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Well, since Evil Britt is a significant enemy to the Powergamers...
Name: Skrai - no one actually knows his true name in the Dream (except for Selenion and the other 10 symbols). In Gaming Guardians, it is what he is more likely referred to, unless by someone who knows TheBritt sees him.
Age: appearence he is now 18 (like TheBritt) but otherwise he has no age.
Gender: Male by default but the true force has no gender.
Species/Race: Again, human by default, however the true force would appear as some sort of energy, normally contained within the orb.
Height: now, 5'7''
Build: now, thin
Hair: now, dark, thick and long. Goes half way down his back, except for four shorter bangs at the front which are coloured white.
Clothing: Wears a long white trench coat, with two straps to help buckle it up, though it's almost always open anyway. Black buttons for the coat, a high collar. Wears a shirt-like garment underneath, with a black dog collar attached to its neck, and black buckles down it. (See picures ^^). Normally carries a black rose with him...
Occupation / Class: Simply, all evil. He is two of the Dream's several orbs...
Accessories: He has a purpleish orb with him and often has a black rose pinned to his coat.
Abilities/Skills & Power Level: Well he's very powerful, to say the least. He has immense power in fact, to say the least. lol. His full extent hasn't been shown, obviously, but thus far he seems to enjoy whizzing off very fast, firing stuff and controlling loadsa minions. lol. Oh and a spaceship that looks similar to Ryo-Oki from Tenchi. (Note: similar! It's not alive either, it just looks like it...) However, he doesn't normally use the ship. The monsters tend to completely brainless and can't be destroyed by simply hacking their heads off (unless they're really simple monsters, such as zombies, in which case there'll be quite a few of them). His powers come from two sources. The first would be from his orb, which represents his true symbol of the Dream, 'Debate'. The second is the fact that the 'Create' spirit is trapped within him, which nobdy knows how got there...
Special Effects: Loads of them, whenever he does something. Generally the orb will have a slight, purple mist emmiting from it...
Description of Personality: Evil is all I can put, really... no emotions.
Pre-Dream History: In the days of the Dream's creation, twelve orbs were formed. These were known as the prime evils, meant to balance out the overwhelming good and lawful denizens that seemed to occupy the Dream. However, the spirits that occupied the orbs were banished in several locations around the Dream by fierce warriors of good. Not all orbs have been accounted for. Evil Britt is actually the Circling Paradox orb and also the first to be released into the Dream after all this time…
Dream History: It was the unlikly Dreamer to find the orb, the young man named TheBritt. His curiosity drove him to locate the orb, hidden deep in the forest. Upon touching the orb, the spirit within used all of the evil from TheBritt, which was not much, to form his own version of Britt, known to most as Evil Britt. Since there were no other of the eleven present, it was this evil that allowed Evil Britt to come into the Dream. The next eleven would find it much easier to come into the Dream due to the presence of Evil Britt. Upon his entrance into the Dream, Evil Britt almost immediately started to wreak havoc, commanding an army of zombies from the top of a mountain against avatars such as Light. It was also here that a minor rivalry was formed between him and another evil being, Mr. Black. It was not until his recent return to the Dreamworld that Evil Britt has truly begun to mess with the lives of many avatars. Attempting to harness the power of each of the symbols himself, he tried to win the heart of another to gain access to the power of the Spinning Hearts, however as he found, he was inept at this symbol and soon resulted in fighting with the ones that may have been interested in him. The next failure Evil Britt experienced at the hands of the Spinning Hearts was in the form of The Warm Fuzzies. Using Amore, The Warm Fuzzies managed to capture Evil Britt’s ‘heart’, causing him to fall in love, thus using him to try to take over the Dream’s denizens. Of course, he eventually broke free... In his main attack on the Dream, Evil Britt formed a group of devoted followers, who would become known as his ‘lackeys’. These included some of the Dream’s most feared but also some of the most unlikely. They included Calisti Cat, Yami, Jeresin Kiron, Nimby, Mehmet Pasha, Rexnoid and others. However, he still wanted to boost his number of lackeys and thus created Chibi Emperor Britt and Domie Nytrix, who were his most loyal. With the Neko technology from Cali, Evil Britt began to construction of a fortress. The fortress had an upside keep and an underground section. Evil Britt realised that there was much to be gained from beyond the Dream and thus started a plan of conquest amongst some of the Dreamer’s homeworlds. One of the most useful of homeworlds was that of Fillian Robyn Jone’s world, which contained riches, technology, magic and power beyond most homeworlds. Thus he tricked her into believing he was providing her a method to return home, when in fact he was using her to get to her world to conquer it. The gateway needed a person from the same world as a means to get there, hence his requirement of Robyn herself. However to actually open the gate in the first place, Evil Britt needed to sacrifice someone pure of soul. He captured TheBritt easily as he containmed no evil in him after Evil Britt had taken it all away to create his own physical form. After a failed attempt at rescuing TheBritt, a group of avatars followed Evil Britt and his lackeys through the portal to try and stop him. However they failed in their task and Evil Britt took the system for himself. The whereabouts of Robyn were lost for some time after this... Evil Britt soon discovered that the orb that Jeresin Kiron held was none other than one of the eleven orbs he was comrades with. The spirit knew who it wanted as a host body and it was not Jeresin, rather it was Jeresin’s personal enemy, Bara. Upon discovering of the Primary System dimension, Evil Britt realised an oportunity for further influence had come and hence he tapped into the portal room of the fortress and designed it so that he could also enter this dimension at will. Most recently, a group of Dreamers, with the help of several Gaming Guardians, have journeyed back in time to claim the orbs opposite to the evil ones, such as Evil Britts. Of course they have to do this with minimal change to the future; but in the process they meet up with some unexpected past Dreamers... Also, elsewhere in the Dream a small group of new Dreamers have stumbled, unwittingly, upon a prison of one of Evil Britt's creatures...
Primary System History: Upon entering the Primary System through the portal, he was confronted by Baron Wasteland, who sought to have him 'arrested'. At which point he also met Namaki, who seemed to have similar 'interests' as Evil Britt himself. Upon entering the Primary System, Evil Britt created a replicant of himself; though it was somewhat lacking in intelligence as it eventually wound up at the Outpost, where it was immediately captured and sent to the brig. Though this does give Evil Britt the advantage of knowing what's going on at the Outpost; or at least in the brig... He joined a small group into a 'rejects' system. They intended on defeating someone, however Evil Britt intends on taking the power that their enemy has for himself, if he can. It was here that Evil Britt learned of Player Gods from Lurker. However, ultimately they had to return to the Primary System, empty handed. He has also established a base underneath a pyramid, deep in Egypt, which was being investigated by a group of Gaming Guardians and Powergamers. However, eventually they pulled out... Since discovering that he is merely a character and has no real strings attached to the Dream, Evil Britt set about creating his own gaming system. It was merely an experiment and to test it out he decided to take random people from the Primary System and sent them into this game to test it. His game was basically a Utopia, where everything was perfect for the player. However, several of the inhabitants of the game somehow were faulty and tried to corrupt the lives of the people trapped within... Calisti Cat was also present within the Primary System and thus she soon developed a new weapon for him, which she called the D50. Though the Gaming Guardians were a far larger threat to him than the Powergamers, Evil Britt's interest was forever drawn to the lesser team as they merely seemed to intrigue him. He wasn't sure why either, but so much so he set about creating yet another replicant to investigate, this time shrouded him from being recognised...
A brief and character revealing answer to the question, "What is your ambition?": To extend beyond the Dream, thus existing in both and controlling them.
Note: Evil Britt is copyrighted to TheBritt, thanks ^_^.
-------------------- "Those of you who think you know everything are annoying to those of us who do." - The Office.
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Name: StarRunner System: Alternate Transformer universe Race: Robot; specifically Transformer (Duh! ) Hair: What hair? Eyes: Yup, two of 'em. Seriously, two glowing yellow-orange eyes behind a black visor. Clothing: Zip. His armor is red with white highlights. Bears a resemblance to Skyfire. Voice: Robotic, staticky, flat, like Soundwave's, but an octave or two deeper. Transformation: Assault Space Fighter Height: Fifty feet (15 meters(?)) Weight: Heavy History/Personality: StarRunner comes from an alternate Tranformer universe in which humans have partially duplicated Transformer technology. StarRunner was built by the time they had successfully duplicated Transformation tech, but before weapons and personality tech were copied. As a result, he uses advanced human weaponry and has a relatively primitive AI. While smart enough to do his job effectively, he lacks to some extent the emotion and humanity of the Transformers. SR is reasonably intelligent, but not the smartest Transformer ever built. He can function well on his own, but as a team member tends to just follow orders. Oddly, he seems to avoid directly referring to himself, and sometimes to others. It is believed to be a flaw in his programming that was never fixed. Since he was built by humans, he has no affiliation with either Autobots or Decepticons, though he is similar to an Autobot in ethics.
Accessories: (In robot form) Engines, mounted in legs. Antimatter cannons (2), mounted on shoulders: 10 km range, enormous damage. Plasma guns (4), mounted 2 per arm: 1 km range, variable damage and firing rate. All permanently attached. AM cannons can fire linked or independently. Typically fired in alternating patterns. Ten seconds minimum recycle time, unless safety governors are disabled (BAD IDEA WHEN DEALING WITH ANTIMATTER!!!!!) Powers: SR can transform into an assault star fighter (a significant amount of the space is taken up with passenger/cargo space, so he is not a standard starfighter). Has room in cockpit for three acceleration couches, each large enough to hold three normal sized humans. Cargo bay is large enough to just barely hold a 15 passenger van (were the entrance to the cargo space large enough to get one in). In star fighter form, he is extremely fast and manueverable (able to reach Mach 12 in one minute in atmosphere). In robot form, inferior aerodynamics and diverted power limit him to around 200 kph (120mph). SR is a superb pilot (in fighter form) and stunning marksman in either form.
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Name: Karou WindStalker System of Origen: Alternate Earth / Furry Muck Race: Kitsune, 9 Tail .. Wind Element Height: Varies .. Standard is about 6'6" Weight: Varies .. Standard is about 180 to 185 lbs Hair color: Varies .. wildly .. Standard is a Stormcloud Grey Eye color: Varies .. No standard color Facial hair: He's a furry .. whiskers mainly ^oo^ Normal clothing, Non-Uniform: Varies .. Standard is something fitting and vaguely oriental, with a twist. Voice: Varies .. Generally soft and eloquent, though commanding if the need arises. History: Karou has lived for nearly three millennia .. Sie has experienced heart-ache and sorrow which have plagued her for most of her life .. Sie is the last living descendant of hir clan of kitsune, which was ruthlessly slaughtered and dispersed so they could not reform again .. Sie became bitter and lonely, outliving any friends sie may have made during hir travels, sie has maintained hir legacy by practicing hir faith in Inari as it was taught to her and by learning every scrap of magic sie can.
Sie no longer fears death, as sie once did .. because sie now know sie has a place beside Inari when that eventuallity happens. Sie has also learned how to use hir magic to shapeshift into almost anything sie can imagine, though there are limits to hir shifting ability .. sie hasn't yet discovered them.
Sie tends to have a temper, mostly expressed when sie discovers people threatening children, but also when sie feels hirself being threatened .. best thing to do if sie does get it into hir head to dislike someone is stay out of hir way, sie will calm down, given time and reason to do so.
Sie tends towards the good side of things, unless pressed .. Chaotic good would be the best way to describe hir personality .. sie means well, just doesn't always use the best means to solve the situation at hand. (-- Hermaphrodite pronouns used because of gender / shapeshifting --)
(OOC : Player is ADD/Bi-Polar and subject to depressive fugues .. tendancy to be a bit of a munchkin, but does try their best not to.)
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Updated:: [04-11-04][01-13-04] (( Since Len is periodically seen in powerarmor, I've included the description for said powerarmor in ()'s along the way. ))
Name: Leonard. Often called Len, or Lenny. Race: Agaricus Sapien. AKA Toadstool. AKA Anthropomorphic Mushroom. System of Origin: Super Mario Brothers. He stopped by Star Wars along the way. Influenced by another system, to be revealed soon. Height: 4' 1" (8'4") Weight: 28 lbs (A Lot) Build: Thin and lithe for his species, which is still a bit rounded and oddly proportioned in comparison to a human. Skin Color(s): Pale caucasianish grey, with brown spots on his head. His spots sometimes change color. He has a few black markings here and there, which are mostly hidden by clothing. Eye Color(s): Green. Sometimes other.
Personality: Leonard sometimes interprets what he sees in terms of either his homesystem or Star Wars (whichever seems most applicable). As his temper remains somewhat short, interesting discussions may result from it. He is slowly getting over this, but the instinct is strong. He's also, on average, rather quiet.
To regroup, Len is a plant/fungus. His brain is not structured like a human's, which may make attempts to read or affect his mind somewhat confusing unless it would affect a plant's mind. In other words, Len thinks funny 'cause he isn't a mammal, and his player will be hamming that up whenever possible.
Clothing, Accessories:
Lenny tends to wear loose white pants and a green vest. Along with that, Lenny has a blue lightsaber with a 3 foot blade. He has this with him at all times. He recently recieved a second lightsaber for christmas (!!), which is purple and of a similar length. He is somewhat trained in using both at once.
His other christmas gift was a magical helmet that actually fits his gigantic head, thus saving him from being patted there. The helmet is a DnD magic item, bigger on the inside than the outside and enchanted with Alter Self -- thus giving him the ability to change shape, and change the hat's form.
Powerups: He has a variety of powerups growing in the gardens, with $plot of each available at any given time. He has access to 1-ups ( A small green mushroom with white spots, it will restore a life -- IE, allow one respawn. See 'respawn' ability below. ), healing mushrooms ( Red mushrooms with white spots -- they change the eater's height to twice their natural height. This is reversed by hitting them on the head sufficiently hard. ), and fireflowers ( Bright red s(h)immering flowers, which change the eater's clothing/accessory colors appropriately, and allow them to throw 10 fireballs -- with lovely babwip-bwip-bwip noises. ). The user's colors return to normal after the 10th fireball is thrown. Note: These powerups DO WORK WHEN USED BY OTHER PEOPLE.
Lenny's Powerarmor: Basically, it looks like the picture at the end of this paragraph. Big, digitigrade, dark brownish, with a helmet as large as the chest section. The neck of the armor does not move at all. The suit is powered (although it has no exceptional strength for something of its size), made out of metal, and not intended to do anything other than make up for some of Lenny's more blatant weaknesses. The helmet blocks the special effect caused by hitting his head (see below)
Special Effects:
Lenny is a Star-Wars-ish jedi knight (The 'ish' coming from the fact his PG knows pretty much nothing about Star Wars, and Jedis in particular); who learned these skills after leaving his home system of Super Mario Brothers (which his PG has never played). Thus, I the PG will be taking a few minor liberties with both Toadstools and Jedis.
