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  #1221 (permalink)   [ ]
Old 05-15-2008, 08:19 PM
TravestyHelp TravestyHelp is offline
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Re: Character List

Name: Sivart the Phrygian

Age: 18

Race: Elf.

Sex: Male

Hair: Black, curly, and shoulder length.

Eyes: Brown, with eyeglasses.

Weight: 155 lbs

Height: 5'10"

Weapon: A sword guitar. The sword goes by the name of Metropolis. It is a shortsword that doesn't threaten much, but it has the ability to channel magic and it is also a fast weapon. It can be used to cast powerful sound based spells. Spiked gauntlets may be used as a last resort.

Armor: Hardened leather armor and spiked wrist gauntlets to deflect attacks.

Strengths:
His strengths lie in his speed, stamina, and reflexes. He has extremely powerful hearing. He has little physical defense and therefore must be quick. He has a great deal of stamina and in the event of a duel or any prolonged close combat scenario, he could outlast most opponents granted he doesn't take any direct hits. If he is able to disable an opponent, he may be able to make use of the weapon depending on its size. Because of his speed and reflexes, he has the ability to engage multiple enemies.

Weakness:
Minimal defense. Only protection lies in his ability to deflect and avoid attacks. A few good hits, and he's out. Another weakness lies in his weapon. Without the sword guitar, he's unable to cast his most powerful spells. If it gets knocked out of his hands and he is unable to recover it, his only choices are evasion and magic as the spiked gauntlets can only do so much in terms of offensive capabilities. His attacks are fast, but somewhat weak. If he loses his glasses, he's going to have a major problem. If he becomes tired and/or his power level is depleted, he can only surrender or flee.

Skills/Magic:
Sivart's magic is sound based. He has learned to channel his own life energy and this energy allows him to cast spells. In reality he has only three spells; one he casts using his body (hands, feet, and mouth), another he channels through his weapon, and a last one that amplifies natural frequencies. These three spells have a wide variety of application, as his main skill is sound manipulation. He must be careful to limit their use, as there is only so much energy that can be used. Energy can slowly be regained over time, but proper rest is the best way to recharge.

Offense:

Sonic blast - Basic attack using a mid frequency wave that can knock down an enemy while causing some physical damage.

Tremolo - Alternating rapid fire sound waves using both hands.

Phaser - Similar to tremolo. Fires two sound waves in medium speed succession from one hand.

Reverb - A prolonged wave of sound. Comparable to a beam type attack. Uses more energy than above mentioned attacks.

Wah - A prolonged sound attack with varying degrees of pain. When used at maximum power it can disable the enemy and cause temporary deafness. This attack used at maximum power is also quite harmful to the user. Uses a great deal of energy.

Offense channeled through the sword:

Sonic bow - A powerful concentrated wave of sound. Similar to firing an arrow. Takes a sec to charge up.

Gain – Temporarily enhances the blades edge to cut through materials it normally would not be able to cut through. Uses a medium amount of energy.

Distortion – Similar to gain, but with the opposite effect. Channels heavy vibrations through the blade to make it more of a blunt force weapon. Uses a medium amount of energy.

Support/Defense:

Overdrive – Used as a last resort. Amplifies his personal energy to increase speed and strength for a brief moment. Uses the most energy and puts a great deal of strain on the body.

Bass – A wave of sound that emanates from the users body. Knocks back enemies when surrounded.

Mobility – By channeling sound through his feet, he can sprint over small bodies of water and increase jumping capability.

Appearance:

Personality: Sivart is disciplined. He takes practice and training very seriously. It is not extraordinary for him to spend entire days playing guitar or studying historical battles, tactics, or figures. He is very quiet and shy making him sometimes socially awkward. He is not very understanding of ignorance and will become exasperated when trying to converse with someone who does not meet his intelligence. He keeps himself clean and takes pride in personal hygiene. He may come across as vacant and apathetic, but when the right buttons are pushed, he will react drastically and harshly and usually with excessive force. On the opposite end of the spectrum lies a similar drive with different results. Given the right tools and opportunities and motivation, Sivart will excel at most tasks.

Sivart’s personality is not the most suitable for making friends. He has only a few friends, but those individuals are very near and dear to him. When first meeting him, he may seem cold and disinterested. He won’t pretend to be interested for the sake of conversation or friendliness. He sticks to his beliefs, but does not take them to any extreme. He greatly dislikes people who fall too far towards one end of an issue. This makes him a good mediator for disputes as he often does not side with one view and offers objective opinions. He has grown cynical with a dark sense of humor as he experienced several great losses and immense tragedy.

Biography:
Sivart was born into an elven clan who called themselves the Phrygians. The Phrygians were one of three elven clans who lived on the mountains. The Dorians were a clan who lived in the forest at the foot of the mountains. The Locrians were a secretive clan who lived at the highest altitudes. The Phrygians lived deep in the mountains in a series of caves.

The Phrygians were renowned as master musicians and warriors. Each Phrygian is born with perfect pitch and powerful hearing. By the time they are 5-years-old, they are expected to be masters of their chosen instrument. Each elf was born into a caste, each with different expectations. The average Phrygian was known as a Bard. They grew crops, built buildings, and took part in large-scale musical performances. Next up were the Composers. They were the scholars who wrote and drafted most of the music. They were housed in a massive music library, filled with row after row of musical piece. Another class on the same level was the Craftsmen. These individuals constructed the instruments and assigned them to each member upon their birth. Craftsmen also built the siege weapons that were used on military campaigns. The next class was the warrior class, or the Fortes. They were the defenders of the clan. The highest class was called the Conductors. They were royalty among the clan and oversaw each Phrygian. Certain members of this clan were endowed with special powers upon their birth. They were known as Concertmasters, the equivalent of a shaman or holy man. They were one caste below the conductors, but held equivalent societal standing. They had the power to manipulate sound. They were mysterious and unknown to most. They will be the most important in this case.

Sivart was born the grandson of the head Concertmaster. As a boy, he was trained in music and went to school like every other Phrygian. He was a normal boy, save for the fact that the Forte class fascinated him. One of his schoolmates named Dlanod was the son of the head Forte. At night, Sivart would sneak to the Forte encampment to receive training as a warrior. This went against many of the rules, and had to be done in secret. He was trained to be a master swordsman and trained nearly every night throughout his childhood, and through adolescence. All this time, he kept up with his grandfathers training as a Concertmaster. It was not easy for him to maintain two skills that both required a great deal of discipline, but through perseverance he managed.

As a gift from the head Forte for his 16th birthday, Sivart received Metropolis, the sword guitar. Dlanod, now Sivart’s best friend, received the bass halberd, the Sleeper. They both became honorary Mezzo Fortes, the grade only one step lower than a Fortissimo. After advancing to the highest grade of Concertmaster, Sivart was allowed to marry and begin a life of his own. He chose the young Conductress, Coda, as his wife while Dlanod took Fermata, a beautiful craftswoman. He maintained his skills as a Forte at night by training with Dlanod and maintained his skills as a Concertmaster by taking a job taking apprentice Concertmasters.

For the next 18 months, he lived happily as he had his son, Nailuj and Dlanod had a daughter whom he named Anila. This happiness could not last forever. As time went on, rumors of the growing force from the Locrian clan who dwelled highest peaks of the Phrygians mountain became more and more frequent. The winds carried word of raids on Phrygian and They were often dismissed by the head Conductor and never taken seriously, although a small group of elders believed them to be true. This group of elders included Dlanod’s father and Sivart’s grandfather. They were soon discovered and banished as conspirators and traitors.

But a short two months after the elders banishment, the Locrian clan made their move. On a rainy evening, Locrian warriors crept into the Conductors quarters and murdered him. The Locrians then blew their wicked horns and cast the decapitated head of the Phrygians Conductor down the stairs that led to his cave. While the townspeople awoke, several thousand Locrians stormed the village and the caves and began torching and looting.

Sivart awoke and ran out of his home still wearing his night outfit. The Forte camp as well as the rest of the town was ablaze. The clattering of swords and the screams of his fellow Phrygians awoke his senses. Only the Concertmaster’s and the Craftsmen’s quarters remained intact. Sivart questioned a fleeing Bard who frantically told him that the Locrians had invaded. Sivart quickly woke his family and told them to evacuate the mountains. He gave his precious Coda a note that was to be given to the chieftan of the Dorians, begging for swift military action to be taken against the Locrians. He strapped on his sandals and dressed in his robe, yet he felt it would be wise for him to wear his armor. He retrieved Metropolis from its hiding place under his bed and saw his family off to a hidden path that went down the mountains. They were joined by several other groups of escapees, and Sivart presumed them to be safe.

Sivart then went to find Dlanod. Sivart swiftly moved to the site of the Forte camp. He discovered the burning pile that was once his friends home, but found no corpses. Hoping for the best, Sivart continued his search. He met a party of several dozen Fortes whom he recognized. His friend being his chief concern, he asked if any of them had seen Dlanod. The tallest Forte told Sivart that Dlanod led the first group of elite soldiers to the archives to make way for the larger group as they planned to retake the caves and the music archives. Sivart joined them hoping to find his friend. The party moved deeper into the caves that led to the archives.

They approached the large ornamental doors that protected the archives. There were arrows in the door and two guards lay dead on the ground. The door hung slightly ajar and the echo of swords crossing could be heard. The smell of death hung in the air and mixed with the musty smell of the music scrolls. The Phrygians moved into the main entrance of the archives. The only thing they found was a Phrygian Composer lying on the ground. The elderly man had several arrows in his chest and was struggling to breathe. A trail of blood dragged behind him, revealing his attempt at escape. Sivart approached they dying man asking what direction Dlanod’s group followed the Locrians. The man whispered that they had split into two groups. One group ventured into the public archives to rescue hostages. Another group, apparently led by Dlanod, followed a team of Locrians who carried torches into the deepest chambers of the caves that held the archives. The Locrians meant to burn the musical history of the Phrygians and loot the treasures that were held in the deepest chambers. The man then died, having gathered the last of his energy to assist Sivart and the soldiers.

The tall Forte elected to lead a group of soldiers to reinforce those retrieving the hostages. Sivart took the remaining men to protect the treasures. Sivart traveled down endless stairs while Metropolis reflected the light cast by the torches on the walls. He noticed a Locrian hiding in the shadows. Sivart held his men back and moved slowly forward, Metropolis at the ready. The lone Locrian screamed and made his attack. Sivart was almost overtaken by the man, but knocked him down with his Bass attack. The Locrian recovered for another attack, but Sivart placed a well aimed Sonic Spear into the assailants gut. He searched the corpse and found spiked gauntlets around his wrists. Sivart took these as trophies and found they fit him perfectly. The Phrygians then continued down the passageway.

The clattering of swords and yelling of elves grew louder. The group then found themselves standing on the balcony overlooking an enormous room. Looking down, they saw they had entered a melee. The green robed Phrygians were quickly being overwhelmed by the navy colored Locrians. Sivart acted quickly and led his soldiers to aid the desperate group of Fortes. He surveyed his surroundings, but saw no sign of Dlanod. Sivarts reinforcements evened the odds and the soldiers now fought to a stalemate.

Moving to the rear of the fight, he saw two Locrians running into a corridor. He followed them alone and wished the best for his men. He chased them silently for what seemed like hours until he found himself on a cliff edge. He saw a several dead Phrygians, but none of them were Dlanod. He followed the pair along the cliff to a large plateau. There he saw his best friend locked in combat with a massive Locrian soldier. More dead Phrygians lay at his feet and it was apparent that Dlanod was the only one remaining on the cliff. The pair of Locrians Sivart had followed rushed ahead to aid the massive elf attacking his friend. He entered the fray and blasted back the three Locrians with a spell. Dlanod lay panting on the ground, but upon seeing his friend it seemed as if his energy had returned. The two Phrygians hugged as the Locrians recovered. Sivart and Dlanod prepared for battle. They rushed at the Locrians and the clattering of steel was heard once again. The combatants were evenly matched. Nobody would concede to his opponent. After a short time, Sivart and Dlanod were on the offensive, pushing the Locrians to the cliff edge. Suddenly, the light pattering of feet could be heard. A group of Locrians appeared from above and rushed at the pair. Sivart turned to face these new foes, but saw an immence terror out of the corner of his eye. The Locrians knocked over Dlanod and thrust their swords into his chest. Sivart looked for life in his friends eyes, but saw nothing but grey. Sivart was quickly surrounded as the large Locrian cast the body of Dlanod off the cliff. Sivart then felt a powerful force strike him on the head and everything went black.

Sivart awoke on the same cliff to silence. He found his sword nearby as he tried to gather the previous nights events. He remembered what had occurred, and fell to his knees sobbing. His friend was no more. Dlanod had been killed. The only thing that remained of his friend was the Sleeper, Dlanods trusted halberd. Sivart hefted the memorial and backtracked through the caves into the archives where he found nothing but ashes. He made his way to the surface. There was nothing. No sound, no homes, no people. Not even a corpse lie on the ground. The Locrians had been meticulous in leaving without a trace. Sivart went to where he believed the Forte camp once stood, and stuck the halberd into the ground. The least he could do to remember his friend. He then returned to his cave where everything was in ruins but oddly enough, nothing had been taken. He found some dried meat on the ground amongst the remains of a ceramic pot and quickly devoured his findings.

He ventured though the ruins of his town discovering only one survivor, an infant girl sleeping soundly in the cave of a Craftsman. He sat with the girl outside the dwelling, not knowing what to do. He vowed revenge on the Locrian warrior who had defeated his friend. Sudenly, a flash of crimson entered his sight and where there was nothing now stood two speared soldiers, Dorians. These were Dorian scouts, sent to search for survivors from the evenings raid. Sivart introduced himself to the Dorians. Upon hearing his name, one of the Dorians handed Sivart a note. This was his handwriting. They said they found it on the corpse of a young woman clutching her baby. Sivart fell to his knees, sobbing. Everything had been taken from him. His family, his friend, his people all eliminated by the Locrians. He was the sole survivor along with this infant girl. He gathered himself while the Dorians patiently waited.

The scouts told Sivart that another party of Dorians followed a group of Locrians into the mountains. This group of Locrians had taken the remaining villagers hostage. Upon reaching the Locrian camp, they witnessed the systematic murder of all of the prisoners. They made mention of a large man who seemed more eager than the others in his killing. Sivart made a mental note of this. As the scouts revealed various bits of information to Sivart, more Dorian soldiers entered the ruins. They appeared exhausted. He heard them murmuring about casualties and something getting away. A stout Dorian approached the scouts and murmured something to them. The scouts turned to Sivart and explained that the Locrians had abandoned their camp and traversed down the opposite side of the mountain. Several Locrians noticed the Dorians following and alerted their command. The Locrians picked up the pace and were gaining ground at a tremendous rate. There would be no way to catch up with them.

Sivart spent the evening in the makeshift Dorian camp. He ate well, but could not sleep. The next day he went on a scouting party seeking the Locrians. They had traveled beyond the horizon and only a cloud of dust revealed their location. Runners from nearby settlements brought news that the Locrians were gaining allies and spreading lies concerning the Phrygians through every town they passed. They were passing details of a man who matched Sivart who was to be considered very dangerous. Sivart stayed several more nights in the company of the Dorians in pursuit of the Locrians. The mountains turned to forest and the forest turned to prarie as they followed their host.

Sivart carefully watched the infant over these few days, as they were the only survivors he was aware of. One evening, he formulated a plan to follow the Locrians independently. He left a note with the infant girl and returned to his ruined village after only two days of travel. He took Dlanod’s weapon from its place in the ground and returned to the location where he had died. Sivart then cast the Sleeper into the chasm, a final act in respect of his friend. As he traveled back through the archives, he picked up several books that told of ancient battles and generals and conquerors. He then went back down the mountain and swiftly traveled through the forest and back onto the open plains. He overtook the Dorians in several days time, but he kept his presence unknown. He traveled over land for several more months, living off the land. He forgot his own birthday as it came and went. Fishing and hunting became his sources of food; foraging from whatever berry bushes he came across.

As the months passed by, he confronted those sympathetic to the Locrians. He discovered he was a wanted man, and was forced to remain hidden. These confrontations kept him on his feet, and his mind stayed sharp. He sometimes traveled with companions, but only for short periods of time. He made some friends as he went along who promised to spread his story and foster sympathy.

He has stopped counting the men he has killed. They don't matter as they hinder his progress. This is where we find Sivart today, in constant pursuit of those who took his life from him.
__________________
Last Edited by TravestyHelp; 01-30-2009 at 06:16 PM. Reason:
  #1222 (permalink)   [ ]
Old 05-16-2008, 10:26 AM
Flueworks Flueworks is a male Flueworks is offline
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Re: Character List

Name: Try Mon’tan

Age: 19 basic years, or 22 Ryloth years.

Race: Twi’lek – Twi'leks (pronounced /'twilɛk/) is a humanoid species originating from the planet Ryloth in the Star Wars galaxy. Their distinctive features include colorful skin, which varies in pigment from individual to individual, and a pair of shapely prehensile tentacles that grow from the base of their skulls which are called lekku, or brain-tails.
Image

Affiliation: Dark Jedi

Sex:Male

Hair:No body hair, except for eyelashes

Eyes:Crimson

Weight:89 kg

Height:1, 8 meters.

Weapon:Dual Lightsabers. The one to the right, and the first he built, with a red blade and the other with a green blade.

The lightsaber's beam is made of pure energy which can cut through almost anything, except the beam of another lightsaber, some rare materials or as for the Battle Area, other character’s weapon or specific parts of the armor (to avoid the default overpowering of the blade). The blade does not weigh anything and only becomes solid the moment it touches something, giving it an unpredictable and fast fight pattern. The actual cutting part is only a few millimeters wide; the glow and the visible width of the blade is only ionic discharge. The discharge, along with the strong magnetic current creates a strong gyroscopic effect which makes the lightsaber a difficult weapon to handle.

The lightsaber does not emit any light except from the glow, and does not emit any heat either. Because of the high temperature of the pure energy blade, a cut made with the lightsaber will instantly coagulate the blood, making it a clean cut with no blood.

A lightsaber is not water proof, and will short circuit if submerged in water while rain and small amounts of water simply vaporizes on contact with the blade. Although it is pure energy, it still requires momentum to cut through objects; a light swipe might not make a deep cut while a strong swipe will penetrate even durasteel with almost no effort.

His first lightsaber is a Dual Phase saber, which have a default length of 1.3 meters, but can be extended to 2.3 meters or shortened to 0.3 meters. The strength of the blade can also be altered to produce from a beam of deadly energy to a beam of harmless light. It is controlled by two knobs on the hilt. The color was original yellow, but he changed it to a red and purer crystal after leaving the academy.

The second one was built after he mastered the Jar’Kai form, to wield dual lightsabers. It is a shoto, a short lightsaber, with a fixed length of 0.8 meters, and is wielded in Try’s left hand. It also got a dead man’s switch, causing it to turn off after two seconds after being dropped, although this function can also be turned off when using Saber Throw.

Lightsaber combat is accounted for further down.

One Bryar Blaster Pistol. It is a fairly standard, relatively accurate blaster, which have the ability to “charge up” and fire one large, and considerably slower, blast. The beam is a general particle beam, red in color while the charged up beam is yellow.

Equipment:His equipment reflects the jedi order equipment consisting of survival rations in the form of capsules, a Hush-98 comlink, a holoprojector, a holomap, a medpack and an A99 aquata breather.

Armor:As a Jedi, he does not wear any armor apart from a protective net made of ranchor leather around his lekku, instead relying on his supreme reflexes and agility to avoid harm.

Strengths:Try is not a Jedi Knight yet, but is still a strong force user. He is also physically strong and has quick reflexes. He is also a very skilled duelist mastering both Form II and Jar’Kai, which fit’s with his aggressive attitude.

Weakness:Try does not have armor, and is therefore quite vulnerable to attacks against his body. His force powers are also somewhat limited, something which can be noted when fighting in a long and exhausting battle where he has to use a lot of force. He got a very aggressive fighting style which is limiting his defense abilities.

Lightsaber combat:
Try got general knowledge of Form I, is very skilled in Form II and a master of Jar’Kai.

Form I is the first, simplest and easiest form of lightsaber combat. It focuses on disarming the opponent instead of killing, and is most effective against several enemies. It can also be used to block projectiles and direct attacks.

Form II, Makashi, is the dueling form, and is the most elegant of the seven forms. It is based on fighting an opponent with a melee sword, and is not effective against blasters and projectile attacks. It focuses on parries, thrusts and small, precise cuts, as opposed to the blocking and slashing of the other forms. It is an elegant form, in which the combatants almost appear to be dancing when fighting each other. A small weakness is that Makashi is best when fighting a single opponent, and not that efficient while fighting multiple opponents. But the greatest flaw in the form is that it’s not capable of withstanding more powerful strikes such as those of form V, as its single handed.

Jar’Kai is the art of fighting with dual lightsabers. It is an aggressive and confusing form where the opponent is unsure which direction to shift to either to block or attack. A weakness to this form is that the use of two blades prevents the user of putting all his weight behind a defensive block, thus weakening the defense considerably. Try can use telekinesis to make the blades swirl around him creating a form of saber barrier.

Saber Throw is an offensive use of the lightsaber where Try throws the lightsaber in a boomerang fashion with Force Throw, with it cutting its way through obstacles, and recalling it by using Force Push.

Force Powers:
Force Speed is a Force power that allows Try to maintain sprinting speeds (even moving in awkward directions like backwards) for a brief time. Greater aptitude grants greater boosts to speed and/or greater duration. The power also enables him to run for extended distances with no visible signs of fatigue. The increased speed enables him to see the world around him in a slightly slow motion. This aids him in his reaction time.

Force Jump strengthens his feet when jumping and landing, making him able to jump up to four times his normal jump height, about five meters.

Telekinesis is an ability that most Jedi have. With it, they can lift objects according to their concentration and manipulate them, moving the items in any direction. Try is not an expert in it, but he can lift light objects with ease. Bigger objects require him to sit still and meditate to be able to move.

Force Pull is a telekinetic ability that would cause an object to draw close to Try. The greater the aptitude, the heavier the object that could be pulled. It could be used to pull weapons from enemies, or the enemies themselves would be brought closer to his lightsaber range.

Force Push is the ability to create a telekinetic impulse via the Force, launching a concussive burst of pressurized air that would impact a target with enough force to knock it over, launch it into the air, or even (in the case of fragile materials such as ceramics and glass) shatter it into pieces. Greater telekinetic aptitude equalized larger pressure differentials, stronger effect and the power to move heavier targets.

Force Throw is also a telekinetic ability that causes objects, and even people, to be hurled towards a target at an astounding velocity.

Comprehend Speech is a Force ability that enables Try to learn the spoken language of any sentient he is interacting with only moments after meeting them.

Mind Trick is not a specific power, but a series of powers which are affecting the mind of the opponent. The simplest and most basic power is to coerce into agreement by suggestion through voice manipulation, or to cause one to reveal information. The target would, if the trick succeeds, agree to whatever Try said without thinking for themselves. They might feel puzzled about their sudden change of opinion, but would not change it back. If enough power is put behind, he can even control weaker creatures by mentally instructing them. Stronger minded persons would not be susceptible to Mind Trick, but if he puts enough power behind it, they may change their opinion for a short while.

Precognition, the ability of foresight, is a power that helps Try to see what is happening before it is happening. This is used in battle to anticipate the opponent's moves, increasing reaction time in combat.

Force Choke is a dark telekinesis power where Try chokes the target by using the force, thus immobilizing the person. It can be lethal over prolonged time. Try needs a visual of the target to be able to choke him. A flaw in this power is that if he is disturbed while using the power, the target is released.

Force Healing or Health, is a power that uses the Force to accelerate the natural healing process rapidly. Try can use this power to either heal himself or others. It is best utilized while meditating, but a light wound can be healed with not so much attainment. If the amplitude is big enough, it can also mend internal damage such as a heart, lung and other organs. Lethal damages are also mendable, but require huge concentration and much power from Try's part, only obtainable through intense meditation. It is not able to replace lost limbs or other parts of the body.

The Force is not a specific amount. Try’s Force “pool” is not unlimited, but it is practically unlimited in battle, meaning he can use force powers throughout a fight. But using force powers is not without cost, as the body is physically exhausted from the enormous power. Therefore, Try relies mostly on his lightsabers, and only uses the force as a secondary mean of attack. It is also a limit of how fast he can unleash the force, such as moving an enormous pillar of rock will take time, as he cannot use much force at once.

Appearance:As a Twi’lek, he has two “lekku”, also known as brain-tails. This, along with his dark blue skin color and red eyes are his most distinctive marks. He is usually wearing a light brown vest made of bantha leather with many pouches where he carries his equipment. The medpack is carried back on his waist, under the vest. Under his vest, he got a white, rough shirt. His pants are also made of bantha leather, but made from more durable and heavy parts of the hide. The boots are made of softened rancor leather, which give them a dark brown color, giving him a general brown appearance… His face is not beautiful as the female Twi’lek, but not completely ugly either, as is natural for a male Twi’lek. His twin lekku are about 1 meter each, and are not kept around his neck as most Twi’leks do, but instead kept just hanging down for the sake of convenience, with leather straps protecting them from direct damage. He speaks galactic basic, Ryl, the native language of the Twi’lek and Ryl, a body language which were solely done with movements of the lekku.
Basicly, he looks a lot like a human, with the exception of his red eyes, blue skin and twin lekku.

Personality:He is very aggressive and has a constant crave for power and strength. He likes to dominate the battlefield and his surroundings to prove he is mighty and will never let a chance to either make himself more powerful or to make him appear more powerful pass. His only leash back to the time at the Jedi Academy is a holocron with some of Luke Skywalker’s teachings. It provides him with advice and teaches him about the force, but only after the gatekeeper, in this case the form of Luke Skywalker, senses he have reached a higher level of consciousness. But he have also obtained a Sith holocron on one of his missions. It featured no constraints and as he accidentally listened to it, he became obsessed by the holocron. Instead of showing it to his master at the academy, he instead hid it, and when he left, he brought it with him. Now it is his most precious possession, which he protects with his life. He addresses himself as Sith, but does not have even a fraction of knowledge about the dark side. Try also believes he is better and more worth than other humans, and won’t hesitate to sacrifice another person.

Bio:Try was born as a slave laborer on Nar Shaddaa in 8 BBY and discovered in year 15 ABY by Kyle Katarn. Bringing him to the Jedi Academy on Yavin IV, Kyle took Try as a padawan along with Rosh Penin and Jaden Korr. The three got along well, but Try was very interested in Rosh’s dark side experience and how powerful he was as a Dark Jedi. He had lived on Nar Shadaa for his whole life, working in a recycling company under a Hutt crimelord. Life was miserable and he felt so powerless. Neither did he know about anyone he could call a family, thus rendering his soul harsh and vain. Becoming free when Kyle Katarn found him he was still not happy. He was not satisfied with serving the galaxy as a Jedi, which was for him just as bad as the slavery. But what Rosh told of, being so powerful one could do anything without worrying about the consequences was just so tempting. He heard himself blind on the power he told of, and did not hear his warnings about the consequences that followed.

Then, on a mission on Dagobah, where he was supposed to retrieve an artifact Joda had hidden on the planet, he felt like a dragging in the force to a specific place. Moving towards the location, he felt darkness enclose him more and more and realized that he was heading for something of the dark side of the force. Minding his training, he turned back to walk back to his ship to continue his search for the artifact. But as he took the first step back, it was almost as the force spoke to him, retelling him about the dark side and Rosh. Told him that the object could as well be the object he was looking for, and that it was destiny that he would find it. Trying to resist, Try tried to think back to Kyle and his teachings, but found he could not remember. Then, just as he had reached his ship, he turned and ran back, being completely engulfed in darkness. And just then, he saw it lying straight in front of him, a pyramid shaped holocron. As he picked it up, it burst to life, projecting a dark shrouded figure into the damp air.

“The dark is generous. Its first gift is concealment: our true faces lie in the dark beneath our skins, our true hearts remain shadowed deeper still. But the greatest concealment lies not in protecting our secret truths, but in hiding from us the truth of others.
The dark protects us from what we dare not know.”

Try was stunned. It was a Sith holocron, and he was the only one that knew about it. When he picked it up he instantly knew two things: this was not the artifact the Jedi knew about, it was lying under the ground in Yoda’s old house. The second thing was that he now had a purpose.

On his way home, he took a detour around the galaxy to listen all the holocron could tell him. He felt like he got a new life, a life where he could decide and not just follow orders. He felt that he could do anything!

“Its second gift is comforting illusion: the ease of gentle dreams in night's embrace, the beauty that imagination brings to what would repel in day's harsh light. But the greatest of its comforts is the illusion that the dark is temporary: that every night brings a new day. Because it is day that is temporary.
Day is the illusion.”

Try felt like a child receiving his first speeder bike, sitting in the ship on his way home from the shop, watching the bike and thinking of everything he was going to do, the places he was going to see and what his friends would say. But in Try’s case, his friends would not say anything, yet. The last thing he wanted was to let them know he had a Sith holocron. He wanted the power for himself, and only for him. Suddenly, his friends were not just friends. Now they were the enemy. They must not know about the holocron!

As he landed on Yavin IV, he faked a crash, hiding the holocron in an old Massassi temple which was already filled with dark force. Hiding his true self from the other Jedi, Try continued his training at the academy, while spending his off time listening to the gatekeeper of the holocron tell him the deepest Sith secrets and techniques. Then one day, the unavoidable happened. He was discovered by a fellow student while listening to the holocron.

It was a regular day, and Try did not expect anything to be different than usual. It was a day where nothing happened, as both Luke and Kyle was on a mission, and most of the other masters and students were away, also on missions and doing training in faraway places. He was instructed to meditate, but feeling he could as well meditate outside of the academy, he went to the massassi temple he had hidden the holocron in and absorbed himself into the teachings of the Sith. A fellow student had noticed him leaving, and thought he’d follow him to see if he was doing anything exciting. He had not expected to find him listening to a sith. Frightned, he turned and ran out of the temple, only to encounter Try, who had sensed his fear, in the entrance.

“What are you doing?” Try demanded.

“What are you doing?” the student cried back, “it’s a Sith holocron! You must not give in to the lure of the dark side!”

“It’s not a lure. It’s power. Power I deserve! But if I were you, I’d shut up about what you have seen. Else, you might not live long.”

“Listen to yourself!” cried the student, “you are indeed corrupted. I can’t let this pass! You must seek help! I can’t be silent about this!”

“To bad. Then you must be removed,” Try said calmly, taking fourth his lightsaber.

“What? Are you mad?!” the student almost whispered as he took a trembling step backwards. “I will not fight you.”

“Don’t worry. I will not kill you,” he said in an assuring and calming voice and took two steps toward the student. “I will not kill you.”
A flash of light, and the student’s eyes widened as the blade of the lightsaber extended into his right lung.
“I will only wound you mortally. I’m sorry that it had to end this way,” Try said calmly as he let the lightsaber burn a big hole in his fellow student’s chest.

A rush of adrenaline flowed through Try’s veins as he retracted his lightsaber. The person that was lying on the temple floor was still breathing slowly and harsh, and was writhing in pain. It felt good, what he had just done. He had taken a man’s life. He was in control. It was just when the person muttered out a weak call for help he realized exactly what he had done. He felt his stomach disappear and being replaced by a feeling of guilt. He had killed a defenseless man. He was a murderer! The word rang in his head making him dizzy and he had to support himself to a wall to avoid falling. Why was he feeling this? He was doing what he wanted, so why would he feel guilt? Freedom was not freedom if he could not avoid the consequences. He could not be powerful if he had to deal with personal feelings.

Luke and Kyle came to the place after about two hours, but the only thing they found was the student, dead.

After killing the student, Try went into hiding on his home planet Nar Shaddaa, learning about the Sith and the former Sith Lords. As he progressed, he found that the dark side gave protection to the feelings. That was what he sought. He was a dark Jedi.

---

Some time after he killed the student at the temple, he was traveling in the deep core, around the center of the galaxy, where supernovas and black holes were a common thing. He had just become a smuggler to earn some money, having “obtained” an YT-1000 light friegter, and had to take a route that went through the deep core to make it. He had just entered the hyperspace, after leaving it for a brief time to change direction, when a star cluster not far away from the newly set course imploded into a super massive black hole. The first indication Try got that something was not right was a malfunction in the Hyperdrive safety systems and the navicomputer, caused by the strong electromagnetic currents generated by the supernova. Not long after, the gravity pull of the black hole reached the craft in hyperspace and jolted it out in the middle of an asteroid field. Unable to use the navicomputer to plot a new course through hyperspace, Try had to fix the system himself, and maneuvered out of the asteroid field. Scanning the planets in the system he found two planets which he could land on. He chose the one which looked most tempting, a lightly dense forest planet with much water.

