Lab 7- Reboot Incoming-Check the page 6!

smaug85

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Oct 23, 2010
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Name: Knal (pronounced nall)

Gender: male

Age: 26

Lab Affiliation: Lab 5-Ordo Magic Sect: Sect of Seers

Personality: Knal has shown promise in his studies of Ordo Magic, but that's deeply smothered in his humorous and sarcastic personality. Frankly, I thought his powers and lack of responsibility would kill him throughout this training, unfortunately not. Knal tends to be slightly immature, and by slightly I mean dramatically.

Bio: We in the Ordo-Magic Sect do not believe in the practice of mind wipes so Knall still knows his past. Knall was born to a sweet church going family in an upscale neighborhood. At 15 Knal found out about his magic ability and so did his family, believing it to be a demon the family sent him to an exorcist, since clearly he was not possessed the family kept looking for solutions. One year later the family soon found propaganda flyers for the labs and realized Knal's power, through love and fear, they then sent him to be poked prodded, and eventually, experimented on.

Appearance: Knal is an olive skinned man of American decent. He is lean with a fair amount of muscle on him though could definitely not take on someone trained to fight if he hadn't his ability. He has sharp eagle like lime green eyes which bring out his pitch black medium length hair. Knal likes to keep himself clean and orderly, clean clothes, and a freshly shaved face. Knal tends to wear darker colors, partly mocking us because he's a "wizard" like some fairly old piece of literature called Harry Potter. Knal stands at an average height of "6'0" or 6 feet. He is thin which makes him have superb agility and flexibility such as flips, handsprings, and other moves of the sort.

Abilities: Knal can essentially have an out of body experience with use of his power time stops or slows and Knal can move his spirit to see things like where enemies are positioned or where the best routes are. With this, in fights he can also see what percent of landing a certain move at a certain area and how effective it could be. This is also coupled with the power of combustion and fire, useful for some tactics such as using the former power to locate oil drums and how much damage making them combust would do to the adjacent area and/or enemies. HIs magic uses an energy kind of like mana that tires him out, recharges slowly on it's own or almost instantaneously at "magic hotspots."

One Piece of preferred equipment: Knal uses a compass that shows adjacent areas with significant magical properties to them, leading to a recharge of magical power or even another magi.
 

crewman_number_6

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Aug 15, 2009
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smaug85 said:
Name: Knal (pronounced nall)

Gender: male

Age: 26

Lab Affiliation: Lab 5-Ordo Magic Sect: Sect of Seers

Personality: Knal has shown promise in his studies of Ordo Magic, but that's deeply smothered in his humorous and sarcastic personality. Frankly, I thought his powers and lack of responsibility would kill him throughout this training, unfortunately not. Knal tends to be slightly immature, and by slightly I mean dramatically.

Bio: We in the Ordo-Magic Sect do not believe in the practice of mind wipes so Knall still knows his past. Knall was born to a sweet church going family in an upscale neighborhood. At 15 Knal found out about his magic ability and so did his family, believing it to be a demon the family sent him to an exorcist, since clearly he was not possessed the family kept looking for solutions. One year later the family soon found propaganda flyers for the labs and realized Knal's power, through love and fear, they then sent him to be poked prodded, and eventually, experimented on.

Appearance: Knal is an olive skinned man of American decent. He is lean with a fair amount of muscle on him though could definitely not take on someone trained to fight if he hadn't his ability. He has sharp eagle like lime green eyes which bring out his pitch black medium length hair. Knal likes to keep himself clean and orderly, clean clothes, and a freshly shaved face. Knal tends to wear darker colors, partly mocking us because he's a "wizard" like some fairly old piece of literature called Harry Potter. Knal stands at an average height of "6'0" or 6 feet. He is thin which makes him have superb agility and flexibility such as flips, handsprings, and other moves of the sort.

Abilities: Knal can essentially have an out of body experience with use of his power time stops or slows and Knal can move his spirit to see things like where enemies are positioned or where the best routes are. With this, in fights he can also see what percent of landing a certain move at a certain area and how effective it could be. This is also coupled with the power of combustion and fire, useful for some tactics such as using the former power to locate oil drums and how much damage making them combust would do to the adjacent area and/or enemies. HIs magic uses an energy kind of like mana that tires him out, recharges slowly on it's own or almost instantaneously at "magic hotspots."