Lenny has only a few Jedi Powers (see previous paragraph for OOC explanation, and History for IC explanation). They are: Mild telekinesis (~20 lbs of force), Jedi Reflexes (Danger sense), The Jedi Mind Trick (works intermitantly at best on non-plantlike creatures, and somewhat more reliably on plants/fungi), and Blindfight (while concentrating, he can sense things nearby without using his eyes).
He is gaining other skills, which will be revealed through RP.
Traits gained from his Species.
His flesh resembles a stress ball more than muscles, and his bones are strong cartilage. This means he's VERY light, very slightly porous, squooshy, and mildly bouncy if propelled hard enough. Blunt damage does relatively little to him unless it rips something. This is balanced out by the fact that his gigantic bulbous head is very sensitive and rather immobile. 'Rather Immobile' means his neck only tilts a few degrees any direction.
Each foot has two big toes, shaped pretty efficiently for running and jumping. He has two stubby fingers and one thumb on each hand, which gives him relatively little manual dexterity for non-combat applications. He cannot manipulate things like 'pens' and 'keys' well enough with his hands to work them properly, which he balances out through use of telekinesis.
Most of the head is taken up by gigantic nasal passages, giving Lenny an incredibly good sense of smell -- enough so to track things more accurately than a blood hound. He has a different standard of what smells good and bad than a human, so may wince at perfume and ignore the scent of a broken septic tank.
Leonard is very, very toxic, but only if more than a square inch or so is ingested. He does not advertise this fact, as "Those who discover first-hand will deserve the surprise.", to use his own words. Private message me for more information, if required.
Leonard heals slowly, unless given proper nutrients and mass (...bacta or dirt...) to apply to the wounded area. In which case he heals somewhere around human average, varying with factors such as sunlight and rest. However, he also heals completely. If a part is removed without killing him, it can grow back on if put back soon enough and properly cared for. If it is not re-attatched, it will re-grow on its own -- Very slowly. It works best if the dirt is the proper Ph and nutrient-balance, however, because if it does not match the color and/or strength will be different than the rest of him. He has several stories with varying levels of amusement value about this, should anyone inquire.
Traits gained from his System(s)
Some are more amusing as a surprise, but the ones most likely to impact a RP are the following:
He has 3 lives left. If he dies, he loses a life and returns to the start of the level -- which is usually the entrance to the building, floor, room, or city that he is in. In the Powergamer's Outpost, it defaults to his quarters. This location is the GM's choice. The only piece of equipment that comes with him is his clothes, as everything else is regarded as a powerup. Anyone using his 1-up shrooms will have the same problems, and should define the start of the level as they or the GM see fit.
If tapped too strongly on the head (and helmets can block this) he shrinks to his natural height of 2 feet, with the appropriate sound effect(DIEWN DIEWN DIEWN). If tapped on the head while 2 feet tall, he dies. See previous paragraph.
He can jump very well. By this, I mean that he can jump about 5 feet up from a standing start on foot; and a running jump can go up to 10 feet high, or clear 15 feet horizontally. It's approximately twice that for when he's in armor. When on foot, he can enhance his jumps with 20 lbs of telekinesis -- Since he weighs 20-some pounds, that comes very close to doubling his jump height / distance.
Special effects will be added later as they are discovered.
History It all began when someone jaunted into his system, and a friend of his stole their backup jaunt device without the people noticing. A crew of 50 brave toadstools left that system before GameOver, hopping straight over into a system based on Star Wars. There is where Lenny learned to be a Jedi. It has become apparent that his teachers in the ways of the Jedi were less than optimal in their attention to the behavioural codes. More information there as it is revealed. While he was doing this, the rest of his kinsmen learned to adapt and live in new ways -- or failed to.
Those who were left became raiders and space pirates under Captain Toad. When their ship reached the primary by some means (and immediately attacked Denzine's space station Pi), they had only 20-some crewmembers. Lenny's crewmates tried to abandon him in the ship, thus losing his trust.
After a minor additional incident (and a 3-week stay in the brig), Lenny was released to do whatever he wished. His comrades were hired by Denzine as a security force for his Pi -- but since they betrayed him, he couldn't just go back to working with them. He then heard of the powergamers. They have minimal jaunting, a small close-knit team that wouldn't try to betray, and a life of adventure with people who would look askance at him less than the natives of this world.. ...and, even better, it did not directly involve the place he spent a month in the brig of.
What more could he want? So he joined up, and made friends (slowly), especially Ventura and the druid known as Bartholomew. He took Bart's death somewhat badly, and stood vigil in an almost hibernatory state under the apple tree for a week or two.
And then he left.
He left behind his powerarmor, and all but a few of his powerups. His current location is unknown.
PICTURES! Leonard, in color, sans armor. Leonard in his natural environment.
-------------------- Profile"If your mouth is open, make sure that your mind is also." Posts: 8 | Registered: Dec 2003
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Hair/skin Color(s): Spiked, black hair with a long ponytail at the back/white though somewhat tanned skin.
Eye Color(s): Green
Clothing: He wears a long, beige trench-coat styled coat with a high raised collar. Underneath he has a white shirt on, though a raised collar that is black, but with the white square at his adam's apple. His trousers are beige and his boots are brown. He wears a pair of black-rimmed glasses.
Occupation / Class: Priest/Powergamers
Accessories: Several blessed blades. Coming in various forms, each has been 'blessed' meaning they not only hurt much more than usual blades, but evil creatures will be in agony from a cut. His blades are as follows;
Two long swords strapped to his back, crossed. They have both been blessed with a fire aura.
Two short swords, each hanging from either side of his hips. They have been blessed with an ice aura.
Four daggers sheathed to his ribs, normally hidden by his coat. They have been blessed with Thunder aura.
A dagger attached to the inside of either boot. Blessed with a light aura.
A very small dagger (similar to a pen knife in size) attached to the inside of his sleeves. Blessed with a dark aura.
Naturally, a cross hangs from a long chain about his neck, resting upon his chest.
An ear ring in his left ear, a cross.
Abilities/Skills & Power Level: At peak performance as far as human abilities go, very fast, very strong, very agile. Amazing with various blades. He also picked up many aspects to himself from various systems then he visited. He gained the ability of regeneration, though this happens slowly and over time. His senses were also enhanced, meaning he has double the senses of an average human being. Finally, in one of the systems, he was given the infinite lives cheat, which somehow retained throughout all systems. This basically makes him immortal. After he's died, he will form together again immaculately.
Description of Personality: A bit of a crusader, though always acting in the name of good as well as God. He can be slightly maniacal at times, but mostly he's peaceful and hard-working. His accent is Irish and his faith is Catholic.
Brief History: TBA
A brief and character revealing answer to the question, "What is your ambition?": To bring God's divine retribution down upon those who would disrespect Him.
-------------------- Posts: 116 | From: Great Britain | Registered: Dec 2003
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Name: Geofrey Age: 40ish Race: Primary system native Height 5'9 Weight 142 Build Rail thin, and whippy Hair: Salt and Pepper, cut short, and his face is clean shaven.
Accessories: Cookware, laundry hampers, an apron and chefs whites.
Abilites: Superb cook, excellent at laundry, better than average at getting odd stains out of superhero costumes.
Has a rare gift found in less than .001% of all butlers, the fabled butler sense.
With it, he can cook for any number of guests, even ones that show up by surprise, instinctively know when someone is at the door, instinctively knows how a person takes their coffee or tea, and just in general make life easier and more comfortable for his guests
Background: The Powergamers Butler and Manservant, he is infinitely patient with the Chaos that is the Powergamers mansion. Little else is known about the gentleman, as he keeps to himself.
What is your ambition? To finish dinner, get the kitchen mopped, and finish darning the hole in John's sock.
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((Always loved RPin' villains, and if this dude here works out, it could make for some sweet RP! Now where to start...?))
Name: Daryl Starkraven Age: 30-something. What, you want specifics? Gender: Male Race: Human Affiliation: NEMESIS Gaming Company Occupation: CEO and Founder
Height: Impressive (6'2") Weight: Appropriate (220 lbs.) Build: Intimidating (Gym and Tae-Kwan-Do) Demeanor: Cheerful, Confident Nature: Ruthless, Just Plain Eeeeevil
Hair: Black, Oiled, Just above shoulder-length Eyes: Deep Blue
Clothing: If you're rich, you might as well dress it, right? Daryl's tailored business suits are always pressed, his shoes are always polished, and his ties are always just the right length (nicely offset by his golden d20 tie pin). He has other outfits, of course, but this is the one he's mostly seen in. Accessories: He might be a businessman, but he's still a gamer at heart, so he always has his favorite Player's Handbook/Monsters Compendium on hand, not to mention a velvet pouch of his lucky gaming dice. While not normally objects to be feared, in the wrong hands…
History/Background: As a kid, young Daryl loved role-playing games, especially one aspect in particular: the villains. For some strange reason, he felt that those constantly defeated by the forces of truth and justice didn't deserve to be the losers. After all, they had the resources, the drive, and the complete lack of morals on their side! And so he created his first RPG: Villains, where the -bad guys- were the characters that always won! It was different! It was revolutionary! It was mutiny against decency itself! Needless to say, it was also a big hit on the market. And thus the NEMESIS Gaming Company was born, producing whole lines of RPGs specifically geared for the evil-inclined. Daryl couldn't have been happier. But something still wasn't right. The news was making constant reports on disaster this and catastrophe that, but always these were diverted by –heroes-. Despite his efforts in the world of RPGs, the real world still seemed to have its particular 'defects'. As Daryl pondered exactly what could be done, he was approached by the first villain character he had ever created: Darnoc the High Wizard. It was then Daryl was introduced to the worlds beyond Primary, worlds he had created with his own imagination, his own hands. With the near-endless supply of villains and monsters his teams of researchers and play-testers were constantly dishing out, and Darnoc as his cohort and advisor, Daryl found himself in control of an entire army of evil that could bring his devious dreams to life. Ha. Mwa-haha. (Insert more diabolical laughter here)
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((Edited since we are now HTML-enabled. Sorry if this breaks people's profile links.))
OOC Info Role: Ventura is essentially the Powergamer's answer to Radical; an uber-powerful Deus Ex Machina for when the crap hits the fan. Posting Schedule: I do my best to post whenever the GM updates a thread, or if multiposting is allowed, after my character has been spoken to.
Bio and Appearance Age: 42 years old (still looks 16) Gender: Female Species/Race: Neo-Kryptonian (to all detections appears to be a human/alien hybrid of some kind) Height: 5' 5” Build: Well-built, very similar to a "Ms. Fitness" build. Coloration: Deeply-tanned Caucasian human female Eye Color: Azure blue Clothing/Armor: Ventura wear a uniform made of "smart" material, a digitized sheath that looks almost like body paint. The suit partial adapts to her powers, giving it a fair degree of resistance to damage (although this does not translate to added protection for her). Her cape is made of an actual Kryptonian material, and as such is extremely durable and elastic.