As he started his sublight engines, he noted that the force felt different that it had felt just some seconds ago. He got the strangest feeling that he was not in the deep core anymore. He wasn’t even sure if he was in the galaxy anymore, as he couldn’t feel anything familiar. And he had been jolted out in the middle of an asteroid field, which would be impossible as the craft would have crashed in the very first asteroid that was blocking its path. Something was wrong.

As he closed in on the planet, he was not surprised that the scanners detected life on the planet, but on the dark side of the planet, he could clearly see many dots of light, which had to mean cities. It was not supposed to be any planets with sentient life in this part of the Deep Core and Try decided to be careful. Turning on his stealth generator, he descended into a rather deserted area of the planet, and landed in a clearing in a jungle.
  #1223 (permalink)   [ ]
Old 05-26-2008, 11:43 AM
Zorolo Zorolo is a male United States Zorolo is offline
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Re: Character List

Name: Arvin Anson
Age: 23
Race: Human (Infused with Mako Energy, the sign of SOLDIER)

Occupation: SOLDIER operative
Rank: Second Class

Occupation Description: SOLDIER operatives are elite warriors that serve for the betterment of places under the control of the Shinra organization and keepers of the peace. These elite warriors generally fight with swords and use condensed balls of Mako Energy called Materia in order to fight. SOLDIER are infused with Mako to make them superior warriors, stronger and faster than the average person. This enhanced strength, along with the magic powers gained from Materia give them the edge in normal battle. A second class SOLDIER is the middle rank of SOLDIER and have limited Materia and can only use standard issue weapons and Materia (non-procurred on sight Materia) given by Shinra.

Sex: Male
Hair: Brown-red hair. His hair is more brown than red, but still has twinges of red in it. His hair is eye length and parted to the sides, along with going down to just above his neck in the back.
Eyes: Glowing green. (Mako causes the eyes to grow)
Weight: 160 lbs.
Height: 5’10’’ inches.

Weapon: Standard Issue Materia Blade: These are special swords that are standard issue for all members of SOLDIER. This sword is made of highly condensed Mako energy to the point that it becomes metallic instead of crystalizing to become actual Materia. These swords are forged under extreme heat applied to Mako energy in its pure form until it has become different density metals. Each part of the sword is made of Mako Metal, as it is called, although each has its own defining characteristics.

The pommel, handle and hand guard of the sword are all made of a less dense, but more decorative, Mako Metal. This metal is a dull gold. These parts are all as dense as steel, but have a more decorative color than the blade. The handle is wrapped in a fine, dark blue leather. The leather is wrapped over twice, covering all of the metal beneath the wrapping and making the wrapping seem very fine and thicker than it actually is. The handle is seven inches long. The hand guard is in the shape of an arc that arches down. beneath the hand guard is a circular piece in the form of a sphere that is convex towards itself. The the center of the hand guard is the Shinra engraved on both sides. Also, Materia is fused into the hand guard to draw from.

As for the blade, aside from a small part that runs about four inches up the middle up the blade that tapers from half an inch to a point, the blade is a dull steel color. The blade of the weapon is slightly more dense than steel, albeit not much. The blade is three feet long and three inches wide. The weapon, as a whole, is very light due to what it is forged of, and Arvin wields it with an even greater degree of ease due to his above human strength.

Armor: SOLDIER operatives are armored with shoulder pads that are made of a black plastic that is resistant to blades and a sleeveless shirt made of a highly durable fiber that is resistant to blades and weak magic. Although this material can be cut, it is very hard to by a normal human. Also, he wears a bangle on his right arm for the purpose of fusing Materia into it to add additional Materia to his arsenal. Also, another part of SOLDIER standard issue wear is a Abdomen guard that covers under his sternum and is bound by two belts at the waist level.

Strengths: Being a member of SOLDIER, Arvin is infused with Mako energy in his body, adding extra physical attributes and some sensory. His strength, agility and speed are heightened slightly to allow for use of heavier and stronger weapons than the average human warrior. Also, being a member of SOLDIER, he understands how to use Materia and is given specific Materia to use for that sake. Also, he has slightly heightened senses of hearing, sight and smell, due to his infusion with Mako.

Materia is Mako energy condensed into a crystalized form that a person can focus upon to draw magical energy from. Materia is used for various things, from attacks, to defense, to healing, to special attacks and on. Arvin specializes in fire Materia and relies heavily on it, along with his sword. His skill with fire Materia isn’t amazing, but he’s no novice with it either. Materia, when using it, requires focus on drawing out the Materia’s energy and expending personal energy to use it. Using Materia tires out the user little by little, based on what type of Materia it is, and requires different amounts of focus to use.

Aside from the two Materia that Arvin can merge (and also remove to junction with other Materia if he wants to), Arvin also has a special bangle on his right arm that he can merge two Materia into as well, giving him four Materia he can use at once currently. Also, aside from his Materia, Arvin has some skill with his sword, although not a great deal. He can fair well against most average swordsmen with his blade alone.

Weaknesses: Using Materia requires small amounts of energy to use, but the tolls of continued use can wear a person out quickly. Also, without his Materia or sword, Arvin is relatively defenseless since his skills in hand to hand combat aren’t very high. His basic level in hand to hand combat is also limited by his physical strength, which is much higher than an average person’s. Arvin is also limited by his combat experience and, due to his personality, attempts to avoid conflicts with humanoid beings, for fear of hurting anyone else.

Also, because he specializes in fire magic, a skilled water, earth or ice user can overcome the magic produced by his Materia. Also, because Arvin isn’t overly skilled with his Materia, he hasn’t completely learned all of the drawbacks or problems with each of his techniques and skills. Also, due to their nature, using magic or skills drains energy equal to the amount of energy put into it, meaning that power is attached to emotions. If Arvin has a surge of any one emotion over another, the power of his magic fluctuates with his emotional state.

Lastly, Arvin has a unique ability based off of people that he meets. Arvin has an acquired ability from being infused with Mako where he can create special techniques based off of skills he’s seen someone use by thinking of that person when his body is under both extreme physical and emotional stress. As of now, Arvin only knows one, that of his master, Sieg, but can learn skills he bases off of people that he has some level of connection to on a friendship level.

Skill/Magic: Materia: Again, condensed Mako energy into orbs that contain specific powers based on the color and infused energy. Light green Materia is white magic, dark green is black magic, dark yellow are skills, light yellow are abilities, red are summoning, and light blue, almost white, are support Materia. Materia are divided up by their color (thus their type), abilities and strength. One being the weakest and five being the strongest level the Materia can be. Materia also gain strength by use, although over using one Materia can burn it out for a while where it can no longer grow in strength.

Materia based in (Type/Ability/Level).

Fire: (Dark Green/Fire/1) Fire is Arvin’s most basic magic. This Materia is placed on his bangle on his right hand, and is used to channel fireballs. The fireballs vary in strength based on how much power is expended to create then, and can vary from the size of a baseball to the size of a bowling ball, although they tend to be somewhere in the middle, a little larger than the hand. These attacks impact and burn the target where they hit, causing anywhere from a very small amount to a medium amount of damage. This Materia takes very little energy to use, even when being pushed to its fullest power, and Arvin can make five or so large fireballs in one day before being too burned out to use the full strength of the Materia.

Fire Sword: (Dark Yellow/Fire/1) Arvin’s personal favorite Materia. Arvin starts by placing his hand where the golden line in the middle of the blade starts and then proceeds to move his palm up the sword, covering the blade in flames. This adds a burning bite to his slashes and makes his sword attack more dangerous. This Materia is located in the handle of his sword. This Materia causes constant strain over time when being used and can be drawn on for no longer than an hour before Arvin needs to allow his energy to recover for the day.

Barrier: (Light Green/Defense/1) Arvin’s only defensive spell. This skill works by raising a barrier from his sword to repel and block oncoming attacks. The barrier is a four three foot area rectangle that is used to repel weak magic and physical attacks. Arvin rarely uses this magic, and generally only uses it for defense against projectile users and weak magic attacks. This skills takes a relatively good amount of energy to create the barrier and Arvin only has the strength to maintain it for about five minutes before it soaks up all of his energy.

Cure: (Light Green/Healing/1) Arvin’s only healing ability. He generally avoids using this skill in combat because of the way it works. Cure can be used one of two ways: Either Arvin can release a burst of energy and recover all of his moderate wounds (shallow cuts, bruises, damaged nerves, and the like) for immediate relief in battle, although he can only do this once per day, or use the energy from this Materia to slowly recover himself and use less energy to heal himself, but this manner is more time consuming. Arvin will only use this Materia in battle if it is absolutely necessary.

Limit Break: A special skill reserved for Arvin only when his body is under a great amount of physical and emotional stress. When these conditions are met, Arvin can think of a person he has a strong emotional bond with and produce a skill based off of the memory of that person. These skills are based off of the person’s abilities generally and can lead to a burst in stamina and strength to a very powerful final skill with hopes of winning. These abilities rarely appear, and it is said in SOLDIER that only one in every ten members of SOLDIER ever uses a Limit Break in his life.

Sieg: Arvin’s first, and currently only, Limit Break skill is based off of his master, the SOLDIER first class, Sieg. The name of his special skill based on thinking of his Master is called Knight Strike. In this attack, Arvin throws a quick and furious volley of punches, followed by a powerful finishing, horizontal slash meant to wound, but not kill, the target, normally leaving a relatively deep cut. This skill causes a burst in speed and strength for a few seconds, but after using it, Arvin normally passes out.

Appearance: Arvin is a relatively young appearing man for his age, having few stress marks or other things that cause rapid aging on his appearance. Being a member of SOLDIER and having Mako infused in his body, along with all of the training he does, Arvin is relatively toned and muscular. His hair is a brown-red that is disorganized and wild atop his head, and his eyes glow green from the Mako infused in his body.

Arvin, like all SOLDIER second classes, is dressed in the required uniform. The uniform consists of a purple, heavy weave shirt made of a special material that is resistant to weapons and weak magic. Over his shoulders, he wears two shoulder pads that are attached to the back by two thick, black leather straps that run down over the pectoral and attach at the pants in the front and attach to the back behind the shoulder pads attaching in the back to the magnetic circle and then with a single strap that attacks to the back. The shoulder pads are made of a black, plastic like material and curve over the shoulders themselves and extend slightly to the sides a bit. Also, Arvin wears two black gloves over his hands to prevent blisters and calluses on his fingers.

The pants, like the jacket, are purple and baggy starting at the thigh and expand out, for free movement, and then constrict just above the heel into a tight fitting scrunchy. Aside from that, Arvin wears the standard issue abdomen guard that covers everything under the sternum in front and levels off under the ribcage where it expands around at the same height around the back.

In the rising section that contours to the shape of the ribcage, in the center the Shinra Emblem is embroidered. Below the abdomen guard are two black belts at about the waistline that hold the guard and shoulder pads in place. Arvin, like all SOLDIER second and third class wears his sword along his back, held on a special magnetic device that is on a metal circle built into the shirt between the shoulders that keeps the sword in place when not in use.

Personality: Arvin is, to put it simply, meek and mild. Arvin seeks to avoid conflict with humanoid beings because of his natural dislike of fighting against other people. Also, Arvin is relatively submissive and normally caves to requests of superiors or friends that ask it of him. Deep down, Arvin is truly a caring person, but tries to hide it by attempting, normally poorly, to be tough and brave, and winding up in bad situations. The only people that Arvin has very little problem turning his sword against are people that Shinra considers rebels, because Arvin feels they are challenging the good that Shinra is bringing to the world. Even so, he still does this rather reluctantly.

Aside from that, Arvin has a very strong sense of honor and pride in his job. Arvin fights for his own pride to prove himself and has aspirations of becoming a hero like those people hear of in fairy tales. Arvin hopes that by slaying monsters and clashing with rebels, he will gain fame and brings prestige to his family, and pride to himself and his family. Arvin fights for what he feels is right, and this sense of honor allows him to occasionally justify doing things that he feels are ethically and morally wrong, although those times are few and far between.

In battle with monsters, Arvin is ruthless and fierce, focusing all of his knowledge and training to overcome them. Feeling that using Materia against monsters is beneath him, Arvin tends to rely solely on his sword and his raw strength to defeat these creatures. When fighting a humanoid, no matter what they are, Arvin mixes up his swordsmanship with his Materia magic to create a strong balance of long and close range combat. Also, his favorite skill to use, which he tends to indulge a bit too much in, is his Fire Sword, which he tends to use more as a threat than an actual attack.

Lastly, when Arvin feels a strong bond with someone, he can a skill based off of the memory of that person and their abilities to produce a special attack or effect. This power requires a feeling of closeness to a person that is more than just appearance, and can only be used when Arvin is under extreme mental and physical stress to use this special attack. Arvin’s Limit Break, if you will.

Biography: Arvin Anson was born to Barone and Alexandra Anson. Barone was a man that worked in the slums of Sector Seven of Midgar to scrape out a living in his younger years, partially being a thief by trade that finally earned a respectable job in the Shinra corporation as desk employee in the lower floors of the building, mostly a tour guide in the exhibit room, explaining the technology in order to pass the days. Eventually, he worked his way up in rank and became a member of the business sector of Shinra, dealing in product pricing and placement.

As for Alexandra, she was born to a wealthy upper class family in Sector Eight, the upper city, where she simply lived her life. Her father was one of the heads of the Shinra business sector. It was through him she met Barone by pure chance at one of the company parties. The two had an interesting relationship and wound up being married, partially for convenience and partially for love. The two only had one child: Arvin.

Arvin, being the only child of an upper class life, has a strong love of the current system, since it supports his family very well. As a young child, Arvin lived as a pampered life, only doing what he needed to when it came up. However, at the age of sixteen, Arvin was caught in a sudden monster rush into Sector Eight while playing with the other children. SOLDIER was deployed and protected the town’s people, and that was also the day that Arvin met the SOLDIER first class, Sieg Freud.

Sieg was a decorated war hero for his actions in Coral, Wutai and dealing with the rebels in Gongaga. As a SOLDIER first class, his strength surpasses that of any normal person by a good bit, and his impressive skills in dispatching the monsters that attacked, and saving Arvin, left an impression that has lasted with him since. A few weeks later, Arvin sought entrance into SOLDIER in order to train to save people as he was saved. With that training, Arvin worked hard to gain entrance, and was accepted on his merit, and not just based on his family, which he demanded his parents stay out of his affairs.

Arvin, as a SOLDIER third class, worked hard to become stronger. Sieg took him under his wing as a trainee and taught Arvin both honor and humility. However, Arvin adapted more of a passive nature than anything else, so he wound up being used by a Turk, Shinra’s secret police and spies, Sandra, who finds him easy to bend to deal with jobs she doesn’t want to. Still, Arvin has a strong sense of honor to defend humans from monsters and from people that Shinra has labeled as terrorists. After four hard years of work, Arvin, at the age of twenty-two, after two years of working to join SOLDIER, finally received a promotion, being moved up to SOLDIER second class, after the suggestion by Sieg.

Arvin’s hard work and training with Sieg have made him a proficient with a sword and his Materia. Arvin hopes to become a hero to prove himself to his family and the world. Arvin, intent on proving himself as both honorable and a hero, he does the missions assigned to him, namely cleaning monsters out of the slums, as he awaits his big chance to prove himself a hero, just like Sieg.
__________________

R.I.P D.o.C. (11/15/1992-1/5/2008)
Zorlo , Zachary Leos, Monroe Vossler, Dale Allan
The Kings of Games!
Thanks to Lysis for the sweet sig and Wispy for the Green Red Mages! ^_^
  #1224 (permalink)   [ ]
Old 05-29-2008, 11:14 AM
Altamira Altamira is a female United States Altamira is offline
The Goofball Gumshoe
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Join Date: Jun 2004
Location: Maryland
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Re: Character List

(Approved by Zorolo)

Name: Jan Mercer (pronounced: Mur-sair)

Alias: “Robin Overcoat”

Occupation: Tycho agent

Explanation: Tycho is a rebel group dedicated to fighting against the Shinra organization. They are fervently opposed to Shinra’s use of mako and its effects on the environment, but without the same resources or strength as the organization possesses, they have been struggling for countless years to make an impact. Tycho is based primarily in the slums of Midgar with smaller bases scattered elsewhere. Most of its scant financial resources are spent on weaponry and technology for the base, and as a result, agents often have to scrounge for their own supplies. Initiative, intelligence, and fighting skill are highly valued amongst Tycho members.

Age: 25

Race: Human

Gender: Female

Hair: Much like Robin herself, her dark violet hair tends to attract a good deal of attention—people waltz up and demand to check the roots to see if it’s natural, and upon discovering it is, fuss for quite some time over it. When they finally come to notice something other than the color, they find that her hair is smooth and straight, cut to the shoulders and layered in front in a very lightweight cut that complements her face. It’s the sort of hair that looks good whether it’s all mussed-up after a fight, or cleanly kept after she does it in the morning.

Eyes: A intelligent gray that can look cold and serious, but most of the time has a playful sparkle about it as if she’s always laughing at a joke that only she has heard.

Weight: 120 pounds

Height: 5’7”

Theme Songs: Face the Gun (Kenna)

Known Family:
Victor Mercer – father
Alana Mercer – mother (deceased)
Hugo Mercer – older brother (deceased)
Lauren Mercer – younger sister

Homeplace: Kalm, Gaia (village, world)

Weapons: At first glance, it looks like a black crossbow with metal bits. You might laugh. Then a bolt harder than steel whizzes by your ear, supercharged with electricity, and you’re reconsidering your unwise chortle, hopefully with your ear still intact. The bolt’s been fired from a large, upgraded, technological crossbow with all the firing power of a comparably-sized gun and more. The bolts come in a wide range of, let’s say, flavors—some charged with electricity to paralyze and shock, some poisoned or otherwise tainted, some loaded with explosives, etc. The three listed here are the most commonly used, but it’s not unheard of for Robin to be packing others. The weapon’s mainly used for longer-range fighting, but at point-blank range, it can still blow through your temple and out the other side of your head, so don’t get too arrogant if you’ve invaded the girl’s preferred amount of distance.

When her bow really isn’t enough for up-close-and-personal though, Robin has an assortment of knives just as varied as her crossbow bolts, with similar abilities—shocking, poisoned, explosive, and so on. She’s also known to keep a pair of knuckledusters around, in the event that her punches need more pow! behind them.

Armor: The truth of it is that Robin’s not exactly sure what the Tycho higher-ups handed her when they issued her some armor, but what she’s been able to figure out is that it’s some sort of gold-colored, lightweight metal alloy, similar to mythril, but sort of…denser, and a little stretchy. It protects against sword and other weapon strikes, and some magic, and if she ever fell off her scooter at high speeds (highly likely if in a middle of a fight, as you can imagine), she wouldn’t be utterly doomed if she was wearing her armor. In fact, she’d probably just be sort of bruised and maybe nicked a bit. Depending on how she landed, of course. The suit is worn underneath her clothing, and covers all of her torso and arms, extending down as far as her knees.

Robin also wears a pair of black leather gloves to protect her hands from her own crossbow bolts, and black, brace-like leather guards on her knees to minimize the chances of tearing them up should there be a nasty scooter crash.

Other items:
  • Hoverscooter: Imagine an azure blue Vespa scooter—and now take off the wheels, and replace them with repulsion jets. That, in basic terms, describes Robin’s custom-made hoverscooter, originally built for her by her older brother Hugo, and further upgraded over the years by her father, Tycho engineers, and Robin herself. The scooter’s capable of flying above the ground at high enough altitudes to soar over a redwood forest, but will have no trouble skimming along the surface of taller mountains, provided it can come close enough to the ground to get a bearing to repel. Because of all of the upgrades made over the years, it’s not quite clear what the maximum speed the scooter can achieve is, but let’s just say that you only have to hear Robin whooping madly on a joyride once to know that however fast it can go, it’s, well…fast. Various features have been added to make the scooter more stealthy, including a cloaking device activated by the single touch of a button.
  • Goggles: Robin mostly uses her blue-rimmed, green-lens goggles when riding her scooter, but they’re also handy for protecting her sensitive eyes when she comes across anything particularly damaging, like extremely intense light. Although she rarely needs it, the goggles also have night-vision and infrared-vision settings as well, available with just a simple voice command.

Strengths: No one’s quite sure exactly where the traits come from—but they were one of the reasons Tycho was so willing to let her in, as young and headstrong as she was when she came to them. It’s widely speculated that it all has something to do with her father’s genetics, or perhaps her mother being exposed to something before she had her—maybe both--but in any case, Robin possesses senses of sight, hearing, smell, taste, and touch heightened beyond normal human levels. Her reflexes are far quicker, her mind is sharp, and she’s physically stronger than someone with her build would be. If she needs to run, she can get away damn well faster than your average person. Her accuracy with her crossbow is dead-on, and she’s a pretty skilled fighter with her knives or unarmed. She also has more stamina than a normal human, and recovers in a shorter amount of time from most injuries.

Weaknesses: Her greatest strength is also, as the saying goes, her greatest weakness—her highly-acute senses have a trade-off in that she also experiences sicknesses more severely and pain more strongly. She is, you could say, very much alive—both positive and negative sensations are intensified. Her armor protects her, but if she takes a powerful enough hit—powerful enough that she won’t have time to recover as quickly as she does, all the pain instead hitting her at once, she’ll be overwhelmed. She often doesn’t let on that she can hear, see, feel, etc. things as strongly as she does, so unless an opponent knows her well and has observed her, they rarely will know to capitalize on her sensitivities. Extremes like very loud noises, very cold temperatures, or very bright lights don’t usually bother her much—she’s accustomed to being able to perceive them. But prolonged exposure to them, just as it is for any human, can have slightly damaging effects.

Skills/Magic: As mentioned before, her highly-tuned senses and reflexes, and other physical advantages are her greatest weapon in combat. She can wield whatever weapon you give her pretty damn well, but she’s best with her tech-crossbow or a good sturdy knife. As of now, she can’t make use of materia (or in other words, magic.) She heals from injuries quickly, but has no actual “heal” spell/skill.

Appearance: Even though it’s usually covered by her flowing gray overcoat—the basis for her alias, along with the story of “Robin Hood”--many a man finds himself admiring Robin’s athletic and lithe, yet still feminine build. She’s toned and fit, and her gray-blue jumpsuit, cut-and-tied off at the knees by gray string, hangs on her slender figure a little loosely over her armor. The jumpsuit was originally Tycho-standard issue, but over the years has faded and been personalized by the addition of numerous pale yellow pockets and yellow detailing around the collar. She jokes that the countless pockets scattered about on both her coat and her jumpsuit demonstrate the first Tycho principle—initiative. There’s a lot of room to squirrel away the fruits of a good foraging in all those pockets. It’s at this point that one of the superior officers smile and nod at her, up until they realize that she’s “squirreled away” some extra cash from the group’s savings for upgrades on her scooter, and feels the sudden urge to wipe the cheeky little grin off the girl’s face.

While on the subject of the girl’s face, let’s say that the face that superior would be smacking is one he’d otherwise be charmed by—she’s pretty and young-looking, with what appears to be an European bone structure that has seen a slight Japanese influence, and she has bright, intelligent, almond-shaped eyes. She also has a small nose, healthy, tanned skin, and lips that seem perfectly-made for giving charming smiles. One of her most distinctive features is the small dimple on her left cheek, which many people consider “cute”.

In addition to her overcoat and jumpsuit, Robin wears a pale blue bandanna with light-green detailing around her neck—finding that it goes along well with the whole “rebel” image--and faded goldenrod-and-black leather boots on her feet—finding it goes along well with the whole “I have to walk around that huge base” thing. A black bandolier attached to a belt holds her main knife at her side, and her tech-crossbow on her back. When not in use, she leaves her goggles (detailed earlier) on the top of her head.

Pictures:

http://img148.imageshack.us/img148/2...indraftoq9.png

Personality: Robin is like that one friend you constantly roll your eyes at, but on the inside, you’re probably laughing along with her. She likes puns, clichés, and drama, and is a repeat offender of making some very bad jokes—just for the fun of getting on people’s nerves while still being too charming for them to blow up at. She’s very playful and outgoing, and likes messing with those she can get a good reaction from—she enjoys finding what makes someone uncomfortable and pushing that button as far as she can. This would piss off her superiors if they ever took her seriously—but everyone finds it difficult to do so. Everything’s a joke with her. People honestly respect her ideas, but inevitably brush her off because of her attitude. Some think she has a questionable set of ethics, but she really just lives strictly by her own set of rules.

It’s rare for most people to see Robin’s serious side, but it’s there. She’s clever and idealistic, bold, and somewhat worldly—but once you cover this all up with a slick, smooth, and flirtatious personality on the outside, it’s hard to tell what’s real and what’s a defense. The silliness always seems to be present in her voice—people tend to feel like they’re being mocked, and that’s unnerving to many. She can be stubborn, but plays the fool or the coward when she knows she’s cornered. In a fight, she’s tenacious and a little impulsive at times, tending to act on emotion rather than logic. She’s generally more concerned with getting out alive or completing a mission than she is with victory, unless the survival of herself or a loved one is on the line. If her younger sister Lauren is ever in danger, she long ago came to the resolution that she’d be completely willing to give her life to save her sister’s—and there’s no doubt or uncertainty on her part at all now that she absolutely would.

Biography:
Casualties: Alana Mercer, 43, and Hugo Mercer, 19.

In the two short minutes they had known each other, the courier had only stood at the door, sneezed, and handed Victor Mercer this report, but their relationship was already off to an extremely rocky start, and there was, Victor thought, absolutely no chance of reconciliation in sight. Firstly, there was the fact that this little twat had had the nerve to knock to the tune of “Shave and a Haircut” on his door, and secondly, the calm, pleasant expression this boy was wearing despite his delivery gave Mr. Mercer the urge to do some impromptu plastic surgery. With his fist.

The schoolteacher stuffed the message into a pocket, gave the boy one last severe look, and slammed the door firmly in his face. At any other time, he might have laughed when he heard the yelp of pain and realized that he’d closed the door on the boy’s foot. But not now--not with this news. With his scapegoat for the message having just left, he turned to face his two daughters with more hesitance and sadness than he could ever remember—and he was a teacher, who went to a job most people dreaded doing every single day. His wife and son were dead. How was he going to break the news?

“Lauren…Jan…”

Lauren was staring back up at him from amongst her toys on the living-room floor, looking glassy-eyed, and gurgling little words like, “Mama”. She was still a baby, only one-year old, and hadn’t the faintest idea of what her father had been saying, or the pain he was going through. He wished she never had to know.

Then…there was Jan. Bright. Perceptive. Seventeen years-old, and damn well aware of what was going on. She recognized the courier at the door—recognized the outfit of a Tycho rebel trying not to be recognized as a rebel. She was already wearing that thin smile she got when she was sad but trying to hide it and put on a sunny face for the world.

And then, of course, she’d cover it up more by being silly.

“Why the frownyface, ehh?”

She was two steps away from stretching out her dad’s cheeks in an exaggerated frown when his hands snapped up, with all the finely-honed speed of an experienced teacher catching the usual tossed paper airplane, and grabbed her arms by the wrists. There was an exchange of looks—Victor’s, stern and sad, Jan’s, busy making a fishy-face and crossing her eyes to try and make him laugh, until the man finally let his daughter’s arms drop, and gently took her hands instead.

“It’s your mother and Hugo, Jan”, he said—and then, a squeeze on the hands, a heaviness in the voice, and, “I knew this was going to happen... I wanted them to leave that group--I knew it wasn’t safe! We could have had a normal life! We could have…”

His tone fell as quickly as it had rose, the passion fading away with it into a sorrowful silence. The way he had talked…it was more to himself, convincing himself, airing out his cares and frustrations to the world at large, rather than being directed at Jan. She stood there for a while, watching him as he hung his head and sobbed quietly into a shirtsleeve.

This was not, she knew, the first time a Tycho agent had been by to deliver a message in the past few years. But it was the first time she had thought about that past meeting since then…a group of the higher-ups, not some messenger boy, had appeared on their doorstep back then; her mom had nodded at them, ushered them in. Jan had come down the stairs when called, wiping grease stains from her hoverscooter from her hands, and then…then? It was all ideology, and arguments, and conversations involving words and phrases like “potential” and “asset” and “there’s no finder’s fee for the recruitment of new agents, you daft woman—get serious”. The girl had stood there, listening to her mom and dad and the Tycho guys discussing her future, and had spaced out. It didn’t feel like she was actually part of this decision, as much as it, in reality, involved her. She hadn’t thought about things for herself yet--where did she really stand on the issues with Shinra?

Flash forward two years later. Her brother had come home with his head bandaged up and his arm in a sling. Jan couldn’t help but gasp when she saw him. Still, the first thing that came out of her mouth was, “Got beaten in soccer pretty damn bad, didn’t you? Doing a header shouldn’t make you bleed, you know. Not if you do it right, anyways.”

Hugo had smiled back at her, but had otherwise shrugged her off. He was used to Jan, and normally he’d play along, but that day hadn’t been one for jokes. He stared at his arm for a while, and then lay back on the couch, silent and thinking.

“Is it worth it?” she finally asked.

He found himself raising an eyebrow at the suddenness of the question—but then realized that it wasn’t really the abruptness of it that had puzzled him. It was the seriousness. The earnestness. It was unlike her…usually.

“Is what worth it?” he shot back. He knew, but he had to be sure it wasn’t another set-up for a joke. Jan would do that.

“You know. Working for Tycho—getting in their fights, supporting their cause, scrounging for supplies all along—is…is it worth it?”

He smiled again—a smile like a wise old sage would give to some young, zealous kid running up the steps to the Temple of the Lotus Flower or some other and asking if meditation would really help them relax before their job interview in the afternoon. Yes, it was that specific of a smile. There was a knowing sort of look, an “I’ve been in your shoes before” quality…

Hugo took his sister aside then, and presented all he knew and thought and believed to her about what he and his allies were doing. Plainly, clearly, sincerely—leaving room for her to make her own judgments and form her own opinions, without any of the pressure there had always seemed to be before when anyone discussed Tycho or Shinra with her. It might have been the most enlightening conversation she’d ever had--she almost laughed when she realized that it ended up being with her big brother, of all people. Generally they just talked about who got the last cookie, or the last soccer match they’d seen. Not life decisions.

Return to the moment six months later. Jan’s father is crying before her. Her mother and Hugo are gone, killed in some terrible fight. Lauren’s sitting there, innocent to it all…

…if you had been following what thoughts were running through Jan’s mind all this time, her next decision would have been obvious. And, of course, her flair for the dramatic accounted for the timing.

“I’m joining Tycho…” she murmured.

Victor Mercer looked up. He hoped the sound he’d heard was just a sneeze. He knew it wasn’t, unless his daughter had started learning to sneeze words, like some of his students burped the alphabet…

…no, that wasn’t it. She’d spoke--he was sure of it. He was just too afraid to ask her to repeat what he thought he had heard.

But she repeated it anyway, realizing that he was going to have to hear it, and she was going to have to say it to him; “I said…I’m joining Tycho.”

He nodded emptily, muttered something like, “I heard.” He didn’t look up at her—his gaze was fixed on Lauren, playing with some blocks behind her. “What…what about your sister? Are you going to leave her without a big sister now too? She already lost one sibling today…”

“I won’t die--not unless there is no other conceivable way to protect her. She won’t be in danger. That…I promise.”

The unspoken question in the air was, “Why?” Her dad’s eyes said it all.

“I have to do this—I believe in what Hugo and Mom strived for, and I want to finish what they’ve done. I want to do something important. I want to bring about change, not just for their memory’s sake, but for everyone…including you and Lauren.”

If there was ever a doubt that Jan was Alana Mercer’s daughter, it was erased completely now. Victor knew there would be no arguing with her.

“Keep your promise,” he said.

And then Jan left—but she left Jan Mercer behind to live with her family. Out in the world now, fighting against Shinra, was Robin Overcoat, a stranger who would not be traced back to her home. Her family, she told herself, would be as safe as possible.
  #1225 (permalink)   [ ]
Old 05-30-2008, 08:11 PM
insaney insaney is a male Trinidad and Tobago insaney is offline
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Join Date: Dec 2005
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Re: Character List

Approved by Z x3


Name: Eden Ataraxia Marseilles Winters

( Ataraxia: ‘peace of mind’, ‘tranquility’.)

Aliases: Winter, Axia, and Mint/Minty if you really want to get on her bad side.

Age: Over 23 years.

Race: Human, but a curse was etched into her early on in her life. The curse gives her longevity and other abilities which shall be explained later on.

Sex: Female

Hair: Straight and long. White. She was once a redhead, but the curse turned her hair to the colour it is now.

Eyes: Mint green.

Height: 5 feet 7 inches.

