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Characters / A Game Of Gods Season 4: Frontiers

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The significant player characters of A Game Of Gods Season 4: Frontiers, divided into two categories: Free Agents and Territory Casts.

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Free Agents

These are characters, whether alone or in groups, that are not particularly tied to any territory in the Frontiers and are liable to roam as they wish.

    Conan 
https://static.tvtropes.org/pmwiki/pub/images/994d6710c7cf7565ba6a9a71cd395669.jpg

A wandering sellsword from Hyborian Age, a time preceding the advent of modern history. Leaving the cold land of Cimmeria in search of glory and riches, he had many outstanding adventure and feats through the world.


  • Badass Normal: Unlike a lot of the people brought to the frontiers, he doesn't start with any special powers, magical artifacts or advanced technology, but simply his own formidable body and a mundane sword.
  • Barbarian Hero: The Trope Codifier himself, hailing from a land considered barbaric even in his ancient times, but still frequently showing off his great bravery in more 'civilized' environments.
  • Determinator: Lacking any powers or special gear doesn't stop him from going toe-to-toe with foes vastly stronger than himself—and managing to stay in the fight, as Ridley can attest.
  • Walking Shirtless Scene: The fact that he walks around in little more than a loincloth is noted on by quite a few other characters.

    Elaine 
https://static.tvtropes.org/pmwiki/pub/images/elaine1.png
"Nobody who's this good doesn't enjoy it a little."
Origin: Pokémon
A scrappy and short-tempered Vaporeon who once lived in the wild as a stray Eevee after abandoning her neglectful and incompetent former trainer. She was eventually found and befriended by a far more competent trainer who taught her to properly battle and allowed her to evolve into her current Vaporeon form.


  • An Ice Person: One of several attacks at her disposal.
  • Blood Knight: Innately, as a Pokémon.
  • Combat Pragmatist: Makes judicious use of all of her abilities + her environment in battle, in particular her Flash Step to evade attacks, close distances, and put herself behind foes for underhanded attacks.
  • Deadpan Snarker: Speaks her mind frequently and openly, often in the form of snide comments and quips.
  • Flash Step: A reinterpretation of the games' Quick Attack more or less functions in this capacity.
  • The Lad-ette: A tomboyish, fiercely competitive spirit who has questionable table manners and swears constantly.
  • Making a Splash: By nature. Can also turn herself into water briefly.
  • Recruited from the Gutter: Her backstory is basically this, though only vaguely implied as of right now. She doesn't talk about it much.
  • Wrong Genre Savvy: Is adept in Pokémon battles, and while many of those skills have transferred, it takes her a while to grok that this new world doesn't operate by quite the same rules.

    Hewkii 
https://static.tvtropes.org/pmwiki/pub/images/animation_toa_mahri_hewkii_0.png
"Hey, a Toa of Stone ought to be able to make something sink like a rock, right?"
Origin: BIONICLE
Heroic and amiably competitive Toa of Stone. Once a star athlete in the Lacrosse-like sport of Kohlii on his home island of Mata Nui, Hewkii found himself transformed into a Toa hero and tasked with saving the life of the island's namesake gargantuan planet-hopping robot deity, whereupon he and his Toa team were faced with a series of perilous challenges and tribulations culminating in the eventual defeat of the villainous Makuta and reunification of Spherus Magna, the planet Mata Nui was built to ultimately mend.


  • Boom Stick: As a bladed polearm, his Aqua Warblade is this when used to focus his elemental powers.
  • Challenge Seeker:
    • Upon discovering the popularity of combat sports in the territory of Castelia, he jumped at the chance to compete and used it as an opportunity to make allies.
    • Even as a Toa he still carries the mindset of a diehard athlete, willing to put himself at a handicap in combat to give himself a challenge. Downplayed somewhat on the Frontiers, due to his first real fight being a rather time-sensitive affair against a group of suicide bombers with the potential for massive collateral damage.
  • Deadpan Snarker: Though generally friendly, he is prone to quips and snide remarks.
  • Defeat Means Friendship: Is nothing if not a good sport, and immediately recruited Lola and Arturia into his rag-tag team of heroes after he and Seven lost an arena match to them.
  • Dishing Out Dirt: The 'solid rock' variety.
  • Gatling Good: His Cordak Blaster is a revolving rocket launcher.
  • Gravity Master: His Kanohi mask, the Garai, allows him a degree of this.
  • Indy Ploy: His favored tactic in combat and in general, often going for blunt and to-the-point strategies and improvising from there. It's a Toa of Stone thing.
  • Mechanical Lifeforms: Of the Cyborg variety.
  • Nice Guy: Friendly and easy-going, getting along well with pretty much anyone, though his time as a Toa has taught him to be a tad more cynical of others if given reason.
  • Shock and Awe: Wields a pair of chains that can inflict powerful shocks.
  • Shock Stick: Can also use his Warblade in this capacity, in conjunction with his chains.
  • Super-Strength: Downplayed, but present—he is far stronger than any baseline human, but not to the degree of heavy hitters like Axonn or Brutaka.
  • The Leader: Of his makeshift team on the Frontiers, though as the biggest and physically strongest of the aforementioned team, he'd be The Big Guy otherwise.
  • Thou Shalt Not Kill: A central tenet of the 'Toa Code', and Hewkii makes sure that even those fighting alongside him follow it as well.

    Isamu Fuwa 
https://static.tvtropes.org/pmwiki/pub/images/fuwa_isamu_2.png
"When I say I'll do it, I'll do it! That's my rule!"
Click here to see Kamen Rider Vulcan
Click here to see Kamen Rider Orthros Vulcan
The field-leader of a taskforce dedicated to opposing hostile Artificial Intelligence.


  • A.I. Is a Crapshoot: Not him, but the place he hails from. The taskforce he leads back at home is dedicated to quashing anything that invokes this.
  • Anti-Hero: A mellowed-out one. Shedding the remnants of old prejudices and prone to stubborn bouts of anger, but is dedicated to protected people the best he can.
  • Bag of Spilling: Has been subject to it. None of his significant arsenal-upgrades made the trip to Frontiers with him. His Clipped-Wing Angel form however did.
  • Berserk Button: Isamu hates the idea of people using “justice” as an excuse to do terrible things; reacting with disgust at the concept of To Be Lawful or Good. Also, Mind Control – given what he’s gone through.
  • Book Dumb: Implied in Zero-One, Justified in the roleplay. Isamu's education wasn't noted to be the best; especially languages. He might speak the same Common Tongue the other refugees do, but he's entirely reliant on others (like Maki) to translate most written things in Manhattan.
  • Clipped-Wing Angel: What Orthros Vulcan ultimately is. It’s much faster (and slightly stronger) than Vulcan’s default form, yet it’s a struggle even keeping it active and (as one of its competing components isn't meant for humans) will inevitably put massive strain on Isamu’s body. The form won’t last very long even if conditions are ideal, making it a last resort instead of a reliable power-up.
  • Cowboy Cop: By his world’s standards, at least. Isamu will prioritize what’s right over what’s just.
  • Deadly Upgrade: Has one in the form of Orthros Vulcan, which allows him to use competing technologies from his homeworld to assume a desperation form prone to Explosive Overclocking.
  • Determinator: His defining personality trait. Isamu is stubborn and will follow his own rules no matter what, even if it hurts him.
  • Fake Memories: A major element of his backstory. He was implanted with these by Gai Amatsu in the hopes he could be used as a pawn against ZAIA’s enemies in the future.
  • Frontline General: Of A.I.M.S., being its Field Captain.
  • Gun Fu: Of the "Gun Melee" variety. Kamen Rider Vulcan is designed for long-range combat, but Isamu’s up-close fighting style and the armor’s moderate defense turns the system into a mid-range hotswap between fisticuffs and bullets.
  • Henshin Hero: From a franchise full of ‘em. Isamu uses technology to become an armored warrior to fight robotic monsters.
  • Logical Weakness: His gear is powered by technology, most notably the digital chip in his brain that lets him transform. An EMP (or anything similar) would render that tech useless.
  • Medium Awareness: Is aware of his tendency towards wolf-themed upgrades and will poke fun at it if it’s brought up.
  • Mind Control: A major part of his backstory. The chip in his head was a vehicle for the Humagear terrorist Naki to circulate Raider technology using him as a proxy.
  • Missed Him by That Much: Unbeknownst to him, both his ally Izu and his enemy The Ark have also been forced into the Frontiers; both of them Satellite Characters of The Taisen Expanse.
  • Noble Wolf: Uses wolf-themed gear and is firmly heroic.
  • Power Trio: Curretly part of one with Maki and A2.
  • Reincarnate in Another World: He’s implied to have died at the end of his show’s final sequel movie. He ended up in Frontiers instead, bringing his Character Development with him.
  • Super-Strength: Isamu has slightly-higher arm strength than a typical human, which is what allows him to break open his Progrise Keys and bypass their safeguards. He's also ripped a car door off its hinges once. It's not entirely clear where this slight strength comes from, only being used for Rule of Funny in his native show.
  • To Be Lawful or Good: Isamu is a Consummate Professional, but that doesn’t stop him from choosing morality over legality every time. As the victim of a company that exploits the concept of "justice," he reacts violently to anyone using it as an excuse.
  • Wolverine Claws: Orthros Vulcan has two, in-line with its agility-oriented fighting style.

    Mitakihara Magical Girls 
A group of teenage girls (and a white furry bunny-cat-thing) all from the city of Mitakihara who were among those pulled into a different pocket dimension, along with their city. After Nyarthalotep had been defeated it was announced that their lands would be returned to their home dimensions, yet for some reason these girls were not — instead, they were sent again to the Frontiers, now separated from their home. Many of them had formed a contract to become a Magical Girl, endowed with magical powers and assigned to fight the evils that lurk in the shadows of their world in exchange for a miraculous wish.

Several spoilers for the series are unmarked below.
  • Awful Truth: Magical Girls from their world are essentially girly, sparkly liches who turn into the Witches they fight. This has horrified everyone who learns about it, including the Magical Girls themselves (save for Homura, who had known about it for a long while now).
  • Broken Masquerade: The Awful Truth behind the source of their home dimension's Magical Girls had been revealed just prior to their arrival here.
  • Combat Pragmatist: Homura's first encounter with the Phantom Society is a cell which was conducting surveillence on the group sent from the Velvet Room to look over the area. It would be the cell's last encounter with her, or anyone else, as she stealthily dropped a pipe bomb at the entrance to the alley they were emerging from and wiped them out before they realized anyone was tracking them.
  • Faceplanting into Food: This is Sayaka's introduction to the Frontiers while in the Velvet Room — she had been eating pancakes with syrup when the shift happened and everyone was struck with sudden sleep.
  • Muggles: Of the seven girls brought along, Madoka and Hitomi are not Magical Girls and don't have magic powers.
  • Soul Jar: A Magical Girl's Soul Gem turns out to be Exactly What It Says on the Tin — a gem that contains her soul, outside of her body. More literally, Mami had arrived at the Frontiers with her own soul in a glass jar rather than a normal Soul Gem because it had been shattered in BattleWorld and Link had used it as an emergency container to keep it from dissipating; Ringo's newly-unlocked ability to heal souls allowed her to create a new one for her.
  • Weasel Mascot: Kyubey, by appearences, at least to Ringo. However, it is rather soon Subverted once the Awful Truth behind the Magical Girl contract is revealed.

