|
Bevy
Jun 4, 2018 7:32:54 GMT
Post by Stage on Jun 4, 2018 7:32:54 GMT
Name: Makenna Homeworld: Aithyne Age: Unknown, but appears to be in her early 20s Height: 5'4'' Weight: 108 lb Description: Makenna is a creature of unearthly beauty. Her body is slender and smooth as if lovingly sculpted from clay. Her face is round and as delicate like that of a baby. Her large, doelike eyes are a warm amber, like a lit glass lantern. Her skin is almost marble white and reddish freckles dot it as densely as stars on a clear night. Her hair, feathery and ginger, does not quite reach her shoulders, brushing them teasingly with its velvet tips. The only items she carries on her are her clothes: an off-white, knee-length léine, or shirt, with an open-sleeve, thigh-length dress of earthen brown atop it. Makenna is the pinnacle of human beauty. Or she would be, if she were fully human. Beneath her long skirt, a bovine tail tufted by fur as a red as her hair sways into sight on occasion... Info: No one knows exactly what Makenna is, not even she herself, but it is widely agreed she is either partly or fully faerie. In her home of Foraimsiré, faeries are known to be the favored creatures of Magick, the omnipotent, invisible being that rules Aithyne, though only like a cat: all at once, it is sensitive, proud, fickle, stubborn, cruel, and kind. Because of this favoritism, faeries can freely access the ambient powers of Magick, whereas other races, such as humans, must sacrifice for access to its might. This lead humans to become jealous of faeries, and over time this jealousy has become hatred. Faeries are now thought of as demonic, so those who discover Makenna's tail became hateful and violent towards her. It is often angrily demanded what she is, and she has never been able to answer. She recalls nothing of her early life. Her first memories are of traveling, of meeting people and seeing places and trying foods, of having new experiences with the same brilliant curiosity that, from her perspective, has been with her since her 'birth.' Others do not always share her enthusiasm though. Even on Lemuria, she is not accepted. Her tail is remnant of the unseelie fey of the Brume, so it tends to rise hackles. Thus, she tries to hide it. Personality: Makenna is an intensely curious person, driven by an innate drive to discover and learn. This curiosity is tempered by skittishness however. Makenna is gentle as a lamb, but others have not always mirrored her temperament. She has been attacked enough times by the superstitious or the faerie-hating due to her tail that she is always somewhat nervous around others, even after they have shown her kindness. Her passion for life is difficult to match, but she finds it hard to trust others due to her past experiences, so she often does not embrace things as fully as she wished she could. Makenna cares nothing for material possessions and instead gets what she needs by bartering services. She is a diligent worker, quite clever with her hands and exceedingly polite and friendly to employers, coworkers, and customers. She finds great success in public positions due to this openness, as well as her great beauty. She is unashamed of her body, though she does not show it freely because she has to hide her tail. She does not fully grasp physical intimacy either. Abilities: - Nimble nymph: Makenna's figure is small and slim, but she is not physically incapable. In fact, she is quite the escape artist when startled or scared, gaining the agility of a monkey when her heart begins to race. Incidentally, her tail is prehensile. - Wood sprite: She may not always choose to communicate with people, but Makenna is always happy when, and quite capable of, chatting with animals. She can understand all animals to an extent, but most especially those from temperate forests. - Fire fairy: Not only does Makenna's ginger hair resemble flames and her bright freckles airborne embers, she is actually quite resistant to actual flames. She is hardly immune, but she can touch bare flames for short periods of time and is unaffected by even severe heatwaves. In fact, she is most comfortable curled around a campfire. - Fateful fey: Makenna is immune to the effects of mental compulsion, magical or otherwise. Fitting for a wandering spirit, unbound by family nor home, she cannot be forced to change her demeanor or be perform particular actions. - Moonlit pixie: Even moonless nights are easy for Makenna to navigate. She can see excellently in the dark. Her sharp hearing is closer to that of an animal than a human as well. She loves traveling at night to walk beneath the stars. - Kelpie's kiss: Plainly put, Makenna is unnaturally lucky. Even among faeries, she is doted on by Magick, so things often go her way even if the odds are against it. In Foraimsiré, this made her untouchable to those who wished her harm if Magick was in a helpful mood. On Lemuria however, only a small portion of Magick followed her, so her supernatural luck is limited. It is even more sporadic than when regulated only by Magick's fickle attitude and can no longer reach the absurd extents it did on Aithyne. On Mundus, she can receive only nudges towards the best of all endings for her. She must do the rest of the work herself.
Weaknesses- Makenna resembles a fragile piece of art, and her constitution reflects this. She is even frailer than her small frame suggests. - Iron, even when mixed with carbon to form steel, burns Makenna horrible. Understandably, she has a terrible fear of the stuff.
|
|
|
Bevy
Jun 9, 2018 7:09:20 GMT
Post by Stage on Jun 9, 2018 7:09:20 GMT
Name: M24 Title: Omega Nickname: Malicious Alias: Mallory Homeworld: Earth LS-3 Age: Mid teens physically, but only a handful of years old in reality Height: 4'9'' Length: 6'11'' Wingspan: 7'2'' Weight: 73 lb Description: A genetic chimaera of human, Indian fruit bat, and ornate spider monkey, Malicious resembles an archetypal demon. She has relatively short, broad, dark-colored wings like those of a bat and a hairless tail that stretches as long as she is tall. She is extremely small. If not for her digitigrade feet, complete with opposable, thumb-like, grasping toes on the inside, she would be ever shorter than the tiny Dani. She is frighteningly thin, with visible ribs and hollow cheeks. Her skin is pale and clammy, almost appearing gray. This gives her matted, translucent hair an ashy color. Numerous pale scars cover her body from months and months of intense testing of her physical abilities. She normally wears ratty clothing specially made for her long ago: a charcoal tank top with an open back for her wings and black athletic shorts with a rear-facing sleeve for her tail. When she does not want to attract attention, she dons a gray, baggy hoodie, an oversized skirt, and old, scuffed boots that she 'borrowed to hide her wings, tail, and crooked feet. Her eyes are dominated by large, very dark brown pupils. Info: “ The M line was where our first success came from: M24. It proved only a partial success though. The physical transformation was so exciting we neglected its psyche. Though its official designation is Omega, most call it, 'Malicious' for its hostile behavior. The M line ceased production for fears that Omega would kill its successors. All developing specimens were terminated. Not to mention we realized an inability to blend in would harm its usefulness.” - EoTech logs, [REDACTED], 20 Dec 2015 Personality: Artificially aged, raised alone, and trained as a living weapon, Malicious lives up to her name. She is dangerously short-fused and has sociopathic tendencies, resorting to violence by default and not understanding the widespread societal disapproval of doing so. Taught since her birth she is meant to incapacitate Dani, known to her only by the code name Lycaon, she is obsessed with defeating the werewolf despite being lethally rebellious towards her creators. Underlying her rage is a deep-seated sense of loneliness and loss however. Though she is basal, acting on instinct rather than logic, she is not stupid. She understands the implications of being M24: that she had twenty-three older siblings who did not survive. More than just being an unnatural mix of creatures, a freak to the rest of mankind, she is the only one that still exists. Abilities: - Inhuman strength: Despite her tiny frame and atrophied muscles, Malicious is far stronger than humans, instead having proportional strength closer to other primates. She is two times stronger than a normal human, able to lift a maximum of over 450 pounds, though she cannot hold these sorts of weight for long. She does not have much in terms of natural weaponry, but her long canines and sharp nails should not be underestimated. Even The Wolf has managed to lose its eyes to this folly. - Prehensile tail: Malicious relies heavily on her long tail in combat. It is mobile enough to maneuver her in midair from second to second and powerful enough to strangle an adult man to death; she knows because she did so when she escaped her creators. It would be selling its usefulness short to say it's merely a fifth limb. - Limited flight: Malicious is capable of flight, but is very poor at it. She does not have either the raw musculature or the stamina to fly for long, so she uses her wings more often in more efficient ways such as augmenting jumps, slowing falls, and gliding. Even when utilizing fully powered flight, she can only move at airspeeds of about twenty-five miles per hour. Weakness: - Malicious has a weakened metabolism due to flaws in the genetic editing that created her. This has left her vulnerable in several ways. Most obviously, she struggles to digest properly. This is the reason she is so underweight. She has poor stamina and is exhausted rather easily. Her slow metabolism has also left her with an inhumanly low body temperature. While she can withstand very high temperature environments such as deserts more easily, she fares poorly in colder ones and is unable to produce a fever high enough to defend herself from most pathogens.
