eaten by shark. How much fun do you think that was?"

- Fin and April, as they fly into New York "Fin Shepard: Even the Sharknadoes are tougher in New York."

- Fin

Fin owned a bar in Los Angeles, having been a failed Pro Surfer at one point. However, during a bad storm one day, sharks began falling from the sky. As he and his friends try to get to safety, he tries to reach his Ex and his kids, as there's now a tornado filled with sharks. He eventually locates his Ex-wife, and daughter, and then goes to save his son, fighting sharks all the way. He and his friends soon realize that the only way to stop the tornadoes is with a series of bombs. They create a few IEDs, and Fin's son uses a helicopter to toss the bombs in. However, Fin's one friend gets tossed out, and swallowed by a shark. Fin, quite literally, grabs a chainsaw, and jumps inside of it to save her. The IEDs destroy the tornado, causing the sharks to fall to the ground.

A year later, Fin, who has a certain amount of Hero Status, due to his actions, is flying to New York with his ex-wife, April Wexler, when their plane gets caught in a sharknado, which kills the pilots. Fin is forced to fly the plane, while April tries to fend off the sharks with an Air Marshal's gun, losing her hand in the process. Fin lands the plane, and warns New York to get ready.

Soon enough, the sharknadoes hit, and Fin tries to rescue his nephew and brother-in-law, running into some old friends on the way. However, when he tried to destroy the sharknadoes, well, as it turns out, everything is tougher in New York, including the Sharknadoes. Thankfully, the Mayor's backing him, along with most everyone in New York, and thus comes up with a plan to destroy the sharknadoes, and, with the help of a large well-armed group of New Yorkers, kill the sharks. At one point during his moral-boasting speech, a shark flies at him, causing him to grab a chainsaw, and slice the thing in half.

Roughly another year later, Fin, once again, has to battle, this time, a whole hurricane's worth of sharknadoes. In the process, he rescues the president, who turns out to be pretty badass himself, and, to try and stop the storm, goes up into space, with a Plasma Chainsaw! Then he comes back to Earth INSIDE of a shark, which could somehow survive in Outer Space!

Biker Mice From Mars
"Let's Rock and Ride!"

- Battle Cry

Throttle, Vinnie, and Modo are some of Mars' Freedom Fighters, which were formed when the fish-faced Plutarkians invaded Mars, and began stripping the planet of its resources. After an incident, which got them sent into space, a fight forced the trio to head to Earth, where they crashland in Wiggly Field, Chicago. There, they run into a female human mechanic, nicknamed Charley, who is having issues with a corrupt businessman named Limburger and his goons, who want her garage. As it turns out, Limburger is a Plutarkian, and he has a history with the trio.

After a long series of hit-and-run battles, fighting Plutarkians, mercenaries, and criminals, the Biker Mice, and their allies, manage to save both Earth and Mars.

However, a few years later, another race, the cat-like Catatonians, show up in an attempt to conquer the planet, and steal a special device, one that can turn dirt in to water, as well as anything else into anything else. However, when the device is destroyed, the bros team up with the inventor, who has a mixed reputation, having committed treason in the past, albeit not on purpose or willingly, between mind control and blackmail having an effect at the time. The team heads to Earth, which has an important element needed to create the device. The boys team up with their old friend, Charley, and find themselves fighting against one Rolnaldo Rump, a corrupt businessman working with the Catatonians to take over Earth.

Once again, after a long series of battles, the Biker Mice defeat their foes, and save both Earth and Mars.

Mighty Ducks of Anaheim
"Ducks Rock!"

- Battle Cry The Ducks, Wildwing Flashblade - The Leader, Nosedive Flashblade - Kid Brother, Duke L'Orange - Ex-Thief, Mallory McMallard - Puckworld Special Forces, Tanya Gertrude Vanderflock - Inventer/Scientist, and Check "Grin" Hardwing - Gentle Giant, are members of a Resistance force from Puckworld - a place populated by humanoid ducks, and whose culture revolves around hockey. However, their world was invaded by Saurians, who had once ruled until the legendary Drake DuCaine lead an uprising, and banished them. The Saurians had escaped though, and decided to retake control.

However, history repeated itself, with a group of Resistance fighters forming, and fighting the Saurians. During a critical attack, Members of the group chased the Saurian leader, Lord Dragaunus, into a warp between the dimensions, and ended up on Earth. Seeing as how they need to play hockey to keep their edge, they, along with an out-of-work hockey manager named Phil Palmfeather, form the Mighty Ducks of Anaheim, becoming an official team for the NHL, calling their hockey rink the Pond.

The Ducks then begin searching for the Saurians, only to find out that there's other criminals out there, and thus become vigilantes. This brings them into conflict with Captain Klegghorn of the local police department, especially since he doesn't believe in their story about the Saurians, as the lizards tend to teleport away before he shows up. However, he does come to terms with them, when the Saurians attack the Ducks' lair when he's there, and helps them to retake the Pond.

Currently, the Ducks' Mission is three-fold - Protect the Earth, Defeat Dragaunus, and Return to Puckworld.

Sherlock Holmes (in the 22nd Century)
"Eyes and brains, my dears. Eyes and brains."

- Sherlock Holmes

Sherlock Holmes had been a detective in London during the Late 19th and Early 20th centuries, before dying of old age. However, in 2103, he was brought back to life by Inspector Beth Lestrade, of New Scotland Yard, a descendant of one of Holmes's allies. With her is a Compu-Droid that she has nicknamed "Watson", who tends to report to the Yard a lot, much to her annoyance.

According to Lestrade, there's a serious crime wave going on, one perpetrated by Holmes' old nemesis, Professor James Moriarty, claiming to have seen him while chasing another criminal. However, Holmes is skeptical, and for good reason - he'd seen the man die, and had buried him, himself. However, Lestrade reminds him that since technology had brought Holmes back to life, with all of his years of experience, and in the body of a 25-year-old man, the same could have been done with Moriarty. However, before they pursue the criminal, Holmes wants to check the rehabilitation-system that the police use to reform criminals, and Lestrade has the Compu-Droid scan some of the journals written by the original Watson. Lestrade and Sherlock soon trail a suspect, who leads them to a known criminal that Lestrade had been looking for, Fenwick, a rogue geneticist. However, the two head back to the Yard, when the system's computer falls under attack. They are assisted by the android, who, due to reading the journals, seems to have taken on the personality of the Original Watson.

Sherlock, still adamant that Moriarty can't be the criminal, has Lestrade take him to the Swiss Alps, where Moriarty is buried in a cave. When they find the body, Lestrade asks if the criminal mastermind had any family, to which Holmes replies no. However, a certain disturbance in the ice gives him some pause. At that moment, there's an earthquake, forcing them to leave. The two, along with Watson, soon have to stop a crisis, involving people, with no prior criminal tendencies, stealing certain things. Holmes soon enlists a group of streetwise teens, whom Holmes dubs the Irregulars, in order to locate the cause. They are able to stop the crisis, but the mastermind gets away.

Holmes, Watson, and Lestrade soon get caught up in a kidnapping case, on the moon, where Holmes manages to see his foe, face-to-face, and based upon what he knows, tells his foe that, while he make look like Moriarty, he's nothing more than a clone, a clone with all of the original Moriarty's memories and mannerisms. However, Moriarty manages to escape, and for Holmes, the chase is on, once more.

''The rest of the series is basically the same as the original books, with a 22nd Century Face-lift. Holmes searches for Moriarty, tries to adjust to the changes in time, and solving various crimes.''

Lightning Jack Kane and Comanche Ben Doyle
"Ben: (Mimes holding two guns, and shooting them.)

Jack: You wanna be an outlaw. Doesn't everybody?"

- Jack and Ben "Jack: Hey, Ben. I'll probably make up a lot more funny jokes like that about you. But if you ride with me, nobody else will.

Ben: (Smiles.)"

- Jack and Ben

Lightning Jack Kane is an Australian criminal with dreams of being an outlaw in the Old West, a highly Wanted one at that. As it is, he's already famous, in his own mind. He has only one weakness - he can't see too good up close - as in he can't tell a $1 bill from a $100 bill - but he can shoot anything you point at, and it will be dead before your finger straightens. However, his latest bank robbery costs him his men, leaving him alone.

Ben Doyle was a store assistant, one who was good at reading, writing, and such, but he has one problem - he can't talk. As a result, people think that he's dumb. He had no friends, that is until he walked into a bank that Lightning Jack was trying to rob.

Jack, his robbery attempt having been foiled, takes Ben as a hostage, and tries to escape town, managing to hide in the rocks outside of town, avoiding the posse. However, when the outlaw attempts to leave, Ben stops him, pointing out a second group of men, essentially showing that the first group had been a decoy of sorts. Ben then, using a pencil and paper, asks Jack if he can join his gang. After Ben saves him, yet again, Jack allows this, and begins to train Ben in the ways of being an outlaw.

However, their first bank robbery attempt is a failure, with Ben shooting himself in the foot. After this, Jack decides to teach him to be a man, even getting him to lose his virginity, but mostly so that Jack could see a girl he liked. Jack also gives Ben a gun that suited the mute - a sawed-off 20 gauge double-barrel shotgun. Later on, after finding out about a certain bank that would soon be filled with money, Jack gets arrested. Ben, however, manages to use his wits, and some gasoline, to cause a fire, and thus frees Jack as a result.

The two then head into the town where the bank is located, only to find a problem - another group of robbers plans to rob that bank too. While Jack is prepared to give up, Ben comes up with a plan. The mute warns the townsfolk, quietly, and when the robbers come out with the money, they are taken care of. The money is then returned to the bank, where it ends up in Jack and Ben's hands. By the time the truth is figured out, the pair, and Jack's girl, are far away, and Jack has a bounty worth several thousand dollars placed on his head, which makes him very happy.

Cactus Jack Slade and Handsome Stanger
"Cactus Jack: [Jack sticks his gun in the Bank Clerk's face] One. Close the door. Two. Open the safe. Three. On the floor.

Cactus Jack: [the Bank Clerk closes the door, and then gets on the floor. Jack leans down and taps the Bank Clerk on the shoulder with the gun] You forgot Number two.

Bank Clerk: Oh no I didn't! I did that when you stuck that gun in my face!"

- Jack and Clerk "Handsome Stranger: This is a seven-shot six-shooter, and I had it especially made.

Charming Jones: Why?

Handsome Stranger: Why?

Charming Jones: Yeah...

Handsome Stranger: I dunno."

- Handsome Stranger and Charming Jones Cactus Jack Slade was a notorious criminal, trying to rob trains and banks, only to horribly fail - missed the train in one attempt, and on another attempt, blew up the bank, but didn't harm the safe.

Handsome Stranger was an Austrian immigrant who owed a debt to a man who saved his life.

The fate of these two collide when Handsome is asked to guard the daughter of the man that saved his life, Charming Jones, and Cactus Jack is hired by a double-crossing/corrupt bank manager to rob the woman of her money.

Cactus Jack then tries to rob the pair, only to fail at every attempt, even using Native Americans to help him.

At the same time, Charming tries to seduce Handsome, only for the naive man to ignore her advances.

Eventually, Cactus Jack openly announces that he's going to rob the pair, and Handsome decides to challenge him. However, Charming asks their intentions, and upon finding out that Cactus Jack is attracted to her, decides to go with him, and leave Handsome, which pleases Jack to no end.

Sheriff Black Bart and Jim The Waco Kid
"Well, it got so that every piss-ant prairie punk who thought he could shoot a gun would ride into town to try out the Waco Kid. I must have killed more men than Cecil B. DeMille. It got pretty gritty. I started to hear the word "draw" in my sleep. Then one day, I was just walking down the street when I heard a voice behind me say, "Reach for it, mister!" I spun around... and there I was, face to face with a six-year old kid. Well, I just threw my guns down and walked away. Little bastard shot me in the ass. So I limped to the nearest saloon, crawled inside a whiskey bottle... and I've been there ever since."

- Jim "[Jim the Waco Kid has just shot the guns out of the hands of a dozen henchmen]

Bart: Well, don't just stand there looking stupid, grasping your hands in pain. How about a round of applause for The Waco Kid?"

- Bart

Bart was once a black railroad worker, until an incident caused him to hit his supervisor over the head with a shovel. Due to be hung, he was soon given the job of being the sheriff of Rock Ridge, as his boss hoped that his presence would cause the people to leave, or, conversely, kill him, so it was a win-win sort of thing.

Problem was, he soon gained the respect of the locals, especially after dealing with Mongo, a big brute of a man, who soon became a fan of Bart's, as he was "first man to whoop Mongo". Bart also teamed up with Jim, who was once known as, The Waco Kid, and together, along with the townsfolk, and the railroad workers, they saved the town from Bert's old boss.

Johnny Yuma (Steel Frontier)
"Not a weapon cleared a holster."

- Quantrill Jr. (after seeing Yuma kill 6 men.) "The end? I don't know where you've been Preacher, but the end's already come and gone. God done left you behind. Now if you ask me, you people better learn to stand on your own feet."

- Yuma (Shortly before passing out.)

Sometime after a Nucular Holocaust, society tries to rebuild, and the Way of the Old West has come back, with bandits and gunslingers riding motorcycles and other modified vehicles instead of horses. In this world, the town of New Hope was founded, a place where the rubber from tires is turned into fuel. However, whatever peace there was ended when a man named Quantrill came into town with his Death Riders of the United Regime, and took over, killing many locals. Quantrill leaves after this, leaving his son in charge, along with his best friend, Ackett.

Soon enough, a man named Yuma comes into town, and after showing up Quantrill Jr., joins the Death Riders. However, it seems that Yuma, has other plans, instead of terrorizing folks, starts to kill the Death Riders, by tricking some to kill other members, and after protecting a woman who was almost raped, begins to kill them outright, especially after the others accuse him of killing the rapists, eventually killing Quantrill Jr.. However, he lets Ackett leave, knowing that the man would bring back his real target, Quantrill himself.

Quantrill arrives with his men, only to fall for Yuma's ambush, killing many using explosives, and automatic weapons, including AKs, M16s, and an M2 .50-caliber machine gun. Quantrill manages to escape, but Yuma follows him, and after a dangerous game of collision, Yuma manages to ruin Quantrill's vehicle, which sends both men onto the side of the road. Quantrill tries to get his gun, but Yuma's quicker, and kills him. He then wraps the body in a tarp, gives the one woman a paper, puts the body on his bike, and rides off, as he was a bounty hunter all along.

Other things to note - carries a faded picture in his coat, presumably his relations (Spouse/Sister and Son/Nephew, or some such thing), carries a harmonica, that he likes to play, has some sort of solar-powered charger for his bike, a special scope for his rifle that zeros in on a target, a special water-filtration system, and a device that allows him to heal from most injuries. Also, his bike has a backshield, lots of explosive (some sort of grenades), and a mini-gun of sorts.