Weight: 132lbs.

Weapons:
Shattered Angel: An abnormally large revolver made up of a material called Innocence, a holy ore. Her father shaped the ore into the gun and her mother helped activate the power of the Innocence. The revolver is an extremely powerful weapon, the bullets never need to be reloaded (even though shells fall out of the gun after it is fired) but needs a second or two to ‘recover’ or ‘recharge’ after all the shots have been fired. Any ‘unholy’ being standing up to this weapon will be dealt great damage, having been hit by raw holy power. Shattered Angel cannot be destroyed in any way. The gun is also able to have different ‘levels’ of functions called ‘Purging Levels’:

Purging Level 0: Straight Shot – Like a normal revolver. Normal firing rate and handling.

Purging Level 1: Rapid Fire – It enables the weapon to fire all six bullets in rapid succession. It makes it seem (and sound) as if only one bullet has been fired, when actually, all six bullets have been shot.

Purging Level 2: Twisted Split – The gun clones itself temporarily. Although the power of the guns is now half of the original, the speed of fire is the same. None of the other Purging Levels (aside from Rapid Fire) can be activated at this time.

Purging Level 3: Revolving Wind – The bullets are fired a lot slower than usual. They also move through the air slower. To make up for the speed cut, the air around the bullets begins to ‘ripple’ visibly. If the bullet hits the target, a larger, rounder wound is made instead of a smaller bullet hole.

Purging Level 4: Arrow of Angelic Sin – A powerful, single-shot mode. A large demonic-looking structure forms over the gun with a single hole for the shot. Eden pulls back a ‘string’ made of Innocence and uses the whole structure like a bow. The single, powerful arrow of light shot out hits only what Eden wants it to hit. The Arrow can disintegrate lesser (ie. very weak) demons in one shot, while powerful demons and other beings are only burned badly. Only one arrow can be shot at a time. And it takes longer to fire an arrow than use bullets.


Broken Butterfly: An EDM Arms Windrunner XM 107 Tactical. A bolt-action, magazine-fed sniper rifle chambered for the Browning Machine Gun cartridge (.50 Cal. BMG.). The rifle can be differentiated from all others in the fact that it can be taken-down into 5 pieces or assembled, without any tools, in less than 1 minute. The complete take-down overall length is less than 32 inches. It’s carried (along with ammo) in a neat, black briefcase that has the shape of half of a butterfly (hence the name) engraved on the top right-hand corner on both sides. The other briefcase with the other half of the butterfly was destroyed long ago. The gun itself is normal, meaning that it isn’t modified magically or physically.


Excalibur – Chained in Fate: The legendary sword itself. The blade always shines brightly with a golden light. However, due to Eden not being a ‘chosen’ wielder, its full power cannot be implemented. As a result, when the sword is drawn, numerous chains appear and wrap themselves around the blade. The chains’ lengths are seemingly infinite, as they create more links if one tries to remove them from around the sword. The chains will sometimes bind themselves to Eden’s arm or connect to the walls and floor of an area, forming a formidable ‘web’ with the sword suspended upright in the middle.


Avalon – Extinguished Flame: Excalibur’s scabbard, which supposedly has the power to heal any wound and make its holder immortal. However, that power now seems non-existent. Instead, Avalon’s only use is healing other people (and not Eden) of any wound they can sustain, even if it’s fatal. Avalon also plays a part in helping Eden’s body reject the curse; when the curse’s ‘presence’ reaches its potential and takes over Eden’s body for a while, Avalon ‘resets’ the presence, making Eden’s body normal again. It cannot destroy the curse totally.


Inventory:
She always keeps a few things with her (aside from weapons), these include:

-Bullets for the Broken Butterfly, which she keeps in the same briefcase. Since the gun is not modified, the bullets can be bought if she runs out of ammo.

-The other half of the mask. It’s just a mirrored version of the one she has now, with a narrow hole cut out for her to see through. She sometimes puts this on when entering a fight.

-A carton of cigarettes. Always.

-A box of matches. They’re rather loud when she strikes them.

-A cigarette lighter. It’s small, sleek and silver. Used when the matches finish or if they get wet. Refillable.


Strengths:
Because of the curse’s effect on her eye (the world’s movements are sort of ‘slower’ to her sight), she can aim flawlessly with her guns or move to dodge a fast attack just in time. She takes mental ‘snapshots’ twice as fast as a normal human would. Another effect of the curse; her body can take immense amounts of damage and she’ll still be able to move, attack and dodge without much trouble (at some point in her biography, she brought down half of a stone mansion on herself when she created her companion, and was able to get up and walk away). Eden is naturally graceful, agile and swift, trained to handle different ammunition by her father (who wanted a son rather than a daughter), and trained in the basics of Piguaquan by her mother.


Weaknesses:
First of all, although she wields a holy weapon, she actually takes a lot of damage from holy/light magic because of the curse. Holy/light magic bypasses the curse’s ‘endurance’ and slowly eats away at her body even after being hit. The wound will stop eating away and will heal over time. The curse’s presence (described by her as ‘The Darkness’) will increase every time she takes a blow, especially a supposedly fatal one. The Darkness will be seen by herself only when she looks into a mirror or reflective surface. Because of the mask covering the right side of her face, she is unable to see anything on that side of her body. She is also totally blind in the dark, even when some light is present, bright light (a single torch won’t help) is needed. She is also extremely dependent on Avalon to keep her curse in check, which forms a weak point.


The Darkness/Skills/Magic:
The Darkness – Harmonious Nightmare: When the curse’s presence reaches it’s full, Eden is engulfed mentally and physically by a dark form called a ‘Nightmare’. Physically, she is covered in shadow by a hooded cloak, so much so that none of her features are distinguishable, even if you shine a light to her face, the light would be seemingly absorbed by an ‘abyss’. Nothing can touch her at this point; a sword would slash nothing and a bullet would go straight through her. Also, at that moment, Eden will exist no more on that ‘plane’, replaced by that silent form of darkness. This Nightmare can attack and move of its own accord, slashing with claws that cut deeply and burn at the same time.

Eden herself will be transported to a different ‘plane of reality’ that is exactly the same, but filled with other forms of Nightmares. The Nightmares attack her relentlessly, inflicting great physical pain each time they land a blow, until she succumbs and is pulled back to the original reality, in her normal form, where she experiences suffering and pain like no other. She’ll be unable to move, or even blink without feeling severe pain. At this point, without Avalon, she’ll be unable to recover; if she falls asleep, the Nightmares would attack again, starting another cycle of pain. Avalon stops the cycle after she’s brought back, so she only experiences pain for a while afterward. Since the curse gives her longevity, it was meant to give her an eternal life of pain and suffering.


The Darkness – Dormant Dream: When the curse is dormant, Eden is normal, save for the fact that the ‘abyss’ still exists on the right side of her face (hence the half-mask) and her body’s endurance and longevity. Any attack directed at the right side of her face will have the same effect as when the Nightmare takes over; it’ll go straight through. If she takes off the mask and tries to view the abyss in the mirror, she will see the right side of her face as normal, while the rest of her body as an abyss (basically an ‘inverted image’). Occasionally, the image in the reflection will speak in a language that Eden cannot understand, and is not recorded in any library or website, anywhere.


Magic – Ragnarok -- Fate of the Gods:

“The sun has been devoured, the moon is no more. The stars have burnt out; the world shivers in the darkness. The fate of all Gods is decided, Ragnarok has been unleashed.”

—Translation of the characters on Excalibur’s blade.

When chanted once while Excalibur is out, the sword’s sturdy Chains of Fate stretch out and attach themselves to their surroundings so that the sword is suspended upright in the middle of the web of chains. Excalibur begins to pulse repeatedly, sending out numerous golden embers as far as the eye can see. Each golden ember becomes a replica of a weapon from legend or myth. The weapons remain suspended in the air, all pointing towards the center, towards Excalibur. The weapons remain suspended in mid-air and can be used to stand on (if you’ve got the balance) or they can be plucked out of the air and wielded. Anyone within Ragnarok’s range can use the weapons it brings out. Legendary weapons such as Mjolnir (Thor’s hammer), Gungner (Odin’s Spear), Gae Bolg (the lightning spear from Irish mythology) and the Claiomh Solais (The Sword of Light, also from Irish mythology) are among thousands of other weapons replicated by Ragnarok’s golden embers.

Skills: Eden is versed in the basics of her mother’s fighting style, Piguaquan, which focus on fluent and graceful attacks that rely on combinations rather than attacks with raw power. She is also no pushover when it comes to fixing certain devices and machinery.


Appearance (with Avalon and her half-mask):



Personality:
If you were to put her into a category of ‘alignment’, the most fitting classification would be ‘Chaotic Neutral’; Eden is an individualist who follows her own goals. Or just that one: to rid herself of the curse and be ‘normal’ again. She typically acts out of self-interest, but doesn’t necessarily enjoy seeing others suffer, so despite her willingness to kill, she does not necessarily do it for enjoyment. Eden usually dismisses any form of authority and she has no qualms about breaking any law. She can be crafty and devious, but can also demonstrate a capacity for moral thinking. Sometimes, her actions will border on the odd to the extremely insane, believing that she cannot die so easily. Eden is also a heavy smoker, but not much of a drinker.

Because of the trials she’s been through her personality has hardened instead of making her insecure. It is in such a way that nothing seems to really excite or scare her anymore. Eden rarely speaks or smiles, but can force a good pretend smile if she has to; as seemingly nothing can really make her smile. She is also bisexual, but attracted to women more so than men. Eden also shows great care for Ticker, her companion, and treats it as more of a pet than a tool.

Themesongs:
Soundgarden – “Blow Up The Outside World”.


Biography:

Excalibur’s History:

Just before his death, King Arthur ordered his loyal servant to return Excalibur to the one who gave the legendary sword to him: Vivian, the Lady of the Lake. Instead of destroying the sword, Vivian kept it, so that it could be bestowed upon another worthy king. However, many years came and went, and she found none as worthy as the former king. Decades more would come and go; Excalibur’s history would become legend, the ‘Legend of King Arthur’, the ‘Legend of the Sword in the Stone’. People soon stopped believing in things like the legendary sword and the Lady of the Lake.

Vivian decided that she would go dormant, so she entrusted the sword to a woman (known only as “The Keeper”) whose duty was to keep Excalibur until the sword stopped glowing, which would mean that a worthy ruler has ascended to the throne. The Lady warned the Keeper that if the sword was drawn out and blood touches its blade before that time, a curse of nightmares would plague Vivian and the Keeper’s descendants. Years continued to pass by, the Keeper handing down the responsibility of the sword to her descendants, who, in turn, gave it to their descendants. It was only a matter of time before one would forget to pass on the knowledge of the curse and blood would fall unto the blade.

Vivian’s descendants began to suffer from hellish nightmares. The Keeper’s family was wiped out in a war. It was revealed that a child in every seventh generation would have it the worst, being inflicted with both physical and mental pain. Excalibur’s ownership changed numerous times, finding its way back to Vivian’s final descendant.


Avalon’s History:

A little simpler than Excalibur’s; the scabbard was stolen from King Arthur before his final battle. Eden’s mother is a descendant of one of the thieves.


Eden’s History:

Eden and her twin sister, Eve, were born into an odd family. Their mother was a woman who knew an ancient Chinese fighting style and dabbled in sorcery. Their father was part of the military; a military scientist, to be exact, but he knew how to handle his guns. The father was disappointed, having two daughters and no son, but the mother was happy. As they grew, their mother taught them some of her skills, including some of her black arts, while their father taught them sciences and ammunition.

Their father had his own laboratory in their old stone mansion where he kept his experiments and secrets (including Excalibur, which his wife did not know about). It was there that he created the Shattered Angel, from powerful, holy, angelic ore called Innocence, which he had experimented on earlier. The two girls broke into his lab (using their mother’s sorcery. It was good practice) numerous times, coming across the hidden Excalibur and the gun made from Innocence. It was after Eve touched Excalibur for the first time when she began to experience nightmares, night after night. She began to lose sleep and strength, until eventually, she couldn’t take it anymore.

Eve’s suicide weighed greatly on the family, and the curse was transferred to Eden, who, even at her sister’s funeral, was more angry than sad. She did not cry. The curse now began to take its toll on Eden. Not knowing what to do, Eden’s mother bestowed Avalon upon her, which seemed to quell the curse. The father locked himself up in the laboratory, not wanting to face the problems in his family, only coming out at night to crawl into bed. During those nights, Eden used to creep down to the lab and break in, confident that he was researching and working on some sort of cure. This was when she found out the translation of the markings on Excalibur’s blade, and other documents that proved that her father was ignoring the family almost completely.

She found letters and notes in his date book that implied that he was having an affair, even before Eve’s death. Aside from the affair, when he was not meeting the woman, he was working, developing miniature ‘Golems’ that would act as spies for the military. Unfortunately, he couldn’t animate them. Out of curiosity, Eden decided to make an attempt to animate one of them using her mother’s magic. The result was an explosion so powerful that it destroyed the lab and almost everything in it (the other butterfly briefcase included), bringing almost half of the stone mansion down on her. The explosion also blew off half of her face, revealing the abyss beneath.

When she finally climbed out of the rubble, she didn’t come out alone. Eden was followed by a small, silver ball with wings and a long tail, Ticker, which would become a faithful companion from then on. Despite the massive damage she received, she was still strong enough to push away large stones and then get up and walk as if nothing had happened.

Thinking that she had lost another daughter, Eden’s mother started making preparations to do away with her own life. Before she could finish, however, Eden came in at the same time. Her mother was happy for a small while, before looking into the abyss for too long. She lost her mind right there, the depth of the abyss driving her mad, provoking her to hang herself right in front of her daughter. Not wanting this to happen to her father, she locked herself away in her room with some materials and tools from the destroyed lab, along with Excalibur, Avalon and Ticker. There she made two halves of a mask, one for the right side of her face and one for the left, which had a hole cut out for her to see through.

When she went to find her father afterwards, she found that he had shot himself. The note he left behind explained that he couldn’t handle the guilt of destroying his own family. It was then that she decided to leave the place in an attempt to leave most of these memories behind. After taking all of the items that were valuable to her, she set fire to the mansion and walked away without shedding a tear.

She was fourteen when her sister died, eighteen when her mother hanged herself and just turned nineteen when she left her home.



******




Name: Ticker/Tick-Tick

Age: Four years

Race: Miniature flying golem. Made from silver and animated by magic.

Gender: None.

Weight: Extremely light, less than 1 lb.

Height: About two inches tall.

Wingspan: A little more than one foot from the tip of one wing to the other.

Tail length: Two feet.

Strengths:
This little bugger is airborne, swift and stealthy. It can be used to spy or deliver messages. Even though it is light and can be destroyed in one direct hit, it can rebuild itself just as easily. And even so, Ticker is extremely hard to hit, just like a fly, which makes it an expert at annoying anyone.

Weaknesses: Ticker is small and delicate, and although it can understand humans perfectly, it sometimes isn’t very bright when it comes to some circumstances. Humans can’t really understand it, even Eden has some trouble. It sometimes wanders off on its own, and can get lost, even if it’s not far from Eden herself.

Appearance:


Not seen: A large mouth with very sharp teeth.

Skills/Magic:
Shapeshift: Its ‘face’ (above its mouth) can morph into various small images or icons to help communicate. For example, when it changes into an exclamation mark, it means surprise or danger.

Rebirth: If it is destroyed, it crumbles into small rocks. After a small while the rocks pull themselves together, reforming the golem. Ticker can also crumble at will and rebuild itself whenever it likes.

Black Hole: This little golem has a massive appetite, eating things as large as tables and chairs in one go, without stopping. The hardest thing it can eat and digest is iron.

Other than changing the shape of its face to communicate, it ‘speaks’ in clicks and whistles. Even though it can’t speak human languages, it can speak to other animals perfectly. It can also fly at very high speeds, but only in a straight line, it has to slow down a lot before it can turn.

Personality:
Ticker is fiercely loyal to its master, but also enjoys the freedom that Eden gives it. Usually when Eden meets other people, it will hang around those it likes, sometimes sitting on their shoulder and becoming their temporary companion until Eden is ready to move on again. When it is with its master, it will either be sitting on her shoulder or hiding inside her clothes. It can sometimes be crafty in complicated situations, but when it comes to simple situations, it’s not very intelligent. For example, it would fly repeatedly into a glass window before realizing that it has to find another way. Ticker can also cackle or giggle audibly when it’s happy, but only shiver when it’s sad or angry.
  #1226 (permalink)   [ ]
Old 06-15-2008, 02:49 PM
AwesomeDude United_States AwesomeDude is offline
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Hei Quan, Urban Mystic

Name: Hei Quan

Age: 18

Race: Human (Chinese)

Gender: Male

Hair: Semi-short black hair.

Eyes: Brown

Height: 5’7”

Weight: 125 lbs.

Weapons: Shortsword- A 22”, carbon steel blade with forged iron fittings and an ebony handle.

Psi-Blade- By collecting psychic energy together in front of his fist and molding it into a sharp, quasi-physical edge that is two feet long, Hei can wield this psychic weapon as a cutting and piercing edge. The effectiveness of this blade is virtually equivalent to a well-crafted sword, though it also possesses the ability to affect magical, psionic, spiritual or other special materials and beings when a non-magical weapon will not. Despite this advantage, the Psi-Blade cannot be used for more than a few minutes at a time, and Hei must wait a minute after each use. The blade itself appears to be a light-blue, translucent edge that hovers in mid-air a few inches away from Hei's fist.

Armor: None.

Accessories: Arcane Cellphone- This item is a magical cellphone that visually appears to be identical to any normal cellphone. Because it is magical, the arcane cellphone possesses certain qualities and powers that are seemingly supernatural. The cellphone is capable of connecting to any other telephone regardless of location or weather conditions. The connection has a slight warble, but is otherwise free of static and other interference. If the conversation is tapped into or intercepted, the Arcane Cellphone masks the conversation with magic, making unwanted listeners only hear gibberish. It also has a built-in caller ID defeater, and cannot be traced using non-magical tracing technology or anything of that nature. The cellphone is capable of contacting any individual Hei desires, though if they do not have a phone it dials the nearest one to them (even if they can’t reach it).

Dharmic Wheel Amulet- This is a small, lucky amulet that Hei keeps with him at all times. The amulet takes a shape akin to that of a pocket watch, except that there is no crease or opening for the amulet to open. Hei has discovered that as long as he keeps the amulet with him, his ability to channel his energies is amplified. Should he lose the amulet, the majority of his spells and psionic powers are not usable or require so much effort on Hei’s part to cast that he becomes very tired, making the spells inefficient to use.

Strengths: Hei’s greatest strength is his resourcefulness and broad skills. He is skilled in martial arts and with simple bladed weapons. He is also physically tough, agile, and has considerable willpower and endurance. Hei has picked up a variety of knowledge and skills, though he does not specialize in any certain field. Also, Hei also possesses psychic and magical abilities, granting him a certain edge in battle.

Weaknesses: Hei possesses no armor, which is a serious disadvantage in combat. The majority of Hei’s combat-oriented spells and powers are draining on his magical and psionic reserves, making their uses limited. Hei does not possess a “trump card”, but rather a series of slightly effective techniques, his combat style focus more on trying to outsmart and outlast his opponents, making his strategies more predictable.

Magic/Skills: Hei has the ability to cast magic spells as well as use his psionic powers. All spells and powers that are unusable without the benefits of the Dharmic Wheel Amulet are marked with an asterisk. The two categories are divided here for the reader’s benefit:

Magic Spells:
Augury*- A powerful magical spell, Augury allows Hei to determine if a certain action (or set of actions) will bring good or bad results for him in the near future. The results of the spell are a “good”, “bad”, “both”, and more rarely a “none” response to a mental question Hei creates. The spell only looks 30 minutes into the future, so long-term effects are not calculated. Because of its powerful effects, the spell consumes Hei’s magical energy reserves so greatly, limiting it to only one use per day.

Command Undead*- This spell grants Hei the ability to generate an invisible aura of faint negative energy around himself. This aura extends up to 20 feet around him, and any undead creatures within this aura fall under his mental command. This ability is only in its early stages, so its effectiveness is limited to only a handful of undead at a time. The commands Hei can issue must be simple, such as “attack”, “defend”, or “go forward”. Also, not all undead creatures will obey his mental commands, especially intelligent creatures such as powerful vampires or even liches. The spell’s effects only function within 20 feet of Hei, limiting his command range. The spell lasts up to one minute, and because it requires many energy conversions to perform and maintain, Hei can only use it three times a day.

Haywire- This spell grants Hei the ability to cause a single electronic device to act in a random and erratic manner, defying any attempts to bring it under control. The effects of this spell vary with the device targeted, though the true nature of these effects would mimic something akin to an individual pressing random buttons on a certain device or inputting random codes into a machine. The device targeted cannot be turned off, as the “on/off” control is not available thanks to the spell. The spell lasts for up to 6 minutes, until the device no longer receives power to function, or unless Hei chooses to dispel it earlier.

Illuminate- This spell causes a non-living object to glow shedding light for up to a 20-foot radius. The spell generates non-magical light, making it ineffective against magical darkness. This spell can last up to an hour or earlier, if Hei chooses to dispel it.

Invisibility*- This spell causes Hei to become completely invisible magically for up to 6 minutes. He is visible to creatures that are also invisible, and to things that can see anything that is magically invisible. Anything Hei is carrying becomes invisible as well, but any sound he makes is not masked. If Hei does anything that will directly harm another being (such as physically attacking a person or casting an offensive spell), his invisibility is dropped. Since the spell uses magical energies to remain invisible, Hei can only cast it three times a day.

Instant Identify*- This spell allows Hei to identify all the magical properties of a single magical item, including how to activate its functions (if appropriate) and how many charges are left (also if appropriate). This ability does not pierce through illusions, as it only read the visible magical aura of the item in question and translates its effects into information that Hei understands.

Magic Detection- This spell grants Hei the ability to detect the presence of magical auras at a range of 60 feet. The spell’s effects vary depending on how long Hei focuses while using this spell. If used quickly, the spell only reveals the presence (or lack thereof) of magical auras. If used for about 10 seconds, it reveals the number of different magical auras and the strength of the greatest aura. If used for a while, it reveals the location and strength of every aura within 60 feet of his location. This spell lasts as long as Hei concentrates.

Magic ID- This spell grants Hei the ability to transform any card into a identification card that appears legitimate to anyone reading it. The effects of this spell are only illusory, meaning they are merely a trick played on the eyes of people who view the card’s information, and making it useless in situations that require machine-readable data or electronic coding. This spell lasts for up to three minutes, unless someone sees through it or if Hei chooses to dispel it earlier.

Magical Graffiti*- This spell grants Hei the ability to etch runes, symbols, or letters on any solid surface other than nonliving material. The spell can etch writing on a maximum space of two square feet. The graffiti does not harm the surface it is placed upon, and it invisible to the naked eye. When any magical effects, spells, or auras are present within 100 feet of the magical graffiti, it glows a random color as long as it is present and then fades after 10 seconds of its absence. Thanks to Hei modifying the spell, the etched writing does not glow when Hei is the direct cause of a magical presence, such as when he casts a spell or generates a magical effect. The graffiti dissipates a half hour after it is created or can be dispelled earlier by Hei.

Magical Speech*- This spell grants Hei the ability to understand all spoken languages. Hei uses magic to alter his mind to be able to translate words and sentences into a language he understands. In turn, Hei can speak to these creatures in a language they understand, as his mind translates the words he speaks into a language the creatures can understand. Hei does not gain the ability to learn new languages with this spell, as magic translates words for him instead of his brain. This spell only works with languages that are spoken by creatures or near or above human intelligence. The spell lasts for up to an hour unless Hei chooses to dispel it earlier.

Mending- This spell grants Hei the ability to repair minor breaks or tears, and warps to non-living objects. The damaged objects are magically repaired, even if the amount of material necessary to fix the damage is not available.

Nondetection*- This spell makes Hei undetectable by magical means, such as divination, scrying, or even viewing a magical aura. The spell does not effect what a being can naturally see, but prevents them from seeing or detecting him by unnatural means such as a crystal ball or special powers. Combined with other spells such as invisibility, this spell can make Hei completely invisible to even magical sight. This spell lasts up to six hours or earlier if Hei so chooses. Because the spell prevents Hei’s magical aura from leaking out and requires much energy to use, the spell cannot be used more than three times a day.

Obscuring Mist*- This spell generates a stationary, magical mist that spreads out to 30 feet in all directions. The vapor obscures all sight beyond 5 feet inside the mist. This spell cannot be used underwater, and it is not affected by winds. It lasts for up to 6 minutes or unless it is destroyed with a suitable amount of magical fire. Because of the spell’s powerful effects, it is so draining that Hei can only use it three times in one day.

Rebuke Undead*- This spell grants Hei the ability to generate an invisible aura of faint negative energy around himself. This aura extends up to 20 feet around him, and any undead creatures within this aura feel compelled to flee or cower before Hei. This ability is only in its early stages, so its effectiveness is limited to only a handful of undead at a time. Also, not all undead creatures will flee or cower when in this aura, especially intelligent creatures such as powerful vampires or even liches. The spell lasts up to one minute, and because it requires many energy conversions to perform and maintain, Hei can only use it three times a day.

Secret Pocket*- This spell grants Hei the ability to create an opening to an extra-dimensional space at the mouth of a pocket on his garment. This extra-dimensional space can only be accessed by Hei, and can be filled with a small object that could normally fit in the chosen pocket. The pocket does not bulge, regardless of what is placed in the extra-dimensional space, and does not interfere with anything placed in the pocket in physical space. This allows Hei to keep certain objects hidden from anybody frisking him, and can be used on the fly for an alternate weapon that is hidden inside. The spell lasts up to six hours or earlier if Hei so chooses, in which the extra-dimensional space collapses an anything left inside is destroyed and lost forever. Because the spell uses so much magical energy to function, Hei can only use it once per day.

See Invisibility- This spell grants Hei the ability to magically see creatures that are invisible as if they were normally visible. This spell does not reveal how creates are kept invisible, nor does it see through illusions or darkness. The spell lasts up to an hour once cast, but can be dispelled by Hei earlier if he so chooses.

Touch of Death*- This spell grants Hei the ability to damage foes by channelling negative energy into their bodies at touch. The area immediately affected by this spell is slowly injured (cells start to break down), and the being targeted feels as if sharp objects are piercing that part of their body. The immediate after-effects of the spell are numbness in the area that was touched, while a few minutes afterwards it becomes a slightly aching pain. If exposed to this spell too long, some beings may actually suffer irreversible damage to their bodies and even death. Depending on the amount of the negative energy channelled, the average effects of the spell last for up to an hour, after which the negative energy fades and the body can heal naturally. However this spell has the reverse effect on undead creatures, healing their bodies instead of damaging them. Hei has learned that by converting his bioenergy into negative energy, instead of magical energy into negative energy, he can use this ability more often and far longer than before. However, this trade-off takes away more of Hei’s physical endurance with each use, getting his more tired. He can use this spell up to 10 times a day before it affects his physical strength.

Wire Walk*- This very powerful spell grants Hei the ability to teleport himself through the technological mediums of telephones. The spell functions as follows: Hei dials the number of the desired phone and waits for someone to answer (this includes answering machines). Once the two lines are connected, Hei can then choose to instantly teleport himself, one other person, and all they are carrying from that location to the area right around the phone on the other line. Hei can choose to teleport to the other phone as long as the two lines are connected, but if the lines are disconnected the spell doesn’t function. If Hei uses a cellphone (such as the Arcane Cellphone) to perform this spell, it is teleported with him to the other end. Only willing subjects can be teleported with Hei using this spell, and it can only be used twice per day, making it extremely effective for breaking and entering.

Psionic Powers:
Psionic Detection- This power grants Hei the ability to detect the presence of psychic auras at a range of 60 feet. The power’s effects vary depending on how long Hei focuses while using this spell. If used quickly, the power only reveals the presence (or lack thereof) of psychic auras. If used for about 10 seconds, it reveals the number of different magical auras and the strength of the greatest aura. If used for a while, it reveals the location and strength of every aura within 60 feet of his location. This power lasts as long as Hei concentrates.

Psionic Key*- This power grants Hei the ability to open barred, locked, or mechanically and electronically sealed doors, as well as those with hidden mechanisms. It also loosens welds, shackles, or chains (provided they are holding closures shut). Once this power is used, anything affected by it does not get barred or locked again on its own, but can be physically. This power does not consume a great deal of psychic energy to perform, making it capable of being reused numerous times.

Psychic Barrier- This power grants Hei the ability to mask his mental thoughts and intentions from others. This power can be used when Hei is trying to convince someone to trust him, or when a person is trying to read his thoughts or body language. The power affects Hei’s subconscious only, making him act in ways that make him seem trustworthy and honest. Once activated, the power lasts up to four hours or earlier if Hei chooses, long enough to make him look trustworthy to others or accomplish a certain goal.

Psychic Blast*- This power grants Hei the ability to collect together psychic energy into a quasi-physical object and throw it at an enemy. Although the amount of energy collected and the speed at which the object is thrown may vary, the force of the object colliding with an intended target is usually equivalent to an average human running into someone. Because the power collects psychic energy and fires it as a weapon, it is so draining that Hei can only use it five times in one day.

Psychic Burst*- This power grants Hei the ability to send a burst of psychic energy into an individual’s mind, causing them to be disoriented and lose balance for a moment. The effect lasts only for a few seconds, but because of it’s potency the power can be used at crucial moments with devastating results. Because this power collects psychic energy and fires it as a weapon, it is so draining that Hei can only use it five times in one day.

Psychic Flamethrower*- This power grants Hei the ability to collect together psychic energy, generate an ample amount of heat in front of his hand that a small flame may form, and allows him to expel it in a cone-shaped ray. The flame is quite hot, and is capable of giving someone a first-degree burn after a moment of exposure to bare skin. Exposure for more than a couple seconds will then lead to a second-degree burn, and so on. However, the power consumes large amounts of energy to maintain the flame, allowing Hei to only use it for a few moments at a time. Even then, he may only use it at a maximum of five times a day.

Psychic Shield*- This power grants Hei the ability to generate a thin, invisible membrane of psychic energy around himself that protects him. The barrier reduces inertia once physical objects come in contact with it, dulling half the force of blades and half the strength behind punches and kicks. However physical damage is not completely reduced, meaning Hei can still be cut and harmed by weapons and attacks. Energy-based attacks, such as fire, electricity, and even lasers, are reduced more than physical attacks, but they can still damage Hei if present in considerable amounts. This power consumes large amounts of psychic energy to generate, limiting it to being used for a minute at a time though Hei can dispel it earlier. It can only be used five times a day.

Psychic Thrust*- This power grants Hei the ability to exhaust psychic energy from his own body and towards a certain direction, pushing him in the opposite direction as a result. The power can be combined with his natural movement to increase his physical abilities, such as his jumping height/distance, his running speed, and even his physical attacks. Each use of this ability lasts up to a minute at a time, and can only be used again after a few minutes have passed. Because the power literally collects and fires out Hei’s psychic energy, it is very draining on his energy reserves and can only be used three times a day.

Psychokinesis- This power grants Hei the ability to mentally manipulate a nonliving object weighing up to 100 pounds. The object in question must be mostly solid, and can be lift off the ground with this power. Hei can cause objects to turn, rotate, spin, rise, fall, move back and forth, left and right, etc. He cannot exert enough force to bend materials that are tough and rigid, nor can he rip something out of someone’s grasp. At best, the movements of objects manipulated with this power are shaky and clumsy, making it useless for precise actions. This power functions as long as Hei concentrates.

Psychometry- This power grants Hei the ability to learn information about a particular object’s past owner(s). How much information is gained depends on how long Hei focuses and studies the object. If studied for a few seconds, Hei gains little insight on the previous owner, such as their age, appearance, and gender. If studied for a minute or longer, Hei learns how the owner gained and lost the object. If studied for a few minutes and longer, Hei learns about the previous owners, how they gained and lost the object, and so on. This power does not consume much psychic energy to perform, allowing him to use it indefinitely.

Wandering Mind*- This power grants Hei the ability to weakly affect the mind of one individual long enough to distract them for a moment. This power is mind affecting, and cannot break mental barriers or affect strong-willed individuals. The power lasts for only a moment, and cannot be used in combat situations or when targets are focusing their full attention on a certain thing. The power is only useful for distracting an individual for the sake of espionage or assassination attempts, but requires so much psychic energy to perform that it can only be used five times a day.