|
|
|
Bevy
Jun 9, 2018 8:39:31 GMT
Post by Stage on Jun 9, 2018 8:39:31 GMT
Name: N8 Title: Theta Nickname: Razor Homeworld: Earth LS-3 Age: Mid teens physically, but actually just few years old Height: 5'4'' Length: 8' Weight: 219 lb Description: A genetic chimaera created on military contract by the company Eon Technologies like Malicious, Theta, or Razor as she dramatically calls herself, is equal parts human and blacktip reef shark. She is squat and has a broad, pear-shaped build not unlike that of Maria, though her hips are even more generous to accommodate a powerful tail that stretches as long as her body. Unlike Maria, she is almost entirely muscle. Her tail can push her at twenty-five miles per hour through water. Her chin, chest, stomach, and the underside of her tail are cream colored while her sides and back are dusky brown. Stripes of this light brown color extend from her shoulders, onto the white of her belly, and stretch towards her groin until tapering away into nothing. The tips of her dorsal and caudal fins, which curve like those of some captive orcas, are blotched with black as if dipped in paint. She wears jeans several sizes too large for even her voluminous hips, a large, studded belt slung over her tail to keep them up, and a worn leather jacket over a frayed, gray hoodie. She is completely bald, something she is very sensitive about and hides with either her hood or a tacky, red wig. Her hands are webbed and her fingers without nails. Her nose is rather upturned and the cartilage that separates her nostrils extends all the way down to her lips, giving her something of a short snout. Sharp, serrated teeth fill her wide mouth. Her eyes are bronze-gold and have slit pupils like a cat. She is most often seen with a cocky smirk. Info: “ As we believe it was isolation that made Omega so aggressive, the five surviving specimens of the N line were raised together. Though they remained overt, unable to hide their alterations, they were more social and receptive to orders than Omega ever was. We overestimated their comradery however. Eta bludgeoned Kappa to death in a blind spot in our surveillance systems while the others ran tests and was soon killed by Theta and Lambda in retaliation. Iota, which had consistently underperformed, was later introduced to Omega in an experimental attempt recuperate her. As expected, Omega attacked and killed Iota." - EoTech logs, [REDACTED], 24 Aug 2016 Personality: Razor looks fearsome, and she is to a large extent, very violent and rather sadistic, but her displacement to Lemuria has made her lonely more than anything else. She has never valued all her companions equally and can be incredibly unsympathetic to fellow outcasts like Malicious and Dani, but she has always had fellow chimaera Lambda- Atrocity, as she named him- by her side, so she is distraught to be without him. She is currently just as likely to seek conversation as conflict. How tolerable she is as company will vary from person to person. She is quite the chatterbox when happy and has odd tendencies such as stealing fashion items when she comes across them. Fingernail paint is a favorite despite the fact that she has no fingernails. Razor has a delicate ego and will come to blows over insults, but she is a coward at heart. If she comes to think her life is in danger, she will flee immediately. She will never abandon friends she manages to make though. Abilities: - Superhuman strength: Razor is proportionally stronger than a human, able to lift almost a full ton. Her tail is an excellent counterbalance, allowing her to hoist up and sustain such weights easily, but its hefty length makes it difficult for her to put everything she has into blows like Malicious can. - Shark bite: Naturally, Razor's jaws are her premier weapon. Her serrated teeth can carve through unprotected flesh like a hot knife through butter and even some forms of armor, natural or otherwise, can be sawed through. She can bite down with nearly 500 pounds of force per square inch. Her teeth break quite frequently, but are replaced just as commonly. - Namesake: Unlike Malicious, who was named by EoTech staff after her attitude, Razor came up with her own nickname based on a feature of her body: her placoid scales. Modified teeth, these dermal denticles make not only a good defense, but an adequate offense, shredding bare skin when dragged against the grain. Even light armor, like thick clothes, can nullify this effect though, much to Razor's ire. - Brackish: Razor is physiologically tolerate to both salt and freshwater. She prefers brackish water, claiming it is neither too thin like freshwater or too heavy like seawater. Weakness: - Razor experiences extreme discomfort when away from water for more than a few hours and will die if denied hydration for between one to three days depending on the temperature and humidity.
|
|
|
Bevy
Jun 26, 2018 2:17:04 GMT
Post by Stage on Jun 26, 2018 2:17:04 GMT
Name: Lucia van der Poel Alias: Batinah Bolo Homeworld: Mundus Age: Early 20s Height: 5'11'' Weight: 166 lb Description: Batinah is very tall for a woman, but she is not lanky or slender. Instead, she remains proportionate. This, combined with her delicate, beautiful features such as large, glistening, emerald eyes, her long, voluminous, golden hair, and her smooth, fair skin, makes her resemble a gigantic porcelain doll just as much as a living, breathing human. Her smile too is like something out of a fairy tale, warm, yet distant, as if from another world. She wears a plain, pale tunic under a very simple, pink dress most days. Though this billowy outfit often hides it, she is quite well endowed. When she works, her gorgeous hair is tightly tied back. Info: Batinah, born Lucia van der Poel, is the sole child of the family responsible for catapulting Sund into economic success. They did not found the town, but they constitute one of the most respected institutes there and are without a doubt the most wealthy, so they are practically royalty within its city limits. Lucia in particularly was highly regarded for both her rare beauty and rarer powers, her magical abilities a wondrous novelty even in the strange mishmash of cultures that make up Sund, but she did not enjoy the attention. It was a life too noisy and complex for her by a half, so she fled it, leaving her family manor in the midst of a moonless night to seek a more peaceful one. On the road, she met another young woman: the rural runaway Batinah Bolo, named for her tiny desert hometown of Bolo. Immediately connected by their mutual rejection of their birth environments, the two young women traded names and homes. Lucia, now going by Batinah, traveled south, into the arid waste of No Man's Land, until she found Bolo. She has found more happiness there as a farmer and herder than she ever did as a source of living entertainment in Sund. Her only regret is that she did not get to know the original Batinah better. The tiny girl visits her dreams often. Personality: Despite her natural beauty and talents, the things Batinah appreciates most in life are the simplest. She likes working with her hands. She appreciates making things, whether they are sewn from fabric or carved from wood. She enjoys waking before dawn and watching the sun rise over the dunes. She loves seeing the normally sparse desert burst with life after the rare rain shower. Batinah is a simple person, but she likes it that way. She has no grand ambitions, instead preferring deep comfort. Batinah is normally quite easygoing, which makes the rare instances where she loses her temper all the more alarming. Though she has never engaged in physical violence no matter how angry she is, she can be quite the yeller. She is otherwise very tame though, trying not to offend by avoiding coarse language. It would be easy to assume she is naive or even air-headed, but this is not true. She is actually rather sharp. She is simply sharper than she cares to be, so this aspect of her personality is rarely flexed. Abilities: - Magic: Born into more than just financial luck, Batinah is one of the rare Mundians like Nita who has inborn supernatural abilities. Rather than ice and illusions though, Batinah is able to manifest flames and invisible force. Though she loathes using these abilities, valuing the work she can do with her bare hands instead, they are powerful even among those with such gifts. She may be among the strongest of all native magicians. Her powers are as follows: - Magic fire; Batinah can conjure flames of up to 1,500 degrees Kelvin, or 2,240 degrees Fahrenheit. These flames can be used in a variety of ways. The simplest is a cone of fire that stretches fifteen feet in both length and diameter. This technique is fast and, above all, reliable. Its range is quite short, but anything within it its reach is certain to be hit. If distance becomes necessary though, she is not optionless. She can focus her flames into narrow bolts that can travel over a hundred feet before dissipating. They are not as forgiving as the cone when it comes to accuracy however. To try and alleviate this, Batinah can make them explosive at will, covering areas of up to twenty feet in diameter with rolling fire, though the strength of these explosions falls short compared to the concentrated blasts and the shock waves weaken the farther they are away from the center.
- Telekinesis; Batinah is able to manipulate the physical world with her mind. These machinations can be as simple as an invisible shove or as complex as anything she can accomplish with her worker's hands. There are limits to this ability however. She can only support up to 375 pounds when performing elaborate tasks (in this case, anything requiring the form of a hand to perform). For more basic tasks such as lifting and pulling, the limit rises to three tons. And no matter how complex or simple the job, she cannot extend her reach past a certain point. The range of her telekinesis is almost 200 feet.
- Magic sword; Batinah can manifest her psionic powers in a more concrete way by focusing them into the shape of a curved blade. This invisible sword can be formed up to seventy-five feet away from her. She is not extremely proficient in its use, but its ability to go unseen by the enemy means it is effective regardless. The blade cannot be physically attacked, but Batinah has to concentrate to maintain it and other supernatural abilities can affect it. It is keener than most swords due to its ethereal nature not limiting its thickness, but heavy armor can still stop it. Batinah does not need to see where the blade is manifested, but she does rely on her eyes to wield it.
- Fire lash; Just like how she can concentrate her telekinetic power into a single object, so too can Batinah focus her pyrokinetic ones. She can call a fifteen foot whip of flames into her hands. This whip reaches up to 1,300 degrees Kelvin, or 1,880 degrees Fahrenheit, when cracking through the air and being fed oxygen. It is significantly cooler when immobile: only 800 degrees Kelvin (980 degrees Fahrenheit). If Batinah is forced to release her grip on it, it dissipates.
Weaknesses: - Though some of Batinah's supernatural abilities have extremely long ranges, her accuracy with them depends on her very human eyes. The human eye can detect the glow of a candle from over a mile and a half away, but only in ideal conditions, so the effective range of Batinah's magic is often much shorter than its total reach. - Though Batinah is much stronger than she looks appears due to the hard manual labor she performs for a living, she is simply not suited to fight in close quarters. She is built for either delicate tasks or heavy lifting, not something like hand-to-hand combat that requites skill and strength simultaneously.
|
|
|
Bevy
Jun 29, 2018 22:14:55 GMT
Post by Stage on Jun 29, 2018 22:14:55 GMT
Name: Bulus Nickname: Fathead Homeworld: Fawqunya Age: Early teens (equivalent to early 30s) Height: 6'8'' Weight: 240 lb Description: Bulus is a small hyenaman with pale, nearly colorless fur and faint, washed out stripes. Even his skin is unhealthily light in color, a plain, scabby gray instead of deep, rich black. While most huacephali are lanky, he is downright scrawny, his thin body and heavy slouch making his head look disproportionately large. This is why he bears the unflattering nickname, "Fathead." For protection, Bulus wears scale armor over a wool tunic and usually has a buckler on his hip even in the safety of Aadina. Outside of the city, it is practically always in his hand. He carries two weapons at all times: a flail for self-defense and a whip to crack towards huacephali who displease him. Expressions of dominance are a common and socially modulated part of huacephalic life, but Bulus takes full advantage of his position. He knows Aad is too respected or feared for him to see consequence for pushing the limits of such assertions against the common folk of Aadina. Info: The widely loathed Bulus holds the most enviable position in all Aadina: mate of the Great Warlord. Many peoples in Fawqunya believe a variety of strange myths about huacephali sexuality. They believe they are violently patriarchal when their society is of course matriarchal and mating is driven entirely by female choice. They believe hyenamen are hermaphroditic or can even change sex when they have typical hominid reproductive anatomies. They believe they gather harems or mate only to produce cubs when they pair bond like many social species. In truth, huacephali are very much like humans when it comes relationships. Many pursue strings of short relationships while others seek to mate for life. Aad was in the former camp, often inviting males who caught her eye into her quarters for a night, until she met Bulus. The pathetic hyenaman, though thoroughly spineless, snapped and angrily spoke up to her. Most expected him to be dressed down on the spot. Instead, she laughed. Since then, he has been devoted to Aad, either due to love or gratitude for not brutalize him, and she to him. Surprisingly, Bulus is a huacephalus of impressive lineage (which is traced though the mother in hyenamen). He is the only son of the famous Sabiya, a warlord who lead the largest confederation of huacephali until Aad united all tribes. He does not speak of her because she was equally famous for taking a human mate from among that confederation's bitter enemies. Personality: Bulus is an incredibly unpleasant creature. He is just as cruel as cowardly, and the latter no long holds him back now that he has Aad's protection. He is free to abuse and insult other huacephali as he pleases. Assertion of dominance are a healthy part of hyenaman culture, but Bulus has never handled them so. When he can get away with it, he will continually act superior. When he cannot, he suppresses his inborn need to assert himself until he can no longer bear it and snaps, which rarely ends as well for him as it did with Aad. His mate tolerates these outbursts for the most part, finding them amusing or cute, but Bulus has grown too bold on multiple occasions and suffered the consequences. He is still loyal to his mate and can be very jealous when she gives favor to other males, sometimes even those of other species. Haunted by his mother's controversy and knowing Aad to have been raised by humans and act more open-minded than other hyenamen, he worries about the broadness of her tastes at times. Abilities: - Huacephalus: As a hyenaman, Bulus has their innate abilities, with notable exceptions. Though he is able to lift over half a ton, this is significantly weaker than the average huacephalus. He also lacks the natural armor of his kin, skin thinner and more vulnerable than other huacephali. This may be what gives his fur its pale, washed out appearance: it may be that all huacephali are actually light-furred, but their thick, black skin makes it looks darker. That said, he is still only as weak as a human when it comes to naked defenses.
