Mutant Future Contest!!!

For Discussion of all things Mutant Future (especially spidergoats).

Re: Mutant Future Contest!!!

Postby Malcadon » Fri Apr 01, 2011 1:40 pm

Lergon, the "Many Hands"

Image

Race: Mutant Human
Level: 6
Hit Points: 54
Armor Class: 6
THAC0: 15
Saves: Eng 13, P/D 10, Stun 12, Rad 11
Alignment: Chaotic

Attacks: 1/round, +0 to attack for melee and +1 to attack for missiles.
Damage: 1d6+1 w/spear or 1d4+1 w/daggers and 1d4 w/ sling.

Strength: 10 (11 for levels) (+0 to attack and +0 to damage)
Dexterity: 13 (14 for levels) (+1 to missile attacks and initiative and -1 to armor class)
Constitution: 16 (+0 on poison saving throws)
Intelligence: 7 (-5% to technology; can write simple Trade words)
Willpower: 8 (9 for levels)
Charisma: 6 (7 for levels) (+1 to reaction rolls, 3 retainers at morale 6 each)

Mutations: Aberrant From - Extra Parts (8 arms); Bizarre Appearance (stubby arms - 3 baby-like), Control Light Waves; Greater Force Screen; Know Direction; Negative Empathy.

Equipment: Spear, 2 daggers, shield, sling w/20 stones, fur armor, bedroll, flint & steel, grappling hook, lantern, small steel mirror, 5 flasks of oil, 5 weeks of trail rations, 4 small sacks, 2 large sacks, 3 waterskins (2 water, 1 wine), 16 soup mixes, 7 light sticks, motion detector, 4 blood agent grenade launcher shells, 97 gp worth of assorted coins and scrap metal.

Lergon is a many-armed mutant with few friends. From a young age, he was an outcast of his tribe, so he had learned to survive on his own, and for it, he never developed a personality. The impulse that drives other to fight him, also makes him vary paranoid, and for the most part, he keeps quiet and introverted around others. When he do speak, its usually simple, short statements in Trade speak - a form of "Pidgin English". Beyond his emotional distance to others, he strongly desired to be loved. If he finds someone to love, who can tolerate his negative empathy, he would handle the relationship with obsession and petty jealousy. In his travels, he did befriend some adventures, but his impulsive behavior around women tend to cut things short.
Last edited by Malcadon on Sun Apr 03, 2011 2:55 am, edited 1 time in total.
User avatar
Malcadon
 
Posts: 221
Joined: Sat Dec 18, 2010 6:47 am
Location: I'm at your game table, fuled by caffeine and madness!!!

Re: Mutant Future Contest!!!

Postby greyarea » Fri Apr 01, 2011 3:44 pm

Kernel Kobb

Image

Race: Mutant Plant
Hit Points: 37
Armor Class: 7
Alignment: Chaotic

STR: 10
DEX: 16 (-2 AC / +2 missile attack)
CON: 12
INT: 17 (+10% technology)
WIL: 16
CHA: 21 (reaction adjustment -3 / Retainers 10 / Retainer Morale 11)

Languages: Common, cornish

Mutations:
Free Movement
Projectile Thorns (corn kernels)
Neural Telepathy
Animate Seeds

Kit
none

Personality and background
Kernal Kobb is the megalomaniacal leader of the plant army. He believes that he must take over the world from the animal kingdom who have only brought on destruction. Although he is psychotic and deranged, he is a wily tactician and will come up with great plans. He hates humans (mutant or not) but envies human technology and will attempt to use it in his schemes. He will use his Animate Seeds to try to grow more of him, if possible, so he can rule to world and will run or surrender rather than die, if possible.

He likes wearing Class-A Uniforms from various military groups, when he can find them.
User avatar
greyarea
 
Posts: 4599
Joined: Wed Dec 15, 2010 5:45 pm
Location: Chicagoland, IL

Re: Mutant Future Contest!!!

Postby Dyson Logos » Fri Apr 01, 2011 5:10 pm

Blood axe wrote:Sorry, but this is only open to USA members. I dont want to pay $15 to ship it.

:P
Dyson's Dodecahedron
an RPG blog with a butt-load of maps
User avatar
Dyson Logos
 
Posts: 550
Joined: Wed Dec 15, 2010 5:12 pm
Location: Canada, eh!

Re: Mutant Future Contest!!!

