Nick Name: Captain Wingnut Full name Tod O'Andra System: Modifed Crimson Skies Comic Age: 20 Race Human / Anthro ( fox/lion ) Height: 5'11" Build: Thin Eyes: Green Hair: Neon Green, but usualy hidden under his flying cap.
Desc: covered in a fine golden brown fur with blackish/grey spots, His short neon green hair glows lightly in the dark, Has large fennec like ears, usualy wears a light grey tanktop with white shorts, usualy has a pair of flight goggles shoved up into his hair just above his forhead. His tail looks like that of a lion's intell about half way down where it fluffs out into a very fox like tail with a very fox like tail with a white tip. Has a black upsidedown triangle that would fit into your palm well, it has a large neon green A that is imposed on the triange and raised above it slightly. The A fits completly inside the triangle. Its hooked onto a chain and he usualy wears it around his next pushed under his shirt.
Is sometimes seen wearing a white trenchcoat with Link - click here - symbol on the back. Mind you just the symbol not the background its one in that picture.
Powers: Flight, he can fly up to a speed of 88 mph. He can fire neon green 'eye' lasers out of his eyes, they don't do alot of damage, but can shove or knock a target over. Can 'bubble' people with a sheild that helps protect them from ranged attacks.
Skills: Pilot, mechanic, he can build a whole flying plane out of scrapmetal and a engine if it is needed. Superher in training.
Weapons: a colt 1911 .45 with 4 spare clips in a thigh holster on his right leg and two 6 inch boot knives, both of them hiden up under the back of his shirt.
Vehicles: A P21-J MkIII Devastator Plane pic It mounts 4 .50 cal mgs.
A Starwars A-wing fighter Gotten from a starwars Mission rp on the IRC. A-wing picture link A-wing modified by Udoshi
quote: Modded A-wing design specs. Note: Drones not docked with a-wing unless otherwise stated.
Description: This looks like a standard a-wing, except that its midsection is slightly longer, and the side laser mounts are wider. From the looks of it, there are docking clamps of some sort on the side of the engine nacelles, behind the guns. The ship is painted with a starfield design, black with random points of light on it.
Side laser mounts modified for rear fire, as well as above and below. Is slightly wider due to a wider mount. They sport a significantly improved range now, up to 8 kilometers, up from several hundred meters. The guns are unable to fire behind the craft if the drones are docked.
Most of the electronics have been improved, reducing space devoted to it and vastly increasing its sensor ranges and reception, and it does have jaunt sensors like the outpost. Like other guardian jaunt sensors, it can be blocked by certain factions with jaunt masking tech.
The intertial compensator has been improved, reducing effective mass, improving handling, and reducing the effect of acceleration on the pilot. Additionally, the shield generators have a field tweak, which allows them to automatically adjust airflow around the craft in atmosphere.
The added length houses the ammo storage for a third missile launcher, which contains a payload of 8 sensor missiles. These missiles do no damage themselves, but instead act as a homing beacon, allowing for hideously accurate weapons fire by other weapons if a hit is achieved. The regular missile tubes now house Flameburst light missiles, from Eve Online. They do intense thermal damage, and have an 18.750 kilometer engagement envelope. It sports 15 each, instead of 6.
The paint itself is a stealth compound, absorbing several different types of sensor radiation. It does not completely hide a ship, but does reduce the chance of detection significantly. it is effective against radar and ladar types, and possibly on other sensors which rely on hits to acquire a target, but not on something which detects mass, for example.
The fins on the back each have a small, circular dome that looks kind of like a blister near the end of the fin, on the outside. There are four total. These are infantry-scale point defense lasers. They have a range of one kilometer, and will fire automatically against missile launches it deems hostile to the ship. The fire arcs are kind of limited, depending on which are firing. Looking at a picture of an a-wing to get an idea of where they can fire is a good idea. They can also be set to fire on other stuff, like infantry or other ground based targets. These weapons are not very powerful by ship standards, but are fairly fast firing.
The hyperdrive has been removed, but contains a jaunt beacon instead, letting it be moved from place to place by guardian jaunt tech if so authorized by C&C.
The a-wing can hold one bouncer class sentry drone on each docking clamp. They can fire up to 75 kilometers away, but lose accuracy at the extreme ranges. They fire an explosive round at significant speed once every four seconds, and hit pretty hard. They are immobile, able to move 1 meter per second or hold position. They have the same paint job and stealth treatment as the a-wing itself, and do sport jaunt beacons, so they do not have to be picked up when a mission is done.
Buried in with the modifications is a bit of insurance. Udoshi is capable of shutting the ship down remotely, or controlling other functions. Its very, very well hidden, and is most definitely not in the briefing/manual datapad.
A 1939 Mercedes-Benz G4 "Offroader", was a reward for breaking up a smuggling ring with German connections when he was still in his system. It had belonged to the leader of the smuggling ring. He has only just now gotten the paperwork finished to have it shipped to the primary. A intresting vehicle design with three axles.
History He hails from a modifed Crimson Skies system, He doesn't know much about his mother's past. She gave him his scarf and triangler medallion he still wears to this day shortly before she passed away when he was seven. He doesn't like to talk about it much. Joined up with a Airship of bounty hunters for spare cash after his father die from a heart attack, before ending up in the prime system when he flew into a rip in spacetime.
He has only recently found out that his mother had been a anthro type superhero before she had ended up in his system when a villain 'zapped' her with a energy weapon. She had been 'shifted' into a human form which is what killed her slowly in the end. Wingnut him shifted to what he should have looked like if he hadn't been born in his system when he unlocked his superhero powers. They are not that powerful yet as he is still learning to use them.
posted
Name: Trinity Wily Age: 350 System: Compilation of various Incarnations. Affiliation: Undecided Planet: Earth
Race: Master class Robot Build: Average. Hair Style: Dark Brown, shoulder length Eye Color: Deep Green
Appearance: Trinity appears to be a human in her mid teens, with shoulder length dark brown hair and deep forest green eyes. Her favored clothes are a pair of deep muddy yellow boots with dark blue denim bell bottom pants. A simple white T-shirt is what she wears over her torsoe with a bright green jacket covering that. Some dark muddy yellow, fingerless gloves cover her hands to match her boots.As a machine, she doesn't heal the same as humans, and without the proper repairs she sports a scar on the left half of her face in the shape of an X across her cheek that exposes some of her metallic jaw underneath. Going down both sides of her face from her eyes are the 'Wily Lines' associated with my Wily robots. Her lines are deep green in color.The lines go from the bottom of her eyes, across her cheeks and to her jaw line.
Armored Appearance: When she activates her combat mode, Trinity's clothes seem to melt against her in the form of jumpsuit colored just as her clothes are in the right places. Starting at her shoulders then a metalic-weaved cloth is released from between her shoulder blades, quickly wrapping itself around her and tightening into an armored shape. The armor itself appears as a simple dark blue bodysuit with a dark red belt, knee-high boots, and gauntleted gloves that cover her entire forearms. The weave reaches up over her neck and face as well, tightening until it forms a face mask covering her mouth much like most people picture a ninja.
Weaponry: Particle Buster: A change over from her old Particle Beam Buster, she opted for something more economic in power drain and usage. The Particle Buster is in essence, an energy shotgun, firing a spread of energy particles that do low damage themselves, but high damage in numbers. Her Particle Buster is a short ranged weapon. Because of the high energy surges caused by using it, the Particle Buster needs a new focusing crystal placed into it every 25 shots to allow the old crystal time to cool. At 30 shots, a Crystal will shatter and cause an overload which, while releasing a powerful blast of energy, will damage her buster and arm extensivly.
Blank Buster: Her alternate weapon, it is completly useless in it's blank slate, but can be modified using the circuitry of other machines, then using self-modifying machines inside, it converts itself to emulate the weapon that the circuitry was used in. She cannot use multiple weaponry like Rock or Forte could because she only has one slot for circuitry additions, so she must change out circuits when changing her blank buster's emulated weapon.
History: - Trinity's a rrival to the outpost was far from spectacular, she was brought in along with an assortment of machines and scrap metal. The junk metals she was found in was retrieved from a Call of Duty systems, it consisted almost purely of Megaman and Megaman X style technology. Doctor Hugo Easton was assigned to sort and lable the machines recovered by the guardians. During his examination, he found her near death, from a beam saber wound right through her chest. The doctor, along with assistance of Catherine, repaired the damage after the doctor's examination of her wounds and internal systems activated her backup power supply enough to let her communicate with him through his computer systems.
After being reactivated and repaired, careful examination and scanning of her memories revealed that Trinity was a compilation of several incarnations of herself from several systems, merged together when the systems collapsed in favor of a new system.
Other Information-
Support Unit: Bebop Classification: Mark III Mettool
Primary Function: Repair and Maintenance Secondary Function: Armor Enhancer
Details: Bebop was devised originally as a mobile maintenance system for Trinity when she was based as an Artillery unit. When it was realized she would need a better self defense system he was upgraded with an armor combination system. The armor system actually enhances her mobility more than her defenses, and allows her to generate a momentary energy barrier for defensive purposes. Bebop has yet to have been found since the systems collapsed.
Description: Bebop is a Mettool, a small machines usually employed in generic areas for maintenance purposes. Bebop in particular is a custom designed mettool, and as such has a helmet and design based on Trinity's choices. To be precise, he is red and blue in color, with feline ears and tail. Personality wise, the little met tends to go where he shouldn't, spying on people, and picking up dropped items. He always moves about happily, giving a perky Meep every time he finds something he likes.
Bebop Mode: When combined with Trinity, Bebop's form retracts into it's helmet. The helmet is then placed on the user's head, in this case, Trinity, and a red form fitting body suit spreads as a moving metal fiber cloth, weaving across her over her normal armor. A heavier metal belt spreads about her waist, and from the back of it, Bebop's tail extends. Dark blue knee high boots extend and wrap about her feet from the metal weave armor, and gauntlet-like gloves spread from about her wrists, dark blue as well.
posted
Name : Zoe Mooncloud Race : Anthro Giraffe Sex : Female Age : 37 Height : roughly 15' 10.5" Weight : roughly 2500 lbs Build : Bodybuilder muscular, yet definitely feminine. Clothing : Bare minimum to keep her decent, yet quite attractive .. a black tube-top and black running shorts. Personality : Abrupt, honest, flirtatious, and sometimes seeming to be a bit overly obsessed about simple things. Affiliations : Herself, and those she cares for.
Description :
Zoe Mooncloud could definitely be used in a study of the athletic female form. Though she also doesn't fit a lot of the stereotypes, seeing as she's an anthropomorphic giraffe. Her figure, while muscular, doesn't go to the extreme of overshadowing her feminine side. Her main fur color is a dusty golden brown, with dark chocolate rosettes spotting over portions of her anatomy. Her headfur is a dark brunette which tumbles down at least a meter to her back. Her eyes, which are a pleasant periwinkle blue, peer over her well formed muzzle.
She is currently attired in the absolute bare minimum to keep her decent: a jet black tube-top, which strains over her ample bosom; and a pair of jet black biking shorts, which meld to her body quite flatteringly. Her only other piece of attire is a pendant, which dangles over her cleavage, in the form of a crescent moon, the crescent depicted in sterling silver, the shadow a solid circle of obsidan.
As she walks around, her muscles rippling visibly under her fur, she nods politely to those she is aquainted with, a smile on her muzzle, she seems pre-occupied, but not enough that she doesn't notice someone studying her.
Abilities : Zoe is unuaually strong, even for her size and her apparent musculature. If pressed, she can easily bench press the equivelant of an Abrams tank, several times.
Personality: Rend is emotionally detached, calm and logical in everything he does. And underneath this cold exterior lies a malevolent heart and mind whose only goal is to dominate and corrupt entire worlds. He can be pleasant when required; but such behavior is only a veneer for his true self. He also is very sarcastic and hates having to deal with other people, although he will happily do so to further any goal that will harm others.
- Imperium Cloak: the nearly black cloak that has enveloped Rends’ body. It has similar physical properties to mercury (not including toxicity), except it can hold its shape without support as well. The cloak is linked to whoever wears it and can increase in volume without decreasing in density. The cloak itself has several abilities and spells. - Ruby Clock: a watch made from various jewels and magically enchanted, it warns him when he has to go into hibernation mode. - Fire Crystal: casts Rends’ Fire spells - Earth Crystal: casts Rends’ Earth spells - Energy Crystal: casts Rends’ Energy spells - Ice Crystal: casts Rends’ Ice spells - Dark Crystal: casts Rends’ Dark spells
Abilities/ Spells: Rend has a wide variety of spells at his disposal. Although he is the one who knows all of the spells, he is not the caster, at least not directly. Every spell he casts is instead routed to one of his crystals which cast the spell instead of him. He merely tells the crystal which spell to cast and feeds it the mana required. This is an effect of the cloak that he wears, as is the fact that while he still lives the crystals are indestructible. The following abilities are logged under who the actual caster is.
Rend: - Alter Mind: given enough time, physical contact and concentration, Rend can turn people into puppets to his will; however, the more opposed a person is to him the less likely they are to fall victim to this power. - Telepathy: Rend can easily read the thoughts and memories of others, but he cannot control the flow of information and receives it all at once; given this fact, he does not often use this power.
Imperium Cloak: - Magnify Magic: the magical power of the host is increased by the cloak, as is their mana reserve - Crystal Control: according to the wearer's will, the cloak can control where the crystals float, what spell they cast, etc, etc. - Animation/ Growth: the cloak itself can expand and move in response to the wearer’s will; it can also create “limbs” out of the ragged lower edge that can grab small items and knock people off their feet. This ability even extends to making (powerless) duplicates of the wearer, but they must always remain connected to the actual cloak to continue to hold their form. Severed sections of the cloak return to the actual cloak if cut off. - Elongate Life: the cloak can greatly slow the aging process of those who wear it, extending their life span to nearly 200 years. - Mana Shield: a solidified magic barrier that surrounds Rend and absorbs all damage dealt to it, it is required for him to cast spells and weakens the more spells he casts/ the more damage he takes within a given time frame. This shield is currently strong enough to withstand several shots (2 - 3) from a M20A1/A1B1 rocket launcher before collapsing. - Phase Cloaking: the cloak allows Rend to disappear. While invisible, he is also incorporeal and cannot be harmed by normal physical means. - Astral Anomaly: as the cloak dampens Rend's telepathic abilities, so too does it afford him some protection from telepathic attack, provided Rend is not using his telepathy or the spells of his Dark Crystal; this protection extends as far as allowing him to recognize when a telepathic ability is being used on him and where the attack is coming from as well as slowing how quickly the effects of the attack take hold
Crystals: Rend currently knows basic spells in each of the elements of his crystals: Fireball, Earthen Spikes, Lightning Bolt, Ice Blast and Terror. Since the crystals are more or less his only source of offensive magic; this means that, although he has a vast magic reserve, he has to rely more on his ability to outlast his opponents than simply vaporize them with his magic. - Fireball: creates a ball of flame approximately one foot in diameter that is capable of limited tracking; the fire ball initially causes first to second degree burns in the area it hits, but repeated exposure will lead to third degree burns - Earthen Spikes: the most destructive spell in Rend's arsenal, this spell causes rock spikes to explode up out of an area about ten feet in diameter, easily impalling those caught in the effect zone (assuming they are unarmored); this spell has no tracking capability and takes a couple seconds to manifest, usually being preceeded by temors in the area - Lightning Bolt: this spell creates a single bolt of lightning that is able to depolarize the nerves in a target area, rendering the area numb and difficult to move (the skeletal muscles being numbed as well); the charge carried does not penetrate far into the body and is not lethal under most circumstances - Ice Blast: creates a small, sharp shard of ice that is propelled at a target; upon impact, the shard dispels, causing frostbite in the surrounding tissues and slightly lowering core body temperature, with repeated hits eventually causing hypothermia to set in - Terror: pulls upon a single target's worst fears and manifests them in a highly realistic illusion around the target that can even cause some minor physical harm to those caught in the illusion; however, this spell requires constant focus and can only be cast on a single target at a time
Notes: Since Rend is a natural telepath, he can perform strictly telepathic spells. Other spells must be cast through the cloak and crystals since he has no natural aptitude for other types of magic.
History: Few children just hate life around them; but Rend Imperium is one such child. His parents did their best to encourage him to enjoy life, but Rend refused to listen to their pleas. Despite his happy childhood, his hatred of other people still remained; likely because he was a born telepath and could hear every thought of those on his world. Also it was possible that his hatred of other life was amplified because of the fact he would eventually be condemned to guard an artifact that his family was charged with keeping safe.
At the age of six, his parents decided that Rend needed a positive outlet for his anger and enrolled him in a school for sword arts. Physically weak, Rend was no match for even the basic level students and consistently lost every match he fought in. His life at the school ended about six months after he arrived when another student slipped during a match and impaled Rend through the chest with his sword. Startled, Rend accidently put out his own left eye with his sword. Fortunately the blade missed Rends’ vital organs and the boy eventually recovered physically after nearly two years.
It is suspected that sometime after he recovered from his accident, Rend became aware of the existence of other systems. This awareness only extends to his knowledge that there are other systems, he does not know of the existence of the Primary system.
When at the age of 15, his house burned down in a fire, he inherited this artifact as well as his family's title (hence Lord Rend) and donned the cloak. Instantly his mind was clear, empty of the tumultuous voices of others minds. It was at this time that he decided to find a way to silence the voices of this world since clearly there was too much chatter, only those who were truly thoughtful deserved the right to think. So he set out to discover a way to accomplish this goal.
Along the way, he discovered the powers of the cloak and dedicated himself to learning magic. Harnassing his natural psychic abilities, he learned a spell called Alter Mind that he could use thanks to recruit others to his side.
Recently, he began hiring common criminals and altering them to be loyal to his will. Although they have no special abilities since they were simply street thugs, they act as meat shields to protect him.
Minions: Mar - shield wielder, no offensive fighting skills but serves as a rear guard for Rend in case Rend's shield fails.
((More minions will be added if/as they show up, this character was created for use in the Vitale thread))
posted
A "Vitale" Profile from an unknown organization's archives;
#Declassification Board# #Different bracket types indicate different authors of comments. Thus some comment strings appear to be conversation, or two talking over one another. Polished this up to clarify.#
Full Name: Kyle Denholm Age: 27 Gender: Male Species/Race: Human Home System: Unknown Previous Allegiances: Brotherhood of NOD Current Allegiance: Neutral/Unknown
~~ Height: 6'3” Build: Lean Appearance: Caucasian Skin. Short blonde Hair, Green Eyes. Mild facial scarring and stubble.
~~ Abilities/Training: Kyle has been trained as a soldier for the Brotherhood, and did well. Whilst his exact level of training has not been confirmed, it is suspected he was well within the higher levels of his cell. This includes full melee and ranged combat training with a variety of weapons, from simple hand-to-hand weapons up to portable missile launchers and vehicle-mounted weaponry. Kyle also has training in demolitions (planting and defusing timed, proximity or remotely-detonated explosives for maximum damage) and "electronic security" (hacking) amongst other things. Seems to be a fairly useful set of skills for his line of work. This makes him a formidable opponent and a decent hazard even when operating alone.
Apart from this he has no supernatural abilities, nor magical skill. Perfectly mundane.