- Magic: Perhaps to make up for his lesser physicality among huacephali, Bulus has studied a school of magic that blends with martial might. He possess the following abilities: - Bulus is able to generate a large, invisible hand of force that can move freely around him for up to 200 feet. This hand, nearly two feet from fingertip to wrist, can exert up to 700 pounds. Bulus uses it to trip, grab, and push opponents, as well as lift what he is too weak to.
- Bulus can convert his arcane power into crackling electricity and channel it into his flail. This electric charge is not lethal, about 500 volts, but it gives quite the painful jolt.
- By spreading his arcane might throughout his body, giving his pale fur a slightly bolder hue, Bulus can improve his physical ability. He becomes able to lift three quarters of a ton, his skin hardens and turns into an armor comparable to that of other hyenamen, and becomes able to sprint almost eighteen miles per hour over short distances. This augmented state can last approximately ten minutes. Alternately, by focusing his magic wholly into his legs, he can run over thirty miles per hour for six seconds of so.
- By channeling arcane energy into his weapon, Bulus can deliver a blow that weakens his opponent while strengthening him. Blunt flail temporarily acting as a blade of force, he cleaves into his foe and is revitalized by their blood, which is drawn into him as if magnetized, colorless fur given a reddish hue where he is affected. This returns an amount of vitality to him equal to what his opponent has lost. This is the most advanced spell Bulus knows, so he is only capable of casting it once before resting for a significant amount of time.
Weakness: - Bulus is an unabashed coward and will run when he believes he is in mortal danger. If he cannot escape, he will cry and beg for his life. Bulus would rather know humiliation than death.
|
|
|
Bevy
Jul 6, 2018 7:46:30 GMT
Post by Stage on Jul 6, 2018 7:46:30 GMT
Name: Hassan Title: Great Guru Hassan
Homeworld: Fawqunya Age: Early 30s Height: 7'11'' Weight: 348 lb Description: Hassan is a large, old megahuaina with golden fur and sparse spots. He wears a black robe and heavy hood, often leaving only his hands and snout visible. In his left hand, he carries a nine-foot spear, though not as a weapon: he leans on it as a walking stick. He also slouches forward more than most megahuaina, more closely resembling an average huacephalus in posture. It is easy for outsiders to assume this is due to his age, but hyenamen do not age much until physically a few years before their deaths. Although Hassan is indeed nearing the end of his life, his twilight years have not yet come. Beneath his robes, he is still quite powerfully built, more so than most megahuaina. His voice too is strong and deep. His left leg has been underdeveloped since birth however. It is far less well muscled and several inches shorter than his right leg. When he goes without his spear, he leans heavily on his left side. His breath is thick with steam as if he were standing in the cold at all times. Info: Hassan is the guru of Aadina, a spiritual leader who interprets the will of the world. Hyenamen primarily worship the goddess Kaliilaaha, but they also revere the spirits of nature due to their historically nomadic lifestyle. It is said he is the oldest huacephalus alive, on Lemuria or Fawqunya, and that he walked across worlds to Mundus to assist Aad rebuild her empire. Not much is known about his actual life though. He has never claimed a tribe as his own and seems to have wandered alone, a rare thing for a hyenaman. Rumor says he fathered a hundred children, but he has refuted all those who stepped forward claiming to share his blood. This has lead to huacephali with unknown heritage, such as Aad, to be called, "children of Hassan." Personality: Hassan is stone-faced and stoic. He is impressed by very little in the world, perhaps due to his age, travels, or both. Despite his cold visage, he is very polite to others, especially outsiders. The only person he treats hostilely is Aad, who he demeaningly calls, "child." He is the Great Tyrant's greatest critic, constantly questioning not only her daily decisions, but her entire view for the fate of the huacephali. While his words towards her are always harsh, he ultimately supports her with his actions. It is hard to say why. He is certainly not intimidated by her. Any kindness he offers is taken back when he is threatened. His may be lame, but his magic is mighty and he knows no fear. He is not the sort of person who refuses to alter his course just to satisfy his pride like many huacephali, but he is often an obstacle to others. When there is something he values behind him, he will face down any foe to protect it.
Abilities: - Megahuiana: Hassan enjoys all the perks of being a Homo belbus amplus, albeit with limitations. Due to his lame leg, he cannot move very fast and, although he is far larger than the average hyenaman, he cannot lift much. Relatively at least. Even the lame megahuiana can lift almost a ton with some effort.
- Wild empathy: Hassan can change the attitudes of animals and even magical creatures with his powerful will. Normal creatures find it difficult to maintain hostility towards the guru for any length of time. Magical beasts are harder to sway, but those that are not well-trained or strong-willed are usually turned in time. Hassan usually simply sends these swayed beasts away feeling apathetic to him, but he can also recruit them as allies if he so wishes.
- Magic: The Great Guru can call upon the powers of nature to attack his foes. In particular, Hassan draws upon the natural powers of cold and ice. - Hassan can call orbs of blue-white fire to his hands. These balls of flame do not burn hot, but cold. This "cold fire" can augment his unarmed strikes, engulf his spear, or be thrown in comet-like lobs up to 120 feet away. The cold fire ices over any terrain, objects, and creatures it hits. More so, it can overtake and consume normal flames, converting them to cold fire as well.
- From his steaming mouth, Hassan can spit a thin, blue ray spiraled by white streaks that leaves a light fog in its path. This ray can stretch 250 feet long and encases any target it hits with a five-inch-thick sheath of ice, immobilizing then for up to almost a minute. This icy shell can also be be broken by physical force, either from within or outside, or melted with a strong source of heat before the natural end of its lifespan. If another creature is freeing the target, they must be careful not to damage them.
- With a gesture of his spear, Hassan can summon a brilliant, icy comet forty feet in the air and hurl it down at foes. This cannonball-sized celestial body shatters upon impact with a target or the ground, sending a shock wave of subzero air and ice shards fifteen feet in all directions. Each comet leaves a ten-foot-wide crater where it lands. The comet weight approximately a hundred pounds, but strikes with sub-lethal force upon upon a directly blow to the skull. The guru can conjure comets up to 250 feet away. If there is not at least forty feet of vertical space, Hassan can not call upon any comets.
- Resist nature's lure: Hassan has a natural resistance to the charms and illusions of fairies. He is not immune by any means, but he is better able to repel them than those of equal will power through his year of spiritual training.
- Shapeshifting: Hassan can emulate the natural world completely by taking on the forms of numerous animals. He can maintain each form for over twelve hours. His favorite forms are not those of animals however, but those of magical creatures he has trained for many years to imitate. These arcane forms are capable of speech and trade an immunity to low temperatures for a weakness to high temperatures. - Hassan can take the form of a giant snowy owl. This massive bird is approximately nine feet tall, measures twenty feet wingtip to wingtip, and weights in at about 500 pounds. It can fly over thirty miles per hour and has tremendous senses, most impressively perhaps its nocturnal vision. It is not very impressive in battle, so Hassan mostly uses it for surveillance and travel. It can carry up to 300 pounds in flight.
- Hassan can assume the form of a large wolf with white fur and unnaturally intelligent eyes. The pale coat of this large canine surges with supernatural mist. It is eight feet long and weights 450 pounds. It is an agile combatant, slashing at its foes' heels with jaws that can bite with force approaching a ton.
- Finally, Hassan can assume the shape of a small white dragon. This petite dragon is eleven feet long, has a wingspan of thirteen feet, and weights half a ton. Although it is a formidable physical combatant, able to attacks with claws and teeth that can crunch down with over 3,000 pounds of force per square inch and fly carrying with over a hundred pounds, its main draw its its mobility and range. It can loose a cone of freezing air thirty feet in both length and width from its mouth, sprint at almost thirty miles per hour, burrow nearly fifteen miles per hour, soar at ninety miles per hour, and swim over twenty-five miles per hour. It can run or even climb on frozen surfaces as if they were not slick at all. It is a creature rarely without a means of approach.
- Venom immunity: Hassan is imperious to all forms of toxins, including poisons and venoms. This invulnerability comes from being able to adjust his biology to counter hostile chemicals in his body.