Postby Blood axe » Fri Apr 01, 2011 5:46 pm

Dyson Logos wrote:
Blood axe wrote:Sorry, but this is only open to USA members. I dont want to pay $15 to ship it.

:P



Sorry- but you know how it is. You are in Canada (Eh?!). Have you ever shipped anything to the USA or Overseas!!? :shock:

ANYONE can enter a character if they want to, just for fun!

So you got one? Make him Canadian! You dont see any Canadian mutants! ;)
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

Re: Mutant Future Contest!!!

Postby Malcadon » Sat Apr 02, 2011 2:11 pm

Charguarr
Image
Race: Mutant Human
Level: 8
Hit Points: 54
Armor Class: 8
THAC0: 14
Saves: Eng 9, P/D 8, Stun 10, Rad 9
Alignment: Lawful

Attacks: 3/round, +1 to attack for melee and +1 to attack for missiles.
Damage: 1d10+3d6+2 w/two-handed sword, 4d6+2 w/shortsword, 1d3+3d6+1d8+2 (electic) w/ shock gloves.

Strength: 15 (+1 to attack and +1 to damage)
Dexterity: 12 (13 for levels) (+1 to missile attacks and initiative and -1 to armor class)
Constitution: 14 (15 for levels) (+0 on poison saving throws)
Intelligence: 10 (11 for levels) (-0% to technology; knows Trade speak)
Willpower: 3 (4 for levels)
Charisma: 9 (+0 to reaction rolls, 4 retainers at morale 7 each)

Mutations: Bizarre Appearance, Increased Strength, Reduced Oxygen Efficiency, Plane Shift, Natural Telekinesis, Weak Will.

Equipment: Two-handed sword (carried in one hand), shield, shortsword, backpack, bedroll, flint & steel, lantern, small steel mirror, 3 flasks of oil, 3 weeks of dry rations, 2 small sacks, wineskin, shock gloves, force screen belt w/ solar recharger, 8 bottles of synthihol, 39 gp worth of assorted coins and scrap metal (anything "shinny", would be clammed by Leilah).

Charguarr is a large, deformed brute. Dont be fooled by his brutish appearance, as he is quit genital, vary out-going, and suffers from a lack of self-confidence around others. His reliance on brute force tends to make people underestimate his Intelligence. He have been on many adventures, but in one, he found and rescued his soul mate - an Eloi girl, named Leilah. Beyond keeping the helpless Leilah safe (a full job, at that), and he is an adventure at heart, and is driven on wanderlust. He is also overprotective with Leilah, and is prone to rage when he feels she is threatened, or someone causes her to cry (which she is prone to doing, regardless). Ever since he discovered his force screen belt, he stop wearing body armor, and for Leilah's sake - clothing.

Bonus character (pictured above)

Leilah
Race: Mutant Human (Eloi)
Level: 4
Hit Points: 36
Armor Class: 9
THAC0: 17
Saves: Eng 13, P/D 10, Stun 12, Rad 11
Alignment: Neutral

Attacks: 1/round, -2 to attack for melee and +1 to attack for missiles.
Damage: 1d3-2 w/fist. (why bother arming her, she really sucks in a fight :roll:)

Strength: 4 (5 for levels) (-2 to attack and -2 to damage)
Dexterity: 10 (11 for levels) (+1 to missile attacks and initiative and -1 to armor class)
Constitution: 10 (11 for levels) (+0 on poison saving throws)
Intelligence: 3 (-13% to technology; has trouble speaking; illiterate)
Willpower: 3
Charisma: 9 (+0 to reaction rolls, 4 retainers at morale 7 each)

Mutations: (all racial) Atrophied Cerebellum, Bizarre Appearance (nymph-like features), Weak Will.

Equipment: Hologram projector, 77 gp wroth of coins with rad tabs (worn as jewelery).

Leilah look like a young woman, with unearthly beauty, dressed only in jewelery made of coins, and other "shinny" stuff. She vary naive and simpleminded, who lost much of her child-like innocence when she was taken from her home - a hidden Eloi community, that was discovered and raided by slavers. The only thing she has left of her home, is a holo-vid projector of her idol - who she believes is a goddess - The Magic Moon Princess (a really girlie cartoon character from a bygone age). Although Charguarr believes his love for her is deeply mutual, she sees him like the protective love-interest from her cartoons, and so she just intimates - usually in an overly melodramatic way - her imaginary idol. She also has a habit of calling anyone she perceives to be threatening a "Minion of Vhasha", and believes that they are conspiring with her fictional protagonist to ruin her shattered life. She In her time surviving in the outside world, she has become tougher, but no less naive. At least she stopped prancing around like a fairy, while singing that annoying theme song, and taking what doesn't belong to her.
User avatar
Malcadon
 
Posts: 221
Joined: Sat Dec 18, 2010 6:47 am
Location: I'm at your game table, fuled by caffeine and madness!!!