Personal Possessions: “Scorpion's Tail” Dagger (Unknown) x 2 Hidden within his suit's knife sheaths (in the boots), these daggers are coated with a tiberium-based neurotoxin that is extremely potent and fast acting, rapidly resulting in paralysis (or more precisely lack of motor control – muscles and limbs simply go slack and stop responding) and death shortly after. They are generally only available to higher-ranking members of the Brotherhood, further cementing suspicions of Kyle's high status within his cell. These daggers can be thrown if necessary, due to balancing..
#Labs# #The neurotoxin is pretty much high-grade stuff.# [Kill you in five minutes, but you'll be paralysed within one or two.] #Keep your detox kits somewhere you can find them easily.# [Flail violently, because as soon as you fall over you're going to look like a dead body.]
“Venom”-type Assault Pistols (Unknown) x 2 Unidentified Assault Pistols, marked as “Venom”-type, according to their grips. Semi-automatic rate of fire. Not exactly SMGs, thankfully. Sleek black advanced looking design with a NOD insignia on the butt where the end of the magazine would be. Ammunition system similar to the “Torrent” Assault Rifle – no reload due to internal ammo synthesising. Shots appear to be of around .45 caliber.
“Torrent”-type Assault Rifle (Unknown) This unidentified assault rifle (apparently dubbed the “Torrent” – seems appropriate – according to serial information) seems to have no method of reloading – that is to say, it does not require reloading, and will fire as long as the trigger is held down. The exact functioning has not yet been discerned. Bullets retrieved appear to be of similar design to modern 7.62mm caliber rounds – albeit a little larger, around 8mm – meaning that is considerably more powerful than one would expect. Also has a significant recoil-dampening system in place. Furthermore, it apparently has a pump-action under-barrel shotgun attachment, making it more than a little dangerous at short range. Ammunition again is internally synthesised, either slug or buckshot.
#Security# #Rate of fire seems to slow down over time, perhaps due to limitations in the ammunition synthesising system.# #Recoil is also a limitation in accuracy when going full auto, even with the dampeners.#
#Labs# #Haven't taken it apart because we're worried we might not be able to put it back together again, and that would ruin a perfectly good (if somewhat unusual) weapon.# [Didn't stop us from taking some detailed scans of it, though, even if we can't perfectly replicate the system it uses, we have a good idea of how it works.]
“Firefly”-type Laser Rifle (Renegade) Apparently recovered from a C&C Renegade based system, this “Firefly”-type Laser Rifle is effectively a very low power variant of the stationary Obelisk of Light (a defensive NOD structure capable of destroying most vehicles in a single hit, using an extremely powerful laser) that uses rechargeable power packs to fire. Each power pack contains enough power for roughly 20 shots. The Firefly packs a significant punch against most targets. It has a relatively slow rate of fire compared to the Assault Rifle, however.
#Labs# #Fun little toy, fairly powerful against just about any target, be it a person, vehicle or structure. Not much more to be said.#
Fragmentation Grenades (Unknown) Fairly common fragmentation grenade, although stranger exterior design that's more like a large cigarette box than your average 'pineapple' grenade. Different trigger method too, apparently electronic with a light-switch type button and another push-down-and-lock button. Nothing major to be said here, except they seem slightly more lethal than your average frag. Grenade bleeps prior to explosion, with a five second timer.
#Medical# #Don't be standing near when one of these things goes off – it won't be pretty.# #Seriously, getting lacerated by wire and little chunks of metal is really unpleasant.#
#Labs# #The interior is an explosive core, wrapped in spool of metal wiring. After that there's a fragmentory case, and then the solid case.# [The solid, outer case is fairly harmless and won't create much shrapnel.] #However the spray of metal shrapnel from the fragmentory case is quite dangerous.# [And then there's little flying bits of wire whipping around and lacerating things which won't be fun either.] #This thing will almost certainly kill anyone within about a meter radius, three meters will be severe injuries.#
#Security# #Lord knows how many of these things the guy carries.#
Incendiary Grenades (Unknown) Again, common incendiary grenades. Splashes flaming goop over a 2 meter radius (4 meter diameter). Similar shape and design to the fragmentation grenades, but in a more distinctive dark red & orange colour with hazard stripes.
#Labs# #The stuff is stored at extremely high pressures – hence the large splash radius – but the things are surprisingly stable and won't go off unless they're primed.# #Analysis shows the body of the grenade contains a 'split' liquid container.# #Prior to detonation, a seperator is 'dissolved' or burnt by some kind of electrical charge.# #The two liquid compounds stored in the grenade mix and tear it apart in an incendiary fireball.#
#Security# #Obviously the main concern here is the incendiary components.# #Shrapnel is minimal, as the plastic-esque casing tends to be vaporised or tear into large, harmless lightweight chunks.#
Unidentified Body Armour (Unknown) Amongst this NOD Soldier's arsenal is this a suit of black unidentified body armour. It is light, flexible and most of all, extremely durable. Ballistics tests show the chest piece alone can stop .50cal side-arm fire (but not .50cal automatic or sniper fire, mind you) and 7.62mm assault rifle fire. Likewise, the thighs, shins/boots and forearms are heavily protected. Further tests show the suit is laced with a weave of what is apparently some kind of treated Tiberium-based fibres, which basically act as a dissipative system against energy weaponry, without any risk of toxicity. The weave can even assist in repairing the armour when it becomes damaged. The suit is not powered (excluding a microreactor that powers the backpack's optical camo (see below) and allows the AI to run (again, see below) as well as some of the suit's auxiliary functions like HUD/IFF – it also keeps the tiberium weave from solidifying totally and immobilizing the suit until repowered) and thus does not provide it's wearer with any bonuses to strength, speed or agility.
#Labs# #It's a practically unparalleled level of protection for a suit of armour that isn't powered.# [Fortunately though, it's not powered. So this guy isn't that much of a threat in melee.]
#Security# #Apart from, you know, all the hand-to-hand combat training he has.#
#Labs# #He's just freakin' tough. Treatment/creation of tiberium-based fibres isn't unknown, nor is treatment of tiberium itself to remove toxicity hazards.#
The material is similar in feel and appearance to leather, albeit smoother and more flexible. It's helmet totally conceals the wearer's face. It features a fully functional IFF system, as well as a biological readout that displays the wearer's health. Finally, it will also display the status of all weapons carried and the ammunition levels of the currently 'equipped' weapon (ie, whatever the wearer has in his hands), and the amount of spare ammunition carried, if applicable, which it may not always be. It is similar in appearance to the armour worn by Brotherhood of NOD forces within Command & Conquer Tiberian Sun cutscenes.
#Security# #The suit has two pistol holsters – one on each hip – and two rifle holsters – one over each shoulder – as well as numerous belt loops for spare ammunition.# #Loops on the upper chest for grenades and ammunition, and sheaths on the inside of the boots for knives.#
It bears a nametag reading “Denholm, K.” on the left shoulder, just below a Brotherhood of NOD insignia. It also has a backpack that allows for invisibility – duration is unknown. It seems this uses the same Tiberium-fibre weave to render the user almost totally invisible to the human eye and any standard colour cameras, although the user cannot see normally either. It is, however, visible on the infra-red spectrum, either by creatures that can naturally see into or detect this spectrum, or by the appropriate electronic equipment, as this is the optimal vision mode for it to use whilst cloaked, thus this is how it sees.
#Security# #He's not quite entirely invisible. Anyone with sharp eyes will be able to spot the telltale distortions of light.# #Easier to spot when moving. Almost impossible to spot in the dark though.#
#Labs# #Also makes anything the user's carrying or holding invisible, surprise surprise.#
~~ Notes:
#General# #This guy must be some kind of NOD Commando. He's too well equipped for a grunt.# [That's what I was thinking, but he doesn't seem to have any Black Hand identification, which are pretty much NOD's Commandos.] #Perhaps there's a grey-zone or something. Could be worth interrogation.#
#Medical# #Good news is he has no signs of Tiberium infusion, mutation and who knows what else that stuff can do, so he's not a hazard to anyone who comes into contact with him.# #Bad news is, that means he's healthy as can be. Nothing wrong with him. At all.#
~~ Personality: #PsychEval# #Haven't had much time to go over this one's personality, but he seems stable enough, if a little dark-minded.# #There's no reason he couldn't be wiped – and/or recruited, assuming he's trustworthy, which he probably isn't.# #Major problem is we don't know where he's from originally.# #He doesn't talk much, and he has a mind like a lake – no, not wet and full of fish – you remember the expression 'still waters run deep'?# #That pretty much sums him up. He doesn't talk much, and has the same kind of wall of silence in his head. Probably training.#
This is the Main character of my comic, Lucky Throw, though currently being drawn and the plot still being worked out, the major points have been worked out over an entire year, and this is how Jack will appear at the end of it... want to know more? Read my comic at Luckythrow.smackjeeves.com... this is not an attempt to get exposure for my comic, He won’t ever refer to events in the comic (beyond the d-powers). This is just a hero I came up with a very long time ago, made into a comic character, and would like to RP with other people with him. ---------------------------------------------------------------------------------- Name: Jack System of Origin: Lucky Throw (after the events of the 1st series) Gender: Male Race: Human Avatar (a.k.a. servant of some higher power) Age: 18(may change later) Hair: Curly dirty blond, shoulder length tied back in a pony tail. Weight: he’s never sure, basicly the bottom Height: 5'11"
Appearance/Build: weakling is the first thing that comes to mind, the most that can be said for his muscles is wirery. His skin tone is nearly white. Finally his face is clean shaven.
Clothing: Very strange. Normally just a t-shirt and cargo jeans. To those who can see “properly” he has a bandoleer with a special slot for every kind of dice, from d2 (a coin) up to d100. When he... transforms (he is extremely embarrassed about the cliche-ness of this, best just not to bring it up) he wears a special jacket, much cooler looking cargo pants, and a better t-shirt... all in shades of white, blue-grey, and teal. While transformed he has access to all his powers, including the ability to affect probability. Also his bandoleer is visible to everyone.
Possessions: Jack has a black duffle bag with all his stuff in it, though usually he doesn’t carry it around with him. His bandolier and the d-powers obviously. He also has a cell phone, a game boy advanced with several games in it (don’t steal them... he gets pissed), and a wallet with driver’s license, school ID, about $30 human cash, and at least $90 in otherworldly funds(assorted). He also has a sketch book that doubles as his journal in a side pocket of the bag.
Abilities: being the chosen of the high-one, Luck, Jack’s abilities are greatly dependant on his dice, and rarely has total control over what he gets... though he has gained a measure of control. (He can change the result by 1, either up or down) he can not use more than one at a time, except for the d%, see below [description of each die in brackets]
d2- allows him to see through illusions (on a 1) or examine things extremely closely (on a 2) [coin, 2 sided die to geeks, appears to be made of diamond(clear)]
d3- a basic weapon, on a 1, the d3 extends to a length of 2 feet, and acts as a boomerang, (he doesn’t automatically catch it... it just rushes back at him and hits him in the face if he fails to catch it), on a 2 it extends to the length of 42" and gains a razor sharp edge, becoming a superb cutting tool, it should be noted it won’t cut if he REALLy doesn’t want it to cut, on a 3 it extends to the length of a quarter staff.[this die appears to be made of Tiger’s Eye, Since I can’t find a yellow d3 anywhere (and I don’t want to waste my money on something I won’t use that often unless it’s in character), I’ll just flip 2 coins for the time being]
d4- this is one of the strangest of the d-powers, it is a transportation die. On a 1, it increases Jack’s speed, making his very being seem to vibrate. On a 2, it allows him jumping abilities, and he may even jump off of horizontal surfaces if he acts fast enough. On a 3 it allows him to teleport, not very far, and he must either have seen the place he is going to, or be able to see it, nor can he jump between worlds. Finally, on a 4, he can open up a portal that acts very much like a Jaunt portal.[this d4 appears to be made of sapphire(blue)]
d6- this dice is a defensive die. The number you roll is the number of portable shields that appear around you, they can change size, but are always square shape, they may never become larger than 6' foot^2. [this d6 appears to be made from ruby(red)]
d8- this die can produce mirror images of a thing. It can either produce as many images (ephemeral ones that phase out like a hologram if touched) as the number you role, or the higher the number you role, the more realistic the thing, a full 8 means it is exactly the same, right down to the molecular structure, and will last just as long as the object copied does, normally they don’t last longer than 24hours [this d8 appears to be made from amethyst(purple)]
d10- a healing die. The number rolled determines the magnitude of the healing. A 1 can heal small scratches, while a full 10 can resurrect someone who has died in the last 5 minutes.[this 10 sided die appears to be made of turquoise(what do you think?)]
d12- Truly a strange die, this dice changes the state of matter for one object, one a 1,5,or9 it changes to a solid, on a 2,6,or10 it changes into a liquid, on a 3,7,or11 it changes into a gas, and on a 4,8,or12 it becomes a plasma. [this d12 appears to be made of platinum(silver)]
d20- Jack’s first die, and possibly his favorite (well it was his lucky d20 before he even knew it was one of the d-powers). The number rolled is the number of explosive seeker shots fired from it. Each shot must return because it is made up of the sides of the actual die, before it can be reused. [this d20 appears to be made of emerald(green)]
d%- this pair of d10s is capable of enhancing a die’s magnitude of effect by the percentage rolled [one d10 appears to be made of onyx, the other pearl(black and white)]
d100- this is the most powerful of the die... and also the most dangerous... a roll of exactly 50 results in what you wish to happen, to actually happen, a roll below that causes it to weaken the effect, so less than what you wants happen, for example, instead of a full cookie jar, you get a cookie jar with no cookies in it, or only some cookies. On a 1, nothing happens, on a roll of 51-100, the effect is magnified disastrously, turning on the wisher. For example (to call on the cookie jar reference) a thousand cookie jars bury the wisher. Either way, it takes a tremendous toll on the wisher, who usually loses consciousness for at least 5-10 minutes, and at times for a couple of days.[this die is made of stuff called star steel, (black)]
Luck’s Servant- Jack serves Lady Luck, and through her, Chance. Because of the influences of these two, he is completely released from the powers of Fate and Destiny. He can not be controlled by any form of mind control or geas... the power protecting him transcends magic and technology... but their protection stops there. Finally, being a servant of Luck and Chance, he has to do what they say... he may not like it... but he still has to do it. (GM’s may feel free to call on either of these two entities as long as they have read my comic and know how the two would act)
Universal Guardian- the d-powers are tools specifically designed by the Architect to protect creation... They can never... EVER be knowingly used for some cause that endangers creation, and they force the user to defend creation no matter the cost... because the d-powers were crafted by a high power than Luck or Chance, they over ride Jack’s Luck’s Servant ability.
Multiversal Tongue- His Bandolier gives Jack the ability to understand any spoken tongue... and limited telepathic abilities (though he claims it gives him a head ache to “listen” to other peoples mind voices) so he usually keeps his telepathic “channels” closed. Also as long as he wears the bandolier, anyone who hears his words hears them in their native tongue, perfectly translated, unfortunately for Jack there is no way to stop eavesdroppers from taking advantage of this. When you’re the servant of a High One, you need some way of speaking to the locals of worlds.
Relations: Jack serves his Lady, Lady Luck... and her Father Chance, this is not to say he actually gets along with them... They’ve become close friends rather than god and worshiper (and technically he never worshiped her, just follow the observances, never saying “all I need it 2+ and I win” never saying her name when he needed her. He gets along with Luck’s rival, Destiny (Daughter of Fate, but Fate is a non factor at the moment). If push comes to shove he can also call on some friendly relations among the inter-world Trading Race, Goblins, and upon Luck’s other knights (yet to worked out, but each uses a different gambling item). Group Affiliation: Luck’s Knights
Pet: Jack is constantly followed by his little friend, Elementy, who is always in the form of one of the four elements (a little ball of what ever element, we’re talking a perfect sphere, with 2 huge black shiny eyes, a cute kitten like mouth, and four tube shaped legs... yeah disgustingly cute we know) or the forms between them, He is usually found in Earth form, a.k.a. he looks like polished wood with a tree growing out of his back, because this one causes the least damage to the world around him. Forms: Earth, Fire, Wind, Water, Sand(earth and wind), Mud (earth and water), Magma (earth and fire), Steam (water and fire), Ice (water and wind), and Smoke (fire and wind).
Weaknesses: Jack’s abilities are completely luck based (and I’ll be using real dice at my computer when I play) so he can’t really tell what he’s going to get... ever. Also he’s a bit trusting and naive... almost to the point of stupidity. Though when he is suspicious, it’s because he’s read so many novels, comics, and seen so many movies, that the situation just seems to scream suspicious on that basis... yeah, crazy... did we mention he’s a little crazy? In the normal geeky way that all eccentric people who are ADD are crazy.
Personality: Jack is a pretty care free guy... a bit naive. He tends to live in his own world. He is usually happy and makes jokes out of everything... and even when appearing to be deadly serious he usually makes jokes out of parts of what ever situation or conversation he is apart of. He has a highly developed sense of justice, and hates seeing people enslaved or subjugated... this could lead to problems if he joins the Guardians because he may tamper where he’s not supposed to (such as leveling a slave trader camp, when it would mess with continuity). He tries to make everyone around him a little bit happier. When he does get angry, its like a volcano going off... he’s loud, brazen, and often says hurtful things, he can also be indiscriminate if he’s angry enough (it should be noted this is because he often bottles up his anger, and try’s to control it, so when he does finally lose it, it all goes at once). Beyond these rare “explosions” of temper, he just tries to help people out, not asking for anything in return... he also hates cliches... really, really hates cliches... maybe its because he sees himself as one.
History: Read Lucky Throw at http://luckythrow.smackjeeves.com for the full story, but a outline shall be presented hear. Jack was a normal gamer of his own world, he loved what he did and luck seemed to favor him quite a lot... never enough to give him a serious winning streak, but enough so that he never failed so disastrously that he couldn’t recover> He accredited this to the fact he never depended on luck... and amazingly enough, that was the reason (Luck likes a guy who plays hard to get apparently). He was anointed as one of Luck’s Knights, and chosen of the d-powers (aka protector of creation... he does not like this cliche). Luck’s pet, Elementy, took a liking to Jack and has been inseparable ever since. Then he was dragged into a pan-dimensional conflict between the powers of Fate and Chance. During this time he recovered the tools of the creator, the d-powers, and went on to save the multiverse from being bound by Fate’s law. Currently he is taking a break from being the multiverse’s guardian. And chose a random world to go to have a vacation...note, this world was not the Prime System... he just ended up there when his vaction went south.
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Name: Sonia Luciana Burez Age: 30 Race: Human-Vampire Height: 5'3" Weight: 145 lbs Build: Sculpted and buxom, to put things lightly. She exercises a great deal to keep in shape, but even without this, she'd be in more than decent shape. Eye Color: Brown Hair Color: Dyed Lavender, black roots. Very long and wavy, rarely tied back. Facial Description: Wild eyes, with thin eyebrows. Her most common expression is one of agitation, with a furrowed brow and a mild grimace. She's incapable of stoicism, if only because she has a constant angry fire within her. She has a large mouth, which helps her when she's screaming at someone for a perceived slight. Body Language: Decent posture. It would be better if she didn't have to squat-run so often on missions. Has a confident stride and walks with her chin up. When standing, she's horribly impatient, shifting often and adjusting anything, like clothes, pencil placements on tables, her hair, etc. Her usual fidget is she'll snap three of her fingers on her right hand (pinky-thumb, ring-thumb, middle-thumb), then smacking her right hand into her open left hand. She smokes a really tremendous amount, and the best way to tell how annoyed she is without her saying so is how quickly she'll go for her pack and lighter. Reference Shot:Here ((Thanks, Diggy!))
