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Bevy
Feb 23, 2018 23:25:04 GMT
Post by Stage on Feb 23, 2018 23:25:04 GMT
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Bevy
Feb 25, 2018 6:41:30 GMT
Post by Stage on Feb 25, 2018 6:41:30 GMT
Name: Adranna Jetta Iben Nickname: Adra Homeworld: Arken Age: Mid teens Height: 6'3'' Weight: 198 lb Description: Adra is the human shape corrupted. Her chitinous, beetle-like, somewhat armored skin is glossy green-brown and her silky hair, normally braided, is cream-colored. Her eyes, set under a sullen brow line that gives the false impression of a permanent, icy glare, are entirely black with no visible pupils. Her head and torso are proportionate to an average-sized woman (approximately 5'4''), but her limbs are freakishly long, making her tower unnaturally tall and giving her movements an unnerving, spiderish quality. Perhaps her most human feature is a smooth, heart-shaped face inherited from her late mother. Ignoring the fearsome traits around it, it is actually quite gentle-looking. She considers and always has considered herself female, but Adra is technically genderless due to polymorphic abilities (covered below). This is evident through a low, androgynous voice and a literal lack of a figure. She does not outwardly express mammaries. Adra wears light clothes to retain mobility, but employs a long traveling cloak to hide her exact appearance when agility is not necessary. Info: Native to a world of opposed magical beings known as angels and demons, Adra is the daughter of the human woman Anna Aran Iben and the archdemon Nefier, who desired a mortal vessel capable of using both black magic, or that of demons, and white magic, the magic of angels, so that he could combat all who opposed him. Angels and demons are highly vulnerable to the magicks of their counterparts, but completely immune to their own. They also fear their own destruction more than anything, so they manipulate humans, capable of lesser forms of both magicks, 'gray' beings, to settle their squabbles. Seducing a young, naive Anna by feigning compassion and need, Nefier sired Adra and waited six years for her to mature before growing impatient and appearing before her. He underestimated Anna however. Though at the cost of her own life, she saw her daughter to safety and since then Adra has studied alongside other young people to better her skills, hoping to one day avenge her mother. Her arrival on Lemuria has separated her from her team, friends, and a recently discovered family. Personality: Adra tend to come off as cold and unfriendly at first, an effect in no manner helped by her fierce physical appearance. She is far from an unkind person, but she is very guarded. Feared and avoided for both her appearance, so close to that of the demons who have toyed with mankind since its birth, and a violent temper she gained in the wake of her mother's death, she developed largely in solitude during her young life and does not know how to interact with others. She finds it easier to get along with children and animals than those her own age or older, though cruelly the latter tend to be instinctively frightened of her (with the merciful exception of cats, of which she owes four). If her social naivety is overcome, she is actually a very caring and loyal friend, as well as a natural teacher and keen student. Her temper is still an obstacle to being understood by others, or perhaps more accurately her lack thereof. Realizing her destructive anger frightened others when she was a child, she made an effort to suppress it as she grew older, larger, and more threatening. She was perhaps too successful though. Adra becomes utterly unemotive and focused in combat, which is possibly more unnerving than if she raged. She resembles the monster she is afraid to be more in trying to avoid it than anything else. Despite these efforts, she can be driven to explode in anger if those she values are placed in grave danger. While she is agile and quick in combat, Adra tends to be clumsy otherwise. Her limbs are quite literally too long for her body. Abilities: - Arken magic: Though her demonic heritage gives her a natural lean towards black magic, Adra is fully capable and in fact highly skilled in both forms of magic that saturate her homeworld. All magic is derived from emotion and controlled with physical discipline such as breathing, stance, and movement. White magic, the magic of angels, is generally associated with honesty, straightforwardness, and a sense of being in the right. Black magic, the magic of demons, is associated with the understanding of abstract concepts, quickness of the mind, and logic. The average magic user from her world can only use one form of magic at a time, but Adra is what's known as a dual caster, or a magician skilled enough to use two types of magic simultaneously. She is also capable of 'kick casting,' a rare form of combat where she comes from. These forms of magic are rare because it has physical origins and paths in the body, so its misuse can be lethal. Though she can cast all forms of magic with competence, Adra favors some schools of magic over others: - Light magic, a devastating, directional attacking magic that requires boldness and confidence. Its energy is drawn from single-mindedness and certainty in one's self. While potent, able to blind and burn, it is weightless and can be shredded and scattered by opposing forces. It produces a white to yellowish-white glow when used. Light magic is not Adra's most favored magic, but she makes sure to be skilled with it as a means to counter her father.
- Earth magic, a steady, patient magic that is most useful for defense and support. Its energy comes from warm feelings, a sense of serenity, and protectiveness. Because it requires time and momentum to cast, it can be interrupted by sudden or overwhelmingly powerful forces. It produces a green glow. Adra prefers to rely on mobility for defense, so she tends to use earth magic unusually offensively, summoning spires of stone to strike slow or vulnerable foes.
- Fire magic, a furious, direct attacking magic with a broad range that requires good breathing technique. Its potency comes from anger and drive. It produces a red to orange-red glow. Adra is actually quite poor at fire magic normally. She fears her anger too much to embrace it. But when her temper snaps, usually from fear of losing someone she cares for, she becomes wreathed in a gigantic, intense mass of flames conceivably strong enough to affect even monsters, assuming they don't have a resistance or immunity to heat. It is exhausting however, both physically and emotionally. It would be impossible for this to happen more than once in a single battle.
- Shadow magic, a versatile and soft magic that requires a gentle touch and precise control of breathing. Its energy comes from accepting difficult things and embracing the subtle. It is somewhat delicate though. It can be deteriorated by strong light or heat. It produces a purple glow at times. Shadow magic is Adra's favorite school of magic. With it, she can form melee weapons such as blades, claws, or whips. Most spectacularly, she can create a pair of large, angular, bat-like wings that allow her to fly weightlessly, a technique only those who have perfected shadow magic can use. Well over thirty feet tip to tip, these inky, purple-tinted wings can carry her up to ninety miles per hour; even faster if she uses wind or fire magic in conjunction with them. It could be reasonably claimed Adra is the greatest shadow magic caster in all of Arken.
- Wind magic, a fast, frantic, omnidirectional magic that is equally useful for attack and defense. It draws its strength from hate, the ability to perform well in chaos, and embracing conflict. Its gales, while strong, can be deflected, blocked, or scattered by a sufficiently sturdy obstacle. It produces a black to grey glow. Adra rarely attacks with wind magic, but it is a useful distraction to lead into attempts to trip or knock back enemies and a powerful augmentation to her agility and especially her flight.
- Lightning magic, a potent and highly directional offensive magic. It is the black magic counterpart to light magic and Adra's preferred offensive magic. It draws its strength from intense focus, a pause of the breath, and the ability to create metal stillness. It is very powerful and piercing, but it is still only electricity and can be blocked by earth and stone. It produces a whitish-blue glow. Normal magicians can only use lightning magic for swift, direct attacks, as it is too intense to maintain, but Adra's fiendish blood gives her the strength to hold it, allowing her to magnetize metals. With this technique, she can deflect metal projectiles and fasten herself to metallic surfaces thanks to silver discs on her soles. She has also picked up a technique known as the Eyes of the Storm. For a limited amount of time, she can hold a crackling length of lighting, wielding it like a blade. Developed by the Miru Clan, a family of Loum magicians famous for their wind magic, it is named for its traditional form of two small daggers, burning like cat eyes in the murk of thick winds, but Adra prefers the shape of a longsword, capitalizing on her reach and much greater resistance to black magic. It is a draining and dangerous technique, so she uses it sparingly, often only to deliver blows she hopes to be definitive.
- Augmented physicality: Adra's fiendish heritage grants her superhuman strength and speed. She can lift almost a ton, easily overpowering similar sized opponents with no enhanced strength of their own, though this alone does not make her the awesome force she is. Rather, it is this strength combined with her potent magic and high mobility that make her one of the most able magicians on Arken. Additionally, her smooth, chitinous skin is somewhat resilient to damage, particularly from slashing blows. - Limited shapeshifting: As mentioned above, Adra is capable of small scale shapeshifting, though much of it is subconscious. She is technically intersex, possessing internal anatomical features of both sexes, but she mainly manifests female features because that is what she was exposed to through her mother growing up. This grants some minor favors in combat. When she enters close quarters, she develops small, bony pads on her knuckles to give a slight edge to her blows, as well as absorb some of the shock. She is even capable of growing organic wings on demand, but the process is quite painful and unpleasant to watch, so she prefers to use wings of shadow magic. The only case in which she might favor the grown wings is if her magic was suppressed or she truly needed to use two offensive magicks at once. Weaknesses: - Despite her superhuman strength and armor, Adra does not have much in terms of enhanced durability. She is certainly tougher than the average person due to her natural pools of internal magic hardening her body, but she far and away prefers striking to being struck. A few sound blows from a physically superior foe can down her, particularly extreme blunt force trauma and piercing attacks. - Adra's magic follows physical paths in her body, flowing through what are know as casting channels that radiate from magic-filtering organs unique to Arken humans. Opponents with knowledge of pressure points could conceivably block her magic should they think to try. Theme: Is She With You?