One Piece of preferred equipment: Knal uses a compass that shows adjacent areas with significant magical properties to them, leading to a recharge of magical power or even another magi.
Okay, thanks for the app, there are problems though. First of all, I'm pretty surry it's a typo but Lab 4 is Ordo Magi. Second, I'm afraid your Experiment is a bit OP and doesn't fit within Ordo Magi Percisly. The out of body experiance with the mana type thing makes sense for an experiment to have. The fire combustion would make sense if you were a scientist from Ordo Magi sect of channeling. And the seeing the cahnces thing would make sense as a Ordo Magi sect of seers. I would allow one of these things as your only skill. Also, If you choose the out of body type thing I'm not quite okay with instantanious regeneration at hotspots. Another thing to make sure of if you choose it is please give us a percise-ish idea of how using your ability drains on your mana reserves. Please make the approprite edits.
 

smaug85

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Oct 23, 2010
111
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crewman_number_6 said:
smaug85 said:
Name: Knal (pronounced nall)

Gender: male

Age: 26

Lab Affiliation: Lab 5-Ordo Magic Sect: Sect of Seers

Personality: Knal has shown promise in his studies of Ordo Magic, but that's deeply smothered in his humorous and sarcastic personality. Frankly, I thought his powers and lack of responsibility would kill him throughout this training, unfortunately not. Knal tends to be slightly immature, and by slightly I mean dramatically.

Bio: We in the Ordo-Magic Sect do not believe in the practice of mind wipes so Knall still knows his past. Knall was born to a sweet church going family in an upscale neighborhood. At 15 Knal found out about his magic ability and so did his family, believing it to be a demon the family sent him to an exorcist, since clearly he was not possessed the family kept looking for solutions. One year later the family soon found propaganda flyers for the labs and realized Knal's power, through love and fear, they then sent him to be poked prodded, and eventually, experimented on.

Appearance: Knal is an olive skinned man of American decent. He is lean with a fair amount of muscle on him though could definitely not take on someone trained to fight if he hadn't his ability. He has sharp eagle like lime green eyes which bring out his pitch black medium length hair. Knal likes to keep himself clean and orderly, clean clothes, and a freshly shaved face. Knal tends to wear darker colors, partly mocking us because he's a "wizard" like some fairly old piece of literature called Harry Potter. Knal stands at an average height of "6'0" or 6 feet. He is thin which makes him have superb agility and flexibility such as flips, handsprings, and other moves of the sort.

Abilities: Knal can essentially have an out of body experience with use of his power time stops or slows and Knal can move his spirit to see things like where enemies are positioned or where the best routes are. With this, in fights he can also see what percent of landing a certain move at a certain area and how effective it could be. This is also coupled with the power of combustion and fire, useful for some tactics such as using the former power to locate oil drums and how much damage making them combust would do to the adjacent area and/or enemies. HIs magic uses an energy kind of like mana that tires him out, recharges slowly on it's own or almost instantaneously at "magic hotspots."

One Piece of preferred equipment: Knal uses a compass that shows adjacent areas with significant magical properties to them, leading to a recharge of magical power or even another magi.
Okay, thanks for the app, there are problems though. First of all, I'm pretty surry it's a typo but Lab 4 is Ordo Magi. Second, I'm afraid your Experiment is a bit OP and doesn't fit within Ordo Magi Percisly. The out of body experiance with the mana type thing makes sense for an experiment to have. The fire combustion would make sense if you were a scientist from Ordo Magi sect of channeling. And the seeing the cahnces thing would make sense as a Ordo Magi sect of seers. I would allow one of these things as your only skill. Also, If you choose the out of body type thing I'm not quite okay with instantanious regeneration at hotspots. Another thing to make sure of if you choose it is please give us a percise-ish idea of how using your ability drains on your mana reserves. Please make the approprite edits.
I'll remove the combustion part, the hotspots would be few and far and they wouldn't be instantanious but just faster, I shall make the appropriate changes and lengthen it.
 

Sneaky Paladin

New member
Jan 21, 2009
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smaug85 said:
Name: Knal (pronounced nall)

Gender: male

Age: 26

Lab Affiliation: Lab 5-Ordo Magic Sect: Sect of Seers

Personality: Knal has shown promise in his studies of Ordo Magic, but that's deeply smothered in his humorous and sarcastic personality. Frankly, I thought his powers and lack of responsibility would kill him throughout this training, unfortunately not. Knal tends to be slightly immature, and by slightly I mean dramatically.

Bio: We in the Ordo-Magic Sect do not believe in the practice of mind wipes so Knall still knows his past. Knall was born to a sweet church going family in an upscale neighborhood. At 15 Knal found out about his magic ability and so did his family, believing it to be a demon the family sent him to an exorcist, since clearly he was not possessed the family kept looking for solutions. One year later the family soon found propaganda flyers for the labs and realized Knal's power, through love and fear, they then sent him to be poked prodded, and eventually, experimented on.

Appearance: Knal is an olive skinned man of American decent. He is lean with a fair amount of muscle on him though could definitely not take on someone trained to fight if he hadn't his ability. He has sharp eagle like lime green eyes which bring out his pitch black medium length hair. Knal likes to keep himself clean and orderly, clean clothes, and a freshly shaved face. Knal tends to wear darker colors, partly mocking us because he's a "wizard" like some fairly old piece of literature called Harry Potter. Knal stands at an average height of "6'0" or 6 feet. He is thin which makes him have superb agility and flexibility such as flips, handsprings, and other moves of the sort.