Casual Clothing: For comfort, she'll usually end up in pants and a jacket her father owned that's severely tattered and faded. At the same time, she's not above using her charms to get what she wants, so keeps a few more alluring garments on hand.
Professional Clothing: ---Loose pants/t-shirt of varying camouflage color depending on situation if she's able to plan that far ahead. None, if there's not that much time. The camouflage shirt also has a thick breastplate sewn into the cloth, so she can withstand shots to the chest, but more importantly, staking attempts. ---Tight black bodysuit underneath camouflage attire. It extends to even include gloves and goes down to her ankles. It's specially made so it doesn't impact her body temperature too badly, as well as doubling as a light armor, enough to resist grazing cuts and bullets, but a direct hit will be severely unhappy. The armor is kept light to maintain flexibility. She'll also wear a kind of helmet, which is more in place to hide the hair and less about protection. There is one hole in the armor, on her back between her shoulder blades. The reasoning is this lets her body breathe, so no serious health effects occur. It's about an inch wide in width, diamond shaped, and is about five inches long. Usually, her backpack will be over it. ---Tall black boots that tie up the back, so the front can be a shin guard for protection. They have a pocket each for The Lovers, two snub-nose revolvers (more details below)
Casual Accessories: ---Collar. It carries great emotional significance, mostly negative. She's VERY protective of the collar as well. It's runed and keeps her safe from a variety of ailments. At the same time, though, it seems a little too big for her. ---If travelling, she'll carry two large duffel bags, one with tools, the other with clothes. ---She's named all her guns after tarot cards, and keeps one firearm, The Hermit, on her at all times. See below. ---Zippo lighter, brass with an inscription. The inscription is her mother's last name in Russian. It's a family heirloom that Conren stole and gave to her. ---Cigarette pack. There are good odds that, no matter the situation, she'll have smokes handy. ---Flask. See cigarette pack. It's usually filled with strong, homemade liquor that definitely takes getting used to. Also highly incendiary, so it has multiple uses.
Professional Accessories: ---Survival Knife. Ten inches long, with a blade on one side, and a saw on the other. It also has a hand-guard. In the handle is a small compartment which she uses to hold matches, bandages, a surgical blade, and a basic lock picking kit. The knife also has a magical imbue that keeps it from breaking, as well as allowing it to have a damaging effect on ethereal enemies. Carries a munitions backpack with a pocket for more vital items. ---Backpack. It holds a first aid kit, as well as all of the spare munitions. Very thick, must be very close range to shoot through. ---The Hanged Man. Heavily modified semi-automatic pistol with silencer and extended magazines, custom made. Each magazine holds 26 rounds, .45ACP caliber, and she carries three magazines. This is her go-to gun. ---The Heirophant. Desert Eagle pistol with a 10 inch barrel and shoulder brace. It's meant for longer ranges, with high caliber rounds. Clip loaded, 7 shots per mag, two mags. ---The Hermit. A smaller, semi auto pistol, mag loaded, usually for arming the unarmed if they need it, or if she needs protection in a social situation. 20 shots a magazine, two magazines. ---The Fool. Antique dual pistol, one shot, silver bullet. It's more of a habitual accessory since an unfriendly encounter with a werewolf. ---The Lovers. Two snub-nosed .22 caliber cylinder loaded pistols, kept in pockets on her boots. They're absolute last case scenario guns.
Natural Abilities: ---Excellent conditioning. She has superb physical control over her own body, including heart rate and breathing. She also has impressive physical endurance, and it would take at least a two day operation to get her to a point of real exhaustion. ---Melee prowess, taught by her father. Not a specific martial art, more of a street fighting kind of combat style, with a variety of disarming moves and a very firm, fast acting choke hold that she practices constantly. It's a very ugly fight style, but it's scarily effective and fast. ---Firearm proficiency, also taught by father. She's not exactly a crack shot sharpshooter, but she's more than above average, especially with the distance she's usually at when she's firing. ---A powerful throwing arm. She's capable of throwing knives, hatchets, and grenades with good accuracy. Not amazing, but good enough for it to be worth her time. She's a tyrant at darts, though. ---Incredible flexibility. She can fit into small spaces like sewer tunnels very easily. ---Skilled climber and free-runner. Can scale most walls in a matter of moments, and can climb buildings relatively quickly if she needs to. ---Guerilla Warfare tactics, also her father's doing. She is masterful at psychological combat, and usually has a method to every move she makes. ---Basic chemistry. She knows just enough to make antidotes to milder poisons, and explosives of varying sizes. She carries a homemade fireball (as in ignitable flash paper) on her. ---Wilderness skills. She's capable of survival in the wilderness for an indefinite amount of time. ---Amazing quick draw, of either The Hermit or her knife, whichever is needed sooner. ---Has an amazing propensity for having two faces. As in, in a social environment, she can be remarkably lady like and completely suppress some of her more masculine, aggressive characteristics. However, if it's not going to get her anywhere, you're likely not going to see it.
Supernatural Abilities: ---Vampire. She doesn't talk about her turning. Has the usual array of vampiric abilities; strength (can easily lift twice her bodyweight without real hesitation), speed (can run a 6.38 in 60 meters), mist dissipation, and a weaker form of mind control. She doesn't like relying on them due to the amount of time and effort she's put into her other skills, but if things get hairy, she's not exactly afraid of using them. She does carry carefully wrapped blood vials for replenishment, which allows her to save room on rations for long periods.
Characteristics ---When sober, she maintains a professional demeanor which is often confused for distant. When drunk, she's a complete bitch. ---Abusive to most people, even friends. She has a severe problem letting anyone in close enough to actually know her. ---A mite selfish, being an only child. ---Can be fiercely loyal if she deems it worthwhile. ---Has a tendency to obsess on a certain subject for months at a time, such as revenge or learning a certain skill.
Weaknesses ---Most vampire weaknesses and quirks, including: Staking, holy water, death by burning, no shadow, no reflection (is, however, expertly talented at applying makeup and grooming without a mirror should the need arise).Her collar allows her to be somewhat active in the sunlight, but it makes her very, very nervous to do so. Crosses do nothing, but she's always had a garlic allergy anyways. ---Has a big mouth, in the figurative sense as well as literal. ---Is intensely combative and aggressive on all fronts, from humor to competition. ---Hard headed and resistant to change. ---Vampiric healing is slower than it should be, so first aid treatment is required before the healing will start up. ---Incredibly vengeful, to the point that her judgment gets clouded if she perceives a slight against her or her friends. Beware if it’s more than a slight. ---Substance reliant. In addition to blood, she's got a real flavor for alcohol and has smoked since a young age. ---HATES other vampires. ---Incredibly and hastily judgmental of people, but is capable of concise analysis of situations or missions. ---Possesses a short temper in social situations. She isn't that much for small talk, and is viciously honest if such a subject is losing her interest. ---Has trouble with empathy.
System Origin: Fight Club System Biographical: An only child, Sonia was born into a façade. Her father, Conren Burez, was a South American guerrilla warrior who had been on a mission to Russia. The mission relied on a form of social infiltration as well, so to keep up appearances he married into a wealthy family and had a daughter. She never took to her mother, and spent most of her time around her father, which weighed greatly on his conscience. Once the girl was five, though, he had completed his mission and had been found out. He made his retreat, only to find that his daughter had snuck into his bag and was coming with him. Pursued as a kidnapper, the two made their way to the Chinese coast and escaped by boat and plane, eventually making it back to Conren's home in the wilds of Paraguay. Eventually, Conren realized the only chance of legacy he had was this tomboyish little girl, and so he taught her everything he knew about his life; combat, and the many forms of it. By age 17, she was accepting contracted jobs in a variety of positions, from simple squads needing to be filled out to extravagant assassinations of drug cartel heads. At age 20, Conren had taught her all he knew, and Sonia was quick to leave to make it on her own. Shortly after, Conren’s home was demolished and he was found riddled with bullets in a lake. She had worked for years to take revenge upon the operation that killed her father, and successfully brought it to rubble. She had then moved to a larger city of the modern world but only stayed upwards of a week as she was traumatically turned by a travelling vampire, whom she's never talked about. She spent the better part of half a decade trying to extract a form of revenge, and as the trail went cold, her attempts got more and more desperate. The culmination was a makeshift, not really safe teleport which she was lead to believe would lead her to any person she wanted to find. Of course, it failed miserably, and she ended up in the wilds of the Primary System. She explored the region, unable to find any sort of geographical familiarity, until one day, she spotted her assailant wandering. Once she extacted her revenge, she resumed her wandering, searching for some form of civilization but still without the knowledge of where exactly she is.
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Age: 21 Gender: Male Race: Morphic Fox, digitigrade legs Height: 5'11" to ear tips Weight: 130 pounds Build: Slender, wiry Fur Color: Medium russet base color shading to black on forearms and lower legs. White ventral coloring from chin to the middle of inner thigh and tip of tail. Eye Color: Dark yellow, vertically slitted Clothing: Dark colored kilt that is usually olive green and a bright yellow cape that falls to just above the base of his tail Accessories (catch all) Jon carries few articles, with certain obvious exceptions, in the sporan at the front of his kilt. He carries a moderate-length straight sword patterened after the popular Ninja sword made of an extremely hard metal that looks like some sort of high-end titanium/magnesium alloy, dull and nonreflective yet almost razor sharp. He also carries some kind of energy pistol on a Sam Browne-style gunbelt with a quick-draw styled holster and two apparent ammunition pouches.
Special Effects: Jon doesn't look all that special to the untrained eye. However, close observation will note an unusual springiness in his stride and surprising aural acuity as even the slightest unusual sound in a general noise background will have him focus at least one ear towards it instantly.
In all actuality, Jon is bionically enhanced, with ultra-sensitive hearing and combined telescopic/low-light vision. His bones are braced by a corrosion-resistant metal similar to (but not exactly like) Wolverine's. His muscular strength is roughly equivalent to five times human normal or twice that of the proverbial 'world's strongest man.' He is also capable of running at highway speeds for a limited time; about 70-80mph for as long as 30 minutes or pursuit speeds of about 150mph for about 5 minutes. At the end of this time he is completely exhausted until he has time to recharge his 'batteries' through rest or 'jacking in' to a high-amperage DC power source. Jon also carries a small gas generator with a hypnotic/anesthetic vapor able to give momentary control of his target before they fall unconscious. This effect usually lasts no longer than 30 minutes, though the hypnotic command might stretch the effect to 8 hours if the command is to 'sleep.'
-------------------- Castile had me created, but Dr. Moreau is my father. Posts: 5 | From: Southeast Tennessee(fictional) | Registered: Jul 2007
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Appearance. ========= Skin: Jungle green with Harely orange colored stripes. Constantly looks wet. Eyes: Hazel, but are like a frogs eyes and have verticle slits. Hair: None. Age: 25 Yrs Birthday: Feb 15 Other: Claws. He has small claws at the tip of his fingers, and toes, just above the pads. Clothing: Street clothes, usually black jeans and a t shirt with something referring to DBZ or dragons.
Abilities: Climbing Psycofrog has the ability to climb smooth surfaces for a short period of time. Toxin His upper shoulders and most of his back are where a mild neurotoxin is. The poison is not deadly to most humans, but it will induce hallucinations and disorientation. The Severity and duration is dependent on contact. A prolonged Touch would produce a slight buzz, lasting only an hour or so. Extended rubbing would induce a heavier effect, and last for several hours. Injesting would result in the most effects, and last far longer. There is little fear of death from Psy's poisons, due his production is limited, as are the effects. IE It takes too long for him to produce enough toxins for some one to take enough to kill them.
Clothing: Chath, typically wears a White silk shirt with a small red spider pattern over her left breast. It is also noted the shirt, or vest has a red hour glass pattern on the back. Most likely, due to her fascination with earths black widow spider. She wears a pair of form fitting black jeans, most of the time when she goes out as well as a pair of sun glasses. Due to her dislike of the sun light and it's effects on her eyes.
Weapons:
Her sword: A huge black great sword she had designed while in the under dark. Of course it wasn't made with the metals, adamantium it was made with a black seemingly alive metal. The weapon smiths to this day, are baffled by the metals nature of being sharp on contact with it's desired target. Yet the slightest touch, left an indent in the metal.
A recently Acquired Handgun, of Custom Origin(AAHCO): [X](Click here for image) When chath came to earth, she acquired a handgun custom made with an ivory white grip and grey stainless steel frame. With a double stacked magizine, allowing for a total of fourteen shots instead of the classic seven. She often remarks as it being like the hand crossbows, only it has a much larger kick to it.
A rifle: Click here for image A Russian Simonov AVS-36 automatic rifle. She acquired this sometime ago, while not really an automatic rifle but a semi-automatic rifle chambered for the 7.62x54R cartridge. It has one some nasty recoil, but the range and power of the round is worth the fact she can stick a scope on it and blow someones brains out at 500 yards. Very dangerous indeed when used properly. But she is still learning the ins and outs of being a long distance marksmen, so she uses the iron sights at roughly 100-250 yards or more to pick her targets.
Knives x2(lol that's not a knife...): Chath, also found a pair of knives when she first arrived here. Buying them more for there practical use out of combat. Like cooking, but don't be surprised these things are titanium blades with a hair splitting edge. The back of the blade, also has a nasty serrated section for tearing and ripping. Causing uneven wounds, that are nearly impossible to close on there own without proper medical aid. Click here for image
Traits(Abilities):
physical traits:
Chath is unusually strong, ever since she was born she was "gifted" with several unusual abilities and traits. Most notably, her steel bending strength.
Combat traits:
Melee weapons: Chath has great skill with many weapons, the most notable being with her great sword "Ussta e'et jiv'undus" (known in english as My eternal pain)
Ambidextrous: Chath is also suprisingly dexterous. Able to do two things, that would normally be physically impossible for most people. She for the most part, puts it to good use by using two usually large swords to a good extent.
Crack shot: Chath is also an adept user of ranged weapons. Often carrying around a custom colt, with an ivory grip and a grey stainless steel case incase things get dicey. And she needs to pop some heads.
Marksmen in training.: Chath possess the rudimentary skills of a trained marksmen, possessing mostly the basic fine points of mid range shooting. She has yet to fully grasp how to shoot at a distance in excess of three hundred and fifty meters or more, without some kind of severe hindrance. But do not let that fool you, anything in the regions of 250 meters and she will put one in you with little chance of failure .
skills
Reading, Writing, Some skill with computers, having adapted quickly to earth's strange ways.(Ya know real basic things.)
Personality
Chath is a silent person. Often times she has little to say. Rather, she just takes note of the situation at hand and does her best to formulate a plan. She's a calm quiet person, who is thoughtful of her situation and surroundings which just about sums her up. (Technically, it's a slight work in progress.)
OPI(Other points of interest): (This is were I put stuff like misc equipment, magazines for her handgun and other little bits and pieces of info.)
Baby betty blacks: What looks like a standard double stacked clip of 11.43mm(.45 acp) rounds, is in fact alot different. She went to the trouble of making two magazines of ammo, out of the spare metal she had. Of course the stuff selected ironically enough, it's own enchanted effect. Yhe magazines took on much to her surprise, the ability to return to the clip as well as much more damage. (Talking on par with most magnum handgun ammunitions, like the .454 casull, or the Large caliber handgun type round the .50 action express. Sure to leave a hole big enough, to play golf with.)
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Bio Name: Buster Barrel Age: 26 Race: Anthromorphic Rabbit Gender:Male System of Origin: Supposedly from the Napping Cats Dream but is really unknown. He has been living in the Primary System since he was 2 y/o. Height: 6”2 (not counting the ears which are 10 inches) Weight: 204 lb. Build: muscular Class: Other Fighting Style: kick boxing
Appearance Fur: White except for his eyebrows, they are black. Fur Change: Sometimes when Buster is feeling an emotion his fur will change to match the emotion. (I also added this to be funny). Color list: Green- Envy Blue- sadness Pink- embarrassment Yellow- Joy Red- love Dark red- anger Purple-lying
Eyes: Blue
Outfits: His outfits usually consist of tight fitting plain white and black T-shirts, black semi-tight fitting pants,open finger gloves, and boots.(Buster’s comment: I like to keep things simple at times.)
Personality Buster can be a very calm person at time. He has had his fair share of fights growing up and has been known to keep his cool in them. He can be polite and a gentalman around most women. If he gets angry he will do anything but listen. If there is something he really loves or wants he will not hesitate to let everyone know.
Food Type: He is a vegetarian but says it is not because he is part rabbit.
Habits: One bad habit Buster has is getting overly excited when he sees someone he has only dreamed of meeting.
Hobbies: Playing video games, reading, working out, training, listening to rock and classical music, and fighting bad guys.
Accessories Sunglasses- He wears these 24-7. The kind he wears can be strapped around his head to keep them from falling off. If you want find out why he always wears them look under abilities.
Magic Bag- A small bag that Buster keeps tied to his waist. It holds a magical dimension that will take in a set number of items and can change size depending on whats going in, or whats coming out.It can hold up to fifty items, may not always work depending on a systems dimension laws. Buster was found with it when the Barrels discoverd him. When Buster needs an item from the bag he has to focus on the object then reach into the bag, but if he can't he will just dig around until he finds what he is looking for. Buster carries his favorite guns and swords in it, and also has small snacks and first-aid kits.
Bag contents: Swords
One claymore
a pair of sais
two hook swords
two dirks
two short swords
Guns
a PM-84 GLAUBERYT
M16 rifle
2 S&W Model 4506
a shotgun
Rocket Launcher, M20A1/A1B1 "Super Bazooka"
Others
2 packs of ammo for each firearm except for the bazooka which has 4 shells
two first-aid kits
a swiss army knife
binoculars
night vision goggles
The snacks fill the rest of the bag
A bracelet- He wears it on his right wrist and is made of small chain links with a small metal plack connecting the circle. The name Jess is carved into it and will protect Buster from offensive magic 30% of the time. He wont talk much about it, but when asked he lets people know a little bit about it.
Cell phone- Buster grew up with an overly protective mother that like to keep track of him by calling at some of the most inconvenient times.
Abilities Physical Abilities: Buster works-out a lot so he can be fairly strong. the most Buster can lift is 280lbs. Besides working on his upper body Buster also loves to work on his lower body by running. This has given him great leg strength, and adds to the already powerful legs he was born with; he could crush a 3oolb. boulder if he wanted too. He also has a good sence of smell.
Combat Abilities: Gun usage- Buster uses a variety of guns that he keeps in his magic bag. Sometimes the guns won't have ammo, because ammo cost money, so he just uses them for other various methods. Like using them as clubs or to gaurd aginst attacks. Buster likes to dual wield the S&W Model 4506, and mostly uses the shotgun for heavy damage.
Fighting Style: Kick boxing that was taught by a cousin that is in the World Kickboxing League.
Sword play- Buster never took sword fighting lessons, so most of his skills are self taught. Because of this Buster hardly uses his swords unless he has too. He can't match blow for blow against skilled sword fighter, but knows when he can try to make a strike or two.
Gadgets: He gets these from his friend. Occasionally Buster gets to try out new gadgets that usually blow up in his face.
