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Post by Stage on Apr 26, 2018 18:24:40 GMT
For when you want opinions on a boss/character/monster bio before properly posting it.
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Post by KayKay on Jul 2, 2018 13:34:20 GMT
Name: Divum (plural diva)
Homeworld: Mytharr
Height: 5’9” to 6’1” (6’8” to 7’4” for kyriotetes) Wingspan: 14ft (19ft for kyriotetes) Weight: 100lbs to 115lbs (145lbs to 185lbs for kyriotetes)
Description: Diva are tall and lithe humanoid creatures that closely resemble the archetypical angel. They often resemble a very attractive human-like creature with a pair of large feathered wings growing from their back. As aerial creatures, diva have a lean and lightweight build, though their shoulders are wider than humans in both sexes, designed to help accommodate their wings. Diva come in three subspecies, also known as orders – seraphim, thronoi, and kyriotetes.
Info: Celestials, like the fey of Mytharr, were beings created by the Starlight Serpent rather than the product of evolution. Just as they fey were created as aspects and guardians of nature, the celestials were created as aspects and guardians of the sapient mortal races. The diva are the proud warriors among celestials, tasked with protecting the planes of Mytharr from great evil.
Diva are a lost people. Many thousands of years ago, at the tail end of a cataclysmic war that saw demons threatening to destroy the continent of Rostelda, the Starlight Serpent created eight divine artifacts that prevented any creatures from entering or leaving the material world. These artifacts, called the Starlight Stones, kept demons and other extraplanar monsters from overrunning the material world’s defenders. As a side effect, however, the Starlight’s Serpent’s soldiers – the diva – were left stranded on Rostelda with no way to return to their home in the heavens.
The diva have since erected a great mountain-top marbal city called Caeldonum. Many resent the Starlight Serpent for abandoning his soldiers on the material plane, never to return home, and a rare few have succumbed to this anger to become fiendish monsters not unlike the demons themselves. Most diva however do not blame the mortal races for their misfortune and continue to perform their duties as watchful protectors.
Behavior: While most divas are benevolent, compassionate, and willing to offer aid to those who need it, it is important to dispel the myth that they are paragons that can do no wrong. Diva are no less flawed than mortals, but their society is one that is built on strong moral codes. Divum children are conditioned from the moment they are born to uphold compassion and selflessness before all else, and schools are built around improving ones’ self emotionally and spiritually rather than intellectually. Their larger society operates without currency or material wealth; diva believe such concepts lead to greed, theft, and envy and have no place in their culture. Likewise, the only authority one divum is given over another is the parental authority mothers, fathers, and teachers have over children; and the authority a military commander is given over his or her soldiers; there are no such thing as kings or aristocrats in divum culture. Diva believe that by regarding each other as true equals they can condition their society to abolish the concept of power and greed.
Still, even with such a strict moral upbringing in a society without the poison of wealth or chains of hierarchy, diva are not as perfect as they believe themselves to be. Though often unintentional on their part, many diva are so utterly convinced that the rules of their society are near-morally perfect that they act with an arrogant sense of elitism towards mortal races. Their highly idealistic mindset may also blind them to the fact that they are as flawed as any other species. Not even abolishing wealth or kingship can destroy greed or envy, even as rigorous as their moral education is. It is also important to remember that diva were created as a race of warriors, and many take great enjoyment in training, sparring, or full-fledged combat that can be unsettling to those who expect the celestials to be pacifists. Indeed, many diva are content with settling disputes with evil creatures by sword-point rather than diplomacy.
Seraph: The most striking difference between a seraph and the rest of the divum species is its milky-white skin, which gives the illusion that they’re sculpted from marble. Their hair and eyes come in shades of white, greys, and light blues. They have a lankier build on average than other diva, similar to that of an elf. Their wings are like that of a dove.
Seraphim form the Order of the Cleaning Flame. They are the most numerous of the diva and form the rank and file soldiers of the celestial armies. Though they are respected warriors, seraphim are also the least prideful diva. Seraphim are tasked with serving the material plane and have secretly integrated themselves into many unique cultures in other to support and aid good causes. Because they are more experienced with other cultures, seraphim are able to recognize that their own society is not a perfect one, and that arrogance in their superiority is unwise. Unfortunately, this often leads seraphim to give into to the entirely separate arrogance that no other diva or celestials understand the mortal races better than they.
Throne: Thronoi, in contrast to seraphim, are extremely dark skinned diva. Their skin is glossy and hard as though made of obsidian, and their wings are wide and dark brown like a bald eagle’s. A throne’s build is similar to that of a physically fit human. Their hair is jet black, but their eyes are often a brilliant green.
