Name: Spike.
Appearance:
Age:(For the sake of this site. I'll say he's about....17, 18? Hope that's okay.)
Bio: Most kids play games, or look at bugs, or read during their free time. Spike, on the other hand? He doesnt do much, aside from helping a Professor with his experiments and then travel all through space and time to prevent monkeys wearing helmets from messing up history and making apes the dominant species. You know. Normal stuff for a kid, right? Energetic with a dislike of studying, a love of treats and helping others, and a strong sense of justice, Spike was SURE that he'd be able to try and live a normal life.
However, as he got older, Spike got a call from the Professor telling him about a new threat. Creatures known only as Midara. Does he have what it takes to pick up the gadgets he once wielded, and take on this new menace? Only time will tell.
Weaknesses: Sweets. Studying. Simple-minded at times. Apparently kissing and legs also seem to be a weakness for him...And also Nui's smug expression that he wants to smack.
MovesStun Club: One of Spike's most trusted gadgets, this is his go-to weapon for smacking down baddies. This is his normal attack. 3 Damage. Chance to Stun.
Monkey Net:Another one of Spike's most trusted gadgets, Spike uses this in a bit of a different way than in the past. If he manages to capture an enemy with this, he will slam them into the ground as hard as he can in the next turn unless they can break free. 5 damage.
Sky Flier: A gadget originally used to help the user get to high-up places, Spike's adopted a new use for this gadget, specifically for combat. At first, Spike will spin the weapon as quickly as possible, starting it up and getting some air. If he isn't interrupted or stopped, he'll finish it with a devastating ground pound, right atop his enemy's head/butt/liver/other unforunate body part. 4 Damage.
Dash Hoop:Using this Hula Hoop from hell, Spike charges forward, slamming all of his weight(As well as whatever the Dash Hoop can constitute as) into the opponent. 2 Damage
Magic Punch: One of Spike's stronger attacks, this extendable boxing glove launches forward with enough strength to break metal boxes! Though it is woefully inaccurate, and has a tendency to get stuck occasionally. 6 damage
Slingshot: Do we really need to say anymore? It's a slingshot. Spike DOES have explosive and homing bullets. But for the most part, he tends to only use the normal slingshot ammo. 2 Damage
Stun Club Overclock: With a bit of tinkering, Spike has managed to give the Stun Club a chance to boost it's power exponentially, changing it's appearance to one akin to a giant blue energy sword. This is Spike's most powerful attack, but it comes at two costs. The first is that he can only use it once every few days(Or once every RP, I suppose). The second is that, whether he hits or misses, the Overclock is only good for one attack, and then the Stun Club is rendered unusable for 5 turns while it recharges. 8 Damage. Guaranteed Stun.
Roller Blades: A simple gadget, but effective. After a battle with a certain Midara who found his Dash Hoop...humorous(Big talk coming from someone who fights with a teddy bear.), Spike opted for these powerful roller blades, allowing him to dash forward and throw his weight into the enemy like an oncoming train. He will also occasionally throw out kicks and...breakdance moves for some reason. 3 damage.
Plasma Cannon: Another new gadget, this weapon shoots out blasts of plasma. For when fighting the forces of evil is really serious business. Also has a Net Gun function, which fires out a little net to try and bind the enemy. 4 damage.