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Author Topic: Do NOT Post to this IDENTIFICATION THREAD it's For Editing Posts ONLY
Rhiannon 'Amazona'
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Member # 4470

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Name: Rhiannon 'Amazona' Brukitam

Affiliation: Gaming Guardians / Neuromantic

Rank: Guardian First Class, Security / Operative.

Age: 28

Gender: Female.

Race: Werewolf. Metis Ahroun. Used to be a Black Fury. As human, looks Brazilian/African. As wolf, looks like an Ethiopian Wolf.

Height: Normally, about 5’ 10”. In Crinos form, about 9’; 6”;. In Lupus, about the size of a regular Ethiopian Wolf, though a bit bulkier.

Weight: 170 or so in normal, human form.

Build: Muscular and sinewy, though she retains a few feminine curves.

Fur, Hair, and Skin Colors: Her fur is orange-red, with white patterns on her belly, legs, chin, and chest. It’s dense, plush, and tough. Her hair is pitch black, knee-length and put back in one thick braid with a metal ring tied into the end of it. Her skin, in human form, is a milk-chocolate shade of brown.

Eye Colors: Both in human and lupine forms, her eyes remain the same shade of wolflike gold. She also keeps the wolf’s tapetum, the reflective membrane, in both forms, meaning that her eyes reflect light.

Clothing: BDU-style urban-camo pants, bloused inside black calf-high boots. A black turtlenecked tank-top, orange-lens sunglasses, and a matte-rubber looking black trenchcoat.

Accessories: She has a labret piercing with a small silver stud in it, and a pair of slightly bulky metal bracers. She also wears a purple-and-orange-anodized titanium necklace, done in Byzantine-weave chainmail.

Distinguishing Characteristics: She has a small, sharp, black pair of horns, rather like those of an antelope, curving back from her forehead, and a set of canines like a lion, even when in human form. Both are barely noticeable in human form, but more so otherwise.

Powers/Abilities:
Currently, she's a werewolf only in that she can shift shape, and silver hurts a lot. None of the other powers/curses from White Wolf werewolf have remained attached to her since Gaia essentially disowned her.
In human form, she had relatively average strength; that of a human martial artist who lifts weights regularly. Her senses have always been incredibly acute and well trained. She should be pretty fast and dexterous, and quite well balanced and centered. Cybernetic and physical enhancements, however, mean that even in this form she heals almost quicker than she can get injured, can pick up a small car with significant effort, and moves like greased lightning. Shapeshifting increases these proportionally, meaning she gets rather ridiculously badass rather quickly.
She has no mental defenses except her own rage and internal discipline, extremely high pain tolerance, and no magical resistance. A pretty good organizational mind and the sheer vicious creativity required for Guardian tactics made her a good choice for both unusual and field missions.
She's a contramestre in Capoeira, which means at least fifteen years experience, and the unpredictability of movement this teaches, and the tendency towards malandragem, 'dirty tricks', are both things she utilizes very regularly.
She's learned to deal well with high-tech in her job, she can hit things with a gun, and she has a knack for using just about anything effectively as a weapon.

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((Note: Amazona is a Guardian First Class, due to a recent promotion))
My ID Card
GG Identification for Amazona and PG

Posts: 410 | From: White Wolf | Registered: Nov 2002  |  IP: Logged | Report this post to a Moderator
Samantha Williamson
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Member # 4173

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Name: Samantha Williamson (a.k.a. Sammy, “White Witch”)
Home system: Deadlands: The Weird West (c. 1876)
Race: Human
Gender: Female
Age: 9 years
Height: 4’ 3”
Weight: 51 lbs.
Skin: white (atypical albinism)
Hair color: black, glossy
Hair style: long (a few inches beyond shoulder length; straight, widow’s peak)
Eyes: cobalt blue
Distinguishing Marks: none
Facial Characteristics: none, an otherwise beautiful child
Body Type: Lithe, thin, child-like

Clothing: Samantha dresses in the manner of a fashionable young lady of the late 1870’s – long sleeved dresses with high collared necks, full skirts and petty coats, and button-side boots. She favors dark colors (black, crimson, or cobalt) for her long satin and velvet dresses. She accents her wardrobe with gloves and large hats (primarily for protection against the harsh sun), but dislikes fashionable baubles like ribbons or feathers. She wears a pair of glasses with round smoky quartz lenses when outside. These serve to protect her sensitive eyes from the harsh sun and conceal their unnatural coloration. In inclement weather, Samantha wears a hooded-cloak.

Accessories: Samantha carries a doll with her at all times. This doll – a gift from her parents – is a rare and expensive Jumeau doll. The doll’s clothing and hair closely resembles Samantha’s, as does its bisque-white face. The doll’s eyes are weighted and close when the doll is lying down, however the blue irises are still slightly visible giving the onlooker the distinct impression of being watched by the doll under its eyes.

Additionally, Samantha carries a leather satchel that contains several personal items including an old worn copy of Hoyle’s Book of Games, a copy of Hoyle’s A Short Treatise on Whist, a deck of playing cards, and a cribbage board.

Powers and abilities: Samantha is a practitioner of a form of magic known as hex slinging. These hexes are derived from secret codes and diagrams found in the popular book of games by Hoyle. However, these spells are powered by Manitou – evil spirits or demons from the nether parts of the Hunting Grounds. Samantha contacts these beings and gambles for their assistance in a pseudo-game of poker – the stakes being her soul. Sometimes she wins, and sometimes she loses. Cast adrift without a vocation, Samantha has extended this “gambling” to include its more mundane manifestation: high stakes poker. Few actually take her seriously, but she has been able to convince some to take their chances (to her profit) and is currently earning some notoriety as a “poker prodigy.”

Background: Sammy's life has been a difficult one. Ostracized by the community because of her appearance and unnaturally prodigious intellect, Samantha has had little contact with others except her parents and a couple of other intimate friends. Samantha's parents were forcibly taken by US Agents as possible practitioners of witchcraft -- which they were to some degree. Samantha later escaped, but she was soon recaptured and transported to Denver for further study by the Agency. Samantha managed to escape a second time when the train was derailed en route. She now wanders the West, managing to stay one step ahead of Agency operatives as well as other, more sinister pursuers, in the search for her parents.

Description: Needless to say, Samantha has suffered greatly for someone her age. With the loss of her home, family, and life due to the Agency, she has an unfailing distrust of most adults that now borders on the neurotic.

Samantha is quiet and seems nearly emotionless in her dealings with others. Perhaps with a trusted few she might open up slightly, but is otherwise a grim little lady. She is also viciously cunning as well, and reacts violently in retaliation for perceived or real injuries (i.e., theft of cherished personal belongings, being touched by others). She has been known to smile rarely (generally when others who have wronged her get their come-uppin's).

Her appearance -- faceless behind black spectacles and bone-white skin -- is terribly disturbing to others, most especially to other children (especially boys). She is neither undead, nor does she exhibit any sort outward scarring or ugliness. In fact, she is a physically beautiful child, with the exception of the former characteristics.

--------------------
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Samantha Williamson
"It is more than just a game..."


Posts: 16 | From: The Weird West | Registered: Oct 2002  |  IP: Logged | Report this post to a Moderator
Civanfan
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Member # 565

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I really, really suck at these things, so please be patient. Also, this is reeeeaaaalllly long.

Home system: GURPS (Early TL8, on it's way to reaching Supers status)

Name: Civander Fannig

Nickname: Civanfan

Gender: Male

Race: Human

Age: 20ish

Height: 5'10

Weight: 160 lbs

Build: Slightly muscular.

Headfur: Very dark chestnut brown. Longish.

Eye colour: Dark, chocolate brown, but they're
always covered by sunglasses. When uncovered, they never seem to focus properly on anything, and the pupils look funny.

Appearance: Something about his face seems vaguely unattractive. It could be his thick eyebrows, slightly oversized lips, or his turned-up nose. He's not ugly, but definitely not pretty, either. Tends to have stubble on his face, because he keeps forgetting to shave.

Clothing: Battered fedora, tan trenchcoat, pretty good black double-breasted suit underneath.

Accessories: Sunglasses (he has a whole pocketful), nigh-unbreakable black umbrella, with a razor-sharp tip. (-How- nigh-unbreakable? Once he was tossed off a roof, but "luckily" managed to snag a flagpole with the handle. Another time, he used a power line as a zip cord, holding on to both sides of the umbrella as he slid down. Not a single mark on it.)

Special Abilities:

First and foremost, he's functionally blind. BUT, he has a form of infravision. To him the world looks like nighttime with a half moon looks to a "normal" person, or if he concentrates, like a heat-pattern image with no color.

He can discern light and darkness easily, and even perceives pretty clear shapes, at a limited range. If he concentrates, he can see faint heat patterns coming off someone or something, or track someone by the heat their presence has left behind, if it's been less than an hour. He's currently training himself to recognize people by heat patterns, the better to see through disguises.

Even in pitch blackness, he can still "see" just as well as he can in the light.

If something is giving off heat or cold, he can see it, invisible or not.

Because print tends to absorb slightly more heat than the paper it's printed on, he can read, but he can't see TV screens or movies.

Bursts of intense heat temporarily "blind" him, and he isn't very good with details, unless said details all give off different heat patterns. He could tell you the sun isn't as bright as usual, but he can't see the clouds.

Of late, and now that he's in a position to notice, he seems to be able to "see" magical auras, if present.

Second, as a result of his blindness, his other senses are very sharp. He can smell the scent of cologne in the air an hour after the person wearng it has left.

Third, he has a sort of "luck power", which can cause chance to favor him, to a limited extent. He can only consciously use it once every half-hour, however, and it doesn't always work in the way one would expect. Please note that he's fairly lucky anyway, but that this power allows him to get scarily lucky, but it only directly affects one thing at a time.

Skills: Civander is an excellent detective, adept at everything from picking locks, to tracking people down, to detecting whether or not someone's lying from the tone of their voice.

He's also a skilled actor, capable of playing up the "Poor Little Blind Man" act so well, it'd make the hardest ex-con bend over backwards to help him.

Somewhere along the way, he picked up some superlative fencing skills (which he uses with his umbrella)(I sank 72 points into Fencing, so you bet he's good) first aid skills, and some skill at brawling. When he fights hand to hand he tends to fight dirty, taking any advantage he can get.

Special notes: Civander always leaves behind a pair of sunglasses whenever he's busted/subdued a criminal. He also likes feeling girls' faces in order to hit on them. ("Hm, a very kind face...but these lips haven't been kissed recently. I'll take you to dinner, and we'll see if I can't fix that, hm?") (No, it never works.)

Background: Since childhood, Civander Fannig had always been somewhat lucky, as well as blind. When other kids were playing in mud, or getting stung by bees, or getting beaten up by older kids, Civander was always finding lost and buried quarters (and his clothes stayed remarkably clean), or getting stung on his wristwatch or sunglasses, or accidentally tripping and landing a knockout punch on a bully's chin on his way down.

In college he studied Criminology, and upon graduation, got a job helping out a private detective agency.

He led a pretty normal life until a comet passed by the Earth. The radiation it carried killed roughly five percent of his world's population, (fifteen people in his city alone) but gave many others, including Civander, varying degrees of special abilities. In his case, the ability to see, and to control his luck, both to a limited, yet useful extent.

Realizing his powers were too limited for him to become a true superhero, Civander instead decided to use them to become a better detective, and deal with more mundane threats.

Unfortunately, he usually finds himself dealing with more powerful people and cases than he would prefer. Stil, his undying curiosity and fascination with strange things tends to keep him from complaining (too much).

Personality: Tends to be somewhat lateral in his thinking, owing to a lack of confidence in his own abilities. Doesn't like charging at someone head-on. Also has a penchant for internal monologues. His fondness for women almost rates a Lecherousness disadvantage, but he's too polite to be offensive. Curious to the point of being nosy. Often somewhat wry.

Alignment: Well, like anyone else, he has something of an interest in preserving his world, and worlds like his. So, he's allied with the Gaming Guardians and their affiliates, but he doesn't expect to be of much use.

...If you've read this far, give yourself a chocolate and a pat on the back.

(Oh, and ST:11 DX:11 IQ:14 HT:12 for personal reference.)


Posts: 48 | From: Boy, that'll take a while. | Registered: Apr 2001  |  IP: Logged | Report this post to a Moderator
Ryan_Galen
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Member # 4487

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Name: Ryan Galen
System: SMT MUCK
Affiliation: Gaming Guardians

Age: 23
Gender: Male
Race: Anthropomorphic Cat
Height: Average (Which to me is 6’3”)
Weight: Average (An actual value? I’m no judge of weight but I’d say…180lb?)
Build: Average (In a fit way: decent tone, no flab, but still no more actual muscle then you would see on an average cat… well, human if you really need to picture it.)
Fur Color: Completely white except for a splotch of black fur that covers his left ear.
Hair Color: Blonde, only a shade lighter than then his white fur.
Eye Color: Green.
Clothing: Generic black pants and sneakers, and a white T-Shirt with a white unbuttoned buttoned down shirt tossed on over top of it.
Accessories: Standard Gaming Guardian Communicator and Identification

Abilities:
Normal Skills
Ryan is skilled in the use of the longsword. Outside the use of the longsword, his combat ability is completely limited to reflexes and improvisation.