As the watchers of the planes, observing events from a far distance, thronoi are highly stoic. They are extremely patient creatures that prefer to plan for the long-term; once they have set a plan into motion they are willing to wait thousands of years for it to surface. Unlike most diva, thronoi do not carry any resentment for the Starlight Stones stranding them on the material plane. Their isolation, in the eyes of a throne, has been only the blink of an eye on a cosmic scale. Still, this same cosmic mindset marks thronoi as the most aggressive of the diva, as they place smaller value on the infinitely short lives of mortal creatures and will more readily react to extreme transgressions with violence. As beings that are often mistaken for fallen celestials due to their dark complexion, thronoi understand better than any other divum that outward appearance or abilities do not represent one’s true soul, and so, despite their higher aggression, they are the most willing to negotiate with tainted creatures – provided the creature in question exhibits benevolent morals.
Kyriotes: At seven feet tall, a kyriotes has a much larger and heavier build than any other divum. They are also the most powerful of their kind. Kyriotetes are golden skinned creatures that shine with a gentle radiance of light. They are muscular and have builds comparable to that of orcneas. The hair, eyes and wings of a kyriotes are also gold.
Kyriotetes are the military commanders of the diva – the only position of any authority in divum society. They were created for the purpose of destroying demons and other vile fiends, and unlike their throne brethren they have little tolerance for dark or tainted creatures – though they are slower to react with violence. However, a kyriotes relishes the thrill of battle when it presents itself more than any other divum. They are the most arrogant of the diva, but they are also the most compassionate and will go out of their way – beyond what other diva would consider – to help strangers that have earned their favor.
Abilities; All: – Protective Aura: A divum can emit an aura of light that extends in a twenty foot radius around itself. This aura protects the diva and any it considers an ally within the aura from attack. The skin-tight sheath of light surrounding the divum and its allies acts as armor roughly as resilient as scale armor, and it also enhances the body’s reflexes and health. Those affected also find their minds strengthen, and are immune to enchantments or effects designed to affect or control the mind. As a final effect, the aura completely negates all but the strongest spells, unless the damage or affect comes from a physical object (like a conjured boulder hurled their way). – Languages: As protectors of the sapient races, diva have the ability to understand and speak any language they hear. This is a magical ability rather than something learned through study. – Immunities: The skin and muscles of a diva is as hard as rock, and their bodies are capable of shrugging off most arrows or lighter blows. It takes considerable physical power, powerful firearms, or dark and unholy weapons to seriously injure a diva. They are also immune to acid, extreme cold, and electricity, and many diva are also highly resistant to heat. Thronoi are immune to extreme heat as well. – Change Shape: In order to interact with and aid mortals, diva are capable of disguising themselves as any humanoid so that they may integrate themselves into society. Outside of their city of Caeldonum, they rarely reveal their true form unless it serves their purpose. – Flight: Diva are swift and agile fliers, capable of reaching speeds of 45 miles per hour.
Abilities; Seraph Only: – Celestial Soldiers: Seraphim are armed with flaming greatswords that they wield with astonishing grace. A seraphim’s reflexes are so quick they are capable of using their blade to deflect incoming projectiles, rays, or beams. They are strong in spite of their light weight, capable of deadlifting 600lbs. – Magic: Though they are warriors, seraphim are trained in healing and protective magic. They may create food and water for the hungry, heal injuries, imbue weapons with holy power, remove curses, diseases, poisons, calm fearful emotions, and even raise the recently deceased. This last ability is extremely taxing on a seraph, and only intact bodies can be brought back to life. – Light of the Fire: A seraph is capable of bursting into flame, igniting enemies that touch it. This does not harm the seraph.
Abilities; Throne Only: – Celestial Watchers: Thronoi are stronger and more heavily armored than seraphim, capable of deadlifting 1000lbs. They carry magical maces that can shatter non-living material with a well-placed hit, making them highly effective against machines or fortifications. – Magic: Thonoi have many of the same magical abilities as seraphim. In addition, they can also protect allies from necrotic energies and death magic and smite dark creatures with bursts of holy magic. – Deliverance From Death: Thronoi are immune to extreme heat, not merely resistant. In addition, they are also immune to necrotic energies and death magic, poisons, and abilities designed to weaken or drain their bodies and minds.