Personality: At first glance Hei appears to be a somewhat average person interested in the paranormal. However, if you were to learn more about him you would discover he is an intelligent, resourceful, and dedicated individual. He is fiercely obsessed with the occult, and will stop at nothing to learn more about true, practical magic. A disciplined and self-conscious individual, Hei tries his best to appear modest for the sake of moving in life without arousing suspicion. Knowledgeable of numerous fields of information, Hei is a jack-of-all-trades at heart. He can be easy-going to those he wishes to manipulate in order to gain more knowledge of the arcane, though he usually does not make friends with people unless they are extremely valuable to his goals.

Appearance: Hei looks a lot like your average Chinese-American young man. He is 5’6”, 125 lbs, has semi-short straight black hair and brown eyes. He is of medium build and is somewhat athletic for his age group. He is rarely seen in public and in casual attire, as he usually spends more of his time out and about, working on his “profession”. His attire for such situations usually consists of non-baggy, black clothing. He also wears a mask in situations where his identity must remain unknown, and such masks include generic Chinese opera masks. At first glance, Hei appears to be an anti-social person who is a clearly normal (and therefore unskilled fighter) individual, which gives him the element of surprise in combat.

Biography: Hei was born in San Francisco, California, the son of two Chinese immigrants. His youth was, for the most part, unordinary and uneventful. His parents became middle-class as time passed, giving Hei access to more of what the world had to offer. He was a good-hearted child, one that was disgusted with the negative things in life. A single child, Hei had little or no one to relate to, and he was not easily accepted at school. His few friends were mainly interested in the occult, which in turn caused Hei to be more interested in the paranormal. He believed that if the supernatural did indeed exist, it was an amoral force that merely existed to be tamed by humans for the goal of bettering society and life in general. Although Hei was agnostic, he did accept the possibility of virtually any supernatural concept to be true, giving him the ability to delve into the occult without much bias.

As time passed, however, Hei’s interest started to grow into obsession, and he became more and more fascinated with the various beings and forces that were purported to exist. However, he had little evidence that anything supernatural existed, so he was merely an adolescent who merely wished that such forces existed. Hei then dedicated all his effort to discovering ways to manipulate the supernatural energies that resided within the human spirit. Then one day all his effort paid off, as Hei accidentally discovered he had learned how to lift small objects with magic. After that day Hei focused entirely on moving out and finding a way to live on his own, and then began to move about the country, in search of more knowledge.

Hei went from city to city, learning more and more about magic, as well as other supernatural forces, and tried to find ways to master them. He eventually discovered he had hidden psionic abilities, though they were very weak and required must effort to manifest. As time passed Hei began to use his powers for malicious purposes, killing certain people in order to keep his lifestyle going, or to get rid of certain people to gain access to more magic. Hei became more and more anti-social, spending most of his days planning his next moves, reading tomes, grimoires, and spell books, and even testing out new spells and psionic abilities. Night, however, was the time when he enacted his plans and went about hunting certain creatures, meeting up with certain contacts, and even breaking and entering buildings in order to gather more information regarding practical magic.

Hei despises individuals who do not see value in the arcane, and hates creatures that use it for their own selfish purposes. He regularly goes about hunting magical beasts, trying to prevent their uncivilized style of living to negatively affect the way society functions. Hei has few passions, and most of them surround topics of the arcane. He is always interested in meeting and conversing with new, intelligent and magical creatures, and regularly goes to places purported to be haunted just to see if ghosts do exist there. In public, Hei usually keeps to himself and does not draw much attention. He is kind but indifferent, trying not to make friends or reveal anything about himself to strangers.

His ultimate goal in life is to continuously learn more and more about the paranormal and occult, so he may tame such forces to his will and use them for the betterment of mankind. Hei has considered the possibility of death, though as a person involved with magic he is certain that there may be some sort of afterlife awaiting him, meaning he has little or no fear of death as a metaphysical concept.

*Approved by Safer*
  #1227 (permalink)   [ ]
Old 06-17-2008, 12:28 PM
Beh Beh is a male Bhutan Beh is offline
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Re: Character List

Name: Crackle
Nicknames: Sparkles, Spike
Age: 20
Race: Human
Sex: Male
Hair: Jet black made into spikes. At certain points when using his power his hair will either get a blue tinge at the points or sparks will come out of the points.
Eyes: Light blue mostly but look silver on the edges. (Edges surrounding pupil.)
Weight: 150lbs
Height: 6'1''

Weapons:

Big Blue: A regular longsword covered in hardened aura. This is his main weapon. The sword weighs about five pounds. The aura coating adds the extra weight. Crackle can use his aura to change the blade's temperature. The blade looks as if it made of silver with a blue tint. There is a sapphire on the pommel where he can store some aura for later use. The handle is made of silver and has slight ridges for his fingers.

Throwing knives: Throwing knives with blades made of only hardened aura. He made these to practice his aura control. He can easily change their temperature and change their direction while in the air. They look like Big Blue's blade but are more light blue and less silver. He can use aura to return them to him after throwing, which makes for a good double attack if someone dodges one.

Little Blue: Not so much a weapon but a small sword strapped to the left side of his chest. Only used if he doesn't have the other weapons listed above. He really only uses it for cutting things. It looks like Big Blue but is smaller and doesn't have an aura coating. It's made of titanium and cuts through most things easily.

Keepsakes:

Aura ring: A gold ring with a diamond in the middle. The diamond changes color depending on how much aura he has left. Blue is high, purple is medium, and red is none. There are shades in between, like a reddish purple or a bluish purple. He received this ring from a wizard specializing in aura. It's worn on his right index finger.

Diamond belt: He picked this up for a rather high price from a merchant. It's a leather belt coated in small diamonds. The aura controller stores aura in the diamonds giving them a light blue look.

Armor:

A jacket made of 3 layers. The layer touching his skin is a very soft cloth. The middle layer is a titanium chain-mail that he keeps from moving with his aura when not in battle. The outer layer is a dark blue material that is flame resistant and waterproof. It zips in the middle with a silver zipper. The jacket goes down just above his knee. Hidden under the jackets sleeves are leather gauntlets, which are decorated with saphires where he can store aura for later use.

Strengths:

He is skilled with his sword and is getting better at controlling aura. He is also quite fast thanks to his aura, which he can send to certain muscles to speed them up. He has high resistance against fire, earth, and water skills and magic. He has complete immunity to lightning magic. He can convert lightning magic to aura energy. He his medium resistance to dark, light, air magic.

Weakness:

Although he is skilled at controlling aura, he does not have a lot of aura to control. He has to be careful to not use too much aura in any attack because it could wear him out. When he tries to send aura to a body part, if there is a cut on that part, aura will leak through it. He has no psychology experience and so has trouble reading movements. He is very weak against ice magic. The reason is due to the crystal nature of ice. He unintentionally will fill it with aura if ice is lodged in him. He has very little sword skill and can't take on a swordsman with proper training unless using his power.

Skills:

Sticky Aura: An aura is made that can stick to what he wants. It was used when he coated his sword in aura. It is mostly used to climb things and when hardened, is slightly stronger than titanium. This skill is natural and takes almost no energy to use. He can destroy if he feels it necessary.

Aura Shield: A dark blue shield appears in front of Crackle. Very few things can hold up against it. The longest he's held it is a minute.

Blunt Aura: Crackle can make small invisible barriers using aura. They're very slippery. It is generally used on Big Blue when sparring. In use, sparks come from his fingers and whatever he touches gets a barrier. This one takes a little less aura then Aura Shield. He'll try to use this on an enemy's weapon if possible.

Aura Absorber: When lightning magic is used against him, he uses this shield. It turns the attack into aura which Crackle then absorbs.

Aura Movement: This can only be used on objects with either Sticky Aura or Blunt Aura on them. It allows him to move the object. Because his sword is coated and his knives made of Sticky Aura, he can control them if he throws them.

Aura Vision: Aura Vision allows him to see how much aura someone has. For those who can control aura, they're invisible. Aura users are marked by blue flames and aura masters appear as golden flames.

Aura Flames: These are blue flames that can only be held briefly. Now used only for lighting cigarettes and starting log fires. It's made when he sends aura to his fingertips and he snaps his fingers. The flame will come out of his thumb similar to the way a lighter flame would.

Aura Cleansing: Crackle doesn't bathe often because this ability opens his pores and cleanses them.

Aura Temperature: Like Aura Movement, except it changes the temperature instead.

Aura Storage: Crackle has found he can store aura in jewels like diamonds and sapphires, then take it back at a later time.

Aura Power: Crackle can send aura to body parts to make them stronger and or faster.

Aura Replenish: This skill is a meditative move used to restore aura. Can only be used every half hour. When using this, sparks come out of the points of his hair randomly. Small bolts of lightning will sometimes come out of his fingertips. To not lose that energy, he must surround himself with Aura Absorber.

Appearance:

Crackle is tall and has a muscular build. He doesn't have much extra fat but like most people there's a little extra. He has mildly tanned skin and tries to keep facial hair from growing too much. He has blue eyes and his hair is spiked to near perfect points. He wears a white T-shirt under his armor jacket (described above). There are some internal pockets in the jacket where he carries some items. There are always two packs of cigarettes with him, his lighter (when he's too weak for Aura Flames), and a red bandanna (often worn when it's raining). Two things about the jacket which weren't said above: it has a collar that can be folded down or up. When folded down, it's on the inside of the jacket and unseen. When folded up, it's at the lowest point of his ears. This is used when it's rather windy. The other thing is a hood that is folded into a pocket in the back. It's used when raining or extremely windy. Unless he's fighting or run out of cigarettes, Crackle will be smoking.

Personality:

A very honorable fighter. He dislikes using surprise attacks unless absolutely necessary. He's clever but can sometimes mistake movements. During these times, he'll use his speed to dodge them. He'll try to reason his way out of situations where he doesn't think he'll win. This may seem cowardice but surviving is more important to him than what other's think. He's generally laid back while by himself. If a friend is around he'll happily talk with them. If someone he doesn't know is by him he'll simply ignore them and if they ask a question will either ignore it or give a quick answer. He's very respectful around people with more authority than him.

Biography:

Crackle was born in Ireland. He doesn't know his parents because he grew up in an orphanage. Crackle got his name because sparks came out of his fingers sometimes when he was a child. He was an outcast from the others because they thought the sticky stuff he peeled off his hands was gross. They sent him to school like the normal kids. He developed his Aura Flames ability when no one could get a lighter when smoking at school. As far as the other kids were concerned, that's the only thing the smart ass was good for. His smoking has carried on to now too, except there's no danger because he can clean out his lungs with aura. Crackle's goal is to master his aura. He wants to be able to control his aura perfectly and use it more. The aura controller will kill but only if the person deserves the death or if the person will be killed fairly. He dislikes killing with guns and the only things he uses for stealth are his body and aura. Crackle is nice to people he trusts but harsh and bitter to people he hasn't gotten to know yet. This ensures he has brave friends because they have to make conversation with him as strangers while he's bitter. Crackle often wonders what happens at death. He lives by the way that if you're honest and a good person, you will get a form of reward at death. What the reward is, he's not sure. He also thinks if you are dishonest, you will receive punishment.

His powers were known to him since a child. An example is the sparks that gave him his name. For a while, the orphanage supervisors wondered why children were slipping on areas that seemed dry. He found aura techniques by applying them to things he needed done. An example is the Aura Flame skill.

If not in a regular town Crackle will sleep in a cave. Otherwise a hotel room is his preferred place for sleep.

Crackle fights to master his aura. His sword is mostly used for throwing, he then uses Aura Movement to bring it back. That's just a way he can help control his aura. He was taught the basics of actual sword fighting by the man who forged his sword, Artemis. Artemis was a kind man and made Crackle a sword when he was 17. When the sword was still warm from the forge the smith trained Crackle in what he needed to know. Mostly the basics such as blocking, slashing, and stabbing. When Crackle finds the time to go up to Artemis's home in the mountains he's glad to teach Crackle something new. Real sword fighting is only used when he's low on aura. Each time he learns something new from Artemis he tries to use it but finds his aura to be much more natural and easy.

*Approved by Mr. Puck*
  #1228 (permalink)   [ ]
Old 06-19-2008, 03:55 AM
P. Australia P. is offline
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Re: Character List

VITA DEFICIO

*PERSONAL INFORMATION*
Name: Vita Deficio.
Race: Human.
Sex: Male.
Age: Thirty-four, looks about twenty.
Personality: Vita is a very compassionate, loving person. That said, his greatest passion in life is war, and the rush, thrill and hype he gets from it. There are some dark aspects to him though; war has ravaged his mind. He is troubled, but rarely shows it, and has forged for himself a guise of solidity, firmness.

*APPEARANCE*
Eyes: Gold.
Hair: Blood red. Brow-length at the fringe and lengthening as it approaches the back, where it touches his shoulders.
Physical: Vita is a strong, lithe person. His muscle is more obvious in his abdominals and arms, with chest and leg muscles roughly even (although his legs are slightly stronger). Although his face is not overly angled, it is recognizably slim and elf-like. His fingers are long and dexterous to match the rest of his body. His eyes have a look of inner strain coupled with determination. His brow is light, and lessens the impact of other aspects of his face that would show worry. Overall, his form and facial expressions possess an odd aura of concern and brooding.

Vita Deficio wears a tight, dark green shirt with his insignia on the left breast (see below). The sleeves of this shirt are long enough to reach just over his knuckles and the joint of his thumb. Over the shirt, he wears a leather overcoat the colour of darkened blood. It extends down to his knees, partially flaring out at the end to allow leg movement, with a zip from his waist up to his collarbone. The collar points slightly forwards, exaggerating the angles of his face, and reaches up to just below his eye line. The sleeves reach a centimetre over the balls of Vita’s hands, with a strip the width of his palm stitched over the back of his hands to protect his fingers. The edges of his overcoat have a row of studs along its edges. His pants are black and tight, tucked into his boots, which are the same kind of material as his jacket. The boots reach halfway up his shin, tied together with white laces. His pants are held up with a black belt, which is studded with half-spheres, similar to the ones on his jacket. A featureless belt, which does not run through the loops of his pants, is attached to the same buckle as the other belt, but hangs down on the left side. The hanging is due to the weight of Solvo pro Vita in its sheath, fastened to the left side. The sheath has Vita’s insignia etched into it hundreds of times.

Vita’s right palm has his insignia scratched into it.

Insignia:

Solvo pro Vita:


*SKILL*
Strengths: Vita is a skilled swordsman, having served fifteen years in the army. The sword he wields is also trained in the arts of death, and has been Vita’s companion for years. Although not the strongest of all people, he has the ability to endure for hours on end at his full potential and can take a beating; he always stands up.
Weaknesses: Despite being fearsome in close-combat, Vita has barely any defences at long range, and would easily be outdone by a skilful mage. If he overpowers his sword, it can backfire and severely burn him, lessening his ability to wield the blade. Vita is also merely a human, and would be at a great disadvantage against other races with superior strength and senses, which make up a large amount of the enemies he encounters. Being slightly influenced by the holy attributes of his sword, Vita is weak against black magic more than other varieties.
Sword Style: Vita, over many long years, has developed a sword style that is unique in many ways. He prefers not to stab, and sticks to slashes and one-handed disarming manoeuvres, much like fencing. If he cannot disarm his opponent, he will gash their hand, impairing their sword-fighting abilities. He tends not to kill his opponents, but simply render their means of defence and offence defunct.

*WEAPONS*
Death's Retribution, Solvo pro Vita: Vita wields a rapier roughly four feet in length. Solvo pro Vita, or just Solvo, is a gateway into the deepest bowels of hell. If he so wishes, Vita can open this gateway using a large portion of his soul’s latent power, pouring the energy into his body. This energy is released through the insignia on his right palm into the hilt, and subsequently into the blade, where the centre of the sword glows a fiery orange. When the sword is powered, it heats up dramatically, increases Vita’s physical strength and speed, heightens his senses and gives him an extremely powerful sense of space. If used for too long, however, Vita will be extremely drained of energy and may even have to sleep for days.

*MAGIC*
Solvo pro Flamma: Instead of powering his sword, Vita can channel the hellish energy into his body, allowing him to launch skeins of crimson energy from his right palm and fingertips. This energy takes the form of flaming plasma, with the lightning-like branches of its reach burning the air and itself. This does not drain Vita as much, but still takes its toll on his ability to fight and is not used often.

*HISTORY*
Childhood

Vita Deficio was born as James Funder. Vita Deficio was a name he got given when he was held responsible for his sister’s death in a household fire, when he failed to save her in order to save himself.

He grew up normally, beside the fact of being shunned by all he knew, as well as his parents. And that was why he was sent to war.

New Year’s Day, 1620

Blood was everywhere. It was on their clothes, on their faces, on their hands. The air might as well have been made of it; cascades, torrents, of blood erupted all around. The battlefield was stained with the crimson rivers, as if the bowels of hell had been allowed to unleash their chaos and pain unto the plain.

The ground sent pangs up Vita’s legs as he bounded along, slaying and maiming the enemy. Demons and hell’s-children all, the foe rolled over the plain in waves, approaching through physical space and the ether, attacking the minds of Deficio’s comrades unrelentingly.

The next group of demons were coming, and people around him had their mind’s crushed by the onslaught of psychic energies. Vita leapt headlong into the mass, swinging his longsword ravenously. He felled many of them, rending them from physicality. He knew that, as he killed them their bodies vanished. They would be mended at the back lines, and sent in again; Vita had slain some demons many times over, but they would just keep on coming.

Deficio slammed his sword’s hilt into the skull of one, and the spun around and ripped another four demons. The final one fell at the hands of one of his fellow soldiers.

The next wave came, hundreds strong. They were black and red and blue, smeared with excrement and blood, wielding swords, maces and axes. Tongues lolled from gaping maws, all lined with needle-point teeth. Their mouths gaped, as if the demons wished to show the beds of razors that would serve as the final resting place for many foolish soldiers.

Summer, 1623

Vita moaned. Like the others, he shambled along, coated in chains and ropes, tormented and whipped. They all wandered where they were told. They were the prisoners of war, the playthings of darkness.

Today, Vita Deficio would be Marked. Marked as a prisoner, sworn as a soldier. He would be made to fight his comrades of old, and would bring to their death many of the people he called friends. And, if he was lucky, he would die.

A many-fingered hand wrapped around his neck, hauling him like a doll into the embrace of a demon. It had no eyes, and inspected him with its tongue. The slobber smothered his face, almost suffocated him. He had his right hand freed from chains. The claw of the creature came down, and began etching his hand. The pain was unbearable. It felt as if, through the carving of his hand, he lived the pain of all demons and men. The he was tossed down.

The ground smashed upwards into his back, cutting and maiming his form further. He felt the bedrock twist and writhe beneath him. It seemed to dig its hands into him, engulfing his soul in the manifold pain of its stranglehold. More hands of rocked rushed over and into him, until he new not where his body finished and hell began. Then he was on the field of battle.

Then, when Vita freed the head of a human he new too well from his body, he realised how to escape. It would probably end in death, but it was worth the risk, worth it to find a sliver of hope of survival. From the ground he lifted a sword, and brandished it against the demons.

Then, he knew not what happened. He felt his soul shatter, the world shudder, as if it had been holding it’s blood-reeking breath for too long, and the demons scream. The world turned, and he was the axis. He looked down to see all of hell’s glory blazing about the rapier he now held.

Winter, 1630

Vita Deficio could not tell how long he had been swaying through blood. He was thundering through sloughs of demons, fire bursting from his blade. He was journeying towards the centre of hell, taking a dive into the release of war. Somehow he knew that this was the only means of escape. Running would not help; you could not escape this battle by fleeing from its claws. Vita was ducked under the fingernails of those hands as they raked the earth for more blood. He escaped their touch by attacking them.

The war raged on around him, and he raged through it, to its heart. The sky was black, and the sun hung in its ebon folds. Like the sun, fighting back the darkness, Vita killed and maimed the demons. He knew that he would live.

And he fought onward.

1635

Vita buried his sword in the earth, and let its power flow away from him. He had escaped, he had lived.

That was what was so frightening.


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  #1229 (permalink)   [ ]
Old 06-21-2008, 09:13 PM
Zorolo Zorolo is a male United States Zorolo is offline
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Re: Character List

Name: Emile Velos.
Title: The Silver Beauty; The Divine Lancer.
Occupation: Roller Battle Combatant
Occupation Explanation: In the world that Emile is from, there is one extreme sport that trumps all others. Roller Battles are battles between warriors dressed in armor that enhances their natural attributes and tests their physical strength/skills in battle with each other. Each Roller Battler wears an armor model or mix of models based on preference, and the warriors fight while skating around an arena similar to ones that Nascar are held in. THe most powerful warriors are hailed as such, and each fan has their own favorite champion. This sport represents the most primal nature of people by testing their skills.

Race: Human
Age: 18
Hair: Purple in color and straight, falling to just below her neck.
Eyes: Hazel
Height: 5’5’’ (five feet, five inches)
Weight: 120 pounds

Weapon: The Mark XIX High Voltage Spear.

Code Name: The Divine Lance: A joke based off her her signature attack she uses in the Roller Battle Arena. Emile named the spear the Divine Lance after finding fitting names for her special attacks. Despite having only two notable special attacks that she uses, she gave them names from mythology, and thus, named the spear the Divine Lance because both spear users were partially divine.

Specs: This spear is about six feet long, five feet and four inches of it shaft, and eight inches is for the retractable blade and the volt dispenser at the top.

The Shaft: The body of the weapon is five feet, four inches long. The whole weapon is about two inches in diameter, except for the handles which are about one and a half inches in diameter. The spear is two layers thick. The inner layer is made of wires, circuits and generators that keep a constant rush of power flowing through the weapon at all time. This allows for the creation of lightning through the voltage dispenser at the top of the weapon.

The outer layer is made of a Titanium-Chrome alloy. This alloy is flexible, strong and durable, along with having a lustrous finish to it. The outer layer is connected to the inner layers start at spring loaded things that push the outer layer open to reveal the inner layer when the red button is pressed once. The outer layer also has the handles of the spear, one at about one foot, six inches up the weapon, and the other about three feet from the butt of the weapon. Each handle has a synthetic material grip that has a pressure sensitive button beneath where the index finger is placed. Also, a red button is placed about two inches above the farther handle.

The button beneath the closer handle causes the blade to retract so the tips of it are even with the volt discharger. The second button either electrifies the tip of the spear or releases a blast of lightning from the voltage dispenser. The red button has three different effects, one for each time it is pressed. The first time causes the exterior plating of the spear to be pushed upwards by the mechanisms in place to push it about three inches and retracts the blade. Each part of the spear with plating has four plates around the spear that are pushed out, and the spear is broken up into three sections, so in all there are twelve plates opened with one push of the red button. The second push causes the spear to release massive amounts of energy, causing a white glow to encompass the whole weapon and creating a six inch long tip at the end of the spear from the voltage dispenser. The third push causes the weapon to go into cool down mode, where the plating is returned to its initial position and the weapons energy output ceases for about six minutes.

The blade: The blade of the weapon is four inches long, double edged, and has retractable rollers placed on the sides of it and shaped like an arrow head. When a certain button is pressed, the blade is retracted to reveal the voltage dispenser. The volt dispenser is a cylinder that extends five inches from the end of the shaft up until an inch into the blade where two very narrow slits in the dispenser are. When the red button is pressed twice, the dispenser creates a six inch blade that is used in her ultimate attack.

Armor: Mark XXIII High Density Combat Armor: This armor is a unique one among the Roller Battle armors for one reason: It is one of a kind. Emile made this armor based on some schematics she looked over for other armors and modified the armors to make them more efficient. The main trait of this armor that gives it is very notable one of a kindness is that each piece of armor has its own use.

Psychic Helmet: The helmet of her armor. This helmet is very unique among Battle Roller helmets. Despite its plain appearance, appearing like a normal helmet a person wears for going out on a bicycle ride (except there are no openings, it is one solid piece), this helmet has no real unique external features. LIke all helmets, it has a wire connected between it and the chest plate, and hers has a green visor that she can leave down or have up based on the push of a button on the right side of her helmet. No matter where Emile is, she’ll always have this on her, since she can use it as a beacon to call the rest of her armor to her.

The helmet of this armor is probably, however, the single most useful piece of armor she has in her arsenal. THe helmet allows her to control the powers of the other parts of her armor with her mind, since the helmet reads brain patterns. By using these psychic messages, she can activate the power of any of her armor parts effects, and even so much as activating two at once. Aside from that, the helmet also causes her to have increased Adrenal levels when battle starts, along with an increase in her aggressiveness. Also, her visor can scan and analyze the make up of things and even identify what they’re made up of, so long as it is a naturally occurring substance. Also, the helmet gives her basic knowledge of hand to hand and spear based combat.

Power Conductor: The breast plate of her armor is also, like the helmet, completely created out of the Titanium-Chrome alloy that the rest of her armor is made of. The internal layer of the armor is a vast series of circuits that move power through them. The internal of the armor is similar in design to the internal system of her spear. The armor controls her muscles, increasing her physical strength, agility, dexterity, speed, and skill. With her chest plate on, her physical attributes are all amplified to the level of being almost twice the capacity of the normal human.

Knuckle Duster: The armor that covers her right arm. This is her dominant arm, so the Knuckle Duster is used as a secondary weapon. This piece of armor borrows energy from all other armor parts and channels it into the knuckles, creating a light white glow around it and increasing the power of her punches by nearly four times her strength. However, the armor goes into a cool down mode after just one of these super punches, so she rarely uses it. The distinctive thing about this piece of armor is that there are cylinders over the knuckles, whereas the rest of the arm is chrome colored, this part is gold and the point where the energy gathers. This can be activated either by the helmet or pushing a button on the center of her hand.

Absolute Defense: This name is far from the truth. This covers her left arm. The entire arm is made of the same alloy as all the rest of her weapons and armor except for on the forearm where a small, pentagonal shield is attached. Either by pressing the button in the center of her hand or by command of helmet, the attached shield begins to spin, releasing an energy shield that’s about six inches in diameter from each edge of the pentagon. The shield, while active, spins quickly a shield made of energy that can repel most pierce attacks (including bullets), and some hack attacks, however, like all of her armor, it is extremely weak to magic. Also, this shield can only take a few attacks before it shatters and the shield generator must recharge.

Jet Booster: The Jet Booster is the leggings, covering from her waistline down over her feet in her metallic armor. The leggings are very normal except for the boots. On the heel of her boots a large wheel is attached, and under the toes of her feet are wheels. Instead of running, she skates around on these wheels. Also, under the heel is a jet booster that she uses for her special attacks. The booster can either be activated by enough pressure on the heel of the boot(s) or by use of the helmet.

Strengths: Natural: Emile is naturally an intelligent person. She has a nearly photographic memory, allowing her to retain great amounts of information on things she’s interested in. Also, she has great knowledge and skills as a mechanic, having built her own Power Suit, and is also highly skilled in metallurgy, creating light, but strong, metals to be used in armors. Also, her attention to detail allows her to retain the entire layout of a battlefield by looking around, knowing what areas are safe and dangerous.

Enhanced by her armor: Thanks to her armor, she is very fast, strong, and has much greater endurance. Also, thanks to her helmet, she can control any part of her armor with or without a thought based on how hard she wants to try. Also, because her chest plate enhances her muscle performance, she is in better shape than normal people and her armor is also lightning proof, since the chest plate also acts as an electrical regulator, to preserve her impulse from any damage from lightning. Aside from that, the fact each of her armor pieces has a unique power grants her a variety of combat ideas she can use, even without her weapon. Also, so long as she has her helmet, she can summon the other parts of her armor from wherever they are to her and have them quickly equipped themselves to her for immediate protection.

Weakness: Natural: Being a normal human, she isn’t very physically powerful in any category outside of thought. Also, because she’s not a warrior, her skills with weapons is very limited to what she’s just began to learn in Roller Battle. Although she’s learning the spear and fist fighting quickly, with the help of her helmet, her skills are mostly unrefined and she tends to lean towards using her special attacks too often.

Armor Weaknesses: The main drawback to her armor is that, despite being durable and strong, it can still be broken or damaged with enough force. The most worrying thing when damage is her helmet because of the loss of the mental stimulus she has from the helmet being broken. Also, although she can repair any broken armor parts, it takes time to do, and cannot be done in battle. Also, although her armor is immune to the effects of lightning, water is very effective to short circuit any part of it that gets substantially wet. Aside from that, she suffers from, although an irrelevant thing in battle, sexual frustration from the chemical shifting occurred while in her armor.

Skills: Emile has thought up only two skills, both involving her spear. These skills are named after legendary spears used by heroes or gods from mythology. In an attempt to find something that had a ring to it for the Roller Battles, she came across the legends of Cuchulainn (from Irish Mythology) and Odin (from Norse Mythology) and took the names of their spears for her special attacks.

Gae Bolg: (Pronounced guy bulge) The name of Cuchulainn’s legendary spear from Irish Mythology. The weapon has man translations, one of which includes it being a lightning spear, and this is where Emile got her name for her signature attack. In this attack, she depresses the button on the handle furthest from the blade and engulfs the tip in lightning. After this, she starts up her boosters and bursts forwards at a very high speed, lunging the spear. This attack is extremely powerful, however, it only works if it hits the target, or if on the pass the target is close enough to be hit by the residual force from the move. Being her signature move, she uses it a lot, and tends to boast that the skill can pierce anything man made.

Gungrir: The name of Odin’s spear from Norse mythology. This attack is pretty much a copy of Gae Bolg, aside from the fact that the attack power is amplified massively and the destructive power is at the limit of a non-magical, man-made attack. Despite that, this skill is reserved to damaging only whatever it strikes due to the contained output of power. This attack is activated after pressing the red button twice and causing the spear to begin releasing huge amounts of energy. After she performs her lunge, she tends to deactivate this mode because otherwise it burns out the spear, to which she will need to repair it before any of the parts will function again.

Appearance: A small sketch of Emile in her armor by I)man. Worship her... kinda. ^_^



When wearing her armor, aside from her neck and lower face which, like the rest of her skin, has a creamy complexion, there is no skin revealed. Instead there is only a lustrous, almost silver metal covering the rest of her body. The armor makes her almost glow white in the moon light directly on her, giving her the nickname the Silver Beauty. So long as she has her helmet, even if the rest of her armor isn’t anywhere near her, she can use the helmets power to gravitate her armor, calling it to her and having the armor self-equipt to her. The armor bulges slightly in the chest and where her rear is, giving her armor a distinctly, albeit only slightly, look.

When not wearing her armor, Emile is a beautiful young woman. Her face is very oval in shape, and her hair and eyebrows are distinctly purple. Her hair falls with her bangs at eyebrow level, and her hair moves in a diagonal line down the side of her head, ending in the back just above the back of her neck. Her eyes, being hazel in color, attract many glances towards them, since they are, despite her secludedness in public, filled with a great desire to have fun, some have told her. That is the adventure seeking her that she keeps bottled up while at work.

Her upper body isn’t overly curvy, but she is rather filled out. She normally, while at work and under her armor, wears a white tank top with a white button up shirt over it. Aside from that, she tends to wear a tie, although she tends to remove that when she dawns her armor, because it looks silly to have a tie and armor on. Other than that, Emile wears a pair of tan dress pants that she feels are very flexible and useful.

Personality: Emile, the secretary by day, is a generally kind and quiet person. She does her job with extreme skill and is skilled typist, capable of finishing her job in half the time it takes the other secretaries. She is generally meek and calm around people while at work and on the streets, making sure that she doesn’t accidentally offend anyone or get in fights, because she doesn’t wish to reveal her other identity to anyone.

As the Silver Beauty, Emile is arrogant, tough and proud. She is known to, aside from her battles in Roller Battles where she fights two or three foes at once, accept street Roller Battles. In all cases, all that is known is that few people withstand her first attack and can fight afterwards. Aside from that, she tends to be tactical, although minutely rash, when it comes to fights, generally thinking what would work the best in what situation.

The use of her armor, however, does have adverse effects to Emile as a person. Because of the increase in adrenaline and her aggressive impulse, she suffers from an enhanced sex drive, which she generally has to ignore, because she is looking for a man stronger than she is to impress her. Aside from that, her armor also causes her to suffer from occasional fits of anger, generally inspired by the frustration. Aside from that, she suffers from muscle pain from time to time to due to the intense increase in power her armor gives her, and when this happens, she is unable to use her armor for a several days, because it could inflict serious or potentially permanent damage to her body.

Biography: Emile Velos has lived in Neo New York on Earth two for her whole life. Hired by a friend of her father because her skills at typing, she became an intern, and later a secretary at a large investment firm at the age of sixteen. From that day onwards, her life was a boring hell of typing pointless memos and stocks and whatnot. However, she did find something of interest in the nearby city.

In Neo New York, in the year 2436, the biggest sport around is Roller Battle. A sport that brings people back to their most basic, fighting for money, sport, or just the hell of it. Over time, the sport introduced special metallic armors used by the best, and Emile quickly, after being taken to one by a coworker, fell in love with the sport. It was after this that she began to look into everything she could about Roller Battle and how the armors work. Although it took a little while, she finally found schematics for one of the armors, and decided to try to buy one.

