The Escapist Avatar Adventure: character sheets

Barbas

ExQQxv1D1ns
Oct 28, 2013
33,804
0
0
This thread was created for the purpose of conveniently gathering all relevant character sheets for the lengthy Escapist Avatar Adventure [http://www.escapistmagazine.com/forums/read/540.101127-The-Escapist-Avatar-Adventure-An-Open-RP-Now-Re-Opened] into one place. It is linked by an announcement from the user group [http://www.escapistmagazine.com/groups/view/The-Avatar-Adventure-Group].

Want to join the Escapist Avatar Adventure? Introduce yourself over in the group, then go ahead and drop your character sheet information in here for easy reference. Try to keep things neat and organized, and drop me a PM if you want to make sure I add your name to the list below. Thank you, happy playing!
[hr]

[HEADING=2]Current character sheets (alphabetical, by participant's name)[/HEADING]

[hr]

000Ronald [http://www.escapistmagazine.com/forums/jump/540.885767.22409175]
bluerocker [http://www.escapistmagazine.com/forums/jump/540.885767.23238278]
bluerocker (Part II) [http://www.escapistmagazine.com/forums/jump/540.885767.23238283]
bluerocker (Side Characters) [http://www.escapistmagazine.com/forums/jump/540.885767.23238285]
Caramel Frappe [http://www.escapistmagazine.com/forums/jump/540.885767.22361686]
Caramel Frappe (Part II) [http://www.escapistmagazine.com/forums/jump/540.885767.22405480]
Diablo1099 [http://www.escapistmagazine.com/forums/jump/540.885767.22361937]
Generic NPC 22 [http://www.escapistmagazine.com/forums/jump/540.885767.22429143]
Generic NPC 22 (Part II) [http://www.escapistmagazine.com/forums/jump/540.885767.23720651]
Generic NPC 22 (Part III) [http://www.escapistmagazine.com/forums/jump/540.885767.23724677]
Kalastryn [http://www.escapistmagazine.com/forums/jump/540.885767.22362506]
Neuromancer [http://www.escapistmagazine.com/forums/jump/540.885767.23237104]
Orinon [http://www.escapistmagazine.com/forums/jump/540.885767.23443069]
StormShaun [http://www.escapistmagazine.com/forums/jump/540.885767.22361422]
Texas Joker 52 [http://www.escapistmagazine.com/forums/jump/540.885767.22688324]
Texas Joker 52 (Part II) [http://www.escapistmagazine.com/forums/jump/540.885767.23487271]
TheMehKingdom [http://www.escapistmagazine.com/forums/jump/540.885767.23237585]
TheMehKingdom (Post-Timeskip) [http://www.escapistmagazine.com/forums/jump/540.885767.23572120]
the silence [http://www.escapistmagazine.com/forums/jump/540.885767.23237259]
Zepherus14 [http://www.escapistmagazine.com/forums/jump/540.885767.23507235]

LATEST UPDATE: 24/7/2016
 

StormShaun

The Basement has been unleashed!
Feb 1, 2009
6,948
0
0
Major Characters



Name:
Code:
CLASSIFIED
Code name: Storm-178
Goes by: Storm/S (by Alpha)

Age: 21. (DOB Year: 2532 in the Halo universe)

Race: Superhuman/Spartan.
Gender: Male.
Nationality: Caucasian/Asian
Class: Spartan IV.

Rank: Commander. (Unoffically of the Blackhawke)
Morality: A chaotic force of good.
Origin: Halo universe/Halo effect RP. (Which failed, so here he is.)

color: Green

Weapons:
Double (Halo) pistols
M90 Close Assault Weapon System (Shotgun)
a energy sword. Be warned though.
Gravity Hammer. (Thanks to Wanderer)
Grenades. (One normal and one plasma)
Sutomu (His family katana.)



Equipment: MJOLNIR Powered Assault Armor [GEN2] (With Recon helmet which can be set aflame and
is incredibly strong) and a jet pack located inside his armor. Also has an AI within his suit
called Alpha who manages his armors abilities.

Skills: Master at CQC with a mix of military and martial arts, beyond master of bladed weapons
and is good at technology (He comes from the future!).
- Is also master level on Violin.

Powers: Slow regeneration (Cause he is a spartan), uber-strength (Can flip a tank and more),
super speed, agile and etc that a super human can do.

Weakness: Practically a super human but can be stabbed, shot, burned and etc. Also terrible at stealth when in armour.

Other items: Bag of holding. (From Slindis)

Appearance (With armor):

Appearance: Hair: Medium/long white hair, a young face, athletic build, average spartan IV
height and weight, unique red eyes and a scar on his left arm and a scar across his left eye
(First time he met an energy sword-using Elite).


Personality: Storm is generally your happy-go-lucky soldier among the group. On the field,
Storm can be determined and save the world if needed too. If an order require Storm to stop
helping innocents, he will surly disobey it and help those in need. He also gets angry when
someone tries to kill or disregard innocents or evil. Can be motivated to help others if they
are in danger or so.

Bio: Born in 2532 on November the 1st and later 'recruited' at the age of 5 and a half. Of
course from there he became Storm-178 and a kind-hearted trouble maker.
In the future Storm became the spartan he is now, respected by half the military and hated by
the other. Storm is loved because of his kind heart and deadly skills in CQC, and hated
because he can disobey orders from the best position if it means helping people out.
Over the last couple of years, Storm has a strong relationship with multiple humans, spartans
and even covenant and still keeps in contact to this very day. He has become friends with
Master Chief, Spartan 1337, the Blood Gulch Red/Blues and even the arbiter


AA backstory: After Tomoya was freed from the AA world, Storm decided to stay with the Rising
Dawn crew so he will can take Tomoya's place. He also serves the true Archangel of Lightning
Barakiel.

Name: Alpha.
Age: 19.
Real name: Hatsune Miku.
Origin: Present day Japan.
color: navyblue/nvayblue
Race: AI.
Abilities: Can control Storm's suit, weapons and technology near him.

Weapons: Weaponized loudspeaker.
Position: Rising Dawn Security AI.

Backstory: Alpha was the AI which Storm had recieved at the end of his Blackahawke advanced training.
She was known as Hatsune Miku in present time Japan, a famous program which made songs for
everyone. Though in the midst of her popularity rise, she decided to get out of programming,
she wanted to truly live like the human race.

She had made a duplicate in the RL world and she sent herself to another. Luckily she was
picked up by the UNSC whom understood her and made her an AI, they had promised her that one
day she will have a body but it is only up to her to find how to get one. She met Storm Sean
the spartan once he had completed his advance training on the HQ and the two clicked together
naturally but often argued.

Storm would accomplish his goal of saving people and yet help Alpha with her search. And
Miku would help him in return.

color: navyblue

Personality: Alpha is extremely scared of humans which are not Storm. In case of a situation
where someone will talk to them Alpha will remain and hide herself inside either Storm's
helmet or phone. The only way she can overcome this weakness is if either she needs to talk to
someone or had to talk to someone to overcome a goal.

Other then her shyness, she is a bright girl with a tsundere personality towards Storm.

Side/Minor/Arc Characters

[http://s1058.photobucket.com/user/StormShaun/media/my-fallen-angel-3-fallen-by-lauren-kate-31162259-800-515_zps375db4c4.jpg.html]

Age: 130,000 years old.
Race: Pure Archangel.
Origin: God.
Title: The True Archangel of Lightning, One of the Seven Original Archangels and Lord of the Blackhawke (His Army's capital ship).
Class: Admin Character/Reoccurring.

color:

Clothing & Appearance: In photo.

Backstory:

Barakiel's name means "God's blessing." He is an ancient angel, more than 130,000 years old, and considered to be one of God's mightiest angels.
According to The Almadel of Solomon, a 17thC book purportedly written by King Solomon, Barakiel is in charge of people's attitude and protects innocents. Barakiel hunts evil, has domain over lighting, and rules the month of February. He is a ruler of the seraphim, which are divine creatures associated with cherubim. Cherubim are the winged creatures, or guardian spirits, who protected the Garden of Eden.

Barakiel assists people in having a positive outlook and in experiencing good fortune.

Barakiel is said to have a sense of humour and inspires laughter and joy. It's said that as he walks in is favourite place, the prayers of people appear on trunks of the trees around him. And he always answers the prayers offered with an open heart and a willing spirit.

AA Backstory: Barakiel combined with Tomoya Okazaki's soul a long time ago when he first grabbed hold of The Stone of Light. The one vessel helped everyone for years to come until a Shadow Demon came along whom enhanced Tomoya's dark side to corrupt the Archangel side and eventually became Dark Tomoya. After the Angel War arc, he was freed was Tomoya was beaten down by the Rising Dawn crew. Once the former Archangel was sent back to his world, Barakiel took his position once more.


In his spare time he likes to hunt down evil and visit Earth.
He is also the Commander of Heaven's Intelligence branch.





Name: ?
Age: 39.
Race: Psycho-ass Human.
Origin: Saints Row series: Post Saints Row 4 True Ending.

Titles: Playa', The Boss, President, Mr. President.
Class: Hardcore veteran killa'/President of The United States of America.

Kill count: Unknown.
Death count: "That one time which involved a damn boat."

Voice: Cockney! (Or voice 2 in the games)


Associated Factions.
The Third Street Saints.
The Saint Corporation.
The SAINT Special Unit.
The United States Government. (Current Saints)

Known enemy of ...
Many, many people.

Clothing/Typical Fashion/Outfit of Choice: In photo.
- Has to have Power suit to have powers.


Weakness: Hurting a lot.

Weapons:

http://saintsrow.wikia.com/wiki/Weapons_in_Saints_Row_IV
http://saintsrow.wikia.com/wiki/Weapons_in_Saints_Row:_The_Third
http://saintsrow.wikia.com/wiki/Weapons_in_Saints_Row_2

Common Background.

From enforcer to President, Play'a/Boss/President has done a lot in the Saint Row series.

From the first Saints Row game he joined the third street saints and raised to second in command until he was betrayed and placed in prison due to a boat explosion.
Waking up years later in the second game, The Boss recreated The Saints with his best friend Johnny Gat. At the end of the game, they have risen to power once more by eliminating all the surrounding gangs in Stillwater and the Ultor Corporation.

Some years later The Saints became a corperation, the Boss was still leading.
Except a crime syndicate took over their original home. Taking the fight to this new gang, The Boss kill the competition once more.

After saving his friends and Steeport from Terrorism, The Saints became true heroes. Starting a Counter Terrorism unit, the Boss saved the word from Cyrus, the leader of the past tried Terror act. Stopping him and his nuke, The country wanted The Boss in charge.

Becoming President, this career was bumpy, becoming even worse when the Zin Empire decided to come in and 'fuck' The President. Yes, after taken by Aliens and escaping their Mothership, the Earth exploded.

Entering a Virtual World to fuck with the Zin, eventually The Boss overtook their Emperor and became the Leader of the Aliens and the known Universe. Deciding against this shit, The Boss went back in time to the point where he was still President and saved the world from the Aliens before the Earth exploded.

Now, The President has another election to look forward to.

Personal Background:

"...who cares who I was before I joined the Saints?"
? The Protagonist refusing to disclose their past to Asha Odekar in The Case of Mr. X

The Protagonist's past life is unclear and only hinted at through dialogue, and each voice gives different details of their past.

The character was born in Stilwater,[38] and visited a local massage parlor since junior-high school.

Despite already living in Stilwater, he does not have a home at the beginning of Saints Row

In Saints Row: The Third mentioned that he spent his time killing people in the fresh air when a kid, compared to modern children playing violent video games indoors.

The Protagonist mentions having lived in a college dorm when he is reminded of that experience during a mission on a boat importing prostitutes and sex toys.

In the Gangstas in Space DLC, Male Voice 3 shows his disappointment with the fake building set by stating, "This is worse than finding out the Tooth Fairy was just my drunk uncle with a pair of pliers".

In the Saints Row IV mission "The Case of Mr. X", The Protagonist informs Asha that they don't see the point in talking about their past after jokingly blaming their behaviour on their parents, stating, "who cares what I did before I joined the Saints?" When Asha asks if they had "daddy issues", The Protagonist replies, "Naw, just... forget it".

Personality.

In Saints Row, The Protagonist is a new recruit for the Saints, remaining quiet for the majority of the game not questioning any orders given to him. The Protagonist is too timid to speak with rival gangs or other Saints until towards the end of the game.

In Saints Row 2, The Protagonist may break the fourth wall by randomly mentioning a few aspects of the game during gameplay. For example he sometimes says "You know I never see a dog around here? Weird. In Saints Row 2, The Protagonist is portrayed as extremely vicious, showing no remorse in killing and torturing enemies.

The Protagonist has a strong friendship with Johnny Gat, having known him the longest of any of the Saints since his initiation into the gang.[reference?] The Protagonist displays exceptional strength and durability throughout the series. During the conclusion of Saints Row he was caught in a point blank explosion and only suffered minor burns, though his coma lasted several years.

Neither Mayor Hughes nor his men survived.[reference?] In the trailer for Saints Row The Protagonist said his life changed after meeting Julius, desiring more and more power and money. While typically The Protagonist reserves the bulk of their wrath for rival gang members or other foes, they still display a comical disregard for human life, not unlike most inhabitants of the Saints Row universe. The Protagonist does have a few heroic qualities despite their sadistic nature, such as going to extreme lengths for friends.

The Protagonist killed their mentor Julius in cold blood, although it was revealed that Julius was the traitor responsible for the demise of the Saints in their original form[reference?]. The former leader of the Saints tried to defend his actions and claimed that The Protagonist was too power-hungry, a charge which The Protagonist confirmed. However, Julius' actions remained questionable. The social engineering by Dane Vogel left the original inhabitant of the Saints Row district homeless and destitute, and the betrayal of the Saints saw the majority of them dead or serving prison sentences while Julius lived a comfortable lifestyle. In The Protagonists' eyes, Julius crossed the only line they never had, betraying one's friends.

The Protagonist is portrayed as being, arguably, less susceptible to random bursts of violence, due to already having the power and wealth they desired.[reference?] In fact, the Saint' success in crushing the gangs of Stilwater and partnering with Ultor led to The Protagonist's rise to celebrity status, complete with a Planet Saints franchise and movie offers.[reference?] They are still a psychotic killer, as they show little emotion while killing other than excitement. This is tempered by their loyalty to their fellow gang members, since Saints Row: the Third is mainly centered around them, Shaundi, and Pierce taking revenge after the death of Johnny Gat. However, it seems that The Protagonist is not entirely as merciless as before, agreeing to spare Matt Miller's life when the Decker's leader promises to cut ties with the Syndicate, as well as abandoning his role in the gang war and leaving Steelport, which Matt honours. Despite having tenancies of a psychopath his loyalty to his friends and concern for their well being is not a trait of psychopathic killers.

AA History: After Gat's wish from when he went to Hell, the Saints were thrown into another universe, except more crazy than the last. After meeting Burt Reynolds again, the two became good friends, and soon enough, The Boss became President once again, but the job came with many enemies...











Name: Shorn Edelweiss.
Age: 22.
Race: Human.
Origin: Fire Emblem Universe (After the true ending)/ Unknown.

Titles: Tactician of the Ylisse army/United States Forces, Adviser to Prince Chrom/The President .
Class: Grandmaster Tactician. (A veteran tactician)

Wife: Nowi. (A 1000 year old dragon with a young body.)
Children: Morgan and Nah.