Psy-Tec guns-In the event of ammunition loss Buster uses specially modified guns that absorb his psychic energy, and forms it into bullets that won’t break the skin but still feel like gun shots.
Psy-Tec Shield- It projects a dome-like psychic shield without the need for concentration, but takes a lot out of Buster. The shield can hold off attacks longer, but if he uses it to long he may collapse. Buster only uses it if he needs to save time in a fight.
Non-physical Abilities
Future Sight: When Buster looks directly into someone’s eyes he can see a random part in that person's future. The person looking into his eyes will also see their future; This may cause the looker to pause, and wander what they are seeing. He can not control this ability which is why he wears the sunglasses. If a person has a pair of artificial eyes then the power will not work.
Telekinesis- Buster has the ability to lift things with his mind and toss, crush, or transport them. This is a favorite move he uses in everyday life; from reading a book while working out to opening a jar of pickles. He can lift multiple small/light objects with ease and his range can reach up 4 meters. His powers can lift up to 2x his own weight, but lifting that much puts a major strain on his brain.
Psychic shield- Buster's sheild can block offensive magic unless it is fired at a rapid rate or really powerful; in which the shield will only hold up for a short while. The same gose for normal projectiles except the shield will hold up longer. The shield will only come up a few inches from Buster in a wall like manner, so he can't gaurd his back.
Hyper Hare- When Buster activates this skill his fur turns black, and strength is doubled. He also gains the ability to create and manipulate fire. When I say manipulate I mean he can change the shape and color of fire. This mode only last for a five minuets so he tries to do a lot of damage in this mode. When the time is up he must rest a few hours until he can use it again.
Hyper Hare skills:
Hypnoses Fire- Buster creates a fire ball and hovers it in front of a targets face. He then makes it rock slowly from side to side and changes its colors. It is suppose to put the target in a state of calm and eventually sleep. If the target does not believe in hypnoses then it will not work.
Fire Cage- Buster slams his fist into the ground and sends his fire through the earth. The fire brakes the ground as it crisscrosses its way to the target but then forms a circle around the them. When a complete circle is formed three rays of fire shoot up connecting high in the center. Then a wall of fire forms in between the rays making a cage. While the target/targets are trapped in the cage a fire ball begins to grow in the center were the rays meet. If the target/targets don't do something the fire ball will grow large and explode burning all inside the cage.
Burning Hare- Buster covers his body ing flames and charges at his target.
Absorb flames- Buster's hyper form can absorb non-magical fire to either recover small injeries.
Pyro Minion- A move that Buster unknowingly learned (probably from his real home) that takes a lot of time to cast. Bustrer positions himself by standing up straight with his legs place apart by a few inches. Then he channals a stream of fire into the ground, and makes it take the form of what looks like a spell circle. Then a monster will emerge from the ground, and the size of the circle will tell the size of the monster. The monster will look like one of three beast: A wolf, an eagle, and a human figure. Buster can not change the forms at will so it leaves him to chose witch is more needed.
Pyro minion:wolf- Buster uses this from a mode of transportation to get him or whoever is with him from one place to the other. When in a fight the wolf can't fair well against human/human-like opponent.
Pyro minion:Eagle- Same as the wolf except it is used if Buster needs a bird's eye view.
Pyro minion:Human Figure- This one is used to fight oppnents. It can form its arms into various weapons to dispatch Buster's target.
Hyper Hare has more moves that will be revealed later.
Weaknesses: Meat- (Buster's comment: I don't know why but meat always screws up my powers).
Sweets- His love for sweets will sometime get Buster into trouble.
High pitched sounds- Depending on the pitch will depend on how Buster reacts. If the pitch is like a dog whistle, Buster will cover his ears. If the pitch increases Buster may lose consciousness. He may sometimes lose his hearing if the noise is to loud.
Is allergic cat hair of any kind (including antro). If Buster is about five feet away from cat hair he will begin to sneeze uncontrollably and will get a rash on his arms if he comes in contact with the cat/antro cat.
Short History: Buster somehow came to the Primary System when he was only a two and never knew who his parents were. A human family found him in the woods on a camping trip and took him in. The Barrel family named him Buster from an uncle that pasted away. Buster grew up with a pretty normal life except for the weird powers and puberty. At age 10 Buster wanted to be a hero after watching a cartoon. When he heard about the Gaming Guardians he began training to join and one day be a hero.
This profile might need more tweaking, but I'll do that later.
posted
Name Angelia AgeUnknown Gender Female Race Furry Height Around 6' Weight Unknown Build Athletic Fur Black Eye Lavender Color Black + Blood Red patterns around the eys Clothing Cloak, surrounding the body, seems to have stars trapped within Accessories unknown
Personality: Angelia is a Proud individual. She is also quite sure of her abilities and plans. She is also intelligent enough to have back up plans in the slim chance some thing does not go as initially planned.
Though she may be careful in her planning, she is still mortal, and as such can go into a rage, especially if challenged. She also does not like it when her plans are interupted before thier completion.
She does however take attacks to herself personaly, no matter how small.
Spells:
Scrying Eye: This spell is cast upon an item to relay information to the spell caster. The time of contact increases the amount of information relayed to the caster. On initial contact, Sends an Imprint of who is holding the item, IE species, gender, appearance. After the initial contact emotions are conveyed, The more primal ones first, then more complex emotions. After about an hour of holding the item, even thought patterns would be sent, again, simple stuff at first, and more complex. Extended contact with the item would give two thirds of the Possession spell onto the holder.
Possession: Capable of being cast on contact, but if Scrying eye is cast, can be cast remotely. Allows caster to completely control a subject, and have access to his memories. Unlike others, the subject would have No memories of actions during the possession.
Caged Soul: Caster is able to imprison the subjects soul within a cage during possession.
Guardians File:
Little is currently known of Angelia. (Read as Character is a WIP)
What is known is that she has plans, a portion of which seems to be related to Psycofrog and his ship, Aviona. The ends of the connections are not yet understood.
posted
Defender crewmember: Name: Tamarisk. System: Mage: The Awakening, New WoD. Race: Human Mage. Gender: Female. Apparent Age: Um...Late Teens? Height: 5'3" Build: Should be of average roundedness, but she's obviously underweight. Skin: Doesn't-get-nearly-enough-sun pale. Hair: Muddy brown; unevenly shoulder-length, stringy and oft-tangled, usually loose and in her face. Eyes: Brown, often squinting at random things. Handedness: Right. Other:Moros Path, formerly of the Guardians of the Veil Order. Mild Boston accent.
Gear: She typically wears oversized sweaters with no mind to the weather, long loose skirts, and sneakers with baggy socks; usually all in dark grays, browns, and black, in varying degrees of wear and cleanliness depending on how much attention she (or anyone keeping an eye on her) is paying to that.
Dedicated Magical Tool: The only thing Tamarisk ALWAYS keeps on her person is a surface-cracked obsidian domino mask with a silver cord that she often wears when performing magic; it makes casting easier, and helps mitigate chances of Paradox. She sometimes has it in a pocket, or hanging by the cord around her neck, occasionally forgetting to tuck it under her sweater. This item is a lot tougher than it would appear to be at first glance.
Skills: Tam is a brilliant young woman; she may have gotten into an Ivy League College earlier than normal. She's pretty quick on her feet, and tougher than she looks. Despite her occasional outbursts, most times she remains cool under pressure. Tam's also fairly perceptive, and of course has a strong will under her eccentricity. Definitely Gifted, but otherwise of average Human ability at a glance.
-Academic: Tam apparently has had some higher education; she's highly literate, has a solid scientific background, and is surprisingly versed in political theory. She's also a highly expressive writer, though her writing tends to disturb many.
-Occult: As a young mage, Tam has a decent grasp of the scary things out there in the night--and how to deal with them. Also includes spellcraft knowledge, and the rudiments of the Atlantean High Speech and corresponding Runes used in magic, which is incomprehensible to Unawakened. Speaking an Atlantean word or phrase of power before casting a spell can improve chances of success; not enough of the language remains to hold an actual conversation, however.
-Medic: Tam's education has included some biology and pre-med, though she often relies on her Life magic and intuition more than her spotty learning and remembering.
-Investigation: Tam picked up a few detective skills from her former cabal leader, who ran a private business out of the group's Sanctum. Tam knows how to shake a tail, follow someone else without getting shook, surveillance, etc. She's not very good at any of it, though; very much a novice (she might say "sidekick").
-Rogue: Tam can pick locks, pick pockets, count cards, and other sleight-of-hand tricks. She can run a decent scam when she's gotta; when she tries, she's a more-than decent liar (or good at detecting a lie). Tam knows how to avoid the bad places in town, who's dealing what, and how to find what she needs on the streets from time spent living on them; she "gets by." She's also very stealthy; creepily, eerily so. Tam's good at being unnoticed, and sneaking up on people silently ("like a ghost").
-Combat: Tam's gotten good at other survival skills, like how to fight with her fists, and a little bit with a simple melee weapon, like a knife or staff. She's not terribly good at getting out of the way, and she doesn't bother with guns; again, she mainly relies on her magic in combat.
Magic: Magic is used via Tam's Gnosis (raw magical ability), and fueled with however much Mana she has available to her. The higher her Gnosis score, the harder it is to cloak her particular magical resonance around herself and the magic she casts. It also increases her chances of Paradox backlash. Tam is young and currently has a low Gnosis rating; she won't be able to improve her Arcana unless she gains more (and could only learn 1 more to Disciple level). While her magic has limits, there's quite a bit she can imagine into reality in such a freeform system. Most of her magic will attempt to fall into Covert, working within the bounds of reality and coincidence, and without any direct evidence she's doing anything.
-Mana Usage: Tam must spend at least 1 mana on improvised spells, unless the primary Arcanum used belongs to one of her 2 Ruling Arcana. Casting a spell beyond sensory range also often requires expenditure, as does trying to cast extra nasty (Aggravated in WoD terms) damage. If the spell is going to seriously alter the laws of nature of physics, it calls for mana spending. Tam can spend a few points of mana over consecutive turns to heal some damage to herself, once in a 24hr period. To quickly regain Mana, Tam can do damage to herself, or perform an Oblation at a Hallow (a node of magical energy), or if really desperate, perform a blood sacrifice of a living creature; size and health levels determine mana regained in this heinous manner.
-Occultation: Tam's magical aura is more subtle than most; other mages trying to perceive her particular resonance in one of her spell workings have a difficult time pinning her down and recognizing her other work later. It also somewhat protects her from ranged sympathetic spells and effects that others may try to use in attempts to find or cast on her. In the Mundane world, Tam's records tend to get overlooked, lost, or caught up in red tape, making it hard to find information about her that way as well.
-Haunting Nimbus: An effect that occurs whenever Tam uses blatant, non-coincidental ("Vulgar") magic; onlookers think they see blurry, vague figures in the periphery of their vision, shadows deepen and reach out, nearby objects look decayed/rotted, one hears ghostly whispers echoing around them, and any nearby corpses seem to twitch or moan.
-Death Arcanum: One of the Ruling Arcana of the Moros, Death deals with darkness, decay, ectoplasm, enervation, ghosts, soul stealing, Underworld, and even making zombie servants. Tam is a Disciple; she has knowledge up to the third sphere of this power.
-Matter Arcanum: The second specialty Arcana of the Moros, Matter deals with inorganic substances and building blocks of the world; Alchemy, elemental air/earth/water, shaping, and transmuting all fall under this purview. Tam is also a Disciple in its study, mainly altering existing matter.
-Life Arcanum: An odd Arcana for a Death mage, until one considers the Guardians of the Veil are also frequently assassins; it also complements the Death spheres well. Life deals with the organic world of plants, animals, and living people. She also has Disciple knowledge in this area.
Rotes: While Tam can call on any of her Arcana to produce a desired effect, and even combine Arcana for even more results, there are some specific spells one can learn that makes it easier to call upon specific powers; otherwise, she uses her knowledge of the Arcanum and her Gnostic power to cast improvised spells. Tam's Order taught her a few proper Rotes, before she split off from them. Rotes are formal spells, and as such, have specific gestures, phrases, and imagery attached to them according to one's Order.
-Grim Sight: Death. Mage Sight; Tam perceives the Supernatural through the dark lens of Death. It's her catch-all Detect Magic (such as the specific resonance of other mages) and other unusual things; her senses perceive the otherwordly, and her mastery of Death allows her to interpret the results. Through this, Tam can also see the "weight of death" around a person, how often they have (un)knowingly brushed with death; those who have suffered losses or have killed many tend to carry heavy burdens; places may also share this feeling. She can see the likelihood of death on those with terminal illnesses. She keeps this up almost all the time if possible.
-Speak With The Dead: Death. Tam can see, hear, and speak with ghosts within the Twilight--the space between worlds. She can detect their unseen presence if they're hiding. She can see spirits within the Twilight, too, appearing hazy and indistinct; she can't hear them, however, unless she gains Spirit knowledge--and that's her Inferior Arcana (more difficult to learn for a Moros).
-Unseen Aegis: Matter. All Mages have a protective shield spell, the effects of how it protects varies from Mage to Mage. While Tam can also call on Death's Entropy or Life's personal-pattern-enhancing to protect herself, she prefers to use the air to cushion blows and ambient moisture to douse incoming fire. It doesn't protect against psychic invasion, or grappling; it protects against attempts at inflicted damage, making it less harmful if not negating it entirely. She normally casts this in the morning, using a mana to make it last the day, with strength equal to her mastery of Matter.
-Self-Healing: Life. Tam can spend a single mana and heal herself of even grievous wounds. She might need to use medical equipment to keep this covert. Healing truly awful wounds (inflicted by supernaturals, fire, etc) will be Vulgar no matter what.
Limitations
-Paradox: Some magic stretches coincidence and reality too far. When a spell goes from "Huh, what're the odds?" to "No way could that be possible!" a Willworker risks paradox backlash. It still doesn't necessarily point to the mage as being the cause of the spell, unless she does something directly to indicate it (chanting and gestures, shooting a bolt of energy from her hand, etc.). Vulgar spells being cast, or a Sleeper seeing a Covert spell and not believing its probability, can trigger a backlash. Paradox is easier to trigger the more she casts in an area at a time, though she can choose to try and mitigate the chances through Mana expenditure and Dedicated Tool use. A Backlash means the spell could fail, she could lose control of it, and/or Tam takes damage depending on how strong a 'lash is generated, and how much she tries to absorb to avoid the other options.
-Sloth: Tam's vice is laziness; unless compelled or guided, she'll slack off in an assigned task, leaving things for last minute or totally forgetting them in favor of other things, despite possible consequences.
-Nutty As A Candy Bar: Tam's mind has been shattered. She has no recollection of any life before her training by the Guardians of the Veil. Some say looking upon the Lead Tower during her Awakening broke her mind when she wrote her name on its base and became privy to its mysteries. Others say whatever the Guardians of the Veil made her do degenerated her morality too quickly. Her cabal uneasily believed she may have worked for their eternal enemies, the Exarchs--exiled God-Mages of Ancient Atlantis and responsible for the status quo of their world--as a member of the Seers of the Throne, the Mage Society that does the bidding of the Exarchs and fights the Concilium of Orders. Whatever the cause, Tam isn't quite all there.
History:A twisted path, an icy wind, black sky and dead trees grabbing, tearing, pulling...She reached the great Stygian Tower and scratched her True Name on its lead base...and promptly forgot herself. The world cracked and she fell headlong into a gaping chasm full of disembodied screams...
Tam's life "starts" with her training in the Oubliette, the Sanctum of her Master's cabal in Boston. One day she just was there, studying as she had always been in her little cell, and the next thing she knew her Master was pulling her through a gateway into the office of another Magus. There she was handed off to Rourke, who was told to protect her as a witness of a crime for reasons Tam had no recollection of (it likely hadn't happened yet, given Mages). They soon were joined by Iridescent, and formed the Tir Baohbagn cabal. Valmont and Jimson joined them later. Together, they operated out of Rourke Investigations serving both Boston's Sleepers and Awakened however they could. But then they angered the wrong people and things got bad; the cabal was falling apart and chased like fugitives...
And then, everything just stopped.
Tam came to an indeterminate time later, alone and lost in a place she didn't know, where the dead acted differently than she was used to and no one knew about Boston. She figured her cabal either thought she was dead, or they'd come find her any time now. In the meantime, not entirely sure what to do with herself without the others to anchor her scattered mind--unless someone else fits the bill in the meanwhile...
Current: Tam was staying with another, strange (to her) mage named Eden Kurtz in a Phantasy Star system, and was picked up by Kale and the crew of the Defender while on their search for the Thirteen affiliated with Adagio Redwinter, and has become part of the Crew.
Name:Relapse. Rank:GSS Intel. Age:Mid to late 20s. Gender:Male. Race:Human, Caucasian. Height:Just over 6 foot. Build:Strong limbed, more lithe than stocky. Hair: Short, thick, asian black. He has a good fringe of hair that doesn't quite reach his eyes. Clean shaven. Eyes: Hazel-brown with an asiatic look about them, they are streaked with black/grey when Relapse gets focused.
Features: Slightly thin of face with a thin, straight nose (no ski-jump end). No distinguishing scars, but he does have tattoos of the kanji for Heaven/Sky on the back of his hands. Has retained all his fingers and toes.
Prowess: Relapse's training since birth has earned him a dexterity that would baffle modern day athletes and their trainers, seemingly beyond maximum human potential. His strength and constitution are at a near olympic level - while he wouldn't win any weightlifting medals, that's not his forte. He would be able to toe-to-toe any comers for a martial match however. Relapse's ninja training also included mental exercises, resulting in a high intellect and general where-with-all.
Demeanour: Usually a calm and friendly person, during times of need he becomes totally focused on the task at hand. This can be noted by a slight Japanese accent, lack of contraction-use and his irises swimming with the black/ grey streaks. He no longer spends his time in 'his tree', as he has finally come to terms with the loss of his wife Kay`ela a number of years ago (with the help of Wirrit, Lana, the visitor Trisha and spending time as Mikashi). The Lounge is where he normally hangs around when he isn't training (which is almost all the free time he can spare) in the Cupboard. Some of the light-hearted-ness of his first few sorties with the Guardians has started to return.
Equipment
Clothing Omni-present: On his right forearm-hand he wears a skin-hugging, grey sleeve-glove. Just below the back of his arm, just before the wrist meets his hand, is a horizontal rectangular opening onto blackness. On his left arm he has the same glove-style but with a 5cm diameter, circular opening. The powers contained in these gloves are detailed in the 'Skills and Powers' block.
Monochrys Armor (light): Protecting his torso and arms, this armor provides good protection with no loss of mobility and is worn under anything other than his casual attire.
Casual attire: Jeans, tan hiking boots and off-the-rack shirts (one particular favourite is a gift from Shun, a black "Off Duty Ninja" shirt from Hot Topic). Unless the weather is too hot, he wears a green jacket over the top of the shirt (the jacket conceals a garotte in the collar).
Stealth, missions, training: Stereotypical black gi w' face hood. Iron bars are sewn into the sleeves for deflecting weapons, and the uniform has enough pockets for vials, shuriken of various sorts, and other small equipment he could need. The belt has a strong garotte hidden in the weave, and one of the iron bars holds a hidden breathing tube he can use for breathing underwater or getting more accuracy over ranged needle spitting.
