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Post by KayKay on Feb 24, 2018 12:19:22 GMT
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Post by KayKay on Mar 5, 2018 10:28:07 GMT
Name: Kyra Fox Title: The Fox Homeworld: Earth-CH42 Age: 26 Height: 5’9” Weight: 160lbs Description: Kyra Fox, only known publicly as: ‘The Fox’, is a tall and lithe Caucasian woman of unknown nationality, although her accent is distinctly Kiwi. Chest-length beachy-brown hair frames a narrow, pointed face. Her eyes are slightly upturned, as if silently smiling about an unknown joke only she knows. They shine bright green, and are framed by brown, tanned skin, the product of countless sessions of bathing in the sunlight. A series of long, faint white scars decorate Kyra’s upper back, which she claims was the result of a bad run-in with a Portuguese man o’ war. Kyra has been known to mark herself with tattoos: The head of a fox rests on the right side of her neck beneath her hair, and a full body fox races down the left side of her torso; its tail reaching just below her breast and its nose resting on her upper thigh. Kyra is never seen without her distinct orange bandana, which she keeps wrapped tight around her forehead like a headband. She usually wears clothing that combine to form a strange mix of practical and attention getting: crop tops that leave her midriff and her second tattoo bare, long pants that prevent her from scraping her legs while climbing, light but sturdy running boots, and a long-sleeved denim crop-top jacket. Info: Kyra was born into the horrors of slavery, deep in the heart of Saberdex Industries' Antarctic headquarters, deep beneath the ice in its nanosteel shaping and mining facility. Born under the harsh heat and grime of the slave’s working conditions, she was one of very few infants to survive. Her mother passed away shortly after childbirth, and her biological father, likely one of the guards, remains unknown.
She was raised by a fellow slave, "Mighty" Mikaere Tione, an intimidating but kind-hearted Māori, once a thief of the Wellington undercity. Both a surrogate parent and a teacher, Mikaere provided the girl with physical, mental, and spiritual exercises, and taught her skills he had picked up in the undercity. As she entered her pre-teen years, she befriended another child named Jenna Fox, the daughter of a magician who had been forced into the undercities by poverty, and subsequently kidnapped and sold into slavery. The two pronounced themselves ‘The Fox Sisters.’
Unfortunately, Mikaere and Jenna would both pass away by the time Kyra was fifteen. After spending a nearly a year without family, Kyra was taken out of the factory and mines for the first time in her life, and brought to the clean halls of one of Saberdex’s secret research departments. She discovered that she had been observed for years, her endurance and unique skills impressive to the company. Her body was used as one of the many experimental vessels for Saberdex’s new nanofiber implant technology, a militarized offshoot of their prosthetic program intended to create super-soldiers by enhancing the human body with nanotechnology. She was able to survive and recover from their treatments, a resounding success for the nanofiber development team.
Kyra endured another five months as a human guinea pig before she was able to escape during a poorly thought-out session designed to test her artificially enhanced accuracy with live revolvers. Evading security, Kyra was able to slip into the cargo hold of an industrial airship, and awoke to find herself in the city of Hong Kong.
While she was free from slavery, she was never truly free of Saberdex itself. As soon as it was discovered she had reached the mainland, Saberdex and many of its government allies issued a widespread warrant for the nameless young woman’s arrest. Kyra was forced into the undercities to hide, where she survived by using her learned skills to steal food, clothing, and coin. Her proficiency soon caught the eyes of others, and she became hired pickpocket. Naming herself after her childhood friend, Kyra took on the title of “The Fox” and, in secret, adopted it as a surname.
Now, almost a decade freed, the Fox has gained worldwide notoriety as an elusive master thief. She has waged a personal war against Saberdex Industries, and her targets often include Saberdex’s office buildings, stores, warehouses, research centers, and subsidiary factories. She has also targeted governments and political officials who have supported Saberdex and kept its crimes from the public eye. Most commonly, the Fox steals information – though she has also been known to steal large sums of money and distribute it within the slums and undercities of nearby locations, sabotage their work and even take some of their technology for herself.
Since being stranded in Lemuria during the conversion of London, the Fox has adapted more quickly than most. Since learning of Saberdex’s presence on the continent, she continues to take the fight to them, though the clash of cultures is sure to bring her new enemies… Personality: In spite of all she’s been through, Kyra Fox is an extreme extrovert who holds onto a strong passion for life. Kyra loves nothing more than enjoying the world and its diverse people, whether that may be bathing in the sun or gazing at the stars to racing across rooftops and performing exhilarating stunts. She is laid back and quick to laugh, although she has been known to hide her true feelings behind jokes and smiles. She is also quite playful, and has been known to relentlessly tease acquaintances and close friends alike. Despite her mischievous nature, her loyalty is almost unmatched. Having already lived with the loss of her surrogate father and her childhood friend, Kyra would risk life and limb to protect those she loves from harm. Kyra is also fiercely loyal to her beliefs. Her ideology regarding true equality between people of all types and species, and her deep mistrust of authority and hierarchical structures, frequently places her at odds with powerful establishments that seek to exploit or discriminate against others. Abilities:– Fox’s Cunning: Although she lacks a formal education, Kyra’s greatest strength lies in her sharp mind. She is a quick learner and capable of retaining new knowledge and skills much faster than most. Always aiming to be one step ahead of her enemies, Kyra is both a careful planner and resourceful improviser, and has a knack for problem solving. She quite enjoys the mental exercises required to break in or out of secure locations. From her friend Jenna, the daughter of a magician, Kyra has also learned and perfected the art of misdirection and deception, employing it from everything to picking pockets to large scale heists to even downplaying her own intelligence. – Thief Acrobat: As a child, Kyra’s masters often put her to work repairing damaged machinery with other children, where she could squeeze into spaces adults couldn’t. Her tasks often led her into the treacherous heights of the factory, and, being forced to work at a breakneck pace, she soon developed a talent for running, balance, and climbing. The bones and muscles in her fingers and arms have adapted by endless climbing at developing age, giving Kyra an abnormally strong grip for her size and shape. To this day she stays in practice by frequent rooftopping sessions. She is capable of scaling a sheer masonry wall with remarkable grace and speed, and can find a solid perch even on the most precarious beams. Her legs are long and well developed, and Kyra can reach speeds of up to thirty-two miles per hour for a brief time. Similarly, she is capable of astounding leaps, able to jump over thirty-six feet on a good running start. – Gunslinger: Remarkably quick on the draw and a lethal shot, Kyra usually keeps on hand four firearms, two visible in hip holsters, two concealed beneath her jacket in lotus holsters. Two of these firearms are eight-cylinder 10mm double action revolvers. Kyra has put her knowledge of working nanosteel learned in her days of slavery to craft her own nanosteel tipped rounds, allowing her weapons to penetrate up to three inches of solid steel. These revolvers use moonclips for efficient reloading. Her third gun is a break-action single-shot .50 caliber pistol. Capable of penetrating up to thirteen inches of solid steel with nanosteel tipped rounds, Kyra also carries explosive rounds for this terrible weapon. She reserves its use only for disabling the deadly machines of Saberdex, though it has also proven useful against Lemuria’s larger predators. Her fourth weapon, an ivory mid-sized revolver, is a prop weapon, used only for intimidation and is never loaded – Kyra would rather avoid an accidental shooting. – Nanofiber Implants: Saberdex has outfitted Kyra with nanofiber retinal implants based on its prosthetic eye technology. Originally intended to restore vision to disabled individuals, these militarized versions are capable of interfacing with firearms and thrown objects to ensure pinpoint accuracy. Kyra also carries a cortical implant, which serves as the primary processor for the retinal implant, enabling it to interface with Kyra’s mind to allow for control. By calculating complex trajectories and vectors and instantly transmitting it to her brain, these implants enable Kyra superhuman accuracy. Although designed to create elite assassins and soldiers, Kyra uses this to ensure she is able to avoid crippling or lethal wounds against enemies. Her retinal implants also allow her stronger sight, and even allow for different modes of vision, including a thermal scanning mode, night vision, ultraviolet mode, and a digital interface mode. Kyra tries to avoid using these unless she has to; it serves as an uncomfortable reminder of how artificial her eyesight now is. – Tools of the Trade: Kyra usually carries deep pockets and a wealth of pouches to house an array of gear. Apart from ammunition, Kyra carries shims, lockpicks, paperclips, bobbypins, wires, elastics, nails, and other seemingly junk items. She also carries more immediately useful gear, including pepper spray, a pocket knife, a lighter, explosive gel, goggles, sunglasses, a cellphone, a face mask, a smoke grenade, and three electromagnetic mines. – Self Defense: While not formally trained in any martial techniques, Kyra has had experience fighting up close. She is physically fit, and packs surprising strength that belies her size and build – she is capable of deadlifting up to 380lbs. Kyra attributes her strength to be a result of her daily climbing exercises, where significant upper body strength is required to quickly haul her own body weight up sheer walls. However, knowing she is often at a disadvantage against stronger opponents, Kyra is not above using dirty tactics and using everything she can to her advantage so that she may break free and retreat to a safe distance. Weaknesses: – Kyra’s retinal implants are vulnerable to strong electromagnetic discharges. This can render her blind for a few decisive minutes. – Although not a physical weakness, Kyra hides a weak self esteem behind her barrier of laughter and jokes. Among friends especially, she can be quick to put herself down for failures that may or may not have been her fault to begin with. She also houses traumatic memories which may cause her to lapse into panic attacks if triggered.
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Post by KayKay on Mar 11, 2018 5:18:34 GMT
Name: Hartwin Frie Title: Mole Homeworld: Earth-CH42 Age: 35 Height: 5’5” Weight: 128lbs Description: Hartwin Frie is a thin man of German nationality with a matt of limp black hair. Hartwin’s face is narrow and angular, his chin and cheek bones both standing out, giving his cheeks an almost sunken appearance. He has suffered years of stressful work schedules and conditions, and the years spent on Lemuria have not helped in the slightest, leading Hartwin to age rather poorly. He looks at decade older than he is. Hartwin usually chooses to dress in dark, heavy clothing. He is often seen with a tall black trench coat draped around his shoulders, which often hides pockets for an array of small gadgets, tools and equipment. Hartwin carries with him a silver wedding band on his right ring finger at all times, never letting it out of his sight. Info: Hartwin Frie has a prestigious family history. His mother, Oda Frie, is the younger cousin of Diana Weschler, the current owner of Saberdex Industries. Oda rejected the business life of her family’s background and became a brilliant Saberdex engineer. Oda was responsible for designing the first electromagnetic particle cylinder, which would later go on to become a vital component to future plasma-based direct-energy-weapons. She was later married to Albert Frie, one of Saberdex’s many “Competitive Intelligence Analysts.” While Hartwin would grow to love machinery and design like his mother, he has picked up many of his father’s skills.
Due to his family history, Hartwin was offered a job at Saberdex Industries straight out of university. Like his mother before him, Hartwin worked as a military engineer. Unlike his mother, Hartwin grew resentful of the job. As a Saberdex Engineer, Hartwin was responsible only for researching and designing technologies; skilled labor was hired for the building of such designs. While exceptionally intelligent, Hartwin had always preferred to work with his hands, and preferred building devices to drawing blueprints and calculating equations. There were of course bright spots to this tedious work; Hartwin became romantically evolved with a stage actress named Robyn Freud, to whom he later proposed.
As Hartwin climbed the hierarchal ladder, he was assigned a position at Saberdex Headquarters in Antarctica as a lead engineer. During his time there, Hartwin was deemed a trusted employee by Weschler. He became privy to top secret information surrounding the inner workings of Saberdex Industries. Although disgusted at some of their secret operations, Hartwin feigned indifference, in fear of what could happen to himself or his fiancé if Weschler believed he might leak this information.
Hartwin resigned a year later after marrying Robyn, under the excuse that he wanted to spend time with his wife. He found new work in Cairo, working for the SEDD as a NCM technician, where he could put his hands to work operating the complex neural command mainframes of Colossi. Unwilling to put the past entirely behind him, Hartwin searched for someone he could trust with the information he had gathered.
He eventually met a British man named Ian Needly, the star of a failed online show centered on conspiracy theories. Needly introduced Hartwin to Robert Fordson, a man of the Republic of California who claimed to be a survivor of the Osaka Catastrophe; and Amaruq, a Canadian Inuit whose people had been taken under the guise of ‘job offerings’ by Saberdex Industries. Together, the four men formed the White Ravens, an organization dedicated to exposing the dark secrets of Saberdex to the public eye.
In 74 AC, Hartwin accompanied Fireteam Delta on a rescue operation to Tartarus, operating the neural command mainframe of Gameela Mohab’s colossi; Pítati. Hartwin was to work undercover for the White Ravens, gathering information and physical evidence that the terataur Nandi had been a Saberdex test subject. Unfortunately, the mission ended in disaster just outside the borders of Tartarus, when Fireteam Delta and their crew were warped to Lemuria in the middle of an assault by Nandi. The tragedy ended in the death of the sentinel Nevin Stojanov and two NCM technicians, and left the sentinel Alondra Melo Vaz scarred for life.
Left stranded in the desert of No Man’s Land, Fireteam Delta was able to locate Citadel Cairo, but the city of Cairo itself was nowhere to be found. In its place was London, warped onto the coastline of Lake Serene. Hartwin was faced with the realization that he was now separated from his wife and many of his former comrades. The only member of the White Ravens to be brought to Lemuria with him was T.J Tinks, who had only recently joined.
With the knowledge of Saberdex’s presence on Lemuria, Hartwin has remained in contact with both T.J and her friend, the Fox, in the hopes of disrupting their operations in this new world. Personality: Hartwin is a careful and guarded individual, rarely showing his emotions or voicing his personal thoughts. He comes across as a no-nonsense individual and is quite well-spoken, and while his professional behavior has made him a valuable asset to Saberdex Industries in the past, it has also made it a capable traitor of which few would suspect. Behind his robotic exterior, Hartwin is an extremely humanistic individual who cares deeply about perceived injustices and wrongdoings, and will work tirelessly to avenge them behind a mask of stoic indifference. Only a few have seen his emotional side; the most notable being, of course, his wife. Since being stranded on Lemuria, Hartwin has been soured by his separation from Robyn, and has struggled to adapt to this new, strange world and its many ways of life. He has found himself emotionally relying on his few trusted confidantes. Abilities:– Engineering: Hartwin is both a brilliant designer and skilled at working manual labor. He is known for providing the White Ravens and the Fox with useful technologies such as electromagnetic mines, smoke grenades, explosive gel, video/audio recording contact lenses, and pepper spray guns. – Repair: Hartwin is skilled at repairing damaged machinery and electronics, provided he has the tools, time and parts. – Subterfuge: Learned from both his father and his wife, Hartwin is a skilled actor and is knowledgeable about the creation of fake identities. He has provided himself and many of the White Ravens fake passports and identities to allow them to travel to different locations, and he has proven himself a capable spy when necessary. – Taser: Hartwin carries a heavy duty triple-barrel taser for protection against Lemuria’s array of dangerous wildlife. It is designed to incapacitate larger animals such as bears and moose, locking up their muscles involuntarily with an electric current and causing them to collapse. The weapon allows three discharges before more cartridges are required to be loaded. He is hesitant to use this taser against humans, for the shock and length of the prongs are enough to cause serious injury or fatalities. Hartwin also carries a 3,000,000 volt stun baton in the event of a close encounter.