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Bevy
Feb 26, 2018 7:48:00 GMT
Post by Stage on Feb 26, 2018 7:48:00 GMT
Name: Alexander Hanna Salman Nicknames: Alex, Lex, Lexy Homeworld: Earth TW-4 Age: Mid 20s Height: 5'7'' Weight: 114 lb Description: Alex is an underweight Afghan American with long, curly hair. An insomniac, his eyes are heavily bagged, but also a vivid blue-green, creating a contrast with the dark circles under his puffy eyes. He has a rather angular face, with wide cheekbones and a pointed chin. His skin is smooth and does not seem able to support the growth of facial hair. His spine and ribs are visible under his shirt and his limbs are thin and veiny. With no access to the medicine he was prescribed for ADHD, he is very hyperactive, performing constant, repetitive movements like foot tapping or finger twitching. Info: Alex was on the forefront of the description of monsters in his world, recording the emergence of the first Arias and Pless. Due to this, he became involved with the international organization that arose to deal with them. Personality: Curious and open-minded, Alex is a learner through and through. He is not just tolerant of others and the worlds, ways, and culture they bring with them, but enthusiastic to know more about them. He enjoys expanding his mind and recording the information required for others to do the same (he also finds writing a productive way to nurse his hyperactive need for movement). He abhors violence even if he acknowledges it is sometimes inevitable. Still, he is naive in thinking- or perhaps hoping- that it is never strictly necessary. Alex always prefers to settle things peaceably and wants to see the best in others, so he is prone to being overly trusting. He is rather submissive and has a long fuse. The only things know to make him angry is when life that can be coexisted with or chances for peaceful talks are snuffed out. Realistically or not, Alex wants a happy ending for everyone. Abilities: - Multilingual: In addition to English, Alex can speak Dari and Pashto fluently and Lebran and Spanish passably. - Naturalist: Alex is familiar with the animals commonly seen in Farrago, as well as many of the local monsters. Weakness: - Alex is often too quick to put faith in others despite constant warnings otherwise from his colleagues. He is also overly curious.
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Bevy
Feb 26, 2018 7:48:43 GMT
Post by Stage on Feb 26, 2018 7:48:43 GMT
Name: Dieter Kassin Rolt Homeworld: Arken Age: Mid teens Height: 5'7'' Weight: 157 lb Description: Dieter is a brunette young man with short, stiff hair and wide, oval eyes of deepest onyx that glare easily. He has an unusual pair of thin, arching eyebrows like brittle crescents of obsidian and there is a small mole on the left side of jawline. He has an athletic build with broad shoulders, big arms, and defined muscles. He is surprisingly pale considering the time he spends outdoors. He is often seen with his arms crossed in irritation and is nearly always scowling at something or another. Overall, he has very hard, angular features aside from his rounded black eyes. Blood is highly visible through his fair skin. He tends to become very pink-faced when embarrassed or physically exhausted. He arrived in Lemuria wearing dark combat pants with numerous straps and pockets and a sleeveless shirt of a surprising neon yellow hue. He prefers bright colors despite what one might think. Info: One of the "sons of soldiers," a street urchin from the war-ravaged Arken country of Kroeli, Dieter has had to fight for what he has his entire life. Barely passing an aptitude test to enter a prestigious school for those looking to better their magic and combat skills, he was placed on a team with Adra, who he at first loathed on account of her enormous innate ability. He has since grown to respect her studiousness and desire to continual improve, though he is still not especially friendly towards her, perhaps more from simple asociality than remaining tension. Personality: Dieter is intense and highly driven. He is hardworking and quick to learn, but also stubborn and confrontational. He makes no efforts to hide his contempt for those who boast of natural superiority. He only values hard work and places no faith in natural talent. He is rather self-absorbed, often more concerned with confirming his own values than with helping allies or even completing important tasks, but he will not stand by if someone, even someone he has labeled as a rival or pest, is in danger. He also has an enormous weakness for puppy dog eyes, unable to say no to a downcast face or teary sniffs. Abilities: - Hand-to-hand combat: Dieter primarily considers himself a close quarter combat specialist, having fought close, personal battles, both winning and loosing, since he was a boy. He has found the most success in being flexible and elusive, avoiding staying in any sort of grounded form as much as possible, leaping and twisting about instead. His powerful arms can support him just as well as his legs and his quick reflexes let him catch himself from most angles, so he can launch powerful kicks even as he falls from charging jumps or being knocked down. He does not fall as much as he shifts his angle of attack. He is an aggressive fighter who focuses on delivering as many blows as possible, contrasting Adra, who prefers fewer but very definitive blows. He is not as physically dominant as his fiendish teammate, but he is no slouch either. He can lift approximately three-quarters of a ton. - Knife throwing: Dieter carries a dozen six-inch throwing knives cast entirely from silver. Unassisted by magic, he can hit targets up to a hundred feet away, though he is most accurate within about half this distance, where he can strike targets as small as cords or ropes. He can also, of course, use the knives in close combat, so he is able to weave between striking with fists and feet and inflicting wounds from afar using them as buffers for the dangerous task of closing the distance. - Magic: Unlike Adra, Dieter is not a caster, or a magician that attacks directly with magic. Rather, he is what is known as an enchanter. Instead of using magic as a direct offense, enchanters use it to augment items and weaponry. Dieter uses it to give his throwing knives special properties. Dieter is not as varied a magician as Adra, specializing in only half the number of magicks: - Fire magic, a directly offensive magic generated by controlled breathing. Its draws its power from anger and drive and produces a red to orange-red glow. Though Dieter leans towards black magic due to his bitter personality, his determination and temper grants him access to strong fire magic. His throwing knives can be made nearly molten by the heat of his magic.
- Wind magic, an omnidirectional, multipurpose magic that draws its strength from hatred and the embracing of chaos and conflict. It produces a black to grey glow. Besides complimenting his close quarters techniques, Dieter can also enchant his throwing knifes to twist and steer through the air like silver birds with tucked wings. Alternately, he can use wind magic to extend the duration of their flight. An enchanted blade can fly approximately four hundred feet and still strike a target of about a square foot in size.
- Lightning magic, a potent, highly directional offensive magic drawn from focus, control of breath, and the ability to be calm even in chaos. It produces a blue-white glow. Dieter is what is known as a 'chain caster,' a magician able to lengthen h his casting range by jumping spells between magically conductive objects (such as silver), so not only is he able to electrify his throwing knives, he can chain lightning between them, creating barriers, traps, or striking from a far greater distance than normally possible by using strategically or coincidentally placed knives as jumping points. Chain casters are not as rare or powerful as dual casters, but they can be similarly potent when performing smartly.
Weakness: - Dieter is very prideful and can be easily goaded into unfavorable situations. He also resists teamwork even when it would be beneficial.
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Bevy
Feb 26, 2018 7:49:27 GMT
Post by Stage on Feb 26, 2018 7:49:27 GMT
Name: Hall Homeworld: Noraage Age: Early 20s Height: 5'9'' Weight: 154 lb Description: Hall is a lanky yet well muscled young man with a well groomed goatee. His short, blonde-brown hair is messy and uneven however. His large eyes are a pale, warm brown and his tall eyebrows are dark and full. He wears a byrnie, a short chain vest, over a long shirt. A leather belt holds a number of hunting knifes, his quiver and arrows, and a broad short sword. His long yew bow typically lays diagonally across his back. Info: A bounty hunter on Noraage, Hall followed a target into Lemuria unaware that his way back home would be gone once he finished the job. Personality: Hall is abnormally open-minded for a maor, or Noraagean human. He is not automatically disdainful or suspicious of other races. He is certainly wary, but only because the races he lived alongside tended to be unfriendly to menn. He is also keenly interested in the alien technologies on Lemuria, particularly firearms. Hall is cautious in battle, keeping his distance and relying on his arrows rather than trying to showboat in close quarters like some Noraageans, but is confident in social situations, often the first to speak up when his peers are too unnerved or begrudging to reach out to those unlike him. He loves the company of women, both figurative and literal, but is not as smooth as he thinks he is. Abilities: - Archery: Hall's primary weapon is a yew bow. It has a ninety-pound draw weight and an effective range of over 200 yards. Hall is quite skilled with it, able to strike targets as well as can be expected within its reach. As a bounty hunter, he tends to gravitate towards inflicting nonlethal injuries. Bounties in Noraage tend to be heftier if the target is brought back alive. - Swordsmanship: Though he is mainly an archer, Hall also carries and is adequate with a short sword. He by no means will wow with it, but it at least keeps him from being kill in closer encounters than he is comfortable with. As such, he uses it very defensively, catching blows with both it and its broad sheath. Its blade has a faint impression on it from the bite of a ornery varul, though he is now actually on fairly good terms with her. She wasn't tried to kill him since.