Weakness: - Although Hassan is strong and hardy, his birth defect has always held him back. He relies on his alternate forms for mobility and his elemental magic for offense. He can swing his spear at foes, but only clumsily.
|
|
|
Bevy
Jul 7, 2018 6:26:29 GMT
Post by Stage on Jul 7, 2018 6:26:29 GMT
Name: Gharam Homeworld: Fawqunya Age: Early teens (equivalent to late 20s) Height: 7'6'' Weight: 312 lb Description: Gharam is a fiendish looking creature. Although quite large for a huacephali, he has a terrible hunch that makes him appear small or frail compared to his average-sized cohorts. The right side of his face is also gruesomely scarred, his eye dead and white and his upper lip nearly gone, creating a permanent sneer. He drools uncontrollably from this side of his mouth. It seems a shame too, as he may have once been attractive. His coat, although patchy and thin, is a handsome tan color and his tawny mane is braided, giving him a dapper look. He wears leather armor over a long loincloth and carries a ten-foot spear and lightweight crossbow. When traveling outside of Aadina, he adds a dark cloak to his garb and smears an odorless, black paste into his fur. He keeps a holy symbol of Kaliilaaha carved from volcanic glass on his person at all times: a winged hyena head. Info: Although occupying the lowest caste of hyenaman society as a male huacephalus, Gharam is treated fairly well due to an incident that occurred several years ago. During the earliest major expansion of Aadina, the laborers deepest underground discovered a natural cavern. A winged creature emerged and started a panic among both laborers and huacephali. It was Gharam, then a priest, who called upon the favor of Kaliilaaha and plunged into battle with the beast. Although its claws and acid breath left terrible wounds on his face and its weight crashing down on his back permanently crooked it, he was victorious. Ever since, he has been remarkably popular considering his status. His scars, ugly to human eyes, are considered attractive by hyenaman standards. Personality: Despite his ghoulish visage, Gharam is a person of quiet, steadfast devotion. He is very religious and honors Kaliilaaha as the sole source of his success, wishing for her good graces every morning as well as before battles. He is also loyal to Aad, as many hyenamen are. Her strength and force of personality make her an idol to the huacephali. However, he is most of all devoted to Hassan. He is Hassan's chosen agent among all hyenamen, the hand of his will and his loyal shadow when he is not away from Aadina. His enthusiasm for the Great Guru overrides his love for Aad and even his goddess. Like his patron, he is atypical for a huacephali. Whereas most hyenamen speak gruffly, even Aad and Hassan, he speaks gently and pays respect to others, even his enemies. His charisma far outpaces his appearance. There is a lean among huacephali towards cruelty and xenophobia, but Gharam does not feed it. He does not look down at others or act with sadistic intent. At the same time, he is very compliant to the hierarchical society he lives in. In fact, he has helped enforce it, stepping forward to put those who oppose it back in place with a sharp blow from his spear or a ray of his fiery magic. To him, it is merely the will of Kaliilaaha. He also follows orders, whether from Aad or Hassan, rather blindly. Gharam is quicker to option running away than most huacephali, valuing his life over his pride, but he will fight to the death over an objective given to him by Hassan. Abilities: - Huacephalus: Gharam has the same superhuman senses, constitution, and strength as other hyenamen. He is unhindered by his hunch, just as quick as any huacephalus and able to lift just under two-and-a-half tons.
- Sneak attack: Although Gharam prefers ranged combat, he is far from helpless in close quarters. When baring his spear, he is skilled at quickly concealing himself or outflanking his foes to deliver powerful, unexpected blows. He can use similar tactics from a distance with his crossbow, although he is not accurate much farther than thirty feet away due to his bad eye.
- Evasion: Gharam is astoundingly quick on his feet. If he reacts fast enough, he is able to completely avoid being harmed by attacks that strike a wide area or from a distance. - Magic: Like other huacephali trained in the ways of magic, Gharam can call upon invisible force and elemental power to attack. As a former priest, he draws on the fury of fire. - With a point of his finger, Gharam can cause a small, midair combustion over forty feet away. This tiny explosion does not pack the power to harm, but it is a useful distraction if the hyenaman needs to flee or hide.
- Gharam can conjure flames and heat to scorch his foes. From the distance he prefers to attack over, he will fire a thin, searing ray from his fingertip. This ray can stretch nearly fifty feet long. He is not the most accurate shot due to a lack of depth perception, but the infernal ray can quickly drill through defenses such as armor. In close quarters, he can summon a less potent, but more accurate, cone of fire from his fingertip, fifteen in both length and width.
- Alternatively to his scorching ray, Gharam can fire two invisible missiles of force from his fingertips. These missiles have a longer range, almost 150 feet, and twist and curve inescapably towards their target, but they are weaker, particularly if he chooses to splits them up and attack two targets at once. Dual targets can be no more than fifteen feet apart.
- Gharam can summon an invisible, mobile disc of force that hovers around him, protecting him like a shield. This shield acts on its own and moves quite nimbly, but it has several logical weaknesses such as having to move when Gharam attacks or only being able to defend from attacks in one direction.
Weaknesses: - Gharam always conjures his shield before revealing himself, but he can only do so if he knows he is about to battle. He is significantly less well defended if ambushed. - Because both of his weapons require two hands to operate, Gharam must truly chose between physical and magical attack and cannot instantly switch between them.
|
|
|
Bevy
Aug 9, 2018 22:55:11 GMT
Post by Stage on Aug 9, 2018 22:55:11 GMT
Name: Tommygoff Nickname: Goff Homeworld: Asphodel Age: Mid 20s Height: 4'5'' Weight: 130 lb Description: Tommygoff, or Goff as he is more commonly called, is an extremely short boran with dark tan skin, dull orangish 'hair' that reaches the base of his neck, and bronzy eyes that twinkle with both mischief and unagely wisdom. As if he were compressed from a still-small-but-reasonably-sized boran, he is quite stout, which does not make him appear powerful as much as plentiful. He is not overweight, but has an undeniable husky build. His broad frame is full and his wide face is round. He has both permanent dimples and dimples that appear when he smiles or speaks. He wears blouses and trousers in earth tones with intricate stitching. When traveling, which is most of the time, he dons a leather vest as light armor atop this loose, airy garb. When he is about town, he may don a few pieces of fine jewelry. Info: Goff's existence brings into question the nature of Lemuria-born magicians. It is commonly thought that the native magic of the patchwork continent only manifests in individuals born there, but Goff, a Pientan born on Piente itself, displays such powers. This enigma is one of the things the boran dedicates his travels to, though he began traveling out of necessity. Although borans are not superstitious, or perhaps precisely because they dislike the notion of the supernatural, his peers were not pleased when he began to display unknowable abilities. Worse yet, some of his sudden attributes were fiery in nature, bringing to mind the burning hand of Mussurana who had slaughtered many borans not long ago. Fearing action by the community, Goff left Matta and now walks Lemuria in search of answers and good company. Personality: Goff is a cheerful, amiable person making the best of his self-enforced exile. While a life of travel was not initially his choice, it is one he has come to enjoy. While Goff likes seeing new towns and meeting people, perfectly happy to assert himself in any place he finds and chat up strangers, his purest love is traveling itself. The bright light of the sun, the soft glow of the moon, the music of rustling leaves and singing insects, and the feeling of stiff grass or fluffy soil beneath his feet is all magic to Goff, real magic that no one can replicate. However, Goff is not nearly as carefree as he might seem. He is keenly aware of how he might be perceived for his abilities or race and is careful not to add fuel to fires. While fire is his main method of offense, Goff is not a fan of being burned. He cannot be called manipulative, but he is socially conscious and proactive in steering conversation away from topics he suspects might bring trouble. Goff is open-minded and cares little about the gender and race of others himself. When looking for physical company, he does not judge by these metrics, though he does have a preference for older, worldly individuals. Abilities: - Constitution: As a Pientan, Goff is tougher than the average human, denser with muscle and able to reduce blood loss by constricting veins around injuries. - Low-light vision: Goff's metallic eyes see well in heavy shadow and dim moonlight. He does not have truly nocturnal vision, but his keen sight approaches it.
- Animal companion: Goff has a permanent animal companion in a huge, ill-tempered monkey-eating bat he has named Specter. Specter is a giant for his species, fifteen feet wing tip to wing tip and weighing almost 200 pounds due to over developed muscles. This disproportionate musculature has left him largely grounded, very rarely entering powered flight in favor of climbing, gliding, or walking, but he is extremely powerful. He is easily able to carry Goff and can bite with over 1,400 pounds per square inch. Specter is irritable and will bare his teeth, hiss, or even snap at strangers, but he is ultimately very loyal to Goff and will act in his favor even when not directly commanded to. He seems to be no more intelligent than any other member of his species, but Goff is still able to communicate with him perfectly. This can probably be accredited to his magical properties. - Nature sense: Goff has picked up a great deal of knowledge about the natural world and how to survive it through his travels. - Wild empathy: Whether through his magic, his peaceful personality, or a happy byproduct of the two, Goff can sooth wild animals when they are angered or afraid.
- Resist nature's lure: Goff's liquid bronze eyes see through more than shade. The boran is highly resilient to enchantments and illusions. Any magician that attempts to warp his perception will find it a stark challenge.
- Magic: In additional to being a novel example of magical expression in Lemuria, Goff has an unusually broad range of abilities. - Goff can create extremely localized rain showers, as small as the neck of a drinking flask or as large as four cubic feet, to produce up to ten gallons of clean, drinkable water.
- Goff can create up to four glowing spheres of light that will obey his mental commands up to 150 feet away. Alternately, he can combined these luminous orbs into a single, blinding burst of light used to daze foes.
- Goff is able to transmute his body with the features of various animals. He can give himself the eyes of a bird of prey for up to five hours, the body of a large coyote, small gray wolf, or large maned wolf (depending on the climate) for almost an hour, the claws of a bear for half a minute, or the snout, tail, and whiskers of a rat for thirty seconds.
- For up to fifty minutes, Goff can make himself resistant to flames and heat.
- Goff can make the bite or claws of animals, including Specter and himself when transmuted, even keener by sheathing their teeth in a magical shell of razor-sharp force for up to five minutes.
- Goff is able to conjure and utilize flames. For up to five minutes, he is able to ignite his hands with broiling red fire and attack in close quarters, from a distance of up to 120 feet with thrown fireballs, or by creating a three-foot, scimitar-like blade of flames. He can also heat metal armor or objects to over 100 degree Fahrenheit for over forty seconds from up to thirty-five feet away with only a point of his finger.
- With a sharp whistle that echoes unnaturally, Goff can call upon local wildlife to aid him. These animals can come in groups of up to three animals weighing as much as 180 pounds each or a single animal that weighs up to 1,000 pounds. Goff can also call upon one specific animal: a massive hawk he calls Swift. Swift stretches ten feet across the wings and weighs over sixty pounds. Similar to the monstrous raptors found in the Brume, Swift is armed with a hooked beak, sharp talons, and the vigor to fight creatures almost ten times her weight. Goff can rely on the service of these natural allies for up to five minutes or until they approach death, at which point they will retreat.
- For up to five minutes, Goff can grant Specter great speed and the ability to fly nimbly despite his hulking deformity.
- Absorbing arcane energy into his epidermis, Goff can darken his skin, toughen his flesh, and lengthen his small, granular scales, making him appear as if he is made of breathing, mobile bark. This natural armor lasts fifty minutes.