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Post by KayKay on Mar 18, 2018 11:27:01 GMT
Name: Max Zabinski Title: “Boots” (used by Yaoting) Homeworld: Earth-CH42 Age: 28 Height: 5’6” Weight: 127 Description: Max Zabinski is a stylish Caucasian woman of average build and American nationality. Her skin is pale with olive undertones, and burns easily in the sun. Her square shaped face carries a strong jaw – this combined with her short black hair, cut ear length on the right side and half an inch long on the left, gives her an almost tomboyish appearance. Thick, dark eyebrows draw attention to sky-blue eyes. Max decorates herself with piercings: a small nose ring on her left nostril, a pair of studded earrings, and a belly button piercing. She also hides a tattoo of a large red flower on her left shoulder blade. She usually applies a small amount of light brown hair dye to the right side of her bangs for added texture. Max wears dark clothing, preferring a wardrobe of purples and blacks. She is usually seen with a thick leather jacket and a pair of purple wool light gloves. Most striking of all is her knee-high, hard plastic black boots, which shine from polish and protect her shins and kneecaps from falls. Info: Born in the upper-middle class society in the United States, Max Zabinski was privileged enough to live a life outside of the poverty that gripped most of the world. Although pressured into studying law by her parents – both lawyers – Max chose to embrace her artistic nature and study film and television abroad in the Republic of California. There she would meet another international student, and her future partner in crime: Mao Yaoting. Max works today as camera operator for major news companies; in particular, Senticam News, which dedicated to uncovering the lives of the sentinels. Her team has been currently assigned to the sentinel, Alondra Melo Vaz, whom she has become a close friend to. Personality: Max is a woman of contradictions. She is full of energy and open to new adventures and experiences, but also easygoing and casual in mannerism. She has a very mischievous nature and enjoys goofing around and teasing her friends, and yet is reliable and professional at her work. Max is at once girly and tomboyish, spending a great deal of time and money on clothing and fashion as to find her ideal style, yet happy to ride through the streets on her motorcycle or party with the guys. Although she appears to ooze confidence, Max is actually a slightly shy individual and can be nervous and awkward while discussing topics she’s unsure of. She dislikes conflict and would rather try to avoid stepping on a stranger’s toes than risk an argument or misunderstanding. Abilities:– Tekmatyx J-160 “Black Mambas”: Given to her by her father as a present during Hanukkah after she had bought her first motorcycle, Max’s eye-catching “Black Mamba” motorcycle boots are a stylish alternative to protective motorcycle gear. Functioning as both boots and shin guards, Max’s boots provide cover past her kneecaps, and provide her with warmth in colder climates. The hard exterior is made of nanoplastic, and the shock-absorbing cushioning reduces the affect of hard blows in the event of an accident or slide. In true Tekmatyx fashion, the “Black Mambas” are moddable. Max’s boots include a hidden sleeve for extra card files, a hidden charger to recharge her camera batteries on the go, and inbuilt air-conditioning for her feet. Max keeps her boots shiny and polished, and often incorporates them into her outfits well beyond motorcycling. – Pilot: Documenting the life of a sentinel is a demanding job with risks often associated with war documentation. For the purposes of recording the exploits of their sentinels against terataurs, the SEDD has trained Max and others like her to to pilot the Watchtower-170, a small tiltrotor with a spherical cockpit that provides a three-hundred degree view, and comes equipped with powerful audio and video recording equipment built into the frame of the craft. Max is a capable pilot, and is able to easily maneuver the craft into safe ranges to perfectly frame battles with the onboard camera systems. While she is capable of multitasking piloting with fine-tuning the camera settings, the finer work is usually done by her camera assistant and co-pilot, Yaoting. A Watchtower-170 can seat up to four people, provided their equipment load is light.
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Post by KayKay on Mar 27, 2018 8:31:04 GMT
Name: Dr. Thalia Tinks Titles: T.J Tinks, “Sparks” (used by Fox) Homeworld: Earth-CH42 Age: 25 Height: 5’4” Weight: 137lbs Description: T.J Tinks is a slightly plump British Indian woman with strong, aristocratic facial features. Her dark, chest length hair is often tied back into a pair of ponytails. It is always dyed an exotic color such as baby-blue, pink, navy blue, magenta, violet, maroon, green, or teal – T.J often changes color styles on a bi-weekly basis. T.J is farsighted and wears large square glasses that make her large brown eyes appear even larger than they actually are, and her round lips are kept red with lipstick. T.J prefers bright, eye-catching clothing in casual settings, and can be commonly seen in a thick purple sweater. Her wrists are often decorated in several multi-colored bracelets. Info: Thalia Tinks was born into the wealthy upper-class society of London, England. Raised to be a prim and proper, respectable woman by her aristocratic parents, Thalia none-the-less carried a love for “childish” fantasy and fairytales well past the acceptable age. While familiar with the French and Spanish languages from a young age, thanks to her parent’s business travels, it was her books that led to Thalia’s deep fascination with language (in particular, she credits the story of a dark ring of power.) Alongside studying new languages using private hours, Thalia enrolled into the University of Oxford, where she earned a MPhil in General Linguistics and Comparative Philology, and later a DPhil in Classical Archaeology. Upon graduation, Thalia found work at the London Museum of Natural History as a historical linguist. Thalia had only been working for a year when a mysterious metal tablet carrying a language of unknown origin made its way to the museum for further study. Experts concluded the metal of the tablet was composed of unknown elements, and radiometric dating confusingly dated the tablet’s origin to be approximately over 600 million years old, before the evolution of complex multicellular organisms. The tablet attracted the interests of Saberdex Industries, who offered the museum enormous sums of money for the tablet. Refusing to accept Saberdex’s acquisition of the tablet, which Thalia feared would be kept locked away from the public eye, she crept into the museum’s storage at night in an attempt to create a stone rubbing of the tablet. Here Thalia found an unlikely ally in the Fox, an infamous elusive thief. The Fox aided Thalia and offered her shelter among a group known as the White Ravens, a small faction of individuals dedicated to exposing Saberdex’s secrets to the world. After two years among the White Ravens, Thalia has since removed the chains of her old life and become close friends with the Fox. Now going by ‘T.J,’ she provides the Fox with emotional support and logical reasoning, often keeping her from attempting potentially disastrous stunts. Although most have despaired at London’s convergence into Lemuria, T.J has proven particularly adaptable; any fear has been quickly replaced by the excitement of finding brand new cultures, and she has even grown reasonably fluent in Second Speak and Lexian. Personality: T.J is a reliable and level-headed woman who is nevertheless as comfortable in a dark pub as she is in a grand ballroom. Although professional and serious when needed, she is quick to participate in recreational activities with friends. However, T.J is most at home curled up with a new book, or pouring over research gathered about other Lemurian cultures. T.J is a highly open-minded individual, a trait she has picked up from the Fox, and carries high hopes that the many Lemurian peoples will be able to accept and learn from each other in years to come. Although she is often reasonable and calm, T.J can occasionally be prone to bursts of excitement that overrides her sense of logic, leading to the Fox to give her the nickname of ‘Sparks’ for this explosive enthusiasm. Abilities:– Gift of Language: T.J enjoys learning and speaking new languages, and carries a strong photographic memory that allows her to retain the countless words she has learned. T.J specializes in ancient languages; particularly those of North African and Middle Eastern origin, including Sumerian, Ancient Egyptian, Akkadian, Hebrew, and Arabic, among others – although she speaks only a few of these. T.J is however fluent in French, Spanish, Catalan, Latin, Italian, and Portuguese, and can knows enough Greek, Hindi, and Chinese to get by. She has proven a valuable translator for the White Ravens. Since her time on Lemuria, T.J has expanded her vocabulary to include Second Speak and Lexian. – Self Defence: The Fox is a protective individual, and has taught T.J how to use firearms. Knowing she is inexperienced and unwilling to shoot, the Fox has requested Hartwin to give T.J a specialized “ pepper spray gun.” Resembling a bulky handgun, this weapon fires capsules of concentrated pepper spray that can travel up to 320 feet per second. In addition to non-lethal blunt force trauma, the impact creates a cloud of potent chemicals that can temporarily blind and inhibit breathing. In addition to acting as a deterrent, this can allow T.J time to escape from potential predators. T.J also carries a 2,000,000 volt stun gun in the event of a close encounter. Weakness:– Although she has been taught by and practiced with the Fox in the use of firearms, T.J has never had to use one in a real situation, not even a pepper spray gun. She is likely to panic and miss, though the chemical cloud can still have an effect in a narrow hallway. Her lack of experience is why the Fox still keeps a close eye on her.
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Post by KayKay on Mar 28, 2018 6:21:59 GMT
Name: Gameela Mohab Title: “Ember” Homeworld: Earth-CH42 Age: 33 Height: 5’6” Weight: 118lbs Description: Gameela Mohab is a dark skinned woman of Egyptian nationality. Her face is rounded, and spiked black hair no more than five inches in length sticks up from her head, slick with gel. The roots of her hair carries a grey tinge, a side effect of her body’s slowly increasing quantities of bioteratic energy. Her irises have changed more dramatically – once brown, they are now light grey in color and will continue to brighten into silver in a few years. Gameela’s weight is focused on her upper body, and her arms are notably more muscled than her thin legs. She commonly wears dark, loose-fitting robes fitting for both high-class meetings and extrusions under the desert sun, and often carries an amber scarf around her neck. As a result of a myelomeningocele (a defect in the back bone and spinal cord), Gameela a back brace beneath her robes, as well as a pair of crutches for additional support. Over longer travels outside the citadel, Gameela uses an automated wheelchair. Info: Born in downtown Cairo, Gameela was born with a serious birth defect in her spinal cord, appearing as a tumorous bulge in her lower back. With her family unable to pay for the proper medical treatment, Gameela was only able to stay alive and as healthy as she was by the abundance of bioteratic energy in her blood continually repairing what damaged portions of her body it could. When she was only seven years old, the intense bioteratic energies in Gameela’s blood drew the attention of the authorities. Gameela’s blood was tested and she was identified a sentinel. She was taken from her family and conscripted into the S.E.D.D in spite of her disability. Although she finally received proper medical treatment and support – a shunt in the brain to drain cerebrospinal fluid, a series of surgeries on her lower back, and a back brace – Gameela always resented being forced into military training without her consent. Now a reasonably healthy adult, Gameela suffers fewer symptoms than in her childhood, and has become a valuable member of Citadel Cairo’s Fireteam Delta. She carries a sizable fanbase for her position; her resilience and ability to work around her physical disabilities has made her a popular figurehead for the S.E.D.D. She has lost none of her attitude, however. While Gameela holds no ill will against her parents for their inability to provide the proper support, her frustration is focused on the economic state of the outside world and the overspending on military hardware, and is infamous for causing strife within the S.E.D.D. She has made several public speeches on the topics of economics and the globalized military conscriptions, and has spent almost all her earnings on charity and improving the lives of the poor. In 74 AC, Fireteam Delta was sent on a rescue operation to Tartarus. Gameela worked alongside her commander, Mahendrah Rattan, and fellow sentinels Nevin Stojanov and new recruit Alondra Melo Vaz. Unfortunately, the mission ended in disaster just outside the borders of Tartarus, when Fireteam Delta and their crew were warped to Lemuria in the middle of an assault by Nandi. The tragedy ended in the death of the sentinel Nevin Stojanov, and has reduced Fireteam Delta to a three-man party. Left stranded in the desert of No Man’s Land, Fireteam Delta was able to locate Citadel Cairo, but the city of Cairo itself was nowhere to be found. In its place was London, warped onto the coastline of Lake Serene. Fireteam Delta is the only remaining fireteam in the London area, and indeed all of Lemuria, and Gameela has been worked to the brink attempting to protect the population of London with a severely weakened fighting force. She has grown colder in the last few years due to the stress of work and sorrow at losing her family to Lemuria. Personality: Gameela carries a cold and disdainful exterior. She frequently gets her views across through thinly veiled sarcasm and dry remarks. She is not as unfriendly as she initially appears, however; despite her abrasive attitude Gameela is a broken idealist who has been jaded by the problems of the world around her, and keeps her supportive and caring nature hidden behind a mask of cynicism. She makes a valiant effort to improve the lives of those strangled by poverty through charity and speeches, and is in a near-constant fight with S.E.D.D officials over the ethics of conscription and the treatment of sentinels. She is smart enough to realize that her resistance is a potentially dangerous game, and so begrudgingly partakes in corporate advertisements, sponsorships, and public appearances that would improve her standing with the S.E.D.D. Abilities:– Sentinel: As a sentinel, Gameela produces far more bioteratic energy than the average human, and her cells are more sensitive to its power. Through proper training, she is capable learning to flex these “muscles”, allowing her to use the bioteratic energy within her to accomplish feats ordinarily impossible for a human. - – Bioteratic Augmentation: Although Gameela’s training in the physical applications of bioteratic energy is limited compared to other sentinels due to her disability, she is still theoretically capable of lifting over 480lbs by focusing bioteratic energy into her muscles – though doing so would be extremely stressful on her spine and potentially dangerous. She is more likely to use this ability to make defensive jabs with her crutches, or lock an attacker in a hold while in her wheelchair. Gameela is also capable of using bioteratic energy to harden her muscles and strengthen her bones, increasing her physical durability.
- – Bioteratic Endurance: The bioteratic energy within her blood renders Gameela remarkably resilient against poisons, diseases, and drugs. She also carries above-average physical endurance and is slow to tire.
- – Combat Meditation: To control the bioteratic energy within their bodies, sentinels must enter a meditative state and focus on the energy within their body, while clearing their mind of higher thoughts. This intensive mental training has the benefit of purging fear invasive emotions, and renders most sentinels remarkably resilient against possession or mental control.
- – Bioteratic Surge: By focusing bioteratic energy into their fists, sentinels are capable of delivering blows that create a surge of bioteratic energy into the opponent’s body. This manifests as a flash of silver light, and the additional bioteratic force can increase the energy of their blow tenfold. In addition, the bioteratic surge can damage the opponent’s bioteratic makeup and cause serious internal damage or even organ failure. Sentinels are trained to focus this surge even beyond their bodies – this allows them to manipulate the energy of a colossi armor’s bioteratic reactor and channel it through the giant mechanical limbs. It is this technique that allows sentinels to permanently kill terataurs, by focusing a bioteratic surge into the terataur’s heart. Gameela has similarly learned to channel this energy through her crutches. Due to the severe physical and mental toll this maneuver has on a sentinel, they may only use it roughly twice in any given fight.
– Marksmanship: Knowing her training in close-combat martial arts would be severely limited, Gameela has focused her training on marksmanship. In spite of her lowly position within Fireteam Delta, Gameela has proven to be the best shot of any sentinel on record. Within her Colossi Armor, Pítati, Gameela is Fireteam Delta’s Squad Designated Marksman and is trained to target the softer tissues of terataurs with a MK-XXI Heavy Storm Rifle. She is capable of hitting small targets such as the kneecaps of a terataur at a range of up to thirty kilometers. Gameela is equally effective outside her armor, and carries a 9mm semi-automatic pistol at all times. – Montu: For protection while out in the slums of Cairo, and later London, Gameela owns a massive, 150lb Rottweiler named Montu. Although he is highly devoted and affectionate with Gameela those he has grown used to, Montu is suspective and guarded towards strangers. He is built like a tank, rippling with muscles and boasting a low center of gravity, and can deliver a terrible bite to potential attackers measuring at 348lbs per square inch. He is kept muzzled while on the streets, but the muzzle is equipped with a remote lock that allows Gameela to remove it with the click of a button on her wheelchair. Weaknesses:– Gameela suffers from a myelomeningocele, the most sever form of spina bifida. The bones of her spine have not formed properly around her spinal cord, and part of the spinal nerves push out of the spinal canal. Although the symptoms have been partially remedied with extensive surgeries and Gameela’s own bioteratic healing, there is still a noticeable bulge in the skin on her lower back. Gameela has little feeling in her legs and has difficulties moving hem without physical therapy. She requires a back brace on her best days, but mostly moves with the help of crutches. Gameela uses a wheelchair over longer travels outside the citadel. Gameela is also prone to bladder and bowel problems, and without the shunt in her brain she is vulnerable to cerebrospinal fluid collecting in and building up in her brain, creating a dangerous pressure that can affect her vision and cause learning problems. – Gameela is unable to properly train in melee combat, unlike other sentinels. Even behind the armor of a colossi, Gameela’s lack of martial training can put her at a disadvantage in melee combat. She is ironically more capable in her wheelchair, in which she has learned a form of wheelchair-based martial arts focused on arm locks and blocking.