Abilities: Knal can essentially have an out of body experience with use of his power time stops or slows and Knal can move his spirit to see things like where enemies are positioned or where the best routes are. With this, in fights he can also see what percent of landing a certain move at a certain area and how effective it could be. This is also coupled with the power of combustion and fire, useful for some tactics such as using the former power to locate oil drums and how much damage making them combust would do to the adjacent area and/or enemies. HIs magic uses an energy kind of like mana that tires him out, recharges slowly on it's own or almost instantaneously at "magic hotspots."

One Piece of preferred equipment: Knal uses a compass that shows adjacent areas with significant magical properties to them, leading to a recharge of magical power or even another magi.
Also could you maybe write it a bit differently so that your bio doesn't just sound like a list of bullet points? It kind of bothered me reading it like that. Also I don't know about this Crewman may have to decide but I'd like running low on Mana to have some kind of effect that makes him want to conserve it.
 

crewman_number_6

New member
Aug 15, 2009
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Sneaky Paladin said:
smaug85 said:
Name: Knal (pronounced nall)

Gender: male

Age: 26

Lab Affiliation: Lab 5-Ordo Magic Sect: Sect of Seers

Personality: Knal has shown promise in his studies of Ordo Magic, but that's deeply smothered in his humorous and sarcastic personality. Frankly, I thought his powers and lack of responsibility would kill him throughout this training, unfortunately not. Knal tends to be slightly immature, and by slightly I mean dramatically.

Bio: We in the Ordo-Magic Sect do not believe in the practice of mind wipes so Knall still knows his past. Knall was born to a sweet church going family in an upscale neighborhood. At 15 Knal found out about his magic ability and so did his family, believing it to be a demon the family sent him to an exorcist, since clearly he was not possessed the family kept looking for solutions. One year later the family soon found propaganda flyers for the labs and realized Knal's power, through love and fear, they then sent him to be poked prodded, and eventually, experimented on.

Appearance: Knal is an olive skinned man of American decent. He is lean with a fair amount of muscle on him though could definitely not take on someone trained to fight if he hadn't his ability. He has sharp eagle like lime green eyes which bring out his pitch black medium length hair. Knal likes to keep himself clean and orderly, clean clothes, and a freshly shaved face. Knal tends to wear darker colors, partly mocking us because he's a "wizard" like some fairly old piece of literature called Harry Potter. Knal stands at an average height of "6'0" or 6 feet. He is thin which makes him have superb agility and flexibility such as flips, handsprings, and other moves of the sort.

Abilities: Knal can essentially have an out of body experience with use of his power time stops or slows and Knal can move his spirit to see things like where enemies are positioned or where the best routes are. With this, in fights he can also see what percent of landing a certain move at a certain area and how effective it could be. This is also coupled with the power of combustion and fire, useful for some tactics such as using the former power to locate oil drums and how much damage making them combust would do to the adjacent area and/or enemies. HIs magic uses an energy kind of like mana that tires him out, recharges slowly on it's own or almost instantaneously at "magic hotspots."

One Piece of preferred equipment: Knal uses a compass that shows adjacent areas with significant magical properties to them, leading to a recharge of magical power or even another magi.
Also could you maybe write it a bit differently so that your bio doesn't just sound like a list of bullet points? It kind of bothered me reading it like that. Also I don't know about this Crewman may have to decide but I'd like running low on Mana to have some kind of effect that makes him want to conserve it.
I have to agree, with everyone else who has a pool of energy they tend to weaken from overuse.
 

Fishtie

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Sep 19, 2010
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crewman_number_6 said:
I have to agree, with everyone else who has a pool of energy they tend to weaken from overuse.
I had kind of assumed that from the start.

Actually I did have a question about how the chemicals from a familiar pouch work. Is there some single exposure that grants powers, or do you have to re use the chemicals each time UEM is manifested? Also, does it mater how the chemicals are introduced? (sniffing, eating, injecting; and where brain, vain, stomach; and so on)
 

crewman_number_6

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Aug 15, 2009
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Fishtie said:
crewman_number_6 said:
I have to agree, with everyone else who has a pool of energy they tend to weaken from overuse.
I had kind of assumed that from the start.