Emile quickly learned that the armor would cost her nearly four years salary. At that point, she made a decision. She’d make her own armor, since it would clearly be much cheaper. After studying metallurgy and craftsmanship, Emile began work on her own personal armor with supplies she bought through a friend of the firm. After long hours in her basement and few hours of sleep, she had finally created a unique armor based on special schematics. Her armor was one of a kind. Her armor was the strongest one she’d ever heard of. After all, it wasn’t restricted by base models and things of that sort.

It was the Spring Opening Match where the “Silver Beauty,” as she called herself, first made her appearance on the stage. Wearing her chrome-Titanium alloy armor, Emile won six matches that night, and each with only a single move. That move would become her signature move: Gae Bolg. Although at the time, that move didn’t have a name, but whatever worked, she figured, should be tried.

For the next several months, Emile worked on perfecting the basics of combat and tested out each of her special parts, making sure everything worked right. Still, these battles, even three-on-one, weren’t very exciting to her. She needed something more. She needed a real challenge. And so, the Silver Beauty took to the streets, engaging in illegal Street Roller Battles. Quickly, her reputation on the streets and underground Roller Battle ranks grew. She was the most well known of any Roller Battler, only on the streets, she called herself the “Divine Lancer.”

Since then, Emile has lived her life like this, keeping it as an almost sense of normalcy. Still, she is haunted by two things: Her search for a man stronger than her that she feels is worthy to be her boyfriend, and a way to escape her dead end job that she feels is squeezing the life from her. Still, she fights on, praying for the day she’ll truly be free of her awful day job and be a full time Roller Battler.
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Zorlo , Zachary Leos, Monroe Vossler, Dale Allan
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Last Edited by Zorolo; 07-02-2008 at 06:50 AM. Reason:
  #1230 (permalink)   [ ]
Old 06-21-2008, 10:34 PM
Lly Lly is offline
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Re: Character List

Name: Lucille “Lucy” Mourette
Age: 18
Race: Human
Sex: Female
Hair: Blonde. Cut shortish, so it’s out of her face and she doesn’t have to tie it back
Eyes: Brown
Weight: 115 lbs
Height: 5 ft, 4 in

Strengths: Being small and lightish, her specialty is her speed and agility. She’s got some degree of stamina, to the end that she can sprint for a while without having to stop. She’s also remarkably good at hiding and fitting herself in small spaces. For this reason, Lucy is the type of person who will attack from behind and avoid direct confrontation.
Weakness: Her speed and stealth have obvious consequences. Being such a lightweight, when she’s hit, she’s very easily knocked around and finds it difficult to get back up to the pace she had been at before- meaning, she takes a while to recover from a blow. She’s also inexperienced in direct confrontation, so presently gets overwhelmed by a very large or intimidating adversary, and finds it especially hard to focus when she’s confronted by more than one opponent at a time.

Skills/Magic: Lucy’s magical training is based on the Greek Elements: water, wind, fire, earth and aether. She specializes in wind and water. Although she does know a bit about fire and earth (she can ignite a fire and cause a small earthquake or shift stone, and will occasionally use these in battle, although she can’t really do anything bigger) she focuses mainly on the other three.

Water is incorporated in that she can move large amounts of it, and use it against opponents. When no water is present she can summon molecules in the air and bring it together. Her specialty in water is the “water whip” technique, in which she uses it to smack about an opponent from far away. It is controlled as if it is an extension of her cutlass, so every move she makes with the weapon, the whip makes as well.

Her use of wind is more incorporated with the cutlass. She can slash the air to form a blade-like gust of wind that will travel towards an opponent in the direction in which it was thrown (although, the farther away the object is from her, the weaker the blow will be.) She can also form smallish whirlwinds (not large-scale tornados) to launch at opponents.

Lucy uses aether, the fifth element, less aptly. Aether is said to be “the power of life” not finding any physical form. It can be manipulated by sucking the life out of one thing and transferring it into another. This, however, is a difficult and advanced skill. At her present level of skill, she can’t transfer the life out of anything animal, (only small plants or fungi) and for this reason her healing skills can only be used to heal small cuts and slightly retard pain. However, even this is incredibly taxing. She become drained quite quickly doing this, and for this reason seldom uses and of her aether-related skil
ls.
She also plays piano.

Weapon: A sort of shortish cutlass, the sort used by seamen to protect their ships against pirates. She had a mentor customize it so that she is able to use it to enhance her magic.
Armor: flimsy, thin, fairly useless leather. Might retard some blunt trauma of lessen the impact of a punch to the gut, but doesn’t do much to protect against a stab wound.

Appearance: She’s small and lightweight, with blonde hair she very recently cut short. (to be taken more seriously- she found being taken seriously quite difficult with golden curls) This lends her a sort of little-boyish appearance, and somewhat rounds off her generally heart-shaped face. She hates long, trailing robes that many magic-users tend to wear, so she favors more movable-clothes- lighter fabrics, no long, trailing skirts. She wears a standard long-sleeved shirt, although it’s somewhat distinctive by the wine-colored fabric. It goes long, trailing a little bit past the bottom of the vest the wears over it. Since the shirt is long she wears leggings under it, and boots. She’s also got a scabbard for the sword, as well.

Personality: Lucy’s used to being the best in everything she does. Due to being taught for a long time with a small group of peers, for a long time she lived with the identity of the alpha, the leader, the gifted one. She has a bit of an ego, which often leads her to feel impervious to failure. When she does fail, she tends to either make a lot of excuses or get exceedingly discouraged. She puts all of her energy into everything she does, to the point of blind obsession. It causes her to become warped, sometimes, and she is so driven towards the “what” that she forgets the “why,” going as far as to abandon all morals. She can be self-centered, as well, not paying attention the needs of others- although that’s less out of spite and more because she genuinely forgets them. But that’s really her at worst. At best she’s a person of drive, spirit and enthusiasm, creativity and a knack for problem solving. She is never satisfied (which is kind of a double-edged sword) and she seldom sees the bad in anything- only the potential for improvement.

Due to her striking out in the world just recently, she’s a little bit naïve; although not really in the sense that she’s too trusting or foolish- just that she couldn’t be described as “jaded” by any stretch of the word. She always tries to see the brighter side of things, which makes it hard for her to understand the struggles of others. And because she sees everyone as being potentially good, she thinks that killing is never a necessity and death (even sacrifice) is always a tragedy that should have been avoided at all costs.

Biography: Lucy’s childhood, while somewhat unconventional, was by no means violent or tragic. Her mother died while giving birth to her and she lived with her aunt for five years until her father, Lucien decided he wanted to raise her himself. He’d been an Admiral in the Royal Navy of his country but retired, after being wounded in battle and injuring his knee. He became the captain of a line of fairly high-end cargo merchant ships, which sailed from port to port carrying trade materials. Lucy spent a lot of the time moving with her father according to his wishes to be with his only child. This went on for five years until Lucien remarried Rochelle, an instructor at the famed Jouelle Academy; an exclusive educational institution for wealthy and talented students looking to learn, among many other things, skill in magic.
Lucy lived with her new step-mother, no longer going along on her father’s voyages. She grew fond of her new maternal-figure, and Rochelle soon had a half-bother for Lucille, Bernard. Due to her mother’s connection to the Academy, Lucy was allowed to enroll. Although she did not always fit in very well with her “classy” classmates, her blind ambition led her to become the most talented of students, and despite her wild personality (she had, after all, spent many of her formative years with sailors) she was reasonably well-liked.

Seven years and many skinned knees later, she graduated with her class as Valedictorian. There seemed to be very little a woman magician could do in her world- she could marry, but that would mean many years of wasted effort. The only other jobs she could think of were healer, or bodyguard to some important female figure needing protection. Not liking any of those options, and certainly not wanting to settle down just yet (she’d been recently feeling quite a bit of wanderlust, and missed the travelling of her youth.) she decided to strike out someplace where she’d be met with new challenges to conquer, and not something dull.
__________________

look at me now // i'm gettin paper
  #1231 (permalink)   [ ]
Old 06-22-2008, 12:49 AM
Drago Drago is a male United_States Drago is offline
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Re: Character List

Name: Dythren Addara (Dith-ren)

Age: 23

Race: Human

Sex: Male

Hair: Dythren has shoulder length blonde hair that’s straight but with a small curve up on the ends of his hair.

Eyes: Deep green

Weight: 206 lbs (269 lbs with armor)

Height: 6’2

Weapons: Hepyn (Heppin) is a great sword made of steel. The weapon’s left side (faced down when held vertically) has a jagged teeth build while the right side is simple. Hepyn has two points that are connected with a sharp groove, similar to a scimitar. The sword is about five feet long from hilt to point and the blade itself weighs about 18 pounds. Due to the sword’s sheer weight and size, the handle acts as a counterbalance being made of gold painted iron with plenty of room on the hold for both hands.

Haegthall (HAYG-thawl) is a scythe with a six foot staff made of Mahogany wood and a three foot blade on both sides of the top of the staff. The staff has a smooth texture with a special coating to increase the wood’s defense when blocking direct attacks. The blades are shiny, steel, and kept fatally sharp at all times by Dythren. The scythe also has a small knot near Dythren’s right hand which releases a six foot chain that connects the blades into a very sharp boomerang-like structure.

Armor: D’lasenhilde- D’lasenhilde is a full body suit of heavy armor that Dythren plundered when he fled his homeland. The armor is black with gold trimming on each individual plate, along with a few strange runes carved into his upper arm plates and chest plate. The shoulder plates have a large spike that reaches upward, curving away from the helmet to give a startling appearance to Dythren. The helmet itself is a full helm that has few holes so he can breathe easily and see. There is also a red cape that extends from Dythren’s neck to his thighs, but it is only for glamour. D’lasenhilde is incredibly resistant to many forms of attack, but also slows down its bearer quite a bit. This armor only appears in the fourth seal and heavily increases the chance of Dythren losing control of his emotions, as it was formed from Chaos.

Strengths: Dythren is a very skilled warrior in close combat. He is an accomplished swordsman and general, having led and fought in his fair share of battles. Due to his early life as a poor child in a small village, this warrior picked up some very strong skills in brawling or fighting with punches and kicks. Dythren also has some reasonable with his scythe, but as not mastered the chain release. The young warrior also has a incredible patience and trains hard to control his emotions and fears, so that he is very calm and clear-headed during almost all battles. His seals then offer him boosts to abilities so that he can overcome more powerful foes.

Weakness: Although strong and brave, Dythren has a number of fears and problems. Dythren is terrified of his power, so he is very reluctant to ever go past his third seal. The young man also is always struggling against his urges, whether they be for greed or beautiful women. Dythren also has a unique fear of women, due to the torture he suffered at the hands of one, and although not terrified of them he tends to lose his nerve. As far as his combat goes, Dythren is not very skilled at any type of ranged combat except his chain from his scythe, but he is far from mastering it. The young warrior also tends to overestimate himself and try something like wielding his sword with one hand, which although is possible, it’s very clumsy and inaccurate unless used so he can throw a quick punch. If someone stops a seal from being released, Dythren will loose a massive amount of energy, but even if he does release it there are problems that arise with stronger seals being broken.

Seals: As Dythren grew more powerful and came to realize his life would be threatened until he destroys a mighty Empire and a power that has existed since the beginning of time, his body somehow absorbed a chunk of Chaos energy and gave him a new power. The Seals are powerful, slowly transforming a young man into a terrifying demon of Chaos. These Seals are used as a pressure based system and require certain things and timing to unleash. All appearance changes, updated abilities, and requirements will be listed with the Seal. Dythren can also relock a seal to regain energy or heal a wound depending on how high level it was. Lastly, Dythren must remain calm unless he unlocks the Sixth Seal; otherwise the Chaotic powers will attack and weaken him, which will force him to revert.

First Seal: The First Seal is very easy for Dythren to unleash. All the seal requires is one wound of any size and type, whether that be cut, burn, bruise, etc. This seal takes an instant to activate, so it cannot be stopped. If activated, Dythren’s nails harden and he grows noticeable fangs. This seal gives him a decent boost to his speed. If reversed, this seal will not give anything.

Second Seal: The Second Seal is slightly more difficult for Dythren to unleash, but not by much. This seal requires a small hint of anger or fear and a moderate wound of any type. This seal takes about five seconds, which is stoppable by a lucky shot. If activated, Dythren’s hair gets wilder looking and his nails sharpen into considerable weapons if needed. This seal gives him a small boost to his strength, but enough to startle an opponent. If reversed, this seal will give him a small boost of endurance.

Third Seal: The Third Seal is the first of moderate difficulty. This seal requires a strong will to unleash it, which is unique only to this seal. This seal requires Dythren to hold still for ten seconds and concentrate incredibly hard, leaving him open for a strong blow if the opponent notices. If activated, his eyes become silted and all of his teeth become very hard and sharp, able to tear through light armor. If reversed, this seal will heal a single wound. This seal also ends the Control Seals, seals after this Dythren fears to use because he slowly loses his humanity.

Fourth Seal: The Fourth Seal is difficult and risky for Dythren to unleash. This seal requires a total of five terrible wounds and a large amount of pain. This seal takes thirty seconds to activate, but it takes a strong attack to cancel the release. If activated, black fire consumes Dythren then dissipates to reveal a man clad in D’lasenhilde. This seal, due to the armor, slows him down considerably but increases his defense to incredible levels. Although a major bonus, this armor causes Dythren to be in great risk of losing control of his emotions, which is a great fear of his and would make him grow weak. If reversed, this Seal will stabilize his emotions and purge any type of poison of burn from his body.

Fifth Seal: The Fifth Seal is a very difficult seal that is easily disrupted. This seal requires a nearly fatal or fatal wound and a large amount of anger. This seal takes a full minute to activate and can be disrupted by just one wound, but Dythren does have D’lasenhilde guarding him. If activated, Dythren gains an incredible boost to his strength that allows him to duel-wield his weapons and crush most defenses with a slow, but powerful attack. He also grows a black scaled tail with five inch spikes that can be used as a weapon. This seal is very dangerous to handle, for it required nearly unstable amounts of anger to unleash, and makes Dythren on the brink of unstable so he must use much control or become heavily weakened. If reversed, this seal will repair any damage done to D’lasenhilde and heal any major wounds, but leave all minor ones.

Sixth Seal: The most difficult of all the seals to release. This seal requires Dythren to time its release the second he loses control of his emotions and all of his energy to open. The seal takes a lengthy five minutes to unlock, but it erects a barrier around Dythren that is immune to magic. Although hard to cancel, this does allow a large amount of time for the enemy to prepare a hard hitting attack or heal. If activated, Dythren gains a major boost to his speed, being able to move gracefully and quickly even in his armor and wield his two weapons with terrifying agility. This form marks the end of Dythren’s active conscience, so although very powerful, it has a tendency to do things so against his morals that he’d rather throw a fight then allow his new form to hurt innocents. If reversed, all of Dythren’s wounds will be healed.

Seventh Seal: This is the most powerful and final seal. This seal requires a fatal wound. It only takes a few seconds to activate, and cannot be canceled. If activated, Dythren transforms into a black dragon, the Avatar of Chaos. He gains boosts his defense and strength, wielding the power to crush nearly anything. The monster is a seven foot tall dragon that walks like a man and breathes hot flames that reach up to ten feet. He fights with claws, tail, etc. The armor has fused into the dragon, becoming its scales. Though powerful, the dragon can be defeated, for his defenses are strong, but not invincible. Due to the dragon being the Avatar of Chaos, Dythren can only retain this form for thirty minutes, or else the power would overwhelm him and rip his body and spirit apart. This form cannot be reversed, if the timer hits zero before Dythren wins the battle, he will transform back before the First Seal and be incredibly weak; the battle will basically be over.

Appearance: Dythren is an attractive white, but tanned, young man with shoulder-length blonde hair. Due to living an early life as a peasant and battling in his later years against powerful demons and warriors, his body filled out quite nicely. He has a small scar on both of his cheeks and another one on his chest from the bottom of his neck to his upper stomach. His most notable feature is a large scar on his back from his left shoulder to his right thigh where the very scythe he now wields was used to try and kill him. When wearing clothes and not in his armor, he’s typically seen in a tight black shirt and loose-fitting khaki pants held on with a belt that suggests a tight fit.

Personality: Dythren is a rather prideful, but caring young man who tries to be sure of himself and control his emotions. He spent a year or two mastering how to remain calm unless in the worst of situations, so he has a cool head most of the time. Dythren, mostly due to his age, has a hard time when struggling against the urge when he sees a beautiful young woman or an arrogant snob. Although he still often struggles with his fears and emotions, this human has proven on the required occasion that he can overcome them. Dythren despises anyone who harms the innocent or poor, because he grew up with humble origins and was often the victim of cruel punishment due to his social status. Although he loves war, because his father taught him much about strategy and combat, he hates any over-powered warrior who kills those lesser then him for no reason. One of his flaws, however, is that Dythren will do nearly anything to gain more power and money, which has trapped him in countless problems. Despite his greed, the young warrior has yet to betray his morals for a pretty penny or magic sword. He has a tad bit of pride, and will challenge any passing warrior to a fight just to see if he can win. Then there’s the Seals, since he doesn’t quite understand them yet, Dythren doesn’t like to use them and fears the final four because they once caused him to turn into a complete monster.

Biography: Dythren was born in a small village town near the coast of a massive continent known as Yrnaea. This kingdom was a great empire that matches the size of modern day Europe, except for united under one king. The empire never had to deal with great armies over the horizon, for they owned the entire continent without rebels of any kind save the nomadic tribes of madmen roaming the forests and seas.

Dohóren, Dythren’s father, had to raise the boy alone, for his mother died soon after the birth of a mysterious plague that killed thousands that year. Despite the grief from losing his wife, Dohóren enjoyed holding his newborn son in his arms knowing that his son was safe. Their life was going to be hard, he knew, but would be sure that his son would have a chance to live a less humble life then his father.

When Dythren reached the age of five, Dohóren began to teach him about combat and strategies, having been in the town militia back in the earlier days of the empire. His son learned surprisingly fast, preferring the sword over any of the other weapons. As Dythren grew strong mock fighting with his father, he also gained skill at brawling as the older boys of the village liked to pick on him and other children.

After about eight years, Dythren was nearing manhood and had grown to be an attractive young man who could wield sword, spears, and axes with great skill. Though the first thirteen years of Dythren’s life had been peaceful, it was not to remain as such. The empire found its Golden Age abruptly ended when a terrifying horde of demons came crashing out of the forests and destroyed many large and small villages, sparing no one.

The host of demonic creatures swept across the land, no region was spared from the chaotic fighting that engulfed the entire continent. Dythren took command of his region, being the greatest warrior and one of the few tacticians with any skill. He quickly assembled a civilian militia and led his force against a demonic host, putting his skills to work for the first time. The victory went to the humans and they hailed Dythren for his combat and tactical prowess.

As years dragged slowly by, Dythren’s skill became well known around the continent, many villages abandon their homes and fled to his region to fight for him. Soon, the King himself led a host down and gave their command to the mighty general. Time after time Dythren crushed the demons, his pride swelling more and more with every victory. This streak, however, was not to last.

A red sun peaked over the far eastern mountains on a cold December morning to watch as Dythren’s forces assembled under his command. The largest demonic host ever seen had spawned somewhere deep within the ancient woods and had crushed every force it had found save Dythren’s. Rumor had it that a strange warrior clad in cackling black armor was leading the force, his skills as a general unmatched by any. The host was nearing the edge of the forest, entering unto the plain where Dythren would make his stand.

Filled with unmatched arrogance, Dythren laughed at the thought of the enemy general, he did not anticipate any chance of failure. He strategy was very simple and predictable, but he thought that since he hadn’t lost it would work without flaw. He decided to watch this battle instead of bothering to partake in it, thinking no demon would ever match even his worst warriors.

It was discovered that very morning that the demons were the physical manifestation of fear. If any man had a fear on that battlefield, a demon would spawn forth to kill him. Dythren had a great army of men that feared naturally, for they were merely human. With this, there was no way Dythren could win, but he was not aware at the time.

Due to Dythren’s arrogance and the fear of mankind, the demonic host swelled to startling size and charged, wiping out nearly the entire army in one move. The young general watched in horror as his men were ripped apart, devoured, and burned alive by the great host. Being young and foolish, the general abandon his army and fled in complete horror of witnessing his men die.

Dythren’s voice, raspy and broken by tears, cried out hysterically as he ran through the empty village, loud and horrid screams following his every step. As he turned to hide in an alley, he smashed into a black wall, only to realize it was the legendary general of the demonic host.

The boy cowered in fear and begged for his life as the general grabbed his hair and aimed a massive axe at his throat. Just as the killing blow was about to be delivered, a small spear burst through the black behemoth’s chest, causing him to cry out and drop his weapon. Dohóren grunted as he twisted the spear, attempting to kill the mighty general, but the monstrosity quickly turned and smashed Dythren’s father to the side.

Dythren, curled up on the ground petrified by fear, awoke from his stun when he heard a sickening crack as his father crashed into a stone wall from the general’s attack. He fell, his wet eyes pleading Dythren to flee for his life before the general struck him down as well. The boy watched dumbstruck as his father bled to death.

The mighty armored warrior grunted as he removed the spear and turned to the frozen boy, preparing to end what he had started. As the general lifted his mighty axe to finish the opposing general, he saw Dythren’s eyes change as a crazed look appear in them. The general then found himself blocking a barrage of amazingly powerful strokes coming from a madman who was sick with rage and grief.

Dythren screamed as he threw himself at the general, stabbing his sword in every possible spot he could manage as the black behemoth attempted to knock him off. This went on for a short time before the general finally laid Dythren out with a large black gauntlet. Blood poured from the general’s armor like a fountain as he slowly stood up, staggering as he tried to remain conscious to kill Dythren. As he raised his axe like a drunk, the general found himself surrounded by the demons, which seemed to have noticed their new master was no longer strong enough to control them. Unfortunately for the great general, no one was around to help him as he screamed when the demons tore into his flesh and devoured him.

Dythren awoke the next day to find a heap of black armor lying where he had lost his mind. He groaned as he attempted to get up and tried to touch the black armor, but cried out as it burst into black flames and consumed him only to dissipate a moment later. The young man shook off the feeling and walked over to his father’s crushed body, kneeling gently before the corpse and weeping.

It was then that Dythren decided to find the King and tell him what had happened, but when he finally made it to the great capitol, he discovered everything about the demons listening to the city’s High Priest’s lecture in the town square. Apparently, the monster had come from the realm of Chaos when a foolish man had called upon the ancient, forgotten God of Chaos to answer his desires and grant him ultimate power. Much to everyone’s surprise and horror, the God had answered and bestowed the man with black armor and a horde of demons.

Dythren then remembered the black fire consuming him and hoped that he had not been tainted by the ruinous powers; he quickly made his way to the castle to talk to the King to be sure. As he ran up the steps of the castle, Dythren stumbled on a piece of parchment with a picture and writing. As he quickly read the declaration, he was mortified to see that a massive bounty had been placed on his head, for someone had seen him take the Chaos leader’s armor.

With that, Dythren fled the capitol and went into hiding, traveling around various villages and cities, for the demons were very few in numbers since the general had died and peace once again ensued. Thinking he was safe, Dythren tried to start over as a simple villager, but the next night narrowly defeated a group of assassins that had followed him home.

Then she came, the one woman Dythren should have avoided at all costs. Erin, known as the Mistress of Sin, had followed Dythren for two months studying his fighting patterns and preparing to capture him. When she struck, she simply attracted him to her home after a conversation and the offer for him to spend the night with her.

Much to his horror, Dythren awoke to find himself bound within a dark cove, his capturer smiling at him as she prepared to have her fun with him. The following two months involved horrid torture for the unlucky warrior as she toyed with him, but he slowly began to come up with a plan using his skills as a warrior and tactician to escape.

As Erin walked in, the day she was going to hand him over to the royal guard, she noticed that he was panting and growling in a very strange manner. The violent woman decided not to risk it and plunged a long dagger in Dythren’s chest…her last mistake. A dragon was later reported in that area, having cruelly tortured some woman and slaughtered an entire village.

When Dythren awoke and discovered what had happened, he broke down and fled, only to bump right into the Royal Guard led by the mighty King himself. Without a moment to think, the young warrior charged the small battalion, using all of his skills to strike down anyone that dared to get in his way. As he slaughtered the Guard, something strange kept bothering him about the King, the way he looked.

It was then that Dythren realized the King was the new general of Chaos. The great man, in his lust for power, had made a pact with the Chaos God that required him to reclaim the lost armor. The King, his guard having been slain, brought forth his special scythe. The following battle between Dythren and the King lasted three days of constant battle.

As Dythren went for the killing blow, he was not aware of the chain hidden within the King’s mighty scythe and his advance was halted as pain erupted through his body. Having been overcome by hatred for the King, Dythren had neglected to view his surroundings and didn’t notice when a boomerang-like blade came hurling towards his exposed back. The King, thinking he had won, laughed and allowed Dythren to make a final statement, instead, turned to find a monster creature growling at him.

With the King slain, Dythren was marked as a traitor and follower of the Chaotic entity trying to destroy him. The young man fled the continent, soon arriving on a new continent, where he hopes to leave his past behind him. Since then, he has mastered the system within him that released the terrifying monster. He has even mastered the use of the King’s scythe, which he had plundered from the King’s corpse to show the Chaos God he would not be slain.

Now, beginning a new journey in search of glory and riches, power, and love, Dythren makes his way across a new land. Secretly, he searches for the greatest power attainable, so that one day he might enter the Realm of Chaos and destroy the Chaos God himself.
__________________

Thank god for Safer and this awesome sig he made for me!! Fitting, don't you think?


Dythren Addara
  #1232 (permalink)   [ ]
Old 06-23-2008, 01:43 PM
Karma Karma is a female United States Karma is offline
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Re: Character List

Name: Armand VanVoorhes (Are-mond Van-vore-hees)
Age: 18
Gender: Male
Height: 5'-8"
Weight: 150 lbs/68 kg
Race: Human
Class: Mage (Ice/Lightning)

Weapons: He has the ability to conjure both elements at will, but the true strength lies in the spells in which he casts. These spells are brought upon with incantations and by a series of hand gestures and/or body movements which vary in complexity.

Ice Spells:

Eisstange (Ice Spear) - Spear shaped icicles rain down from the heavens. This is performed with a simple incantation and a small series of hand gestures, starting as a sort of prayer and ending with his hands stretched out towards the heavens. Once completed, a blanket of clouds fill the sky and a barrage of ice falls for a period of 20 to 30 seconds. This attack can be avoided by either disrupting the caster or counterattacking with stronger magic (i.e. fire-based magic).
Conjure Speed: .25-.5 minutes
Strength of Attack: Those with little or no magic defense and those weak to ice are the hardest hit with this attack though it's the weaker of his spells. It has no effect on fire-based casters.
Power Used: Since this is one of his weaker spells it has a minimal affect on his strength.

Eisdämon (Ice Demon) - Large amounts of ice circle the caster before combining around their body to create a gigantic form of themselves. What action the caster makes, the demon mimics. The incantation is a little drawn out for this spell so he only uses it when he knows he has the time. It starts in the same fashion as Eisstange then his arms stretch out in front of him and slowly part ways to their corresponding side. These attacks are physical based. Fire magic or Armand removed from the ice discontinues these attacks .
Conjure Speed: 1-2 minutes
Strength of Attack: The attacks are quite slow due to the size and weight, but the blows are immense on contact. The ground shakes as he moves and it breaks when he attacks which can help against fire casters but those who can fly have an upper hand.
Power Used: It takes all of his strength to perform this attack therefore he tries to keep this as a "last resort" spell.

Lightning Spells:

Blitzgefängnis (Lightning Prison) - Bolts of lightning encircle their target before engulfing them into one large bolt. This quick incantation has very few movements to it, nothing more his hands at prayer until a brief moment before the sky turns black he throws his left arm in front of him, his palm in the direction of his target. 6 to 10 bolts of lighting come crashing down to the ground and encircle around his target, all coming together with a snap of his fingers. This attack can be avoided by either disrupting the caster or counterattacking with stronger magic (i.e. earth-based magic).
Conjure Speed: .25-.5 minutes
Strength of Attack: It's quite a strong attack when it comes in contact due to the voltage of lightning, but it's no comparison to the verocity of Faust des Gottes.
Power Used: Depending on weather conditions and how many bolts are being controlled, this attack can affect his strength minimally or harshly.

Faust des Gottes (Hand of God) - A gigantic ball of lightning crashes down upon its target leaving a fist-like depression in the ground. Just like Eisdämon, time is of a factor with this spell. Armand will only use it if he believes he can pull it off. He begins with hand against the bridge of his nose, the palm facing to the right and his right arm stretched out to the side. The out-stretched arm slowly moves to his left shoulder, to the right, down his chest, then finally up to his left hand, forming a cross. He then stretches both hands off to the side for a brief moment before raising his left to the sky and dropping his right to his side. One by one his fingers curl into a fist and at the end of the incantation he buries it into the ground in front of him. This attack can only be avoided by disrupting the caster.
Conjure Speed: 2-3 minutes
Strength of Attack: This is Armand's most powerful spell, the voltage of lightning mixed with a power to pound into the earth.
Power Used: It's the ace up his sleeve, therefore it's a "last resort" spell.

Personality: Armand has a split personality which comes alive when he's forced into battle. Just before it emerges, he's succumbed with a terrible sort of migraine before the pain pushes him to the ground. Once he arises, he's a completely different sort of person. Going simply by VanVoorhes, he is an arrogant and cocky sort of gentleman, preying on the weak and laughing in the face of his opponents. Outside of battle, he has no knowledge of his split personality only what he endures. Because of that, his recollection is extremely hazy and he questions what he's been through after such battles. In his normal state he is a quiet young man deeply enthralled in his spell books, continually trying to find ways to excell in his gift of magic. He is alo a very kind and thoughtful young man, willing to help those in need even at the cost of his own life at times.

Appearance: He has short, sandy blonde hair that has sort of a "bed-head" look to it. It's somewhat spiked up on the right and falls predominantly to the left. His eyes are a very deep blue which normally hide behind the black thin frames of his glasses that sit at the top of his nose. He has two scars about 1 1/2 inches below his right eye, the highest only several centimeters long while the lowest is about 2 inches, wide at the median and thin at both ends. His facial hair is a bit scruffy, starting just below his lower lip and slowly arching away from his chin.
He wears a sleeveless white collar shirt which hes found in a dumpbin near the facility, like everything else he wears. On the top left corner is a small embroidered patch with the words "Dussen Laboratories" written in the middle and the intials "M.E." just below that. He wears a long black overcoat and fingerless black gloves to hide the third-degree burns that stretch along both of his arms. The coat itself has a high collar with a red trim around it, identical to the ones around the end of the arms and the bottom of the coat. There are severel dark gray straps along his coat located on his shoulders, arms and across his chest, fastened on both end with silver buttons with "DL" inscripted on them.
The back of the coat is simple, all except for the large embroidered dark gray patch on the back with the word "Dussen" written in a sort of casual cursive while the word "LABORATORIES" is written below with the letters spaced apart along the bottom of the patch. He has black slacks which are rolled up once at the ends and are held up with a quite worn out leather black belt. He also wears a pair of black Soldat combat boots which have seen their fair share of wear and tear.

Strengths: Arman has the ability to use any nearby source of water and/or electricity to conserve small amounts of his own strength. The more of the source there is, the greater he is in battle. He also has the ability to conjure these elements at will depending on how much strength he has remaining. His greatest strength of course are his most powerful spells. Though time may be of a factor, when these attacks hit, they hit hard.

Weaknesses: Just like all element-based attacks, Armand's greatest weakness lies in the two elements that are strong against his attacks, Fire and Earth. Both of these elements can deal heavy damage to him but unfortunately as VanVoorhes, he's usually too stubborn to escape battle he can't win. This in turn brings us to his other weakness, being blinded by rage. He will continually fight due to his competitive nature even if it kills him for he cares for nothing but ultimate power and strength.

History: A young German boy born with a great power stripped from his family when he was barely out of the womb, Armand had no memory of his real family. His memories of anything before he arrived at Dussen Laboratories was wiped clean from his mind for they believed it would do nothing but hold him back. As years passed, he came to attach himself to doctors that came to check him though it was always short-lived. They feared that too much contact with the same person would weaken his magical prowess, therefore anyone who they thought was too close to him was gotten rid of. It was quite hard on the boy, tears welling up in his eyes when he no longer saw a familiar face. Unfortunately, any sort of emotion was cleaned off his face with force.