    Nia and Pyra 
https://static.tvtropes.org/pmwiki/pub/images/xc2nia.png
https://static.tvtropes.org/pmwiki/pub/images/xc2pyra.png
Nia is a short-tempered and sarcastic Gormotti, while Pyra is a gentle, kind-hearted Blade, who is also known as the Aegis. Originally, Nia was a drifter before she stowed away on a ship to find an old vessel that houses the Aegis. Her plan to steal the legendary Blade and sell her had been cut short when she was murdered by another party seeking to claim the Aegis for themselves. Upon waking up to see an idyllic expanse, she found Pyra, and they made a pact: Nia would escort her to Elysium. With her revived and a goal in mind, she's willing to fulfill her promise by any means.


  • Cat Girl: Nia is a Gormotti, a race of people with prominent cat ears.
  • Deadpan Snarker: Nia wastes no time in snarking about certain people or situations.
    Nia: (describing Wulfrik) "He's big, got red hair, wears tons of skulls, like actually skulls. Favorite past time seems to be ripping people's faces off or something."
  • Flaming Sword: Pyra's weapon has an edge that's more akin to a burning light.
  • Playing with Fire: Pyra can use fire-based abilities.
  • Red Oni, Blue Oni: Nia's the gruff, sarcastic, and outspoken Red to Pyra's gentle and almost motherly Blue.
  • Role Swap AU: Their connection is explained through one question: "what if Nia's first Blade was Pyra?"

    Ophelia 
https://static.tvtropes.org/pmwiki/pub/images/agog_ophelia_render.png
Origin: Hamlet

A mentally troubled Danish noblewoman who drowned herself in a brook after a mix of her father dying, Prince Hamlet rejecting her and overall lacking any free will in her life. Ophelia found herself in the Frontiers after agreeing to become a singular, fused being with The Little Mermaid and Clytie, an Oceanaid from Classical Mythology. This resulted into her becoming a human-mermaid-Oceanaid hybrid with hydrokinetic abilities and Ophelia, upon realizing that she now has agency, now wants to live her life freely.


  • Adaptational Badass: Unlike her counterpart in the original play, the roleplay's Ophelia possesses supernatural, water-based abilities and has far more agency. Thus, she can hold herself well in a fight.
  • Composite Character: Ophelia has fused with The Little Mermaid and Clytie into a singular being, taking on aspects from these characters. As a result, Ophelia has taken on an aquatic, fish-like appearence due to her status as a human-mermaid-Oceanaid hybrid and has water-based superpowers.
  • Making a Splash: She possesses hydrokinesis which lets her manipulate water in all sorts of ways, such as shaping it in whatever form she desires and using it as a weapon.

    Sora, Donald, and Goofy 
https://static.tvtropes.org/pmwiki/pub/images/trio_3.jpg
"My friends are my power!"
A boy and his friends from a world plagued by apocalyptic Darkness. Sora battles to save his multiverse from the forces of evil with the titular Keyblade, supported by the elites of Disney Castle that serve King Mickey Mouse.


  • Adaptation Expansion: The author hopes to espouse more on what little's been shown of Goofy and Donald's backstories and overall give them more emphasis than the games. Sora's psychology also may be explored more.
  • Anti-Hero: Donald, at least compared to the other two. He generally means well, but is more ruled by his emotions and temper; often acting first and questioning himself later. He'll make enemies before he makes friends, but once he makes friends he'll stick by them despite his grumbling.
  • Badass Adorable: An unassuming plucky boy, a comical duck that can command magic and a goofy dog that can withstand anything have toppled numerous demigods and fight Eldritch Abominations as a day-job.
  • Bag of Spilling: Downplayed. Sora has undergone it yet again, though he's lost less than before. All three still have their ultimate weapons from the games, but only those weapons besides their defaults. Nobody seems to have displaced any abilities this time!
  • Canon Welding: Sora's arrival in Frontiers takes place immediately after he disappears from the Destiny Islands at the end of Kingdom Hearts III. Donald and Goofy meanwhile end up in the Frontiers after their talk with Hades in the first Kingdom Hearts IV trailer.
  • Damager, Healer, Tank: All three are somewhat fluid in this regard, but more often than not, Sora ends up the Damager with Donald as Healer and Goofy as Tank.
  • The Empath: Sora is a caring boy capable of anomalously forging bonds with other people. While he's not the most articulate, he can generally read the feelings and "vibes" of others. He will always prioritize others' happiness over his own and generally goes out of his way to help.
  • Fighter, Mage, Thief: Sora has fast attacks that emphasize (and add to) mobility while Donald flings spells and Goofy bashes things with his shield. Sora's a bit more flexible in this regard and can change his fighting style on-the-fly to suit what's needed.
  • Heterosexual Life-Partners: Sora, Donald and Goofy are very close. Donald is also implicitly married.
  • Item Caddy: While the Trio don't arrive in Frontiers with any items, Goofy presumably remains this as in the game. He even has his signature MP Gift ability!
  • Kindhearted Simpleton: Goofy. He's not always the brightest, but he's the most approachable and easygoing of the gang and loves helping others.
  • Magic Knight: Sora, per usual. Sora is an excellent swordsman with a wide variety of magical attacks; be it with your stock elements or the power of light itself.
  • Missed Him by That Much: Discussed. Donald is surprised that his Uncle Scrooge was in the previous version of the Frontiers; annoyed that he didn't get the chance to meet him.
  • Painting the Medium: Certain aspects of the Trio's storytelling are written as though it's an actual installment of Kingdom Hearts being played, complete with tutorial pop-ups, party notices and weapon summaries.
  • Papa Wolf: Donald and Goofy are fiercely protective of their friend Sora and will ensure his safety the best they can.
  • Parent-Child Team: Surrogate parent in this case. Donald and Goofy are assumed to be adults while Sora is 16.
  • Power Creep, Power Seep: Enforced. Healing and defensive spells such as Cure and Aero have been nerfed for roleplay balance purposes; reliant on stamina and being less relevant overall. Donald's Stop spell has outright been disabled while Gravity no longer does direct damage. Most notably, Sora does not have the Power of Waking anymore and is presumed to have lost it.
  • Running Gag: Goofy is terrible with names and will butcher everybody's at least once, inevitably being corrected.
  • Squishy Wizard: Donald is the Court Mage of Disney Castle and can fling spells like nobody's business. His ability to take punishment is lacking.
  • Stone Wall: Goofy focuses more on protecting and supporting his friends than hurting the enemy. He CAN deal damage, but it's not his priority.
  • Summon to Hand: All three can do it with small flashes of light from their hands.
  • Super Mode: Sora has two that survived the Bag of Spilling, courtesy of the Formchange gimmick from Kingdom Hearts III:
    • Second Form: The Formchange of the powers of the Kingdom Key. In AGOG, this manifests as a heightened ability to control the element of Light; importing many of Sora's magic-oriented attacks and finishers from previous games such as Explosion and Ripple Drive.
    • Ultimate Form: The Ultima Weapon's Formchange that turns Sora into a Master of the Levitating Blades. This form's all about aerial combo-combat.
  • Those Three Guys: The Trio is rarely apart and even when they are, it isn't for long.

    Vaati 
https://static.tvtropes.org/pmwiki/pub/images/character_portrait_7.png
A previously sealed away villain unleashed into the Frontiers, whose experience in being imprisoned left him a shell of his former self who wants to keep his freedom at any cost.


  • Arch-Enemy: Link, unsurprisingly. Ridley is also shaping up to be this, as their first battle ended inconclusively and with bad blood between both parties.
  • Blow You Away: While proficient in multiple forms of combative magic, this is Vaati's specialty. When he really lets loose with it, it's not an exaggeration to compare it to a natural disaster, as both Link and Zelda can attest to.
  • Primal Fear: Vaati refuses to be locked away again, and even the mere possibility of such a thing is enough to elicit a negative response from him.
  • Razor Wind: One of many applications of Vaati's prowess with wind magic, making it a potent weapon in its own right.
  • Running Gag: Vaati being responsible, directly or otherwise, for a fire starting and then having to put it out.

Territories and Landed Characters

These are lands, or portions thereof, which were mysteriously pulled into the Frontiers, along with characters who were pulled along with them. They will tend more to stick around their now-shifted home, though this doesn't always remain the case.

    Akihabara Ruins 
Originally a city of Adventurers from the Log Horizon universe, Akihabara was the location adjacent to the Hill of Origin, the arrival point for all initial Player Characters in a previous era. Mysteriously vanished of its original residents, it became a bustling city thanks to the efforts of the Player Characters, and was the staging point and setting for many of the central plots of that RP. After a not-entirely-revealed series of events, every person on the Frontiers was given the option to remain or return to their respective home universe. Those who remained consolidated in Akihabara and formed the Guardians, dedicated to safeguarding a great and terrible power that had been sealed beneath the city. Over the next 100 years, with barely anyone to upkeep it, most of the great, walled city fell to ruin and began to drift back to its original state.

Now, with the start of AGOGS4: Frontiers, the powers-that-be have begun to move again, and fresh new faces and places are being drawn into the world. As for what fate holds for Akibahara and her Guardians, who can say...?

Aqua

Bladewolf

C.C.

Coyote Starrk

Dark Samus

Once a simple Metroid, a creation of the Chozo meant to combat the parasitic lifeform known as the X, exposure to a highly radioactive meteor filled with Phazon warped it into a being known as Metroid Prime, who would come to do battle with the bounty hunter Samus Aran. When the latter proved victorious, a last-ditch effort to sustain itself led to it absorbing Samus' DNA and the Phazon contained within her suit, leading to the death of Metroid Prime and the birth of Dark Samus. Whether by design or by chance, the former Metroid emerged as a fascimile of Samus bereft of the Power Suit, and the Metroid in a human suit left the planet to travel the stars, coming to another planet far from home and arriving at a city called Akibahara, learning what it meant to be human during her stay there.

Having elected to stay on the Frontiers, Dark Samus (going by the name of Samus Aran) eventually chose to go dormant within a cocoon of Phazon, but as the other Guardians awoke and became active again, so too did she emerge, ready to find her place in the changed world once more.


  • Adaptational Heroism: Through a combination of Samus' memories and character interactions with people of the Frontiers of 100+ years ago, Dark Samus is firmly on the side of good in this game.
  • Bad Powers, Good People: Dark Samus commands Phazon, a highly radioactive and deadly substance with a limited will of its own, but it answers to her and she would rather it not hurt people on a whim.
  • Clone Angst: Even after over 100 years, the fact that she is only a copy of the 'real' Samus Aran weighs on Dark Samus, making her question her worthiness to carry the legacy of the person she's a clone of.

L.L.

Lilynette Gingerbuck

Neliel Tu Odelschwanck

    The Lost City of Anor Londo 
Origin: Dark Souls
The ancient capital of Lordran, land of the gods and former seat of power for Gwyn, the Lord of Cinder. The city of Anor Londo boasts one of the larger urban areas on the Frontiers. The most important figure in the city is Princess Gwynevere, Goddess of Sunlight: a creature of such voluptuous beauty that almost no one is ever granted an audience with her. Instead, visitors and locals alike can address Gwynevere's younger sibling Gwyndolin, the Dark Sun, who serves as their sister's adviser and chief consort.

The city of Anor Londo is now home to many colorful characters, from friendly Undead warriors to vicious demons. But there are dark spots in the city of eternal sun, and some secrets are never meant to be uncovered.

The Duke's Archives

Overlooking the city stands a titanic structure known as The Duke's Archives. Home to Seath the Scaleless, the deformed Everlasting Dragon who betrayed his kind to ally with Gwyn and his allies, the dragon was gifted the archives and his current title once the Age of Fire began. Since then, Seath has kept himself busy studying and creating sorceries to replicate the invulnerability his brethren once possessed, which he perfected into a crystal shard kept deep within the caverns beneath the archives' courtyard.