Actually I did have a question about how the chemicals from a familiar pouch work. Is there some single exposure that grants powers, or do you have to re use the chemicals each time UEM is manifested? Also, does it mater how the chemicals are introduced? (sniffing, eating, injecting; and where brain, vain, stomach; and so on)
Okay, for your sect the chemicals are constantly streeming in your blood stream at the "safe" amount. The familiar pouch has some method of injecting the chemicals into your blood stream because that is the most effective way to use them. For your sect they are introduced into a large artery in the upper systematic loop of the circulatory system, and in some cases for members of your sect directly into arteries on the neck. With nerul chips in your brain you can increase the amount of chemicals injected which increases the power of your abilities with the risk of permenant brain damage or death.
 

crewman_number_6

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Aug 15, 2009
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tobi the good boy said:
Curious, will you guys be playing characters as well or just being the omnipresent force that guides us?
I'll be playing many characters, but not anyone specific. I'm putting up sneaky paladin as your mission controller alothough I've given him some rom on how he wants to run that.
 
Aug 17, 2010
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Is there room for one more in here?

I'm trying to get back into RPing.

EDIT: Here is my character. If he isn't good enough or too much like everyone else I'll happily make a Scientist.

Name: Project Chimera (Prev: Gregory Reynalds)
Gender: Male
Age: 31
Lab Affiliation: Lab 7, He is a Collaboration of the Genoform Corporation, Cyber Prime, and White Tiger Tech.
Personality: Chimera is probably most characterized by his cold disdain for others, and his inability to not follow orders given to him. While he prefers silence both outside and inside the labs, he is not a mute. He will speak if a sincere and necessary question is given, though he will mostly give brief answers, mostly in the style of a millitary report, with exact details, times, and full names. He will speak calmly and with respect to anyone designated as a superior, but anyone who he knows is of lower rank will spoken to harshly and even hit if they do not show proper etiquette.

That isn't to say he's not a team player. He will risk life and limb if he deems someone necessary to the mission, or if ordered to protect someone he will go to great lengths to keep the target safe. However, he is uncaring to those who don't life their own weight, and will most likely leave that person to die if he were to choose. The mission is paramount to Chimera, and he will not allow anyone to stop it. Those who try will find no mercy. However, he is quite respectful of those trained in Lab 5, which is quite Ironic considering.

All of these traits stem from his training, but deep down he is still human. When asked to act he can be shockingly nice, calm and considerate, all staples of his previous life. Gregory himself hates committing acts of violence, and is greatly more sensitive to the plights of others. He often assumes "Gregory" only in times of extreme emotional confusion. This is because Chimera suffers from a case of Multiple Personality Disorder, with his previous life being a passive and rarely seen entity. If ever these two conflict, he will often break down into Catatonia, unable to move until one personality comes through.

Bio: Gregory actually is not a native of Urslia, but instead immigrated to the country looking for a cure to his lung cancer. Before this he was born in Dallas, Texas, and served in the Navy SEALS beforehand. When he got to the labs, he eagerly signed up for an experimental procedure that would have his cells recognize and destroy cancer cells. However what Gregory didn't know was that this would mean he was to be implanted with a special gene taken from various animals, such as the sea cucumber and the iguana, and he would soon be able to heal alarmingly quickly.

At first Gregory was to simply live in the labs, "To see if the treatments would take effect" Gregory paid no heed to this and merrily went about his life. However, once he discovered his new mutation, he broke down, claiming the scientists had turned him into a monster, and threatened to return to the United States and expose their crimes. He was then, technically, kidnapped, but not before killing one guard with his own gun, and taking two bullets to the shoulder and not going down. Seeing an opportunity to show Lab 5 as unnecessary, he was turned into a super solider, with Cyber Science contributing Neural, Auditory, and Visual implants, to improve his senses and memory. He was given heart and lung treatments, allowing him to perform feats of athleticism that might kill a normal human, and he was even given special gloves by White Tiger Tech. that allowed him to attach to the surface of walls like a Gecko. However he had to be repeatedly mind-wiped and brainwashed into becoming the solider they wanted, and in a desperate attempt to stop being feel what he felt, he let Gregory go, becoming Chimera in the course of seconds.

Appearance: He has a clean-cut appearance, and his brown hair has been completely shaved, leaving only a small amount of fuzz left. His eyes are both light blue, but if one were to examine his left eye closely, they could see it is slightly darker, hinting at a cybernetic eye. His figure, is thin, and with him standing at 6"5, he cuts a pretty thin figure, though he is exceptionally conditioned physically, which could be seen if he ever went without a long-sleeve shirt.

However, Chimera always dresses for the mission, and prefers to wear a bulletproof vest underneath a dark colored body suit, which is loose enough to not be constricting, but tight enough to keep it from being baggy. He always wears a pair of modified combat boots that allow him to be has agile and athletic as possible, allowing him to perform his favored method of transportation: Wall Running.

Abilities: Regenerative abilities. (Note: This does not include instant healing from gunshots, but instead means he can close the wound of a gun shot in less then a day) Increased Senses. (Hearing, and Sight) A decent amount of close quarter and gun play from his time in the SEALS. (While he can quickly aim and shoot a gun, he will be more pedestrian in his skills than those from Lab 5).

