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| Hero's Heroes Yes, all of these characters have already been approved, I'm just putting them all into my own thread. _______________________________________ CAJJAC Name: Cajjac; "Caj" Birthday: October 5th Age: 18 Race: Changling: Dragon-Human Gender: Male Hair: Red-Orange (By which I mean a real red-orange, not an "anime" red-orange.) Eyes: Orange, with slit pupils. Weight: 176 lbs Height: 5' 11'' Weapons: An electric guitar, which has been heavily enchanted to withstand the elements, magic, scratches, breaking, and general harm. It's also magically powered, eliminating the need for electricity. The guitar considerably heavier than a normal guitar, due to it's own personal internal sound systems (who needs an amp?), as well as it's extra little "surprises". The guitar is a custom, simply known as "The Dragon". On the top of the head of the guitar is a hole, about an inch in diameter. It is the end of a barrel that runs the length of the neck, and down into the body of the guitar, inside of which is stored precisely three large shells. Normally, it would be impossible to trigger the firing mechanism deep inside the guitar's body, except for the fact that the guitar is magically attuned to Caj's will. He can remotely release the trigger, and fire the three large bullets separately. Due to the size and power of these bullets, they do some considerable damage (like blowing an inch clean through your torso), and they're not something he uses lightly. He covers the hole on the top of the head with a thin, appropriately colored bit of paper mache to keep them hidden until use. There is another trigger inside each guitar that Caj can also release at will. When he does so, two-inch wide blades are released along the body of each guitar. He generally doesn't like to release them, however, since it can make his guitars rather messy. He can trigger the mechanism again to retract the blades. His tail is also a separate weapon in and of itself. Long and powerful, it can launch a man through a wall. Armor: The backs of his wings are covered with very hard, dusty orange-red scales, which prove impervious to blades. His tail, shoulders, shins, forearms, and the back of his hands are also covered with the protective scales. Strengths: Caj possesses dragon-like strength and speed, able to over-power and out-run almost anyone. Wherever his protective scales cover, Caj need not fear physical weapons, for no blade or missile has yet to pierce them. His different breathe attacks give him effective long-range weapons, and his strength, combined with the guitars' enchantments, can do some heavy impact damage. Weaknesses: The main of Caj's body is unprotected, and open to easy injury. He is also extremely vulnerable to magic, his only defense against it being his guitar. Cajjac is usually over-confident and straightforward in battle, which can be used against him. He isn't one for sneaking around, and will (foolishly, some say) give away his position by calling out to the opponent. Cajjac's attacks do very little cutting damage, being mostly of the clubbing nature. When Caj breathes his Dragon Fire, he must close his eyes to protect them, temporarily blinding him. Skills/Magic: Caj didn't really have any abilities or magics of his own before he was Changed, his only weapons being his guitars. Now, however, he has several draconic abilities, including flight. Dragon's Breath: Fire: Caj breathes a ball or stream of dragon fire from his mouth. Much hotter and stronger than normal fire, it can even burn through metal and rock. Due to the intense heat, he must close he eyes when he breathes it to prevent damage to his eyes. Acid: Caj fires a glob or line of dragon acid from his mouth, which can melt almost anything. Ice: Caj breathes a large stream of frost from his mouth, which instantly freezes most surfaces. Lightning: Caj fires a bolt of lightning from his mouth. Poison: Caj shoots a stream of purple gas from his mouth, which poisons anyone who breathes it. The poison will disorient them, confusing their senses for a few minutes. The more poison a person inhales, the more drastic the effects will be. If they inhale an excessive quantity of it, it could prove deadly. There's no real limit to how often Cajjac can use his Dragon's Breath, but doing so too much will drain him, and possibly have negative effects on his body. Appearance: Cajjac has messy, red-orange hair, the main of which sticks up and to the back. His bangs hang down in two large points, framing his slit-pupil, orange eyes. Two golden-brown horns sprout from just about his temples, and sweep back in ringed sections. They come to two very sharp points about five inches behind the back of his head. Caj has a moderately muscled body, clearly defining him as a fighter. Two large, draconic wings sprout from between his shoulder blades, and are covered with extremely hard, dusty red-orange scales. Identical scales completely cover his forearms, the back of his hands, shins, and shoulders. He also has a tail, covered in the same scales, which is about half again as long as his legs. Caj wears camouflage (green, dark green, and black) cargo pants, and a crimson shirt with elbow-length sleeves. Over the shirt, he wears a black leather vest. An orange sash is tied around his waist, with the end dangling at calf level. His guitar has a black strap, and he usually wears it over his low back and to the side or in hand. In his left ear, he has an inch-long dragon fang earring. Personality: Caj is usually optimistic and friendly, although sometimes a bit cynic. He doesn't mind lending a hand when needed, and will rush to aid those in need. He almost always has one guitar in hand, and subsequently, is almost always playing, sometimes even strumming subconsciously. In battle, he is filled with a playful glee, and will tease and taunt the opponent. He's fairly straightforward, and usually over-confident. He doesn't care much for sneaking around, although he might get where he can pull a quick prank or trick on someone (and if it's an enemy, it might be a tad bit deadly). History: Cajjac's homeland was one regularly ravaged by wild magics. Magically changed creatures frequently came out of the wild to lay siege on the towns and cities. Venturing outside the areas of civilization and their protective magic barriers came with a huge risk, and the lucky, powerful, and extremely well prepared managed to come through alive. But even then, magic "Storms" raged across the land, changing the landscape and creatures, and tearing down the protective magic barriers around cities. Yet despite all of this, the young and foolhardy will be . . . well, young and foolhardy. The sixteen-year old Cajjac had enough optimism and confidence in himself to believe that he was strong enough to make it through the dangers of the magic wild, and signed up as a caravan guard for a wealthy merchant. For a time, he did well enough, and his youthful luck held out. Which, of course, didn't do very much for his overgrowing confidence. Obviously, no one's good luck holds out for very long, even more so in these conditions. When he was seventeen, his caravan had the horrible misfortune to run up against a dragon. After half an hour or so, Cajjac, two other guards, and the merchant alone were alive (the merchant having long since slipped away while the dragon was preoccupied). The two guards rushed the dragon, while Cajjac flanked it from behind and leapt up onto it's back and made his way towards its head. The three hacked at the dragon's scales with little effect, but courageously nonetheless. Cajjac had just managed to find a weak spot at the base of the dragon's skull and fire three consecutive shells into its brain when a Storm broke loose. During the magical and physical chaos, Caj's body was altered due to its close proximity to the dying dragon. He could only recall incredible pain during the Storm, and then blacking out. When he awoke, he found his body changed, and the two other guards unconscious. Gradually, they woke, but immediately panicked at the sight of their comrade. They attempted to kill the changed man, but Caj easily escaped. Alone in the wild, he reflected on his situation. There was no way he could possibly go back; he would be attacked at first sight. Of course, he was saddened and frustrated, but he accepted his fate stoically and optimistically enough, turned instead to other lands, traveling. ____________________________________________ DANTE Theme Song: No Excuses Evil Angel Kain Theme: Bodies Psycho Name: Dante Birthday: December 21 (Winter Solstice) Age: 19 Race: Human Gender: Male Eyes: Ice Blue. Dante is a tad bit near-sighted, so he wears frameless eyeglasses to help him make out far away details. His natural eyesight is not bad enough to hinder him should he lose his glasses. Hair: Blonde with streaks of light blue, shoulder-length. Height: 5’ 11’’ Weight: 159 lbs Weapons: Dante wears what appears to be a broken set of manacles on his wrists. The steel cuffs fit tightly around his wrists, and about a foot of chain hang from them. The last link on each chain, however, is formed into a small cross. Over time, Dante had these chains imbued with several permanent spells. When he wishes, the crosses on the ends of the chains will transform into two wide, curved blades. Second, the chains attached to the hilts will elongate or shrink as Dante wills, allowing him to swing the blades long distances. Lastly, although the blades appear stationary, they are actually constantly vibrating at an incredibly high frequency, allowing them to cut through almost anything weaker than steel. The blades are about six inches wide and two feet long, with a curving edge. The guards are ice blue and shaped in the form of demonic wings, which flow down into a similarly blue curving handle. Armor: None. Possessions: Skeleton Key: A magical key given to Dante by Raina. When inserted in any door, it will transport Dante to the Dome. Additionally, he can use it to transport himself directly to some person named "Aurora", though he has no idea who that is. Subjugation Amulet: A silver amulet given to Dante by Raina. It suppresses dark energy, and helps to keep Kain at bay. Additionally, it locks away any powers associated with Kain. Its power gradually fades, and must be recharges at least every seven days. Business card and note from Raina: Raina's business card, and a note explaining her gifts. Dante keeps them mostly as a symbol of hope, though he's yet to actually make use of the card and contact Raina. Spoiler:
The amulet around your neck is meant to seal away dark energy. It will keep your demon at bay for now. However, it is not a permanent fix. It needs to be recharged regularly. At most, it will work for a week, gradually fading in power. I pray you heal enough to read this quickly. You must find a magical practioner powerful and knowledgeable enough to recharge it within 7days. Keep in mind this will also seal away any magical powers or skill related to your demon as well. I have enclosed a key with this note. Use it in any door, and it will take you to a place where you can find any number of people to recharge the trinket, and also help train you to subjugate the demon or eliminate it from you. If you are in an emergency situation by the time you read this, think the name Aurora as you insert the key in a door. Tell her Raina sent you and she will help you. You may also contact me for names of other practitioners. I have enclosed my business card. These are your only options. Find people to recharge the amulet regularly, train to use the demon's energy and keep it subject to you, or find a way to break with it. If I hear of such carnage again and know you did it I will not hesitate again. I know your smell now, and I will not offer mercy a second time. If you lose control again and I hear of it, I will execute you. Good luck. Your friendly neighborhood executioner, Raina Lunawyn Strengths: Dante can move at incredible speeds (and even faster with his skates), and his agility is top-notch. His strength borders on the supernatural, and he is immune to ice and cold temperatures of any degree. Because of their high frequency, Dante’s blades are able to cut through almost anything weaker than steel. Weaknesses: Dante’s ice magic is weak against fire, and his lack of armor leaves him open to easy injury. He cannot use his magic without first freeing up his hands to direct the spell, which means he must abandon any weapons he’s holding. If the surrounding area is overly dry or arid, then Dante's magic will drastically weaken, his ability to control the water particles in the air rendered useless. Kain’s appearance heralds a complete abandonment of all sense and caution, often getting him in a very bad state very quickly. Skills/Magic: Dante’s magic is centered around ice, but he has many other spells as well. Rather than a chanted incantation, Dante’s magic largely relies on a single spoken word or phrase followed by commanding hands movements, allowing him to quickly and easily cast spells. Ice Magic: Dante’s ice magic works extremely quickly, and can freeze almost anything. It is also much stronger than normal ice, and extremely hard to break. Dante's ice magic works by controlling the water particles in the air, meaning that the strength of his magic will vary with the environment. His most common, powerful, and useful spells are listed here, but he has many more. Ice Shield: Dante creates a thick barrier of ice, which will block most physical and elemental attacks (other than fire). Ice Needles: Dante fires a rain of ice needles from his palm. Hail Storm: Dante fills the sky with dark clouds, from which rains a strong hail of sharp ice. Permafrost: Dante covers the surrounding area in a layer of slippery ice. Fortunately, he can still move normally on it. Chill: Dante breathes a heavy “mist”, which quickly fills the area. The mist is cold air filled with ice crystals and flakes, and drastically lowers the temperature of the surrounding area very quickly, causing a multitude of affects of those within the “chill area”. Freeze: Dante fires a blue beam from his fingertip, which will immediately freeze the thing it touches. Misc Magic: Dante knows two other non-ice spells, both of which he uses often. Augmentation: Dante can augment nearly any inanimate object, to a wide variety of purposes and effects. He can enlarge, reinforce, sharpen, and even change the shape of an object. For instance, a hairpin becomes a sword! A simple chain becomes a larger spiked chain! A piece of string becomes a rope! Dante carries many miscellaneous items on his person for this spell. Repair: Dante can magically repair most broken inanimate objects. Skates: Dante wears a pair of black Nike sneakers, but knows a spell to change them into two-wheel inline skates. The spell is a variation of the Augmentation spell, giving the shoes wheels and a hard metal covering. The skates are magically powered, allowing Dante to zip along at incredible speeds. They’re also magically reinforced, preventing any damage to them. Dante is amazingly skilled on them, able to perform any number of mind-blowing tricks and maneuvers. Kain: Within Dante there is another entity, named Kain. Whenever Dante is pushed past his limits or in a very bad situation regarding strong emotions, Kain will push past Dante’s consciousness and take control. Kain brings with him a huge increase in power and speed, as well as an unparalleled level of viciousness and bloodlust. Kain has absolutely no concern for any damage he might take or the welfare of others, and gives his all to obliterating anything in his way. He generally won’t outright attack anyone important to Dante unless he considers them worth a good bit of entertainment. Appearance: Dante is tall and lean, with a toned, graceful body. It is moderately muscled, but not bulky, and angry, jagged scars cover his back, legs, and arms. His face conveys kindness, with smooth angles, a straight and narrow nose, and an easy smile. He has large, clear blue eyes, over which he wears rounded, frameless glasses, supported by golden earpieces. His bright blonde hair is shoulder-length and very thick, with small streaks of light blue running through it. It usually flows up and back in a flowing flame-like manner on its own when uncovered. He wears a wide headband, the pattern of which is blue and green overlapping stripes. Dante often wears a black winter hat, at which times he will tuck his hair behind his ears. Dante wears baggy black jeans, the ends of which are heavily frayed. A silver chain is hooked to a front belt loop in the jeans, with the other end tucked into his pocket. Above that, he wears a deep blue shirt, over which is a gray-white zip-up hoodie. A small silver dragon earring hangs from his left ear, and a pair of what appears to be broken manacles hang from his wrists, with about a foot of chain hanging from each one. Dante always wears a pair of black Nike sneakers. He also carries an iPod with an ice blue faceplate. Whenever Kain takes over, he immediately tears off the eyeglasses, headband, and hat, his blonde hair turning black with a red tinge and flowing up wildly in a flame-like manner that is somehow different and more demented looking than normal. His face becomes twisted with a gleeful bloodlust, and his entire manner exudes insanity and danger. Kain’s eyes are also different from Dante’s, the irises turning neon yellow and the whites turning black. Dante’s face. ![]() Personality: Dante is always kind, although a bit withdrawn and shy. He is very confident in himself, but never arrogant. In battle, he is often cheerful and joking, but rarely insulting. But if a battle becomes serious, he will often become somber and extremely focused. Dante has a strong sense of justice, and never hesitates to help others. When facing a threat to something peaceful, he will become oddly serious and determined, and dedicated to preserving that peace. Although he doesn’t show it, Dante is afraid of Kain, and feels shame and self-hate for housing such an evil thing. It also scares Dante that he doesn’t really know what Kain is; whether or not it’s a demon, spirit, or just another side of himself. Whenever Kain is revealed to others, Dante is inevitably cast out as a monster or demon, for which reason Dante hates himself all the more. Whenever he thinks about Kain or his past, Dante will become quiet and depressed. When Kain takes over, the change is immediately noticeable. Kain is utterly insane, bloodthirsty, loud, and arrogant. He loves carnage and bloodshed more than anything, and will completely obliterate anything in his way without holding back. He generally won’t attack people important to Dante, unless he deems them worth a good bit of entertainment. Whenever Kain encounters a strong opponent, all of his maniacal qualities are enhanced, and he’ll try to drag out the fight as long as possible to get as much enjoyment as he can. History: It's really long, so there's a quick synopsis at the end. ![]() His bare feet scraped against the rough stone, cutting into his flesh despite the hard calluses, much as the chains cut into his shoulders. The metal links pinched and tore at his fingers, little rivets of blood running down from between the bony extremities. The boy arched his back as he struggled up the rocky slope, the weight of the ore cart mocking him as it caught on every snag and jut. The air around him was stiff and musty, filled a thousand scents of sweat, blood, feces, and ancient air. His blonde hair caked in dirt and sweat, the boy craned his neck up at the opening at the end of the mining shaft, seeming to thrust his nose as far out as possible. The opening was small—barely large enough for the mining cart—and the light that filtered down through it was minimal. Still, the boy snatched at that light and all it promised, and stuffed it away inside himself, turning it into a personal goal. He heaved, struggled, and fought towards the light, putting his every hope and desire upon it. His dirty feet, cut and caked with the mixed solution of blood and dirt, dug into the stony slope, his toes arcing and digging in as well. Finally, finally, the boy broke through the light. He fell onto even ground and collapsed, fresh air flooding his lungs and bright light flooding his eyes, blinding him. Then his heaven became his hell. Unintelligible shouts rained upon him, followed by the cruel cracks and lashes of a heavy whip, the leather cutting deeper into his flesh than any jagged stone. Despair and devastation enshrouded the boy like a heavy cloak. Blows pounded against his side, forcing the boy to his feet. He opened his weary eyes to narrow slits and peered around for the heavy chains that had fallen from his hands. He found them nearby and tried to grab them, but found that he could not, his bloody hands gone numb with pain. The whip descended again, tearing away a strip of flesh. The boy bit his lip, drawing even more blood, but refused to cry out—it only encouraged the slave drivers. He forced his shaky fingers around the iron links and heaved himself to his feet, falling forward in a staggered march. The chains slipped through his bloodied hands, leaving them coated in crimson, but he wouldn’t—couldn’t let them fall again. Finally, he came to the end, and he fell in a crumpled heap as the cart was passed to an elevator, which would take the mined ore to the surface. That was all the boy knew, that was all he could care. His world was trapped here, within the narrow, jagged mining shafts. His world cramped spaces, dim lighting, musty scents, and pure filth. His world was heaving, struggling, lashing, whipping, angry shouts, and mocking laughter. His world was pain. Rough hands seized the boy and dragged him off, disposing him in a dark cell filled with a dozen other slaves. The boy tumbled over and bounced against a wall, landing beside an older man comprised of mainly bones, skin, and shaggy hair. The man had soiled himself, but lacked to strength to do anything about it. The stench assaulted the boy’s senses like a weapon, causing his stomach to churn. His mind screamed for him to move away, yet his body merely twitched and lay still, too weak and worn out to even move. In the end, the boy could only curl into a ball, his shackled wrists crossed before his face and his bloody fingers dug into his dirty hair as he wished himself into oblivion. The boy heaved and pulled, as he had heaved and pulled for years. Everyday was the same cycle. Labor began early and ended late, with only a brief pause for a chance to down a small swallow of water and a bit of molded bread. Everyday his body was cut and torn, and hard calluses and scabs would form overnight. Everyday the previous days wounds would reopen, and the river of blood would flow from again his body. Everyday, for years. The boy wondered constantly why he had not yet died, and thought that he surely would any day. The mining site was a reversed multi-layered cake. Each level went deeper into the earth and branched off into a myriad of narrow shafts. Rope and pulley elevators carried ore carts to the upper levels, or went down to the developing levels. Although open to the sky, the bottom levels received little light, making the boy’s world one of twilight and shadows. He often wished to glance up at the sky, but never did. They were taught not to. The sky was something for free men. Shouts greeted the boy as he stumbled into the dim light. Bowing his head and tensing his muscles, the boy tried to hurry along as quickly as possible. He always did, but he was never quick enough, the cruel whip always seeking him out and lashing him on quicker. So used was the boy to the pain, it took him several moments to realize that the whip had not yet struck him. It was then that he finally realized that the shouts were not the normal ones of anger and mockery, but ones of fear and desperation. For the first time in his life, the boy dared. He dared to drop his chains and look up. Men flooded the mining site, yet they were not the normal, cruel men that drove the slaves on with heavy whips and knives. They were different men, with all sorts of weapons, armor, and rag-tag uniforms. And the boy’s soul soared as he watched them plow through the slave drivers, breaking through each level and proceed to the next. The boy was filled with hope. Every dream that he had ever had of freedom in his deepest sleep rushed to the surface. He leapt joyfully as the men broke through to the bottom level, streaming through the descending shafts and elevators. Tears streaming from his face, the boy ran towards his liberators, shackles outstretched. His look of joy was still stretched across his face as he flew backwards through the air, the heavy swipe catching him in the face and sending him flying. The boy hit the ground hard, but he managed to look up at the men that had torn apart his captors. The closest one, the one who had swiped him aside, strode forward. The boy’s “liberator” reached down and grabbed him by his manacles. “Get up, boy. You belong to us now.” The boy’s soul shattered. The boy stumbled along the road, freezing rain pelting his body in stinging pellets. Dried blood was caked in his hair and all across his body. His feet squished in the mud as he went along, and he steadily sunk deeper and deeper in the messy mixture. His manacles hung limp from his wrists, the chains broken about a foot down. Images of blood and violence flashed through the boy’s mind, some of them accounting for the numerous cuts and slashes marking his body. But despite the wounds, the boy couldn’t help but feel that the body caking his body was mostly not his own. Darkness swirled up to engulf the boy as he lay in the mud without even realizing that he had fallen. For the first time, the boy felt warmth. He had felt the heat of hard labor and stinging wounds, but never before the warmth of a thick blanket and crackling fire. He opened his eyes slowly, gazing through narrow slits at a setting only describable as cozy. The boy sat up, the heavy blanket falling away to reveal his chest. His body was covered in white, clean bandages, and he could feel an oozy salve beneath them. Even his face and head was wrapped in bandages. Then he realized that he was clean. His hair was actually clean and brushed, sweeping back in a manner that the boy had never thought it could. All of it was new to him. All of it was a first. “Awake?” A hair, ringed by red hair, appeared over the boy’s head, smiling brightly down at him. The boy arched his head back to fully view the person. It was a girl, only a few years older then he. Her face shape was similar to his, her chin-length hair a dyed red, with a single tuft of green at the front. The realization of what he was doing fully struck the boy, and he snapped his head back down, fear and thoughts of punishment racing through his mind. A soft hand feel on his head, and the boy wondered what type of beating he would receive as he squeezed his eyes shut. “Hungry?” The boy’s eyes snapped open and a tray was thrust out before them, a large bowl of soup resting on it. Steam wafted up from the deep brown surface, engulfing his face as scents comparable to heaven invaded his nostrils. “Go ahead; it’s not poisoned,” the girl prodded, setting the tray down on the boy’s lap. Torn between years of ingrained training against partaking of such things and of disobeying orders, the boy could only stare at it. Finally, when the woman motioned towards the soup again, he grabbed the sides of the bowl and brought it to his lips, ignoring the spoon lying beside it on the tray. It was the most wondrous thing he had ever consumed in his life. It scalded his tongue, but the boy cared not, the delicious flavors and aromas flooding his being. Sleep once more overcame the adolescent as the last of the golden-brown liquid drained down his throat, and he couldn’t help but set the