People and Powers
Occupation/Class: Ventura is a super-hero. It is what she is, and what she does. In her secret ID of Christine Gray she was a writer of horror and science-fiction novels, but her success in her home system doesn't translate well to the Primary. Affiliations: Allied Groups/Individuals: Gaming Guardians, Powergamers, (In her home system, she could conceivably call on every single individual and hero group on her planet) Accessories: Ventura doesn't use much in the way of gear when "on the job" preferring to rely on her own natural abilities. She does possess a few odd items of note however: <*>Bag of Holding: She keeps this stashed in a concealed pocket within her cape. The contents are a several changes of clothing for her "secret ID", her glasses, some odd bits of snack food and drink, and a bit of currency from about a dozen different systems <*>Home-made Jaunt Device: Cobbled together from various bit of super-tech from her home system, this is how Ventura has been traveling from system to system for, to her perceptions, the last 15 years in her quest to find the Primary. Rather than the standard Gaming Guardian teleport and infinity sigil, Ventura's device creates a "Boom Tube". This Boom Tube appears as a shimmering tunnel of light, usually accompanied with a thunderclap as it shoves air aside during it's formation. Using the Boom Tube is dangerous, as most of the safety interlocks as simply not present... usually a traveler gets dumped out the far end way too fast, and with no garuntees of being near the ground, or even near a landmass or planet! The memory of the device is capable of storing the coordinates of any destination Ventura has been to previously, but since she has been traveling randomly, it is suspected that manual programming of new coordinates might not be possible. Skills: Ventura possesses a great many skills, all at a "competent" level of proficiency. She isn't outstanding at anything, being more of a Jill of All Trades. Odds are good that if it needs to be done, and there is no-one else around with actual training, Ventura can get the job done. All of her skills are of an "intuitive" nature, meaning that if there is something about the task that requires book learning, or for to explain precisely what she is doing in a technical manner, she's out of luck. (Example: She can set broken bones, or applies a cast, but she cannot perform open-heart surgery)
Powers: Ventura's powers... hoooo boy. <*>Kryptonian Abilities: Pick up a copy of Superman. There ya go. If he can do it, she can too. That comparison only goes surface deep however, as the way powers in her home system of Enigmaverse work (essentially bending of reality based on what the user thinks should happen) add additional limitations, flaws, and outright strangeness. <*>Super-Strength: Being who she is, her strength is her trademark power. Her strength has a few different levels of effect however, depending on circumstances and what she is trying to do. For raw lifting power, i.e. strength she can muster in combat for general purposes, Ventura was last rated (in her home system) as being able to hold 500,000 tons over her head (However, see Weaknesses: Mental Hardwiring). This changes dramatically if she is simply trying to push/pull an object. If she is in flight, and pushing/pulling with all her might, there was never an upper limit to the amount of mass she could effect (Example: She once stopped a 5-mile long alien battle cruiser at full ramming speed, simply by pushing on the front of it.). This "Hyper-Strength" has several limitations; If the target is a living being, no matter the size, she instantly reverts to her default strength. The same applies if she attempts to move any named astronomical body (Example: She could push/pull an unnamed asteroid about, but the instant a scientist gives it a name, her strength would drop to "normal"). Anything she is pushing/pulling cannot be used in a combat manner; the moment she attempts to throw the object, use it to ram someone, etc, again, her strength drops, or she simply outright fails to move the object at all. Her speed drops proportionally to the mass of the object as well. In the example of the massive starship, she succeeded in stopping it... but couldn't push it back, or move it in any other way. A final effect of her strength is a common one to super-humans in her system with increased strength, referred to by many in Enigmaverse as the "Superman Effect"; Physics takes a holiday when it comes to such things as leverage, or the fact that an object simply does not have the structural integrity to have it's entire weight supported on a person's two hands. Thus Ventura can lift massive objects such as aircraft, boats, buildings, and the like, and they will not collapse around her hands from their own weight. <*>P3 Field: One of Ventura's more odd powers is what she calls her P3, or "Perpetually Perfect Person" Field. Light always hits her perfectly, dirt doesn't stick to her, liquids bead up and run off her. Her hair and uniform may get messed up in combat, but always in an attractive manner. <*>Clark Kent Effect: When Ventura puts on her glasses (which are perfectly normal zero-prescription glasses) she is totally unrecognizable as being Ventura. Scans will still register her unusual nature, but those watching the scans simply won't notice the results. Telepaths flat-out miss obvious thoughts that would give her away. It isn't an illusion or mind-control per se; it is more of a localized bending of reality around her. If her glasses are removed, or she changes in front of someone, the observer instantly knows the difference, and can never again be fooled by the Clark Kent Effect, but even then the observer will be totally unable to convince anyone of the difference. They simply won't be believed. <*>"I swear to God officer, I thought she was 21!": Despite her actual age Ventura hasn't physically aged a day since she was 16, and still looks every bit a teenager. However, when in uniform, this fact is completely overlooked by anyone looking for such things. When in costume she is always treated as an adult. The question of her age simply never comes up. When in "Secret ID" though, the inverse is true. Not only does everyone instantly notice her apparent age, she has to deal with all the drawbacks of the same. As Christine Gray, she would get carded if she tried to buy milk, let alone alcohol. The one and only time that was not the case is when she was with her children, being "Mom"; when in public with her children, she was treated as an adult parent. <*>Invulnerability: Ventura's resistance to harm warrants a separate listing because it is one of her "Kryptonian" powers that works a bit differently than what you would think. First of all, her invulnerability to standard 20th century human weaponry is absolute. It doesn't matter if it is a handgun, a tank round, or a nuclear weapon, she will at best be battered about slightly, at the far extreme rendered unconscious for a bit of time. Her resistance to damage also fluctuates depending on her opponent, so that her opponent will have a "good fight", so long as said opponent is not a "goon" level opponent. For example: A thug with a rocket launcher would only serve to get Ventura's attention. A master villain with a Desert Eagle would make her flinch with every round fired. One last note about her resistance to harm is that her skin can only be broken, that is to say actual life-threatening damage, by four things; magic, psionics, Kryptonite (see Weaknesses for Kryptonite), or any force that is "Plot Level Powerful", i.e. Doomsday, the Scarlet Jester, the Unprodigal, Mobius Rook. Anything short of those effects cannot kill her, but only render her unconscious. Weaknesses: Ventura shares all the weaknesses of her childhood heroine, but as with all her powers, they have a slight twist: <*>"Kryptonite": Ventura has the classic vulnerability to the glowing green radioactive rock from Krypton. However, she has found that ANY faintly radioactive "fictional" element can have the same effects; Questionite, Barantium, and Kobolnite are just three examples of such elements/materials that she has encountered on her travels. <*>Mental Hardwiring: One of the more serious flaws for super-humans in Ventura's home system of Enigmaverse is called "mental hardwiring". Since super-human powers are based partially on conscious wants and desires, and equally on subconscious fears and doubts, this mental hardwiring asserts itself as a host of psychological flaws that have become physical liabilities, compulsions and behavior that cannot be over-ridden by act of will. In Ventura's case, she is forced to hew to Superman's code of conduct and honor. She literally has no choice is she is put in a situation where her own wants and desires conflict with the hardwiring. Example: Ventura decides to kill a criminal, for whatever reason. She draws back her fist, intending to splatter them across three counties.... and the blow never falls. Her fist will hang there, with her unable to throw the killing blow. <*>"Internal Balancing": Ventura was based lock, stock, and barrel on the person of her PG, thus making Chris a gamer. This factors into how her powers work due to the hardwiring. Even though she always remains at an extremely high power level in comparison to her team-mates in the Powergamers, her powers fluctuate depending on what she is trying to do, and how well she is trying to do it. A perfect example is how her strength and super-speed balance. As of her last testing at home, she could lift roughly 500,000 tons over her head. However, the more super-speed she uses, or the more "combat finesse" she tries to apply, the lighter her blows land. The upshot being that even if she hits someone 100 times in the blink of an eye, the combined blows hit no harder than she would if she had simply stood there and punched them. This internal balancing applies to her invulnerability as well. Should she simply stand there, braced for the attack, and taking no other action, she can bounce nearly any attack directed at her. The instant she makes a move, or tries to attack, that "immovable object" effect is instantly gone (this does not of course make her immune to effects she already has a pre-stated weakness towards). This internal balancing can be applied to any and all of her powers; the power of her heat vision drops the more bursts she wishes to fire, or the faster she moves, and vice versa.
Self and Past Personality: Ventura was the premiere super-heroine of her world. She is painfully aware of this, and takes her role very seriously, seeing herself as a role-model for not only other super-humans, but to people in general. When in costume she always has something nice to say, always is willing to help no matter how minor the task is, and sees things like helping little old ladies crossing the street to be just as important as dealing with whatever super-villain of the week shows up. She strives to a living example of the adage "With great power comes great responsibility". When not in uniform, in her "Secret ID" of Christine Gray, she allows herself a little more leeway. This is not to say she drinks, swears, and is a bad person. Rather she still has all of the attributes she strives for as Ventura, just muted to a degree. History: Ventura hails from a long-inactive unlimited-points Champions campaign called Enigmaverse. In this system she was the first real super-hero, and at the time, the most powerful. As the campaign went on, more super-humans appeared, some of them even more powerful that Ventura was, but the populace still held her as the first and the best. She had a brief relationship with one of her team-mates in Enigma Force, resulting in the birth of her twins, Will Jr. and Katherine. Her biggest challenges weren't defeating whatever master villain showed up that day, but desperately trying to juggle a career, being a single mother, AND being a super-hero. When the campaign wound down after many years of play the system of Enigmaverse stalled, everyone frozen in time... everyone except for Ventura, and her nemesis, the reality-manipulating Overlord. Overlord, apparently Aware and in the know as to systems and the real function of the multiverse, taunted Ventura with this knowledge. He laughed at her, saying that no matter what she tried, or how powerful she was, the world was doomed to stay like this... forever. He then tore open a portal, and left her to a silent, still world. Ventura spent two years racing about the world, looking for any solution she could find. She tried magic, super technology... she even prayed. Finally, she realized that the answers she sought would only be found in this "Primary" Overlord had mentioned. Cobbling together a crude dimensional transport device, she set out, crossing from system to system, in search of the Primary. After 15 years, and many adventures in a multitude of systems, her journey ended in a crash-landing on the lawn in front of the Powergamer's Compound. She was taken in shortly thereafter, and asked to join. Seeing few other options, she agreed, partly because it would be doing what she would be doing anyhow... and partly because the Powergamers seriously looked like they could use the help. Currently her goals are to try and help the Powergamers stop being the laughingstock of the hero community, and to try and find some way to free her system without resorting to enslaving Primary players and Game Masters to do it.
posted
Name: Emerson Elliot Bryant, also goes by Em or Emmy
Age: 19
Sex: Male
Race: Human
Height 5'10
Weight 150
Build: kind of scrawny, rail thin.
Hair color Rich, chocolate brown
Eyes: Dark Blue
Clothing: Tee-shirts and cargo pants when not on duty, the pockets of the pants usually filled with assorted half built doo-dads On duty he wears his powerarmor details of which will follow below.
Accessories:
Power Armor:
The Armor is matte black with gunmetal highlights. It is humanoid in shape with a Judge Dredd style Helmet. It is fully sealed, and incredibly light, yet the armor still provides excellent protection against ballistics.
The Helmet is a cunning piece of technology, with it's own air supply meaning gas attacks are pretty useless. The whole suit is treated to withstand pressure and cold meaning it can travel underwater and even in space, though Em has never tested it's space capabilities.
The Helmet also has a functional battle computer, with a 360 degree sensor as well as infrared and Darksight Vision modes. It also has a HUD datascreen, letting Em see what his robots see(For details regarding his robot, see below.
Offensive wise Emerson uses a very high tech energy weapon of his own design. It is rifle shaped, with an over and under barrell style design. The over barrell contains a Star Trek Phaser like weapon, that can be set to either stun or kill. This beam is hooked up to the powersupply of the armor, making ammunition nearly unlimited. The weapon can fire either single shots, burst, or full auto.
The underbarrell is a high tech grenade launcher...launching plasma like "Grenades" with a 50 foot radius of effect. This can also be set to fire burst...but drains the batteries something fierce. Em can only fire 8 grenades before it needs recharged.
He also carries 8 Paralysis gas grenades of his own design. Like the name says these explode cannisters of a paralyzing agent that will render anyone who breathes it instantly motionless for about 20 minutes. Only conscious motor function is affected so things like heartbeat, breathing, and blinking will happen.
Movement wise the suit has a cunningly designed contra gravity and propulsion system that lets Em fly at Mach 1 in atmosphere..space speed has never been tested. The suit can hover, and has been designed with maneuverability in mind, making Em incredibly agile while airborne.
Special effects: Only once in 1000 years do you get a brain like Emerson's. Emerson is a genius, a supergenius in his words, and he is not lying.
He has a photographic memory, and the ability to multitask, claiming to be able to do 8 different quadratic equations in his ehad at once.
He has earned 12 doctorates by the age of 19. Those Doctorates are in Robotics, Biology, Exobiology, Physics, Quantum physics, Nuclear physics, Medicine, chemistry, biochemistry, genetics, Metalurgy, and Archeology. The last one being a hobby.
Emersons true love is Machines and building things, having designed all his own equipment, and that of his brother Byron's. Given time he can take apart, figure out, and put back together nearly anything, then build a working copy.
He is a talented hacker, though he rarely uses this skill outside of missions and the odd practical joke.
He is incredibly observent, always studying things around him and thus will often notice clues or oddities before anyone else, GM's feel free to use this ability as a plothook.
Emerson is also a talented linguist. In his own words Language is just math with words, and as a result can often figure out how to converse and read any language within minutes of hearing it.
Background: Emerson Bryant is the brother of Byron, of Gaming Guardians Semi-fame. Like his brother, he hails from a superhero system. While his brother Byron was gifted with severly above average physical and Mental atributes, Emerson got all the brains.
Emerson is about 12 years younger than his older brother. He has 2 unnamed sisters and one unnamed brother. Weather or not they share their families genetic luck has yet to be seen.
Emerson's considerable education was funded by the U.S. Military, who, in exchange asked Emerson to work with them. Eager to get his hands on the top secret technology that the Army possessed he agreed. He served as just a researcher, building the weapons and armor that Byron used as a supersoldier.
When the Champions program went online, Emerson was designated as the Military Liason for the Eastern Devision, while Byron got the western. Though he didn't actually get to participate in any superheroics until he turned 16, when he built the first version of his power armor.
He was content to serve as a superhero, until one day, a year or so ago, his brother vanished as if into thin air. Emerson spent nearly all his free time trying to figure out what happened, all for naught.
Then, suddenly his brother reappeared for a brief period of time, and vanished again. This time Emerson was prepared. Getting on scene just 5 minutes after Byron vanished, he was able to get readings, and enough information to cobble together a crude jaunt device.
He built Flynn, Artie, and Widgit, and went off to rescue his brother. During their first jaunt, the powerful Supervillian Serpent attacked, and managed to smuggle through the portal too. Though this has yet to be confirmed.
During the firefight with Serpents minions, Emerson hooked up with the Powergamers, knowing deep down he will need their help to fight Serpent.
Robotic sidekicks
Em has 3 different robotic sidekicks he brought with him, thinking he would need the fire support. Statistics for each are below.
Flynn
Primary Focus: close quarters combat Secondary Focus: stealth
Flynn is a 6 foot tall humanoid robot that shares the matte black/gunmetal finish of Em's armor. He is a fantastic close quarters combatant, and can wield two broadswords which he keeps inside his legs...Robocop style.
He has also been programmed with stealth and subterfuge techniques making him a pretty decent hider/sneaker. He has a stealth camoflauge blending field installed to assist in this.
He is programmed by a sophisticated AI that Em wrote himself, while watching Errol Flynn movies. Thus Flynn has a "Swashbuckling knight" style personality. He will never attack an unarmed foe, nor will he stab one in the back.
His speech is somewhat archaic, often filled with thees and thous. He refers to everyone with the knightly title of Sir...except for Emerson who he calls Lord
Artie
Primary Focus: Fire Support Secondary Focus: Sniping
Artie if a very large (8 foot tall)humanoidish(slightly more boxy) robot, with the similar matteblack gunmetal design of Em and his robotic brothers.
He is designed with firepower in mind and thus has pure offensive capabilities, including an automatic stun/kill phaser like Em wields. For pure demolition he will cut loose with his disintigration grenades. Artie has been programmed not to use these on live targets, without a specific command code from Emerson.
For humanoid targets he has teargas grenades, which will render most people coughing..gagging, and unable to fight.
Perhaps his most devestating "Weapon" is his booster, which will up the power of any one of Artie's weapons for one round. Unfortunately it is very power intensive and thus can only be used 4 times before needing recharging.
Personality wise Artie is well...rude. He calls Emerson Boss and is generally polite to his robot brothers, but will be generally coarse and ill mannered to anyone else. He loves to give people the finger.
Widgit is a spherical robot about the size and shape of a basketball, made of the same matte black/gunmetal material that his "Brothers" and Emerson use.
Widgit is perhaps best described as a miniature surveillence satelite...capable of seeing and focusing on an object the size of a quarter from roughly 2 miles up. He also has full hearing capabilities at this range, making Widgit the ideal spy tool. He has the same contragrav/propulsion system as Emerson, making it easy to keep up with anything it is following.
Upon coming to the primary Emerson added Jaunt and Point to point teleportation to it, letting his team travel accross the systems or accross the planet with realitive ease.
Personality wise Widgit is rather shy and introverted. He cannot speak except in a series of beeps and boops that only Emerson and Widgit's brothers seem to understand. He prefers to be on surveilance duty and thus most people don't know about him. Emerson respects this, and will not introduce Widgit unless the robot feels comfortable...or it is a dire emergency.
posted
Name: As a member of a hive-mind, it hasn’t needed one until now.
Age: Mid-forties. However, seeing as his species may live well into the thousands of years, that’s not much of a feat.
Gender: Androgynous. “Voice” and lack of chest bulges normally associated with female humanoids result in most people referring to him as male, however.
Race: Grey Alien. Mouri Tyrea (Essentially translated as “people of home”) to themselves.