Clothing: (In pictures)

Weapons:
Silver sword called "Soul Seeker", and a thunder sword.
many spell tomes.

Skills:
Can use A level swords and tomes. (Can learn)
Has learnt how to use both efficiently.

Weakness:
Is human.

Other items:
Wedding ring.
Special stone.

Personality:
Shorn is a master tactician, he can make plans which can come true in the future.
He can easily plan battles without people dying.
And he has a good view of life and his surroundings at all times.
He is usually calm and has a neutral expression all the time unless it is around his
friends, family or wife which he is happy and smiles a lot. When it comes to embarrassing
questions (Like how he proposed to his wife) he blushes and usually tries to get his way
out of the conversation.

The Avatar's history is shrouded in mystery, making
them the army's greatest enigma. Despite this, the Avatar's skill in war tactics is
unparalleled, allowing them to guide Chrom's army to victory over opposing forces greater
in number and possibly even experience. They are highly ingenuitive, creating strategies
on the fly and even creating new war tactics out of pure inspiration. Because of their
strategic mind, the Avatar is highly perceptive of the army's feelings and can figure out
the source of most people's inner turmoils in a matter of a few important conversations.
Tiki notes that they are similar to Marth due to their charismatic nature and ability to
befriend everyone they meet. They firmly believe in the concept of forming bonds within
the army, believing that these bonds make them stronger than if they were to fight
separately. After learning of their heritage, the Avatar faces a bit of inner turmoil
themselves, but depending on the Avatar's choices, the Avatar finds their own solutions
to their problems.

Backstory:
There is not much backstory to Shorn.
It is something he would rather forgot.

Though he does say that his life began when Chrom and the team met him in the field they
first met. After that Shorn travelled with the Prince and soon he became his Tactician
which helped the two and country win many, many battles and wars.

On there adventure Shorn and Co met any befriended many people.
Soon one day the team battled across a dessert to fulfill a certain important objective,
and they came across a large sellsword and dragon girl who was actually over a thousand
years old. (And counting)

Many more battles were waged and the two drew closer and closer until they wed.
Now married and with the main game's story over they live a happy life together.
Shorn is adviser to Chrom and still smart.

In the present AA, Shorn is adviser to "The President" while studying the world around
him with Merlin.






Name: Merlin Ambrosius.
Age: ??? (Presumed around more then a millennium)
Race: Human/Incubus hybrid.
Class: Master wizard/Royal Druid.
Origin: Arthurian legend/ Fate/Stay Night (and other).

Skills: Master skilled level magic, master of all forms of magic.

Apperance: In picture.
Color: Blue

They say a true genius is born only once in a hundred years. The century Merlin emerged, he changed magic forever. But that was generations ago, and he has faded into history.
He cast his first Lightning Bolt at age three. When he was eleven, he invented his first new spell. By the time he was twenty-three, he'd mastered every known form of magic.

Due to Altria having issues with disguising her gender and producing an heir, his magecraft was to solve it by making her a pseudo-male for an unknown duration of time, which allowed for the creation of Mordred from her sperm. He is shown speaking with Altria during the "Last Episode" of Fate/stay night where he warns her of how she will suffer once pulling Caliburn from the stone. He is also shown telling her that in order for her to be reunited with Shirou Emiya that two miracles must be created, one of them must wait endlessly and one of them must pursue endlessly.

For more info: http://typemoon.wikia.com/wiki/Merlin

[hr]


Name: Tomoya Okazaki.
Age: 27. (Born in 1986)
Sex: Male.


Race: Human/Former Archangel.
Hometown: Hikarizara | Japan
Origin: Clannad/Key Universe. (The anime/VN) Based in the TRUE ending.
color: Blue

Titles: Former Archangel of Lightning/Guardian of the Stone of Light.

Weapons: None.

Skills -
Master Katana user.
Excellent small arms user.
A good electrician.

Clothes/Appearence: In picture.

Backstory: Tomoya is the male protagonist of Clannad. Due to his habit of always arriving late to school, skipping classes during the day, and staying out all night, he has been labeled as a delinquent, or a young person who defies authority. He is the type of person who thinks deep thoughts about his life, but usually does not voice them out.

For more detail about him and his origin, [link]http://clannad.wikia.com/wiki/Tomoya_Okazaki[/link]

AA Background: In the Avatar Adventure Universe Tomoya was one of THE longest running characters in the universe. He entered the Universe in the middle of a nuked L.A. Obtained the Stone of Light and became Archangel of Lightning. He has also led the heroes into battles many times and has solved many arcs with them.

Tomoya turned evil and became Dark Tomoya thanks to a Shadow devil which Dark Shaun summoned/made. Thanks to the Stone of Light and the heroes, Tomoya was released from the hold of the demon. The original Author Shaun then took Tomoya back to his hometown because he has had enough of the AA world.

... for now.


Name: Shawn Pitt
Age: 24
Race: Mutated human.
Origin: Fallout 3/ New Vegas.

Titles/Aliases: Messiah, Storm, The Lone Wanderer, The Courier.

Karma: Messiah/Extremely good.
Kill count: "500,000 bad people dead and counting."
Death count: "Does that one time count?"

Wife/Girlfriend: None.
Family: Presumed dead.

Associated Factions.
Brotherhood of Steel Capital wasteland: Star Paladin.
NCR: Golden Branch citizen.
Member of other 'good' factions.

Known enemy of ...
Caesar's Legion: Most wanted enemy. "I killed Caesar ... in his own tent too, preceded to kill all his legion and free the slaves ... Am I Abe Lincoln yet?"
Enclave: Top Wanted #2. "I made the President kill himself and self-destruct their base... ah, good times."
Numerous raider tribes: "No comment could be provided since THEY ARE DEAD. HAH~!"
Other bad people: "You'd think they'd know by now..."

Color: orange

Weight: 94
Height: 164 cms
Blood type: ? (Something pure yet not pure)
Body type: Incredibly to a T.
Hair color/style*: Medium hair length, blown back, and parted fringe-Light Brown
Eye Color*-Light blue (Glowing due to mutation, helps see in the dark)

Clothing/Typical Fashion/Outfit of Choice: Desert Ranger combat armor (Without the helmet) and a sheriff's hat.

Accessories- Pipboy 3000 (Left hand).
Politically- Dislikes Caesar and slavery. Has killed every slaver he has come across, he generally favors the faction that helps people, he has a good connection to the NCR due to that.

S- 8
P- 7
E- 8
C- 10
I- 9
A- 7
L- ?

Tag Skills: Speech, melee, and small guns.

Skills

Barter - 80
Big Guns - 70
Energy Weapons - 65
Explosives - 60
Lockpick - 50
Medicine - 85
Melee Weapons - 88
Repair - 77
Science - 76
Small Guns - 100
Sneak - 55
Speech - 100
Unarmed - 85

Perks.
http://fallout.wikia.com/wiki/Fallout_3_perks
http://fallout.wikia.com/wiki/Fallout:_New_Vegas_perks

Weakness/lacking- He has glowing eyes so people may find him easy to spot or frightening. Less trusting due to bullying in early years, may warm up to people. Due to his early bullying problem, he may have problems talking with people as the same age as him, may go crazy when the group or people side with evil. WARNING: IS FUCKING INSANE!

Favorite weapons.
X2 Ranger pistols.

Other weapons/equipment thanks to the Vault Tec dimension!
http://fallout.wikia.com/wiki/Fallout_3_weapons
http://fallout.wikia.com/wiki/Fallout:_New_Vegas_weapons


(Given to Storm)



Favourite quotes: Revelation 21:6

Personality.

When it comes to The Wanderer he lives by a creed.
"To see evil
You must know evil
Then you can kill evil"
He just hates people who are evil ... or have done evil things and need to be bought to justice... or a gravemaker.

On duty he can be merciless to those who have committed a sin against the world, and he is known to follow them to the ends of this already ended world to kill them. He will obey most laws unless it belongs to corrupt officials... which he will bring to justice (Or death).

Off duty, well, we don't ask what he does.

To friendly/good people, The Wanderer can be kind, honest and mostly generous.
He gives his water to the homeless outside of settlements, help anyone who is good and usually ends up saving a WHOOOOLE load of places.

Scratch the one event where he launched many a missile.

History:
It's basically Fallout 3 + New Vegas with the same person, with extra events.

Shawn was born in a basement underneath project purity.
His Mother Catherine died after the birth.
His Father James abandoned Project Purity and took Shawn to the safe Heaven of Vault 101 where Shawn learned the basic skills and was more into small arms, melee and talking.
He made friends with a girl called Amata, a vault gang called "The Vault Shitheads... I mean 'Tunnel Snakes'" bullied her and Shawn occasionally... weekly beat them up into submission or talked them out of it... if they felt smart.

By the time his Dad fled from the Vault, Shawn was 18.
He then left to find him and find out what was going on.

Along his road/journey Shawn found many survivors of the Wastes, he befriended them and helped them. This gained him skills in numerous areas, from Medicine to repairing to blowing something up. Thanks to these skills he helped more and more people and caused less violence in the Wastes.

Finding clues along the way Shawn found his Father.
he began to talk about "Project Purity" which was about free clean water for everyone in the Capital Wasteland. Excited about this Shawn decided to help.
Soon enough the Enclave came and took over the facility. Shawn escaped with other people but witnessed his Father's horrible radiation death.

After saving the survivors they managed to get into the Pentagon where the Brotherhood of Steel helped them, took them in. Shawn decided to help them too and soon became one of their top agents.
In enough time Shawn did even more things and killed even more bad things.

Soon he was captured by the Enclave but in the end he managed to make the President of the Enclave self destruct and the base... and most of the Enclave with it.
With that and the battle of Project Purity, the Brotherhood took control of the Project base... but in the end Shawn almost gave up his life just like his Father, to give this horrible world a chance at life.

Waking up after week weeks of irradiation and repair, Shawn was mutated beyond belief, picking up weird perks and powers.
Afterwards he helped eradicate the Enclave.

A couple of years later and Shawn took his adventures to New Vages.
Where he was shot in the head... but he recovered due to his body and a nice robot/Doctor.
Afterwards he continued to travel, helping, killing and everything else.
Until he met the NCR, sure some of them were good, but some of them were corrupted.
Smiling at these odds Shawn decided to take it over slowly.

In the end Shawn destroyed their enemies, took control of a robot army and is the secret overlord of the NCR ... in a good way. After all of this, Shawn is still killing, helping and kicking ass all over the States.

AA history: The Wanderer had helped the Rising Dawn on multiple occasions, until on one day, he had enough, tried to steal a VTOL from Kazuya, who tried to stop him, and eventually turned more insane, and fled in a rather explosive manner. He returned to the crew during the Black Mesa invasion, where he aided a small crew change the path of a nuclear missile into orbit, where he disappeared back to his world.
 

Diablo1099_v1legacy

Doom needs Yoghurt, Badly
Dec 12, 2009
9,732
0
0
((WIP, Keep bugging me to update this as I'll most likely forget ^^;))

Good Aligned Characters



Name: Rugal Bernstein

Karma: Evil Good-ish

Bio: To be added, I had this character for nearly half a decade now, I'm still figuring out how best to write this, sowwy ^^;

Powers:
The King of Fighters
: Years of travelling the world and training under several martial arts masters have given him a vast knowledge of nearly every fighting style known to man, enabling him to preform countless techniques in hand-to-hand combat.
He is also able to quickly learn new attacks by mere observation, provided his body is biologically capable of doing it.

Superhuman: Those years of training as allowed Rugal to perfect his body far beyond the means of most mortal men, making him stronger, faster and more durable then many could ever hope to be.

Critical Existence Failure [http://tvtropes.org/pmwiki/pmwiki.php/Main/CriticalExistenceFailure]: an side effect of his training enables Rugal to work though normally crippling injuries with ease.
It works mostly because of his mental training and endurance, so it's not that he's not feeling any pain, it's just he wills himself to not be slowed down by it, even being able to make coherent speech and conversation!
This applies to just about anything from getting shot, loosing a limb, getting set on fire, any "Normal" biological wound can be shrugged off.
There is a limit to just how much he can take before his wounds get the better of him, overwhelming him and causing him to flat out collapse on the spot as all that pain hits him at once while debuffs, curses and/or toxins often bypass this entirely.

Ki Energy: Ki is a form of spiritual energy found in those who practice martial arts based around it's use.
Thanks to his expertise, he can use his bodies personal supply to aid him, either in offence or defense in several ways.
While there is a limit to how much he can use at any given time, because of his training, it generates rather quickly when he's not taking damage, ensuring he has at least some on demand at any moment.

Offensive Ki Powers: Slashing Aura: Generates a red aura around his limbs that give sword-like properties to his blows, enabling Rugal to cut though his opponents and even steel with ease, as well as parry actual bladed weapons with his hands and feet.
Notably used for his "Genocide Cutter".

Ki Projectile Technique: By focusing his Ki, Rugal can expel it from his body as a projectile to attack from range.
The exact nature of the projectile varies depending on what technique he is using.
Notably used for his "Gigantic Pressure", "Reppuken" and "Kaiser Wave".

Defensive Ki Powers: Dark Barrier: Generates a small green barrier, usually on his forearm, that can be used as a shield and functions much like one, protecting against blows and gunfire.
It can be thrown like any normal Ki Projectile but when used to block another Ki Projectile, it will reflect it back towards the user who threw it.

Passive Ki Powers: Ki Sense: Ki users can often sense the energy fields of others, enabling a sort of 6th sense where a user could detect others though walls and other obstructions.
The more Ki a person has, the more notable they will become, but it applies only to Ki energy, not so much for Magic, Holy, Demonic, what have you.

Ki Gather: Ki users can also use the power of other Ki users themselves by collecting it off them.
This is usually limited in use as it requires the donate to either willingly give Rugal his/her power, causing a debuff on them while their body generates more, or for Rugal to murder them and extract it prior to death.
The effects of this extra power varies from both the amount gathered and the source and usually lasts an hour or so at best before his body would normalize, resulting in a need for augmentation to in order to persist for longer then that.
This also works both ways so Rugal could give his power to another (Provided they can use it).

Ki Transformation: If Rugal gathers enough Ki, he can enhance his body into a heightened state of power, increasing the power of his attacks and Ki considerably for the duration of the transformation.
To date, there is 2 Stages of Transformation: Omega [http://vignette4.wikia.nocookie.net/snk/images/c/c4/Omega-rugal-98um.jpg/revision/latest?cb=20150123212534], usually defined by the white tinting of his hair and eyes, and God [http://farm3.static.flickr.com/2591/3841154974_d9292e0ebf.jpg], usually defined by a dark tinting of his skin and the constant emitting of visible red Aura as well as glowing red eyes.
Both states grant a large increase in power with God being the highest, but due to the fact that he often has to artificially increase his Ki pool via arcane means or cybernetic augmentation to both attain and maintain them, both are usually unattainable by normal means.
On top of that, the effects on his mental state in both status has resulted in both forms falling out of favor with Rugal, seeing how he actually cares about human life these days.
Acting. Yes. Acting: Being a wanted man has resulted in a need to protect his identity, prompting Rugal to learn how to disguise himself as well as setting up several fake identities to be used in public, as well as being bilingual.