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Post by KayKay on Jun 3, 2018 8:43:59 GMT
Name: Gregoruk the Dainty Title: The Dainty Homeworld: Myythar Age: 43 Height: 6'6” Weight: 233lbs Description: Gregoruk the Dainty is a homo bestias, more commonly known as "orcneas", a large and robust species that shares a common ancestor with homo sapiens. Like many of his species, Gregoruk's body is more heavily built than that of a human's, and dark grey skin and two prominent tusks give him a feral appearance. Though he may appear a savage, in truth Gregoruk is a man of high class. His black hair is kept neatly combed back, and his skin is always freshly washed with exotic soaps. Gregoruk can almost always be seen in a stylish black suit with white ruffles and gold embroidery, and many fine jewels adorn his fingers. He carries a yellow traveling cloak when traversing No Man's Land, and is armed only with an emerald staff. He also commonly wears a monocle while reading. Info: Gregoruk the Dainty was born in a typical orcneas tribe in the cold shrublands of the Jocasta Barrens. Growing up among his barbarous brothers and sisters, Gregoruk did not share his tribe's pride of physical might and glory for battle. He found mastodon hunts a trite affair and village raids pointless and cruel. His interests laid in intellectual and artistic pursuits; he prized decorative jewelry and expensive clothing over the simple animal hides worn by most of his tribe, and sought to practice the arts of wizardry. This led to much mockery among other orcneas of his weakness and love for finer things, and not long after adulthood Gregoruk the Dainty was expelled from his tribe for the shame he had brought upon it. Left to fend for himself, Gregoruk made his way south to the towns of humankind. Here he sought acceptance from like-minded individuals, but the humans only saw him as one of the many barbarians of the barrens. Settlement after settlement rejected him, often with angry mobs, and further south Gregoruk was forced to travel until he left the barrens behind him. He sought refuge in the Cachet Hills and across the Crookcrick River, all to no avail. It was then, starving and weak, that Gregoruk the Dainty stumbled upon a strange mansion in the middle of a forest, guarded by creatures of black iron and clockwork. He all but collapsed at the doorstep, and begged for food. To his surprise, the owner of the mansion – a gnome with skin as grey as his own – took him under her wing without questioning his brutish appearance. He was given a five course meal of the likes of which he had never tasted, a hot cup of honey tea, and a warm bed to sleep for the night. He and the gnome, who seemed an odd and quirky little thing, spent long hours discussing their mutual love for the fine things in life: music, sculptures, fashions, and good food. Gregoruk stayed well over a single night, and within a few weeks the gnome offered him a position as her butler; her machines could never fully satisfy such a position. And so it was that Gregoruk the Dainty found his calling in life as the butler of the Mad Wizard, Trila Boddy, in the wonders of her grand mansion of endless magic and art. Personality: Gregoruk is a man content with enjoying the simple pleasures of life. He enjoys expanding his ever growing collection of books in the mansion library, tasting exotic wines shipped from all corners of the globe, and helping the clockwork machines of the mansion cook up delightful meals for the mansion's few organic occupants. He is exceedingly polite and well mannered, and his more rational and grounded mindset helps to keep Trila's feet on the ground... most of the time. Still, Gregoruk the Dainty holds a deep respect and admiration for Trila in spite of her eccentric behavior. She was the first non-orcneus to treat him as a person instead of a beast, and despite his status as a butler their relationship is not that of a servant and master, but of two close friends. Gregoruk rarely leaves the mansion unless acting as Trila's ambassador when she visits the nearby settlements of Waytown and Albers to sell her machines or magical items. Here in Lemuria, however, the mansion has unfortunately been stranded in No Man's Land, on the southern shores of Lake Serene – far from any settlements... Abilities:– Orcneas Strength: Although Gregoruk has long forgotten most of what little combat training he had in his tribe, he is quite large even for an orcneas and still retains their impressive strength. He is capable of dead-lifting six-hundred-and-fifty pounds. – Magic: Gregoruk's study of magic over the course of his life was vastly improved after he met the Mad Wizard herself. Although he is only half as competent at wizardy as Trila, Gregoruk is still more than capable. If forced into a fight, Gregoruk's primary method of attack is explosive balls of fire and bolts of lightning. He is also capable of temporarily blinding enemies with gold dust, weaving enchantments to enable others to resist elemental energies, summoning stinking fog, levitating himself or others, creating an extra-dimensional pocket with nothing but a rope, and detecting magic, among other lesser, but useful tricks. He often keeps in search of new spellbooks to add to his repertoire. – Pamru: When traveling outside the mansion, Gregoruk often does so from the back of a bronze clockwork dragon named Pamru. The size of a large horse and weighing up to nine tons, Pamru's metal exoskeleton is magically enhanced and incredibly durable, penetrable by only the toughest of materials or the strongest of physical blows. It can fly at up to 250km/h, and can fire a dangerous bolt of lighting more powerful than anything Gregoruk himself can conjure. Ironically, Pamru itself is vulnerable to the electricity it spews, as electric voltage directed towards its metal body can interfere with its delicate clockwork interior.
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Post by KayKay on Jun 4, 2018 8:18:54 GMT
Name: Trila Boddy Title: The Mad Wizard Homeworld: Myythar Age: 89 Height: 3’7” Weight: 42lbs Description: At a glance, Trila’s can be mistaken for a homo parvus by the uneducated eye. While related, she is in fact a “gnome”, one of a race of hybrids resulting from crossbreeding between homo parvus and the fair folk. A head taller than the average H. Parvus, Trila has grey skin contrasted by striking bubble-gum-pink hair and round, bright blue eyes. Her face is rounded, and her ears are noticeably long and pointed. Trila has a slim frame even for a gnome, hidden by modest clothing that usually includes a brown leather vest over a long-sleeved cloth shirt, and a blue skirt that trails down to her ankles, filled with magical potions and small devices. Blue sparks of magical energy often trail from her body when excited. Info: Trila Boddy is a wealthy producer of magical items and exotic machinery, with clients and customers ranging from the lowest peasant to the highest king. Her name was known across Jocasta, and her fame even spread beyond its borders into the neighboring kingdoms of Phalarion, Avereign, Fen’Valdor, and Hespia; and yet very little was known about her past. The mysterious wizard was rumored to live in a mansion deep in the woods of the Cachet Hills, several dozen miles from the nearest road. Only a few times per year, during festivals and holidays, did she come down to the villages of Albers and Waytown in the company of her butler and a protective convoy of clockwork guards, with a new cart full of magical wares and technological marvels. No more than three sunsets later, she would be gone again. And yet, even a brief tour of Boddy Manor would seem to imply a rich history of extrusions; a collection of artifacts and paintings decorate her walls, ancient books fill her personal library, and exotic wines rest in her cellar. Where she procured such wondrous items is equally unknown, though it seems likely that this is where the majority of her impressive wealth has been spent. Now Boddy Manor has been transported to Lemuria, stranded in No Man’s Land. In the year that has followed, Trila has performed extensive research on these new regions, and hopes to reignite her business by finding potential settlements or clients in which she can trade with. Personality: Trila is not known as the Mad Wizard without due cause; she has a spirited and strange way about her that throws many off. Some believe Trila is more closely related to the fey than other gnomes, and in fact may be the direct offspring of a fey herself. Others deem it more likely that Trila’s brain was warped in a magical accident, or even that her performance is nothing more than an act. Whatever the case may be, behind her quirky nature Trila is a strikingly intelligent individual with a deep understanding of both technology, craftsmanship, art, and magical lore. Although she appears to be reclusive, spending much of her time in her mansion away from the outside world, Trila loves nothing more than opening her doors to visitors and inviting them for a meal, tea, and a night of music. Although she does not actively seek out people, she is deeply curious about the lives and exploits of those few who come to her, and enjoys the company of likeminded curious individuals. Abilities:– Magic: Despite her eccentric personality, Trila is an exceptionally talented prodigy in the art of magic. Although she has dedicated most of her studies towards the practice of creating magical artifacts and machines, she is still quite a capable opponent.
- – Electricity: In open combat, Trila is capable of blasting enemies with powerful bolts of lightning, or shock them with smaller and less lethal loops.
- – Force: Trila’s ability to manipulate magic into barriers and objects of kinetic force allow her to create indestructible walls, waves and missiles of force, and even wrap objects in magical force so that she may manipulate them with her mind. A favorite tactic is hers is creating glyphs that release an explosion of force when triggered, stunning potential trespassers.
- – Transmutation: Trila is talented in the art of transforming materials – particularly the shaping of metal. She is capable of magnetizing metal, shape it into any form she desires, repair any metal object from nothing but dust, or simply melt it into a puddle. She is also capable of affecting people to a lesser extent, slowing them down to a crawl, hastening their movements, swapping her size with a larger creature’s, or enhancing their intellectual mind for a brief time. Among her most impressive of abilities is allowing herself or others to walk along on any wall or ceiling as if it possessed its own gravitational pull.
- – Illusion: Trila is capable of limited illusion magic, though this is normally only used to hide Boddy Manor from the giant beasts that prowl No Man’s Land.
- – Ethereal Carriage: One of Trila’s favorite spells is her ability to summon a shimmering, translucent carriage drawn by four phantom horses. The carriage is capable of comfortably seating four passengers, and it remains Trila’s preferred way of traveling about Lemuria.
- – Antimagic: Trila’s most potent magical ability is a hindrance to herself, but non-the-less is a powerful weapon against other spellcasters. Trila is capable of creating a field of antimagic capable of suppressing all magic in a ten-foot radius from herself. This prevents her from casting or making use of her magical items, but serves as a powerful defence should she ever meet a dangerous caster.
- – Circle of Protection: This defensive spell magically shields any friendly creature within a ten-foot radius of Trila, blocking any attempt at mental control and deflecting light physical blows.
– Legendary Artisan: Trila is extremely intelligent and capable of crafting clockwork machines unlike any other on her homeworld of Myythar. He is also highly skilled at creating magical items, weapons, and armor, and is eager to offer her services. – Gnomish Traits: As a grey gnome, Trila carries innate magical abilities beyond her wizardy. She is highly resistant to the magical attacks of her enemies; most spells simply bounce off. It takes an exceptionally powerful magic user, more powerful than Trila herself, to regularly breach her magical protection with consistent success. – Mélange of Magical Items: Trila can often be found carrying a variety of magical artifacts herself. While traveling outside Boddy Manor, she can be found with several vials of healing poultices, a blue cloak that allows her body to become ethereal, a pair of bracers that emit an aura of magical fields that help deflect incoming attacks, a bottle of refilling air, a necklace that neutralizes poisons, and fine dust that can absorb up to one hundred gallons of water into a fine pebble, which can later be released. Theme Song: Palladio
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Post by KayKay on Jun 23, 2018 12:55:01 GMT
Name: Siar Homeworld: Myythar Age: Ageless Height: 5’2” Weight: 104lbs Description: Siar is a selkie: a rare aquatic fairy that can take the form of an eerily intelligent seal in the sea, and an uncannily attractive human on land. In her human form, Siar is almost indistinguishable from a normal woman, save for her flowing grey hair and fairy-markings patterned on her face like tattoos – simple lines trailing down her chin, the corners of her eyes, across the bridge of her nose, and dotting her center of her forehead in a vertical row. The other telling sign of her fairy origins is the unearthly beauty and presence she possesses. Her skin is pale and smooth, as if sculpted from marble, and her high cheekbones and strong jaw give her an features a hard, aristocratic appearance. Her eyes, both in human and seal form, are green-blue, the color of the sea. Although most selkies carry nothing more than their seal skins and perhaps a spear, Siar has lost her own seal skin. Although selkies do not usually wear clothing, she has learned to wear long, hooded brown robes so that she does not draw unwanted attention from city authorities. Info: Siar is an exceptionally old and wise selkie, rivaling the Blind Queen of the Brume in her years of wisdom. All selkies are unseelie fairies, thought to be the ancestors of unseelie water spirits and seals. Selkies are famous throughout the coasts of Myythar for their uncharacteristic compassion among faries, however, they are shy and seldom seen despite their fondness for humans. This is because many selkies, male and female alike, are unfortunately known to have their skins stolen by cruel fishermen and coerced into servitude or marriage; it is well known among coastal communities in Myythar that a selkie will go to any lengths to get their skin back. It was this fate that befell Siar, off the coasts of Kordavrr in the coastal town of Hippocliffs. Imprisoned and deprived of her skin by her “husband”, Siar’s unlikely salvation came in the form of a strange temporal rift that has transported her to a land and sea that she doesn’t know. Holding onto the faith that her skin has been taken to this new land with her, Siar has set out on a personal mission to recover her skin so that she may finally return to her home. Personality: Although she is very wise, Siar hardly comes across as such. She is exceptionally shy when coming across strangers, preferring to evade their notice unless she has no other choice. Towards those who have earned her trust however, Siar morphs into a very socially active and playful individual – though she has reason to mistrust humans, selkies are social creatures and enjoy companionship. Although she is very compassionate and gentle, unwilling to harm even a tiny minnow unless she has no other choice, it is important to stress that Siar does not feel love in the way humans do. While she certainly can come to admire, respect, and enjoy the company of others – physical or otherwise – she does not create the overriding emotional attachments that so many humans have. She is a free spirit, and not even the closest friendship or relationship can bind her to land. As with most fairies, Siar places high value on the idea of trade: be they favors, physical wealth, or new knowledge. Abilities:– Seal Form: By slipping in and out of her seal skin, Siar is capable of assuming the form of a 300lb female seal. Though identical to any other seal, save for the keen intelligence in its green-blue eyes, Siar retains her unnatural speed and agility even on land, despite her body’s clear adaption to the ocean. Without her seal skin, Siar is unable to assume seal form and return to the sea. – Animal Friend: Like all selkies, Siar carries an extraordinarily strong bond in nature. She is capable of conversing with and understanding animals of all kinds, and animals in turn are capable of understanding and responding to her – though such dialogue from them will never been heard by human ears. With only a few words, Siar is capable of soothing even the most dangerous temper and even persuading them for their assistance. Although she can not speak to magical beasts in the same way she does with animals, she is still easily capable of calming hostile creatures. – Unearthly Grace: Siar is exceptionally quick and agile, moving with bursts of speed impossible for normal humans and impressive even among fey. She is capable of easily dancing around melee combatants and even firearms – while she can not move faster than a bullet, Siar’s ageless wisdom allows her an uncanny ability to predict attacks before they happen. Not even catching her by surprise is any guarantee of hitting her. She retains this grace and speed in the water, capable of swimming as fast as the average human can sprint. – Fairy Magic: Siar’s age has given her access to magic beyond most selkies. - – Aquatic Adaption: All selkies can bestow the gift of breathing underwater through but a touch, but Siar has mastered a wide array of abilities beyond this. She is capable of weaving together spells that allow land-bound creatures the ability to swim with the speed and freedom she can, speak underwater, and survive in even the deepest trenches of the ocean.
- –Charms: If diplomacy fails her, Siar’s first line of defence is to magically compel her would-be enemies to lay down their arms and resolve their conflict without bloodshed.
- –Water Magic: Should words, magical or otherwise, not stop her enemies, Siar will reluctantly resort to blasting her enemies with dense clouds of superheated, scalding steam. She is also capable of lowering the temperature in a creature’s blood, chilling them to the bone and often resulting in severe hypothermia. Siar is unused to using such violent measures, and so use of her offensive magical abilities will rapidly drain her of her power.
– Melee Combat: Although she is not particularly strong in melee combat, Siar’s trusty spear can deliver quick, sharp jabs if she wishes to reserve her offensive spells, and her seal form can deliver a powerful bite.
– Summer's Touch: As with all fae, Siar is gifted with powers corresponding to the season she was born. Siar is constantly surrounded by a circle of warm magical air (or water), which heightens her situational awareness, reflexes, and willpower. It also renders her immune to any and all efforts to exert mental control over her or posses her body. This circle of fey magic extends ten feet around the selkie, bestowing its benefits on others. Creatures put under mental control regain free will if they are brought within this ten foot radius, though Siar can only suppress such magic for as long as they remain within this radius.
– Fair Folk Traits: Siar highly resistant to physical damage, though iron burns her skin and cold iron bypasses these defenses entirely. Siar cannot be permanently killed unless she is slain by a cold iron weapon or her seal skin is destroyed, or else she will return fully formed within a month. Weaknesses:– Although the burns of normal iron do not affect Siar as severely as younger fairies, cold iron still bypasses her defenses entirely and deals mortal harm. – The destruction of a selkie’s seal skin will cause the selkie to turn into sea foam and die permanently. The skin cannot be damaged while the selkie is in seal form.