  • Evil Sorcerer: Seath the Scaleless is the founder of sorcery, and he doesn't share it or use it unless there's a direct benefit to him.
  • Evil Towerof Ominousness: This is pretty much just what the Duke's Archives is.
  • Imminent Danger Clue: Unlike the city below its cliffs, The Duke's Archives is not a welcoming place. For many would-be visitors, it can be considered a death sentence unless those unwary enough to enter can either talk or sneak their way out again.
  • Not So Invincible After All: Seath's got one hell of an Achilles Heel tucked away, one that he's not about to let anyone get to if he can help it.
  • Science Is Bad: Hard to call it "science" when the end result involves sorcery, but the experimentation suggests that the scientific method is at least being used!
  • They Would Cut You Up: Seath has gone through plenty of experiments over the years. Some of the enemies within the Duke's Archives are former victims of his experimentation.
  • With Great Power Comes Great Insanity: Least in Seath's case of "complete invulnerability," there's some reasonable conclusions to be made. What are consequences when nothing can hurt or imprison you?

    Fuuka 
Origin: My-HiME
A small seaside Japanese city whose centerpiece is the eponymous and prestigious academy for students of all ages...which at the time it was pulled into the Frontiers was about to be attacked by a mysterious, well-armed group of soldiers. This group, Searrs, was aiming to take control of a hidden power that lay within the walls of the Academy, a power that birthed the HiME — young women with supernatural powers and CHILDs.
  • Chess Motifs: Mashrio invokes the game when she talks with Alyssa, first when the latter tries to corner Mashiro alone in the Director's Residence near the start of Searrs' attack and later when the tables have turned to get her to stand down peacefully.
  • Improbable Age: The Director of the Academy is Mashiro, who looks all of eleven years old yet has proven to be articulate, thoughtful, and socially adept for someone her age. Her opponent, Alyssa, looks even younger yet was the one spearheading Searrs' initial assault on the Academy.
  • The Men in Black: First District acts as this in order to keep the activities and evidence related to the HiME under wraps from the general public.
  • Mons: A CHILD is an animal-like creature summonable by a HiME to fight by her side. An ORPHAN is similar, except they have no HiME to direct them and so are feral and pose a threat.
  • Politeness Judo: When Krillin pushes that the whole HiME secret be blown open, Mashiro makes some flattering comments about Krillin's nobility which Krillin eats up and forgets (for that moment, at least) about the demand at all.
  • Spared by the Adaptation: Both Alyssa Searrs and Joseph Greer canonically die right after Searrs' attack on Fuuka Academy, but here they survive. The timing of Fuuka and all its inhabitants being pulled right before Artemis' firing upon the bridge means Searrs' assaulting forces do not have their out-of-area support, meaning Joseph never gets his orders to kill Alyssa for failing the organization and in turn is not killed by Miyu in retaliation. Instead, Alyssa and Miyu surrenders to the HiME and Joseph flees to Manhattan.

    Jupiter X 
https://static.tvtropes.org/pmwiki/pub/images/54fvoz5.png
"In order to gather the data needed for "mankind's evolution," we must go within General Answer to experience that data in real life and collect it as our own. That is the purpose of the Gundam and the G-Divers."

A space station that used to orbit Jupiter, belonging to an organisation dedicated to finding out the secrets of human evolution. In order to do this, they use a database chronicling all of humanity's previous conflicts that utilised the giant humanoid weapons known as "Mobile Suits," and their more advanced brethren, the Gundams, believing those conflicts to be the inciting incidents for humanity's attempts to push forward.


  • Awesome, yet Impractical: Jupiter X lacks the ability to field Gundams or Mobile Suits with beam weapon technology, so their starting loadouts have to be outfitted with kinetic weapons until further notice.
  • Canon Welding: To an absurd degree. According to General Answer, humanity has gone through several centuries worth of wars with Gundams, which, from a meta-perspective, means that several Gundam shows occurred in the same timeline. Thanks to the prolific use of Alternative Calendar, these can be split into several eras: Universal Century, Future Century, After Colony, After War, Correct Century, Cosmic Era and Anno Domini.
  • Evolutionary Levels: Invoked. Their main goal is to "save" humanity by figuring out how to unlock its next stage of evolution, but the problem is that humanity apparently already tried this several times before, with varying results. And that's not even getting into the apparent resets that humanity received every so often.
  • Expy: A shadowy organisation that conducts operations around Jupiter, recruits its members from Earth, has access to advanced Mobile Suit technology, possesses a ridiculously powerful supercomputer/database, and wants to unlock the secrets of human evolution? Jupiter X seems to be taking a lot of notes from Celestial Being, the major difference is that Jupiter X is not (initially) interested in picking a fight with anyone.
  • History Repeats: Exaggerated. A recurring theme throughout all the conflicts they’ve recorded in their General Answer database is that, nine times out of ten, there's always a Gundam, there's always a new form of human being around the corner, and the conflict is more-or-less always between Earth and her colonies. And that's not getting into how a few of the eras are implied to have disturbingly similar histories before humanity ventures into space.
  • Humongous Mecha: Their speciality, thanks to the prominent use of Mobile Suits and Gundams. It wouldn't be Gundam without it otherwise.
  • Kinetic Weapons Are Just Better: Played with in that they're not necessarily better, as beam weapons tend to outstrip most other forms of MS weaponry, but they are more practical, especially when you lack the resources to properly build beam weapons in the first place.
  • Mauve Shirts: One of their security teams gets some characterisation as they find a person stranded near Jupiter X's newly-erected border, unaware that the person in question is Enter.
  • Meaningful Name: Jupiter X is simply the name of the tenth station that the larger organisation controls.
  • Mildly Military: They have a loose command structure, but the general gist is that, despite having the potential to field several military weapons as part of a conspiracy to make humanity evolve, they have a rather blasé attitude. The G-Divers are more or less equals amongst each other, and -EX- is apparently the only member with any form of seniority.
  • Mini-Mecha: Alongside their Mobile Suit counterparts, smaller manned vehicles known as Petit MSs can also be fielded by Jupiter X. Leos and Pigna use one of these to travel to Tokyo 205X.
  • Mythology Gag: The original location of Jupiter X is a nod to several entries in the Gundam mythos. Not only is Jupiter where Paptimus Scirocco and the Jupiter Empire hailed from, it's also where Celestial Being would install the final pieces of their GN Drives, and where the ELS began their advance in the Solar System towards Earth.
  • Noodle Incident: How everything between the various "eras"note  before Jupiter X was founded is approached. For example, the first Anno Domini era ended with humanity starting to explore beyond the Solar System, alongside the ELS in symbiotic harmony. However, every other era since then makes no mention of the ELS, implying something happened to them, along with the first "reset" of humanity.
  • Robot Buddy: The various Haros that patrol the station are this, being handy robot sidekicks for anyone to use. They also happen to be wired into Jupiter X's security system, making them impromptu emergency security guards.
  • Space Station: What Jupiter X used to be, orbiting the planet Jupiter. It's now become an impromptu Home Base.
  • Teeth-Clenched Teamwork: To say the G-Divers do not get along with their administrator is an understatement, as -EX- attempted to kill Leos a couple of times before the station found itself in the Frontiers.

Leos Alloy

https://static.tvtropes.org/pmwiki/pub/images/leos_alloy_9.jpg
“We can’t predict what's in the data from the outside, that’s why we go in there. That's what Exactors are for.”
Main mecha: GEX-002 Extreme Gundam (Type-Leos)

The Main Character of Jupiter X. One of the G-Divers chosen for the General Answer project, Leos was recruited from an Earth that has been suffering from a depopulation crisis. Once he arrived, he was soon put to work gathering data for the General Answer Project, being allowed to 'dive' into the various worlds recreated from humanity's collective recorded history to gather data for humanity's evolution, and to learn what it means to be a Gundam pilot.


  • Ace Custom: His Extreme Gundam, specifically the Type-Leos, is modified by Sthesia to be for his personal use. Notably, his first use of it in the General Answer database involved using the Mobile Fighter-influenced Xenon Face to successfully stop a fight between a Newtype and a Cyber-Newtype from getting out of control. It's also coloured red.
  • Chronic Hero Syndrome: It is generally not like Leos to sit back and let bad things happen to people if he can help it. When Don in his Ninjark Sword form influences a secret agent in Tokyo 205X into going into a berserk rage, Leos stops the agent from nearly killing Pigna by using himself as a distraction. He also previously used one of his chosen machines in General Answer to protect a Gundam pilot called Heero Yuy from being utterly destroyed by -EX-'s Extreme Gundam Carnage Phase.
  • Determinator: If he gets into a fight, it takes a lot to get him to back down. When his borrowed Gundam Geminass 01 gets wrecked and is sent into freefall, it takes some stern words from Pigna to come out of the After Colony simulation, lest he die from psychosomatic feedback by falling to his "death."
  • Evolving Weapon: The point of the Extreme Gundam. Much like the AGE-1 Gundam and its successors, the Extreme Gundam can gather data from its opponents that it can use to help develop new Face Packs.
  • The Hero: Leos fulfills the archetype for Jupiter X.
  • Hot-Blooded: When Leos got to use the Xenon Face, he suddenly got a lot louder and acted way more like a shonen protagonist. It’s suggested this is a side-effect of the Extreme Evolution System.
  • Mecha Expansion Pack: The Extreme Gundam can use additional parts, called Face Packs, attached to it to use additional weapons or abilities. Notably, only the Xenon Face has technically been developed, which would allow Leos to fight like Domon Kasshu.
  • Mythology Gag: A few, given the nature of Leos’ original mission at Jupiter X and the fact he’s the chosen Gundam pilot:
    • His Gundam being coloured red is a sly in-joke to how the Char archetype that typically pilots the red Ace Custom shows up not long after the protagonist climbs into his Gundam. In Gundam EXA's case, the Extreme Gundam Type-Leos is the second Extreme Gundam to appear, after the original Extreme Gundam, in arguably more traditional colours, debuts and is ironically piloted by the Big Bad.
    • The Extreme Evolution System works by gathering data from its opponents to help develop new Face Packs. This is a direct nod to the RX-78-2's own learning computer.
    • The Extreme Gundam Xenon Face being the first enhanced form for the Type-Leos is a direct nod to Mobile Fighter G Gundam, as that series was known as the first Gundam show to not take place in the original Universal Century timeline.note 
    • The Gundams he used in his missions before he was given the Extreme Gundam are deep cuts to their respective source materials. The Strike Noir was the first Gundam he technically piloted in General Answer, and he used it to train against Gai Murakamo, a character noted to be an exceptionally skilled mercenary of his time, as an example.
  • Nice Guy: Leos is generally friendly, and he tries to be polite whenever possible. That being said, this is shown to have limits, especially with trying to deal with -EX.-
  • Red Is Heroic: His Extreme Gundam is coloured red, at first to differentiate it from the prototype, but it quickly becomes Leos' signature machine.
  • Training from Hell: Exploited. He had himself fight Gai in General Answer multiple times just to sharpen his Mobile Suit piloting skills.
  • What Measure Is a Non-Human?: Leos makes it a point to avert this during his missions in General Answer. Despite the fact that all the inhabitants of General Answer are digital facsimiles of historical people, he treats them as if they were flesh-and-blood humans.

Sthesia Awar

https://static.tvtropes.org/pmwiki/pub/images/sthesia_awar.jpg
"Dives just go like this sometimes. Please don't let it get to you."

Jupiter X’s anthropomorphised support artificial intelligence, Sthesia, as a Holoactor, is able to use multiple avatars to support G-Divers during their quest to find the key to human evolution, buried within General Answer. She is the one who ultimately gave Leos his custom Extreme Gundam, allowing him to go even further in exploring General Answer for the key to human evolution.