The years continued to pass and Armand was indeed becoming stronger. The experiments they subjected him to were becoming more and more intense, from injections that would send him into fits of rage, to tossing him into simulated sequences that left him on the floor practically drowning in his own blood. Every night his screams would get louder and louder as the pain ravaged his mind. The German government was prepared for various effects to their experiments but they never expected what happened to him. The once innocent and soft-spoken boy suddenly became a weapon of destruction and by the time they realized this it was far too late.
It was a day like any other, he was pulled from his room and given his daily injection. They decided to triple the dosage in hopes it would have a larger effect on his strength...as it did. Just before he was tossed into the simulation, he could feel his head throbbing. His fingers clenched into his scalp as the pain became more and more intense. The doctors had no explanation for it and wrote it off as a migraine as they sent him to their deaths. The moment the simulation started, his hands left his head and he looked to the ceiling, screaming in agony...then it stopped.
Armand felt almost weightless, as if his body was drifting down a slow current. When he opened his eyes though, he was enveloped in darkness. He couldn't see or hear anything and went in a panic, scrambling in his mind to find any sort of light. At that moment, a small light caught the corner of his eye. It started out as a faint flicker, but as it came closer it grew into a ball of fire, engulfing the darkness and Armand with it.

A cool breeze flew across his body as his eyes opened once again. He tried to push himself, but his arms were ripping with pain. Armand slid his body through the dew filled grass and propped himself up against the base of a nearby tree. As he looked to the horizon, all he could see was flames. The birthplace of his pain and suffering was slowly burning to the ground, but tears welled still up in his eyes. Were they tears of joy? No, his memories were slowly coming back into focus. All those he thought so fondly of were now lost in the fire.
As the flames subsided, Armand got himself to his feet and wandered back to the destruction. There was nothing left of Dussen Laboratories, all except for dumpbins and water tanks at the far end of the lot. He dragged himself down the lot toward the bins, hoping for some slight chance that someone may have hidden themselves there, but no such luck. Nothing but garbage and some worn out clothes he decided to keep for himself. They were a little too big for him but it was at least something to cover his body. Once he got himself together, he walked down a dirt path into the wood and never looked back. Armand had no idea what to do from this point but he knew God gave him a second chance for a reason. Perhaps to learn more about himself? He did not know, but he was certain he would find out and set off to find the answer.
__________________
PSN: Ephnkarma / 3DS: 1177-6960-5385 / Website / ART
  #1233 (permalink)   [ ]
Old 06-27-2008, 12:48 AM
Batrachius Batrachius is a male United States Batrachius is offline
kero-kero, kero-kero
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Join Date: Apr 2005
Location: Rison, AR
View Posts: 2,073
Re: Character List

Name: Attica Starr
Age: 20
Occupation: Mobile Suit Pilot; Amateur Necromancer
Race: Human
Gender: Female
Weight: 150 lbs.
Height: 5’ 6’’
Eyes: Green with flecks of gold.
Hair: Red with streaks of gold.

Appearance: Attica’s hair is thickest in front, with the sides and bangs in a sort of spiked style that hangs low in front and tapers to the back around the base of her head. The flecks in her eyes as well as those in the fibers in her hair follicles glitter brightly during thirty minute intervals due to her nano-machines performed regulated tasks. Her face is heart shaped, with high cheekbones and a widow’s peak hidden beneath her hair. Her chin is softly pointed, her lips somewhat pouty. As for her body, while not tall, she has maintained a lightly muscled physique in order to maintain emergency functions when piloting her Mobile Suit.

Clothing Inventory-
1x Black Hooded Cape
1x White Tank Top
1x Golden Lip Ring
1x Black Overalls
1x Black Boots

Hand-To-Hand Combat Weapons:

The Repair Gun- On those rare occasions when the Mobile Suit is not prepped for battle, the multifunctional tool that Attica uses to repair her Mobile Suit is a handy weapon. It has the appearance of a gun with a long silencer and a hanging large ammo clip. It can fire automatic screws, which can drill into flesh, discharge detonating cartridges, which explode with oil at temperatures up to 100 degrees Celsius. Also, as a side function, it also shoots a grappling talon that can pull things close as well as pull her to things that are heavier than her.

Thrusters: Attica always wears four thrusters when outside of her Mobile Suit. They can be used as weapons, but are more useful as transportation if the Deploy Bike isn't available or is disabled. She has one thruster for each forelimb, as well as a pack on her back to stabilize her movements.

The Pipe- Also a tool for “repairing” the Mobile Suit when other things don’t work. A fairly ordinary pipe at first glance, with a bend on one end. The pipe is very heavy, and is the reason Attica’s left arm (her swinging arm) is more toned than her right. However, it has one more attribute. It has been ritually prepared for use as a staff for necromancy, which is sorcery concerning the Dead. She almost never uses her necromancy in battle, though, because of the taboo involved.

Armour: There is only one article of armor on Attica, and that is the belted plate that is attached internally to her ribcage over her heart, to protect that vital area. It is virtually invisible to those without an X-Ray machine

Necromancy:All Attica has been able to do so far with her Dark Arts is trap souls in bottles and torture the dead into telling her of their exploits or secrets. She has not found a use for the souls yet. Neither of these skills is offensive.

Strengths: Her no. 1 strengths are dexterity and intelligence, that coupled with the Baphomet Suit giving her an edge on firepower, while not so much speed as the thrusters on the suit require an opponent of equal speed to really require it. Decreasing the power of the thrusters is a complex activity that was not in mind during the suit’s design.

Weaknesses: Attica has an only very basic grasp on bare-handed fighting tactics. Without her weapons or Mobile Suit, plus the Deploy Bike, she is out of her comfy technological element and is very vulnerable to all sorts of attacks. Also, she has no armor outside of her vehicles, which is incredibly dangerous for her.

Personality: Attica first appears shy. This is not the case. She just cares very little for most people and will avoid those she cannot imagine integral to her purposes.

She could be considered by some as very sexual in nature, but she rarely shows it. The glint in her eye is usually the only sign she’s interested in some prospective guy. Attica always carries the chip on her shoulder that she was never the top of her class, and so is incredibly competitive and rude when it comes to things like fights or contests.

Also, Attica is very touchy about her illegal practices. The use of the dead from her previous battles is a touchy matter to her, because many would find it disturbing. Her mother believes she is just going through a little phase, so she doesn’t pay it very much attention. She is much more intimidating to most when they learn all her previous opponents never got away and simply became fodder for her dark experiments.

The accolades of respect she has received for her Grade A performance in missions so far have started to get to her head recently.

History: Attica Starr graduated nearly at the top of her class. Her better, the Pilot Valedictorian Leon Hancock, was supposed to get the honor of piloting the Suit she calls the Baphomet, but was mysteriously killed in a training exercise before he was actually able to use it.

Because Attica was known for her Occult interests, she lost her hard-won close friends, who believed she had something to do with the horrific accident that caused his death. However, the Academy couldn't prove anything, and so Attica was given the ability to change the name of the Suit, which she did, and was assigned to her daily tasks of infiltrating and disarming the weapons of the Space Alliance that had rebelled from the Earth Colonies.

While most other pilots have entered psychoanalysis about the horror and chaos that is inherent in the abominations of war, Attica already refused such services. She rarely is ever phased by any combat situation, even though her assignments are far more deadly than the ones her comrades face in open space.

One day, she made a point to use Necromancy to resurrect Leon and ask him what went wrong with his Mobile Suit. After he apologized for how he always one-upped her, she proceeded to bash him back into the earth with her Pipe and then exited the summoning circle.

The Assault Vehicles

Name: Mobile Suit Baphomet
Design:

Height: 13’’ 2’
Weight: 3.6 metric tons
Armor: Heavy

Explanation: This Suit is much smaller than any regular model on the battlefield at the moment, measuring only slightly above thirteen feet in height. Because of that, it is suited for special operations that don’t have as much danger as far as large numbers, but moreso in more closed and specialized environments involving recon and intelligence missions.

Strengths & Weapons: Has shield-mounted heat rod whip on left arm and beam sword attached to right hip. The sword is fed by a roping wire that attaches to the main power core of the mech, which enables it to cut through most types of armor and flesh by modifying the energy intensity used. The shield can retract the rod for transport. Very good defensive armoring and build. Cockpit reinforced with the Lodium that makes up the entire frame of the unit. Bipedal movement lends powerful dodging abilities. Teleports to headquarters after the pilot evacuates to prevent theft.

Weaknesses: Slow to react to close and human-sized enemies because of intense thruster motion. Limited charge for heat rod. Several weakened areas on the machine because of limited budget after past encounters, and Lodium is more easily damaged by fire-based moves than other attacks, as repeated heating actually weakens the outer shell of the armor. Also, every critical strike on the Mobile Suit actually causes it to use more power, which heats up the interior in a fashion that can leave Attica in a very hot spot.


Name: Deploy Bike Marduk
Design:

Height: 5'' 1'
Weight: 1.2 metric tons
Armor: Moderate
Explanation: Attica discovered the bike was possessed when it sought her out, being a necromancer, seeking her talents to acquire a potential host to transfer its soul into. Apparently, it was once a vampire whose plans to attain godhood went terribly awry. After some remodeling, she installed the handy undead bike into the back of her Mobile Suit in place of an escape vehicle of some mundane competence. The spirit holds Attica to her promise, as soon as the girl's powers are great enough that she could do as the being asks. Until then, he will remain her servant.

Strengths & Weapons: Much more travel-friendly than Baphomet, the Marduk is a sleek model of bike that is equipped with a mounted turret gun, cleated wheels, a missile launcher on each side, and…a taste for blood.
In exchange for absorbing the blood of her enemies, Marduk retains the ability to regenerate, as well as reach amazing speeds (but only in moonlight,) as well as summon small familiars with its dark power. When she activates the bike and it launches with her out into the fray.

Weaknesses: Marduk has very little armor for protecting its rider, though it tries to make up for that with speed. It is also encased in a layer of Lodium around both wheels and lining the sides, but the seat where Attica remains perched is completely vulnerable.
__________________
Satan in the Hearts of Little Children::Cryptic Verses::Sade::NPC Warehouse
MCCCXXXIV
wejustwantyoutoseethingsasclearlyaspossible.
  #1234 (permalink)   [ ]
Old 06-29-2008, 03:00 AM
Lady Curse Lady Curse is a female United States Lady Curse is offline
Crazy Person
Join Date: Nov 2006
View Posts: 2,863
Re: Character List

Name:
Ralis Alexander Lerin

Age:
He has failed to ever say his actual age, though it's easy to tell he looks around 20-22 years old.

Race
:
Human

Sex:
Male

Hair:
His hair used to be a dark brown hair, goes to the back of the neck, almost shoulder length, now it's turned a snowy white, due to the adverse reactions of the darkness, Ralis will never answer why if he's asked.

Eyes:
His eyes used to be a dark brown, but now they're pitch black, again, due to the dark's corruption on his appearance.

Weight:
157 lbs

Height:
5'11"

Weapons:
Ralis disposed of his old weapon, he now carries several shafts of metal and several blades. Combining these seemingly useless tools, he can infuse his darkness powers into the metal and have them join in certain patterns. His favorites are:

The Severer: A wicked, two handed sword that is sharp on one side of the blade and serrated on the other side. The blade is covered with seething darkness, empowered with all of Ralis' power, making it unable to be scratched or broken. Touching the blade with bare hands sends the tendrils of darkness at the impostor, it rejects anyone except Ralis.

The Slicer: A cruel looking polearm with a long, metallic shaft and two blades at each end, both serrated and saw-like. The darkness crawls over the weapon's shaft as it does with the sword.

The Spiker: Lastly, a metallic hilt with a blade at the end and a long chain, empowered with the darkness, attached at the end of a chain is the blade of the sword, the serrated saw part.

Armor:
Ralis still carries his old black and hooded traveling cloth, with chainmail woven into the interior of the cloak. He wears and a dark black leather tunic and dark black pants with dark black boots and black iron gauntlets over his hands, he wears no actual armor other than that, he likes being agile and fast on his feet. To make up for not having any real armor, he conjures dense blankets of shadow and empowers his clothes, making his clothes incredibly hard to rip, tear, pierce, set aflame, etc. However, blunt weapons and such do a lot more than anything else and light magic heavily reduces the shadows. Regular attacks weaken his 'armor' with each hit and he has to conjure more darkness, which uses a lot of energy.

Strengths:
Ralis was trained very well in swordfighting, sparring, and is experienced with or without a blade in his possession. He has martial arts skills which allow him to disarm or knockout an opponent. Used to be a common thief, and is trained to sneak around, steal. Using his own shadow, Ralis can turn invisible in dark places and his shadow can touch and hold real objects. Ralis can see, feel, hear, taste, and smell things in shadow form and cannot be hurt, he can converse with others in this form.

Weakness:

Besides magic, Ralis has no long range capabilities. No bow, arrows, throwing daggers, etc. Ralis's armor is very lightweight, but still protecting. However, direct hits from heavy weapons won't be shielded very well. When Ralis creates a shadow object or person, light will cause it to die and vaporize. Ralis cannot control trees, nature, light, or earth through magic. In shadow form, Ralis can be seen when a form of light and can been heard still. His real body is vunerable and unprotected when Ralis is controlling his shadow.

Skills/Magic:

Darkness:
Ralis has a dark personality at some times and his powers are controlled by his emotions. When feeling sad, or depressed, anxious, nervous, or frightened, he gains full control over dark magic.

Shadow Puppetry: Ralis can control all shadows around him for numerous reasons, to grab opponents, use shadows as a barrier or control a certain shadow, but concentrated light will vaporize it.

Dominant Shadow:
Ralis can manipulate the darkness from shadows and have them materialize into real world objects or things.

Objects:
Ralis can materialize objects from darkness or shadows. Small things such as arrows or daggers take small amounts of energy and concentration and can be made almost instantly.

Larger objects such as shields, swords, or armor take a longer amount of time, energy, and concentration. Ralis can link his sword to whatever shadow weapon he creates and by using his sword, he can wield the shadow weapon as well since the two are linked. Ralis can use shadows to cover his body and they can protect small blows before vaporizing.

People:
Ralis can only materialize another living shadow when another person is near. He morphs their shadow into a 3 dimensional being and Ralis controls it. Ralis is extremely vulnerable while controlling it, because it is an empty vessel with his mind, but in the shadow Ralis cannot be harmed even in the light.
Ralis can camouflage himself only at night, but direct light will reveal him.

Emotional:

When Ralis is happy or optimistic (very rarely) he can wield the water element.

Water:
Materialize and shape water. Can be used as a projectile and freeze others in place. Ralis will need a larger body of water if he wishes to use more dangerous attacks.

Ice Barrage:
With a substantial amount of water, can morph water into large shards of ice to either use as a shield around himself or projectiles to an opponent.

Water Vortex:
With enough water can summon large waves against more than one enemy which knocks them backwards.

Fire:
When Ralis is vengeful, angry, hurt, et cetera, he can wield fire magic. The angrier he is, the stronger and more potent his attacks will become.

Blaze:
A simple attack that form a shower of sparks or fire blasts.

Infernous Rage:
Ralis only uses this attack when his life or another he cares about is threatened and will do and he can to prevent that. He becomes severely exhausted after this attack. Ralis protects himself with a ring of flames around him and in wherever direction he thrusts his hand(s), a blast of fire will follow. Can only be used for a small duration as it takes a lot of energy.

Appearance:
Ralis looks as young as he was a few years ago except for his brown hair, it's now white and his eyes have turned pitch black. His skin has turned a pale, ashen tone and the rest is what it used to be, young. He carries the metallic weapons and tools in a dark black pack that slings around his shoulder and lies at his hip, he keeps it tied to his waist with his belt, having the strap and belt overlap.

Personality:
Ralis doesn't have a set or a default personality anymore. His darkness has taken a serious hold over his mind and it dictates over just about everything he does. At times, he is funny and joking, playful and never serious. At other times, he tends to be angry, spiteful, sarcastic. Yet, he can also act depressed, lonely, bored. One simple word for his mindset: crazy.

Biography:
Ralis was born in the Drainor Province, ruled by a greedy and demanding king. His mother died during his birth and his father had to take care of him. After the kingdom suffered a great battle, they won against barbaric invaders, but at a horrible cost. The city was nearly destroyed and ruined so the king leeched off his denizens through taxes. After his father couldn't pay the officials enough money for three fortnights in a row, he was taken to the city and Ralis had no choice but to run. That's when he accepted the ways of the theif and stole to survive.

When an old merchant moved near his village, Ralis went to steal from him. Little did he know, that the merchant, Alan Droskin, was a dedicated battlemage. He forgave Ralis and took pity on the poor boy. He taught him how to grasp and understand magic. After Ralis had finished his training, Alan gave to him his old blade and armor as the time passed for Alan to need it anymore.

Ralis never believed in a god because in the Drainor Province, only the king was to be treated as a god or deity and Ralis cringed at the thought. Ralis seeks to someday avenge his father, but he wonders how and won't rest until he does, one of his only dreams.
__________________
"It's a sense of touch. I think we all miss that touch so much, that we crash into each other, just to feel something."

The Inner-Workings of My Weird Mind Coming to Life
  #1235 (permalink)   [ ]
Old 06-29-2008, 03:03 AM
Lady Curse Lady Curse is a female United States Lady Curse is offline
Crazy Person
Join Date: Nov 2006
View Posts: 2,863
Re: Character List

Name:
Ralis Alexander Lerin

Age:
He has failed to ever say his actual age, though it's easy to tell he looks around 20-22 years old.

Race
:
Human

Sex:
Male

Hair:
His hair used to be a dark brown hair, goes to the back of the neck, almost shoulder length, now it's turned a snowy white, due to the adverse reactions of the darkness, Ralis will never answer why if he's asked.

Eyes:
His eyes used to be a dark brown, but now they're pitch black, again, due to the dark's corruption on his appearance.

Weight:
157 lbs

Height:
5'11"

Weapons:
Ralis disposed of his old weapon, he now carries several shafts of metal and several blades. Combining these seemingly useless tools, he can infuse his darkness powers into the metal and have them join in certain patterns. His favorites are:

The Severer: A wicked, two handed sword that is sharp on one side of the blade and serrated on the other side. The blade is covered with seething darkness, empowered with all of Ralis' power, making it unable to be scratched or broken. Touching the blade with bare hands sends the tendrils of darkness at the impostor, it rejects anyone except Ralis.

The Slicer: A cruel looking polearm with a long, metallic shaft and two blades at each end, both serrated and saw-like. The darkness crawls over the weapon's shaft as it does with the sword.

The Spiker: Lastly, a metallic hilt with a blade at the end and a long chain, empowered with the darkness, attached at the end of a chain is the blade of the sword, the serrated saw part.

Armor:
Ralis still carries his old black and hooded traveling cloth, with chainmail woven into the interior of the cloak. He wears and a dark black leather tunic and dark black pants with dark black boots and black iron gauntlets over his hands, he wears no actual armor other than that, he likes being agile and fast on his feet. To make up for not having any real armor, he conjures dense blankets of shadow and empowers his clothes, making his clothes incredibly hard to rip, tear, pierce, set aflame, etc. However, blunt weapons and such do a lot more than anything else and light magic heavily reduces the shadows. Regular attacks weaken his 'armor' with each hit and he has to conjure more darkness, which uses a lot of energy.

Strengths:
Ralis was trained very well in swordfighting, sparring, and is experienced with or without a blade in his possession. He has martial arts skills which allow him to disarm or knockout an opponent. Used to be a common thief, and is trained to sneak around, steal. Using his own shadow, Ralis can turn invisible in dark places and his shadow can touch and hold real objects. Ralis can see, feel, hear, taste, and smell things in shadow form and cannot be hurt, he can converse with others in this form.

Weakness:

Besides magic, Ralis has no long range capabilities. No bow, arrows, throwing daggers, etc. Ralis's armor is very lightweight, but still protecting. However, direct hits from heavy weapons won't be shielded very well. When Ralis creates a shadow object or person, light will cause it to die and vaporize. Ralis cannot control trees, nature, light, or earth through magic. In shadow form, Ralis can be seen when a form of light and can been heard still. His real body is vunerable and unprotected when Ralis is controlling his shadow.

Skills/Magic:

Darkness:
Ralis has a dark personality at some times and his powers are controlled by his emotions. When feeling sad, or depressed, anxious, nervous, or frightened, he gains full control over dark magic.

Shadow Puppetry: Ralis can control all shadows around him for numerous reasons, to grab opponents, use shadows as a barrier or control a certain shadow, but concentrated light will vaporize it.

Dominant Shadow:
Ralis can manipulate the darkness from shadows and have them materialize into real world objects or things.

Objects:
Ralis can materialize objects from darkness or shadows. Small things such as arrows or daggers take small amounts of energy and concentration and can be made almost instantly.

Larger objects such as shields, swords, or armor take a longer amount of time, energy, and concentration. Ralis can link his sword to whatever shadow weapon he creates and by using his sword, he can wield the shadow weapon as well since the two are linked. Ralis can use shadows to cover his body and they can protect small blows before vaporizing.

People:
Ralis can only materialize another living shadow when another person is near. He morphs their shadow into a 3 dimensional being and Ralis controls it. Ralis is extremely vulnerable while controlling it, because it is an empty vessel with his mind, but in the shadow Ralis cannot be harmed even in the light.
Ralis can camouflage himself only at night, but direct light will reveal him.

Emotional:

When Ralis is happy or optimistic (very rarely) he can wield the water element.

Water:
Materialize and shape water. Can be used as a projectile and freeze others in place. Ralis will need a larger body of water if he wishes to use more dangerous attacks.

Ice Barrage:
With a substantial amount of water, can morph water into large shards of ice to either use as a shield around himself or projectiles to an opponent.

Water Vortex:
With enough water can summon large waves against more than one enemy which knocks them backwards.

Fire:
When Ralis is vengeful, angry, hurt, et cetera, he can wield fire magic. The angrier he is, the stronger and more potent his attacks will become.

Blaze:
A simple attack that form a shower of sparks or fire blasts.

Infernous Rage:
Ralis only uses this attack when his life or another he cares about is threatened and will do and he can to prevent that. He becomes severely exhausted after this attack. Ralis protects himself with a ring of flames around him and in wherever direction he thrusts his hand(s), a blast of fire will follow. Can only be used for a small duration as it takes a lot of energy.

Appearance:
Ralis looks as young as he was a few years ago except for his brown hair, it's now white and his eyes have turned pitch black. His skin has turned a pale, ashen tone and the rest is what it used to be, young. He carries the metallic weapons and tools in a dark black pack that slings around his shoulder and lies at his hip, he keeps it tied to his waist with his belt, having the strap and belt overlap.

Personality:
Ralis doesn't have a set or a default personality anymore. His darkness has taken a serious hold over his mind and it dictates over just about everything he does. At times, he is funny and joking, playful and never serious. At other times, he tends to be angry, spiteful, sarcastic. Yet, he can also act depressed, lonely, bored. One simple word for his mindset: crazy.

Biography:
Ralis was born in the Drainor Province, ruled by a greedy and demanding king. His mother died during his birth and his father had to take care of him. After the kingdom suffered a great battle, they won against barbaric invaders, but at a horrible cost. The city was nearly destroyed and ruined so the king leeched off his denizens through taxes. After his father couldn't pay the officials enough money for three fortnights in a row, he was taken to the city and Ralis had no choice but to run. That's when he accepted the ways of the theif and stole to survive.

When an old merchant moved near his village, Ralis went to steal from him. Little did he know, that the merchant, Alan Droskin, was a dedicated battlemage. He forgave Ralis and took pity on the poor boy. He taught him how to grasp and understand magic. After Ralis had finished his training, Alan gave to him his old blade and armor as the time passed for Alan to need it anymore.

Ralis never believed in a god because in the Drainor Province, only the king was to be treated as a god or deity and Ralis cringed at the thought. Ralis seeks to someday avenge his father, but he wonders how and won't rest until he does, one of his only dreams.
__________________
"It's a sense of touch. I think we all miss that touch so much, that we crash into each other, just to feel something."

The Inner-Workings of My Weird Mind Coming to Life
  #1236 (permalink)   [ ]
Old 07-03-2008, 07:35 PM
Drammor Drammor is a male United States Drammor is offline
Superpowers: sleeping- and eggplant-related

Join Date: Mar 2008
Location: Spokane, WA
View Posts: 1,535
Miss Kylie Wild

Name: Kylie Wild
Title: The Luckiest Girl Dead
Occupation: Gambler, Warrior

Race: Human

Age: 16

Gender: Female

Hair: Glossy, naturally bright red hair of neck length, styled with pixie spikes in some places.

Eyes: Dark jade green, with a large black spade for her right pupil. This feature of her right eye is stylized, appearing as one would on the “Ace of Spades” card. Normally, this quirk raises many questions, although some people assume the effect is created by a contact lens. If questioned directly, she states that the shape is natural, but changes the subject if questioned further; throwing off the impression that it makes her uncomfortable.

Weight: 130 pounds

Height: 5’ 7”

Appearance:
Kylie is a slim girl of average height, who might easily be confused for a woman in her early twenties. Her skin is smooth, soft and very fair of color, as though she has spent little time in the sun. Her neck length, glossy hair is a very bright, natural red in color; she wears is styled with a few pixie spikes to give her a vibrant appearance. Her eyes are green like the color of dark jade and her right pupil takes the shape of a stylized spade, such as one that would be found on a playing card. On the back of her right hand she has a black tattoo of the Aries sign, and a myriad of astrological signs arranged into a symmetrical design tattooed on the small of her back.

Kylie can usually be found wearing a simple, yet stylish outfit of a pair of black, wide legged pants with silver threads around their ankle cuffs, a short sleeved shirt with a silver flame design and a black leather jacket with silver decorations on its cuffs and collar. Around her waist, Kylie wears a tough black leather belt with a small, simple buckle. Attached to her belt, on her right hip, she wears what appears to be a black camera case, and on her left hip, she wears a green and black case for a deck of cards. She wears a pair of black, silver and green running shoes. Slung on her right shoulder, and crossing her back, she also wears the sheath to her wakizashi. Around her neck, she wears a blood stained 5.7x28mm bullet with a red tip, engraved with the symbols for Aries and Scorpio.

Personality:
Kylie is like a living dynamo. She is a very spirited and energetic person, tempered with a need for material wealth and security, and a creature of intense emotion. She is a constant bundle of energy and vitality, always ready to meet each new challenge head on and live every day and moment to its fullest. To others, she appears confident, proud, and sure of her abilities. When she wants something, she attacks it with passion, energy and intensity that can sometimes leave others a little bewildered. Through her invigorated, demanding nature, Kylie has developed a sense for the true inner motivations and the workings of highly detailed things, such as the personalities of others and the complexities of a nine deck game of poker with twenty-two players, black-eyed jacks wild.

Kylie has also developed a mask of class and self-containment that combines with her determined and energetic nature in a way that accentuates her confidence and gives her personality a powerfully magnetic edge.

In her life, Kylie has a constant need for adventure, challenge and freedom. Nearly everything she does becomes an issue of all or nothing. Her sources of conflict and motivation come from a constant feeling of confinement, her association of security with material gain, her fear of poverty, and her near refusal to accept authority, rather than being the authority. Leading comes naturally to her, following does not.

Although inexperienced, Kylie makes for a superb fighter. She can rally to any cause she believes in, and sees it through to the end. She's the first into battle and the last one out. Vague ideas and plans easily crystallize under her influence; she excels at turning plans into reality with firm practicality. She is gifted with drive, ambition and determination.

Weapons:
G26 “Baby” Glock
A small, ten-shot 9mm pistol made from a lightweight, yet stronger-than-steel polymer. Kylie usually carries two extra clips for the gun. The gun itself is carried on her belt, opposite to her deck of cards, snugly inside a cloth and plastic carrying case that looks like it might be more for a camera than a gun. Kylie is an average shot with the pistol, but is strangely more adept at shooting moving targets than still ones.

Orothos Wakizashi
A twenty inch-long blade with a six and a half inch long handle. The material of the blade is metal, but is steel alloyed with tungsten, carbon and a metal called orothos that gives the blade a dusky violet cast. The wakizashi is of great quality and would make a very desirable weapon in full scale combat. Altogether, this weapon weighs less than three pounds but can withstand incredible pressure or blows without breaking. If the weapon does break, its pieces can be held together, and they will “melt” together again, rendering the weapon as though it were never broken at all. Cracks in the blade mend themselves instantly. Additionally, the blade will melt only under extreme temperatures – in excess of 5,200 Celsius degrees. If the blade is heated or cooled, it never transfers any of that temperature to its handle.

Unfortunately, Kylie only bought/won the wakizashi because she thought it looked cool. She has no idea how to properly wield such a weapon, using it more like an axe or a knife than a sword. The merchant who lost/sold the weapon to Kylie also mentioned special powers, but the sword has never shown any of that to its owner. Kylie usually wears the wakizashi in a sheath on her back.

Tungsten-Steel Darts
These are twelve heavy darts with deadly points and solid metal bodies. Their fins are made from the same sort of durable polymer as her gun, and she keeps six spare sets of fins on hand in case a dart or two loses its own. Four of these darts have spiraled barbs along their tip, making them extremely painful to pull out one’s flesh. These darts are Kylie’s only weapon with which she is truly proficient; she can accurately and powerfully throw one of her darts up to forty-five feet away – even further if she is using her Spades suit.


Armor:
Super Cool Jacket
Kylie’s jacket has flexible plates of the same polymer as her gun planted into its body. The armor that this addition provides is undetectable under most conditions and provides better protection against bullets than a Kevlar vest, as well as good protection against anything else that might try to punch through her jacket.

Accessories:
Cell phone
2 spare cell phone batteries
Laser pointer
Pair of dice
Wallet filled with “legitimate” IDs and licenses for just about anything

Best Shoes Ever
Kylie’s shoes are specially designed to provide her with excellent support no matter what she is doing. Although they appear to be normal, if high quality, running shoes, they could actually be called all-purpose shoes. The shoes themselves are waterproof and can change their inner temperature to make Kylie more comfortable, although they can’t really stop water and stuff from getting in through the feet holes. Inside each shoe is a very precise computer that reads Kylie’s actions and environment up to three thousand times each second and then modifies the air support within the shoe and traction on the ground to give her the best possible support at any moment.

The shoes know the difference between high activity and low, and therefore have a standby mode they assume to conserve energy. The shoes are also equipped with retractable cleats and tiny pores along their soles that can both exude and dissolve an adhesive substance of varying strength, all to ensure that Kylie’s traction is stellar at any moment. If the shoes sense a shift in direction and angle that indicates their wearer is attempting to slide, the shoes will shift traction in the other direction. High powered magnets along the soles, a built-in metal detector, the shoes’ gyroscopes and an unusually high ankle cradle that can adjust to hug a wearer’s ankle tighter can even work together allow their wearer to walk, run or jump on ferrous surfaces

Kylie doesn’t know exactly how the shoes work, but she was told that their batteries can survive several dozen hours of intense activity, and are recharged by their wearer’s motion during down time; all she needs to do is change her insoles every now and then, and the shoes will take care of the rest.

Strengths:
Better Than the Old Days
Kylie is an amazing gambler. She is familiar card counting, probability and is familiar with some very advanced mathematics. She is a natural psychologist and somaticist, able to people’s “tells” and faces to ferret out lies, partial truths or bluffs with remarkable ease. Since her death, her knack and prodigious skill in the art have only grown, becoming augmented by her new powers. When chance becomes a factor in anything she does, she develops a powerful intuition for the best course of action. For this reason, Kylie often closes her eyes when she fires her gun, finding that this intuition makes her a much better shot than when she relies on her own skill.

Luckiest Girl Dead
Fate and Luck are always on Kylie’s side, helping her out when mere skill is not enough. It is difficult to say how this power manifests, since its effects are nearly invisible, but Kylie’s luck is now easily noticeable both to herself and to others. With this ability at her disposal, money is only rarely an issue for the young woman, and danger is only rarely as dangerous for her as it would be for others.

You’d have to be Superhuman…
Since her death, Kylie has developed an array of superhuman powers, all of which are linked to her emotions, gambling terms and a spiritual deck of cards. By spending “suits” out of her deck, Kylie gains speed, strength, reflexes, healing ability or luck far beyond the human norm. Alternatively, she can spend “cards” to change someone else’s luck for the worse, make a copy of her self, vanish, produce a blast of psychokinetic energy, strike a devastating blow, or a number of other effects.

Weaknesses
:
Unluckiest Girl Dead
Although she is unaware of it, her Luckiest Girl Dead strength is actually the use of her Motley suit. If it were not for Kylie using this power, her pool of “cards” would be 54, instead of 52. Kylie also loses her incredible luck at any time that Kylie loses her other card tricks. Whenever the Motley suit’s effect wears off, the suit also renews, and Kylie uses it without becoming aware of doing so. If Kylie is somehow prevented from using the Motley suit in this way, fate and luck are set against her until she can. Skill will avail her less than it would others, and danger is more imposing for her than others would find it. Interestingly, this weakness does not affect Kylie while she sleeps.