Re: Mutant Future Contest!!!

Postby Agrippa » Tue Apr 05, 2011 8:01 am

I'm about to post two more characters both of them sorceresses. One good and kindly in temperment, with a harsh and unforgiving stance towards the worst of evil doers. The second is a mean spirited and emotionally abusive young woman who treats numerous people around her with contempt and disregard, including the very man who loves her and has a huge chip on her shoulder. Both have problems with authority. Now I can imagine of them as a prepared/Vancian caster, but not the other one. I'm thinking about using a spell or energy point system for the first witch.
Last edited by Agrippa on Wed Sep 28, 2011 1:04 am, edited 1 time in total.
Agrippa
 
Posts: 755
Joined: Thu Jan 06, 2011 3:35 am

Re: Mutant Future Contest!!!

Postby Malcadon » Wed Apr 06, 2011 4:56 pm

LV-e "Livy"

Image

Race: Android: Basic
Level: 3
Hit Points: 50
Armor Class:
THAC0: 18
Saves: Eng 15, P/D 12*, Stun 14*, Rad 13
Alignment: Neutral

Attacks: 1/round, -1 to attack for melee and +0 to attack for missiles.
Damage: (+1 melee damage) 1d6 w/sword, 1d4 w/dagger, 1d4 w/bow, and 2d6 w/Gauss Pistol.

Strength: 8 (6 for race) (-1 to attack and -1 to damage)
Dexterity: 11 (+0 to missile attacks and initiative and +0 to armor class)
Constitution: 9 (8 for race, 9 for levels)
Intelligence: 13 (+5% to technology; knows English and Trade speak)
Willpower: 10
Charisma: 15 (18 for race) (-2 to reaction rolls, 7 retainers at morale 10 each)

Mutations: Neural Telepathy (internal com-link), Metaconcert (wireless networking), Frailty (sand), Possession (wireless hacking).

Equipment: Sword, dagger, shield, longbow w/20 arrows, chanmail, backpack, grappling hook, 2 small sacks, waterskin, spyglass, solar-powered flashlight, MkI Gauss Pistol w/6 shots, 14 gp worth of assorted coins and scrap metal.

During the "The Big War", the "Cyber War" got so heated, technicians were forced to recommission civilian androids to deal with cyber attacks on major networks. Such units could screen information, provide a dummy barriers, and coordinate cyber attacks. One of the more popular androids to get drafted were the LV23142-V "Venus" pleasure 'droids, as they were built with a level of human intuition that made them more relatable to a human companion, also served them as a highly responsive telecommunication specialists. One of them, unit LV-e - called "Livy" - was a survivor of a major network assault. Has they tried to block or redirect the fatal attacks, she logged-off before she suffered the same neural-matrix overload that killed-off her "sisters." Entombed in a bunker, she survived ensuing nuclear war, and with no hope for rescue, she put herself on standby mode. Then one day, some explores found her in a bunker, and booted her up.

Thanks to her advanced neural-matrix - her mechanical brain - and base (pleasure-giving) programing, she is kind, charming, outgoing, flirtatious and emotionally responsive. Her human-like mind is also a curse, as she feels guilt for leaving her sisters to their fate. She was not built to have regrets, so she don't know to cope with her melodically. Being built for network defense, she has the ability to communicate with other machines (computers, robots, androids, vehicles, est) through wireless communications (if they are built with it), or a universal dataport. Once she makes contact, she could establish a neural network (treat like Metaconcert), or even hack it's CPU in order to take control of it's functions or reprogram it (treat like Possession).

Without much hope for critical repairs or maintenance, she take to adventuring to build-up her supplies. A major defect in her design, is how sand can damage her joints. He deals with this by using plastic wrap (if available), and bundling up in thick fabrics.

(note: an extra Mutation added, for a defect. her mental abilities have a range of 2 miles, and can blocked by ECMs. the Possession ability requires a normal Mental Attack roll, but she is not killed if the controlled unit is destroyed)
User avatar
Malcadon
 
Posts: 221
Joined: Sat Dec 18, 2010 6:47 am
Location: I'm at your game table, fuled by caffeine and madness!!!

