Sly Cooper
"I don't know what's in my future but I won't let it be a repeat of my past."
— Sly Cooper, from his sequel: Band of Thieves.
Gender/species: A male anthromorphic racoon
5 words to describe personality: As the first game describes him. A cunning, devious, Thievius Raccoonus. Oh! Cant forget to mention he is 'SLY' ... I know that was not funny.
Battle skill's and weaponry: Extremely athletic, and masterfully acrobatic. Skilled in almost all forms of theivery. And armed with his father's hook cane, the symbol of his heritage to the cooper legacy.
Pokemon/partner: Murray (Anthro hippo. The tough guy and muscle of his gang.)
Brief History: Orphaned at a young age by the fiendish five. He grew up, seeking to get revenge. And take back his birthright, stolen from him all those years ago. The Thieveos Racoones. The family book, bestowing their secrets through generation after generation. In his first adventure, he formed the Cooper Gang with his two best friends. Bently, and Murray. And after getting his revenge, continued to have many adventures.
I also took the liberty of creating a deeper back ground for the character. As to make it easier on those unfamiliar with him. Also, I thought it would be fun!
Back ground: Sly was born into the lineage of the Cooper Clan. A long familly line of master thieves. To them, there was no sportt, nor was it right to steal from ordinary people. In fact, in the point of view of the entire cooper line, if you can steal from a master criminal. Your a master thief. At his early years, he was under the tutelage of his father. And was Between his father and the original Cooper Gang pulling off jobs, Sly would spend time with his father's friend, Jim McSweeny (being bounced on his knee). At the age of 3, Sly was taken by his father to a place in Italy (on the Ligurian Coast) to a Museum, where they met up with McSweeny, who took the map to the Cooper Vault and hid it in the museum.
Sly's parents bought a farm where Sly grew up learning about his family's history as master thieves and was to follow in his family's footsteps; inheriting their legendary legacy, the Thievius Raccoonus, at the age of 8. The book was a culmination of all the secret's, skill's, experience, and knowledge collected by the Cooper legacy. Past down from mother/father to son/duaghter for generations. Each adding more to it. To continuously perfect their art of theivery, and to steal from the greatest criminals in the world. On the night Sly was to inherit the book, a mysterious gang of criminals known as the Fiendish Five infiltrated the Cooper Farm. Try as he might, his father failed to defend himself, his wife, and his son from the brutes, ending with Sly's parents being murdered. The Fiendish Five ransacked the house in search of the book, Sly helplessly watching while hiding inside the closet. After finding it, they tore out its pages and split it among themselves before leaving. Sly, without parents, ended up in the Happy Camper orphanage where he met his lifelong friends, Bentley and Murray. Sly was determined to grow up as an accomplished thief and live up to his namesake. Soon going on many adventures, and heists. Getting his revenge, and completing the Theviess Racooness once more. As well as making a few frienemies along the way. Such as his long time love interest, Inspector Carmelita Montoya Fox.
Personality: Sly Cooper is, as the first game describes him, a "cunning, devious, Thievius Raccoonus." He uses his wit, his courage, and his skills to pull off jobs, and he usually has a sarcastic remark in hand as a very cynical laid back raccoon. Despite being slick with the comebacks, he's not so swift with the ladies, with his long time love interest Carmelita fox continuously furious with him. However, he remains loyal and dedicated to his friends; especially Bentley and Murray, his two close friends since childhood, and Carmelita. Who despite being a pain throughout the first games, was respected for being a good detective, doing her job. And always finding it incredibly entertaining to tease her. And normally enjoy's their cat and mouse relationship. Deep inside that demeanor he holds, it's possible he's a bit lonely, as he said that he misses his father at one point in the Comics. But he never dwells in the past, and stays in the present, to seek for his next adventure.... He is a good man. Despite his work, and despite his crafty trick's and manipulations. He consider's most of his antic's, petty, and innocent. He doesn't steal from the poor, innocent, or the needy. And, is always gleefully ready to take out anyone he believes is worse then him. (Crime lord's, killer's, fellow thieves with less moral ambiguity then him. IE: Clearly evil, and selfish beyond repair.) He is not the kind of guy that normally believes in redemption, or personal change. If anything, his first adventure, 'The thieveus Racoonus', shows that he is a man that would rather believe in 'Retribution', Revenge, and getting ones do.
Ability's:
Sly's primary weapon in the series is his family's cane, which is a brown staff ending in a golden hook. Many of his ancestors also had weapons incorporating the trademark hook, and the cane has become an infamous symbol of the Cooper Gang. Sly is also very capable with his cane and is a powerful opponent in a fight, repeatedly being shown beating opponents much larger and better equipped than himself. Years of training and natural ability passed down through the Cooper bloodline have given Sly vast agility, balance, and reflexes, allowing him to perform feats that few can equal. In addition, he has learned every ability detailed in the Thievius Raccoonus, the book past down through the cooper bloodline, throughout the history of his ancestor's. A book, that hold's unique knowledge, secret's, and experiance. Each ancestor leaving his or her mark. His or her own addition to the family legacy. These abilities are many, and broad. including balancing on the tops of sharp points, rope and pole climbing, invisibility, swinging on hooks, and running on wires. His skills include parkour, gymnastics, pickpocketing, safecracking, mastery of disguise, time manipulation, and others. He has been known to use many gadget's, and gizmo's, gifted to him by his super genius friend Bently. So contestant's should expect under handed tactic's, and trick's from this master thief.
Closest Friend's: A small description of characters that may appear and be npc'd.
Inspector Carmalita 'Montoya' Fox:
Carmelita is a fourth generation Interpol agent with normally quite the bad attitude. Her outlook on crime was very black and white, firmly believing that any lawbreaker must be brought to justice, regardless of how minor or major the infraction was. Pursuing this vision with her shock pistol, Carmelita was extremely rigid in this view and pursued all criminals with equal determination, from murderers to jaywalkers to thieves, such as Sly and company. It is never thoroughly explained what influenced her interest in law enforcement, nor is her past in general, though it is hinted that she witnessed a terrible crime during some pivotal point in her life. Both she and Sly had repressed romantic feelings for each other, but their relationship was portrayed rather ambiguously throughout the series until the conclusion of Sly 3: Honor Among Thieves.
Marray:
Murray is a strong, muscular but slightly round hippopotamus who serves as the getaway driver and later team tough guy and fighter for the game's title character. He met both Sly and Bentley when the three of them were growing up in the Happy Camper Orphanage. Murray's driving skill came from his job as a pizza delivery boy, during which he hot-wired cars and was eventually fired for dropping (and, possibly eating) too many pizzas.
Bently:
Bentley was the first member of the gang to arrive at the Happy Camper Orphanage. Bentley walked away from the swamp he called home and was separated from his siblings. He was found by a relative of Ms.Puffin, the headmistriss of the Happy Camper Orphanage, took the turtle in. Due to his smaller stature, he chose to hide from bullies, and read books in his free time. He quickly became friends with Murray, and Sly when they arrived. They soon combined their skills; Bentley's knowledge, Sly's athleticism, and Murray's enthusiasm; Creating a bond that few other criminal's can ever hope to match. Bently act's as the brains of the group. And finds most use fullness at creating gadget's, and gizmo's in preparation to heists. As well as the softwar, and hacking specialist. And researcher.
I dont know about playing a second character. But I will consider it.