Cooper's Squad (Dog Soldiers)
"(To Ryan) Yeah, I failed, and I'm bloody glad of it. Because given the choice of taking orders from a toffee-nosed twat like you and sluggin' it out with these guys, I'll take the underdogs any time."

- Cooper "We are now up against live, hostile targets. So, if Little Red Riding Hood should show up with a bazooka and a bad attitude, I expect you to chin the bitch."

- Sergeant Harry Wells

Private Cooper was a soldier with promising potential, and was selected to take part in an initiation of sorts to the Special Forces. However, when he refused to kill a dog in cold blood, he was returned to his unit by Captain Richard Ryan, after Ryan killed the dog in front of Cooper's eyes.

A month later, Cooper was with his unit, which included Sergeant Harry G. Wells, Corporal Bruce Campbell, Private Terry Milburn, Private Joe Kirkley, and Private "Spoon" Witherspoon, while the six men were on a training exercise, competing against a group of SAS forces. However, said exercise turned out to be anything but typical, especially once the soldiers find the other men - they'd been torn to pieces by some sort of animal, had been carrying live weapons, and things that normally wouldn't be used in your average training exercise. They also find a wounded Ryan, who keeps on saying that "There was supposed to only be one." The group ditches their training weapons, and pick up the live guns, making a tactical retreat, with Bruce providing covering fire. However, Bruce gets impaled by a tree branch, while trying to run to the squad, and the Sarge gets attacked when the man went to find him. Cooper manages to rescue him in time, and the two, along with the rest, make it to a road, where they encounter a woman named Megan, who drives them to the house of a friend of hers, who isn't home, except for the dog, Sam.

The squad sets up positions, and locates items to use as back-up weapons, like a broadsword and woodcutting axe, along with pans of hot water, and various tools. The group is attacked, but the soldiers hold off their foes, finding out that the enemy are werewolves in the process. Terry is snatched by one of the creatures and Sarge, who believes that he won't be alive for much longer, gives command over to Cooper.

The soldiers then decide to get the owner's car, as Megan's vehicle was destroyed by the werewolves. Spoon acts as a decoy while Joe goes to hot-wire/steal the car from the shed. Spoon manages to get back to the house, as Joe gets the car in the shed, only to find that the werewolves are inside the place, eating a still-alive-Terry, who is killed a moment later. Joe manages to start the car, and reverse-drive it back to the house, only to discover that there's a werewolf in the backseat. Joe tries to fight the creature, only to be killed by it.

The group decides to settle in, until morning, when sunrise would turn the creatures back to human - hopefully. During this time, Cooper and the others try to get Ryan to talk, and the Special Ops operative reveals that he'd used Cooper, and the others, as bait to draw the creatures out. This upsets both Cooper and the Sarge, who then attack Ryan, when the Special Ops begins turning into a werewolf. Cooper manages to impale the Ryan-werewolf with the broadsword, but the creature runs out of a window when Spoon tries to shoot at him.

The group then makes a realization; due to the remoteness of the home, along with the fact that the owners had yet to return home - although the place had looked like they'd just stepped out just before the soldiers had shown up - the group makes an important conclusion - the werewolves were the owners, meaning that they weren't just going to leave. The group also comes to another conclusion - the Sarge is slowly turning into one of the creatures, just like Ryan had. When Cooper talks to the Sarge about it, the Sarge tells him that he'll stay behind, and blow the place, before he turns, so that Spoon and Cooper wouldn't have to explain why they killed him.

The group sends the car, loaded with a petrol container, and a punctured gas tank, into the shed, and lights the gas trail, causing the shed to blow. However, there's a problem - there wasn't any wolves in the shed. Also, Megan had been a werewolf from the start, and had let the others in through the back door. After shooting Megan, Sarge and Cooper rush upstairs, while Spoon heads for the kitchen after being cut off from the stairs.

Spoon ends up fighting with a werewolf in the kitchen, using everything that came to hand, from knives, to plates, to pans, and was winning, that is until a second werewolf showed up. Meanwhile, Sarge and Cooper find themselves in the bathroom. Sarge uses a lighter and a hairspray bottle as an improvised flamethrower, while Cooper uses his knife to get into the next room. Once in the bedroom, the pair head for the closet, where they find the remains of some of the werewolves' previous victims. The two of them shot a hole into the floor, and end up in the kitchen, where they find Spoon's remains. Sarge then orders Cooper into the cellar, along with Sam the dog, just as he starts turning. Reluctantly, Cooper leaves the man, as the werewolves enter the kitchen. Sarge cuts open a gas line, and turns the stove on, blowing the place to pieces.

A little while later, Cooper, who is in the werewolves' larder, ends up locating the Ryan-werewolf. The creature attacks him, tossing him around. Cooper then finds a silver letter opener in the remains of the previous victims, and stabs Ryan with it. He then takes his pistol, and shoots Ryan, killing the creature.

Cooper, armed with a broadsword, begins the long long walk to civilization with the dog, Sam. When his story is published in the papers, it's overshadowed by the football (soccer) game - England 5, Germany 1.

Bowen and Draco's Rebels
"Draco: How do we gain? If you win, you lose a trade. If I win, I wait around for the next sword-slinger thirsting to carve a reputation out of my hide. And I'm *tired* of lurking in holes and skulking in darkness... I'm going to let you up now, and if you insist, we can pursue this fracas to its final stupidity... or... you can listen to my alternative."

- Draco

Bowen was a knight, who served a Tyrant King, some time after King Author's death, when the ways of the Old Code were dying. Bowen sought to train the Prince, Einon, in the ways of the Old Code. However, during a battle with rebelling peasants, the king is killed, and Einon is mortally wounded. The prince's mother knew of a dragon who could save the boy. The dragon gives the boy part of his heart, in order to heal him.

However, Einon begins to behave in ways more like his father, and rejects the Old Code, claiming to be above it, forcing Bowen to leave him. Bowen seeks out the dragon, believing him responsible for the boy's personality, but the dragon had already fled. Bowen vows to hunt him down.

Some years later, Bowen is a fairly successful dragon-slayer, often killing the beasts for money and Einon has made his own bloody reputation well known. Bowen soon encounters a dragon, one who claims to be the last. The two fight, only for things to become a stalemate, with Bowen stuck in the creature's jaws, his sword sticking into the roof of the mouth. After several hours, the dragon proposes a truce, and uses his tongue to knock the knight out of his mouth, pinning him with his claws. He explains that it would be pointless for the pair to keep fighting, and offers an alternative. Tired from the fight, Bowen asks what the alternative is.

The two become, for all intents and purposes, conmen, the dragon terrorizing folks, burning certain things, but not actually harming anyone, and Bowen pretending to slay him, getting money for it. One night, after one of these scams, the dragon suffers an extreme amount of pain. At that same moment, Prince Einon, who had taken a peasant woman named Kara, the one who had mortally wounded him, to his rooms, and gotten stabbed. Kara manages to escape, with help from the Queen.

Back with Bowen and the dragon, Bowen has been watching over the dragon, and has come up with a name for him, after looking at a certain constellation - Draco. The dragon accepts the name, as the constellation holds a significant meaning to him.

The next day, Bowen and Draco try to pull off their con again, only to encounter Kara, who is trying to start a rebellion, unsuccessfully. The three, as well as a priest, Brother Gilbert, join forces, and manage to start a rebellion, with peasants from all over the countryside joining them. Draco admits that he'd been the one to give his heart to Einon, and had tried to change him for the better, not for the worse, but the boy's heart had already been tainted. During an attack on Einon's forces, Einon is shot by an arrow in the heart by Brother Gilbert, but it is Draco who seems to be wounded, falling into the evil king's castle's courtyard. Einon, realizing their connection, goes and prevents the dragon from being killed.

Bowen, and others, soon set off to rescue Draco, and put an end to Einon, once and for all. Bowen soon begins to duel Einon, and it is during this fight, he's informed that, for Einon to die, Draco must die, for it was within his body that the lifeforce for the pair existed. With a great reluctance, Bowen kills his friend, to put an end to Einon's evil. Draco's soul then travels up to the constellation he'd been named after, for that was the Dragon's Heaven. Bowen and Kara soon become king and queen, and rule the country, bringing a new Golden age.

Wolverines 1984
"Matt Eckert: [after Toni and Robert are KIA, the Eckert Brothers plan a diversion while Danny and Erica cross the enemy lines] We're all that's left. Somebody's gotta live. Somebody's gotta make it. Me and Jed, we're all used up.

Erica: I'm never gonna forget... as long as I live.

Matt Eckert: Don't.

Danny: You're never gonna know who won.

Matt Eckert: Who WILL?"

- Members of the group.

Pandemonium erupts when Russian Paratroopers land in Calumet, Colorado, as townsfolk try to flee. Among them are brothers Jed and Matt Eckert, and their friends, Robert, Danny, Daryl, and Aardvark, who head into the hills. A few weeks later, the brothers find out what's going on in town; Cuban forces, lead by Colonel Bella, occupy the place, as a policing force, the parents of most of the boys have been locked up in re-education camps, and so forth. The brothers visit some family friends of theirs, who charge them with looking after their granddaughters, Toni and Erica. The teenagers begin an armed resistance against the occupation, calling themselves "Wolverines" after the high school mascot, and begin to attack the Occupation forces. However, the Soviets retaliate, by killing civilians, including the parents of some of the Wolverines.

One day, the Wolverines locate a downed pilot, Lt. Col. Andrew Tanner, who informs the group on the state of the war, and offers to help them out.

Tanner assists the Wolverines in organizing raids against the Soviets. Soon after, in a visit to the front line, Tanner and Aardvark are killed in the crossfire of a tank battle. Using threats of torture, KGB officers force Daryl to swallow a tracking device, then release him to rejoin the guerrillas. Spetsnaz are sent into the mountains carrying portable radio triangulation equipment, but are ambushed by the Wolverines. The group trace the source of the signal to Daryl, who confesses and pleads for mercy, but is executed by Robert after Jed executes a Soviet soldier.

The remaining members are ambushed by Mi-24 helicopter gunships, and Robert and Toni are killed. Jed and Matt attack the Soviet headquarters in Calumet to distract the troops while Danny and Erica escape. The plan works, but Jed and Matt are wounded. Though Colonel Bella comes across the brothers, he is unable bring himself to kill them and lets them go. Nevertheless, it is implied the brothers die in the park where they spent time as kids.

In spite of this, the war is won by the United States, and a plaque is placed on a rock that held special significance to the group. written on it is "...In the early days of World War III, guerrillas – mostly children – placed the names of their lost upon this rock. They fought here alone and gave up their lives, so "that this nation shall not perish from the earth.""

Wolverines 2012
"When I was overseas we were the good guys. We enforced order. Well, now? We're the bad guys, and we create chaos."

- Jed Eckert "I'm going to fight. I'm going to fight. Now, this is easier for me because I'm used to it. The rest of you are gonna have a tougher choice. Look, I don't want to sell it to you; it's too ugly for that. It's ugly, and it's hard. But when you're fighting in your own backyard, and you're fighting for your family, it all hurts a little less and it makes a little more sense. And for them, this is just some place, but for us? This is our home."

- Jed Eckert

Jed Eckert was a US Marine on leave in his hometown of Spokane, Washington, visiting his family. One night, after a football game, there's a blackout. In the morning, North Korean paratroopers attack the city. Jed and his brother Matt soon leave town with some friends - Matt's fellow students Robert, Daryl, Toni, Danny, Julie, Greg and Pete, manage to get to their father's hunting cabin. However, Pete betrays the group, forcing the rest to hide in the woods. They witness the death of the brothers' father, when the police officer encouraged them to resist, and to not surrender.

Jed intends to fight, and begins training the others, and, calling themselves "Wolverines" after their high school mascot, begin using guerrilla tactics against soldiers and collaborators, including Pete. During one attack, Greg is killed, but Matt's girlfriend, Erica, is rescued. However, the North Koreans attack the base, using artillery, killing Danny and Julie, forcing the Wolverines to flee. The group encounters Marine Sergeant Major Andrew Tanner and Marines Smith and Hodges, who tell them the situation, revealing that some sort of an EMP weapon had been used to disable communication in the States, and that the North Koreans and their Russian allies use special radio-telephones for communicating with each other. The group helps the Marines out, and get the phone, with Jed avenging his father in the process.

However, as the group celebrates, they are attacked by Russian Spetsnaz, and Jed is killed. Daryl soon realizes that he'd been tagged with some sort of transmitter during the previous battle, and stays behind, acting as a decoy.

The group delivers the radio to Tanner and Smith, who depart in a helicopter. The remaining Wolverines stay behind and continue to fight, a scene shows the Wolverines recruiting more members and raiding prisoner camps. Matt uses Jed's speech to convince others to join their cause. In the end of the film, the Wolverines, under Matt's command, raid a North Korean prison camp, setting hundreds of prisoners free.

John Silver (Treasure Planet)
"John Silver: Now mark me, the lot of ya! I care about one thing, and one thing only: Flint's trove! You think I'd risk it all for the sake of some nose-wipin' little whelp?

Scroop: What was it now? "Oh, you got the makings of greatness in ya!"

John Silver: Shut yer yap! I cozied up to that kid to keep 'im off our scent! But I ain't gone soft!"

- John Silver and Scroop "Ohhh, you still don't know how to pick your fights, do ya, boy? Now, mark me. Either I get that map by dawn t'morrow or so help me, I'll use the ships cannons t'blast ya'll ta kingdom come!"

- John Silver

John Silver is a pirate, cyborg, alien Ursid, who desires to own Flint's Trove, which is describe to be "The Loot of a Thousand Worlds". Silver seeks to get a special sphere, which would lead the holder to the treasure, even over great distances, and had gathered a band of cutthroats to accomplish this mission. Upon finding out that the sphere was at Jim Hawkins' house, he and his men attacked the place, but failed to get the map, as Jim, and his mother, and Family Friend, Doppler, managed to escape.

Silver soon learns that Jim and his friends hired themselves a ship, and thus manages to get himself, and his allies, hired as crewmen, with Silver being the ship's cook.

Lyle Tiberius Rourke
""Mercenary? I prefer the term 'adventure capitalist'. Besides, you're the one who brought us here. You're the one who led us to the treasure chest.""

- Rourke ""Well, I gotta hand it to ya. You're a bigger pain in the neck than I would have ever thought possible! I consider myself an even-tempered man 'cause it takes a lot to get under my skin. But congrats! You've just won your solid gold kewpie doll!""

- Rourke

Rourke was

Hunters (Hunter The Reckoning Series)
"What the Hell is going on?"

- Deuce Wyatt "There is evil everywhere. Unknown to most humans, the world is ruled and directed by supernatural forces beyond their comprehension. Vampires and werewolves see humans as pawns in an endless battle for control. All of this is hidden from humanity; vampire feedings are explained as gang violence, werewolf attacks explained as animal maulings.

But now a mysterious force has imbued a chosen few humans, with not just the knowledge of the evil, but with the power to do something about it. These imbued have become Hunters."