As a Guardian Junior Grade, Ryan is familiar with the operations of their basic technology, and their command structure... as seen from the lowest level possible.

Other then that, Ryan's only skill to note is that he is a very good cook. All his other skills are limited to the general knowledge you would expect from an adult in a society with a modern technology, mixed with a little bit of the demonology you'd expect him to pick up with his curse, and the system knowledge you’d expect him to pick up as a Guardian.

Sorcerery
Ryan has three sorceries at his disposal. All are usable at will, but only within the parameters given below.

Orb of Light: Ryan is able to create a small, golf ball sized orb of light. The light radiated from this orb is of torch flame intensity. It tends to float in the air above the palm of his hand, though it can be willed to move about in the general area of either hand, or set about to orbit around his head. It can't exist outside these predefined areas. Only one orb can be created at a time. The spell is completely mental in execution.

Passive Detection of Magic: When he wants to, Ryan can see magic. He can do so on a passive sense only, detecting that which is active or just plain radiating magic. The spell is completely metal in execution, though it relies on his visual perception to work.

Healing of Others: Finally, Ryan can heal the injuries of others. This is the only one of Ryan's abilities that isn't limited to just cantrip level power, but at the same time is the most restricted. First, it doesn't work on himself, only others. Second, it directly affects only physical injuries, bodily impurities, and minor infection. Other forms of illness are only affected because the body’s ability to fight them is improved with the other problems fixed. Finally, he requires both direct flesh to flesh contact with the person he is healing, and has to maintain a low vocal chant while casting the spell.

Pose
This is... something Ryan doesn’t like to talk about. He’s done it once or twice in his home system just to see if he could, and once so far in a mission in Furry MUCK. The latter of which no one noticed, thankfully. Basically he lets go of himself physically, and controls his body in the same way his player would, allowing for motion beyond the normal limitations of his physical abilities. He’s not sure if this was because of the nature of a MUCK, though, or something innate to himself as a MUCK character. Either way it’s not something he wants to delve into.

Weaknesses:
Ryan’s primary weakness is the Galen family curse and the fact he can’t turn it off. But that is covered under special effects. Aside from that, his main weakness is his lack of non-mundane skills combined with an almost unreasonable personal restraint to his behavior and abilities.

Special Effects:
Plot Device 1: Curse
Ryan carries a bloodline curse. Cutting the fat from the fact, the curse basically controls things on a quantum level with the pure single purpose to make Ryan’s path cross with demons. Daily, if not hourly. The good news? It’s tends to be plot convenient. Not surprising since it is a plot device.

Since plot devices are normally controlled by a player, the plot device was severed at the same time Ryan gained awareness. Meaning, the curse is theorized to be at least sapient, though in actuality it is fully sentient. Recent events with a certain raccoon make Ryan worry about this fact. For the game purposes, the curse doesn’t trigger hostile encounters in social thread and is left in control of the game master to trigger as they see fit.

Plot Device 2: Sorcery Growth Control
Part of the nature of Ryan’s sorcery is that it works by channeling magic with his will, using his soul as a conduit. For magic effects he already wields, this is normal. Attempting to do something new, on the other hand, is a great strain, since it places his life in the hands of another plot device, one whose soul purpose is to decide if Ryan’s soul is destroyed in the attempt to do something new and beyond his previous limits.

Like the other plot device it is now completely cut off from the player, though unlike the other plot device it is only sapient. Also unlike the other plot device, Ryan is completely unaware of it. He just thinks of it’s limitation as being a natural part of his sorcery. While because of this limitation, Ryan’s never likely to try and perform something new; if he does the plot device is in control of the GM.

Background:
Fist his MUCK prehistory
Ryan past in a nutshell is that he was born into the cursed Galen family. Due to his mother’s effort though, he and his sister has at least the semblances of a normal life. When his mother died, these semblances fell apart, and most people in the family moved on as well as they could... except for Ryan. Not quite being able to move on, Ryan decided to go to the one place where he COULD live the somewhat normal life he mother thought was so important... Supermegatopia.

Now to the GG prehistory
Ryan moved about the city living his cursed life and for the most part no one noticed. Then after a few months, he actually started to interact with people. Big change, suddenly on top of the demons (most of which happen off stage) he was now caught up in the action of the city despite the fact he wasn’t a hero. He managed, mostly by slipping away and hiding, with tree climbing in particular becoming a favorite activity. Things were going well and he actual started to make friends with some of these people (being caught up in chaos will do that to you), but then something happened that ended up sending him to the primary system. This may seem ok since all that they needed to do was send him back and tell him it was all a dream or just some dimensional incident he was never to speak about, but the problem is that the wizards of the MUCK had already regenerated him for his player. Meaning he is stranded in the primary system, being forced to deal with the fact that most of his history has merely been the background story for a MUCK alt.

Finally, the post GG history as of yet
And so Ryan was taken in by the Guardians. At first it was on a refugee basis, but eventually he filled out his paper work like any other arrival. For quite some time after that he was stuck between the levels of guest and recruit. It didn’t come up much. In fact most people just treat Ryan like a recruit. The fact still remained though that he was in some odd kind of limbo that wasn’t going to go away till he straitens out his paper work. Eventually, the mess was cleared up... though for some strange reason only after he managed to reach Guardian Junior Grade.

In any event, Ryan’s day to day routine as a Guardian has remained mostly unscathed. Even meeting his player didn’t throw him off that much. Sure, it was a slightly rough moment, but eventually the player himself had so much lack of self esteem AND sympathy for Ryan that it eventually ran its course. He even stayed in contact with him.

More recently, he’s had a run in with an anthropomorphic raccoon by the name of Conner. A native of the Furry MUCK system, Conner has a completely different personality then Ryan, but a lot of somewhat similar internal problems as well. The fact that one of these internal problems they have in common almost destroyed a system has kind of stirred things up within Ryan. Further events that took place after Ryan attempted to mentor Conner also rocked the boot, and though more so then Ryan believes. The surface of his personality is still just as calm as ever, but the questions boiling down below...

List of Important Links:
IC Threads:
Ryan’s Intro
Forsyth’s Intro
Tangent’s Intro
Chaos Zone Planning
Chaos Zone
Intro of a Player
An RP that’s never lived
A Discussion with Re
Gremlin Hunting
The MUCKtrix
First Day as a Mentor

OOC Thread:
Roomies OOC 1
Character Plus Post

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Halloween Costume 2004
Imp Troubles

Posts: 1151 | Registered: Nov 2002  |  IP: Logged | Report this post to a Moderator
Teri Dehvis, Fenris
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Member # 4493

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Name: Teri Dehvis, (Fenris)
Gender: Male
Species: Human (caucasian), avatar to the spirit of the Norse Mythic Fenris.
Age: Appears 21 (see abilities listing)
Height: 6' 5"
Weight: 230lbs.
Build: He's a strong, lean muscular, much akin to characters such as Sol Badguy of Guilty Gear or Gene Starwind of Outlaw Star.
Hair: Anime style, his bangs are parted and hang to the side, colored a dark raven black. The rest of the hair is long, about shoulder length, and has been colored a deep crimson
Eyes: Right eye is colored as a tiger's eye gem, the left is a deep jade green.
Special markings: Under each eye is a black triangular tattoo, as well as a similar strip that runs against each side of his nose. On his left shoulder is the tattoo of a wolf's head with the moon in it's jaws.
.
Clothing: He wears a thin, spiked dog collar around his neck, a form fitting mesh shirt, a black leather jacket with a high collar worn open. A Pair of black jean pants, held up with a black belt, the silver buckle is a triangular shape. Thick, grey cotton socks. A pair of black heavy leather boots with a guard of metal on the outside to cover the toes and back heel. Pair of fingerless gloves, black leather.

Accessories: Carries with him a phoenix fire amulet which allows him some pyromantic skills. He wears the near indestructible ribbon Gleipnir tied around his left forearm, a symbol that he will not aide in the rise of Ragnarok yet.

Affiliation: Currently unaffiliated, he seems interested in finding a group to train with however.
________________
Abilities and Powers

Mid-level pyromancy from the phoenix fire amulet he carries, as well as slight fire protection.

He is semi-immortal, though he appears to be 21 he is currently 54 yrs. old. in 146 more years he will die, and the spirit of Fenris, and himself shall find a new vessel to be reincarnated.

He comes originally from an unkown game system, though from his status it is most ilkely to have been a fighter game. He has exceptional strength and is capable of dealing out incredible amounts of damage, especially when he runs out a combo of attacks. Though he is semi-immortal he is not invulnerable, he can and will take damage, and eventually will need to recover from wounds.

Unable to fly he emulates this skill with an ability to leap high into the sky. Often seeming as if he were flying for a short distance.

Main Attacks
Howling fist: Focusing ki into his fist he strikes at his opponent quickly. The Ki itself appears as a silver streak of grey across the fist's path, some saying it resembled a wolf's snarling face. A loud howl sounding out as the fist cuts across the air.

Mythic Kick: Another Focused attack, this one appears as an ordinary kick at the opponent, however, rather than a blunt force it will leave a line of claw marks, as if the target were clawed at by a mighty wolf.

Hail of Tyr: He summons the might of Tyr, god of Justice. This surrounds him in a defensive aura and raises his battle courage and abilities.

Rising Phoenix strike: Rolling across the ground he launches himself towards the opponent quickly, leaving a trail of fire in his wake. Upon reaching the target he rises fast with fist raised, covered in flame and charged with ki.

Ribbon's release: Removing Gleipnir from his arm it reappears tied around his forehead for a minute before returning to the forearm. During this moment his strength is increased five times, and his critical rate rises dramatically. However the main point of this is to allow his strongest attacks of all. The drawback is that using this technique drains him severly, and will cause his strength to fall to 64% normal afterwards, also because of the strength required for his final attacks, using one automatically ends Ribbon's release.

Final Attacks
Ragnarok strike: During Ribbon's release he uses a howling strike, however instead of the normal fist the actual head of Fenris will form, biting down on the opponent in order to hold them still for another attack.

Tidal rise: He summons the spirit of Jormungand to rise from a portal below the opponent. The incredible sea serpent then rises surrounding it's target in a tidal wave of ice shards and cutting teeth.

Apocolypse Fire: Surt will then rise from Muspleheim where he slashes the target with his sword of flames.

Helheim Descent: Garm appears to attack the opponent, sending them through hell and back as his body travels across their form.

---------------------

*Special Note: he can destroy Gleipnir completely, but to do so of his own accord would cause his current life to end within 6 hrs. of having done so. Afterwards the body shall fall and he'll be sent to a new avatar of which he'll be born again. (But why waste another 21 yrs. to reach his full power?)

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"I'll howl to the moon with a hungry eye, for it looks particularly edible this day."


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Laguna
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Member # 4589

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Name: Laguna Therside

Age: 17
Sex: Male
Weight: 145lbs
Height: 5'6"
Build: He is thin and average in build, but has had training. By his system rules that means he can lift around 350 pounds. He is also faster than a normal human as are his reaction times.
Race: Human
Home System: Hunter X Hunter variant (read power for description).

Eyes: Blood Red or Silver, depending on personality (read below).
Hair: White/Slightly Silver
Other: Left Handed
Clothing: Look at pictures. It is loose clothing which also acts as light armor, and has a number of hidden pockets.

Personality:
Laguna has two personalities.
Laguna- Red eyes, normal personality. Bookworm in some ways and prefers to avoid direct conflict. In addition, he does not like to kill people even if not killing them puts him in danger (removal of body parts is fine though…). He’s intelligent, has a slightly pessimistic view of life but tries to act optimistic.
Ragna- Silver Eyes. This personality surfaces when Laguna is tired, hungry threatened and/or very annoyed (the more of the qualification are met the easier and stronger it surfaces). Ragna can surface partially or fully, the later usually only is Laguna let's it. Ragna is stronger than Laguna when it comes to combat and likes to kill people in the bloodiest way possible. He doesn’t speak but does use body language at times, and Ragna may give Laguna some control if he need to speak to someone. If Laguna "summons" Ragna, then he can give initial commands (using a Nen spell in his right arm, which compels Ragna to follow them).

Weakness: He has almost no defensive abilities other than his sword. As a result he prefers to take out or disable his enemies without directly engaging them in combat. Bullets are his main weakness, since while he is fast he is not fast enough to dodge bullets. Ragna being a bit more suicidal is more prone to blindly attack while trying to dodge the enemy attacks.

Weapons: Sword, 4 feet long, Nen enhanced and nearly indestructible.

Accessories:Plastic “needles” (read abilities), pen, paper, pencil, small knife, 3 smoke bombs and various other objects hidden within clothing. His right hand is covered in black metal.

Edit: Due to an encounter with Shen, Laguna decided to acquire a gun (smaller version of Alucard's gun from Hellsing, clip loaded, large) and various bullets for said gun .

Home System Description: HxH based, Nen (think “malleable” Chi or Spirit Energy) based abilities. Nen creates an aura around the user which can be altered depending on the users abilities.

Skills: He can use computers and the internet since his world has those. He has some knowledge of machines, games, etc. He has learned hwo to use the Outpost systems to a decent degree.
In his home world he was an assassin, thief, and so on (family business). As a result he can quickly access a situation, however he sometimes gets scared, confused, etc.
He can pick locks, movie silently, and so on.