Abilities; Kyriotes Only: – Celestial Captain: The strongest and most heavily armored of the diva, kyriotetes are capable of deadlifting 1800lbs. Their weapons of choice are massive magical warhammers with the ability to completely destroy the spirits possessing weaker undead, and greatly injuring more powerful undead. Their hammers swing with such force that multiple blows can easily stun enemies. – Magic: Kyriotetes have the ability to smite their targets with busts of holy energy just as thronoi can. In addition, kyriotetes can bring down magical wards, remove curses and diseases, calm fearful emotions, heal injuries, blind and deafen weaker evil entities with a word, see invisible creatures, and erect walls of magical force that slash and cut apart those who attempt to pass through like invisible blades. – Magic Resistance: Even without their protective aura, kyriotetes are extremely resistant to magic. Only extremely talented or powerful spellcasters can hope to harm them with spells.
Weaknesses: – Diva can be easily harmed by cursed, dark, or unholy magical weapons. They are also vulnerable to nethereal energies. – Though they are highly resistant or immune to many magical and elemental attacks, diva can simply be brought down through sheer overwhelming physical force, such as particularly powerful blows or heavy firearms.
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Post by Orcus on his Throne on Feb 9, 2019 10:58:29 GMT
Name: Va'ggoru Title: The Phoenix King Species: Human (ascended) Age: 65 Gender: Male Height: 5'11" Weight: 170 lbs Alignment: Lawful Evil Description: Va'ggoru is clad in a set of charcoal grey armor, burned from the blessing of flame that has warped his body. He constantly wears a helmet over his head, ringed in four iron rectangles that form a "crown" atop the helmet. Little of the man beneath the armor remains; instead, a swirl of white-hot flames dances beneath the darkened silvery armor. The warrior is often seen wielding a magical shield of charcoal grey force, along with a bluish-grey lance wreathed in white-hot flames. History: In the land of Meritus, two planar travelers arrived, Nyvanna and Rovagug, seeking to settle themselves down after many years of travel. They eventually had a child who they named Ryvann. The family lived a calm life for many years, despite adversity from the land itself. However, after Ryvann turned 8, a temporal displacement occurred within Meritus, and the land was plunged into chaos. A wave of destruction washed across the land as the continent itself split into three pieces. In the chaos, Nyvanna mysteriously vanished, and was never seen again. Rovagug was heartbroken, and sought to understand what exactly happened. The pursuit of his knowledge drove him to madness, before he too disappeared from Ryvann's life at the young age of 14, leaving her alone in an alien world.
When Rovagug disappeared, he stumbled across many horrible things that rapidly degenerated his sanity and broke his faith in the world, leaving him an empty wreck betrayed by his own passions. In his journeys, he eventually found a primordial source of arcana within the twirling, primeval void. The spirit of the flame offered him its power, hoping to restore the warrior to his former peace of mind. But Rovagug took the flame and perverted it into a tool for control rather than a tool of peace. Using this newfound power, Rovagug changed his name and took the title of Immortal Flame before he traveled the multiverse, recruiting allies while destroying those who stood against him. Eventually, he returned to Maritus, which he conquered using his newfound legions. Many stood against him, and many fell, and he soon ascended to become the Phoenix king destined to rebuild the world from the ashes of chaos. Now, seeking new servants, Rovagug, now dubbed Va'ggoru, travels to Lemuria, seeking to gather more warriors to maintain his control of Maritus and, perhaps, expand his control beyond just one world...
Personality: Madness transformed Rovagug into a ruthless, unforgiving killing machine. What was once kindness and forgiveness has become vitriol and disdain. Va'ggoru desires nothing more than bringing about what he calls "Peace Through Force". He reigned in the anarchic chaos of Maritus' kingdoms and peoples, and only he can bring peace through the multiverse with the divine blessing of the Immortal Flame. He thinks others are ignorant and short-sighted, with he having the only true solution to much of reality's woes. Powers and abilities: Conjured Armory - Va'ggoru wields the same weapons as Rovagug, minus the scintillating bow. Abhorrent Armor - Va'ggoru is constantly clad in a charcoal-colored set of armor forged of raw arcane force. This armor is resilient to all forms of physical damage and, unlike Rova's armor, cannot be dispelled. Fires of the Immortal Flame - Va'ggoru's flames are similar to Rovagug's silver flames in many regards; however, they instead are effective against all creatures, even those immune to fire (albeit less so than normally). Va'ggoru's flames are divinely blessed by the power of the Immortal Flame, allowing them to harm fiendish creatures and bypass resistances to non-divine attacks. Va'ggoru can use these flames to attack foes from afar, in addition to channeling it through his touch and his weapons.