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Bevy
Feb 26, 2018 7:51:49 GMT
Post by Stage on Feb 26, 2018 7:51:49 GMT
Name: Ruan Lanfen Title: Lark Aliases: Temned, the woman in black Homeworld: Novorbis Age: Early 40s Height: 5'7'' Weight: 149 lb Description: A tall, wiry woman with narrow, charcoal eyes and raven hair slashed asymmetrically short above her shoulders (done by her own hands). A faded scar curls around her left eye, which is ghostly and misted. Another scar winds from her left hip, across her ribs, over her collarbone, and up the side of her neck, ending in a jagged fork on her jawline. Various smaller scars cover her body. She wears heavy, dark men's clothing typical of her adopted nation and carries a bedroll strapped across her back. A peculiar sword is hidden with the folds of the bedroll and a wheellock pistol is stuffed down her waistband. A ceramic jug of vodka used for sterilizing wounds, lulling herself to sleep, and occasionally simple escapism hangs from her waist. Info: The daughter of two nations betrayed by both, Lark is a now a runaway only looking for peace. Personality: Lark takes no joy from killing, but she has no qualms with it either. To defend her life as well as the lives of others, she will cut down even those she once knew as friends. Abilities: - Swordsmanship: Before she deserted, Lark, disgusted with the innocent blood she now knew it had spilled, had her shashka saber recast into a blade from her birth country, though on a condition from the smith that it be marked as unmistakably hers. As such, she now carries a purely black liuyedao, its tassel made from her own hair and its pearl-infused guard carved to resembled the bird she was named after. She has wielded such slashing swords for over thirty years, so her skills are not to be underestimated. Nor is her left side, often assumed to be a blind spot by overconfident opponents. Lark has lived with weakened eyesight for almost as long as she has wielded a sword, in fact receiving the guilty injury in a swordplay accident. Not only is Lark able to fight just as well on her left side, she can often gain an upper hand by predicting and preemptively countering attacks on it. Also within the realm of bladed combat are the handful of kinzhal knives that rattle in her pockets. - Marksmanship: Lark is actually a rather poor shot with the wheellock pistol she carries. Though more advanced firearms are possessed by Alisdre, the start of a new Lexian empire, she chose it due to its ease of use and ability to be concealed. She never picked up on the use of firearms as well as her peers did, perhaps due to her hindered vision, so Lark tends to use her pistol for ambushes or as a close quarters trump card, shooting through her jacket or thin obstacles to catch foes off-guard. It takes approximately a minute to reload, so it is unlikely Lark can use it more than once in any given encounter unless there is a long lull in combat. - Healing factor: After being exposed to Legoneckir blood, Lark has developed advanced regenerative abilities that prevent her from succumbing to injuries that would be mortal on a normal human of her age. This healing factor has made her even harder to put down than before, extending her survivorhood beyond what is physiologically normal. She is still only human when it comes to receiving injuries however and her physical abilities remain the same. Theme: Traitor's Motif
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Bevy
Feb 26, 2018 17:04:05 GMT
Post by Stage on Feb 26, 2018 17:04:05 GMT
Name: Leslie Winnet Snipes Homeworld: Earth TW-4 Age: Early 20s Height: 5'1'' Weight: 109 lb Description: Leslie is a petite young woman who arrived on Lemuria wearing US Army training garb. She has high cheekbones and small, deep blue eyes. Her black hair, growing out from being shaved at recruitment, is currently very short. Her tiny frame and the musculature she acquired during training gives her a wiry look. Info: Freshly recruited for Earth TW-4's first anti-monster organization, Leslie entered Lemuria during a training exercise in South Florida. Personality: Quiet and slightly misanthropic, Leslie is a loner who would prefer a corner to herself than the spotlight any day. Even when she forms friendships or other close bonds, she would rather interact one-on-one or in very small groups than larger ones. In the latter such scenarios, she is happy to let others take the lead. Born and raised rurally, she is far from fussy and can adapt to many living situations. Abilities: - Marksmanship: Trained as a US Army Ranger, Leslie is literate in the use of most firearms, though of course she is most comfortable with those used by militaries. She is a good shot, but far from the best. - CQC: As with above, Leslie is professionally trained in close quarters combat, focused on disabling and especially disarming enemies in tight confinement such as urban areas and thick jungle. Her small frame can hold her back, but her quiet nature lends itself to ambushes.
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Bevy
Feb 26, 2018 17:06:36 GMT
Post by Stage on Feb 26, 2018 17:06:36 GMT
Name: Nata Homeworld: Postellus Age: Unknown, but length of careers suggests mid 20s Height: 7'1'' in IllusionWeight: 360 lb in IllusionDescription: It is unknown what Nata looks like because she refuses to publicly remove her domino, a mechanized exoskeleton designed for combat and, perhaps more importantly, to survive the lethal levels of heat and radiation that constantly bombard the desolate surface of her home, the planet Postellus. Her current, stark white domino, Illusion, is sleek and designed for speed, though it is not quite as streamline as most dominos built with mobility in mind. Its head, for instance, is actually rather blocky, a high rectangle with horizontal slits in place of eyes or a mouth. Its torso is similarly angular around its shoulders and features a deep, circular pit in its chest that houses a cylindrical device. This black apparatus stands out against the machine's pale hide like the heart of a transparent glass frog. Like all dominos, the upper body of Illusion is form-fitted to Nata, unable to house anyone else by design, but its lower half is an extension rather than a shell. Unlike it pilot, Illusion has a digitigrade stance. Nata's feet rest in the 'ankles' instead of the feet. This generally boosts the height of domino pilots by about a third, so Nata is likely to be an average sized woman. The left hand of Illusion boasts a long bayonet that folds back and extends down the forearm when flat while its right heel houses a short axe blade. Both of Illusion's feet are armed with retractile wheels. Info: Nata is the most well-known surface runner, or a mercenary that, among other tasks, hunts mineral-based lifeforms called peraptors that plague the surface of Postellus. It is rumored that Nata was set on the path of becoming a surface runner, the most rewarding yet dangerous occupation on Postellus, when the previous number one, a one-eyed man known as Raphael, killed her parents after discovering they could not pay a contract he fulfilled. As the story goes, she waited for many years, training her body to the limits of human potential in the toxic chambers close to the surface and slaying the peraptors who clambered down into them barehanded, so she could eventually fight and kill Rafael before taking his domino and replacing him as a living legend. Personality: Nata is normally aloof towards others, playing up the role of a distant genius, but should she see someone often enough to claim to 'know' them, she becomes very playful, even going as far as to be a gadfly to the very few she considers friends. However, she is prone to being thrown off balance by both friends and foes, quickly devolving into open expressions of scorn and anger when she is surprised or embarrassed. Nata has a complicated view on kindness. She is willing to share what she does not need, among the more generous surface runners, who are stereotypically vain and lust for wealth, but she also feels a certain degree of disdain for those who need to rely on others. She believes that all people should make it a priority to become strong enough to survive on their own, no matter their circumstance. It is no surprise then that she is obsessed with getting stronger, even if it requires severe personal sacrifice. She will never ask or intentionally cause someone else to suffer for her sake however. She can be cold, but she is not heartless. Abilities: - Illusion: Nata's domino Illusion is her most important tool, as well as her pride and joy, practically acting as her face on Postellus. It is distinct even among top-level dominos and possess a number of useful features, some standard, some novel: - Like all dominos, Illusion has a set of basic melee weapons; in this case, they are a bayonet and an axe head, used to deal piercing and slashing damage respectively.