Abilities: He is primarily a Manipulative Nen uses (can change form of his Aura) but also learned Control Nen (control of living and no-living objects).

General Nen: He can channel it into his eyes to be able to see Chi/Magic/Auras.. He can also hide his aura, or stop all Nen from leaving his body (no Aura at all). This can be used as a moderate psychic shield, making him invisible to psychics unless they look for him. He also gains some magical defense by releasing large amounts of nen.
Nen can also be used to attack someone simply by extending ones nen onto someone else with such intentions. Can cause various effects, including weakness, mental problems, mental damage, and so on.
He can sense the auras of other people, and their intentions if they are not hiding them.

-Nen wire: He can make his aura into invisible nen-wire (can be seen as Magic or Chi). This wire can cut through light armor and flesh and is stronger and “sharper” the closer it is to him. He can create multiple wires and use them to cut people who come in contract with them and grab people. As Ragna he can use the wire at a longer distance (as a rope for example), or at a short distance to cut people to pieces .The wire behaves like string and a bit of pressure is needed for it to cut through something (the usual method of using is to make it loop around a body part and then pulling).

-Sword Control: He can make his sword fly around at will within 7 feet of himself. He can attain decently precise control over the sword however the force behind it is weak (he can’t effectively block attacks by strong opponents ,etc.).

-Wire Control: He can attach his nen-wire to plastic or metal needles, depending on weather he wants them to be hard to see or capable of puncturing skin. He has basic manipulation of up to five needles, which allows him to give them powerful push in one direction but no precise control.

Reinforcement: He can increase his own strength and speed. This is rather draining on him, and cannot be used too often. Can also be sued to avoid feeling pain.

Skills Laguna can learn, in training, or just sporadically, he knows of them and so will learn them with time. Ragna can probably use some of these.

-Reinforcement: various, can increase strength, speed, resistance to damage. Can create a powerful shield over his whole body with nen that resists physical, magical and psychic assaults (to an insane degree, a punch that would throw a man 100 feet would only slightly injure him). His punches can also deal deadly damage as can any objects be holds (a shovel could be used to dig through solid rock).
-Nen Binding: Anyone he is holding with his nen wires can’t use any abilities. Can’t be used for very long, and pure strength can still break the wires.
-Nen wires: increased range, accuracy, and so on. Can also hold non-physical beings like astral creatures and ghosts.
-Gun wires: attaches nen-wires to bullets as he fires them, probably has some creative uses.



--------------------
 -

GG Profile


Posts: 325 | Registered: Dec 2002  |  IP: Logged | Report this post to a Moderator
Lillith James
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Member # 2825

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Profile: Lillith
Name: Lillith James
Nickname: Lilly
Gender: Female
Age: Fifteen
Race: Human/Elven
Build: Tall and slim, not very muscular
Height: 5'5"
Affiliation: Gaming Guardian (Or so she hopes.^^)

Human Form:
Appearance-
Tall and slender with emerald green eyes and long (almost knee-length) light blonde hair.
Clothing-
School uniform with knee-length green and and black plaid skirt, white, short sleeved blouse, and green vest with black buttons. Usually accompanied by black, close toed sandals and ankle socks. She also wears a simple silver chain with a black crystal hanging from it.
Powers-
The ability to see even in complete darkness, also the ability to telepathically connect with her familiar, a pixie named Tendara, and see through her eyes. She also has the ability to power up into her Elven form, via her crystal necklace, wich provides her with an amplifier for her power by letting her concentrate them through it.
Accessories-
Her schoolthings, which basically consist of a bag and occaisionally a pen stuck in her hair or over her ear.

Elven Form:
Appearance-
Same build, height and eyecolor, but her hair changes to an ebony color and her skin becomes slightly paler. Also, her ears extend to the normal point of an elf.
Clothing-
All black suit with sleeves that are loose and flowing down to the elbow, and then tight around the arm. Also rather baggy pants and knee-high boots. Around the cuffs of the sleeves and the high collar is a purple lining. From the top extend three flaps (for lack of a better word) that hang down to just above the bootline. One on either side and one in the back. The purple lining is also present on the slightly pointed ends of the flaps. Her crystal necklace stays.
Powers-
She retains the telepathic link with her familiar, and in the power up to this form gains control over darkness. Not evil, per say, just the dark. Any creature using light based magic would be severely harmed by one of her attacks. She thrives in the dark, so when someone can't see or fight, she can. She can also hide herself in darkness or shadow, making her fairly hard to locate without magical senses. In this form, she is the Summoner of Darkness, meaning she can summon creatures and such things that thrive in the darkness and are oppositte the creatures of light.
Accessories-
With her is always carried an ebony staff which she uses to direct a few of her attacks. The weapon isn't anything fancy, just a staff of wood, that separates into two twisting parts at the end that head outwards and then back inwards again to hold an amethyst where they meet. Around either of the twisting ends, two black metal rings are looped and they hang there loosely.

History:
Originally, Lillith was just a normal girl. Going to school, hanging out, and doing various other things, but one evening, a pixie appeared in her bedroom, and nothing has been the same since..(Yes, she's a magical girl, nobody kill me! *Hides from the stoning that's sure to follow.*)

Personality:
Generally, Lillith is quite congenial, friendly and cheerful even to people she doesn't really like. If someone irks her, she will be civil and polite, but not much more, and she will avoid that person if it's not too much trouble for her to do so.

Profile: Tendara
Name: Tendara
Gender: Female
Age: Unknown
Race: Dark Pixie
Build: Slim and delicate
Height: 8"
Occupation: Lillith's familiar
Affilliation: Gaming Guardians

Appearance:
Tiny enough to rest on Lillith's shoulder, Tendara is a bit hard to see from far away. However, upon close inspection she is revealed to be a tiny fae, or a pixie of sorts. Matching her skin, her eyes hold a golden tone, and her hair is navy blue, falling down to about mid-back.

Clothing:
The fae garbs herself completely in black, with her small form clothed in a long-sleeved shirt, black leggings, and soft ebony boots.

Personality:
Tendara has a tendency to chatter on and on continuously about little things, like a mistake her mistress made or some other obscure subject. Often, Lillith tunes her out when she does this, which only serves to irritate the pixie, giving her cause to nag the girl. However, despite the seeming annoyance that they have with each other, the fae is steadfastly loyal to the teenager, and does her best to help her learn the various powers that she is supposed to possess.

History:
One of the two creatures created to protect and teach the Summoners, she became Lillith's familiar not too long ago in order to teach the girl the magic that had been passed to her.

Powers:
Like her mistress, the pixie can see in complete darkness without the aid of any light. She can also cloak herself in shadows, making her impossible to see in the dark. As a small defense, Tendara can let out small amounts of dark energy. Not enough to seriously injur, but enough to shock someone into leaving her alone, or letting her go. These powers have little to no effect on Lillith.

Alrighty..can't think of much else just yet, so that's it for now! Elven form is preffered drawing-wise.

--------------------
"History is much like an Endless Waltz. The three beats of war, peace, and revolution continue on forever."

"Sanity calms, but madness is more interesting."

"He who said nothing is impossible has obviously never tried to slam a revolving door."

My GG
Profile


Posts: 52 | From: Texas | Registered: Apr 2002  |  IP: Logged | Report this post to a Moderator
Kimarin Mendari
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Member # 4740

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Kimarin Mendari
Affiliation: Independant
Age: 23
Gender: Female
Race: Anthro Cat
Height: 5'10"
Weight: 170
Build: Slim, somewhat muscular, decent figure
Fur & hair: Both jet black. Her hair goes down to about mid-back and is generally kept loose, though it's sometimes pulled up in a bun. Bangs are whispy.
Eye Color: Emerald green
Clothing: Her shirt is off the shoulder, and it hangs at just below her collar bone. It's green, the same color as her eyes, with black lining around the collar and the ends of the long, loose and almost trailing sleeves. The bottom of the shirt hangs just below her hips. Around her waist a loose black belt hangs, held there by a silver buckle. Her pants and knee high boots are black leather.
Occupation: Theif, pickpocket extraordinare
Accessories: A tiny lockpick kit that's hidden in one of her sleeves and retrieved at need.
Abilities & Skills: Kimarin is an experienced theif, and so it is good to keep a close eye on your valuables when around her. She's also a relatively good tracker, though she doesn't often use the skills. Peculiarly, Kimarin has the ability to shift between three forms: those of a panther, a kitten, and her anthro cat form. She's a semi-decent fighter in her normal form, but she tends to switch to her panther form when danger is lurking.

Personality: Kimarin tends to be rather easy-going, if a bit mischevious at times. Often, she's somewhat lazy, but when needs be (or when some sort of money's involved) she can be depended on. Quite friendly, she never had much trouble making friends. She also has a tendency to be a bit moody, and has a mild distrust of magic.

History: Previously a resident in the realm of Ayenee, Kimarin was caught trying to pick a mage's pocket, and was consequently banished by said mage into the Napping Cat's Dream.

--------------------
"Sanity calms, but madness is more interesting."
 -
Oh. My. God. Patches, I love you.

My GG Profile


Posts: 491 | From: Texas (And no, I do not have a hokey accent.) | Registered: Dec 2002  |  IP: Logged | Report this post to a Moderator
Shenalia
Member
Member # 4380

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Name: Shenalia Linadriel
Original Home System: Mystara (2nd ed. AD&D)
Current Home System: N/A - He wanders between systems.
-- Note: He's traveled through a lot of different systems since then, and no longer fits into the AD&D system rules.
Faction: Independent. Definitely "Good", however.
Race: Grey Elf
Gender: Male
Profession: Planeswalker
Age: 200+ years (still young by elven standards)
Height: 5’ 9”
Weight: 157 lbs.
Hair color: Silver/grey
Hair style: Just past shoulder length; completely brushed back.
Eyes: Deep blue
Distinguishing Marks: none
Facial Characteristics: Thin, pointed face; long elven ears
Body Type: Thin, muscular; well-toned.
Clothing: Shenalia is normally seen wearing either his mithril chainmail shirt or a dark blue tunic along with a pair of black breeches, a pair tall black boots, his long black cloak, and his mithril bracers.

Accessories: Shenalia carries with him at all times his sword, Faéruil, a magical longsword that amplifies his magical abilities... the sword is intelligent, holding the soul and mind of his sister, Arienal, within. His bracers emit short-range fields of force for defense; his cloak acts as a dimensional fold, acting as a dimensional gateway when activated. As well, he has many minor magical items in the pouch of holding on his belt, for whatever use he may need them for.

Powers and abilities: As a mage and swordsman, Shen has built his magical abilities over his many years of planeswalking to nearly the level of archmage. He excels in passive combat spells and healing; he is also known to use eldritch energy for the few times when he uses his magic for offense instead of his blade, which is rare; he has fully mastered use of his blade in combat. He makes great use of the dimensional portals he can create, whether it is simply an afterthought to redirect a strike coming at him or a friend, or to travel to yet another universe where he feels his presence is needed. As an elf, he has excellent night vision and hearing; as well, he has over the years slowly built telepathic abilities, although they are still minor.

A sample of the fields of magic Shenalia accesses for his spells: time alteration, reality alteration, eldritch evocation, healing, teleporation, psionics, astral manipulation, and other spiritual-based magics. He often watches the astral overlays of people around him to help in his awareness of situations - auras, prepared energies and emotions.

Background: Shenalia has traveled many dimensions over his years since he left his home world behind, fighting against whatever threats decided to come his way. He helps those he finds in need wherever he goes; he's been through many different "systems", and has seen more than one universe go up in flame through the back of a portal as he retreated, traveling elsewhere to warn more people of what threats he could not stop alone. He spends the majority of his time meditating in the limbo that resides between systems, keeping a mental eye out for dangers crossing from one dimension to another and disruptions in the balance of the multiverse.

--------------------
 -
Thanks, Graveyard Greg and Webtroll!
~ Shenalia Linadriel, Elven Planeswalker & Spirit Mage
I am the Guardian of the Between...


Posts: 170 | From: Between Dimensions | Registered: Oct 2002  |  IP: Logged | Report this post to a Moderator
Ularnist
Member
Member # 4773

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Name: Ularnist
Home System: Ularn
Affiliation: None

Age: 30274 cycles
Gender: Male
Race: Human/Elf/Dwarf/Klingon
Physical appearance: Strong variations

The Ularnist has escaped from the caverns of Ularn. For ages has he fought the hordes of the wizard Pollineaus, to obtain the potion of cure dianthroritis. This potion was needed to save his only child, but alas, as he came back home with the medicine, it was too late.

Hardened in the battle, equipped with the magic and weapons he has found in the caverns, Ularnist now travels the realms.

Due to the pecularities of his home game, Ularnist can shapeshift by just starting over, but when he does, he loses all his equipment, magic and experience. Currently, he is Klingon.