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Post by KayKay on Aug 7, 2018 11:49:13 GMT
Name: Devika Harrison Nickname: Devy Homeworld: Earth-RL42 Age: 24 Height: 5’6” Weight: 133lbs Description: Devika takes after her late father, Arlo Harrison; with pale skin that burns easily in the sun and chest-length red hair. Soft brown eyes gaze out from a face covered top to bottom in tiny freckles, with the heaviest concentrated around the bridge of her nose. Her features are sharp; inherited from her mother; the edges of her face are pointed, noticeable in her strong jawline and chin. Devika’s body is lean and angular, though she is nevertheless fit due to a life of work on the ranch. With a lack of easy access to sunscreen in No Man’s Land, Devika’s shoulders are often pink from sunburn. She usually wears a wide-brimmed cowboy hat while working out in the sun, and a pair of thick overalls that have seen many years of use.
Info: Born originally in Missouri, Devika and her entire family of eight (four brothers, a twin sister, and their two parents) were brought to Lemuria while she was still finishing high school. Stranded in the scrublands of No Man’s Land, the Harrisons joined the small community on a hill, and built themselves a modest ranch. Though the summers in the desert were harsh ones, and the drastic change to their financial, cultural, and geological environment made adapting to their new life difficult, the Harrisons established a relatively secure living. Until the arrival of the huacephali destroyed their lives. Seeking new land in which they could settle, the huacephali moved to conquer the town and the surrounding hill it stood on. Many, including the Harrisons, refused to relocate; their small home was all they had to show for the years work they had put in to settling this new world. conflict between human and huacephali was a bloody one, one that left Devika’s father and oldest brother dead. Devika, her mother, and surviving siblings fled north to the town of Bolo. The journey across No Man’s Land claimed her two youngest brothers, still children, before they reached the sanctuary of the town. Only her mother, her twin sister, Kendra, and one of her older brothers, Tyler, survived the journey with her; and her vengeful sister left for personal matters not long after. Refusing to allow anyone else in her family succumb to their injuries, Devika pledged to focus on medicine. After scouring through books she had collected, she met a nurse stationed at Bolo by the name of Twist. Under his guidance, Devika has spent the past five years training in medicine in hopes of helping the smaller communities of No Man’s Land, though her generosity does not eagerly extend to the huacephali, who she keeps an ever watchful and bitter eye. Personality: Despite the unimaginable loss she has faced, Devika is a woman who is still able to smile. Indeed, she attributes her sense of humor and easygoing nature to being one of the reasons she hasn’t cracked yet. The other, more important reason, is her resolve to take care of what’s left of her family. Devika works tirelessly with her brother, Tyler, to earn enough coin to support their mother, and hopes that by taking up medicine she can earn enough to get her family out of No Man’s Land and into the safety of Central London, away from the vast shanties on the outskirts. Devika takes this responsibility deadly serious in spite of her supposed jovial nature; in truth, no amount of acting positive has ever really healed Devika’s pain in these past five years. Devika is a remarkably bright individual with a knack for problem solving. She has even built a personal home-made hydro-electric generator from a nearby river, which she and her brother use to power an old monitor and play video games from the console they have managed to salvage. That thrill of mental challenges, both seen in her love for games, math, and design, is one of the things that has drawn Devika to medicine as a practice. Before her arrival to Lemuria, she even had aspirations to become a brain surgeon, though achieving that goal seems an unlikely prospect for the time being. She considers herself a bit of a nerd, having grown up with video games, anime, and comics along with several of her brothers. Despite growing up in a somewhat conservative family, Devika is very open-minded regarding the religion, race, sexuality, and species of others… with the notable exception of the huacephali. Devika harbors a deep hatred for the hyena men, though unlike her sister, Kendra, this hate hasn’t been potent enough to press her to take violent action against them. Still, she will immediately drop all pleasantries around their kind, and would have to be strongly persuaded to help attend to one that was in need of help. Abilities:– Medicine: Devika has spent several years training in medicine under Twist. Though the extent of her medical knowledge and training has been limited in No Man’s Land, Devika is capable at attending to injuries, diseases, and viruses; though she is not as experienced as Twist. – Marksmanship: Since her time on Lemuria, Devika has had to teach herself in the use of her father’s lever-action Winchester 1873. She is a competent shot, and has used it to defend herself and other members of Bolo from passing predators. She has never had to fire at a sentient being, however, and Devika hopes that she never has to; not even against the huacephali. Her rifle can carry up to 16 rounds. – Fatality: Devika is an exceptional gamer and will kick your noob ass at Mortal Kombat.
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Post by KayKay on Sept 5, 2018 9:36:40 GMT
Name: Kendra Harrison Titles: Kendra Lynx; The Lynx Homeworld: Earth-CH42 Age: 24 Height: 5’7” Weight: 147lbs
Description: Kendra is Devika’s twin sister. The two are nearly identical, though the freckles are denser on Kendra’s face than her sister’s. A keen observer may also notice a hardened look in her expression.
Info: Born in Missouri, Kendra Harrison was warped to Lemuria with her entire family while she was home from college in the summer, along with her twin sister, Devika. As the two second oldest siblings of their family, they had an unshakable bond with Zamir, their eldest brother. They founded a settlement alongside a town in No Man’s Land, looking over a great hill. When the huacephali moved to conquer their settlement, Zamir was killed trying to defend their new home, alongside Kendra’s father and two youngest brothers. Kendra, her mother, and her surviving siblings fled north to the town of Bolo. The journey across No Man’s Land claimed her two youngest brothers, still children, before they reached the sanctuary of the town. Only her mother, Devika, and one of her younger brothers, Tyler. Driven by grief at what she had lost, Kendra parted ways with her remaining family soon after and journeyed south on a quest for vengeance, where it was rumored that small lizard-men lived beneath the earth. The lizard-men, known as warals, kindly took in the scarred and lost woman and have her shelter, food, and a warm place to sleep. Once she had spent a week in their midst’s and grown comfortable with some of the elders, Kendra requested from them training in their forms of combat, explaining that her family had been attacked by the huacephali, and that she wanted to be strong enough to protect them in the future. Kendra lived and trained among the warals for four intensive years, learning everything she could from the best mentors of combat and strategy the warals had to offer. When she learned all she could, she sought to learn from the battle mages. Kendra discovered a particular affinity for foxfire; an ancient and mostly forgotten Lemurian magic known only to the races of the underground. When Kendra finally parted the company of the lizard-men, she did so with a young waral named Puspawati; a trusted friend she had made during those four years. With the skill and knowledge she gained, Kendra now sought an arsenal to which to put them to use. Partnering up with a highwaywoman near the Migma border, Kendra raided the wares of a traveling wizard and ran off with an array of powerful magical treasures. Armed, armored, and carrying the instincts of a warrior, Kendra has finally returned to the wastes of No Man’s Land, planning to return to her family and enact vengeance for all those who she has lost… Personality: Kendra was once an open-minded, adventurous and joyful individual who loved nothing more than teasing her large family of siblings, and the art of photography, and strived to enjoy life to its fullest. However, after the tragedy that took her family something deep inside her broke. Kendra never found the inner strength of her sister, Devika, to move on. She behaves like a closed book, putting on a show of stoic indifference to the world around her, allowing the weight of her anger, hatred, and grief to boil to unhealthy pressures that keep her in a state of nearly constant stress. Although Kendra does her best to keep her true emotions hidden behind a mask, she is a string waiting to snap at the slightest pressure. She is prone to explosive outbursts, something she is not proud of. Though her emotionally fueled words can be extremely harsh, Kendra retains enough self restraint that she has never lashed out physically at her companions in anger. Her practice at keeping her thoughts hidden from others makes her a skilled liar. Though she has hardened significantly over the years, Kendra still values companionship. She does not make for a particularly uplifting friend, making jokes and comments at her companion’s expense; but she is loyal to the death where it counts. Having already lost most of her family, Kendra is hopeful to rebuild what she has lost, though she will never admit it aloud. Although she is loyal towards her close circle, Kendra frowns upon reckless acts of altruism. Such acts remind her too much of her father and brothers, who gave their lives defending their neighbors. Those who similarly put everything at risk for the sake of a stranger are quick to earn her ire. Like her sister, Kendra is generally open-minded about other races, species, and especially gender; a product of living with the warals for four years. This tolerance does not extend to the huacephalus, however. While her sister will merely drop pleasantries among their kind, Kendra’s hatred for the hyenamen is a violent one, and she does not easily distinguish between those who work for Aad and those who do not. The huacephalus in her eyes are monsters, and she will not pass up an opportunity to slander them with tales (many of them quiet exaggerated or flat out false) of their savagery. Whether or not she personally believes these tales does not matter to her, for Kendra’s goal is to turn as many as she can against Aad and the huacephalus. Abilities:– Martial Training: Kendra learned her formidable fighting skills from the best mentors the warals had available. Studying the style of the small but agile reptilians, she has learned how to use her speed to ensure rapid and lethal strikes weave around unfriendly blows like water, and turn the strength of enemies three times her size against them. Kendra has trained herself to hone in on vital organs and arteries with lethal precision, ensuring that single well placed strike of her dagger can fell even a huacephalus. Kendra prefers to strike from ambush or with the advantage of numbers with an ally, so that she may more easily catch an enemy off guard for a killing blow. Despite her distaste for face-to-face battles, she is still a dangerous combatant when forced into such a position and relies on her superior reflexes, clever maneuvering, and overwhelming animalistic offence to win the day. – Mischief and Malice: Kendra’s primary weapons are two razor sharp wraith daggers she has named Mischief and Malice. Both daggers have hollow grips that allow small magical wands to be placed inside. Mischief carries a wand of healing, allowing Kendra to regenerate injuries even in the thick of combat without forcing her to reach for a magical item and expose herself to attack. Malice carries a force wand, enabling her to crumple enemies with blasts of kinetic energy that carry the strength to crack bone. Both wraith daggers are enchanted, allowing the blades to pass straight through armor or hide like a ghost to slice through vulnerable soft tissues beneath. This ensures that Kendra can deliver lethal hits even to heavily armored creatures such as androtaurs. – Foxfire: An ancient magic, foxfire is a supernatural green flame that many believe is a form of fairy magic brought to Lemuria from another world – though no fae of the Brume seems to possess this ability. Kendra primarily conjures and manipulates foxfire by wrapping her blades in its green flame. Foxfire burns at temperatures of 3,600 degrees Celcius, hot enough to melt steel, and the powerful gusts of superheated air around the blades allows the daggers to cut seamlessly through steel armor. Foxfire additionally gives off a powerful electric charge, making the daggers more comparable to blades of captured lightning. Due to the already ghostly qualities of her blades, Kendra does not use this to pierce thick armor, but to maximize her damage output or deliver devastating hits to targets such as gargoyles that have no vitals or soft tissues within the reach of her blades to target. Due to the concentration required, Kendra can only empower her daggers with foxfire for brief moments at a time. In addition, Kendra can summon an animate a three-foot high mass of foxfire that fights as a separate individual. In a pitched fight she cannot muster the concentration to manifest it any longer than six second at a time, so she uses it to distract and thrown enemies off guard so that she may land a killing blow in the chaos. Finally, Kendra may manifest the power foxfire to ward her own body against even the hottest of substances, rendering her completely immune to extreme heat. Again, this requires concentration, and Kendra must sacrifice her focus on offence and drop into a defensive stance. – Aspect of the Lynx: Adapted from her studying of transmutation magic, Kendra is capable of minor shifting by focusing on her feral nature. Her irises become narrow, cat-like slits, her ears grow more pointed, and her nails lengthen and harden into claws. Her musculature increases, allowing her to lift 400lbs. Though her claws may be used as weapons, they are much less effective than her wraith daggers. Kendra primarily uses this ability as an intimidation tactic, though the increased strength is a welcome asset. More rarely, this magic proves a useful backup weapon if she is ever somehow separated from her weapons and gear. – Athletic: Beyond combat training, Kendra has also trained in quickly navigating difficult terrain, such as rocky cliffs, rooftops, caves, and trees. She is an incredible climber, particularly when aided by her magical gloves, and she is capable of leaping tremendous distances of over twenty-five feet even when not aided by her enchanted boots, which increase these distances to an awe-inspiring sixty to seventy feet. She is also capable of easily outmaneuvering and tumbling around her enemies, denying her enemies openings or dodging their attacks outright. – Stealth: Kendra has practiced the art of stealth, and is adept at shrinking into the shadows to sneak by guarded areas unnoticed. Her movement is as quiet as a cat’s, and she can be difficult to spot even by those with particularly sharp vision. Kendra prefers to ambush her opponents, ensuring a quick and clean kill without the risk of a prolonged duel that may result in injury. – Magical Items: Stolen from Trila Boddy, Kendra carries a small arsenal of magical items in an effort to give herself every possible advantage she can. Her three-cornered hat, the most prized of her possessions, analyzes her enemies and allow her visualize and target the weak points of creatures she is unfamiliar with, such as machines, plants, and the undead. With the proper command phrase, her polished leather boots are enchanted to boost her sprinting speed from 22mph to a blistering 40mph, allowing her to leap gaps over sixty feet across, though the magic only has enough power to fuel the boots for a minute on any given day – Kendra prefers short bursts of speed to conserve their power. Less obviously magical are her gloves, which enhance her already commendable agility and allow her to climb sheer walls, thick leather bracers that dampen the sound of her movement for increased stealth and enhance the power of her thrusts, a black cloak that wars her against magical attacks, an amulet worn around her neck that makes her body more resilient against toxins and disease, and a chain shirt as light as silk that protects her without hampering her agility. Kendra also carries a variety of elixirs used to enhance her agility, intelligence, and endurance, or protect her mind from magic that would seek to control it. Weaknesses:– Though her raw physical skills are formidable, Kendra relies on her magic weapons and gear to win her the edge over much larger and stronger opponents such as gargoyles, huacephalus, and adrotaurs. Being subjected to anti-magic, such as Trila Boddy’s spell, can drastically weaken her offensive capacity and leave her with only mundane weapons and training. – Memories of her father and brother’s deaths have made Kendra fearful of engaging in a fair fight against powerful enemies. She would much rather strike from ambush or with the aid of a companion, where she can take advantage of the chaos and catch enemies off guard for quick and easy kills. She is quick to retreat to fight another day if things start to go south. – Fucking Scent!
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Post by KayKay on Jan 2, 2019 6:22:46 GMT
Name: Princess Caelhel Ruanal Homeworld: Mythaar Age: 161 Height: 5’1” Weight: 94lbs Description: Caelhel is a young (by their standards) Kuu’Vari, or moon elf. Like many of her kind, Caelhel’s hair is pure white, and her skin pale as marble. Her ears, as typical for a Kuu’Vari are pointed and much longer than those of a human, extending nearly past the back of her head. She is very thin and wiry, and wears, simple loose fitting clothing made from animal hides and pieces of bone – no wood or plant material, so as to not anger the local dryads. Most strikingly is the leather blindfold wrapped around her eyes: Caelhel has been blind for as long as she can remember. Info: Princess Caelhel is the first and only daughter of King Themyar Ruanal, the current ruler of the surviving Kuu’Vari that live deep in the swamps of the Brume. Like her father before her, she has developed an incredible aptitude for magic, second among the Ku’Vari only to King Themyar himself – though her magic doesn’t appear to be derived from the faith in their patron god, as Themyar’s is. Caelhel has never stepped outside the boundaries of the Brume in her life, and while she holds too much respect for the royal responsibilities she carries to go out exploring, she is still eager to see the world… Personality: Caelhel is a wildfire, brimming with boundless energy and passion for everything she does. Her wicked sense of humor is matched only by the fae of the Brume; a far cry from her aloof and sober father. Hundreds of years growing up in the realm of the fae has sharpened Caelhel’s wits and trained her in all the tricks of the dangerous forest. She knows the Brume and its dangers like the back of her hand, and has faced more dangers in her long lifetime than nearly any human. This has made Caelhel quite overconfident in her own skills. She treats most fights as games, laughing and taunting as she dodges her enemies and escapes to heights where she can’t be reached; her tactics are brash and lack proper foresight, which can result in accidental collateral damage or even life-threatening mistakes. She is quick to forgive both herself and others for these mistakes, however, eager to leap back on her feet and continue what she started. She is not entirely without restraint – Calehel takes her royal duties seriously enough to refrain from leaving the confines of the Brume, so that she may be ready to serve her people when her time has come. Still, this does not keep her from daydreaming about the world beyond, or going out of her way to meet (and protect) the few visitors to her forest home. Abilities:– Elven Blood: As a Kuu’Vari, or moon elf, Caelhel is physically lighter and more agile than the average human. The fae heritage of the elves makes them more resistant to enchantments than the average creature of similar mental strength, and their eyes and ears are particularly keen. – Blind as a Bat: The magical enchantments placed upon Caelhel’s leather blindfold allow her to “see” soundwaves reflecting off the world around her, much like the echolocation of a bat. This allows her to strike accurately with her arrows and magic from as far as sixty feet, as well as pick up otherwise hidden or invisible opponents. She cannot however see anything beyond this distance, and neither can she make out small details such as subtle facial expressions, the texture of a tree’s bark, or the words written in a book. – Marksmanship: In order to keep in the good graces of the local dryads, Caelhel wields a silver short bow, enchanted with magic to allow the metal a certain elasticity under tension as though it were wood. The shaft and head of her arrows, also enchanted by the aura of the bow, are silver as well. Caelhel is a competent shot and skilled at firing accurately while leaping between the branches of the trees. Caelhel can further enhance her damage by using her magic to light her silver arrows aflame. – Magic: Like her father, Caelhel is highly talented in the magical arts; though unlike her father this magic is not drawn from external faith, but from internal passion.