- The Illusion has a chest-mounted LOU. LOUs, or laser oscillation units, are a directed energy weapon that operate by running an electric current through a carved crystal lens made from a luminescent stone known as a lumicern, or lum, that is harvested by surface runners from the surface. As such, surface runners get the first pick of lums and often post the most potent units of them. LOUs are the most iconic surface runner weapon. They have a range of over 1,000 feet, are both invisible and silent, and can melt through thin armor after only a few seconds of continuous contact. LOUs superheat air, which must be vented from dominos in order to avoid internal damage. Most dominos simply release it as exhaust, but Illusion deals with this issue in a new, efficient way...
- Illusion is fast even for a vitality, or vit, domino, or a domino built for speed over defense. This is because instead of simply venting the hot air generated by the use of its LOU, it uses the expanding gas as a propellant in conjunction with its retractable wheels, letting it reach speeds of up to eighty-five miles per hour; simply put, it is the fastest domino ever made. Even without the use of its wheels, Illusion still clocks in at approximately fifty miles per hour.
- More than fast, Illusion is strong. Its artificial muscles allow Nata to lift almost a ton-and-a-half.
- To allow Nata to survive on the naked, sun-scorched surface, Illusion is completely impermeable to dangerous ionizing radiation and highly resistant to heat. Although it was designed to resist atmospheric heat, not heat-based weaponry, the husk of Postellus cannot be underestimated. It would instantly boil the blood of an unprotected human. Nata is thoroughly insulated.
- Dominos are normally somewhat fragile and must focus on dealing lethal blows to the slow, yet powerful peraptors they hunt before the living stones ever have a chance to counterattack, but Illusion does not follow this trend. Its narrow frame, particularly its left arm and right leg, often used by Nata as shields as those with sharp enough eyes may be able to notice, can take huge deals of damage yet still operate. This has lead to the idea that Nata herself is superhuman, an idea which she is happy to promote.
Weaknesses: - While Nata is not greedy like the typical surface runner, she is absolutely vain. She takes entirely too much pride in her title the best surface runner around and is thus easily goaded. - Although Illusion is almost heatproof, its chest-mounted LOU creates a vulnerability. Thermals weapons aimed at its chest have a better chance to raise its internal temperature to dangerous levels, especially if its LOU is active. This does not pose a direct threat to Nata, but can force the LOU or even Illusion itself to shut down.
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Bevy
Feb 26, 2018 17:09:30 GMT
Post by Stage on Feb 26, 2018 17:09:30 GMT
Name: Ragnhild Alias: The Hound Homeworld: Noraage Age: Late teens, but the human equivalent of mid 20s Height: 8'3'' Weight: 295 Description: Ragnhild is a varul with tannish brown fur and amber eyes. She wears no clothes, but does don a leather gambeson to guard her torso. An enormous sword with a golden, jewel-studded hilt is strapped to her back. The strap around her waist holds a pouch on her left hip and a pair of long daggers, large enough to be short swords in human hands, on the right. The majority of her tail is missing, only a sad stub remaining. Long before she arrived on Lemuria, it was cut off as a trophy by a maor, or human. Info: Ragnhild is unusually solitary for a varul. She worked as a solitary mercenary for most of her adult life before begrudgingly accepting a fellow bounty hunter as a partner and, eventually, a friend. Personality: Ragnhild is standoffish and crude to others, openly mocking them whenever she is not ignoring them. She hides a dark secret though: she hates a bully. When others are unjustly targeted or harassed, she helps them as discretely as she can, which often is not very considering she is an eight-foot wolf, then brushes any thanks they offer aside with racially charged insults. Despite her irritable disposition, Ragnhild actually has a rather firm grip on her temper. Only a truly deep insult or threat can earn her wrath. She usually treats battles as a tiresome chore, but if pressed enough she grows wild and accidentally enjoys herself. Abilities: - Wolf blood: As a varul, Ragnhild is naturally gifted with many wolf-like qualities. Her keen senses are particularly useful to her profession as a bounty hunter. A single sniff of an object that has recently come into contact with a target and she is on their trail like a bloodhound. Her sharp hearing also grants her good reflexes and, of course, as one might guess merely looking at her, Ragnhild is physically strong, able to lift two-and-a-half tons. Finally, she is armed with potent inborn weapons in her claws and teeth, able to bite down with over 1,500 pounds of force, as well as artificial weapons in the twin short swords she carries. However, she also has another weapon to fall back on should those not be enough... - Foxglove: An ornate sword "borrowed" from an overconfident maor who could not properly wield it, Foxglove is an seven-and-a-half-foot, twenty-five-pound monster of a weapon named for the floral shape of its guards and pommel, both cast from gold and decorated with gems. Ragnhild prefers to fight with her paws or the pair of long daggers she carries, but she knows that Foxglove can give a much heartier smack when an opponent proves they need one. She is far from practiced or elegant with it, but the power and reach it provides are valuable enough to make up for her crude form.
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Bevy
Feb 26, 2018 23:43:59 GMT
Post by Stage on Feb 26, 2018 23:43:59 GMT
Name: Samantha Athina MacCleary Nickname: Sam Homeworld: Earth TW-4 Age: Mid 20s Height: 5'4'' Weight: 143 lb Description: Sam is a broadly built Irish American woman with reddish-blonde hair nearly the same color as her amber eyes that has begun to spill over her shoulders. She is muscular and has powerful limbs, particularly her legs, which support a rather impressive bottom. Despite the hardness of her body, her face is round and full, its only angularity her petite chin. A reddish birthmark bleeds into her right eyebrow and her face is densely freckled. Her lips are plump and usually pursed in a frown. Info: One of the initial responders to the emergence of Arias and Pless in Florida, Sam was a founding member of Earth TW-4's first monster-control organization. Personality: Sam is guarded and critical, but has a protective heart. She critiques because she cares. To those she genuinely dislikes, she is coldly polite. She is often quiet, but never afraid to speak up. She resists change though. She is a lover of structure and order. She seeks simple, rigid truth in things. As such, or perhaps because of this, she is a nonpracticing Catholic. Although they disagree on a great many things, Sam and Alex are very close friends, possibly more depending on who is asked. She has not adapted nearly as well as Alex to the new environment of Lemuria and sometimes must rely on him to stand it, which is distressing for someone as independent as Sam, but there is no one else she could imagine leaning on in such a way. In return, she tries to guard him as best she can from his own hopeful naivety. They are a complete functioning unit this way. Abilities: - CQC: Trained as an US Army Ranger, Sam knows and excels at close quarter combat. She is small, but also hefty for her height, giving her a low center of gravity that she uses as leverage to topple or disarm larger foes. She is also very strong for her size, able to lift almost 350 pounds. - Marksmanship: Sam is a globally ranked sharpshooter with handheld firearms. She shows remarkable focus when taking aim despite nearly any circumstance. She is not a sniper, but she is not to be underestimated with her sidepiece. - Swordplay: As a teenager, Sam was a nationally recognized fencer. Though a very large portion of his skills do not transfer to actual weapons of war, she can hold a piercing blade with at least some confidence if she has nothing else at her disposal.
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Bevy
Feb 26, 2018 23:45:47 GMT
Post by Stage on Feb 26, 2018 23:45:47 GMT
Name: Taber Homeworld: Postellus Age: Mid 20s Height: 6'2'' / 8'2'' in FacadeWeight: 188 lb / 465 lb in FacadeDescription: Taber is a tall, well-muscled man with fair skin, dark hair cut close to his tall, sloping forehead, and bony, aristocratic features dominating his long, narrow face. His squinting eyes are the same color as fertile earth, something sorely lacking in the gray underground of Postellus. While the entirety of his physique is impressive, his long legs, firm buttocks, and tight midriff are particularly notable. Surface runners undergo extreme lower body exercise due to the way they are seated in their dominos, and Taber's Facade is particularly bottom-heavy, powerful, curving legs that seem perpetually spring-loaded making up most of its 277-pound frame. Unlike the somewhat blocky Illusion, Facade is as streamlined as possible, its face plate smooth and convex, almost like a bullet, and its form-fitting torso smoothing Taber's broad-shoulder form with rounded, pale gray armor. Instead of inhuman slits, Facade records sensory data with two eye-like trios of circular lens. Sharp, stout bayonets sit ready to flip forward at a moment's notice on both its hands and elbows, their needle-like tips nearly meeting when folded against its forearms, and a gigantic combat knife is sheathed on its left leg. Info: Although he is the second most successful surface runner on Postellus, Taber is far from the most well-known due to his humble life style. He is actually most famous for his fruitless rivalry with Nata. There are many stories that surround their rivalry, mutual hatred and one-sided love being the most popular ones, but in truth Taber does not hate Nata. He does not even especially dislike her. In a way, he views her as a companion. However, he is sadly unsure what he is to the enigmatic woman called Nata. Personality: Taber is infamous for being irritable and snappy, but he is equally well-known for his charity. He is the only surface runner of any fame who shares so much of his earnings that he leads only an average, if not slightly below average, lifestyle. While other surface runners live in relative luxury, with large land ownership and personal workforces, he does not even own a home, living with his twins sister when he needed a place to stay. In truth, it is not exactly that he is temperamental, but rather that he is sensitive. His temper comes from the openness of his emotions in general, not an overdeveloped sense of anger. Taber feels anger, fondness, guilty, fear, and all other emotions equally intensely, a far cry from the many stoic runners among his competition or the guarded Nata. He is a uniquely kind, personable surface runner. He is also uniquely competitive. While only Nata brings out his absolute worst, he can grow desperate to win against anyone. Abilities: - Facade: While Facade is well-made and serves Taber well, it is a very standard domino and does not even boast a LOU like Illusion. The features it does have are as follows: - Facade has heavy, pyramidal bayonets mounted on top of both hands as well as on its elbows. These blades do not possess the length of some, but they are extremely sharp and highly durable so as to possess extreme piercing power, able to punch through the stony armor of peraptors easily.