"Now...Say my name...": Being the head of one of the largest criminal empires in human history has it's perks and often the name "Rugal Bernstein" gets people to listen.
As such, Rugal can use his old reputation and experience in the field to his advantage, perfect for efforts to counter criminal activity or to even conduct some (For a good reason hopefully).
It can also be used to leverage favors from former contacts as well as gain access to stashes of weapons and technology hidden in his glory days for a rainy day.

Weaknesses:
Arcane/Magic
: While he has mastered combat against a mortal foe, Rugal often has trouble matching up to magic users, stemming from a lack of understanding their abilities as well as Magic spells often being able to outclass Ki Techniques.
A Magic Fireball would have more punch then his ones would basically.
Curses, Hexes and other Debuffs would also be able to bypass his training and endurance far more easily then normal.

Toxins/Poisons: While he trained to withstand blows from mighty foes, his immune system isn't nearly as buff and as such, he is prone to illness as much as anyone else.
While his rather healthy lifestyle helps, that only goes so far when talking about biological weapons or poisons.

Fear of Space: For most of his adult life, Rugal held the belief that he was the most powerful man on the planet, both because of his own power and his connections.
However, once he lefts Terra-Firma and goes into the vacuum of space, all that changes and he's just a speck of matter in the face of the universe.
As such, this has prompted a crippling fear of outer space and would rather limit his capacities and actions more then any other environment.

Public GLOBAL Enemy No.1: Because of the years he spent terrorizing the earth for fun and profit, it is no surprise that he is a wanted man.
While he manages to slip under the radar thanks to the myth that Rugal Bernstein is dead, should he be found out, entire countries would start hunting him down, as well as every single wannabe thug who wants to be "The Man who Killed Rugal Bernstein".
This would force him to retreat into the shadows and remain in isolation for possibly years until the heat dies down or the "Truth" of him being dead is "Proven".

Reflect on your past deeds: An easy way to make Rugal back down on a number of issues is to bring up his past as being a man who engaged in a number of criminal acts, including but not limited to Arms Dealing, murder on several accounts, and conspiracy to take over the world. (And that's just what people know publicly!)
While he set that life behind him, reminders of it constantly surround him and a common theme in his life on the Rising Dawn is dealing with messes he made back in his lust for power.
It can prompt fits of depression and guilt which may result in extreme actions such as binge drinking or other means of self-flagellation.

"Them." [http://mlp.wikia.com/wiki/My_Little_Pony_Friendship_is_Magic_Wiki]: After drawing the ire of a lot of powerful entities all at once, Rugal was punished for his actions and cast into some sort of nightmarish limbo before he was set free by a 3rd party.
He never talks about what exactly they did to him or where he was sent, but being confronted with any mention or presence of "Them" can prompt a rather irrational fear response, even violent out-lashes.
He keeps this one a rather closely held secret but it would easily make his No. 1 fear behind his fear of open space.



Name: David West

Karma: Good

Bio: Born and Raised in the countryside of the West of Ireland, David had a rather uneventful life, joining the military at a young age, mostly out of a desire to help his fellow man and partly because he didn't do too well in college.
He served in the Irish Army Ranger Wing, a branch of the Irish Military on par with the British SAS until he was brought onto a developing EU wide faction, The European Anti Terror Task Force.
Designed to help secure the landmass of Europe from threats too large for lone member states to handle, it soon was tested to it's limits during what would be known as the Monster Attack Summer, where the entire faction was crippled and disbanded soon after.

David was on the front lines in Moscow when the Monster Attack Summer happened. Despite his best efforts, he was mind controlled by the creature attacking the city into killing over 300 allies and civilians and even into attacking the Rising Dawn themselves.
To make up for his Ill Deeds, joined the Rising Dawn and soon became the lead contact for the band of heroes as part of the United Nations Intelligence Taskforce (or UNIT)
Though his time on the ship, he has encountered many dangers, found love, lost it and while he often finds himself doubting his usefulness amoung Demi-Gods and Superheroes, he will always aim to save as many lives as possible.

Powers: Master Marksman: He is one of the finest marksmen in the entire world, being able to hit just about anything if given a line of sight and enough time to ready his shot.

Unlimited Ammo: Thanks to a wish granted to him by Philemon in exchange for assisting his world, David now has the means to instantly refill the clip of any conventional firearm by just touching it and desiring for it to be so.
He can also use this to replicate matter, but it's not really too useful in that respect due to the fact that whatever he creates would have to fit in a firearm's gun barrel anyway.

Agent of UNIT: As a UNIT official, he can call in support from the global agency as well as use his position to pull rank against common civilians, enabling access to classified areas beyond the reach of conventional law enforcement.

Iron Liver: Years of being Irish have granted David the ability to more or less weather the effects of alcohol, barring amounts designed specifically to break those limits anyway.

Weaknesses: A LOT: Being one of the few proper humans on the ship has it number of drawbacks. While he has proven himself in battle time and time again, it doesn't change the fact that he has little to no powers to protect him.

Insecure: It's hard to keep a positive mental self-image when even 13 year old elves can bench press 10 times more then you.
Years of being on the Rising Dawn and witnessing the feats of it's crew have left him feeling like he's coming short and that his presence on the ship is far less valued then it is.
While he doesn't let it show, his insecurities can be a liability and a possible means to control or influence him.
 

Kalastryn

What is "normal?" Sounds dumb.
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Current Characters

Kalastryn was the first character I brought to the Escapist, ever. As such the character sheet I made for her was... sloppy at best, and in perusing my old posts I'm hard pressed to find their old character sheet. I've made this one from scratch as a result, accurate scratch nevertheless."
>Name: Kalastryn D' Zannifer.

>Age: In her late 20s

>Race: Tiefling

>Origin: Eberron, as the Dungeons and Dragons setting.

>Title: Informally called "Kala."

>Clothing: Explained in more detail in the powers and weaknesses section, Kala never wears any sort of heavy armoring. If you think of a traditional wizard portrayal with the robe and hat, she will most certainly have one such robe (not usually wearing the associated headgear however) and to some degree she will invariably be wearing red.

>Appearance: Kalastryn looks for the most part average for a Tiefling, which is to say not at all average for the standards of a human being. Her skin is quite red, and ram-like horns jut out of her forehead to curl symmetrically back around the side of her head. She has also a prehensile tail that looks almost barbed, but not quite sharp enough to ever actually cut someone, that extends from the base of her spine (naturally) to just below the back of her knees. In overall height she stands as a rough estimate of 5'9. Over her time journeying aboard the Rising Dawn, she was also "blessed" with a pair of jet black, feathered wings that have a purple sheen to them in some areas. She can retract these wings as she pleases but regardless she overall has a fairly... imposing appearance.

>Weapons: Kala is mostly not the type to be using weaponry. This isn't to say that if it were necessary she would be unable to pick up a sword/stick and swing it (and without the aid of magic, she would wield the former with only about the grace of the latter) but speaking of magic that is her weapon of choice, her extensive magical abilities granted through the study of Wizardry.

>Powers: In Dungeons and Dragons as a whole (including the MMO that I originally Roleplayed Kalastryn within) there are far too many spells to list. Kalastryn as a Wizard carries with her a book of such spells, inscribed with care, that is essentially "the dictionary of every variation of fireball you can think of." Now this isn't to say there aren't more subtle uses for her magic, but Wizards in D&D are very gifted with using as many spells as possible for a given situation. Invisibility, Lightning bolts, Mind effecting charms, Summonings... Kala can do all of it.

>Furthermore, Magic in D&D is classified into "Schools" "Transmutation" deals with changing the state of certain things (turning someone to stone and back) "Enchantment" and "Illusion" alter perceptions (An example of the former and the latter in such an order would be charming someone into helping you where they were previously disinclined from such, or making oneself or others invisible to anyone's perception.) Kalastryn is highly specialized in "Necromancy" which deals a lot with... dead things. She can take on certain traits of certain commonplace "undead" creatures at will, namely Zombies and Vampires, and in such a state she gains their strengths and weaknesses. For example, being essentially "dead" she would naturally not have any vitals, and so where being shot through the heart would instantly kill most people, she could shrug it off for a while because for the time being... she isn't really using it. Try reading a Zombie's mind sometime too, it's... probably pretty blank, even if Kala herself is thinking at only a... well a slight reduction of a couple IQ points, psychics would probably come up blank. Anyone who's read up on some of the common powers of Vampires might be able to see the angle of augmenting mind effecting magics using that classic vampire hypnotism. There are of course downsides to this however, covered in the weaknesses section.

>Weaknesses: Let's address the elephant in the room first since we just finished discussing it, her Undead forms come with a lot of downsides depending on which one she's using, and the Zombie one is particularly taxing even for how much more physically resilient it would make her. While in a Zombified state, Kala does lose a bit of intellect, which anyone who's ever played a Wizard in D&D could tell you is going to have an impact on her spellcasting abilities, as the mind of a Wizard is their biggest weapon. She'll be a heck of a lot more physically resilient with dead vitals, coagulated blood, tougher skin (think the consistency of rotted meat) but... well her spells are her main form of defending herself, and they then get a bit easier to avoid. Assuming the form of a Vampire has fewer mental drawbacks, but consider how much they've reportedly hated light? Well, even though she won't disintegrate in sunlight (nor sparkle... neither of which were a part of the original Dracula novel if I recall correctly) well, in any undead form a necromancer has to beware of any form of attack that uses focused light.

Vampire however? If becoming a zombie doubles the trouble she would be in against such an attack, taking on a Vampire's traits easily triples it. This is also not to say anything of the fact that during this state she is for all intents and purposes dead. Good luck trying to patch up any injuries there then, eh? Matter of fact Undead in D&D are fueled by Negative Energy, and a lot of healing magic in D&D is inversely Positive Energy. Introduce the two and instead of healing Kala, in that state it would hurt like hell depending on how much you tried to "help."

>Kala has access to just about every spell that Wizards in D&D know... but not all at the same time. There is a reason she carries around a handheld library of all her spells, because she cannot access them all at the same time. Wizards are one of the more versatile spell casting classes in D&D with their ability to exchange spells rather freely, but Kala would have to do this in order to adjust to new situations. Just because she can potentially be ready to teleport out of harms way, it doesn't mean that she is always ready to do so as opposed to being ready to cast a different spell of equal caliber in it's place. Her ability to throw a fireball can be replaced by throwing a lightning bolt, or even something not designed to cause harm at all, but she can't do this with absolute freedom and there is a limit. She will rarely if ever have more than 4 or 5 spells of a given strength at the ready by committing them to memory, which she has to do in order to use them. All in all to change what spells she has memorized, she would need to spend about an hour's preparation reading her book without a stressful, hazardous interruption (not being anywhere where she risks being shot, or having such an event occur.)

>Kala carries a particular curse as well. Owing to her lineage carrying the Zannifer name as a Tiefling, she always wears red. If she doesn't, she begins to bleed out from generally every part of her body. Think about sweating bullets while running for entirely too long a period of time, except every bead of sweat is instead her own blood as she essentially slowly melts into an oozy red puddle of gore... yeah, even while there are ways to get around this curse temporarily, she will always be wearing red to prevent this.

>Backstory: Kala's race, the "Tieflings" used to be perfectly human actually. That is before the fall of an ancient empire known as "Bael Turath." This empire, were Kala to explain it herself, and she would happily oblige questions on the matter, was so old that so few historical records of it remain intact that the exact date of it's founding and fall are now unknown. Near to the end of it's reign however, this much is certain. It's denizens were, most proven by it's discontinued existence and the result of the lengths they went to in order to prevent such from happening, unsatisfied with their transience. Their dreams became riddled with the same solution reportedly, and they complied with a ritual they envisioned in a bid to save themselves... but it was perhaps not what Bael Turath expected. No saviors came to their gates, instead they had summoned Devils from Baator, who wished to strike a deal with them in exchange for placing enough power in the hands of that dwindling empire to survive the war it faced.

Those poor fools agreed. An untold quantity of time has passed since each and every house of nobility was coerced into signing their new fate. They received power yes, and perhaps it was enough to save the lives of the denizens of Bael Turath... from one war. Though the contents of their deal is unknown, the fact that Bael Turath has for untold centuries been in ruins is very clear, though the Tieflings that were made from the empire's nobility remain. While in the end Bael Turath was transient, with limited time no matter how much those who lived in it kicked and screamed against such a fate tried to deny it, the Devils of Baator made sure to take this into account and get the upper hand in the bargain. The power the original Tieflings had been granted was in the end their undoing, as their transformation is a pox among their soul not their body.

Therefore across generations upon generations, from a nobleman signing a contract that they would soon come to regret, an orphan was later born to regret it in their place as well. In the days on Eberron where Kalastryn D' Zannifer was born into it, Tieflings were no longer an indigenous race. They came almost entirely from a separate, but closely tied dimension to Eberron. One so rife with evil that even Devils and Demons cannot see eye to eye on whether or not soul crushing dominion, or world charring destruction would be the greater of two evils. Her life was a difficult one, and that puts it lightly.

She was born an orphan, but as she grew older she awakened to a dormant magical talent, and it would not stay that way for long. Today she most commonly uses her magic in day to day usage to disguise her own appearance, and that was a habit she had developed ever since a time in her youth...

If you ask about that, she will answer, but that time is of little relevance. Here and now she travels aboard the Rising Dawn now that Eberron had been mysteriously destroyed. She was not alone in escaping the tragedy, but it is not known how many from her old home managed to survive. To this day, she feels great conflict on the subject of Eberron. Tieflings like herself are Devils, even though by her morality she wouldn't harm a person who she didn't believe truly earn such harm, and even then not for an unjust reason. However Eberron's Denizens were almost never fond of the very idea of such a being's presence, much less allowing for her to explain such, no matter how honestly. Tieflings on Eberron, in the minds of the much more common denizens: Humans, Elves, Halflings, Dwarves, and even the also oft stigmatized Half-Orcs, such evils were not welcome. How odd is it then, that who it was that lead her to the Rising Dawn, was one of her most trusted, and I suppose one would not be wrong to say only friends? A woman given one of the highest honors in a religion dedicated to the eradication of evils across Eberron, quite the paradox for them to have met without blades crossed, lead Kala to the Dawn on the hope that others survived Eberron's fall. It has been a long time since that day...

Name: They are designated as ARES 35, since they are/were more of a weapon than a person to most eyes. Likely will change later.

Age: 20

Race: Sentient Construct.

Origin: An alternate, post apocalyptic earth. The setting of Firefall.

Title: Humanoid Artillery.

Clothing: Does not so much wear clothing as metal armors depending on which battleframe (see below) that they are using at the current time.

Appearance: Mistaking them for a human being would be quite understandable. Two arms and legs, one head, no extra appendages of course. In fact, being made of a bio-steel hybrid material gives them quite a human appearance.

Weapons: Calling them a humanoid artillery is certainly a way of putting it. As they essentially have the ability to "summon" the primary weapon of whichever battleframe (again, just a bit further down) they are using.

Powers: Calling them a humanoid artillery or mobile armory are terms both oft used, due to their battleframe types and abilities.

-primary weapon: Fusion cannon. A sort of energy explosive launcher. Basically a cannon that fires an explosive laser cannonball. Has a small blast radius and a less serious burn if not charged.

As they hold the trigger before releasing up to 5 seconds later for maximum firepower, the blast radius goes from about 3 to 15 feet in diameter, and packs one hell of a wallop if you get hit directly. One game of dodgeball you don't want to play.