Deficiencies: Previously mentioned MPD, and as he has Neural implants, he can be momentarily incapacitated if subject to any Electro-Magnetic device.

One Piece of preferred equipment: The Gecko Gloves. These allow him to have a near super-glue like grip, along with the ability to stick to and climb walls.
 

crewman_number_6

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Aug 15, 2009
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A Gent of Villainous Intent said:
Is there room for one more in here?

I'm trying to get back into RPing.

EDIT: Here is my character. If he isn't good enough or too much like everyone else I'll happily make a Scientist.

Name: Project Chimera (Prev: Gregory Reynalds)
Gender: Male
Age: 31
Lab Affiliation: Lab 7, He is a Collaboration of the Genoform Corporation, Omni-Sciences, and White Tiger Tech.
Personality: Chimera is probably most characterized by his cold disdain for others, and his inability to not follow orders given to him. While he prefers silence both outside and inside the labs, he is not a mute. He will speak if a sincere and necessary question is given, though he will mostly give brief answers, mostly in the style of a millitary report, with exact details, times, and full names. He will speak calmly and with respect to anyone designated as a superior, but anyone who he knows is of lower rank will spoken to harshly and even hit if they do not show proper etiquette.

That isn't to say he's not a team player. He will risk life and limb if he deems someone necessary to the mission, or if ordered to protect someone he will go to great lengths to keep the target safe. However, he is uncaring to those who don't life their own weight, and will most likely leave that person to die if he were to choose. The mission is paramount to Chimera, and he will not allow anyone to stop it. Those who try will find no mercy. However, he is quite respectful of those trained in Lab 5, which is quite Ironic considering.

All of these traits stem from his training, but deep down he is still human. When asked to act he can be shockingly nice, calm and considerate, all staples of his previous life. Gregory himself hates committing acts of violence, and is greatly more sensitive to the plights of others. He often assumes "Gregory" only in times of extreme emotional confusion. This is because Chimera suffers from a case of Multiple Personality Disorder, with his previous life being a passive and rarely seen entity. If ever these two conflict, he will often break down into Catatonia, unable to move until one personality comes through.

Bio: Gregory actually is not a native of Urslia, but instead immigrated to the country looking for a cure to his lung cancer. Before this he was born in Dallas, Texas, and served in the Navy SEALS beforehand. When he got to the labs, he eagerly signed up for an experimental procedure that would have his cells recognize and destroy cancer cells. However what Gregory didn't know was that this would mean he was to be implanted with a special gene taken from various animals, such as the sea cucumber and the iguana, and he would soon be able to heal alarmingly quickly.

At first Gregory was to simply live in the labs, "To see if the treatments would take effect" Gregory paid no heed to this and merrily went about his life. However, once he discovered his new mutation, he broke down, claiming the scientists had turned him into a monster, and threatened to return to the United States and expose their crimes. He was then, technically, kidnapped, but not before killing one guard with his own gun, and taking two bullets to the shoulder and not going down. Seeing an opportunity to show Lab 5 as unnecessary, he was turned into a super solider, with Omni-Science contributing Neural, Auditory, and Visual implants, to improve his senses and memory. He was given heart and lung treatments, allowing him to perform feats of athleticism that might kill a normal human, and he was even given special gloves by White Tiger Tech. that allowed him to attach to the surface of walls like a Gecko. However he had to be repeatedly mind-wiped and brainwashed into becoming the solider they wanted, and in a desperate attempt to stop being feel what he felt, he let Gregory go, becoming Chimera in the course of seconds.

Appearance: He has a clean-cut appearance, and his brown hair has been completely shaved, leaving only a small amount of fuzz left. His eyes are both light blue, but if one were to examine his left eye closely, they could see it is slightly darker, hinting at a cybernetic eye. His figure, is thin, and with him standing at 6"5, he cuts a pretty thin figure, though he is exceptionally conditioned physically, which could be seen if he ever went without a long-sleeve shirt.

However, Chimera always dresses for the mission, and prefers to wear a bulletproof vest underneath a dark colored body suit, which is loose enough to not be constricting, but tight enough to keep it from being baggy. He always wears a pair of modified combat boots that allow him to be has agile and athletic as possible, allowing him to perform his favored method of transportation: Wall Running.

Abilities: Regenerative abilities. (Note: This does not include instant healing from gunshots, but instead means he can close the wound of a gun shot in less then a day) Increased Senses. (Hearing, and Sight) A decent amount of close quarter and gun play from his time in the SEALS. (While he can quickly aim and shoot a gun, he will be more pedestrian in his skills than those from Lab 5).