Height: 6'
Weight: 147lbs
Build: Skinny, like REALLY skinny, with a comparatively small torso and abdomen area made up for by exceedingly long limbs and a really, really big head.
Hair: None whatsoever. Hair doesn’t seem to be a part of the Mouri Tyrea physiology.
Skin: A light bluish-grey, for the most part. Exhibits a number of unusual qualities. The skin itself is not colored at all, per se, but transparent, slick, and rubbery, with an average of three millimeters of translucent bluish liquid that gives the blue tinge to the grey tissues underneath. As a result, the skin is extremely resistant to shock, and has a rather disconcerting texture when touched.
Eyes: Black. Reflective. Almond-shaped. HUGE. How they actually function is unknown, but in the past, the ability to see several different areas of the electromagnetic spectrum has been exhibited.
General Appearance: A tall, strangely graceful and eerily silent creature, it almost epitomizes the “Grey Alien” stereotype that has recently cropped up in popular culture. With three long, dextrous fingers and a thumb on each hand, and four toes on each foot, as well as other unusual features including an apparent lack of ears of any kind, a small, lipless slash of a mouth, and a nose that is little more than two nigh-unnoticeable slits in the middle of it’s face, the alien’s most striking feature is nevertheless the two enormous, reflective black almond-shaped eyes that dominate it’s unusually large head.
Clothing: Varies. Though many of his race are known to spend all of their time without clothing at all, seeing as they have no visible genitalia to speak of, and perhaps none at all, a soldier, technical specialist or not, nevertheless needs to be armed and armored. As a result, all Mouri Tyrea soldiers are outfitted with a full suit of Ephemura biomech armor.
The armor is a sleek, body-hugging, biomechanically-styled bodysuit, reminiscent of something designed by artist H. R. Giger, mostly a near-black shade of grey with silvery reflective elements, with a reflectiveness to it caused by the fact that the armor exudes a clear, sticky gel that has been engineered to absorb and dissipate kinetic energy at an accelerated rate. It covers most of the body, including integrated high-grip boots, gloves, and a partial helmet (though the gloves and helmet are rarely if ever worn unless there’s an actual combat situation going on), and affords a fair amount of protection against projectiles, blunt trauma, and cutting weapons, as well as decent armor against most forms of energy attacks. It also serves as a strength enhancer, which is extremely important for a Mouri Tyrea soldier, as their entire species is, while decently fast and extremely dextrous dextrous, rather physically weak in comparison to your average human. Also, should the armor be damaged, it will heal at an accelerated rate.
The armor itself is “powered” (read “fed”) by some kind of highly advanced biological reactor system that can apparently feed on any number of forms of energy, from heat induction to trace radiation. Where the power core itself is located is unknown, and it’s quite possible that it’s integrated with the armor itself on a cellular level. This reactor system is also the power source for the Mouri Tyrea infantry weapons carried by soldiers. (see below)
Accessories:
Weaponry: The Mouri Tyrea infantry weaponry that soldiers are outfitted with is usually rather varied, depending on what the soldier in question is trained with. In this particular case, the soldier is outfitted with three weapons, a Kaelist Melee Enhancement System, an Oldyati Gommoeke Accelerator, and a principally ceremonial weapon known as a Servun.
The Kaelist Melee Enhancement System, for all intents and purposes, amounts to a sort of carapace-like insectile device that fits over the hand and arm to midway between wrist and elbow, from the hand-end of which can alternately extend a mess of variable-length tentacles of surprising strength and dexterity, or a mess of bladed, chitinous insect-leg-like “fingers”, used mostly for tearing things into pieces. The entire unit, when not in use, will split down the middle in a rather sticky-slimy fashion and “crawl” further up the forearm to serve as a passable buckler shield.
The Oldyati Gommoeke Accelerator is the Mouri Tyrea answer to infantry ranged weaponry. Large, bulky rifle-sized weapons covered in segmented metallic armor, these highly dangerous weapons use biologically-produced electrostatic forces to propel a stream of microscopic viral agents in gaseous form at a target at high velocity, similar in theory to a linear accelerator. The weapon is designed to produce several different types of reagents, including highly corrosive substances for instant kills, which are what is most often used in combat situations. With a few adjustments, however, the weapon can be made to fire other things, from a highly-communicable illness similar to Ebola that dies out within minutes when unable to find a host (normally used for “cleanup” missions to eliminate all trace of the opposing force), to specially-engineered viral agents capable of increasing and bolstering the body’s immune systems and healing processes for a time (useful both in cases of “friendly fire” and for medics), to a nearly-inert, incredibly sticky biomass material that hardens with the strength of steel. Stretchy steel, but nevertheless steel.
Finally, the Servun, which, as mentioned before, is mostly ceremonial, is a two-foot bladed weapon, made of some sort of dark, polished material, and is a mess of strange, curving angles and sharp edges. The weapon is preternaturally sharp, and all Mouri Tyrea soldiers are trained to an almost frightening degree in their use, should it come down to it. Most oddly, these weapons, as with nearly every other piece of Mouri Tyrea technology, is alive, and will regenerate should it break, or should the edge ever dull.
Non-Weapon Equipment: Soldiers are, as a matter of course, outfitted with various medical packs, disguised perfectly as rounded “nodules” around the waist of their armor, which can be pulled off, with the requisite sticky-slimy effect, and used for various purposes, from injecting of different bio-accelerant drugs and anaesthetics, to performing rudimentary surgeries.
In this specific case, which is unique, the soldier has access to a rather immense, mostly non-functional, almost entirely empty FTL- and Jaunt-capable science vessel the size of a small American city, with a hole the size of twenty or thirty city blocks in the side of it’s hull. Luckily, the ship is healing. Even more luckily, the ship’s stealth module is still functional, and keeping the U.S. Air Force from blowing the imposing structure to bits. Unluckily, it probably won’t be healed enough to provide any more than a couple of decks of livable space for many, many months. And even more unluckily, a good ninety eight percent of the equipment and gear kept inside was swept away into the cold void of space during the explosion that damaged it in the first place. Perhaps most unlucky of all, of the two thousand, three hundred and fifty six Mouri Tyrea living on the ship, there is but a single soldier and a hive of a hundred parasitic eggs left alive. And many, many years before those eggs will hatch. That is, if the soldier is capable of finding suitable, willing hosts.
Special Effects: Beyond their incredible intelligence and ability with biology, the Mouri Tyrea are not particularly amazing as a race goes. They are mildly telepathic, their evolutionary response to a lack of vocal chords, and will “speak” through a form of mind-connection. Usually, this connection is a rather overwhelming one for a creature of lesser intelligence than the Mouri Tyrea themselves (read: pretty much everybody), and as a result, first contact may be difficult until someone explains to them that they need to tone it down.
While Mouri Tyrea are fully capable of perceiving audible sound, they are also gifted with the ability to sense and understand surface thoughts. They are also capable, with concentration, of breaking through the barriers of the mind and delving deeper, reading and even changing memories, though most are loath to do so, and have similar feelings toward doing so as we do toward rape. They are also capable of and have much fewer qualms about taking temporary control of another person, accessing their ability to do certain things, such as speak audibly.
Due to the nature of their body structures, most Mouri Tyrea are very difficult to get a hold of, as they are slippery, rubbery, and have a skeleton made mostly of cartilage. As a result, it is nigh-upon-impossible to restrain one by manual means.
Mouri Tyrea technology is, obviously, far ahead of our own, but curiously, next to none of it has evolved along the same lines as that of the planet Earth. Mouri Tyrea technology is, in fact, almost entirely biological in nature.
Weaknesses: Frailty. Outside of their body armor suits, Mouri Tyrea are physically weak. Though the unusual nature of their skin and flesh helps somewhat, they are nevertheless quite a bit more breakable than your average human being. The only real exception to this is their skulls, which are quite a bit harder to damage than average. Also, weakness. Without the aid of their technologies, the Mouri Tyrea are physically weak, capable of at their highest epitome of physical strength lifting very slightly more than their own body weight. Most are much, much weaker than that, however. Finally, due to the nature of Mouri Tyrea technology, they will be easily confused by the functions of standard “steel and silicon” technologies like computers, televisions, or microwave ovens.
History: It awoke to the sound and the thought-speech of the hive’s alerts. Something was wrong, terribly wrong. The bioetheric display on the inner wall of it’s stasis cocoon told it that an error within the cocoon’s mindsystem had delayed it’s awakening, and after a moment’s thought, added that the alarms had been sounding for quite a number of cycles.
It coaxed the cocoon’s mindsystem into awakening, and forced the animal mind to allow it to exit. With a gelatinous expulsion of stasis fluid, it was freed, and pulled itself to it’s feet.
All around it, the other stasis cocoons were open, empty. It was the only one that had not regained sentience.
And soon, it found, it was the only one that remained alive. The entire hive was gone, the workers, the soldiers, the queen, all thrown into the cold vastness of the abyss by the violent expulsion of air as nearly half the side of the hive was torn away. It, a soldier, was all that remained. No, not quite all, the hive’s horribly damaged central mindsystem explained haltingly. In the queen’s den, the center of the hive, survived a few hundred eggs, barely past fertilization, and many years from gestation. A gestation which would pass by and see the eggs rotting and dead if suitable hosts were not found.
Which would never occur, the hive-ship’s mindsystem explained, if someone did not regain control of the helm and stop the ship’s spiraling course into the star of System 3571’s principal habitable world.
Luckily, the soldier had clearance to access the helm, and with a few moments of thought-speak, redirected the ship into a stealthed orbit around that habitable world. Mindsearches were done, swept across the world in waves undetectable by the small orb’s races, seeking out the place most likely to accept the soldier as an attempt at first contact.
A suitable landing point was found, and a flyer was readied.
If the soldier had been trained in the piloting of a flyer, things might have gone easier.
((Note: This character, the Mouri Tyrea race, and all associated images, descriptions and technologies are copyright Helix GM ))
-------------------- | My name is John. You can call me Quantum. | | My God's name is Helix. | | Despite what you may have heard, I'm really not all that Cryptic. | Posts: 348 | From: over there somewhere. | Registered: Mar 2003
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posted
Tar, Dead-Eye, Mandible and Ronin, four Frostclaw crewmembers willing to gather new experiences as Powergamers.
Name: Jody 'Tar' Levin
Position: away team
Age: 33
Species: Rat
Height: 7"
Weight: A few ounces.
General Appearance: Tar is a female rat, with glossy, pitch black fur. Her eyes and head fur are also black, creating a rather odd effect. If the lighting is not optimal, details of her face are hard to make out. Tar's voice sounds coarse and rough, not at all feminine, as if she had been a chainsmoker all her life. In reality, her throat had a rather unfortunate meeting with a cat's claws at one point. Can do a kickin' Vito Corleone impression. Walks upright on digitigrade feet, like most crewmembers.
Build: Tar is sturdily build, somewhat muscular and heavyset. Not the prettiest girl around.
Hair: Usually in a ponytail. Pitch black, like the rest of her fur
Eyes: Only black visible.
Clothes: Her clothes are all black. Aside from that, they're not too special. She often wears cargo pants, loose sweaters or shirts, and owns a heavy leather jacket, not unlike the one 'Ice' wears. Also wears black military boots.
Accessories: Black shades (MIB-style). A knife in a (black) sheath. One .22 Recoilless Rifle. It's basically a .22 calibre rimfire bullet in a short metal tube. The tube is balanced on the shoulder like a bazooka. When fired, the casing shoots out the back, counteracting the recoil. It has two types of shell: birdshot and solid. Its main disadvantage is that it has to be reloaded manually after each shot. This is made easier when there is a second person present to load the gun. Tar carries a few extra bullets for this. Furthermore, she carries the usual fishing line in a 7' roll, as well as a fishing hook. Also, some all-surface matches. These last three are carried in a small black backpack, as well as a gas mask. Note that not all of these items are carried at all times, except for the knife, fishing line and hook.
Skills: Urban survival and Stealth are skills that all mice and rats know the basics of, and so does Tar. She can drive most things with wheels, for example RC cars. She's also good with the .22 rifle and a mean knife fighter. She's skilled in personal ranged defense, the art of using situational awareness to make oneself a bad target, not to dodge bullets. That goes for most crewmembers, really. She's also a good brawler, but more in a bar fight kind of way than actual martial arts. One of her more obscure skills is hotwiring human cars....not particularily useful. She is also good at dodging attacks made by larger beings, like humans. That's what cartoon animals do. She speaks spanish fairly fluently. (The PG doesn't)
Quickdraw: Tar can draw her knife or rifle eerily fast, almost impossibly so.
Special Effects: Tar is completely immune to disease, never having been sick in her life. She also is unnaturally durable, rarely breaking a bone when hit hard.
History: She's a fairly ordinary rat, really, besides her durability. Joined the crew down in Mexico City, where she worked at the time.
She's a foul-mouthed rat, especially when agitated. She can be pretty sarcastic, but isn't subtle about it at all. A reasonably normal rat in a crew of weirdos, she has no problem joking around with the others, but often appears brash and abrasive to strangers. She has a fuse short enough to border on non-existant and serious anger issues. Quick to judge, ill-tempered, caustic to the extreme, and often seemingly misanthropic, one has to wonder why she's one of the good guys.
Name: Lily 'Dead-Eye' Spade
Position: away team
Age: looks 17, actually about 40 years old.
Species: Undead mouse. Cursed
Height: 3.8"
Weight: few ounces
General Appearance: Dead-Eye doesn't look or move like a stereotypical zombie. Well, she walks with a slouch, hands in the pockets of her coat, and drags her feet a little, which may or may not have anything to do with her being dead. Her fur is ash grey. She isn't particularily unsettling to have around, really, and most larger people won't even notice the lack of breathing or pulse. Dead-Eye doesn't rot, instead she stays perpetually in the physical shape she was in when she died. It would take special senses to notice her being a zombie right off the bat, or a keen sense of smell. She doesn't smell rotten, just old and dusty.
Build: Generally attractive but never dresses to show of, sticking to baggy, ratty clothing most of the time. She has unusually sharp teeth, whether that's caused by some Grasshopper mouse ancestry or her being a zombie isn't clear.
Hair: It's white, and usually tied back in a ponytail. It doesn't grow, except when cut, then it grows back to it's usual lenght.
Eyes: Her eyes are practically the only outward sign that something's is not right with her. They're milky white and somewhat shrivelled around the edges. The shriveling set in before she was brought back to life, so her curse keeps them in that state, now. She doesn't really see like a living being anymore, it's all rather monochrome - but in her mind, things are 'colored' by the smells they emit. While she can discern almost anything this way (and aside from the monochrome thing, sees pretty well, anyway), living beings really stick out to her, like something warm on a thermal scanner.