- – Fire Magic: Caelhel’s spirit burns bright and fierce, capable of manifesting in the form of magical fire. She is capable of blasting out a cone of flame from her hands, or condense the flame into balls of fire she can use to throw at enemies or burn them with a touch of her hand. The most powerful of these flaming spheres are highly explosive and can create a fireball with a forty-foot radius, though it creates almost no pressure and cannot blow through armor. If forced into melee combat, Caelhel can focus this fire into a rapier of flame and physical force. Though she is less proficient, Caelhel is also capable of manipulating electricity to a smaller extent, either electrocuting predators that attempt to grab her or calling down weak bolts of lightning from the sky. Finally, Caelhel can manifest light like the sun, creating flares or even white-hot rays that can burn through organic flesh. Finally, Caelhel can manipulate Faerie Fire, a golden aura that envelops invisible creatures such as pixies. It does no harm, but allows Caelhel to prevent herself or allies from being ambushed or harassed by unseen attackers.
- – Faerie Magic: Though most of the Kuu’Vari in the Brume would never admit it, living among the fey has had its advantages. Caelhel has made bargains with several fae to expand her knowledge. Caelhel may safely disperse enchantments and curses placed on friend and foe alike, or weave enchantments of her own: increasing her own resistance or that of others against poison and disease, boosting their agility and hand-eye coordination, and protecting them from the vile corruption found in the fangs of the Brume’s monstrous animals. Against animals and those of weak minds, she may weave a primal fear into their hearts to avoid an attack. She also knows a few magical tricks designed to distract and mislead, including mimicking sounds and voices from remote locations, handling small materials from a far distance with a phantom hand, and creating faerie lights: harmless blue orbs of lights commonly mistaken for willo o’wisps.
– Tree Runner: Caelhel knows the trees are the safest path through the Brume, far from the jaws of most predators. In spite of her small size, she is an incredibly strong and quick climber, capable of sprinting from branch to branch as fast as most people can run. On solid ground she can reach twenty-four miles per hour, provided open terrain. Weaknesses:– Caelhel is helpless to defend against attacks from outside her sixty-foot range of vision. Should her blindfold be removed, destroyed, or the magic temporarily suspended, Caelhel can be left in a tremendously vulnerable position.
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Post by KayKay on Jan 3, 2019 0:08:44 GMT
Name: Daelis Kitander
Homeworld: Rostelda
Age: 182 Height: 5’3” Weight: 108lbs
Description: Daelis, like many Kuu’Vari, has long, pointed ears, snow-white hair, and pale skin like marble. He is thin, though more muscular than Caelhel, and his hair is kept no longer than a few inches, in sharp contrast to his brethren. One of Daelis’s blue eyes are kept hidden by an eyepatch, which he wears to protect his vision in the event that he stumbles upon the Blind Queen. He wears only light, loose-fitting clothing, relying on his experience and agility to avoid damage.
Info: Born in the Brume shortly after the arrival of the Kuu’Vari, Daelis’s life has been full of pain. As young children, he and his were lured away from their clain by a malicious unicorn, which kidnapped and enslaved the two young children until they reached adulthood. After it had finished using them for its own purposes, the unicorn delivered the pair to the pixies, who kept them as living trophies for over one hundred and twenty years. Believing they can been reconditioned by the unicorn, the pixies avoided using memory wiping elixirs to avoid the hassle of reconditioning them themselves. It was only by the intervention of another elven warrior that Daelis and his sister’s eyes were opened to the truth of their plight, and on the elf’s orders the siblings fled back to their forgotten tribe.
Nursed back to health and given shelter, Daelis and his sister were retaught the culture and education of the moon elves, and, like many young men and women, were trained in the art of combat so that they could repel attacks by their unseelie neighbors.
Daelis’s hundreds of years of experience with the fey proved valuable to the Kuu’Vari, who were able to make use of his information to locate and destroy the burrows, trees, and circles of pixies, dryads, and satyrs. His victories allowed the elves to push back against their aggressors and regain lost ground for the first time in a hundred years, and King Themyar Ruanal soon promoted Daelis to the rank of captain.
But their victories held dire consequences for Daelis, and the rest of his clan. The Brume’s darkest horrors began to replace the fey driven off: murklings, thistles, imps and kelpies. They began to target the vulnerable members of the tribe: the sick, the elderly, and especially the children, to be devoured or transformed into new monsters. The losses soon attracted the attention of the dangerous ansyral, who sought to sooth the survivors by taking their grief, and with it all emotions, joy, and self-identity. Though the elves eventually escaped into the swamps, Daelis’s sister was among those captured by the anysral, left as only a shell of her former self.
Daelis has since been driven to hatred. Hatred at himself for his vengeful actions that caused such disastrous consequences. Hatred for the fey that have caused him, his sister, and his tribe so much pain. For many years, like the rest of his kind, he has been content to hide in the swamps out of fear of provoking another attack, raising his blade only to help unwary travelers that have found themselves inside the depths of the Brume…
Personality: Towards elves, humans, and other mortal races, Daelis is a polite and deeply sympathetic individual, though his limited childhood development has left him clumsy at social interaction. While well spoken, Daelis often comes off as aloof and closed off, in contrast to his true feelings. He has seen too much tragedy and death in his lifetime and refuses to allow such things to affect the lives of others, even strangers that travel to the Brume, and is eager to give his advice and protection even if not always wanted. In regards to fey, however, Daelis can show a much darker side. He holds a deep hatred and distrust for all fey, whether they be harmful or not. Part of this is anger at what he and his sister and their people have suffered through, but most of it is out of fear that such things will happen again.
Abilities: – Elven Blood: As a Kuu’Vari, or moon elf, Daelis is physically lighter and more agile than the average human. The fae heritage of the elves makes them more resistant to enchantments than the average creature of similar mental strength, and their eyes and ears are particularly keen. Daelis can see twice as far as a human on a moonlit night. – Swordplay: Daelis’s skill with the blade is envied by the other warriors of his tribe. He is a master of defensive combat, parrying and avoiding blows before countering at the precise moment for lethal damage. Though not cold iron, his insightful strikes have been able to wound even highly resistant fey by targeting weak points. His sword is enchanted, allowing him to stand a chance against the deadly ansyral. – Marksmanship: Daelis carries a shortbow as a secondary weapon. While a competent shot, the bow is not enchanted and he lacks the precise aim to land especially damaging hits. Even the weaker fey, such as satyrs, can shrug his arrows off with little to no damage. – Tree Runner: Daelis knows the trees are the safest path through the Brume, far from the jaws of most predators. In spite of his small size, he is an incredibly strong and quick climber, capable of sprinting from branch to branch. He is not as quick as Caelhel, however, nor is he as strong of a climber.
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Post by KayKay on Jan 18, 2019 21:04:45 GMT
Name: Alondra Melo Vaz Nicknames: “Allybear” (used by Max), “Big Al” (also used by Max)
Homeworld: Earth-CH42
Age: 27 Height: 6’1” Weight: 184lbs
Description: Alondra is a tall and very muscular Hispanic woman, with burly, well-defined arms and legs and light-brown skin. Her most notable feature after her strong physique are her fierce amber eyes, with a long scar sweeping through her left brow and down her cheek, curving and tapering off to appearing over her lips and the tip of her chin. Her left eye, on close inspection, appears a slightly different shade due to the nanoprosthetic shell implanted inside. Alondra’s face is sharply defined and surrounded by shoulder length black hair, usually dyed a dark red. Alondra is rarely seen without a silver necklace with a decorative green pendant – a gift from her grandmother – which she keeps tucked beneath her shirt while training or expecting combat. She dresses simple, in spite of her status as a sentinel, opting for light clothing such as tank tops while training or exercising under the heat of No Man’s Land, and a warm grey jacket when she must travel further north.
Info: Alondra Melo Vaz was born in Brazil, in the floating slums of the Rio De Janeiro coastline. She lived most of her life with her father, grandmother and younger surrogate brother, cramped together in a tiny shack of wood and sheet metal. Since she was six years old she helped her father sail out to net fish for their family and neighborhood, and as age and years of heavy labor began to take its toll on her father she soon took the role as her family’s main provider, along with her younger brother, Javi.
When Alondra was 25, the two were caught out at sea in the midst of a battle between passing SEDD forces and a flying terataur. When a firefly, buffeted by the wings of the monster, fell into the sea, Alondra dove in to rescue the sinking pilot. In her desperation to wrench loose the door, she displayed a surge of bioteratic power, to the surprise of both herself and the occupant inside. While the survivor agreed to keep Alondra’s display a secret, the energy signature had not gone unnoticed by the airship above. It was not long before armed personal arrived to collect her, believing Alondra to be a draft evader avoiding being conscription into the ranks of the sentinels.
Taken from her family and brought to Citadel Cairo, Alondra was trained not only in combat and bioteratic energy channeling techniques, but to obey the many unusual and strict rules of the SEDD. Conscripted into Fireteam Delta, Alondra first saw action during an ill-fated rescue mission at the border of Tartarus. An ambush by the rogue terataur, Nandi, left Alondra’s closest teammate, Nevin, dead, and nearly claimed Alondra’s life as well. She escaped with lasting scars from the splintering strands of her armor’s artificial muscle, the most notable scar trailing down the left side of her face and over her eye.
The damage left her blind in her left eye, and although the SEDD restored her sight with nanoprosthetic technology, psychological recovery was a long uphill battle. Transportation to Lemuria has only worsened Alondra’s condition. She has never felt more alone, cut off from her family, only one of three sentinels left standing, and branded a failure. Medjay, her colossi armor, has been under heavy repairs after Nandi’s attack, further keeping Alondra out of encounters with terataurs.
Alondra has taken the opportunity to start programs within the SEDD dedicated to building and maintaining positive interspecies relations with Lemuria’s other residents, hoping to use her fame to sway the people of London to accept their strange new neighbors, and, hopefully, to redeem herself for her past failures.
Personality: Though her size and scars may look intimidating, Alondra is a deeply caring individual, quick to put herself on the line even for strangers. She places extreme value in her family, whether it be the one she left behind in Rio or the new one she is slowly forging in Lemuria. Alondra often wears a mask of straight-faced composure, but she is truthfully an extremely passionate individual who enjoys the comforts of friends, family, and sports. Her temper is quite explosive; Alondra will usually try to bottle up her anger in favor of maintaining her sense of professionalism until it violently erupts.
Due to her failure at Tartarus, her separation from her family, her inability to access bioteratic energy, living under the strict and often unethical laws of the SEDD and her dwindling reception among the general population of London, Alondra has struggled to find confidence in herself and her abilities, and has fallen into a steep pit of depression. Although she is currently at her lowest, Alondra is exceptionally stubborn when push comes to shove, refusing to back down and submit against higher-ranking officials of the SEDD or dangerous enemies alike. It is against these unthinkable odds that Alondra often finds her true strength, quick to pick herself and her allies up off their feet and take action to set things right. Though she still has much to learn, Alondra holds the potential to be the fiercest of all the sentinels remaining on Lemuria.
Abilities: – Resolute: Alondra’s greatest strength is her resolve in the face of adversity. She will stand her ground even in the face of seemingly impossible situations and can pick herself back up from the hardest blows, physical and psychological. Her sheer willpower may render Alondra incredibly resistant to mental control or compulsions, only further bolstered by her ability to empty her mind as part of her sentinel training.
– Combat Training: Though she is still young and new to the sentinels, Alondra has undergone an intense training regimen designed to help her stand up to larger and stronger terataurs when inside colossi armor. Alondra is trained in a unique form of martial art known as Livyatan, a style designed to fight against a wide variety of non-humanoid enemies. In addition, Alondra has personalized her style to provide her with experience in all areas of combat, gaining professional training in Boxing, Muay Thai, Brazillian Jiu Jitzu, and Krav Maga. This mixed style allows Alondra to dominate though powerful punches and kicks as well as ground fighting. She is also skilled at using her elbows and knees in close combat scenarios for sharp and hard blows, and her training in Krav Maga allows her to defend herself against knife attacks and disarm guns held at her within arm’s reach. When she’s at Citadel Cairo, Alondra typically spends over forty hours a week training in combat, sparring, weight training, cardio and endurance training.
– You Two Careful, She is a Big: Although she has yet to display notable bioteratic abilities outside of rare, freak circumstances, Alondra is still extremely powerful even for her size. She is capable of lifting nearly 450lbs from a deadlift. Alondra can punch with enough force to crack ribs, and break joints with her holds.
– Bioteratic Energy: Bioteratic energy, also known as aether, is a normally imperceptible force neither truly energy, nor matter, but can mimic the properties of both. While most believe only sentinels, terataurs, and specially designed machines can access this force, bioteratic energy can be found in the cells of all living creatures, in every particle of matter, and every spark of energy. Alondra is no true sentinel – as in she is not sensitive to bioteratic energy, and neither can she easily access it. She currently lacks the training to access it at will, as with most humans of her world, but under extreme circumstances these powers may rarely manifest. While most sentinels are trained to suppress their higher thoughts and emotions to access the bioteratic energy within their bodies, Alondra has little success with this method and is more likely to find these powers under extreme emotional stress. It’s Alondra’s emotional strength and passion that fuels her power, rather than its absence – though she has yet to discover this. Should they manifest, Alondra may experience extreme boosts to her physical abilities –these may include an increased lifting capacity of up to 2.6 tons, increasing the durability of her bones, muscles and skin to withstand the force of her own enhanced blows, rapid regenerative capabilities, and the ability to surge bioteratic energy into an enemy with a blow.
– Weaponry: For protection from the wildlife on Lemuria, Alondra carries a 12 gauge pump-action military shotgun. The shotgun carries eight rounds before requiring a reload, and has a maximum firing range of three hundred meters. Alondra carries saboted slugs that provide considerable stopping power and accuracy, capable of punching through the bones of large animals and heavy metal armor. As both a tool and a secondary weapon, Alondra owns a combat knife with a blade made of solid nanosteel. The knife has been passed down to her by Nevin, and the unnaturally sharp blade can slice clean through rock and thin sheets of steel.
– Liar Liar Pants on Fire: Alondra is very good at reading body language and facial ticks, making it difficult for even experienced liars and con artists to hide things from her. However, she isn’t very subtle herself.
Weaknesses: – In spite of a full year and a half of constant training, Alondra has difficulty accessing any bioteratic abilities. This has not yet dissuaded her, but it means Alondra is notably weaker than other sentinels, and cannot afford to take the hits they can. Her limits are fully human. – Alondra does not have a lot of patience and can be overeager. She can sometimes rush into dangerous situations without planning ahead. Furthermore, should her temper get the better of her in combat Alondra may strike out without the precision her training demands.