Deficiencies: Previously mentioned MPD, and as he has Neural implants, he can be momentarily incapacitated if subject to any Electro-Magnetic device.
One Piece of preferred equipment: The Gecko Gloves. These allow him to have an unbreakable grip, along with the ability to stick to and climb walls.
Looks very good though there are one or two problems. First of all I think you may have gotten Omni-Sci confused with Cyber-Prime as Cyber Prime is about cybernetics not Omni-Sci. Second I wouldn't allow the gecko gloves to have an unbreakable grip but a very strong grip would be more approprite. I'm also guessing that the healing won't really have a combat purpose but can be used more for quicker long term healing. My co-GM will also comment but I think it looks good.
 
Aug 17, 2010
762
0
0
crewman_number_6 said:
A Gent of Villainous Intent said:
Is there room for one more in here?

I'm trying to get back into RPing.

EDIT: Here is my character. If he isn't good enough or too much like everyone else I'll happily make a Scientist.

Name: Project Chimera (Prev: Gregory Reynalds)
Gender: Male
Age: 31
Lab Affiliation: Lab 7, He is a Collaboration of the Genoform Corporation, Omni-Sciences, and White Tiger Tech.
Personality: Chimera is probably most characterized by his cold disdain for others, and his inability to not follow orders given to him. While he prefers silence both outside and inside the labs, he is not a mute. He will speak if a sincere and necessary question is given, though he will mostly give brief answers, mostly in the style of a millitary report, with exact details, times, and full names. He will speak calmly and with respect to anyone designated as a superior, but anyone who he knows is of lower rank will spoken to harshly and even hit if they do not show proper etiquette.

That isn't to say he's not a team player. He will risk life and limb if he deems someone necessary to the mission, or if ordered to protect someone he will go to great lengths to keep the target safe. However, he is uncaring to those who don't life their own weight, and will most likely leave that person to die if he were to choose. The mission is paramount to Chimera, and he will not allow anyone to stop it. Those who try will find no mercy. However, he is quite respectful of those trained in Lab 5, which is quite Ironic considering.

All of these traits stem from his training, but deep down he is still human. When asked to act he can be shockingly nice, calm and considerate, all staples of his previous life. Gregory himself hates committing acts of violence, and is greatly more sensitive to the plights of others. He often assumes "Gregory" only in times of extreme emotional confusion. This is because Chimera suffers from a case of Multiple Personality Disorder, with his previous life being a passive and rarely seen entity. If ever these two conflict, he will often break down into Catatonia, unable to move until one personality comes through.

Bio: Gregory actually is not a native of Urslia, but instead immigrated to the country looking for a cure to his lung cancer. Before this he was born in Dallas, Texas, and served in the Navy SEALS beforehand. When he got to the labs, he eagerly signed up for an experimental procedure that would have his cells recognize and destroy cancer cells. However what Gregory didn't know was that this would mean he was to be implanted with a special gene taken from various animals, such as the sea cucumber and the iguana, and he would soon be able to heal alarmingly quickly.

At first Gregory was to simply live in the labs, "To see if the treatments would take effect" Gregory paid no heed to this and merrily went about his life. However, once he discovered his new mutation, he broke down, claiming the scientists had turned him into a monster, and threatened to return to the United States and expose their crimes. He was then, technically, kidnapped, but not before killing one guard with his own gun, and taking two bullets to the shoulder and not going down. Seeing an opportunity to show Lab 5 as unnecessary, he was turned into a super solider, with Omni-Science contributing Neural, Auditory, and Visual implants, to improve his senses and memory. He was given heart and lung treatments, allowing him to perform feats of athleticism that might kill a normal human, and he was even given special gloves by White Tiger Tech. that allowed him to attach to the surface of walls like a Gecko. However he had to be repeatedly mind-wiped and brainwashed into becoming the solider they wanted, and in a desperate attempt to stop being feel what he felt, he let Gregory go, becoming Chimera in the course of seconds.

Appearance: He has a clean-cut appearance, and his brown hair has been completely shaved, leaving only a small amount of fuzz left. His eyes are both light blue, but if one were to examine his left eye closely, they could see it is slightly darker, hinting at a cybernetic eye. His figure, is thin, and with him standing at 6"5, he cuts a pretty thin figure, though he is exceptionally conditioned physically, which could be seen if he ever went without a long-sleeve shirt.

However, Chimera always dresses for the mission, and prefers to wear a bulletproof vest underneath a dark colored body suit, which is loose enough to not be constricting, but tight enough to keep it from being baggy. He always wears a pair of modified combat boots that allow him to be has agile and athletic as possible, allowing him to perform his favored method of transportation: Wall Running.

Abilities: Regenerative abilities. (Note: This does not include instant healing from gunshots, but instead means he can close the wound of a gun shot in less then a day) Increased Senses. (Hearing, and Sight) A decent amount of close quarter and gun play from his time in the SEALS. (While he can quickly aim and shoot a gun, he will be more pedestrian in his skills than those from Lab 5).