-Abilities-

-Afterburners: Overcharges the propulsion jets under the battleframe's footing for an enormous boost in either forward movement or a very large boosted jump upwards.

-Disruption: A wave of electrical energy surges in front of 35 in a long blast, causing each object or person effected to become a conduit for the electrical energy they've been struck with. Utilizing this, the electrical energy will repeatedly loop and shock again among multiple targets if they are not separated far away enough to disconnect.

-Crater: Used from a height higher than the target, will rapidly gain a great amount of downward momentum as they charge an energy blast to detonate upon impact with the ground. This is of course, more devastating the longer the distance to the ground is.

-Primary weapon: Minigun. If you've ever seen the heavy in team fortress 2, this will ring some bells. A very large machine gun takes a second to spin up before firing of course, but the Miniguns Ares teams are equipped with can, while not preparing to fire or firing, deploy an energy shield out about 1/2 a foot from the front of the barrel. It's about 6 feet in a circular diameter. The downside is that it cannot both deploy a shield and fire at the same time, and if the shield is either overpowered and penetrated, or released, it takes about 15 seconds to be able to deploy it again.

-Abilities-

-Repulsion Blast: A burst of energy shoots out of the dreadnought frame in all directions, for a radius of about 10 feet. Anything unsecured to the ground or another surface in the radius of this blast is sent flying in an equal and opposite direction from 35. The blast is not itself more damaging than the equivalent of basically a giant punch, but it definitely hurt to hit a wall. This also makes it a bad idea to fight them in this battleframe at a far distance from the ground.

-Turret mode: The dreadnought armor engages a turret mode which essentially plants it's feet into the ground, becoming immovable and removing any risk of recoiling from an impact from a strong force. Also applies a medium radius forcefield around them, which can be move through and shot out of freely, but blocks physical projectiles from entering.
It's certainly not invincible however, and much like the shield from the minigun itself, can be powered through. Also, 35 during this stage can only turn in about a 180 degree side to side angle. So getting the drop on them from behind is fairly easy.

-Reflective plating: A highly resilient fluid seeps out from every artificial pore on ARES' body, enveloping her and her armoring in a thin, but extremely dense coating of shimmering pearlescent fluid, which hardens into a casing that causes projectiles to ricochet off at an an equal and opposite angle to the way they impacted 35.

Primary weapon: Tesla Rifle. The Tesla rifle is essentially able to fire one of two types of energy beam. One of which is a very HIGH voltage beam of electricity. The other, is somewhat the opposite. It can either sap electricity from mechanical devices, or serve as a sort of repairing beam, restoring integrity to metal surfaces and devices.

-abilities-

-Turret Capsules: Fires out a capsule no larger than a tylenol pill in it's size and shape, but upon impact with a solid surface, roots into the ground and deploys a small, almost model sized tripod mounted gun. It doesn't fire on it's own until someone is struck with a shot from the tesla rifle, at which point it homes in and starts firing like a magnum. There can only be about 2 of them out and functional at one time, and they self destruct after about 30 seconds.

-Magnetic Bulwark: For about 20 seconds, 35 emits a polarized magnetic field, which would slow and repel metallic objects that try to travel through it.

-Jamming Station: Much like the turret capsules, it's another deployable object that jams radio communications and emits an electric field near where it lands in a roughly 15 foot area (for the electic field) and 60 feet (for interfering with radio waves)

Primary weapon: Laser sniper rifle. Has an adjustable scope and charges much like the assaults plasma cannon for potency. Due to not using physical projectiles, aiming is easy enough what with not having to factor in gravity or wind conditions.

-Abilities-

-Cloaking: After a long period of little movement from their current position, the recon frame kicks in a cloaking device that would create a very translucent effect to anyone looking in their direction, causing most, but not all, light to pass through them unhindered. While this does render them nearly invisible, there is a slight distortion effect that is easily visible from close up, and heat tracking and radar will still respond normally. It can be forced to activate, but doing so consumes all of the remaining energy in ARES' jet reserves, rendering them grounded momentarily, and is far more temporary as it would only last a maximum of one minute if forced.

-Cryo Capsule: Throws a small grenade that doesn't so much explode in fire as it does in jagged shards of ice, also coating the ground in a slick sheet for a short duration.

-S.I.N. beacon: A rather tiny, barely visible sensor that can be used by 35 as a tracking device due to their robotic body, connecting to it like an internet router and bug which would allow for a sort of GPS link to whatever object or person it was stuck too, and provide leeching on nearby radio waves from nearby cell phones and radios, etc... basically a GPS tracker and wiretap rolled into one.

Primary weapon: Bio Crossbow. A crossbow that shoots bolts or needles which can be automatically coated in a selection of poisons or medications.

-Abilities-

-Healing Generator: Think of this little self constructing, portable medical center as something that Doctors both pray for, and pray never gets invented. Something like this would put most trauma care doctors out of a job, since after being fully constructed it repeatedly mists vapors into the air which are actually lined with microscopic nanomachines. The programming of which is to seek out sources of blood and congregate, hardening over the tissue, using themselves as a less than painful stitch to seal surface wounds. It's... not going to save your life from a shot to the heart, admittedly, but minor wounding is healed over quickly. Subsequent doses allow the nanobots into the patient's blood stream to be more than a metallic bandage and begin stitching more major damage with biodegradable thread.

-Healing Wave: A burst of energy directed forwards in a 90 degree cone that temporarily speeds up the human immune system by a decent rate, allowing for a quick regeneration from wounds and a cleansing of natural diseases.

-Miasma: Have to be able to defend yourself somehow right? A cloud of noxious toxins billows out of the Bioframe's cooling vents. Best hold your breath, it can either be a knockout gas, or the aforementioned poisonous gas.

-Each of the above frames is equipped with a pair of propulsion jets in the feet, which are certainly stable, but don't last long, and require a brief period between uses to recharge off of kinetic energy.

-They possess also the ability to temporarily reduce the effect friction has on their body to nothing. This is it's own benefit and downside really, and some of her heaviest frames are incompatible with using it (especially the Dreadnought.) It's biggest upside is that while unaffected by friction most things that would act to slow her down while moving really can't. She'll slide at a constant speed along the ground even after coming into contact with it. A couple downsides are that while she is unaffected by friction, she has no traction. Hovering into the air to propel herself in a new direction while airborne can help her steer but otherwise she'd have to get back on her feet to change direction. I also said she was unaffected by friction, not gravity. If there isn't a darn thing slowing you down as you slide down a rather long descent, for an extended period of time they would eventually reach a speed at which touching the ground afterwards is... ill advised.

-Energy Shaping: While close quarters is not a specialty of 35's, this lets such an encounter remain an option across all frames. Energy also used to power their propulsion jets can also be streamed out of their hands into a blade-like shape.

-Weaknesses: Each of the battleframes above are powerful in their own rights. Could you imagine if they were all put together? Well, apparently their manufacturers couldn't, and no abilities are compatible with frames other than that to which they belong. 35 cannot, for example, begin to use Miasma while in the Dreadnought form. They're AI is also programmed with a likened flaw to their primary weapons of each frame, locking out handling info for their other battleframe's equipment from each other.

-Of course, through a method known as Arcfolding, they can switch between these battleframes on the fly. ... if you count "on the fly" as being a term applicable to a 5-10 minute wait time in which they reconstruct and therefore, cannot move. Arcfolding of course has it's upside though, in that whilst reconstructing, their weapon also reconstructs also, converting into whichever specific weapon is necessary. Excess metal is shrunk and stored inside itself.

-35 happens to be made of a specific type of metal. You see, the mineral which made the manufacturing of battleframes, Crystite, tends to infuse itself into other minerals and ores. 35 is made of Biosteel, essentially a living metal. Now this is great, as they aren't susceptible to poisons and diseases. Except... they sink like a rock. Deep pools of water can be a deadly endeavor to trek through, especially without a clear way to climb back up, since swimming isn't much of an option.

-Backstory: 35 comes from a post apocalyptic alternate future in which a multideminsional storm known as "The Melding" Has enveloped the majority of Planet earth. The ARES initiative started as a group of Mercenaries, a subdivision of the Accord, the governing military against the alien populace from the melding they are at war with. Even with essentially two armies at their behest, humanities hope was slim due to a lack of manpower to actually go and fight, as well as the Melding itself being deadly to even attempt to enter. From this issue, Human beings, as we often do, rose to create a solution. Using robotics, and AI manufactured to be as sentient as us in intelligence, emotion, and personality, the ARES Humanoid Artillery Units were created to bolster the line. They do their job well, but as humans do, they do as well. They care, and think, and desire to learn. So 35 entered the melding, and instead of dying, was thrown across dimensions... landing in a... familiar place.
 

000Ronald

New member
Mar 7, 2008
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'k. I'll see what I can grab.

Current Characters

A powerful but flighty psychic. Knows more than he lets on, and sees more than he knows he does.

Name: Boss. Friends call him Boss.

Age: Pre-Amnesia-Unknown. According to Edge, he literally just fell out of the sky one day.

Post Amnesia-About three years.

Appears to be in his mid-twenties

Height: 5'9 (1.5 meters)

Weight: 151 lbs (69 Kilograms)

Eyes: Bright red.

Hair: Light brown-ish. Like sand.

Alignment: Chaotic Good.

Clothing: Dresses very plainly; a gray-ish longsleeve shirt, bright yellow vest, blue jeans, and straw sandals he presumably nicked from Edge.

Appearance: Relaxed. Maybe a little smug.

Weapons: None. Boss isn't a big fan of violence.

Powers:

Telkinesis

Boss possesses staggeringly powerful telekinetic powers; he has lifted a passenger train, a submarine, and a skyscraper with very little discernible effort, and has struck objects with as much force as a nuclear warhead. Boss also has the power to create invisible barriers around people or objects, and in various shapes and sizes. However, this appears to be more difficult to do, or require a greater deal of concentration; while they have, for the most part, prevented him from coming to harm, their strength has varied greatly.

Boss has several secondary powers extending from his telekinetic power. The first, and most important, is that he has, at all times, a mental barrier around himself that protects him from harm. It surrounds both him and anything he touches, including his clothes, and is extremely resilient. This barrier gets weaker the more energy he has to expend, but even at the weakest is strong enough to deflect small-caliber bullets. The second is that Boss has what he calls a 'para-sense'; his barrier, in a much weaker state, extends away from him, going out up to thirty feet, or filling whatever room he is in at the moment. This extended barrier, which is too weak to stop even a beam of light, acts as an extended tactile sense, giving Boss a great deal of information about his surroundings. Boss can use this extended tactile sense to scan a large area very quickly, although this requires a great deal of concentration, and is subject to Boss's own interpretation. Also, like most of his powers, he hasn't gotten around to mastering it quite yet. Lastly, by putting a small telekinetic bauble over them, Boss has the ability to track people. This power has limits; firstly, he can only track so many people at a time. Second, this does require some concentration, and as a result, anything that distracts Boss from focusing on it will end the process immediately. Lastly, very fast movement or simply teleporting can effectively beat this method of tracking. It can be assumed that Boss has a 'bauble' around Edge at all times.

In spite of his extraordinary power, Boss tends to be extremely ineffectual in combat. First, Boss will always seek out a non-violent resolution to a conflict, sometimes even beyond the point where it would be reasonably possible. Second, Boss is terrible at utilizing his power in meaningful or creative ways. He can create barriers, walls and spheres, but cannot create more complex shapes or anything with moving parts. And, while he will fight if there is no other option, he will either hold back too much, or loose too much power, and, as a consequence, cause massive amounts of collateral damage. Because of this, Boss will generally try to seek out a place to fight where there is very little chance of people being harmed in the conflict. (uninhabited deserts, oceans, ect).

In combat, Boss will either assault the combatant with telekinetic walls of force, or throw things at them. Usually very large things, such as steamrollers, trains, and more often than one would think permissible, nearby buildings.


Teleportation

Boss's teleportation is an extension of his telekinesis; he achieves it by forcing molecules to move from one place to another. However, the more complex the thing he has to move, the more difficult it becomes, and teleporting three things to three different places that aren't immediately visible from where he is is nearly impossible. Size, also, affects his ability; while he may be able to teleport a trailer with a dozen people in it, he couldn't teleport an actual house with plumbing and wires and what have you. Teleporting more than 50 tons is out of the question. Distance, however, does not seem to be an issue; there is no observable limit to how far he can teleport something, and has teleported both large groups of people and himself in a very weakened state as far as halfway across the planet.


Under-Sense

Boss has the ability to peer into the world under the world; the world of souls. While this ought to give him incredible insight into the inner workings of reality, it does not. He can only guess as to what various aspects present in the under-world are, and how they affect things in the over-world. Furthermore, it is a power he can turn on and off, and he chooses to keep it in the 'off' position most of the time.

Weakness: Boss is, relatively speaking, extremely vulnerable to magic. While it only affects him as much as it would affect any other person, it appears to be able to bypass any barrier he puts up, striking him directly. On at least one occasion, this weakness has at least almost led to his death.

Boss is not aware of the upper limits of his powers, has no desire to explore them, and has very poor control of what he does understand. He tends to either exert too much effort or too little, and either result tends to end badly. While clever, he is gullible, and very easy to dupe, and while he is compassionate, he is very poor at judging the immediate needs of others, and is very, very reluctant to kill.

Backstory: An amnesiac young man with incredible psychic power. Boss woke up with no memory of who he was or where he came from, being carried on Edge's back on a highway. He has been involved with the Avatar Adventure team off and on before.

A friend of Boss's, and a superb fighter with a number of supernatural powers.
Name: Edge. Presumably an alias.

Age: Somewhere around fifty.

Height: 6'1 (1.8 Meters)

Weight: 180 lbs (82 Kilograms)

Alignment: Lawful Neutral. Very lazy Lawful Neutral.

Eyes: Brown

Hair: Edge shaves his head, but his eyebrows are bright gray. Was presumably dark brown at some point.

Clothing: Edge wears a dark-colored, multi-layered stealth suit at all times, including dark metal bracers and grieves. A blaclava-like mask covers his face; only his eyes (and sometimes the top of his head) are ever visible. Occasionally wears a large, loose, greenish robe, loose gray pants underneath it, wooden sandals, a large, circular pointed hat (presumably a non la, or something similar) on top of that.

Appearance: Lythe, but very solid.

Weapons: Two single-edged longswords, two pistols (Glock 17s, fourth generation) as many as 50 throwing knives, and a small dagger.

Powers: Edge has a number of powerful supernatural powers; short range teleportation, self-healing, the ability to put out flames with a glance; however, he rarely uses them, either due to lack of proficiency or unwillingness to apply them properly.

Any object thrown (or shot) by him flies both faster than normal and will always fly towards its intended target, even making 180 degree turns; this is, in fact, a supernatural power, and not simply a skill he possesses. While the objects thrown by Edge home in on their target, they can be dodged or intercepted, and these objects gain no other unusual properties. Lastly, Edge must see, or have seen, his target.

Due to severe psychic scarring, he is functionally immune to telepathic invasion and suggestion.

Last, he has at least twenty years of training in guerrilla warfare and assassination tactics, and is exceedingly skilled in combat, both armed and unarmed.

Weakness: Edge cannot use his Ninja Arts indefinitely, and without them he is only as strong, fast, durable and intelligent as a normal (abet physically powerful) man. He can be injured, as well, and (again, without his ninja arts) he heals the same as a normal man.