bowl back down on the tray as he fell back into unconsciousness. “You have magic, you know,” the girl told him, watching the bandaged boy down another bowl of soup with her hand resting in her hands. The boy set down the empty bowl, licking his lips and glancing up curiously up at her from beneath his bowed head. Morning light filtered in through the window over the bed the boy sat in, illuminating the cottage better than the fire had the night before. His head still bowed, the boy daringly gazed out at his surroundings as the girl continued. “It’s wild still. Rather dangerous, actually. You need to learn to control it if you want to live safely much longer.” She thoughtfully put a finger to her lips and mused aloud, “Although, if you have wounds like those, I doubt that you have a very peaceful life as it is.” Her large brown eyes scanned the mummified boy thoughtfully. “Who are you anyways? Where’re you from?” Warring instincts of answering when spoken to and of keeping quiet and inconspicuous fought within the boy, but he said nothing in the end, not even knowing how to explain himself. He had known nothing but being a slave, from the moment of his birth to now. “What’s your name?” the girl asked, deciding to start simple. It was several long moments before the boy answered. “I have no name.” The girl took care of the boy as his wounds healed, gradually prying deeper and deeper into his icy shell all the while. She introduced herself as Eve, a young earth mage living alone in the wild. She told the boy many things about herself and her life, yet never learned anything about him, although he broke through many of his ingrained habits and “training”. Many months passed before the boy told her openly of his slave life. Over time, the two grew closer, Eve teaching the former slave many things about the world and normal life, and the boy gradually overcoming the mental obstacles to becoming a normal person. He learned about many new emotions, and learned to welcome and properly express them as well. He even learned more about himself and who he was as a person, no longer bound by the chains of oppression and anonymity. Eve held her friend’s open palm in her own, running the fingers of her other hand softly over the creases and hard calluses. Her brown eyes were closed, her expression serene. The former slave absently pushed up on the bridge of his new glasses, licking his lips as he waited. “December twenty-first,” Eve breathed softly, stroking the crease between his thumb and palm. “Thirteen years ago.” “I’m thirteen?” the boy asked breathlessly. “When is December twenty-first?” “Eleven days from now,” Eve answered, opening her eyes and smiling at the blonde-haired boy. The boy stuck his hands under his arms as he trotted up to the small hut he shared with Eve, the large load of chopped wood on his back light on his shoulders. He broke through the snow into the cleared section around the small dwelling, quickly depositing the bundle of wood into a lidded box and hurrying inside. Visual sight was lost to the boy, his pupils unable to quickly adjust to the surprisingly dim lighting. He knew the cottage’s layout by heart though, and was able to easily make his way around various obstacles to the small fire burning in the hearth. “Eve?” he called out, crouching by the fire and pulling off his sneakers. Soft footsteps approached him from behind, and the blonde-haired boy craned his head over his shoulder. Eve stood behind him, a large platter held in both hands, some source of light the boy couldn’t see illuminating her face. “Happy birthday!” Eve exclaimed, kneeling down a revealing a large frosted cake, adorned by numerous candles and sprinkles. The boy was at a loss for words. “I also have a present for you,” Eve went on, beaming. “W-what?” the former slave asked, having never received a birthday gift before in his life. “Your name.” Eve declared happily. “My . . . name?” “Well, you need one, don’t you? And I’m positive that I’ve got the perfect one for you.” The boy had no answer. “From today onward,” the young girl proclaimed, “you will be called ‘Dante’.” “I . . . don’t . . . thank you,” the boy proclaimed Dante croaked out, tears running down his face. Eve was forced to hold the cake up above her head and Dante fell forward, wrapping his arms around her and burying his face in her stomach. “There’s more,” Eve continued, setting the cake down the running her hands through Dante’s hair. “From today onward, I am going to teach you magic.” Dante lived with Eve for years, continuing to learn many things from her, including magic. Although Dante’s natural magic was of a different type than hers, Eve was able to teach him the basis of his powers, and intuition and creativity filled in the blanks. She also offered to remove the remains of his manacles, but Dante always refused, never giving his reasons for keeping them on. He continued to live with Eve for two more years, growing to love her (although in what way he could not tell you). “Eve?” Dante asked, stamping the snow out of his shoes. The hut was pitch dark, and Dante slowly made his way towards the kitchen table and the cabinets behind it. He fumbled in the darkness for matches and a candle, finally managing to produce light after a minute. He held the candle up, attempting to illuminate the dwelling as much as possible. It was empty. There was the table, and the bed, and the various pots, pans, and knick-knacks, but “Eve” was gone. Her clothes were in the armoire, and her books were on the shelves, but the feeling of “Eve” had gone. “Eve . . . ? Where are you . . . Eve?” Dante waited six months for Eve to return, but she never did. Unable to wait any longer, he gathered up her personal affects and left in search of her, hungry for any hint of her whereabouts or reasons for her inexplicable disappearance. Three years passed, with only phantom murmurings and dead-end searches. Dante was born a slave, his origins unknown. He was forced to perform hard labor for many years, his life meaningless. It wasn’t until he was twelve years old that something broke loose in him, killing everything around him and allowing him to escape. Dante, nameless and without any sense of identity, was found bloodied and wounded by the fourteen year-old earth mage, Eve. Eve took Dante in, nursing him back to health. Without anywhere else to go, Dante lived with Eve for four years, learning many things from her about life, the world, and magic. Eve even discovered Dante’s true age and birthday, and gave him his name. He grew to love her, although in what way he could not say. Yet Dante was left alone once more, Eve inexplicably disappearing when he was sixteen. He set out after her, searching for any hint of her for three long years. Battle Rank Player: Halcyon Hero Character: Dante Innate Element: Ice Overall Rank: VI Strength: VIII Defense: II Elemental: VIII Speed: IX Skill: VII |

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| Re: Hero's Heroes KASHET Theme Song: Oriental Melody Ice 9 Name: Kashet Birthday: October 30th Age: Unknown Race: Altered Human Gender: Male* Eyes: Green * Hair: White, with the front hanging loosely around his face and the back pulled back in a single waist-length braid. * Height: 6 ft, 3 inches * Weight: 176 lbs. * *: Subject to change. Weapons: Nanomachines: Kashet’s body is filled with millions upon millions of nanomachines. Despite the incredible amount of them, they are microscopic to a point where they are invisible even to a superior sense of sight. These machines have the ability to alter Kashet’s DNA and molecular structure. As such, he is prepared to meet almost any circumstances, able to turn his skin into a hard protective substance, his arms into blades, and more. The nanomachines are powered by the energy that Kashet’s body creates, although an outside electrical force can boost their power. Kashet’s nanomachines are also capable of changing the molecular structure of foreign objects, although these transformations take a little more time, while his bodily changes are nearly instantaneous (His clothes do not take any extra time to restructure, has they are like a part of his body itself). The nanomachines are also capable of converting Kashet’s energy into either electricity or plasma. Armor: None, although his nanomachines are easily capable of developing suitable armor. Strengths: Kashet’s speed and strength are “technically” limitless, due to the fact that he can change his body’s structure as he wishes (Obviously, there is a limit to just how strong he can get, but he’s hard-pressed to reach it). Kashet’s body can easily form its own armor and weapons. The nanomachines in his body can heal himself or others, capable even of rebuilding a limb or two. Weaknesses: Kashet’s biggest weakness is, ironically, the nanomachines themselves. His body rejects the foreign objects, as they feed directly off it. This has led to an incurable “illness” that strikes randomly, hard and fast. Whenever his illness strikes, Kashet is temporarily stalled, and his nanomachines go haywire. While a small electrical source can boost the nanomachines, a larger, offensive one can short-circuit them, either momentarily shutting them down, or causing them to go haywire. Skills/Magic: There is just about no challenge that Kashet cannot handle. His body can change quickly and efficiently to meet any need. He can even change his looks, becoming taller, shorter, fatter, thinner, a woman, or even a different species. He can also generate plasma or electricity, and can fire them in spheres, bolts, or waves. The nanomachines in Kashet's body can heal his wounds, as well as others'. Appearance: Kashet is relatively tall and broad, with clearly defined muscles and a handsome face. He wears a black shirt, with loose, black pants. His feet are covered with soft, black leather boots, and he drapes a dark green cloak over himself. A white stripe runs down the middle of the cloak. He always has his hood pulled low over his face, and between that and the high collar, his face is always swathed in shadow. At times, he will form a smooth, white, oval mask with slits for eyes over his face. V Kashet with his arm transformed and blazing with plasma. V ![]() Personality: At first, Kashet seems as cold and heartless as if he were a machine himself. He is a somewhat bitter person, although he will do what he can for others. Never saying any more than absolutely necessary, and rarely showing any signs of emotion, Kashet just goes through life as unnoticed as possible. If he sees someone in trouble, he will go to his or her aid, handle the situation, and leave without a single word spoken. History: It is unknown to all but the gods when, where, and to who Kashet was born. As a baby, he was taken to a research lab deep within the depths of the earth. He had supposedly been abandoned, and a prime subject for secret experiments. Very few people in the world even knew he existed, Kashet spending most of his life in a small white room and only ever meeting two people. One was a middle-aged man, and the other a younger woman. Both cold, heartless scientists, they never even spoke to Kashet beyond giving him instructions. Many experiments were conducted on Kashet, but the foremost among them was the regular insertion of nanomachines into his body. The1 goal was to give him to ability to alter his own DNA, becoming a human weapon. To their dissatisfaction, the experiment appeared a failure. Rather, Kashet was struck by an undeterminable and incurable illness. The boy frequently coughed up blood and fainted, too weak to do anything. Convinced that the experiment was a failure and that the subject had outlived its usefulness, Kashet was dumped in the wilderness, left to die. Kashet, filled with bitterness and hatred, thoroughly refused to die, living as best he could in the wild. Finally, he seemed to gain control of the unwanted parasites in his body, and his attacks came less and less. He learned to use the machines in his body to generate electricity and plasma, as well as change the form of other objects. Finally feeling as if he could actually live, Kashet found his way back to civilization. He knew not how long he had lived in that horrible, tiny, white room, nor how long he had lived in the wilderness, but he was now fully grown. For a time, Kashet was relatively happy. He managed to keep his abilities and illness a secret and blend in with the inhabitants of a small city. However, it seemed he was not destined to live any length of his life in peace. The same people who had pumped him full of drugs and chemicals discovered his existence and continued survival. And they wanted him back. Faced with hostility and the prospect of returning to the dreaded white room, Kashet had no choice but to run. And run he did, as well as fight. As he had refused to give up his life when left to die, he now refused to give up his life to these people. Battle Rank Player: Hyrulian Hero Character: Kashet Innate Element: Electricity, I guess. Overall Rank: VIII Strength: X Defense: VI Elemental: III Speed: X Skill: X |

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| Re: Hero's Heroes KESTREL Theme Song: A View to a Kill Devil Went Down to Georgia Devil Comes Back to Georgia Name: Reshan Erdric Alias (Gypsy Name): Kestrel Birthday: April 11th Age: 23 Race: Human Gender: Male Hair: Sleek, raven-black hair, combed back to the base of his neck. Eyes: Brown Weight: 178 lbs Height: 5’ 10’’ Weapons: Kestrel treasures his three instruments—fiddle, mandolin, and harp—above his own life, for they are his livelihood, love and joy, and weapons. He coaxes magic as well as music from them, running the whole magical gambit and ranging from powerful attacks to summoning spirits to healing. The bow for his fiddle holds a powerful enchantment, protecting it against all weapons as if it were made of steel, therefore allowing him to parry and defend against attacks while playing. Each instrument has it’s own name, dubbed lovingly by Kestrel. The fiddle as Nightingale, the harp as Heart Light, and the mandolin as Rose. Aside from his instruments, Kestrel has a scimitar, a highly decorated gold and silver dagger, and a plainer, less conspicuous dagger. Additionally, he has a hidden sheath under both sleeves, each holding three throwing knives. Armor: Shin guards Strengths: Few can match the dexterity, speed, and agility of Kestrel, nor his coordination. He rarely misses a target, and can play fiercely and accurately even in the midst of battle. While his strength does not match a demon’s, or even a muscle-bound warrior’s, he can overpower most. His stealth, on the other hand, is superb. He can move incredibly quietly when he wishes, and if there’s a pocket or lock he can’t pick, he hasn’t found it yet. Weaknesses: Kestrel’s obvious lack of armor leaves him painfully vulnerable to injury. While adept at hand-to-hand combat, it is rather difficult for him to use it while playing, leaving him somewhat vulnerable unless he abandons his music and spells to take up a blade. Skills/Magic: None move as swiftly and silently as Kestrel, nor can they match his skill with a lock or pocket. He’s never encountered a purse he couldn’t lift, or a lock that prevented his passing. His skill with a short sword and knife is impressive, and his fighting could easily be appreciated as a performance, all of his attacks fanciful, swift, and overwhelming. Yet his true abilities lie in music and magic. His playing is among the best, and the magic that accompanies it doesn’t hurt matters. He can use his magic for a great deal, including attacking, defending, influencing people, healing, summoning, and more. Most of the time, it manifests itself in the form of some spirit, carrying out the task played of it. He can, of course, perform magic without his instruments, but the effect is considerably less. Being a Gypsy has its perks. Kestrel was trained from a young age in a great many areas: horseback riding, thieving, music, magic, fighting, and more. He is more-or-less adequately adept at each. More than that, his Gypsy family offers him a certain level of aid and protection. He can easily seek them out and seek shelter or aid with them. Gypsies have a certain “closeness of kin” that others don’t, and it certainly comes in handy. Kestrel can, of course, speak the secret Gypsy language. Appearance: Kestrel’s body is lean and features whipcord muscles, yet his clothing hides it, making him look slightly more vulnerable then he really is. He wears a loose, cream-colored tunic, festooned with a myriad of bright and colorful ribbons, scarves, and bells. The bells are attacked to specific pieces of cloth, and are quickly and easily removed and stuffed away when Kestrel wishes to move around a bit quieter. The ends of both sleeves are bound semi-tight, leaving just enough room for knives to slip into his hands from the hidden sheaths around his forearms. He wears a bright blue vest over his shirt, and black breeches. A bright red sash is tied jauntily around his waist, with his scimitar stuck through it on his left hip and his decorated dagger on his right. Unseen for the most part, is his plainer dagger, stuck under the sash at his back, leaving only the barest inch of the hilt exposed. Several large bells are attached to the end of the sash, but rather than sewed to it, they are clamped on, allowing them quick and easy removal. A set of thieving tools is tucked safely away under his shirt, along with several handfuls of ribbons, bells, and scarves. His black boots are made of soft leather, and a scarf adorned with bells is tied around the top of each boot (these too are quickly and easily removed). Despite the perfectly good use of both eyes, Kestrel wears a black eye patch, often moving it from eye to eye. A black mustache adorns the space above his mouth, and a goatee the space below. His sleek black hair is combed back towards the base of his neck, with a faded red hat sitting atop it. A blue band circles the hat, with a large brown rooster feather stuck in it. A small, golden earring adorns his left ear. Kestrel’s fiddle usually resides within a black leather traveling case, slung across his back. His mandolin is strapped beside it, lying side-by-side with the fiddle. His harp sits protected in a case of it’s own, and is strapped to his waist, next to his right hip. Kestrel possesses a second set of clothing, the use of which is apparent upon first sight. His thieving outfit is pure black through and through, and is in the form of a tight shirt, and padded vest over that, with a pair of tight pants and velvet gloves. Each article of clothing is covered with pockets, both inside and out, hidden and obvious. Instead of his usual hat, Kestrel dons a black bandana. V Done by I)ragon11, who is GOD. ![]() Personality: Kestrel is everything you would expect from a Gypsy and a rogue, and more. Smooth, charming, and with a glib tongue like a dagger, everyone who meets Kestrel—whether they love or hate him—can’t deny his irresistible character. He has little respect for the laws of man, and does exactly as he pleases. While he’s generally a pretty nice fellow, his apparent “lack of ethics” and Gypsy reputation may make others view him as a bit distasteful. Of course, his “lack of ethics” is nothing but presumptuous prejudices, and maybe a bit of personal views (Kestrel is a notorious womanizer). He is caring of others, and considers his actions very carefully. He has a very high sense of honor, and will never directly lie to people he respects, break a promise, or go back on his word. He kills only when necessary, and steals only from those whom he thinks could do without. This, of course, usually means those of noble or rich heritage, and his consequential actions tend to make him rather disliked by said party. Moreover, he is extremely mischievous, and never losses an opportunity to pull a prank or tease someone. History: Reshan Erdric was born from a Gypsy couple, into a wandering Gypsy caravan. He grew up with a normal gypsy life; well loved by his parents and “extended family”, training in the thieving arts, riding, music, fighting, magic, and more. He was well suited to the Gypsy ways; being as charming as the day was long, full of wit and cleverness, and quick to pull off a feat of dexterity or show of some kind. Gypsies don’t like outsiders to know their true names, so they take on a common name that anyone can use. It usually reflects on that person’s craft or profession. Musicians such as Kestrel often take on bird names—like Kestrel. Reshan’s skills and love rested in music more than anything else, so he took on the alias he is now known by. Kestrel left the caravan when he was 15 (Gypsy children tend to grow up rather quickly), seeking to make his way as a musician on his own. As is to be expected, the first years were rather tough. However, his skills and talent got him through it, eventually earning him widespread fame and prestige. In addition to mastering a myriad of songs, Kestrel composed his own music. In just a few short years, he wrote and popularized more than a hundred pieces. Soon, Lords sought him after for his musical prowess. But caged birds cannot sing, wild Gypsy birds more than any other. Kestrel thoroughly refused a permanent position of any kind, and began to roam more distant lands. During his travels, Kestrel made a great deal of friends, helping them with favors, or vice-versa. Several of his closest friends are Lhaeo--a High Priest for the God of Elements, Vanyel Black--a vampire, Tay--a half Drow-half vampire, Elric--a bounty hunter, Skif--a Minish earth elementalist, Altra--an alchemist, Koganei--a samurai, Darril--a fire Dragoon, and Kashet, who is . . . well . . . Kestrel greatly enjoys his time will all of them, and frequently joins them on their adventures, often turning them into songs. Character Stats: Player: Hyrulian Hero Character: Kestrel Innate Element: N/A Overall Rating: VI Strength: VI Defense: II Elemental: VI Speed: X Skill: X _______________________________________ KOGANEI KATSURA Theme Song: The Pretender Phenomenon No Leaf Clover (Bleach) Number One Name: Koganei Katsura Birthday: December 30th Age: 21 Race: Human Eyes: A deep, blood-red crimson. Hair: Deep blue, shoulder-length, and slicked to the back in a myriad of spikes. Height: 6 ft, 2 inches Weight: 176 lbs. Weapons: Kuroi Fenikkusu Yaiba (Black Phoenix Blades): Koganei has a pair of katana's that can change shape as he wills. Their transformation is instantaneous, and can range from regular katana's to kodachi's, nodachi's, scimitars, zanbattou's, rapiers, long swords, and more. Throughout their changes, the hilt design retains the same theme. Their hilts are black, with feathered patterns. A bright red string is tied to the end of each hilt, and a pair of black feathers hang from each string. Koutai: Koutai can shift itself into many different forms that can act as weapons. (See Skills/Magic) Armor: Koganei wears a pair of vambraces, which extend to cover the backs of his hands. He also has a traditional Japanese umbrella, the bottom of which is reinforced by metallic plates. This umbrella is approximately four feet in diameter when open, with a metal shaft and support poles. Koutai: Koutai acts mainly as a nigh-invincible armor, completely protecting the area it covers from all physical attacks and most magic. Koganei has yet to find a means to cut, pierce, or crush it (whether through his own means or an enemy’s), and he doubts that he ever will. (See Skills/Magic) Strengths: On his own, Koganei possesses mind-blowing speed, agility, and strength. He can move at speeds that dizzy the eye, and his strength is such that he can cut through anything less than titanium. But with the aid of Koutai, his speed and strength doubles, rocketing him to new levels. Koutai also serves as an absolute guard against any physical attack (to Koganei’s knowledge), and most magical ones. Thanks to his Musoken, Koganei can anticipate attacks before hand, almost to the point of psychic foresight. Weaknesses: Although Koutai serves as excellent armor, it leaves most of his body unprotected and open to easy injury. Koganei has no elemental or magical powers, so it is difficult for him to counter or block them aside from using Koutai. And for all of its bonuses, Koutai can only cover a fourth of Koganei’s body at maximum. Koganei also lacks any means of healing himself, meaning any wounds he gains remain. When wielding a nodachi, his defensive capability in hand-to-hand combat is considerably less, and when wielding his double kodachi’s, the power of his attacks is cut down. Skills/Magic: Koganei has studied under many different masters and many different styles of sword fighting and hand-to-hand fighting. In hand-to-hand combat, he has studied Taijutsu, Jujutsu, Aiki-ken, Te-gatana, Muay Thai, Kick Boxing, Drunken Fist, Kosshijutsu (Attacking muscle and nerve points), Shiraha Dori (Catching a blade with a hand or hands), Jyuuken (Cycling energy through the open palm and fingers and into the opponent's body to damage organs and muscles directly), and Shiitojutsu (Using the thumb and fingers for striking). In the sword arts, he’s studied Yamagata Ryu, Sekiguchi Shinshin Ryu, Shinkendo, Watojutsu, Gokko Ryu, Fencing, Dueling, Gatotsu, Shinkage Ryu (New Shadow), Hosshato (Multiple enemy fighting), Hyoho Niten Ichi Ryu (Two Heavens as One), Zantetsu (Cutting through steel), and Battoujutsu (Quick draw). Battoujutsu—Single Katana: Koganei slides a single katana into its sheath and presses it against the outside curve. This increases the pressure against the blade, and the speed at which it is drawn. Koganei then draws his blade in an eye-blinding flash, in an all-or-nothing hit. If it hits—which there is an almost certain chance that it will—it does incredible damage. If it misses, however, Koganei is left wide open. Battoujutsu—Soryusen (Twin Dragon): As above, except the sheath follows as a second attack to cover the vulnerability left after the sword strike. Since he is focusing on two movements, the first attack does less damage than the single slash. Battoujutsu—Soryusen Ikazuchi (Twin Dragon Thunder): Similar to the regular Soryusen, except the sheath precedes the sword, pushing aside a parrying weapon to leave an opening for the sword. Battoujutsu—Tsuin Shikon Sutoraiku (Twin Fang Strike): Rather than using a single katana, Koganei uses double kodachi’s for this attack, striking on either side of an opponent with incredible speed. Hyoho Niten Ichi Ryu—Tenrai Jiten (Divine Spin): Wielding twin scimitars or kodachi's, Koganei twirls around, his blades weaving a defensive shield that deflects all physical attacks, all done at an incredibly high speed. If he wants, he can even thread his energy into his movements, forming a barrier that absorbs or deflects certain attacks. Hyoho Niten Ichi Ryu—Tenchu (Divine Judgment): Wielding duel blades, Koganei catches his opponent’s sword with his two and forces it in any direction, usually into a rock or tree, or even the ground. Gatotsu—Hira Zuki (Horizontal Stab): Koganei raises a single katana up and to the side, with his other hand held out along the blade’s tip. He then dashes forward at an incredible speed, and thrusts his sword out in a powerful stab. There are varying forms of this attack, changed by the angle and position of the blade. Gatotsu—Jiten (Spin): This attack begins like a normal Hira Zuki, except Koganei angles the blade downward. Instead of thrusting the blade straight out at the opponent when he charges, he makes an upward scooping motion and curves it to the side, spinning a full 360-degrees several times with the blade held out horizontal to his body. Gatotsu—Reiten Sutansu (Zero Stance): This attack is much the same as a regular Hira Zuki, except it is preformed at pointblank range, without the charge. Zantetsu—Katta (Cut/Cutter): Koganei focuses on a target, and with exact precision and force, cuts through it. This allows him to