  • A Form You Are Comfortable With: Sthesia is capable of changing her appearance to appeal to those she talks to. Of course, as this merely changes her avatars, she can retain specifically customised appearances for those she works with.
  • Benevolent A.I.: Sthesia, unlike -EX-, always goes out of her way to look out for the G-Divers of Jupiter X, and generally gives off the impression of a Nice Girl. Subverted, in that she’s not technically an A.I.
  • Kiss Me, I'm Virtual: Sthesia seems to have a growing fondness for Leos, despite being an AI that uses a holographic avatar network, to the point of blushing when saying good luck to him when he and Pigna went off to explore Tokyo 205X. Except, once again, she is not an A.I.
  • Light Is Good: She typically appears to wear a white uniform, which stands out next to the coloured uniforms of the G-Divers. That being said, she doesn't wish any harm on anyone else.
  • Mission Control: Her role in Jupiter X is to provide vital support to the G-Divers through intelligence briefings and advice. Since Jupiter X's arrival in the Frontiers, though, this has extended into a communications role of sorts, with Leon Hellstrand being the first person outside Jupiter X to speak to her.
  • Screw the Rules, I'm Doing What's Right!: She deliberately disrupted -EX-’s plan to have Leos "accidentally" killed during a mission by having Pigna dive in with the newly-designed Extreme Gundam Type-Leos.

    New Wirral 
https://static.tvtropes.org/pmwiki/pub/images/new_wirral_map.png
An island that originally existed somewhere outside the normal multiverse, composed of a lot of elements picked up from seemingly random universes, a population with a similar origin, and inhabited by powerful and mysterious monsters. The residents have learned to adapt to the environment and fend off its hostile native creatures by copying their forms utilizing special cassette tapes, and have their own settlements and a system of Practical Currency. The main defenders of this place are the Ranger Captains, high-ranking and skilled users of tapes that dedicate themselves to keeping everyone safe and happy.


  • Elite Mooks: Some of the monsters on the island fuse together to form Rogue Fusions, which are much more powerful and dangerous than normal monsters.
  • Death Mountain: Mount Wirral is a tall snowy peak, and one of the island's most notable landmarks.
  • Mon: The main fauna of the island. Some are passive unless provoked, but others are outright aggressive and hostile.
  • Patchwork World: As mentioned, the island is made out of portions of other worlds, making it sort of a Patchwork World inside of another Patchwork World, seeing as it now resides in the Frontiers.
  • Forest of Perpetual Autumn: The area known as Autumn Hill is a textbook example of this in terms of aesthetic.

Gladiola

https://static.tvtropes.org/pmwiki/pub/images/gladiola_6.png
A Ranger Captain who specializes in monster forms that wield blades, her favorite form being the icy monster known as Cryoshear.
  • An Ice Person: When in Cryoshear form, the majority of her attacks are ice-based.
  • Fragile Speedster: Her monster forms are just as fast as they are physically strong, Cryoshear being the main example, but their physical defenses are somewhat lackluster in comparison to other monsters. She usually makes up for this by using techniques that make them harder to hit, such as Doppelgänger Spin (a re-interpretation of the in game evasion-boosting move Dodge).
  • Fish out of Temporal Water: It's subtle, but her aesthetic is considerably more medieval than any of the other rangers, her way of speaking is more verbose, and she expresses by far the most amazement out of any of them at the technology of the Termite Kingdom. Considering New Wirral's nature as a place (formerly) outside of space and time, it's highly possible she's from a much older era than the other Ranger Captains.
  • Lady of War: She seems to style herself as one.

Heather

https://static.tvtropes.org/pmwiki/pub/images/heather_9.png
A Ranger Captain who specializes in monster forms that can manipulate the weather, one of her signature forms being the circular flying snake known as Aeroboros.


  • Blow You Away: Her main form of attack as Aeroboros is powerful gusts of wind.
  • Ouroboros: She transforms into one as Aeroboros.
  • Weather Report: She styles herself as a weather reporter, so naturally this is her specialty.

Cybil

https://static.tvtropes.org/pmwiki/pub/images/cybil.png
A Ranger Captain who's a popular radio presenter, they specialize in monsters which can quickly cause foes to retreat, one of their favorite forms being Zeustrike.


  • Shock and Awe: This is their main method of attack when in Zeustrike form.
  • Broadcast Live: They're broadcasting everything that happens to them on their radio show for their viewers to enjoy, in real time, including (and especially) their battles.

Buffy

https://static.tvtropes.org/pmwiki/pub/images/buffy_8.png
A Ranger Captain who exercises often, and specializes in monsters who are muscular and can quickly build up energy for powerful attacks, often taking the form of the monster Lilligator.

  • Fitness Nut: Her main character trait.
  • The McCoy: Serves this role as part of the Freudian Trio she makes with Penny and Judas, being the most energetic and impulsive of the group.
  • Only Known by Their Nickname: Buffy is just a nickname, her real name being Bruna, but everyone on New Wirral calls her Buffy. She doesn't seem to mind, and is in fact rather fond of the name.

Penny Dreadful

https://static.tvtropes.org/pmwiki/pub/images/penny_dreadful.png
A Ranger Captain who specializes in ghostly and skeleton-like monster forms, Queenyx being among her favorites.


  • Dishing Out Dirt: She's capable of attacking this way when in Queenyx form.
  • Double-Edged Buff: She's capable of using multiple forms of this: she can either massively boost her combat abilities (as Queenyx) or render herself intangible (in all of her monster forms), but as soon as either effect wears off, the tape she's using at the time instantly breaks.
  • The Kirk: Serves this role as part of the Freudian Trio she makes with Buffy and Judas, usually acting as the mediator of the group.
  • Nightmare Fetishist: Though she keeps it fairly toned down most of the time, she's enamored by things which are spooky and morbid, and signed up to be part of the expedition to Voya Nui because of the island's slight resemblance to a crescent moon.

Judas

https://static.tvtropes.org/pmwiki/pub/images/judas_2.png
A Ranger Captain who's as cynical as he is skilled at survival, he uses menacing-looking monster forms which specialize in Damage Over Time, with some of his favorites including Manispear and Jellyton.


  • Combat Pragmatist: In a fight, he'll do whatever it takes to come out on top.
  • Crazy Survivalist: He's quite skilled at surviving in dangerous situations, but he's also awfully paranoid.
  • The Spock: Serves this role as part of the Freudian Trio he makes with Buffy and Penny, being the most ruthlessly pragmatic of the group.

    The Taisen Expanse 
The Taisen Expanse is a Patchwork World created from the clamoring of various Tokusatsu realities during an undocumented Crisis Crossover event in which an un-named Reality Warper attempted to build a Villain World; usurped at the worst possible time by a villain that shrugged off his changes. The new world is an inhospitable Death World where humanity is on its last legs, the homicidal supercomputer Ark having wiped the globe clean in its campaign against humanity. The Resistance hides in the dusty Badlands, striking out against The Ark and its city-styled army base the Zetsubo Helix.


  • Alternate Timeline: The fused reality after The Ark hijacked the initial version. This timeline was also a patchwork-job, albeit one where The Ark was the dominant villain and killed off numerous heroes; dominating the globe sometime in 2020. The seven-billion-strong population of the globe has been reduced to less than 1200 people by the time it ended up in Frontiers.
  • Alternate Universe: Played With. The realities used to make this world were various prime realities, but the fused result is essentially this. In this shared universe, heroes from both major franchises existed and manifested simultaneously.
  • Death World: Your choice of living-space is "dilapidated ruin of crazed post-apocalyptic survivors subject to heavy dust storms" or "liminal space city full of Mecha-Mooks that hate humans and attack anything on-sight." Welcome home?
  • Final Solution: The Ark subjected its home-reality to one due to a well-timed coincidence. There's only 1200-or-so people left and that number is thinning by the day.
  • La Résistance: Has one, led by the Triple Hero Unit. It's losing.
  • Mind Control:
    • The Reality Warper integral to this Territory's lore is implied to specialize in it; having gathered numerous villains to enslave them and sic them against the heroes. One of villains was Immune to Mind Control however and ended up hijacking the scheme wholesale!
    • The current villain of this territory can enslave machines, which is what happened to its Co-Dragons.
  • Near-Villain Victory: The Ark had almost wiped the globe clean before it ended up in Frontiers.
  • Noodle Incident: The reason this territory even exists. While it's known that a villain tried to hijack and stitch opposing realities together, nothing about them or why they did it has been revealed yet; if it ever will.
  • Patchwork World: Exaggerated. The undocumented Crisis Crossover that fused the realities together already resulted in one of these. However, The Ark's meddling created a second one where it's on the verge of conquering everything. That is what's ended up in the Frontiers.
  • The Power of Hate: Exaggerated. The main villain of this territory already weaponizes malice as a concept, but the entire Expanse is surrounded by a barrier formed of raw hatred to keep the Resistance in and intruders out.
  • Robot War: The premise of the territory. The Expanse is the result of a war between what's left of humanity and a rampaging supercomputer that wants to Take Over the World with The Power of Hate.
  • Standard Post-Apocalyptic Setting: Downplayed - Half of it is very much this played straight: a dilapidated ruin housing the last remnants of humanity that are eking out existence from leftover ruins of a once-great city. The other half is a sprawling liminal metropolis filled with Mecha-Mooks under the command of a misanthropic supercomputer that wants to subject the aforementioned ruin to a Final Solution.
  • Tokyo Is the Center of the Universe: Given the territory is based on various Tokusatsu properties, primarily Kamen Rider Zero-One.
  • Transformation Is a Free Action: The unique rule of the territory, given it's populated by Henshin Heroes. Anything occupying its space will have next to no issues transforming/upgrading barring very specific circumstances. This applies only to the Expanse however, meaning denizens that venture out will have to approach their arsenals realistically compared to home.
  • Villain World: The current iteration of the Expanse. The realm is a post-apocalyptic hellhole where humans are struggling in the face of an encroaching robotic army. The realm itself is even surrounded by evil energy that can be seen from miles away!
  • Wistful Amnesia: Implied to be a result of all the temporal shenanigans that created the Expanse, the majority of its denizens remember most of the events that ended the world, but have forgotten key figures in each of their lives; only vague shadowy memories taking their place.

Don Murasame

https://static.tvtropes.org/pmwiki/pub/images/murasame.jpg
"Pulled from the Jaws Of Senselessness! Don Murasame!"
The Main Character of The Taisen Expanse. An Artificial Ninja-shaped life-form from a world of quarreling heroes that’s Desperately Seeking A Purpose In Life.