Weaknesses: - Despite being a Pientan, Goff is no stronger than the average human due to his size. - Though Goff knows a wide range of magic, he is only able to use a dozen spells daily. - Goff loves animals and it does not sit well with him to harm them even in self-dense.
|
|
|
Bevy
Aug 9, 2018 22:55:31 GMT
Post by Stage on Aug 9, 2018 22:55:31 GMT
Nickname: Hippolyta Homeworld: Earth CP-2 Age: Late 20s Height: 4'7'' at hip Length: 18 ft Weight: 849 lb Description: Hippolyta is a gigantic, long-legged dromaeosaur with beautiful plumage: a pale gray body, yellowish neck, blue-gray snout, and black cap. Of a fishing species, she has an elongated snout and hindlimbs, but her body and forearms are stout and powerful. Her species has been described as one of, "robust fishers," capable of both swiftly seizing slippery fish and wrestling large, heavy, terrestrial prey items to the ground. The iconic sickle of her species is highly reduced, only slightly exaggerated compared to their other toe claws, though, in exchange, their arms have huge, hooked claws like those of the spinosaurids. With her slender yet muscular legs, Hippolyta can sprint over thirty miles per hours. Hippolyta's eyes are dark brown and horse-like in intelligence and alertness. Info: Hippolyta is an Arctonychus troglodytes ("Bear claw cave-dweller"), or greater fishing robber. She was among three A. troglodytes transported by Clay to South Florida to serve as a distraction so she could carry out criminal activity unnoticed elsewhere. After her companions were killed by mob of black-masked robbers, and this mob likewise narrowed to one member, the two robbers formed an alliance to better withstand the danger posed by a despot and kingmimicker also in the area and eventually became mates after escaping to the Everglades as dangerous biological invaders. Forming a small but close-knit mob, the two dromaeosaurs even produced a hybrid child within the year. Behavior: Hippolyta is not hyperaggressive like her mate or overly curious like her son. Rather, she is a cautious, calculated creature that seems to absorb every inch of her surroundings like a watchful heron or eagle. She is not eager to fight beings near her size and actively avoids conflict with larger creatures. When her child or partner are in danger however, she will throw herself furiously on top of any creature, large or small, in their defense. Naturally inhabiting sea caves, Hippolyta is drawn to both water and enclosed spaces such as dens, tunnels, and, unfortunately for sapient species like humans, buildings. She is much bolder in these cryptic, secure locations than in the open and will guards what she has marked as her territory.
Abilities: - Jaws: Hippolyta can bite with over 800 pounds of force per square inch. This is stronger than the bite of a jaguar. Her teeth are not especially sharp and cannot cut flesh, conical instead of blade-like, but this makes her grip extremely hard to escape. - Claws: Hippolyta's sickle claws are smaller, straighter, and duller than those of other robbers, used to help grip slick seaside rocks instead of pierce flesh, but her foreclaws are large and powerful. They are the primary method that she employs to kill her prey and a central part of her self-defense strategy. Their reach is not very impressive, but they can lay open everything short of armor.
|
|
|
Bevy
Aug 9, 2018 22:56:04 GMT
Post by Stage on Aug 9, 2018 22:56:04 GMT
Nickname: Hippolytus Homeworld: Earth CP-2 Age: Early teens Height: 5'3'' at hip Length: 20 ft Weight: 1 ton Description: Hippolytus is an enormous, heavy-bodied dromaeosaur with a coat intermediate between his parents': largely solid like her father's, but with a dark blue-gray tone closer to his mother's. His thick, powerful jaws are a grayish blue similar to his mother's as well. He has large, moderately hooked claws on both his fore- and hindlimbs. Due to his hefty body and relatively short legs, he can only run around ten miles per hour. His dark eyes are nearly black and illuminated by a silvery ring. Info: Hippolytus is the hybrid offspring of Hippolyta and Russet and the only robber down off the Dirk Archipelago in many millions of years.
Behavior: A young, powerful animal born in completely unique circumstances, Hippolytus is curious and quick to investigate new entities and objects. While he is bold and often standoffish even against larger creatures, he is not fearless. In fact, he is actually rather skittish, somewhat unsure of himself in his youth and prone to fits of panic. It is rare for him to outright retreat though. Instead, he will repeatedly withdraw to observe curiosities from a safe distance before closing in again, drawn back by his inquisitive nature. Hippolytus is sexually mature, but he has lived with his parents for an abnormally long time and is still very childish in attitude, running to his mother when scared and relying on his parents for food despite being a competent ambush predator, albeit poor at pursuits.
Abilities: - Jaws: The huge jaws of Hippolytus can crunch down with almost 2,000 pounds of force, comparable to the bite of an American alligator. His thick, S-shaped neck is also extremely powerful, able to drag weights over ten times his own.
- Claws: Hippolytus's claws are not as specialized as either of his parents', so he mostly uses them to pin down foes, taking advantage of his gigantic heft to trap prey items or aggressors, making them vulnerable to his dangerous jaws.
Weaknesses: - Hippolytus is an overwhelmingly strong animal, the dromaeosaurid equivalent to a grizzle bear, but he is rather slow and cumbersome due to his bulk. - In addition to being clumsy, Hippolytus is much less experienced than either of his parents, most especially his father. He has been sheltered since birth.
|
|
|
Bevy
Aug 9, 2018 22:58:49 GMT
Post by Stage on Aug 9, 2018 22:58:49 GMT
Nickname: Russet Homeworld: Earth CP-2 Age: Late 20s Height: 2'9'' at hip Length: 10 ft Weight: 172 lb Description: Russet is a gigantic male robber with a uniquely deep red coat. His plumage is the same color as dried blood. His left eye is missing, gouged out by a knife many years ago, leaving only an empty, scarred socket in its place. Though his mob only numbers three, he carries himself with the same dominant body language as he did when he ruled a mob of dozens, his tail raised high and his wings fanned out, making him look even more enormous than he already is. He very well could be the largest robber to ever live. He certainly acts like it. Because of his moderate bulk, he is only moderately fast, capable of moving at a peak land speed of approximately twenty miles per hour. Info: Russet was once the alpha of the largest mob of black-masked robbers on Defluous Isle, his inferiors numbering at a peak of thirty-six, but he has fallen far since then. His mate Titian was unceremoniously crushed by a startled hadrosaur, he was beaten and replaced as mob leader by the son of a rival he had ejected from group, he was captured and shipped to a strange, foreign land, and his second mob of only four inferiors was stripped away by a trio of larger, stronger robbers. There was a light at the end of the tunnel for Russet however. The presence of even larger predators turned foe into friend. Russet gained the last of the larger robbers as an ally, and eventually a mate, bearing him a son and granting him his third chance to lead a mob of his own. Behavior: Russet is an extremely aggressive creature that has a long history with humans. As a result, he is sinisterly clever when it comes to navigating human settlements and battling humans foes. It would almost be appropriate to say that he understands human psychology, though it is difficult to say how much is legitimate comprehension and how much is simply prediction. Russet is territorial to the point where it appears he has a chip on his shoulder, peacocking and threatening with great bravado. Russet recognizing the danger of firearms and does not expose himself to them intentionally, but he has a violent hatred of knifes and other small blades after receiving the injury that took his eyes. He is more protective of his mate than his child, but he will not leave Hippolytus undefended. The hybrid robber may be spoiled most by his mother, but Russet is not innocent in preening him longer than most living dromaeosaurs experience. Abilities: - Jaws: Russet has thick, deeply serrated teeth and relativity well muscled jaws, with notable jowls and a low hump of muscle on his skull. He can chomp down with a formidable force of over 1,000 psi, making his bite comparable to that of the bone-crunching spotted hyena. Like all robbers, he has destructive enzymes in his saliva. This toxin causes mild inflammation, prevents blood clots, and chemically tags prey. - Claws: Like all Gardener's robbers, Russet has two enlarged, hooked toe claws on the in inside of each foot. He uses these exaggerated digits to assist climbing low branches, vines, and walls, as well as to grapple onto larger creatures, whether they are prey or rivals. Clinging onto foes, Russet can bring his deadly jaws and keen foreclaws to bear. Weakness: - While Russet is an experienced and savvy creature, he still has a blind side that can be taken advantage of by quick-moving foes.
|
|
|
Bevy
Aug 21, 2018 23:52:34 GMT
Post by Stage on Aug 21, 2018 23:52:34 GMT
Name: Rochilda Homeworld: Fawqunya Age: Unknown Height: 6'1'' Length: 12'1'' Wingspan: 18'4'' Weight: 225 lb Description: Though she is not extraordinarily large for a gargoyle, actually quite average in height, Rochilda is nevertheless extraordinary. Her eyes glow red like any gargoyle's, but their luminescence is not contained. From the inner edges of her eyes drip teardrop-like lines of iridescent red that fall to the bottom of her jaw, then trickle down to her throat, where they begin to swirl and loop across the entirety of her underside like veins, but most especially on her wings. When light strikes this brindling, it becomes apparent that it is not just a simple pattern, but ruby-like mineral deposits in her stony skin. Another deposit on the tip of tip her tail, which is far more flexible than most gargoyles', forms a scarlet spike similar to a stinger. While most gargoyles move quadrupedally when on the ground, Rochilda is more prone to upright movement, making her appear taller and more humanoid than her kin despite being physiologically identical. She also tends to use her fore- rather than hind claws to manipulate objects, though her feet are no less dexterous and effectively form a second set of hands. Rochilda lacks any sort of sensitive anatomy and thus does not feel the need to wear clothing, but she does don a studded leather vest to keep the strap of her large javelin quiver from being damaged on her rocky body when she carries it into battle. This vest also has loops for a knightly and short sword. Info: Rochilda is a gemstone gargoyle, a rare variant of the already enigmatic Gurgulio lapis with heightened intelligence and increased physical abilities. It is a complete mystery how old Rochilda is. Gemstone and precious metal gargoyles can take several years, several decades, or even several centuries to awaken to their full intellect. This may be why they are so uncommonly seen: their appearances draws attention they are not yet willy enough to deal with to them. It could even be that other gargoyles, knowing what they often become once awakened, target them.