- Sheathed on Facade's left leg is a heavy, eight-inch combat knife. While its bayonets make dealing with peraptors simple, there are other threats to surface runners: namely, other surface runners. Combat between surface runners is not uncommon. While some runners do not care if they kill rivals, Taber avoids it. This knife is used to disable the dominos of aggressing rivals without inflicting lethal damage with his bayonets.
- As a high quality vit domino, Facade can move at speeds of up to fifty-five miles per hour. Taber had Facade commissioned to try and keep pace with Masquerade, Nata's previous domino focused on utility over speed. He is not happy she now possesses the world's fastest domino.
- Taber is already powerful on his own, able to lift well over 500 pounds off the ground, but the artificial muscles that wrap his own when seated in Facade bring his strength to extremes. The vit domino is able to lift almost two-and-three-quarters tons.
- The bare minimum requirement of a domino is the ability to protect the human body from the horrors of the surface. As such, Taber is impervious to radiation and resilient to heat when encased in Facade.
Weakness: - Despite their differences, Taber, like Nata, can be easy goaded due to his hot temper.
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Bevy
Feb 26, 2018 23:46:44 GMT
Post by Stage on Feb 26, 2018 23:46:44 GMT
Name: Terciopelo Nickname: Terci Title: The Black Fang Homeworld: Asphodel Age: Early 20s Height: 5'9'' Weight: 184 lb Description: Terci is an unusually tall and lanky boran woman. Her tangled, shoulder-length hair is also abnormally dark and her scaly skin is about as fair as a boran's can possibly be. Her silvery eyes, mottled by blue, are very typical however. Terci wears lose clothing camouflaged by drab diamond patterns to break up her outline and reinforced by cross-stitches of thick fiber to act as very light armor. She carries a pair of well-worn scythes on her sturdy hip, apparently the only things her absent mother left behind for she and her father. Info: On Piente, Terci was part of an elite policing force known as the Fangs. She inherited the position of the Black Fang from her late father, Equis. With the rest of her team left behind, she is now the singularly most qualified sheriff on Matta. Personality: Terci is a strong-willed, independent-minded young soul trying to bear the weight of the responsibilities now on her shoulders alone. She takes her duties seriously, but she is not immune to becoming unsure about her decisions. She is generally levelheaded, but can grow excited and go wild in battle, laughing like a madwoman as she strikes and is struck in return. She is a good sport that enjoys friendly ribbing, a good fight, and is thankful for those that treat her casually despite her position of power. Abilities: - Superhuman: Like all Pientans, Terci is composed largely of muscle. Thus, she is stronger than most humans. This of course means she hits harder than most, able to lift just over 700 pounds, but more importantly it means she is a more capable climber. On Piente, which is covered by thick jungle, combat is largely a duel of mobility and stealth. Pientan warriors dance among trees and attempt to outmaneuver one another. As such, Terci is an excellent climber and acrobat. She carries two weapons that assist her in scaling trees and delivering decisive blows: twin scythes, her "fangs." Weakness: - As a Pientan, Terci is vulnerable to the cold. She becomes slower, both physical and mentally, the cooler it gets.
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Bevy
Feb 27, 2018 0:21:53 GMT
Post by Stage on Feb 27, 2018 0:21:53 GMT
Name: Violet Happy Bahn Nickname: Vee Homeworld: Earth TW-4 Age: Early 30s Height: 5'10'' Weight: 177 lb Description: Vee is a tall British woman of Vietnamese descent. She has a round face with narrow eyes and broad mouth that loves to smile. Her jet black hair has not been trimmed since her arrival on Lemuria and is by now quite long, reaching at least her mid back. She has wide shoulders and hips, and wears the weight between them unevenly. Her chest is enormous, but her rear is rather flat. Her belly is somewhere in between. Her weight fluctuates with her mood and level of activity, and as she has been very active but just as depressed recently, it is intermittent at the moment. Despite not being trim, she is not at all wholly flabby either. She is equal parts muscle to fat, with big arms and calves that can put in work. Info: A former British intelligence officer, Vee became involved in the management of Earth TW-4's first anti-monster group through the recommendation of her peers. Personality: On her best days, Vee is good-humored and jovial, a true friend that looks out selflessly for others. On her worse, she is petty and bitter, lashing out at others, even her friends. There is a wide spectrum between these extremes, but she tries her best to keep herself slanted towards the former. She does not always succeed, but the fact that she tries betrays her truest nature. Vee is a good person, but she has always experienced mood swings. They have worsened at different times in her life, particularly those where she relied heavily on alcohol, but she is on one of her better cycles currently. Vee loves to laugh. She loves making others laugh. Laughter is one of the few things that can almost always make her happy. She has a bit of a temper unfortunately. Personal jabs are quick to anger her. It is for this reason there is great tension between her and Sam, who knows and frequently points out that she is not at her best. She is good friends with Alex. Abilities: - Intelligence collection: As a former intelligence agent, Vee has a strong intuition about who to ask for information and a talent for getting what she wants out of them. She can be friendly or intimidating as needed. - Hand-to-hand combat: Vee stays very active to try and control her weight. She exercises a great deal, including the occasional practice of martial arts. Combining this with what she remembers from CQC training many years ago, she is unafraid to become involved in physical confrontations. She does not explicitly follow any of rules of the disciplines she knows, but rather the sum of them to weaponizes her relatively large and heavy frame. She is not as much of a powerhouse as Sam, but can still lift almost 300 pounds. - Marksmanship: Though it was some years ago, Vee was once ranked better as a sharpshooter than even Sam. She has not practiced with any dedication for several years, but she has hardly lost her ability either. Weakness: - Vee is temperamental and can be angered into doing unreasonable or dangerous things. Theme: Industrious Ferret
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Bevy
Feb 27, 2018 1:17:36 GMT
Post by Stage on Feb 27, 2018 1:17:36 GMT
Name: Seymon Yakubovich Anishin Title: Zander Homeworld: Novorbis Age: Early 30s Height: 5'10'' Weight: 180 lb Description: Seymon Anishin, or Zander as he is now properly called, is a very typical Lexian: tall for a Rusidusian, very muscular, and fair. He is known for being pretty, with porcelain skin and short hair the color of first sunlight. His eyes are ice blue, yet not cold in the least. He wears a three-piece platinum cuirass and short, snow white silk cape over ornamental gray clothing. He is remarkably free of scars for a Lexian warrior through a combination of luck, skill, and being guarding by his mentor, who never quite lost her soft spot for him. Info: Zander is one of Alisdre's Pale, an elite warrior and servant to the crown. He was tutored and initiated into the group by Lark. Personality: Zander is a genuinely good soul misguided. A man of strong convictions, he believes in absolutes: justice, evil, right, and wrong. Many may admire this, but it has lead him to hunt down his mentor, Lark, in the belief that she is a traitor and a murderer. Confused and hurt by this apparent betrayal, he has stopped at nothing to find her since, not only wanting to avenge the death of fellow Paleback Marmot, but also to ask her, to beg her, why she did it, about why she left him behind. Despite being from an sect of soldiers well known for their stone faces, Zander is easy to read and openly emotional. He does not feel the need to put on a tough act, nor does he withhold anger when he feels it. He is an open book. Abilities: - Marksmanship: Among all the Pale, Zander has taken up firearms perhaps the quickest. He has a steady hand and can reload power weapons in less time than most: sometimes less than thirty seconds. He carries a snaphauce pistol for longer shots and a blunderbuss for piercing power. - Swordsmanship: Zander has practiced with a one-handed, one-sided shashka saber for almost twenty years. Though he is not as skilled as his mentor, he is more powerful. Were it to come down to a one-on-one dual, it is hard to say who would win.