Re: Mutant Future Contest!!!

Postby Agrippa » Fri Apr 15, 2011 8:13 am

The first lovely sorceress I'm posting will be a member of a currently unposted class. It's unposted largely because I'm not quite sure how it would be recieved here, basically it would be 3.5 psioincs reflavored as magic and converted stright into BECMI or LL. Yes I'm yoinking ideas from the d20 system, namely 3.5, but I hope that's okay. So here she is.

Aerith Gainsborough, Sainted Witch
"I won't let you do it! The future is not your's only!"
Image

Race: Mutant Human (cetra)
Class Level: Sorcerer 13
Character Level: 11
Hit Points: 83 (2,2,3,1,5,6,6,2,6,5,3,2,5,5,2,1+4,2,4,2,2,3,1,1,4+4)
Armor Class: 9
THAC0: 15
Saves: Eng 9, P/D 6, Stun 8, Rad 10
Alignment: Neutral (Chaotic or Neutral Good)

Attacks: 2/round
Melee: -1 to attack
Missile: +0 to attack at a range of 400 ft./800 ft.
Damage
Melee: 1d4 or 1d6+8+1d3 with Princess Guard
Missile: 1d10 with Barreta.
Sorcerer spells: Healing Touch, Poison, Mana Theft, Sleep, Energy Push (Fiery Impact, Icy Collision and Shocking Clash), Energy Adaptation (Endure the Flame, Withstand Winter's Wrath and Lightning's Reprieve), Flesh and Bone Self Knitting, Cure The Body’s Ravages, Polymorph Other, Restoration, Resurrection, Restore Extremity, Energy Bolt (Belting Flame, Ice Shot and Lightening Bolt), Enchanted Bindings, Energy Wave (Burning Wave, Cold Winds and Shockwave), Impact Ward, Mystical Armor, Spell Turning, Danger Awareness, Identify, True Seeing, Aetheric Cloak, Message, Tower of Iron Will and Fly: 7th level maximum.
Spell points: 147

Strength: 8 (-1 to melee attack and 1d4 or +1d3 to melee damage, maximum weight allowance: 80 lbs.)
Dexterity: 10 (+0 to missile attacks and initiative and -0 to armor class)
Constitution: 14 (16 for levels) (+0 on poison saving throws)
Intelligence: 14 (16 for levels) (+10% to technology and three languages, Common/English, Cetra and one other)
Willpower: 15 (19 with Increased Willpower) (22 for levels)
Charisma: 14 (16 for level) (-1 to reaction rolls, 6 retainers at morale 9 each)

Physical Mutations (all racial)
Unique Sense (Life signs)/Mutation Score 16: Aerith can detect the signs of life within a 800 ft radius.
Unique Sense (Magic)/Mutation Score 8: Aerith can detect magic within a 40 ft radius.
Unique Sense (Spirits)/Mutation Score 16: Aerith can detect spirits of the dead, fiends and angelic creatures within a 800 ft radius.
Mental Mutations (all racial):
Empathy/Mutation Score 15: Aerith can attune herself to the emotions of others within 150 feet. She will not use this power to forcibly instill emotions in others except in life or death circumstances.
Greater Force Screen/Mutation Score 14: Once per day Aerith can create a six foot radius force field to protect her self and others. It's capable of absorbing 5d6 points of damage before collapsing.
Increased Willpower/Mutation Score 17: Aerith has a +4 increase to Willpower and adds 17% to tech rolls.
Know Direction: Aerith simply cannot get lost ever.

Kit
Backpack, flashlight with 20 D batteries, her staff the Princess Guard, 10 days of trail rations, a small pocket knife and two .75 liter, or 25.4 ounce stainless steel water bottles. Aerith also posesses an 80 page 20" by 8" drawing pad with sketches along with a 70 page 15" by 6" notebook, pencils, pens, erasers and artist grade colored pencils and markers. Miss Gainsborough also owns a cell phone and a lap top computer, both gifts from her new benefactors. She also has a small wardrobe including more utilitarian outfits for exploring and adventuring. Aerith also has a hip holster with a Berreta and 40 rounds of amunition. She also wears a pair of bracers, one on each arm.