cut through most materials, even steel. If he focuses his Ki in his blade, he can sharpen it and make this attack easier to perform, able to cut through anything less than titanium. Over time, Koganei formed his own style, Seirei Kaze Ryu, or Spirit Wind Style. This is a mixture of many styles, utilizing high speeds and curving attacks. This style also focuses on the swordsman’s ability to channel his energy—called many things in different cultures, such as Ki, Chi, Spirit Energy, Warrior’s Aura, ect (Koganei refers to it as shinzui)—into his attacks, inflicting more damage and having certain effects. For instance, when using Zantetsu, he focuses his energy into his blade to sharpen it and allow it to cut through almost anything. This ability is not exclusive to swords either. When using Kosshijutsu and Shiitojutsu, he focuses his energy into his thumbs and fingers to have a greater effect on his opponent’s nerves and muscles as he strikes them. Basic Uses of Shinzui: Augmentation: Koganei can focus his shinzui into any part of his body, augmenting it with extra speed and strength. For instance, focused shinzui in his legs allow him to run faster and jump higher. Focused shinzui in his arms allow for harder hits. He can also augment inanimate objects, strengthening and/or sharpening them. Protection: By covering his body with a layer of shinzui, Koganei can add minor protection against flames, electricity, and cutting attacks. Step: Focusing his shinzui into his feet, Koganei can walk on walls, ceilings, and even water. He has also now developed it to the point that he can form a solid platform of energy under his feet, allowing him to walk in midair. Burst: Koganei can emit a burst of shinzui, giving himself an extra boost. He can use this for any part of his body (Burst from his feet to fly, from his elbow to increase his punch, ect). Seirei Kaze Ryu—Kanaduzuchi Sutoraiki (Hammer Strike): Koganei gathers his energy in his sword and hits an opponent with it. Upon contact, he releases the energy, sending it slamming into his foe with a great amount of force. This dulls the effect of the blade however, preventing it from actually cutting, although it does send the opponent flying. He can also use this attack against walls and on the ground, sending himself flying upwards. Seirei Kaze Ryu—Seishou Setsudanki (Spirit Cutter): Koganei channels and gathers his energy into his blade and releases it in a slashing motion, firing a bluish wave of energy. Seirei Kaze Ryu—Fenikkusu Ame (Phoenix Rain): Koganei performs a Kanaduzuchi Sutoraiki against the ground, sending himself up into the air, where he then fires several Seishou Setsudanki’s in rapid succession. Seirei Kaze Ryu—Jishin (Earthquake): Koganei gathers his energy in his sword and plunges it into the ground. He then releases the energy in a large 360-degree shockwave that affects all enemies within a diameter depending on the amount of energy used. Seirei Kaze Ryu—Tsuchiheki (Earth Splitter): Koganei plundges the tip of his sword into the ground and brings it slicing forward, sending a vertical wave of energy flying across the earth, reaching about eight feet into the air and splitting the earth about three feet deep below it. Seirei Kaze Ryu—Kadou Yaiba (Vortex Blade): Koganei forms a swirling vortex of energy around his blade, which can be used to absorb and/or nullify certain attacks, such as fire attacks, water attacks, energy attacks, ect. Seirei Kaze Ryu—Ryu Kan Sen (Spiral Dragon Strike): Koganei performs a spinning attack in which he leaps forward, his entire body spinning with his blades curving in front of him and energy spreading from his whirling blades to cover his body. This is used primarily to deflect an enemy’s attack and immediately strike back. Seirei Kaze Ryu—Unari (Howl): Koganei created this technique based on the style of attacks common to Battoujutsu. First, he gathers his energy into a sheathed sword, which he then draws with lightning speed. The energy gathered in the sword and the force of the speed creates a vacuum, which can have several effects. First, it will draw an enemy towards it and into Koganei’s waiting blade. Second, this is accompanied by a deep boom, which can cause damage to or stun creatures with a sensitive or superior sense of hearing. Seirei Kaze Ryu—Tate Tama (Shield Sphere): A technique similar to the Kanaduzuchi Sutoraiki, Koganei gathers, condenses, and hardens a large amount of spiritual energy in the palm of his hand, forming a sphere of blue energy. The density of the energy is such that it can act as a shield, blocking even the sharpest blade. Toku Tama's main use is as a counter technique. Koganei uses it to block an attack, and then releases the energy in an outward burst that greatly repels both attack and attacker. It also burns and scours any flesh in close proximity to it. Seirei Kaze Ryu—Yaiba (Blade): Koganei forms a blade of energy in his hand, which he can shape and use without limit. The blade cuts through most objects easily, and holds the strength of any sword. Seirei Kaze Ryu—Dangan (Bullet): Koganei fires a bullet of extremely concentrated shinzui from his fingertip. Seirei Kaze Ryu—Gijibushin (Pseudo Clone): Koganei combines his incredible speed with his shinzui to create life-like clones of himself. Of course, they’re merely illusionary, and fade away as Koganei stops moving. He can create up to four clones, depending on how fast he moves. Seirei Kaze Ryu—Seishou Tate (Spirit Shield): Koganei creates a barrier of blue energy, spreading from his hand outward to form a large circle. Seirei Kaze Ryu—Deba (Knife): Koganei forms a sharp “knife” of energy, which he launches from his hand. Seirei Kaze Ryu—Yubiken (Finger-Blade): Koganei forms a series of small, sharp blades on his fingertips, which he can then use to cut through most objects. Seirei Kaze Ryu—Kujiku (Crush): Koganei launches a crushing orb of energy from his fist. Koutai (Shifter [koutai lit. means alternation/change/shift, as well as antibody]): Koutai is a mysterious pitch black substance that exhibits characteristics of both molten metal and a living organism. Created through a long and complex magical process involving many different alloys, Koutai is no longer recognizable as a normal substance. Koutai lives within Koganei’s very body, constantly traveling throughout his bloodstream and organs. Yet at Koganei’s will, the black substance will seep through the pores in his skin to cover his body. As the black liquid covers his body, it hardens into an extremely hard solid metal, taking the form of futuristic-looking armor. Koutai has five main attributes. The first is that it is harder than anything Koganei could imagine, and all of his best efforts (and those of his enemies’) have failed to find a way to cut, pierce, crush, or crack it. The second is that it is completely obedient to Koganei’s will, and will move as if a part of his own body. The third is the substance’s flexibility. Koganei can will it to move and flex, and it will do so while still remaining as strong as ever. The fourth attribute is the metals magical immunity to fire, electricity, air, and most magic. The final attribute of Koutai is something that Koganei calls the “Double Rule”. For any part of his body that Koutai covers, the speed, strength, and capacity of that area is doubled. For instance, the speed and strength of his legs are doubled when covered by Koutai, allowing him to run twice as fast and jump twice as high. The same applies to other parts of his body. If Koganei were to cover his head with Koutai, his brain power, eyesight, and senses of smell, sound, and taste would be doubly increased. Lastly, there is another side-effect to Koutai. Because it is constantly inhabiting Koganei’s body, it has naturally doubled the strength and capacity of Koganei’s natural shinzui. However, there is a drawback to Koutai, for it can only cover about a fourth of Koganei’s body at once, leaving the rest un-enhanced and unprotected. Appearance: As Koutai seeps through Koganei’s skin, it magically “absorbs” his clothing, becoming the only thing that covers the affected area of his body. When Koutai recedes, the clothing appears, same as before its “absorption”. Tail: Without exception, anytime Koutai is triggered, a long metallic black “tail” forms in the middle of Koganei’s back. It is slender, and features a bladed edge along one side. The tail can serve a wide myriad of purposes, including acting as a third blade, a helicopter-like propeller (allowing Koganei flight), and a conduit for his shinzui attacks. Koganei can also add a burst of shinzui to the tail when it spins around rapidly for flight, earning extra speed and strength. As the tail always forms on its own, it does not count against the “fourth of body coverage”, although Koganei can use the extra to lengthen the tail. The tail is normally about seven feet long. Arms: Although Koganei can change to composition of Koutai at will, it usually manifests on his arms as smooth, skin-like armor, sharp ridges lining the forearms and the fingers ending in wicked talons. Legs: Same as the arms, except that the feet end in a single curving spike. Head: Though he can change it, Koutai usually forms over Koganei’s head as a smooth single-piece helmet. The top sweeps back into horns, leaving twin curving holes over his eyes. The area around his mouth and chin are bare, the metal extending past his jaw on either side of his of his mouth in two jagged spikes. Torso: The Koutai over his torso is skin-tight but flexible, featuring a single smooth piece with a series of small ridges lining the shoulders. Musoken: Over the years, Koganei has developed a sixth sense, able to determine an opponent’s moves moments before hand. This is a natural occurrence, one that he cannot activate by will. It only occurs in the heat of a battle or when imminent danger is about to strike. Mugen no Ourai (Infinity's Road): A medallion in the shape of an infinitely sign with four straight pieces intersecting the curves. Once a week, and only once a week, the holder of this medallion and anyone he touches can jump through time and space. Unfortunately, they cannot choose where or when they will end up. Takiyama: Takiyama is Koganei’s life-long friend and manservant. He travels with Koganei by order of his father, and is charged with protecting him. He is nervous and picky by nature, and frets over everything. He wears traditional Japanese clothing, consisting of baggy white pants and a red tunic. He has brown eyes and short black hair. He wears a katana on his belt, although he hasn’t a clue how to use it. Except for his nervous and fretful qualities, he is rather like Koganei in personality and ethics. Koganei often tries to give him the slip to get away from his lecturing, although he usually fails. Appearance: Koganei wears a white cotton shirt, over which is a highly detailed and fashionable azure robe. The robe reaches about mid-thigh, the bottom cuts curved and coming together in a reversed peak at the front. The arms are slightly baggy, and hang about an inch past the fingertips. Rich gold outlines the bottom and cuffs of the robe, and golden thread is woven all through it, adding a mysterious sheen to it. Moreover, green and white embroidery cover the main if it, dazzling all by their intricacy and designs of leaves and vines. Beneath his wide sleeves, black vambraces protect his forearms, with square extensions that cover the backs of his hands, held there by a small cord tied around his middle fingers. Koganei also wears a silk sash of vibrant scarlet around his waist, the ends decorated by gold fringe. Another scarlet sash, folded to be thinner and stronger, runs across his chest and back, reaching from his left hip to his right shoulder. He wears a pair of slightly baggy black pants, as well as a pair of soft black boots. He has a simple katana sheath on his left hip, stuck through the sash, and another slung across his back, held by the sash there. A single golden earring in the shape of a small ring hangs in his left ear. He still carries an umbrella, usually tucking it in the back of his sash. The umbrella is a dark blue, with designs of red cherry blossoms spiraling outwards from the center. His medallion is tucked safely beneath his shirt. He is fairly handsome, with sharp, refined features and lightly tanned skin. His crimson eyes have an undeniable depth to them, like windows into his soul. Using futuristic color dyes, Koganei has dyed his shoulder-length hair is a deep blue. His hair is naturally slicked back in a myriad of spikes, rather like a porcupine. His body is somewhat slim, although he has clearly defined muscles and broad shoulders. His body is covered in various scars, although none of them hold any significant meaning for him, and the single scar that mares his face is a small red line running diagonally across his left eyebrow. Personality: Koganei is usually somewhat cold and serious at first, although the more you get to know him, the friendlier and warmer he gets. He is generally funny and often cynical. In battle, he is usually filled with a grim satisfaction, even cheerfulness. The more challenging a battle, the more excited he gets. He likes to taunt his opponent to a degree, especially if they return the sally. He is very honorable, and will not hesitate to help those in need. He generally doesn’t fight women, although he will if there’s no other choice. His trips to the future have drastically opened his mind, and revealed to him the boundary-less possibilities of the mind, body, and soul, as well as introducing him to advanced technology and the like. He doesn’t like killing unnecessarily, but will do so without any qualms if it is called for. Being Japanese, he obviously speaks the language and attaches Japanese honorifics to names. Common Japanese honorifics: Kun: A sort of a friendly term that is comparable to "Homeboy" or another term like that. Chan: A cutesy term that is basically like calling your lover Hun, or calling a friend cute; often used on younger children to say how cute they are. Chin: A more cutesy form of Chan, although it can be used more mockingly. San: Kind of like saying Mr., Mrs., Sir, ma'am. Sama: What you call someone who is higher up in your hierarchy of sorts, it expresses more respect than san, but less than Dono. Dono: Expressing huge respect, as if you aren't good enough for that person. Kouhai: A person’s “junior”. It can refer to work, school, life experiences, ect. Senpai: A person’s “senior”. It can refer to work, school, life experiences, ect. Sensei: What you call your teacher or master. If you just say their name, it can either mean that you have no respect for the person, or that you are very, very good friends with the person and you respect them enough so that you both know without the honorific that you respect them. History: Koganei was born in Japan sometime during the Edo period, to a high-ranked daimyo and his lady. Koganei’s father was a very wealthy and powerful man, with many samurai and soldiers under him. He ruled his land with compassion and brought it peace and prosperity. Even from the early stages of his life, Koganei received expert training in the sword arts from the many samurai retainers at his father’s castle. Koganei immediately fell in love with the sword. Rather than playing or making friends as other children did, Koganei practiced sword fighting. Not only did he love the art, he was a natural talent at it. It did not take long for Koganei to learn all that a samurai would have to teach, and move on to another one. He went through countless trainers, even having his father send out notices across Japan in order to gather masters of different styles. At the age of 14, he took up a spot as a Captain in his father’s forces. Over the next two years, he lead the men given him, mostly on routine patrols, although he did occasionally face real battle in suppressing rebellions. At first, he was relatively happy, but he soon found that he was not happy as a leader. He did not want to lead men through the same patrols, with his sword rusting in its scabbard. His father’s land was large, but not large enough. When he was 16, he begged, argued, pleaded, and tried to convince his father to let him travel out on his own, a wanderer. Realizing that he would not take no for an answer, Koganei’s father allowed him to go, although on one condition. Takiyama, Koganei’s life-long friend and manservant, was to travel with him and supposedly keep him out of harm’s way. As a going away present and to help keep him safe, Koganei’s father presented him with the Black Phoenix Blades, which could become any sword. For the next three years, Koganei and Takiyama traveled together, not only all over Japan, but also all over the entire world, the young ronin picking up even more styles of fighting. During his travels, he picked up the magical pendant known as Mugen's Path. Curious as to its powers, the ronin unwittingly activated it, and found himself centuries into the future. Since, he has traveled through various era's, occasionally coming back to his own time. During his travels, Koganei was captured by the Lich, Zaknafein. Zaknafein, using the ronin as no more than a lab rat, “infested” him with Koutai, and sent him through a long labyrinth of trials. Satisfied with the experiment, the lich allowed Koganei to escape. The samurai has since lived on, welcoming the added power of Koutai and setting about to fully master it. Battle Rank Player: Hyrulian Hero Character: Koganei Katsura Innate Element: Ki (If that counts) Overall Rank: VIII Strength: X Defense: VII Elemental: N/A Speed: X Skill: VI |

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| Re: Hero's Heroes Lhaeo Theme Song: Promised Land Lost Heaven Name: Lhaeo; "The Elemental Master" Birthday: December 3rd Age: Unknown Race: The God of Elements Kelsey, otherwise known as the Balancing Hand or the Weaver. Excerpts from the Kouyouhon (Literally; the Book of Elements), also known as the Book of Kelsey: ~The Kouyouhon, 1-1 The Elemental Gods and Their Hierarchy Eyes: Normally blue, although when he is feeling particularly close to his immortal heritage, they turn completely black with bright silver spots, like a field of stars. Hair: Long blonde, pulled back in a long braid, except for his bangs, which hang down on either side of his face. Height: 6 ft, 3 inches Weight: 173 lbs. Weapons: Lhaeo wields two different types of Japanese weapons: a zanbattou and two kodachi's. A zanbattou literally means "horse-slaying sword" or "horse-chopping saber", and is an especially large type of Japanese sword. The weapon consists of a large, wide blade attached to a pole that the wielder holds. This weapon was originally designed to be used by a warrior on foot against mounted enemies, killing both man and horse in one hit. Lhaeo's zanbattou is named Amatsurugi, or Heavenly Sword, and belonged to his father. The handle is wrapped in blue leather, and ends in a golden cap featuring his holy symbol. Etchings of flames, snowflakes, water droplets, ice shards, air currents, rock shards, lightnings, and a leafy vine run up and down the length of the blade. Lhaeo does not carry it on him. Rather, he can summon it to his hand at will, and dismiss it as well. He isn't sure where the blade goes when he dismisses it, but he suspects that it is somewhere in the realm of the God of Elements. While a normal zanbattou would be very heavy and difficult to wield, Amatsurugi weighs no more to Lhaeo than a normal long sword, due to his celestial blood. Lhaeo can also extend his mastery of the elements to Amatsurugi, causing the blade to burst into the chosen element. A kodachi literally translates into "small or short tachi". These Japanese swords are too short to be considered a long sword, but too long to be a dagger. Because of their size, they could be drawn and swung extremely fast. Thus they could be used as something of a shield, while using a form of hand-to-hand combat to attack. The kodachi's size ranges between 2 feet and 2 3/4 feet long, hence the kodachi's size brought on a lighter weight, which cut some of its attack ability, but instead raised its defense capability. It is known as "A sword that can be used as a shield", hence the name “shield-sword”. Two kodachi are usually worn in a single wooden scabbard, one with the handle fittings, the second hidden as the bottom of the scabbard. This style was normally carried on the back with the handles pointing to the sides. The kodachi is carried this way to increase the drawing speed for either hand and is used the same way ninjas use kunai, albeit without throwing them. Lhaeo's right kodachi, the main one with the cross guard, is named Yaiba Kouyou, or Blade of Elements, while the left one is named Ken Tentou, or Blade of Heaven. His kodachi's match his zanbattou; with a blue leather handle and golden cap on the right one(The left one, being hidden as part of the sheath, has a matching wooden handle and no cross guard.) and etchings of the elements along the blades. Like Amatsurugi, Yaiba Kouyou and Ken Tentou will burst into any element Lhaeo has mastery over. Armor: None Strengths: Lhaeo possesses god-like speed and agility, and at times can move faster then the eye can follow. Being holy himself, he is immune to holy attacks and can somewhat harm demonic creatures with a mere touch. As a god, he cannot be permanently killed by anything other than godly or demonic means, and his wounds heal themselves after a few minutes. While he is not completely immune to elemental attacks, Lhaeo does enjoy a resistance to the elements he has mastery over. Weaknesses: Since he wears no armor, he is easily injured. Lhaeo is surprisingly weak, being no stronger than an average warrior. Since he has no idea that he's a god, most of his godly abilities are undeveloped or weak. Lhaeo's zanbattou is difficult to maneuver due to its size, and puts him at a large disadvantage in hand-to-hand combat. Lhaeo's kodachi's, while extremely fast, have less power than a normal sword. Skills/Magic: Lhaeo has perfect mastery over the elements. He can both summon and control them as he wishes. The elements Lhaeo has power over so far are Air, Earth, Fire, and Water. He can also sense the energy that flows through all of the elements, or the Weave. Some of his elemental powers also let him enjoy added abilities, such as: Flight: Obvious, isn't it? With The Wind: Upon chanting this prayer, Lhaeo and anyone he touches will lose their substantial form, becoming translucent images that are immediately carried away by the wind. Physical objects do not harm them, and the "wind" is controlled by Lhaeo's powers. Earth Reading: Lhaeo can read the ground by placing both hands on it. This allows him to sense anything touching the ground within a 10-mile radius, such as buildings, people, trees, ect. This only works on stone and the natural earth. Weight of the Earth: This clerical spell's effects will differ depending on how it is used, but will generally increase Lhaeo's strength, sturdiness, and resilience. For instance, upon casting this spell, he can block a powerful attack that he would not have been able to before, his body "anchored" and his sturdiness improved. Or, he can use it for offence, adding the "weight of the earth" to an attack to give it tremendous strength. However, he must sacrifice reaction speed in exchange. If an enemy changes their angle of attack to move around his defense, Lhaeo will not be able to react quickly enough. And if an enemy dodges his powered-up attack, Lhaeo will be unable to react quickly enough to defend himself. Heat Shield: Lhaeo's body becomes covered with a thin, transparent force field. While it provides no protection to magic or weapons, this field does protect Lhaeo from extreme environments. It keeps his body and the thin layer of air around it a constant temperature, making it so that he can withstand both extreme heats and colds. While it does protect him from the heat, it will not protect his body from the actual flames, which will burn him (although he won't feel the heat, only the pain). Weld: Lhaeo summons an intensely hot and focused flame to his hand, which he can use for a wide variety of purposes, including (but not limited to) welding metals together, cutting through metal), and battle. Water Walk: Lhaeo walks on water. Underwater Breathing: Lhaeo breathes underwater. Free Movement: Lhaeo can move freely in water, almost as if he were on land. Meaning, for specifics, that he does not suffer from water pressure, currents, or the like. Lhaeo has two animal companions; a flying squirrel named Percival, or Percy for short, and a raccoon named Ankio. Percy and Ankio are highly intelligent--more so than most humans, as they often say--and can mindspeak to anyone they wish, although they rarely talk to anyone other than Lhaeo. Obviously, they aren't much help in a fight, although they do make good spies and thieves. Lhaeo is also quite skilled at playing the lyre and singing, for he has a very rich, musical voice. Aside from his elemental abilities, Lhaeo also has a few holy powers. Holy Touch: Silver flames surround Lhaeo's hand, which he then lays on a person. Depending on the alignment of the person, these flames can either heal or cause great pain. Bless: Lhaeo says a short prayer, which heightens the speed and strength of those he chooses. Aurora: Upon exercising this holy ability, Lhaeo views one of two things, both of which reflect on a person's alignment and immediate disposition. The first is merely an aura that surrounds the person, differing in colors. The second is a group of small shadows or shapes that appear on the person's shoulders. Sword of Heaven's Flames: Lhaeo summons and condenses a massive amount of silver holy flames into the shape of a large sword. Obviously, it burns like regular fire, and does increased damage against evil or dark creatures. Additionally, it can cut through dark or evil magic like a sword through butter. Shield of Heaven’s Flames: Lhaeo summons a large circular shield made from holy silver flames. This will block most attacks of moderate strength. It will also partially block stronger attacks. Unlike Lhaeo’s Heaven Flame Sword though, the Heaven Flame Shield dissipates after blocking a single attack, although he can summon it four times until he next rests. The Heaven Flame Shield also blocks dark attacks, being especially strong against them. Appearance: Lhaeo, although ageless, appears as a young man in his twenties. His face is somewhat narrow, and his ears come to two long points. He wears soft, black leather boots, black pants, and a forest green t-shirt. Over his shirt, he wears a short, black leather jacket with silver edgings and buttons, which is left open. Over his jacket, he wears a long, hooded trench coat, in the hood of which Percy and Ankio usually ride. The trench coat is a deep blue in color, with his holy symbol emblazoned on the back. Lhaeo's holy symbol is really just a likeness of his open left hand, although he believes the markings on his hand to be a symbol of his worship as a high priest in his naivety. Lhaeo's left hand is covered in colorful tattoos of the different elements. The likeness of a rocky mountain is tattooed on the palm in brown, flames on the index finger in red, water droplets and snowflakes on the middle in blue, lightnings on the ring in yellow, a leafy vine on the pinky in green, and air currents on the thumb in light blue. Lhaeo also wears a floppy, wide-brimmed, leather hat. A large blue feather sticks out of a wide red band around the middle of the hat. He wears black fingerless gloves on both hands, and his double kodachi sheath hangs across the back of his trench coat. A small traveling lyre is strapped under the back of his jacket. The lyre is made from a rich golden oak, and looks something like this: ![]() V Done by I)ragon11. Kiss his feet and swear your never-dying fealty to him. ![]() Personality: Lhaeo is a very good natured and humble person. He is often caring and thoughtful of others, and rarely becomes angry. Most of the time, a cheerful, playful grin is stretched across his face. He enjoys playing pranks, especially on rude or disrespectful people. Cheerful and playful in everyday life, Lhaeo often carries a mischievous attitude into battle, although he can become serious, carefully evaluating and calculating. Lhaeo is also surprisingly naive about his own past, totally unaware that he is an actual god. Lhaeo believes, in his carefree innocence, that he is merely a high priest for The God of Elements. As a High Priest of the Balancing Hand, Lhaeo has the responsibility of maintaining the balance between the elements in all the worlds. He would do anything to maintain that balance, and hates to see it upset. Also, while Lhaeo knows that Rhayin is his brother, he has no idea that he is the God of Rogues. History: Even gods do not live forever. Close to it, but not quite. To lesser beings, the gods may seem to be the ultimate pinnacle of power and immortality. But immortality is a lie. A life can last for millennia and more, but not forever. When a god's time nears its end, he must sire a child to replace him. Lhaeo is one such. His father was the God of Elements, The Balancing Hand, The Weaver. He maintained the balance of energy that flowed through the different elements, making sure that one did not overpower the other. But his existence is coming to an end. And so, Lhaeo was born. He was made in a celestial explosion of stars, fire, water, earth, air, and more besides. He lived in the heavens with his father and older brother, Rhayin, the God of Rogues and Intrigue. He lived with them for an age and more, learning from his father how to balance the energy flowing through the worlds and maintain the Weave, and playing and training with his brother. And while Lhaeo was trained in how to be a god, elsewhere, there were others who schemed of becoming gods. Tsuconis, a human archmage, and Satsuki, a separate, yet equally powerful and ambitious sorceress. Both of the humans learned of Lhaeo's upbringing and sought to take his place as a god. For years, they separately horded power and magic, until finally, on the eve of the ritual in which Lhaeo was to replace his father as a fully-fledged god, they ascended to the heavens, and the home of the gods. Separately, they fought through the armies and protections of the gods, all the way the inner chamber where Lhaeo, Rhayin, and their father were finishing the ceremony in which Lhaeo was to fulfill his full potential. In the confusion of magic, celestial powers, and combat that followed, several things of immense importance occurred. First, Lhaeo completed the ceremony, and became the new God of Elements. Second, the combined and opposing powers of Tsuconis, Satsuki, Rhayin, and Lhaeo's father tore open a rift between the heavens and the earth. Rhayin sent Tsuconis and Satsuki flying back down to earth, but not before they managed to drag Lhaeo--still dazed from the burden of his new powers--down with them. Sastuki and Tsuconis returned to their lairs exhausted and weak, but relatively unharmed. Lhaeo, however, had crossed a boundary he was not yet ready to cross. The agony and conflicting powers left the new god alone in the wilderness, somewhat broken in mind, body, and powers. He was the God of Elements, and yet, most of his newly gained powers were gone, along with his memories. He knew only that he was Lhaeo, and that he served the God of Elements. But he wasn't left to wander for long. Rhayin soon found him, and took him under his wing. Upon learning of his son's condition, their shared father--now weak, near death, and with little powers--had forbade Rhayin of informing Lhaeo of his true heritage, for fear that it might further break his mind, perhaps even beyond repair. So, Rhayin looked after Lhaeo, encouraging his belief that he was a high priest of The Balancing Hand. He trained his younger brother as best he could; helping him to regain what powers he could. However, as a god of completely unrelated powers, there was little that he could do. Soon, he sent Lhaeo out to journey on his own, to try and regain his powers through the natural trials of life on the road. Rhayin also sent Percival and Ankio, creatures of his own creation, along with Lhaeo, to watch over him and assist him where they could. Even now, Rhayin still watches Lhaeo from above almost constantly, protecting him when it is necessary, and guiding him when it is needful. After all, he was the God of Rogues and Intrigue, and he had to know everything that happened, on all sides. Battle Rank Player: Hyrulian Hero Character: Lhaeo Innate Element: All Overall Rank: VII Strength: III Defense: IV Elemental: X Speed: X Skill: IX |

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| Re: Hero's Heroes SKIF Theme Song: Animal I Have Become Best of You Name: Skif Birthday: March 18th Age: 22 Race: Minish (With Greater Blood Demon Aspects) Gender: Male Hair: Long blonde hair flows gracefully down his back and shoulders, with large streaks of red running through it. Eyes: The left contains it’s normal blue, while the right features a diamond-shaped pupil and a blood-red iris. Weight: Insignificant (Minish-sized) / 163 lbs. (Human-sized) Height: 1’’ (Minish-sized) / 6’ 1’’ (Human-sized) Weapons: Skif’s new right arm is a weapon in and of itself. Rather than a normal arm, his right arm has been completely stripped of flesh, tendon, and nerve, leaving only bone behind. Moreover, the arm bones have been altered, added onto, and imbued with a monstrous demonic strength. The fingers at the end of the bony hand end in wickedly sharp talons, and a vaguely triangular bone plate covers the back of the “forearm”, with the top point facing down towards the hand and the other two points growing past the elbow in two sharp spikes. Skif still possesses his two throwing daggers and his retractable-dagger-tipped boots, as well as his magical shin guards, which possess minor fire and ice magic. Regrettably, he lost his double-ended trident. Armor: Skif’s entire right arm serves as a shield. It is imbued with demonic powers, making it quite literally invincible and immune to most magic. He also possesses magical shin guards, gained from a dead rival. Strengths: Skif is extremely resilient, in both physical and mental capacities. He is incredibly proficient at hand-to-hand combat, and his demonic strength is such that he can rip apart steel. Skif’s speed has been greatly increased thanks to his demonic powers, allowing him to move at blurred speeds. Weaknesses: Skif cannot swim at all. While minish-sized, Skif is extremely vulnerable to larger creatures (like stepping on a bug vulnerable). While holy attacks only cause him mild pain (he is not demonic, only possessed by demonic powers), they can easily defeat his demonic and blood powers (His earth powers are not affected by holy attacks). Skills/Magic: Skif has two different bases of power: Earth Elementalist Magic and Blood Demon Powers. The first is his original source of power, and he is well versed and comfortable in the use of it. The second, however, is new and unpracticed to him. Earth Elementalist Magic: Simple, but very powerful and highly effective. Shape Stone: Skif can shape and mold the earth around him, to an endless variety of uses. Stone Skin: Skif forms a protective layering of liquid-like stone over his body. Earthquake: Skif can cause earthquakes, the scale of which depends on the amount of energy used. Control Plants: Skif controls and alters the surrounding forestry. Needled: Skif can summon and launch a barrage of needles, which may or may not be poisoned. Liquid Stone: Skif summons between his hands a globe of grayish mud, or liquid stone. He can then mold and shape this, forming anything he can think up. Once set, he can either harden it into solid stone or keep it in its mud-like state, altering it’s form over and over. Burrow: Skif dives beneath the ground, traveling along about six inches beneath the surface. He moves at the same speed as on the surface, and appears as a moving mound. Tree Gate: Skif moves through the roots of the trees, quickly traveling from the base of one tree to another. Blood Demon Powers: After defeating and banishing a Greater Blood Demon who had possessed him, Skif retained the demon’s powers. The basis of his new powers is the ability to summon and control blood freely, and put it to use in many different ways. But of course, this is no normal blood, possessing highly acidic qualities, as well as extremely high and low boiling and freezing points (Blood normally has a much higher/lower boiling/freezing point than water, and Skif’s demonic blood is many times past those. To boil or freeze it would take an incredibly high/low temperature). The demon blood is also immune to all outside “influences”, including telekinesis and other blood powers. Another basis of Skif’s blood powers is the hardening of it into an extremely hard substance (harder than any metal found on earth) and changing it back again. Crimson Eye: Skif creates a floating eye of hardened blood, which he can then see through and control. Crimson Illusion: Skif inserts a small amount of demonic blood into an opponent’s wound. Once infiltrated, he can then confuse their senses, causing them to see, hear, taste, and feel an illusion. Absorb: Skif clamps onto an opponent and draws their blood out through their wounds, weakening them while simultaneously strengthening himself. Physical contact must be maintained for this to be accomplished. Skif is highly hesitant to use this power, fearful of its ethical implications. Blood Portal: Skif forms a portal, the edges of which are formed by a swirling ring of blood. He can use the portal to take him anywhere he desires, as long as the destination meets one of four criteria. He must either: see the destination (whether through the Crimson Eye or in person), have a highly detailed description of the destination, have been there before, or be within one mile of the destination. Summon Minion: Skif can summon a handful of Blood Beasts, minor demons formed of blood. Demonic Eye: Skif’s right eye has been highly imbued with demonic powers, granting him excellent eyesight, as well as several additional abilities. Zoom: Skif’s right eye can focus and zoom in on any distance up to ten miles. Magnify: Skif can focus upon an object and magnify it up to 10x its true size. Infrared: Heat becomes light to Skif’s right eye, granting him vision even in pitch-black conditions. Pierce: Skif can focus on an object and send his vision piercing through it, able to see what lies within or beyond. This has a narrow view, but long range. Dark Aura: Skif exudes an invisible demonic aura, which fills up the surrounding area and conveys everything within it to his mind. In other words, he can see everything the Dark Aura touches, simultaneously. Most physical barriers do not hinder the aura, for it can simply move right through it. There is no limit to the range of this ability, and depends on the amount of demonic energy exuded. He can also control the shape of the aura, forming it into a sphere, tentacle, or anything in between. Since this ability is centered on purely demonic powers, it can be canceled out by holy magic. Fire/Ice Kick: An attack utilizing his magical shin guards. This move can be used in defense and offence (EX: Blocking fire/ice moves, kicking with flames/ice). Onyx Pendant: Skif has a magical pendant, an artifact which grants him the ability to grow to the size of a human and back again. The pendant is magically bound to him, and cannot be removed from around his neck. Personality: Skif is usually grim and silent, and often contemplates his own existence as he is now. He is now past the fear of what he has become, yet he is still ashamed of it, as is shown by the way he hides his right arm. But even still, he will let go of his inhibitions in battle, and let loose with both his changed body and blood powers. In battle, he often returns to his old self, becoming witty and joking with his opponent. He will also act more friendly and witty with his friends and those he gets to know well, even becoming less ashamed of his appearance around them. His appearance is a large chink in his defense, and any insulting or mocking references to it will invoke both a deep sadness and raging anger. Appearance: For the most part, Skif retains his original appearance. His muscles are well developed and lean rather than bulky, with a light tan. He has broad shoulders and a sturdy frame, with a natural aura of power. His face is fierce, with sharp angles and strong lines. Two blue pointed strips mark his cheeks (one on each side), and his long blonde hair flows gracefully down his back and shoulders, to about shoulder-blade length, with the front hanging down on either side of his face. His hair now also features blood-red streaks all through it. His eyes were once vivid blue, but now the right one sports a diamond-shaped pupil with a blood-red iris. In addition to Skif’s blue minish strips, he now also has two red pointed strips moving down from his hairline, one over each eye, to meet point-to-point with the blue strips. While his left arm is the same as ever, Skif’s right arm has been completely stripped to the bone, which has been altered and imbued with demonic magic. The fingertips end in razor-sharp talons, and a vaguely triangular bone plate covers the back of the “forearm”, with the top point reaching down towards the hand and the other two growing past the elbow in two sharp spikes. He also has a long, thick crimson tail. Skif wears black cargo pants, over which are his shin guards. He also wears a long-sleeved black shirt, the right sleeve of which is extra long, so that it hands down several inches past his bony fingertips. Over his shirt he wears a blue tunic outlined with black trim. A blood-red sash is tied around his waist, each end featuring golden tassels. Dark red wings sprout from Skif’s back, and are usually draped over his shoulder like a cape. He also wears his original forest green cloak and silver leaf brooch, as well as his hard black steel-toe boots (which feature retractable daggers at the front). One throwing knife is stuck in the back of his sash, and the other in his right boot. His onyx pendant is worn under his shirt. It is shaped in the form of a silver dragon's claw, clutching the onyx stone. ![]() Pic by HitokiriChibi~ ![]() History: Born to the top two apprentices of Melari, Skif followed in his parents’ footsteps and trained with the master smith and in the mines from a very young age. Years of digging at the top of Mt. Crenel and working at the forge have given him an almost inhuman strength. When the young Minish was ten years old, he found a pendant deep within an onyx stone he dug up deep within the mines. Once he freed it from its dark confines and put it around his neck, he brought the onyx and ore he had dug up back to Master Melari. But when he tried to remove to pendant to give to the smith, he discovered that he could not lift it above his chin. Melari decided that it could remain in Skif’s possession, not that he had a choice. Soon after that day, a mysterious cloaked figure can to the mines claiming to be an elementalist belonging to a temple down in the plains below the mountain. He told the miners that he was drawn to the mysterious power of the amulet and had come to investigate. The mountain Minish told him about their predicament concerning the strange necklace and its refusal to leave Skif’s body. The Minish monk, Skif, Skif’s parents, and Melari spent many hours discussing what should be done about the weird problem. Finally, they all agreed that the best thing to be done was for the monk to take Skif with him to the temple and foster him out there while the other monks experimented with the pendant. Skif spent ten years at the temple, during which the monks discovered that the pendant had awakened earth elemental gifts in Skif as well as allowing him to grow in size. For those ten years, Skif trained his new gifts with the monk who had first brought him to the temple, whom he learned was called Darwin. At the end of that decade of training, Darwin finally announced the young Minish, now twenty years old, ready to journey on his own. And so Skif left the temple to hone his skills the way that only experience can. During his travels, he encountered the wanted man, Aristo. Skif attempted to capture the wanted man and claim the bounty on his head, but was unable to do so. For an unknown reason, Aristo's escape gave birth to a resounding grudge in Skif. Skif would not let well enough be, hunting down Aristo mercilessly. They battled many times, each time ending miraculously with Aristo either somehow slipping away, or both combatants being too weak to fight on. But one day, Skif received a letter announcing Aristo's death, the cause of which was known only to a few people. Skif was angry. He had wanted to capture or kill Aristo with his own hands, and now that had been taken away from him. Yet, he was also saddened. He had seen in Aristo another side of himself. With Aristo's death, Skif came to terms with the reluctant kinship that he had found for Aristo. At peace, he left his grudge and anger behind. However, Aristo returned from the netherworld, a horrible and undead creature born only to serve its demonic master, freed of all memories or emotions. Skif, finally at peace, encountered this beast and fought furiously against it, old and new anger rising within him. As before, the creature escaped, Skif unable to kill it. This time around though, the minish decided not to chase after him, putting his anger aside once more. He would not chase demons not his own, although he will surely kill it if he meets it again. A Greater Blood Demon, the Blood Lord no longer remembers, or cares, which of the Nine Hells he came from. He only desires to be in the mortal realm, to cause as much destruction and absorb as much blood as possible. However, in order to remain in the mortal realm, he needs to occupy a mortal container, destroying the former tenant’s soul in the process. Due to recklessness, harsh activities, and the like, he usually wears his human containers down pretty quickly, and must move to a new one. He can prolong the use of a container by absorbing blood, but he still must move on to a new one eventually. During a time when his activities became overzealous, he inadvertently damaged the land, draining and trampling its life until it was blackened, cracked, and dead. Two warriors, Skif and Zorlo, became aware of the land’s illness, and sought out the cause. Skif, an earth elementalist, and Zorlo, an Aura Master, both cared deeply about the earth, and upon their discovery of the Blood Lord, they vowed to destroy him and his minions. The two were nearly successful, managing to desecrate the Blood Lord’s “temple” and wipe out his minions. However, upon his apparent defeat, the Blood Lord’s consciousness entered Skif’s body. In one fell swoop, the demon attacked, seemingly obliterating Skif’s soul and taking over his body. Hardly one to put up with the limits of a mortal body, he altered it to fit his will. Using his new container to defeat Zorlo, the Blood Lord set off to rebuild his empire of blood and death. However, hardly weak-willed, Skif refused to be erased from existence so easily. Fleeing to a dark, deep, hidden corner of his own mind, the warrior put up as many mental barriers around himself as he could, and was able to protect his soul and existence. However, he fears to come forth recklessly, afraid that if he does, he will be destroyed. He waits, and plans, within his own body, trying desperately to find some way to throw out the intruder and regain control; or if not that, to at least destroy the damn demon, even if it costs him his soul. Zorlo is not one to be defeated so easily as well. Recruiting the help of High Priest Lhaeo and “Near”, he seeks the Blood Lord, hoping to destroy the demon while saving Skif. Player: Hyrulian Hero Character: Skif Innate Element: Earth/Blood Overall Rank: VIII Strength: X Defense: VIII Elemental: IX Speed: VIII Skill: IX |

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| Re: Hero's Heroes VANYEL BLACK Theme Song: A World Without Logos Name: Vanyel Birthday: November 23rd Age: 745 Race: Vampire Gender: Male Hair: Mid-length black. Eyes: Glowing white Weight: 153 lbs Height: 6 ft Weapon: A long broadsword covered with elaborate designs and runes called Soul Blood. When in contact with a person, the sword can drain them of their life force and use it against them. The more life force stolen, the more powers are available to the sword. (See Skills/Magic) Armor: Sunglasses, gauntlets, and shinguards Strengths: As a vampire, Vanyel is abnormally strong and quick. He cannot be killed by any other means than obtaining massive damage from wounds inflicted by either silver or holy magic. Vanyel is very intelligent and quick-witted. His vampire flesh heals itself shortly after the wound is caused. He has excellent hearing and eyesight. He can see in the dark as if it was day. Weakness: His eyes are sensitive to bright light, although his shades can protect them against most light. His good hearing can be used against him, by making extremely load noises. He is easily injured since he has no armor, although the wounds heal quickly. Wounds inflicted by silver burn like fire to him, and take longer to heal. Skills/Magic: Vanyel has all of the normal vampire skills. He can walk on ceilings, turn into a bat, fly, climb any surface, and move objects with his mind. And thanks to the angelic powers of Selene, he can now walk in daylight. Mist Form: Vanyel can turn his body into a mist-like substance, allowing his to move quicker and slip through cracks. Sword Skills (In weakest to strongest, the stronger the attack, the more power needed.): Soul Slice: An invisible cutting force is shot from the sword as it is swung. This force can cut through most objects. The range on this attack is fairly long. Soulful Speed: The energy of the enemy is fed into Vanyel through the sword, greatly increasing his speed. The more energy put into him, the faster and more blurred he becomes. Soul Shield: An invisible shield forms around Vanyel, protecting him from most attacks. Soul Vortex: A vortex forms from the Vanyel’s blade. This vortex pulls all objects, including people, into it to be impaled on the blade. Personality: Although a vampire, Vanyel is by no means evil or vicious. He is very caring, generous, and thoughtful, even for someone that isn’t undead. He has the famous vampire charm, but does not have the malicious intent that other vampires use with for. It often pains him when he is hunted or mistreated because he is a vampire, but he is determined to prove that not all vampires all evil. He is usually cheerful and happy, often making jokes. He is forced to drink blood, otherwise he will die, but he will only drink enough blood to stay alive. If he can, he'll only drink medical blood. Vanyel cares very deeply for Elizabeth, and views her as an adoptive daughter. He'd do anything to protect her, even willingly give his own "unlife". Appearance: Vanyel has very pale skin and sharp features, as well as two sharp fangs. His black hair hangs down over his face, no matter what he does with it. He wears stylish sunglasses to cover and protect his eyes. His body is slim, but very lean and wiry. He wears a blue dress shirt with thin, vertical black lines, black slacks, a black tie, and a black dress jacket. Occasionally, he'll wear a black trench coat over it all. History: Vanyel was born to a normal family that lived in a village in rural England. He was an only child and wasn’t very close to his parents, so he was somewhat lonely. He was one of the only children his age in his village. The few that were his age often avoided him for fear of association due to the fact that the older children bullied him. When he was 12, his village and the surrounding villages came under a long string of vampire attacks. When he was 14, he had the misfortune to receive the bite as he went out to fetch water from the well. Vanyel’s parents and the other villagers came in time to save him from complete death at the hands of the vampire, but they turned on him, determined to destroy him before he became a threat. The young boy fled in terror, and managed to escape into the wild. He was left on his own for several weeks until an elderly couple that lived in the woods found him. They took him, despite his protests that they must keep away from him. He told them that he was a vampire, but they told him that that didn’t matter. He lived happily with the couple away from persecution and hate for a long time. Eventually though, they died and he was once more on his own. But he was grown now, and very well able to take care of himself. He decided that now was a good time to understand and master his new vampire powers. He spent several hundred years, using his new skills and bringing them to the point of perfection. During these years, he had lived in a deep, dark cave, seeing as his foster parents’ cottage had fallen to age. Once he felt comfortable with his vampire-ness, he set out to see if there were any vampires like he; vampires that weren’t evil and didn’t drink blood. Through years of searching, he finally found a hidden vampire city deep within the Underdark. However, Vanyel soon found himself as out of place here as he did in his old village. Confronted with his goodness, the other vampires resorted to hunting him down. He once again escaped persecution, although this time for the opposite reason. He took shelter in an old abandoned mansion away from the vampire city in the Underdark. However, the mansion wasn’t as abandoned as Vanyel had thought. It was home to an ancient vampire. The old vampire was in the throws of death when Vanyel found him. He tried to help the ancient creature, but was rebuked. Like the other vampires, the ancient beast was disgusted with Vanyel’s nature. Knowing it would most likely result in his death, the vampire attacked Vanyel. The vampire-once-human was forced to defend himself against the magics of the old vampire. Once he had reluctantly thrown down his enemy, Vanyel decided to search the mansion of the ancient creature. In the depths of the mansion, Vanyel found Soul Blood. He fled to the surface least the other vampires find him. As before, he found solitude in a cave atop a mountain. He stayed there several hundred more years, perfecting his use of his new sword the way he had with his vampiric powers. Finally, he has left the confines of the dark and travels to try and show people the goodness in creatures normally thought evil. He is determined to prove that he is not evil, though he doesn’t find much luck in that area. During his travels, Vanyel came across two other goodly vampires, Cain and Rain (rhyme!), and joined them in their effort to thwart the hateful priest, Father Ulrich. They managed to do so, but not before the bigoted man managed to kill a vampire woman, orphaning two vampire girls. Determined to care for them, Vanyel and Rain each took one with them. Battle Rank Player: Halcyon Hero Character: Vanyel Black Innate Element: N/A Overall Rank: VII Strength: IX Defense: IV Elemental: N/A Speed: IX Skill: VI ELIZABETH BLACK Theme Song: Daughters Name: Elizabeth Black Birthday: May 5th Age: 7 Race: Vampire Eyes: Black Hair: Long and black Weight: 78 lbs. Height: 4' 6' Strengths: Elizabeth has supernatural strength and speed, faster and stronger than any human. She can only be killed by obtaining massive wounds from silver or holy magic. Weaknesses: She is just a little girl after all. It doesn't take much to send her running in fear, and there is a lot she doesn't yet understand about people and the world. Skills/Magic: While her vampiric powers are not yet fully developed, Elizabeth is working on controlling them, with Vanyel's help. She can fly (Or, more like hover), walk on walls, and move one small object with her mind. Personality: Elizabeth is extremely shy, and refuses to talk to anyone other than Vanyel, her older sister Jessica, or Rain. Nor does she show them any emotion, keeping her black eyes blank and emotionless. She loves Vanyel like a father, and will only truly open up to him or Jessica. Like Vanyel, she finds drinking blood horrid, and will only drink it straight from a human if they cannot find any medical blood. Appearance: ![]() History: In an event that has most likely scarred her, Elizabeth watched as the hateful human priest, Father Ulrich, killed her mother right before her eyes. Thankfully, Vanyel, who took her to safety before returning to battle the priest, saved her from a similar fate. Later, he returned to her, and after thinking it over with Rain, took her with him on his travels, Rain taking older sister Jessica. _______________________________________ |