- Narrator Four people were present at the execution (by electric chair) of convicted serial killer Nathaniel Arkady at Ashcroft Penitentiary: Spencer "Deuce" Wyatt, the Avenger, a biker whose mother murdered by the man; Samantha Alexander, the Defender, one of the cops who arrested Arkady; Kassandra Cheyung, the Martyr, a teenage raver and heir to a manufacturing fortune; and Father Estaban Cortez, the Judge, the priest who gave Arkady his last rites, when all Hell breaks loose. It seems that the Warden, a vampire named Cornelius, had used the prison as feeding pen and a playground, where necromancy was concerned. On this day, the spirits of the Damned broke free, and the four found themselves seeing the monsters around them. By working together, the four managed to escape, and seal the place up.

A year later, an illegal rave wakes the prison ghosts up, and their evil spreads into the city of Ashcroft, causing the Hunters to come back to save the town. During this time, they discover the truth about the warden, and how he was a vampire, and had used the prisoners as a means to sustain himself. It also seems that he was trying to bring his family back to life, and had used the rave as a means to open the portal to try and get their souls, and that Arkady, who turns out to be a werewolf, had been trying to stop him. The Hunters manage to defeat Cornelius, and save the surviving inhabitants of Ashcroft.

Two years later, the Hunters find out that Ashcroft is once again home to the undead, and that some other Hunters are in danger, Joshua Matthews, the Wayward, being one of them. His friend, Devon, was the other. Once again, the Hunters head into Ashcroft Penitentiary to put an end to the dead. The group manages to rescue Devon, but it seems he has gone off the deep end, as a witch needs an innocent to complete her ritual, and thus plans to kill every last innocent in town to prevent this. The group is forced to kill him, but it turned out to be a trap set up by the witch. The witch summons a hellish tower filled with a number of creatures. As it turns out, one of these creatures was behind the whole thing. The group manages to destroy it, after a long hard fight. They then decide to check out Devon's family, as anything associated with him was now suspect.

Five years later, Ashcroft is once again in danger, and the Hunters are joined by Kaylie Winters the Redeemer, who was a girl the group had saved during the first attack, and had been raised by Estaban. This time, they find werewolves attacking the workers of this one company, Genefex. However, after meeting up with an old "Acquaintance" of theirs - Carpenter - a ghost who has been a curious mixture of friend and foe to the Hunters during past attacks - they decide to check out Genefex, and find out that the company is making some sort of poison, which affects everyone, and that the werewolves have been trying to protect their human kin. The Hunters go to help save the Innocents, even battling an evil Santa Claus monster,

Edward Young (Exit Humanity)
"Edward Young: You can't kill a man who's already dead.

Isaac: I kill lots of men who are already dead!"

- Edward and Isaac "There ain't no cure for monstrous behavior. I'd rather live amongst the walking dead, than amongst men like you."

- Edward to General Williams, before killing him

''Several Outbreaks have occurred at some point in the Early 21st century, spreading across the United States. During this time of crisis, a journal was found, dating back to the 19th century, just after the Civil War, detailing one man's account of that time, providing information about how to govern ones self in times like this. The book belongs to Malcolm Young, a descendant of the original owner, who had kept the book hidden, until the right time.''

Edward Young was a Confederate soldier during the Civil War. During a battle in 1865, as his unit fought off a Union assault, Edward found himself in battle with a man who wouldn't die, despite being shot at least twice in the chest. Exactly what happened to this assailant is unknown, but it can be assumed that Edward's fellow soldiers got the person off of him, as he managed to survive the war.

By 1871, Edward Young had a family, a wife, Julia, and a son, Adam. However, when Edward returned home from a hunting trip, his wife had become one of the creatures, and his son was missing. After killing, and burying his wife, Edward set out to locate his son, and along the way, did battle with the creatures, studied them as best as he could, trying to find out he could learn about them, before concluding that the best thing to do was to kill them, preferably with a bullet to the brain. Edward would document his findings, and his daily experiences in a journal, in hopes that, if he died, that someone could put the information to good use. Such information includes; rifles are good at long range, revolvers were good up close, and that the creatures feared fire.

Eventually, Edward located his son, but the boy was now one of the creatures. After killing his child, Edward tried to kill himself, but failed to do so. Edward remembers a promise he'd once made to his son; one day he would take the the boy to a set of falls that held a special meaning to him. Given new hope, Edward burns his son's body, places the ashes in a container, burns down his home, and sets off.

After some traveling, Edward encounters another man, Isaac, who is all set to kill Edward, only to pistol-whip him instead. When Edward comes to, Isaac explains that his sister, Emma, has been captured by former Confederate General Williams, and his band of renegades. It seems that Williams had heard that someone was immune, and was forcing those he'd caught to be bitten, trying to locate the one. Edward agree to help Isaac, and the two set off, becoming a formidable zombie slaying team.

One night, Isaac goes to "take care of things", and Williams enters the camp a short time later, asking if Edward was alone or not, and then if he fought for the Confederacy, saying that this was a great time for the South to rise again. Edward tells him to play his war games elsewhere. One of Williams' men knocks Edward out. When he awakens, Edward finds himself locked with several others, including Emma. When one of William's men tries to take Emma, Isaac shows up, and saves them. The group manages to escape, but Edward gets shot in the process.

Isaac and Emma take Edward to a woman named Eve, who had some of a reputation for being a witch, or some such thing, to try and convince the woman to help heal Edward. After talking to Emma, Eve agrees to do so, and decides to help out. Eventually, Edward heals, and Eve tells him an important story about how the dead started coming back - seems that her sister had been raped, gotten pregnant, and aborted the child, which got her hung by the law for murder. Eve had used forbidden magic to bring her back, only she came back wrong. It is also during this time that Emma gets bit, and reveals that she's immune.

Edward then takes his son's ashes to the waterfall, and releases them. When he gets beck to Eve's place, he discovers that Williams had found out about Emma's immunity, and attacked the place, capturing Isaac and Emma, killing Eve in the process. Edward arms himself, and, using a torch for protection, summons a herd of the dead, and leads them to Williams's base, causing the deaths of many of the renegade Confederates, and freeing their captives. However, Isaac is mortally wounded during the escape, and thus asks Edward to protect his sister.

Edward soon leads the rest of Williams's men into a number of traps, and soon faces Williams in a duel. Williams tries to say that, with Emma's blood, they could restore things back to the way they were. However, Edward replies that Williams's behavior is too monstrous, and that he'd rather live among the walking dead, than among men like Williams. The two draw their revolvers, but Edward is faster, and more accurate. Edwards meets up with Emma, and starts a family with her, having found peace with himself, and his past.

Jericho Cross
"You are Jericho Cross: Gunslinger. Renegade. Outlaw. Behind you lies a bloody trail of robbery and revenge. Ahead of you lies one last train to rob.

Tonight, your life will end - and your legend will begin."

- Narrator "You ain't half bad, for a damn bloodsucker."

- Dark Watch Regulator

Jericho Cross, born in 1848, is a man with a checkered past. At one point, he fought in the Civil War, on the side of the Union, until he deserted for reasons known only to him, and became an outlaw. One story is that he murdered his slave-owning father, another is that he witnessed those around him committing violent atrocities. His crimes include numerous counts of robbery, murder, and wanton mayhem, especially along the Mexican border. In 1876, Arizona Territory, Jericho decided to rob "one last train". Slight problem - the train wasn't carrying gold. Instead, it was carrying Lazarus Malkoth, a very old, and powerful vampire, who bites Jericho, infecting him with vampirism.

Jericho is forced to team up with Cassidy Sharp, a female member of the Darkwatch society, who was trying to prevent Lazarus from being released. The pair fight off Lazarus and his minions, blowing up his half of the train in the process. The pair make it to the horse car, where Jericho feels the curse taking hold, and attacks one of the horses. This infects the horse, who becomes Jericho's steed.

The pair eventually come to a Darkwatch outpost, only to find that the place had been attacked, and is now full of undead enemies, which Jericho and Cassidy are forced to deal with. The pair soon split up, with Jericho using a series of underground tunnels, while Cassidy takes a different path.

Along the way, Jericho begins to make choices for Good or Evil, which, initially, affect what Vampiric abilities he can use. Eventually, he will make a choice that will permanently affect which side he's on.

Jericho and Cassidy eventually regroup near a church, where Jericho finds out that he has a slight allergy to crosses. Lazarus shows up, and kills Cassidy, tosses Jericho down into a mine shaft, along with Cassidy's body, and Jericho is told to feed on it, before the vampire departs. After battling his way through the underground, Jericho comes across a cavern with a pool of water, and after trying to drink some, only for his body to reject it, he sees Cassidy's ghost, who still needs his help to warn Darkwatch, and guides/advises/criticizes him afterwards.

The pair, eventually, make their way to the Darkwatch Citadel, where they encounter Brigadier General Clay Cartwright, an American Civil War veteran - turned - Vampire Hunter, and current leader of the Darkwatch, who doesn't like Jericho for freeing Lazarus and causing Cassidy's death. Clay then puts Jericho through a series of tests, even exposing his weakness to sunlight, which doesn't kill the outlaw-turned-vampire, but it takes away his powers. After passing the tests, Clay, reluctantly, makes Jericho a member of the Darkwatch, and teams him up with Tala, a Native American who, unknown to her fellow Darkwatch members, has her own plans for power.

Jericho then goes on a number of missions for Darkwatch, including rescuing a group of Regulators that had been ambushed, recovering an item that allows vampires to use their powers in daylight, and clearing a village that has been invaded by Lazarus's minions.

However, after one of these missions, Tala has sex with Jericho, and tricks him into turning her into something like him. Tala the betrays the Darkwatch, and lets Lazarus's forces invade the Citadel. Jericho and the Darkwatch Regulators try to escape the place, as Clay sets the place to self-destruct.

Afterwards, Jericho comes face to face with Lazarus for the last time, and after a hard fight, manages to kill the Head Vampire. Jericho then has to make a choice - Break the Curse of the West, and rid the land of the Undead (Good), or Become the New Lord of Vampires (Evil).

If Jericho follows the Good Path, he will fight Tala, who has become a winged demon-like creature, to prevent the Curse from spreading. After defeating Tala, Jericho's humanity is restored, and Cassidy becomes an angel, thus enters Heaven, while Jericho rides off, presumably to fight more Evil.

If Jericho follows the Evil Path, he will join up with Tala, and fight Cassidy, who has become an angel, so that he can become the new King of the undead. After defeating Cassidy, he turns on Tala, killing her, having embraced his Vampiric Nature, and rides off, presumably to spread the Curse.

Robert Thatcher
"I'm gonna kill your fuckin' cat."

- Robert Thatcher "Catherine Viciy: This animal deserves a chance to live!

Bob Thatcher: It had a chance... 10,000 years ago."

- Robert and Catherine

Robert Thatcher is a Big Game hunter who once had a relationship with a Genetic Engineer Specialist named Catherine Viciy, but split with her, due to reasons known only to them.

Sometime later, Robert is hired by Catherine and her boss to catch an "Escaped African Lion". However, after seeing that it was a killer, having found a trailer that had been broken into by the creature, and after finding out that a group of hikers was now being hunted by the cat, he decides to kill it, especially after seeing what it really was - a sabertooth-cat, even more so after it kills another person in front of him. He's fired after deciding to kill the cat instead of capturing it, determined to try and protect the hikers the cat was stalking and killing.

However, Catherine decides to sabotage his efforts, by throwing away his satellite phone, stealing his revolver, and the ammunition for his rifle. Thankfully, Robert managed to drug the cat, allowing him to escape after he discovers Catherine's treachery. He then makes some crude spears by sharpening a few saplings, similar to the cavemen that once fought the real sabertooth-cats, and heads towards a cliff, where the group encounters Catherine again, along with the cat. Catherine tries to protect the cat, but is killed by her creation. The cat then attacks the others, but they climb on top of some boulders, and use their spears to kill the creature.

Robert and the surviving hikers then make the long trek back to civilization.

Guerrero De La Cruz
"Red: I don't know who you think you are, stranger, but if you come into my town lookin' for trouble? You just found plenty.

Guerrero: It's been a while, huh, Rojo?

Red: Only one man's ever called me that.

Guerrero: (Turning around, revealing himself) And He's dead and buried.

Red: (Shocked at the revelation)

Guerrero: Some things don't stay buried, Rojo.

Red: My brother is dead. I seen the blood drain out of him when I put the bullet in his heart. I killed you once.

Guerrero: Never again."

- Guerrero and Red Guerrero De La Cruz was the leader of a group of outlaws known as the Blackwater Gang, each one having a hefty bounty on their heads. When his half-brother, Red is captured, Guerrero busts him out.

Blackjack Britton Gang
"Blackjack: Listen up, we got a hard road ahead of us. And some of you ain't gonna make it.

Wounded Gang Member: I can ride, Blackjack. You ain't gotta worry none.

Blackjack: Any man who can keep up with me, I'll see in Chihuahua. The rest of you, I'll see you in hell."

- Blackjack and wounded gang member.

"We're the Blackjack Britton Gang. Ain't a bunch of quitters here, eh, boys?"

- Cavin Guthrie

The Blackjack Britton Gang is a group of bank robbers and murderers, at least 20 strong, including its leaders, Blackjack Britton and his second-in-command, Cavin Guthrie. They operate by having snipers hide on the roofs of buildings, lookouts near the hitching posts, with the rest going inside to rob the bank. This method is used to rob tthe bank of Sweetwater, although it was slightly complicated by a patrol of U.S. Cavalry coming into town at the same time as the robbery, which results in a clash between gang members on one side, and the cavalry, local lawman, and armed citizens on the other.

Despite loosing a few members, and suffering from injuries, the gang manages to get away. After a few days, and with a posse on their tails, the newest member of the gang, Cavin's nephew, Sonny, who preferred to read dime novels, mercy kills one of the more seriously wounded members, whom he'd befriended. However, the posse finds them, and chases the gang in a running gun battle, killing the horse that had the money on it.

The gang then heads into a sandstorm to lose the posse. After traveling through the sandstorm, and a canyon, the gang ends up in the town of Refuge, a peaceful idealistic place, where the sheriff and his deputy don't wear guns, there's no telegraph or newspaper, with only the occasional traveler coming through. Claiming to be drovers, who had been robbed by Apache Indians, the sheriff, Forest, allows the gang to spend some time in the saloon, and sees that the wounded are treated by the doctor, Woods. However, the deputy, Glenn, takes a dislike to the group, and others, including the storekeeper, Brooks, and a farmer, Lamb, express their concerns that the group aren't who they say they are, especially, after Doc Woods reveals to them that, based on their wounds, the group hadn't been attacked by Apaches.

Meanwhile, Sonny, who has become enamored with the doctor's assistant, Rose, begins having some suspicions about the townsfolk, noting how the sheriff looks like Wild Bill Hickok, the deputy - Billy the Kid, the storekeeper resembled Jesse James, the Doc looked like Doc Holiday, and the one farmer looked like "Lefty" Slade - men who were known to be good with a gun.