Personality: Despite her spectacular appearance and human-like intelligence, Rochilda is not completely removed from her kin. Like other gargoyles, she can at times seem emotionless and her instinct to hunt has evolved into a fierce enjoyment of battle. She is no savage, but she cannot help but find thrill in matching skills with powerful opponents. The greatest emotions the stoic gargoyle shows emerge in the midst of intense duels. She may even crack a rare smile. She rarely takes the lives of her enemies though. Rochilda is stern, not standing for affronts against either her or her race, but she is ultimately merciful, sparing opponents without exception. Rochilda is a thoughtful creature. Having recently come into a level of sapience she did not previously possess, she is curious about what she calls, "unseen things," or the widespread belief in abstract concepts such as deities, spirits, luck, and especially love. While the former have to do with cosmic forces that could be too large to see, the thing called "love" is, as she understands it, a force that connects mortal beings. This notion intrigues her, as do all other intangibles. Most gargoyles deal only in absolutes, in the things they can see or envision, but suddenly Rochilda has been thrust beyond that limited worldview, so she wants to understand what it is to have faith in what she cannot touch.
Abilities: - Gemstone gargoyle: While the average gargoyle is already quite fearsome, Rochilda is superior in every way. Not only is she smarter, she is stronger and faster as well, able to lift two tons, sprint twenty-five miles per hour, and fly almost thirty-five miles per hour. Finally, rather than weak to magic, she is resilient, shrugging off magical effects and elemental attacks almost as well as physical ones, because she is, of course, even more durable than standard gargoyles. She is truly a queen among her kind.
- Scarlet stinger: Rochilda wields a natural weapon unique among her kind, as mutations are common among gemstone and precious metal gargoyles: a rubellite blade on the end of her tail. While her tail is dexterous, it is far from prehensile, so the crimson sting is best utilized in wide, slashing arcs rather than precise jabs as it shape might suggest.
- Javelineer: In addition to her natural weaponry, Rochilda also carries manufactured weapons roughly half the time. Her favorites are her five javelins. Each javelin is approximately six-and-a-half feet long and has a pyramid-shaped head, similar to the shape of her stinger and dyed the same red hue to boot. She can hurl these spears well over 300 feet in ideal conditions. She can also use improvised weapons such as Gothic fence posts and tree branches, which is how she first discovered her talents with projectiles. Of course, the range of these makeshift missiles is significantly less than her true javelins. - Swordsmanship: Rochilda's secondary weapons are a paired long- and short sword that she wields with her dexterous, clawed feet. With a javelin in each hand, her swords brandished in this manner, and her tail curled down, she can swoop in with five (quite literal) points of attack to menace foes with. She is not especially quick or talented with these swords, but having her not inconsiderable weight behind them at speed is usually enough to make them dangerous weapons. Weakness: - While Rochilda resists both magic and melee damage, weapons made of extraordinary hard metals such as nanosteel can break through her defenses.
|
|
|
Bevy
Aug 26, 2018 1:23:54 GMT
Post by Stage on Aug 26, 2018 1:23:54 GMT
Name: Sira Hagen Homeworld: Mundus Age: Late 70s (equivalent to late 20s) Height: 3'3'' Weight: 51 lb Description: As a "gnome," or one of the many results of interbreeding between fair folk and Homo parvus, Sira is a short, slender humanoid with elven ears. She has a sallow complexion, spiky platinum hair that does not descend below her ears, and robin egg blue eyes. Her nose is wide, her lips thick, and her eyebrows long and arching. Her face is round and delicate like that of a baby, clashing with the glum, annoyed, or angry looks that often inhabit it. She wears an earthen tunic, chain shirt, and tough boots and carries a two-handed weapon that resembles a long hammer, nearly two-and-a-half-feet head to butt, with a hook on its end. Its handle is inscribed with faded runes. Info: Born on a small farm in southwest No Man's Land to Sool and Mely Hagen, Sira lived most of her life helping with the chores and eventually the hard labor that kept their family business afloat. No amount of work could help them compete with the enormous huacephalus farms that arose in the east however. Their generations-long home now defunct, the Hagens fled north where, by chance or fate, they encounter Boddy Manor and the eccentric wizard within it. Trila invited the Hagens into her home and recognized one of the tools they carried as something far more: a magic weapon, a weapon the Hagens quickly realized had belonged to a famed gnomish hero, Dity the War Hymn, apparently an ancestor of theirs. While Mely and Sool stayed behind to work as gardeners at Boddy Manor, Sira took up this ancestral weapon, the demon-slaying hammer called Justice, and began a long walk of Lemuria to emulate her newly discovered relative. Personality: Sira wanders Lemuria in search of a purpose. It is not that she disliked the life of farming she lived before. In fact, she found a great deal of comfort and peace in the rigidity of its schedule. But traversing the entire latitudinal length of No Man's Land and discovering the hammer she had once used only for driving in posts and removing nails is actually a powerful, magical weapon with a long history that ties her directly to a famous hero has made Sira think there is much more she can still unveil, both about the world and herself. She is often quiet and at times too blunt, but Sira is no stoic or misanthrope. In fact, she is quite emotional, having shed tears as an adult more often than she cares to admit. She has a well, perhaps overly, developed sense of shame and becomes embarrassed when she must ask for help, let alone need rescue. The latter happens often, as she is somewhat gullible and oft overestimates herself. She has a "sink or swim" attitude when it comes to her growing combat prowess, reasoning that she will learn quickest by getting in over her head and having no choice but to fight her way free. She is always sure to thanks those who help her though, especially rescuers. The Hagens did not raise an ungrateful child. Sira is a fast friend, easily swayed into helping other with even extended causes. Feeling unfulfilled since learning of her family's forgotten past, she admires those who have a clear, just purpose.
Abilities: - Constitution: Despite her small size and slender frame, Sira, like most gnomes, is quite hardy, tougher than the average human in fact. - Low-light vision: Sira's gnomish eyes can see five times further than those of humans in low-light conditions. - Listen: Thanks to her long, somewhat mobile ears which can tilt in different directions, Sira has a sharper sense of hearing than any human. - Minor magic: Many gnomes, Sira included, can use a small number of inborn abilities. - Sira can speak to burrowing mammals such as badgers, moles, and a large variety of rodents. She is not particularly found of doing it in front of others.
- Sira can conjure blue-green lights in a variety of shapes: four heatless, smokeless flames, four orbs, or one human-sized, vaguely humanoid shape. These dancing lights can wander up to a hundred feet from Sira before blinking out.
- With only a gesture, Sira can generate illusionary, ghostly noises within approximately twenty-five feet of her. Each sound only persists for a few seconds however.
- Sira can perform any conceivable trick on up to one cubic foot of material as long as it is harmless. For example, she could purify, recolor, or flavor seven gallons of water. She can also create small objects, no more than a pound in weight. These tricks are very limited beyond their variety. Any objects she creates is too fragile to be of any use but aesthetic and alterations to existing objects only lasts an hour.
- Justice: Passed down through innumerable gnomish hands from its original owner, the famous hero Dity the War Hymn, whose off-kilter songs distracted unknowable numbers of fiends before they were slain, Sira wields Justice, a holy weapon made from meteoric iron. It strikes with unnatural weight, hammering foes with a force that seems more akin to something an orc would deliver than a small gnomish woman, while dealing especially heinous damage to demonic and infernal enemies due to the divine blessing placed on both its head and hooked butt. The former delivers heavy, bludgeoning blows while the latter can pierce armor as well as trip opponents. It also has a unique ability. When Sira is badly hurt or distressed, the dull runes on its handle begin to glow with blue-white light. This righteous light extends outward, surrounding its head in a luminous aura and creating a brilliant scythe of holy power around its hooked butt. Sira can use each of these augmented weapons but once before they disappear. The glowing head can launch even large creatures a dozen feet away with a blinding flash and thunderous sound while the scythe can cleave through flesh and bone. This power has never awakened twice in the same fight. Weakness: - Without Justice, Sira is easily overpowered due to her small size.
|
|
|
Bevy
Sept 3, 2018 21:29:04 GMT
Post by Stage on Sept 3, 2018 21:29:04 GMT
Name: Syler Elas Homeworld: Mundus Age: Late 20s Height: 6'11'' Weight: 250 lb Description: Syler is an extremely tall, rather slender woman with voluminous, midday sun-colored hair that falls past her waist. She has bold facial features: a strongly pointed chin, plump and pigmented lips, a broad nose and wide nostrils, high cheekbones, and a heavyset brow. Her eyes are rather narrow though and tinted reddish or pink depending on the light. She dresses as if for business, wearing a black button-up, slacks, a silvery belt, and short heels, yet also carelessly. Her large, perky breasts make it obvious she wears nothing beneath her shirt, which is a size or two small. The buttons and cuff on the shirt are dull silver or light gray, as are her loop earrings. Whenever out of the public eye, she has a lit cigarette between fingers or lips. Info: The world of Holy Knights is a hypercompetitive one, but Syler, while fully competent, does not wish to deal with rivals, so she puts on an act to try and convince others she is no threat. She pretends to be airheaded and simple, implying, yet never outright lying, that she is like Jeannie: a child forcibly aged to the equivalent of adulthood in the Holy Knight Order. A secondary goal is to make her fellow Holy Knights underestimate her. Those pilots who feel threatened enough by a child to send assassins and kidnappers after her often do not see them again. Personality: Syler is a bitter, lazy person who is perfectly happy that no one knows her true self. While her public persona is innocent and kind, the real Syler is anything but. She is scathing to others within her mind and would speak to no one else for the rest of her life if it were an option. She is too accustomed to the luxuries granted to a successful Holy Knight to become a hermit though. It would be unfair to say she sees no value in people however. She finds aesthetic value in the bodies of both men and women, although she prefers that things such as personality by scooped out. She has a small entourage of lobotomized attendants, many former assassins and kidnappers who did not take her seriously and a few fellow pilots who sent one too many assailants after her and 'disappeared.' Publicly, they are the, "big brothers and sisters" she always wanted, but, in truth, they are there to service her however she wants. Syler dislikes the cloak and dagger milieu of being a member of the Holy Knight Order, but she is good at the job itself. Due to her childlike public face, it is commonly assumed she is merely a mild savant.
Abilities: - Paragonal human: Like many Holy Knights, Syler operates at the peak of human performance. She can sprint at forty miles per hour, run marathon distances at nearly twenty, and is able to lift up to 650 pounds. While she hates exerting herself to such maximums, she is not one to handicap herself in a fight. In fact, she would prefer every advantage she can get, so she carries a pair of brass knuckles sized for her enormous, long-fingered hands to add an edge to her already powerful punches.