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| Re: Hero's Heroes VINCENT STERLING Theme Song: The Kraken Eat the Rich Name: “Captain” Vincent Sterling Birthday: September 16th Age: 26 Race: Human-Cat Hybrid; “Neko” Gender: Male Hair: Black Eyes: Slivery-Blue, with vertically slit pupils. Weight: 146 lbs. Height: 5’ 11’’ Weapons: Ravager: Vincent lost his left arm at the shoulder to a rival pirate captain, and has since had it replaced with a mechanical arm, otherwise known as Ravager. Made from titanium, Ravager is extremely durable, and contains more than a few tricks. The fingers of the arm come down into very sharp, curved points, which can easily rend flesh, and the high-powered mechanics of the thing give it enviable strength. Aside side from the natural deadliness of the arm, there are several other notable features. Electric Generator: An electric generator within the arm allows both contained bursts and launched bursts of electricity Flame Generator: There is a large hole in the palm of the mechanical hand, within which is a small flame-generator. When activated, a jet of flames will pour forth from the hole. Laser: There are also two small barrels on the back of the wrist, from which a pair of green laser bolts are fired. The laser has two settings: Stun and Sting. Stun will, obviously, stun a person, doing very little physical damage while assaulting their senses and orientation. Sting does a fair amount of physical damage, leaving holes in clothing and a black burn mark on a person’s skin. Launcher: Lastly, there is a larger barrel between those two, which serves no definite purpose. Vincent can insert appropriately sized objects and launch them when needed (such as his grappling hook, arrows, rocks, ect). All of the features are powered by a small energy battery, which can be refilled with just a small electrical charge (easily obtained from the Ravager). Sling-Blade: For the most part, this blade appears as a common cutlass. The blade is slightly curved, and a bright silver in color. The handle is a deep black, with a golden basket-shaped guard, and gold inlays spiraling down the handle. However, there is a small generator and the back and bottom of the blade, which pours forth a slew of bright yellow plasma. There is a guarded channel down the back of the blade, which helps to direct the plasma so that it covers the entire blade. Once it gets flowing, a simple swing of the blade will send the plasma flying out to burn at the opponent. Plasma Rifle: This high-powered rifle fires bolts of bright blue plasma, which burns like acid. Depending on how the charge is set, the blasts can have two different effects. The first is a hard, armor-piercing blast, which burrows through the target. The second is a softer shot, which will usually not pierce the target, but explode in a large burst of plasma. The rifle has a high-tech scope, which can interface with Vincent’s Eye-Scope, so that he can effectively aim without putting the scope to his face. The armor-piercing shot has a longer range (about 800 yards) than the burst shot (about 400 yards). Plasma Grenades: Small grenades, which explode in a burst of bright blue plasma, which burns like acid. Additionally, Vincent can activate these so that they will stick to any surface they hit. He carries eight of these at a time. Armor: Power Field (Model Z69): This generator comes in the form of a small, circular ruby, which Vincent wears on a silver chain around his neck. The generator emits a small force field around his body, which reflects and protects against flames, electricity, lasers, plasma, radiation, and certain brain affecting mental and sound waves. Inventory: Eye-Scope (Model E33): An extremely popular item with the wealthy adventure (or pirate). This high-tech piece of equipment is fitted over the eye, and small robotic clamps will fasten it to the face, until a small, discreet button is pressed, and it may be removed. This optical device grants its user a number of visual enhancements, including heat sensing, zoom, magnification, x-ray, infrared, and night-vision. It also allows the viewer to monitor others’ life-signs, and locate bone fractures, breaks, broken veins, heart rate, perspiration, and more. Vincent has slightly altered his model to make it appear as a black eye-patch. Power-Scope (Model T75): In form, this device appears a simple telescope. It is a golden-brown in color, and consists of three inter-folding parts. However, it shares several similar abilities with the E33 Eye-Scope (heat sensing, zoom, magnification, infrared, and night-vision). However, its magnification and zoom exist on a much higher scale, allowing Vincent to locate a flea on the back of a sweaty sailor six miles away. (Or just locate the sailor in a patch of trees thirty-plus miles away.) Hover/Burst Boots: When activated, Vincent’s boots allow him to hover for a short time. Also, when needed, they can provide a 10-20 second-long burst of acceleration. Homing Grapple: A titanium, folding grapple hook with a titanium cord, attached to Vincent’s belt. This grapple is equipped with a high-tech sensor, allowing it to lock onto desired targets. It also has a small “computer” and three tiny jets, allowing it to calculate proper trajectory and flight-path, the jets propelling it along its course. The jets automatically kick in, so only a small toss is needed to set it on its way. Depending on its trajectory and flight-path, the grappling hook’s speed varies. Petey the Parrot: A robotic parrot, built by Vincent himself. There’s actually not much to him. He can fly, and his steel claws are razor-sharp. His eyes transmit a video stream to Vincent’s Eye-Scope, and he possesses an AI that grants him enough intelligence to distinguish between friends and foes, how to work through simple puzzles, and to hold a witty conversation. He is also equipped with a self-destruct sequence, activated by Vincent when the need arises (he can always build a new Petey). Strengths: Vincent’s transition into “neko-hood” has granted him several feline traits, including incredible agility and speed, as well as enhanced sight, hearing, and smell (roughly 3x that of a regular human’s). His Power Field definitely gives him an edge over flame- and electricity-wielders, as well telepaths. While the main of his body is neither weak nor notably powerful, his left arm possesses incredible strength. Weaknesses: In addition to his other feline traits, Sterling has gained an extremely strong aversion to water, and will head for cover at any sign of hostility with or from it (he holds a strong dislike for rain, but it generally isn’t enough to bother him). He’s also developed an almost overwhelming love for fish and milk (strong enough to fully distract him for at least a few minutes). Aside from his Ravager (which he can use to block), Vincent is unarmored and vulnerable to physical attacks, making him easily injured (assuming you can hit him). Skills/Magic: Vincent has no magic, but plenty of technological and acrobatically-based skills. His feline genes give him insane speed, agility, and allow his to perform amazing feats of dexterity. His sense of sight, smell, and hearing are all about three times better than that of a normal human. Also, Vincent is a natural genius with machines and technology, often able to repair anything that breaks, and occasionally creates something altogether new. Additionally, Vincent is ambidextrous. Transportation: The Kraken: A large traditional pirate ship, only incredibly high-tech. It features a titanium hull and solar-powered sails, which help to provide the ship with power, charging up a set of high-capacity batteries. The ship can hold approximately 300 human-sized crewmembers and about 120 tons of cargo. The Kraken is equipped with a very thorough communication system, touch-screen control panels, plasma cannons, and a series of large jets. It can move pretty quickly, but isn’t made for easy maneuverability. There are three black pirate flags atop the tallest masts, each featuring a white skull-and-crossbones, the skulls additionally featuring a pair of cat ears. Silver Serpent: Sterling’s own private skiff. The skiff has a titanium hull, with solar-powered sails, and a pair of small jets on the rear. Incredible speed and maneuverability. Appearance: Vincent is slim, but still somehow muscular. His face is angular and distinctively cat-like, and his canines come to small, sharp points. His hair is a deep black, and frames his face at about eye-level. Two cat ears, both covered with black fur, sprout from the top of his head (his normal human ears were surgically removed without a trace). His eyes are a bright blue-silver, and feature slit-pupils. A furry black tail sprouts from the base of his back. Vincent wears heavy black boots, dark green, pocket-riddled cargo pants, and a wide leather belt. Above that, he wears a white shirt, with a black leather jacket over it. A stark white skull-and-crossbones is shown on the back of the jacket, the skull featuring an additional pair of cat ears. The left sleeves of both the shirt and jacket are missing, so that Vincent may proudly show off Ravager. Vincent will also drape a long, deep blue overcoat over his shoulders, the bottom of which hangs at calf-level. The overcoat has a high collar, which rises up to about earlobe-level before folding over to reach back to the shoulders. The entire edging of the overcoat has a fancy gold trim, and there are two large, circular gold disks—one over each shoulder—connected by a gold chain to keep the overcoat from slipping off. His Eye-Scope (designed to appear as a black eye patch), usually rests over his left eye, and Petey generally has a reserved spot on Vincent’s left shoulder. His plasma rifle is slung across his back, and his plasma grenades are attacked to his belt, while his cutlass hands at his left hip. His Power-Scope is tucked into the inside of his overcoat, and his grappling hook is attacked to his right hip. Vincent will also don a large, plain leather tricorne (also known as a tricorn, tri-cornered hat, or three-cornered hat). He also wears his Power Field as a necklace under his clothing. Personality: Despite his piratey-goodness, Vincent is not without mercy or compassion. He usually tries to keep his crew from outright killing (all lasers to stun, and aim the cannons at purely structural—or at least, low manned—areas), and won’t actually hurt anyone unless they resist him. He generally tries to raid only the moderately well off or out-right wealthy, leaving the poorer folks alone (for both practical and ethical reasons). As for personal relationships, he’s a pretty kind and thoughtful fellow, although his trustworthiness is somewhat questionable. He’s often aloof and a tad arrogant (whether this is due to his own DNA or the feline DNA is often the subject of many a debate), but mostly manages to pull it off so that people walk away considering his coolness and how suave he is. And suave he is indeed, as well as graceful, romantic, and charming. He never misses a chance to pull a prank or trick, and often finds humor in the darkest of situations. History: Born in one of the floating cities common to his time, Vincent has always had an obsessive fascination for pirates. Vincent was raised alongside his sister by their single mother, never having known a father. He was not distressed by this, however, prone to imagine his father off sailing the skies as some fantastic pirate captain (whether or not this is actually true remains pure speculation, for Vincent’s mother never spoke of his father). For the most part, Vincent and his slightly younger sister got along well enough, although they rarely agreed on something and often argued. Vincent was always headstrong and chaotic, whereas his sister was always ordered, effective, and coolheaded. At the age of seventeen, Vincent’s mother passed away from various stress-related illnesses. The two siblings seemed able to handle themselves well enough, so they spilt up, Vincent joining the first pirate crew he came across and his sister going out to fulfill her own goals. Vincent moved around from crew to crew, gaining fame, respect, and knowledge. Eventually, he had gathered enough money to pay for Genetic Grafting, a common—and expensive—procedure for the fashionable. It was the latest fad—grafting animal DNA into your own. Depending on how far you went, you went from exotic eyes and coloration to extra body parts to animal traits. Vincent went all the way, gaining his cat ears and tail, as well as various feline traits. He continued to pirate for several more years, until he had accumulated enough fame and wealth to purchase his own pirate ship and hire on his own crew. Unfortunately, such wealth and notoriety can go to a person’s head. Vincent got a bit too cocky, and lost his left arm at the shoulder to a rival pirate captain. The neko retreated, and had the arm replaced with the Ravager. Since then, he’s plundered and pillaged to his delight. Battle Rank Player: Halcyon Hero Character: Vincent Sterling Innate Element: Technology? Kitty-ness? O.o Overall Rank: VI Strength: V Defense: III Elemental: V Speed: IX Skill: X ________________________________________ ZAKNAFEIN Theme Song: Them Bones Enter Sandman Name: Zaknafein Birthday: Birthday? Bwuahahaha! Age: He’s forgotten; simple as that. A good amount of centuries, to say the least. Race: Lich Gender: Male. Well, he was male. He’s as male as a skeletal corpse can be. Eyes: Bright pinpricks of crimson light deep within his hollow eye sockets. Hair: None Weight: 36 lbs Height: 6’ 3’’ Weapon: Druzil: A large broadsword of rather unique construction. The entire weapon is seemingly made from bone. Of course, it is far stronger than the bone of any known creature. The hilt is about a foot and a half long, it’s white surface carved in the manner of a tower of skulls. The pommel is also a skull with two large gleaming ruby eyes, set within a ring. The cross guard is rather large, with a circular center and four long, demonic wings branching out to each side. Yet the most unique (and terrifying) aspect of this weapon is its blade. The blade itself is about four feet long, with a series of small white skulls are painted on the blade’s broad, black sides, surrounded by a white border. And all along the edges of the blade are inch long, slightly curving, white chainsaw teeth. When Zaknafein activates the blade by way of his magic, the white border of the blade, including the teeth, spins around the blade, disappearing through a slit in the cross guard and re-exiting on the opposite side. The more magic Zak pours into the blade, the faster the teeth turn, and since the blade is attuned to Zak’s special magical signature, no one else can turn the teeth, although they can wield it as a normal sword. Rizzen: Another magical weapon of Zaknafein’s, Rizzen is a flat, circular saw blade, attached to a long chain. Just like Druzil, Rizzen is seemingly made entirely from bone. The sides of the saw blade are painted black, with a large white skull on one side and a ring of smaller skulls on the other. The white, bone-like chain is attached to the very edge of Rizzen’s side, yet it doesn’t seem to affect it’s spinning at all (magic, ain’t it great?). The outsides of the bone-chain are shaped into sharp, flesh-cutting ridges. The spinning of the saw blade itself is caused by Zaknafein’s own magic. With a bit more application of his magical power, Zak can cause the chain to stiffen, holding it in place after he’s thrown or swung it. He can also shorten or lengthen the chain’s length as he wishes. Just like Druzil, Rizzen cannot be used by anyone else, since it is attuned to his specific magical signature. Armor: None, not that he needs it. Zaknafein is not “limited” by things such as physical pain, although magical attacks do hurt his “senses”. His bones are stronger than those of normal beings, and are highly resilient to physical and most elemental attacks. Strengths: The lich is capable of sustaining tremendous physical damage, and is immune to disease, poison, mind-affecting attacks, illusions, sleep, cold and heat, fatigue and other effects that affect only the living. Unhindered by silly things such as muscles, Zaknafein possesses supernatural strength, the equal of that of any strong-arm warrior. His speed is as his strength, existing on a supernatural level. His magic is worlds beyond that of any mere mortal. He’s had centuries to hone his magical prowess, and has done so beautifully. He can perform any number of tasks with his magic, which ranges across all the schools and disciplines. Weaknesses: Although normally immune to most elements, ice proves rather difficult for Zak to handle. It freezes his bones together, slowing and eventually halting his movements. While is fire usually among the list of things that don’t hurt him, enough of it can make his bones brittle and charred, until they become easier to break. Although usually quite strong, enough abuse lowers the defenses on Zak’s bones, until they become easier and easier to break apart. Each time a piece is separated forcibly from the rest of the whole, it becomes harder to keep back together. Eventually, he’ll reach the point where even normal hits send bones flying, which doubtlessly proves very annoying and obstructive to his efforts. Another weakness is his personality and mind-set. He often underestimates . . . well, everyone, which can be (and has been) used against him. Zaknafein, while incredibly strong and fast, has little to no training in swordsmanship. His weapons are designed to mostly make up for that, but the fact remains that most of his attacks are pretty basic and straightforward. Holy magic is Zaknafein’s bane. It does considerable damage to him, and often tears down whatever shields he can put up. Magic/Skills: Zaknafein has spent centuries perfecting and increasing his magical powers. His skills range from the necromancy magics of his life, to healing, summoning, elemental, illusions, and more. Rarely has anyone ever matched his magical power, and even then they were hard-put to do so. Zaknafein has many, many more spells and abilities than those listed here. These are just the most powerful, battle-oriented, and useful of them. He also has powers gained with his transformation into Lichdom. Fear of the Lich: When in his natural lich form, his appearance has a supernatural effect upon those near him. It causes the weak-willed to either flee or be rendered helpless, while the strong-willed are distracted and put off-guard. Those under the Fear’s effects often view Zak as more than he really is, often larger, stronger, and generally more menacing. This doesn’t drain him at all; in fact, he makes an effort to lock down this effect, only releasing it when in battle or when he wishes to deal with someone annoying. Touch of the Lich: When Zaknafein wishes, he can exert a paralyzing effect over a person. This lasts for a full minute, and he must have a good, forceful hold on the person to affect them it. He does not have to continue to hold them once paralyzed. He can also boost this natural lich ability with his own magical powers, extending the length of paralyzing. To be clear, the target person is not frozen, instead they go limp, and can no longer command their body. To others, the paralyzed person seems dead; they cannot detect any breathing or a pulse. Crack, Snapple, Pop!: Zaknafein can disassemble and reassemble his bones whenever he wishes, even when they have been forcibly removed. He also retains control over partially completely segments of his body, even if they have been separated from the whole (I.E., whole hands, legs, or even his own skull). Portal: One of Zaknafein’s most common usages of magic; the creation of portals that allow him to move quickly and easily across large distances. They require little power and time to create, and are often play a main part in his battles. He must, however, meet one of four requirements to open a portal in certain places. He has to be within sight of it, be within a 100-meter distance of it, have been there before, or have a detailed description of the place. Gate: A more powerful version of his normal portals. Gates take considerably more power, but they allow him to traverse far greater distances, and unlike portals, time. Also unlike his normal portals, he is not required to precisely know where exactly he is going. Of course, that does help. Pocket: Zak can open an extra dimensional pocket, in which he keeps a wide variety of objects, including his weapons, various spell components, and a full collection of his series of books. Heal: Zaknafein can heal a variety of wounds, poisons, and even illnesses. Obviously, the more drastic the heal, the more power it takes. Raise Undead: Zak can summon the undead to do his bidding, often appearing in the form of skeletons or zombies. Keep in mind that these are not limited to those of the human variety. Customization: A spell that allows Zak to slightly change the build of his own bones. He can grow sharp ridges along his femurs, change his fingertips into claws, and even change the shape of his skull. Masoj: A dark naga, and one of Zaknafein’s chief minions. Approximately five feet long, the naga is a creature featuring a snake’s body and a head resembling a cross between that of a human and serpent. The entire length of Masoj’s body features deep purple and crimson stripes. His strange, flat face sports two yellow, slit eyes, slit nostrils, and a wide mouth, from which the tips of twin fangs protrude. Sleek, oily black hair frames Masoj’s wide face, reaching just a little past his lower jaw. Zaknafein’s sigil is tattooed just below the back of his head. As a naga, Masoj has the ability to swallow nearly anything, and spit it back out at will, unharmed. In reality, Masoj opens a portal to a separate pocket dimension in his mouth, where he can store whatever he “swallows”. Matteo: A demonic imp, and one of Zaknafein’s chief minions. Matteo is approximately two and a half feet high, with dark leathery wings, a long spiny tail, sharp claws, and a horribly twisted snout filled with razor-like teeth. The imp is entirely a dark slate color, with beady red eyes and Zaknafein’s sigil tattooed on his chest. As an imp, Matteo can work some small, minor magics. Phylactery: One who wishes to become a lich must transfer his soul into a phylactery, a container that can be nearly anything. Once the transfer into Lichdom is complete, one becomes practically immortal. Even if a lich’s body is completely destroyed, they will return in a few days. To kill a lich once and for you, one must destroy their phylactery first, and then kill the lich. Zaknafein’s phylactery is in the guise of a silver sword. The blade is in the form of a snake, with the blade being the tail and wavy body of the serpent. Two demonic wings sprout form the snake’s body to serve as the cross guard, and the hilt is made up of the rest of the snake’s body. The pommel is formed by the serpent’s head and open jaws, in which is clasped a grinning skull. Zaknafein’s phylactery is heavily shielded, and rests within a small separate pocket dimension. If the dimension is opened by anyone other than Zak, a horde of his toughest minions will be released, to protect the blade until death. Appearance: Zaknafein himself is nothing special to look at; just a regular skeleton, walking around on its own. It is said that clothes make the man—or, whatever—so Zak conjures himself only the best. His outfit consists of a long, crimson robe, the hem of which is at ankle height. The top half of his robe is buttoned closed, with a brown padded leather vest over it. The vest is held closed by two belt-like straps, and reaches over his left shoulder. Two overlapping belts sit below the leather vest, further keeping the robe closed. Beneath his robe, he wears a pair of black breeches. While his clothing would normally hang rather loosely over his sparse frame, he has a spell in place at all times to keep it all “filled out”. He, of course, needs no boots. Zak’s sigil is embossed on the back of his robe, over his right shoulder blade where the padded vest won’t cover it up. At times, Zak’s skeletal appearance can prove rather disruptive to his research, in which cases he casts an illusion over himself to appear human to others. His face is rather sharp and slender, and is slightly intruded upon by his mess of ice blue hair. His eyes appear green, and two thin black lines run from the bottoms of his eyes to his jaw line. Personality: Because the shadow of death doesn’t hang over him, Zaknafein is infinitely patient, able to wait as long as necessary. Some of his plans and experiments don’t actually come to fruition for years, decades, or even centuries. After all, he is immortal; he’s not going anywhere. Even in life, Zak was a bit distant and odd. Lichdom hasn’t helped, to say the least. He is very detached from the rest of the world, always introspective and objective about everything. While not precisely arrogant, he views everything else in the world as beneath him. Better to say, he views everything as one of four things; a petty obstacle to be rid of, an interesting subject to experiment with or investigate, a real enemy to deal with seriously, or a casual friend (which translates to a way to further his observations). Most of the time, when faced with what he considers an inconsequential enemy, he’ll just throw minions at it, absentmindedly hoping it’ll go away. His odd personality aside, Zaknafein is a (relatively) harmless person. He’s an investigator and observer at heart—uhhhh, or . . . whatever—and just wants to experiment and record what he sees. Of course, he doesn’t seem to hold life in very high regards (which is a bit understandable, seeing as he’s dead and all), which causes some problem when it comes to some of his experiments and schemes. He does deeply desire more power however (most of his research is devoted towards it), and can be a bit ruthless when the subject is broached. His quest for power aside, Zaknafein is an extremely intelligent, wise, and cunning person . . . or whatever. He’s most likely the smartest person any living person has ever met, and even has a long series of books covering many subjects under the penname “Bone Dragon”. Despite his less-than-noble ways, he’s not evil, just self-serving. Whenever Zak manages to get emotionally involved with something or someone, he can shrug off his air of distance and indifference to become surprisingly compassionate and caring. He often lends a comforting ear (or . . . whatever) to his friends when they need it, and almost always has incredibly insightful and wise advice when asked for it. Well, on most topics, anyway. There are some areas where whatever he’ll have to say on the subject will hardly be helpful. History: A lich converts itself into a skeletal creature by means of necromancy, storing