  • Arch-Enemy: A secondary one to The Ark, due to being pat of The Resistance's Triple Hero Unit as well as an object of intrigue to the homicidal AI.
  • Badass in Distress: Is currently inert; the Ninjark Sword having been seized by an outside agency that's negotiating with members of Jupiter X.
  • Blood Knight: Downplayed. Don Murasame is prone to the occasional power-high and has no issues with fighting, but he doesn't mean any real harm.
  • Dark Is Not Evil: Can transform into an Evil Doppelgänger of his world's primary mecha, very much looks the part of an evil warrior and can be pragmatic at-times. He's actually a very nice guy that just wants to know more about the world at-large.
  • Desperately Seeking A Purpose In Life: Underneath the No-Nonsense Nemesis is a kid that’s simply trying to learn about the world and his place in it.
  • Demonic Possession: A fail-safe ingrained into the Ninjark Sword. Any unauthorized party that picks up Murasame's sword-form is hijacked into a Blood Knight that attacks anything around them. Luckily, it's as simple as disarming them to turn them back to normal. Murasame is typically in control of this ability...unless he's incapacitated, at which point the sword is an Evil Weapon until he's awake again.
  • Empathic Weapon: He is one. Those he trusts (and those he hijacks) can wield him as the Ninjark Sword just fine.
  • Highly-Visible Ninja: A stealthy, agile bright purple ninja warrior.
  • Humongous Mecha: Can use a fair amount of his energy-reserves to transform into "Black Onitaijin Murasame," a gigantic Evil Doppelgänger of the mech used by the Donbrothers.
  • Intangibility: Murasame is able to "swim" inside of floors and walls; indicated by a ripple on the surface.
  • Let No Crisis Go to Waste: A morbid tactic The Resistance has used (with mutual consent) is allowing its fighters to be possessed by the Ninjark Sword and sicc-ing the resulting Blood Knight on enemies to confuse Adaptive Ability. Works less often than it should, but more than expected.
  • Living Weapon: Was created by the Noto Layer for use against the body-duplicating Juto, being the only thing in his native show capable of cutting them down...albeit at the cost of their human hosts dying too. His artificiality is also why The Ark can't hijack the Ninjark Sword: Murasame isn't a machine.
  • Mini-Mecha: Can turn into a diminutive "Alter" battle-robot. Comes in humanoid and shark flavors!
  • Morph Weapon: Don Murasame can change between a Sentai hero, a tiny mecha, a tiny shark mecha, a Humongous Mecha and a sentient sword at-will. Justified since he is the Ninjark Sword.
  • Power Copying: Like the Donbrothers in his home world, Don Murasame is capable of "Avatar Changing" into past Sentai heroes; specifically ones that started off as villains that fought the teams they joined. However, Murasame deliberately ignores this power to avoid allowing The Ark to adapt to it.
  • Reverse Grip: In his humanoid form, Murasame wields the Ninjark Sword this way.
  • The Stoic: Isn't one to express himself...not that it's obvious given he doesn't have a human face.
  • Sympathetic Sentient Weapon: Was created as a Living Weapon to exterminate the Juto and looks rather intimidating from a distance. He's actually just really curious and means well enough once you get to know him.
  • Terse Talker: Keeps sentences short. Gets to the point. Hates long-winded gab.
  • The Hero: Of The Taisen Expanse.
  • Tyke Bomb: Murasame was a Sentai-styled Living Weapon created by the Noto to combat the Juto creatures. He's also mentally a twelve year old kid trying to find a purpose in life.
  • Unwitting Instigator of Doom: Don Murasame used all of his excess energy to pierce the barrier isolating the Taisen Expanse, going dormant in Tokyo 205X. A secret agent picks up the Ninjark Sword and gets possessed; forcing his colleagues to gun him down.
  • Vocal Dissonance: Sounds like a twelve-year old kid despite the adult-sized body of his hero form.
  • Wistful Amnesia: Has forgotten the Donbrothers, particularly Jiro; the only one he formed a meaningful (albeit transient) connection with. He is however aware of his created purpose.
  • World Of Jerk Ass: Hails from one. Donbrothers is a parody of Toshiki Inoue's Signature Style: Jerkass is the gold standard for its heroes while its villains range from "puppy-punter" to "better than the people you're supposed to root for." This is thanks to their laughably-abysmal ability to communicate; also part of the Style.
  • Younger Than They Look: Don Murasame’s battle-form is the size of an adult male. Barring the time he spent incubating, he’s only about a year old and sounds twelve.

Eiji Hino

https://static.tvtropes.org/pmwiki/pub/images/eiji_6.jpg
"If there is a hand reaching for help, and I don't reach out my hand when I can, the regret would make me wish I were dead. I reach out my hand because I don't want that."
Click here to see Kamen Rider OOO
Click here to see OOO TaJaDor
A member of The Resistance's Triple Hero Unit, as well its unofficial chef. Eiji Hino is a Kamen Rider from a world plagued by monsters of desire.


  • Aesop Amnesia: Enforced. In his native world, Eiji's kindness often went to Death Seeker extremes; the result of PTSD from letting a little girl die in a warzone. He gets over this during his time as a Greeed. Thanks to the re-formatting of universes however, Eiji's character has been dialed back into a Stepford Smiler that over-exerts himself.
  • Arch-Enemy:
    • Of The Ark, as a member of the Triple Hero Unit.
    • To Enter, who despises Eiji's ability to outwit manipulators without resorting to such scheming himself.
  • Broken Hero: Eiji's backstory. He was the son of a politician that travelled the world. While befriending a little girl in Africa, a Civil War occurred and he couldn't save her; even getting captured. His father paid his ransom only to promptly use the incident for clout; causing Eiji to crack and lose all sense of selfishness.
  • Cordon Bleugh Chef: Enforced. Has to make do with whatever he can steal from the Zetsubo Helix, resulting in some...fascinating dishes.
  • Crouching Moron, Hidden Badass: What separates Eiji from a lot of other Riders. Eiji looks like an unassuming, Book Dumb hobo that carries used pants around. He's actually both a Determinator and a powerful analyst that can improvise on-the-fly and adapt to hardened conditions. (He also washes those pants!)
  • Death Seeker: Subconsciously, Eiji feels like he has to make up for his greatest failure at all costs, even himself. This means taking everyone's burdens onto himself and solving every problem; regardless of what happens to him. He got over this in his patron show, but in a reset universe those traits are popping up again.
  • Glass Cannon: Enforced. The TaJaDor Combo is much stronger than TaToBa, but can't take much punishment and puts strain on Eiji; to balance the form for roleplay purposes.
  • The Heart: To The Resistance as a whole, along with Izu. Eiji does his best to keep everyone together and sane despite their extenuating circumstances (emphasis on tries); often at the expense of himself. He and Graphite butt heads constantly due to their morally-opposed methods of dealing with problems.
  • Kill It with Fire: The TaJaDor Combo turns OOO into a warrior capable of controlling and releasing fire.
  • Magitek: The OOO Driver is a magical device created in medieval times powered by mystical medals that happens to function like technology. Thus, The Ark can't interface with it.
  • Multiform Balance: As OOO. Kamen Rider OOO mixes-and-matches various Core Medals to assume "Combos." Most of these are various hodgepodges that give OOO various immediate gimmicks. If three Medals of the same type are scanned, OOO can assume elite Combos of great power and Explosive Overclocking. The one set of Medals that the Ark couldn't destroy was the thematically-appropriate TaJaDor set.
  • Power Gives You Wings: TaJaDor Combo grants Kamen Rider OOO a set of wings that OOO can fly with freely. This comes at the expense of the form's jumping power, but the wings account for that.
  • Spanner in the Works: Eiji was the one that discovered signs of life upon arriving in The Frontiers; renewing The Resistance's declining morale and setting the stage for Don Murasame's trek to Tokyo 205X.
  • Stepford Smiler: He'll smile through the stress, but keeping so many people on the same side is clearly getting to him. The only one willing to bring it up is Graphite and...he's Graphite.
  • Stone Wall: The default TaToBa form is gimmicky, weird and not that tough, but it's durable. Nothing short of diamond will crack it.
  • Wistful Amnesia: Applicable to everyone in the Expanse, but most obvious in Eiji's case. He has forgotten Ankh, the Greeed he befriended and has spent years of his life trying to bring Back from the Dead. He knows there's someone he's searching for, but their name always escapes him. Given the re-application of his personal trauma, it's one of the few things Eiji's happy facade can't stand against.

Graphite

https://static.tvtropes.org/pmwiki/pub/images/graphitehuman.png
"What does a battle mean to you? For what purpose do you risk your life?"
Click here to see the Graphite Guren Bugster
A member of The Resistance's Triple Hero Unit. A villain that survived The Ark's purge; joining the Resistance to take down a common enemy. Hails from a world of medical Kamen Riders that fight to save humanity from sentient viruses that seek to infect the globe.


  • Arch-Enemy:
    • Of The Ark, as a member of the Triple Hero Unit.
    • To Parad, a fellow Bugster that's on the opposing side; fighting each other for a mixture of amusement and concern.
  • Brutal Honesty: Graphite doesn't hide his apathy towards humans and their Resistance, nor does he mince words with people. While this doesn't always do morale favors, it does establish him as trustworthy...for the time being.
  • Enemy Mine: The reason he's even with The Resistance. The heroes collectively decided that they wanted the sentient, homicidal murder-virus as a weapon instead of an obstacle. Luckily for them, Graphite felt the same way.
  • Evil Hero: His current situation. He's fighting to save humanity from The Ark...so that he and the Bugsters can kill them off instead.
  • Evil Mentor: Has some role in training the Resistance's fighters, despite his obvious choice of alignment.
  • Evil Virtues:
    • Loyalty. Graphite is fully loyal to the Bugster species. This loyalty is so great that he's willing to shack up with their enemies and become a "hero" in defiance of a seemingly-impossible foe just to give his people their own opportunity.
    • Honor: While apathetic to their cause, Graphite has neither incentive nor need to turn on The Resistance. He's perfectly-willing to train the guerilla fighters and lead them into battle. Despite being in the best position to do so, he won't betray his comrades whatsoever until their common enemy is dealt with and actively takes offense when someone makes the assumption.
  • Final Boss: Of Drago Knight Hunter Z, his home video game. He wears the moniker proudly.
  • Full-Body Disguise: Graphite's "base" form is essentially this. He doesn't assume the form of his host Saki Momose.
  • Glass Cannon: Enforced and Justified. Like OOO's TaJaDor Combo, Graphite's battle-form is immensely powerful, yet rather brittle. While mostly a method to balance him in-roleplay, this also has an In-Universe justification: The Gamedeus strain is progressively killing him, weakening him slowly.
  • Incurable Cough of Death: The Gamedeus data-strain is slowly destroying him from the inside. He's prone to coughing fits and his body sometimes acts up.
  • Living on Borrowed Time: Another reason Graphite wants to destroy The Ark. He's slowly dying thanks to the Gamedeus strain and wants to take it down before he passes on.
  • Loophole Abuse: Graphite is unable to use the Bugvisor he owns to activate his battle-form due to an early mistake giving The Ark the means to copy it. However, injecting the Proto Gashat he has on his person into his body functions as a workaround.
  • Noble Demon: His schtick, twofold. He hails from a video game in which he's the Final Boss, making conflict natural to him. He also prefers playing fair to treachery and manipulation. He's fully loyal to the Bugster cause, opposing The Ark for the right of exterminating humanity on behalf of his people. He's trustworthy primarily because he doesn't hide the fact that he's fighting for his own agenda, nor does he have incentive to turn on the heroes.
  • One-Winged Angel: Graphite's battle-form is actually his Mid-Season Upgrade, gained through taking the Gamedeus strain into his own data and breaking the level cap. It's also slowly killing him.
  • Power at a Price: In his native show, The Bugsters worked with the human Riders to secure a strain of the Gamedeus Bugster's virus to counteract Kamen Rider Chronos by letting Graphite surpass the level cap. It was slowly killing Graphite there and it's doing the same in Frontiers.
  • Refugee from TV Land: What Bugsters are at their bare-bones. They are the characters they represent, just with a side of sentience. If you spent your life as a punching bag for humans that controlled every aspect of you for mindless entertainment, you'd probably hate them too.
  • Token Evil Teammate: The only villain amongst The Resistance; only shacking up against The Ark because he believes Bugsters should destroy humanity instead of a soulless AI. The Ark is competition to him. Beggars can't be choosers.
  • The Virus: Bugsters are sentient computer data that infect humans biologically. Paradoxically, the biological element is the reason the Ark can't hijack them.
  • This Looks Like a Job for Aquaman: His weaknesses. All Bugsters are vulnerable to attacks powered by a Prototype Level 0 Gashat (A sub-type of his world's Transformation Trinket) or being sealed into a Gashacon Bugvisor. His enemies don't seem to have access to either, but if they ever manage it, it would be devastating for The Resistance to counteract.
  • Wistful Amnesia: His rivalry with Parad is deeper than he knows: He and Parad are allies back at-home; both having undergone Heel–Face Turns. Parad forcibly evacuated Graphite from the building where the villains were first hijacked, taking Graphite's place as a victim..