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Bevy
Apr 24, 2018 7:25:39 GMT
Post by Stage on Apr 24, 2018 7:25:39 GMT
Name: Bonita Guerreiro Nickname: Nita Homeworld: Mundus Age: Early 20s Height: 3'11'' Weight: 66 lb Description: Nita is a hinny, the sterile offspring of a human and Homo parvus, the little people of the jungle. This means she is a full foot taller and much more muscular than the average H. parvus, but still only comes up to the chest of the average human. Her name translates to "pretty warrior," but it is debatable how accurate the first part is. Nita's appearance is defined by duality. Her skin is healthy and sun-kissed, but her hair is frayed and sun-bleached, somewhere between the color of hay and fish flesh. She is short of stature, but has visible muscle tone, giving her a broad, stout, sturdy look. Her lips are thin and colorless, but her eyes are large and piercing blue. Nita wears mostly practical clothing that guards her from the sun, biting animals, and foliage of the jungle, but her forearms and ankles are exposed. She also wears low, flexible climbing shoes and a dappled cloak that blends into shadows. Info: Nita is the daughter of an inhabitant of Farrago's thick jungles and a visitor to the tropical land, a Pale from Alisdre specifically. Though there to track an enemy of the state, the paleback, as the entitled Lexian elite are wont to do, took a lover despite the rules of their order explicitly forbidding such relationships. Unusually though, it was not a human lover, but one of the forest's little people. It is hard to say why the Pale, who often discriminate against those who merely differ from them ethnically, saw fit to join with a woman of another species, but he apparently saw nothing wrong with leaving before the birth of the child he sired. It was not long before his lover, weakened by her recent childbirth, was taken by a predator of the jungle, leaving their child alone. Different and thus shunned from both those in the jungle and those in the nearby city, the child grew up isolated. Ironically, the only place she found any sort of affection was from a group of partially domesticated carnivores like those that had taken her mother accustomed to being fed by locals. This childhood, shunned by people and accepted by opportunistic predators, created a sociopath. Personality: Cold and emotionally stunted, Nita's demeanor is that of a distant child. She is temperamental, uncaring of what effect her actions have on others, and driven solely by reward. Thus, it is not hard to imagine why she became an assassin and mercenary for hire. Only reacting positively to money, Nita is snide and condescending to others, even employers and allies of convenience, which she is not unable to make. Nita holds a bitter hatred for other people, but she recognizes that some can be useful to her. Do not expect her to be respectful however. Nita is openly horrified by the notions of love and sexual relations, like a child who still fears non-platonic interactions. Despite her loathing of people, the hinny is surprisingly affectionate towards animals, most of all her riding robber Tinto. Abilities: - Silent steps: Just like full-blooded H. parvus, Nita is very stealthy, particularly in dense foliage such as Farragan jungles and under heavy cover such as in cities. Her camouflaged cloak makes her that much harder to spot even hidden by shadows. - Archery: Nita carries a hand crossbow as her main weapon and is supremely accurate with it. Despite its size, its effective range is an entire thirty yards, or ninety feet, and she is not incapable of striking large or immovable targets beyond it. While the bolt are rather diminutive and lack extreme piercing power, their size combined with Nita's expert marksmanship allows her to find open or weak points in armor or gaps in cover. It is not a single, devastating shot that kills her targets, it is many weaker shots. Nita carries two quivers strapped across her back. Each quiver holds up to thirty bolts. - Stout strength: Just as she enjoys innate stealthiness due to her H. parvus heritage, Nita has strength beyond that of these little people due to her human blood. She is a head shorter than even the smallest human, but her strength is actually rather identical to that of an average sized, albeit untrained, human. This is not exactly impressive by the standards of Lemuria, but it gives her a way to surprise opponents who assume she is helpless in melee. - Nita carries several pairs of daggers. Each can be used as either a melee weapon or a short-distance ranged weapon. In the case of the former, she is proficient using two at once.
- Nita is also armed with a cup-hilt rapier, though she only uses it when forced into extreme close quarters combat and it is thus the weapon she is least skilled with.
- Magic: Nita possesses inborn sorcerous abilities. - Nita can conjure either fog or supernatural darkness to conceal herself when there is no physical cover available.
- Nita is capable of illusory magic. This allows her to throw her voice, parrot sounds, alter her appearance (though not her corresponding physical abilities), and even make herself invisible. The latter takes extreme concentration however. She can travel reliably when invisible, but must choose between attacking and remaining unseen.
- Nita can imbue her touch with numbing cold, as well as any inanimate item she makes physical contact with. This mean she can give attackers a chilling jolt or grant her metal weapons, both projectile and melee, the ability to inflict frostbite-like damage. This shared effect last up to an hour.
- Tinto: Nita's loyal riding robber is quite fleet-footed for its species, moving twice the speed she is capable of on foot. More than that, it is quite tenacious and has the stamina to make journeys comparable to those more traditional mounts such as ponies do. It is especially adept at travel through the dense jungles of Farrago, finding paths through trees when the forest floor becomes too cluttered. Naturally, it is a capable war mount as well. It is not the largest robber, only eight feet in length and approximately eighty pounds, average for a male Pennatoraptor, and Nita is surprisingly cautious about endangering it, so she limits the aggressive commands she gives it to hit-and-run attacks mostly aiming to trip targets, making them more vulnerable to her own attacks. Tinto is self-sufficient and can survive on its own indefinitely if Nita was convinced to go elsewhere for a job. - Venom: Nita collects and concentrates Tinto's venom to apply to her weapons. This concentrated toxin cause severe swelling and pain, completely prevents blood clots, draining both blood and stamina, and causes molecular changes to blood that allows Tinto to handily track victims of her poisoned blades or arrowheads. Nita cannot afford to slather all her bolts in venom, as Tinto only produces so much, so she carries those that are in a special, smaller quiver on her hip. This quiver can hold up to twenty bolts at once. Weakness: - Despite being hardy and powerful compared to other H. parvus, Nita is still diminutive compared to full-blooded humans. She can be easily overpowered by large or combat-trained humans, not to mention those of similarly sized or bigger races.
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Bevy
May 2, 2018 6:17:37 GMT
Post by Stage on May 2, 2018 6:17:37 GMT
Names: Adar, Baerbel Nicknames: Bareback, WiossHomeworld: Weltevel Age: Late teens, but the human equivalent of late 30s Height: 4'6'' Weight: 83 lb Description: Without either the purple plant or red root that gives other Daemon ferus their distinct color, Baerbel's skin had settled on a neutral grayish tan color. Likewise, her habit of bathing, alien to other ferus, makes her fur an ivory white most of the time. It still becomes tinged with the color of the local soil wherever she goes though. Baerbel is tall for a female damon, but not as muscular as many of her kin due to her academic habits. This lack of exhaustive exercise and a richer diet than most also gives her a more voluptuous figure, at least when compared to the majority of gaunt, sinewy D. ferus. Her back is unscarred, an extreme rarity among damons. Info: Baerbel had an unusual childhood. Despite being a damon, she was raised by humans. Orphaned by thieves outside of Daeheimt, the original damon homeland, she was pitied and taken in by a pair of travelers. Though her human parents grew to adore her, calling her Adar and doting on her as if she was their own, there came a time when she became too wild and their neighbors too afraid for her to stay with them, so she had to set off for her birthplace, where she was grudgingly accepted by the other ferus and even given a Daisparch name, but no clan claimed her, so she remained markless. She worked hard to learn what she did not know of her own people's ways and history, unintentionally making herself the perfect candidate for the position of orator: the keeper of all current damon knowledge. Through this position, she grew close to the king, Romy, and came very near to coordinating peaceful coexistence between humans and damons, longtime rivals. It came crashing down though when the ferus were brought to Lemuria. The clans split and Baerbel saw her friend descend into pointless squabbles. Weary of their petty politics, Baerbel left the other damons behind to wander Lemuria and meet its peoples. Personality: Molded by both human and damon standards, Baerbel is an unfortunate middle ground between the two. Violence born from anger is an important societal display to damons, but taboo to humans, so she is frighteningly temperamental in human eyes, yet too long-fused to be respected by other ferus. Her unique academic status also garners little respect from her species, but humans academics largely dismiss her as nothing more than a storyteller. She is stubborn to a degree that only she can claim however, so, to serve the dual purpose of spiting other damons and proving her human critics wrong, she has given herself the task of creating a written form of Daisparch. She is a moderate in less distressing ways as well. She is more reserved than other ferus when it comes to sexual relations, not engaging in the same public displays as they do, but is otherwise extremely open-minded. She does not deny her carnal desires or delineate who she fulfills them with. She does not care what gender or even species her lovers are so long as she enjoys their company, physically or otherwise. She is something of a stoic for a damon, but this is an extremely relative term. She is stoic until provoked into ceasing to be. Abilities: - Inhuman build: Though she is not as athletically inclined as other ferus, Baerbel is still twice as strong proportionally than a human, capable of lifting over 400 pounds despite her stature. She is, however, particularly tough even next to others of her species. She does not have the armoring muscle mass of her kin, but substitutes greater stores of fat in their place, and supplements it all with sheer stubbornness. She is hard to make fall because she does not want to give anyone the satisfaction. - Great orator: As part of her duty as orator, Baerbel has an excellent memory and is a talented storyteller. Through these duties, most especially her efforts to create peace between damons and humans, she has been exposed to many other cultures and become brilliant at picking up their languages. She currently speaks Daisparch, English, Huacephalic, Lebran, Lexian, Second Speak, Shorish, Vounorian, Waran, and Witchel. She has picked up bits of Third Speak through exposure, but the varuls of the Wolf Woods have so far refused to teach her properly.