The Nature of the Gamble
All of Kylie’s card tricks rely on a set pool of points from which to draw their power, which Kylie is not aware of. Although one or two of her powers may only use one or two points, the majority of them will eat through much larger portions of her reserve. When Kylie runs out of cards in her pool, she is not aware of it, and may therefore place herself in harm’s way with some sorely misplaced confidence. Furthermore, when her card pool reaches zero, she loses the benefit of any ongoing card trick effect instantly, such as the “Luckiest Girl Dead” effect of her Motleys suit, but not her enhanced intuition.

Greenhorn
Kylie does not yet have a full grasp of her superhuman powers. She is unaware of the existence of most of her abilities, cannot always control the ones that she does know about, and does not understand what her limits are. She has never been a fighter, and has very little understanding of how to fight, but has decided to take that path.

Skills/Magic:
Card Tricks
Kylie has special powers based on her emotions, gambling terms and a spiritual deck of cards, which manifest in a wide variety of ways. Presently, she has only suit- and blackjack-associated abilities, but may have more as she gets to know her powers more fully. Kylie normally has a total of 52 cards to work with, although this number could conceivably be 54. Her cards available renew at the beginning of each day. The following are her abilities, as well as their durations and costs:

Spades
Cost – 13 cards (1 suit)
Kylie’s Spades ability can be used only once per day, but lasts for about twelve hours (or whatever the local half a day is) once activated. With it, Kylie can perform feats of herculean strength, such as lifting a semi truck or smashing through a stone wall or pillar with ease. Her Spades suit is linked to a desire to be physically stronger, although Kylie is not yet aware of the upper limits of this power, and is not keen on testing them.

Hearts
Cost – 13 cards (1 suit)
Like all other suits, Kylie’s Hearts power can be used only once per day. It lasts only a single hour, but during this time, Kylie could recover from near fatal injuries to perfect health, but could not do so multiple times within that same time frame. With the Hearts suit, Kylie could even reattach a severed limb to her body, although Kylie would never want to be in a position to try such a thing in the first place. The Hearts suit is linked to Kylie’s desire to not be injured, and so usually activates whenever she suffers a wound of any kind.

Diamonds
Cost – 13 cards (1 suit)
The Diamonds suit increases both Kylie’s speed and reflexes to amazing levels. With this suit active, Kylie could react fast enough to dodge a bullet, but not many bullets in succession, or could run at speeds in excess of 70 miles per hour (112 kmh). The Diamonds suit lasts for two hours and can be used once per day. The Diamonds suit is triggered by nothing more than the desire to move faster.

Clubs
Cost – 13 cards (1 suit)
The Clubs suit raises Kylie’s stamina to heights on par with the rest of her Suits abilities. For as long as the Clubs suit is active, no amount of activity or effect will cause the girl to tire. After the suit expires, she does not feel the effects of anything she had done while under its influence. The Clubs suit can be used once per day and lasts for a total of eight hours before wearing off. This suit is made active by Kylie’s want to get a second wind.

Motleys
Cost – 2 cards (Motleys suit)
Kylie’s Motleys suit (usually referred to as the Jokers in a deck) is the source of her incredible luck. It lasts for a full day once activated, and can be used once per day. The Motleys suit requires nothing but Kylie’s want to be awake to activate, and therefore is active almost constantly. The only lag time this power usually experiences is during Kylie’s first few moments of wakefulness.

Fold
Cost – 3 cards
The fold power allows Kylie to vanish from reality for a few moments – anywhere from a few fractions of a second upwards to two and a half seconds. Either way, it isn’t much time, but it makes for an ideal manner of dodging just about anything. Although Kylie leaves existence when she uses her fold power, her awareness remains, allowing her to end the effect as soon as she wants to. Although the fold power is triggered by a desire to give up, Kylie is aware of this one, and so can sometimes activate it without actually experiencing that emotion.

Hit
Cost – 1 card
The hit power hits something psychokinetically. The starting point of this force is usually a position directly next to its target, and the hit has packs enough punch to break a pane of thick glass. Kylie’s hit power is linked to a want to have more of something, and she is not yet in control of the power or even aware of it.

Stand
Cost – 2 cards
The stand power allows Kylie to resist almost any level force, whether she’s arm wrestling with a very large and strong opponent, being hit by a car, or standing in a hurricane, she will not be moved in any way or direction she doesn’t want to be moved. This power does not grant her any particular resilience against injury, only assurance that she won’t budge. The stand power is linked to a sensation of smug confidence, and lasts as long as her confidence does. Kylie is not yet aware of and therefore has no conscious control over this power, either.

Split
Cost – 7 cards
Caused by a want to be in more than one place at the same time, Kylie’s split power makes a copy of herself for a short time. Normally, Kylie cannot maintain having a copy for more than a few minutes, and if one of them suffers an injury, then Kylie maintains that injury after the split power ends. The same goes for things learned by one and not the other or similar experiences. Conversely, both Kylies draw the cards for their powers from the same pool, so she could easily drain her pool of cards almost instantly in this way. Although Kylie has triggered this power in the past, she doesn’t know how she did it, and thus has no control over it now.

Double Down
Cost – 18 cards
When Kylie feels that it’s all or nothing and the payoff is more than worth the gamble, she’ll use her double down power without even realizing it. When this happens, her intensity of success or failure for the next one minute becomes amazing. If she succeeds, she’ll do it beyond her intent. If she fails, it will be dismal.

Blackjack
Cost – 27 cards
Activated by Kylie’s sensation of impending victory against overwhelming odds, Kylie’s blackjack power makes her like a force of nature. It lasts for only three minutes, but during that time, she gains the benefits of her Spades, Diamonds, Hearts and Motleys suits, as well as the effect of her Double Down power and full control over her Hit power – the latter without the cost of any cards. When Kylie’s blackjack power is active, the spade in her right eye develops a brilliant golden glow, visible from nearly a quarter mile away in broad daylight. Further, if Kylie’s blackjack power would reduce her to 0 or less cards, it remains in effect until its three minutes have elapsed. This power has never manifested for Kylie before, and she has no control over it in any way.

Insurance
Cost – 9 cards
When Kylie realizes that she is facing an opponent or multiple opponents far more powerful than herself, her insurance power activates. If she would be struck down in combat while her insurance is active, she’ll be transported away from the battle to a very safe distance, usually measured in miles. She has no control over which direction she goes or where she ends up, but will always be delivered from harm’s way. Her insurance power lasts for the entire duration of a battle, no matter how long. Curiously, while Kylie’s insurance power is active, she cannot use her Blackjack power at all. Kylie is not yet aware of her Insurance power, and therefore cannot control it.

Push
Cost – 0 cards
Kylie’s only manner of recovering cards without waiting for them to return at the next day’s beginning, her Push power activates when she realizes that she and an opponent are at an impasse, whether or not they truly are matched for power or options. When this happens, she recovers 2 cards from her pool. Since her push power happens instantly, it has no duration. Further, it doesn’t matter whether she knows of the power or not.

Bio:
Kylie was sixteen years old; she faked an ID card and a persona that kept her own first name so that she could gamble in professional environments. She was fond of dressing in stately blacks with a little flair that helped to make her look like she set her own style. She had bright, natural red hair, dark jade green eyes and very fair skin. She lived at home with her parents and attended school by day; her parents thought she was a waitress at a very prestigious restaurant downtown at night. She explained the money she made as tip money. In reality, she had left that job just weeks after she picked it up.

Ever since she was a small child, Kylie had a knack for gambling. She could read peoples' tells and faces and had a special feel for all varieties of card game. As she grew older, she honed her knack into a powerful skill and learned card counting, probability and some very advanced mathematics. She could run the numbers on tables of up to thirty people and engineer a dotted winning streak that would earn her end profits of $200 or more on a $5 start, though she kept her numbers small like that in order to not draw attention to herself from either the casino owners or her parents.

One evening, her parents went to her "restaurant" to see her while she worked. Obviously, Kylie wasn't there. When they got home, they went through her room to see if they could find a clue to where she had gone and found a strongbox under her bed with all of her "persona" information in it, as well as a "small savings account." Her savings had amounted to more than $3,200. That was in no way normal for a 16 year old girl, so they confronted her about it.

When Kylie got home just after midnight (as normal), the **** hit the fan. After the fight, she went to her room and, while her parents thought she would have been crying on her bed, she grabbed a few of her things and took off through her bedroom window.

She used some of the money she had earned that night to buy herself a hotel room for the night and made herself look nice for the next night of casinos.
She played ruthlessly, and didn't stop at her usual $200. Instead, she racked up between one and two thousand from six different businesses. She knew that this method would keep her under casino radar while she made enough to make a living at a nearby hotel until she figured out a plan for her life thereafter.

At the seventh casino, she went from the front end to the back and got into a game of blackjack with some big business types. She dazzled, setting up an uneven rhythm of winnings and losses that would net her an average of +$300 per hand.

During the games, someone offered her a job as a secretary at their business, and she declined graciously, saying that she was too involved with college to get a job just then.

After earning a solid $7,000 from that table, Kylie said that she didn't want to push her luck too far, and took her leave with everything she had won that night. As she left the casino through the alleyway exit, she had almost $16,000 in her purse. That's some pretty good cash; she was very satisfied with herself and thought that instead of living out of a hotel, she'd find a good roommate in the city and stay there until she was old enough to buy her own house without using her persona.

As the door shut behind her, she looked out toward the street to her left and tucked a tendril of hair back behind her right ear. A voice she didn't recognize called out to her, "Kylie!" The only people that should have known that name were some of the folks at the table inside the casino. She hesitated for a moment, and then turned to look at her addressor.

There was a black charger parked in the alleyway. A tall, black man in a black suit with a white shirt and a black tie was standing beside it. He was wearing glasses, so she couldn't see his eyes but she could tell that he was bald. He was holding something up at her as she turned, and she opened her mouth just as the stranger fired the bullet. “Huh?”

The next thing she knew, she was beside herself. Literally. She was looking at herself. The lock of hair from her right ear was still in mid-swing, and the look on her face was one of unaware surprise. She was in a pose like she should have been walking forward, but had been stopped by something that she was turning around to look at. Just barely touching the center of her right eye was the red-tipped point of a 5.7x28mm round.

Numb, Kylie followed the back of the bullet back to its source. It was the man she had seen, he was holding the gun at an angle from the recoil of the shot. His face was expressionless, and she knew him to be professional at once.
She took a deep breath and tried to keep herself steady, but she was beginning to tremble. She was seeing her own death in still life.

As she looked around the alleyway frantically, she noticed something was out of place – very out of place. There was an elderly gentleman standing across from her "self" in the alleyway. He was dressed in a khaki-brown suit with a matching tie secured to his shirt by an engraved gold pin. He was holding a pocket watch in his right hand, looking down at it with some interest. The watch's chain led inside the man's jacket.

When she looked at this man with more interest, he suddenly looked up at her and cracked a smile, "Right on time, Miss Wild." His voice was easy and yet polite, inviting in its timbre and it sounded familiar. Like a beloved grandfather.

Kylie looked at the man without saying a word, but the expression on her face was one of sheer confusion. She opened her mouth to say something, but she closed it again and regained her composure. Taking a breath, she asked, “Right on time for what?”

“To die, Miss Wild.” He perked his brows at her as he spoke; his expression was a gentle one.

Kylie looked back at her ‘self,’ who was still standing there with a bullet on her right eye, then over at the man with the pocket watch. “No,” she protested, shaking her head, “you can’t be Death. You don’t even look like Death!”

The old man sighed deeply, placing a knuckle against his forehead, “Very well, then, Miss Wild. Would you prefer–”

The next thing Kylie knew, the entire alley was covered in black tatters of cloth, flapping violently in some unseen wind. A grinning skull beneath a hood was at the center of it all, and a crooked scythe in its bony hands, beneath that. Its voice screeched like steel nails on a blackboard, “– this?”

Something in her chest seized from fear. Kylie was convinced; she most definitely did not prefer this. Her throat suddenly dry, she managed to squeak, “No.” Suddenly, everything was as it was before, with the man in the khaki-colored suit and alleyway around her. Death beckoned her forward, toward the same door he had stepped out of, and turned around to walk into it. Before he could leave, though, Kylie shouted after him, “Wait!”

That was it. Death knew the sound of that voice well. It was like denial, but more whiney. It always preceded the But-I-Don’t-Want-to-Die shpeal. Putting on his most fatherly smile, he turned around to face her. “Yes, what is it?” he asked her.

“I’ve heard that if I beat you in a game…” she began.

That caught Death’s attention. This happened only rarely, and it always turned out in Death’s favor. It wasn’t another boring day in the field, and when the dead lost, they always came along willingly afterward. An earnest smile slipped onto his face, “What’s the game, Miss Wild?”

“Blackjack. Single deck, resplit to four, three two payout, dealer wins push. The bet is my life, and walking away from this without a scratch.” Kylie smiled, naming the game in professional form.

A table now stood between Kylie and Death. She brushed its smooth green felt with her hand as she sat at the newly arrived chair. As long as she was living, she lived by the gamble, why not now? As Death sat down, a deck with red backs appeared beside him and shuffled itself. The game started, the alley was silent but for the sound of cards being dealt.

On her side, Kylie Wild had the jack of clubs and the jack of hearts. The dealer was showing the queen of diamonds. Death peeked at his other card, and then looked at the player. “Split,” she stated. She slid the jack of hearts to the side, indicating that she would play her jack of clubs first. Death dealt her jack of clubs a deuce of the same suit. “Hit me,” she spoke again, her voice was intense but disinterested at the same time. The three of diamonds. She smiled, fifteen. Chances were she’d drop a large card, next. “Hit me.” The six of spades landed on the table. Twenty-one – win or push. She was almost completely certain the dealer wasn’t hiding a blackjack, so she counted that one a win. There was just one problem. She still had another hand, and if she didn’t win that one, she’d cut even with Death and push. Death would win, so she’d have to win the next hand, as well.

Kylie slid the cards of her winning hand to the side and moved the jack of hearts in front of her, showing the dealer that she wished to move on to the next hand. Death nodded and dealt the card. The jack of spades. Narrowing her eyes, Kylie slid the new card to the side, splitting again, and then glanced up at Death, waiting for him to deal another card. It was the four of diamonds. With fourteen, things were looking in her favor. On this fourteen, she was practically guaranteed the card to win. For flair, she grinned as she said, “Double down.” Death lifted the top card of the deck and flicked it into place. The eight of spades. Bust. Kylie’s heart skipped a beat, but her smile didn’t falter.

This wasn’t just bad. Her cocky attitude had gotten her into a horrible fix. She was a life behind. Among her only options now were another split and two wins, another double down and a win, or blackjack. What bleak options.

Death’s face was like a stone wall. He looked completely unfeeling as the young woman slid her losing hand to the side, and pushed the jack of spades in front of her. He dealt the card.

Kylie watched it fall from his fingers, turning face up in mid-air with the precision of Death’s practice across the eons. When it hit the felt, Kylie could have sworn she heard its boom echo across the alley. In perfect alignment with the jack of spades, the card stood black and bold. The ace of spades. Blackjack, payout 3:2, and she’s suddenly ahead by half a life. The dealer revealed his card – the king of hearts.

Kylie was stunned and speechless. She beat Death. She. Beat. Death. On the inside, she was bursting with excitement. On the outside, however, she wore nothing but a veneer of classy win. Standing up, Kylie reached across the table and offered Death her hand, “Well played, Master Death. It was a pleasure to play with you. He reached up and shook her hand back, but Kylie noted he lacked the strength for it as he stared at the cards in amazement.

She split twice and lost a double down, the odds reviled this young woman, but she beat him anyway. Death set his face set into a frown, and Kylie thought he may have been angry. His voice sounded nothing of the like, though. "You're dead," he protested. "There's not a whole lot that can be done about this, look at yourself. You have a bullet in your eye. That gun is a Five-SeveN IOM. That hitman is less than twenty-five paces away. His aim is perfect. This man will go crazy if you survive. You would have to be superhuman to live through this without a scratch."

Kylie only shrugged and replied, "You agreed on the bet. It would be unprofessional to try taking it back."

The old man shook his head, "I won't take it back but, you're not getting away with this for free. You won by half a life, not a whole one."

Time started again. The resounding blast of the gun's shot finished its course. Kylie heard herself hit the ground. A hideous pain flared from her right eye, blood gushed from it copiously. She turned around, and saw herself dead on the ground. She glanced up at the hitman, who was looking at Kylie, the old man, and the dead Kylie assembled in the alleyway. The table, of course, was not there.

The man looked to the side, uncertain of what to do, or even think. Those other two weren't there a moment ago. He hesitated badly, then holstered his gun, shook his head and said, "I did the job. I’m outta here." With that, he got in his car, started it, and drove out of the alley.

Kylie stood over herself, dead in the alleyway, as Death himself walked through an unseen door in the alley's wall. Her right eye bled profusely, and the pain was almost unbearable. Her mind was racing; there was no clean way to hide this. She couldn't leave herself there, so she did the only thing she could think of. She took the purse full of her belongings off of her own body, slung it around herself, and took out her cell phone. She called an ambulance.

Before she knew it, she was sitting beside her dead self in the back of an ambulance. She was in shock, and one of the EMTs was bandaging her eye. The EMTs figured the girls were twins, but were puzzled over the lack of ID on the dead one. Everything seemed to happen in a blur for the next few hours.

On arrival at the hospital, one Kylie was declared dead, the other was taken into emergency care. There was paperwork, police and a lot of concerned medical people. She met a shrink briefly; he was something like a trauma specialist. They asked about her parents; she told them she was a runaway.
After she was settled into a room, and some more talking with people she had never seen before, she was allowed to call her parents. She explained to them that she was alright, for the most part, and what hospital she was staying in.

Some twenty minutes later, a nurse came in to change the bandage on her head. As soon as the bandages were removed, a look of confusion and slight panic crossed the nurse's face. He got up, and walked, nearly jogged, hurriedly out of the room. Midway in his stride, everything stopped again.

A door that was not there a moment before appeared on one of the room's walls. The door opened, and an old man dressed in a khaki-colored suit walked out of it. Kylie looked at Death with a mild confusion, then a dawning understanding. Before she could speak, Death cut in gently, "It's only going to get worse from here, you know. Look at the facts. You're dead on a slab down in the morgue. Your parents are going to positively identify that corpse as you. Then, they're going to come up here and create all sorts of chaos. Your parents stand to lose quite a bit from all of this. The doctors and psyches think you're in shock right now. However, after they think the shock has worn off, there's going to be a scandal. Your parents will be accused of hiding away a twin of you from the world. They'll lose everything, because there is no evidence to support that they are nothing but good, loving people, and a corpse on a mortuary slab to prove everything to the contrary."

Death went on, "There's something about you that scared that nurse out of his wits. It probably has to do with your eye. Think about it, this is an emergency hospital in one of darkest places in town. The nurses here have seen everything from code blue to the downright disgusting. Last week they pulled a shotgun barrel out of a very injured man's..." Death cleared his throat, and then moved on, "Anyhow. Something about you scared that man, and now he's about to bring in doctors of every field and specialty he can think of to figure it out. You'll be labeled and studied for weeks – if not months or years. An air of eternal mystery will surround you and your broken family until you pass away. Oh, and you'll never be able to gamble again, because your face will be all over the news across the nation."

Kylie's mind whirred with all these thoughts as Death put down the pieces. She began to panic, finding almost all of it to be nearly unavoidable. As she started to pant from the excitement, she turned partly numb, and got up from the hospital bed. She walked over to a mirror in the room and looked at herself. Her eye was uninjured. No blood, no scar, not a single scratch. Uninjured did not mean that it was normal, however. Her pupil had been replaced by a spade, black and bold. She whirled around and looked at Death, beginning to pant as panic set in again. Before she could say anything, or even become faint, Death interrupted her again.

"Of course, I do have an alternative." The door behind him opened of its own accord, revealing daylight and a grassy field beyond. Outside, it was four in the starless black sky morning and, she was on the third story. Kylie stared at the door, not knowing where it led, but she knew it would not be here, in this mess. She glanced at the old man. "You'll disappear from this world; your presence here this evening will be improvable. The scene will change from wretched scandal to divine mercy. Your parents will think it was a ghost that called them on the phone. No one will be able to prove them wrong or right. A mystery will remain, and your parents will be very sad but, your family will remain intact, for the most part. Think about it."

Kylie didn't have to think about a thing. She took ten grand of the money in her purse out of it, and left it in an envelope addressed to her parents on the bed. Then, she followed Death through the door.
__________________
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Omentus Anima | Raniya Dua | Kylie Wild | Elspeth Cassidy


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  #1237 (permalink)   [ ]
Old 07-03-2008, 08:35 PM
CourageWielder CourageWielder is a female United States CourageWielder is offline
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Re: Character List

SIDE NOTE: -Akane uses his dark angel form to travel around in the night, or when a person around him possesses a threat.
- Akane in Japanese means "brilliant red, while Ahiga, a Cherokee name, means "he fights".
- Akane is of Japanese descent, but lives in a small town in the US, current day.

Name: Akane "Dark Ahiga" Takeno

Age: 15

Race: Human/ Dark Angel

Sex: Male

Height: 5' 8"

Weight: 130lbs. 4oz.

Hair: Normal: A silverish blonde. Akane's bangs come down to just past his nose, and comes short of reaching his shoulders. It ends in small spikes scattered over his head.
Dark Angel form: A jet black color, that his side bangs come down to his lower chest, his front bangs in front of his right eye, while the rest of his hair comes to his shoulder blades, spiked downward.

Eyes: Normal: A silver color.
Dark Angel form: A dark red, about the color of blood.

Weapons: Akane carries with him a few items given to him by his mother, Keiko.

Nier: (pronounced Ny-eer) An heirloom passed down to every first child of the Takeno family on their 15th birthday, this ancient sword is still infused with the powers of long ago. Akane, being the eldest of the children in the Takeda family, had received this blade to help take down evil in his town. The original makers are unknown, but it is said that powerful sorcerers crafted this blade. They infused in it the power for the person wielding it to transform into a Dark Angel, capable of flying and telepathy. The sword, when not being used by Akane in his Dark Angel form, is capable of transforming to become his glasses that he wears, or the little sword pendant he also acquired from his mother.

Like every other person, Akane uses his own body as a weapon, jumping over otherwise impossible gaps or heights. When in his Dark Angel form, his wings provide him with a wind gust, keeping weapons like arrows and darts from hitting him. Akane (Ahiga), also carries small daggers in his boots, only available when in his Angel form.

Armor: In his human form, Akane wears no armor, for he goes to school like very other kid in the country. But, when in his Dark Angel form, Akane, now called Ahiga, wears a pitch black cape infused with basic magical properties that allow a few attacks, magical or no, to be deflected off, leaving a small mark indicating where they hit. Akane wears on his shoulders black guards, dotted with black studs to protect from swords cutting from top, but not straight on.

Strengths: Being a fifteen year old human, Akane is like evey other normal guy in his class, save for the transforming into a Dark Angel. He has a quick mind, which helps him to strategize easily. And, being a popular kid at school, Akane is often confronted by bullies, but the kids that hang with him will quickly chase them off. Akane's sincere look also gets him into most anything he desires. Since he is also a Dark Angel, his strength is increased tenfold, as well as his stamina, pain tolenrance, and the like. Akane in his normal human form, can withstand slightly extreme temperatures, but since he's only human, can't be in them too long. His Dark Angel form is able to withstand temperatures far greater than his other form; up to 1000 degrees Fahenheit, or down to -250 degrees Fahrenheit.

Weaknesses: Even though Akane is more intelligent than his classmates, when he sees a cute girl, he'll drop any defense he has, as well as most of his brains. Akane's capable of magical feats only in his Dark Angel form, but after a while, it begins to weaken him, sometimes to the point of passing out, but not quite. Once Ahiga passes out, he turns back into Akane, which can often cause problems, espsecially if he's in the middle of a battle, or saving a person/ classmate's life. Nier is the source of Ahiga's power, and if it is stolen, or taken from Akane, he isn't able to transform into Ahiga, but is only able to communicate with the spirit. The most fatal flaw of Ahiga/ Akane, is that he's not the strongest to light attacks, or light in general, so he tends to keep a pair of sunglasses on to block it out.

Magic/Skills: Akane had known of only the stories of "Dark Ahiga, the Dark Angel", from his mother, as they were his favorite stories to listen to, and as they were her's to tell. He'd thought of them as passed down rumors and make believe tales of the hero, and never took them for real. Because of this, on his 15th birthday, his mother Keiko gave him the legendary sword, Nier. It gave him the ability to transform into Ahiga at will, as long as the blade is with him. He's still trying to get control of the Dark Angel's form, and hasn't learned anywhere near half of the spells and charms Ahiga can cast. 0 is no talent and 100 is mastered.
--------<><><><>--------
Fire: 70
Dark: 100
Ice: 30
Water: 30
Light: 0
WInd/air: 80
Lightning: 25
--------<><><><>--------

Telepathy is a natural skill mastered by all of the Takeno's, and Akane is no exception. His mother had helped him tune into the realm of the spirits, and to listen to and repspond back to them, as well as other humans with his mind. The youth is able to jump fences four times the height of himself, as well, as run twice as fast as the other teens at his school, thanks to the spirit Ahiga's power. The sword when not being used, transforms into his glasses, which is rare, or into the sword pendant, the form it first came in to him the day he turned fifteen.

Since the powers are newly acquired to the teen, Akane has yet to unlock their true potential, which has been seen only once, before he was born. He trains with his mother nightly, and after the workout, Akane will go to his room, and begin to repractice what he learned, almost never getting into his Dark Angel form, for fear of wearing himself out. Swordfighting is a natural to the young teen, as it was with all of his ancestors before.

Personality: Since he's one of the popular kids at school, Akane Takeno is very outgoing, and very intelligent. If a person of any age needs help, the youth is not one to turn them down. For his nice manner, he has very few rivals and enemies at school. When you first meet him, you notice his hair and eyes are a different color than that of the other students and people around him. His happy-go-lucky attitude is very pleasing, and because of this, Akane is well known throughout his town. He's not afraid to meet new people, and some say they're intimidated of him at first, but becomes friends quickly, and stay friends.

But once he transforms into Ahiga, all of the nice attitude disappears. The youth becomes very serious, and it becomes harder to make friends of Ahiga. Few have had the chance, and tell of him to be nicer and more caring than normal, but since not many people become close, they never get the chance. His face is not an emotional feature, and it becomes hard to tell his emotions when this way.

Appearance: Akane Takedo is like almost every normal teenage boy in looks. He's cute, funny, smart, and is very athletic. Akane has strong cream colored arms and legs, showing muscle beneath his normal grey and blue striped shirt, the sleeves reaching his elbow in length. It has a small symbol of a pair of Angel wings. He wears a pair of black and red shorts that come down to his knees, showing off the muscle there too. The youth's shoes are a silver color, with red and blue stripes running down the sides. The girls at school fall easily for him. The youth's hair is a silverish blonde. Akane's bangs come down to just past his nose, and comes short of reaching his shoulders. It ends in small spikes scattered over his head. His innocent yet hard set eyes are also a silver color.

When Akane transforms into the Dark Angel Ahiga Dark, his whole outift changes. His hair becomes jet black color, and his side bangs come down to his lower chest, his front bangs in front of his right eye, while the rest of his hair comes to his shoulder blades, spiked downward. Ahiga's outfit becomes completely black, his cape flowing behind him gently. (read armor for more detail to his uppers body and cape.) In this form, Akane's eyes change from the innocent silver color to a dark forbidding red, the color of fresh blood. His skin becomes a bit more pale, and his height increases by four inches, making it easier to fool his peers who happen to catch a glimpse of him. Instead of the normal shoes that Akane wears, they become black combat boots, helping for him to sneak in and out of places without being detected. He also has a pair of black wings that he folds up, unfurling them only to fly or protect himself.

Bio: One night, on November 8, 1975, a figure swooped down onto the cold streets of Tokyo, Japan. He was a dark figure, tall, a smooth talker, and devilishly handsome. He walked the quiet and seemingly empty streets, his footsteps echoing into the distance. A lone figure stood at the end of the two way, looking directly at the man. "So, have you come with what I asked of you?" The figure nodded, and pulled out of his cloak a thin longsword, the hilt of it glowing a dull silver, the blade itself reflecting the two dark figures above it. The other figure nodded to him, and let the sword drop to the ground. A few small words were said, and the dark caped figure was gone, along with the sword, and the other person.

The woman finished her tale, the young boy she told breathing lightly, indicating he was asleep. She smiled and nodded, gently getting up off the edge of the bed, as well as being sure not to disturb the sleeping youth. The next morning, the boy woke up, and jumped out of bed, smiling. He ran into the kitchen and jumped to his normal spot at the table, looking to his sister and mother. "Akane, why are you so hyped up today?" Akio (sister) looked at him with a sideways glance, enjoying her bowl of cereal. "It's not like going into the fourth grade is any big deal."

Akane looked back at her with the same look, and smiled. "Well, I get to see my friends from last year that I didn't see this summer," he laughed, taking a bite of his Frosted Flakes. A little while later, the bus pulled up, honking its horn to indicate its presence. Both the Takeno kids ran onto the bus, waving to their mother before boarding, and sitting down with their friends.
--------<><><><>--------

beeeeeeeep. beeeeeeeep The mechanical throb of the clock blared, making the person in the room get up in a daze to turn it off. Once it stopped, the youth got dressed, and dragged groggily to the breakfast table. "Morning, Akane," his mother smiled, pouring his normal breakfast of Frosted Flakes. Akane nodded, and began to eat slowly, still half asleep. Akio was already at the table, finishing her pancakes, when the bus pulled up, honking its horn like normal.

"Oh, Akane, happy birthday," Heiko (mother) added, "and I almost forgot to give you this." Holding out her hand, she wrapped a small pendant resembling a sword around his neck, tying it off and smiling. "It was passed down in our family for hundreds of years. Now go on, before you're late." Akane nodded, and ran off to the bus, looking at his new pendant once he got on.

--------<>At school<>--------

"Hey, Akane! Happy birthday! Hows it been?" Alex ran over to him, waving. The youth turned, smiling.

"It's been good. I just got this sword pendant from my mother." Both of them began to walk, talking the whole way. Once they both got to class, Akane took his normal seat in the middle row, grabbing his pencil and notes from the previous day. All of a sudden, a shrill noise sounded in his ears, Akane falling out of his chair, hitting his head and passing out. He awoke a few hours later, back at home in his bed, a bandage over his left temple.
--------<>Back at home<>--------

"Akane... Good, you're awake." Keiko was beside him with a glass of water and some ibuprofin, handing both to him gently. He took them without a second thought. He then looked at his mother, wide eyed.

"M- mom, why is my hair..." He never finished, as Keiko looked at him, a smile crossing her face.

"I told you a few years back," she then turned to him again, the smile on her face gone. "On the first child in the family's 15th birthday, the sword pendant is given to them. In that pendant, is the legendary Dark Angel, Ahiga Dark." Akane looked at her again, his eyes even wider than before. The youth slowly stood up, noting that he'd grown another two inches in the past few hours.

She looked to him one more time, and gently unfastened the pendant from around his neck, placing it into his hand. "Just hold the sword pendant, and think about the stories and the description of the cloaked hero in the tales." Keiko stood back, letting him do so.

Akane looked at the pendant, and began to think about all of the past stories from years ago of the Dark Angel. He felt a sharp pain in his head, and dropped to his knees, the youth's hands planted on the floor to keep him balanced. Akane watched his hands grow to a pale white, his silverish hair turning a jet black, and growing longer. He could also feel a slight pain all over, his bones and muscles stretching and growing.

After a few moments, Akane stood up again, looking at his mother, who had a complete black outfit in her arms, holding it out to him. Keiko was smiling again, looking to the Dark Angel. "It's been what, twenty years since we last met, Ahiga?" The Angel nodded, stretching his arms and extending his wings, refolding them and taking the clothes to change.

Ahiga came back out a few moments later, his black outfit and cape flowing as he walked. "Hm-hm, I haven't seen this world in over twenty years. It's good to be back, wouldn't you say Keiko?" The young woman nodded, smiling still.

"You've been chosen as the protector of this small city of Aiken. But be warned," Keiko took out a small orb, showing another small sword pendant, this one a light yellow color. "Another one of the students at Akane's school wears one of these pendants as well. Keep an eye out for it, like you did all those years ago." Ahiga nodded, walking to the second story window and opening it, jumping from the small portal to the outside world, snapping his wings open and beginning to soar above the town, not looking back.