Inventory:


a) a lance of death +10 (weapon in hand)
b) Slayer +9
c) a shield +9 (being worn)
d) elven chain +9 (being worn)
e) a ring of cleverness +10
f) an amulet of invisibility +9
g) an energy ring +9
h) a ring of dexterity +9
i) a device of theft-prevention
j) The Talisman of the Sphere
k) a ring of regeneration +9
l) The Hand of Fear
m) a magic potion of healing
n) a magic potion of healing
o) a magic potion of healing
p) a ring of protection +9
q) an energy ring +9
r) a ring of strength +9
s) a ring of regeneration +9
t) a belt of striking +10
u) a magic scroll of expanded awareness

The magic spells Ularnist has discovered to date are:


pro protection mle magic missile dex dexterity
ssp sonic spear str strength hel healing
cbl cure blindness cre create monster inv invisibility
bal fireball cld cold ply polymorph
can cancellation ckl cloud kill drl drain life
fgr finger of death sca scare monster tel teleport away
per permanence

Stats:


Spells: 11(11) AC: 50 WC: 52 Level 12 Exp: 12262 experienced mage
HP: 105 (105) STR=34 INT=46 WIS=15 CON=19 DEX=31 CHA=8 LV: ? Gold: 0

Nota bene: The two energy rings +9 make sure that he will never run out of spells. The lance of death will instantly kill any non demonic creature on first hit. Demons or demonic beings are merely tickled by it. But, well, that's what Slayer, Grandfather of all Demon Killer Swords(tm), is for.


Posts: 5 | From: The caverns of Ularn | Registered: Dec 2002  |  IP: Logged | Report this post to a Moderator
Master Wisdom
Member
Member # 4490

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Group affilation:The World Flayer´s
Age:Thousand´s of Year´s
Gender: male
Species/Race: Human (or is he?)
Height: 4´7
Weight: 98 Pound´s
Build: unknown (most of his Body is hidden behind a heavy Armor Suit
Hair Color: silvery white
Skin Color: light brown
Eye Color: blue
Armor: A massive, green color´d Armor Suit
Occupation / Class: Sorcerer
Accessories: A large green Staff with a brilliant glowing Emerald on it´s tip
Troop´s: The Legion of Evil, The Claw Demon´s,
Abilities/Skills & Power Level:Imense magical Power´s
Special Effects (if any):Teleportation, shapeshifting, imortality
Description of Personality: A Powerhungry Warmonger or not?
Brief History:Traveling from System to System he leeches the recources he find and destroy´s what he cant use
What is your ambition?:"My ambition?Hehehehehe-HAHAHAHAHAHAHAHAHAHAHA

--------------------
"I am the Master Wisdom."

 -

Posts: 35 | From: The Dream, the System´s, maybe even near you | Registered: Nov 2002  |  IP: Logged | Report this post to a Moderator
Wirrit
Member
Member # 4785

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NOTE: This profile is current as of September 27th, 2005. It is also OOC information -- Please check the Briefing Document for an IC version.

Name: Wirritation D. Caruthers
(Also known as Suzanne Caruthers (not the AI), or Wirrit O. Montaine)

Race/Gender: Humanlike Female
Apparent Age: Mid 20's (Date of Birth: June 13th, 1941)
Height: 5' 4" -- 5' 7" with ears.
Build: Average -- She's in shape, but not really thin.
Details: Black hair, pale blue eyes, four neko ears.
Systems Of Note: Primary, Neomazeon, and Baron Munchausen.
Date of Arrival: Early 2003
Misc: Farsighted, wears contacts.
Misc: Left-handed, bordering on ambidextrous (neither hand is very dextrous in the first place).


Physical Description:
Wirrit looks like a short and fairly average human female in her low 20's, if you ignore the pair of cat ears where her human ears should be and the second set of cat ears coming from slightly behind the temples. The fur on these seems seasonal, being white in winter and black in summer. Her black hair goes down to her mid-back, with bangs collected in two strands down to her waist in the front -- she tends to braid all three together. Her eyes are pale blue. Usually she wears dark green vaguely oriental tops with jeans, boots, and her gloves. She is very rarely seen near dresses, let alone in them; but exceptions have been known to be made.

Astral or Soul description:
She is a semi-ageless (anywhere between 20 and 60) version of the description given above, with white fore-ears, black hind-ears, and holes. The holes go all the way through her in roughly straight tunnels, which are anywhere from a thumb to a pinprick in diameter. There's an unusually large one in her chest, about the size of a balled fist. All the holes have skin healed over their walls. Her astral form, unlike her physical one, moves with a certain amount of grace.
Her Node shows very visibly via astral vision, as an intensely bright golden or white (nonstressed and stressed, respectively) glow that flows out of and across her skin, swirling into her belt buckle. The energy avoids the holes entirely, flowing around them as if they were stones in a riverbed. Her node tends to fluctuate constantly in color and strength for a myriad of reasons to varying extents. Major changes will be described in-RP when and if they come up, but they very seldom do.


Powers and abilities


Senses:
Her subconscious is very slightly clairsentient, changing her emotions to mimic what they will be in the next second. Less often, it can give her odd emotional responses and hunches of things she would learn more distantly in the future -- anywhere from bad vibes to deciding something may be relevant. The second half of this sense is also dormant 90% of the time, also known as "unless the GM prefers otherwise". She trusts her instincts, but doesn't think that they're anything more than that. This sense is based in psionics, and can be blocked as such.
--Her hearing is good, but rather sensitive to loud or high-pitched noises. She's somewhat farsighted, but wears contacts to compensate. All other senses are normal, even if she's too inobservant to notice everything they tell her.


Mind Control and Telepathy / Head Roomies
Anyone trying to read or invade Wirrit's mind without her IC permission is extremely likely to encounter Bob, her guardian. Bob is a shapeshifting entity of Chaos that lives in her head, usually taking the form of a small slightly damp black kitten or a poofy feline humanoid. Bob used to be from the Amber system, but has since been converted to another. His only displayed powers since then have been shapeshifting and mental attacks against mind-invaders.


TELEPORTS
--When stressed, or given a sudden shock (either literal or emotional); she teleports. The 'port can be either a jaunt to a completely random system, or a teleport to somewhere within 500 feet. Focus and concentration can bring the range down to "Some random location within 50 feet". Generally, her self control is good enough to make it the lattermost. The destination is GM's choice, unless they'd like me to provide the destination.
--These teleports require power -- Literally. The more power, the less likely a telefrag of any sort is. The Stone (See below) provides enough power to teleport herself safely. However, she can bring others along for the ride if they're touching or holding on. Shehe tends to leave behind chunks of herself, her passengers, or the belongings of either of the above if she doesn't have additional power. She also has no clipping control, although her Subconscious Clairsentience will try to guide her to a non-damaging spot.


THE STONE: Electrics and Teleports
Inside Wirrit is a magical stone (a DnD3 magic item), which she can activate to allow several abilities. The Stone's abilities are powered by units of energy called charges. It can hold 50 charges at a time. Whenever it goes below 50 it slowly leeches energy from her node at a rate of 3 charges per week, until it is full again. When it has at least four charges, the Stone provides the following abilities:
--It constantly recharges itself (as explained above). It protects its bearer from moderate electrical damage (12 hp p/round), and generates a weak electrical charge (1d2 damage + 1 temp dex damage). The electrical charge IS enough to harm a human if they touch her, but not too much. She is careful not to electrocute people unnecessarily.
--1 charge: The stone can remove itself from its bearer without harming them. For another charge, it can be put back in (or into another bearer entirely).
--2 charges: The stone creates vicious electric energy claws on each of the bearer's hands, which are maintained until the bearer dismisses them.
--3 charges: The stone's electric generation turns off for several minutes, and cannot be turned back on until the several minutes have passed.
--5 charges: The stone stops the bearer from teleporting. This can be used against Wirrit's natural teleports, and any other teleport she knows about in time.
--7 charges: The electric generation goes into overdrive, but is contained within her body and can no longer electrocute things. The immense magnetic field produced repells all but the most quick-moving metallic weapons or ammunition.
--10 charges: The stone redirects the destination of a teleporting Wirrit to somewhere within 1200 feet of Wirrit's choice, if she had the time to think about where to go beforehand. Unlike her normal teleports, this goes through the astral plane. If the destination is blocked by a solid object, rather than a telefrag she will simply be trapped in the astral until she finds a safe place to materialize.
--If the stone reaches 1 charge, she ceases to generate electricity but remains shielded from it. If it is lowered to 0, it does nothing but recharge itself. It cannot go below 0.


THE ENERGY NODE
She emits 'positive' energy on many different wavelengths. These wavelengths, in order of magnitude, are Divine/holy, Positive energy (DnD3 style), Yang ki, and Magic; with hundreds of other things in trace amounts. The general effect of the mix encourages good luck anywhere within its area. Its area extends two inches above from Wirrit's skin, so long as she wears the Belt Buckle. The proportions of the energies in her aura are dependant on her mood. She emits the most divine energy when stressed, the most yang ki when happy and relaxed, and the most positive energy when angry or frightened.
--Some of the energy her soul emits sinks in. As such, her soul heals quickly when damaged. If her soul is somewhere without her body for whatever reason, she counts as slightly more 'blessed and lucky' than she does with her body there.
--Negative energy beings (Usually Undead, but anything with an opposite charge of supernatural energy counts) can sense and track her by the disturbance her aura makes in the 'force'. The higher the negative being's charge, the larger the range it can track her at. Specifics are left up to the player of the negative being. Negative beings with no supernatural senses can detect the aura as a terribly irritating high-pitched low-volume constant noise. This noise's volume changes depending on her aura's energy proportions and strength (AKA: her mood).
--Anything that she carries for more than a few days slowly absorbs some of the energy from her node. Thus, almost everything she owns is either blessed, holy, or imbued with some other form of positive energy.
--If she gets too close to another source of an energy she emits, the air between her and it will glow an appropriate color and strength wherever her energy and its energy intersect. Her divine/holy energy is seen as a pure white glow, yang ki as golden, and positive energy as an opalescent rainbow-hued white.


OTHER VARIED ABILITIES

MARTIAL ARTS: Thanks to a brief stint where she almost became part of a gestalt with Byron Bryant, she has gained an instinctive knowledge of hand-to-hand combat, making her an approximate blackbelt in various martial arts. However, this is somewhat balanced out by her inherent and nigh-constant clumsiness -- making her a fair enough combatant to survive, but easily beaten by a master.

CANTRIPS: Thanks to the same brief stint where she almost became a gestalt with Vidau, she has gained a few minor skills in magic. She can currently cast either Read Magic(just what it sounds like) or Prestidigitation(minor miscellanious magical tricks) two or three times per day. The only other skill she got from him is that she can usually get the basic gist of low-level magical theory-work, as long as it's based in something somewhat resembling DnD3/D20 magic. She has neglected the practice of these skills somewhat.

RPE: She has a birthmark which may one day identify her as the long lost heir to a throne, and can summon pennies, one at a time, at will. Thanks to her Node, the pennies are weakly blessed / imbued with energy when they arrive (Depending on her mood at the time). She can get a dollar in about 30 to 40 seconds, this way. The pennies are not counterfeit, instead coming from the nearest place where pennies that are about to be reprocessed are stored.

LANGUAGES: She speaks English, Portugese, Klingon, Spanish, Arabic, and Japanese fluently. She speaks Throalic (language from Earthdawn) and Chinese well enough to be understood. She understands only a smattering of french.

BOOK LARNIN': She was once a scientist, and has 3 PhDs under the name Suzanne Caruthers. Because it is under her former name, she tends not to claim or mention them. However, the PhDs were in SubQuantum Theory, Quantum Mechanics, and Temporal Mechanics. She has a good working knowledge of state-of-the-art space-bending and teleport technology -- At least, things that were state of the art in 1986. This has left her knowledge of computers, for example, somewhat out of date.

CRITTERS: Wirrit was once a Beastmaster (which is much what it sounds like), but those abilities were transformed into unusual ki / psionic equivalents. Then she lost them and they were transferred to her animal companion, The Beaver. It tends not to show up and not to use them when it does; aside from occasionally looking at people with ki-sight. It shows occasional bursts of insight, but is on the average not terribly smart. It's very friendly, and loves to be scritched. Thanks to other complications, it is an energy Node to a smaller level than Wirrit. If it ever shows up IC again, I'll give it a Character Plus post.


INVENTORY



Clothing: (possibly stylish) street clothes, boots with thick rubber soles, long nonconductive gloves

Accessories: A large backpack. The backpack contains everything mentioned below unless specifically stated otherwise. She isn't seen without her backpack without a good reason. When she uses a shield, it is on the right arm.

Skin of the Troll (worn): This magic item is invisible unless removed, and has settled into her skin. It allows her to regenerate 1/6 of her total health every hour.
Copper Bracelet (worn) that adjusts to match her outfit, and has a small clock face. Can summon Rooster's bag.
Bronze Amulet Holy Symbol (worn) with a roaring tiger's head on one side. The other side is plain.
Phaser (in holster): Pearl-handled phaser, formerly from star trek. It has controls to alter the shot's intensity and size. Unlike a normal phaser, it's a ki gun. It shoots a carefully focussed dart of the wielder's Ki in such a manner as to stun or injure an opponent. More ki for more damage. Will injure the wielder unless they're careful. Completely ineffective against/for those without ki.
a 9mm (in holster). Two regular ammo clips, two anti-magic ammo clips.
Tenrai (in sheath): Magical sword, sibling of Chao (Tarlin's sword). Lightning element.
Belt Buckle: Deacon made this artifact. It controls her energy node to some extent, and is also an mp3 player. It has a smilie face on the buckle.