Quick uniform: This uniform is strips of black cloth that Relapse wraps around himself to gain an advantage for stealth and secrecy. Iron bars can be wrapped to his forearms for weapon deflection, but there are fewer places to hide objects with this rushed but portable costume.
Battle Gear: Worn for missions where combat is certain, this uniform is designed to look less like a set of PJs and more like he's ready to spill as much blood as necessary. Still in predominantly dark shades, the uniform consists of an over-vest of many pockets (enabling him to carry five additional potion-bottle sized items and ten more blade or dart shuriken over his normal allotment with easy access), a mesh undershirt and black pants, tobai, gloves and hood of a strong material. The iron bars (see ninjutsu equipment) are superceded by obvious armor plates on his forearms and the back of his hands enabling him to deflect much more powerful attacks. The mesh netting prevents too much sweat build up and provides great freedom of movement.
Accessories Cupboard:It has its own entry at the end of this profile.
Ninjutsu Equipment (Known):
Egg-shell blinders/ smoke bombs/ noise makers/ chaff. Emptied egg shells filled with chili, flour and stinging nettles/ flour and dust/ detonating powder/ or shiny metal fragments then plugged with wax. He generally carries at most two of two types.
Standard shuriken - dagger (kunai), star or needle. Generally has bandoliers of four dagger shuriken on each bicep, bandoliers of four dart shuriken on each forearm (accessed inside the mouth of the gloves) and five star shuriken kept in his pockets. One star shuriken is kept in the false bottom of a boot.
Caltrops, two bags of one use each.
Poisons/ venoms - lethal, incapacitating, diuretic, itching. He generally carries at most one vial of two types, with three uses in each vial.
Chocolate - one block of 250g.
Iron bars - sewn into his sleeves (gi) or wrapped onto his arm (cloth strip costume.)
Blow darts and blow dart tube (doubles as breathing tube) - ten darts, one tube.
Garotte - commonly hidden in his collar or belt.
Other:
Holy symbol of Kwan the Redeemer: A bronze medallion with a profile view of a roaring tiger's head. Displayed proudly during ceremonial occasions or when fighting vampires, otherwise it's kept beneath his clothes to prevent it bouncing around.
Payload shuriken: Made from surgical grade steel (amazingly sharp, tendency to fracture when struck), these kunai have glass wells along the 'shaft' of the weapon and protruding slightly from the end as the blade's point. These shuriken are designed to shatter and release their contents on impact, so far the ninja has used acid, holy water, essence of rust-monster, and anti-magic variants. He has others that nobody has seen, such as silver nitrate, grease and 'Golem Slayer' from Eberron. He has a protected pocket that can hold up to four payload shurikens safely.
Gifts from:
Denzine - A pair of Adamantium climbing claws (see full description in powers).
Shun - A "Ring of Mindarmor" that grants him a resistance to psionic intrusion/ control. Difficulty 17 (D&D3.5) to beat.
Shun - An "Amulet of Catapsi" that grants him the chance of making psionicists within a 100' radius have to pay double power points for their 'spells' for ten minutes, usable thrice per day.
Tizak - Not a gift as such, but Tizak did give him a ring of mind-communication; its twin is owned by Lana.
Wirrit - Most important of all, his fiancee has given him a ring of electricity resistance.
No longer carried:
Energy Katana - A gift from his deceased first wife Kay`ela, the powers of this formidable weapon are detailed below. A constant reminder of the love he lost and the pain of losing someone so dear, the weapon was a tangible sign of Relapse's desire to carry her with him in spirit if not in body. While powerful, the weapon detracted from the unarmed prowess of the Way of the Tiger style of ninjutsu and Relapse's skills suffered for it. When Wirrit declared her feelings to him and the two continued to grow closer and closer, he let himself feel the intensity of love again and the need to hold on to the katana and keep love at bay faded. It is now kept in a place of pride on the main weapon-wall of the Cupboard's armory.
* Note: His invisibility skills appear so great, that even his player's actions and texts are frequently overlooked. This can only mean Relapse could stroll through a dieters' convention covered in chocolate while playing the bagpipes and be completely unnoticed.
Grand Master of unarmed combat: This is the Way of the Tiger style of taijutsu as taught by and to followers of Kwan the Redeemer.
Master of the shuriken, the katana, and the kusari-gama: He can throw groups of shuriken with fantastic accuracy, wield a katana only injuring who we wants to, and use a kusari-gama's wirling rope, weight and blade with dizzying speed.
Driving: Can drive a stick-shift vehicle. Hasn't tried piloting a bike, plane or boat, so he can't do those yet.
Equiment Powers Right glove: Fires star-shuriken shaped bolts of energy which can be adjusted from stunning to much owchie.
Left glove: Fires a multi-spiked grappling hook on a limitless and unbreakable cable. This can automatically retract at speed, pulling the ninja to wherever it is hooked.
Both gloves: Sprout "cat's claws" - three 4", curved blades forming claws across each palm to aid in climbing. Being Adamantium (copyright Marvel comics, I assume), they are unbreakable and can cut through virtually anything - this necessitates the cutting edge of the claws being on the top of the curve rather than under it; otherwise when he tried to get traction he'd just slice through what he was trying to climb.
Energy Katana: Channeling similar energy to the shuriken-glove above, its power level is much stronger. The katana sprouts small bolts of controlled lightning-like energy that ground to itself when its powers are activated.
Ki Powers Ninja of Kwan are taught to accumulate yang ki through rest, dedication and meditation. This ki is stored with the ninja's own life force as a kind of energy battery, that can be tapped into when required. Relapse has a maximum pool size of 20 points.
Ki-strike, and Enhanced ki-strike: These two techniques infuse the striking part of Relapse's body with energy, inflicting more damage. Beings unaffected by ki take no extra damage from these strikes. Enhanced ki-strike wreaths the striking appendage in an orange and black tiger strike pattern. Both these abilities cost one ki-point apiece to use.
Ki-leap: Similar in use to enhancing a strike, the ki-leap channels the energy into the ninja's leaping muscles. The ninja can leap enormous distances with this power, without the use of wire-fu but with the cost of one ki-point.
Ki-dash: A power acquired some time after the leap and ki-strike, ki-dash enables Relapse to move a distance of up to five metres in an instant, trailing after-images of his movements in shadow-forms of spent ki. Relapse must start off from a surface he can get a purchase on to start his movement, making it useless in air or water (if the start point is solid, though, he can dart the full five metres through air or across/ through water.) These shadow images disperse quickly, and the entire skill use costs a single ki-point.
Ki-disguise: Taught by the ki-master Lana, Relapse can spend three hours observing a person and then spend three ki-points to assume the complete physical form of that person.
Sakki: Most mysterious of the ki powers, sakki is Relapse's ninja danger sense. Working off disturbances caused in ambient ki by the intent of an assailant, sakki gives Relapse a warning of impending attack split seconds before the assault is committed. This power does not work on attackers without intent (non-sentient robots/ golems/ gun-turrets etc.) but does work off the intent of people activating such things.
Ki-mind-sheild: Acquired during the Caruthers family vacation April 2004 (along with reducing the cost of a number of his ki powers), ki-mind shield makes him undetectable to mind-based discovery techniques, provides enhanced shielding against psi and mind attacks, and negates others' sakki based danger sense. This versatile power costs five ki points to employ, and can be defeated by appropriately powerful magics or mentalism.
Miscellaneous
Family Ninja of Kwan: Relapse still returns home to train regularly, spending time with his foster father the Grand Master of the Way of the Tiger ninja clan, his best friend Tanaka and the trouble-causing trio of Chun Li, Kasumi and Ayane. While not a 'friend' per se, the great God of Redemption Kwan is always paid his due respect and honour on Relapse's homecoming.
Gaming Guardians: Relapse's foremost friend and companion is Wirrit, they are engaged so you'd expect nothing less. While occasionally rocky to start (especially during the Byron-Vidau-Wirrit body composite affair), their love has solidified over time. A surefire way to attain the absolute and intense attention of this ninja is to mention possible danger to his fiancee. Relapse was close friends with Lana, Denzine, Shun, the Wizzard Tim and Wargolem, but his devotion to training and his GSS position have left little time for socialising anymore. Lana has been promoted to Relapse's boss, Relapse doesn't doubt Lana's skill but some decisions have left Relapse concerned about Lana's focus. Relapse and Byron have had an on-again, off-again friendship, especially after the plot to capture Serpent.
History: See Remember, the story of Relapse's creation as Relapse and how he met the Cupboard, or a near-complete write-up of Relapse's history pre the Gaming Guardians. Home System: "World of Darkness" x "HERO system" [Home brew adaption of the Orb 'Way of the Tiger' series]. Relapse is a perfect and nigh-undetectable gestalt of Kewashi Nagat (Way of the Tiger) and Michael Stone (Werewolf.) He doesn't have any fusion-based powers though.
Bang , one of Mobius Rook's assaults on the Primary, this image shows team leaders who... errr... lead teams during the emergency.
Awards (images link to threads/ logs)
Ki-Android modifications (Jan-Aug 2004)
Apply the following modifications to his existing profile. Race: Ki-androidal Eyes: Purple Features: Skin tone is a dull metallic grey. Hair remains black. Form remains the same shape, the kanji tattoos remain (although as a black design on his grey skin) Adamantium Claws, Gloves: These items became grafted to the android's own hands, inseparable from his form (well, without separating him from both hands at the wrists.) For show, the ninja still wore gloves - they are unpowered and have holes for the energy/ claws/ grapple to travel through.
Cupboard
Age: ageless Gender: none Height: 2m Weight: none Build: Appears to be a mahogany wood cupboard. On the top is exquisitely carved livery, with an infinity symbol in the middle. This glows blue on occasion. Hair: none Eyes: none Clothing: none Accessories: Relapse. Demenour: The Cupboard hovers weightlessly and generally follows Relapse around, unless in an area with un-enlightened when it shrinks and hides in one of Relapse's pockets. Displayed Powers: Shrink and enlarge itself, infinite inside, can quick-change Relapse between clothes, linked with Relapse, communicates with others via a variety of means (spoken words isn't one of them), jaunt, teleport, transform its insides to various rooms or structures, produce anything. Doesn't always do what is asked. A good example of its playfulness is the Pretty Pretty Golem Scouts adventure. GM's Note: The Cupboard works basically as a plot device. If it's needed, the Cupboard can do it. If you'd rather it didn't happen, the Cupboard chooses not to do it.
Edit History
Date
Change
10 Oct 2003
Edited
11 Dec 2003
And again
12 Jan 2004
Once Again. Busy guy, this Relapse. Descriptions in {squiggly brackets} are his true form, normal text descriptions are his holographic disguise of his original appearance.
26 Mar 2004
Redid profile to make it _readable_ (what a concept). Added he's now a GSC
15 Apr 2004
Detailed the katana is no longer carried with him, added the reduced cost ki techniques + ki-mind-shield.
24 Sep 2004
Did nothing, but it's worth noting Rel has been restored to his human form, as of a month or so ago. So, RPs joined before his reversion have him still androidal. Once all those games are completed, the android information will be removed.
14 Mar 2005
Profile streamlining based on suggestions by Karina. Ki-android form information is now stored in a separate container. Removed the shattered wire-and-metal psi-awakening necklace. Added his increase in rank to GFC. Detailed the battle armor. Added the Rel and Go image. Phew.
08 May 2005
Added the award: Wetware Conflict on end of great game. Uploaded and linked to the "Bang." image (which I still love. Woo team GG!)
16 June 2005
Events have transpired enough to reveal Kewashi and Michael's influence
08 March 2006
Added Rel's new ID card from Captain Wingnut
August 2006
Added Rel's new ID Card from webtroll, and the Drew-Relapse partnership (at last!) from the mighty Midnight Penner What Pens At Midnight, and the picture Captain Wingnut drew 2 years ago! Then I added a link to Rel's pseudo-complete backstory.
06 April 2007
Added Y2Jenn's version of Relapse, a link to the Pretty Pretty Golem Scouts adventure to show Cupboard's attitude, and the Shiny from the most recent 7th Sea adventure.
14 September 2007
Moved The Nice profile from ID Thread 2 to ID Thread 4 due to the forum frequently eating page one of that thread. Evil.
Posts: 1381 | From: The Orb (WotT) and Brisbane (WoD) | Registered: May 2001
| IP: Logged |
posted
Name:Kiara Snowshoe Age: 21 Gender: Race: Anthro Rabbit. Height: 5'4" Weight[: 140 lbs Build: Athletic Fur: Jet black fur. A white heart on her chest. Short tussled black hair Eye Color: Light blue Clothing:
Civilian: Random outfits, depending on mood. Generaly the clothes will be functional but fun.
Uniform: White tank top with a Jade green Vest over the top. Knee length shorts with green stripes on the side, giving the appearance of Guardians signature style.
Accessories: Personal weapon choice harks back to her military training on egyptia, so her weapon is a 2 Falcatas. 6 small throwing daggers located under her clothes at her sides.
Personality:
Kiara is an intelligent person, tho uneducated. As such she is capable of learning quickly what she needs to learn, especially in structured command chains. Her previous experience as a soldier on Egyptia gives her great discipline. However when not under direct orders, her mind wanders, as does her attention span. Additionaly if something truely puzzles her, she will try to figure out how it works.
Good ==== Strength: Kiara is only moderatly stronger than some one of the same stature, able to deadlift 200 lbs. Not do much with it however aside from dropping it right afterwards.
Agilitiy: Her insticts and her own personal training have made her extremely quick on short scale. She is capable of dodging an arrow given she is looking at it when it is incoming. Her startle response has her darting, usually to the sides. this can be a problem in narrow hallways or in crowded areas.
Intelligence: Her knowledge of her wrlds military tactics give her an ability to think quickly in battle situations. She has an understanding of weapons familiar to her world, being meelee weapons, but given time will adapt to more modern weapons.
Bad ===
Concentration: Unfortunatly Kiara also has an extremely SHORT attention span, and Unless either constantly watched or under very specific orders, she will start to lose track of things as her mind wanders off.
Phobia: Kiara's fear of heights is onset usually by a sudden change of scenery, a gradual change does not trigger as harsh of a response due to the frame of refrence, but if going from a enclosed area to one that shows extreme height, She locks up enducing Panic attacks. She will calm down usually if brought out of the area revealing the altitiude
Panic Attacks: Kiara Still suffers from culture shock if suddenly presented with too many facts at once. When she panics she usually freezes, locking in position unless jarred from her stupor or she passes out from shock.
Whats known to the Guardians. From Akil-Anhur, Udoshi, and Kiara herself.
History:
Kiara was born and and raised as a slave, However unlike others of her world, she was raised as a soldier. As such she was taught only what she needed for her job. She picked up on alot of her training quickly, and would have gotten quite far if it wasn't for her inquisitive and hyper nature. She asks questions that seem out of left feild, even they seem logical to her.
Her brothers and sisters were sold off to other families, so she only knows other soldiers as family. She doesn't look for her natural family because she feels no need to. She made friends easily, as such, one in particular was her best friend, Sar'ah.
Her eagerness eventually caught the attention of the Mage's headmaster, Akil-Anhur, and was assigned to the stargate to fight anything that came through the gate that seemed threatening. Her time as a gate guardian was quite a learning experiance, as she fought some of the more interesting things that come through the gate. She also started to fall for a fellow gate guard. Unfortunatly That came to an end when a creature known as Sarl entered the gate, ended up crushing her friend and eating her boyfriend. Afterwards animating the corpse of her friend to convince her to retrieve some one for him. After retrieving Achelea she seemed mentally exhausted. The mages released her hoping some time out of the castle might get her bearing straight. During her time out howevershe ended up assisting the guardians in an attack From Sarl's forces.
After sustaining a wound that threatened to kill her she was brought to the Outpost. During her first moments free she seemed rather off kelter still. Only after breaking down was it realised she was over compensating and trying to ignore the facts. She spent quite some time in medical to address this issue. She also applied to be a Guardian.
Upon hearing of the Gamers end she went along for an informal introduction. It was discovered upon Promethius that she has a phobia of extreme heights, she was jaunted to the outpost while having a panic attack. After she calmed down she readmitted herself to the psyciatric ward to have another examination of her psyciatric state.
Her status as a Guardian is on hold until her traits are diagnosed.
posted
Name: Nekane AR-261331 (Does not give her number-- would like a surname eventually)
System: Warhammer 40k (with modifications; essentially a player-added 'custom race')
Age: 28
Gender: Female
Race: Machina
Physical Description:
Height: 5' 6" (lost some height when her mechanical legs were lost) Weight: 160 (lost considerable weight from her solely mechanical legs' loss, still heavier due to internal systems, armour, cybernetics) Hair: Synthetic, mildly protective; Medium length, black. No eyebrows or body hair at all besides the synthetics on her head. Skin: Pure white. No marks, marring, pores, wrinkles, or other "flaws," barring the black smearing around her eyes. Eye Color: Variable, usually solid red iris with no pupil or retinal pattern. Eyes are surrounded by opaque black mystery substance. Basic Appearance: Lean, goth-looking cyborg girl with copper-colored plated cybernetic forearms and ribcage-covering thin carapace. Fleshy shoulders, upper arms, head, neck, midsection, pelvic region and legs. Voice: Cheerful, high-pitched, very slight computerized tones. Very faint almost Mediterranean accent. Quite mutable-- can sound utterly malevolent and menacing, or high and spooky at a whim.
She is an pale, lean but athletic-looking young female with numerous visible cybernetic implants.
Both arms are replaced with armored mechanical limbs, up to her elbows, where they fuse rather rudely with the flesh of her upper arms. Nekane's mechanical right forearm has attached a large, heavily curved sickle-like blade that can be superheated, causing it to glow a bright orange. This blade can be folded backwards, causing it to fit nicely into a slot in her right arm. Her upper body is covered with an armored carapace that replaces much of the flesh on her upper body, though it leaves the neck, upper arms and shoulders exposed (bare skin, in fact). Two raised protrusions can be found roughly where her shoulder blades should be located, and these two protrusions have several light-colored circular indentations (which are actually jacks for connecting with her launch pod's computer systems).
Nekane's legs are quite amazing: composed of a robotic 'skeleton,' a musculature is provided by myomer fibers, then atop that is a thin carapace, a layer of insulative material, and then skin.
Her face is slightly on the wide side, but has sharp features, large eyes, and thin lips. Though she lacks eyebrows, she does possess shoulder-length black "hair," actually consisting of dark microtubules that provide some cutting and laser protection for her head as well as giving her something of a normalized appearance. She looks much younger than she actually is, mostly due to the largely artificial nature of her being. Also of note are a pair of vertical red marks running down her cheeks, and a circular black metallic disc implanted into the center of her forehead. Her teeth are all very sharp, pointed, and perfectly white, and interlock quite admirably when clenched.
Nekane's armored portions are of a copper color but for where machinery connects to flesh and joints, where it is a dull grey in color. Her skin is white as chalk and lacks any markings or scars except where noted. Her blood, due to all the foreign material it contains, is a nasty black color but still works admirably for moving things around inside her body. Weirdly, the area around her eyes and particularly in her eye sockets is stained an opaque black substance that seems to serve little purpose, but is notably of a different composition than her blood. Its significance is unknown.
She is left-handed in precise tasks such as writing or shooting a pistol, and right handed in tasks requiring strength, such as throwing or lifting.