its soul in a magical receptacle called a phylactery. In some sources the method of becoming a lich is referred to as the Ritual of Endless Night. The lich creation process is often described as requiring the creation and consumption of a deadly potion that is to be drunk on a full moon; although the exact details of the potion are described differently in various sources. The potion invariably kills the drinker but if the process is successful he rises again some days later as a lich. Unlike most other forms of undead creatures, the lich retains all of the memories, personality, and abilities that it possessed in life—but it has a virtual eternity to hone its skills and inevitably becomes very powerful. How odd it is, Zaknafein contemplated, swirling the red contents of the vial around and around, that one could have so weak a grasp of understanding for his very own race. The young man ran his hand through his shock of ice blue hair, setting the vial carefully down in it’s stand along with it’s fellows. But that won’t matter soon. Soon, the necromancer wouldn’t need to be bothered by the confounding likes of human kind. Mankind’s search and grasping for power he could understand. Killing others for one’s own sake he could understand. Compassion, love, friendship, pride, murder, betrayal, and mercy he could understand. But not the forms in which they appeared. Giving mercy to one’s enemy, only so that they may rise again to make another attempt at your life? Making one’s colleague one’s friend, only so that they could betray you for their own gain? Murdering one with no impact or relation upon your own life? Loving another when mutual feelings are neither granted nor possible? Humanity possessed such great power, intellect, and tools, and yet, for some reason Zak could not fathom, everyone seemed to be a complete fool. A man could start a war over some woman who neither returned his feelings nor wished to. Surely there were many other women who would desire his companionship. Surely there were hordes of woman, who for a certain amount of coin, could give him far better pleasures than her. And yet, he proceeded to waste hundreds of lives, just to obtain this one, inconsequential woman. A man could kill another just because he had been insulted, and in the doing, lose all of his power, wealth, and freedom? They were just words. How were words worth the loss of all that you had? And why would people dance this ridiculous dance, pretending as if no one knew any thing that was happening behind the gracious movements and words, when everyone knew everything! Why wouldn’t one just dispose of the façade that everyone could see through, and just take what he wanted instead of dancing around to get it? Why would one willingly create weaknesses in the hopes that they would not be taken advantage of? Zaknafein could answer none of these questions beyond, “Because they are fools!” But that was all right. Soon, he wouldn’t need to. He would be above all the pointless dances, the meaningless actions, and the astoundingly stupid emotions and decisions. The necromancer turned his attention to the crumbling pages of the ancient tome, his sharp green eyes taking in each curving, foreign word. Few could read such text, and fewer still could do so easily. Zaknafein was one of the few who could do so effortlessly. Re-enforcing the instructions already burned into his mind, Zak reached out blindly to grasp the hilt of the silver blade. It was a fine blade, one that had served him for years. The blood that had been spilt by it had fueled many of his spells. In a sense, the blade was his closest friend. And it was about to become even more so. The young man spun on his heel, blade in hand, and his crimson robe flaring out behind his calves. A large, deep basin sat in the center of the floor, scoured clean by a summoned skeleton. Several large furrows branched off from the basin, trailing across the room to the far wall, gathering below six pairs of bound feet. Zaknafein pressed the cool metal of the blade against his cheek, regarding the trussed up men—and two women; Zak was no sexist—fondly. They were good people; powerful mages all, who had served him over the years. None of them were particularly close to him, although he considered a few to be casual friends. He’d need their mage power, as well as their lives, to complete the Ritual of Endless Night. The blue-haired mage walked up to one of the women. This one had been his lover for a long time. They’d spent many nights together, sharing in the pleasures of a man and woman. He highly respected her, for she took the same views on life that he did. She didn’t delude herself as others had, thinking that he loved her, or that their nights together meant anything more than they really did. She knew just as well as he that they were nights of mutual pleasure and no more. Which was another reason why he had to have her participate in the ritual. His respect for both himself and her would not demand otherwise. He was immensely proud to see the look of fierce determination and cool, rapid thought on her face. She wouldn’t be scared, or plead, or cry for her helplessness as some of the others would. She would try and fight, of course, but she would do so without success. Zaknafein had taken far too many precautions against one of his “helpers” escaping. “Now, before we begin,” Zak started, turning away for the cold looks of the fiery woman and stepping carefully over the rivets in the floor, “I’d like to say a few words. First, you all have been terribly helpful to me over the years, and I’m proud to have known such a fine and worthy group of mages.” The necromancer turned to face them all, his cheerful smile meeting a mix of fearful, angry, determined, resigned, and cold looks. “But now, you all will provide me the greatest assistance of all! Be proud, and be glad that you all can end your careers and lives for such a worthy undertaking!” With that, the blue-haired man stepped forward, raised the silver blade, and slashed it across their throats, one by one. The necromancer ignored the spray of blood that dotted his crimson robes, and instead focused on the streams of it now flowing through rivets in the floor. The basin was quickly filling, the crimson liquid tumbling over the edges of the furrows and into the pool. Acting quickly, Zaknafein snatched up several vials and bottles from the worktable, popping their corks out with a little tendril of power. Grinning wildly at what he would become, at his escape from the foolishness of humans, he poured the variously colored liquids into the basin, earning an oddly satisfying mixture of hissing, bubbling, and steam. The necromancer tossed the empty containers away, snatched up several more, and added them too to the rapidly filling basin. Finally, when the last ingredient had been added, and the black-red potion was sloshing over the edges of the basin, the blue-haired man stood over his creation, his breathe coming out in short, excited huffs. The silver sword rested in one hand, it’s wavy tip still damp with blood, and a goblet in the other. Zaknafein calmed his mind, and steeled his determination. This would have to be quick. His fingers deftly loosened on the blade, turning it over until its tip was pressed against his stomach, just below his diaphragm. With a single shuddering breathe, he plunged the blade clear through his body, it’s tip wavering on the other side. Ignoring the flood of pain that washed over him, Zaknafein gritted his teeth and gathered all off his power into a single thread, attaching one end to his soul and the other to the blade. Letting go of the hilt, the necromancer spread his arms, crying out as his power sought out that of the dying mages before him. Normally, they would have died by now, but he had set spells upon them to prolong their lives until he could drain from them every last drop of mage power he could. Their power flowed back through his, increasing it several times over. Power overwhelmed every nerve, every sensation, every iota of his body. It shined visibly from him, engulfing him in white light. There was an almost audible snap, as his soul was wretched from his body and into that of the sword. It was strange, Zaknafein thought absently as he grasped the hilt with body hands and pulled it from his body. There was almost a kind of emptiness; a void. He hadn’t expected to feel anything when he had removed his own soul, except maybe a bit of pain or trill. How odd it felt, and how odd it was. Extending a bit of power, the mage opened the gate that sat waiting for him. He had prepared the gaping void of blackness that now opened before him before hand, and now only required his last bit of magic to activate. Hefting the blade, now coated in his own blood, Zak threw the sword like a spear, the weapon flying through the gate and into the void beyond. The protections and shields he had prepared would home in on the blade and affix themselves to it, he knew. The young man closed the gate, and now grasped fumblingly at the fallen goblet. He fell over forwards, his chin resting on the lip of the basin. Hurriedly dipping the goblet into the potion, Zaknafein lifted the golden cup to his lips and drank deeply. And again. And again. Over and over, he drank the potion, until he could lift the goblet any more. How strange, the necromancer thought, the goblet falling from his limp hand to sink into the basin, such a thing tastes. Not at all like I would have thought. How . . . strange . . . For the last time, Zaknafein the human, of humanity, closed his eyes. And for the first time, Zaknafein the lich, of Lichdom, opened his eyes. Or, what passed for eyes. For the first time, the deep pinpricks of crimson light within his hollow eye sockets lit up. The skull grated slightly on it’s neck as it turned slowly this way and that, taking it it’s surrounding. How strange, Zaknafein thought, flexing his slender, white finger bones. He reached up, pulling against the restraints of the seaweeds. How strange . . . To wake up on the bottom of the sea. He thought wryly, watching a small, silver fish swim lazily by. Either I slept longer than anticipated, or those bastards dumped me in the ocean. The lich shrugged. Either way, it didn’t matter. He wasn’t the kind to take revenge for pointless and inconsequential actions. A thought occurred to the lich, and he lifted his bony hands before him, running them through a familiar sequence. Power flowed through them, blasting through the water and creating a momentary pocket of air before him as the spell instantaneously evaporated the water. Water surged around him in much the same manner, rushing to fill the vacuum. Zaknafein stood there, assessing what had just occurred calmly. Then, without warning, he laughed. He laughed, louder and more hysterically as water flowed around him. That was not what he had expected. The sheer power. The power that was available to him! The power that he would be able to nurture and grow over centuries. The power that was fully his. Now . . . what should he do first? Battle Rank Player: Halcyon Hero Character: Zaknafein Innate Element: Lichdom! Overall Rank: IX Strength: X Defense: IX Elemental: VI Speed: X Skill: X |

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| Re: Hero's Heroes DEATH Theme Song: Sympathy for the Devil Bleed It Out *Due to certain confusing aspects, one might wish to read the History first* Name: Death True Name: Empyrean Makrin Birthday: Unknown and Unimportant Age: Eternal Race: Death (Demiurges of the Ethereal Ascension Transcendent to Heaven) Rank/Position: Legend Hunter True Race: Reiya: The Reiya are moderately sized humanoids, with a broad-yet-light frame, and pitch-black skin. Their hair is usually just as dark as their skin, and is customarily worn long and loose, with a dyed stripe or two. Two sets of webbed wings protrude from their backs, keeping them aloft in flight. One set is located at the base of their backs, and are pulled inward with a 180-degree fold, so that the tips of each wing point towards the base of the neck. Long yet narrow, this pair of wings is meant mainly to stabilize flight and allow for advances maneuvers and acrobatics. The second pair is found between the shoulder blades, and can either fold inward or wrap around the shoulders. Short yet wide, this pair of wings is meant mainly to obtain lift and maintain flight. The fingers of the Reiya end in sharp, yet still practical, talons. Reiya frequently decorate their bodies with tribal tattoos, the practice being a long-upheld and deeply respected tradition. Each tattoo symbolizes some life accomplishment or victory, with the very first tattoo serving as a right of passage. Reiya rarely wear any armor or bulky equipment, for every pound hinders their ability to fly. Likewise, Reiya rarely possess more than a moderate amount of strength, a high muscle mass weighing them down. Instead, their strengths typically lie in stealth and the appropriate magics. Magic-wise, Reiya are more adept at Air and Lighting magic, and hold little appreciation for Earth and Water magic. Gender: Male Hair: Pitch black, with a single neon blue strip running from his left temple. Eyes: Silver (With Optional Glowing!) Weight: 154 lbs Height: 6’ 1‘’ Weapons: Empyreal Halo: A giant chakram, this is the weapon to which Empyrean has given his name. The ring is fully 5’ in diameter, including the 3’’ width of the blade. Highly ornate, the blade is covered with designs of thorny vines and roses, all surrounded by flame. Empyrean does not carry Empyreal Halo with him, rather summoning and banishing it to and from his hand magically. Ouroboros: A pair of chakrams, each 8’’ wide including the 1’’ wide blades. Designed for hand-to-hand combat, rotating handles are set within the blades, allowing them to spin freely while being held. Alluding to their name, each is engraved with a serpent devouring its own tail. Finger Chakrams: Ten small chakrams, each only about 2’’ wide and just large enough to spin around Empyrean’s fingers. Being too small for much embellishment, they are all engraved with simple repeating spirals. Primus Mobil: Empyrean’s Death Scythe. All Deaths are issued one, though the all vary to suit the wielder’s tastes. These are the tools with which Death collect the Soul Flames of their targets. In order to do so, the target must be on the verge of, or already, dead. When the target is such, the scythe will tear their Soul Flame from their body and send it back to realm of DEATH. It cannot however, tear the Soul Flame from a living and healthy person, though it can be used as a regular weapon to reduce them to a near-death state (or kill them). When the Soul Flame is taken, the Death Scythe has the ability to physically alter the body to suit any cause of death Death (heh) chooses. Empyrean’s Death Scythe is pure black, save for a series of golden runes and symbols along the wide, curving blade. The long handle is slightly curved, the base forming into a long three-pronged spike. Empyrean’s scythe is unique in that blade folds back at his command, turning it into a polarm-type weapon. At his command, the spike at the base of the handle will also separate from the body of the scythe, connected by a black chain that will lengthen and shorten as needed. Primus Mobil is also summoned and banished magically. Armor: Avis: Black leather sleeves cover Empyrean’s arms from his shoulders to the last knuckles of his fingers, leaving only his talons exposed. Overlapping titanium plates cover the back of the sleeves for its entire length, while titanium chain links cover the insides. A thin layer of black silk covers the chain links. Matching “boots” cover Empyrean’s legs from the knees down, the only difference being that the overlapping plates cover all around and lack the chain links. Additionally, tiny decorative wings sprout off from either side of both heels. These sleeves and boots are named for their magical ability of the same name. They give Empyrean a great burst of speed, used mainly for flying. Avis, being “burst-style”, doesn’t allow for much maneuverability aside from the basic “forward, backwards, left, right, up, down”. Standard DEATH-Issued Gear: Standard gear issued to all Deaths. While each artifact has its own properties, they all are summoned and banished with a simple thought, so that they need not be carried around constantly. Should any of the gear be damaged or destroyed, it will automatically repair itself within seconds. Robes of Death: Classic black robes. Simple and without any unnecessary adornment, this robes consist of a long, flowing body, wide baggy sleeves, and a large hood. It is required for all Deaths to wear the robe while collecting Soul Flames, although Legend Hunters have the option of removing them after the initial encounter with a target. Face of Death: Empyrean pulls his talons down before his face, summoning a white mask over it. The mask appears as a menacing skull, and is identical for every Death. While worn, the Face of Death allows its user to view the Soul Flame of all creatures, which gives them an accurate measurement of that creature’s lifespan, powers, and strength. It also allows for night, heat, and infrared vision. While talking, the jaw of the mask moves with Empyrean’s. Death Scroll: A black scroll covered with ornate golden designs. When unrolled, the scroll reveals the names of all targets for that particular Death, as well as any details concerning their deaths (if already dead), or ranking in power and abilities (if living). Strengths: Empyrean’s speed and agility are astounding, allowing him to perform a number of amazing acrobatic feats. His weapons allow him to fight equally well at any range. While simple in their use, Empyrean’s elemental magic is very strong. Classified as neither a living nor undead being, Empyrean enjoys a certain brand of immortality above even that of gods. All of his wounds automatically heal over a few minutes. Weaknesses: Though he uses them in many creative ways, Empyrean’s chakrams put him at a rather large defensive disadvantage, being ill-suited for blocking. Empyrean is somewhat lacking in the physical strength department, leaving him disadvantaged against “buff” opponents. While his arms and lower legs are completely protected, his entire torso, head, and thighs are open to easy injury. Empyrean’s wings also provide large targets, especially when open. Though very strong with his fire, air, and lightning magic, Empyrean is weak against earth and water magic. Skills/Magic: Empyrean’s magic is divided into two categories: Death Magic and personal magic. Death Magic are abilities granted to all Deaths, while personal magic are spells carried over from Empyrean’s original life. It should be noted that all Death Magic is only loosely classified as such, and that any defenses, counters, and cancellers against normal magic do not apply against them, for they are closer to innate abilities than magic. Death Magic: Death Cometh on Silent Wings: Upon using this ability Empyrean becomes completely silent, no matter what he may do. Of course, this hinders his jibs at his opponent, which rather irks him. Death’s Unstoppable Advance: This ability allows Empyrean to pass unseen through all barriers. However, this is cancelled once he moves with the intent to attack. Ascension: Empyrean may, at any time, step through a tear in space and into the realm of DEATH, which will close immediately behind him. Personal Magic: Wire Works: When casting this spell, what appears to be strings “sprout” from Empyrean’s talon-tips. In actuality, they are titanium wires, coated with crushed diamonds, allowing them to rend flesh with ease. These wires can extend and retract from Empyrean’s talons without (practical) limit, and he has a certain degree of control over them beyond what would be normal. Chakram Charge: While wielding any of his chakrams, Empyrean charges them in his hands to incredible speeds, allowing them to fly faster, hit harder, and cut deeper. It also allows him to ride within Empyreal Halo as a mode of transportation and means of attack. Ricochet: Usually used simultaneously with Chakram Charge, this spell allows Empyrean to ricochet his chakrams in ways not possible according to physics. He can control the ricocheting remotely while the blades are in flight, as well as predetermine their route. Imbue Element: Empyrean imbues any of his weapons with flame, lightning, or air. The effect lasts for several minutes, though the spell can be recast once faded. Elemental Blast: Empyrean fires a blast of air, lightning, or fire. The blast can take the form of an arc, short wave, or straight-forward shot. Appearance: Empyrean wears a simple black shirt, tucked into likewise pants, the waist of which is encircled by a dark blue leather belt. Avis covers his arms and shins, the overlapping titanium plates giving a certain shine to his person. His finger chakrams are tucked into his belt on either side of the silver buckle, while Ouroboros are strapped to his thighs. His pitch black hair possesses a certain sheen to it, flowing back gracefully to his mid-back. A neon blue strip runs through it, from his left temple all the way to the end. Empyrean’s skin is a deep ebony boardering on pitch black. Neon blue tribal tattoos mark the left side of the Death’s face, as well as his chest, back, and arms (were they not covered). His bright silver eyes gleam fiercely from his dark face, and even glow at times. Empyrean’s Reiyan wings protrude from slits in the back of his shirt, with the top pair draped over his shoulders and the bottom pair folded up with the tips brushing the back of his neck. Personality: Despite his morbid profession, Empyrean is a rather cheery fellow. He lives for battle (well, not technically), and seeks out each fight eagerly. He tends to have a rather callous approach to the lives of others, though that may be to his deeper understanding of the grander scheme of things. He’s quick to make friends, though he prefers not to reveal his role as Death to them until he’s sure of their response. On the other hand, he rather enjoys appearing as Death in front of his targets, and gleefully revels in their responses. Though usually casual and easy-going, Empyrean understands the gravity of his role and the need to keep certain things from reaching mortal ears. History: Within all of existence, there are only a few things that are absolutely certain. Everything changes with time, there is a finite amount of everything—including power and life, not all things are created equal, and that Death will always come for you and cannot be escaped. Let’s elaborate on that second, shall we? Within existence, nothing is infinite, and this includes the capacity for life and power. Every being in existence, whether alive, dead, or undead, possesses a Soul Flame. This is different from a soul, which is the essence of a person’s thoughts, personality, moral nature, and so forth. A Soul Flame is that person’s power of existence, or to put it in a more plain way, life. This is where third certainty comes into place. Not all Soul Flames are equal. Many, many creatures, such as insects, plants, and small mammals only have a tiny spark. Humans, on the other hand, tend to have a bit larger Flames. However, even then there is a great difference between individual people. A simple farmer has a smallish, albeit steady, Flame, while a hardened warrior’s Flame may be twice that size. A god’s Flame is many times the size of that. Why is this important? Because a person’s Soul Flame represents their power and life. A person with a larger Flame will outlive a person with a smaller one (excluding external circumstances, of course). The one with the larger Flame will also possess more “power” and ability than the smaller one. Getting back to the original subject—there is a finite amount of Soul Flame. All Soul Flames are born of the Great Flame, the source and collection of all Soul Flames in existence. When a creature is brought into existence, a bit of Soul Flame is taken from the Great Flame and given to it. When it dies, the Soul Flame is brought back to the Great Flame, maintaining the balance. Now comes the last certainty. Death is more than an idea or concept. Death is both an organization and those who make it. None but the higher-ups of the organization know the details, but all within it know of the reason for the existence of DEATH. Demiurges of the Ethereal Ascension Transcendent to Heaven, for short. DEATH exists in order to maintain the balance between the Great Flame and the Soul Flames possessed by all of the creatures across the multiverses. When a creature dies, a Death is dispatched to retrieve its Soul Flame and return it to the Great Flame. Easy enough. However, there preside two other types of Death above the normal. Hunters are the Deaths sent to deal with those “resistant” to dying. Troublesome creatures who seek ways around death, such as liches, stubborn gods, and the like. Above that, there are the Legend Hunters. A person’s Soul Flame is not of a predetermined size. It will grow as a person grows. The more powerful a person becomes, the larger his Flame grows. This is all well and good, except for one little detail. When a Flame grows, it does so by siphoning off of the Great Flame through the ethereal link established when the Flame is first given. And eventually, there reaches a point when that person’s Flame poses a threat to the balance. Thus, a Legend Hunter is sent to kill the threat and reestablish the balance. Empyrean is one such. Now, you might ask, how does one become a Death? A Death is “born” when a person dies. Who and why that person is chosen to become a Death is another thing known only to a select few within DEATH. Regardless of the hows and whys, that person is forever then on Death, and there’s very little they can do to change that fact. Such was Empyrean’s case. He lived his life a warrior of his people, died, and awoke as he now is, black robes, scythe, and all. A normal Death as first, Empyrean quickly fell into his new role with enthusiasm and ease. He eventually rose to the rank of Hunter, and Legend Hunter after that. Battle Rank Player: Halcyon Hero Character: Empyrean Makrin/Death Innate Element: Air/Lightning/Fire Overall Rank: VI Strength: III Defense: IV Elemental: VI Speed: IX Skill: IIX __________________________________________________ ______________ ISAAC Theme Song: Devils Never Cry Scars Remain Name: Isaac (Not that he’ll ever tell anyone his real name.) Birthday: February 9th Age: 28 Race: Human Gender: Male Hair: Light blonde, nearly white. Eyes: Gray Weight: 175 lbs. Height: 5’ 10’’ Weapons: Long Sword: When posing as a mercenary or warrior of some type, Isaac will carry a rather plain long sword. While still sharp (a dull blade doesn’t benefit anyone), the blade is clearly well-used and worn. Gauntlet Blades: Leather gauntlets that fit snuggly over each forearm. Blades just a little longer than Isaac’s hand are housed in the underbelly of each gauntlet, along with a small system of gears, wires, and locking mechanisms. Three steel rings protrude from the base of the gauntlets, just under where the wrists would be. The rings are positioned so that Isaac can slip a finger into each of them and pull, revealing the rings to be attached to small wires. The first ring, when pulled, will unlock one of the two locking mechanisms, causing the blade to spring forth. Pulling the second ring will retract the blade and reset the lock. The third and final ring will unlock both locking mechanisms, sending the blade flying out from its housing as a projectile. This however, is only effective as short to medium range, and the blade must be retracted before firing. These are worn under his protective steel gauntlets when he wears his battle suit. Bladed Tonfas: A pair of steel tonfas, with rounded steel handles wrapped in leather. The body of the weapons extend in two directions, one end