A little while later, Blackjack, who has been watching the reactions of the locals, decides that Refuge is the perfect place to raid, and has Cavin rob the general store of that ammunition stores, with Sonny distracting the storekeeper. Cavin manages to get the ammunition, but doesn't get away clean, as the storekeeper is soon seen talking to the sheriff, but they don't make a move towards the gang. Blackjack then gives his men permission to "have some fun", and the men start racing their horses in the street, shooting their guns in the air, and throwing knives at the church. When Forest tries to get Blackjack to control his men, Blackjack tells him to do it himself. Forest talks to the knife throwers, asking them not to deface the church. However, even after he has removed their target, the men keep throwing knives, only for the third one, who was aiming right between Forest's eyes to be struck by lightning. Soon after, an old Native American man, who tended to sit in front of the cemetery, collects the body.

Sonny soon confronts Doc Woods, asking for answers, telling him how he's identified many of the famous outlaws and gunslingers in town. However, when Doc Woods asks him who Rose must be, Sonny is stumped, and admits he doesn't know, but still claims the place has to be a place for retired gunfighters and outlaws, and that they could whip Blackjack's gang. Woods notes the name, saying he'd heard of the outlaw, and his deeds. Sonny asks him not to mention that he had said anything, only for Woods to tell him that Forest isn't as dumb as he looks, and tells him to reflect on his life, as a few bad choices could cost him his soul.

Sonny then confronts Lamb, and manages to get the farmer to admit that he is indeed "Lefty" Slade, a criminal who had killed several men, including two over a "bad shoeshine", although the former outlaw claims that it wasn't over a shoeshine, and that the writer of his book never even talked to him. However, several gang members soon damage the outlaw-turned-farmer's garden, destroying a number of watermelons, causing him to attack, and kill one in a fit of anger. Then man's anger then turns to grief, and remorse as he yells out in shame at what he just did, as he says that he'd just had two years to go, and how he'd ruined eight years of hard work. The old Native American shows up, and after the people say good bye, takes the remorseful man with him. Sonny sees them go into the cemetery, and only the Native American comes out.

Forest then confronts Blackjack Britton by name, and tells him that he and his men are no longer welcome in Refuge. The outlaw leader tries to pistol-whip the sheriff, but Forest was quicker than him, and avoided the blows, but never laid a hand on him, or even went for the other's gun when the opportunity presented itself. Blackjack then points his gun at the lawman, but hesitates when the place starts to rumble, and calls his men into the saloon. In the saloon, Blackjack tells his gang that they'll ride out the next day, after they'd robbed the place of its supplies.

Sonny, who had overheard, goes to warn Rose, and finds her swimming. As she gets dressed, Sonny remarks on a scar around her neck, similar to one that "Lefty" Slade had on his wrist, where he'd been shot, and asks the woman if that was how she had died. Rose reveals that she was the first woman hung in Arizona Territory, Betty McCullough, for killing her father with a meat cleaver when she was 19, although it seems that everyone had forgotten that the man had had his hands all over her since she was 12. She then tells him that Refuge is a Last Chance sort of place. The place separates the Marginally Good from the Hopelessly Wicked, and gives them ten years to repent - if they succeed, they'd go to Heaven, but if they failed, they'd go to Hell. As it is, the Sheriff had less than a day to go before he could be admitted into Heaven.

Rose takes Sonny to Church, to talk to the others, which include Forest (Wild Bill Hickok), Glenn (Billy the Kid), Brooks (Jesse James), and Doc Woods (Doc Holiday), where Sonny tries to convince them to fight against the gang. The former gunfighters explain to Sonny that, if they took up arms against the gang, they'd end up going to Hell, as they could neither cause, nor attract trouble, which put them into a dilemma, especially since the group isn't as aggressive as they once were, due to their time in Refuge. Sonny tells them that if going to Hell meant saving the town, it would be worth it.

Sonny then leaves the church, only to be beaten by members of the gang, including his uncle. He's then taken to Doc Woods' place. where he is patched up. Sonny tells Rose that he'd protect her.

In the morning, Blackjack starts to destroy the town, the townsfolk head into the church for safety. Rose looks for Sonny, only to find him standing in front of the church, ready to defend it, and Rose, with his life if need be. Forest sees this, and remarks that, for the last ten years, all he was worried about was his own self, and now "this green kid comes along, stands here ready to die for the woman he loves." He then goes, and gets his guns, Glenn following him, saying, "Down the hole is down the hole. Might as well have a little fun on the way." They stand next to Sonny, who wonders why they are there. Forest remarks that they'll be seeing Hell soon. They are then joined by Brooks, who remarks that he'd been waiting for his brother, "but the old buzzard refuses to die."

Blackjack watches them, and remarks at how Forest wears his guns like Hickok, only for Cavin to remind him that the man had been dead for ten years, and that everyone knew that. The four Refuge defenders step forward to confront the gang, as Blackjack signals some of his men to go around the back of the buildings. Forest tells Blackjack that it is his last chance to leave town, only for one of Blackjack's men to try and shoot him; however, this is foiled by Doc Woods, who states that "it looks like the odds are getting better."

A shootout erupts between the two groups, with a number of Blackjack's men getting killed. Eventually, Sonny faces Cavin, who mortally wounds him, but Sonny manages to kill his uncle. Thing is, Sonny's wounds don't hurt. Forest takes a look and says "Welcome to Refuge". Blackjack then challenges Forest/Hickok, but Forset was quicker on the draw, and manages to mortally wound him, to which Blackjack says "Looks like I'm one of you now. However, Forest says, "I wouldn't count on it." and kills him. The gang's bodies are then pitched into Hell, where Cavin and Blackjack open their eyes, just in time to see themselves fall into the river of lava.

As for the defenders of Refuge, before they are lead into Hell, a message from the Almighty comes - the four former gunslingers have been redeemed, and are allowed to enter Heaven. Forest gives Sonny his badge, and tells him to take care.

Blackwater Gang
"Gentlemen, there will be men like us who're gonna think that they can take this town. So the name's gotta remind 'em just what's waitin' for 'em if they try. From now on, the name of this town is Tombstone."

- Red Cavanaugh

"They are thieves, killers and traitors, who will sell their own mother for a sack of gold."

- Guerrero De La Cruz The Blackwater Gang, once run by Guerrero De La Cruz, is a gang of thieves, killers, arsonists, and the worst of the worst. After busting their one member, Red Cavanaugh, out of prison, and saving his life from the noose, the gang heads to a place called Edendale, which is in the middle of a dispute over the ownership of a large amount of gold that had been found in the local mines, and said gold was being stored in the bank until the dispute was over.

After taking the gold, and taking the Sheriff and his wife hostage, Guerrero tells his men that it was time to leave, only for Red to kill the Sheriff, and mortally wound Guerrero. Guerrero orders his men to kill his brother for his treachery, but Red produces the deed to the town, stating that he owned the place, including the gold, and tells the gang members that, if they joined him, they'd be rich beyond their wildest dreams. The others join him, and aim their guns at the dying Guerrero, who tells the group that he'd see them in Hell. The gang then fills him full of lead. Afterwards, they rename the town to Tombstone, and turn the place into an outlaw's paradise.

Meanwhile, Guerrero has found himself in Hell, being tortured by the Devil. He tries to make a deal with the Devil: the souls of his treacherous gang members in exchange for his own, and asks for just twenty-four hours to do it. Guerrero tells him that he was nothing compared to the other members of the gang (as he had objected to the rape of the sheriff's wife, to say nothing about the lawman's murder). The Devil says he'd give it some thought. A year later, on the anniversary of his death, the Devil gives Guerrero his 24 hours, stating that the men had to die by his hand alone, and if he failed, his punishment would multiply by a thousandfold.

Back in Tombstone, Red has recruited a number of thugs to enforce his control over the town. At midnight, on the Anniversary of Guerrero's death, the clock that Guerrero had died under strikes 12, which was strange, because the clock had been damaged during the gang leader's murder, and hadn't been repaired. Ramos, who was somewhat superstitious, remarks that it had been a year to the day that they had killed Guerrero. Ramos goes out to check on the horses, and looks at Guerrero's old gun.

Ramos then hears some strange sounds, and leaves the barn, and sees one of the thugs get blasted out of a house. Several more are killed, including one in the barn with a cannon. Ramos then finds a naked man sitting at a table, looking at Guerrero's disassembled gun, saying that the gun was a nice gun. Ramos then watches the man reassemble the gun, something that only two men could do. The man then looks at him, and Ramos recognizes him - it's Guerrero. Guerrero shoots him.

Guerrero then goes to the priest, asks for six coffins, and places Ramos's body in one. Baptiste and some more thugs soon locate the slain gang member, and try to look for his killer, who was in the butcher shop. Guerrero kills the thugs before revealing himself the the gang member, complaining that, even with all the money he had, he still didn't take baths. He then kills him, and places his body in a coffin.

Red soon hears about whats going on, and sees the bodies of his slain gang members, and realizes that someone is after him and the rest of the gang, due to the four remaining coffins. He is then told that the killer is in the saloon. He heads there, and is surprised to find his supposedly dead brother, Guerrero, waiting for him.

After loosing several more thugs, Red brings in a Gatling Gun, and tries to kill Guerrero with it. However, the man pulls Darko in, and beats him to death with a number of bottles. Calathea, the murdered sheriff's wife, tries to kill Red, only for Guerrero to prevent it, and the undead outlaw gets ran over by his brother as a result.

Red manages to get to his gold mine, meeting up with Judah Clark, who is the primary reason that legitimate lawmen haven't come to get rid of Red's gang. However, Guerrero, who has risen again, comes for him, and manages to kill Washington. Red manages to escape, and Guerrero follows him, with help from Calathea. Snake soon takes the woman hostage, but Guerrero tries to save her, shooting Snake, only to be shot and killed, again.

Due in part to Guerrero's actions, the townsfolk have risen up against Red and his gang, and soon surround him and his allies at the Counting office. Red and Judah get into a disagreement, and Red kills him. Red then uses Calathea as a human shield in an attempt to get out of town, only to encounter Guerrero, yet again. Red asks Guerrero if he's a hero now, only for Guerrero to tell him that's he's just an old outlaw, just like Red. Guerrero the points out that there was one coffin left, and that the citizens of Edendale would make sure that the fight between them would be fair. The two then start shooting at each other, only for the Devil to interfere, and cause their bullets to just miss their targets. The fight between the two soon becomes a bloody brawl, with Guerrero using a branding iron to kill Red with. However, the Devil tells Guerrero that he is his.

Guerrero goes to the church, wondering why he's still alive, when the Devil shows up to tell him that Red died "two minutes past midnight", and thus he had failed his promise of 24 hours. Thus, the Devil gives Guerrero the punishment of "Hunting down every bad man and outlaw" in the west, which displeases Guerrero, who has now become the Devil's Bounty Hunter.

The Devil goes back to Hell, where he meets up with Red, and starts to torture him, with Red yelling out Guerrero's name.

Abraham Lincoln (vs. Zombies)
"Lord, I beseech you. Grant me wisdom, to see the way clear. Let me help these Walking Dead, find their final resting place. Help me to end their torture and misery. To show them the way to Your Eternal forgiveness. Amen."

- Abraham Lincoln "Emancipate this!"

- Abraham Lincoln In 1818, Abraham Lincoln was 9 years old when his hometown is invaded by some strange creatures, creatures that could only be killed with a shot to the head, or by decapitation. Many are killed, including Lincoln's mother and father.

By 1863, Lincoln is now the President of the United States of America, in the midst of the Civil War, some time after the Battle of Gettysburg, when he finds out that a Top Secret mission has seriously failed. He then learns that the soul survivor is seriously sick with some sort of affliction. After observing the survivor, and hearing his story, and then "dealing" with him, with a folding half-scythe thing, Lincoln leads twelve men of the newly formed Secret Service into Confederate Territory, specifically, to Fort Pulaski, to figure out what happened, only to find something far worse than Confederates, zombies, as Agent Brown, a former slave who had learned about the word, and its origins, from his mother, begins to call the creatures.

Lincoln losses two men in the attempt to take the fort, one was bit by the creatures, whom Lincoln himself shot to prevent from turning, much to the astonishment of the other agents, and the other to Confederate fire when the agent attempted to shut the fort's doors to keep the creatures from getting in. A third is shot in the shoulder, but survives. The doors are closed, and the three Confederates guarding the fort, including an injured one-armed, and severely coughing, General Stonewall Jackson, and Corporal Pat Garrett, are captured and taken prisoner. Lincoln learns of an infected Confederate soldier that had been locked up, and takes a look, along with his men and the Confederates. Lincoln tells what he knows about the creatures, explaining that they weren't human, and that only by shooting them in the head, or by decapitating them, or some such thing, could the creatures be killed.

He then locks the Confederates up, leaves some men to stand guard, and sets off into town with the rest, to try and locate a working telegraph, to try and get help from anyone. One agent is killed when he, and one John Wilkinson find out that the telegraph was no good, with the office filled with the creatures, and another gets accidentally shot in the leg by a woman, who was an old flame of the President, Mary Owens, who was sheltering her daughter, an employee of hers, and a young Theodore Roosevelt, who had been separated from his family during the turmoil. After creating a diversion, Lincoln manages to get them to the fort, although Mary's employee is killed when she is bitten by one of the creatures.

Lincoln then talks to the Confederates, to try and get a line on additional weapons to use in the fort's defense, as well as to make an attack on the infected. Jackson, believing the infected to merely be sick, refuses to do so, but Pat Garrett decides to help Lincoln, and leads him and a number of the others to a farm filled with implements that could be used to kill the creatures. On the way back, the group is attacked, and thankfully saved when the other agents, fearing trouble, arrive in time to save them, but Mary is infected. Reluctant to kill his old girlfriend, Lincoln has her placed in a bedroom, to try and make her last hours comfortable.

In the morning, Lincoln and a number of his remaining able-bodied men, as well as Mary's daughter, Pat, and Theodore, set out to clear the town of the infected, although John Wilkinson, who refused to take part in the operation, feeling it to be a slaughter, stays behind to watch over Mary. While Abraham, and most of the others, are out, Wilkinson looks at an unconscious Mary, and scoffs at her, talking about how scandalous if would be if everyone in Washington knew that the President had once been in love with a whore. He then visits the infected Confederate, and identifies himself as an agent for the Confederacy, John Wilkes Booth, and tries to release the infected man, only to be forced to kill the dead Confederate when the creature attacks him.

Meanwhile, in town, things don't go so well. While a large number of zombies are killed, five agents are also killed, three due to being surprised/mobbed by zombies, one by suicide (to keep from dying like his partner when he was injured/surrounded), and one was ran over by a train (although he could have stepped to the side, he tried to outrun it instead and how in the hell the train showed up, and was not noticed by the others, is not mentioned or brought up, nor does the train stop, or try to stop), and thus Lincoln is forced to retreat back to the base with the survivors.