Personality and background
Kindness, compassion, empathy, cheerfulness and warmth, with a touch of well aimed indignation. That's Aerith Gainsborough in a nutshell. She gladly forgives slights and injuries against her, mediates disputes where ever she can and heals the sick and injured in both body and mind. Aerith is as close to pure goodness as any human can get. This does not mean however that miss Gainsborough is all forgiving. She has no forgivness toward anyone who remorsely or continuously harms innocents, and even if the guilty party demonstrates any remorse she'd still require atonement and acceptance of punishment. Aerith would also be willing to kill, or at least allow for the killing, of anyone actively harming the innocent.

The story of young miss Gainsborough begins in her birthplace of Icicle Resort. In what would be our Earth year of 1985 Professor Gast and Iflana Feremis' first and only child Aerith was born. Then Professor Feremis' former colleague, Shinra's Doctor Hojo stormed the happy family's home, intending to claim Gast's wife and newborn daughter as human test subjects. Professor Feremis nobly attempted to smuggle Iflana and Aerith out to safety, but was gunned down by the depraved Hojo. Then the Shinra forces captured the mother and child, during which they spent the next seven years in corporate custody. With help from a sympathetic Shinra agent named Tseng, Iflana escaped with her now seven-year old daughter out into Midgar city, but latter died of her injuries and side effects of Hojo's experiments on her. But Aerith was alive and free, living with her loving step mother Elmira Gainsborough for another 15 years.

She spent much of her life evading capture from both the Shinra Electrical Company and the rebel group AVALANCHE. Shinra planned to use Aerith to locate large pockets of spiritual energy or mako, in other words, ectoplasm. This is because much if not all of the electricity produced by Shinra is produced from mako in a process that tortures the very minds and souls of the planet's dead and drains life from the land surrounding each power plant. To prevent this from happening AVALANCHE spent much of it's time trying to enlist Aerith to stop them, by force if deemed necessary. Then she met SOLDIER Second Class Zack Fair.

It was love at first sight really. Which was roughly six seconds after Zack regained consciousness from his little fall from the dilapidated roof of the abandoned church Aerith frequently visited. For the two years they were alive together Aerith and Zack were as happy as can be, especially considering their circumstances. Zack even counseled her on starting a business selling flowers she grew in her old church retreat. Aerith was only 17 at the time. Then after a pitiful first day of vending he reluctantly bid Aerith farewell and left for what should have been a typical job guarding the Nieblemhiem mako reactors. It was a job Zack grew tired of for a company he was beginning to despise. Then it all went to hell and in the aftermath Zack, along with fellow Shinra foot soldier Cloud Strife, was captured and torturously experimented on by none other than Doctor Hojo, chief geneticist for Shinra corp. Five years later, Zack gave his life bringing his friend to Midgar for safety and asking him to take care of Aerith, as if he were her brother.

At the same time AVALANCHE's new leader Barret Wallace started launching bombing campaigns against Shinra's power plants causing massive amounts of collateral damage due to power outages. One of it's members, a survivor of the Nieblemhiem massacre three years her junior by the name of Tifa Lockheart, met with and befriended our young heroine extending her the protection of the same organization that tried to kill her years ago. So along with Cloud, Tifa and the rest of AVALANCHE, Aerith went on a whirlwind quest to overthrough Shinra corp and learn of her cetra heritage. Unfortunately just a scant few months afterward the renegade SOLDIER commander and perpetrator of the Nieblemhiem massacre General Sephiroth murdered Aerith just as she called upon the power of the White Materia to shield her planet from the meteor he just summoned.

(Be warned, everything after this message is in essence pure crossover fan fiction. Could be used as a basis for a world hopping campaign though.)
A year ago, shortly after the second battle of Edge city and three years after Aerith's murder, a coterie of mystics and scientists, contacted a while back by Aerith herself, pulled her's and Zack's corpses through a temporary pocket in the Bleed and restored them to life. Currently she and Zack are living with one of these sorcerers, a kindly if bombastic and over-the-top necromancer named Byron Orpheus. Together the couple are traversing the universe to gather a collection of heroes to help the young couple's home world battle and hopeful eliminate the threat Sephiroth still posses. They still use Doctor Orpheus's home as a base but the good wizard himself is helping them find a new apartment. Orpheus himself taught Aerith the means of enchanted flight.


Next up Dib.

Aerith Gainsborough is from Square Enix's Final Fantasy VII and Doctor Byron Orpheus is from The Venture Brothers on Cartoon Network's Adult Swim.
Last edited by Agrippa on Wed Sep 28, 2011 1:39 am, edited 3 times in total.
Agrippa
 
Posts: 755
Joined: Thu Jan 06, 2011 3:35 am

Re: Mutant Future Contest!!!