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Post by KayKay on Feb 1, 2019 21:33:36 GMT
Name: Mahendra Rattan Homeworld: Earth-CH42 Age: 52 Height: 6’3” Weight: 192lbs (210lbs with prosthetic arm) Description: Mahendra Rattan is a tall, heavily built Indian man, with strong, well-defined muscles in spite of his age. Rattan’s short hair and thick beard are entirely dark silver, as are his eyes – the result of many long years of channeling bioteratic energy – which stand out against his brown skin, wrinkled with age and stress. Rattan’s left arm is missing at the shoulder, after a terataur crushed the cockpit of his colossi armor. He wears an expensive aluminum prosthetic arm given a thin coat of gold paint, wired into his brain using technology similar to that which allows a sentinel to control colossi armor. Rattan usually can be seen in uniform: a navy blue suit decorated with medals he has received over his many years of service. Info: Rattan is one of the oldest surviving sentinels, and among the first ever conscripted into the war against the terataurs. He has seen the creation of the S.E.D.D first-hand and has lived under their laws for nearly thirty years. Rattan also holds the distinction of currently wearing the oldest active Brawler-Grade colossi armor: the CGB-55 “Praetorian”. Rattan’s age and experience has turned him into one of the S.E.D.D’s finest sentinels, but he has suffered from several devastating defeats over his military career, resulting in the deaths of many of his teammates and students, as well as the loss of his left arm. This injuries, coupled with his age, have seen him demoted to Fireteam Delta, the lowest ranking fireteam in Citadel Cairo. There, Rattan acted as a teacher to new conscripts, using the less intensive missions offered to Fireteam Delta to give new sentinels a chance to develop their skills in the field so they could be promoted to higher ranking fireteams. Due to his experience and his mentorship, Rattan was highly respected in Citadel Cairo even by the talented members of Fireteam Alpha, many of whom were once his students. Notably, this respect did not extend to his subordinate teammate, Gameela Mohab, a fierce critic of the S.E.D.D’s exploitation and treatment of sentinels and their practice of forced conscription. Rattan by contrast, an “old blood” member of the S.E.D.D since their creation, has largely accepted and supported these practices as necessary in the campaign against the terataurs, leading to heated disagreements between the two, with Rattan believing her to be dangerously disruptive to a reliable and stable system in times of war. In 76 AC, Fireteam Delta – then consisting of Rattan, Gameela, fellow sentinel Nevin Stojanov and new recruit Alondra Melo Vaz – was sent on a rescue operation to Tartarus after the disappearance of Fireteams Alpha and Bravo. The mission ended in disaster just outside the borders of Tartarus when Fireteam Delta and their crew were warped to Lemuria in the middle of an assault by Nandi. The tragedy ended in the death of the sentinel Nevin Stojanov, and has reduced Fireteam Delta to a three-man party. Left stranded in the desert of No Man’s Land, Fireteam Delta was able to locate Citadel Cairo, but the city of Cairo itself was nowhere to be found. In its place was London, warped onto the coastline of Lake Serene. Fireteam Delta is the only remaining fireteam in the London area, and indeed all of Lemuria, and Rattan has been worked to the brink attempting to protect the population of London with a severely weakened fighting force. He has not lost his optimism, however, and has helped to kickstart a new program dedicated to seeking out and conscripting bioteratic sensitive individuals in Lemuria. Personality: Although he is an experienced soldier, Rattan is a gentle and patient individual who rarely resorts to force against his fellow men, preferring a diplomatic approach to conflicts. He is good at sympathizing with people and listening to them in their times of need, and has helped ease many new conscripts – from adults to children – into their new life at the S.E.D.D. Rattan happily offers his time and money to help them adjust to their new status as celebrity figures, and sees himself as both a guide and a surrogate father to many of his recruits. His patience is broken only rarely, usually by extreme displays of rebellion against the order established by his superiors in the S.E.D.D. His stubborn support of the S.E.D.D is not a product of passion or pride, however, as decades of living under these often harsh laws have convinced Rattan that there is no better way, and that fighting the established order is a futile endeavour. Rattan’s attempts to gently lead new sentinels into compliance is as much an attempt to protect them from punishment as it is a belief that S.E.D.D’s practices are necessary to ensure its survival. Abilities:– Sentinel: As a sentinel, Rattan produces far more bioteratic energy than the average human, and his cells are more sensitive to its power. Through proper training, he is capable learning to flex these “muscles”, allowing him to use the bioteratic energy within him to accomplish feats ordinarily impossible for a human.
- – Bioteratic Augmentation: The most well known benefit of bioteratic energy is its ability to greatly augment the users physical strength to superhuman levels. Rattan has more physical strength than even Katsumi, capable of deadlifting 500lbs unassisted by bioteratic energy, and capable of lifting up to 3 tons when augmenting his muscles with bioteratic energy. Combined with his training in close quarters combat, Rattan’s fists are lethal weapons, capable of shattering bones and denting metal with his blows.
- – Bioteratic Durability: One of the first and most important skills a sentinel learns is to use bioteratic energy to effectively shield their own bodies, hardening their flesh and skeletal structure against physical trauma. This is necessary to prevent sentinels from shattering the bones in their hands or otherwise injuring themselves while throwing augmented punches. Rattan can strengthen his durability to withstand incredible blows without notable injury from beings as strong as he is, and can deflect attacks from weapons such as claws, jaws, swords, axes and, if timed properly, projectiles such as arrows and bullets. This is not a passive defence; a sentinel must concentrate to react and “catch” the incoming attack. Should he be caught by surprise or fail to react in time, Rattan is no harder to injure than any other human.
- – Bioteratic Endurance: The bioteratic energy within his blood renders Rattan remarkably resilient against poisons, diseases, and drugs. He also carries above-average physical endurance and is slow to tire.
- – Combat Meditation: To control the bioteratic energy within their bodies, sentinels must enter a meditative state and focus on the energy within their body, while clearing their mind of higher thoughts. This intensive mental training has the benefit of purging fear, invasive emotions, and renders most sentinels remarkably resilient against possession or mental control.
- – Bioteratic Surge: By focusing bioteratic energy into their fists, sentinels are capable of delivering blows that create a surge of bioteratic energy into the opponent’s body. This manifests as a flash of silver light, and the additional bioteratic force can increase the energy of their blow tenfold. In addition, should she sheer force of the blow not kill them outright, the bioteratic surge can damage the opponent’s cellular makeup and cause serious internal damage or even organ failure. Sentinels are trained to focus this surge even beyond their bodies – this allows them to manipulate the energy of a colossi armor’s bioteratic reactor and channel it through the giant mechanical limbs. It is this technique that allows sentinels to permanently kill terataurs, by focusing a bioteratic surge into the terataur’s heart. Due to the severe physical and mental toll this maneuver has on a sentinel, they may only use it roughly twice in any given fight.
– Combat Training: Rattan has trained extensively in close-combat techniques, more so than most sentinels, due to his role in wearing Brawler-Grade colossi armor. Rattan is trained in a unique form of martial art known as Livyatan, a style designed to fight against a wide variety of non-humanoid enemies. Rattan is also professionally trained in Kalaripayattu, Krav Maga, Muay Thai, and Kushti. While a powerful hand-to-hand combatant on all fronts, including ground fighting, Rattan’s experience with Kalaripayattu also gives him extraordinary proficiency with swords, shields, and spears. –Weaponry: Rattan carries a semi-automatic 9mm pistol as a side arm for protection against Lemuria’s dangerous wildlife and potential assassins. He is a decent shot, but refrains from firing unless no diplomatic option is available. – Prosthetic Arm: Rattan’s prosthetic arm is given strength by artificial muscle fibers that mimic human muscle, but are fifty times stronger. This gives his prosthetic arm incredible strength, capable of easily matching with Rattan’s bioteratic powers. Rattan is also capable of channeling his bioteratic abilities through this arm just as he would with colossi armor. The outer shell is made of nanosteel, making it a strong last-resort shield as well, capable of easily deflecting high-powered bullets. Weaknesses:– Rattan’s metabolism is extraordinarily high in order to meet the energy requirements demanded by bioteratic energy. By channeling bioteratic energy, Rattan can run out of fuel quickly, and is usually left starving after an intensive period of training. Rattan must rely on specialized drinks made with terataur blood to provide his body with enough energy for training or combat, and depriving him of such substances can deplete his stamina in a fight significantly.
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Post by KayKay on Mar 1, 2019 22:28:48 GMT
Name: Phanna Chestiri Title: The Scarlet Ram Homeworld: Rostelda, Mythaar Age: 49 (appears to be in her late twenties due to her fey heritage) Height: 6’0” (Digitigrade feet and hooves make her taller than a human of equal build (about 5'8")) Weight: 167lbs Description: Phanna is a young faun, a half-fey resulting from the pairing of a mortal humanoid and a satyr. Her brown skin stands in sharp contrast to her dark red chin-length hair, from which a pair of black curved horns emerge from behind twitching, hairless goat-like ears. Her legs, covered in fine, soft fur, are reddish-brown and decorated in white spots around the rump. A long prehensile tail tipped in a striking white tuft of fur trails down behind Phanna, aiding in both balance and communication. Like most fauns, Phanna has blazing orange eyes. While most fauns are known for their lean builds, Phanna is extremely muscular for her kind. Obviously proud of this fact, Phanna usually wears sleeveless skirts that show off her well defined arms, which are covered in patchworks of dark, raised scars taken from the claws of beasts and the knives of enemies. A necklace made of teeth, claws, and horns from beasts she has bested in the arena is usually draped around her shoulders as a trophy. She is never seen without her fingerless brown leather gloves, which radiate with an imperceptible magic aura. Info: Born in a small town on the edge of the Brume, Phanna grew up an outcast among her peers, many of whom feared her for her connection to the dangerous unseelie fey. When she was old enough to stake out a living of her own, Phanna hid her features in a wide brimmed hat and a long dress that concealed her legs and tail, and found work as an entertainer in the tavern of a neighboring settlement. Her fey heritage made Phanna very talented in the arts of dancing and, which practice, excelled at playing stringed instruments. However, that same fey blood soon came to haunt her when one night her harp music captivated the entire tavern in a magical trance. Phanna was forced to flee her town, as magic was forbidden in her part of the world, and practitioners were known to be hunted down and dragged off to a mysterious prison by the Emperor’s inquisitors. After a treacherous journey through the Brume in which she nearly lost her life, Phanna discovered a new home in a settlement on the opposite side of the massive forest. Knowing the Brume would serve as a barrier between herself an pursuing Inquisitors, Phanna once again found work as an entertainer. This time, however, Phanna did not hide her status as a faun, and proved her physical skills as a fighter rather than a musician or dancer, desperate to keep her magical abilities hidden. She became the Scarlet Ram, a champion in the settlement’s fighting arena, sometimes touring across the Kingdom of Phalarion to duel the champions of other settlements. The Scarlet Ram became a fan-favorite fighter for her ability to quickly subdue and defeat armed and armored warriors – and even animals such as bears and big cats – with nothing but her supernatural fey strength and her bare hands. Her tales of her dangerous adventure through the Brume has also led to travelers seeking her out as a guide, though this is a job that she rarely, if ever, takes unless she is paid a great deal of incentive; even for all her strength, the Brume is not a place the faun is eager to return to. Since arriving on Lemuria, Phanna has found work as an entertainer in the town of Sund, where she continues to fight in the basement fighting pits of a few taverns. She has also made trips to Mival to engage in championships held there, and while she has won a small, dedicated fanbase, she prefers the atmosphere and small-town life of Sund compared to the city. Personality: Phanna is tough, boisterous, and full of bravado; an individual quite in touch with her satyr heritage. Born an outcast for her strange appearance, Phanna has responded not by hiding, but by fully embracing herself. She displays an overwhelming level of pride in both her body and her abilities, and loves nothing more than being the center of attention, whether it be through her haunting music or her skills in the arena. She is a highly competitive woman, eager to show off, take victories, and earn admirers – all to prove herself as worthy of respect, and to satiate her ego. Phanna offers little respect in return, however. She is rowdy, crude, and enjoys teasing her companions, though in good spirit. She is rarely malicious. Outside of the arena, Phanna is content to enjoy life’s hedonic pleasures, practically living in the taverns of Sund to partake in drinks, dance, songs, and the company of her fans or former opponents. She carries a passionate love for music, perhaps more-so than anything else in the world, but Phanna prefers to keep this softer side of her hidden away from public eyes to maintain her appearance as a tough fighter. In addition to the thrill of defeating challenges and proving herself superior to her opponents, Phanna enjoys the adrenaline rush of a good fight, expressing excitement at the rare opportunity to square off against an enemy like a hill-giant or a bear. To date, her recklessness is humbled only by the Brume; a place she has come to respect and fear after several near-death, or worse, experiences. Not that she would tell anyone, of course. Abilities:– Battle Dancing: Although Phanna is a brawler, her natural fey grace has made her a highly agile and acrobatic fighter. She is capable of easily outmaneuvering opponents and dodging attacks to get in close and deliver quick, but powerful jabs and kicks. Phanna’s incredible natural strength as a faun has been further bolstered both by her training and by a pair of magical fingerless leather gloves that she earned from a trade with a fey of the Brume. Phanna’s fists and hooves are capable of breaking bones, shattering wood, and even denting steel. – Grappler: Despite her speed and grace, Phanna’s area of expertise lies in grappling, using her superior strength as well as her experience to quickly subdue her opponent. Phanna is skilled at applying clinch holds, takedowns, pins, and submission holds. Of these submission holds, chokeholds are her favorite, as a well applied chokehold can lead to unconsciousness in a matter of seconds; and they carry a much smaller risk of seriously injuring her opponent through dislocation, torn ligaments, or bone fractures. Phanna’s sheer strength is not to be underestimated either; fauns are much stronger on average than a human, and Phanna is particularly well trained and bolstered by potent fey magic. She is capable of lifting up to 1,600lbs off the ground unaided by her gloves. – Titan’s Gloves: During an encounter with a dryad in the Brume, Phanna traded the fey a sparkling necklace in exchange for a pair of enchanted gloves taken from the body of one of the Brume’s elves. These light leather gloves are fingerless, and have a hard metal ring over the knuckles. Their enchantments boost Phanna’s strength by roughly 250%, allowing her to lift about 2 tons off the ground. She rarely uses these gloves in professional match-ups for the sake of fairness, unless she is pitted against an exceptionally large or strong opponent, such as an androtaur or varul. Outside the arena, however, Phanna makes no such compromises. Once a day, Phanna may channel her own innate fey magic into the enchantments of the gloves, boosting her physical strength even further. This “supercharged” state allows her to lift 3.7 tons, but lasts for a little over half a minute, and is usually only used if Phanna needs a decisive edge against a dangerous opponent in a pitched grapple. It is unwise for her to attempt strikes with her full strength in this state, as even with her incredible durability, her bones are not strong enough to safely deliver full-strength blows. (Limited 1/day) – Fey’s Strike: Phanna may channel her inner fey magic into her physical unarmed strikes. The effect is unnoticeable to the naked eye, and does no additional damage, but allows Phanna to injure creatures resistant or immune to non-magical attacks. – Speed: Phanna’s strength, hooves, and fey heritage allow her to reach incredible speed unattainable by human athletes. She is capable of reaching 30mph at a sprint. – Music of the Satyr: Phanna is an extremely talented musician, particularly with stringed instruments – a gift inherited from her fey father. Phanna carries a small, harp-like instrument on her back when she is traveling, and while she mostly uses it for personal entertainment, Phanna may weave ancient satyr magic through the notes she produces, serving to empower herself and allies with valor and bravery, intercept charms, or to counter the dangerous music of other creatures, such as those of fossegrims, merfolk, and Lamia harpies. Phanna’s most powerful ability, however, is her capacity to lull enemies into a trance of her own. Enemies captivated in this way can do little more than stare and quietly listen to her music, but the trance ends if the music stops, or should an obvious, immediate threat become apparent. Those of exceptionally strong will can resist, but Phanna’s talent in music makes this difficult. However, Phanna rarely uses this power, preferring to keep her magic hidden from others if she can and jumping into the thick of combat more often than not. – Fey Magic: Phanna has learned additional, minor fey magic beyond her music. Phanna is instinctively aware of which direction is North, and is capable of elating others feelings of hope in stressful times, conjuring a glow of light to light up dark areas, speak to others through the mind (and allow them to “speak” back), and, most powerfully, cause an individual of weaker will to collapse in a fit of uncontrollable, hysterical laughter that leaves them open, vulnerable, and unable to react. Like her music, Phanna prefers to keep these powers hidden from public and avoids flaunting them. – I’m a Faun, You Dork: Phanna is very experienced and powerful for a faun, and is more in-touch with her fey heritage than others. Normal iron does not cut through her easily as with other fauns; her resistance is more comparable to her satyr fathers. Phanna’s skin is thick, and her hard muscles are like the wood of an oak – she can easily shrug off punches from humans, pientans, and others of similar strength, and even the claws and fangs of beasts leave little to no marks. Iron or steel based weapons still have more luck, but most light weapons such as daggers leave only scratches – it takes heavier weapons, or attackers with notable strength of their own, to do serious damage. As with other fey, cold iron weapons can bypass her defences as if they weren’t even there. Weaknesses:– Phanna is rash in combat and refuses to show weakness. This can lead her to take unnecessary risks and open herself up to blows. – Phanna has no formal training in any weapons. She is a brawler; not a soldier or warrior. Other than a quarterstaff that she uses as a walking stick while traveling, Phanna is usually completely unarmed. – Cold iron can injure Phanna as easily as it would any normal human. – Phanna is highly trained in one-on-one fights, but struggles against groups. Her grappling skills, normally able to very quickly subdue others, leave her very vulnerable to attack from her enemy’s allies, forcing her to rely on her speed and grace to dance in and out of range with hit-and-run strikes. – Phanna carries more mortal blood than fey blood, and although she does got grew decrepit from age, she can be killed by normal means. Cold iron is not necessary to slay her.