20' wire coil: Coil of 20 ft of thin metal wire, conductive along its length.
Bouncy Balls: 2 inch diameter, bag contains 6. Upon sufficiently hard impact with a surface, they flash red on and off and emit irritating 'ray-gun' noises for 1-10 seconds. They are, at best, distracting primary-native kid's toys.
Spam Shield: A gift from Denzine. This device looks like a very heavy can of spam. However, when the can is opened, it expands out into an adamantium buckler 1 cm thick, which weighs 10 lbs. If it ain't a railgun, it ain't getting through-- although it may break her arm or send the shield through her..
Zappy-box: A gift from Gerad. A small box with a switch on the bottom, two copper stripes on the top, and two holes in the front. When the device is on, it fires two ultraviolet lasers forwards, from the holes. The lasers ionize the air, making it conductive. The maximum current it can handle is as yet unknown. Mirrors and reflective surfaces do reflect the beam, but if the surface is metallic the point is moot.
Hoverskates: A birthday gift from Helix. They are a pair of snazzy-looking sneakers made entirely out of form-fitting shiny chrome plates, with odd little blue half-spheres sticking out of the ankles. Tap the halfspheres on the outside to autofit them to the feet they're on; tap the ones on the inside together to make them hover. As of yet, she is still incredibly clusmy with their use, so does not use them. They currently function using psi, rather than technology.
One-sleeved pink bodysuit: TL8 Monocrys armor from a GURPS system, which spent a while as plain kevlar thanks to a badly miscast spell. It has since returned to its former properties, but she wears it only intermittantly.

Miscellany: A communicator, Emergency Jaunt device, and Conversion Matrix (all three altered so as to be EMP-proof), Several rolls of Duct Tape, a few bandages, Heavy-duty (non-conductive) gloves, sandals, small glass vials, 3 lighters, a handful of rags, a water bottle (full), a bottle with 1/2 liter of oil mixed with iron shavings in it, a supply of long-lasting snack bars, a ball of yarn, a towel, a small pocket-knife, a pack of gum, a flashlight, a pen, a pencil, a permenant marker, a small pad of paper, a medium-sized dagger, and a can of (flammable) silly-string.


More detail on Bob, the HFM, the Beaver, and Tenrai later -- probably in character plus. They ARE defined, just not in profileable form, yet. Sorry ^^;

HISTORY



The following is a relatively complete summary, even if it leaves out a lot of the twists (such as exactly HOW Willis died).

Long ago, one Maxwell Oakthorne was thrust from his homesystem of Baron Munchausen into the primary. Before he left, he helped a young woman escape her mother's evil cult (for if anyone would encounter a girl who needed saving from an evil cult, it would be someone from Baron Munchausen) and they had a brief romance. Eliza Caruthers and Maxwell Oakthorne were the parents of Suzanne Caruthers.

Sue was a primary-native(half) mad-scientist type who had a daughter named Angela with a man named Willis Montaine. Through mishaps and evil, Suzanne's project (proto-jaunt tech under a grant) killed Willis and transported her to a system. Angela grew up to be the base personality for the golem Guardian Angel (and variants thereof).

The mad scientist arrived in a DnD1 system shortly after one Rupert Vidau finished casting Find Familiar. However, his new familiar (Sue) was badly injured and had complete amnesia, so he had to help her for a bit. After this stay, she had her node, teleport/jaunt, electrical powers and new name, and was de-aged through magical accident. Wirrit was sent back to the primary at around 1991 after she regained her memory.

She was kidnapped by the proto-High Guard (since no one would believe she was Sue anyways -- she was 45, but looked ~7), and brainwashed into the ultimate system-hopping spy, with amnesia again. She did this for multiple years, then arrived at Outpost Nine (Mobius Rook's Intro). She joined the guardians after running into Cale (literally), shortly after meeting Rook.

Through various plots on IRC, she discovered her past with Guardian Angel (and variants thereof) and the Montainte was born. The Montainte or the Collective are simply Wirrit's extended family, including around half of the IRC veterans. She also regained her memories (again), and has managed to stop being a High Guard spy.

She ran into Vidau after the HG nearly collapsed his system. There was an IRC plotline about him wanting her to be his familiar again -- eventually she said no, but he tried it anyway. She spent a while powerless and converted to another system because of it, before regaining her powers in their current state.

She got stuck in Byron's mind (along with Vidau, her familiar, and the entity in her brain) for a week or two, and nearly combined into a gestalt (which was named Daisy Sue -- a cute little uber girl). The splitting of this has left her with some traits of her former gestaltmates (and them some of hers), but mostly returned to normal. This is how she learned Chinese, Arabic, hand-to-hand fighting, and her current pseudomagic.

Since then, she's had a heart to heart with her mother (deceased on Christmas Eve of 2004) and a few brushes with her grandmother's cult (although they seem to be scared off, for now). She's also met her father (played by Wyld's player) when he returned to the Primary.

The last major backstory plot she was involved in was Neomazeon. The pseudo-system has at its heart, an energy core. Zerstorers (Destroyers) put energy into it, and Gebers (Healers) takes energy out to provide life support for the entire system. Wirrit's energy node steals energy from there. The Neomazeon diplomat (Stacey) discovered this, and tried to kidnap Wirrit. Relapse and Warren managed to save Wirrit, and diplomatic relations with Neomazeon were restored... for now. In no small part due to the Artifact Deacon gave to Wirrit, that redirects energy from her aura back to Neomazeon.

Currently, Wirrit is teaching classes at the outpost.

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Profiles of various characters

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Brimstone
Member
Member # 4479

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Name: Brimstone
Race: Super-human
Gender: Male
Age: Mid 20s
Height: 6’1
Weight: 175
Build: Lean but muscular

Home System: Super-hero

Clothing & Accessories: The armor Brimstone wears on his lower torso is made of a unique metal. It is as strong as steel but as light as tin, offering protection without hindering movement. His boots are made of the same material. On his upper body he wears a hardened leather vest over a gray jumpsuit. His long brown hair is almost always pulled back in a ponytail and a bandana is usually wrapped around his forehead. He wears a belt with the initials U. L. D. printed on the buckle. The buckle detaches to become a communicator and has been programmed to Guardian frequencies. (See picture)

Powers & Abilities: Brimstone can form molten rocks of various sizes in his hands. When thrown, they explode on contact. He knows basic marital arts and a few other forms of hand-to-hand combat but is easily bested by more experienced fighters. Instead he prefers to use his enhanced speed and agility to keep his distance while attacking his foes with a barrage of flaming rocks. If that doesn’t work, he has one more trick up his sleeve: transformation. Brimstone can transform himself into a creature made entirely of molten rock. In this form, his powers are intensified greatly and he gives up his agility for brute strength. He can also change the amount of heat he gives off instantly. In a matter of seconds he can go from being hot enough to melt steel, to cool enough to pick up an ice cube. The downside to the transformation is it drains Brimstone’s powers quickly. He can only sustain this form for a short time before he has to wait for his powers to regenerate.

Strengths & Weaknesses: Obviously fire doesn’t do much damage to Brimstone. In fact, external sources of heat can help him regenerate his powers quicker and can even allow him to remain in his transformed state for longer periods of time. Conversely, extreme cold can slow down the regeneration of his powers or even prevent him from transforming at all.

Affiliation: Former- United Legion of Defense (2nd in command); Current- Gaming Guardians (Guardian Second Class- Security)

Pictures, Cards, and Whatnot

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Pictures created using the Hero Machine http://www.ugo.com/channels/freestyle/heroMachine/heromachine.asp

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Thank you Greg and Webtroll!

 -  - Thanks Shun!
Thank you General Caine
and Nezumi!

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Brimstone's profile (Updated 10/9/03)

Posts: 566 | From: Somwhere between here and there | Registered: Nov 2002  |  IP: Logged | Report this post to a Moderator
Wolfang
Member
Member # 4846

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Name:Wolfang

Race: Maximal

Height: 7'3"(robot form)

Weight: 300 lbs

Skin Color: light grey fur(beast mode), Grey, blue and black(Robot Form)

Eye Color: Bright green in beast mode, blood red in robot form

Accessories: Crossbow and shield

Home System: a defunct Beast Wars Mush...


Description:

Wolfang is a character from a Beast Wars MUSH that disappeared (as in the server literally vanished!). In his beast mode, he is a large grey wolf, with strangely bright green eyes. more to come as things develop...

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Shen
Member
Member # 4848

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ooc: This guy is scary, warped, and bizare. I'll probably be playing him down a bit here. Hell I *will* be playing him down a bit...but this is the nature of the beast, as it were. And for thoseworried, it's generaly unlikely that he'll randomly attempt to 'punish' your character. Just...anoy them a lot.
Name: Shen
Last name: Unknown
Age: Unknown. Appears early to mid 20's
Gender: Male
Race: Eastern Vampire "Howl of the Devil Tiger" clan
Height: 5'11
Weight: 140 ish? I have No idea.
Build: Musclular but not Mr. Universe. More body sculpting than weight lifting.
Hair: White hair and eyebrows, often with streak's died into it. Usualy Red, Black, Or Purple, sometimes left pure white. His hair is long enough to almost hit the backs of his knees.
Eye Color: Shen's eyes are dark brown, nearly black
Clothing: Shen generalywears an close fitting blackmesh shirt, occasionaly with black leather straps or electrical tape around the torso and arms as an 'accsessory', his shirts are generaly sleeveless, showing off the tribalized Bat tatoo's on his shoulders. Surprisingly he choses Jeans over leather, not because he doesn't think he looks good in leather, but the jeans or the occasional pair of Camo's are more flexable. His feet are bare, sometimes wrapped in rags save for the toes. His hands are usualy in weight lifting gloves (black leather) and both hands and feet are blatantly taloned, with his fingernails laquered black. He owns, but does not always wear, a black leather jacket covered in studs and chains and spikes,more for show than any actual sense of being COLD.
Accessories: green Jade'coin' choker, a minor talisman to hold extra yin or yang energys. (Think bloodpoints) and a cigarete case with an dancing yomi demon on it. Inside the Case, rather than cigaretes, are a set of gold claws, like fingertip rings with long points, that fit neatly over his own fingers in spite of his natural claws, and deal out agrivated damage. (Hard to soak, hard to heal)Andwhile not always on his person heis quite happy to carry guns,blades, and interesting things like fish hooks, for reason's he'd be quite happy to explain, but no one really wants to hear.
Special Effects: Shen is an Yang oriented vampire, relatively hard for most to tell apart from a living being, and capable of spending some time in the sunlight without starting to rot. (Eastern vampires acording to white wolf do not turn to ash, they rot. It's lovely). He also soaksdamage very well (a skill called Iron Mountain) and this has served him very well, given his tensensy to push people to the limits of their patience...and sometimes beyond. He can also use a skill similar to Celerity,moving faster than a human is capable of, though his own term for it is 'Black Wind'. Being of the Devil Tiger clan, he also has a 'demon form', an enormous creature covered in white fur with blank white eyes and a thick mane around it's neck, It's face is an strange cross between a reptilian snout, sans scales, a cat and a boar. The cat's split lip, the boar's tusks, and the shape of the lizard's mouth. It's talons are enormously long and deal agrivated damage, as does it's bite, and quite often, is likely to bite freind as well as foe, as Shen gives himself over to demon nature. The creature also has bat wings, strong enough to lift a grown person.
Shen is no less capable of bizareness in his human form, able to grow bat wings and fly away and also cabable of an strange trick that makes him seem to burn from within, making his eyes and mouth glow like fire and causing burn damage with his bite. And finaly, also has the ability to move into and through natural rock as though it were water. Eventualy Shen will be capable of shaping weapons of stone, but that point of enlightenment yet eludes him.
Other details: Shen ordinarily has no fangs at all, theymust be 'grown' before feeding, and when he does, his entiremouth gets sharp and pointy. Looots of teeth.
Also: Shen has one particular phobia that makes him, for me, a riot. He's insanely afraid of cats.

Personality: Shen is an EXTREEMLELY Charismatic indivudaul with a pretty face, and he knows he looks good, and knows how to pick up both girls...and guys. His laid back, almost smug demeanor and slick flirting are a cover for a great deal of dark and twisted behavior, as Shen both enjoys the giving and reseiving of Pain, perhaps in part because he remembers nothing before his soul's return from the thousand hells. The Human race to which he once belonged is a facinating vice filled enigma to be explored, and then taken apart at leasure for their indisgressions. It's the part of "Devils" To enjoy the vises, Humans must still be punished for them. Still he hesitates at times, to which his elders disaprove, or perhaps showsa little too much mercy to some, and a great dealof zeal to others, letting the runaway go home unscarred and leaving the abusive lover in peices in his own car trunk. Judgement is dependant on the Devil Tiger, and Shen is young. He has time yet to learn more...or less mercy.

Afiliation: So far...'Self'.