Clothes: Mix and match, really. She wears jeans or cargo pants, together with wide hooded sweaters, or alternatively, hawaiian shirts. Lack of fashion sense or lack of caring for her appearance? You decide. She always wears a black baseball cap with a brown bill. Lastly, a wide duster to top it all off, and big black military boots.
Accessories: black shades, MIB style. Good to hide the eyes. Also owns the fishing line/hook combo all crewmembers own, but generaly keeps it at home, or in the vehicle. She also has a rifle, the pneumatic repeater, a bolt-action longarm that uses pressurized carbon-dioxide from a standard human CO2 cartridge worn on the back to fire barbed needles. A hose connects the cartridge to the weapon, and the magazine holds six needles. Larger magatines are technically possible, however, expanding gasses cause the barrel to cool rapidly, after six shots under normal conditions, water vapor in the air freezes on the mechanism disabling it until it's thawed. The needles remain in the wound. Painful. Dead-Eye carries 3 extra magazines, more are stored in the car, along with some extra CO2 cartridges. Lastly, a combat knife, mouse-sized. She has two kinds of magazines: Knock-out darts, utilizing special biotoxins. If someone is hit with these, there'll first be a burning sensation, then numbness, which quickly spreads over the body, rendering the musculature useless by blocking any transmission of the nervous system. Does not paralyze the lungs or induce cardiac arrest. The area where the target was hit will be paralyzed within the first minute, the reast of the body following shortly after. Obviously, talking is made increasingly difficult. It's worth noting that the muscles don't lock up, the target's body loses all tension, like a rag doll.
The other darts are just really really painful, causing an intense burning sensation, but are not lethal to anything larger than a cat.
Skills: Has the standard urban survival skills of most rodents, along with the special ranged defense training all crewmembers get. Since it's about situational awareness and making oneself a bad target, instead of dodging bullets, her low speed doesn't affect this.
Extremely skilled with her rifle, a true sniper. Not having a pulse or breathing are another plus when aiming. She's good at hitting pinpoint targets, like weak spots on armor, or vital spots on living things. Her skills with the knife are mediocre. Other than that, Dead-Eye is kind of a swiss army knife as far as skills go. Seeing as the doesn't sleep, ever, she learned quite a few things, not all combat related. She knows a little carpentry, leatherworking, and other artisan type stuff...most societies aren't keen on having zombies around, so she tried to be self-sufficient. Consequently, she's good at disguising herself, which usually isn't of much use, either.. Biological sciences: She knows her way around with most biological toxins, also recognizes most bacteria and virii under the microscope. again, rarely useful. Funnily enough, she's a really good cook. Cultural Arts: She's into literature, since reading is a great time-killer. And occultism, but that's more of a hobby. Her appearance, especially the eyes, can help intimidate people who aren't too much bigger than her. She is an ok mechanic, but nowhere near the level of Toolbox, or even Burnout. She used to be one of Burnout's assitant techs. Jack of some rather obscure trades, master of one(the rifle)
Abilities: Well, she has an extremely steady hand when aiming, thanks to the lack of breathing and pulse. She has extremely good hearing and sense of smell. She can hear a persons heart beat, or track them by smell like a bloodhound over miles. She does not feel pain and never ever tires. Requires neither sleep nor sustenance.
Special Effects: She doesn't have a soul in her body. Whereever her soul is, it still controls the body and allows it to be more than a mindless undead. The connection is one-way however, so pain and mental effects directly aimed at her body don't affect much of anything. Should Dead-Eye end up in a magic-null zone, the link is severed and body and soul are useless until the body somehow exits the null zone. Can do some neat tricks with her voice. Good for scarring people. Ever listened to the undead archer hero in WC3? Yeah. Well, the whole being a dead body thing is pretty special. For example, she doesn't bleed....Although, if you were to cut a gash in her arm and give it a good shake, all sorts of clotted blood and lumps of congealed tissue would fall out. She also regenerates all damage, though this may take a few hours for severed limbs. Not a pretty sight. Dead-Eye doesn't 'pass on the curse' if she harms another being by biting or scratching. She doesn't show up on infrared scanners, due to the lack of body heat. She's immune to mindcontrol and other mind-influencing/altering effects, though her mind can be read, which only shows what she's currently thinking about...no knowledge extraction beyond that. She's also vulnerable to anti-undead spells, though doesn't seem to be affected by the presence of holy symbols themselves. Dismemberment doesn't kill her, and if killed by spells, she'll come back within hours for some odd reason, unless her corpse is incinerated or otherwise reduced to dust or similarily small particles. No one actually knows what'll happen, should that occur. Magic null fields seemingly kill her, but if the field is removed, or her body removed from the field, she'll get back up in no time. She's basically running on ambient magic, and doesn't have her own energy source, so she doesn't really show up on magic detectors, either.
While she isn't some shambling retard like most zombies, she is still slower than living beings, trading away her race's agility and speed for strenght and durability. She can run, but not terribly fast. More of a quick jog, really. The curse that keeps her body in it's current condition keeps her from having to feed on brains and the like, even though her body is still adjusted to hunting. Strong jaws, a vice-like grip(a tiny vice..) and vastly increased senses of smell and hearing. She was supposed to be an easy to care for undead familiar, not a full blown member of the shambling hordes.
History: Normal life until she was 17 years old. Only thing of note was her friendship to an extremely angsty human teenager. Free food and petting seemed like a good idea in exchange to listening him whine about his life, thinking she was a stupid animal. Well, until one day, he poisoned her. He used a spell in an old book he found to try and turn her into an undead familiar. Didn't work as expected. Dead-Eye is undead, but didn't obey her would-be master and ran away. The curse he put on her animates and preserves her. She retains the memories of her former life. After that, she kept to herself, mostly, avoiding people as much as possible. She taught herself a lot of things out of boredom or necessity. Joined the crew when she helped them solve an adventure.
She's usually somewhat quiet, but not shy around people, and she usually tries to take the whole being undead thing with humor. She doesn't need to eat or drink anything, which is a plus. No brains! If she says otherwise, it's a lie.
Name: Mandible. Mandy. (Her real name is pretty much unpronouncable for non-insectoid organics.)
Position: Part-time doctor. She's a bit too small to work that well with the big crewmembers.
Age: 30
Species: Praying Mantis
Height: 3"
Weight: not a lot.
General Appearance: Mandible is a praying mantis, a bright green one. The ends of her front legs, connecting to the tips of her claws, are articulate, if small, hands. Her voice sounds somewhat hollow and harsh, like all the letters have sharp, chitinous edges.
Build: Well, she's not especially muscular, being an insect. She, like other mantids, is kind of built like a centaur, walking on four legs, while the front part of her body points upwards, with the head on top and the front legs with claws and hands pointing forward. She has wings on the the horizontal part of her back. Yes, mantids can fly.
Hair: None
Eyes: Big, dome-shaped, dark green bug-eyes. Almost 180 degree vision.
Clothes: none, really.
Accessories: Carries a first aid kit and other medic supplies in a satchel on her upper back. Also, some fishing line and a hook. A gas mask. While real insects don't really breath through their mouth, Mandible is cartoony enough to have some human traits.
Skills: Stealth. Mainly when surrounded by foliage, she's almost impossible to see. Also, wilderness survival, since she didn't really grow up in a city. She's an experienced healer, good at patching people up via first aid and treating illnesses. She doesn't exactly have a diploma, but she's the closest thing the crew has to a doctor. She's also good at unarmed combat with her wicked claws. She may not look like much at 3 inches, but she can do some real damage to small people.
Abilities: Flight, most importantly. Mantids are very nimble flyers, routinely having to evade bat attacks in the wild. She also can climb walls or hang from the ceiling. She has a speciel organ that tells her when she's being detected by echolocation or similar sound based things, and from what directions. Evolutions helpt in evading bats. High manual dexterity with her hands.
Special Effects: None, really, aside from being an insect. Well, Mandits are the only insects that can actually turn their heads. She can turn her head 180 degrees to look backwards. Also, she has that whole 'totally unmoving predator' thing going for her.
History: Offered her services to the crew, because she figured she'd be able to put her skills to good use, seeing as she has the most medical experience of all crewmembers. She played a big part in the surgical removal of a mind control device from Laura.
She usually does not talk a lot, but isn't shy, or lacks confidence. She simply choses to let others do the talking in public.
Name: Tex 'Ronin' Hayden
Position: away team
Age: 25
Species: kangaroo rat
Height: 8" standing straight, but usually walks/hops hunched over.
Weight: not too much. Like a large rat.
General Appearance: Tex is a kangaroo rat, which means he's often found hunched forwards. He has a bushy tail-tip, short, naked ears, and sand-colored fur. He is unusually big for a kangaroo rat.
Build: He's very muscular, especially his legs. He has large feet. A long tail to keep his balance, and a bulky torso.
Hair: black hair in a mullet.
Eyes: black and fairly big. Can see in the darkness.
Clothes: Nothing too special. Usually a white shirt and blue shorts. No shoes.
Accessories: The usual fishing line and hook combo, a combat knife, and a rodent-scale chinese warsword. Yes, he knows Samurais are japanese, but the sword is really cool. Don't bother him about it. Few swords are more intimidating or more effective than the two handed Chinese War Sword. Its huge, wide blade will shear through armor as if it were butter, not to mention mere flesh and bones. There is nothing clumsy or awkward about this sword. Its cord wrapped grip, "S" shaped guard, and steel ring pommel all work in concert to make it a well balanced weapon that's unbelievably fast and agile. This must have been very expensive. The grip is 2.5" long, the blade 4". Note: This sword is mono-edged, thanks to some manipulation from Void. Tex also owns a cleaver, a human sized kitchen utensil, which is almost as tall as him. He can use it like a halberd. These weapons have a lot of intimidation value going for them. He, too has black MIB shades and a gas mask.
Skills: He's a somewhat skilled swordsman, and adept at using his cleaver and knife, too. He makes up for his mediocre skills with brute force, which is fair enough, seeing as skilled swordsmen aren't too common, anyways. His urban survival skills are fairly ok. He doesn't have the usual wilderness survival skills of his kind, having been held as a pet as a small child. He has some unarmed combat skills, mainly kicking, as jump-kicking is how his people usually solve disputes. He, like all crewmembers, if very good at personal ranged defense, which is augmented by his speed.
Abilities: Jumping. Most kangaroo rats can jump about 2m far. Tex, however, being especially big and strong, can reach 3m. Though since his weapons weight him down a little, his jumps are usually not quite this far. He's really quite strong, enabling him to use his rather large weapons..at least for his size. He can move frighteningly fast, but then, a lot of animals can, to human eyes.
Special Effects: He doesn't need to drink water, ever. Since his race is desert dwelling, his body doesn't store water like it does food. Instead, it can convert even very dry food, like seeds, the main diet in the wilderness, into water.
History: Tex loves action flicks, and samurai movies in particular. Rodents can sneak into cinemas easily. As a young kid, he was held as a pet in San Francisco, but got away at around 10. Already being strong for his age, he managed to survive. He was taught some rudimentary swordfighting skills, and refined them via practicing. He started out having to use things like these human cocktail swords, but he somehow got the money together for the real thing....even though he went for what looked the coolest, so he didn't exactly pick up a samurai weapon...or one he knew how to use. He's mostly selftaught, but it's not like there's a lot of people to actually duel, and hamstringing humans can be done without being an expert swordfighter.
He's a friendly enough guy, and not about to take things short of mortal danger too seriously. He's usually easiest to talk to, less foul-mouthed than Tar, more talkative than Mandible, and less ...undead..than Dead-Eye.
Their Ride! What's it called? Hm..It looks like a big cat..a Puma? Yeah, that's it, Puma! The team's ride was originally an 1/8 scale nitro-powered RC model of a monster truck, and the engine, brakes and suspension remain pretty much the same. The car was modified with controls and enough space for the 4 members of the team, as well as a gun mount on the back and some storage space. The original polycarbonate body, a replica of an actual monster truck, has been replaced with a 3mm thick aluminium chassis. It's more rigid, durable, and more stable during jumps and racing. The new chassis also includes things like actually working doors, even though it looks less pretty than the stock version. It's painted pitch black. In the front, there's room for a driver, and 1-3 passengers, largely depending on size. Stored on the vehicle is extra ammo for the team's various weapons, replacemend tools, and similar things.
Tire size: 200mm/125mm Wheel: 110mm x 100mm 5-Spoke w/Chrome plated Suspension: 4 wheel independent, double wishbone front/rear Brakes: ventilated Double disk brakes. Shock absorbers: Polycarbonate, oil-filled. Drive: 4WD Engine: 21BB, runs on Nitro fuel. Has a cooling fan and a dual chamber tuned pipe muffler. Starting mechanism: battery starter unit Transmission: Automatic, 2 speed forward w/ reverse Servo Unit: High torque steering servo included (torque 9kg/cm) Speed: Max Speed is 40mph
The team also has a laser weapon. The rifle is about 3 inches long, and together with the energy source weights 2 ounces. It's a shoulder mounted weapon for Dead-Eye, or possibly a rifle for Tar. It has power for 50 shots and a range of 200-500' (atmospheric conditions play a big role here). When the trigger is lightly pressed, it acts as a laser sight, fully pressed, the weapon can keep up the beam for 1 second and burn through 3-4 inches of flesh, clothing, or light armor during that time.
The team may also call upon long distance transportation, once Toolbox gets done with the project.
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[While my profile is available in GG forum, I felt it could use posting here too. Enjoy! ]
All vital information below provided from The Official Handbook to the DZ Universe , published 1985:
DEFENDER III
Alter Ego: Michael Blake Occupation: Student Marital Status: Single Known Relatives: Reginald (Defender II, retired) and Dorothy Blake (parents), Willam Blake (Defender I, retired and exploring space)(grandfather). Group Affliliation: Formerly League of Super Heroes, currently Powergamers. Base of Operations: Earth Alpha, Primary System, mobile. First Appearance: Dynamic Comics #173(infant), April 1950, Defender: Man of Titanium #500 (debut as third Defender). Height: 6 feet, 3 inches Weight: 225 pounds. Eyes: Blue Hair: Black.
HISTORY: The story of Defender is in fact, two stories. The first is the tale of a third-generation superbeing, the product of secretive experiments conducted in the earliest days of the second World War to create a super-soldier. Willam Blake, at the time a young private, was exposed to an alien isotope in the hopes of merely enhancing his natural capabilities. Instead, the material (dubbed Kylenite for the remote star system of it's presumed origin in later years) made him into his world's first metahuman. A generation later it was determined that Blake's altered genes could be passed on to his offspring, as his son Reginald became the second man to bear the mantle of Defender. The most recent inheritor of this legacy, Michael, was born in Littletown, Iowa in the heartland of America, growing into incredible powers and fighting a neverending battle for truth, justice, and hope.