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Bevy
May 3, 2018 18:26:53 GMT
Post by Stage on May 3, 2018 18:26:53 GMT
Name: Maria Ethel Coslaw Homeworld: Earth LS-3 Age: Late teens Height: 5'7'' Weight: 236 lb Description: Maria is quite plump, although her weight is distributed in a very flattering fashion, giving her a pear-shaped figure made up of curves that her closest friend, Dani, lacks. She prefers to wear her bright red, straight, chest-length hair up in a ponytail. She is quite pale. She is so pale in fact, the freckles on her nose and cheeks, while faint, stand boldly out against her fair skin. Thin, silver, full-rimmed glasses sit in front of her large, deep blue eyes. New to Mundus, she arrived wearing jeans and an oversized, light gray hoodie over a Don't Crash- an alternative band from her world who perform dressed as test dummies- tee. Info: Maria is currently Dani's only friend. Despite the dangers that hound the spirit-inhabited girl, she has stuck loyally by her side, sometimes despite Dani's effort. Personality: Maria is unathletic, not academically inclined, and can be naive, but she is extraordinarily kind. She is not traditionally strong, actually somewhat impressionable, leading her to do things she later regrets, but she is capable of believing in and caring for others even when- perhaps especially when- they cannot do so themselves. She would never describe herself as courageous, but she often proves herself wrong for the sake of her friends and family. Only she has stood face to face with The Wold and convinced it to back down. She is more capable of placing her faith in others than herself though. Maria is very modest, maybe even to the point self-consciousness. She is also easygoing, but she can grow very angry from the sake of friends, especially when it is them who are harming themselves. Among the many who have thrown their fists in anger against Dani, she is only one did it out of concern. Abilities: - Surprising strength: Maria's non-athleticism is due to a lack of coordination, not strength. She is nowhere anywhere near the peak of human performance, but she enjoys curls and carrying things for more petite friends, and has displayed greater than average strength in doing so. She can lift the nearly 300 pounds Dani with some effort. While of course this is not comparable to lifting the same in a gym setting, it at least marks are as more than averagely strong. Maria prefers to run when faced with danger, but, if she is cornered, pursuers will have to deal with her hoisting the nearest heavy object- up to 100 pounds- over her head and throwing it at theirs.
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Bevy
May 10, 2018 10:30:08 GMT
Post by Stage on May 10, 2018 10:30:08 GMT
Name: Ross Monica Kirklan Nickname: Kirk Homeworld: Earth CP-2 Age: Mid 40s Height: 5'5'' Weight: 126 lb Description: Ross, or Kirk as she prefers to be called, embarrassed by her masculine name, is a tanned, brown-eyed brunette of roughly average height who keeps her long, tangled hair tied hastily back to avoid having it caught on the thick foliage of Tartarus. Once slender, she has bulked up considerably since becoming trapped in the bioteratic forest, though she remains lean. Her build is that of a runner. She has a thin face with a wide forehead, long eyebrows, a pointed chin, and doe eyes, though they are not as naive as they once were. She is rather dirty and wears shabby clothes held together by patches of hide and knots of twine. A long, jagged knife is on her person at most times. Her well defined limbs bear many scraps, scars, and cuts from the jungle brush. Info: Kirk is an animal behaviorist with a focus on ornithology. She has had a very tumultuous career. When she was much younger and more easily seduced by the lures of mystery and fame, she hosted a failed mystery-nature TV show that saw her futilely pursuing legends and convinced to wear smaller and smaller tank tops. After its cancellation and the recovery of her professional reputation, she managed to land a professorship and taught quietly for several years while conducting unnotable research on several understudied bird taxa. It was from this unexciting position however that she was recruited for the expedition that would change not her life, but the world. On the cryptic Dirk Archipelago, she and several others discovered the continued existence of non-avian dinosaurs, one of which was Sweetheart. Kirk was integral in the study and training of the kingmimicker for five years until the dimensional disturbance that delivered her and her children to Mundus. Less than a year later, Kirk, as well as a visiting associate that would become her closest ally in Lemuria, also arrived on the continent. They explored their new surroundings quite thoroughly, studying fauna and leaving their findings for others to find, until risking an expedition into the dreaded Tartarus itself, where they became trapped. They were fortunate enough to encounter Sweetheart, now much older and larger due to the temporal distortions within the jungle, who had either arrived to or wandered into the forest. She has been a valuable asset to the pair. Personality: Kirk is an initially shy person, quiet and apologetic during first impressions, but she is quick to open up once she has grown accustomed to someone. She is a wallflower, but one that blooms beautifully. To those she does not know, she is practically a nonentity, mute and still. To those she is familiar with, she is an energetic, silly presence. She is extremely intelligent, but not especially savvy. She can be gullible, especially about things that she wants to believe. This does not mesh with her profession as a scientist and has lead her down crumbling paths more than once. She is embarrassed by these past follies, particularly her failed TV series, Jungle Myths. Kirk is forgetful and almost always behind any schedule that she sets for herself. Abilities: - Naturalist: Thanks to years of study, Kirk is at least somewhat familiar with all large fauna on Lemuria. Due to her background in tropical regions, she is most knowledgeable about the life of Farrago. - Trainer: Kirk has worked with the stubborn Sweetheart for five years. This experience is of course unique to her and the kingmimicker and cannot be applied to all intelligent creatures, especially those who resist taming or are trained to be loyal to only one person, but she can easily recognize and work with amiable behavior in more receptive creatures. - Athletic: After years of running away from animals that want to eat her, Kirk has become quite quick. She can run almost sixteen miles per hour. This means she can cross a hundred meters in approximately thirteen seconds. At lower speeds, she has tremendous stamina. If she was younger and had the time to train, she could likely become an Olympic athlete. - Nanosteel blade: Its blade scavenged from the armor of a ruined colossus and its handle craved from tough wood, Kirk carries a survival knife on her at almost all times. It is useful for self-defense of course, but more vitally it is able to cut through the same sort of woody vegetation that its handle is made from due to being made from nanosteel. Any other knife would be unable to make the cut, pun not intended. It is ten inches in total length.