False Divinity - The Immortal Flame's blessings allows Va'ggoru to be treated as if he was a quasi-divine entity, allowing him to ignore abilities that target mortal creatures. In addition, the Immortal Flame makes him immune to fire.
Fire brand - Va'ggoru can use the corrupted Immortal Flame to inflict a hideous brand upon the flesh of a subject, emblazoning them with the symbol of a fiery phoenix. This brand has two primary uses; the first allows for Va'ggoru to reanimate the corpses of a recently dead creature, turning it into a Fireborn - a unique type of undead that burns with the holy fires of the Immortal Flame, allowing them to be healed like living creatures and granting immunity to fire. The second ability functions by branding a living creature. This action allows V'aggoru to empower a creature with the Immortal Flame, granting them immunity to fire and some utilitarian power over it. The brand gives Va'ggoru limited influence over the branded one, allowing him to inflict wracking, searing pain on a subject should they attempt to resist his demands. Aspect of the Immortal Flame - This ability functions like the ability Rovagug has; however, Va'ggoru also has the ability to unleash a beam of searing hot divine flame from his mouth. This beam fires as far as 400 feet, and has the precision to hit a human-sized target from that far. In addition, when he transforms, he explodes in a 200 radius sphere of flame and blinding light, usually incinerating everything around him and blinding what survives. Traverse the planes - Va'ggoru has the ability to travel between the fabric of realities, allowing him to travel from plane to plane with little trouble. It takes him about half a minute to fully traverse in-between planes, and he has no control of which area he lands in.
Ritual of Rebirth - Thanks to the blessing of the Immortal Flame, Va'ggoru may perform a powerful ritual that binds the life essence of a creature to his own, effectively making them a slave to his will in exchange for a portion of his immortality. The ritual requires the subject to lay down on a pedestal and allow Va'ggoru to conjure golden flames that cover their body, emblazoning them with a series of fiery tattoos that glow akin to his brand. A willing subject can undergo this ritual in half a day; an unwilling subject must be forcibly consumed by the flames, requiring several days to submit completely. A servant, once branded, becomes permanently dominated by Va'ggoru; no magic known to Va'ggoru can free them from this ability's influence, for the magic irreparably changes their very being. However, the blessed individual gains immortality, immunity to fire, and the ability to manipulate the Immortal Flame to brand others, potentially creating their own servants and fireborn.
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Post by KayKay on Feb 19, 2019 4:23:22 GMT
Name: –– Title: A09 Homeworld: Earth-CH42 Age: 22 Height: 6’4” Weight: 396lbs (About 475lbs while suited up in armor with a HEIRESS System) Description: A09 is a tall, well-built Caucasian man with long limbs that border on lanky, were it not for his impressive musculature. His narrow, pointed face is bordered by a chinstrap, and his beachy-brown hair holds impressive volume despite its short length, unable to conceal a tattoo inked into his forehead, bearing his production number: A09. His eyes are a startling bright green. When on a high-risk mission, A09 usually wears elite-rank Saberdex armor: a tight-fitting black thermal undersuit that covers the entire body but the head, beneath a full-body set of nanosteel armor plates, including a helmet. The helmet has a large, lime-green polarized visor that obscures his face while allowing for a huge range of vision, as the visor stretches from his nose to the hairline. A heavy, 60lb HERIESS Security System is strapped to his back, similarly armored. Info: No one really knows for sure where A09 came from, or his true name. No one, at least, except for a few select high-ranking scientists and corporate leaders. What is known is that A09 has recently emerged as a new weapon: a cybernetically enhanced superhuman assassin loyal to Weschler and her immediate family, and a potential prototype for a new line of trans-human super soldiers capable of matching a Sentinel in strength and the Fox in potential lethality. Even then, A09’s very existence is a well-guarded secret, known only to higher ranking individuals such as Agent Zhu. While capable and trained to complete a wide variety of missions, A09’s highest priority target is currently the Fox, who has so far evaded all other attempts at capture. Personality: A09 is a quiet individual, rarely speaking unless spoken to. He appears cynical and world-weary, and would prefer to spend the free time Weschler offers him in solitude rather than among people. He is not especially cold towards others who approach him; instead he comes off as tired and dispassionate. A09 is rarely malevolent and has no love of killing, but he is unnervingly ruthless and will not hesitate when given a target. This stems not from a lack of empathy – his empathy is in fact the very reason he seems jaded – but because he often has no other choice; A09 has no ability to disobey a direct order from his superiors. To ensure that A09 never turn his deadly potential towards Saberdex like his predecessor, A08, a cranial nanofiber implant was surgically inserted into his skull. The implant reverses the brain-to-computer interfaces that Saberdex has