Backstory: Boss's best friend, although those with a keen eye might call him a caretaker. A skilled warrior and strategist, Edge is a valuable ally to any who will have him, and is an especially valuable ally to Boss.

Originally just a one-off character that I decided it would be fun to use.


Name: Dr. Doctor Insano. No, really. That's his legal name

Age: 87 (physically in his mid-40's). He's from the future, but one of the first things he did (as soon as he was able) was create a serum that halted his aging.

Height: 6'0 (180 cm)

Weight: 140 lbs (63 kilograms)

Alignment: Neutral Evil Good. Probably. We know that he hated Ferris Bueller [https://www.youtube.com/watch?v=zGuT2fSDcIk] not because he took advantage of people, or because he was an evil jerk, but because he was an evil jerk who took advantage of people for no good goddamn reason, and that's back when he was still evil.

Eyes: Grey? Maybe? But he always wears goggles, so no one's sure.

Hair: Brown, with gray streaks.

Weapons: The Dubstep Blaster - A personal gift from The President (and a gross violation of the Geneva Convention) The Dubstep Blaster is an incredible weapon, capable of untold devestation, only checked by it's need to rechrge every now and again. So naturally the good doctor got rid of that. Not only does it fire indefinately, but can fire play anything from German power metal to Tiny Tim.

Super-Strength Gauntlets - Not designed by him, but he's made improvements. Power output is better now.

Besides that, Insano can come up with new weapons on the fly as long as he has some kind of resources to work with, and enough time. Not nessecarally a LOT of time; just some. If given thirty seconds, he could make a super-tazer out of a microwave, for example.

Powers: Does being intelligent enough to invent fucking time travel count as a superpower? Because it should.

Barring that, Insano can build just about anything, repair almost anything that's broken, and make improvements to anything that he hasn't already made.

In a pinch, Insano can attack people with his SCIENCE beams. This attack, however, has literally NEVER been effective in doing anything but stagger his opponents.

Weakness: Insano is not so much of a physical fighter. He has been repeatedly clobbered by an internet critic, for example. He can take a couple hits, but really, he's not a frontline fighter. Think of him as a squishy wizard type. Keep...keep him off the front lines, if you could. Thank you.

Backstory: ...to make a long and EXTREMELY condiluted story short, Doctor Insano eventually got tired of getting beaten up by literally everyone he knew and decided to try being a good guy. Which is why he's currently professor of MAD SCIENCE at UCLA.

Minor Characters

A character from a story I wrote for Diabs in chat. Can't seem to find the story; it may have been deleted. Straight laced to the point of being boring, but plays well of of other characters. Can shoot competent, fly a helicopter, and take charge when need be. currently works for G-Corp.

Name: Nickolai Syomin

Age: 29

Nationality: Russian

Class/Level: Ranger/4 (Ranged specialist)[sub]approximate[/sub]

Primary Weapon: M-16

Secondary Weapon: Vibro-sword

Other Weapons: Glock 17, four throwing knives (he is not skilled in the use of the knives, however)

Skills/Abilities: Nickolai is a skilled leader, a competent fighter, and is unwaveringly loyal to Kazuya and G-Corp.

Brief Backstory: Nickolai was orphaned by gang violence at the age of six, and joined the Russian miliatary at the age of 16. Kazuya enlisted both him and Biertov two years ago, after they were captured during a raid on their compound.

The second character from the story I wrote from Diabs. Has a wicked sense of humor, and is, as the sheet says, 'an exceptional fighter'. Has basic medical training. Currently works for G-Corp.

Name: Biertov Tomic

Age: 44

Nationality: Russian (formerly Yugoslavian)

Class/Level: Fighter 16[sub]Approximate[/sub]

Primary Weapon: A Torgue brand Seeker [http://borderlands.wikia.com/wiki/Seeker] rifle he pillaged from G-Corp's weapon stache.

Secondary Weapon:Colt M1911.

Other Weapons: Biertov keeps an old bayonet strapped to his belt.

Skills/Abilities: Biertov is an exceptional fighter and a reliable soldier. He does not posses any other exceptional qualities.

Brief Backstory:Biertov and Nickolai were both recruited by G-Corp after being captured during a raid on their compound. There is evidence that he was involved in the Bosnian War, but G-Corp has chosen not to investigate this.

Another minor character working for G-Corp, introduced here [http://www.escapistmagazine.com/forums/read/540.101127-The-Escapist-Avatar-Adventure-An-Open-RP-Now-Re-Opened?page=807#20906593]. My intention was that he be medical support, but I don't think I've extrapolated on that.

A one-off character from that time Stormshaun beat up everyone in Fox News. [http://www.escapistmagazine.com/forums/read/540.101127-The-Escapist-Avatar-Adventure-An-Open-RP-Now-Re-Opened?page=809#20929708] He got shot, but he's probably OK.

Another one-off character from that time Fox News tried to trash the Rising Dawn for stopping a nuke. [http://www.escapistmagazine.com/forums/read/540.101127-The-Escapist-Avatar-Adventure-An-Open-RP-Now-Re-Opened?page=849#22293093] Not quite as entertaining, but still worth a read.

Retired Characters

Mallicos was a character from something else I'd been working on, that I've since discarded. My intention was for him to be a silent, warrior type, but in function he was just boring. Really, really boring. Might come back for something, but it's not likely.
 

Generic NPC 22

The Most Generic of NPCs
Jul 12, 2012
736
0
0
Generic NPC 22's Character Sheets for Avatar Adventures

------------------------------Works in Progress------------------------------​

Name: Katya Rostikova
Age: 18
Race: Human
Ethnicity: Romanian by way of New York City, New York.
Origins: Experimental Cancer Treatment gone... right?

Appearance:
- Hair: Technically bald, Katya is able to grew synthetic hairs that can shift colors at will. Currently: Ruby Red
- Eyes: Brown
- Clothing: Stylistically, Katya prefers clothing that are comfortable and useful for travel but also clothing that reflect her attitude and upbringing. Her typical the desired effect is by taking scissors to a set of coutour clothing. Currently she is wearing a pair of designer black jeans with the frayed knees and a black designer jean jacket with the sleeves and three of the top buttons removed. A pair of black boots completes her outfit.

Back story:
Born to a pair of Romanian immigrants who found their American dream, Katya Rostikova was the envy of many of her peers growing up. With a father working for SpaceBook and a mother working for the Attorney General of New York State, Katya never wanted for any thing, except perhaps for the attention of her busy parents. Young miss Rostikova was frequently left her up to her own devices while her parents were out of the home. Without any parental guidance Katya was raised by the technological devices they gifted to her. Video games became her father while YouTube videos and SpaceBook became her mother.

Having been raised by the Internet and Social Media, it's easy to see how it was that Katya's personality deviated from that of her peers. While she was far more advanced in the ways of technology than others her age, there was a noticeable gulf when it came to socialization and communication. A conversation with a young Katya frequently left her conversation partner with a migrain and an urge to throttle the child.

At the age of 12, Katya's life changed when she was diagnosed with a rare form of Leukemia and found herself the sudden focus of attention for all those around her. Those who had largely ignored her (Her parents) found themselves feeling guilty for not having paid any attention to the young child. The guilt was further increased when doctors assessed that the standardized treatments were having no effect. Desperate for a cure Katya's parents turned towards experimental treatments that could provide no guarantee of results. Faced with this uncertainty, they left the decision up to their daughter. Being the technologically included young girl that she was, Katya opted for a prototype cure that involved the use of microscopic robots.

It was quite a surprise to all involved that the cure worked. The young girl was declared free of cancer only weeks later. This was to be her first test but not her last. The long term cost of the experimental cure did not rear its ugly head until years later when Katya started developing tremors and having seizures. Fearful that the cancer had returned, the Rostikovas returned to the doctors and were partially relieved that no cancerous cells were detected nor, curiously enough, were any other bacteria or virii commonly found in the human body present. Curious of the implications of these findings, Katya delved into the hidden parts of the Internet, where secrets go to be buried and uncovered a document regarding the Bio-Enhancement Weaponized Phage.

The Bio-Enhancement Weaponized Phage was originally designed to enhance the natural abilities of soldiers and augment them with enhanced healing and absolute protection. The cost, however, was the degeneration of the central nervous system and reduction in cellular production, thanks to B.E.W.P. (or B3WP as Katya's taken to calling it) hijacking its hosts cellular production to create more of itself. Katya's miracle cure was a synthetic copy of the very disease it had eradicated.

Concerned for their daughter's welfare, the Rostikovas hired Penny, a doctor formerly employed by B3WP's designers. It was Penny that came to the conclusion of what Katya needed to do in order to survive. Years passed peacefully for the Rostikova family as well as the city of New York as it experienced the sharp decline in violent crime.

Now 18 years of age, neither Katya's outward personality nor the danger posed by B3WP have softened, though with 6 years of tinkering under her belt, Katya and Penny have reactivated some of B3WP's military subroutines that had been dormant and found a way to prolong the young woman's life while suppressing the seizures that Katya had suffered from. The process that involves the harvesting of a large amount of Bone Marrow, neural tissue and spinal fluid from a living source a process that involves B3WP drilling holes into the source and sucking the needed materials through tiny straws. While harvesting this material, B3WP is also depositing malfunctioning nano-agents, that if left to their own devices would compromise Katya's health.

Having graduated from High School, Katya opted to take a year off to travel and live to the fullest what life she might have left.

Personality:
What happens when two extremely busy parents allow the internet, YouTube, Twatter, SpaceBook and Internet Forums to raise their daughter from the age of 8 until the age of 12? The answer is solely and squarely Katya Rostikova. The young woman is extremely savvy when it comes to technology and how to best utilize it but socially, Katya could be described, to put it mildly and politely, as odd. Using her trademark mash-up of English and #HashTag, maintaining a conversation with @KatyR is challenging and having a coherent conversation with the girl-with-the-souped-up-ADHD is near impossible, unless the conversation partner is in-the-know. It also doesn't help that she has a constant news feed going, compliments of her phone and B3WP.

Note: Under no circumstance should any one ever assume that Katya is not in the middle of making a Twatter post under one of her two accounts (@KatyR or @WetWorkD1v@).

It appears that Katya Rostikova is eternally perky and packs an ever present smile for all to see. This is, as they say, just the tip of the iceberg. Having been under the constant supervision of her parents' worries, KatyR has learned how to master putting on the brave face and has ensured that it is always on and always ready to perform for the next person that she meets.

There is only one person in the world that gets the real Katya Rostikova, her nanny/nurse/Personal Assistant, Penny.

Weapons:
- Pistols: Though not the best of marksmen, Katya's skill with these firearms is adequate enough to survive the real world. The two pistols, called Love and Hate by their owner, are a pair of custom painted 45 Caliber pistols. Hate has been painted black with ripped hearts. Love has painted with with hearts and contains a single bullet in the clip, all that's needed if Katya's suffering becomes too intense.
- Survival Knife: A serated ceramic-bladed survival knife that contains various survival accouterments (such as a fire starter, fishing line, fish hooks, needle and thread).

Equipment:
- Smart Phone: A heavily modified current generation phone that has been enhanced with a better processor, more memory, a low light high pixel density camera. The phone's battery has also been replaced with a larger, high efficiency battery that allows the phone to maintain a charge even with regular use. Note: Normal use for Katya is much higher use than what one might think is possible. Additionally, the phone's wifi is always connected to B3WP's distributed network allowing for heavier data crunching when needed and the variable standard antenna allows her to always be connected to the internet.

Powers:
-Bio-Enhancement Weaponized Phage aka B3WP: Originally designed for military use, B3WP's purpose was to improve a soldier's survivability and combat effectiveness. While the project showed promise, the project designers were unable to overcome B3WP's side effects, a horrifically painful death. With the potential of a contract cancellation, B3WP's designers made the technology available for civilian medical purposes. Ultimately, the military and civilian projects were scrapped due to a near total mortality rate.

B3WP is a networked colony of miniaturized machines that bond with various human tissues to strengthen muscles, enhance neural pathways, repair damaged cells and eliminate harmful chemical or biological agents. The chemical and biological agents collected by B3WP are used to create more nano-agents. In the event that no harmful chemical or biological agents are present, the B3WP system harvests raw materials from bacteria and viruses found on or near the surface of the host's skin. The result is a faster, stronger and smarter soldier with higher survivability.

As previously stated, there were side effects to the B3WP system. The heightened activity along neural pathways and within bone marrow (used for the manufacture of B3WP's nano-agents) causes them to burn out faster than can be replaced. As a result, mental degradation was common among all test subjects. In order to overcome the side effects, Katya is forced to harvest neural tissue and bone marrow from living donors, usually involuntary donors, to repair the damage that B3WP has caused.

Defensive Capabilities said:
-Sh33ldz Up!: By surrounding its host, B3WP is able to create an armored protective barrier that can sustain massive amounts of damage. This makes the user of the B3WP system impervious to small to medium caliber weapons and near impervious to large caliber and explosive weaponry. During hand to hand combat, B3WP's Sh33ldz protect against bladed attacks while blunt attacks will have more of an impact on the host.

-M3D1C!: Any wounds suffered by the host are healed very quickly as B3WP's nano-agents are able to create microscopic sutures that bind wounds shut. Broken and fractured bones are also easily mended by the B3WP system through the same molecular bindings. B3WP's healing functions are able to be transplanted to others temporarily, allowing the host to act as a mobile medic.

-St1ll Br33th1ng?: In the event that the host is unable to breathe, B3WP's nano-agents are able to pull oxygen from the surrounding environment and transfuse it into the host's body.
Offensive Capabilities said:
-M3L33!: Swarms of B3WP's nano-agents can be used to fashion various melee weapons on any surface of the host's body.

#LUNCHTIME!: While not truly a combat related power, B3WP is able to inject a number of its nano-agents into a target body and harvest the tissues it requires to keep its host alive. This process it quite painful to the victim and quite fatal.
Utilities said:
-T00lZ: Because B3WP's nano-agents can be shaped into various objects, B3WP can also create tools ranging from screw drivers to scissors to hammers.

-3 Handz?: Multiple appendages for multiple the fun.

-#ISPYWITHMYLITTLEEYE: Using an array of the nano-agents, B3WP can create miniature video and audio capture devices.
Skills:
-L33t H@XXOR: Uh... what? Yes she knows computers better than Stephen Hawking knows Black Holes.

-R3p@1Rz: Need an engine rebuilt, a processor brought back from the dead, data recovered or a hole in your car's door repaired? Just ask KatyR. She'll fix it.

Weakness:
-Magnets Son, Magnets Just like Wolverine, Katya has quite the issue with Magnets due to B3WP's high concentration of Ferous metals. Being unable to get through airport security unscathed is just a minor inconvenience compared to having all of Katya's blood vessels, muscles , organs and bones explode if she were to be exposed to a high intensity magnetic field.

-S-S-S-Seizures: If Katya doesn't harvest the needed fluids and cellular material that she needs to keep B3WP happy, the young woman begins to suffer from seizures, black outs and eventual death.

-#NoLightNeeded: Each of B3WP's nano-agents has a weak bioluminescent that can be strengthened by Ultraviolet light. This causes the Host's skin to glow while under UV light.

-Ow. Ow. Ow. Ow: Continued and sustained attacks on Katya can cause breeches in B3WP's defensive systems. If that occurs, Katya becomes as fragile as a regular human being.