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Bevy
May 10, 2018 10:30:57 GMT
Post by Stage on May 10, 2018 10:30:57 GMT
Nickname: Sweetheart Homeworld: Earth CP-2 Age: Late 20s Height: 10 ft at hip Length: 27 ft Weight: 1.7 tons Description: Sweetheart is an adult Perseusaurus heros, a species of compsognathid theropod found only on Defluous, the largest and easternmost island of the Dirk Archipelago in the tropical eastern Pacific of Earth CP-2. Because this species has evolved to posses a body size and superficial appearance to that of the Cretaceous tyrannosaurs, it is commonly known as the kingmimicker. As a P. heros, Sweetheart is a rather front-heavy animal with a large head, a thick cranial shield that hangs slightly off the back of her skull, looking somewhat like a short knob from the side, a muscular, S-shaped neck, a barrel chest, small, thin arms that hang limply as if boneless when they are not in use, near unproportionally long and slender legs that can carry her at speeds of up to sixteen miles per hour, and a laterally compressed tail with a broad range of horizontal motion. Sweetheart has uneven teeth: there are thinner, more serrated fangs in the front of her jaws and thicker, less serrated teeth farther back. The teeth are for cutting flesh and crushing bones respectively. P. heros goes through five life stages, each marked by a distinct appearance. Sweetheart is in the elder phase, meaning she has sparse, slate feathers scattered between her pebbled, armored, pale gray scales. Her dull body is offset by fierce yellow-orange eyes. Info: Sweetheart may by the last living Perseusaurus. She was one of two chicks reared by a pair of adult heros on Defluous, but she was captured and her mother killed by a woman called Clay. She spent the next seven years in captivity until being freed by a group of researchers. Her escape came at the cost of her father, Stone, to the same humans who had held her and then later her brother, Hero, the namesake of her species, to a pair of Phobosaurus however. After she managed to kill the male and dispatch the female phobosaur, Sweetheart found a mate and lived for several years in peace on Defluous. It seemed she was never destined for a normal life though. Her mate, Loverboy, succumbed to illness and she and her three chicks, Meleager, Peleus, and Atalanta, were transported to the Muller Institute, a research facility in South Florida dedicated to the study of living non-avian dinosaurs. This is where they remained until a dimensional disturbance brought all four to Mundus. Only Sweetheart has been confirmed to remain alive. It is a sad thing to consider, but she may have outlived every member of her blood family. Mercifully though, she has reunited with honorary family in the form of her trainer, Kirk, also trapped in Tartarus. The woman might not be a fellow kingmimicker, but she is as well guarded as one. Behavior: Sweetheart is far more intelligent than she appears. She is not as smart as dolphins, apes, or ravens, but her cognitive abilities are at least comparable to those of crocodilians and non-corvid birds. Not only is she self-aware, she can see from the perspective of prey and rivals, allowing her to make decision based on this imagined state of mind. One of her favorite tactics against large, horizontal foes such as other theropods is to feint lunging at the throat, making them rear into the air and expose their undersides to her instead. She is also capable of primitive tool use. She balances branches or drape vines across her snout and back to camouflage herself. She uses objects such as like these in play behavior as well, tossing and thrashing both natural and man-made 'toys' with her jaws. Likewise, she occasionally enjoys being stroked or scratched the human she has known longest, Kirk. Most humanizing of all perhaps, she is known to engage in hours-long funeral behavior, observed after the deaths of her father, brother, and mate. While intelligent and affectionate to Kirk, Sweetheart is not a dog. If a comparison must be made, she is a cat: she understands everything asked of her, but she may not listen. She is a willful creature that has survived many hardships on her own. She has battled and won against hated, powerful creatures both smaller and larger than her. The woman who killed her mother and the Phobosaurus who killed her brother both died by her actions. She is not a creature to be trifled with, as any person or creature that threatens Kirk will find out. Despite her attachment to Kirk, she is not particularly fond of her dear friend Tyra. Her loyalty to Tyra is only tangential. The same can be said of others who befriend Kirk. They may earn Sweetheart's protection, but not necessarily her favor. Abilities: - Homing scent: Sweetheart, like all P. heros, possesses an enormous olfactory bulb, the portion of the brain involved with the detection and interpretation of smells. She is one of the world's greatest smellers, surpassing bears, the group of Earthly terrestrial vertebrates with the otherwise strongest known sense of smell, by a fair margin. She can locate odorous items such as carcasses up to twenty miles, or thirty-two kilometers, away and accurately find and identify nearby scents underwater or through physical barriers as thick as a meter. She can also pick up scent trails over twenty-four hours old. Additionally, she can detect non-airborne scents through the use of an apparatus known as the Jacobson's organ or vomeronasal organ. By opening her mouth and flexing her upper lip, she takes in heavy scent molecules carried by moisture or resting upon shrubs, which she often disturbs beforehand by stomping or scraping at them. This allows her to accurately track even very cryptic trails of odor that are otherwise undetectable. - Crushing bite: Perseusaurus have the absolute strongest bites on their Earth. Sweetheart can clamp down with a force of almost 10,000 psi. This means she is applying over four tons of force across the entirety of the area she is biting. Her strength is not limited to her jaws of course. Her powerful neck and chest allow her to lift over two tons with her mouth and her arms, while small and slender, are actually capable of lifting almost 500 pounds. Both her skull plate and tail can be used to wallop her foes when she is not attempting to catch them in her deadly jaws. - Natural cunning: Because she is able to see from the viewpoint of other creatures, Sweetheart can not only react to, but actively predict the actions of foes. For example, when she cornered the woman who killed her mother and held her captive for many years, she was able to preemptively bite off her hand before she could finish raising her firearm, aware she would do so. This advanced cognition makes her a far smarter fighter than other Lemurian theropods such as phobosaurs. She can also learn very rapidly, changing her behavior as new information becomes available to her. It is dangerous to repeat tactics and maneuvers against her. Weakness: - Though from a decade-old injury inflicted by a Phobosaurus, Sweetheart's right foot remains weaker than her left. It no longer affects her daily life, but it may slow her or even give out entirely when she is pressed.
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Bevy
May 10, 2018 10:31:58 GMT
Post by Stage on May 10, 2018 10:31:58 GMT
Name: Tyra Ophelia Kaufmann Homeworld: Earth CP-2 Age: Late 30s Height: 5'9'' Weight: 155 lb Description: Tyra is a tall, dark, well built woman who has kept her long hair tied back so long, it clumped and knotted into place. It now holds this position on its own. Her survival lifestyle combined with the high nutrition diet offered by the plants in Tartarus has caused her once slender body to bulk up considerably. She is now quite broad and has impressively thick biceps and thighs. In contrast to her hard body, Tyra has a soft, rounded face with full cheeks and a curved forehead. Her thin, dark eyes give her a calm, even elegant, look that compliments her level-headed personality. Info: As an ecologist stationed on an Alaskan wildlife management area, it was Tyra who formally described the Migman dragons, making her among the first to unveil the hidden world of animals on Earth CP-2. After that, she assisted other explorers of these hidden animals in describing other new species such as the siren otter, though she never again discovered one on her own. She is fine with this however. Tyra is adamant that her dragons remain the most beautiful of all fabulous creatures on Earth CP-2. While visiting Kirk, who was then only an acquaintance, at the Muller Institute, Tyra was dragged to Lemuria. With the other woman, who became a close friend, she investigated and documented the wildlife of Mundus and left notebooks across the continent to give others access to their knowledge. They became trapped in Tartarus after daring to enter the cursed jungle however. This is where they have remained since, scavenging fallen colossi and the ocasional ill-fated entry for equipment and the bioteratic energy-rich environment for sustenance. This became significantly easier once they came across Sweetheart. Tyra shares an uneasy understanding with the stubborn kingmimicker about mutually protecting Kirk. Personality: Tyra is something of a stoic, with a dull reaction to most things and a level head in almost any situations. She is hardly emotionless however. She is quite capable of expressing emotions, two in particular: humor and admiration. Tyra is a deadpan gadfly with endless dry comments for both friends and strangers. She is more genuine about her love for the animals she studies. She is quite vocal that polar bears and beauty dragons are the most gorgeous things in any world and she is fierce in protecting their ability to survive. Her dry wit turns biting against those who needlessly hunt charismatic megafauna such as czorols and she warms quickly to those who also respect and admire such creatures. She is both a fast friend and an instant enemy. Abilities: - Naturalist: Tyra spent years observing and documenting Lemurian wildlife with Kirk. As a result, she is familiar with the majority of Mundan fauna. A former Arctic researcher, she is most fond of the animals of Migma. - Athletic: The hardships of Lemuria, especially Tartarus, have hardened Tyra's already fit body into a thing of power. She is strong enough to lift almost 150 pounds fully overhead. She is more than strong. Tyra has always been a scrapper. Before she arrived to Mundus and gained her current muscle mass, she still managed to kill a subadult night dragon barehanded in a fight for her life. She cannot be underestimated even if she has access only to her hands and her surroundings. Although she is generally not empty-handed... - Nanosteel blade: For self-defense, navigation through thick underbrush, and cutting down edible plants, Tyra carries a machete-like blade scrounged from a fallen colossus. It is a solid, tapering piece of nanosteel with a handle made by wrapped its narrowed portion with hide. The exposed portion, its blade, stretches fifteen inches by itself.
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