The other story is that of Dynamic Zeal/DZ Comics (The publishers couldn’t settle on a name, so they turned to random pages in a dictionary). Defender was their lead character for many years, and in the Primary System DZ continues to publish such titles as Dynamic Comics, Adventures of Defender, and Defender: Man of Titanium, with a variety of animated series, toys, and films about the character.
However, Defender himself is in fact quite real, as his whole world became it’s own system with the release of the DZ ROLEPLAYING GAME. For many years Michael Blake thought nothing of the fact that he was an average high school student in Littletown who also used his powers to protect the helpless, thwarting the likes of Dorian Drake(his grandfather's arch-nemesis, apparently immortal), the Fearsome Five, the Mad Monk, and Giganto. He’d even travelled through time to the 29th century, where he’d been made a member of the League of Super Heroes, an organization inspired by his legendary deeds. Indeed, it seemed as though the young man’s adventures would go on forever. . .until he faced an enemy even his powers couldn’t overcome.
In the Primary System, far away from the Earth Alpha of DZ’s multiverse, the publishers of DZ Comics were bought out by MegaTime Incorporated, a multimedia conglomerate. Naturally, the universe being what it is, those without talent feel biologically compelled to dictate their “vision” of the way things ought to be to those with talent. DZ was mandated to take their comics in a “bold new direction”, and what could be more bolder than killing off a character todays readers of MegaDeathKill and Faustian Ripoff could no longer relate to? The Death of Defender. . .they’d have to beat off the money with a stick! Dynamic Comics #775 pitted the young hero against a force he couldn’t defeat. . .the monstrous hulking creature Armagedon. A young hero who’d been raised fighting mad scientists with world domination plans had no idea how to deal with a monster that apparently only lived to kill, and given his own code against taking life, he was easy prey. He fought, and fought hard. . .but in the end even the greatest hero can’t fight bad writing.
The Death of Defender saw his subsequent “return” as a grim Spartan-like centurion of merciless justice, with none of the high ideals his original creators imbued him with. In the Primary System, this remains the status quo, but that system is one of legion, and far away on Earth Alpha, the hero of their world was saved, thanks to 29th century medical science. Unfortunately, by the time of the “return” of Defender, the DZ ROLEPLAYING GAME had been cancelled, the System doomed to obscurity. . .until it was chanced upon by a Gaming Guardians field team. In the course of the adventure they fought a visiting malcontent from a rival supers system, and managed to thwart his plan, but not before the villain managed to cut Defender off from his system. The Guardians team tried their best to locate the coordinates once more, but due in part to the crimimal’s superscience and the fact that the Earth Alpha was part of a Cancelled System Michael was told the odds were slim he’d ever see Littletown, his parents, or his sweetheart Leanne Lee again.
Now, marooned in a world that thinks he’s either an imposter or a archaic version of a grim ‘n gritty hero, our young protagonist has joined the Gaming Guardians, using his powers to aid them in bringing peace to troubled systems, and hoping each time the next jaunt will be the jaunt home.
Roleplaying Notes: Taken differently, Michael could easily be seen as an elitist sort of snob. He’s really good at just about everything (super-intelligence, super-strength, super. . .you get the idea). But despite being naturally gifted, Michael (Mike to his friends) is a true rarity in life; a genuinely honest and decent person. Brought up on a strong work ethic, when he says he’ll do something, it’s done. Raised by a loving family he has a strong sense of right and wrong, and knows good and well that you should try to reason out conflict rather than use a blast of laser vision to solve problems. Of course, sometimes the other guy doesn’t want to reason, and in that case said laser vision isn’t entirely a bad idea after all. . .
There are a few dents in his personal armor, however. The first is simple lonliness. Though not a gloom ‘n doom type, Mike does pine for his home sometimes. Things back on Earth Alpha were simple. Foiling bank robbers, stopping the occasional supervillain, teaming up with other heroes, and enjoying a date with Leanne at the malt shop or a day of chores with his Pa. The there’s the fact he finds himself stranded in a world that thinks of him as a fictional character, and a relic of a “goofier” time at that. But despite the healthy skeptiscism of others, Defender remains what two boys in Cleveland dreamed him of being; a paragon of moral and physical strength. Might for Right. Putting the Lawful in Lawful Good, Defender won’t strike an enemy from behind (unless there’s no other option), respects authority, and is a hero’s hero. He has a natural flair for leadership, which may develop in time.
Image: In civillian guise, Michael is a handsome young man of medium height and well-developed build, usually clad in jeans, a t-shirt, and a pair of wire-frame glasses. His face is open and warm, and he’s generally a bit more approachable and friendly, even mischeviously playful. He still gets a little tongue-tied around cute girls though.
Defender is all of Mike’s positive qualities taken to the Nth level. Clad in a black tunic, with highlights in the form of blue gloves, boots, and cape, a stylized silver D-symbol in a black triangle adorns the upper left of his chest, above his heart as a nod to the full-chest emblem worn by his two predecessors. He projects an air of confidence and power that usually works to diffuse most conflicts before they start. As Defender, Mike is a little more reserved, alert and ready for trouble. He’s by no means unfriendly, but in this guise he prefers to be all business. Still, occasionally his personality shines through all the duty, and yes, he still gets tongue-tied and shy around cute girls, despite the ability to juggle tanks. His costume displays a mix of swimmer’s, runner’s, and dancer’s build.
KNOWN SUPERHUMAN POWERS/WEAKNESSES: Defender is a hyper-evolved human, and is in many ways the mold from which other superhumans in the DZ universe were cut. An original, he possesses the power to fly, superhuman senses, aural and visual powers of varying types (from superhuman hearing and sight, to laser vision and freezing breath). His top speed is less than the speed of light, and he generally has a better time of moving at superhuman speeds while flying than running. He’s still inhumanly fast on land however. Defender can lift(press) approximately 100 tons with supreme effort (his typical lifting strength is about 50 tons). He also seems to project a kind of psionic integrity field, allowing him to lift and maintain the structural durability of objects that should rightly fall apart beneath his strength (submarines, luxury liners, etc). His brain also works with superhuman acuity, allowing him hyper-intelligence. His mind moves at such speeds that some telepaths often have trouble reading his mind. . .rather like expecting a simple stroll and then finding oneself on the bullet train.
It should also be noted that Michael is young. His father developed new and interesting powers as he matured, and his grandfather became extremely powerful over his career. It remains to be seen what other powers and abilities the third Defender may develop over time.
Though his powers are impressive, Defender is not without several weaknesses however. The first and greatest is exposure to Kylenite, a radioactive remnant of his long-exploded homeworld. Emerald Kylenite weakens him dramatically, and extended exposure (45 minutes to an hour) could kill him. Scarlet Kylenite has a random mutagenic effect on the Man of Titanium, and Yellow Kylenite has the capacity to strip him of his powers permanently.
Magic is also a problem. Magic can affect Defender as easily as it does any other being, though energy blasts and physical attacks are somewhat easier to handle.
Defender is essentially a living battery of kylenite energy, a constantly renewable energy source within his very molecular makeup. While his powers are formidable, extended use over a long period of time does strain his body’s energy reserves, diminishing his resistance to physical damage. Overtaxing his resources could leave the young hero in mortal danger.
[OOC Notes:
Defender is in large part a tribute to the superhero comics I loved as a kid. System-wise, the character was originally built around a Mutant & Masterminds setting, but my future plans for Mike have made me reconfig to a more four-color Aberrant frame of mind. I tweaked a few things here and there, so while he still is a fish out of water super, he's A) Not quite so uber and B) More Will Payton Starman than a simple Superman clone. Hope you enjoy!
]
-------------------- " We believe in heroes because, ultimately, we believe in ourselves. " -Jack Kirby.
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Name: Samuel Blacke System of Origen: DCU Race: Human, Normal Height: 5'11" Weight: 150 lb Hair color: Blue Eye color: Black Build: Lanky, suprisingly solid though Standard Clothing: Sam is fond of simple clothes. Jeans and a good t-shirt as well as the beat up old trenchcoat that's standard for a man in his profession.
Powers: Believe it or not, Sam gets by pretty much just on his wits. The thing is, no one else knows that. Most of his power lies in his reputation. He's taken down some pretty nasty customers so the other big bads in the universe assume he's got some major mojo. What he does have is a decent knowledge of magic and ritual, some dumb luck and a few useful artifacts he's picked up along the way.
Evil Bane: This wicked little dagger reacts to the presence of the supernatural. Not only does it pleasently tingle (think a low level pager in vibrate mode) but it also acts as if made of whatever substance the creature is vulnberable to. For a vampire, getting the dagger plunged into the heart is a lot like getting staked. For a werewolf the blade seems to be silver. A faerie lord vulnerable to salt will find his wounds nice and saline coated.
Curse: This little amulet is tons of fun. If Sam could get rid of it? He would. But he can't. He can't take it off either. What it does is give him nightmares - every night. It shows him all the evil in the world. All the nasty. All the darkness in the human soul and the demonic soul as well. Sometimes it passes along useful info, acting as a GM plot device.
History:
He ain't telling. All most know is that he was a Private Eye and somehow he had a knack for getting involved with stuff 'man was not meant to know'. Which sucks. Now he's a Powergamer. Or will be soon enough.
Name: Rollcage w/ Soundbar System: Transformer Universe Race: Transformer/Autobot/Jeep Wrangler Hair: N/A Eyes: Blue and Glowy Appearence: Vehicle: 1987 Jeep Wrangler YJ. A "newer" model based off Hound's design. Main paint is Black with three White to Grey thin stripes running along the base of the frame. Also included is a Tan ragtop with Tan half windows. On each side of the hood is "WRANGLER" in White-ish Grey. vehicle mode has comfortable seating for 4, 5 if you wanna be cramped. Included on the front bumber are two matching chrome tow hooks and a metallic liscence plate with the Autobot symbol on it.
Robot: Black with White and Grey highlights, transformation process very much like Hound (His transformation is and upgraded version of the original Hounds, now something similar to the Hound Alternator version.). In robot form the ragtop is transformed into backpack used to hold Soundbar and any items Rollcage has on him.
Transformation: 87 Jeep Wrangler Height: 18ft tall in robot form Weight: Heavy around 3000lbs
History/Personality: Based off the pre-exsisting Autobot "Hound", Rollcage follows slightly different ideals. A compentent solider in his own right, however his true skill comes in technology. A highly skilled mechanic mastering in both Earth and Cybertronian technology. With his toolbox he can fix/mod/upgrade/install/fabricate just about any peice of technology and machine one can think of. He won't shy away from battle at the least, seeing as his trusty dual high-powered energon pistols are always ready. However he prefers to spend his time in the garage "fix'in stuff" while listening to music, which is provided by Soundbar. Though only average on the soldier rating, Rollcage does have a bit of adventuring in him which coincides with his off-road form willing to go have an adventure just for the understanding of the world around him.
Accessories: - tan back-pack (transformed ragtop) - 2 high-powered energron pristols - energon ammo clips - beam saber for melee combat (blade emits White energy) - mechanic/medic toolbox (various Cybertronian and Earth tools, used for repairing other transformers or anything else mechanical or electronic) - tire sheild (a spare tire that transforms into a round, very strong, throwable sheild. When thrown he can command it to come back by a data uplink similar to the one he and Soundbar share) - Soundbar
Powers: Can transform to a Jeep Wrangler and back to a robot. Super high mechanic skills. Can fix just about any technology or tool around with it till it explodes. Tow hooks can be used as grappling hooks or backup melee weapon. Each tow hook can support the weight of two average weighted Transformers. As far as soldiering goes he's just average. Rollcage's ragtop is also made with a super strong Cybertronian fiber similar to the condenced wires attached to his tow hooks. This fiber allows for the ragtop to be just as strong if not stronger than Rollcage's actual frame so to offer superior protection to anyone riding inside of Rollcage during an attack.
Soundbar - A black soundbar (a padded mounted speakers set usually attached to a rollcage in a Jeep) that Rollcage created as a companion. Soundbar can be found attached to Rollcage's rollcage during Vehicle mode. Sounbar is very similar to Laserbeak as far as transformation goes and appereace except for his main body is a soundbar. And his uses are also very similar to Laserbeak's. Rollcage and Soundbar have direct two way communication which allows for Rollcage to hear what Soundbar hears and allows for Rollcage to speak through Soundbar. Soundbar speaks through a series of electronical noises that any Transformer can understand. Attached to Soundbar's under belly is a small laser gun. Soundbar's main function is to be Rollcage's personal stereo while Rollcage works. Soundbar's speakers can get very VERY loud as to compensate for what ever mechanical tools Rollcage might be using at the time.
Flight Mode (jetpack): An upgrade to Soundbar allows for a second transformation for Soundbar, where Soundbar integrates himself with the upperback area of Rollcage. The new transformation gives Rollcage jet-like speed and manuverability in the air due to the increase engine output and wingspan of Soundbar when in jet-pack mode and connected to Rollcage. This mode can only be used when Rollcage is in Robot mode.
Back ground: During the fight between Autobots and Decepticons on Earth, a call for reinforcements was made. Some of the top Autobot heros allowed for recruits to be modeled after them. One such recruit was Rollcage, modeled after Hound. Rollcage was assigned to Earth were he helped repair comrades who sustatined damage in battle and also invent new forms of technology to give the Autobots an advatage during the war. He also participated on various combat missions. During a routine SpaceBridge travel to Cybertron for supplies, Rollcage's spacebridge was disrubted by a Decepticon attack. When he awoke he found himself in The Primary infront of the PowerGamers headquarters.
posted
( edited 9-20-04: More completely listed the abilities and powers that Sienna was known to use. )
Name: Sienna
Age: 21
Gender: Female
Species/Race: Artificially created Human / Sauk Hybrid (( Sauk = Winged Fox anthro. ))
Height: 6' 2"
Build: Tall and slender, well toned. 32C-22-28. She looks completely human, except for fox ears, fox tail, and wings with red-orange feathers. Each feather's shaft is a deep black.
Hair Color(s): DARK Brown (almost black). Long and kept in a ponytail. Her fox ears are red-orange in color with black tips. The inside of her ears has a lite white fur. Her tail is also red-orange that fades to black at the tip. Due to a run in with Dr. Shiney, Sienna's hair and fur has a permanent 'metal flake' shine to it.
Eye Color: Brown
Clothing / Armor: A dark green t-shirt that doesn't quite reach low enough to hide her belly button, and loose blue jeans that ride low enough to show the straps of a black thong. She also wears white sneakers from time to time.