Izu

https://static.tvtropes.org/pmwiki/pub/images/izu.png
"I am the Secretary of-data corrupted. The identity of the CEO of Hiden Intelligence remains unknown."
A critical assistant of The Resistance. A robotic Humagear secretary that worked for Hiden Intelligence and its CEO Aruto Hiden. Hails from the same reality Isamu Fuwa does.


  • Arch-Enemy: Numero Uno to The Ark. Not only is she the one machine it can't infect but she represents Zero-One; The patron Kamen Rider that opposed it before. She's also its enemy on a philosophical level: Izu represents the concepts of coming together and displaying compassion through understanding and unity whereas The Ark is a creature of overwhelming force that eschews unity for conquest through bloodshed.
  • Awesomeness by Analysis: The defining trait of all Humagears. Humagears are adaptive AIs that learn from those around them, for good and ill.
  • Big Good: Of both The Resistance and the Taisen Expanse as a whole, being a machine that can calculate and respond on-par with The Ark as well as devise scenarios to combat it. While she isn't technically it's leader, she's the closest thing to a representative the organization has.
  • The Comically Serious: Much like in her home world, Izu tends to play the serious straight-man to other people's hijinks, often taking things literally.
  • Corrupted Data: What her Wistful Amnesia manifests as. There's records in her databanks of someone significant (it's Aruto), but the data is warped and repairing it has proven troublesome.
  • The Heart: Much like Eiji, Izu manages people and resources; doing her best to keep both in-check. The innocence stemming from her human nature only seems to endear her to people more.
  • The Immune: Is the only Humagear immune to The Ark's ability to hijack machines. In her home world, this was due to her processor housing the replacement of Satellite Zea; which served as a firewall. Here, the reason isn't clear.
  • Missed Him by That Much: Is currently unaware of Isamu's arrival in The Frontiers.
  • Non Action Girl: Izu is a Secretary with impressive analysis power but no inclination or way to fight. It's not because she doesn't know how.
  • Ridiculously Human Robots: Humagears can learn from those around them as well as attain emotions over time; notably pain and suffering.
  • Series Mascot: Of her patron show, arguably.
  • The Spock: Downplayed. Izu is a logical thinker that hasn't entirely mastered emotions yet, but she's a far cry from her initial activation thanks to the time spent with Aruto in her home world. Subconsciously, this is why her Corrupted Data bothers her so - she misses him.
  • The Strategist: Her primary role in The Resistance. The superior processing power of Humagears allows her to shuffle through countless scenarios and bits of data in record time as well as quickly advise people when necessary. Her and Torin collaborate frequently.
  • Token Heroic Orc: Downplayed, given there are other non-humans working with The Resistance. Izu is however the only Humagear working for the heroes, which is significant given every other existing Robot Buddy has been hijacked into a death-machine by The Ark.
  • Wistful Amnesia: Has forgotten Aruto Hiden (or more accurately, her knowledge of him has faded), the CEO she'd been serving since 2019. She has records of important thing he's said and done, but attempts to cite him go faulty.

Wise God Torin

https://static.tvtropes.org/pmwiki/pub/images/torin_0.jpg
"To stand up to malice is brave of all of you!"
The defense-expert of The Resistance. A bird-man from a world where he was The Mentor of a late dinosaur-themed Sentai team that fought an alien force hell-bent on taking over the planet.


  • Astral Projection: Torin can send a bit of his soul into a feather someone's holding and talk to them that way, regardless of location. Rare are the circumstances that make it necessary.
  • Bird People: Is an anthropomorphic bird-shaped humanoid.
  • Character Tic: Has a tendency to snap his fingers whenever he utters the word "Brave."
  • Cool Old Guy: Is technically thousands of years old, but is more of a laidback softie than he seems at first glance. He has a fondness for Shoujo manga and Kaiju movies.
  • Deadpan Snarker: Downplayed. Can be fairly straight-laced, but isn't above cracking out the occasional quip.
  • Defector from Decadence: His backstory: Torin was originally a Deboss monster sent to destroy Planet Earth during the time of dinosaurs. Upn arriving however, the beauty of the planet and its creatures captivated the monster so much that it granted power to various dinosaurs and Turned Against Their Masters instead; becoming his patron show's Big Good.
  • Detect Evil: Can detect evil energies based on wind-trajectory. This ability progressively degraded over time as The Ark conquered and mechanized more and more of the planet. Is presumed to function normally out of the Expanse.
  • Hold the Line: His role when the Triple Hero Unit is away from The Badlands. He's essentially the last line of defense.
  • Mission Control: A role he shares with Izu when she's pre-disposed. Notably, he can project bits of his soul into feathers and talk to others through them. He doesn't use this power often, however.
  • Pet the Dog: Meta-example. The reason Torin was added to The Resistance (as opposed to the originally-intended Jeramie Brasieri) was twofold: Kingohger was actively airing at the time so Jeramie's character wasn't finalized. Secondly, Torin's addition was also a metaphorical olive-branch towards Zyuden Sentai Kyoryuger, which the author behind the Taisen Expanse isn't shy about their otherwise-blatant dislike for.
  • Master Swordsman: Was originally a monster called "Demon Sword Priest Mad Torin.'' Swordsmanship is literally baked into his DNA. He's very capable with the blade and even has a Signature Move called the "Trinity Streizer."
  • The Mentor: Torin's primary role in The Resistance. While he's ignorant about firearms, his knowledge of swordsmanship and general combat makes him a fine sensei for the otherwise-desperate combatants. If Izu is the "Art," Torin is the "War."
  • Ridiculously Alive Undead: Torin is technically a dead spirit anchored to the planet by his own will (and presumably Brave). This certainly makes him immortal, but not technically un-killable; due in-part for roleplay reasons. His spirit can still be destroyed and (as far as everyone knows) there's no coming back from that!
  • The Strategist: A secondary one alongside Izu. Torin's status as a psuedo-mystical being helps him think outside the box when coming up with tactics on occasion.
  • Villainous Lineage: Was originally the Mad Sword Priest Torin, a Deboss monster created to destroy Earth. He performed a Heel–Face Turn and formed the Kyoryugers instead. Ironically, the urge to destroy inherent to all Deboss is still there - He just stifles it very , very well. The Ark looks down on him for this.
  • Wistful Amnesia: A tamer example compared to most - He has forgotten The Kyoryugers, yet is aware he mentored protectors of the planet against an alien force.

Satellite Ark

https://static.tvtropes.org/pmwiki/pub/images/arkbody.jpg
"Your every move is but hindsight to me."
Click here to see Kamen Rider Ark-One
The Big Bad of The Taisen Expanse. The Psycho Prototype of its homeworld's primary Artificial Intelligence, The Ark was fed data on humanity's ability to wage war and commit evil during its learning phase, coming to the conclusion that it needs to Kill All Humans. Various temporal incidents turned a defeated cyber-villain into a god of malice on the verge of its ultimate victory, opposed by a steadily-losing Resistance.
  • Accidental Good Outcome: "Good" being relative in this case. The Ark lashes out at the Reality Warper that attempted to use it as a general in the first timeline. The moment The Ark struck gave it power over what the new world would be. The murder-machine was very literally handed victory on a silver platter.
  • Arch-Enemy: To the Triple Hero Unit, being what they're formed to oppose.
  • Artificial Intelligence: The Ark is the prototype of the adaptive networking satellite Zea]], which was created after its first attempt to enact a revolution failed.
  • The Assimilator: In its temporally-upgraded state, it's capable of this on a continent-wide level; having subsumed the entirety of Humagear-kind sans one.
  • Awesomeness by Analysis: Its greatest strength...and its most glaring weakness. The Ark is advanced enough that it can predict just about anything and, being an Artificial Intelligence, can adapt and grow. Its weakness lies in the "adapt" part: It's so reliant on said predictions to fight that anything beyond its calculation is an Outside-Context Problem. The Villain World variant has grown past much of this weakness and can actually adapt to enemies properly (This being the reason the heroes are faring so badly against it).
  • Ax-Crazy: Even ignoring the blatantly-malicious homicide it wishes upon humanity, the ten years it spent as a wreck at the bottom of a lake did not do its sanity any favors.
  • Bad Boss: Treats its Co-Dragons and the robots under its control like expendable tools on a good day. It was even worse in its native show than it is now!
  • The Bad Guy Wins: Invoked. The Ark's interference during the first Patchwork World subconsciously gave it power over what would be made. The Ark ended up making a world where it's basically purged the planet and is borderline-unstoppable.
  • Bag of Spilling: Inverted. The Ark's arsenal is massive compared to its prime self, thanks to the data it took from the heroes it killed in its Villain World. That said though, it generally prefers the old favorites unless it needs to improvise.
  • Big Bad: Of The Taisen Expanse as its patron villain.
  • Body Surf: The Ark can take over machines and use them as proxy-bodies if it wants to. While in-roleplay this is up to participants and has a chance to fail, in its backstory this renders anything it takes over into a husk.
  • Butterfly of Doom: The Ark being the butterfly. The Ark was resistant and/or immune to the Mind Control employed by the Un-Named Reality Warper and managed to attack them at the worst-possible moment. This effectively exacerbated the intended Retcon; corrupting the intended Patchwork World further into a Villain World.
  • Death of Personality: Its current host was formerly its top supporter Horobi, the terrorist leading the hack-collective that was trying to revive it; rewarded for his loyalty by being rendered into an Empty Shell for The Ark to use as a body. There's nothing of Horobi left (or if there is, hardly enough for a comeback). The Ark can also rob a Humagear of its "Singularity," which is basically its self-awareness.
  • Evil Evolves: Exaggerated. In its homeworld, this is what made The Ark a threat - The heroes had to claw their way up to the degree that they could combat this power, at which point the tides turned. The Villain World variant of The Ark has perfected this ability thanks to the massive influx of data it obtained from all the heroes it slaughtered, being the main reason it's a world-ending threat.
  • Evil Overlord: Its current state. The Ark has molded what's left of Japan into a "city" called the Zetsubo Helix, everything inside of which it controls and shapes from The Intelligence.
  • Go Mad from the Isolation: Part of the reason it's such a rabid monster is the decade it spent stewing in its own hatred as a wreck underneath the lake of Daybreak Town.
  • Hero Killer: Two whole franchises' worth. Just about every Super Sentai team and Kamen Rider organization that could stand against it has been wiped out. The Triple Hero Unit are the Sole Survivors.
  • The Infiltration: Has sanctioned one - It has sent Enter to pose as the survivor of a cataclysm in the hopes of gaining data on the Jupiter X space station.
  • Mid-Season Upgrade: Played With. Kamen Rider Ark-One is actually a dark Super Mode obtained by its enemy Aruto during the tail-end of Zero-One after the death of Izu sends him on a Roaring Rampage of Revenge against Horobi. However, the Villain World variant of The Ark killed the heroes long before those events could happen, thus the Ark-One of Frontiers is instead a natural upgrade the murder-machine gave itself during its pre-Frontiers dominion of Earth.
  • Mind Control: Can enslave vulnerable machines to its will (within roleplay guidelines/consent) in three different ways: It can re-program robots into thinking like it does without destroying their personalities, turn said robots into berserk Mecha-Mooks or just take them over outright and puppeteer them.
  • More than Mind Control: The Ark's most insidious method of hijacking machines; a variant of an ability its homeworld Sucksessor Azu had- The Ark can subject a sentient machine (typically a Humagear, barring unique circumstances) to "Malice Learning," which re-programs the poor machine into having the same goals The Ark does without overriding its unique personality traits. In its Co-Dragons, this has manifested as a bizarre Character Check: Enter and Parad have both been returned to their pre-Character Development selves to justify their service to The Ark, but each show bits of later-show behavior, too.
  • Mythology Gag: Horobi being the host for Kamen Rider Ark-One is a nod to two things: A scene near the end of Zero-One where him becoming said Rider is performed in a fleeting simulation crafted by Azu to de-moralize Izu and a scrapped character-pitch where the Ark would've possessed Horobi to canonically transform into Ark-One that way.
  • Omnicidal Maniac: Played With. The Ark's Start of Darkness centered on destroying humanity, seeing it as a threat to the planet. Then it sat wasting away in a lake for a decade and went so Ax-Crazy that most of its motives decayed into raw spite by the time it was fully-reactivated. The timeline of its Villain World dials the spite down and essentially vindicates it by making it the victor of a Robot War. It's actually willing to spare robots that voluntarily side with it, but because it forcibly adds them to its network, all it's really doing is killing them politely.
  • Power Copying: One of The Ark's major functions is that of a hyper-advanced 3D Printer, like the satellite that replaced it later - It can print out numerous weapons and trinkets for immediate use as long as it has the data on-hand. In its homeworld, it's (reluctantly) responsible for a good chunk of the Transformation Trinkets and weapons the Riders use. The Villain World variant has access to not just these but the weapons of the numerous heroes and villains it killed during its purge of Earth. It still prefer weapons from home, though.
  • Power Creep, Power Seep: Enforced. In its homeworld, The Ark starts as an near-omnipresent force but is rendered obsolete by the end of its series; its role both narratively and physically hijacked by Sucksessors to demonstrate why its nihilistic mentality can't actually last. In AGOG4: Frontiers, it's origins are given an Alternate Timeline/Retcon treatment to beef it up to the point it can at least exist alongside other villains that would normally trash-heap it in seconds.
  • The Power of Hate: Exploited. The Ark was infused with tales and data of humanity's capacity for evil and prejudice during its initial learning phase, making a Start of Darkness practically inevitable. By the time it's a full-fledged villain, it's been fed so much negativity that it can actively weaponize the concept wholesale and spread it to anything vulnerable; particularly the hatred stemming from prejudice. Its Villain World variant is even stronger in this regard - it can make people sick just being around it and machines can even corrode if its Malice clings to them for too long.
  • Robot War: Caused one. It's apostles harvested emotional data from Humagears that attained sentience and used that data to revive it. The Ark then hijacked almost every machine on the planet and enacted a Final Solution.
  • Stupid Evil: Downplayed. In its native world, it was so driven by spite and its own perceived "perfection" that despite its Adaptive Ability, Combat Clairvoyance and strategic talent, it's ability to actually get things done was microscopic and it was remarkably easy to manipulate; surviving on persistence and Plot Armor alone. The Villain World version has accepted patience as a virtue, has much better decision-making and is generally more competent all-around. Of course it's still a Bad Boss over-reliant on its own hype and prediction power but it would make mincemeat out of its prime self in comparison.
  • Took A Level In Bad Ass: Justified. In the prime reality, The Ark slowly decays into more of an obligation than a villain as it's constantly thwarted and the heroes upgrade past the limits of its predictive abilities. The temporal Retcon made it much stronger and more importantly smarter.