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well I woke up in the morning and my hands were solid red
and I looked into the mirror at a man already dead...
(exerpt from 'Scales on Scales' by 'Thou Shalt Not)


Posts: 20 | From: this side of yomi | Registered: Jan 2003  |  IP: Logged | Report this post to a Moderator
Tangent the Gremlin
Member
Member # 2844

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Tangent Sin/Cos

Member of the Mad Scientist Union, Local 42

Home System: The Napping Cat's Dream
Age: 110 (young adult for a gremlin of her type).
Gender: female
Species/Race (human, furry type, robot, alien, etc.): Gremlin of Fey Tuin (faerie) derivation.
Height: Natural hight is about eight inches, but she can reduce that to as short as one inch to as high as four feet.
Weight: About 16 oz. normally. Roughly 75 lbs at her current maximum hight.
Build: athletic but not bulky
Fur (hair, feather, scale, or skin) Color(s): light green skin. Short, snowy white hair. Translucent light blue strakes on her head. The tip of her tail has a white tuft of hair as well.
Eye Color(s): Blue
Clothing (armor): Blue denim shorts and a tan vest with many pockets, loops, and rings for tools, with complimenting gloves, work boots, and utility belt. Occasionally wears "fun clothes" though, such as her Bodyglove style shorts and top (short sleeves and bare midriff), and running shoes. Or, alternately, a blue and white super hero style jumpsuit, complete with utility belt.
Accessories (weapons, jewelry, tools, magic items, vehicles, etc.): Tools. Lots of tools. Mostly manual rather than powered. And possibly some weapons as well, as Tangent considers them to be merely another type of tools...
Pets: Tangent has aquired a hampster named Logarythm, and treats him fairly well. He is also exempt from experimentation unless he volunteers for it. She still has the various little round life-forms known commonly as emoticons though, and still trains them to do some pretty weird things from time to time...
Abilities/Skills & Power Level:

  • Tangent is very skilled in a number of technical and mechanical fields.
  • Tangent can change size and mass (see above).
  • She can manifest pixie style wings and fly, but she's a lot faster flying while tiny.
  • Her strakes permit her to broadcast and receive most electromagnetic band frequencies and interpret them as useful information (Free TV and Radio! ).
  • She can sense powered devices and get magnetic resonances from metalic objects via her strakes.
  • She can generate and project electricity, and has a limited protection against most naturally occuring (i.e.: nonmagical) forms of energy, with kenetic energy being the most notable exception.
  • She can walk or run along any surface that she has nominal contact with, even when the surface in question is completely inverted to the natural plane of gravity. This seems to work through some sort of gravitic anomily - whatever she is wearing or carrying also follows her personal gravitic orientation. Until it is no longer in contact with her anyway...
  • Gremlin physiology can metabolize any nonmagical toxin, and they can eat, drink, and breathe nearly anything should they need to.
  • Being of a faerie derived breed of gremlins, Tangent can travel between realities fairly easily using fairie methods.
  • On top of all that, she is pretty darn strong for her size, being able to lift about a ton.

Special Effects (if any): Expressive tail - she gestures with it. She can even use it to flip switches and press buttons, but not to pick up objects.

Affiliation: Mad Scientist Union, Local 42 (this membership does not preclude membership in other groups)



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Thank you, Oni!

"When given a problem with the constants of A, B, and C, and the variables of X, Y, and Z, I often find it helpful to consentrate on point Q."
MZDM Profile
GG Profile


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Oritomu Tsukigi
Member
Member # 4882

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Oritomu Tsukigi
Gaming System: Freestyle Chatroom roleplay based off of the FFVII world.
Age: 23
Gender: Male
Race: Human (by FFVII standards)
Build: Just an average build...
Height: 5'8"
Weight: Whatever sounds normal...
Hair: lilac-ish white cut into a combed-over mohawk
Eyes: Grey
Clothes: He wears a white, sleeveless undershirt underneath a ragged dark-gray suit jacket with the sleeves torn off at the biceps. The matching pants are torn off just below the knee. He wears white crew socks and black shoes that have chain-like things on them. On his arms, he wears "sleeves" that are stripped orange, green and lilac. He wears a small wooden cross tied around his neck with a black cord.
Weapons/Stuff: Oritomu owns a pair of sai that have orange tassels tied to the handles. There are also spaces for two jewels to be placed on each handle. One of the four spaces is filled with a red jewel. Oritomu also has a few books, because he likes to read...
Powers/skills: Oritomu knows how to use most weapons, but he's most skilled at using the sai. The jewel (materia) in his Sai allows him to summon Strawberry, a sort of guardian force thingy that attacks with strawberry vines. He's also a fairly decent monster tamer...when it comes to FF monsters, at least...
Because he is from a FFVII-related RP, he also has Overdrives!
Oritomu's Overdrives:
-1,000 Pages Cut: One of the books on Oritomu's person (if there isn't one, a book appears out of thin air) floats into the sky, shedding 1,000 pages (whether or not it originally had that many). Oritomu flies forward and jabs at his opponent with one of his sai and the 1,000 pages follow to slice at the stricken opponent. In the end, the books appear unharmed.
-Biblioteca: Four of the books on Oritomu's person (if there are an insufficient amount, the absent books appear out of thin air) and begin to spiral around him in the air. The spiraling books create a funnel that lifts Oritomu off the ground and propels him, with his sai aimed in front of him, at his opponent.
Small history stuff: Oritomu is a created character from a Final Fantasy VII chatroom RP that has died out. Oritomu used to own a book store in the FF VII fanworld, but books don't sell well there, so he took to selling weapons as well. Eventually, his store was destroyed and he didn't have to worry about it so much. As a child, his parents were monster tamers, so that's where he learned monster-taming....although he's afraid of squirrels, for an unexplained reason...

Picture

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Profile

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Keiran Darkstripe
Member
Member # 2868

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Profile Under Construction.

Note: Categories with two asterisks in front of them still aren't 100% complete.

Brief History: Keiran was somewhat ostracized even within his family: Not only does he have a human mother, his fur is a very uncommon, though not unheard of color. (The two, as it turns out, are actually related.) As a result, he spent much time by himself, where he meditated, and read as much as he could. After finishing his required schooling, he pursued another uncommon choice: the vocation of a learner.

As a learner, Keiran travelled throughout the galaxy, absorbing the wisdom of all the known cultures. Normally, a learner does this until the age of 60, upon which they will return home and hold a high ranking educational position until they are 100, when they retire. However, about 5 years into his travels, Keiran happened upon a portal in a library, and entered the Napping Cat's Dream.

Since then, Keiran has seen a lot of places and met many people. Some of the more noteworthy events include joining the ranks of the Gaming Guardians, becoming a Pardu, (more on this in a bit) and getting engaged to Oralai Hoa.

Sometime back, in the Dream, Keiran met Rhiann, and learned about the planet Saudu, home to the Sauk and Pardu. The Sauk and Pardu have nearly destroyed each other in a thermonuclear war, and both races are now slowly losing the battle of survival. Having heard the story, Keiran felt a calling to assist in what ways he can to at least help produce peace between the two still-warring races. To that end, he has undergone a transformation, and is now a Pardu.

Name: Keiran Darkstripe

Age: 25

Gender: Male

Species/Race: Pardu (Changed), (a race of anthro cougars)

Height: 6'5" (1.96 m)

Weight: 257 lbs. (116.6 kg)

Build: Fairly heavy build, but still on the light side for his height, for a Pardu. Light, but not scrawny, he is modestly toned.

Fur Colors and Patterning: His fur patterning is like a raccoon's, but with blue and navy blue replacing the normal brown/grey and black. His hair, which is messily kept, is navy blue, as well as the back of his ears. Also this dark shade is the famous raccoon 'mask', a band of dark fur at eye level on his face that begins thin on either side, grows thicker to encompass his eyes, and narrows again between them, running just above his muzzle. Above his eyes, where eyebrows would be on a human, two bands of white fur reside, one over each eye. White fur also covers his muzzle, though the color continues down his throat and front of his body, a trait shared with many other anthro races. Dark fur covers his hands and fades to the lighter blue shade around the middle of his fore-arms, and covers his feet, fading out about three or four inches above his ankles. The only major change in this pattern as a result of his transformation is the disappearance of the multiple rings of darker fur on his tail, with just the last five inches of his feline tail now sporting the deeper shade.

Eye Color(s): Blue, bordering on black

Clothing (armor): Keiran is preferring to try his hand at animal skin clothing, preparing for his journey to Saudu. He's fashioned some shorts, and a vest with many pockets and pouches on either side down the front.

Occupation / Class: Bartender of The Tropical Dream, learner (combined role of scholar, scientist, and an all-round researcher of anything that strikes his fancy), Gaming Guardian, and a Pardu diplomat (tentative)

Accessories (weapons, jewelry, tools, magic items, vehicles, etc.): Datapad, laptop, metal staff, backpack, glasses.

Ring: On the ring finger on his left hand, Keiran wears a simple silver ring, signifying his engagement to Oralai Hoa.

Pendant: Hanging on a chain around Keiran's neck is a pendant. The design is that of the yin-yang circle, done in a flame motif. This is an early wedding present from Ceera Darkwynde, and an identical pendant hangs around Oralai Hoa's neck.

Abilities/Skills & Power Level:

Martial Ability: Keiran has had training in staff fighting. He is a decent fighter, but not spectacular.

Spirit (ki) focus: Having spent much time in meditation about the multiverses, Keiran has learned over time to focus and redirect his energies. Through this, he can temporarily boost reaction time, sharpen his perception, and increase his strength.

Combining these abilities, Keiran can become a somewhat formidable opponent. Though he doesn't become more proficient with his staff, heightened reaction time and focus enable him to defend himself much better.

Sauk/Pardu Capabilities: While the native Sauk can lift about 3 times their body weight with Psi (the changlings may be higher due to racial characteristics), the Pardu have a physical strength just about the same and a correspondingly high ability to leap and run, making them very much on a par with the Sauk, only on the ground.

Special Effects (if any):

"Let me consult the Database...": Keiran's tendancy to research almost anything he comes across hasn't abated since arriving in the Dream, and has built up quite the database of people, things, and events of the Dream. Naturally, he doesn't know or have information on everything, but by keeping his ears open and pursuing things that have caught his fancy, he has much obscure information and other things not easily known readily at hand.

PSI-null: Now that he is a Pardu, Keiran cannot detect/sense others empathically nor can he be sensed empathically or telepathically. Keiran is immune to anything that targets only his mind: Jedi Mind Tricks, or illusions that directly affect the mind, rather than the senses, and the like.

**Description of Personality: Keiran is curious. He explores, reads and asks questions. This is his first and major passion, probably only rivaled by his love for Oralai. He has met people of all types, and is usually friendly, if a bit introverted, knowing that most beings are good at heart. Even so, Keiran's own temper is less than perfect, and he has been known to snap at those that frustrate him.

A brief and character revealing answer to the question, “What is your ambition?”:
By understanding the universe, we understand ourselves, and vice versa. Knowledge with wisdom is what I seek to attain.

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Keiran Darkstripe/male blue Pardu/learner, Guardian First Class

Posts: 1018 | From: New York, the State | Registered: May 2002  |  IP: Logged | Report this post to a Moderator
Elsa Whitworth
Member
Member # 1928

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Elsa Whitworth
Age: 19
Gender: Female
Race: Anthropomorphic mouse
Height: 7 inches
Weight: 1lb
Build: Chubby
Fur Color: White
Hair Color: Brown, pageboy cut
Eye Color: Green
Clothing: Formal - Red Robes / Casual - red Halter top and short denim shorts. round wireframe glasses.
Accessories (catch all):Spellbook, Holographic projection sphere
Special Effects (if any): After Elsa was killed by Knyghtmaire, her spirit took over the holographic projection sphere formerly used by matrix Girl. Her body is a holographic projection, and can be adjusted in height as necessary. (She maintains the same body shape no matter what height, she likes the way she looks.)

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To die and be reborn - the riddle of the Phoenix.

Posts: 239 | From: Travelling | Registered: Jan 2002  |  IP: Logged | Report this post to a Moderator
Salen Stormwing
Member
Member # 4203

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Name: Salen Stormwing

Age: 17
Gender: Male
Species/Race (human, furry type, robot, alien, etc.): Furry, Anthro Ferret
Height: 5'8"
Weight: 141 lbs
Build: Slender, compact, ferret-esque
Home System: D&D (Originally), The Napping Cat's Dream (Currently)

Fur (hair, feather, scale, or skin) Color(s): Light and Dark Grey fur, with Dark Grey 'Mask'
Eye Color(s): Blue-Black

Clothing (armor): Salen's clothes consist of a rather plain green tunic, with a pair of well-worn brown pants, and traveling boots. On his arms, and legs, he wears leather guards, hardened some, to act as a primitive armor. He wears a leather belt, with several small pouches for holding several items. On occasion, he'll wear a black cloak with hood, if he feels the need to be extra-sneaky.

Accessories (weapons, jewelry, tools, magic items, vehicles, etc.): On Salen's belt is a magical rapier and sheath. This blade is only fairly magical. On the other side, he carries a holster for a primitive black powder pistol, the barrel inscribed with runes of protection, more to keep the pistol from detonating in Salen's hand. His backpack and belt pouches contain several other items, from small gems and coins, to his thief's kit, some rope, and an assorted number of shiny bits of metal. Various, small, assorted weaponry can be found in the backpack as well, in case Salen needs something other than his normal weaponry.

Around his neck he wears a medallion, with a ferret engraved in it, holding a diamond in its paws.

Pets: None.

Abilities/Skills & Power Level: Salen is a well-trained thief and a decent fighter as well. He's naturally adept at 'borrowing' items, and because of his ferret nature, can often get through places that would be inaccessible to a normal human. His ferret nature has also gifted him with being naturally flexible. Even though Salen has grown up in more primitive setting, he has a natural flare for learning about 'shiny' things like machinery, and has learned to create his own gunpowder for his pistol as well as any replacement parts for the antiquated weapon.