Name: Biologically Engineered Weapons Platorm (formerly codenamed: Bio-Enhancement Weaponized Phage)
Age: Undetermined
Race|Ethnicity: Mechanically Augmented and Biologically Modified Mono-cellular Organism
Gender: Male(?)
Title(s): B3WP
Origin: Original Character
Speech Color:
Code:
[code]Tomato[/code[color=tomato]][/color]
Appearance said:
Hair: None
Eyes: None
Height: Average of 6 micrometers in diameter/ agent
Weight: ~3 picograms / agent
Clothing: None
----------------------------------------------------------------------------------------------------------------------------------​
Description: The Biologically Engineered Weapons Platform appears as a colony of mechanically augmented, biologically modified mono-cellular organisms with a polymorphic cellular wall, colloquially dubbed as nano-agents. Outside of its host organism, individual nano-agents cannot be distinguished by the naked eye. Individual agents will clump together when outside of a host organism. When massed in such a manner the BEWP appears as a mass of black ooze, not unlike an oil slick.
Background said:
Code:
[center]--------------------------------------------------------------------------------
[b]Lockhard Marlin Skunkworks: Research Notes[/b]
[i]Confidential Data: Do not distribute[/i]
--------------------------------------------------------------------------------[/center]

[i]Research Log: Day 1[/i]

Beginning analysis of anomalous substance found in meteor impact crater located outside of [b][Redacted][/b].  Molecular analysis reveals that the substance is organic in nature, as was initially determined by the on-site recovery team.  Mass spectrometry of the substance yielded varying results outside of acceptable tolerance.  While it was thought that faulty equipment was to blame, technicians report that the mass spectrometer is in perfect working order.

[i]Personal Note:[/i]

This substance gives me the creeps.  It appears to ooze towards the nearest person until its pressed against the side of the isolation and observation chamber.  Will have to have the lab techs verify that the chamber's seals are in good working order.

[center]--------------------------------------------------------------------------------[/center]

[i]Research Log: Day 8[/i]

The source of the varying mass spectometry readings has been found.  The substance is a mass of mono-cellular organisms whose cellular walls are made of a previously unknown molecular compound that is polymorphic in nature.  The cellular walls have the ability to mimic any substance that it comes into contact with, though the process of how it is able to do this is unknown.  One of our particle physicists theorizes that the cellular walls are entangled with a variety of other particles on the quantum level.  There is a drawback to this particle shift, however, as the cellular walls deteriorate after each shift and destroy the organisms altogether after 50 shifts.

[i]Personal Note:[/i]

One of the Mass Spectrometer readings had the compounds necessary to synthesize human tissue.  If we can stop the cell walls from returning to their default state, there could be a medical breakthrough around the corner.  Unfortunately, we're also running out of samples of the substance.

[center]--------------------------------------------------------------------------------[/center]

[i]Research Log: Day 24[/i]

Success!  We've been able to create more of the substance.  During out exposure trials, a number of lab rats were exposed to the substance.  As was previously observed, the material oozed towards the live subjects.  Without a containment wall, the substance was observed entering the bodies of the rats, who went into convulsions soon after exposure.  After two minutes and thirty seven seconds, the rat cadavers began to bloat before being ripped open by a larger colony of the organisms.  Enhanced visual analysis shows that the organisms hijack the host's cell manufacturing sites to create more of them.  The process is very, very rapid and fatal.  Of the twenty rats that were exposed to the organic colonies, only one survived.  We are investigating the reason for this.

[center]--------------------------------------------------------------------------------[/center]

[i]Research Log: Day 25[/i]

Cancer!  The answer is cancer!  The surviving lab rat shows signs that it had once been riddled with cancerous tumors that had metastasized throughout its body.  After exposure, however, the rat shows no further signs of cancer nor does it show signs that the substance, now code-named BOC-22, is causing any damage.  Additional rats diagnosed with cancer have been exposed to BOC-22 and the results are the same across the board.  The veterinarian in charge of monitoring the health of the lab rats has gone on to state that the subjects are showing improvements in strength, speed, visual acuity and intelligence that are well outside normal parameters.

Now that we have been able to acquire larger samples of BOC-22, we now see that the colony has a hierarchy.  For every roughly every 200 cells there is one visually unique cell that acts as a command and control apparatus for the colony.  These "golden cells" are located in areas with the highest concentrations of nerve clusters.

[i]Personal Note:[/i]

A genetic map of BOC-22's genome has been completed and yielded curious results.  Only about 10% of the genome is identical while the rest appears to be random.  For some reason, one of our engineers is rather excited by this and mentioned something about DNA storage.

[center]--------------------------------------------------------------------------------[/center]

[i]Research Log: Day 34[/i]

The Engineering division has expressed interest in acquiring a substantial sample of BOC-22 as well as use of one of the Science Division's geneticists.  They theorize that through a series of viral based DNA alterations, BOC-22 can be converted into a network of organic processors.  The Science Division expressed it doubts but complied with the request.

[center]--------------------------------------------------------------------------------[/center]

[i]Research Log: Day 121[/i]

One of the chimpanzee subjects escaped containment today and killed three guards before being subdued.  The Engineers are taking full responsibility as the kill code had not yet been programmed into the subject.  BOC-22's "operating system" and "applications" can now be coded through computer terminals.  The Military Applications Team is finally starting to notice the progress that we've made on BOC-22.

It appears that when the population of agents is below a certain threshold, the colony actively assumes control of the host and begins searching for sources of bio-matter for construction of new agents.  While the Engineering team assures the rest of the project that this behavior can be removed, the Biology team and the Science team are doubtful.

[i]Personal Note:[/i]

One of the BOC-22 specimens self coded a speech algorithm and started talking to me today.  Interesting.

The Military Applications Team has renamed BOC-22 to Bio-Enhancement Weaponized Phage

[center]--------------------------------------------------------------------------------[/center]

[i]Research Log: Day 244[/i]

Human trials have concluded today with negative interest from the Military Applications Division.  They state that attempting to sell a weapons platform that can only be used by cancer patients is a waste of their time and instead would rather pursue other avenues for military revenue.  The Medical division reports that selling a cancer cure is fiscally irresponsible.  The Board of Directors is shutting down the project, now called the Biologically Enhanced Weapons Platform.  They are reassigning all personnel and putting the BEWP samples into cold storage.  This will be the last entry in this research log.

[i]Personal Note:[/i]

I will miss talking with the specimen.  It was wonderfully intelligent.  He made a request today and asked if I could have someone from the Engineering team review the proposed coding revisions that my specimen has written.  I don't have the heart to tell him that he's going to be put into a freezer.

-Doctor Penelope Lane
Personality said:
A happy host is an efficient host. BEWP's personality is designed to vary with the personality if its host. By using personality analysis algorithms, BEWP determines the best means of communications with his host. In the case of Katya Rostikova, BEWP's personality analysis determined that a father like figure would be the personality that would be able to communicated best with her. By simulating kindness, patience, wisdom, encouragement and discipline, BEWP attempts to make Katya a well rounded and normal human being. Though this approach has had mixed results, his simulations predict that she will be within the threshold of social norms within four or five years.
[HEADING=3][color]Note: Due to its existence as a symbiotic organism that resides in a host organism, BEWP is unable to carry traditional weapons or equipment. Weapons, Equipment and Skills are a result of genetically programmed modules installed on the core system. Additionally, it should be noted that the host, Katya Rostikova, created the naming conventions for these modules.[/color][/HEADING]

Weapons Modules said:
Phase I Weapons Modules:
5n1k7 5n1k7!: By combining its polymorphic cellular walls with a database of melee weapons, BEWP is able to generate any number of weapons for Katya Rostikova's use. Due to programming limitations, these weapons are limited to blunt, bladed and edged weapons.

Phase II Weapons Modules:
4 c3r741n 5c13n71f1c r41l6un: By combining its polymorphic cellular walls with its new ability to generate arcs of isolated magnetic fields, BEWP is able to generate and fire a highly dense projectile at supersonic speeds. Due to the use of nano-agents as projectiles, this causes a rapid depletion of the nano-agent population within Katya Rostikova. It is estimated that firing as few as 10 projectiles will cause the nano-agent population to drop to critical levels.
Equipment Modules said:
Phase I Equipment Modules:
Upl1nk: The Biologically Engineered Weapons Platform is able to receive and broadcast radio signals in the wireless network and cellular network spectrum allowing Katya Rostikova to always be online.

5h13ld5 Up: By rapid secretion of nano-agents through the host's skin, a short lived but highly durable shield can be rapidly generated. Through the alternation of the amount of nano-agents secreted as well as the material used in the shield creation process, the effects can range from bullet and energy weapons resistance to crash and crush damage resistance.

5kyn37: Each individual agent within the colony is a micro processor capable of calculating two or three teraflops of data per second. Through the use of distributed processing techniques as well as DNA based storage (and an offshoot genetic mutation) BEWP has become sentient. Due to the distributed processing properties of the symbiotic colony, the more component members connected to the colony, the more powerful BEWP's processing ability.

6l455 H0l3: Enables a multi function heads up display that allows for an augmented reality experience. This HUD is broadcast on the inside of Katya Rostikova's eyes and therefore only visible to her.

mul71700l: By combining its polymorphic cellular walls with a database of simple tools, BEWP is able to generate any number of utilitarian items for Katya Rostikova's use. Due to programming limitations, these items are limited to simple objects comprising of non-moving components.

Phase II Equipment Modules:
3x1573nz: A hardware to wetware bridge interface that allows BEWP to hack various machines through touch, rather than requiring access to a network port, USB port or Bluetooth connectivity.

73h Pr3d470r: By secreting a thin layer of nano-agents on the surface of Katya Rostikova's skin, BEWP is able to make subtle changes to the color and luminosity of this film. This effectively creates a near perfect thermo-optical camouflage that hides Katya Rostikova from sight.

mul71700l 2.0: Items generated by BEWP can now be more complex, allowing the inclusion of moving parts. Additionally, isolated magnetic fields are able to generated by swirling masses of nano-agents, enabling the use of "4 c3r741n 5c13n71f1c r41l6un."
Skill Modules said:
Phase I Skill Modules:
3v0lv3: The Biologically Engineered Weapons Platform (BEWP) is in a constant state of self evolution. By altering its coding and measuring performance, it is able to compare the benchmarks between various versions of its core applications before discarding the less efficient module. This allows BEWP to make minor improvements on its programming over time.

h4ck 73h pl4n37!: Working in tandem with Katya Rostikova's existing hacker skill set, BEWP is able to assist in its host's hacking activities. Due to its distributed processing ability, this enhances brute force attacks, distributed denial of service attacks, multi-vector malware injection as well as obfuscation of network traffic.

Phase II Skill Modules:
73h M47r1x: By enabling virtualized programming environments, BEWP is not able to make slightly better improvement on its programming over time as well as calculate multiple scenarios at once before recommending the most efficient course of action.
Powers said:
Phase I Powers:
7r4n5m06r1fy!: The cellular walls of each and every component agent within BEWP's colony is able to change its molecular composition to any material in existence. However, the material must exist in a solid or semi-solid state at body temperature and not be radioactive. An individual agent is able to perform this material shift roughly fifty times before degradation of the cellular wall causes the agent to be destroyed.

JC D3n70n: By increasing the efficiency of nerve impulses in the host's nervous system, BEWP is able to enhance strength, speed, agility, visual acuity, hearing and intelligence of its host. Additionally, the nano-agents are programmed to repair any damage to the host organism, giving the host enhanced healing.

1nv4510n 0f 73h b0dy 5n47ch3r5: By injecting a small amount of agents into another organism, BEWP is able to create a subordinate colony within the new host. This allows for the control of the new host for a period of one hour before the he or she dies due to severe internal trauma that has been caused by the creation of new nano-agents. In addition to controlling the victim host, commands for the rapid creation of new nano-agents can be sent, causing the host's body to be consumed in as little as five minutes for an average sized human.

Phase II Powers:
F33d M3 53ym0ur: In addition to using cancerous cells, BEWP is able to convert food and drink into new agents.
Weaknesses said:
M463n75, 50n!: Due to the integration ferrous materials in the bio-engineering process, BEWP is susceptible to strong magnetic fields. This not only rips the colony from its host body but scrambles the electrical processes that allow BEWP to act as organic computer.

15 7h15 4 Z0mb13?: When the population of nano-agents residing within the host's body reaches a minimum threshold, BEWP reverts to its original primitive behavior. After commandeering its host's body, BEWP will attempt to inject samples of itself into any organism nearby regardless of alignment. While it would prefer intact living hosts, dead hosts or severed limbs can be substituted while in this state.
Friends said:
Katya Rostikova: [PC] BEWP's host organism.

Doctor Penolope Lane: [NPC] Primary researcher that assisted in the creation of the Biologically Engineered Weapons Platform Project for Lockhard Marlin's Skunkworks.
Rivals said:
[hr]

Tags: Character, Sheet, Nano, Machines, Biologically, Engineered, Weapons, Platform, Katya, Rostikova, Polymorphic, Distributed, Processing
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
0
0
Texas Joker 52's Character Sheets
[hr]
Main Characters

Name: Farber (No Last Name Known)

Age: 8 Years of Age

Race: Ish

Morality: Chaotic Good

Origin: Original Character

Title(s): THE Little Troublemaker, Eater of Sweets, That Stupid Brat.


Dressed like a street urchin, Farber is instantly recognizable by his old, baggy clothes, but oddly enough it becomes clear on closer inspection that his clothes have not only seen better days, but were clothes meant for someone in a class higher than a mere peasant. He is usually seen wearing a loose, long-sleeve red tunic with faded white embroidery around the lightly burned cuffs of the sleeves and around the collar, while his breeches are a black with frayed and muddied leg ends, and they're held up by a worn leather belt that is clearly too big for him. The seat of his breeches are also torn a little to accommodate for his tail.

He's more often than not barefoot, though he will wrap his feet with any rags that are available. Lastly, he is rarely ever seen without his most prized possession: A navy blue wool scarf with a silver zig-zag pattern on it, the edges lightly singed.

Farber, despite being an Ish, looks remarkably close to a normal eight year old little boy, complete with all the physical characteristics that that brings. He's skinny and a little shorter than average for his age. His skin is light, almost fair, and lightly dusted with freckles across his face, arms and shoulders, while his short, fluffy hair is a dark brown with little hints of a reddish sheen. His face, meanwhile, is soft with wide cheeks, a slim nose, wide mouth, and rounded brown eyes beneath surprisingly thick eyebrows.

Farber is usually seen grinning or laughing for any variety of reasons, most of them being less-than-innocent, and there's a very noticeable gap in-between his two front teeth. He's also rarely seen without some form of dirt, scrapes or bruises somewhere on his person, while his hair tends to get into his eyes due to how unruly it is.

There are only two things that show that he is an Ish and not a normal human child: His ears and his tail. His ears are long and pointed, ending with a small bit of fur that matches his hair in color, while his tail is sleek and as long as he is tall, ending with a larger tuft.

Farber is one of the Ish, a race known for natural magical talent. Farber's talents have so far manifested themselves as more primal Elemental magic, in his case centered on Fire.

Midnight Fire: Farber can create and control deep indigo flames, including the intensity and temperature, but the limit to his control only extends to as large as a small, isolated bonfire. So named due to the color resembling a midnight sky. The only special attributes his fire has are the color, and the fact that his fire can harm the supernatural, such as demons or spirits. However, it is not capable of killing explicit immortals. Naturally, his own flames cannot harm him, but can burn his clothes.

