Day Ten- Karakuri
Hhh, if you can’t tell from the name alone, she started out as a Naruto fancharacter I kid you not, but that’s a story for another day
that I would never share anyways. BUT anyways, that alone will tell you I’ve had her for a VERY long time, being one of my older ocs to date. All that time of course led to revision and diverging into a character all her own. Her kind are the result of experimentation and are thought of as subhuman, being left to work undesirable and hazardous jobs. They can transform into monstrous dog things but it’s really painful and avoided. She’s quite a scrapper, with expected emotional baggage that she uses to train which has resulted in ungodly physical strength.
Ksundere K. Rool
This is all your fault Kami
Day Nine- Hershel Mudd
dope wacko genius behind Mudd labs, Hersh took over his father, the founder of the laboratories, Charlie’s lifework as a genetic engineer, keeping his legacy alive and extending it further being one of the first to successfully create self sustaining artificial life forms. Hardworking, a little klutzy and more than a bit eccentric, once he gets an idea he will obsessively work on it and completely forget about necessary functions like eating and sleeping, and would never leave the lab, if he didn’t have Angel to remind him to do those things. That beaker contains a deadly bacteria AN HE DONE GOOFED Rest in Freakin’ Pieces
So…I was supposed to be working on commissions like a good Beeb, but um…yeah…
I think about robots a lot
Day Eight- Donovan
A gene splice between a simple gator and sewer rat, Donny prefers frolicking in any body of liquid, and is most at home in dank and dirty waters. He’s used mostly to infiltrate enemy territory via sewers or any other underground waterway and terrorize his foes. When not on duty he’s either sleeping, hording shiny things or eating. His eyes are extremely sensitive to the light, so he deals with this with some cool shades.
Day Seven- Judith
Affectionately (or not so) nicknamed Moody Judy among the lab employees, the darkmatter mutt became very unstable after her handler passed on, and haunts the lab’s halls, scaring and harassing those who dare to wander around at night, though it’s unknown whether it’s out of malice or merely a way of coping. Her fur sears to the touch, corroding matter she makes contact with, if she chooses for it to do so. This makes it even harder for her to be reigned in, though she’s quite fond of the custodian, who’s usually the poor soul tasked with keeping her at least somewhat in check. Sorta like the sixth ranger to the Mudd Squad, she’s fickle, flighty and prone to abandon missions on a whim, though when she decides to act, she is devastating.
Day Six- Bramble
Bramble was grown and engineered to be a caretaker not only her monstrous comrades but for those she’s assigned to, and is capable of growing any kind of fruit in and out of season and flowers with potent healing properties to sustain them. Normally very docile and sworn to the Hippocratic Oath, she would rather avoid conflict and violent confrontation if possible. Though if the situation called for it, her barbed tail is a lethal weapon.
Day Five- Pierre
A cocktail of genes, Pierre was one of the final creations of Mudd labs, he was a prototype of the chimera line that was halted after it was found he had some genetic issues. Aside from those minor glitches, he excelled in all the fields they hoped. His bite force is astounding, able to rip through even the strongest machines in a single chomp, and his paws are just as mighty, able to dig into any surface to allow him to climb. Despite his bulk, he’s surprisingly agile, having acquired a mastery of acrobatics and many forms of martial arts from his foster parent, who is M.I.A.. This is the reason Pierre opted to join the squad, in an effort to find his caretaker.
Day Four- Mina
Another gene splice, a slug and a frog, Mina is quite a bizarre creature. She’s constantly secreting slime from the pads of her feet and maw, there’s three varieties to it: it can either be toxic and acidic, able to eat through the toughest steel, or medicinal, where it can be used as a salve, or the most common form, merely an annoying tripping hazard. She can pull her limbs into her body, but it really serves no purpose. She has an incredible jump, her strongest bound sent her sailing nearly 40 feet. Despite being the most agile foot traveler of the group, she’s usually very slow and lazy.
Day Three- Zephyr
The second subject injected with the Serum was a custodian’s puppy, who was also subject to a gene splice. Soft and fluffy furry wings allow her to travel soundlessly and at high speeds, and she’s been used to stealthily pursue airborne threats. Her coat is very reflective and can bend light to become invisible to the untrained eye. Surprisingly, she and Angel actually get along pretty well, though there are snags and quarrels about who takes point on operations.