Special Effects (if any): Salen has a natural talent for finding things, especially 'shiny' things. But that's more because he's nosey than anything else.

Affiliation: None

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Conbadge by Redkam|Drawn by Kei Kittora
Salen Art
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The Insidious Mr. Skills
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Mr. Reed Skills

Age: Ancient, potentially immortal, but appears to be middle aged.
Gender: Male
Species/Race (human, furry type, robot, alien, etc.): Anthropomorphic Rat... LARGE anthropomorphic rat!
Height: Six foot, four
Weight: 198 pounds.
Build: athletic but not bulky
Fur (hair, feather, scale, or skin) Color(s): Black
Eye Color(s): Red
Clothing (armor): Mr. Skills is always impeccably dressed for the occasion - usually in a dark three piece suit.
Accessories (weapons, jewelry, tools, magic items, vehicles, etc.): None to speak of, unless you count his minions...
Pets: You will do nicely...
Abilities/Skills & Power Level: Mage, Alchemist, Architect, Biogeneticist. Some psionic abilities such as telepathy and minor telekinesis. Clever with clockwork machinery to a point, but robots and cyborgs are beyond his current understanding for now.

A brief and character revealing answer to the question, "What is your ambition?": "Everybody needs a hobby. I have several. One of them happens to be tormenting people... Would you care to experience it? It's no trouble at all - I assure you that I won't feel a thing..."

Affiliation: CEO of TMO Inc (corporate headquarters in the Napping Cat's Dream)

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"You think that I enjoy playing with peoples lives? That this is some sort of game to me?"

"I'm insulted!"

"You are absolutely correct, but I'm insulted anyway."


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Posts: 77 | From: Hehe... Wouldn't you like to know? | Registered: Aug 2002  |  IP: Logged | Report this post to a Moderator
Forsyth
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Member # 1576

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Forsyth

(Updated 6/6/04)

Home System: Furadia (well, close enough)
Age: 25ish
Gender: Male
Race: Anthro Ferret
Height: 3'
Weight: 35lbs
Build: light
Colors: Mostly chocolate brown (woohoo, chocolate!), with a few black bits, the main one around his eyes. And reddish-brown hair on his head.
Eye Color: Hazel

Clothing: Normally, an off-white long-sleeved shirt and pants close enough to jeans to not matter. Soft black boots and a belt covered with pouches of all sorts, all bulging. Has a wide variety of disguises and similar availabe. Most common other clothes include an orange cape and a wide-brimmed hat of the same color, and dark grey thief suit, for obvious reasons.

Gear:
Sharp Pointy Things: Shuriken, throwing knives, caltrops, and various and sundry kinds of sharp mostly metal things that tend to discourage people.
Barrier Removal Tools: A little case containing stuff to open doors, such as lockpicks, a bunch of different keys, acid, magic-vision magnifying glass, magic lockpicks, and simple electrical tools.
Things that go FWOOSH!: A bunch of different kinds of smoke and flash and other kinds of fun bombs, to blind, distract, or remove guards. Including occasionally, ones to block radar, ki, and various other kinds of sight.
Goodnight, World: Many and varied varietys of knockout poisons, (and of course the antidotes), as well as a wide variety of other chemicals and mixtures with interesting metabolism effects. Or at least the recipies to such, given how things go bad (and, of course, antidotes to most).
Fly, Ferret, Fly!: Climbing gear. Including a grappling gun "liberated" at some unspescified point, quite possibly from Batman or a Batman knockoff. And more normal climbing gear, too.
Yes, I Have Too Many Pockets: Utility belt type gear, basically, reasonable things, at GM discretion. Really do carry far too much crap.

Occasional Gear:

The Blessed Boomstick of St. Ash: A shotgun. But not just any shotgun, it's an actual S-Mart shotgun, from Stores. Where, precisely, it came from isn't known, but probably a homebrew system, Army of Darkness meets D&D, perhaps. Tends to work quite well on undead.

Needler: It's a sci-fi needler, powered by common CO2 cartridges, with a wide variety of needles, normal, explosive, and hollow for a fun variety of things generally termed poisions.

Stuff Not to be Seen: If necessary, Forsyth has gear to interfere with cameras, a ring of invisibility, white noise generators, cloak/boots of elevenkind, thermoptic camo (or something similar, need to actually get it from Helix), and other things. More often than not, for some of it, with how many cameras there are in the Outpost.

The Frying Pan of Sleep: It started out as an OOC thing, but hey. It's an enchanted frying pan from Toon. Whack someone on the head with it, they fall asleep. If it's relevant, it's iron and also magical. Being Toon, how it interacts with anything else is broadly up to the GM. Heh.

Not Really Gear:

Ash the Durgle: A Durgle Forsyth met when checking on some others that were loose in the city. It asked Forsyth to teach it to be sneaky, and so he is. It can change color, and has a talent for vocal mimicry. Along with the Amazing Powers of Goo.

Powers/Abilities:

Thief skills: Forsyth has plenty of practice picking locks, climbing walls, picking pockets, skulking, disguise, and bluffing like hell, mostly on a fantasy medieval level, though he's been steadily learning about newer locks and traps and other security measures, they're not that different. In the fundamental sense of what they do, anyway. At this point, Fors has gotten a decent grounding in basic electronics, for keypad bypassing and suchlike.
How Not To Be Hit: He's quite good at jumping and dodging and other ways to avoid becoming icky splattered death.
Cheap Shot: No sense in playing fair with people who're out to kill you, Forsyth has a good knowledge of vital points and so on, for combat and surprise
Aggresively Mundane: Forsyth has the magical talent of a rutabega. This extends not just to magic, put psionics, ki, whatever else. Plain old ordinary ferret. This is possibly why Forsyth is resistant to mind control (not immune, but if it DOES affect him, tends to shake it off quickly), as well as anything else that attempts to say what he "should" do, from prophecies to probability control to narrative causality, and other things of that nature.
Baking: Hey, his dad was a baker. Fors knows how to bake fairly well, usually using it for special occasions like rescues and parties. But you never know when something might come in handy.
Friend of Durgles: Fors has made a point of making friends with a number of the Durgles inhabiting/infesting the Outpost, such as Ash. And the lot of them are a sortakinda spy network, bribed with colorful wrapping paper to tell Fors about interesting things going on. (i.e. Plot Strong info for What's Going On, at the discretion of GMs and other players, for personal info.)

Personality: You know Kender? A lot like that. Easily distracted (usually) by something shiny or just plain interesting looking, unless he's concentrating or really set on what he's doing. Always ready to ask questions or tell bad jokes. Really not fond of kings, aristocrats, and others that say they're in charge because they should be. Any authority figure, basically. Except ones he knows well, or was friend with before they got promoted or suchlike. Despite his skills with fast talk, absolutely sucks at lying to friends most of the time.

History: His mother is a (nominally) retired adventurer/thief, his dad a baker. So, naturally, he took up the family business. No, the other one. Of his siblings, he was generally the most interested in opening things, puzzles, etc. When he was about seventeen, he left with his own set of lockpicks and everything, and just started wandering, to see what he could see. And relieve some people of money they really didn't need. Since then, well, lots of stuff has happened. He'd be glad to tell you if you ask, though which stories are true nobody's quite sure.

Affiliation: General Outpost Unoffical Hanger-Around.


Adventures (in loosely chronoligcal order):
Hey, what does this... (Intro, completed)
The Rescue (too lazy to link all the parts, Completed)
The UberBirthday Party (Dead)
Chaos Zone ( Prequel, Part 1) (Dead)
Revelations (Part 1 , Part 2) (Active)
The Spring Festival (Part 1 , Part 2) (The first one, dead)
The Secret Lair of Dr. Shiney (Dead)
The Outpost (Parts 1-19, at various points, Active)
Primary Politcs ( Part 1, Part 2) (Active, GM)
Punishment Part 2 Part 3
Punishment 3A/Operation Candy (Part 1, Part 2) (Active)
Ferret Hunting (Active, apparently GM)
Spring Festival (Second one, Active)
Slumber Party ( Part 1, Side Thread, Part 2) (Active)

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Forsyth's Profile
Dr. Shiney's Profile
LJ

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Reteo Varala
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Member # 1286

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My profile, and all related information can be found in MUCH more detail here,
but for the sake of complying with protocol, it will be here, too. However, the linked thread is constantly updated, so will likely be the more recent source of information.


Age: About 500 years... pretty much middle-age for his people. (average lifespan is 1000 years)

Gender: Male

Species/Race: Sendryxxi

Group Affiliation: The Sendryxxi

Height: 8'5"

Weight: 250 lbs.

Build: Thin; arms and legs are extremely thin, and his head, hands and feet are much larger than his body would be expected to have... it's almost like he deflated, and only his hands, feet, and head survived.


His head is taller than an average man's (well, an 8-foot average man's head), domes almost to a point, but sloped back, similar in fashion to a dorsal fin on a fish. His hair is little more than a band around the back of his neck, extending from just in front of the ears, which themselves taper to a point.

What can I say? He's getting old.

I mostly based the appearance of the race from the head statues from Easter island. However, with my drawing, it appears that Reteo's head looks like something from The Coneheads. *sigh* Also, I have aimed to give the old man a harmless look; like he's slightly amused, and too tired to really be of much threat... what people don't know...

Skin Color(s): Basically similar in range to human skin.

Eye Color(s): To normal people the eyes appear as deep blue. To one gifted with the Sendryxxi sight, the eyes have a strong hue of magic with etherial overtones. (To sendryxxi, these are colors)

Hair Color(s): What's left of it is solid black.

Clothing (armor): As a scout, Reteo wears clothing that make as little noise as possible; no armor, leather jacket, and silk shirt and breechs. Across his waist is a leather belt, with two daggers and a pouch holding an ether orb... a talisman of his people to channel their forgotten powers (thinking of the source AS the ether ball). To anyone without the Sendryxxi sight, the orb is only visible when channelling and amplifying energy. Since it's an inert object, it cannot be detected any more than a glass of water could.

Accessories (weapons, jewelry, tools, magic items, vehicles, etc.): The glassy, invisible orb in his belt pouch, known to his people as the Word of Power... these were brought into existance by their leader, Reteo Ryxx, and transferred to his scouts to use in life-threatening situations. What it actually is is more complicated; a Sendryxxi cannot channel their own powers, due to the atrphied states of their bodies, and the fact that they are unaware of it's existance. This was a defensive mechanism to hide from their ancient destroyer, who could sniff out their internally-channeled magick. Reteo Ryxx, their leader, knew that, and fashioned an orb of ether for the purposes of channeling Sendryxxi power, giving it to his lieutenants, and telling them that they were talismans. Through it, Reteo can safely channel his own power, but even so, only a limited amount can be channeled.

To anyone else, were they to hold the orb, their own innate magical or psionic abilities would be magnified a hundred-fold.

Reteo also possesses a scabbard containing a cross between a longsword and a sabre... Reteo spent almost a century studying that weapon; Peace is born of respect, and one must be able to fight in order to attain that respect... weakness is often a result of laziness and blindness to the way the world is. Reteo had learned that the price for peace was constant vigil, and the strength to enforce that peace, if necessary.

Also, in a much smaller scabbard, is a long dagger with s wide crossguard; this dagger is designed more for defending against melee weapons than as a weapon itself. This frees his sword somewhat to continue attempting to score a hit on his opposition.

Pets: none.

Abilities/Skills & Power Level: As above, Reteo's people have the powers of creation and destruction, hidden inside them, although they're completely unaware they have them... the ether orbs that Reteo and his peers possess allow them to channel a small amount of it.

They do have eyesight that extends not only the entire range of the electromagnetic spectrum, but also reaches into the metaphysical spectrum as well. It's well-known in his world that you cannot easily hide from the eyes of a Sendryxxi.

However, strong magics and/or mystical energies can blind a sendryxxi as surely as a bright light... and the same can also confuse one; a Sendryxxi can only tune out so much color; they cannot just "Shut it off," any more than you can shut off the color red. A strong ambient energy can be just as effective in obscurement as a fog.

Reteo has been trained from birth in the ways of stealth. His profession is the scouting of territories, sniffing out potential trouble, and averting it before fights, battles, or even wars can come of it. For that part, he's also been trained as a negotiator, and a politician.

In order to engender respect from aggressive opponents, Reteo has studied fencing extensively; he is well-versed in the above-mentioned longsword, not only in use, but also in maintenance, and even forgery of a new one if the need arises. His marksmanship, both in archery and in knife-throwing, is also nothing to laugh at, although a master would easily outclass him.

Special Effects (if any): None that can be obviously discerned. However, when a Sendryxxi is using their Word of Power, it is said that they seem to be on fire, as if they become fire when they use it. Truth is, they are forced to assume their true form, called "Nuthsat form" when using it, as they are channeling their power out of their bodies... but, as before, they aren't aware of it as such. The "flames" around their bodies is actually wild magic; LOTS of it, as they output it from within.

Also, no form of energy can enter the Sendryxxi's mind... the brain is protected by a completely opaque field of psi; this is to protect the sensory cortex against unwelcome energies.

Since a Sendryxxi can see any energy, including those that pass through lead and other, denser materials, flesh and bone would not be an effective barrier. To counter this, the energy generated by the mind is focused into an energy-opaque shield that will only allow energy through the conduits of the nervous system.