Wilkinson decides to kill Lincoln, but prevents himself from doing so when he catches the President praying at the base chapel, as be believed that killing the man during prayer would send the man's soul into Heaven, when he wished it to go to Hell. Garrett talks to Jackson, and manages to convince the Confederate General, and the other soldier, that Lincoln is right, and that his cause is just. Jackson shows Lincoln a cache of gunpowder, and a plan is formed - lure the zombies in the base, get as many as possible into the room, light a fuse, and watch it blow up, destroying both the zombies, and the base.

Jackson, although slightly hindered by a set of bad lungs, manages to call the undead into the fort, using his bugle. The undead come into the fort, and are tricked into the powder room, as the remaining survivors, except for Lincoln, Jackson, and Brown, escape from the fort through a secret passage. However, the fuse goes out. Lincoln is about to go to relight it, when Jackson, who is dying from previously sustained injuries, insists that he do the deed, stating that most of the infected Confederates had served under him, and that it would be more fitting for him to do it. Taking a torch, the General manages to light the fuse, dying in the process. Lincoln and Brown escape, using a Zip Line - like contraption they had made, and the zombies are all killed.

18 months later, Lincoln visits a zombified Mary, whom Lincoln had left in the care of a trustworthy doctor, to try and find a cure for her condition, and talks to her, mentioning that John Wilkinson was really John Wilkes Booth, and that the man was plotting his kidnapping, or assassination. When he tries to wash her hands, Mary bites Lincoln, thus infecting him. After killing her with a derringer, Lincoln writes a letter, and gives it to the doctor, giving him instructions to send it to Wilkinson.

The next day, an ailing Lincoln gets on a carriage, and goes to Ford's Theater, where, presumably, John Wilkes Booth kills him, mainly for Booth's own reasons, and, as Lincoln hoped, to prevent another outbreak from happening.

Malloy's Squad
"Captain Malloy: I'm willing to bet the outcome of this mission, and all of these men's pardons, on their ability to get this job done right.

General: Their pardons? Captain Malloy: That's right sir, their pardons."

- Captain Malloy, and General "There's no problem that can't be solved with the proper application of explosives."

- Sergeant Digger

During the waning days of World War 2, a German Nazi scientist tries to make a super-weapon to fight the Allies. To do this, he uses radiation to mutate a German soldier into the perfect killing machine. All of this is done in a heavily protected castle, which has the lab inside.

Meanwhile, Allied Command, having intercepted communications about the lab, although not the exact details of the experiments, other than the fact that radiation is used in some manner, and thus assumes what they think is the worst, gets Captain Pete Malloy (an American) to try and destroy it, as bombing missions to destroy the place have failed, badly. To this end, Malloy, who lacks the time it takes to train a group of special soldiers, handpicks a group of men who already have the skills that might prove useful. One soldier is an old friend of his, Sergeant Digger (British), a demolitions expert. Another soldier is Corporal Johnson (American), who volunteered for the job. The rest, however, were serving in one military prison or another. These men were Corporal Potter (American), who tended to get into fights, because he liked to hit things, Private Parker Lewis (American), who was in for stealing jeeps from the motor pool, one never knew if they needed to steal a German vehicle, Private "Papa" Papadakis (American), a sniper with close to a hundred kills, and Private Rhys-Jones (British), a man who liked to disguise himself as other people, recently arrested for impersonating a "certain three-star general", and claims that he's in line to the throne of England. At first, Command wonders about this choice, calling the group a bunch of misfits. Malloy ups the ante - if the men succeeded, they were to be given full pardons. Command, reluctantly, agrees, and the squad is sent out.

The squad parachutes into Nazi-held France, where Johnson and Papa are separated from the group. The pair meet up with the creature, which was sent out on a field test against the Allied Soldiers, and local Resistance forces. The two try to retreat, but Johnson is cut down. The rest of the squad encounter the creature and toss grenades at it, causing some building to collapse on it. The group runs over to a train depot, to try and discuss their options, with Papa soon locating them. Lewis suggest leaving, only for Papa to threaten to kill him for deserting. Lewis asks if that (killing him) was allowed, to which Malloy says that a Pardon was a Pardon.

The group goes into a warehouse, occupied by members of the French resistance, lead by Mariette Martinet, along with Jean-Michele. The two groups decide to work together to take out a German Ammo Dump, especially after the French reveal that the creature regenerates from it's wounds. The creature attacks them once more, killing several Resistance fighters. Potter manages to distract it, and takes the creature on one-on-one, holding its attention for a time, before he is killed.

Hamilton Rourke (Damnation)
"Rourke: I'm heading for the tower.

Yakecan: So am I.

Winslow: You don't have to do this.

Rourke: It's our choice.

Yakecan: You have enough explosives left?

Jack: We'll make sure some distractions keep Prescott busy.

Rourke: Doc, if we don't make it...

Winslow: We will. Thank you."

- Rourke, and other members of the Peacemakers "Aren't your arms getting tired?"

- Yakecan In an Alternative American Civil War,

Torque
"Most people call me Torque."

- Torque "You do good for an Inmate. I'll have to keep my eye on you."

- C.O. Ernesto Alvarez Torque was a man who was arrested, and convicted of the murders of his wife and two children. Sentenced to Death, he's transferred to Abbott State Penitentiary on Carnate Island to await execution. While waiting, a strange earthquake hits, and soon strange creatures show up, and he's forced to fight them, sometimes also fighting other inmates, and Corrections Officers that try to kill him, and sometimes teaming up with them. Along the way, he is visited by three ghosts - Dr. Killjoy, a former psychiatrist and medical practitioner, Hermes T. Haight, an executioner who enjoyed his job a little too much, and Horace P. Gauge, a man who murdered his wife during a conjugal visit - it seems that the island likes to bring out the worst in people, and the three judge him, based upon his choices, which will determine if he killed his family, or not.

After the events of Carnate Island, Torque arrives in Baltimore, where he is captured by the forces of a man named Blackmore. He also finds out that the creatures have also, somehow, made it to Baltimore, and soon he's forced to fight them again, along with Blackmore's forces. He also has to make decisions about if to help people or not. Along the way, he finds out that he and Blackmore share a strange connection, a connection that reveals that, in a way, Torque was responsible for his family's death, for Blackmore, who had arranged things, was Torque's Evil Alter Ego. It eventually comes to a head, as the two personalities fight for control of Torque's body. Based on Torque's decisions, this could lead to one, or the other, winning, or doom the two to keep on fighting for possession of the body.

Armies of Rome Total War
"Those people have never fought me before. I hope to give them a nasty surprise."

- Roman General "I have fought these men many times, and even now they must be preying to their false gods for mercy. They will have little enough of it from me."

- Roman General. In Rome Total War, 21 factions vie for power over the Roman World. These include 4 Roman-styled factions - the Senate, the Julii, the Brutii, and the Scipii, 4 Greek-Styled factions - Greek City States, Macedon, Seleucid Empire, and Thrace (which is sort of a Barbarian Hybrid), 3 Carthaginian-Styled factions - Carthage, Numidia, and Spain (which is a Barbarian hybrid), 3 Eastern-themed factions - Parthia, Armenia, Pontus, one Egyptian-themed faction - Egypt (which looks more like the New Kingdom of 1570BC than the Ptolemaic Kingdom of the Roman Era 270BC), 5 Barbarian-themed factions - Gaul, Briton, Germany, Scyathia, and Dacia, along with the Rebel Faction. Each faction tries to make alliances with some factions, while declaring war on the others, all to try to achieve their ultimate goal - control of the Mediterranean, and the Roman World of Rome Total War.

Hogan's Heroes
"There has never been a successful escape from Stalag 13."

- Klink "Hogan: If it were a live grenade, you would have been the first to run. You see, you and I both know that you're not a member of a super race.

Deutsch: After our war games, I shall teach you respect for the SS.

Hogan: I doubt it."

- Hogan and SS officer Deutsch, after the SS officer scares everyone, POW and Guard alike, except for Hogan, after tossing a dummy grenade at a group of prisoners.

Hogan's Heroes are a group of Allied Airmen located in a place called Stalag 13, a POW camp run by one Colonel Wilhelm Klink, and his right-hand man, Sergeant Hans Schultz. Thing is, it's the prisoners, lead by one Colonel Robert Hogan (American), who run the place, helping out the Allies in the process. In addition to Hogan, there's Corporal Peter Newkirk (British), Corporal Louis LeBeau (French), Sergeant Andrew Carter (American), Staff Sergeant James "Kinch" Kinchloe (African-American), and later, Sergeant Richard Baker (African-American), although other prisoners and various others have assisted the group.

Hogan and his men engage in various acts of sabotage, assisting the German Underground in their attempts to bring down Hitler, helping POWs and those who want to leave Germany get to England, pass on Top Secret information to Allied Command, and other such things. Of course, in order to keep up the charade of being simple P.O.W.s, Hogan always makes sure that his men are back at the camp in time for Role Call, or that they have a very good excuse to miss it - like having been sent to the Cooler for some infraction or another. Also, to make sure that things run smoothly, Hogan works to make sure that Klink and Schultz keep their jobs, and if they are in danger of loosing their positions, he will do whatever it takes to make sure that their position as Kommadant and Sargent of the Toughest P.O.W. camp, which has never had a successful escape, is restored, with or without them knowing about Hogan's aid, and sometimes, the Germans help them, knowingly or unknowingly, or a combination of both.

Zree Rrit
Zree-Rrit-Son-of-Meerz-Rrit, also known as First-Son-of-Meerz-Rrit, as well as Pouncer, was the son of the Patriarch Meerz-Rrit, who lead the the sabertooth cat-like race known as the Kzin from the planet known as Kzinhome. When civil war, in the form of skalazaal, which prohibits the use of energy weapons, as well as those that do not rely on the muscles of the wielder in order to work/do damage, occurs, having been declared by the Tzaatz Pride, whose leader desires the Patriarchy, and uses means that tread the lines of Honor, by using genetically-constructed beasts known as rapsari, Pouncer, as he's originally called, finds himself in a fight over honor, for his own survival. Forced to work alongside those his race had fought against for several generations, human ambassadors, Pouncer soon hooks up with a group of outcasts, the czrav, a seemingly primitive group, who consist of a significant minority of Telepaths, and, unlike in typical Kzin society, intelligent females, who fight against a religious order, one member of which leads the hunt against him, and his intelligent sister. After realizing that he's related to these outcasts, Pouncer fights alongside them, first to protect their Host's den, and later, after his sister's death, and the massacre of his mother's clan by the Tzaatz, manages to convince the other czrav clans to follow him in guerrilla-style hit-and-run attacks, striking Tzaatz and then vanishing without a trace. This weakens the Tzaatz's rule, and allows the Lesser Nobles and the common kzintzag to assist him, in terms of material, information, and shelter. By this time, Pouncer has come to call himself Zree-Rrit, in honor of a kzin warrior named Zree-Shraft-Who-Walked-Alone, a warrior in Kzin history, who had been in a similar situation - his family murdered, Zree Shraft had lived for one purpose, to regain that which had been stolen from him, and the Fanged God had heard him, tested him, and then had given him an army so that he could fulfill his vow. Just like his namesake, Zree Rrit gathers an army around him, and using the very means that had kept the czrav hidden from society, attacks the primary Tzaatz base, the Citadel of the Patriarch. The battle soon becomes a race against time, as Zree Rrit finds out that Earth has launched an attack force, which has a weapon that can destroy planets. Zree-Rrit manages to defeat his Tzaatz foes, and, with help from his human allies, manages to secure a Peace with Earth.

"Five" Survivors
"Fidel Castro: Viva la revolución.

Screen then shows the four of them coming out of the armory. McNamara with a Stakeout, Kennedy with a China Lake, Castro with a Bowie Knife and a Winter's Howl and Nixon with two HS-10s.

Robert McNamera: So...any last words Mr. President?

Richard Nixon: Yes Jack, any superlative words of inspiration for our humble troops?

John F. Kennedy: Do not pray for easy lives, my friends; pray to be...stronger men.

The group cocks their guns as the screen fades into colour, and then the intro ends."

- The Survivors, as they get ready to fight. In October of 1963, shortly after the Cuban Missile Crisis, Fidel Castro, Cuba's dictator, is having a meeting at the Pentagon with John F. Kennedy, President of the United States, Robert McNamara, Secretary of Defense, and Richard Nixon, former Vice-President of the United States. This meeting, which was to discus Castro's recent actions, which had almost caused WW3, gets interrupted when zombies break into the place, and begin attacking. The four are forced to work together to fend off the creatures, if they wish to survive.

The Scotsman (Samurai Jack)
"By th' look on ye face I can tell ya like th' pipes, wee laddie!"

- The Scotsman The Scotsman, known for being loud, and rude, and always playing his bagpipes, makes his debut when he encounters the one known as Samurai Jack, while crossing a rather long, and narrow bridge, from opposite ends. The two of them have an argument over who would get to their destination, and come to blows over this. This results in a swordfight that lasts three days, which had no clear winner, with both warriors eventually being unable to fight, yet refusing to quit. The two are then forced to work together, due in part to being handcuffed to each other, in order to fend off bounty hunters. The two come to a mutual understanding, and, once freed of each other, part as friends.

The pair would later encounter each other again, when the Scotsman came looking for the time-lost samurai, after his bonny wife gets kidnapped by Celtic Demons, and was only allowed to rescue her with the help of a stranger, and Jack was the only stranger he knew. The pair journeyed to the Scotsman's home, where Jack is introduced to the clan, who are just as loud and rude as he is, though he claims to be the mellow one of the family, although he has no problems intimidating them if need be. After proving himself, Jack soon helps the Scotsman save his wife, although, as it turns out, said wife didn't need help, especially after the head Celtic demon called her Fat, and signed his proverbial death warrant - the Scotsman's Wife is actually stronger than he is, and is very scary when angry.

Later, the pair would encounter each other, when the Scotsman finds an amnesiac Jack working as a waiter named Bret Worthington. The Scotsman points out the Samurai's true identity, with catches the interests of several nearby bounty hunters. The Scotsman is forced to protect the Samurai, who has forgotten how to defend himself, and has lost his sword as well. After this, the Scotsman takes Jack with him, as the pair go on a journey to recover Jack's memory, the Scotsman battling various threats along the way. Eventually, they end up on an island, with several sirens, who were the reason that Jack had forgotten who he was. Jack had come to the place, to try to convince them to stop abducting sailors, but they'd beaten him, in part because of their singing, causing him to forget who he was, and took his sword. The Scotsman proves to be immune to their singing, and soon fights to free them. As it turns out, the creatures can't stand his bagpipes, so he begins to play them. This has the effect of freeing their slaves, including Jack. The Sirens merge together, like a hydra, and try to constrict the Scotsman. However, Jack, his mind now free, looks at his sword, and remembers who he is. Grabbing his sword, Jack attacks the creatures, saving the Scotsman, who was still playing his pipes. Afterwards, having found out that the sailors have abandoned them, save for a rowboat, the Scotsman and Jack have a contest over who rows the boat. The Scotsman looses, meaning that Jack gets to row them to shore, much the the Scotsman's chagrin, as he wanted to do the rowing.