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Post by KayKay on Mar 2, 2019 14:44:12 GMT
Name: Iza Dythun Title: The Chosen Homeworld: Rostelda Age: 370 (appears to be in her late 30s or early 40s) Length: 24ft long Height: 8-9ft (reared up) (Human torso is proportional to that of a 6'7" woman.) Weight: 850lbs Description:(Warning: Picture contains bare breasts.) (These are not exact designs. Just the closest I could find to what I was imagining.) Iza Dython is a Noble Lamia, a half-demon with a demonic parent of great power and prestige. Iza resembles a human woman – though a particularly large one – from the waist up, powerfully built with strongly defined muscles. Her skin is brown, and her aristocratic facial features are almost masculine in appearance, with a strong chin and cheek bones that give her an almost androgynous appearance, were it not for her bare chest. Her dark-brown braided dreadlocks reach almost to her waist. Iza's eyes are distinctly inhuman: brilliant yellow and almost glowing, with narrow, slit-like pupils. The lower half of Iza's body, from the waist down, resembles the shape of a massive serpent. Her powerful coils are massive, nearly two-feet thick in some places, and made of almost pure muscle. Her coils are armored in brilliant emerald-green scales that glisten when exposed to light. The underside of her body is comparatively smooth, lined with pale ribbed scales. Iza rarely wears clothing in the traditional sense, but she is almost always decorated in beautiful jewellery: including any combination of circlets, wrist cuffs, elaborate chokers and necklaces, and body chains decorating her chest, arms, waist, and even her face. She has even gone as far as to modify jewellery for the end of her tail (yes, I know this isn't a tail, use your imagination). Info: Iza Dython is the leader of the Lamia cult, in the temple of Etu-Esharra, a dark and ancient place where ritual sacrifices and orgies in devotion to a demonic god is the norm. She is one of the high priestesses of a demonic entity known as the Dark Prince. Iza is one of the Chosen – a rare priestess 'chosen' by the Dark Prince as his most loyal servant by visiting them in the dead of night and taking them as a lover. She is a Noble Lamia, born from a demonic mother that serves the Dark Prince's armies as a general. Iza's prestige is unparalleled among the Lamias, and even weaker demons have been known to show her respect. Through Iza's leadership, the Lamias have captured and sacrificed more souls to the Dark Prince than any other group in recorded history. Despite her fearsome reputation, Iza is considered a radical among the Lamias for her gentler attitude towards the male slave population. Iza remembers why the Lamias originally came into being so long ago: as a group of half-demons struggling to find family, kinship, and a place in a world where they did not belong. She believes the harsh discrimination of her matriarchal society is at odds with the Lamia's original purpose, and strives to slowly introduce changes into their society. While her views have seen some backlash, none have dared to take a stand against her, as they have seen with their own eyes Iza's terrifying capabilities before the altar. Upon arriving to Lemuria not long ago, Iza has been faced with the prospect of keeping her panicking people under control, tasked with convincing them that their demon god had not abandoned them. Her seeming salvation arrived soon in the form of Va’ggoru, the Phoenix King, who tricked the Lamias into believing he was a messenger for the Dark Prince, and that he had replaced Besmal as the High Chosen of this new material plane. Although Iza was no fool, her desperation to reunite with her beloved lord and her utter devotion to his will led her to accepting Va'ggoru's offer. The Lamias have now pledged their service to Va’ggoru, believing that they are serving the Dark Prince’s will, and Iza Dython personally oversees captives that may have potential as branded servants of Va'ggoru. Those she deems unworthy are usually sacrificed or given to the few demons still in Etu-Esharra in an effort to breed more Lamias. Personality: Iza is devoted beyond all else, dedicated to nothing more than serving her demonic god in any way she can. She is second in value only to Besmal, the Cursed One, a fact that Iza is deeply envious of. Her devotion to the Dark Prince is one born from lust, which has slowly twisted into unconditional adoration and love. She despises Besmal's position as High Chosen, desiring nothing more than to prove herself worthy as the Dark Prince's future Queen. Iza will commit atrocious acts without hesitation to please her lord if she believes it is his will, including horrific sacrificial rituals, throwing prisoners to demons to breed more Lamias, and aiding Va'ggoru in performing the Ritual of Rebirth. Her unwavering loyalty to the Dark Prince and the ways of demon-kind have forged Iza into a monster beyond even the other Chosen. Outside her dangerous religion, however, Iza possesses an unusual level of generosity and kindness for a Lamia. She is rarely needlessly cruel unless she feels she must make an example of a prisoner or a rebel, and although she practices slavery, her treatment of her slaves is considerably kinder than her peers. Iza also advocates for an end to the discrimination of Lamia males, and is currently taking advantage of the confusion of their displacement to Lemuria to slowly introduce equal rights to her people. Iza believes that the Lamias are meant to support each other as family in a world that would shun them for their religion and their heritage. Unfortunately, this means that Iza is willing to enslave more mortals than usual as labors and entertainment, including females as well as males. Iza is incredibly vain even for a Lamia, wearing elaborate jewellery made from the finest treasures and materials in her vast collection, surrounding herself in beautiful slaves, and decorating her temple with some of the most astounding tapestries, paintings, and sculptures in the land. Her pride extends to her personality: she is immensely stubborn and refuses to entertain the possibility that she might be wrong. This has been extremely useful to Va'ggoru, as Iza's arrogance easily blinds her to his true nature and intentions. Abilities:CURVED… SWORDS: Iza wields a pair of large scimitars, enchanted with unholy energy. These magical weapons are especially dangerous to celestials and those pure of heart. Iza is a highly skilled warrior with the blade, taking after her demonic mother, and is quite capable of besting the other lamias in single combat. Her scimitars are lightweight in spite of their size, very quick and easily maneuverable. They are excellent cutting weapons, and her strength allows them to shear through light and medium armors. The scimitars are Iza’s primary weapons; she usually only resorts to her magic when she feels outnumbered or otherwise seriously threatened. If faced against an evil enemy or fiend Iza may use her magic to transform the aura of the scimitars into holy energy instead. Demonic Strength: Iza boasts incredible strength, even for her size. She is capable of lifting up to 1,800lbs off the ground. Her thick coils are even stronger, built like those of a massive python and capable of constricting prey with 120lbs per-square inch. She has been known to kill or even crush human-sized prey within less than half a minute in her lethal grip, but more commonly, Iza uses this opportunity to use her mind deadening touch to drain a victim’s will and fog their senses, so they may be easily captured as a slave or a sacrifice. Mind Dulling Touch: Through touch, Iza may cloud her enemy's mind, dulling their senses, judgement, and willpower and making them more susceptible to her illusions and enchantments. These effects become more hampering with each application, and an enemy who has suffered enough from this attack may pass out entirely. This is the primary method Lamias use to capture slaves and sacrificial victims. The effect is not permanent, and even a victim rendered unconscious by this attack can make a full recovery in about two weeks (though healing magic greatly speeds the process.) Those of sufficiently strong wills can overcome this magical drug without adverse effects, but due to the nature of the magic, once it has taken hold it can become more difficult to resist as the victim's willpower is slowly eroded. Half-Demon: Iza is especially resilient due to her demonic blood. She is highly resistant to electricity, shrugging off weaker hits completely and easily capable of weathering stronger ones. Like fey, Iza is also highly resistant to physical damage, requiring cold iron or exceptionally hard blows to breach her skin and scales. Unlike fey, however, Iza is vulnerable to holy/white magics and weapons, as well as aethereal attacks. Iza is immune to the effects of poisons and venoms, and has a high resistance to magic, most of which is deflected by her demonic aura, except those cast by the most talented of casters. Illusions & Enchantments: As with most Lamias, Iza carries inborn magical abilities. She is capable of creating realistic illusions that fool the eyes, ears, and nose, and can trick her enemies and lead victims into traps. Like most Lamias, she may use these illusions to assume a human guise, fooling even the sense of touch and pressure, but she may not use these illusions to attack or deal damage. Iza may also use enchantments to sway enemies and victims to her side, charming them into believing she is their ally or forcing them to carry out reasonable commands. She is unable to completely control creatures, however. She may only sway their allegiance or cause them to carry out her orders, so long as those orders do not contradict the creature's morals and ethics. Her enchantments are useless against animals or monsters. Sand Manipulation:Iza is capable of manipulating (though not creating) sand. Most commonly, she uses this power to erect barriers or as a means of attack: blasting her foes with brief, hurricane-force winds of sharp grit that can flay bare skin and flesh and knock her enemies prone. This attack is known to be coarse, rough, irritating, and gets in everywhere. Black Magic: Iza is one of the high priestesses of the demonic lord she has pledged her services to. As one of The Chosen, Iza has gained knowledge of ancient and forbidden black arts. Her magic can be divided into four flavors: - Domain of Darkness: Iza’s lord is one of darkness, and so she has learned to manipulate the shadows to honor his name. She is capable of not only plunging large areas (up to sixty feet in diameter) into pitch black conditions unbreachable by most normal or magical light, she is also capable of solidifying darkness to wear as a black shroud of armor, or infusing it with unholy energy to weaponize it. Weaponized darkness manifests as a thick black fog that slowly poisons the souls of living creatures caught within it, weakening them over a long period of time until they drop unconscious. Alternatively, it can be fired in concentrated bolts, weakening those hit and freezing their flesh as if hit with frostbite.
- Domain of Suffering: Of all The Chosen, Iza Dythun is perhaps the most cruel. She has learned that some demons crave the souls of sacrificial victims that have suffered hours or even days of torture before being brought to the altar. While her lord is – among the Lamias at least – known as a Prince of Pleasure rather than one of torment, Iza has none-the-less learned dark, sadistic curses, so that she may be ready to serve her lord’s sacrificial requests should he desire a change of pace. Her knowledge also serves as deadly form of combat magic. Iza is capable of incapacitating her enemies with excruciating curses that may leave them writhing helplessly on the floor for anywhere between thirty seconds to up to two minutes at a time, should their bodies or willpower be overcome by the curse. Less agonizing, though still painful curses may weaken enemies with distracting aches and flares. Iza may also thin the blood of her enemies, leaving them much more susceptible to blood loss, or corrupt an area with a curse that corrupts healing magic, harming the recipients rather than healing their injuries.
- Demonic Magic: Iza’s demonic heritage grants her unusual demonic magics unseen in most mortals. She is capable of wielding corruptive unholy energies that can damage the souls and bodies of celestials and mortals of pure hearts.
- Necromancy: Iza is by no means a dedicated necromancer, but the presence of walking, mummified corpses in the depths of her temple means she has kept in practice. She has learned to command these undead creatures, and has furthermore learned to plant seeds of undead into her sacrificial victims through touch, giving her people undead shadows that guard their home. Iza is able to magically desecrate small locations such as rooms or small buildings, hampering holy magic and increasing the potency of her own dark magic. Most terrifying of all, however, is her ability to use necromantic curses to fuel terrible sacrificial rites. Iza is capable of desiccating her victims, draining them dry of moisture through touch and possibly even mummifying them in minutes. In open combat, she is more likely to attempt to magically crush or tear out her opponent’s heart, but this dark curse is exhausting both mentally and physically, and in Lemuria quickly drains her of magic. She is unable to use such a tactic more than once in a given twenty-four hour period, and so it is a tactic she does not easily resort to.
Weaknesses:– Iza’s demonic heritage means she is vulnerable to holy energy and aethereal attacks. Cold iron weapons are also highly effective at piercing her defences. – Iza is cold blooded and fairs poorly in colder climates. She is restricted to hot environments such as the deserts of No Man’s Land and Farrago. Cold dulls her senses and weakens her physically, and slows her movements to a crawl. – Iza is by no means stupid – years of experience have given her incredible wisdom and a deep knowledge of history, religion, and magic – but her religious fanaticism can lead to her being tricked should her enemy know how to take advantage of her devotion.
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Post by KayKay on Mar 6, 2019 2:21:58 GMT
Name: Mao Yaoting Title: “Mule Boy” (used by Max) (NOTE: Chinese surnames usually come before the given name. In this case, for RP purposes, “Mao” is this character’s surname and better used by more professional interactions and characters (such as Hartwin, who usually addresses people by their last name). Yaoting, the given name, is better for more casual interactions and characters like Max.) Homeworld: Earth-CH42 Age: 30 Height: 5’8” Weight: 189lbs Description: Yaoting is a chubby Asian man, with most of his weight centered around his middle. His arms and legs are thick as well, but hide a surprising amount of muscle beneath the fat. Yaoting has a soft, boyish face, with rosy cheeks that can carry a wide smile and kind, twinkling dark eyes. Yaoting has long, shoulder-length black hair, which he keeps groomed back and tied into a ponytail. Working at Citadel London, Yaoting usually keeps extraordinarily well-dressed even for casual occasions, preferring a homely brown or grey blazer, dress pants and a colorful tie (his preferred color is pink). Mao keeps a tattoo of a large gorilla with a woman in hand climbing up his left upper arm – a tribute to a favorite movie of his. Info: Born in middle class Shanghai, Yaoting came from a working class family and found a job in the airship fields as a mechanic upon finishing school. Yaoting’s true passion, however, was in media, and after gathering enough money Yaoting traveled to the Republic of California to study film and television. There he met another international student: an American named Max Zabinski, and the two quickly became life-long friends. Yaoting has worked for many film and television studios over the years as contractual work, usually as a sound technician, but today works under a full-time contract for Senticam, an entertainment company with exclusive rights to record and bring the personal life of the sentinels to the public. He and Max have been assigned to Alondra Melo Vaz, who they have become close friends with in spite of their work, and have come to a personal agreement with each other to leave more the private information of Alondra’s life away from Senticam’s hands. Yaoting is also on surprisingly good terms with Hartwin Frie, though he is unaware of Hartwin’s involvement with the White Ravens or Kyra Fox. Personality: Yaoting is a jovial man with a big heart and a bigger smile, always eager to meet new people and make new friends. He is professional on the job, bringing to the table a strong work ethic on set, and never complains about the elements or work conditions. His tolerance, wiliness to help, and strong build has led to him becoming something of an assistant to Max, helping the smaller woman carry her equipment and lights from place to place. With his work ethic one might almost think he was stoic; off-set, however, Yaoting proves his true nature as a jokester, who enjoys nothing more than clowning around and teasing his friends. He is also very self-confident, nearly to the point of cockiness. While not exceptionally attractive, he considers himself a bit of a womanizer – though he’s not as successful as he might tell you. Abilities:– Self Defense: Yaoting took up American Boxing while in college to help himself lose weight. Though he has not practiced in many years, Yaoting retains a strong foundation for self-defense, and his time with the sentinels has exposed him to similar training which has done wonders to jog his memory. Yaoting is rather strong for his height, capable of lifting up to 300lbs off the ground. – Pilot: Like Max, Yaoting is trained to pilot a small tiltrotor called the Watchtower-170. He is neither as skilled or as practiced as Max, usually serving as her co-pilot and fine-tuning video and audio recording settings while she flies. He is trained well enough to jump in and take control of the craft in a pitch, though. – Repairing: Yaoting first began work as a mechanic in the airship fields. Along with carrying an extensive knowledge of the airships that often bring passengers to and from Lemuria’s major modern cities, he is talented at repairing and damaged machinery. This has served to be extremely useful in the rare case of an accident to film equipment, but on Lemuria this skill may serve more practical applications.