perfected, instead allowing an external computer to program set behaviors into his brain. Most of these behaviors are either safety measures designed to keep A09 is a submissive state, or behaviors designed to make him a more effective soldier; but the most notable is that A09 is forced to comply with direct orders given to him by Weschler and her immediate family. For all his power, A09 is little more than a living weapon to be wielded, as much a slave as the laborers Saberdex keeps in its mines and smelting plants – a fact of life he has reluctantly submitted to. Abilities:– Artificial Strength: Over three quarters of A09’s total muscle mass is made up of steel nanofiber coils that expand and contract in response to changes in temperature created through electrical synapses. A09 is capable of achieving a two-and-a-half-ton deadlift, exceeding the strength of most sentinels. This superhuman strength also greatly enhances his speed. Through both genetic mimicry and nanofiber technology he is capable of attaining speeds of up to 40km/h at a full sprint, nearly the speed of a greyhound. – Marksmanship: Though little is known of the specifics surrounding A09’s creation outside of Saberdex’s top engineers and geneticists, the fact that A09’s inhuman marksmanship rival’s that of the Fox can be no coincidence. A09 carries identical retinal and cortical implants, allowing the assassin infallible accuracy with any firearm. Live-fire exercises have demonstrated A09’s ability to unerringly hit a nine-millimeter-square area from a distance of seven-hundred meters. Unlike the Fox, however, A09 has no qualms about making killing shots. – Combat Training: It is thought that A09 was an elite Saberdex soldier, and as such has rigorous training and experience under his belt. A09 has sharp reflexes and has trained extensively in several martial arts including Krav Maga, Brazilian Jui-Jitzu, and Muay Thai, though his hand-to-hand combat skills are not as finely honed as most sentinels. A09 favors firearms when he can. –Enhanced Durability: A09’s muscles and even his bones appear to be somehow augmented. His steel-like muscles are capable of shrugging off bladed weapons with only shallow cuts, though bullets are still capable of dealing significant damage. A09 possesses inhuman endurance, however, able to fight through seemingly crippling injuries, and his bones are rumored to be augmented with a covering of nanosteel. –Enhanced Immunity: A09 has an enhanced immune system, and while not completely invulnerable to toxins or disease, he has high tolerance for such attacks and is capable of withstanding more than the average human. This immunity also slows the effects of cellular degeneration drastically, effectively slowing his aging process. –MK IV “Diamondskin” Nanosteel Body Armor: During missions, A09 wears a full body suit of top-of-the-line SABERDEX body armor. The armored plates are made of an alloy composed of hundreds or thousands of thin sheets of ultra-light-weight plastic and reinforced nanosteel, layered over one another with extraordinarily high pressure and heat until the materials bond into one composite piece. The result is a lightweight, flexible material with the tensile strength and hardness of nanosteel, and high ductility and impact resistance due to the layered structure. The Diamondskin armor is capable of repelling .50 caliber anti-vehicle bullets and even high explosives such as grenades and RPGs (though the kinetic impact of such weapons remain devastating to the wearer, even with shock-absorbent Kevlar fibers beneath the armored plates.) The armor is capable of even catching nanosteel rounds up to 13mm – while the nanosteel round might break through, the layered structure disperses the force to allow the bullet to be embedded without penetrating. The nanosteel components allow the armor to withstand up to 2000 degrees Celsius, though their ability to protect the wearer from such temperatures is limited at best. The armored plates protect A09’s torso, back, shoulders, upper and lower arms, back of his hands, hips and groin, thighs, front of his lower legs, and boots – as well as making up the bulk of his helmet and the outer layer of his HEIRESS System. The large green visor is made of more plastic than nanosteel, allowing for transparency and a wide range of vision, at a cost of reduced strength. The visor is comparable to bullet-proof glass in the protection it offers. – HEIRESS Security System: The heavy, metallic back-pack-like device A09 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, fine-tuned 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 done 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 amount of power to operate – 70% 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. – Stealth Technologies: A09’s black thermal undersuit not only provides protection from the elements. It is made of a material known as black silicon; a material made up of millions of microscopic needles called nanowires. Incoming light reflects back and forth between the nanowires, bouncing around the material instead of escaping. By boosting its properties, Saberdex has created a material capable of absorbing light in the mid and long-wavelength infrared range, rendering A09’s invisible to infrared detectors and creatures that rely on thermal vision. The armored plates are similarly modified, except with a crystal coating that enables them to deflect and bounce sound waves. This also protects A09 from sonar and echolocation. – Weapons: A09’s primary weapon is a military-grade 5.56 caliber rifle, identical to the one carried by Klar. The weapon uses 30-round box magazines and can switch between semi-automatic and fully automatic. While the weapon has an effective range of 500 meters, A09’s superhuman marksmanship allows him to use the weapon as a sniper rifle, capable of hitting human-sized targets beyond a distance of two kilometers. A09 carries five to twelve magazines, some of which are stored in his survival kit. He also carries up to eight magazines of nanosteel-tipped rounds, capable of tearing through the hull of a tank or the most heavily armored creatures on Lemuria short of the true giants. A09 also carries a 9mm handgun as a sidearm, outfitted with both standard and nanosteel magazines. The gun can be outfitted with a silencer. For close-combat, A09 carries and is trained in the use of a nanosteel combat knife, 25 centimeters in length and capable of slicing through rock or thin sheets of metal. – Shocking Gauntlets: Both of A09's gauntlets are outfitted with retractable forked prods. Although the tips are pointed, the prods are not stabbing weapons, but tasers powered by the connected HEIRESS System. The charge generated measures at three microcoulombs, more than enough to drop and temporarily incapacitate attackers. A09 prefers to use these to non-lethally subdue those notable weaker than him that might be seriously injured by his blows, though he has also been known to use both the sharp prods and the electrical charge to amplify his own blows. – Grappling Gun: A09's right gauntlet is outfitted with an in-built grappling gun. The hook's electromagnetic properties, powered by the HEIRESS System's battery, allow it to easily attach to most surfaces, even non-magnetic ones, and the serrated nanosteel hook can dig into even stone or steel. The cable, also made of nanosteel, can pull well over A09's body mass with incredible force – lesser men might risk having their arms pulled from their sockets. A09 primary uses this as an aid in climbing to reach high vantage points, but he has also been known to use it as an impromptu non-lethal weapon to grapple or capture enemies. The hook can channel the same electric current generated by the gauntlets to shock captured opponents into submission. – Tools of the Trade: A09 is outfitted with a wide variety of tools for his missions, be they additions of his armor or other useful devices. – A09’s HEIRESS system is bulkier than most. In addition to the battery, the heavy backpack-like device also functions as a literal backpack: A09’s survival kit for extended missions. The survival kit contains first-aid tools, rations, water, and additional ammunition. The pack also contains a small oxygen tank connected to A09’s helmet, as the suit can be vacuum-sealed for up to 20 minutes to protect against hostile environments or toxic gasses. – A09’s helmet features a Head’s Up Display in the visor, displaying information such as the battery life of the HEIRESS System and the location and distance of the target. The helmet also functions as a communication system for A09 to keep in touch with his commanders or squad, allowing others to keep track of his location. The visor also displays a night-vision option, but due to A09’s retinal implants, this is a feature he rarely uses. – A09 carries a variety of equipment such as lock picks, plastic explosives, and other tools to help him infiltrate high-security areas. Weaknesses:– When issued an order by Weschler, A09 isn’t able to process this neural information, meaning only movement is transferred rather than the conscious thought to act. A09’s body simply acts by itself, as though manipulated by a puppeteer without regard to his conscious thoughts. While this makes him no more susceptible to mind manipulating magics than any other individual, a savvy and knowledgeable creature with the capacity for shapeshifting or illusions might take the form of Weschler herself to issue him direct commands, which A09 is forced to follow. – Like Kyra Fox, A09 is vulnerable to strong electromagnetic discharges. Not only do they risk temporarily blinding him due to shutting down his retinal implants, they may also cause him temporary paralysis by shutting down his cranial implant used to receive orders from Weschler, which is directly tied to his motor cortex. Weschler may also shut down this implant remotely, should A09 attempt to rebel as his predecessor did. – The HEIRESS system can only operate for fifteen minutes on a full battery, meaning that A09 must be careful to conserve its energy when far from civilization or a reliable power source. – While A09’s Diamondskin Nanosteel armor is incredibly durable, it’s not a foolproof protection. While the armored plates can deflect anti-vehicle rounds and explosives, the shock pads behind can only do so much – A09 is still highly vulnerable to the kinetic force behind such attacks, even if his enhanced body can endure more punishment than a normal human’s. Similarly, while the armor itself can endure temperatures reaching 2000 degrees Celsius without deformation, A09 himself is unable to endure such temperatures, and the armor offers little protection from such. In addition, to preserve mobility, the armor has many exploitable gaps that skilled shooters or fighters can exploit. These gaps are most noticeable behind the legs, in the abdomen between the torso and waist piece, between the waist and thigh pieces, on the elbows and armpits, and most severely, the neck.