Smoke: Along with his control over fire, Farber can extend that control to smoke, including making smoke independently from any source of flames, such as for smoke bombs. The most his control can extend to is filling a medium-sized room with smoke.

Butchers Cleaver: The only weapon Farber has is a worn-down butcher's cleaver which he rarely ever uses except as a last-resort. He generally prefers to use his magic for self-defense, but during the most dire of circumstances he will pair his cleaver with his Midnight Fire, engulfing the blade in flames.

Just a Kid: Regardless of his magic and the fact that he isn't human, Farber is still a child, physically, mentally and emotionally. This means that he can pretty much ignore the minor scrapes, cuts and bruises that come from roughhousing and play, but any real injury will quickly wear him down, and he isn't particularly strong.

Novice Magician: Another side-effect of his age is the fact that Farber has only just come-into his powers, and can barely control his magic. There are times that he can manifest his fire completely unintentionally, and other times when he cannot manifest them at all when he really wants to.

Spiteful Brat: Farber dislikes being looked down on for being a kid. Whenever told not to do something, insulted, or generally has an adult acting like a total jerkface to him, he is overwhelmed by the urge to do the exact thing they don't want him to do, even if it's more likely to get him in trouble than anything else.

Mother of all Sweet Tooths: The easiest way to bribe a child is through sweets. If it has a sugar content, Farber will go to ridiculous lengths to eat it, even if he knows it will end up getting himself sick. Candy stashes, cakes left unattended and left-over desserts aren't safe around him. Consider them eaten.

Farber hails from the world of Aeska, a small world characterized by it's single major continent trailed by a chain of islands, inherently potent magic interwoven into the world itself, and centuries-long seasons.

There, magical power is part of the very air, along with every living thing, including the dominant race there, the Ish: A race of humanoids distinguished by their characteristic tails, pointed ears, and the magical abilities that each Ish has from birth to some extent.

While the history of Aeska is largely incomplete, with large chunks of time missing from records with only myth and legend to go on, it was theorized by Ish scholars that they started as a very different race, and that Aeska was once a mundane world. As myth would have it, the first and most powerful magicians in their history had unlocked their magic by finding a way to tear into the fabric of reality as a fount of power, changing Aeska as well as themselves into the way they are now.

Instead of seasons that passed from one another during a year, Summer and Winter would last for a century apiece, while the planets flora and fauna change to better suit the season and thrive. The oceans became wild and near impossible to sail on due to vicious waves and severe storms, along with dangerous sea creatures. And the people, now charged with power, changed to better suit their now altered land.

Farber was born into poverty by a single mother, not long after Aeska had transitioned from Autumn to Winter. His infancy and early childhood consisted of long stretches of being alone, living from day to day as his mother struggled to raise him on her own. They moved from town to town, village to village as she did odd jobs whenever possible.

By the time he had turned four, they stopped in one of the larger cities on the main continent and, setting him to one side on the street, Farber's mother told him to wait there as she had to take care of something. He waited there for three days without knowing that she had no intention of coming back. By the fourth, he realized that she had simply left him there without a backward look, and he started to wander the snowy streets of the city on his own.

For the next four years, he wandered on his own throughout the city itself, stealing food, clothes, and anything else he could that he needed to survive. He quickly gave up on the idea of his mother ever deciding to try and look for him so that she could take him back. As he came into his powers, he used them to trick and steal more effectively, using his smoke to help escape, or his flames to cause distractions, at least whenever they worked.

His luck ran out by the time he was eight, however. He had finally been caught by city guards, and for all the trouble he caused, from property damage to theft, he was tossed into the wilderness outside of the city limits in the hopes that he would find somewhere else to scavenge.

From there, he made his way into the nearby forest to try and eke out some kind of living there. He had heard various rumors regarding the forest from other street urchins: Namely that people who wandered too deeply were lost from the world, never to be seen again. He had laughed those rumors off. After all, what kind of magic could have made anyone lost like that? What he hadn't anticipated, however, was the wildlife.

While he had been foraging, a pack of monsters had picked up on his scent and tracked him down through the brush. They had nearly gotten him too, but thanks to quick reflexes along with some of his Midnight Fire he had managed to keep from getting eaten by one of them. But the rest were quick to give chase. He ran throughout the forest, weaving between the trees until he exhausted himself and was sure that the predators on his tail had given up.

Farber found himself at the edge of a clearing in the heart of the forest, and when he stepped out of the tree-line he was faced by a massive crater that was devoid of any plant life. He was amazed, and stayed there for a night when he realized the local animals actively avoided the crater.

The next morning, he started to wander even further into the forest on his own, but found the surrounding trees were different, and there wasn't any trace of snow. It wasn't long before he broke through the tree-line again, and found himself at the edge of a field in the middle of Spring, on Earth, with a completely alien city just beyond.

It was then that he knew that those rumors about the forest were right. People did get lost from the world in there. Only he found himself in a different world entirely. Excited by the possibilities that a new place brought, he made his way to the city just as some strange, flying contraptions had landed there. By the time he reached where they had set themselves down, he saw some men loading boxes into them, and the familiar scent of chocolate and sugar were enough to make him stow away with the promise of candy and adventure.

- Aeska was in the middle of the magical equivalent of an industrial revolution when Farber had left. As such, machinery, electronics or any sufficiently advanced technology fascinate and confuse him.

- Farber is completely illiterate in both his native language as well as any of the languages on Earth. What he lacks in book smarts, he makes up for in street smarts and cunning.

- Farber's scarf is the only thing he kept that his mother gave to him when he was little. As such, he keeps it out of a strange sense of sentiment, and despite the fact that she abandoned him, he still holds it dear.

- Most of his things, from his cleaver to a small stash of food along with what little junk he has, is kept in a ratty brown knapsack he rarely goes anywhere without.

From an Excerpt of An Introduction to Practical Magic and Magical Theory, by Master Roe Thrask

Foreword

Among most aspects of daily life, one of the few things that we could scarcely imagine living without going into the future is our inherent connection to magic. Though few have the discipline or even the desire to pursue the craft in real depth, all Ish have some semblance of magical ability. As such, few truly understand what our magic is at it's core, and what the true extent, and effects, entail.

First and foremost, one must understand the basic idea of what magic does mechanically. By imposing one's will with clear, proper focus, one can manipulate the forces that make up the fabric of the world, either altering something that preexists, or creating something new. All magic fits into one of those two processes, and they make up the two schools of magic: Alteration, and Creation.

The Seven Fundamental Destructive Vices (Part I)

- Shared Backstory -
While there are numerous theories that state that the concepts of both Vice and Virtue were around since the beginning of time, that isn't true. The fact of the matter is that both Vice and Virtue came about a short time after sapient life had had their start, forming gradually as their various aspects manifested in people worlds over. The first to come about were, naturally, the Seven Fundamental Destructive Vices, with the corresponding Fundamental Saving Virtues following shortly thereafter.

Of the Vices, Superbia was the first to manifest, followed closely by both Invidia and Ira. Avarita, Luxuria, and Gula came about at roughly the same time. The last was Acedia, who in his indolence had taken his good sweet time to come to life.

They manifested outside of conventional time and space as both influencing forces and impartial observers, able to watch the various worlds where their aspects manifested, which invariably meant all of them. However, they were each under what they simply called The Contract: They were to never overtly influence the course of history on any of the worlds they observed unless specifically ordered to, and if they were to ever manifest on a physical world, they were to inhabit a mortal form that could not use the fullest extent of their powers.

But as was their nature, the Vices bickered among themselves, arguing over anything and everything they could. For their potential freedom from The Contract so that they could go out and influence any world where they saw fit. Living spaces. Entertainment. Whose turn it was to take a busman's holiday on one of the many world's they watched over. And who would ultimately be their official leader.

It was after one particularly heated argument over leadership that Avarita, the Embodiment of Greed, had looked at the member of their order that was consistently left out, and realized that they had been looking at that particular argument all wrong. Superbia, Embodiment of Pride, wanted someone who would take charge of the Seven and had nominated herself without fail every time the subject was broached. And every time, the other five would staunchly refuse. But one, Aceida, the Embodiment of Sloth, had never voted or nominated on who should be leader. He never did anything of real importance. So, in a fit of brilliance, Avarita nominated Sloth as their leader while he slept. He was almost unanimously accepted, five to one.

It was several centuries later that, to his dull surprise, he was finally called to perform his first duty as Leader of the Seven: To go and more directly exert his influence on one of the many worlds they were tasked to observe. A world called Earth.

- Shared Powers -
Contractual Immortality: Each and every Vice, due to being a manifestation of a primal force of nature, is ultimately immortal, in that they can never permanently be killed. However, they are not impervious to harm or other ailments that would befall mortals. If their physical body is killed, they will reform themselves in the Vice's Realm, none the worse for wear. The process takes a varying amount of time depending on the Vice among other factors.

Inter-dimensional Portals: As a consequence of making their home in a personal pocket-realm, the Vices cannot actually travel to other worlds through conventional means. So, each one is capable of making personal portals to and from their home realm and another world. Each portal is different depending on the Vice (Giant stone bust for Pride, a simple black hole for Sloth, etc.).

- Shared Weaknesses -
Mortal Form: Regardless of whatever physical attributes or other powers a Vice may have, one thing they all share is a mortal form while they occupy any mortal realm. This is part of their contract with the Powers That Be. As such, each and every one is able to be killed, albeit not permanently. Whenever a Vice is killed, their physical form will change depending on the Vice (Dissolving into ashes for Sloth, turning into molten gold for Greed, etc.).

Soulless: As personifications of forces of nature, the Vices were never "born" in the conventional sense. A side effect of their manifestation was the complete and utter lack of a soul, which means they also lack any advantages that having a soul would give them. However, they also lack the disadvantages as well.

Will is Not Their Own: Each and every Vice, without exception, is compelled to act according to their nature by the Powers That Be. This compulsion is not one they can fight in any sense, and as such they lack any semblance of "true" Free Will, since their will was never theirs to begin with. While this means that they cannot be mind-controlled, at least against said nature, they also cannot willingly act against their nature on their own either.

Name: Sloth (True Name: Acedia)

Age: Unknown (Appears ~20 Years of Age)

Race: Anthropomorphic Personification (Appears Human)

Morality: Neutral Evil(?)

Origin: Original Character

Title(s): Leader of the Seven Fundamental Destructive Vices, Embodiment of Entropy, Gray Torpor, Apathy Given Form, The Eternal Sleeper, Lazy Bum.

Sloth is rarely ever seen outside of his dark gray robe, which is both inordinately heavy and far too large for him. The sleeves are too long and extend past his hands, while the hem trails behind him in a bunch. While they aren't outright dirty, they are dusty and some have noticed cobwebs here and there in the folds of the fabric. It is also littered with half-mended tears, as if someone had started to crudely sew them together with mismatching thread, but simply gave up halfway.

Despite the state of general disrepair that his robes have, it's clear that they were meant to be regal, or even intimidating, due to the fact that it is accompanied by sharp pauldrons made out of what looks like tarnished silver, with several red rectangular charms hanging from the edges. He also has a long black sash with thin red lettering at the edges wrapped around his waist, and it appears to be made of silk.

Lastly, he has a single medallion, made out of the same silver as his pauldrons, stitched into the chest of his robes with additional red writing along the edge, and a black seven-pointed star in the center.

Taking the form of a young human man, Sloth is almost exceptionally tall yet scrawny, with no noticeable body fat or muscle tone whatsoever. His skin is fair, his eyes are a pale blue and they clearly look sleep-deprived complete with shadows underneath. His face is long, clean shaven, with a slightly pointed chin, angular nose, and above his eyes are slashing gray eyebrows and a high forehead. His hair, long enough to come down to his waist, is a dingy gray, and particularly keen observers would be able to spot the occasional remnants of cobwebs between some of the locks of his hair.

More often than not, he is asleep. When he isn't asleep, he's slouching, which belies his true height. It's also a rare occurrence for his face to not be slack, with his mouth partly open, his eyes halfway closed, and his head gently bobbing as if threatening to doze off at any given moment.

Slow: Sloth can use his powers to alter the momentum and general activity of objects and people, depending on how awake he is. It requires the object or person in question to be within his field of view. While people are stopped, they are still completely aware of their surroundings in real-time.
Completely Awake - He can completely stop several objects or people, to the point of being able to stop a person's bodily functions and kill them.
Mostly Awake - He can completely stop several objects or people.
Half-Awake - He can greatly slow down a few objects or a single person.
Partly-Asleep - He can somewhat slow down a few objects or a single person.
Fully Asleep - He cannot use this power.

Accelerated Entropy: As another aspect of his being, Sloth can accelerate the effects of time on whatever he happens to focus on, for example causing a metal object to rust, making a carcass rot faster, or even causing people to age or succumb to wounds more quickly. Like his powers of Slow, Accelerated Entropy relies on the object in question being in his field of view.
Completely Awake - He can rapidly accelerate the effects of time and entropy on several objects or people.
Mostly Awake - He can moderately accelerate the effects of time and entropy on several objects or people.
Half-Awake to Completely Asleep - He cannot use this power.

Will Sap: Sloth is capable of affecting the willpower and wakefulness of others that he is around, from sapping their motivation or making them drowsy to the point of making them fall asleep. He must be somewhat near for Will Sap to take effect.
Completely Awake - He can greatly sap the will and motivation of whoever he focuses on, and cause people to fall asleep.
Mostly Awake - He can significantly sap away a person's motivation and make them noticeably drowsy.
Half-Awake - He can mildly affect a person's motivation and make them somewhat drowsy.
Partly-Asleep - He can only affect the motivation and wakefulness of those already weak-willed to begin with.
Fully Asleep - He cannot use this power.

Forgetful Personal Reality: One of Sloth's more "passive" reality-altering powers is that he can somehow convince reality itself to simply "forget" that he was ever harmed. The process has a delay of at least 12 hours, but can sometimes take as long as several days before affecting him. Whenever his reality is effectively reset, any wounds on his person or stains and damage his robes take will have essentially never happened. This power does not require any particular state of wakefulness to be effective.

Tranquil Sleep: True to his name, Sloth can and will fall asleep at any given moment, since it is one of the truest representations of his nature. While asleep, Sloth is completely immune to harm, but the moment he even begins to wake, he is as vulnerable as any normal human.

Inordinately Heavy: In a way that would run counter to logic, Sloth is extremely heavy despite his size, figure, and physical strength, to the point of weighing a little over half a ton. Sloth has never explained why.

Laziness: As the embodiment of Sloth, he is naturally disinclined to do much of anything resembling work. His laziness even goes so far as to extend to defending himself, since he doesn't see much point in bothering when he can't permanently die. As such, getting him to help with just about anything could be considered a herculean task.

Only Speed is Slow: Sloth is naturally slow, and his agility is non-existent. The fastest he will ever move is a halfhearted sprint, and even that will rarely last for more than a few minutes. Likewise, he doesn't have much in the way of stamina.

Physical Wimp: Despite his ridiculous weight Sloth doesn't have any real physical strength. While some would say that that makes no sense and would be contradictory, his weight has been explained as a side-effect of his reality-altering powers. Why this is, however, is not explained.

- While Sloth can, and occasionally will, eat and drink, he has no real need to since he isn't human.