Deficiencies: Previously mentioned MPD, and as he has Neural implants, he can be momentarily incapacitated if subject to any Electro-Magnetic device.
One Piece of preferred equipment: The Gecko Gloves. These allow him to have an unbreakable grip, along with the ability to stick to and climb walls.
Looks very good though there are one or two problems. First of all I think you may have gotten Omni-Sci confused with Cyber-Prime as Cyber Prime is about cybernetics not Omni-Sci. Second I wouldn't allow the gecko gloves to have an unbreakable grip but a very strong grip would be more approprite. I'm also guessing that the healing won't really have a combat purpose but can be used more for quicker long term healing. My co-GM will also comment but I think it looks good.
Well with the grip I kinda hyperbole'd so I'll edit that. And yeah, the Regenerative abilities mean he won't spend much of the RP bed-ridden.
 

crewman_number_6

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A Gent of Villainous Intent said:
Well with the grip I kinda hyperbole'd so I'll edit that. And yeah, the Regenerative abilities mean he won't spend much of the RP bed-ridden.
That was what I thought was meant by the unbreakable but I was just making sure.
 

crewman_number_6

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ThreeWords said:
You still taking sheets? If so, I'll get back to you with a character...
We're taking sheets up to the date, sans a few hours. If we reach the limit we'll have to cut some people.
 

ThreeWords

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Name: 2950 - 'Face Dancer'

Gender: As required.

Age: (a rough estimate if you don't know)

Lab Affiliation: Lab 7, a collaboration of Cyber Prime and the Genoform Corporation

Personality: Fluid and schizophrenic. This is apparently linked to the shifting of physical form, and suggests that there is a strong link between the shapes of physical form and of psyche. This requires further research

Bio: The original Face Dancer template was cloned and gene spliced in 1997, and spent four years in the tanks, being remodeled and recoded. The current biological form was given over the the Cyber Prime Technicians in 2001, and and has undergone extensive implantation and modification for the last decade. It knows no life outside the labs, and even without it's chip is entirely harmless; it looks upon it's handlers as surrogate parents, and is unable to harm them. It has been trained throughout it's modification, and is entirely adept in the use of it's implants.

Appearance: Not applicable, in the conventional sense (refer to later in the report). For coordination purposes, 2950 will wear an armband with '2950 - Face Dancer" written upon it, but will remove it when moving outside safe-houses.

Abilities: The Face Dancer template is built for one purpose: impersonation. It bears dozens of biological and cybernetic systems that allow it to change it's apparent identity, including augmented musculature for facial remodeling, variable tension skin, pigment glands, variable voice box, flexible retina and mechanisms to alter bone shape and structure. Face Dancer can impersonate any living human being.

Deficiencies: Face Dancer is primarily limited by two things: DNA scans and personal information; however, both can be accounted for with sufficient preparation. Other deficiencies include a lack of combat training: Face Dance relies on stealth, and when forced to, surprise. In direct combat, it can fire a gun, but cannot rely on being armed during operations.

One Piece of preferred equipment: None. Face Dancer operates with minimum equipment, and what it does have needs to be disposable, in case it needs to be jettisoned.
 

crewman_number_6

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ThreeWords said:
Name: 2950 - 'Face Dancer'

Gender: As required.

Age: (a rough estimate if you don't know)

Lab Affiliation: Lab 7, a collaboration of Cyber Prime and the Genoform Corporation

Personality: Fluid and schizophrenic. This is apparently linked to the shifting of physical form, and suggests that there is a strong link between the shapes of physical form and of psyche. This requires further research

Bio: The original Face Dancer template was cloned and gene spliced in 1997, and spent four years in the tanks, being remodeled and recoded. The current biological form was given over the the Cyber Prime Technicians in 2001, and and has undergone extensive implantation and modification for the last decade. It knows no life outside the labs, and even without it's chip is entirely harmless; it looks upon it's handlers as surrogate parents, and is unable to harm them. It has been trained throughout it's modification, and is entirely adept in the use of it's implants.

Appearance: Not applicable, in the conventional sense (refer to later in the report). For coordination purposes, 2950 will wear an armband with '2950 - Face Dancer" written upon it, but will remove it when moving outside safe-houses.

Abilities: The Face Dancer template is built for one purpose: impersonation. It bears dozens of biological and cybernetic systems that allow it to change it's apparent identity, including augmented musculature for facial remodeling, variable tension skin, pigment glands, variable voice box, flexible retina and mechanisms to alter bone shape and structure. Face Dancer can impersonate any living human being.

Deficiencies: Face Dancer is primarily limited by two things: DNA scans and personal information; however, both can be accounted for with sufficient preparation. Other deficiencies include a lack of combat training: Face Dance relies on stealth, and when forced to, surprise. In direct combat, it can fire a gun, but cannot rely on being armed during operations.