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Post by Executus Gira on Jun 10, 2019 18:48:23 GMT
Necro-posting to let everyone know this is now here for everyone to look over.
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Post by Kiryu2012 on Jun 10, 2019 21:07:37 GMT
Name: Klawz Race: Chimera Gender: Male Age: Unknown Height: 7 feet Weight: 650 pounds
Appearance: A semi-anthropomorphic chimera that is composed of various animal parts. His boxlike head resembles some sort of blend between a theropod and a squamate, having golden goat-like eyes and sporting rows upon rows of Allosaurus teeth, as well as pointed ears, a long forked tongue, and the boss of a Pachyrhinosaurus. His leonine arms are nearly as long as his theropod-like legs, allowing him to switch between a bipedal and quadrupedal gait. His tail resembles a crocodile's, and his body is covered in leathery scaly skin that is a grayish blue. His flesh and blood are glowing purple.
Personality: Klawz holds no regard for the laws and unwritten rules, and thus goes about his business however he sees fit. He is a quiet observant individual, watching others go about their business without ever being noticed. He despises animal abuse, and if given the chance, he will punish whoever is causing the abuse in question, his methods for punishment often resulting in the death of said abuser(s). Klawz is a neutral creature, and will have conflicts with heroes and villains alike.
Powers/Abilities:
Animorph: Klawz is able to transform into any animal larger than a mouse and smaller than an elephant. Regardless of the form he takes, however, he still retains his other powers, and can change back to his normal form or another animal form at will.
Vampirism: When Klawz in fighting somebody in melee range, his body will slowly regenerate for as much damage as he is dealing to his enemy. Fatal blows won't bring back to perfect condition, however.
Copycat: Klawz is able to replicate the powers of anyone 5 meters or closer to him. However, he'll immediately lose the copied powers if the source leaves the 5 meter radius.
Weaknesses: Klawz loses his copied powers once the source leaves his radius.
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Post by Executus Gira on Jun 11, 2019 2:24:05 GMT
Hmmmm... So Klawz gets a monster's powers, but not their weaknesses. I think it would be more balanced if he were to acquire both. And how many opponents can he take powers from at once? Just one, or from everyone who's in his range?
Also, perhaps having the regen be restricted to outside of combat, (unless the opponent is fine with it) would be for the best. Otherwise, it becomes a point of frustration to deal with an opponent that can just keep regening.
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Post by Orcus on his Throne on Jun 11, 2019 2:30:23 GMT
Does the vampiric healing work when he strikes inorganic creatures or undead creatures, or does it only work on living creatures exclusively? Also the copy power needs to be a bit better defined in the stat block. Is it one person at a time? Does he immediately know how to use their powers or is it limited to powers he's observed them using? Can he immediately use powers that normally take a lot of skill or training to master (for example, would he be able to master how someone casts spells or fights with a weapon?)?
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Post by Kiryu2012 on Jun 11, 2019 4:17:02 GMT
And how many opponents can he take powers from at once? Just one, or from everyone who's in his range? He's only able to copy one opponent's powers at a time.
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Post by KayKay on Jun 12, 2019 20:50:53 GMT
And how many opponents can he take powers from at once? Just one, or from everyone who's in his range? He's only able to copy one opponent's powers at a time. I think they're still waiting for answers/elaboration for their other questions.
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Post by Ferobbcious Beast on Jun 12, 2019 21:24:24 GMT
For the power copying thing, I think it could get a tad crazy if he fought multiple monsters, especially if the similar/same powers they have stack. For example, if he fought three Beasts, he'd have their stronkness and tuffness combined if they do stack. And these dudes are at the top limit of strength/toughness, so you can imagine how unfair that would get. Maybe it stops stacking when it reaches the limit. Absorbing the weaknesses helps makes it fair, but perhaps his copied powers aren't as strong as they would be if used by the copied stuff's original owner? Maybe they're progressively more weakened the more dudes stand in the five-meter radius, because of the strain or something? Just some ideas.
As for the healing, I don't mind it if isn't 100% of the damage he deals. So long as you can consistently deal more damage to him than he can heal, I'll take whatever. You could also make it a rage mode of sorts, like a limited attack that heals him.
