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  #1241   [ ]
Old 06-22-2008, 12:49 AM
The Dragonic Overlord
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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.
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Thank god for Safer and this awesome sig he made for me!! Fitting, don't you think?


Dythren Addara
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  #1242   [ ]
Old 06-23-2008, 01:43 PM
Never working. Always daydreaming.
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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.
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Allyone | Armand | Zune | Myspace

People are sinful creatures. Life survives at the cost of another. ~Raine Sage
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  #1243   [ ]
Old 06-27-2008, 12:48 AM
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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.
__________________
[The Lineage][The Poetry][The Reminder][The Serenity]

Sig by Andurhil, who is my personal ant hill. Step at your own risk.
The Legend of the Green Leupak::The Adventure Starts Here
I cherish my loss; a gentle reminder
that life is unkind at the best of times...
Home could be anywhere when I am holding you.

~Enter Shikari
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  #1244   [ ]
Old 06-29-2008, 03:00 AM
~Witty Title Failed to Upload~
Send a message via AIM to MaskedLegend Send a message via MSN to MaskedLegend Send a message via Skype™ to MaskedLegend
Join Date: Nov 2006
Location: The Golden State, USA
View Posts: 2,671
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.
__________________

Did you just... double post?

Ciaran ~ Drake Serra & Sam Salis Ralis
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  #1245   [ ]
Old 06-29-2008, 03:03 AM
~Witty Title Failed to Upload~
Send a message via AIM to MaskedLegend Send a message via MSN to MaskedLegend Send a message via Skype™ to MaskedLegend
Join Date: Nov 2006
Location: The Golden State, USA
View Posts: 2,671
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.
__________________

Did you just... double post?

Ciaran ~ Drake Serra & Sam Salis Ralis
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  #1246   [ ]
Old 07-03-2008, 07:35 PM
Gerudo Thief
Send a message via AIM to Drammor
Join Date: Mar 2008
Location: Spokane
View Posts: 71
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 ou