After a shopping trip with Scrae, her clothing style's changed a bit-- colourful, Spring-y garments are now her favourites, with wrap tops, loose-sleeved tops and the like over camisoles, loose-legged cotton-y leggings, and (usually) sandals, black flats, or even a pair of pink sneakers. Shedoesn't wear things low-cut, unless with something beneath, or short sleeved; and she still wears gloves most of the time. Darn cybernetics that she feel compelled to hide. She's also taken to some particular pieces of jewelry-- notably a necklace of copper discs with turquoise and matching clip-on earrings.
Mental Description: Now deprived of the mind-affecting drugs and the constant flow of data provided by the Machinae battle network, Nekane is horrified at what she used to be. Furthermore, she is haunted by her past actions and is trying to become accustomed to a world that is not her own. In many ways, she is now like a scared little girl, unsure of herself and afraid of things that many Primarians take for granted.
She has a need for authority, as she is still accustomed to following orders instead of thinking for herself, and is easily confused when asked to do things on her own. A need to be a subordinate and a lack of self-confidence is a terrible combination.
She is emotionally unstable and possibly bipolar, shifting between extreme depression and boundless cheer very suddenly and without apparent reason. At times, her depression has led to self-destructive behavior, which has led to her being kept under surveillance by the Guardians' Medical Department.
Implants and Abilities:
Strength: High. Capable of throwing up to 600 pounds with minimal effort, can lift up to a ton with effort.
Speed: Considerable. Standing long jump of 30' distance. Vertical standing jump of 30' height. Running long jump of 80'. Running speed of 35mph for long periods over flat terrain without fatigue. Sprinting speed up to 50mph.
Agility: Extreme. Lack of normal bone structure enables far contortion beyond human norm. Internal gyroscopes and mechanical systems enable seemingly-impossible acrobatics. Systems in hands and feet enable rapid movement over irregular terrain and even on walls and ceilings with ease-- even without handholds.
Toughness: Above human norm due to highly mechanized, armored body. Capable of withstanding considerable damage, and surviving dismemberment and decapitation for brief periods if aid is administered quickly. Internal nanites enable self-repair mechanisms that can restore most minor wounds within a day, though extreme damage such as dismemberment takes much, much longer, if it happens at all. Destruction of central core and similar vital processes is irreparable, however, and as such said areas are most heavily-armored. Weakest areas are head, midsection, and upper arms-- and perhaps the back of the knees on her legs.
Mental: Exceptional reflexes aided by internal computers and sensors. Capable of seeing in infrared and ultraviolet spectra. Capable of predicting opponent's line of fire or attack and using physical capabilities to evade. Average or high intelligence, but tempered extreme naivete, fragile emotional state, and poor willpower.
Artificial Organs: Nekane's non-sensory organs, including an artificial brain-equivalent, are all sealed within an ovoid located inside her upper torso. Each organ has been replaced with an artificial equivalent that is tougher and more compact than the norm. They operate off her Spirit along with consumed energy sources and would be inoperable if removed. Most appear to be white spheroids with numerous cables and tubes leading into the ovoid's circumference, which then feeds into her muscular systems and bloodstream. As her cognitive center and central nervous system are all contained within this ovoid, she can actually briefly survive losing her head or being cut in half, though medical attention is necessary before death occurs. Most wounds, unless they damage this spheroid, are merely flesh or metal wounds and can be easily shrugged off. Nonetheless, if her body is critically damaged, the core can survive perhaps ten minutes before shutting down. Twenty minutes after this, irreparable brain death occurs. For the ten minute period, the core is capable of limited locomotion away from the body if the body is badly damaged, as well as limited sensory and communication abilities.
Nanite Infusion: Nekane's body is filled with thousands of advanced, microscopic nanobots. These nanites can rapidly repair both wounds and damage to her mechanical implants. These nanites also protect her body from most disease and poisons. If her mind-core is destroyed, the nanites deactivate and break apart. Said nanites also enable Nekane to interface with Machinae technology, ranging from their more advanced firearms to vehicles and computer systems. These nanites cease functioning when out of contact with her body.
Technological Interface Port: Resembling simple raised rings located on her cybernetic palms, these ports simply allow the nanites coursing through her system to interface with compatible technology. Such ports are required for operating certain Machinae vehicles, computer systems, and weapons. Nekane only has clearance for operating Machinae heavy man-portable weapons, light ground vehicles, and low-grade military information terminals and doors.
Ocular / Sensory Implants: Nekane's eyes are actually intricate mechanical replacements, and the space that would normally be taken by her brain is instead a complex sensor bank. Thanks to her eye implants, she is capable of changing her vision modes to thermal and ultraviolet. Her hearing range is greater than the human norm, as is the distance and precision of her eyesight. Her sense of smell is also very potent. Different failsafe mechanisms located in the cranial cavity protect her senses from overload. The cranial sensory bank includes a communications transceiver that can be dialed in to a variety of wavelengths, operating much like a Guardian's sub-vocal implant.
Breather Implant: Located in her throat, this implant is a contained filtration mechanism that protects her from breathing in foreign particles. Additionally, there are air tanks located in the back portion of her upper body carapace that provide an hour's worth of fresh air for underwater operations or operation in areas with highly poisonous or dangerous atmospheres. These tanks automatically refill as she breathes in safe air.
Metabolic Processor: Nekane's teeth are of a hardened ceramic material that enables her to masticate very sharp or hard substances. Additionally, her throat is lined with a layer of carbon-based material that protects her internals from any sharp or caustic materials ingested. The Metabolic Processor unit, located roughly where the stomach would begin, enables her to 'digest' whatever she so consumes. This is important for her self-repair mechanism, for mechanical damage generally requires her to eat some kind of metal to provide the raw materials for the repair. Energy gained by these metabolic processes is stored in a wraparound battery located in Nekane's upper back carapace.
Improved Skeletal-Muscular System: Nekane's organic skeleton and muscles are enhanced by nano-level mechanical springs and plates, strengthening them and granting them effectively greater resistance to damage, shock, and enables them to cooperate with her more obvious cybernetics.
Superheated Blade: Nekane's forearm blade is roughly four feet long, though its curve makes it effectively only two and a half feet long. This blade is actually not terribly sharp, as it has to be retracted safely, but when deployed forms a "edge" of superheated air. The blade emanates very little heat except when very close, where the cutting edge is extremely hot (and well away from her hand!). This weapon is excellent for slicing through armor and fleshy opponents alike, and can retract into her right cybernetic arm quite neatly. It is her primary melee weapon. It looks much like an over-sized black sickle with a glowing orange edge when deployed. It takes a quarter-second to deploy, but a full second to cool and retract safely.
Added 2-23-08:"Nasty," Heavy Multigun: Nasty is well-named! Nekane dismantled a neurolaser and her Magpistol and reassembled their internals in a composite shell of high-grade darkened steel. Nasty looks like an enormous, squareish modern pistol-- about a foot and a half long, four inches wide, and six inches tall, not counting the grip. There are two front openings-- the upper one for physical rounds, and the bottom for neurolaser emission. Near the back, where the hammer would be on most weapons, is instead an even wider section that contains four seperate magazines in quadrants. Each magazine contains eighteen rounds and has a digital display noting the rounds remaining in each. The safety, which is on the left side of the weapon, must be pressed to change firing mode. Nasty is based off the Magpistol, meaning that it is essentially a coilgun, and thus its rounds require no propellant or casing, which allows for significantly higher caliber rounds, and furthermore means that it is extremely powerful, high-velocity, and accurate. Nasty has quite a nasty kick to it-- its recoil would easily shatter a regular human's arm. It's quite a handful even for Nekane. It can only be fired in a single-shot semi-automatic manner not only because of the recoil but because of heat buildup. Nonetheless, it is silent but for the sound of rounds breaking the sound barrier. The 'kick' is from superheated air 'exploding' out the barrel. It has four different round types, and two further modes from the neurolaser.
Solid Slug: Basic round type. A very high-caliber solid round. Hits like a truck; can blow a hole in someone the size of a coffee cup, and that's even as high-velocity!
Incendiary: A round containing volatile chemicals that are 'activated' when traveling through the magnetic fields generated inside the weapon. Bursts into flame upon impact. Lower penetrative ability than the slugs, but effective against fleshy opponents.
Flechette Burst: Nasty indeed. These rounds contain a multitude of sharp metal fragments that burst open when fired, causing a cone-shaped spray of red-hot airborne blades. Excellent crowd-clearer.
Explosive: Hard to make. Much like the incendiary rounds, these contain a mixture of chemicals that is activated by the round's travel down the magnetic fields within the coilgun barrel. Upon impact, they explode like a low-yield high-explosive grenade.
Neurolaser "Kill": As is the norm. Variable-yield energy weapon.
Neurolaser "Stun": As is the norm.
Nekane typically will have on hand: 4 Solid Slug magazines, 2 Flechette Burst magazines, 1 Incendiary magazine, and 1 Explosive magazine. It is highly recommended that those without extremely high strength avoid attempting to use this weapon, as the recoil may cause considerable injury outside of using the integrated neurolaser. (You hear me, Val? I got mine first!)
Heat Scythe: An invention of Nekane's, this is a scythe based somewhat off the technology behind her forearm blade. Using some pilfered impervium bars, a pair of magic bags, some random mechanical objects and ingenuity, Nekane was able to create a full-sized high-tech scythe that could fold and retract to a three-foot metal rod. When fully extended, the scythe has a seven-foot, sturdy shaft and a four and a half-foot-long, curved, broad scythe blade that glows orange. This scythe possesses a superheated cutting edge much like the forearm blade, but has much greater leverage when used with both hands. Its folding mechanism only operates for Nekane or, presumably, other creatures with some sort of latent spiritual abilities.
Deus' Blessing: Nekane is resistant to magical effects and abilities (including friendly effects such as healing). As such, however, she has difficulty activating and using magical items and is completely incapable of ever using spells.
EMP Vulnerability: EMP-based effects are highly effective against Nekane, capable of inflicting a high-magnitude stun or paralysis upon her. She can siphon off a limited portion of an EMP burst safely, but any amount above a certain magnitude is extremely effective against her. With the addition of her new legs and a layer of insulative material, EMP attacks are significantly less effective against her, though they are still dangerous.
Skills:Nekane is primarily a melee combatant and is competent in the use of her heat blade as well as in various unarmed strikes, grapples, takedowns, and holds, each primarily directed towards killing or incapacitating opponents as quickly as possible. She also has fairly good aim with her magpistol, and knows how to use most man-portable weapons, though she is not especially skilled in their use.
Good computer skills and very fast typer. Extremely good with computers if capable of interfacing.
Literate in English and Latin. Extremely fast reader.
Tinker: Excellent with mechanical construction. Particularly good with small clockworks which seem to develop a degree of sapience. The reasons behind this are unknown.
posted
Name: Claude White Age: 142 (he guesses he's around that old, never having celebrated a birthday) Gender: Male System: Dungeons and Dragons 3.5 (House rules modified) Race: Elf Height: 6'2 Weight: 182 pounds Physical Description
Claude posesses the lithe and slightly effeminate figure most elven males do, though his body has a significantly 'battle-hardened' quality to it, his hands calloused and his body covered in scars of various sizes. He's blue-eyed and has long, silver hair he tends to braid into a thick ponytail- in human physical terms, he looks to be in his early-mid-twenties. The only noteworthy features on his body are four small runes inked in dark brown onto his right arm- three in a column on his bicep, and one in the palm of his hand. The scar tissue on this arm has a silvery shimmer to it when viewed from a certain angle- a shimmer which grows in intensity the closer it is to a rune. He usually conceals this by wrapping his upper arm in bandanges, and wearing fingerless gloves on both hands. For his choice of clothing, he isn't really picky- though his pants are invariably tucked into his boots so they do not drag at all on the ground, and he prefers sleeveless shirts to give his arms a little extra freedom of movement. A leather harness he wears allows for his longbow and quiver to remain strapped to his back at all times, while a belt and rucksacks allow for everything else. Image here
Mental Description
While Claude is an intelligent and perceptive individual, he's his own worst enemy when it comes to expressing himself- not only is he frequently apathetic and unwilling to voice his opinions, but his critical thinking skills require him to be in a relative state of calm and Claude suffers from a tragically short temper. He can quickly get riled up when he feels someone or something is out of line and nobody else around him seems to care, and if threatened with violence he will often quickly respond in kind. Beyond this, the only things that really make him tick are confined spaces and spiders- two phobias that developed during childhood. The former he can more or less deal with, but the latter can be crippling. Aside from his pessimistic views on life, Claude nonetheless believes in the Golden Rule, the value of hard work, and that actions speak louder than words.
History
Claude was abandoned at birth, and it was a human family who took him in, named him and raised him. Under loving foster parents, his few early years were comfortable ones. He soon outlived his adoptive parents, though, and future generations of the family found his presence far less amusing- from as old as he was able, Claude was responsible for all of the work around the house, often denied a meal until the day's tasks were complete. Other children in the town picked on him for his pointy ears and silver hair- retaliating wasn't wise, for in a few years his tormentors would just outgrow him and beat him up. Claude became solitary and reclusive, his only consistent friend being a wealthy lord of the town who recognised the boy's potential and frequently took him along on hunting expeditions- it was here that he gained much of his taste and sense for wilderness and for archery.
When Claude entered adolescence as a budding warrior, the lord was assassinated. Agreeing to help avenge his death, he banded together with a number of the lord's close allies, and they set out on a quest to rid the continent of the secret society that had taken his life. While Claude at first hoped it would be a good chance to work on trusting people see more of the world, he'd soon wish he'd stayed home.
When their journey took them into elven territories, not only did the elves living there reject him for his human name and inability to speak their language, but the various other races living on their outskirts rejected him as well for that he was an elf- a small revenge for how the rest of his kind treated them. Often, Claude was without a place to stay. Later, through the chance discovery of his biological mother, he learned the true nature of his birth: his father was a high-ranking elven lord, she was his servant, and the affair they had yielded two things: her exile for the sake of his reputation, and Claude. When war broke out across the continent during the course of their quest, it would be a young human girl in the party whose company he began to cherish the most. A few months into their relationship, she became pregnant- the previously reckless Claude took care of himself so he could live to bring the child into the world. His happiness wouldn't last, though- the child was born a pure-blooded human, thus making his probability of being the father impossible. The ordeal having driven the final wedge into Claude's faith, he cut his ties to the party and left them for good.
Claude served as a scout for the rest of the war, but never returned home- finding himself unable to settle down, he became a full-time mercenary. Comfortable living in a world where people were judged on their merits and not their race, Claude's skill and expertise landed him several years of respectable military positions. During a contract to lead a small band of men in delivery of important military documents, their mission took a turn for the worse when a fort they had stopped to resupply in came under siege, trapping them. After one month of fighting, morale was low and nerves were shot- A young and hotheaded soldier under Claude's command snapped and shoved him off the battlements in the middle of giving out his orders. He landed on his right arm, badly mangling it and putting him at the raiders' mercy- turning over the documents and everything he knew in exchange for his life, they turned him loose after they overran the fort. It didn't matter, after all, because the shape his arm was in meant he would never be able to pull a bow again. His mercenary career was over.
Claiming an abandoned shack in the woods for himself, Claude sustained himself on trapping and foraging, and it was a daily battle against the pain while he re-learned simple tasks with his left arm. After a couple months, an ornately-sealed envelope seemingly appeared out of nowhere on his windowsill. It was blackmail- enclosed were directions from his shack to a specified meeting place, and a written threat that he would be ratted out to the army he betrayed if Claude did not go before the next full moon. His condition not leaving him much of a choice, Claude followed the instructions- sure enough, well-concealed in the thick forest was a small tower that bore the same emblem as the seal on the letter. An elderly half-elven wizard gave him a pleasant and disarming greeting at the door, but after leading Claude into his workshop, he got right down to business- he needed someone who could act as a covert agent on his behalf, and he felt Claude could be perfect for the job. The deal was simple- if he agreed to serve him, the wizard would magically restore his injured arm, and take care of his needs the best he could. "Why not?" Claude thought. "When this old raisin dries up in a few decades tops, I'll be free."
Once the runes were set, the difference was like night and day- the arm had new power Claude had thought impossible, and without any traces of the former pain. More eager than he thought he would be to hold up his end of the bargain, he spent a week at the tower learning the extent of his arm's new capabilities before setting out to do the wizard's bidding- while his most frequent assingments were as a messenger or an inquisitor, violence was often called for in order to secure the information he needed. Despite keeping as low a profile as he could during this time, word of his exploits slowly began to surface and catch the attention of those who would see his patron wizard fall. Led into a trap one day, Claude's enemies had prepared a powerful banishing ritual for him, one they thought would send him "to a place he had never been, with no chance of ever returning". For circumstances unknown to any of the parties involved, it worked a lot better than they could have hoped- Claude being withdrawn from the game world entirely and ending up in Primary.
His Arm and His Abilities
His right arm:
The basics: The arm is held in place and guided by magical energy and thus cannot truly be severed from the rest of him- while good as far as function is concerned, there is no upper limit on the pain he could feel or the blood loss he could experience as a result. Any usage of the arm greater beyond its strength causes much larger versions of the runes to light up in white along his arm and in his palm. The arm can also manifest and manipulate small amounts of energy, a process which can get physically tiring the more and further the energy is from it. Combat: Physically, Claude will use the arm's magic as either a means of deflecting blows, or adding extra oomph to his own attacks. For ranged attacks, he'll sculpt the energy into something like a throwing knife or an arrow for his bow, rather than simply throwing it crudely. The arm's magic is vulnerable to being dispelled only when actively relying on it. If dispelled, it'll take between 5 to 45 minutes for the magical charge to return depending on the circumstances, during which time it still works as a normal, healthy arm would. Lastly, Claude has noticed his arm sometimes giving a tingling sensation when danger is imminent- whether it is an extension of his subconcious or has some other means is unknown, but its 'predictions' have so far been correct., during which time it still works as a normal, healthy arm would. Utility: The arm has its own small void- through concentration, Claude can 'absorb' small items into the palm of his hand for resummoning later whenever they are needed. He will keee a pen knife and a lock pick on his person at all times with this. Overall, though, the most practical day-to-day use he finds for its capabilties are in slight-of-hand tricks and marathon sessions of writing (Although he'd rather die before admitting it, Claude is an avid diary-keeper).
His abilities:
3-Limb Combat: Claude fights with rights and kicks only, keeping his bow (or anything else) secure in his left hand. The style's focus is to create and keep a distance from his foe. Crack Shot: A lifetime of archery has made Claude a master marksman, and he's highly capable with any bow and any arrow. Multi-Shot: In the rare cases it's necessary, Claude's trained himself to be able to fire five arrows at once. The more he fires, the shorter the range and worse the accuracy. Evasion: Having been burnt and zapped his share of times, Claude's decently skilled in dodging magical attacks. Master Tracker: Claude is seasoned at following trails. He also knows how to cover his own tracks and make them impossible to follow. Woodland Stealth: Outdoors, Claude can move in perfect silence, and hide fairly well. Domestic Know-How: A couple decades of helping out around the house make Claude a good cook, cleaner and handyman.