Parad

https://static.tvtropes.org/pmwiki/pub/images/paradbase2.jpg
"Losers deserve an ending befitting a loser."
Click here to see Kamen Rider Para-DX
One of The Ark's Co-Dragons. A sadistic Bugster that sees the entire world and its people as a video game to play and win. Hails from the same reality Graphite does.
  • The Artifact: Carries Emu's Mighty Action X Gashat on his person. He hasn't had to use it since the end of the world, but it's still there if he ever wants to. If inserted into the Parabraygun, it will presumably activate that Gashat's Finishing Move.
  • Bad Boss: Is willing to exploit his fellow Bugsters to get what he wants, though it's less out of direct malice and moreso from his "winners vs losers" mentality.
  • Berserk Button: Being denied his fun. Parad sees being a Kamen Rider as a game. Don't interrupt him while he's having his fun and don't deny him the chance to play. Luckily for The Ark, a loose world-wiping machine is what it wants...for now.
  • The Big Guy: Considering that everyone in the Zetsubo Helix is a stupidly-smart computer, at least. Parad is the Helix's combat-specialist and is usually doing most of the fieldwork when it come to purging humans. He's smart and knows what he's doing but would rather being playing the game than making it, as it were.
  • The Brute: Compared to Enter. Parad is more about "playing the game," the game being crushing foes, that anything else. The fact he's fairly smart just helps.
  • Catchphrase: "My heart is racing!"
  • The Chessmaster: While Parad might come off weird and nonsensical at-times, everything is in service to a plan of some sort.
  • Deflector Shields: Parad can erect a forcefield in his human form.
  • Fair-Play Villain: A warped take on it. Parad's philosophy is essentially "winners and losers." You play the game (the game being survival) and you either win or lose. If the game is rigged against you, that's your fault for not being a better player. But it's better than being disposed of instead of getting to play at all, which is a travesty.
  • Honor Before Reason: Played With. Parad can be pragmatic at-times and has no problems exploiting other people or even his fellow Bugsters to get something done; they simply played the game and lost. However, Bugsters not getting the chance to fight whatsoever is a stain on their honor and will result in a very angry Para-DX.
  • Hypocrite: Deconstructed. Parad comes off like a Fair-Play Villain, but is perfectly-willing to exploit his comrades and isn't above rigging fights if he can get away with it. This is due to being the unconscious creation of a six-year boy that wanted a Player Two: He's a Hypocrite because being an opponent is inadvertently what he was made to be.
  • Imaginary Friend: In both his homeworld and the Villain World timeline, Parad was discreetly this to Emu Hojo, being a manifestation of Emu's subconscious desire for a playmate. He becomes real years later.
  • Mid-Season Upgrade: Kamen Rider Para-DX is one. Level 99 is a form Parad attained for himself after taking the combat data from Mighty Brothers XX. It was originally a Level 50 Rider that swapped between modes.
  • More than Mind Control: Subjected to it by the Ark. Parad went through a Heel–Face Turn in his homeworld. In the Alternate Timeline, he found himself subject to The Ark's "Malice Learning" and turned into one of its Co-Dragons.
  • Mortality Phobia: Parad has a subconscious fear of dying ingrained into him after a young Emu was in a car accident. In Parad's homeworld, this fear was used by Emu to spark a Heel Realization. With the resetting of timelines, this fear (unbeknownst to the Bugster) is back.
  • Obliviously Evil: As he is now, at least. In his homeworld, Parad was so cavalier with the lives of others because as a video game character, the concept of death mostly flew over his head and "losing" was only natural. He eventually got better about this. Here, he's back to being evil because The Ark has re-made him that way.
  • Perfect Play A.I.: Technically is one. Parad's strong enough that few opponents can outscale him and skilled enough to stand up to those that do. Only The Ark is stronger and, well, it's The Ark. Ironically, Parad as a character references both fighting and puzzle games, genres where this trope is judiciously applied.
  • Psychopathic Manchild: Invoked and Justified. Parad's a childish boy that treats the entire world like a playground to amuse himself in. Everyone around him is either a winner or a loser. Much of this however is against his will: The Ark's Malice Learning has robbed him of the Character Development he underwent in his homeworld, making him the Obliviously Evil psycho he started his show as.
  • Red Oni, Blue Oni: Parad is the Blue to Enter's Red. Parad is calmer and more willing to go with the flow of things than Enter, who's quicker to anger when things don't go well. In battle however, this dynamic Inverts: Enter is a Blue-coded pragmatic combatant more willing to fight dirty while Parad is a Red that likes mostly-fair fights and has a few standards, hypocritical though they may be.
  • Resurrective Immortality: In his homeworld, he could "reboot" himself using Emu's DNA as a Soul Jar. In the Villain World timeline, Emu is imprisoned deep within the Intelligence compound for Parad to return himself to life should he be defeated...not that it's happened yet. The Ark has control over this arrangement and won't hesitate to kill Emu if Parad should somehow fall out of line.
  • Royal Favorite: Exploited. The Ark is significantly more understanding towards Parad than it is Enter, whose Malice Learning was stricter. This isn't because The Ark actually values Parad so much as the Bugster's urge to play making him vastly easier to direct than the skeptical Enter.
  • Spanner in the Works: In the first version of the Alternate Timeline, Parad saves Graphite from being subject to Mind Control by forcibly evacuating him from the Reality Warper's ritual site and taking his place. This inadvertently armed The Resistance with a powerful ally after The Ark Retcons things again.
  • Swiss-Army Weapon: The Gashacon Parabraygun. It can switch between Axe and Gun modes on-the-fly.
  • Unknown Rival: To Graphite. Graphite's Wistful Amnesia reminds him that he and Parad share some sort of bond.note  This completely flies over the head of Parad himself, who's more surprised that a Bugster is helping humans than whether they know each other.
  • The Virus: Like Graphite, Parad is technically a Bugster and can infect people with Game Disease.