Ankh-Morpork City Watch
"I, [recruit's name], do solemnly swear by [recruit's deity of choice] to uphold the Laws and Ordinances of the city of Ankh-Morpork, serve the public trust, and defend the subjects of His/Her [delete whichever is inappropriate] Majesty [name of reigning monarch] without fear, favor, or thought of personal safety; to pursue evil-doers and protect the innocent, laying down my life if necessary in the cause of said duty, so help me [aforesaid deity]. Gods Save the King/Queen [delete which is inappropriate]."

- The Oath (oath is said as is, including punctuation) ""I wanted to give them a spot to shine in the sun, but it turned out to be a full blown tropical vacation.""

- Terry Pratchett on the Ankh-Morpork City Guard

''The Ankh-Morpork City Guard is featured in many of Terry Pratchett's Discworld books, including the first one The Colour of Magic, if only as a brief cameo, especially if Ankh-Morpork is featured somehow. However, the books featuring the Night Watch as the main characters are the following: '''Guards! Guards, Men at Arms, Feet of Clay, Jingo, The Fifth Elephant, Night Watch, Thud! and Snuff'.

The Ankh-Morpork City Watch, originally just the Night Watch, was at the low end of the short stick of Law and Order in the city of Ankh-Morpork, what with the other law enforcement sections, the Palace Guard, (protected the palace), Cable Street Particulars, (governmental intelligence), and the City Ward (patrolled the city in the daytime), being basically corrupt, in the case of the Palace Guard, or gangs in and of their own right, especially the City Ward, and the Particulars had been disbanded/destroyed, due to their unethical practices of unnecessary torture and causing riots (which resulted in their station being burned down by members of the Night Watch), especially since thieves had formed their own Guild, along with Assassins, and as long as they had licenses, were allowed to steal a certain amount from various people. The Night Watch, down to just three people by now, was effectively obsolete. This changed when Carrot Ironfoundersson, a human raised by dwarves, joined the Watch. Shortly after Carrot joined, the Watch was involved in a number of events, including saving the city from a dragon, and restoring Havelock Vetinari, the Patrician of the city, back to power, once a false king had been removed. The Watch was given a reward of their own choosing - a small pay increase, a new tea kettle, and a dartboard, much to the astonishment of the heads of the various guilds, who were expecting to be asked for a larger reward. Shortly afterwards, the City Watch was, due to a form of Affirmative Action, forced to hire minorities, and thus put them on the Night Watch, so that important people wouldn't have to see them. These included a dwarf, a troll, a w- *Boom!* Alchemist Guild just blew its roof off again! - ''awerewolf! ''Soon after this initial hiring, more trolls and dwarves were hired, in part to keep the numbers of trolls and dwarves equal, due to inter-species rivalries, and because of a riot that was going on at the time. It was also during this event that Carrot, and the Night Watch, took over the Day Watch, who were corrupt anyways, with Samuel Vimes being in overall Command.

Ever since, the Watch has opened the ranks to anyone, of any race, so long as they are in good standing. Currently, the Ankh-Morpork is Discworld's most diverse organization, of various species and cultures, having employed humans, dwarves, trolls, vampires, werewolves, zombies (don't worry, these guys don't want brains, as they have their own), gnomes, Nac Mac Feegles, golems, gargoyals, an Igor, and one Corporal Nobby Nobbs. Currently, they are a respectable organization, pay decent wages, with benefits, like medical, with an Igor as the doctor - most everyone lives after being operated on by him, unlike other doctors, and there's benefits for the Widows and Orphans of Watchmen killed in the line of Duty. They also have an Academy to train more Watchmen, though they tend to get poached by other cities, which Vimes tolerates because the trained watchmen have been trained to obey him. There is also a Forensics division, headed up by Cherry and Igor, to help solve crimes, as well as a traffic division. There's even an plain-clothes division, on the grounds that you need secret police to deal with secret crimes. Also, during times of emergencies, the Watch will enlist the Specials, basically Citizens Militia, to assist them.

There have been times where the group was disbanded, or resigned, due in part because of certain decisions by certain people, but they tend to reform as a Citizens' Militia, or even a Regiment, under the command of Vimes/Carrot, and after the end of whatever emergency that had occurred, get reinstated back into the Watch, once certain people are removed/change their minds.

Watchmen include the Following - Commander Sir Samuel Vimes, Leader - Human, Captain Carrot Ironfoundersson - dwarf-raised-human, is actually the rightful heir to the Ankh-Morpork throne, and strong enough to outfight a hundred men, and a troll, Captain Angua von Überwald - werewolf, and Carrot's love-interest, Sergeant Detritus, a troll who carries a very large crossbow and was the first troll to join the Watch, Sergeant Fred Colon, human, and lovable coward, Corporal Nobby Nobbs - good-natured compulsive thief, allegedly human, Sergeant Cheery Littlebottom - dwarf, alchemist, forensics officer, Constable Reginald Shoe - zombie (don't worry, Discworld zombies don't eat brains, but they are tough to kill), Lance-Constable Salacia "Sally" von Humpeding - vampire, Constable Dorfl - Golem and ironically enough, is an Athiest, Constable Visit-the-Infidel-with-Explanatory-Pamphlets - Human, Omnian faith, can clear the area by talking about religion, because no one wants to be around him when he talks about sins and virtues, usually called Visit or Washpot, Lance-Constable A.E. Pessimal - Human, Accountant, real good at paperwork, and finances, works like IRS officers, Constable Igor - Igor, doctor, Constable Downspout - Gargoyle, Surveillance Specialist, Corporal Buggy Swires - uses a bird for surveillance work, and is fairly good in a fight, Special-Constable Andy "Two Swords" Hancock - Human, Emergency Militia, loves his weapons, Sergeant Stronginthearm - Dwarf, K.I.A., Acting-Constable Cuddy - Dwarf, first Dwarf on Watch, K.I.A., Constables Flint and Morraine - Trolls, Joined Carrot's Citizen Militia, and later the reformed Watch, Lance-Constable Bluejohn - Troll, large enough to be used for Crowd Control, mainly because he is the crowd wherever he is, Corporal Ping - human, Andre - human, Secret Policeman, Wee Mad Arthur - Nac Mac Feegle (like a Gnome, only more violent), don't anger him, once took on 30 other Nac Mac Feegles, each of which can take out twelve humans, and don't anger him, The Librarian - Human-tuned Orangutan, speaks only in Ooks and Eeks, works at the Unseen University as the librarian for the wizards, strong enough to lift a man up by his ankles and slam their head on the pavement, Don't call him a monkey - ohshit!

Current achievements for the Watch include, arresting a dragon, restoring the Patrician back to power, stopping a rouge assassin, saving the Patrician, multiple times, stopping many riots, being involved in rebellions, in one manner or another, finding out that Carrot is the rightful heir to the throne, arresting two armies, at once, preventing one war, or another, giving Golems their freedom, making Goblins be recognized as citizens, defending Ankh-Morpork, solving crime, and seriously prodding buttock, as well as calling out "All's well!" when all is well of course. Also, they are the most ethnically diverse organization in all of Discworld.

Colton White
"Montana, 1880. My name is Colton White. My father and I hunt game for the riverboats coming up the Missouri. It's not a bad living, if you can stand getting kicked awake every dawn."

- Colton White Colton White was raised by a mountain man named Ned White, who made a living by hunting and selling furs and the like. One day, in 1880, Ned took Colton on a trip. However, the riverboat they use gets attacked by Renegades. The two work to save the passengers, but the boat becomes seriously damaged. Ned gives Colton a special item, and informs him that he wasn't Colton's father, and throws him overboard, to save his life.

Colton eventually learns the truth - his real father, a white doctor named Campbell, and his Apache wife, Colton's mother, had been murdered by a man named Thomas Magruder, who sought Quivira, the City of Gold, and now runs the territory with an iron fist. Colton soon works with a group of resistance fighters lead by Clay Allison, and a tribe of Apache warriors lead by Chief Many Wounds, whose father had been friends with Colton's father, and had been murdered my Magruder as well. After many battles, Colton eventually locates Magruder in the City of Gold, and avenges his family.

Sinbad (Dreamworks)
"So this is the infamous Sinbad. I heard all about this morning. First you try to rob Proteus, and then you save his life. So, which are you, a thief or a hero?"

- Marina, upon meeting Sinbad Sinbad was a Pirate in the era of Ancient Greece, robbing various ships on the Mediterranean Sea. He decides to rob a ship carrying the Book of Peace to Syracuse. After fighting a number of the guards, he encounters Proteus, an old friend of his, who is also the Prince of Syracuse. The two get into a fight, as Proteus is trying to protect the Book. This fight gets interrupted by Cetus, a large sea creature, forcing the two to fight together. They manage to defeat the creature, but Cetus drags Sinbad into the ocean, where he encounters Eris, Goddess of Chaos, who has a proposal for him; get the Book of Peace for her, and he'd have anything he wants.

Sinbad, reuniting with his crew, sets sail the Syracuse, where he locates Proteus at a party for the Book of Peace. Proteus introduces Sinbad to his fiancee, Marina, the Ambassador from Thrace. Sinbad leaves leaves the party, along with his men, much to the chagrin of one, who was in the process of divesting himself of yet another weapon. However, Eris sees this, and frames Sinbad, by making herself look like him, and stealing the book. Sinbad is arrested for the crime, and, despite claiming his innocence, is to be executed for the deed. Proteus uses the Substitution Rule, and takes Sinbad's place - if Sinbad can't find the book within a week, Proteus would be executed. Marina smuggles herself on board Sinbad's ship, all but forcing him to sail to Tartarus, Eris's realm.

Along the way, Marina ends up earning the respect of the crew, after saving them from one monster, or another, especially a group of Sirens, to the point that all of them are rather polite to her and more than willing to help her out, and is in turn rescued by Sinbad when a roc kidnaps her, while she saved yet another crewman. Sinbad reveals that he and Proteus that they were friends when they were young, but something had cause Sinbad to leave; Marina - he had fallen in love with her, but to keep his friendship with Proteus from becoming strained, had left, becoming a pirate.

They eventually get to the entrance to Tartarus, where Sinbad, with Marina by his side, confronts Eris. Eris tells the pirate that the whole thing had been a setup - if Sinbad didn't return to Syracuse, Proteus would die, ridding the area of is rightful future ruler, causing the place to descend into glorious chaos. Eris then asks Sinbad a question: if he didn't get the Book of Peace, would he go back to Syracuse to die? Sinbad replies that he would, to which Eris sends the pair back to the mortal world, claiming Sinbad to be a liar.

Reluctantly, Sinbad returns to Syracuse, in time to save Proteus. He then takes his place at the Executioner's Block, only for the Executioner's sword to be destroyed. Eris shows up, calling Sinbad to the the worst liar ever. Sinbad points out that he didn't lie, as he'd came back of his own free will, and was willing to die to save his friend. He then reminds Eris of her promise, which forces her to give back the Book of Peace. As a result, Sinbad is forgiven, by a lot of people. Proteus talks to Marina, and gives her permission to leave him, so that she could go with the man she loves; Sinbad. On board the ship, Sinbad finds out that Marina has come on board, and says that some repairs are needed. This causes Sinbad to remark that the voyage to the location would be a long one, to which Marina says that she'd protect him. The two kiss, only for Spike, Sinbad's lovable dog, to interrupt them.

Kzinti
"Skraii rar kzintoshi! (I lead my Heroes!)"

- Kzinti battle-cry "I urinate on the shrines of your ancestors from a height, and excrete partially-digested vegetable material on them!"

- Kzinti insult and curse

Kzinti (plural)/ Kzin (singular), or Heroes as they call themselves, are a race of felinoid aliens, whom humans have fought several interstellar wars with. Standing 8 feet tall, and weighing 500 pounds, these humanoid cat-like creatures have a penchant for fighting at the drop of a hat over the simplest of insults, with the winner of the fight often taking the loser's ears as a trophy, along with everything they own, to say nothing about their lives.

Sometime, back in their feudal era, the Kzinti, who were fierce warriors, even then, were contacted by a race known as the Jotok, a race of interstellar merchants, who were looking for mercenaries to help guard and protect their trading empire. In return, they were given high technology weapons, and spacecraft, among other things, such as certain genetic modifications to make them better warriors/fighters. This proved to be a big mistake for the Jotok. Within a few generations, the Kzinti rebelled, overthrow their employers, and turned them into little more than slave/prey. (As of now, the exact reason for the rebellion is not clear, but could involve Religion, as the cats believe that they are the favored servant of the Fanged God, a Matter of Honor/Dishonor, because while Kzinti tend to keep the deals they make, they react harshly towards those who break them, or, perhaps, they were just plain too Violent.) The Kzinti then set out to conquer other planets, turning the other races they meet into slaves/prey. One of the things that aids them in this is the fact that by the time most races discover interstellar travel capabilities, they have largely put aside warfare, and thus have little to no space weaponry.

This continues for 50,000 odd years, until in the 2350's the Kzinti officially encounter humanity. While there were isolated incidents - Vaughn's Tiger-Man of 1878AD, and the disappearance of the Roman Legio IX Hispana in 120AD - said incidents were disregarded as freak incidents, like an abnormally large tiger, or an attack by barbarians. Funny enough, Humanity had largely forgotten about warfare by this time, with their own history having been edited by an organization known as ARM, which destroyed anything that had references to the military, real and fictional, and restricted certain potentially dangerous technologies. That being said, the encounter between the Kzin ship known as Tracker and the Human ship known as Angel's Pencil changed everything. Tracker had tried to cook the humans on board the Angel's Pencil, so that the Human ship could be captured and studied, by using an induction ray, but the humans, realizing the danger, decide to get away - fortunately, the exhaust vents for the humans' ship were pointed right in the direction of the Kzin ship, and acted like a large cutting torch, slicing through the haul of the enemy ship. The crew of the Pencil investigated the alien ship, and upon discovering the danger, sent a message to Earth, which took eight years to get there.

Once the message got to Earth, it was initially dismissed as some sort of criminal hoax. However, an investigation into the matter, which also involved the investigation of the Vaughn's Tiger-Man, which involved a British officer in the 19th century killing a rather strange tiger, due in part to the suspected connection between the officer and his Modern descendant, soon revealed that it wasn't a hoax, that a tiger-like alien race was hostile, and would soon be heading for Earth. ARM, rather reluctantly, begins to take measures to prepare Earth, and its colonies, for the coming war.