Primary Equipment
Longsword: Claude likes to keep a longsword with him at all times, and isn't too picky about the workmanship. With his arm's capabilities, though, he isn't really picky about any aspect of a blade. Quiver and arrows: Claude knows how to fashion his own arrows. He usually keeps between twenty to thirty in his quiver, which itself is wooden with a leather cover. If he runs out of arrows, he can just manipulate some of the magic from his right arm into an arrow shape- that'll work across short to medium range. Shock Longbow: The scrapes and scratches in the polished wood finish along with the dirt caught in the ornate silver carvings suggest that this finely-crafted longbow has seen better days. Claude's bow of choice, the Shock Longbow is enchanted and imbues any arrow fired from it with a painful electric charge. The charge dosen't take to his magic arrows, though. Chestplate: Claude's last line of defense, worn under everything else- the chestplate is a ten-pound, triple-layered masterwork of soft leather, hard leather and finely-tempered steel that extends from the base of his neck to where his ribcage ends. Easily deflects weaker, less than dead-on attacks. Diary: Unmarked and set in a beat-up leather binding, Claude's diary records his innermost thoughts (mostly angry ranting). Not his first and definitely not his last- he buys them in bulk, and each diary lasts him roughly two or three calendar years. Only carrying one on his arrival in Primary. Powdered Silver: Kept in a sheepskin pouch, Claude's stash of finely-ground silver is his thrifty answer to supernatural problems. With a bit of prep time, he'll wipe his weapons down with a rag soaked in sticky nectar then apply the powder- From there, it's just a matter of keeping the weapons dry, lest their effectiveness wash away. Rock: Why not? Claude always carries a rock with him, provided it's not too heavy. You never know when it could come in handy.
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Every repost is repost because the Nice dislikes Page 1.
Full Name: Sethur Blackcoat
GENERAL INFORMATION Home System: Experimental Real Life Simulation Affiliation: Gaming Guardians (Rank: Guardian Junior Grade) Ambition: Work as much as he has to and get as much free time as he can. Look for hints about his home system on the side, and generally have fun. No point in moping your whole life after all. History: I’ll get around to this again someday. Don’t hold your breath.
HUMAN FORM Age: 21 in looks and actions. Gender: Male Race: Human Height: 5' 5" Weight: 60 kilos Build: Very thin and stringy. Hair: Short "dirty blond" hair. Eye Color: Blue Clothing: Baggy jeans and a t-shirt or sweater, sneakers. No need for fancy clothes, they just cost more to replace.
Accessories: Always with him: His flask. Equipment in his room: Star Wars Heavy Blaster, UT2k4 minigun.
Skills: He is a decent martial artist, but nothing extraordinary (about a blue belt in karate). Can use handguns good enough to hit a moving human-sized target from a distance of about 150 ft if he has time to aim and it moves in a straight line with constant speed. He loves submachine guns, rocket/grenade launchers and high-tech weapons (plasma cannons etc.), but can’t really use them for anything else than spray-and-pray.
Special Effects: - His metabolism can convert alcohol to energy with astounding effect; this is why he always carries his flask with him. Sethur can use this energy to accomplish feats without injury to himself that would be impossible for an average Human. This energy can be spread out over four different areas: Strength, Speed, Endurance and Reaction Time. While the allocation of energy to one area can be done at will, it's not always evenly distributed. For example, with few sips from the flask, he could lift several hundred pounds, block attacks in the blink of an eye, run several thousand feet without visible strain, or even dodge a bullet (if it's fired from a sufficient range to allow at least some reaction). After that, however, he would have to drink more alcohol. The greater the feats he accomplishes, the more alcohol it consumes and the sooner he must recharge. It has no effect, neither positive nor negative, on any non-physical skills such as using computers or the like.
- The ability to transform into his Archangel form and back at will. He prefers his human form though, because he is used to this and thinks of himself as a human, not something else.
- Permanent RPE effects:
Never suffers from embarrassing gas ever again.
Can cast "Create Muffin" at will. This spell takes a great deal of emphatic gesturing, loud chanting, 30 seconds, and at least 1/4 of the desired type of muffin to cast.
Can appear brutally murdered at will. Blood splatter or gore is real until the effect ends. Drinker appears dead to all scans, magic/supernatural/mundane. Drinker can crawl or shamble like a zombie, but must moan.
ARCHANGEL FORM Age: Ageless, looks around 30. Gender: Male Race: Angel, duh. Humanoid with wings, if you want it that way. Height: 6' 4" Weight: 150 kilos Build: Heavily muscled. Hair: Just over shoulder length and so blond it's almost white. Eye Color: Gray Clothing: Loose white cotton pants and a longsleeved white cotton jacket which is usually unbuttoned, no shoes.
Accessories: Always with him: His gigantic two-handed sword, the blade of which is five feet long and the handle almost another one. In his armory: Hundreds of swords, flails, axes, etc. There is at least one of every melee weapon that was actually used in the primary. All weapons are 'magic' to the degree that they can hit monsters which cannot be hit with mere physical weapons (such as ghosts), but they do not deal more damage or anything of that kind. There is nothing else special about them, they are just as heavy and prone to break as any other primary-fashioned weapon. Additionally, there are several shields of different sizes, a couple of (cross)bows including quivers with arrows/bolts, and a set of full plate armor.
Skills: He is an expert swordsman, with a skill unsurpassed by any normal human, especially with his twohander. This comes solely from the fact that he has trained for longer than a human can usually muster the strength to wield a sword, as well as still being in perfect physical condition, both due to not aging biologically. He can use most other melee weapons to a satisfying degree, but not nearly as well as swords. He is trained in fighting with sword and shield, as well as battle in full plate mail.
Special Effects: In this form, his appearance, clothing and equipment changes (see description). He is also about twice as fast, strong and durable as a normal human. Extremely fast reflexes, nigh-endless stamina and perfect (as in, perfect for a human) senses are often very useful in combat. Other abilities as follows:
- Is a very good magic user, able to convert mana (or it's equivalent of whatever system he's currently inside) into spells in an instant, without long conjuring. He has access to the 'lingering' mana of his surroundings and can thus dish out fireballs or other spells he has used more than a few times very fast. If there is no ambient mana, he cannot cast spells however, since his inherent magic energies are only strong enough to keep the permanent effects on him active. However, other magic users in the area casting spells will create ambient mana which he can use. When he wants to cast a particularly strong spell or ones he has never/seldomly cast, he has to concentrate for a short time. Theoretically, he can cast every spell you could think of, but there is a high probability of messing it up the first few times if he’s never cast it before - the more complex, the lower the chance of success. Anything he cannot picture exactly cannot be conjured; for example, and iron rod is easier than a flower is easier than a car, since the rod simply consists of iron atoms squashed together, a flower consists of more complex, organic molecules, and a car simply has too many parts for him to know well enough without a very detailed technical display of just what goes where. His currently mastered spells are:
Fireball: Creates an about human-head-sized ball of flame to hurl at the target.
Light heal wounds: Either heals critical wounds on a person to the point where they are no longer immediately life-threatening, or heals smaller wounds such as a sprained ankle. Can only be used on a specific target once in a while. Only works on organics.
Lightning bolt: Summons a lightning bolt that arches either from his hand or the sky onto the target.
Shield: A force field appears around him for 30 seconds which is almost 100% resistant to magic.
Weaker Telekinesis: Applies up to 30 pounds of force to any object within 20 feet. Can be used to a) stop or move around something that weighs less than 30 pounds or b) slow anything heavier than 30 pounds/make it easier to move.
- Has a very well stocked armory somewhere in between the systems, which he can summon from and unsummon to lots of weapons, a few shields and his plate armor. To add things he can summon from there, though, he has to travel to his home system, and from there to his armory, then initiate a complex procedure linking the object to himself. He can also not unsummon it directly into the armory to retrieve it later. Thus, the armory cannot be used as a 'bag of holding'.
- Can 'feel' if a person is telling the truth. This is combination of how a person speaks, his body language and a kind of passive mind reading which he cannot turn off (or would, for that matter). This ability can be blocked if you are trained in the art of blocking your thoughts and can control your (body) language very well.
- Has wings which enable him to fly for a short time (he hasn't used them much yet; frequent use would probably allow him to fly longer.) Usually they are folded on his back, as they have a width of over 10' when extended to their full length. When wearing his plate armor, his wings are underneath it, so he can't fly of course. Important: This flying is magic assisted, as there is no way his wings could lift his body mass normally. In a non-magic system, he is thus unable to fly.
- Able to survive just about everything, even a heart wound, if it is only small. Vital organs (heart, brain and lungs) regenerate almost instantly if they are not destroyed too far. The rest of him heals only a tiny bit faster than a average human, but he cannot die from blood loss or anything of that kind. If he were to lose an limb though, the wound would simply heal shut, not regrow the body part.
- Living in heaven for a few thousand years will do wonders to your social skills. Sethur is thus an exceptionally skilled dancer, has very good manners, paints/draws nicely and can play most instruments quite well. In all of these categories he doesn't reach the level of what a regular human can accomplish if he sets his mind to it, for example he cannot paint as well as a professional artist.
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Name: Savina Nencini e Valasca della Caligari aka: Savina Nencini
Home System: 7th Sea, specific campaign unknown Affiliations: Gaming Guardians; recruit rank as of 11/16/07. No other known affiliations.
Appearance: Savina appears to be in her mid- to late-twenties. She's slightly shorter than the average woman, with a height of around 5'3" and a slender, non-muscular build to match. She has a very Mediterranean complexion, with dark brown eyes, and nearly black hair. Her hair is slightly curly, and falls to about the middle of her shoulder blades when it is down, but she typically wears it pinned up with a most interesting hairpiece (see: "Elnora," below). While no one could call her "gorgeous," she is definately pretty.
Savina dresses in what one would expect to be fairly commonplace clothing in a swashbuckling setting. White blouse with handkerchief wrists under a vest, and trousers. She also has a cotton long coat that she wears whenever it is cold enough to get away with it. Alternatively, she dresses in a simple jumpsuit which she acquired from the Outpost on her arrival.
Abilities Unfazed - Due to extensive period of traveling and exploration in her home system, she is rarely fazed when in a strange place or culture. It remains to be seen whether her experiences in the Primary will strain this ability to the breaking point or not. Court Trained - Savina grew up as nobility in one of the courts of Vodacce (not that she'll ever admit it!). This has given her the ability to act with ease in many social situations, and given her some decent acting ability as well. Lessons from the Road - Her adventures weren't always easy, and she learned some interesting lessons among the way. This has lead to the ability to stealthily follow someone, a training of her perception skills, and a knack for bargaining with the less than savory merchants in her world. Combat Skills - While she prefers to avoid direct combat, she's capable of fighting with knives, both in up close melee and using them as thrown weapons, though the latter tactic is far more common, if she has a choice.
Weaknesses/Vunerabilites Illiterate - While she knows several languages from her own world, she cannot read or write in any of them. Senzavista - As a noblewoman in her country that never expressed any talent in the bloodline sorcery, Savina was not in a situation to be envied. Denied any education, and kept very reigned in, her choices should have been either married off as part of her fate witch sister's dowry, or a nunnery. As a runaway, she is hunted in her home world, and if caught would be in a world of trouble. Fragile - Savina is not physically strong, and tends to rely on finesse and speed over brute strength. She's not able to take too much damage before she goes down. Rash - It is very difficult for her to ignore the voice in her head that asks "what would happen if we..." or "What's the worst that could happen?" This hubris has gotten her into many dangerous situations, including the one that lead to her appearance in the Primary in the first place.
Possessions, etc Due to the nature of her transition to the Primary, she has very few possessions with her. Small knives - About a half-dozen small knives, appropriately balanced for throwing. Tessera Needle - A strange artifact she found while on one of her adventures working for the Explorer's Society. It is a small needle that, when placed inside a lock, starts to heat up. About 6 seconds later, the lock will pop open. While it seems to work on most pin and tumbler locks, or locks requiring a skeleton key, she has no reason to believe that it would work on modern high tech lock. Prophet's Cross - A medium sized pendant on a long necklace, bearing the symbol of her religion. "Elnora" - Not really a possession, Elnora is a fist sized spider that has been carefully trained to sit perfectly still for hours on end and act as a hairpiece. She's a dark varnished wood color, with eight brilliant emerald green eyes, that seem to see a great deal more than one would expect out of a spider.
Recent History Savina hasn't been too talkative about her past, but from what people have been able to gather, she was exploring an ancient ruin, when she came across a strange portal leading to a weird place where the sky was white and everything else empty and black. As she walked through the gate, she was immediately seized with the feeling of being drowned, but curiosity forced her to press on. She blacked out, and when she woke up, she was in Primary, being fished out of a nearby stream by Jersey Hart.
She was far enough out of the Guardian's campus at the time that C&C wasn't able to pinpoint her home world in the 7th Sea system. The fact that they couldn't find her home didn't seem to upset Savina. In fact, she seemed relieved, and while at times very confused, she's embraced life in the Outpost.
Race: Elemental Spirit of the Great Northern Wastes
Hair/Fur Color: White with blue fringes and highlights
Eye Color: Deep ice blue
Appearance and Build: Savrog generally appears as a massive canine with dense, shaggy fur. he stands between 6 and 12 feet at the shoulder, depending on mood and whim. He is heavily muscled and powerful.
Clothing: None
Abilities: Savrog is a elemental spirit, his powers are tied to the health of the wintery system which he is tied to through defic bonds.
-Wintery Bonds: Savrog is a physical entity bound spiritually to the lands that spawned him. No matter how far away he is from those lands he is still there. If his physical form is destroyed he'll reform in a day or so back in the wintery wastelands as they are called.
-Heart of Ice: Savrog has dominion over the cold, he is immune to all cold effects and temperatures beyond freezing. Altho he can also raise his exterior temperature to what would be normally expected of a flesh and blood creature when he so desires. Savrog can call winter storms, cause the ground to become slick with a layer of ice and can project damaging blasts of cold.
-Eyes of the North: He can sence and see the auras and magic of others, as well as see the magical effects and residues.
-Trackless Paws: Savrog can leave no trace of his passing while on snow or in a cold environment.
-Strength of the Storms: Savrog can become berserk and dark as the most deadly storms of winter. When his darkest ire is raised he is like the driving sleet, shards of blown ice and deep-freeze cold that one should never be caught outside in.
-Serenity of the Snow Fields: Savrog is a guardian of the winterlands and thusly never truly leaves the land, in-fact he often brings bits and peaces with him. Sometimes his steps leave icey residue, his breath comes in puffs of fog even in a warm environment and so-on. This means Savrog embodies the good aspects of winter along with the bad.
-Size shifting: Savrog can change his size in a limited way. Between 6 feet at the shoulder all the way up to 12 feet at the shoulder with appropriate change in mass.
Skills: -Tracker: thanks to keen eye-sight, hearing and an even keener sense of smell he can track in many conditions. Bloodhound level.
-Languages: Savrog is unusually adept at learning languages, he knows nearly all the "Traveling" languages in his system.
-Mystic Knowledge: Savrog has generations of mystical knowledge from his world, not all of it is, however in a practical(usable) format.
Disadvantages:
-Away from Home: Savrog, while away from his home system is not quite as powerful as if he was on the Frozen Wastes.
-Great Heat and Fire damages him more severely than others. Causes more pain.
-Destruction of land in his system and the conversion of natural spaces to unnatural causes his powers to weaken and causes him some amount of discomfort. The frozen wastes are vast, but not completely immutable. Altho there is literally thousands upon thousands of square miles this makes it difficult to destroy it all completely without drastic measures.
-unusual bouts of curiosity: Savrog sometimes investigates unusual happenings and objects that appear on his land, this extends beyond his lands as well.
Background: Savrog was born on a a cold, nameless, and formless wind that carried the first flakes of snow. This was in his systems distant history. One of the first elemental totems or spirits along with Light, Darkness and Fire. he was given dominion over the north lands which were to be the coldest parts on the planet, and to a lesser extent the very southern ice lands as well. As creatures suited to the cold appeared, so to did the large winter wolf. The first humans called this beast Saseloga or Sasvog. A giant wolf always in the edge of ones sight or in the distance through a snow storm. Mostly just stories shared around a huts fire as the storms raged outside.
In those days, Savrog accepted the humans and other humanoids as they lived with nature and made little impact in the north lands.
In the present the humans have surged father north with their strange magics and stranger machines.. while they don't venture to far north (save for some small outposts) this gives Savrog some concerns..
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Persevering pain: Due to the augmentations, he's in an almost constant state, of what he calls blissful agony. Makes him, incapable of feeling even the heaviest amount of pain.
Stay down damn you!: He is also known for being a very persistent opponent, even with multiple fractures and broken limbs. He keeps on coming no matter what. Until death deals him a poor hand that is.
Rage: Just like every ordinary person he has adrenaline rushes. But what makes him so special, are these ones technically last beyond the human norm inwards of fifteen minutes and produce a stronger concentrated dosage. Giving him near super human strength, and speed.
Clothing: Adam is a keen follower of the ways of casual dressing. He is often seen wearing, less then formal and more everyday casual clothes from tank tops. To really baggy jeans, he is a unique person that stressed that on his ship you didn't have to wear fancy clothes or be formal. You could be casual, act natural and most importantly be yourself, instead of sugar coating it all. He is often seen wearing this out in the field or just when he wants to look cool
Armour:[X] The "Dragoon" has been designed specifically for general Eliza McCarthy's men. Using four centimeters of reinforced Trithorium plating, with a miniature shield generator, three hours of breathing time, and an active camouflage system it is truly the more intimidating armor to be encountered. With an active HUD displaying vitals, target distance and ammunition count, it is designed to be an all around suit for various tasks including infiltration. The suit, is made for the generals troops and personal guard and is nearly on equal terms with the falcon armor issued to the queens royal guard, vice admirals and the fleet admirals of the N.S.S.F.
Name: Gabriel Dorset System: Urban Arcana Age: Born 12/16/1717, looks to be in his mid twenties Gender: Male Race: Half Div (demon), half human Height: 5'7” Build: Athletic Hair/skin/etc: Appears to have light blond, well kept hair and a ruddy complexion. His hair currently is buzzed short, but he's working on growing it out. In reality, his skin is pale green (though the hair is the same). Eyes: Appears to be hazel, they are actually red. Clothing: Usually will be seen wearing a clerical shirt and collar. He has a full length oil-skin coat that he wears when he's out and about.
Mundane Abilities/Skills: Gabriel's studies as a priest have provided him with a wealth of knowledge about a wide range of subjects. He is most well versed in theology, being especially intrigued by comparative religion. He has studied many languages, specializing in near Eastern literature, and can read Hebrew, Aramaic, Farsi and Latin. He is fluent in German and passing good with French. His knowledge of language allows him to make an attempt to decipher any writing he comes across (basically he has “Decipher Script” skill).
Gabriel's work at a private investigator has taught him many related skills. He is familiar with examining crime scenes and is proficient with a variety of fire arms. He is an excellent tracker, both in urban and more wild settings. He has a knack for getting information out of people. He is familiar with using computers, but has no skill in getting information out them if he's not supposed to have it.
His knowledge of tracking also allows Gabriel to leave very little trace of himself behind when he doesn't want to. This makes him incredibly difficult to track.
Once Gabriel is on a case and has a specific target that he must track down or find information about, he becomes very focused on that person, and has an advantage in all dealings with that target.
Gabriel's long life and many experiences allows him to make a good shot at trying just about any mundane skill, even if he's never had any training on it.
Gabriel is a very good driver and owned a motorcycle back home.
