Name: Axis
Rank: The Key
Tier: N/A
Background: Axis, otherwise known as The Key, The Master of the Void, or The God of Mourning; is an ancient being from before the Void, described to be a humanoid figure with ice blue eyes. The Key is said to be older than time itself, and there is not a single soul in all of reality bar The Thread Maker that knows where it came from, or who created it; save one. Being involved in several creation myths, many believe him to be a god, when the man himself is aware that he was just in the right place at the right time.
Seemingly in a mortal body as of the time of the Clone Wars, when a clone with the name of "Knives" was inducted into the Clone Assassin program. One day, unexplained to the Kaminoans, they awoke with a different personality; calling themselves "Axis" instead. However, this was chalked up as repressed trauma by the long neck scientists. Axis' inability to use firearms got worse, and as such, he was transferred to Krosha Morze as their melee expert. Later, Axis became the Republic's Director of Communications during the Clone Wars, known to many as the "Republic's Spin Doctor" or "Palpatine's Web Weaver". Known for his abrasive personality and anger issues, Axis helps lead the Republic Military as the Chancellor's right-hand man. Being the main centre of communication between the entire GAR, as well as the PR manager; Axis comes into contact with the System Armies often, and his presence was noted as a growing hurricane whenever he would arrive.
Becoming more involved with the GAR, Axis was eventually made the official public Director of Communications, controversially being granted many administrative power by Palpatine. From here, he would spearhead several key policies that would become the talk of the Republic. After receiving a call from his brother Boba about someone needing help, Axis would rush back to Tatooine and meet Annalise Dimidium, to whom he would become close friends with.
TBA
Speed: N/A | N/A Visibility | High A Combat/Movement Speed in Base
Abilities: Extraordinary Willpower. Fighting Spirit. Enhanced Senses. Enhanced Perception. Extreme Acrobatics. Pseudo Precognition. Type 1 Immortality. Type 6 Immortality (Parasitic). Beyond Extreme Strength with Knights of Prakith Hand-to-Hand Combat. Beyond Superhuman Strength and Durability (in Base). Mid-Low Regeneration in Base. The Master of Material Instinct, Void Sense, Hidden Blade Combat, Throwing Knives, Way of the Void, Air Walking, and Dagger Combat. The Master (Overidden) of all Sword/Sabre Styles, Deception, and Manipulation. The Mastery of Trakata, Medieval Siege Weapons, Knife Combat, Shield Combat, Spears, Pattern Recognition, Vehicle Boarding, Survival Skills, Advanced Mechanical Mind, Advanced Computing, Advanced Chemistry, Advanced Crafting, Animal Handling, Dun Moch, Environmental Conditioning, Throwables, Teras Kasi, Espionage, and Martial Weapons. Extreme Mastery in the seven forms of Lightsaber Combat, Guardian's Gambit, Other Lightsaber Form, Explosives, Traps, Camouflage, and all forms of Hand-to-Hand Combat. Mastery with Hunting/Tracking, Ship Boarding, and Jetpacks. Highly Proficient with Ground Vehicles. Proficient with Slicing and Treatment & Aid. Skilled in Cloaking Devices.
Negative Mastery in all firearm-based skills.
Notable Force/Void/Reality Abilities: Spirit of the Ashen Knight. Extrasensory Perception. Acausality. Temporal Sensitivity. The Master of Void Abilities, Waveform Collapse, and Pre-Universe Reality Warping. The Mastery of Reality Warping, Thread Sight, Thread Movement, Thread Connection, Touch Telepathy, Thread Manipulation, and Thread Enhancement. Other Unknown Abilities.
Equipment: Primus; Dimensional Storage Space with: Unknown; Two Hidden Blades; Five Throwing Knives; Axis’ Dagger; Axis' Broken Dagger; Picture Locket; Grapple Gun; S. Encoder; ALICE; Projectile Gauntlet with Whipcord Launcher and Wrist Laser; Standard Clone Trooper Armour.