Occupation / Class: Ally to good, Nightmare to evil.
Affiliations: Powergamers
Accessories: none
Pets: none
Abilities/Skills & Power Level: She has the hawk-like vision of the Sauk as well as acute hearing and sense of smell.
Telekinetic and Telepathic abilities. After training and testing, Sienna can read the thoughts of others if she really tries or can accidently overhear thoughts if the person is 'thinking loudly' or not in a calm state. Her TK has maxed out at around 100ton of force.
Awareness: Can sense the presence of others around her. The more she knows a person the farther away she can sense their presence. Common awareness stretches close to 50 yards all around her, farther if she knows the person.
Flight: Can reach rather high speeds using TK. Using an energy barrier to lessen wind resistance, Sienna can easily leave a sonic boom in her wake.
Rapid healing: uses control over positive energy and her psionics to repair wounds. She can extend this ability to heal another, leaving no scar on fresh wounds.
Offensive Energy: Can launch a wide variety of destructive elements. ( fire/plasma, electricity, positive energies, ect) Can generate weapons of energy; poles, blades, ect.
Defensive: Can create a strong energy barrier around herself and/or others.
Teleportation: Sienna can use her control of energy to teleport from one place to another instantly. She can even teleport to other dimensions. She can teleport other people with her as long as they are touching her. Her limit per port is about 12 people. Any more and she will have to gather more energy and make multiple trips.
Projection: Can affect light to create realistic looking illusions.
Weaknesses: Is very weak against negative energies like Void, dark magic, ect.
Special Effects: Can absorb and manipulate most forms of energy in great amounts. This amount is equal to the amount of energy used to teleport from one dimension to any other 12 times. Released all at once, she could vaporize 6 stories of a building. And due to her ability to absorb and store energy, her body is remarkably resilient to energy based attacks.
Her awareness of the energies around her is so acute it is to the point she can almost see them and how they effect things around her.
Description of Personality: Often quiet around strangers she can be a bit quiet yet curious. Around friends she is helpful, friendly, and somewhat screwy. Just don't make her angry.
Brief History: The Corporation obtained samples of both Demontec's and Nightwing's DNA (without their knowledge) and merged them into one. They created a female and turned her loose with a few false memories. The Corporation's future plans for this young woman are top secret. Since her release she has been starting to have instances of deja-vu when in places or around people Demontec and Nightwing have seen. It was later found out that John Blake's DNA had also been added in the mix for the version of Sienna that was sent to the Primary. The reason why has not yet been comfirmed.
A brief and character revealing answer to the question, "What is your ambition?": To find out who dropped me out in the middle of nowhere, naked, and without any memories, and find out why...
Speech types. " Regular Speech. " Sauk godspeech (sounds like a voice is coming from the air just above her head.) # Telepathic Sending. # Surface Thought. (easily read by telepaths) .o0( Private Thought. ) (only able to be read by strong telepaths who actively try to read her mind.) << Electronic Communication. >>
posted
Um, I really dunno what th'right thing to do is...but, I was planning on hanging out at the Powergamers board more'n'Gaming Guardians (Yay Maus'n'Omen!), so I figured I'd re-post my ID here..hope s'okay.
Name: Merle Königsmann Nickname: Soulflame Age: 29 Gender: Male Home System: Subsystem of White Wolf's Aberrant
Skin Color: Golden tanned Hair Color: Dirty Blonde Fur Color: Tawny brown Eye Color: Dark green
Clothing: Usually a brown leather jacket, with ratty jeans and a solid-colored T-shirt under it; underneath this, he wears a thin Spandex-derived suit of armor; this stretches to follow his changes in size and shape, though obviously it has limits (When he's fully shifted, it will only come up to elbows and knees, if that). He usually wears serviceable boots, though when he's not on a mission he prefers to go barefoot.
Appearance: His long hair is usually kept back in a loose ponytail, and falls halfway down his back, with a few strands often falling over his face. Four pale scars, long-healed, can be seen diagonally downwards towards his chin on the left side of his face, narrowly missing his eye. His physique is fit, but not really muscular; it's more that he has just barely enough body mass to avoid being called 'scrawny'.
Accessories: The skintight armor under his street clothes is a souvenir of his home, and serves both to protect him in the case of his powers failing (though it can't stop a bullet, it can take away most of the force of the impact, and it's rated fairly highly in, say, a barroom brawl). It also protects his modesty in case of a transformation to a size too large for his clothing to survive it intact. It is colored dark blue, with white running down the sides of the torso, and the undersides of the arms and outsides of the legs; there are bands of solid blue around the wrists and ankles, with a cat's eye colored in flame on the chest.
History: Merle was originally a resident of a superhero System, a member of Outcasts, the premier superhuman team of his world. He eventually came to hold the team's second-in-command position, fighting side-by-side with his sister and his wife, both of them superhumans of considerable power. However, his own high power rating proved to be a hidden curse when, due to an inadvertent blunder, he allowed a body-hopping magic-user to possess him. The mage, a supervillain going by the moniker Voodoo, magically boosted his powers and used him first to attack his own teammates and then to attack Manhattan, trying to force the government to cede ownership of the island over to him. The Army was called out to deal with him, and he dealt with them mercilessly, destroying much of Manhattan in the process. Eventually the least-injured members of the Outcasts, along with a number of other individual superheroes and superbeings-for-hire, formed together and defeated him; however, the damage was done.
Manhattan was a smoking ruin, and despite the hastily-organized evacuation efforts, thousands were killed - not including the massive loss of life and equipment the US Army had suffered. Several noted heroes lay dead or critically injured, among them Soulflame's sister, who had fought him to near-death in the rubble of Manhattan. His shielding protected him from much physical injury; she lacked that protection, and lost an eye, an arm, and barely escaped the fate of quadruplegy. Among the other victims was his wife, a telepath who had tried desperately to force out the alien influence in his mind, but proved no match for the interloper and was left in a catatonic state. His reputation was shattered, as the villain had vacated his body and, with the only person to be in mental contact with him at the time comatose, few believed that he had really been possessed at all; only his past record of public service saved him from execution.
After his disgrace, the Outcasts and the nation slowly repaired the damage he had done, but Soulflame wasn't content to remain in prison; he knew that his wife's mind hadn't been destroyed in the battle, as was assumed, but rather that the mage infesting his mind had ripped her soul and psyche loose from her body and sent them...somewhere else.
Obsessed with finding his wife's spirit, Soulflame made a deal with a supervillain named the Dastard incarcerated in the same maximum-strength facility within which he was imprisoned; if the villain deactivated the collar dampening his powers, Soulflame would bring the Dastard with him in his escape, provided the Dastard provided him with a means to search for his wife. The Dastard, though a criminal, was a man of his word, and after their escape he designed what he believed was a dimensional portal. Soulflame scanned the ethereal planes for his wife's soul and thought he had found it, and entered the portal to retrieve it; however, the portal actually sent him through the multiverse, ripping him from his home and sending him to a wholly different gaming system nearer to Primary. He slowly made his way from world to world, and recently managed to reach Primary.
During this period of wandering, searchng for the exits between worlds which a residual effect of the portal allowed him to recognize, he stumbled across a swords-and-sorcery world and was attacked by a wild werecat, which he barely managed to escape after he acquired the wounds that caused his scars. He contracted an odd form of lycanthropy from this - a cougar spirit now coexists with him within his body, and is normally quiescent though at times of extreme stress it may force itself to the surface. Over the course of a lunar month, however, the spirit's influence waxes and wanes; he is now a furry, an anthropomorphic mountain lion, and the level of humanity he possesses shifts with the moon.
At the night of the full moon, his body is almost completely feline, unable even to speak though he can still walk bipedally, barely; conversely, during the day and night of the new moon he is fully human, with no furry characteristics whatsoever. In a system with no moon, or multiple ones, this cycle can become somewhat unbalanced; his cougar side may even start vying for dominance with his human mind, with unpredictable results.
During his travels, Soulflame has realized the truth of his world, and has determined never to be bent to anyone's - player or villain's - will again. He still searches for his wife, but also wishes desperately to return to the role he once held - a defender, a doer of good and a champion of justice.
Special Effects: Merle can generate a psionic field of force around him, using natural abilities to constantly draw power from his environment and focus it through his mental abilities. He can use this field to create a shield, to fly, or as a means of offense (whether through enhancing his blows with a significant extra "kick", or through ranged blasts), and can also render this field around him either permeable or impermeable to air and other gaseous or liquid substances. However, he cannot magically create air if he tries to prevent poisoning or drowning this way; the only air he has is that which is trapped in the field with him, though he can extend the field or form a "pocket" to store a small amount of extra air in.
Depending on the system he finds himself in, the energy he collects (and thus the nature) of his power changes somewhat; in a magic-based system, his abilities may manifest more as magical shielding and attack affects, while in more scientific realms it shows itself as a psionic or mutant ability. He cannot process all kinds of energy, however, and in some odder or more mundane systems, his powers may be less effective or even nonfunctional. (The shield is also solely physical; it may provide some protection against magical effects, but not all, and he is almost as vulnerable to psychic attacks as a normal human, though outright attempts at possession will be rendered significantly more difficult by the preexisting alien presence in his mind.)
In addition, his physical form and capabilities change depending on the phase of the moon; as the full moon approaches, he becomes stronger and more resilient to damage, as well as actually physically larger, until at full moon he stands slightly over six feet tall. He has a tail for most of the month, except for the one day when he is fully human, and the puma within him can actively attempt to take control, usually in a stressful situation (particularly if he's been deprived of food). It is not evil, but it is bestial and not too intelligent; it lacks speech as well as more than a rudimentary notion of right and wrong.
And, um...can I just jump from here into an RP, or do I have to be approved or somethin'? ^_^ *stands around awkwardly*
-------------------- That which is, will cease. That which was, will be again. That which never has been, will finally see the light of dawn...
posted
Name: Carebot (full credit to Fluri-mouse for that name)
Age: Eight months
Gender: None. Male overtones though. A very sensitive male.
Species: Robot
Height: 5 feet
Weight: 180 pounds
Build: Clunky
Eye color: Red
Armor: Decent, silvery. Can stop a rifle bullet or a laser rifle blast.
Personality: Think Barney. Think Mr. Rogers. Think JET. Now combine the three. Can you say horrifyingly sweet and cheerful? Gets his feelings hurt if somebody yells at him. When his feelings are hurt, he makes sniffling sounds and the motile metal on his face makes it look like he's about to cry. Tends to run around except when talking to someone. Always happy to help, not very bright. For instance, he would happily help bank robbers carry their loot to their car if they asked him nicely. Responds badly to rude behavior towards himself or his friends. Calls his friends "Carebot buddies." His voice is always warm and cheerful.
Accessories: Inspector Gadget/R2D2 hybrid. Has a seemingly endless supply of noncombat equipment stored in his chassis. Unfortunately he hates to fight, so while he may have weapons in there, he's unlikely to pull them out. Known pieces of equipment include; a full medi-kit; extendable arms, legs, and neck; a grappling gun; a jet pack; and a well-equipped tool box. Past teammates swear that it's literally impossible for him to carry all that stuff inside of him.
posted
Name: Mischa System of Origin: Primary/Dream/Other Age: 29 Gender: Female (now) Race: Foam Rubber Genie Height: 5'6" (165 cm) Weight: 2.5 lbs (5.5 kg) Build: Cuvaceous, hourglass shape. A little unrealistic, since her body can get away with it. Hair: Her hair when left free hangs down to her butt, so she often wears it up in a ponytail or topknot. Coloration: Her basic coloration has red skin and purple hair. Her clothing in this form is normally blue. Clothing: Varies. But most often a typical genie outfit -- translucent, billowy harem pants, blouse, pointed shoes. Sometimes wears a veil, as well as various pieces of jewellery (including bracelets, anklets, and a tiara with a gemstone in the front). She has begun to wear a sapphire embedded in her navel (enough to fill it), after some mischief provoked a comment from MegaGal ("Why else would so many genies keep gems in their navels if not to keep robots from plugging airpumps into them? ^-^")
Accessories: A soda can, brightly colored with the words "Genie Soda" on it, and lots of bubbles. Apparently her home, since if she's inside it and the tab is pulled, she is released. Alternatively, if she goes back into the can, it seals itself up once more. If outside of the can, she can teleport it into her presence if desired (unless blocked by a ward or some other sort of anti-teleportation defense).
Special Effects: Bounciness: Obviously, her rubbery body is very bouncy. Squishiness: Ditto. She's pretty much immune to blunt weapons and crushing damage, although her strength is correspondingly limited. Don't expect her punches and kicks to do much damage, and even lifting heavy items or opening heavy doors is a problem. She can be scrunched up into a ball roughly the size of a softball. Stretchiness: Her body is somewhat elastic, and thus stretches under stress. Her hair, being strands of rubber, is the most elastic, and also quite durable. She dislikes suggestions of bungee jumping with it, however. Durability: Her body is essentially pure foam rubber, and magically animated -- and so fairly resistant to damage. Gunshots, stabbing, even having parts of her body cut off are only a minor hindrance. Severed body parts can still move, but doing so can be understandably difficult if she doesn't know where they are. She lacks any sort of natural healing, however -- repairs must be conducted by the judicious use of rubber glue. She can absorb new foam rubber into her body to replace sections that might be lost (or abandoned, if unretrievable), but doing so takes time and a degree of energy, limiting their effectiveness as they're incorporated into her. No Life Support: Mischa no longer requires food, drink, or an atmosphere to survive. However, being a magical/spiritual being, the presence of an anti-magic field will put her in an inanimate state, although she remains conscious. Spiritual Essence: As a genie, she's a spiritual being, and is thus affected by wards and bindings that affect and influence spirits. She cannot really be banished or turned, however (being neither summoned nor undead). Teleport: Like most genies and spirits, Mischa can teleport, although only to a location she knows fairly well. Turn to Smoke: Mischa can allow her form to dissipate into a cloud of colored smoke, which can still move about -- although the presence of wind and air currents will affect this ability. She cannot communicate while in this form, however. Shapechange: One of the abilities that Mischa had wanted was the ability to shapeshift into a new form. Thus, she can change her shape into anything from around an inch high, to a maximum of twenty feet tall. While in another form, however, she typically has the abilities and weaknesses of the form in question, although if in a form that can't normally see or hear (such as an inanimate object of some kind), she is still able to do so, despite lacking any visible sensory apparatus. Her ability to move may be limited, however. Item Creation: She can create common items from thin air (often in a cloud of smoke), although the more complex and larger the item, the more difficult it is. Food, water, clothing, simple tools and even simple weapons are relatively easy. More complex devices (such as appliances) are harder, and large and complex things (such as buildings and vehicles) are very difficult for her. Whether this is a mental limitation or some sort of power limit is unknown. Elemental Manipulation: Well, since her 'element' is foam rubber -- or more accurately, rubbery things in general -- she has an easier time in creating rubber things -- balls, balloons, cushions, and the like. She can also manipulate rubber and foam rubber items in her proximity, although her range of influence is currently uncertain. Misfires: Being relatively new at having powers, and inexperienced with them, Mischa has a tendency to occasionally mess up with some of her powers -- mostly item creation and any elemental control. (Innate abilities, like being squishy and needing no sustenance, do not misfire.) Other powers: Again, being relativley new at this, and not having asked Void for a list of her powers, she's somewhat uncertain as to what she can and can't do. She experiments occasionally, but worries about possibly producing highly dangerous and destructive effects.
