User:Lasifer/Sandbox

Ave Traveler, welcome to sandbox. You may looking for my second sandbox.

Expendadudebros
 Expendables= The Expendables are an elite team of the best mercenaries in the world. All with presumably strong military backgrounds. It has been stated that the group, or at least Barney Ross and former member, Tool, have been together for over a decade as it was stated that they were hired during the Yugoslav Wars.

The backgrounds of most of its members are largely unknown. However, it is known that Gunner Jensen was a Sweedish Sniper, Lee Christmas was in the SAS, Barney Ross was in Vietnam back in 1973, and Billy the Kid was a sniper in the Army in the Army back in Afghanistan.

The group holds a strong sense of trust for one another. Their training and trust has enabled them to take down entire dictatorships over night, rescue hostages, and take down a massive group of mercenaries while largely outnumbered.

The group excells in stealth. They were able to easily infiltrate a dictator's palace. Not just get into it without being detected, but kill several guards, and spill multiple canisters of oil without being detected. They were even able to get close to an airport armed to the teeth without being detected. Barney Ross= Barney Ross is the founder and leader of the Expendables. Ross has been fighting ever since Vietnam. It is unknown when he started off or what unit he was in, but it was known that he was in Vietnam back in 1973. Ross has long earned the trust and respect of his teammates.

Barney  is a creative warrior. An example of this would be him using a motorcycle to take down a helicopter, or having Hale Caesar pick up and throw a warhead at a helicopter while he shoots it.

He is a highly skilled leader and tactician. Effectively rescuing hostages from pirates, and taking down a small dictatorship while rescuing the dictator's daughter. He is an effective commander on the battlefield. Able to effectively and quickly issue orders to his teammates while under heavy fire. These orders almost always result the way they were suppose to.

Ross is an excellent pistol shooter. He is able to fire his Kimbers to the point where it may look like they are machine pistols, and still remain right on target. He is able to easily hit moving targets on the ground holding an assault rifle with one hand while on a zip line.

Ross' tactical vest is strong enough to take three AK rounds and not at all penetrate or incapacitate him due to kinetic damage.

Ross is also an excellent hand to hand combatant. He was able to defeat Jean Vilain,  and almost defeat Dan Paine in hand to hand combat. Granted Ross had been strangled just before his fight with Paine.

Ford Car Rover Things= These Modified Land Rovers will be the Expendables' main form of transportation. There will be 4 vehicles. Each vehicle holds two people. The fourth will make room for a third, or they will just use the motorcycle.

The Winning Team
 The Joker=

Area of activity: Gotham City (Although he will also operate worldwide.) The Joker (Comics) is a homocidal maniac from DC's comic book series 'Detective Comics' and many various Batman and other DC comics. While The Joker's origins are clouded in mystery, it is speculated that he was just an ordinary man at one point, holding down and good job and supporting a pregnant wife. When he gave up his job to try being a comedian, he was a miserable failure. He soon became tied up with the wrong people, trying to earn money to support his wife and soon-to-be child. He became entangled with gangs, however violence, was not in "The Joker's" nature. One night, while at the bar with several members of the mob and planning their heist (In which the Joker at that point knew nothing about organized crime.), when police came to the bar. Anticipating they had been caught, the "Joker" walked over to them. But the news he received, was much worse than getting caught. He was told his wife was killed in an electrical short circuit while testing a baby bottle heater. The shock killed both her, and their child. Devastated, the Joker attempted to give up on pursuing the plan he had formed with the mob,but he was in too deep already. The gangsters forced him to go with it even though he no longer needed the money. The Joker was forced to pursue, even if his emotional state was in shambles. On the day of their plan, they met outside of a chemical plant. The mobsters gave him a helmet similar to that of the Red Hood's to hide his identity. They entered the plant and were quickly discovered by a passing guard. The guard ordered them to freeze. The mobsters fired at him and he ducked away just in time. The group fled and the guard immediately called for the police. The police gunned down the mobsters as they ran through the plant. The Joker meanwhile, walked out onto a catwalk. Blinded by his helmet, he struggled out over the passing pool of chemicals below. Suddenly, The Batman (Comics) arrived on the scene, expecting to have caught the Red Hood, he kicked him off the cat walk and into the chemicals below. The Joker stood and struggled to take off his helmet. He threw off the helmet and looked down into a nearby puddle of rainwater and smiled cruelely at his gree hair, red lips and white face. He had now become: The Joker.

As The Joker, he retained the well established name of The Clown Prince of Crime. The Joker often tangled with his arch nemesis, the much more serious, Batman. The Joker is not quite a gangster, but more of a madman. Yes he does hae hundreds of gangsters at his disposal. Almost the entire Gotham crime network is under his control. Criminals such as Killer Croc, Clayface and the Mad Hatter respect and will be willing to work for him. He is homocidal, insane and ultimately, brilliant. Despite his insanity, the Joker is an extremely intelligent person with a great tactical mind. He is also EXTREMELY brutal, although he has been known to bluff, he will always get what he wants, not matter what it means and no matter who he has to kill to do it. In his many battles against Batman, he has proven to be a rather profficient hand to hand combatant despite his weak appearance. The Joker is also immune to pain and all forms of poison and toxin.