Selsimir is back again, huh? It looks like I'll need to take him out for good this time.
  #1238 (permalink)   [ ]
Old 07-03-2008, 11:25 PM
Sapphira Sapphira is a female Sapphira is offline
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Re: Character List

It feels so weird to be reviving my old RP character. It's been years since I've played her.

Just to note, I have no intention of participating in the Battle Arena or whatever. I'll only be involved in the story RPs. So if I'm not too sharp on the battle aspects of this character, you'll have to forgive me.

Name: Sapphira Lorak

Age: Twenty-two.

Race: Human.

Sex: Female.

Hair: Long, layered warm brown hair, parted on the left, with bangs sweeping across her forehead.

Eyes: Green.

Weight: A lady never tells, but somewhere in the vicinity of 130 lbs.

Height: 5'7".

Weapon: Sapphira carries a longsword now. She used to use a staff, but no longer, and her skills with staves are quite rusty. She's fair with a bow and arrow, but she's no dead-eye. Her sword is an unremarkable, light steel longsword with a hand and a half handle. The sword's balance is average, but hilt heavy, build for speed instead of power.

Strengths: Sapphira's best offense comes from her sword, although she does use it rather defensively. She's quite fast, as well.

Weakness: Sapphira works on endurance, not strength, and so when it comes down to locking hilts and pushing, she'll be down pretty quickly. She also lacks magical ability, and therefore has very few defenses against spells.

Skills/Magic: Sapphira has no magic, nor does she have many defenses against it (beyond a few simple and cheap charms against more basic spells). Her sword-fighting abilities are better than average, but she can't do anything particularly skillful. She's more of a strategist than a fighter.

Appearance: Sapphira is a young woman of medium height. Her hair, as stated before, is warm brown in color and long, down to her elbows. She wears it layered, with a part on the left and bangs sweeping across her forehead. When the situation calls for her hair to be out of her face, she typically braids it and goes all "Heidi" with it (braids across head). She prefers to wear earth colors, especially while traveling; she usually wears a tunic and jacket, with brown leggings and knee-high boots. When the situation calls for more formal apparel, she has been known to show up to events wearing a sapphire-blue strappy gown and matching heels.

Personality: Sapphira is quite loyal to her friends, but after a series of events, she finds it very hard to trust people and open up. She can be quite cynical as well, although she is by no means trying to bring anyone down. She prefers to spend her time reading, and writing when time and resources allow. Otherwise, she prefers to keep to herself.

Biography: Sapphira grew up in the city, the daughter of merchants. When she was sixteen, her parents attempted to marry her off to a young man of another prominent household. In response, she ran away to a neighboring city, apprenticing herself to a seamstress. To her surprise, the very man she was supposed to marry had tracked her down, saying that he also had been angry with his parents, but that he thought she was very beautiful, and he wanted to get to know her better. He took up an apprenticeship with a blacksmith, and the two began dating.

After a couple years, however, Sapphira discovered that the young man was actually sent by her parents to woo her in order to make the betrothal happen anyway. While she decided to talk things out with him, since she was in love with him very deeply, she found him in his bedroom with another girl. In her rage, she did what she always does: she left the city to seek another place to live.

For the last four years, since her boyfriend's betrayal, Sapphira has been hopping from place to place, apprenticing herself to different tradespeople. Before apprenticing herself to a blacksmith when she was twenty, she taught herself how to wield a staff. However, since learning how to make swords, she's learned how to use one, too.

She still travels from place to place, trusting very few people, and refusing to get involved in serious relationships. Unfortunately, she is usually quite unfulfilled and restless, which perpetuates her never-ending travels.

Wheehee.
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  #1239 (permalink)   [ ]
Old 07-08-2008, 03:29 PM
Zorolo Zorolo is a male United States Zorolo is offline
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Re: Character List

Name: Monroe Vossler
Title: The Technological Quincy
Age: 24
Height: 5’11’’ (five feet eleven inches)
Weight: 145 pounds.
Eye color: Green
Hair color: Black, about two inches long and flat on his head.
Race: Enhanced Human.
Race Explanation: This is a human that was nearly killed that was deemed too important to simply let die during his time. Frozen Cryogenically and then rebuilt when technology deemed it possible. During the process of rebuilding, his body was enhanced in order to make him a kind of super weapon for assassinations and other jobs of the like using the skills he had before he was frozen. After he was repaired, before he was awoken, they isolated all memories deemed unnecessary and destroyed them, only keeping useful things like fighting styles and such. Also, the person’s body is physically enhanced, making him or her stronger, faster, and have better senses.

Sub race: Quincy
Race Description: A group of spiritually enhanced humans that are skilled bow users. A remnant of the Aura Masters, (Although closer in how their powers work to the Ki Masters) these warriors draw upon spirit particles from around them to form weapons.

Monroe, however, has powers inverse of a normal Quincy. Instead of spiritual energy, he draws on photon energy that has merged with his body instead. Also, instead of drawing energy from around him, Monroe releases energy from within his body through his hands to form the weapons that the Quincy wield.* Also, in this way, Monroe doesn’t rely on the need of strong magical or spirit forces nearby to use his powers, and can use either his powers or weapons anywhere so long as he still has energy left.

Weapons: Sanrei Glove (Spiritual Scattering Gauntlet): A glove that is specially designed to make it harder for a Quincy to use their power. In Monroe’s case, this glove makes it so he has a harder time focusing photon energy and then turning it into a now solid matter bow. After materializing the bow and shooting arrows for seven days straight, Monroe has forced the glove to accept him as its owner and has increased his powers beyond the power limit of a normal Quincy. It is said if the gauntlet is ever broken, the person wearing it gains immeasurable power for a short period of time, but then loses all of the wielder’s Quincy powers afterwards, although Monroe knows not if this is only a rumor or is, in fact, real. The glove can be broken by breaking off one of the silver spikes.

The glove itself covers all of Monroe’s left hand from his fingertips to the middle of his forearm. The glove is dark green in color with four black lines at the top, bottom, and on the sides towards the wrist, where the lines merge and form a circle around the wrist before running lines between the fingers. There are four small metal bulbs on the top, bottom and sides of the wrist that, when the bow materializes four spikes form from the sides. Also, two thin bars from the top and move up eight inches before the bars move at a forty five degree angle until they attach to the bow. This glove has the power to make the spiritual bow a physical object of extremely highly condensed energy.

The bow that this glove forms is dark green in color and nearly half an inch thick at the top, then expanding slightly to about an inch before widening to about half an inch just above the handle for about half an inch in a diamond shape and then tapering down back to about an inch where the bow is held. There are two black lines that run down from the top of the bow, both about a quarter of an inch thick and running about a quarter of an inch between them, but that distance expands slightly as the bow becomes slightly wider. All in all, the bow is five and a half feet in height, and made of highly condensed photon energy, making it harder then most mortal metals.

The bow string of this bow is also made of extremely highly condensed photon energy, making it stronger then the bow. The arrows this bow shoots are very heavily condensed energy, making them a bit more damaging then Monroe’s arrows before, but not much more. This bow also makes using Monroe’s other special arrows slightly less draining, although the difference is very, very slight, it does help in long battles. Monroe found this glove in the armory of the Dome, along with the other tools he uses.

Seele Schneider: (Soul Slasher) The Quincy’s only edged weapon. This is a blade of highly condensed spiritual particles that are meant to weaken the bond of spiritual particles and make the particles easier to separate from their user and absorbed into the blade of this weapon. However, since Monroe doesn’t leach energies from others, he channels his photon energy into this weapon. In this way, the edge is turned into more of a sword, and can cut with extreme skill, leaving mild burns on whatever it cuts. Because the energy is condensed and vibrating at such a high frequency, the blade of this sword can cut through almost anything less dense then titanium with ease.

The handle of this sword is made of a hard, silver alloy in the form of a long, rectangular prism design*(nine inches long). The wider side of the handle (About an inch and a half wide by half and inch thick) is mostly flat, except for an indent in the center of the face that runs down to the hole in the handle about eight inches down the weapon. The indent is on both wider faces of the hilt. Also, at half an inch and an inch down from the top of the hilt, another indent runs around the handle on both widths and the length sides. These indents are about one eighth of an inch each, as is the one running up and down the handle. At the last inch of the hilt, there is a hook-like design that leaves an opening with about a a quarter of an inch piece of metal that curves into a rectangle around at the very bottom of the weapon. This hook is for when this blade is turned into an arrow, and the handle widens about two tenths of an inch around just above the hook.

Lastly, the blade is about three feet in length, and bright green in color. The blade is double edged and only about an inch and a half wide. This weapon’s blade vibrates at a very high speed, making it capable of easily cutting through almost anything that isn’t as dense as titanium. Also, because this weapon is actually a sword, it can cut through anything that isn’t magically based, since magic disrupts the photon particles slightly, or too dense. Also, when needed, this sword can become an arrow. Also, the handle of this sword absorbs and stores photon energy, so even if Monroe uses up all of his power, he can still use this weapon for a limited period of time.

Silver Tubes: Small, silver cylinders that are filled with photon energy. Monroe can channel his energy into the tubes for later use, instead of having to do it on the battlefield. Normal Quincy use these tubes, filled with spiritual energy, to create spells to assist them, however, Monroe fills them with Photon energy with one purpose. For all practical purposes, these tubes are completely useless for their normal purpose, but become very useful as a kind of grenade for Monroe. When using these, Monroe will throw them at a foe, and, by holding out his hand and saying the word, “Ignite,” he can manipulate the particles in the tube, causing it to explode and create a small blast. This can also be done with multiple silver tubes, but Monroe normally only uses one at a time. Monroe normally carries eight of these on himself at all times.

Strengths: Before gaining Quincy powers, Monroe’s main strengths still remain. He’s about one and a half times stronger and faster then a normal human capacity, giving him super human qualities. Aside from that, his senses are extremely attuned, allowing him to hear things, even light sounds, with a great deal of ease. All of his senses, but his sense of touch (for good reason), have been amped up to make him extremely perceptive. Combined with his new Quincy power of sensing energy levels, Monroe can now judge how well he matches with someone with some level of ease.

Monroe’s also gained several new advantages from gaining his Quincy powers, not the least of which being the fact he now no longer needs to rely on technologies drawbacks to help him fight. Monroe can now create his weapons out of the photon energy in his body and use it to fight his foe into submission. Also, with this new energy bow, Monroe has become a more adept at aiming and firing off arrows towards his target. Also, during his training, Monroe became more agile, making it easier for him to be able to move around and evade attacks, along with performing aerial offensives.

Also, Monroe’s other new edges come from his new weapons. Aside from the bow, which Monroe has great accuracy with and several inventive and self designed special arrows (based off of the logic of his old bullets), Monroe is incredibly skilled at sword play, and his best weapon is the Seele Schneider (since he’s been using a sword longer then a bow). With the Schneider, Monroe has the power to easily cut through most metals (anything less dense then titanium) and his attacks are quick with the blade. Monroe’s being a swordsman makes him strong at long and close range, and he always has his silver tubes, which are more of a grenade for Monroe then normal Quincy, which settle very well in midrange.

Weaknesses: Monroe’s major drawback is the fact he’s extremely weak to magic. Any kind of magic has the potential to cause a good amount of damage to Monroe because of his scientific roots. Because Monroe’s body has man-made energy as a kind of core, his body is sensitive to magical attacks, and they do a great deal more damage to him then a normal human. Also, if he uses his weapons to block magic, the magic disrupts the weapons form for a few seconds, making it impossible for him to use whichever weapon he was for a second.

Since Monroe’s arrows are made of photon, they don’t pierce and simply impact (causing blunt force damage) and combust (creating minor burns), they aren’t very effective against well armored foes. Also, having lost technological defenses, Monroe no longer has the same ease he once had in defending himself from metallic projectiles, which, although isn’t an overwhelming thing, is something Monroe needs to keep in mind.

Lastly, when the handle of the Seele Schneider is destroyed (as rare as it is given the very strong metal the weapon’s handle is made of), the sword becomes completely useless. Also, Monroe only carries eight silver tubes, so when they’re used up, he’s left without any kind of explosive weapon for midrange. If both of these things happen and Monroe is left with only his bow, it is feasible that he’ll be forced to retreat and rethink his strategy. Also, with no weapons but his bow, Monroe is very vulnerable, since he can only fight at long range at that point.

Skill: Although Monroe lost all of his skills when he gained his new powers, Monroe has adapted his old bullet types into his bow and arrows. Even so, Monroe has yet to find a way to replace his step skills.

Quincy Eyes: A skill that gives enhances Monroe’s sight to the level of a Quincy. With this level of sight, he can see for nearly a mile with enough focus. Aside from that, by simply looking at an object, Monroe can detect its molecular movement, namely how fast the particles in whatever he is looking at are vibrating. Also, due to the nature of his Quincy eyes, they can detect the amount of Spiritual Pressure a foe has, allowing Monroe to get an idea of how strong his foe is. The last thing it grants is a form of limited Clairvoyance, allowing him to slow down high speed movements to allow him to respond to them appropriately. This skill is the mark of both a high level swordsman and archer.

Special Arrows:

Precession Shot: A special arrow made of extremely highly condensed photon energy. This arrow is in the shape of a cylinder with a sharp, cone like point. When this arrow strikes something, it pierces, though only slightly, before detonating. This causes a bit more damage then one of Monroe’s normal arrows, but takes a little more time to make. It normally takes about three seconds to create one of these arrows, and takes about 1.5 times the energy to create it.

Bounce Shot: An arrow that has the power to be bounced off of one solid object at the angle of refraction towards a target. This arrow takes a much more loosely bound together bundle of Photon energy that condense as soon as it strikes something and then impacts and combusts when striking something. This skill takes as much energy as a normal arrow, but takes about five seconds to form.

Scatter Shot: A skill that’s actually very common to the Quincy. This is, more or less, simply the release of multiple arrows at once. Monroe has, after trying this skill out several times, learned he can only muster up the energy to shoot six arrows at once to date. This skill takes the amount of energy used per arrow times that number, and can be done without any wait. Monroe generally saves this skill for fighting multiple foes, or foes with shields. This skill is also exceptionally good for shooting down projectiles in small groups.

Force Shot: This skill is, essentially, an arrow that has twice as much explosive force then a normal arrow. By increasing the energy of a normal arrow by two, the blast from this arrow causes a much larger burn area and makes the burns a little bit worse then a normal arrows. The impact from this arrow can move something weighing about three hundred pounds back about ten meters. This skill takes about seven seconds to produce.

Rip Shot: This skill creates an arrow that is four times the power of a normal arrow. This skill is only used by Monroe when he’s in great danger. It takes almost ten seconds to form, and the power from this arrow actually causes Monroe’s right hand to quiver as he holds it. When released, the shock from releasing the arrow causes the spirit bow to scatter and blasts Monroe back normally about twenty feet. The shear force of the arrow striking something and exploding is enough to destroy a massive boulder with ease. This skill is extremely draining, so Monroe does everything in his power to avoid using it. This skill can only be used four times a day, at max.

Schneider Shot: A skill that combines the Schneider and the bow. The Schneider Shot takes no energy but the small amount it takes to create the blade of the arrow/sword, and takes no time to form. Monroe simply pulls the Schneider back as the bowstring attacks to specially made attachments in the handle just above the hook that appear only when the Schneider is being used for this purpose. When released, the arrow is five times stronger then Monroe’s normal arrow, and can pierce through almost any mortal metal, including titanium. However, despite how strong this attack is, Monroe normally won’t use it, mostly because the Schneider’s blade vanishes after five seconds of being fired, and if the foe isn’t killed by the blade piercing right though them, then the handle falls to the ground, and Monroe needs to reclaim it. Monroe will only use this skill when he is dangerously low on energy and has no other way of defeating his foe.

Quincy Skills:

Ransoutengai (Heaven Wild Puppet Suit): A special, high level Quincy skill of the Quincy that requires the release of mass amounts of energy. This skill creates threads of energy that give the Quincy full power over a limb to move it like a puppet’s limb. This allows a Quincy to fight, even if their arms or legs are damaged as if nothing is wrong. This skill takes a good amount of energy, and needs to be applied to different limbs individually. This power also only lasts for a little while, lasting no longer then thirty minutes at most after being used. Even so, it gives a warrior to fight on, through old age or heavy wounds. This skill was learned after mastery of the Sanrei glove thanks to the increase in energy gained from mastering the glove.

Hirenkyaku (Flying God Step): A high level Quincy skill that creates quick bursts of speed for short periods of time over distances. This skill creates a stream of photon particles beneath the Monroe’s feet which he can move upon at a very high speed. Movement like this creates the image of an almost short distance (about five to ten meters) teleportation. This skill can be used on the ground or in the air to evade attacks and is extremely good for dealing with other ranged foes. Still, this skill takes a moderate amount of energy, and used in the long run can be draining. This skill was learned and mastered during Monroe’s training with the Sanrei Glove.

Unlimited Blade Works: A skill that disturbs time and space, creating a dimension in a contained area. To activate this skill, Monroe must focus power into his half Quincy Cross and then drop it into the ground to cause the dimensional shift in the form of a massive flame expanding in a circle. When he does this, all people in the room where he is fighting are transported into a barren wasteland that has swords sticking out of the ground infinitely, or so it is assumed. The sky is red orange and has massive, black gears turning in it. There is also a faint, red fog that sits just over the barren landscape and small embers, like those from a forge, rise from the ground as well. In this place, Monroe’s Quincy powers are sealed, but it maximizes his strength and speed, along with allowing him the ultimate chance to prove his prowess as a swordsman.

Monroe learned this skill during his training in the Dome. After his mastery of the Sanrei glove was complete, he began to further research the Quincy Arts before he planned to return from his training in order to be with Tracey. In his research, he accidentally opened a book containing one of the sealed Spirits of a Rogue Quincy. After an intense battle where Monroe defeated the Quincy in bow combat with some degree of difficulty, the spirit used this attack in order to try to kill him. In a skillful display of sword skills, Monroe defeated the spirit and laid it to rest. After its defeat, the spirit became an orb of energy which Monroe absorbed and learned his special skill from.

The swords in Unlimited Blade Works are all the same in appearance. They are single bladed, thin, slightly curved, have a cross guard, and have a hilt wrapped in white tape. The blade is forged out of an incredibly strong alloy that Monroe can’t identify, but he prizes them on their extreme beauty and craftsmanship. In the center of the cross guard of each sword, Monroe’s symbol is engraved, as a sign that this Unlimited Blade Works is his. Monroe only uses this technique when his Quincy powers are either ineffective, or he’s backed into a position where he needs to fight close range and has no close range weapon.

Appearance: Monroe's hair is short and barely moves down to the center of his forehead, and in the back reaches the center of his neck. The sides moves down past the ears at the sideburns, but is relatively balanced before that. HIs face is very stern, and his eyes ill show anything more then absolute seriousness. His face is still very young, despite his age, giving him the appearance of being somewhere between eighteen and twenty.

His upper body is very toned, and strong. His muscles don’t ripple, but are still defined, making appear strong, even though he is slender and thin. His arms are very strong, even though they don’t appear it. His legs are strong, giving him a strong run and the power to jump fairly long distances.

Monroe now adorns himself in the Quincy’s uniform that appeared on him when he first became a Quincy. The uniform is extremely intricate and beautiful in design. The design starts at the mantle upon Monroe’s shoulders. The mantle covers from Monroe’s shoulders down to just above his elbows and wraps around until about where the center of Monroe’s sternum, where the mantle is apart by a few inches and moves towards the top, where it is buttoned loosely around Monroe’s neck by a golden button. Also, a golden chain is attached to two links that are linked to the mantle just below the button with buttons attaching it.

Below the mantle, Monroe wears a jacket that reaches down to just above his thighs. The jacket’s sleeves are relatively perfectly fit, and his sleeves have golden cuffs at the wrist, keeping the shirt close around the wrists, but the sleeves allow for easy movement. The jacket is lined with golden buttons that click together, rather then are buttoned, like all of the buttons on his shirt and mantle, and allow for easy opening, since the jacket has several small openings in it where Monroe keep his silver tubes.

On the back of the jacket, a half Pentacle (Quincy Cross) is sewn in in dark green. The half Quincy Cross is a horizontal line with a vertical line meeting it at a ninety degree angle, with two other diagonal lines at forty five degrees, halfway between the horizontal and vertical lines. Also, the half Quincy Cross has a semicircular part that passes from the halfway mark of the horizontal bar on both sides and up through the center points of the two diagonal lines and meets at the center point of the vertical line. This is the symbol Monroe is known by.

Also, Monroe wears a dark green belt that has five loops where Monroe can store Seele Schneider hilts. The loops start at Monroe’s left hip and move around to his spine. Beneath the jacket is a simple black tank top that’s very airy that Monroe wears when he’s relaxing. Aside from that, Monroe wears black pants. At the moment, Monroe only carries one Schneider on his belt.

Personality: Monroe has changed greatly since he first came back to life and became a bounty hunter. After the Set experience, Monroe’s learned a deeper lesson about death and suffering, and no longer wishes to be the cause of destruction and death, but to stop them. In that fact, Monroe’s become a devil hunter for hire that seeks out battles with creatures that are dangerous ot mankind. Also, Monroe is willing to help anyone who asks, so long as they really need help.

After finding a mutual kind of love with Tracey de Carlo, Monroe has gained an infinitely better view of himself. She gives him someone to protect and hope for when he returns from missions or when he leaves for them. His desire to make sure that no harm comes to her, although she’s capable of handling herself from most dangers, gives him what he feels is a reason to live. Also, Monroe will help Tracey with anything she asks, since he feels she is the only one that will ever feel the way he feels about her.

With other friends, the few that Monroe has, he’s very loyal and will do his best to assist them whenever they need it. His willingness to aid those who need it, although sometimes for a fee, comes from his newly gained sense of right. Although his isn’t as absolute as Zorlo’s, Monroe does take the fact that good and evil, in one form or another, exist, and he seeks to fight the evil that only seeks to cause harm.

In that way, Monroe also no longer seeks out pointless battles simply for the fact he desires to fight. With the exception of a few people, Monroe won’t start fights with warriors pointlessly now, unless it is for a spar. Also, Monroe’s stoic nature means he takes the good with the bad, so unless something is endangering Tracey, Monroe will normally take bad things and good things involving himself with a grain of salt. Aside from that, Monroe’s become a happier person.

Finally, in battle, Monroe is very strategic, focusing mostly on planning out his battle as he goes along, but having some faint idea of what action he’s going to take first. Also, because Monroe has several kinds of weapons now, he can easily vary them up to keep his foe guessing.

Biography: What good is it to discuss a man’s history, or at least the part that he doesn’t recall happening? That was Monroe’s question just after he awoke and realized where he was. All that he was told when they revived him was there was a terrible accident and that he had, fourteen years ago, been a world class fencer. He could recall the fencing part, and he retained the language they spoke, but he didn’t recall anything else.

You see, when they found his frozen body in the catacombs, he was dated as being from 2007. Had they just left him, he would have remained in Cryostasis until the day someone else awoke him, but finding his records, they deemed him useful. After fourteen long years, they would revive the fencer Monroe Vossler as an assassin for them. All they had to do was modify his memories and remove everything he couldn’t use. Basically, any memories that were of things that weren’t his ability to speak, his ability to write, his understanding of things he knew before he died, and lastly, his fencing skills.

All of his personal memories were erased, deemed as being hazardous to the nature they needed him to be. He would do their bidding and kill anyone that they ordered, and all they did was repair his body with nanotechnology, and also enhance it. The nano machines weren’t left in him, for they would serve no purpose. When they finally awoke him, all he could remember were basic things. The one thing they couldn’t change, as much as they would have liked to, was his personality.

After several weeks of debriefing and training him in the art of stalking and assassination, they gave him his sword, his most prized possession, along with his other standard arms that he carries. It didn’t take long for them to know that they had made an ideal warrior, who only didn’t question why. His methods were his own, his job his life, but something in his heart yearned for more. He couldn’t help but feel this wasn’t the job for him, and a few months after being awoken in the year 2021, he escaped from the FBI’s headquarters and became a rogue agents.

Since his escape, Monroe has been searching for his place in this world. Of everything he’s lost, he misses his purpose the most, and searches for it desperately, in hopes that one day, he’ll have a reason to live beyond just being a tool.

In search of finding a purpose, Monroe entered into the world as a bounty hunter and took up his weapons to win any fight he encountered. After several fights and a good number of near defeats, and several defeats, Monroe decided he needed new arms. It was then he met Mark Vandibrough, whom aided him in creating new tools to fight on with. It was then that Monroe first met someone who could mass produce photon energy, and the first touches of it were used by Monroe.

Also, around that time, the bounty hunter began to experience a series of strange events. In the end, he learned that the Egyptian God of Chaos, Set, lived within his body and was taking over his body. Occasionally when Monroe slept after the two made a pact, the demonic god would take over and destroy entire towns without a care. These events began to take their toll on Monroe’s heart, weighing him with guilt as he continued on.

Despite these things, Monroe found something redeeming to his life. Monroe met the detective, Tracey de Carlo, who helped him find the more human part to his nature. The loving, caring person he, at times, wished to be. During a battle with Arietta and Zachary, Monroe risked his life to save Tracey and, ultimately, admitted his love for her. Zachary, despite himself, left after this to go about his own business. As for Monroe, he found himself continuing on.

Not long after, Monroe and Zorlo had a conversation where Zorlo offered to help Monroe in exchange for a bit of assistance. Monroe agreed and began his work as an assistant to Zorlo in the Dome. Despite having a common job with Zachary, and doing a few jobs along side Zachary, Monroe had no interest, as did Zachary, in being friends with the red haired warrior. From time to time, the two found themselves in conflict, and intent on killing one another.

After a time, at Zorlo’s wedding, Zorlo gave Monroe a stone that had the power to seal Set’s soul in when it separated from Monroe’s. Zorlo also told Monroe where to go. After that, Monroe found Tracey and set out to get her better weapons so they could deal with Set when he escaped. Thus Monroe and Tracey set off towards the Temple of Light in Rubato.

After a long trip, the two found the temple and completed the ritual. After which, Monroe was stabbed nineteen centimeters to the right of his heart and absorbed the power of Photon energy and gained new powers similar to a Quincy. After fighting Set off, but failing to seal him away after he broke out of the containment crystal Monroe had been given by Zorlo. For the next month, Monroe spent time in the Dome learning and mastering his powers and, finally, taking up his new mantle as a Quincy. He now works as a demon hunter and co-owns a shop with Tracey. De Carlo and Vossler Detective and Hunting it is called.

Battles:
A Friendly Duel (Complete)
Unseen Beauty (Complete)
Chinatown Rush (Complete)
Leaving the Sandbox: Black Cats, Black Clothes, and Black Business (Completed)
What was Coming to Them (In Progress)
Perfect War, Perfect Deception (In Progress)
Training Day at Midnight Meadow (Complete)
Predicted Futures (Completed)
Meetings of Chance (Completed)
Alliances of Chance (In Progress)

RPs:
An Unexpected Partnership (Complete)
Unloading a Chamber or Two Before a Job (Complete)
Industrial Espionage (In Progress)
Winter Comes to the Desert (Complete)
Temple of the Sun (Complete)
__________________

R.I.P D.o.C. (11/15/1992-1/5/2008)
Zorlo , Zachary Leos, Monroe Vossler, Dale Allan
The Kings of Games!
Thanks to Lysis for the sweet sig and Wispy for the Green Red Mages! ^_^
  #1240 (permalink)   [ ]
Old 07-15-2008, 10:21 AM
Liquid Gecko Liquid Gecko is a male United States Liquid Gecko is offline
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Re: Character List

Name: Tomahawk Greywind

Age: 29

Sex: Male

Fur: Brown with white areas

Eyes: grayish blue

Height: 7' 1"

Weight: 450 lbs.

Race: Tauren(thats a page about em)WoW -> Info -> Races -> Tauren They a large race of gentle(usually) cow men, that walk on 2 hooves. they specialize in herbalism and work at healing the earth

personality: pre Death knight training: he was a goofy tauren, always cracking wise, and lookin for a laugh anywhere he could find it. After Death knight training: a hardened tauren wishing for nothing other then a strong foe, to turn into a strong minion. despite his tauren heritage, he loves a good keg of ale, at the local bar, and despite being a death knight, tell a few good jokes and break loose a bit.

Appearance: A tall tauren, with slightly grayed fur with darker eyes. he has 2 massive horns on his head, with an ear thats slighty cut. He has fuz on the side of hisface, with a long thing braided beard hanging down his chin.

Class: Death Knight

Mount: a Kodo(a gaint animal that looks something between a rhino and an elephant)/Arctic wolf

Weapon: Tom(ahawk) carrys a large dai katana cast from Dark iron ore, mined from the blackrock mountains of the burning steppes/searing gorge. it appears to have a glow about it of blood red and black. arthas himself enchanted the sword to never grow dull, or ding.the sword was forged by the wolvar, wolverine people of the howling fjord, in central northrend. it is infused with there primal shadowy insticts, occasionally, there spirit will enter him, and he will become a beast.

Armor:World of Warcraft: Wrath of the Lich King it is thick broad plated armor, made of metal and bones of fallen victims(arthas in the piccy)

Skills/magic: He is a Frost magic based death knight, with lesser abilitys in blood and unholy magic.

Frost magic:

Ice lance:he breaths a breath of freezing air, and the breath hardens into a razor sharp icicle, that soars to its target, due to its magicle properties, it pinatrates anything that is chain mail of weaker. it is high speed, but it cant curve. its a straight shooter. if it hitsa barrier it shatters into miniture shards, if they drop shield to early, they still fly into them

Icey Gauntlets: right behind the hand cover of his gauntlets he can create small thin spikes of ice. they are thin, so they are very weak, meant for assassination/last resort

Freezing chains: he takes the water molicules around him, and uses his frosty presence to turn them into ice chains, that constrict the target, by the neck, arms, and legs. a stronger person can usually break them.(they apear already on the victim)

Chilling blood: Tom locks his apponent with an icey stare that freezes your blood, for a total of 10 seconds. only works on living beings/things that arnt evil(the reason behind the only non evil people is because, cuz they are evil, and arnt easily fearful, its kinda of a freezing fear thing...i hope you kinda understand that)

Blood magic:

Bloody arms: he can coat his weapons/armour with vile blood, solidifying it, wich makes his armour virtually invincable, and his sword grows to double its size. this move leaves him physically drained for a good 20-30 minutes, and can possably make him feint

Unholy magic: Undead army: he calls upons the dead, promising not to harm them in the afterlife, if they serve him. he is unable to act while he raises his army, deep in concentration. he gives them orders, they obey. the skeletons bones can be easily shattered..

Strengths: Because of his tauren-ness and thick armor he is hard to hit good
along with his incredible training with his sword. his excellence in frost magic, with the ability to conjure weapons makes him a tough foe to fight.

Weakness: His spells, especially his unholy, drain him horribly, leaving him weakened and unable to use them for atleast 2 hours(using an abbundance of moves anyway). also is rather slow because of his size and armor also do to his attacks and being mostly ice, he is extremely suseptable to fire attacks.

Biography: During the war for Nordrassil, he and his father were captured and sent to an Alliance camp in northrend, where they were tortured. after just 4 months at the camp, his father passed, and was tossed into the freezing waters of the northern sea, to be swallowed by the vicous northern nar-whales. For years Tom wished to be dead...just to be free once more. then a great prince, Arthas, of silver hand, was looking for recruits to help build Lordaeron, the greatest city of northern azeroth.

tomahawk, being a strapping young 20 year old tauren, practically promising a strong worker, was drafted. as it turned out, Arthas was recruiting strong people to turn into his army..Death Knights. feeling he had nothing else, he accepted arthas' promise of power. There on the brutal continent of northrend, he learned the way of the sword, and of the death knight. After 6 years of back breaking training, he was put to death. to join the ranks of lich and undead, known only as death knights. He woke from his deathly slumber confused, only remembering Arthas, shoving Frostmourne through his heart. confused and angry, he stormed from his crypt where he lay, up to the world above.

right outside, he found Arthas, with a brand new Dai-katana, an a set of powerful armor. half please, have angry, he took his sword and, and struck at arthas. much to quick for tom, he fended of the blow. "Yes, you will be one of my most powerful commanders." he said with a malicous grin and maniacle cackle. Tom was sent to the high elf city of Silvermoon, after the Sun well, at the citys center.. Sagearas, the leader of Kel'thuzud, The lich king, destroyed the city, and drank from the waters of the well.

it tainted and turned all High elfs into Arcane magic thirsty blood elves. Seeing the hordes of elves rising quickly, tomahawk abandoned the war effort and went off on his own, too new lands..looking for a fight, a reason, and himself.

Approve-ed by ciroton. =D
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