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Post by Kiryu2012 on Jun 12, 2019 22:10:09 GMT
Does the vampiric healing work when he strikes inorganic creatures or undead creatures, or does it only work on living creatures exclusively? Also the copy power needs to be a bit better defined in the stat block. Is it one person at a time? Does he immediately know how to use their powers or is it limited to powers he's observed them using? Can he immediately use powers that normally take a lot of skill or training to master (for example, would he be able to master how someone casts spells or fights with a weapon?)? It only works on organic beings, and he can only copy one user's powers at a time. He gains knowledge on the user's powers and isn't limited to what he sees. He can copy someone's powers, but not always with the same level of skill.
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Post by Stage on Jun 13, 2019 4:46:54 GMT
What about powers that rely on an energy source specifically found in the target? For instance, if he copied Xipil’s breath, would he gain the star-like heart it derives from?
And, just to be clear, he can still shapeshifter and heal while also copying powers? The bio seems to imply that.
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Post by Kiryu2012 on Jun 13, 2019 17:44:51 GMT
What about powers that rely on an energy source specifically found in the target? For instance, if he copied Xipil’s breath, would he gain the star-like heart it derives from? And, just to be clear, he can still shapeshifter and heal while also copying powers? The bio seems to imply that. Technically, he could. And he can still shapeshift and heal alongside his copying.
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Post by Executus Gira on Jun 13, 2019 19:46:17 GMT
Okay, as it stands, this character is just too much as a character. He has far too much utility and is too damn good at all of it with his power copying, shapeshifting and healing.
Kiryu, I am going to have to ask that you either nerf him down so he cannot be "any one person, but better," and elaborate on and flesh out how his powers work and the limitations on them, or make him a boss, because as it stands, he is just too much.
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Post by Kiryu2012 on Jun 13, 2019 22:46:25 GMT
Klawz has been made into a boss.
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Post by Kiryu2012 on Aug 31, 2019 5:28:08 GMT
Name: Tabatha Height: 4.5 feet in a neutral standing position on land Length: 18 feet Weight: 2,500 pounds Description:(Art by TheBigEarredBat.) Info: Tabatha is a mershark that can be found by the coast, mainly in warm waters, though she can travel inland if she wants. Personality: Tabatha is friendly enough, and is willing to get along with most other types of people if they're friendly enough. She tends to have a big appetite, and has no preference when it comes to meat. She means well, but her habit of being a bit forward with her affection might be off-putting for some. Abilities:
Mershark Physiology: As to be expected, Tabatha is well at home in the water, much more so than on land; whereas the mershark can only move around at a decent speed of 12 MPH at best on land, she can reach over 35 MPH in the water. She can breathe both air and water just fine, and as a mershark, she has enhanced senses of sight, smell, and hearing, alongside excellent nightvision. Tabatha also has ampullae of lorenzini that allows her to detect electric and magnetic fields. Being a tiger mershark specifically, Tabatha is able to eat inorganic objects like car tires, a suit of armor, and license plates without issue, and with her stomach acid like battery acid, she can digest most things like bones and thick shells overtime. She can also consume huge amounts of food in a sitting, no problem, but might be weighed down for a while. Regeneration: Tabatha can slowly heal from deep gashes and broken bones overtime, but this is a slow process. She can briefly speed up the healing process for a few minutes by eating meat. She can replace lost teeth at a much quicker pace, however. Shark Strength: Being a tiger mershark, Tabatha has deceptively strong jaws alongside rows upon rows of sharp serrated teeth, being able to bite through sea turtle shells with relative ease. She also has the proportionate strength of a large shark, allowing her to manhandle many opponents in CQC. Her size and thick sharkskin helps her to withstand strong blows and keep on trucking. Weaknesses:-If she eats too much, the added weight can slow her down, especially on land -Sometimes thinks with her stomach rather than with her head -Gills are an exploitable weakspot -Significantly less mobile and maneuverable on land than in the water
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Post by Orcus on his Throne on Sept 5, 2019 0:46:48 GMT
She seems a little bit too fast on good ol' terra firma for something that is "significantly less mobile and maneuverable on land". Otherwise she seems fine to me.
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Post by Stage on Sept 5, 2019 0:55:21 GMT
I agree with Dan. Seventeen milers per hour isn't really slow. That's faster than most people can sprint.
I'd also say that regeneration that happens within minutes and can be sped up by eating isn't slow either. My suggestion would be to have her regenerate at that speed or faster, but only when she gorges. Basically, make it so that she can freely heal outside of battle, but not, say... take a bite out of someone and fix herself up in battle. Remember, the assumed default here is no in-battle regen. Both parties have to agree to it.
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Post by Ferobbcious Beast on Sept 5, 2019 20:34:51 GMT
I'm on the side of keeping the speed as it is because the super fast waddle must be amazing to watch.
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