reaching just past Issac's elbow when held, and the other protruding several inches past his fist. The bottom length of the weapons sport a razor-sharp blade, with each end narrowing into a blade-like tip. Throwing Knives: Flat, hilt-less blades about the length of Isaac’s hand. He keeps a number of these hidden on his person at all times, seeing as they can be easily concealed. When wearing his battle suit, he carries considerably more of these than usual. Knife Sling: A home-made accessory consisting of five black metal sleeves, joined together by two slender rods, one at the back of the contraption and one closer to the front. His throwing knives fit into the sleeves. A small dial on the end of the last sleeve rotates the rod near the front of the sleeves, causing it to increase of decrease the distance between each sleeve. In this manner, Isaac can change the angle of the blades in relation to each other. When Isaac has the blades set, he hurls the entire construct. The knives are designed to sit in the sleeves so that they only fly out when the sling has reached the peak of its velocity, ensuring there that the blades don’t fly out prematurely. Once the blades fly out, the separate at identical angles to each other. The dial and spacing between the front of the sleeves let Isaac change the angle at which they spread apart when they fly. Great for getting rid of pursuing enemies. Isaac usually carries five or six of these. Hand Crossbow: This small crossbow can be wielded with a single hand. It’s cleverly designed to snap apart and fold in on itself on several hinges, making it extremely compact. Twelve bolts for it are stored inside the hollow handle, though Isaac may carry more. Sniper Crossbow: As opposed to the hand crossbow, this thing is freak’n huge. Two hands are a must on this baby. Three high-tension bowstrings power this baby, giving it huge power and distance. The recurve bow’s bent limbs give more draw length and therefore more projectile acceleration and less recoil. Its extra long barrel greatly improves its accuracy, and the old-fashioned scope lets the shooter line up his target perfectly. A detachable crank is inserted into the crossbow to draw back the bow after firing. Because of the extra bowstrings and power that goes into the firing, a ton of strength is needed to draw it back. An awesome weapon for distant kills, and pretty good for medium range, though he probably won’t get a chance at a second shot at an opponent within a hundred yards of him. Additionally, Isaac’s battle suit gauntlets have small steel nails on the fingertips. Not much use except for light cuts, but still. Armor: In his sword-for-hire guise, he wears steel shoulder guards, and light leather armor over his upper chest and abdomen. Steel-plated boots cover his feet and steel greaves protect his legs from the knees down. In his battle suit, his entire torso is covered with leather, with steel greaves and boots covering his legs and steel gauntlets veering his forearms and the backs of his hands. Leather gloves provide a measure of protection for his hands. His steel mask protects his face and most of his head. Possessions: Book of Hector: A book found by Isaac in a strange, hellish library. The tome is a rich royal purple, the covers and binding made from treated leather, covered with thick velvet. Gold leafing sprawls across both faces and along the spine. This book encompassed the life of a man named Hector, and has imparted the entirety of his seventy years worth of memories, knowledge, and abilities to Isaac. In short, Hector was a kind and compassionate man with a wife and daughter, who served as an advisor to a king of a forgotten civilization nearly two thousand years ago. Although Isaac doesn’t like to carry anything that might identify him, he can’t help but keep this book near him. Strengths: Isaac’s speed, strength, and agility are top-notch. His incredible ability for acting gets him through a lot of situations, and can put him on just the right side of people when he needs to. He is quick-thinking and very intelligent, planning everything out before he acts. Improvisation is one of his best attributes, since he usually finds himself with very few weapons on hand in certain situations. Weaknesses: His light armor, and sometimes lack of any at all, prove incongruent to his continued wellbeing. He usually finds himself without many of his weapons, depending on the situation, forcing him to improvise a lot. His lack of emotions and fear can put him in a bad situation if he lets his desires outweigh his planning and analysis. He can be pretty stubborn and overly proud at times, making him continue even when his intellectual side is telling him to stop and go the other way. Skills/Magic: Isaac, aside from being an amazing acrobat, is an astonishing actor. He can quite literally become anyone he wishes. Emotions, characteristics, and mannerisms are all under his complete control. He can even change his voice over a wide range of tones and octaves. It is his professional pride that he can open any lock, and bypass any security measure. Isaac is self-trained with many different types of weapons, and is highly proficient with swords of any measure, as well as being a great shot with short, medium, and long range projectiles. He has a number of disguises, with many different sets of clothes, wigs, and eye contacts. He uses a special glue-gel to bind his wings to his natural hair, and a solvent to remove them. Obviously, he can’t carry all of his disguises with him all the time, so he’s taken to setting up hideouts in any city he visits, and even in the wilderness. He has secret safe houses all over the land, stockpiled with weapons, disguises, and tools. Mage Sight: One of two abilities granted to Isaac by the Book of Hector. Isaac can use this ability at will, altering his vision and allowing him to identify mages and magical objects. A person’s magic as well as magical items will be revealed to Isaac. Size, shape, and color reveals the strength and purpose of the magic. Magic not in use is shown to less effect, but will still hint towards its primary strength and purpose. Mage Sight is unhindered by most objects, revealing magical items hidden in clothes or pouches. The downside is that everything not magical will be obscured by a blue haze, making it difficult to distinguish individual objects beyond general shapes. Details are all by obliterated. The haze is lessened if Isaac remains still and focuses his vision on a single location, but not to the point of normal sight. Mage Memory: The second ability granted to Isaac by the Book of Hector. When Isaac grasps an object, he can sift through its “memories”, tracing back through the events that have occurred around it. Isaac’s ability to probe memories is limited by his own size however, only revealing events within a physical distance of ten feet. For instance, if he places his hands on a city wall, he would only see the past events within a ten-foot span, not around the entire wall. This ability requires immense focus, requiring Issac’s full concentration. It is also very time consuming, requiring more time the farther back Isaac probes. Appearance: Isaac has no one appearance. His trade requires that he become anyone; merchant, mercenary, harmless traveler, scribe, and anything else. His hair may be long, short, black, white, red, or blonde. His eyes blue, brown, gray, or green. However, he travels most often as a meager warrior-for-hire. In this guise, he wears a white wig of medium length, and leaves his eyes as normal. He dons white pants and a tight gray shirt. Three wide leather belts are fastened around his abdomen to provide meager protection, with a tabard strapped to the bottom belt. The tabard is white, with simple black designs and a single blue diamond. Steel shoulder guards adorn his shoulders, with a leather guard covering his upper chest and back between them. Over that he wears a long, tattered, black hooded cloak, with straps across the front and two flowing strips that hang from either side. He wears steel-plated boots and steel greaves that reach up to his knees. Fingerless gloves adorn his hands, and a plain, well-use long sword is strapped his waist in the back right. ![]() Usually, Isaac’s assassinations are completely unnoticed until much later, and don’t require any kind of stupid poser ninja suit or the like. But when going out to do certain jobs, he may don what he calls his “Battle Suit”. It’s what he wears when he’s hired on to perform a more direct service, or when there is a high chance of him being seen. He wears a three-pointed steel mask that covers his face and most of his head, showing off the some of his true, natural hair. He wears black pants and a black shirt, with a black leather vest over it. Black steel boots cover his feet and gauntlets of the same cover his forearms. The gauntlets leave his fingers and palms exposed, however, protected as they are by leather gloves attached to the gauntlets, with small steel nails on the fingertips. Steel shoulder guards cover his shoulders. Several black leather stripes flow freely from his upper torso, mostly to confuse his foes about the whereabouts of his real arms. Light blue designs adorn the black stripes and the sleeves of his shirt. His bladed tonfas are slipped into the black belt that encircles his waist, and his hand crossbow sits in a small holster at his side. He may or may not carry his larger crossbow on his back. ![]() Awesome picture by Wen-M of DA. Go visit his gallery! Isaac naturally has short blonde-white hair, often set in small spikes when revealed. He has what be called a face-shaped face. It’s not really memorable, or even describable. It just is. His body is finely tuned, with hardened muscles. Personality: Isaac is largely lacking any real conscience, ethics, or compassion. He feels nothing for anyone but himself. To him, all other existences mean nothing to him on an emotional level. Anger is the only real emotion that others are capable of evoking in him, and even that is slow in coming. But when it does, it comes in a fury, often with other non-related issues tied in with it. Even fear is dulled to a calculated weariness. However, this doesn’t mean he lacks emotion completely. He still feels pleasure, joy, sadness, and the like. It’s all just directed towards himself. His lack of emotion towards other people does not, strange though it may seem, hinder him from understanding theirs. He has a very good grasp on what others are feeling, and why they feel them (he just doesn’t really give a crap). However, his cold demeanor has lessened of late, mostly due to the Book of Hector. Decades of the memories of a kind and compassionate man have changed Isaac’s heart at a deeper level. There’s no real tangible change in his actions or way of life, but the shift is showing more and more in little bits. He lives by what he learned growing up on the streets. Take what you can, and screw everybody else. And he does. Anything Isaac wants, he takes, regardless of what that might imply. Of course, he is in no way foolish or stupid. If he was, he would have been dead long ago. Isaac is incredibly intelligent and has amazing control over himself, able to assess everything before acting. It is one of his goals in life to have a few enemies as possible (things are simpler with less blades pointed at your back), but he doesn’t let that interfere with his desires beyond planning his actions out very carefully. Loyal to no one and nothing but himself, Isaac can be a tricky character to deal with. He’ll carry out a job as best he can, but if things get too bad and start to look as if they might somehow impede the continuance of his life, he might suddenly change his stance on the matter. He does, however, have a very real sense of pride in his work, and how well he does it. History: Isaac hates how cliché his past sounds, but it is what it is. An orphan child, he grew up with nothing but himself to rely on. Everything he had, he stole. Clothes, food, nick-knacks. In his younger years, he got caught often. But Isaac found that he had a very special talent for acting, which proved extremely useful for getting off lightly. And every time he got caught, he got better, at both thieving and acting. By his late teenage years, he’d amounted something of a small wealth. He had a kind of anonymous reputation within the city, and was feared (which he loved). Those with enemies even tried to find and hire him into their temporary services. And when he thought it a good idea, he revealed himself (in a very anonymous way) to those people and took the job they had for him. His hidden wealth, skills, and reputation grew. But in a few short years after his mysterious debut as the city’s best thief-for-hire, things took a different turn. He’d been asked to assassinate somebody. In the beginning, he had feared the idea of deliberately taking someone’s life, but years of hardship and lack of compassion soon overruled the fear. He claimed with professional pride that there was nothing he could not do, and took the job. From then on, petty theft was out the window. Isaac was now a full-fledged assassin, willing to take on any job. As it had before, his reputation grew, until he realized that it might no longer be safe for him to reside in the same city. His amassed wealth hidden, Isaac struck out into the world, plying his ‘trade’. As he traveled, his skill grew, in many different areas. After nearly a decade, Isaac has perfected the Art of Killing. He’s become a wondrous actor, sneak, spy, and assassin. |

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| Re: Hero's Heroes NOVALIS KROSS Name: Novalis Kross. Goes by either Nova or Kross. Occupation: Mage-Smith, Grand Hunter of the Holy Order of the Radiant Blade. The Holy Order of the Radiant Blade is a very large and influential order dedicated to the “purification” of the world, engaging in battle against any number or manner of dark creatures. As a Grand Hunter, Kross is a higher level member, entrusted with eradicating the more powerful variety of creatures. As a mage-smith, Kross has constructed the majority of the Order's weapons, armor, and other artifacts. Birthday: October 12th Age: 27 Race: Human Gender: Male Hair: Kross often magically changes the color and length of his hair. It is currently blonde and shoulder-blade-length. Eyes: Blue Weight: 196 lbs. Height: 5' 11'' Weapons/Armor: Novalis fights with a wide variety artificial arms, which act as weapons and armor. Each arm is capped with a golden metal, and has numerous receptors, including a central depression. Kross' real arms, amputated just below the elbow, are similarly capped, with a central protruding rod about four inches long. To attach an arm, Kross simply plugs one in, magically binding the two golden caps until he wishes to switch it out. Each arm is also equipped with Gem Ports, hexagonal slots near the base of the arm. Additionally, all of Kross' arms are enchanted with great strength and speed, which extends somewhat to the normal portion of his arms. Most of Kross' arms are made with a mixture of metal alloys and “pseudo-flesh”, with a strong metal skeleton. Seeing no reason to limit his artificial arms, all of the joints in his Kross' arms allow 360-degree rotation. While Kross may switch out hands if he knows he's heading into danger, he tends to walk around with “Lefty” and “Righty” as his default arms, seeing as they appear the most normal. Aside from his arms, Kross will carry a small array of knives. Format: Arm Name: Duh. Handed: Which hand side (left/right). Both if a pair. Length: Kross' arms (pre-amputation) are 19'' long, from elbow to fingertip. +/- indicates how much longer or shorter an arm is than the normal length. Description: Physical description of arms. Abilities: All the normal abilities of an arm. Blood*: What "blood" (a.k.a, potion), if any, is in an arm. Gem Ports*: How many Gem Ports are set in an arm, and which Augmentation Gems are compatible. Also lists effects of Gems, and possible combos. (*See Skills/Magic for details.) Detachable Hand; “Lefty”: Handed: Left Length: +/-0'' Description: This arm appears almost completely normal, save for a thin metal line around the wrist and a small blue eye set in the hand. The eye is approximately 3/4th of an inch wide.* Abilities: When willed, the hand will separate from the rest of the arm. A thin plate across the forearm will then retract, revealing several controls and a small video screen. Kross can then remotely control the hand, sending it scuttling about while the eye relays images to him. The eye is free-moving in the hand, allowing it to be directed to any part, including the fingertips. The controls also allow the hand to magically bind itself to surfaces, allowing it to walk along walls and ceilings. The eye is enchanted with night vision and infrared. Blood: None. Gem Ports: One Port. Wind: Allows the detached hand to make great gliding leaps and jumps. Tool Arm; “Righty”: Handed: Right Length: +/-0'' Description: A normal arm, by all appearances. It is covered with pseudo-flesh, and appears unremarkable to any who see it. But it houses within it a wide variety of tools. Abilities: Shifts to produce from its interior any manner of tool, including screwdrivers, a scalpel, a soldering tool, a circular saw, lock picks, and a drill. Blood: None. Gem Ports: One Port. Studded Arm; "Bludgeon": Handed: Both Length: +/-0'' Description: A pair of brawling arms, these are made with pseudo-flesh, covered with a thick layer of hardened black leather. Numerous steel studs sit in the leather, in a grid pattern approximately 1 1/2'' spacing. Larger, pointed studs sit over the knuckles.* Abilities: N/A Blood: Adrenaline. Gem Ports: Three Ports. Fire: Heats the studs until they're white-hot. Ice: Encases the studs in icy spikes. Lightning: Creates a grid of electricity that leaps across the studs. Fire & Lightning: Heats the studs and creates a grid of electricity. Winged Hand; "Avis": Handed: Left Length: +6'' Description: Made from a durable yet light alloy over a pseudo-flesh core, this arm is completely silver. It appears normal for the most part, save for a pair of folded feathery wings sculpted on the back of the forearm. The wings are about six inches long. The backsides of the fingers are shaped into curved plates, forming a hooked beak when the fingers are held together. Swirling etchings cover the rest of the arm. Abilities: This arm passively reduces Kross' weight, making him much lighter. When invoked, the wings change from sculpted metal into real feathers, and grow to a wingspan of eight feet. The wings then allow Kross flight, soaring through the air with his left arm stretched out and his body "dragged" along. Blood: Healing Gem Ports: Three Ports. Wind: Engulfs wings in wind, allowing for faster flight. Lightning: Imbues wings with electricity. Shield Arm; "Aegis": Handed: Left Length: +7'' Description: Made from a very durable alloy, Aegis takes on a dark blue-gray color. The arm fans out to a width of approximately one foot in the middle of the forearm, narrowing towards the wrist and elbow. Aegis' hand is thick and stocky, with large squarish fingers. Four bright red rubies, cut into long diamonds and set in a four-point pattern, are embedded in the back of the forearm, with a smaller version set in the back of the hand and a third in the palm. Abilities: While strong in its own right, Aegis can emit a powerful force field from the jewels set in it. The force field takes form as a light red disc, and moves parallel with the arm. Blood: Gem Ports: Three Ports. Fire: Gives the force field a greater resistance to fire. Ice: Gives the force field a greater resistance to ice. Wind: Gives the force field a greater resistance to wind. Lightning: Gives the force field a greater resistance to electricity. Spiked Arm; "Render": Handed: Right Length: +3'' Description: Made with a core of pseudo-flesh and covered with ridged steel plates, this arm is designed to rend flesh. The fingertips end in curved claws, and curved razor-sharp blades cover the back of the arm. Three spikes protrude from outside of the wrist and forearm, angled backwards. Abilities: When magically invoked, two large blades protrude from the back of the wrist, curving over the hand. With a different magical command, the spikes on the side on the arm will fire forth. Blood: Adrenaline. Gem Ports: Two Ports. Fire: Engulfs arm in flames. Lightning: Imbues arm with electricity. Weapon Arm, “Reaver”: Handed: Right Length: +/-0'' Description: This arm is made mostly of pseudo-flesh, the exception being what appears to be a metal gauntlet covering the hand, wrist, and part of the forearm (the “gauntlet” actually being part of the arm). The “bare” portion of Reaver features several black tattoos, depicting different weapons. There is are several different varieties of swords and axes, a spear, a halberd, a mace, and a morningstar. Abilities: When Kross touches a tattoo, it will disappear from his arm, with the depicted weapon materializing in his hand. If the weapon is separated from his hand, it will dematerialize in exactly sixty seconds unless retrieved. Ten minutes after a weapon dematerializes, the tattoo will reappear on Kross' arm. Blood: Adrenaline Gem Ports: Four Ports. Fire: Imbues weapons with flames. Ice: Imbues weapons with ice. Wind: Imbues weapons with wind. Lightning: Imbues weapons with electricity. Fire & Wind: Surrounds weapons with larger and hotter flames. Ice & Wind: Engulfs weapons in a blizzard. Fire & Lightning: Imbues weapons with fire and electricity. Gun Arm; "Gatling": Handed: Right Length: -4'' Description: Made from titanium, this arm is very durable (and heavy). Shorter than his normal arm, Gatling features six gun barrels set in a circular plate, connected to a thick cylinder that houses a magic converter. Abilities: A magic converter housed within the arm converts magic into bullets, firing them from six rotating gun barrels. While powerful, accuracy is low. Gatling also consumes a large quantity of magical power. Blood: None. Gem Ports: Three Ports. Fire: Engulfs bullets with flames. Ice: Surrounds bullets with an icy aura that freezes their target. Lightning: Imbues bullets with electricity. Ice & Lightning: Imbues bullets with an icy aura that shocks their target as they freeze. Fire & Lightning: Imbues bullets with fire and lightning. Grimhook Arm; “Gaoler”: Handed: Left Length: +5'' Description: Covered with overlapping steel scales, this arm is broken up by three ball joints, allowing complete 360-degree movement for each one. The arm ends in a large four-fingered hand, with two fingers opposing the other two. Each lengthy finger features a wide face, with the tip curving into a hardened hook. The steel scales spread to cover the back of the hand and fingers, with the palm and face of the fingers sprouting tiny steel hooks. Three steel chains, each approximately three feet long, hang from the middle of the arm. The chains end in large curved hooks, the interior curves razor-sharp. Abilities: While the chains and hooks can certainly be used to inflict damage, their true purpose is to restrict an enemy. Kross will seize an opponent with his four-fingered hand, the tiny hooks helping to keep hold. Then the chains are magically activated, wrapping around whatever Kross has grabbed and digging in with the hooks. Blood: None. Gem Ports: Two Ports. Fire: Causes the chains to burst into flame. Ice: Engulfs the chains and whatever the wrap around in ice. Lightning: Sends bursts of electricity along the chains. Fire & Lightning: Imbues chains with fire and electricity. Energy Arm; “Gyro”: Handed: Both Length: +/-0'' Description: These arms are made of pseudo-flesh, and appear mostly normal, save for the numerous holes dotting them and the thin steel plates covering them. Each arm has eight holes: two in the forearm, one in the palm, and one at each fingertip. Placed within the holes are three-ringed gyroscopes. The steel plates protect the forearm, as well as the back of the hand and fingers. Four openings, two at back and two at the inside, run the length of forearm plates, providing windows to gyroscopes. The plate covering the back of the palm sports an ornate cross opening as well. Abilities: When magically invoked, the gyroscopes will start to spin, generating pure energy. Crackling white energy engulfs the arm, and may then be shot out in rays, orbs, or waves. Blood: Acid Gem Ports: Four Ports. Fire: Converts energy into flames. Ice: Converts energy into ice. Wind: Converts energy into wind. Lightning: Converts energy into electricity. Fire & Lightning: Converts energy into fire and electricity. Fire & Wind: Produces substantially larger and hotter flames. Ice & Wind: Produces large quantities of wind and ice, effectively a blizzard. Web Arm; "Arachnid": Handed: Both Length: +2'' Description: The sturdy infrastructure of this arm is covered mostly with pseudo-flesh However, a series of serrated titanium ridges dotted with small holes run along the arm, from the "near-elbow" to the wrist and along the back of the fingers. These ridges are spaced approximately an inch apart, and span the entirety of the forearm. Similar ridges adorn the palm, set in a spiral pattern that branches off into the fingers and thumb. Abilities: When invoked, the ridges secrete a milky white liquid through the holes dotting them. The liquid then changes into a strong and sticky webbing that clings to whatever touches it.