from r to l
Toto
Happy Go lucky companion who will do their best to keep you safe and of best spirits. Her loyalty knows no bounds, and Toto will be the best friend one could ever have.
strong points: Loyalty
flaws: Too good for her own good, kindness for everyone leaves herself none for herself
abilities: Strength, speed, senses of a canine
weapons: n/a
why she needs the Wizard: Lost her friend Dorothy, really wants to get home before anyone misses her.
The ScareCrow</b>
Collective learner, open minded, has no problem speaking her opinion. Her kind used to work for the Mages of Oz as intelligence and data management through plant life. Using anything from the sunflowers to poppyfields, she is able to see and hear using the plants as her eyes and ears. Her entire division/race was replaced with a knew set of sentries, Flying Monkeys.
strong points: Knowledge, good with her hands
flaws: Big wholes in her memories, over thinks things leads to confusion, is flammable
abilities: plant life manipulation, great problem solving skills, self regenerative (if she has all her parts, she can sew them back together)
weapons: hammer, hoe or rake.
why she needs the Wizard: Amnesia is a bitch
The Lion</b>
He is a peacekeeper for the different races in Oz. Though his mane hasn't come in fully, Lion knows how to keep his head and not roar out demands. His ability as an empath allows him to understand and feel both parties disease about a situation and solve it to the fullest of his powers. His powers border on Telepathy, but stay along the course of emotions rather than actual thoughts. When the Wizard disappeared, and The Witches took power, unrest was all over the land. Many of the Empathic Beastmen were killed or went into hiding.
strong points: cool head, strong morals
flaws: caught up with other's feelings, leaves out time for himself; 'Cowardly' because he never uses force in a fight
abilities: strength, speed, senses of a Lion
weapons: claws, teeth, knowledge
why he needs the Wizard: To stop the Wars
The TinGirl</b>
The Tinmen were soldiers and missionaries, each sect under the direction of a Witch. When the Wizard was in power, it was peaceful and the Tinmen were mere symbols. They were normal Oz citizens until their adulthood, were chosen to serve and sent off North, South, East or West for their duties. Their limbs and bodies modified for heavy battle and strain, they were said to be heartless beings in combat.
When the Wizard disappeared, the Witches of East and West called Arms against their sisters of North and South. They listened to their sovereigns, and were kept on short leashes by certain modifications that if left unchecked would leave them immobile.
strong points: 89% metal so she's a bit hard to damage, vigilant
flaws: body modifications hurt on a regular basis, needs tweaks constantly to be able to move, emotionally distant/empty
abilities: strength, speed, good fighter
weapons: Ax
why she needs the Wizard: wants her heart back
Toto
Happy Go lucky companion who will do their best to keep you safe and of best spirits. Her loyalty knows no bounds, and Toto will be the best friend one could ever have.
strong points: Loyalty
flaws: Too good for her own good, kindness for everyone leaves herself none for herself
abilities: Strength, speed, senses of a canine
weapons: n/a
why she needs the Wizard: Lost her friend Dorothy, really wants to get home before anyone misses her.
The ScareCrow</b>
Collective learner, open minded, has no problem speaking her opinion. Her kind used to work for the Mages of Oz as intelligence and data management through plant life. Using anything from the sunflowers to poppyfields, she is able to see and hear using the plants as her eyes and ears. Her entire division/race was replaced with a knew set of sentries, Flying Monkeys.
strong points: Knowledge, good with her hands
flaws: Big wholes in her memories, over thinks things leads to confusion, is flammable
abilities: plant life manipulation, great problem solving skills, self regenerative (if she has all her parts, she can sew them back together)
weapons: hammer, hoe or rake.
why she needs the Wizard: Amnesia is a bitch
The Lion</b>
He is a peacekeeper for the different races in Oz. Though his mane hasn't come in fully, Lion knows how to keep his head and not roar out demands. His ability as an empath allows him to understand and feel both parties disease about a situation and solve it to the fullest of his powers. His powers border on Telepathy, but stay along the course of emotions rather than actual thoughts. When the Wizard disappeared, and The Witches took power, unrest was all over the land. Many of the Empathic Beastmen were killed or went into hiding.
strong points: cool head, strong morals
flaws: caught up with other's feelings, leaves out time for himself; 'Cowardly' because he never uses force in a fight
abilities: strength, speed, senses of a Lion
weapons: claws, teeth, knowledge
why he needs the Wizard: To stop the Wars
The TinGirl</b>
The Tinmen were soldiers and missionaries, each sect under the direction of a Witch. When the Wizard was in power, it was peaceful and the Tinmen were mere symbols. They were normal Oz citizens until their adulthood, were chosen to serve and sent off North, South, East or West for their duties. Their limbs and bodies modified for heavy battle and strain, they were said to be heartless beings in combat.
When the Wizard disappeared, the Witches of East and West called Arms against their sisters of North and South. They listened to their sovereigns, and were kept on short leashes by certain modifications that if left unchecked would leave them immobile.
strong points: 89% metal so she's a bit hard to damage, vigilant
flaws: body modifications hurt on a regular basis, needs tweaks constantly to be able to move, emotionally distant/empty
abilities: strength, speed, good fighter
weapons: Ax
why she needs the Wizard: wants her heart back
Category Artwork (Traditional) / Anime
Species Unspecified / Any
Size 887 x 662px
File Size 225.2 kB
FA+

Comments