One Piece of preferred equipment: None. Face Dancer operates with minimum equipment, and what it does have needs to be disposable, in case it needs to be jettisoned.
It looks good. A few questions though, it isn't made clear but I assume that he needs DNA to take a persons identity. Also, could you say about how long it takes him to change shape?
 

ThreeWords

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crewman_number_6 said:
ThreeWords said:
Name: 2950 - 'Face Dancer'

Gender: As required.

Age: (a rough estimate if you don't know)

Lab Affiliation: Lab 7, a collaboration of Cyber Prime and the Genoform Corporation

Personality: Fluid and schizophrenic. This is apparently linked to the shifting of physical form, and suggests that there is a strong link between the shapes of physical form and of psyche. This requires further research

Bio: The original Face Dancer template was cloned and gene spliced in 1997, and spent four years in the tanks, being remodeled and recoded. The current biological form was given over the the Cyber Prime Technicians in 2001, and and has undergone extensive implantation and modification for the last decade. It knows no life outside the labs, and even without it's chip is entirely harmless; it looks upon it's handlers as surrogate parents, and is unable to harm them. It has been trained throughout it's modification, and is entirely adept in the use of it's implants.

Appearance: Not applicable, in the conventional sense (refer to later in the report). For coordination purposes, 2950 will wear an armband with '2950 - Face Dancer" written upon it, but will remove it when moving outside safe-houses.

Abilities: The Face Dancer template is built for one purpose: impersonation. It bears dozens of biological and cybernetic systems that allow it to change it's apparent identity, including augmented musculature for facial remodeling, variable tension skin, pigment glands, variable voice box, flexible retina and mechanisms to alter bone shape and structure. Face Dancer can impersonate any living human being.

Deficiencies: Face Dancer is primarily limited by two things: DNA scans and personal information; however, both can be accounted for with sufficient preparation. Other deficiencies include a lack of combat training: Face Dance relies on stealth, and when forced to, surprise. In direct combat, it can fire a gun, but cannot rely on being armed during operations.

One Piece of preferred equipment: None. Face Dancer operates with minimum equipment, and what it does have needs to be disposable, in case it needs to be jettisoned.
It looks good. A few questions though, it isn't made clear but I assume that he needs DNA to take a persons identity. Also, could you say about how long it takes him to change shape?
By DNA limitations I meant that he cannot fool scanners without a preprepared blood sample or some such.

As for times of change, it depends. A face can be rearranged in seconds, bone structure altered in a matter of minutes (but this is hideously painful), or hair in matter of hours.
 

crewman_number_6

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ThreeWords said:
crewman_number_6 said:
ThreeWords said:
Name: 2950 - 'Face Dancer'

Gender: As required.

Age: (a rough estimate if you don't know)

Lab Affiliation: Lab 7, a collaboration of Cyber Prime and the Genoform Corporation

Personality: Fluid and schizophrenic. This is apparently linked to the shifting of physical form, and suggests that there is a strong link between the shapes of physical form and of psyche. This requires further research

Bio: The original Face Dancer template was cloned and gene spliced in 1997, and spent four years in the tanks, being remodeled and recoded. The current biological form was given over the the Cyber Prime Technicians in 2001, and and has undergone extensive implantation and modification for the last decade. It knows no life outside the labs, and even without it's chip is entirely harmless; it looks upon it's handlers as surrogate parents, and is unable to harm them. It has been trained throughout it's modification, and is entirely adept in the use of it's implants.

Appearance: Not applicable, in the conventional sense (refer to later in the report). For coordination purposes, 2950 will wear an armband with '2950 - Face Dancer" written upon it, but will remove it when moving outside safe-houses.

Abilities: The Face Dancer template is built for one purpose: impersonation. It bears dozens of biological and cybernetic systems that allow it to change it's apparent identity, including augmented musculature for facial remodeling, variable tension skin, pigment glands, variable voice box, flexible retina and mechanisms to alter bone shape and structure. Face Dancer can impersonate any living human being.

Deficiencies: Face Dancer is primarily limited by two things: DNA scans and personal information; however, both can be accounted for with sufficient preparation. Other deficiencies include a lack of combat training: Face Dance relies on stealth, and when forced to, surprise. In direct combat, it can fire a gun, but cannot rely on being armed during operations.

One Piece of preferred equipment: None. Face Dancer operates with minimum equipment, and what it does have needs to be disposable, in case it needs to be jettisoned.
It looks good. A few questions though, it isn't made clear but I assume that he needs DNA to take a persons identity. Also, could you say about how long it takes him to change shape?
By DNA limitations I meant that he cannot fool scanners without a preprepared blood sample or some such.

As for times of change, it depends. A face can be rearranged in seconds, bone structure altered in a matter of minutes (but this is hideously painful), or hair in matter of hours.
My co-GM and I decided that we will allow your experiment if you roleplay the mixing personalities convincingly.