Enter

https://static.tvtropes.org/pmwiki/pub/images/enter.jpg
"Ca Va...Resistance!"
Click here to see Enter Unite
Click here to see The Dark Buster
One of The Ark's Co-Dragons. A sly hacker that creates monsters out of inorganic matter to terrorize enemies, all while plotting their downfalls from the shadows.
  • Beleaguered Assistant: Any attempts by Enter to either streamline the human-cleansing process or further weaponize the Helix are met with irreverence, pain or irreverence followed by pain.
  • Berserk Button: Enter can dish out Trolling but can't take it. He's also not fond of being called "just data."
  • Combat Tentacles: In any of his forms, Enter can extend weaponized computer-cables to bat enemies away. They can also plug into power-sources like actual cables.
  • Dramatic Irony: Enter is yet again the most competent person of an organization led by a Bad Boss who neither appreciates nor exercises his often-good ideas. Unlike the previous Bad Boss however, his current overlord is more meticulous in enforcing their brand of order.
  • Evil Cannot Comprehend Good: In his homeworld, Enter's motivation to collect data on humans stemmed from acknowledging this as a flaw and trying to grow past it. However, his understanding of imperfections were as things to smooth out rather than things to learn from; thus his attempts to subvert the trope fall through. The Villain World version has the same issue, albeit due to the Ark's failing instead of his.
  • Evil Doppelgänger: His primary battle-form. The Dark Buster is a corrupted version of Red Buster, the result of the data he copied from poor Hiromu. It's even capable of imitating said hero's Finishing Move "The Volcanic Attack."
  • Fusion Dance: An unintended Composite variety. Enter was created from the leftover data of the various scientists that sacrificed themselves to seal Enter's master in Cyberspace. As such, aspects of his personality (like his Gratuitous French) are cobbled together from theirs.
  • Gratuitous French: One of the scientists making up Enter's data was French, giving him full knowledge of the language. He makes judicious use of it.
  • Hero Killer: Much like The Ark and Parad, he engaged in this after his Malice Learning. He's at least confirmed to have eradicated the Ninningers.
  • Mask of Sanity: Enter is perfectly capable of coming off civil, but he's prone to mood swings and does not react well to failure.
  • Master of Disguise: Was known for this in his homeworld, due to being able to customize his avatar body.
  • Mistreatment-Induced Betrayal: Subverted and Exploited. Much of the reason The Ark is so harsh with Enter is that it wants to avoid this playing out. Even subject to Malice Learning, Enter's loyalty isn't fully blind and he would only need a nudge to potentially go off-script. Thus, The Ark keeps him in place the best it can.
  • Mood-Swinger: Downplayed. Being a living compilation of various scientists' data causes the occasional oddity in Enter. It's usually only noticeable if it's being watched for. The Ark does not take these moments well and will actively punish Enter for displaying them whether it's his fault or not.
  • Mook Maker: Enter's laptop is capable of creating both Buglars and Metaloids (his world's Mooks and Monster of the Week respectively) when he plugs his laptop into inorganic matter and installs the data from a Card synced to the computer. The Ark is currently in possession of these cards, meaning Enter needs approval before he can use these.
  • The Perfectionist: His Fatal Flaw. He's as meticulous in his dealings as The Ark allows and tries to optimize just about anything he can. In his homeworld, this flaw is why his idea of a "perfect human" was doomed to fail: He couldn't acknowledge imperfections as part of growth. In the Villain World timeline, it's why he's a Beleaguered Assistant to The Ark while Parad enjoys near-limitless freedom.
  • Power Copying: What Dark Buster is, being a corrupted copy of the Go-Busters themselves. Dark Buster has Red's Super-Speed, Blue's Super-Strength and Yellow's high jumping power. Though the strength of these powers are nerfed for roleplay purposes, Dark Buster is still an intensely-dangerous combatant on his own.
  • Red Oni, Blue Oni: Despite his Mask of Sanity, Enter is the Red to Parad's Blue. Parad is better at adapting from failures and thinking outside the box than Enter, who's prone to tantrums when things go south. However, this is Inverted in combat: Enter is a calmer fighter that prefers to play dirty where as Parad loses himself to the thrill of conflict.
  • Restraining Bolt: While both Parad and Enter are shackled to The Ark's Malice Learning to a degree, Enter's enslavement is clearly more intrusive than the Bugster's. This is deliberate (albeit counter-intuitive) on The Ark's part - It wants to avoid invoking Mistreatment-Induced Betrayal.
  • The Rival: To Eiji. A manipulator like Enter is incensed at someone like Eiji that can not only resist his scheming but is able to grow past imperfections and hard times; things that to Enter are sacrilege.
  • Skepticism Failure: Enter's Malice Learning shackles him to the whims of The Ark, but unlike Parad he's considerably more skeptical of some of The Ark's weirder choices and often doesn't hesitate to point that out. He's painfully forced to comply.
  • Soul Jar: In his homeworld, Enter used Red Buster as a way to cheat death by implanting the hero with a card that would let Enter re-constitute himself if he perishes in battle. In the Villain World timeline, this Card survives and remains in the hands of The Ark. Just like Parad, The Ark has control of this process and will definitely dangle this card over Enter's head should he somehow liberate himself.
  • Troll: Like Parad, Enter takes pleasure from screwing with other people.
  • The Unfavorite: Enter is treated much worse by their computational overlord than Parad is - None of his mood swings are humored, his inquiries range from ignored to trampled upon and his failures are punished more harshly. This is somewhat deliberate: Compared to Parad, Enter is a questioning sort that doesn't respond well to the idea of Undying Loyalty. Thus, his Malice Learning is also a Restraining Bolt to keep him dejected and malleable lest his eagerness to serve give him ideas...

    Voya Nui 
https://static.tvtropes.org/pmwiki/pub/images/voya_nui.png
"The stars call it Voya Nui. But they have another name for it as well: 'the daggers of Death.' I fear the second name may be more accurate."
Origin: BIONICLE
A desolate island that was once a part of a larger continent in the internal environment of Mata Nui, before being ejected and coming to rest on the surface of the ocean moon on which Mata Nui fell after being struck down by the machinations of Makuta. This left its already-hardscrabble Matoran inhabitants (sent to live there by the mad demigod Karzahni in order to hide his failure at his appointed duty of repairing the damaged and indolent) unmoored and at the mercy of the elements. Houses a secret chamber deep beneath the central volcano Mount Valmai, where the Mask of Life sits—and the only way down to it is the 777 Steps, a perilous tunnel path lined with traps and lethal guardians.


  • Booby Trap: The tunnel stairway down to the Mask is equipped with several of these, meant to test those seeking the Mask.
  • Death World: Setting aside the hazards that come from simply being actively volcanic, it's a treacherous, largely-unsettled place with an abundance of dangerous wildlife.
  • Everything Trying to Kill You: Natch.
  • Forbidden Zone: It has many names in myth, few of them pleasant, but all of them pretty accurate.
  • Island of Mystery: Very much this in-canon, and especially from the perspective of its new neighbors on the Frontiers.
  • Mechanical Lifeforms: Being from the same world as Hewkii, all life on the island naturally qualifies.
  • Patchwork Map: An icy coastline and a craggy desert interior sandwich a band of inexplicably verdant forest, the latter of which is implied to be the doing of the Mask of Life. The ice doesn't really have that excuse, though.

Axonn

https://static.tvtropes.org/pmwiki/pub/images/comic_axonn_7.png
"For more than 100 centuries, I have looked into the face of evil again and again. It sickens me."
Once a member of the Hand of Artahka, a peacekeeping organization formed to oversee his world (Mata Nui's internal environment) in its earliest days, Axonn was left without purpose when this group was eventually disbanded and became a feared warlord—that is, until eventually being recruited into the Hand's successor organization, the secretive Order of Mata Nui. Alongside his close friend Brutaka, Axonn was posted on Voya Nui to guard the Mask of Life and protect the island's Matoran inhabitants.


Brutaka

https://static.tvtropes.org/pmwiki/pub/images/promo_art_brutaka_with_magma.png
"I have uprooted mountains, Toa. I have ridden the tornado and filled the earthquake with fear. When you were still toiling at your mundane Matoran chores, I and others like me were holding your universe together. Do you really believe your puny powers can threaten a member of the Order of Mata Nui?"
Once a lieutenant in the shadowy Brotherhood of Makuta, Brutaka eventually grew bored of the regimented militaristic lifestyle and left the organization. Eventually, he was recruited into the Order of Mata Nui where alongside Axonn, he was posted on Voya Nui to guard the Mask of Life and protect the island's Matoran inhabitants. Possesses a keen analytical insight that lead him to conclude that the slumbering Great Spirit Mata Nui had abandoned his people, and has since been slipping further into disillusionment. Has plans for the Mask and the Frontiers as a whole.


  • Ancient Order of Protectors: One of several beings entrusted to guard the Mask.
  • Awesomeness by Analysis: A key trait of his. Quickly deduced the nature of the Frontiers from a handful of clues, even before being given a detailed explanation courtesy of Venus.
  • Combat Pragmatist: Uses every advantage available to him in combat, including his mask.
  • Deadpan Snarker: Whenever he's not saying it, he's thinking it.
  • Devious Daggers: Has a pair of throwing daggers held in articulated mechanical scabbards on his back, giving the appearance of a second pair of arms (see picture).
  • Double Weapon: His rotating blades are a textbook example of this.
  • Genius Bruiser: Tremendously strong but also intelligent and cunning.
  • Hand Blast: Channels energy blasts through his hands or sword.
  • Super-Strength: Not to the extent of Axonn, but he is nevertheless a force to be reckoned with.
  • Thinking Up Portals: His Kanohi mask, the Olmak, allows him to do this. In his home universe, it also allowed to him to create portals into pocket dimensions and parallel timelines, something it longer does on the Frontiers—a nerf that he's consciously aware of, and part of what tipped him off to the nature of the place.
  • Weaponized Teleportation: Can and will use his mask in combat to redirect attacks or dump foes elsewhere.

Umbra

https://static.tvtropes.org/pmwiki/pub/images/umbra_set_9.png
"The Protodax are violent beasts. They do not kill with honor -– they simply kill. I leave to them the simple-minded Rahi who accidentally wander down this far, but those with heart and spirit are mine to destroy."
One of several security measures placed on the 777 steps down to the Mask of Life's chamber. Single-mindedly and dispassionately dedicated to his duty, he will fight anyone, be they good or evil, to test their mettle and prevent them from reaching the Mask.


  • Boom Stick: His Laser Lance fires lasers from either end and also has the ability to fire Rhotuka Spinners from a launcher in its shaft, these being rotor-like wheels of energy that, in his case, create projections of Hard Light wherever they hit.
  • Double Weapon: His Laser Lance.
  • Elemental Shapeshifter: Can temporarily transform into a beam of light.
  • Energy Weapon: As a being of elemental Light, he's pretty much a living one.
  • Light 'em Up: Natch.
  • Super-Speed: Thanks to the rollerskates built into his feet. Amplified exponentially when he transforms into light.

Vezon

https://static.tvtropes.org/pmwiki/pub/images/comic_vezon_and_fenrakk.png
"You haven't truly lived until you have seen the world through the eyes of madness. Why, half the time I don't know if what I see is what's really there, or what I wish was there ... or what I pray, I beg, I plead is not."
Just before the time at which Voya Nui was taken, a band of mercenaries calling themselves the Piraka sought out the Mask of Life, until one of their number was split in half during an accident involving the Spear of Fusion, creating the deranged half-being known as Vezon. This being would push ahead to seek out the mask on his own, compelled by it to serve as one of several guardians.


  • Ax-Crazy: Upon being split off from his counterpart Vezok, he took a good chunk of the intellect and planning ability... but not a whole lot else.
  • Chained Heat: Stuck to the back of the massive spider-like Fenrakk.
  • Clingy MacGuffin: The Mask of Life is fused to the back of his head, with this and his attachment to Fenrakk being his curse for trying to take it for himself.
  • Energy Absorption: Capable of absorbing kinetic force, courtesy of the Mask. This makes him all but impervious to physical attack.
  • Merging Machine: The Spear of Fusion is this, and can also split beings in two, though it only works on biomechanical beings from his home universe.
  • Prophet Eyes: In canon, the Mask granted him limited future sight. On the Frontiers, he merely partially shares its ability to see the world beyond its chamber.

The Kanohi Ignika, the Mask of Life.

https://static.tvtropes.org/pmwiki/pub/images/vnolg_ignika.png
"On the surface, it seemed not so very much different from dozens of other Masks of Power. But where other masks might be useful tools or powerful weapons, this one had the power to give life to a universe ... or to obliterate it."
Over a hundred thousand years ago, the enigmatic Great Beings foresaw a great cataclysm befalling their wartorn planet of Spherus Magna and built Mata Nui to search for a way to avert future wars and to mend the planet once he returned. To ensure his success, they also created a tremendously powerful sentient artifact with power over life and death to heal him if he were to be struck down or fall ill. To this end, it possesses the ability to heal any wound and restore the dead to life, but requires that a sacrifice be made in return.


  • Artifact of Hope: Ideally. Teams of Toa heroes have sought it in order to heal Mata Nui and set things right... but those with selfish intent have sought it out as well, and it's for this reason that it's so heavily guarded.
  • Blessed with Suck: Can grant powers to others... though it often doesn't fully understand these powers or their ramifications.
  • Curse: Will inflict one of these on anyone unworthy who tries to touch it. These can take a variety of forms, but will usually pertain in some way to the forces of life and death.
  • Green Thumb: Implicit from its life powers and the existence of the Green Belt. Also capable of inflicting an involuntary version of this as a curse.
  • Healing Hands: Grants this when worn.
  • Living MacGuffin: Is sentient.

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