Powers: Play a Hunch: Gabriel has a supernatural ability to make a guess and be assured that it is correct. (GMs, we may need to work out how this happens in your games if it comes up). Detect Magical Aura: Up to three times a day, for 20 minutes at a time, Gabriel can detect magical auras (basically detect magic spell) Locate Target: Once Gabriel has a target he's after, he has a supernatural connection to that person. If the target is within 1,000 feet of Gabriel, he will know exactly where the target is, as long as there are no spells interfering with his ability. Demon Lineage: Gabriel's lineage makes him a bit tougher than the average human. He can take a little more and keep on going. He also heals twice as fast as normal people, though only when he has the chance to rest and take care of himself. Finally, he is immune to most illnesses, magical and non-magical. Magical Affinity: Gabriel doesn't practice magic as a rule, but his experience and his heritage gives him a natural affinity for magic. He has a knack for understanding magic and using magic items. Flight: Like his father, Gabriel has the ability to manifest a pair of bat-like wings. However, the process is painful for him and he does not have the ability to hide them again as easily. He refuses to voluntarily use them. Permanent Illusion: A permanent illusion disguises Gabriel's true nature. This illusion can be temporarily dispelled by magic and anyone immune to illusions can see through it. Gabriel has no control over it.
Weaknesses/Disadvantages: Gabriel's demon ancestry protects him from most illnesses, but the human side of him came with its own problems. Gabriel experiences clinical depression. It is not constant, but he has no control over what sets it off. While he is feeling relatively normal, he is a strong-willed individual. But when he is gripped by depression, he has little control over his own mind or his abilities. The effectiveness of his powers is reduced greatly, with the exception of the illusion and his wings.
Accessories: Wears a round silver locket with two pictures. One is a painting of a woman in Victorian dress. The other is a photo of a more modern looking, older woman. Keeps a 9mm semiautomatic pistol strapped on under his jacket. Gabriel tends to carry a few other weapons with him, things that can easily be concealed in his jacket. Among them are mace and a hunting knife. Gabriel also tends to keep a long, heavy, black maglite in his jacket. Magic Bracelet: Gabriel was given a bracelet from Soveh for Christmas. It's a sparkly silver chain with a small plate etched with a crucifix. It allows him to turn undead eight times a day. Clockwork Doll: Another Christmas gift, this one from Nekane. It is a small, clockwork doll made from brass that can be wound up and perform simple tasks, such as holding a book open. It has a partially hooded light bulb head that can be used for illumination. Ring of Prestidigitation: Another Christmas gift, one of Vidau's creations. A silver ring with several green glass gems, it allows Gabriel to use a Prestidigitation spell. It's limited to two hours total use and has fancy effects to go along with using it.
Personality: Under normal situations, Gabriel is a very compassionate and friendly individual. He is usually very sure of himself, and has strong opinions, which can lead him to come off as close-minded and judgmental. With a few exceptions, however, he is very accepting and more inclined to be kind than unpleasant. Those exceptions generally have to do with demons and other infernal creatures, which his history and his religion will not allow him to get along with well. Gabriel tends to be quiet and reflective when left on his own. He enjoys reading, meditation, and prayer. When someone can convince him to go out, he also enjoys dancing, concerts, and dining out. He does not drink much or enjoy parties. When depressed, Gabriel will lock himself away in private for long periods of time. At these times, he is easily angered, self-recriminating, and lacks appetite. These spells never last more than a few days at a time. He understands his problem enough that he can tell when he's getting bad and will usually remove himself from other people before he says something he regrets.
History: Gabriel Dorset was born to Abagail Dorset, a human woman, in Victorian England. His father was Scrae, though he never met the demon as a child. Gabriel was raised by his mother and his adopted grandfather, not knowing his heritage until after he became the vicar of a parish in 1737. Gabriel is a priest of the Church of England and throughout his history seems to have continued in that role when he can. This, however, has not been his only profession. He spent some time training with a demon hunter after his first wife's death and made a career of trying to track down Scrae. Whatever happened when he finally did find his father made him give up on hunting Scrae. Afterwards, Gabriel became a sort of supernatural private investigator. He has historically made himself available for hire to find kidnapped children, estranged family, people with warrants for the arrest, etc. For most of the past two decades, Gabriel has been content in his role as a priest and has not taken on work in any other capacity. Recently, Soveh came to Gabriel with news of Scrae's death, and brought him to the Outpost. Currently he resides at the Outpost as a guest, Soveh having announced that he is an expert on the Div. He avoids letting people know about his connection to Scrae.
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Name: John Greyshades Age: Mid-30s-ish. Has looked mid-30s-ish for some years. Gender: Male Race: Human (Australian) Height: 5'7" Weight: 85kg Build: Medium Hair: reddish brown Eye Colour: hazel Clothing: Faded blue jeans, work boots, whatever tee-shirt or cotton shirt that is handy and clean at the same time. Temperament: laid-back, but can become frustrated and cranky when trying to explain something to someone who "just doesn't get it." Generally gets along with everyone, but doesn't like anyone who tries to bullshit him. Somewhat antisocial.
Accessories Vehicle: Mercedes Unimog Campervan and trailer, kitted out like the Maximog, but with more satellite comms and painted in desert camo colours. Unimog has self-defense systems and can operate submerged for up to 30 minutes. The onboard computer houses a synthetic intelligence named "Ada." Preferred weapon: F88 AusSteyr AUG. General weapons expert, loves shoulder-mounted rocket launchers. Companion animal: a large black bat (Spectacled Flying-fox). She was found injured and nursed back to health, and has ever since hung around. Tool kit
Abilities: Expert tracker, hunter/gatherer and wilderness survivor, marksman Expert comms and IT specialist. Is able to obtain almost anything anywhere (ie expert scrounger) He probably has some obscure piece of technology, or knows where to find it, or has the parts to build it, on the off chance that it may be useful to someone. Uncanny ability to tame wild animals. Rescues and rehabs injured animals.
Special Abilities: Has been known to successfully pick any "unbreakable" lock using whatever is at hand (pieces of wire, screwdrivers, laptops and card readers, small hammers, reverse-engineering fingerprint scanners etc) Can instinctively repair hardware he has never seen before. Alien hardware takes a little longer than usual, and requires a few attempts. Expert Tracker (see above), but has traced and found individuals who have left no physical traces that could be followed. Can take electrocution and energy blasts that would normally kill a human. These leave him looking singed and somewhat hyperactive. Has recovered from injuries that would normally kill a human; at various times in the past he has been stabbed through the heart, lost so much blood he had no pulse, and was once shot in the chest with a shotgun. Has looked mid-30ish for quite some time.
Weaknesses: he is human with normal human body strength, and the need to eat, drink and sleep like all humans. He likes beer. Dislikes large crowds, cities or buildings. These antisocial tendencies are why he travels the bush in his Unimog.
Past: He doesn't talk about his past much, but close friends suspect he may have belonged to the SASR
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Name: Sean "Chance" Devany Age: 29 Race: Human, Caucasian, Black Irish Height: 6' Build: Lean Hair: Dark Eye: Brown System: Mage: The Ascension, 1930's campaign.
Backstory: Chance, as he's known to his friends, hails from a 1930's Mage system and was based on the classic Private Eye template. Chance and his Cabal were part of an ongoing campaign winding it's way through prohibition, the dust bowl, and other various stereotypical events for the setting. The most notable adventure was where the Cabal infiltrated a Technocracy base that was being used to develop the "Broadway Project." Being a cousin to the Technocracy's ongoing "Manhattan Project," Broadway was a bomb that was attempting not nuclear fission, but dimensional distortion. A concentrated blast of dimensional ripples, tears, and convergent fields that would break any object, magical or mundane, into base particles and Quintessence. No defense, magical or otherwise, would be able to protect against such an explosion. Obviously, it is technology that had to be destroyed.
During the course of the sabotage of all linked data, paperwork, and the prototype bomb as well, the Cabal's Etherite made a critical failure and the D-Bomb was armed. As the safety doors and security systems all went haywire trying to contain the imminent explosion, Chance was trapped inside the complex. With few choices, Chance decided to take the gamble of his life. He went back into the chamber containing the D-Bomb, and sat down on top of it. Using as much Willpower, Quintessence, and Entropy magic as he could, Chance was hoping to be caught in the "Eye of the Storm" of the Distortion effect and survive. Low and behold, it worked...Kind of.
Instead of escaping the blast, he was sitting right in the center of the Dimensional Rupture, which ended up sling shotting him from his native system. And so he ended up wandering around the Primary until he found his way to the Guardian's doorstep.
Clothing: Chance typically wears only the best clothing. He spares no money when it comes to looking good, and has brooks brothers suits filling his closet. He even wears them on jobs and missions that will almost certainly involve combat. Once a suit is ruined, he gets rid of it. If it weren't for all his gambling profits, he probably would have run out of clothes money a long time ago.
Chance also wears Fedoras and stylish long coats, along with gloves and a scarf in the cold.
Equipment-- Thompson: Commonly referred to as the "Tommy Gun" the Thompson fires .45 caliber rounds from a stock clip, and is an established icon of the classic Mafia image. This particular model is a compact version that was made for "Bunker Searching" and has a short barrel that lacks the second grip forward of the clip that the popular image of the gun has. This makes the weapon smaller, lighter, and easier to conceal. Secured in a "Quick Draw" fashion invented by his old Etherite friend, the Thompson sits at rest inside Chance's coat on his right hip.
9mm Pistol: A common rule for the soldier, always have a side arm. Secured under the left armpit by a classic PI style harness under his suit coat, this gun is of common make and model.
Spear: A commissioned weapon, this spear is tailor made and very reliable. Crafted out of light and magically hardened metals, this weapon is enchanted to retain it's cutting edge, and is trimmed with silver on all of it's striking points. Including the blade, the weapon is about a head taller than Chance, but is still easily concealed. How?
The spear is actually a martial art weapon known as the "Seven Section Staff." A weapon that is sectionalized and secured with locking joints, connected into one weapon with chains or similar linking techniques. The result is a spear that can break into a multi-part "nunchuck-like" weapon. The joints are lined with thick metallic contracting materials that act like high load springs to allow the weapon to retake the shape of a spear the moment opposing pressure is released.
The spear is also stored in a "Broken Down" state in a specially made holding bag that allows it to be stored under a long coat with minimal revealing of it's presence. Kind of Highlander style, but with logic being used instead of trick photography.
The spear also has characters and graphics inscribed in key locations so that it can be used as a focus for both Forces based magic (cylinder), and Entropic magic (weapon).
Silver Dollar Coin: While this is not a weapon, it is still a valuable item. This silver dollar serves as the Focus for Chance's magic. A Circular disk for Forces, and an object of 50/50 chance for Entropic. Chance has gotten very adept at playing with the coin, and can often be seen amusing himself by rolling the coin around his knuckles unconsciously.
It is also a minor wonder which was a graduation gift to him by his second master, the Euthanatos Master Huang. If the master asks it a "One or the Other" question ("heads turn left, tails right", "cut the red wire or the green wire", "bet on red or black") then the coin will do a quick probability search and answer the question. This does not work for any complicated question (what gift will she like more) or for any long term query (which stock will be more profitable). But it's killer at the roulette table.
Any person able to sense magic will sense something comes out of the coin while it is in the air, being flipped. But only if it is actively doing a Destiny search. Chance has owned the coin for a long time, and runs a good chance of being able to sense if the result of a "coin toss" is accurate or if it was a failed attempt. (At GM's discretion)
Watch: The watch Chance wears on his left wrist is completely normal in every way. Except for the fact that it has holy symbols inscribed on the inside which allows Chance to use it as a focus for Prime magic. Not that he actually uses that Sphere often. The watch gears themselves also serve as the focus for his Matter sphere, since they move at a predetermined and mechanical rate.
Dual Traditions: Being from the Mage system, Chance is a user of Magic. He specializes in Forces, seeing as he's a Hermetic Order mage. But he is also adept at Entropic magic. This is because Chance is, in his home system, one of the founding members of the fledgling House Fortunae. As a part of being one of the dozen or so people trying to gain the intricate understanding of a second Sphere, he studied under the master of the Euthanatos. In his case, an old man in China Town, Master Huang. Huang taught him Entropic magic in an attempt to bridge the differences in the two orders, as well as new fighting methods. The idea for Chance's spear was born from this in depth training. This also allows Chance to use the same Focus for his Forces and Entropy magics.
((NOTE: Just because Chance was a founding member of a House in his home system doesn't mean a thing here in the Primary. Besides, he didn't even have that much power in his home system. Just because you help found something doesn't make you automatically important.))
Manifest Avatar: Chance has a Primordial Avatar that, for some reason or other, is capable of taking on a solid body to visit Chance with. Chance's Avatar has adopted the name Niall for her visitations and enjoys taking the form of an attractive woman in her mid 20s. She has also taken a liking to those sensations that only one with a solid body can enjoy. She is intelligent, coy, and is concerned Primarily with keeping Chance on track towards Ascension, but isn't above having a bit of fun with him and others along the way.
Niall's manifested body is formed from mist that takes on the characteristics of flesh, blood, and clothing. That body is vulnerable to everything that a regular human body is, but when destroyed dissolves to mist and Niall herself is unharmed. (As per the rules in the book)
Her body is always of a similar look. A slender, misty white haired Irish lass in her mid twenties. Her manner of dress is always different when she comes in, and sometimes parts of her body are left as particulate mist.
((Niall acts as a possible GM device for intercession, and also character development. Think of her as a Conscience or Id that pops out of nowhere to annoy Chance.))
Rotes: Center of Gravity- A spell that uses Forces level 3 and Prime level 2 to create a new field of gravity that pulls the user in whichever direction he verbally commands it to. The verbal commands were defined when the spell was cast for the first time time and still carry over to now. The "Center" command brings the user to a stable hovering state. The simple, "Up, down, left, right" and so on take the user in a straight line, with commands like "5 o'clock high" adding depth. Anything more intricate can be covered by the command, "Over there!" while pointing with a finger until, the last command being one that can be maintained until the pointing comes to an end allowing the person to theoretically perform complicated maneuvers in the air at the cost of being forced to use one hand to designate the direction taken. Maximum pull is double earth's gravity, 19.6 ft/sec/sec. Velocity factors into trajectory as well of course.
Machine God's Violent Death- A classic with ties to cinema history, this Rote allows it's user to bring a machine to it's most violent end as possible. Using 3rd Sphere Entropy and 2nd Sphere Forces as a permutation of "Slay Machine," the user will be guaranteed a flashy and property damaging end to any mechanical target that uses energy or fuel to function. By using Entropy to affect the possbilities of a critical failure and premature end of a machine, and Forces to ensure that the flowing fuel or energy gets sparked or sent in just the right direction to cause a cascading and often explosive end. The most classic examples are the car that detonates from a bullet to the gas tank, or a bank of consoles that explode from an ax rammed into a control panel.
Frictionless Blade- The true reason why sharp blade cuts through while a dull blade chops into objects is friction and resistance. The more friction on a cutting plane the harder it is to cut through a target. This Rote lesses the effects of Kinetic Force around a targeted object by utilizing the 2nd Sphere of Forces. This allows the cutting edge of a knife to cut through objects much faster and cleaner than before, and bullets to penetrate deeper or clean through object than they usually do. Note: This does not change the structure of any material, just the effects of Forces around the designated object.
Blitzing Blow- By using the 2nd Sphere of Forces and the 2nd Sphere of Prime, the caster can utilize this effect at any time he desires. By gathering the static caused by the friction of particles on each other, be it the air, or most productively, the different layers of cloths one wears a level of static electricity is gathered. The Prime then acts as a booster to elevate the voltage of this static to a dangerous and weaponized form, basically turning the caster into a human electric generator. Anything touching the caster will then either be shocked or will have an electric current running through it. Striking a target while this spell is active will cause the built up electricity to refocus to and through the attacked target, at higher Arete levels causing appropriate levels of damage. Note: Without the presence of a Life Sphere the electrical potential can only be channeled into and through a non-living object, otherwise there would be equal damage to the caster as there is to the attacked target.
Super strength: Jack has undergone various muscle and bone augmentations. The results are, he can actively lift half a ton and tear his way through steel as if it were paper.
Re-breather implant/air scrubber: Located normally, over his mouth and is removable is a solid looking plate that has various tiny nanites running through it. Filtering the air for poisons, and other various hazardous material.
Speed:Various muscle and bone augmentations in Jack's legs, allow him to maintain a top running speed of thirty Kilometers with an average running leap distance of fifty feet.
Ocular implants: Jack's eyes, have been more or less replaced with a pair of ocular scanners. While they function much like normal eyes they also contain an advanced scanner system allowing him to typically see through walls or spot concealed weapons along with his already impressive knowledge on weapons. He can identify what weapon your using, right down to it's caliber. These special eyes, also grant him night vision and infrared modes of sight.
Endurance:Jack has painfully had several strogg based steroid and adrenaline injections. Along with several metal plates, fused to his skin many of his organs. Have been replaced or removed all together, and replaced with more suitable mechanical parts. Allowing him to withstand something, that would normally kill a person outright.
Emp Shielding: Jack's entire body, along with his mechanical organs and ocular implants. Have had special emp shielding installed. Which allows him to more or less, withstand an electrical pulse that would normally shut down his key functions including sight.
Armour: [x]The "Falcon" is the big brother of the Maverick Exo suit. Worn by the royal guards of the king and queen, it is actively worn by only the most trusted and well deserved soldier and admirals of the N.S.S.F. Due to it's reinforced Trithorium plating, it only has five centimeters of the stuff but the reinforcement has effectively hardened it making it much more likely to shrug off heavier attacks then the regular armors worn by the ground forces. It has been noted that it uses stronger servo motors allowing it to do everything the "M.A.X" Or "Maverick" can do and then some. Features a small plasma cutter in the wrist, and four hours of breathable air.
* 5 spare clips for each weapon * 5 MRE rations * 1 small pendant of the N.S.S.F'S emblem * 4 Hypo sprays, filled with a drug cocktail marked "Psycho"
History: Jack was the fleet admiral, for his queens 106th imperial battalion. Also known as the unlucky fifty, he was going to change that or die trying. It was only forty five weeks after he was assigned out into the crosis system, that something went wrong on the head ship a fluctuation in the ships rift core. Jack was the first person down there, and did everything in his limited mechanical knowledge to secure the breach in the core he managed to secure it just enough for the ships engineers to repair it. But not before a lash of energy grabbed him, and he vanished into a type of dimensional rift brought on by a flare storm from the systems three suns.
Jack was hurtled through many a system, and eventually found himself on stroggos. Where he was evidentially captured, and submitted to many agonizing torturous medical procedures by the strogg. That he still recalls today as being barbaric and inhuman. Before they could even finish the entire process of turning him into a full-fledged strogg the base was attacked and the machines were shut down by a resulting power surge. He got away, grabbing his power armor and weapons after brutally in a pathological rage. Tore a pair of strogg soldiers, limb from limb. Jack found himself face to face with the current makron and a fight broke out. Neither party giving ground eventually Jack was defeated by the makron's trump card it's dark matter gun he was struck head on and apparently to the makron he was vaporized. But jack was hurtled through another dimensional rift, winding up in the primary system home to the gaming guardians.
other:Jack still maintains his human vocalization. Despite them sounding heavily robotic, and mechanical.