One such colony, Wunderland, gets invaded in 2568. The colonists, barely getting the information in time, mount a fierce defense, utilizing the Kzin's own weaknesses, like jumping into a fight without checking out the situation, against them. Also, it seems that the Kzinti lack the experience for fighting foes with technology that's similar to theirs. That being said, this does not stop the Kzinti from taking over the planet, and using it as a base to attack Earth. The fighters on Wunderland soon resort to Guerrilla Warfare, Ambushes, sneak attacks, booby-traps, fighting in caves, and the like.

As for the Kzinti, they use human collaborators - high-ranking slaves in their eyes - to take care of the day-to-day matters of running Wunderland, or Ka'ashi as they called it. For the most part, average citizens, as long as they showed proper respect, and were smart enough not to show their teeth, which Kzin took as a threat, were left alone, providing that they did their work, paid their taxes, and did not cause trouble. As for Criminals, Rebels, and others who caused trouble, there were the Public Hunts, where Malcontents were hunted in large park-like landscapes by Kzinti, killed, and eaten. Since said Hunts tended to be televised, this had the habit of keeping rebellion down. Eventually, a change ends up occurring in the Kzinti, especially those who grow up on Wunderland, subtly at first. A sense of respect begins to grow between the two races. In 2420, Chuut-Riit, the Kzin in charge of those on the planet, as well as a relative of the Patriarch on Kzinhome, is assassinated. A civil war between those who had followed him, under Traat-Admiral, and those who were more Traditional, under Ktrodni-Stkaa, occurs. This, combined with a Fleet from Earth, which were equipped with newly developed hyperdrive engines, which could travel faster than light, soon puts an end to the occupation. The Kzinti on the planet, with most of their superior officers killed in the fighting, soon surrender. In 2433, the Patriarch himself is forced to surrender, and signs a Peace Treaty with Humanity. Of course, not everyone gets/ understands/ follows the message, and various isolated incidents occur.

The Kzinti undergo further changes. Those still on Wunderland start to cooperate with humans, gradually becoming involved in politics, especially under one known as Vaemar-Riit, the surviving son of Chuut-Riit, stepson of Raargh-Sergeant, who were some of the first Kzinti to start really learning about humans. Other Wounderkzin, as they are soon called, become law enforcement officers, especially in remote areas where bandits, and certain problematic creatures called morlocks and lesslocks, are common, especially since the humans there have things they need, and agents for Humanity when dealing with other Kzinti. Other Kzinti start using their brains more, becoming patient, and more cunning, as opposed to just screaming and leaping into the fray. That being said, there are still several more wars, and various incidents, the last of which ends in 2618. Still, even as of 2900, Kzinti are still trying to figure out a way to deal with the Humans in terms that would restore their former glory.

Honor is everything to a Kzin; a Kzin without honor is soon without life, or possibly even Name. Kzin never forget debts that they either owe, or are owed, and do whatever it takes to make sure that the debt is paid off. For instance, one Kzin, who had a mate and two kids, all of which were sick, went to a nearby human village, and practically begged for medicine for his family. Said village took them in, and once it was discovered that the Kzin's family lived near a gold mine, they used to gold to, essentially, pay for the medicines, among other things that were needed. The leader of the village, a man called the Judge, gave the Kzin a name, Ruat. When the village gets attacked by vicious creatures known as Lesslocks, Ruat, and his son, aided the villages, killing most of the Lesslocks. This, and other actions, inspired the Judge to give Ruat the job of Sheriff, which drastically reduced what little crime there was. Later on, when the Judge saved the life of Vaemar-Riit's daughter, Arwen, from a group of lesslock armed with firearms, getting seriously injured in the process - Vaemar being the head Kzin on the planet - Karan, his mate, stayed at the village, temporarily taking over for the Judge, and used her position as Vaermar's mate to order up some special military drones to hunt the creatures down, and kill a large number of them, paying off part of the debt that they owed.

Honor, in the form of strakh, is a currency for Kzin. The higher ones rank is, the more strakh they have, and they can bestow this upon others. For instance, should the son of a Noble visit a vendor, and make a purchase from them, this gives the vendor more strakh than he'd ordinarily get in a month, and in turn, other prominent Kzin will pay the vendor visits, if only to see what's so good about the vendor's wares. In one case, the Patriarch's son visited a vendor, and made a purchase, which sent a subtle message to the Nobles about using their own strakh to help others in need. A few days later, the Patriarch's son, in need of a place to hide himself, his sister, and the human ambassadors he was honor-bound to protect, located the vendor he'd stopped at previously, and was even surprised at the changes made within the two days since he last saw the vendor - from a simple stall, the vendor now had a proper store.

Kzin culture is, in many ways, at odds with itself. On the one hand, they have highly advanced technology, but their customs are at a feudal stage - similar to Medieval Europe in a way - with various Families, Clans, Prides, and eventually the Patriarch. Kzinti have no issues fighting with one another over insults, especially if Honor is involved. Sometimes the loser lives, but many times, they do not. Depending on the situation, the Winner then has the right to take the other fighter's ears, their possessions - home, personal belongings, rank, mates and daughters if the other had them, and kill the sons if he wishes to do so. In some cases, Civil War can occur, although strict rules have to be followed by both sides, such as using Medieval-type weaponry instead of using more Modern-type weaponry - failure to follow these rules can lead to the one side being considered Dishonorable, with Victory being given to the other fighters.

When it comes to battle, Kzinti have the habit of cutting the ears, or another body part if ears are not available, off of foes they've defeated, and adding them to metal rings, to symbolize their victory over said foe. On some occasions, however, if the foe was a particularly worthy one, they will leave the body unmolested, and have it preserved as a trophy, or treated with a certain amount of respect at any rate. As for those they consider to be no more than prey, they tend to get eaten. Also, despite having weapons that are powerful enough to destroy cities, and even planets themselves, Kzinti tend to be, conservationists, and sportsman-like, as it were, and tend to arm their forces with weapons that would give their prey a fighting chance. For instance, if a Kzin encounters a human who has decided to fight him without weapons or armor, he will strip his own self of weapons and armor, which can be an interesting situation when fighting a human from the planet Jinx, who has been trained in Hellflare techniques - a special well-placed kick can fracture a Kzin's skull, just as the Kzin's claws slash the human's torso, killing both fighters. In another situation, Kzinti on the planet Kzrral fight humans - who are trained in Roman Empire-style arms and tactics, being descended from the Roman Legio IX Hispana, as well as some Celtic Barbarians, which had been hired/abducted by the Free Jatok to help them fight Kzinti, and keep them from Earth before it had a chance to fight back, a conflict which went on until 2554 when agents from Wunderland helped the Roman Legionary descendants out - by using repeating rifles and crossbows, instead of the usual laser rifles. That being said, the average kill-ratio of unarmed Humans per unarmed Kzinti is about 40 humans per Kzin, though modern armor and weaponry tends to make things equal.

When it comes to warfare, Kzinti are, usually, smart enough to send a large fleet to attack their enemies. Then, they start working on the second fleet, and even the third, and fourth, making them progressively larger and larger, refining tactics as reports came in from the target, and send in the next wave. The philosophy behind this is that it's better to send in a large number of reinforcements, whose only purpose is garrison duty, as opposed to sending in the target's would-be Planetary Governor, only to find out that the planet hadn't been conquered, with the Planetary Governor, who might be related to the Patriarch, or another Noble Family, being killed or captured in a pointless fight. It was this tactic that was used against Earth during the first Man-Kzin war, with Wunderland being the starting point - four fleets, over a fifty year period were sent, all of them defeated. A fifth fleet was in the process of being assembled when the Human Armada from Earth, using hyperspace engines, showed up. This was in part that it was an eight year round trip, normally, with most of the kzinti warriors making the trip to the target in coldsleep - suspended animation/hibernation. With a hyperdrive engine, the trip only took a few months, if that.

Another interesting aspect about Kzin is that, while males are usually as smart as a human, females are, usually, barely smarter than a chimpanzee. This is in part due to Genetic Manipulation by certain priests in the Past, to keep the females as little more than child-bearers. These priest investigate each cub, including those of the Patriarch - females for intelligence, males for telepathy - intelligent females are killed, telepathic males are feed a drug that enhances their ability, but makes them addicts. That being said, in places were the Priests do not go, like Wunderland, or even remote/dangerous areas of Kzinhome, among others, Telepaths and Intelligent Females are emerging, especially on human-held worlds, where drugs are available to help females become intelligent, and let Telepaths use their abilities, without suffering from the worst effects traditionally occurring with drugs used by Telepaths. As it is, it can be argued that Intelligent Female Kzin are more dangerous than males.

Another aspect when it comes to Kzinti is their names - most Kzin don't have one. Names are only given to those who have proven themselves, or earned them. They are called by things like, if their Sire has a name Third-Son-of-Chuut-Riit, or perhaps a nickname like Pouncer, or Spots. They might be called by their military rank or occupation, like Trader-who-was-Tank Leader. If they prove themselves, such as in battle, they might get a partial name, like Raargh-Sergeant. Only exceptional Kzin, or those of Nobility, get a full name, like Chuut-Riit.

Another interesting aspect is how Kzinti acquire mates. Should a Kzin warrior prove himself in battle, such as killing an enemy officer, or leader, or saved their own leader from the enemy, their commanding officer might reward him with one of his own older mates, or, if he does exceptionally well, might give him one of his daughters instead, as younger females are more fertile than the older ones. Females can also be traded between Kzinti, trading ones own daughter for that of a friend's daughter, or something like this, or to pay off a deabt. Sons inherit their father's mates, and will divide them accordingly, sharing them with their half-siblings who are of age, making sure that their own mother is not among their own mates. Another way is to kill someone, in a legal duel, which lets them get their opponent's mates. If two males desire the same female, things get interesting. If the two males are siblings, full or half, or friends at any rate, an agreement might be made, where the two males share the female, both in terms of having sex, and having offspring with the female. Should the two be rivals, or not in agreement about sharing, there will be a fight, and usually it will be to the death, after which, the winner claims his prizes, the female, and his foe's ears.

As for family care, males are in charge, especially where raising the male offspring is concerned. It's up to the father to teach his son how to hunt, how to fight, and how to kill. Hunts are like training for Kzinti; if one can't survive a simple hunt, they wouldn't have made it through military training, thus weaklings are despised, even by their own family, usually being killed, at least in Traditional Kzinti families. In areas where Kzinti are influenced by Humans, things are easier for those who are weaker, or timid, though there is still bullying - as it is, a number of them turn out to be excellent mathematicians and scientists, even doubling as security/brute strength when working with their human counterparts, as they are still very strong, and highly lethal, and no one messes with a Kzin's friend twice.

If Kzinti have any weakness, it's in how they are single-minded in pursuit of their objectives, whereas humans are far more flexible in their thinking. According to Hap, a Kzin raised by humans, between the years 2396 to 2419, Kzinti are like an arrow, going in a single direction, regardless of questions or regrets - Conquer, get a Name, a mate, offspring - all to get greater Respect. Humans, on the other hand, are like the ripples on running water - moving in many directions at once, thus becoming very versatile. In short, Kzinti don't change easily, whereas humans do. As Hap witnessed, when he was captured as a cub in 2396, Humans, at the time, were still dealing with the effects of a 300 year long peace, and it was new technology, or newly released technology, that had beaten the Third Wave, that Hap had arrived in. 15 years later, when the Forth Wave attacked Earth, Earth forces didn't have anything new, but Humans, by that time, had become highly aggressive, and it was this aggression, which was influencing even non-fighting humans, that caused the defeat of the Kzinti attack force. It was this increase in Human aggressiveness, which was demonstrated when Earth forces devastated the planet Hssin to the point that everything, Kzinti, Slaves, young, old, male, female, had been killed, which forced the Kzinti Patriarch to sign the Mac-Donald-Rishshi Peace Treaty of 2433. Of course, Kzinti are stubborn, and, some, can't wait for another war with Humanity, although most are trying to figure out another way to deal with the humans, without causing a massive amount of death to their people, which the wars had caused.

Silver (Man-Kzin Wars Series)
"There was those as feared Gra-Prompyh, and those who feared Skel, and more who feared K'zarr. But K'zarr hisself was feared of me, an' good sense he showed there, ye may lay to it."

- Silver "He could be your friend or teacher one moment, and bite your throat out the next; not angry like, not in a rage, cool as liquid air he were, wi' a friendly flick o' the ears before he drank o' a kzin's heart's blood."

- Bengar on Silver Silver, much like his counterpart from Robert Louis Stevenson's book, is a kzin who could be your best friend one moment, and your worst enemy the next. Formally, he was one of the leading officers of a freebooter kzin named K'zarr. K'zarr had a reputation of brutality that exceeded that of the average kzin, who are known to be fairly brutal towards their foes. For instance, he raided a Wunderland monastery, something that most kzin wouldn't do due to it being Sacred ground, making off with the place's medicinal supplies, treasure, and a number of refugees staying on the grounds, which were sold into slavery. He even burned the city of Neue Dresden, which had tried to surrender during the initial invasion of 2368. Even Kzin-occupied towns and asteroids were not safe from him. Both sides, Human and Kzin alike, in between killing each other, had placed bounties upon his head, and those of his crew, which made him laugh. However, there was one person that K'zarr feared, Silver.

Silver was an interesting kzin. Upon being introduced, Silver is having been mentioned as assisting in crewing the ship Valiant, on behalf of the kzin Lord Orion Riit, and others, due to having plenty of experience in such matters, bringing aboard a bunch of old kzinti shipmates of his, and becomes the tutor for Orion's daughter, Marthar Riit, and her human friend Peter Cartwright. When Marthar and Peter first see him, they wonder if Silver is the kzin they were supposed to keep an eye out for, a vicious kzin with red fur with a silver blaze on his chest and only one real leg, but, while he only had one real leg, and the artificial one seemed to be ill-fitting, his fur color was off, and seemed to be way too friendly to be a pirate.

However, Peter notices that one of the crew looks like a pirate who had destroyed his home a few weeks prior, but the Kzin slips away, and gets away, before anyone can catch him. Later, while Peter and Marthar are exploring the ship, the pirate shows up, backing them into a corner, so he could kill the. However, Silver shows up, and kills the pirate with his own seven foot cutlass. This appears to show that he's a good person, for a time.

Later, Peter, having had an argument with Marthar, is searching for Silver, when he gets accidentally locked inside the kzinti crew's snack locker, and locates the remains of the First Mate, Arrow, who had gone missing somehow, and thus gets a rather strange feeling that things were not right. When the door opens, Peter hides long enough from the crewman to grab some meat, and shoves his foot in the door, to keep it from locking. He then hears the crew talking in some kzin dialect he doesn't know, and uses a communicator to translate it, in text mood. His suspicions are confirmed; the crew are pirates, members of K'zarr's old crew. Worst of all, Silver is their leader.

Peter soon informs those who are known to be loyal - Marthar-Riit, Orion-Riit, Judge Thoma, Doctor Lemoine, and S'maak-Captain - about the deception. Due to the fact that Silver was in control of the mutineers, the decision is made not to kill Silver, just yet, as it was unknown who would take his place afterwards.