The Joker Gang vs. The Governor's Woodbury Army
Hellfury brings you a battle of the sick-and-twisted leaders and their groups in this brutal apocalyptic battle! The Joker Gang, lead by the infamous Joker who managed to bring Gotham City down to it's knees and show it's true colors! The Governor's Woodbury Army! The organized para-military soldiers lead by the brutal sick-and-twisted Governor! In this battle of brutality it's going to come down to the warrior's weapons, group, and skills to prove once and for all, who is, the deadliest warrior!

The Joker Gang (represented by the Doctor)
The Joker Gang was a group of criminals, in part a combination of small-time robbers and mentally-ill escapees of Arkham Asylum, who served under the Joker. Joker is depicted as a maniacal criminal mastermind who terrorizes Gotham City and whose goal is to plunge it into anarchy. The Joker has been described as a "psychopathic, mass murdering, schizophrenic clown with zero empathy." The Joker is a genius at planning and improvising criminal activities. He is incredibly intelligent and calculating, always staying one step ahead of everyone else, including Batman and the police. His unique worldview, as well as the complete mystery surrounding his identity also give him something of an edge. He is also shown to be a skilled, fearless, and unpredictable fighter, taking on mob henchmen and cops with ease, and showing how he can be lethal with many forms of weaponry.

The Woodbury Army (represented by the Fury o' the Desert)
The Woodbury Army was a massive group of armed Woodbury citizens rounded together by The Governor in order to kill Rick Grimes' group for the Prison, and for his own personal vengeance against the group. Philip, better known as "The Governor", is a survivor of the undead apocalypse who is in command of the fortified town of Woodbury after the outbreak.

RED Team vs. General Grievous


Intro TBA.

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

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

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

Offensive
Offensive classes (Scout, Soldier, and Pyro) are the main attack force of the team. Whether it's assaulting Control Points or grabbing the Intelligence, these classes focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreak fiery havoc in enemy ranks with a well timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).

The Scout
The youngest of eight boys from the south side of Boston, the Scout learned early how to solve problems with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.

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

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

The Scout is an excellent choice for completing objectives quickly. He captures control points and pushes carts at the rate of 2 players. His speed makes him a natural for capping the Intelligence; his double jump allowing him to carry it along paths the enemies won't expect him to be on.

Showcase
TBA

The Soldier
Though he wanted desperately to fight in World War 2, the Soldier was rejected by every branch of the military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.

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

The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health. This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout's double jump.

Showcase
TBA

The Pyro
Only two things are known for sure about the mysterious Pyro: it sets things on fire and it doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe its occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to its asbestos-lined suit. Either way, it's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.

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

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

Showcase
TBA.

Defensive
Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with stickybombs that they can detonate when enemies come by. Heavies are great for mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team.

The Demoman
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.

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

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

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

Showcase
TBA.

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

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

Showcase
TBA.

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

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

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

Showcase
TBA.

Support
Support classes (Medic, Sniper, and Spy) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of healing for teammates, capable of overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% critical hit rate, or 300% healing rate as well as immunity to movement impairing effects. Snipers can eliminate key targets from a distance and use Jarate to extinguish teammates on fire and increase the damage dealt to the enemy. Spies can infiltrate enemy lines undetected, disable buildings, and assassinate critical threats.

The Medic
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.

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

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

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

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

Showcase
TBA.

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

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

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

Showcase
TBA.

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

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

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

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

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

Showcase
TBA.

General Grievous
TBA

Corvo Attano
TBA

Connor Kenway
TBA

Norman Stansfield
TBA

Anton Chigurh
TBA

Vault Hunters II vs. Delta Squad


Selina Kyle
TBA

Black Widow
TBA

Brotherhood of Steel vs. The Thing
TBA.

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

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

The Joker


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

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

Jack Ryan vs. Booker Dewitt


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

 WHO...IS...DEADLIEST!?!?!

Booker DeWitt


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

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

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

Jack Ryan


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

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

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

X-Factors
Booker/Jack

75-STRENGTH-100

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

80-DURABILITY-90

Both can withstand the elements and a hellstorm of bullets and pressure, though Jack's splicing and enhanced strength make him a bit more durable than his opponent.

80-INTELLIGENCE-65

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

80-TRAINING-30

Booker was a former Indian Fighter, Pinkerton agent, and solider in the 7th Calvary Regiment, getting him training easily, bar none. Jack was made to be a sleeper agent and tool for Fontaine, having no real training.

85-EXPERIENCE-55

Booker has experience working for the Pinkerton Agency, serving in the United States Army, and as a Private Investigator, and was present and fought in The Battle of Wounded Knee. Jack has no real combat experience aside from his time in Rapture.

70-CREATIVITY-85

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

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

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

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