Weaknesses: - While Syler takes most opponents dead seriously and tries to give them no chances to surprise her, she is rarely on guard for attacks preemptively. She reacts cautiously, but not often precautiously.
|
|
|
Bevy
Sept 4, 2018 21:07:11 GMT
Post by Stage on Sept 4, 2018 21:07:11 GMT
Name: Tema Homeworld: Fawqunya Age: Mid 20s Height: 9'2'' Weight: 989 lb Description: Tema is a tall, dusty-colored bullwoman. While she is rather lean for an androtaur, this still means her humanoid upper body is bulgingly muscular. The only part of her torso that is not hard as rock is her chest. Like most biologically female androtaurs, she has large, infirm breasts superficially similar to udders. They are rarely seen however, as Tema has a typically androtauric sense of embarrassment over her body. She wears a long, sky blue tunic under an elaborate suit of studded leather armor composed of a quilted chest piece, pteruges on her waist, and layered arm and leg bracers. Seven axes of differing shapes and size hangs from her waist like a skirt. The long, dense fur on her legs is curly, especially on her fetlocks and around her hooves. Info: Tema is a creature disliked by all. Saved from a bull dentityrannus by Aad while on a pilgrimage across No Man's Land, she idolizes the hyenawoman and now lives besides her in Aadina as a loyal attendant and bodyguard. This marks her as a traitor to the Tayashez-worshiping bullmen in the west who sent her on the holy trek she abandoned. The eastern androtaurs she currently lives among worship Zevela and thus see her as a heretic. Both factions loath her dimwittedness however. As they see it, she enforces the reductive stereotype of androtaurs as bestial and stupid. The huacephalus are not nearly as hateful, but they do mock her heightened bodily shame. Hyenamen cover themselves, but only in short, loose garb. They do not not care if their genitals are seen as long as they are not in plain sight. This embarrasses and marks Tema as different from them. Aad, raised by humans and therefore also more conscious of nudity, has never belittled or taunted her. The bullwoman is eternally thankful to the Great Warlord and would gladly die in service to her for both this and her life debt. Personality: While most androtaurs are sharp, thoughtful, and oftentimes wise, it is no exaggeration to describe Tema as a child in the body of an adult. She is extremely slow, failing to pick up on even very obvious social cues, and unintelligent. She is only barely literate and speaks every language she is familiar with besides her native Shorish brokenly. She often refers to herself in the third person. Tema is much quicker to jump into combat than most androtaurs, almost as if in frustration at her social inability, but she is ultimately good-natured. Small acts of kindness completely win over her loyalty and friendship, though none so far has surpassed the dedication she feels towards Aad. The autocrat is her everything. If Aad, or, "Miss Aad" as she lovingly calls her, asked Tema to jump of a cliff, she would. She is also fond of Gharam, who is polite to her, and Hassan, who treats her fatherly. Either through blind optimism or sheer obliviousness, Tema does not seem to notice most of the ill will aimed towards her. For example, she is clueless about how jealously Bulus treats her over her close relationship with his mate. While even she will notice overtly hostile actions or betrayals of her easily won trust, she largely seems confused by such things, never angered. Only insults against or plots to harm Aad can enrage her. Abilities: - Androtaur: Tema has the same incredible strength, great constitution, and keen sense of any bullman. She can lift almost two-and-a-half tons.
- Wild empathy: Tema may not comprehend the intentions of other people often, but she has an easier time understanding animals. With just a few gestures or words, she can calm or deter aggressive creatures or make friends out of passive ones. - Combat style: While she is mentally slow, Tema is physically dexterous. She is able to nimbly wield multiple weapons at once, and her favored weapons are, of course, axes. Tema carries seven axes with her at all times: an enormous, two-handed battle axe, two large, one-handed battle axes, two small hand axes, and two long axes designed for throwing. Tema is skilled wielding any of these axes and can swap between them rapidly. She generally prefers to have one in each hand at all times. - Magic: Despite having little to no formal study or training, Tema has access to magic. It is extremely limited though. She can only cast the following two spells: - While the average androtaurs is no faster than a quick-footed human, Tema can use her magic to bring her footspeed up to twenty-five miles per hour for over ten minutes.
- By saturating her muscles with magic, Tema can increase her already thoroughly impressive androtaur endurance and somewhat armor even her bare skin. This enhancement to defenses only lasts approximately ten minutes however.
- Evasion: While all bullmen are quick to react to attack due to their weak electrical field, Tema goes beyond. Despite her huge size and weight, she is known for being able to leap and twist out of the way of even surprise attacks. Weakness: - Tema is famously dimwitted. She is easily outmaneuvered and exceedingly simple to manipulate.
|
|
|
Bevy
Sept 16, 2018 5:45:14 GMT
Post by Stage on Sept 16, 2018 5:45:14 GMT
Name: Wathiq Homeworld: Fawqunya Age: Mid 30s (equivalent to mid 50s) Height: 2'9'' Weight: 25 lb Description: Wathiq is a short, wizened male waral with dark, blue-gray scales and reddish marbling on his back. As the current waran ruler, he wears royal garb: a long cloak and short tunic, both silken and silvery in color. The cloak is lined by gold thread and the tunic has a golden collar with a large sapphire set in its throat. When he expects to enter battle, Withiq swaps to wearing a handsome shirt of mail and a thick, navy cloak. For weaponry, he carries an eight-foot spear with a wide, curvy head and a long, wavy butt-spike shaped vaguely like a lightning bolt. Info: Withiq was once as bold and independent as warals come, jumping into fights on his own and refusing resources that could go to another, but he slowed down when he fell in love with the fearless, sharp-tongued Cik. His energy redirected by his love, who was as practical as she was fierce, he became a community leader and, eventually, a father. Tragically, Cik was killed by a predator shortly after the birth of their daughter and Withiq once again slowed down, though not so productively this time. While he remained beloved and dependable, a pillar to those around him, even elected to the highest position- a role that has no direct English translation, but can roughly be equated to, "king" or, "tyrant"- his actions from then on held a tinge of melancholy. Personality: Withiq is known as a kind king. In sharp contrast to his younger self, he is a lover of peace and an advocate for diplomacy, though he will stand and fight when it becomes clear it needs to be done. He is never the first to call for war, but neither is he ever so hesitant that it is too late to protect his people, who he is very dedicated to. His dedication extends beyond warals. He hopes and works for the best for not only his own kind, but also the androtaurs, huacephali, and humans living among them, as well as trading partners such as Aadina and Neospiti. However, he also seems weary of the world, and particularly of Lemuria. Abilities: - Waral: As a waral, Withiq possesses superhuman agility, nocturnal eyesight, and lightly armored, scaly skin. - Magic: Withiq, like many warals, is a student of Fawqunyan magic. His focuses are the element of lightning and the augmentation his physicality to make up for his small frame and lack of strength. - The waral king can channel a sublethal dose of electricity into his pearly claws. By firmly grasping a foe, he can deliver a shock of 500 volts. This voltage can also be delivered over short distances to foes wearing, carrying, or composed of a large amount of metal. Over longer distances, typically under fifty feet at most, Withiq can deliver only small shocks that arc from his fingers as white-hot sparks. These electric jolts deliver about fifty volts each: only enough to irritate an adult human.
- From the tips of his claws, Withiq can launch up to three missiles of massless force at a time. These incorporeal missiles can twist and weave invisibly, almost always hitting their target. In exchange for their reliability, they are fairly weak.
- With a wave of his hand and a curtain of glimmering, emerald green magic, Withiq can double his height to five-and-a-half feet and multiple his weight eightfold to 200 pounds. This also increases his strength some, though it is still below that of even an average human and he loses some of his natural dexterity in return.
- By infusing his muscles with magic, Withiq can increase his strength by almost one-and-a-half times. At his normal stature, it makes him as strong as an average human. In his enlarged state, it affords him the strength to lift almost 650 pounds.
- Shocking long spear: To compliment his enlarging and strengthening spells, Withiq carries a ten-foot pike into battle. This long spear is enchanted to deliver a small electric shock upon inflicting damage. Weakness: - As a waral, Withiq is much smaller and weaker than even completely untrained humans until empowering himself with his magic.
|
|
|
Bevy
Sept 17, 2018 3:01:30 GMT
Post by Stage on Sept 17, 2018 3:01:30 GMT
Name: Uta Harriet Gross Homeworld: Earth TW-5 Age: Early 30s Height: 5'5'' Weight: 129 lb Description: Uta is a woman of roughly average height who has lively, pale brown eyes and curly hair somewhere between blonde and brown that fails to fall below her ears. Her face is round and full, though her lips are rather thin and her mouth is quite wide. If one wanted to describe her in an unflattering manner, they would say it is toad-like. She is visibly in-shape and has slight muscle tone, especially around her shoulders, which are notably wide despite an otherwise feminine frame. She is tanned from an outdoor lifestyle, but there seems to be a touch of natural color to her skin as well. Her somewhat childish face is very expressive, capable of showing the purest amusement, anger, hared, and joy equally. There is a small, dark beauty mark below the left corner of her mouth. A shallow dimple forms above it when she smiles. She wears a black, compact backpack, khaki uniform, dirty, well-worn hiking books, and two gun holsters: a large one on her right hip and a small one under her left arm. Info: On her native Earth, Uta was part of a militarized conservation effort centered around stopping the illegal harvest of threatened megafauna such as elephants, gorillas, and rhinos in central and southern Africa. She left behind a husband in the form of German herpetologist Stefan Gross, but perhaps not unhappily. They have been skirting on the edge of divorce for years now. The couple met when he noted she shared her name with a genus of western North American iguanian lizards, as her father was also a herpetologist and named her after the first lizards he learned how to recognize and capture during his childhood. Sadly, her father was killed by an accident on the job while she was still very young. Personality: Uta is kind, but can be temperamental, especially when it comes to the exploitation of or cruelty towards wildlife. She was well known for her aggressive, often times reckless tactics against poachers and has been accused of being too eager to upholster her guns. Unsurprisingly, she can be very cynical about humans and human nature, but her doubts about humanity are on a grand scale rather than an individual one. She is perfectly fine with most people she meets and is quite loyal to her friends. Due to her temper however, she can be equally scathing to others; like her husband for example. She has long considered their relationship over and blames his continual hesitance to seek official separation for their continued legal union and inability to move onto new parts of their lives. As such, she does not wear her wedding ring and sees nothing wrong with exploring new options, especially now that a literal world separates them. Uta dislikes large cities and even towns, preferring cozier, quieter places such as camps, field stations, small towns, and villages.