SID 6.7
"I'm a fifty terrabyte, self-evolving, neural network, double backflip off the high platform. I'm not a swan dive."

- SID 6.7 "While officers gather evidence of the grisly crime scene, you can only ask yourselves, "What kind of lunatic would commit such unthinkable crimes?" The three adjectives which best describe this killer are sadistic, intelligent and dangerous."

- Hologram Head in V.R. describing SID 6.7 SID 6.7 is a composite of 183 of the world's most dangerous criminals dictators and madmen, including, among others, Adolf Hitler, Jesse James, Ted Bundy, Benito Mussolini, and, rather importantly, one bomber named Mathew Grimes. His purpose, to help train police officers in the, supposedly, safe world of Virtual reality. Of course, to test it out, criminals are used as guinea pigs, including one ex-cop Parker Barnes, who had been convicted of manslaughter. After killing one of the testers in a manner he wasn't supposed to, via electrocution, this caused an over-stimulation of the tester, actually killing him, SID 6.7 was supposed to be shut down, pending a review.

SID 6.7 convinces his creator not to shut him down, and to give him a real body, because killing for real was a rush. Lindenmeyer, his creator, tricks a programmer into giving SID 6.7 an android body made up of nanomachines, which, should the body get damaged, can use the silicon in glass to regenerate. SID 6.7 soon starts off as a copycat of the various murderers that make him up, including a Charles Madison "Death to the Pigs" message, written in blood. Meanwhile, Parker is reinstated into the force, with instructions to stop SID 6.7, in exchange for a full pardon. Parker soon finds out that SID 6.7 is made up of almost 200 individual people, all fighting for the control of his personality, including Mathew Grimes - a domestic terrorist who murdered Parker's wife and daughter, who Parker killed in turn - part of the reason that Parker was behind bars had to deal with the fact that a reporter and cameraman had been killed by Parker during a moment of rage-filled confusion.

SID 6.7 soon takes hostages at a nightclub, creating a musical of pain, as it were. Parker soon gets there, and shoots him multiple times. SID 6.7 manages to escape, and recognizes Parker for who he is, both as the only person who has come closest to catching him in VR, and as a man one of his personalities had a grudge against, Mathew Grimes, which brings the terrorist oozing to the surface. SID 6.7 soon becomes something of an addict, seeking greater kills, greater coverage, and goes to a wrestling arena, but his attempt there is foiled by Parker. During his escape, SID 6.7 takes a hostage, and taunts Parker, telling him that it wasn't VR, and kills the hostage, setting Parker up.

Parker is placed on the back of prisoner vehicle, to be taken back to the penitentiary. During the trip, Parker remembers what happened to his family. SID 6.7 stops the vehicle, kills the guards, and has a chat with Parker, talking about the downfalls of Reality, no Saving, no Resetting, or anything that could bring back his family.

Varden
"To me, men of the Varden! Fight to win back your homes. Fight to guard your wives and children! Fight to overthrow Galbatorix! Attack and bathe your blades in the blood of our enemies! Charge!"

- Nasuada - at the Battle of the Burning Plains The Varden are a group of rebels formed by the former Dragon Rider Brom to resist the rule of the one known as Galbatorix, who decided to attack the Riders after the loss of his original dragon. Brom manages to get together a number of people who dislike what has happened, to form a resistance group. They manage to make an alliance with the Dwarves of the Beor Mountains and the Elves of Du Weldenvarden forest, as well as the men of Surda, which had used the turmoil to form their own nation. By the time of Eragon, their leader was Ajihad, though, after his murder, leadership falls to his daughter, Nasuada.

For roughly a hundred years, the Varden resisted Galbatorix's rule, and assassinated his agents, especially those of the Forsworn, a group of corrupt dragon riders, who had sided with the tyrant during the war against the dragon riders. Also, using a network of spies and agents, they sought to locate the remaining dragon eggs, to try and deny their use by the king.

Matthew Quigley
"It's a lever-action, breach-loader. Usual barrel length's thirty inches. This one has an extra four. It's converted to use a special forty-five caliber, hundred-and-ten-grain metal cartridge, with a five-hundred-forty-grain paper patch bullet. It's fitted with double-set triggers, and a Vernier sight, marked up to twelve-hundred yards. This one shoots a mite further."

- Matthew Quigley discussing his rifle "I said I never had much use for one. Never said I didn't know how to use it."

- Matthew Quigley - talking about using revolvers, after killing his former boss. Matthew Quigley is a cowboy and sharpshooter from Wyoming, who heard about a rancher in Australia who needed an expert rifleman. He proves he's the man by firing several shots at a sheet of paper at 900 yards away, and sending the paper to the employer with the message "M. Quigley 900 yards." Upon getting to Australia, a few elderly passengers are being harassed by another man, so he intervenes, explaining that the couple had come a long way, and were just as anxious to get off the boat, and lets the couple go before him. When the rude man, who was now behind Quigley, continues to complain, Quigley uses the butt of his rifle to hit the man in the groin, and tells the elderly woman, who wishes to apologize for the hold up, that the man really isn't in that big of a hurry after all.

Quigley soon encounters a group of men trying to abduct a woman, and tells them to leave her alone. The woman calls him Roy, and hugs him, asking him to take her back home. The men soon get into a fight with him, with the woman, Crazy Cora, assisting him, accidentally hitting him a few times with an oar, all the while calling him Roy. Quigley finally identifies himself to the woman as "Matthew Quigley", which causes the men, who have experienced the butt end of Quigley's rifle, and his hands, a few times each, to stop fighting, and say that he's the man the Boss was looking for, and had sent them to get.

The men take Quigley, with Cora tagging along, to Elliot Marston's place. Along the way, they encounter British Major Ashley-Pitt, who dislikes Americans, for being uncouth misfits. Quigley tells him that America got rid of its misfits by sending them back to England. The Major informs the men that they are looking for two deserters, and rides off, with his men.

Once they get to Marston's place, Quigley tells Marston that he promised gold to the one who got there, and mentioned that it had been a three month trip. Marston gives him his gold, and asks Quigley if he's as good as his note says. Quiqley removes the cloth from his rifle, a Sharps rifle with special ammunition, with the capability of hitting a target at 1,200 yards away. Quigley demonstrates his capabilities on a bucket that is at a quarter of a mile away, hitting it three times, which impresses Marston enough to hire the man. One of Marston's men brings in the two deserters that Major Ashley-Pitt was looking for. Marston seems to sympathize with the pair, but tells them that desertion warranted the death penalty, and they were trespassing on his land anyways, but sees no reason for them to be treated like animals. He then sets them against some posts, where Marstan's man, leaving his rifle, unties the one deserter, and works on the other, when the first goes for his rifle, while the second goes for his handgun. Both are quickly gunned down by Marston, with a Colt Army revolver. Marston then invites Quigley to dinner.

During dinner, Marston explains why he wants Quigley to work for him; he wants the American to kill Australian Aborigines for him, in part because Aborigines killed his parents, and in part because the Government is letting people settle things in their own way "Pacification by Force". Quigley, thinking he'd been hired to kill coyote-like dingoes, does not like this. Marston finds himself getting punched out of his own house, twice. Marston orders his men, a bunch of Irish convicts, to go and get him, but Quigley sets himself up, and has his gun with him. Problem for Quigley, Marston's Aboriginal servant knocks him out with a heavy object. Marston's men then proceed to beat Quigley almost to death. Cora tries to help, but is also beaten. Marston then orders them to be dumped in to the Australian desert, so that the wilderness can kill them.

After being dumped, Quigley manages to kill those who dumped him and Cora, one with a knife, and one with his rifle. Shortly after this, Quigley and Cora are rescued by Aborigines, who nurse them back to health in a cave. Quigley and Cora spend some time with the tribe, becoming friends with them. Cora tells her story - she was married to a man named Roy Cobb, and together the pair had a baby. One day, while Roy was out hunting, a group of Comanches came to their sod house. Cora and the baby hid in the root cellar, and the baby started crying. Cora tried to keep him quiet, and accidentally smothered the baby. The Comanches, who hadn't meant any harm, just being drunk, left. When Roy came home and found out, he buried the baby, got Cora on a wagon, headed to Galveston, and put her on the first ship he found, saying that he didn't want a woman who would kill his son to save herself. Worse than that though, he didn't look back at her, as he walked off, and the ship sailed away.

One morning, the Aborigines leave, and Quigley soon sees why - Marston's men have shown up, and start to attack the natives. The warriors try to fight back, but their throwing spears don't have the range of the firearms used by Marston's men. However, the men are in range of Quigley's rifle, who attacks the foe from the cave, which distracts the enemy long enough for the Aborigines to kill one of them, and get away from the fight. Quigley manages to kill all but one of the enemy, who rides away. Quigley gets a horse, a saddle, and some canteens. Quigley and Cora leave, knowing that Marston now knew that they were alive.

As they travel, the pair comes across more of Marston's men, trying to drive another group of Aborigines over the edge of a cliff. Once again, Quigley uses his rifle to kill several of them, forcing them to run away, and saving the remaining Aborigines. Quigley learns the location of a town, as well as Marston's Station, from a dying man, and Cora finds a toddler that survived the massacre.

Quigley soon heads to town, leaving Cora, with a supply of food, water, plus the weapons looted from Marston's dead men, in a cave. Quigley locates a friendly gunsmith, who helps him out with supplies, mainly in part because he hates Marston, who keeps on trying to kill the Aborigines, whom the gunsmith is friends with. Qugley learns that the Aborigines have taken to calling him the "Spirit Warrior".

While this is going on, dingoes, who were out hunting, come across Cora and the baby, and try to attack. In a reversal of the situation that had happened to her before, Cora fights back, killing/wounding several of the wild dogs, and driving the rest off.

Back in town, several of Marston's men, who were there drinking, notice Quigley's horse, and decide to try to kill Quigley, as Marston has placed a substantial bounty on his head. During the fight, the gunsmith's wife is killed. After killing the rest of the men, Quigley lets the wounded survivor leave with a message, to let Marston know that Quigley is coming for him.

Later, the next day, Quigley returns to the cave, and finds the dead dingoes, as well as a tired Cora, and the baby, who is just fine. The trio go to town, where the baby is given to another group of Aborigines, to take care of.

Quigley then sets off to fight Marston, but stops, and looks at Cora, as if to say that he'd be back, which makes Cora happy. When Quigley get's to Marston's place, he kills a man who was looking for him, and send the horse back with a note - safe passage would be granted to those who left, save Marston. Marston orders all of his men to stand watch through the night, however, some desert. Come morning, Quigley kills two men who were standing one in front of the other.

Willikins (Discworld Series)
"I knows a bad one when I sees them. I have a mirror."

- Willikins "You know, Willikins, I've said it before, you'd make a bloody good copper if it wasn't for the fact you'd make a bloody good assassin."

- Samuel Vimes Willikins is a butler in the service of Sybil Ramkin, richest woman in all Ankh-Morpork, and later, her husband, Samuel Vimes, who was Commander of the City Watch, and Duke, as well as Blackboard Monitor, and Knight.

Willikins was a member of a street gang in his youth, one allied to a gang that one young Samuel Vimes was in, though the two wouldn't cross paths until much later in life. Eventually, he started working for the Ramkin family, and over time, became the main butler of the family.

At first glance, Willikins seems like your typical posh butler, but anyone thinking about breaking into the Ramkin home would soon find themselves dead wrong. He may have left the streets, but the Streets never left him. Anyone entering the home illegally, unless a proper member of the Ankh-Morpork Thieves Guild, with a proper Thieves Guild license, will find themselves on the wrong end of a knife wielded by Willikins, and this being an ordinary kitchen knife for cutting meat, or ice. Then again, breaking into the home of the Commander of the City Watch is a bad idea in general.

Willikins has only left the employ of the Ramkin's family once, and that was to join the war against Klatch, during the events of Jingo, where he proved himself, making it to the rank of Sergeant, and apparently bit the nose off of one of his foes, which he admits is true. Eventually, his patrol, which was looking for supplies at the time, and being somewhat lost, and trying to avoid Klatchian patrols, encountered Sam Vimes, and his men, who were in the area on a slightly related matter, and joined his forces with those of his master, who were the guests of a local warrior tribe called the D'regs. When Sam Vimes arrested the commanders of both the Ankh-Morporkian Army and the Klatchian Army, Carrot, Vimes' second-in-command, set up a football game between the two forces, which Willikins took part in, causing a number of minor injuries to the opposition. Ankh-Morpork won on fouls in the end.

On another occasion, during Thud!, it is revealed that Willikins is a member of the "Specials" - the Ankh-Morpork City Militia, and he assisted the Ankh-Morpork City Watch during a riot between dwarves and trolls, though thankfully, for the dwarves and trolls alike, both groups of combatants were largely incapacitated by being made drunk, due to trickery upon the part of the Watch. That being said, Vimes made an enemy of some powerful Deep-Down dwarves, who sent some of their followers into the Ramkin house by tunneling into the cellar, where they encountered Willikins cutting ice, with an ice knife, which had an 18 inch serrated steel blade, which he was "forced to use to defend himself", killing one dwarf with it, and hanging another upon a meat hook, through the shoulder. He then used a dwarven flamethrower to make sure that no other would-be assassins were coming through. He would then help Vimes and his men get to Koom Valley, which was very important to Dwarves and Trolls alike, to help locate important evidence about the situation regarding the first famous battle between dwarves and trolls.

Some years later, during the events of Snuff, Willikins is in the countryside on the Vimes family's vacation, where Vimes gets tangled up in the disappearance of the local blacksmith, and the murder of a goblin. Vimes asks Willikins to assist him, and the local constable, 17 year-old Feeney Upshot, to figure out who did the deed. This turns out to be a man in the employ of one Lord Gravid Rust, Mr. Stratford, who had a reputation for unnecessary cruelty. After an incident where Stratford attempted to murder young Sam, who, thankfully, was in his mother's room, and not his, the murderer is arrested, and sent to face trial. Slight problem, the carriage Stratford was on gets into an accident, and the murderer escapes. Slight problem, Willikins was following the carriage on a horse. Willikins gave the murderer a simple task; kill him, and he could have the horse. Stratford had a long knife, Willikins seemed to be unarmed. When Stratford attacked the butler, Willikins used a cheesewire gerrot to strangle the murderer, cutting his throat in the process. When Vimes was informed that the murderer had died in the accident, due to having his throat cut, he made the decision that it was best to not ask Willikins if he did it, as he didn't want the butler to lie to him.

Willikins is of the opinion that his father was, most likely, a criminal, but is not certain, as he doesn't know who his father was. He once told Vimes he'd thought of going to the Temple of Small Gods and call out "Dad, I'm going to be a copper," just to see which of the tombstones would roll over. Vimes suggested that he try it at the Tanty, specifically the lime pit by the gallows, which got a grin out of the butler. He also admits that he thought about joining the Assassins Guild, but was of the wrong social class, and besides, they had rules, while the Street doesn't, save Survive, which is how Willikins is.