Weaknesses:
Axis is completely incapable of using any firearm of any kind, and using one is not only going to miss any target of any nature, but is likely also to cause damage to either himself or the environment in a way that always hinders him. As such, getting as much distance as possible from Axis to force a long range confrontation is better than engaging at close-range. Alternatively, if one can goad Axis' ego into using a firearm, he may possibly eliminate himself in some respect. Regardless, Axis will usually resort to close-quarters fighting, so he is predictable most of the time, even if what he does at said close-quarters is the complete opposite.
Axis cannot use the Void extensively if out of his True Form due to Stabilisation Matrix, and such extensive use is likely to rip his body apart as he is forced to reflect the violations back upon his own body. Finding scenarios that inclines Axis to use his Void abilities (as he is unlikely to use his True Form), while dangerous, could yield more advantages than not if one is able to survive.
Axis is highly protective of particular individuals, and most of those who he considers his friends. Threatening these individuals with harm or imposing harm upon them, while likely to remove a variety Axis' self-imposed limits, would throw him off emotionally. Threatening the likes of his immediate family could set him off balance enough that easy to find and exploit openings would begin to appear, allowing him to be dispatched.
It should be noted that one should not kill Axis directly, if killing is an outcome that is being sought. The nature of Axis' forced immortality is taking the body of the one most responsible for his death, and if a player is at the top of that list, their body will be stolen and their mind and personality completely overwhelmed.
Axis is deathly allergic to some medicinal chemicals, and administering them to him will force his body into a concentrated state of healing that will prevent him from using other more potent abilities, and thus limit him in scope of power heavily. A similar state, though less extensive, can be achieved with extensive injury.
Axis has an ego that, especially if prodded, can spiral out of control and make him far easier to manipulate despite his vast mental faculties. He can also be sometimes goaded into something that a combatant may want to exploit, his pride also a large factor in most contexts, except those of Weakness Point 3.
Bound by both his own prophesised future and the future he believes must come to pass, which often comes into conflict with his ego and desperation to survive, it still limits him in combat to some respect. And while these facts are unknown to most people, if one were to discover them, they could potentially give one a vast degree of influence over Axis.
In a similar vein, though this diminishes by the day, Axis is less inclined to use his Thread abilities. As such, it limits his options in combat and if one can keep him in his Base, it limits his combat capabilities to a more manageable degree.
The Spirit of the Ashen Knight, while increasing Axis' capabilities by an extensive amount, reduces his mental state to one of bloodlust and sadism. Within this state, Axis is extremely easy to manipulate, with most combatants able to bait him into any scenario if they use said bloodlust as the focal point.
Axis, if and when he takes the body of another, ends up in a highly delirious and exploitable state as his mind struggles to process all his previous personalities, as well as fully integrating the personality of the immediate previous body. As such, if one finds a way to reduce Axis to this statement, capturing him or defeating him could be ridiculously easy as defeating a civilian, though this is not guaranteed.
Axis enjoys fighting, and enjoys (or at least, gaslights himself into) thrills and acting foolish. As such, Axis is likely to make errors on purpose and entertain opponents much weaker than he is. Either for the love of fighting or his need to have fun. As such, as long as he isn't emotionally invested in defeating the combatant, he can be quite easily exploited on any of the above weakness before he starts taking things seriously.
Axis is highly addicted to, and craves, adventure. As such, hypothetically, one can buy swathes of time when dealing with Axis by engineering an adventure-based scenario for Axis to involve himself with; though it is unclear how long such an illusion would last. But it is a proven strategy, having been used multiple times by The Enemy to distract him even to the point of years. Axis is also highly whimsical and gets bored quite easily, and thus, if presented with a scenario made to seem extremely boring, there is a chance he may actually exit the situation entirely. Axis is also unable to stay in one location for an extensive period of time before the first issue raises itself again, and thus if one stalls long enough without any apparent stakes, he will likely leave and go do something else.
Wiki Page Link: https://the-galactic-republic.fandom.com/wiki/Axis_(RP)