Abilities: - Anti-poaching equipment: Due to her profession, Uta arrived to Lemuria carrying a small armory of tools and weapons that can be applied to a variety of situations beyond their intended use: stopping poachers. - Uta carries both a powerful anti-material and potent anti-personnel sidearm. Her anti-material weapon is a hand canon known as the Double Tap Vanguard. It is an enormous, single-shot handgun, weighing a dozen pounds unloaded, that fires a .50 BMG cartridge. Uta uses it to cripple vehicles and punch through barricades. Her anti-personnel weapon is a semi-automatic pistol known as the FD Suez. Due to its high-velocity, small-caliber 5.7-mm diameter bullets, it is considered a vest buster, capable of breaching most commercially available bulletproof vests. Uta never shoots without a warning, but, if she is ignored, she shoots to kill.
- Uta carries a one-and-a-quarter-pound block of a RDX-based plastic explosive, as well as radio-detonated blasting caps. She can cut out an appropriately sized chunk of this putty explosive to destroy obstacles, vehicles, and even armored doors.
- Attached either by hand or fired from the Double Tap Vanguard as a low-velocity projectile, Uta carries approximately a dozen six-ounce radio trackers that can be fixed to creatures weighing over ten pounds. The battery in each tracker can stay charged for up to ninety days and their signal can be detected anywhere within two miles. Unfortunately, the have trouble piercing especially thick skin.
- To help with scouting and surveillance, Uta carries a professional-grade commercial drone known as the Yuctec Cyclone G Pro which weighs less than four pounds, can travel at a top speed of almost forty-five miles per hour, and can be controlled from up to a mile away. Its black airframe and nearly silent flying makes it ideal for nighttime stealth, but Uta can also attach a reflective foil to its underside for better daytime camouflage.
Weakness: - Uta is not the most level-headed person when it comes to making decisions revolving around wildlife and their protection.
|
|
|
Bevy
Dec 2, 2018 4:32:14 GMT
Post by Stage on Dec 2, 2018 4:32:14 GMT
Name: Halley Gram Fullard Homeworld: Earth W Age: Mid 20s Height: 5'2'' Weight: 102 lb Description: Halley is a lean, short person, though he is not nearly as slender as he once one. A few years of manual labor have hardened his body, giving him notable muscle tone. He has large, expressive eyes charcoal black in color and long, silky hair about the same hue that spills past his shoulders, so he keeps his bangs clipped up and the rest tied into a high, short ponytail when he works. His work attire consists of a ragged sunhat and thick, soiled overalls similar to those of Devika. When he is not working, he strips down to a thin, white tank top and running shorts. A silver stud sparkles from his left ear. He has fair, though no longer pale, skin and an elegantly pointed face with angled cheeks and a strongly pointed chin. Info: Formally a metropolitan university student studying ancient Greece and modern theater, Halley now lives in the extremely isolated, rural village of Bolo. This is not as stark a change as one might think. Despite his urban tastes, he grew up in a very small town.
Personality: Halley is normally the very definition of being a lover, not a fighter, placid and laid-back, but he does not stand for abuse. While he is quite easy to get along with, he is also easy to anger, quickly answering harshness with harshness, deftly dueling sharp tongues bared towards him. These outbursts swiftly tire him out though. His anger is brief as it is fast, fading to apathy or melancholy before too long. He has a great deal of stamina when it comes to ignorance and superstition however. Halley loathes such things and will start a feud with just about anyone over them. He is also willing to admire just about anything. Halley has no qualms with admitting attraction to sapient beings of any sex, size, and species. He is not so dedicated to pursuing these pangs of lust however. He prefers to devote his affections to a singular target he knows well. At the same time, he is unlikely to turn down a willing, casual partner either.
Abilities: - Thespian: While Halley's time in his university's theater program was spent mostly behind the scenes, he has been a bit player many times and has more than a few hours of experience acting between practice and actual performances. Even under pressure, he is a better lair than most. Weakness: - Halley is extremely susceptible to motion sickness. Riding in cars, boats, and especially aircraft, which he has an independent phobia of due to his mother terrorizing him with stories of how his grandparents died in a plane crash, with no access to a window and trackable landmarks causes him severe nausea. He even struggles to sit on the back of motorcycles and similar, smaller motor vehicles.
|
|
|
Bevy
Dec 2, 2018 4:32:48 GMT
Post by Stage on Dec 2, 2018 4:32:48 GMT
Name: Zana Elsa Derryberry Homeworld: Earth W Age: Mid 20s Height: 5'8'' Weight: 138 lb Description: Zana is a tall young woman with a 'horizontal' build. While she strikes a narrow side profile, her shoulders and hips are relatively broad. Her limbs are quite lean, almost sinewy, but her wider torso allows for notable, but not excessive, curvature. Zana has a strong, handsome jawline and pronounced chin. Her skin tone and the shape of her cheeks and lips suggest Asian ancestry. Her eyes are almost always covered by dark shades or a black blindfold. She has feathery, dull brown hair that just covers her ears and is beginning to tease her neck. She does not work in the fields like most residents of Bolo, and in fact only sometimes emerges from her small home, but she still must protect herself from the sun and so wears long, light clothes and a broad sun hat. Info: Zana is a friend, companion, and perhaps something more to Halley. Her fate was once weaved together with that of a luck-eater, a moira, and though it has long since passed, along with a dear mutual friend of the pair, it left its mark on her. Zana lives in Bolo with Halley and is (quite grudgingly) under his care, unable to work due to her circumstances. Personality: Though she has been forced to relax her ways, Zana is still an extremely combative soul who has never let something go easily. Sharp-tongued and vindictive, she is confrontational to a degree that makes her unbearable to the majority of people. As such, as has always struggled to make friends except with those who are extremely tolerant, such as her late friend Tula, and those who she has gone through much with, such as Halley. Zana has a complex relationship with Halley. She both loves and resents him. On one hand, he is now the center of her world after the death of Tula. On the other, they have not always been so close and she is often reminded why. She also dislikes her dependence on her. Zana was bullheaded and independent in her previous life, refusing financial support from her parents once she graduated high school and determined to one day open her own small business: a music shop. But now, her affliction prevents her from pursuing any line of work, which frustrates her to no end. Without this material focus in her life, she has been forced to confront the intangible things that she has struggled with since the age of cognition, such as interpersonal relationships. Abilities: - Seer: After being entangled with an extradimensional creature that can meddle with the tapestry of fate, Zana has been gifted- or perhaps cursed- with the ability to see any individuals' power to influence the world, which takes the form of a glowing tree, an apeiron, from which spreads long, tangled branches of light, or peras. These trees could be considered 'souls' in a sense, though Zana chooses not to see them this way. The ability to see these trees of fate gives Zana several abilities: - Zana can instantly detect the presence of other sapient beings from many miles away. She can detect large groups of sapient creatures from many hundreds of miles away. Major cities are like beds of blinding light in her eyes, lighthouses she can see from anywhere on the continent. She is able to keep track of metropolises so reliably, she can navigate by their positions.
- In addition to informing her of the location of others, apeirons can also indicate to Zana how influential or powerful certain people are. The greater the personal or political power of an individual, the taller and more grand their tree is. The trees of great leaders like Aad and Jettro, as well as the trees of extremely dangerous beings such as Mussurana and Nyvanna, are almost always visible to Zana. It is impossible for her to underestimate someone.
- This talent takes more finesse than the above ones, but Zana can theoretically recognize anyone on Mundus from their apeiron alone, each luminous tree like a fingerprint. In practice, she only knows those she sees everyday by heart and is most likely to remember taller, more impressive apeirons.
Weaknesses: - The lights of fate in Lemuria burn bright. Even in remote areas such as Bolo, Zana has to protect her eyes or be in constant, intense pain from the stark illumination of a whole continent of apeirons. In densely populated areas, she must blind herself entirely or fall in to white hot agony, as if she was staring at the sun. Suffering frequent headaches and an almost continuous, dull eye pain, she struggles to concentrate and must spend most of her time in a dark shelter.
|
|
|
Bevy
Dec 2, 2018 5:50:02 GMT
Post by Stage on Dec 2, 2018 5:50:02 GMT
Name: Oliver Theophile Knobb Nickname: Twist Homeworld: Earth TW-4 Age: Early 20s Height: 6'3'' Weight: 167 lb Description: Twist is an extremely tall and androgynously attractive black man. His features are neither bold nor weak and could be judged as pleasant in the possession of both sexes. He overall has an elongate, stretched out look, his muscles lean and his face rather tall, particularly his forehead and scalp, which, while normally shiny and naked, has developed into a small, clumpy mop without access to the proper tools for shaving. His wide, gentle eyes stand out from this narrow face however, drawing attention to them like black holes. Twist's attire depends on where he is. In the fields, he can be found in dark overalls like Devika and Halley. When he is administering medical care, he prefers to wear slacks, a plain, white t-shirt, and a pale gray coat that was formerly a pristine white. Info: On his home Earth, Twist was a military nurse in the same international anti-monster organization as Alex, Leslie, Sam, and Vee, all of whom he is at least somewhat familiar with. He now lives in Bolo and trains Devika in medicine when he is not working in the fields. Personality: Twist is a quiet and thoughtful individual who can always be relied on for peaceful company, a cool head, or a helpful word. He is a stabilizing presence in even the most tense of situations, his voice powerfully calm and his temper more or less nonexistent. Twist is very tolerant and is willing to open his mind to most ways of life that can be morally tolerated. He could be anyone's friend who wants them. However, he tends not to have many close companions because he is difficult to read and may seem cold or unfriendly to others. The people he is endeared to tend to be similarly introverted and understand him from the start, so outgoing they can bridge the gap by themselves, or those he finds himself in extreme situations with.
Abilities: - CQC: Like Leslie and Sam, Twist has been trained in military martial arts and aims to disable or disarm foes if things come to blows. His gentle nature makes him less technically dangerous than Leslie and especially Sam, but he holds an advantage they very markedly do not: height. - Marksmanship: As a former member of the American military, Twist is competent with most common firearms, particularly over long distances. His steady nurse's hands make him quite accurate, though he is not especially fast on the draw. - Medical professional: Twist is trained as a nurse and has the experience and knowledge to treat most external injuries. He can even perform some very minor surgeries. Proper medical equipment is obviously hard to come by across most of Lemuria, but his steady hands go a long way to make up for his basic tools. No one looks comforting treating a patient with a hunting knife, but Twist comes as close as anyone can.
|
|