As such, it is impossible to read Reteo's mind, and it is an exhaustive puzzle to format psi in such a fashion to communicate with his brain through the only parts of his system that does have access to the outside world, which consist of the basic five senses. However, to allow them to accept information, it has to be formatted into the sense in question in such a way that it can be a subliminal message to the mind; since there is never any mental feedback, this is kind of like picking a lock with numb hands.

An exception to this, in Post-Legend threads (watch for it in the Perform forum), is the cases where he has Me, his Player God, along for the ride. In threads that are created by him or me, I will have fully-godlike powers. In threads created by others, I am completely powerless, except to piggyback in Reteo's mind, and comment along the way. I am also the source of his Nuthsat form; if I am cut off from him, he has no power at all.

Description of Personality: A trained speaker and spy, Reteo knows how to use words to good effect. He is rarely abrasive, knowing that such attitudes will produce more obstacles than solutions. He is quick to admit selfish motives; after all, he wouldn't likely trust anyone claiming to be doing something without one... but he is fair; he will never forget debts, both good and bad, and has always repaid them.

His 500 years of life has given to him many experiences, and he is more than willing to share them with those who are interested; also with those experiences come a wisdom that comes with continued survival in a hostile environment for a long period of time.

He has a soft spot for the lost and downtrodden; he's been that way many times in the past, and to this day is grateful for those who took him in and/or showed him the way back to the places he knew... and has returned the favor to many of them as the need arose. He remembers those deeds, and seeks to be worthy of them by sharing them with others.

A brief and character revealing answer to the question, "What is your ambition?": "My ambition is the same as anyone else... to have my needs met, my wants attainable, to have neither threatened by outside forces."

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Posts: 1513 | From: Ryxx | Registered: Sep 2001  |  IP: Logged | Report this post to a Moderator
Guardian Angel
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Member # 4976

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Ventura

Real Name: Christine Elizabeth Jackman

System of Origin: Enigmaverse, system type unknown, believed to be a home-brewed campaign/world using one of the following rules sets:

* Aberrant
* DC Heroes
* Champions (HERO System)

Clothing: Ventura wears a red, white, and blue (no flag motif) sleeveless leotard that has a metallic shimmer to it, as well as red and white knee-high BMX-style boots, red and white bracers, and a long white cape, all also with the same metallic sheen. She refers to her uniform as a “smart suit” from her native system, and it seems capable of repairing damage to itself given time, as well as withstanding the stresses of flight at trans-sonic speeds.

Hair: Shoulder-length blonde curls. Her type of blonde is an unnatural shade, being an almost yellow or metallic gold.

Skin: Tanned (no lines, no comments)

Eyes: Crystalline navy blue. Like her hair, her eyes also have a very “not real” quality about them. When using her heat vision, her eyes become solid glowing reddish-orange.

Accessories: R.I.G (Reality Interface Generator)- This small device that she wears under her suit on her right upper arm is her only means of traveling from system to system. As for how it works, or where it came from, she has no idea. All she knows that it will inform her once it has recharged, open a portal (a very loud and flashy effect reminiscent of a New Gods Boom Tube), and send her on her way. The period of time it takes to recharge between uses varies wildly. Think of it as a worn version of the remote from Sliders, only a little crankier.

Personality: In her home system, Ventura was the first person to get the nerve to put on a funny suit, and go out and save people. Given that fact, even when traveling to systems that have never heard of her, she tries to remain humble and be a good role model. She refuses to take charge of groups, her rational being “I’m invulnerable, how in the world can I assess risk when I can’t get hurt?” preferring instead to follow others lead when working in groups. She will always listen to others input and ideas first before leaping to a course of action, preferring to work towards the betterment of the whole than promote her own personal interests. Then there’s the small matter of her “mental hardwiring”. In her system, people with powers tend to have certain behaviors or personality traits burned into them, making them less a mental problem, and more of a physical hindrance. In Ventura’s case, her mental hardwiring is that of her childhood heroine, and the template for her powers. She must use her powers for the greater good of all; she cannot take the life of another living being, essentially she must follow the code of conduct of a certain Last Daughter of a Dead Planet… whether she wants to or not. Even if she is put in a situation that she would have no qualms about taking a life, her hardwiring would cut in, and she would be physically incapable of performing the action. Fortunately, in large part Christine has no problems going along with the hardwiring, feeling that it’s what she would do anyhow.

Special Effects/Powers: Ventura’s powers are almost an exact copy of the abilities of her childhood heroine, with some important distinctions. Due to the way those in her home system gain their powers, she has limits imposed on her by her own subconscious. The bulk of her abilities are easy to guess, just pick up a comic. The notable differences are as follows;

· Invulnerability: Her invulnerability has several different “degrees”. Against man-made 20th century contemporary weaponry, her invulnerability is absolute. No M-16, handgun, or conventional explosive can do more than possibly bang her about. Against high-tech or futuristic weaponry she can be affected as per whatever the GM feel is appropriate for the effect of the weapon involved. Her invulnerability does provides her with an odd form of immortality. While she can be bashed and banged about, stunned, slammed, what have you, she can only be killed by attacks that are magical, psionic, based on BS-ite (her term for any glowing, faintly radioactive, normally non-existent mineral or element… yes, ANY of them affect her the same), or that rob her of her powers. As per her template, any attack of magic or psionic nature bypass her invulnerability completely.

· Strength and Speed: She posses superhuman strength on the scale of her template, however that strength drops proportionally depending on how much “combat finesse” or super speed she chooses to use. In short, the better she fights or the faster she goes, the softer she hits. Her hardwiring shows it’s greatest influence when it comes to her strength as well, always insuring that no matter how hard she wants to hit something she always pulls her punch to not inflict lethal damage on living targets. Since her discovery of the Primary, and in light of the fact she came from a gaming system, she refers to this effect as “balancing”.

· The “Glasses? What glasses?” Effect: When Ventura chooses to go into her “secret I.D.” of Christine Jackman, all she has to do is put on an ordinary pair of zero prescription glasses, and she is completely unrecognizable as Ventura. The caveats to this power are such that she cannot change in front of people, or if she actively reveals her I.D., anyone that see her change will be able to instantly know the difference from that point on.

Background: Christine Jackman, or Chris as she prefers, has come to the conclusion that she was one of the first player characters in a home-brew super hero campaign by the name of Enigmaverse, a campaign that has since died. She was forcibly introduced to the various systems, and the reality of her nature as a PC, during a climatic showdown with her enemy Overlord, a man with the power to bend the fabric of reality. During the battle Overlord tore open a rift in space, and sent Ventura through it, sending her to a system using the Rifts rules set. Being a gamer in her “secret I.D.”, she recognized the world, and acquired her R.I.G. by means she prefers not to discuss. Using the RIG she began traveling, recognizing game system after game system, all the while attempting to return home. After spending what seemed in her personal frame of reference to be years, she managed to return to Enigmaverse, only to find it devoid of life, and it rapid decay. The only living being she encountered was the same enemy that had sent her on her journey in the first place; Overlord. As a last stab at his nemesis Overlord told her what he had learned long ago; that they were merely pawns in a game system, and everything and everyone that she knew or loved were NPCs, having no more substance than the ground they stood on. Ventura, in shock over Overlord’s revelation, speed about her decaying world, only to find empty houses, and frozen NPCs… including her own two children. Devastated, she collapsed grief-stricken at her children’s feet, and waited for the universe to end. As the blackness of the void engulfed her world, she welcomed it with open arms.

Her hardwiring chose that moment to activate. She could not allow life to be taken… even her own. Against her will she watched numbly as her hands activated the RIG, sending her to yet another system, leaving hers to its fate.

She spent the next two years in the Cybergeneration system as a drifter, wandering aimlessly. Eventually her hardwiring took hold again, and Ventura began to use her powers to aid to Cyber-Revolution against the megacorporations that oppressed them. It was here that she encountered another Awakened PC (whose identity remains a mystery. She refuses to talk about him, aside from the fact she misses him, and he was a native to the Cybergeneration system) that told her of the Gaming Guardians, and gave her the idea that perhaps her abilities would be better put to use there, helping to protect all systems, rather than just one. He also gave her the idea that if she could find the players or Game Masters in the Primary system that played in her old campaign, perhaps there might be a way to bring her children back. The idea of belonging to a group dedicated to upholding the welfare of others on a system-wide scale thrilled her. She said her goodbyes, plotting the target destination into the RIG, and shot down the tunnel, not knowing what awaited her on the other side. All she knew is that whatever these Gaming Guardians were, they represented her opportunity for hope, and perhaps finding a way to resurrect her world.


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Kabbalist
Member
Member # 2602

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Oh, why not... (Note: This is about the same as my MZDM profile.)

Name: Kabbalist

Home System: Napping Cat's Dream (NCD)/MZDM

Age: 22

Gender: Male

Species/Race: Domestic Cat Anthro

Height: 6'5"

Weight: 150 lbs.

Build: Thin, almost scrawny. Built along the same lines a beanpole (tall and straight, no major curves or contours). Arms that could be considered graceful. Hands are slender and long-fingered. Digitigrade feet.

Fur Color: Black, with a white blaze on forehead.

Eye Color: Gold

Clothing: I wear a long robe, midnight-blue in color. The sleeves are long and melodramatically flared. The hem of the robe and the edges of the sleeves are decorated with silver runes and kabalistic symbols. I wear a silver chain belt, which is actually a part of my spellbook, but provides a handy place to hang pouches.

Accessories:

Robes: My robes provide more protection than cloth has any right to, suggesting a hefty armoring enchantment. [edit: for future reference, once he becomes skilled enough, a large Solomon's Seal will appear somewhere on the front of his robes. It's gonna be a loooong time before that happens though!]

Spellbook: A large book that contains a variety of spells, recipes, rituals, and arcane knowledge. It appears to be ancient, but is in excellent condition. The book is bound to me by a soulbond and by a silver chain attached to its spine, and will never leave my side until the time of my death (especially since being separated from it would literally kill me). The book and chain are indestructible (this is a good thing). Can be used as a shield in a pinch, and probably has other special abilities that I don't know about yet. I have discovered that through the soulbond I can alter the basic size of my book, as well as control the book in a manner similar to telekinesis. Found a spell that turns the book into a means of airbourne transport. [OOC: The Book is a major magical artifact, but I'm not telling you the full story unless you ask.]

Assorted bags and pouches: These contain everything from previously mixed potions to today's lunch. Just don't mistake the volatile mixtures for the bottled water. The results aren't pretty. Trust me.

Violin: A high quality violin. Usually at home. When I do carry it, I keep it in a special extra-dimensional pocket up my sleeve.

Physical Weaponry: I use what nature gave me (sharp claws, sharp teeth). Comes in handy when I don't have the time or energy to cast a spell. I can also get creative with my Book.

Pets: none

Abilities/Skills & Power level:

Brawling: I am more than willing to using my claws and teeth (they are both sharp) if necessary. I am not all that strong, but I am quick, and relatively proficient.

Running: Naturally fast on my feet, I can really move when I need to. My endurance is mediocre, but spells can enhance my speed.

Climbing: I'm a cat. What self-respecting cat doesn't know how to climb a tree to get away from an enemy? I am a proficient climber, but I am best at trees, or substances that I can get my claws into. Getting down... That can be tricky if I am too high up. A Featherfall spell works, but there is not always time for one.

Swimming: I actually like the water, possibly because I have had to throw myself into it on many occasions... I am a good swimmer.

Violin: Kabbalist has decided to learn the violin, preparatory to investigating some techniques of musical magic. Currently, his attempts at playing can easily be mistaken for the screams of a soul in hellish torment. Or was that the audience? (Later...) Thanks to practice and a learning enhancement spell, Kabbalist is now a quite competent violinist.

Magical Lore: I know the basics, and I have the mother of all reference books hanging from my waist.

Magic and Spells: Theoretically, I have great power, but my control... Well, that needs some work. I can create all of the standard magical effects (fireballs, lightning, mage-lights, levitation of small to medium sized objects, etc.) through basic energy manipulation, but many spells require a period of frantic page turning, as I am freshly graduated from my apprenticeship. Due to my inexperience, my magic has an alarming tendency to misfire. Example: I try to set something on fire and end up setting myself ablaze, causing me to make a quick trip to the nearest body of water or fire extinguisher. Then there was the time that an electrical spell malfunctioned... My fur was frizzed for days. Sometimes these mishaps actually cause the spell to function better than I intended, but more often I just end up getting fried. Not that I ever let this stop me from using magic whenever I can. After all, practice makes perfect. I can also perceive energy flows and patterns, if I concentrate.

Selectively applied Ridiculous Luck: When one of my spells backfires, there is almost always something nearby to douse me or otherwise save my hide before I am seriously injured.

Alchemy: I can mix a variety of potions and salves if given the appropriate ingredients.

Special Effects: My eyes glow when I am using magic or am emotionally overloaded.

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As the Nice says my sig is too big, I've provided a link to my Psychadelic Art HERE

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The arcane secrets of the ages are mine at last! Now, if I only knew how to translate them...

Live-Journal

My marvelous Gaming Guardians ID!
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Kabbalist's Profile

Posts: 3187 | From: Dallas, Texas | Registered: Apr 2002  |  IP: Logged | Report this post to a Moderator


 
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