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Post by KayKay on Mar 6, 2019 7:54:48 GMT
Name: Naomi Klar Homeworld: Earth-CH42 Age: 24 Height: 4’11” Weight: 99lbs Description: Naomi is a half-black mixed woman, with an athletic, but still rather lean body even for her short stature. Her dark hair is short and curly – no more than four inches around her heavy bangs, and her striking sky-blue eyes are framed by hard eyebrows and a perpetual frown. She wears the grey cameo uniform of a Saberdex soldier, complete with a black ballistic vest and a heavy, angular metal pack on her back – a protective HEIRESS system. Info: Naomi Klar was born in the northern Republic of California in an area formally known as east Oregon. Raised on a farm far from the poverty and undercities of the crowded cities, Klar was fortunate enough to escape the harshness of city life for the poor. Her family had other threats to deal with, however – terataurs that passed through their land like unstoppable storms, and bands of outlaws that had sought a living away from the police forces of the cities. Klar was trained in the use of a gun at the age of eight, both for hunting and for defending the farm. By age 15, she had made her first human kill after encountering a bandit while patrolling the ranch’s perimeter. Her difficulties only increased when she and her family’s farm were transported to Lemuria, near a settlement called Bolo. Faced with peraptors, valjornns, and many more horrors, Klar decided to use her skills to enlist into the military to gain enough money to get her family out of No Man’s Land and into the safety of Mival or London. Klar joined Saberdex Industry’s private military, as it offered the superior pay between Mival and Citadel London’d militaries. She trained for a full year under Jason Marvulli, a burly and experienced soldier who became a trusted mentor figure for Klar – and a romantic interest not long after. She and Marvulli worked as private bodyguards VIPs traveling through Lemuria, and although Klar ranked only as a private, her experience growing up in the countryside gave her valuable survival skills that few soldiers could easily replicate. Klar’s most recent mission to escort Agent Zhu Ziyi to Sund went horribly awry when they were attacked by a group of vicious undead hounds. Klar was injured and seemingly poisoned, and Marvulli and Zhu left her behind for the hounds as they made their escape. Angered by Marvulli’s betrayal and unsure whether the blame lies in Marvulli’s cowardice or Zhu’s manipulations, Klar now fiercely entertains thoughts of revenge. More importantly, though she will never admit it to herself, she wants closure to her relationship with Marvulli – to know if their comradery ever meant anything at all; if she was delusional for trusting in her fellow soldier. Personality: Klar is a stubborn and hot-tempered woman, but she is none-the-less a quiet soul, and prefers to keep to herself or with a small, trusted group. Growing up on a farm for most of her life with little more than her family and neighbors for contact, Klar’s social skills are limited. They are further compromised by her stern expression and cold, husky voice, which has intimidated many from getting to know her better in spite of her small stature. She is fiercely loyal to those few she has befriended, however; Klar believes loyalty to be the ultimate virtue. These convictions have only strengthened since Marvulli’s betrayal, but her ability to trust in the first place has been severely hampered. Klar believes that the best and only way to accomplish your goals is to seize control of your life and take initiative, relying on as little outside support as possible, as any support freely given can be quickly taken away. She is willing to disregard the law if necessary; laws meant nothing on her farm growing up, and she has little respect for it even after undergoing military discipline. Her willingness to take charge left her at odds frequently with many of her superiors, though a few, such as Marvulli, appreciated her spirit and saw fit to make the most of it. Unlike many, Klar is also willing to kill in a fight, and has done so in the past on several occasions. The coldness of which she does so can be quite off-putting to allies. However, Klar doesn’t seek out violence, and she has argued quite fiercely with past superiors in the Saberdex military about morally dubious orders. She will kill only targets that present a clear threat to her or her ally’s survival. Perhaps the only exception is when faced with betrayal; Klar has very little tolerance for backstabbers and will seek out those who have wronged her with vengeance. Abilities:– Marksmanship: Klar carries a military-grade 5.56 caliber rifle. The weapon is gas-operated, and measures at 30 inches in length – compact, lightweight, and easier to carry than a full-length rifle. The rifle uses 30 round box magazines, and can switch between semi-automatic (one round per trigger pull) or fully automatic – though the latter eats through ammunition quickly. The weapon has an effective firing range of 500 meters, but Klar is an exceptional marksman, having worked with rifles since she was a girl. She is capable of hitting a human-sized target at a distance of 900 meters, given the time to aim and ready a shot. Klar’s rifle is outfitted with a telescopic sight, a night-vision device, and a laser pointer. Klar carries up to ten magazines on her at all times, as well as a single magazine of nanosteel-tipped rounds. These rounds have extreme penetration power, quite capable or tearing through the hull of a tank, but that penetration carries a dangerous risk of causing severe collateral damage, as the bullets are capable of tearing through the target and multiple walls behind it to hit civilians or allies. Klar uses these rounds only against massive, powerful creatures that might shrug off conventional gunfire. – Close Ranged Combat: Klar’s extensive training has given her a strong understanding of both close-ranged armed and unarmed combat. She is capable of defending herself should the need arise, and utilizes a razor-sharp carbon-steel combat knife to do so. The blade measures 25 centimeters in length. Klar’s small size does her no favors in unarmed combat, however, and despite her training she can be easily overpowered by stronger opponents. – Survivalist: One of Klar’s most useful skills is her knowledge of wilderness survival that she has gained growing up in the sparsely populated countryside. Klar was taught to hunt, and is skilled at tracking creatures through the wilderness, setting traps for small animals, building shelters and fires, and foraging for foods safe to eat. These skills make her a valuable asset in Lemuria’s dangerous wilderness, though she is much more intimately familiar with northern regions such as Migma and northern No Man’s Land than she is the deserts and tropics of the south. – HEIRESS System: The heavy, metallic back-pack-like device Klar carries is an advanced personal armor device: a Hyposensitised External Iron-Responsive Electromagnetic Shield Screen system, or HEIRESS system for short. The device radiates an electromagnetic field around the wearer while activated, finetuned to respond specifically to iron. The field serves to “push” away iron materials away from the wearer with magnetic force, radiating more force the more velocity the projectile has. Although it has its limits, and can only slow down – not deflect – bullets, the HEIRESS system can still save a life by reducing the velocity of the projectile and the damage down to the wearer. It is also excellent for defence against even the sharpest blades, as it is capable of repelling or drastically slowing these strikes. The HEIRESS system is also extremely effective against less modern projectiles, such as arrows and bolts, provided the heads are made of iron iron-based metals. Against flesh – be they punches, claws, or fangs, the HEIRESS may reduce the damage done by repelling the iron traces in the blood, but it can only offer minor defence and, at best, only prevent greater injury. The HEIRESS system requires an enormous about of power to operate – 90% of the pack’s weight consists of a miniature bioteratic battery. Even then, the HEIRESS system can only be activated for fifteen minutes before it loses power and needs to be recharged. – Ballistic Vest: Klar wears a heavy ballistic vest that protects her chest, torso, shoulders, and back. The vest is good at stopping bullets – though it does little to disperse the kinetic impact, which can be comparable to getting hit with a sledgehammer even from small firearms. The vest offers no protection against blades, which can cut right through the material. Weaknesses:– The HEIRESS system can only operate for fifteen minutes on a full battery, meaning that Klar must be careful to conserve its energy when far from civilization or a reliable power source. It is also extremely heavy, weighing at 45lbs, and can fatigue Klar and slow her down in an extended conflict. – Despite her training, Klar is a small woman and can easily be outmuscles in close quarters.
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Post by KayKay on Apr 1, 2019 6:28:30 GMT
Name: Roy Alias: The Rock Golem Homeworld: Rostelda Age: 20 Height: 9’0” Weight: 4,850lbs (almost 2 and a half tons) Description: Roy is an absolute unit of a rock golem, towering at nine feet in height. Roy is roughly human-like in proportion, though his thick arms are long and thick like a great ape’s, and his equally thick legs are short, amounting to only a third of his total height. These short legs are excellent for allowing Roy to sit at human-proportioned benches, provided they can support his weight. Roy’s head is tiny in proportion to his massive, rounded body, proportional to the size of a six foot man’s. Roy’s shoulders are broad, over five feet wide. A shimmering, blue light stems from a crystalline cavity in his chest – Roy’s power source. Roy’s eyes similarly shine blue. He is incapable of speech, but his face is flexible enough to form crude expressions to communicate his thoughts. Unlike most rock golems, Roy is partially a flesh and blood creature – a living construct. Beneath his thick stone skin lies internal muscles, blood, organs and even a skeletal structure. Roy does not require food to survive, but is perfectly capable of enjoying the pleasure of fine dining if he so chooses. Roy wears only a long, dark blue gentleman’s cloak across his back, made of the finest silks. Info: Roy is creation co-invented by Trila Boddy and her co-worker/girlfriend, to honor the halfling Roychii and his family after they ceased living at Boddy Manor. Unlike the other residents of Boddy Manor in Lemuria, Roy comes from a future timeline; the Trila on Lemuria has not yet invented him and is entirely unaware of his existence. Without a creator or a master, Roy is currently deactivated and resides in a pawnshop in Mival City, where he is currently being sold for the exceptionally high price of 120,000 mites by a human merchant (equal to about $600,000 US). Roy is capable of serving as a bodyguard, a caretaker, or, most notably, as an entertainer. Just like the Roychii at Boddy Manor, Roy is an extremely talented musician and can play all types of instruments with his surprisingly dexterous stone fingers. Personality: Roy is given life by a magical sapphire locked behind his chest. The gemstone is tied to a Control Rod, a wand-like device that forces Roy to assume absolute loyalty to its bearer. Roy’s actions are therefore dictated by his current owner. The Control Rod is not necessary for Roy to operate, though. When allowed to act freely without the control of the rod, Roy is usually quiet, keeping to himself in a corner playing music to occupy himself. He seems incapable of speech, but generally repays kindness with kindness, and seems to have a particular soft spot for young children. However, Roy is a highly intelligent, living construct, capable of understanding and creating musical art, and he has a mind of his own. While he does not mind working for owners that he has come to like, he does not appreciate cruel owners, and if given enough freedom from the Control Rod he may attempt to forcefully rebel against them, with potentially fatal consequences. This risk associated with the creation of a fully self-aware machine is why the Control Rod was designed to begin with, and there is little to stop a savvy owner from using the rod to enact a more permanent control over the golem to avoid such a risk. Abilities:– Electric Lute: Roy is a master of many musical instruments, but in battle he favors a massive lute forged of dwarven metal twice as strong as steel. The lute is sized for his body, and thanks to Trila Boddy’s genius, is powered by electricity generated by Roy’s body. The electric lute plays music unlike any heard before in Rostelda, by converting the vibrations of the strings into electrical signals. With a particularly spectacular riff, Roy can weaponize the electrical signals into a blast of lightning that can reach as far as forty feet, frying his enemies with the electrical power generated by his music. – Rock On!: Like Phanna, Bes, and Roychii, Roy is capable of infusing his music with magic, manipulating the world around him. Roy can empower himself and allies with valor and bravery, intercept charms, or counter the dangerous music of other creatures. His music can empower the spells of either his own making or an ally, and even offer magical protection that reduces the injuries inflicted on a target under attack. – The Magic of Music: Roy is capable of casting spells through a combination of his unorthodox, but fascinating music and his incredible stone-cold charisma. Roy’s magical knowledge is primarily focused on the manipulation of sound or sonic energy. His blasts of music can be amplified to deafening volumes that can shatter glass, burst eardrums, stun enemies, throw them to the floor, or even cause temporary loss of hearing, and his riffs can reverberate through the internals of enemies with painful results. Roy is also fond of creating background percussion music to enhance his performances, making himself a one-golem band. Roy’s magic can bestow positive benefits as well. His music is powerful enough to protect friendly allies from effects that could control or charm their minds and shield them from despair or fear. He can even protect a creature from mind-control, charms, or enchantments for up to seven hours with a single casting, without requiring him to play constantly. – Golem’s Strength: Like most golems, Roy is incredibly strong. He can lift 1.2 tons off the ground (2,400lbs), and his blows can strike with enough force to punch holes through wooden walls. Roy can also channel his life energy and convert it into electricity, giving his blow a powerful electric shock. However, doing so damages Roy himself by draining his power source. – Electrical Healing: Roy is immune to even magical electricity. In fact, electrical energy can be converted into matter, allowing Roy to regrow stone armor and fleshy muscles if he is damaged. If Roy is unharmed, the electricity can be converted into additional energy that Roy can use to empower himself, increasing both his strength and his staying power in battle, and enveloping all his attacks in an electric current. By enduring enough electrical attacks, Roy can theoretically boost his strength up to 3 full tons before he overloads (see weaknesses below). – Rock Armor: As a rock golem, Roy is covered in a thick exoskeleton of stone armor, up to eight inches thick at the chest, shoulders, and forearms, where it is thickest. This gives him incredible protection against most weapons, including 50 Caliber bullets, and can cause projectiles to dangerously ricochet. Bludgeoning weapons stand a better chance of breaking the stone, and especially strong materials such as nanosteel and adamantium can penetrate this armor. The stone is also vulnerable to temperatures high enough to melt rock. – Living Construct: Roy is not a mindless machine, but a fully self-aware construct, complete with organic muscles, blood, organs, and even a skeletal structure beneath his skin of stone. He combines the best aspects of a machine and a living creature. Like a machine, Roy has no need for training, sleep, rest, food, or drink, and they are immune to toxins, gasses, and diseases. Unlike Trila’s mindless clockwork creations, Roy is aware of and can adapt to his surroundings like a sapient being, capable of situational awareness, planning, developing strategies to counter unexpected developments, and outside-the-box thinking. This intelligence also gives Roy a deep understanding of and appreciation for the arts, particularly music. – Density Manipulation: While unsuitable for combat, Roy has the ability to manipulate his density, making himself far lighter than he really is, down to about 400lbs. This allows Roy to enter buildings without damaging the floor, walls, or furniture with his weight. Weaknesses:– Roy may heal and grow more powerful from electricity, but as Zythil Tuunich loves to warn: “Too much of a good thing can become a bad thing.” Roy has his limits, and absorbing too much electrical power can cause him to catastrophically overload and shut down, becoming inert and helpless until he is repaired. – Earth manipulation can be very dangerous to Roy, due to his rocky composition. – Roy’s status as a living construct comes at a price: he is vulnerable to things a normal construct would not be. Roy is vulnerable to mind-influencing magics and charms, necromancy and magic that can manipulate flesh, blood, or bones, being stunned, being knocked out by trauma to the head, and effects that can drain the strength, vitality, emotions, intelligence, or the soul of another creature. Effects that exclusively effect living creatures can also effect Roy. The only exception is toxins, poisonous gasses, and diseases, which he remains immune to. – Roy can be affected by healing magic to a certain degree, but it can only heal his organic interior. His stone armor requires repairing magic (or a surge of electricity) to heal. – Roy can be fully controlled by anyone who owns his Control Rod. The amount of freedom he is granted to act on his own depends entirely upon his owner, and Roy has no ability to disobey the Control Rod through either his own will or his own magic. Foreign magic, however, can protect Roy from the Control Rod’s influence. – The owner of the Control Rod must be careful to protect the rod. Destroying it will remove Roy from its influence forever.
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