Postby Agrippa » Tue Apr 19, 2011 11:51 pm

Dib A.K.A. Agent Mothman
"Quit making fun of my head!"
Image

Race: Pure Human (technophile)
Class Level: Thief (think spy or secret agent wannabe) 4 (10,000)
Character Level: 2
Hit Points: 52 (2,6,4,5,2,5,5,5,3+6,4,6,3)
Armor Class: 7
THAC0: 15
Alignment: Lawful (Lawful Neutral with Good tendencies)

Attacks: 2/round, -2 to attack for melee and +2 to attack for missle at a range of ft.
Damage: 1d4-1
Thief skills: As thief 2 but without backstab.

Strength: 6 (-1 to attack and 1d4-1 damage)
Dexterity: 15 (17 racial) (+2 to missile attacks and initiative and -2 to armor class)
Constitution: 9 (+0 on poison saving throws)
Intelligence: 16 (18 racial, 19 for levels) (+15% (+25 as a technofile) to technology and up to four languages, English and three others)
Willpower: 12
Charisma: 5 (-2 to reaction rolls, 0 retainers at morale 0 each)

Kit
Black trenchcoat, black leather boots, blue t-shirt with an unsmiling grey face, glasses and whatever he can build or requisition from the Swolen Eyeball Network. Also a modified irken ship and his own laptop computer, which he once used to hack into the Massive's information network. Dib also owns a zipline but no runners, prefering to use his hair instead and a dirty chicken toy he acquired from Chicky Licky while setting out to debunk the myth of Chickenfoot. It functions as a grappling hook.

Personality and background (Largely taken from the Invader Zim wiki.)
Dib is a young, eccentric eleven year-old boy who possesses a fascination with unexplained paranormal phenomenae, such as ghost hunting, Ufology, and cryptozoology, as well as with the supernatural and occult. Dib is the only child attending Skool who realizes Zim is an alien, and and is obsessed with revealing this secret with everyone. Fortunately for Zim, Dib is unpopular at Skool, and none of the other children will even listen to what he says, let alone believe what he is saying. Dib quickly became Zim's greatest enemy, and will stop at nothing to deter him from conquering the Earth.

Dib is incredibly determined and intelligent, and continues to hunt the paranormal despite being put down by his peers and family. Interestingly enough Dib doesn't hate all aliens, just those aliens that threaten Earth (like Zim and Tak). Dib is scretly with the aliens of the Resisty as well as forming an allience with the Meekrob. He also shares his fathers' intellegence; showing to be very adept at creating things (like the water-balloon launcher he used in attempting to assassinate Zim) and quick to pick up on alien technology (like being able to hack Zim's computers and repair and reprogram Tak's ship).

As Agent Mothman, Dib is a member of The Swollen Eyeball Network. It is unknown how long he has been a part of the network, but all the other operatives seem to know who he is and his reputation for being crazy. Dib seems on better terms, however, with the leader of the Network, Agent Darkbootie. Darkbootie has helped Dib at least once and gave him a chance to present the Network with all of his findings on Zim. Dib is also less ridiculed by Agent Tunaghost, who helped him cure his sister Gaz pork tasting affliction. The rest of the agents either find him annoying, crazy, or a disgrace to the Network.

He lives at home with his father, Professor Membrane, and his sister Gaz. Aside from his baby sister Gaz, Dib is the only human on his Earth who realizes that Zim is an alien and he's also the only who cares. He also sees himself as the supreme defender of Earth and humanity. Dib is also his father's clone.


Dib is the main antagonist of Nickoldeon's Invader Zim and the brainchild of Johnny the Homocidal Maniac's creator Jhonen Vasquez. Sadly it was canceled but reruns can still be found on Nicktoons network and I think DVD's of the complete series are for sale.
Last edited by Agrippa on Thu Dec 08, 2011 7:18 am, edited 2 times in total.
Agrippa
 
Posts: 755
Joined: Thu Jan 06, 2011 3:35 am

Re: Mutant Future Contest!!!

Postby Blood axe » Thu Apr 21, 2011 1:41 am

Im letting this open til the end of the month. Im hoping to get some more entries.

Anyway- thanks to all who participated!
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

PreviousNext

Return to Mutant Future

Who is online

Users browsing this forum: No registered users and 1 guest