* Blood: Acid. Gem Ports: Three Ports. Fire: Causes webs to catch fire. Ice: Freezes webs, making them hard and brittle. Wind: Allows for launching streams or globs of web from arms. Lightning: Sends a surge of electricity along webs. Fire & Wind: Allows for launching globs of web that stick to their target as they burn. Ice & Wind: Fires frozen web-spikes. Soul Eater: Handed: Left Length: +1' 1'' Description: An arm made from a special black titanium alloy. It's form is slender and sleek, flowing into a large palm. Three long talons, each approximately 10'' long, extend from the palm. The talons are thin and curving, making them very effective blades. A small depression marked by a raised ring, is set in the middle of the palm. The inset perfectly fits the Soul Gems. Abilities: Soul Eater creates a small void within its palm, which allows for two purposes. The first is to absorb aggressive energy, drawing it into a Soul Gem set in the palm. The second is to draw out both the magic and life force of creatures on the brink of death. The latter can be fed to his reservoir, to replenish his life and magic, while the former can be transferred to Soul Crusher, to be used offensively. Blood: None. Gem Ports: Two Ports. Wind: Increases the range and strength of Soul Eater's absorbing void. Soul Crusher: Handed: Right Length: +1' 1'' Description: An arm made from a special black titanium alloy. It's form is slender and sleek, flowing into a large palm. Three long talons, each approximately 10'' long, extend from the palm. The talons are thin and curving, making them very effective blades. A small depression marked by a raised ring, is set in the middle of the palm. The inset perfectly fits the Soul Gems. Abilities: Soul Crusher creates a blasting force within its palm, draining a Soul Gem of it's energy and releasing it in the same state it was absorbed. Blood: None. Gem Ports: One Port. Strengths: All of Kross' arms have been enchanted with great speed and strength, allowing him to perform great feats with them. Due to his insanity, Kross is very unpredictable, never acting as his opponents expect him to. His genius gives birth to incredible ideas and plans that accentuate his strengths and his opponents weaknesses. A decade of working for the Holy Order have granted him extensive and varied training as well as experience in combat against any number of creatures. Weaknesses: While Kross' arms possess great speed and strength, the rest of his body does not. He is not weak, but a strong warrior could overpower him without much trouble. While he is capable of great planning, Kross' insanity often induces recklessness, getting him into trouble. He is also largely unarmored, his only protection being his arms (provided it is the correct arm). Many of Kross' arms require large quantities of magical energy, and even the ones that don't need a constant flow to function. Skills/Magic: Kross possesses adequate magical strength and skill, but mostly directs them towards creating magical items rather than the conventional uses. He is a mage-smith, using magical, mechanical, and alchemic means to create objects. Blood: Seeing as Kross' artificial arms have no need for blood, he has opted to fill them with alchemic potions that he may use to his advantage in battle. Healing: A silver liquid that moderately heals Kross' wounds. Acid: A green corrosive agent that slowly dissolves flesh and armor. Adrenaline: A rusty red potion that enhances Kross' strength, speed, and reflexes for a short duration. Augmentation Gems: Long hexagon gems infused with different attributes. When plugged into an arm, the gem then imbues that arm with its attribute. Kross possesses two of each gem, which are meant to work as a pair. While a single Gem will grant it's attributes, the two together will offer a larger and more powerful effect. Torch: Imbues arms with light, causing them to glow brightly. (Applicable with any arm.) Fire: Imbues arms with flames. Ice: Imbues arms with ice. Wind: Imbues arms with wind. Lightning: Imbues arms with electricity. Soul Gems: Cabochon gems created by Kross to store energy. White gems are blank, and as of yet hold no energy. Once a gem is infused, its color will change accordingly to reflect the attack stored inside. (Kross currently has no infused gems.) Reservoir: Set within the center of Kross' chest is what appears to be a bright blue stone about the size of his fist. The stone is perfectly smooth and round, with a golden plate extending around it and a golden line splitting it horizontally. This is Kross' magical reservoir. While Kross has his own store of personal magical energy, he installed this stone to store magical and life energy he collects from dying creatures. He does this by collecting the energy in Soul Gems (by means of Soul Eater), then feeds the Soul Gem to the reservoir. Yes, feeds. The golden line across the reservoir opens to reveal a toothed mouth, which crunches and devours the Soul Gem, gaining the stored energy. Kross' arms are powered by an equal share of his personal energy and energy from the reservoir. Direct Injection System: Kross has developed a Direct Injection System to deliver a magical boost to an arm. This consists of two translucent cables, each about a foot and a half long. Kross will plug one end of each cable into into slots in the metal plate around the reservoir, and the other two ends into slots near the gem ports in an arm. One cable will then pump all of the reservoirs energy into that arm, giving it a significant boost in power. The other cable catches the “overflow”, recycling it back into the reservoir. However, there are drawbacks to this system. While the cables are enchanted and tough to cut, it is a possibility. If the direct injection cable is cut, the reservoir's stored energy will be rapidly drained, spilling into the air until the cable is unplugged. If the overflow cable is cut, the overflow will spill, preventing the energy from recycling and more rapidly draining the reservoir. Additionally, Kross' other arm will suffer a drop in power, since it will then only have his own personal energy to draw from. He can, of course, use more of his personal energy to correct the drop in power, but obviously, this is increasingly draining to him. Needle & Thread: A magical needle crafted by Kross. The needle is approximately three inches long, with a tiny onyx stone set in what would be the eye. The needle is enchanted to automatically sew up any of Kross' wounds immediately, including his arms. A magical thread is emitted from the onyx stone as the needle sews. Belt: Kross wears a wide black belt, which is notably only in that it houses his Augmentation Gems and magic needle. The belt is plain, if highly polished, leather, with a golden clasp in the shape of the Holy Order's sword wreathed in flame. On either side of the clasp are ten vertical slots, which house his Augmentation Gems. His magic needle is simply stuck through the leather next to the clasp. Big Black Trunk: Since Kross' arms number in the 'teens, they provide the problem transportation. And since a magical solution would be considerably draining, he decided to use other resources. Namely, his apprentices. With their help, Kross has constructed a huge black trunk, approximately 6' long, 2' wide, and 2' high. The trunk has handles on each end, and the Holy Order's symbol of a sword wreathed in flame emblazoned on the flat lid. A magical lock prevents unwelcome intrusion. The trunk has been enchanted to guard against magical and physical damage, protecting the arms held within. Once opened, a full 6'x2'x2' cube of arms, gears, and levers are revealed. At Kross' magical beckoning, the gears and metalwork thrust forth an arm of Kross' choosing, held forth and ready to be switched out. Consequently, the trunk is extremely heavy. So, of course, Kross leaves its transportation to Vayl and Geno. Apprentices: Kross is in possession of two apprentices, both of whom sought him out on their own (perhaps to their unknowing regret). Vayl: Vayl, age 19, male. Often serious and lacking in humor, Vayl tries to approach everything with a cool and level head, making logical plans. Tries, because his masters insanity and prevalent disregard for logic always shatters Vayl's plans. Kross is often irritating to Vayl, but the young man just grits his teeth and puts up with it, aware of the vast knowledge Kross may grant him. Along with his few personal possessions, Vayl carries with him a book of magical spells, creatures, and artifacts, which he consults endlessly. Geno: Geno, age 17, male. Geno is much more accepting of his masters antics than Vayl is, often shrugging and laughing with a wry smile. Quite but optimistic, Geno's is the voice of compromise where Vayl's is the voice forceful insistence. Along with his few personal possessions, Geno carries a Wand of Control, allowing him to manipulate objects. Steed: Tim is a fully grown African bush elephant, with a shoulder height of 10' and weighing in around 18,000 lbs. His tusks alone are 10' long, and weigh around 200 lbs. Tim is very loyal and loving to Kross, and to a lesser extent, Vayl and Geno (mostly Geno). While a prime example of his species, Tim acts more like a house cat than anything. He understands and obeys Kross (and Geno occasionally) well enough, and acts as Kross' main means of transportation. A giant and very decorative rug is draped across his back, as well as several straps that hold two elephant-sized saddlebags. Tim also carries Kross' trunk on his back, a fact which endears him to even the disdainful Vayl. Personality: Novalis Kross is a born genius. He is also, as the case usually seems to be, insane. Certifiably, legally, biscuit-in-your-bonnet-insane. However, it is a cute, quirky kind of insane. Usually. While Kross would normally be treated for his mental illness (against his will), his useful to the Holy Order causes his superiors to look the other way and allow him free reign. Despite his madness, Kross is usually a kind, well-meaning person. Usually. Ever since the incident with his arms, Novalis seems to have a compulsive habit of trying to experiment on people against their will. He'll try to saw off a persons leg while insisting that it's for their own benefit. Kross also seems to suffer from some sort of personality disorder. His mood switches often and unpredictably, usually between three prominent personalities, which Vayl and Geno have conveniently named. The first and most prevalent is the Jester, wherein Kross is overly cheerful and playful, thought still clearly insane. The second is the Mentor, wherein Kross becomes gravely serious and emotionless no matter the situation. Vayl appreciates this personality the most, for the Mentor is usually the most helpful towards the apprentices' progress. The third evokes shivers of fear from both Vayl and Geno. It is the Flayer, a deadly aspect of Kross radiating bloodlust and insanity. Appearance: When out on his own, Kross may wear his own adventuring getup, but he is usually seen in uniform of the Holy Order (slightly modified to Kross' tastes). ![]() Vayl: ![]() Geno: ![]() History: Novalis Kross was born into a simple family, of a simple village. But his un-simplicity was obvious from birth. He was clearly both a genius and a lunatic. His parents, baffled but unable to afford any sort of mental treatment, tried to steer his pursuits towards the more sane end of the spectrum, but with questionable success. His father a blacksmith, Novalis quickly took to the forge, using his twisted and clever mind to produce any number of astonishing things. By the age of twelve, he had single-handedly provided his village with a complex irrigation system, central heating and air, better tools, and a twelve-foot tall iron rabbit. At fourteen, much to the dismay of his parents, Novalis discovered his magical talents. For several years, the boy honed his magic on his own, often using it to improve his previous inventions. His heating and cooling systems used a magical source, his irrigation system drew water uphill, and his twelve-foot tall rabbit patrolled the borders of the village to keep out wild animals. At the age of sixteen, Kross was recruited by the Holy Order of the Radiant Blade. His madness was clearly disturbing to them, but Kross would not accept treatment, and his talents could not be ignored. Kross became a mage-smith for the Holy Order, refining his skills as he created weapons, armor, and other artifacts for the knights. At the age of twenty-four and after eight years of making a name for himself with the Order, Kross had risen to the rank of Grand Hunter. And at the same time, two young boys appeared to him, asking for apprenticeship. Vayl and Geno had studied under Kross for a year when an experiment when horribly wrong. Due to drastic miscalculation, Kross' forge exploded. The explosion reduced the mage-smiths hands to charred wreckage, ruining them past redemption. Unable to work, Novalis thought his work at the Holy Order was done. But his loyal apprentices saw him through, amputating his ruined hands and creating for their master artificial ones. His means restored, Kross went to work producing even better hands. Eventually, the madman even went so far as to further amputate his arms in order to create greater works. |

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| Re: Hero's Heroes EMRYS Theme Song: Blind Justice: Investigaton Infinity Mechanism Genesis Name: Emrys Alias: Prince of the Royal Family Birthday: Age: 23 Apparent Age: 23 Race: Prodigal Spoiler: Race Description
No two prodigals are alike. Over the years they have modified and augmented themselves to the point where they simply don't look like they're even a part of the same species. Members of the royal family, however, have a similar look, and they're said to be the most beautiful of all the prodigals. Prodigals are usually carnivorous by nature, though cannibalism is a crime punishable by death. Most of their bodies aren't fit to process fruits and vegetables. From the moment they can walk, all prodigal males are trained to be soldiers, while all prodigal females are trained in a trade of their parents' choosing (trades involving fighting excluded). When females come of age, they may choose a new trade. When males come of age, they don't. This means all political leaders, aside from the emperor, are female. As such, the prodigal society is mostly female dominated, but balanced significantly by the fact that their emperor is male and that most of the physical power lies with the males. Prodigals have an estimated lifespan of 250 years, though this is hard to pin down. Some prodigals live longer than others due to their mutations and augmentations, and others live a far shorter period of time. The Prodigal Emperor seems as though he doesn't age, however. Gender: Male Hair: Long and black Eyes: Emrys’ has bright green irises, with curved black lines that extend from the pupils, through the irises, and into the whites. The lines are in fact part of his pupils, the ends of which can be seen if his eye rolls up, down, or to the side. There are eight pupil lines on his left eye, which swirl to the right (from the center outward), and three on his right eye, which swirl to the left. Weight: 196 lbs Height: 6' 2'' (not counting horns) Weapons: Nocturne: A halberd made from halcium, Nocturne has a wide sweeping head, with a spiked top. The shaft is collapsible and expandable, changing Nocturne from a halberd into a form more like a handaxe. The bottom of the shaft features a small fusion jet engine, capable of producing incredible force. A touchscreen with digital controls are located near the head, and are locked to Emrys’ DNA, preventing others from using them. The controls activate, deactivate, and alter the engine’s force, as well as extend and retract the shaft. Vae Victis: A halcium sword, Vae Victis has a narrow and straight blade, approximately three feet long, with a foot long hilt. The guard reaches up in four short claw-like spikes around the base of the blade. Just below the hilt is a touchscreen with digital controls locked to Emrys’s DNA, which allow him to retract the blade into the hilt (and vice versa). Dirge: A decorative and stylish halcium dagger with two parallel blades, split down the middle, designed to catch and parry blades. Combat Dagger: A more common halcium dagger, with a thicker blade better suited for slashing and stabbing. Armor: Prodigal Plates: Emrys' body naturally produces and stores a unique mineral compound within him over time. Once his body has produced an adequate amount, Emrys can excrete the liquid compound through the pores in his skin. Upon contact with air, the liquid forms into armor-like plates over his skin. The plates cover the majority of his body, but there are many bare areas between the plates, especially at joints and areas that require flexibility. The plates vary largely in size and thickness. The largest plates are strong enough to deflect and cushion most slashing and bludgeoning blows, but penetrating attacks can pierce them. The plates can also be pulled from Emrys' skin with moderate effort. His body requires several days to produce enough of the liquid compound to fully armor his body. Emrys also wears light shin and foot guards. Condition: Emrys suffers from a severe mental disorder that, untreated, drastically hinders him in both combat and daily life. He is very easily distracted and confused, unable to maintain hardly any focus on his own. Using his abilities or fighting properly is almost impossible without his "aid". The key to his disorder is music. Music allows Emrys to gather his concentration and attain the focus needed to accomplish the task at hand. What's more, Emrys' music influences how he acts. He will fight and move according to the tempo and rhythm of the song, and his mood will change to match. He is not completely useless without music however. The prince has found that conversations can hold his attention, although the larger they become, the more his focus will give way to confusion. Possessions: Music Player & Headphones: Emrys' most valued possessions are his music player and headphones, without which he is rendered nearly useless. His music player is a metal sphere about the size of a softball, and is essentially a small computer. It sends a wireless signal to his headphones and can wirelessly access other devices. In addition to having controls on its surface, it can also generate an interactive holographic interface. The headphones were specifically designed for Emrys to use in combat. They fit closely and snugly to his head, with a hard outer casing meant to endure. The royal seal is emblazoned on both sides. Gas Mask: A useful bit of Anakite technology he stole while on Earth, Emrys’ mask has several applications. It filters out harmful airborne substances, including smog, smoke, and poison. It also filters oxygen out of water, allowing him to breathe underwater. The mask is mostly flat and slim, with a smooth surface and two large circular lenses. Two tubes protrude from either side of the mouth area, a thicker cylinder Emrys assumes is the filter attached to the end of the right one. The mask fixes itself to Emrys’ face when activated, the two tubes wrapping around the back of his neck and connecting. Inside the large lenses are digital optical displays, which help Emrys locate and track targets, even in dark or clouded conditions. The exterior of the lenses can be activated to glow blue. Ammo Pouch: A small pouch filled with random stones and scraps of metal to use as impromptu projectiles. Strengths: Emrys is a highly trained warrior, and a veteran of many battles. His knowledge of weapons and tactics is extensive. His abilities are quite powerful, and offer him a strong advantage, even against larger groups. Weaknesses: Emrys' mental disorder can be a huge handicap. Without music, he becomes practically useless in battle, unable to maintain any reasonable focus. He is compelled to match the tempo and rhythm of his fighting to the music he hears, an exploitable fact. As much as he needs it, his music robs him of his hearing, a lost sense that is especially valuable in battle. Trained to be a disposable soldier if need be, Emrys is often reckless in battle, willing to sacrifice his life if it secures a victory. Skills/Magic: Emrys does not possess any magic, but like all Prodigals, he has his own unique genetic abilities. Prodigal Eyes/Velocity Theft: Emrys’ left eye possesses the ability to “steal” the velocity from an object and store it, while his right eye has the ability to apply stolen velocity to an object. The pupil lines in his left eye represent his capacity to store velocity (8 charges), a line glowing blue each time he uses his ability, and stays lit until his right eye applies the stolen velocity. The velocity he applies is only as strong as the velocity he steals from an object, although he can “stack” stored uses into one application for a stronger effect. He can steal velocity from living creatures, say a charging man, but he’d only slow the man down for a moment, as he’d just generate more velocity and keep running. Any velocity Emrys applies to an object must work with/against any existing velocity on it. If Emrys only has a weak charge stored, he may only be able to slow or curve an object, rather than reverse or change the direction of an object if he has a strong charge. He can also steal the velocity from many items within his range of vision (say a volley of arrows), though it will take a varying number of charges depending on the number and strength of the object affected. Halcium Control: Common among the Prodigal, halcium is a refined metal used to make weapons, armor, spacecraft, and more. Emrys is able to exert full mental control over it. He can control several objects at once, though it is more taxing and requires more focus. His control is limited by his physical strength (he couldn’t grab an entire spaceship, but he could grab a man with halcium armor with effort). Appearance: A warrior since he was old enough to hold a weapon, Emrys is tall and strong. His body is toned and quite cut, though not bulky. His skin is ashy white, creating a stark contrast with his long black hair and bright green eyes. Though no longer than a human’s, Emrys’ teeth are sharp and pointed, a sign of his carnivalism. His pointed ears are several inches long, and are close to his head. Two horns poke through his dark black hair, each about two inches wide at the base. Emrys’ horns naturally break off every few months, regrowing in a new style over several days. Emrys has three fingers and one thumb on each hand, and four toes on each foot, all of which end in small claws. Each foot has a knuckled talon on the heel. Although he has less of them, his digits are slightly thicker than a human’s (one of his fingers might compare to the width of one and a half of a human’s). Medium-sized spikes grow from the backs of his elbows, and a tail protrudes from his backside, thicker at the base and narrowing towards the tip. The tip of his tail features a hard bone-like growth with a sharp curved edge and hook on one side and a sharp point. A collection of scars mark Emrys’ body, including a horizontal one on the right side of his neck, a diagonal one along his left jawbone, and many on his arms and hands. The tip of his left ear has also been cut off. Emrys wears a deep blue shirt, with elbow-length sleeves and a high, thick collar. White pants cover his legs down to his knees, where they are bound close. A decoratively patterned crimson tabard with gold trim is worn over the shirt, with a rich purple robe with gold trim worn over that. The patterned robe is bound by a blue sash and gold braided rope. Matching crimson handwraps cover his hands and wrists, and deep red shin and foot guards cover his lower legs. Three pouches are concealed under his robe, one containing his scrap ammo, one holding his gas mask, and one cradling his music player. A diamond-shaped halcium sheath emblazoned with the royal seal is strapped across his back, with a deep slot for Nocturne on the upper left side, a slot for Vae Victis on the upper right side, a slot for Dirge on the bottom left side, and and slot for the combat dagger on the bottom right side. ![]() Amazing art by the amazing HitokiriChibi <3 Personality: Most people find it hard to accurately peg Emrys' personality. The heavy influence music has on his emotions often make him unpredictable. But once a person sorts through his tumultuous outer shell, they will find that Emrys is fiercely loyal, quite intelligent, and very proud. He strives to uphold the ideals of being a strong prince, always thinking to further the cause of his people, no matter the personal cost. His safety, even his life, come second to his goals, making him often reckless in battle. His condition is a mark of shame to him, and he is always striving to prove himself a capable warrior and prince, especially to his father. Even without external influence, Emrys feels that he is always within the shadows of his siblings, and is the weakest among them. History: Spoiler: The Prodigy Empire
The Prodigals were once a race of beings called the Anakites, but separated from them after a series of disagreements. The Prodigals, thinking their path was of the enlightened sort, donned their name with pride. While the Anakites lived in the past, the Prodigals moved on. The Prodigy augmented their bodies with their advanced technology, giving themselves benefits in a myriad of ways. Over time, their mutations were passed down to their young, and in time an entirely different race was born. The Prodigals and the Anakites warred for years. The Anakites were tough enemies, but were eventually pushed from their home planet and were forced to settle on a new one. Their war didn't stop there, though, and pressed on for hundreds of years. Spoiler: The Imperial Family
The royal family was seen as the most beautiful of the entire Prodigy race, but unfortunately none were ever allowed to wed. The sons were put through the most rigorous training and would meet the enemy on the front of the battlefield. They were fully expected to die, but would always put a large dent in the enemy's forces. A royal son returning meant a huge victory, as they never retreated or surrendered under any circumstance. They would then be honored as heroes with the choice to serve a higher role in the military, where they could then wed if they wished. Most sons who were offered this choice chose to remain as a soldier at the front of battle, to die as fate intended. For every battle the Prodigy lost, the Emperor, as required by the laws he set in motion, was forced to kill one of his own daughters. He'd usually start with the oldest and work his way down the line, as the older ones had lived a more full life. Occasionally he would skip a daughter, if she'd proven to be particularly skilled in her chosen trade, and she would forever be exempted from this law and be allowed to wed if she desired. While the Emperor made a point never to grow attached to his family, he still always found it hard to kill his daughters. This ensured that he put all of his being into winning every battle his people faced. It also encouraged the soldiers to fight harder, as to see such a beautiful life wasted was never something the prodigals liked to see. Emrys was born a son of the royal family, with many older brothers and sisters. As soon as he was old enough to walk, he began training to be a soldier as was tradition. He had many different teachers to train him in every type and style of combat imaginable. However, fate seemed to conspire against his destined role in life. He could not maintain any focus, and didn’t seem to retain anything his many mentors teached him. Many drugs and treatments were used in an attempt to cure his mental deficiency, but nothing worked. His teachers lamented to the king that the young boy was defective, and would never serve any use on the battlefield, or even in any other aspect of life. Then, quite by accident, Emrys was found working through the training routines that had been taught to him, music playing in the background. Several experiments were run, until they were sure that the correct treatment had been found. Though not a permanent cure, the constant application of music made Emrys useful, and his life worthwhile. With the aid of the music, even his powers became apparent, making him all the more suited to combat. His mind sharpened by his strange medicine, Emrys continued to be trained as a soldier, until he was thrust into his first battle as a young teenager. Emrys returned from battle alive and victorious, a cause for great celebration for the Prodigals. Emrys continued his military career with great success, though it never seemed enough for him. Always he felt like the defective runt of the mighty royal family, a mark of shame to his proud house. He was desperate to prove himself. His desperation gave birth to a fierce determination and recklessness, which led to stunning victories. But it still wasn’t enough for Emrys. He had to chance to do even more when the Prodigals heard rumors of Anakite agents operating on a distant planet called Earth, searching out new technology and supernatural forces of magic to use against the Prodigals. Emrys requested to be chosen as a solo counter-agent to work against them. His request was fulfilled, and he set off alone in a small ship. Arriving on Earth, Emrys hid his ship and set out to finding the Anakites. Working alone on a planet where he would be instantly assaulted for being so different, Emrys was forced to work with patience and stealth. When before he flew into battle recklessly, he learned to move inconspicuously, unwilling to make himself known to the both the local humans and the aliens he worked against. For nearly a year, he stole technology and secrets from the Anakites, sabotaged them, and killed them when he could, until his mission came to an abrupt end. But eventually his mission took an unexpected turn. Following an Anakite mark, Emrys walked through a door and into a compound vastly different than what he’d ever seen on Earth before. He soon encountered a myriad of different lifeforms, who confirmed what he already knew to be true. He was no longer on Earth, and he may never get back. |

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