History: Originally Mischa was just a mundane male Primary native. The sort that populates universities around the world, and works at low-paying jobs just to pay their way. Like many of them, he was inclined to fantasize and daydream, and played various sorts of roleplaying, computer, and wargames as a hobby, along with some drawing and writing. Thus, he eventually came across the Napping Cat's Dream RP forum, and began to post there in the guise of several different avatars.
And then, one day, he woke up from a nap to find himself somehow inside of the Napping Cat's Dream. Rather confused by the new state of affairs, he eventually managed to settle in, making a variety of new friends and generally enjoying his new life, aside from the occasional dangers -- such as nearly being killed by Dinadan, at one point. Still, all in all, it was a good life.
Then, one day, he found himself suddenly sucked into another system, the result of a very unusual summoning spell that was intended to bind a summoned spirit into a pendant, allowing its wearer to wield the spirit's abilities and powers. Except that the mage who cast the spell ended up with a rather powerless individual (namely, Mischa), and discarded the item soon after. Unable to escape the pendant, Mischa would've been stuck there, save for the fact that a Gaming Guardians team came investigating the inter-system magic used at the sight, and one Void scooped up the pendant as they went through, absorbing it into his system.
There, he discovered the soul trapped within the pendant, and freed Mischa, offering him a new body. Having felt rather discontent at his weak human form in the Dream, and desiring a body that was more interesting and more durable, he eventually negotiated with Void to become a living foam rubber genie. Void then absorbed a Jaunt beacon into himself, and Mischa was able to be Jaunted from Void's system into the Primary.
There Mischa ran into even more problems. She'd been gone from the Primary for more than a year, so many of the elements of her past life were gone -- no job, no apartment, even her bank account had been shut down. Not to mention the fact that she was rather different now. Thus, she is still trying to come to terms with all that has happened, and find a place to fit in in a world that's both familiar and different...
-------------------- "I'm not crazy... I just have a multifaceted personality." -- Mischa
"Scott's eyes dart towards Mischa's direction. oO(Holy crap, a red rubber ball. Genie. Sexy lady genie. GAH.)oO" -- Scott/Gebohq
posted
Name: Monk will be fine System of Origin: I don't know precisely. Race: Mutant human. Height: 5'11' Build: Medium Weight: Normal for someone my size. Hair color: Head shaved Skin color: Tanned Facial hair: None. Clothing: a brown monk's robe. ((Because monks are cool)) Voice: Borderline tenor/baritone
History:
Well, I was born somewhere with a lot of what you call "superheroes." Some of them got their powers from odd events. Others were like me. We get our powers due to mutations. My...talents...allowed me to study a variety of healing methods...some more conventional than others. I'm experienced in most medical fields; my longetivity helped with that. Then I was somehow thrown back in time to feudal Japan. I studied for a time in a monastery there and learned from the more warlike monks ((Historical tidbit: there were warrior monks in ancient Japan, odd as the idea may seem)). That's where I got my name and my current tastes in clothing. I still have my sword from the monastery.
Skills:
Well, I have degrees in multiple fields of medicine. I'm a pretty good swordsman, and I know a great deal about unarmed combat. Otherwise, nothing special.
Powers:
I heal quickly, about 6 times what a normal human does. I constantly absorb light (and maybe other types of energy). I can use that energy to either speed up my healing ability immensely or shoot blasts from my hands. I have a sword, which I can reinforce with that energy. I haven't been able to do anything fancy like shooting beams from the sword or other things along those lines. Oh, no. I sound rather pompous. Well, there's one or two other things to tell you, then I'll stop talking about myself. I can lend my healing ability to others as long as I'm in physical contact with them, but only at about 2/3 the speed. Also, healing and shooting uses up energy. The more powerful the blast, or the more severe the injuries, the more energy I use. Even if I start fresh, I can only heal two badly injured people. Then I have to go without my energy abilities for at least an hour.
Umm, what else? Oh, yes. My healing abilities seem to affect the products of aging as well. I age only 1 biological year for every six years I'm alive. Also, if I use my more rapid healing abilities, it actually reverses the aging process temporarily. I grow about 3 years closer to my physical peak every time I use my healing powers at full course. Which means that my biological age tends to hover around my early twenties, despite the fact that I'm over 200 years old. This effect seems to carry over to those I loan my healing abilities to.
Oh, yes, and there's the drawbacks. You see, my ability to boost healing abilities is very, very powerful. I can heal a mortal wound in less than a minute. The problem is, it's rather indiscriminate. It sometimes causes the bodies of those with donated organs to reject said organs. Also, it "locks" onto their genetic code. That means that if they have a genetic problem corrected by surgery or other medicine, my powers will attempt to "heal" the correction. I try to be careful with it.
Equipment:
Just my sword, robe, medical bag, and walking stick.
Since joining the Powergamers, Monk has taken to wearing a light jumpsuit beneath his robe. This allows him to remove the heavy, rustling robe when the need arises.
Posts: 57 | From: Nowhere important | Registered: Feb 2004
| IP: Logged |
Build: Her robot form is definitely feminine. She is a triple changer. (Robot, High Altitude Jet Fighter, Deep Sea Assault Sub)
Eye Color: Blue
Armor Color: Silver and light blue with blue trim. She also has a few parts that are black.
Occupation / Class: Autobot Warrior
Affiliations: Autobots
Accessories: Boasting up to six AIM-54C Phoenix AAMs, Skydive is capable of destroying six separate targets at ranges in excess of 100 miles. Laser cannon mounted on each upper arm. Two wakizashi style blades that are sheathed on her back, one at her right shoulder, the other across the small of her back.
Pets: none
Abilities/Skills & Power Level: Just as nimble in the air as she is on the ground, Skydive is fast and agile. She is an excellent hand-to-hand fighter, often taking on bigger transformers successfully.
Weaknesses: She can often be too anxious, rushing off to fight without a real plan of attack.
Special Effects: Can just as easily fly in her robot form as she does in her Jet form. Skydive can carry 2 human sized passengers in her cockpit, although she often has to be reminded to use her G-force compensators when she has passengers.
Description of Personality: Daring and quick-witted, she is always willing to lend a helping hand whenever possible and she constantly seeks a way to have fun in every task she is given. " Hey what could be more fun than kicking some Decepticon butt! "
Brief History: Skydive is a daring transformer, often being the first to volunteer for a mission, no matter what the danger. She also served as a test pilot for many new Autobot spacecraft.
Jet specs: Appears to be a highly advanced version of an F14 Tomcat. Overall Length: 62 feet 9 inches (18.9 meters) Wingspan: 64 feet (19 meters) unswept; 38 feet (11.4 meters) swept Height: 16 feet (4.8 meters) Weight: 43,600 lb (19,777 kg) Speed: Mach 3+ Space capable.
Boat/Sub specs: Basically the same as her jet form. Hydrodynamics and aerodynamics are similar enough that the only real difference in form is that her wings and tail fins are folded in a bit. Her speed is also understandably reduced.
Position: Gaming Guardian-Powergamer Liaison. Useful for giving briefing. Public property. Can be used by anyone, provided he's IC. ICly, he is intelligent and efficient, but poor at being the center of attention.
Posts: 57 | From: Nowhere important | Registered: Feb 2004
| IP: Logged |
posted
Age: Appears to be in her early 20s. Is actually about 38. Taoists tend not to seem to age very quickly. Gender: Female Race: Human System of Origin: Mutants and Masterminds Height: 5'8” Build: Unnaturally thin, with limbs that appear a little too long. Hair/skin/etc: Dark brown hair and creamy brown skin. She has wide lips and in general appearance looks Latin American. Eyes: Whitish. They are large and wide-set, but generally kept mostly closed. She is mostly blind, only being able to distinguish changes in light. Clothing: When working, she wears form-fitting yellow clothes, a half-cape, tall boots and long gloves. Her hair is covered with a skull cap. When not being a super-hero, she tends to wear sweatpants and shirts. The idea of her costume is to leave as much of her skin bare as possible, in order to make her poisoning power easier to use. Accessories: Yellow Viper only one thing with her: a rope dart. Usually it is wrapped around her waist like a belt. A rope dart is made of fifteen feet of light-weight silk rope and this one has a six-inch blade on each end. It is used for ranged attacks, one end is flung out at an opponent and then as it returns, it is wrapped around different parts of the wrist, elbows, or legs and then sent flying out at an unpredictable angle. It can be thrown to pierce or whirled in arcs to slash horizontally. It is also especially useful for entangling an opponent. Abilities/skills: Yellow Viper has dedicated her life to martial arts. She has mastered many styles of fighting, preferring Kung fu. She is powerful enough to cause lethal damage with her bare hands. YV is fluent in English, Chinese, Spanish and Aymara (her native language) Special Effects/powers:Super human dexterity Besides being able to bend in interesting ways and dodge attacks, YV has a couple of powers that no amount of training should be able to afford a human. She can cling to anything, allowing her to climb straight up sheer walls with no handholds or even to climb upside-down across a ceiling. She can stretch her limbs up to five feet beyond their normal length and change her shape slightly, allowing her to squeeze through spaces impossible for most (she can't change her shape to look like another creature, just squish her body a lot thinner than it should go). She can move so silently or stand so still as to be invisible, she just escapes people's notice. Her invisibility doesn't work on machines (including security cameras) or anyone who uses something other than sight or sound to identify her. Poison A lifetime of learning the way of the snake has given YV the ability to poison people. One only has to come in contact with her skin to be poisoned. The poison is a neuro-toxin strong enough to kill anyone with an above average constitution instantly. If they don't die, then they will probably be paralyzed. She has no control over her poison, and has to be careful not to touch anyone she doesn't want dead with her bare skin. YV is immune to poison herself. Blind-sight Yellow Viper is blind. She sees the world through other senses. She has an extraordinary sense of smell and hearing, can sense heat, and in these ways “sees” the world around her. Sometimes, YV will talk about “sensing qi.” She is not using any power other than what is described above, it is just a way for me to roleplay how she interprets information she senses. Weaknesses: YV doesn't like machines. Not only can they see her no matter how still she stands, they're immune to her poison. And she hates the smell of oil and gasoline. She just can't get along with sentient machines. As discussed above, YV is uncontrollably poisonous to the touch and is blind. Personality: Yellow Viper is very formal and polite, but is easily offended and will become very sarcastic when she doesn't like someone. She is loyal to those she considers her comrades, but can be impatient with them. She respects people who use martial arts more than anyone else. History: Traditionally Taoists don't tell people about their pasts, because someone with magical powers could use that information to harm them. Yellow Viper is very closed mouthed about herself, so the following information isn't known by any of the Powergamers. YV was born in Peru, South America. She has very few memories of her childhood and even if she wanted to talk about it, she couldn't really explain how she came to be raised by an elderly Chinese man who lived in a little hut miles away from any large villages. It was from him that she first learned about the Tao, started her training in martial arts and learned how to study animals for wisdom. When she was in her early teens, her adopted father's past finally caught up with him. He was murdered and she was tormented by his killers. She was left, dying and alone in the wilderness. She barely survived, illness took her eye site, but her will and her desire for revenge kept her going. No one will probably ever know exactly what happened in the jungles she lived in, but she found the way of the snake there and first discovered her toxic powers. Afterwards, YV traveled the world, learning martial arts from several different masters. She had a prolific career in the Chinese martial underground in her home system as a member of an unofficial group of heroes. She would say she fought only to rid her father's country of crime, but in reality she has been searching for his murderers. Her search for revenge has somehow brought her to Primary. She maintains strong connections with the Chinese-American criminal society in the area. So far, she has found few clues and has contented herself with keeping herself fit and prepared by helping the Powergamers. A Typical day Yellow Viper follows a pretty strict schedule. She sleeps about five hours each night, waking up hours before dawn to meditate and then go outside to practice qi gong (exercize that promote the flow of her qi). She eats a breakfast of rice and occasionally has a pickled plum, then spends the rest of the morning practicing her martial arts. Lunch is rarely more than steamed fish and rice (and she can't eat even eat fish on any holy days). Afternoons are spent patrolling the city streets in search of crime. Dinner is much the same as lunch, except perhaps with some fresh steamed vegetables, and then the evening brings more exercise and meditation. She will of course deviate from her schedule whenever a villain shows itself, or even occasionally when another Powergamer stops her to talk. Yellow Viper is a vegetarian, except for the fish. She has many dietary restrictions; she can't eat shell fish or drink alcohol for example. A note on Taoism I really don't want to go into it much, since it's not a religion that can be summed up in a few sentences without really belittling what it's really about. It's more than just a religion, it's a philosophy that affects every aspect of one's life. The ultimate goal of Taoism is to understand the Tao (a sort of power that defines existence) and by gaining perfect understanding, breaking free of the bonds of karma and transcending our current existence. There are many paths in Taoism. Yellow Viper's is one of discipline but it's warped by her desire for revenge.
Skin: His skin is completely black, almost like shadow rather than real skin. Only his eyes and teeth are not completely black and they're completely white.
Clothing: White. almost regency-like, suit consisting of a shirt, cravatte, blazer, white gloves, white trousers, shoes and a top hat. Even his caine is white, though with a gold head.
General Knowledge: Not much is known about The Great Malenko, however he is often associated with the Dark Carnival, a fairground that travels through systems, bringing its undead menace upon the system. It is apparant that it is he who creates the undead initially at least and also that he can create illusions to play with a persons perceptions, however how he does either of these is still a mystery. The carnival itself is a plague upon any system it reaches, corrupting characters that stray there with strange auras that affect a person's emotions and mindset as well as being swarming with a strange form of undead NPCs from the relevant region that the carnical has invaded.
Personality: Malenko himself seems not to actually talk for some reason, using exagarted actions to express what he wishes to express to another. It almost seems as though he does not know that he is doing wrong, or that he only has one over all applicable goal in his life and that is to take the lives of others for his carnival...