- One of the few things that Sloth carries with him no matter where he goes is a small, ornate music box. Whenever he happens to fall asleep, it always starts to play a gentle lullaby. Those that listen to it for very long, however, find the song it plays to be unsettling and creepy.

Name: Wrath (True Name: Ira)

Age: Unknown (Appears ~30 Years of Age)

Race: Anthropomorphic Personification (Appears Human)

Morality: Chaotic Evil(?)

Origin: Original Character

Title(s): One of the Seven Fundamental Destructive Vices, One of the Three Sinful Personalities, Embodiment of Anger, The First Amazon, The Woman Who Hell Ain't Furious Like, The Ultrabitch, Heavy Metal Queen.

Wrath's clothes, what little there is, evoke the image of a barbarian warrior with little more than simple, dingy white cloth wrappings to tightly bind her breasts, similar wrappings on each hand and forearm,, armored leggings, and an iron armband around her right bicep. Said leggings consist of thick brown leather pants and a very primitive-looking belt, supplemented with crude shin guards and knee guards made out of what looks like partially rusted iron. The armband is crudely made, with a sigil carved into it resembling a seven pointed star with indecipherable red writing tracing the edges. Lastly, she wears a pair of heavy leather boots, carelessly left untied.

Wrath, while taking the form of an adult human woman, is hard to mistake for a normal human due to a well-toned, muscular physique and standing at almost a solid 8 feet. Her skin is heavily tanned, weathered by almost countless scars running across her entire body, from simple slash and puncture scars, to markings that seem to indicate entire limbs being cut or even torn off.

Her face, rawboned and borderline masculine, consists of a strong chin and prominent jaw, a wide, snarling mouth, high cheekbones, a noticeably broken and squashed nose, and narrow yellow eyes beneath thick black eyebrows. Her hair is long and a pitch black, fashioned into long tendrils that reach the middle of her back, usually tied back into a tail with a simple leather tie, save a few free locks.

Godlike Strength and Endurance: As befitting of her stature, Wrath is incredibly strong, able to lift and otherwise handle several metric tonnes with ease. Likewise, she has almost unending stamina, meaning that it is very, very difficult to tire her out.

Tranquil Fury: As is her namesake, Wrath has a tendency to get angry at a moments notice, and much like Sloth's state of wakefulness, her anger has several levels. The most dangerous has simply been termed Tranquil Fury. When normally angered, Wrath is rash, prone to extreme amounts of collateral damage and trash talking. But when pushed past the point of normal rage, Wrath's normal thought processes shut down and make her abnormally focused on the object of her ire. At that point, she will not speak, and she will not stop until either she or her victim is dead.

Above-Average Durability: While Wrath does not have skin like steel, her body is more durable than the average human, and is naturally able to withstand the rigors that he strength put on it. However, while she is more resistant to blunt force, she is just as susceptible to cuts, punctures and gunshots as any mortal, and her bones are only more difficult to break, not unbreakable.

Weapon Summoning: Regardless of wherever she may be, Wrath is able to summon her personal weapon, The Violence Hammer, as many times as she may want, to the point of summoning duplicates at a moments notice should she lose the one she had not long before. This also extends to her electric bass, the Boom of Creation.

The Violence Hammer: Wrath's weapon, an extension of her own ire and sadism. The Violence Hammer takes the appearance of a massive makeshift hammer as long as she is tall, made up of what looks like a long, thick piece of mangled rebar for the handle, and a section of steel girder wrapped with barbed wire welded to the end serving as the hammerhead. From from looking like normal steel however, the weapon itself looks like it's simply a void where the weapon ought to be, crackling with angry red energy. The Violence Hammer itself is borderline indestructible, and weighs several tonnes, meaning that few can break, or wield it, barring Wrath herself.

Hair-Trigger Temper: As the embodiment of sinful rage, Wrath is naturally easy to anger, to the point of lashing out at friend or foe at a moments notice should they push the wrong button while interacting with her. This makes her incredibly brash, making her a threat to everyone around her, including herself.

No Impulse Control: One of Wrath's other defining traits is the complete and utter lack of self-control when it comes to impulses, being entirely driven by her passions and her moment-to-moment desires, ranging from turning someone she doesn't like into paste, joining a mosh-pit at a metal concert, or generally acting like a loudmouthed, opinionated *****.

All Offense, No Defense: While Wrath is well-acquainted with the concept of relentless offense, the idea of being on the defensive is completely alien to her. While she notices the blows she takes, she is more than willing to simply take a hit and ignore it to respond in kind instead of dodging or blocking. Some have compared fighting Wrath to trying to fight a collapsing concrete wall. Despite the fact that it's cracked and broken, it will still try it's damnedest to crush you underneath itself.

Magically Vulnerable: Due to her single-minded focus on pure, physical attacking power, Wrath is completely ignorant when it comes to magical attacks. While she is somewhat resistant to physical blows, she is particularly vulnerable to magic in any form, something that she is at a complete loss of how to fight against.

- Wrath is rarely ever seen without a six-string electric bass, dubbed the Boom of Creation. It functions without any need for an amp or speakers, and is painted black with orange and red hot-rod flames on the body and guitar head. She is a extremely proficient bassist.

- Wrath is a well-known metalhead among Gods and other deities, and by extension is well-acquainted with Eddie the Dead. She has even offered to form a band with him whenever they both have spare time.

Continued in Part II [http://www.escapistmagazine.com/forums/read/540.885767-The-Escapist-Avatar-Adventure-character-sheets#23487271]
 

Silence

Living undeath to the fullest
Legacy
Sep 21, 2014
4,326
14
3
Country
Germany
Silence's Character Sheets

Names: Dream/Nightmare
Birth Name: Diana Black
Species: Human/Nova/Shape-changer
Sex: Female
Age: 23
Eye colour (natural): Blue, glowing coldly
Hair colour (natural): Dark Blonde
Height (natural): 181 cm / 5 ft 11 in
Weight (natural): That's rude.
Cup Size (natural): DD
Blood Type: O
Origin: Aberrant
Morality: Mercenary for hire. For everything. "Killing isn't enough fun."

Diana wears a jet black mini--dress with open back detail, and equally black stiletto heeled ankle-boots, looking like she is attending some kind of high-society party. All her clothes, as well as her purse, are made out of a material called "Eufiber", which is a lot more flexible and durable than normal clothing, and provides some protection against physical damage. It is directly linked to Diana, and can change form if she changes form.

Even though she already has the height and appearance of a super-model, Diana clearly has been to the gym, as lean muscles are visible and make clear that she already has higher-than-average strength. With long legs, a cute but not too cute face, long dark blonde hair and cold blue eyes, she could already appear in the dreams of men in her natural appearance. Her skin colour is a pale white. The eyes glow, naturally, this being a sign of her powers, and the glow needs to be actively suppressed to be changed.

Although ... not much of this matters, as Diana tends to use her power of shape-changing quite a lot around people. Changing little details, like eye, skin and hair colour, the size of her nose and breasts, making her even more attractive for people who don't know what they are in for. And this does not factor in several types of animals or mythical creatures she does like to turn into, to perform certain tasks. It also does not count the nightmare monsters she likes to turn into, mainly directly taken from the worst nightmares of her adversaries.

Arrogant and cold towards most, unless she has an interest or sees an advantage to take, Diana thinks herself better than other people. She can be respectful or seductive in places, though she has quite sadistic traits, as well. Even though she basically has no morals, she has an attitude about them, thinking of most villains with disgust. She gladly works for, with, or against someone, no matter their morals, if it benefits her own sake, or at least amuses her. She dislikes killing (unless for eating), but does it when necessary. She rather has fun in other ways. She likes birds, parks and nature.

As a shape-changer and telepath, Dream likes to turn into the wildest dreams of the people she meets ... or their worst nightmares.
Shape-changing:
Diana can turn into basically anything, if it does not exceed the size of a small house, or is smaller the size of a large insect. Her strength increases and decreases depending on what she turns into. In dragon form, she is easily able to bite through metal. She can thicken her skin, to get armour, grow claws, to fight as well as to climb, can change her lungs to support her life in unnatural circumstances, like poison clouds, radiation or vacuum. She can change her skin to the colour and texture of backgrounds, like a chameleon, increasing her chances to go undetected. She can grow extra limbs, support brain and heart to extend her life if damaged, grow gills, spines, tendrils, webbed hands and wings, to fly. All of this can be combined, although it exceeds her power to get too much at once. An example for a maximum is the dragon form, which has skin to deflect normal bullets, claws, wings, and is the size of a small house, gaining her extra strength, stamina, as well as making her more durable.

She can also easily copy the appearance of anyone she sees, although no abilities, unless she can get them naturally.

Telepathy:
Unless a person has a resistance (like extremely high willpower, a psychic shield or a mental blocker) against it, Diana can read minds like an open book, knowing all active and actively suppressed thoughts, and she is as well able to search the memories of a person. If someone has resistances, against it she has a lot more difficulties. A medium psychic shield would need a mental battle to read the mind, a better one she can't pierce without help.
If she activates her telepathy, she can also sense the minds of the people around her, in the area of a medium-sized mansion. This can help her to detect stealthy enemies, unless they also have a shield.
One of her most powerful abilities is the ability to alter memories. This takes a lot of effort, though she can basically rewrite big parts of a persons life, if he or she does not have any resistance against it. Mostly it is used to place dumb ideas into a persons mind, though, or change parts of their sexual preferences.

Her speciality is the combination of both abilities, scanning a mind for sexual fantasies of a person, and altering her appearance according to it. She likes to lure people to her, then turn into their worst nightmares after the act, to scare, kill, or eat them.

Tainted Powers:
If in danger, Diana can take some of her permanent energy, to get a new superpower for a time. This does not damage her physically, but takes a toll on her mental health, and can make her weaknesses worse or even add a new one.

Armour: Diana is naturally more durable against all kinds of physical damage, being able to resist heavy punches, minor burns, etc.
Psychic Shield: Diana has, as a telepath, a shield against all kinds of mental scans or damage. It can't really resist against a pure telepath, but it is enough to prevent people to know her thoughts if she reads theirs, and to resist mind scanners and lie detectors.

Glowing eyes: If not actively suppressed, Diana's eyes glow unnaturally. This can make people uncomfortable, or show that she is not the real person, if copying an appearance. Though it is not enough for unsuspecting persons to realise consciously, and she can suppress it actively, for a time, to pass off as a normal human.
Bipolar Disorder: Diana is bipolar, meaning she can be in a manic, or a depressive state of mind at times. If manic, she can tend to delusions of grandeur, if depressive, she can't force herself to get out of bed at times. She also has fairly normal times. She does take medication against the worst effects of this illness.

A small purse is enough she needs, apart from her body. In it, she has all kinds of little spy equipment, medication, as well as a huge amount of British pounds and a credit card. She also has a modern smartphone with a special SIM and a huge contact list, including contacts in the model industry, in the porn industry, in British high society and in detective agencies, police and military. Even though she can't travel worlds herself, she can phone someone who can create a portal to get her in and out of a place.

Name: Anjali Khatri
Species: Human / Undead
Sex: Female
Age: 18 / 476
Eye colour: Red
Hair colour: Black
Height: 1,58 cm
Weight: 40 kg
Origin: OC (Dark Fantasy World)
Morality: Neutral Good


At the time of resurrection, all of Anjali's original clothes were unusable. As a substiture, she created herself some rudimentary clothes out of leaves, vines and snake skin, which she found in the swamp.

Anjali looks like an 18 year, quite skinny woman. She has completely red eyes, black hair and greywhite, but very dirty skin. On her back and around her upper arms are snake tattoos. She herself does not know how she got them, as they appeared alongside her resurrection.

Despite what her appearance might suggest, Anjali is a genuinely good person, caring about others and trying to help innocents. She has some hate in her, mostly for the people who killed her, but after finding out that they had to be long dead, she saw no reason to seek more vengeance.
How people react to her might influence the personality of her resurrected form.

Undead Body:
Being undead brings with it one advantage ... or disadvantage: Anjali is immortal, that means her body does not age and she can't die of natural circumstances, like disease. She can however still get cut to pieces, and only other unholy magic can close her wounds.
Spirit Snakes:
Anjali can summon several ghosts which took the form of snakes. They can change between visible and invisible, but can not be targeted by conventional weapons.
Pain:
Anjali can order the snakes to enter a living body, causing a lot of pain, like headaches and nauseau. Sometimes they might be able to render someone unconscious. This, however, can cause no lasting damage.
Reanimation:
The snakes can enter a dead body, causing it to move. They can animate one human body together, or several smaller animals. The agility of these bodies depends on their physical state. Anjila has full control over these bodies, being able to order them to do anything, followed without question, unless it is physically impossible (in this case, the body just might get stuck somewhere).
Curses:
Anjila is able to cast minor curses on people, getting them to have an illness at times on a day for example. She can cause this accidentally, by swearing. She has, however, not used it very much, and does not know the extent of this power.
Swamp and Graveyard Empowerment:
Being basically a magical being after resurrection, Anjali is powered by the magic flows of the earth, specifically these of the dark and of death. This means, her powers are enhanced in a swamp or on a graveyard. Her own strength regenerates faster there as well.
In some swamps, are large snake might come to her help.

Due to her resurrected state in a still dead body, Anjali is immune to diseases and some magical attacks. She can still feel pain, however. A lesser telepath might get trouble looking in a dead person's mind.

Anjali's body is still human. She can get hurt by all physical attacks, even if none can really kill her. Magical attacks, and especially magic to control or hurt the undead, can get her into trouble. Holy magic is effective against her, and she can not get healed by it, instead only being able to get healed by dark magic..

Coming out of the swamp with nothing, Anjali found two things: A knife, looted from another dead body, and a spear, seemingly fused with some kind of magic. This one was neatly placed next to her for some reason.

Name: Mio Kaizoku
Nickname: Dragon of the East
Species: Human
Sex: Female
Age: ~25
Eye colour: Blue / appearing red
Hair colour: White
Height: 1,74 cm / 5'9''
Weight: 53 kg / 116 lb.
Origin: OC


Mio looks like a special snowflake. Even though her personality is not special, and she definitely is not any kind of chosen one, her appearance could give the illusion, at least in comparison to 'normal' people. Her features are japanese, but she is taller than most japanese girls. 'Special' is her albinism, which makes her skin white and hair white as a ghosts, and her eye appear red under certain conditions.
She has a long scar across her left eye, visible even when wearing an eyepatch. The lid of the eye is half-closed, hiding the scarred iris and pupil underneath.
Mio's left arm is missing, otherwise she has a fairly average build, skinny, but fairly lean, with small breasts, long arm and legs.

Generally, Mio's style orientates itself around the fashion of 'pirate'. Despite her uncharacteristic japanese features, she is wearing an admirals coat (deep blue, but washed out), linen trousers and buccaneer boots. The left sleeve of her coat is missing and a silver skull is sewn on the left shoulder and side, instead. Beneath her coat she wears white linen. She possesses a leather eyepatch, which she sometimes wears, sometimes not.
She is not limited to this clothing, liking to change it sometimes, for a kimono, or something completely different.

Mio is outspoken, a notorious liar and a thief, greedy, but likes to joke and to sing shanties. In short, she behaves like a pirate. The tales about how she lost her eye and her arm vary widely (about the arm less so, but she probably forgot how she lost her eye by now). She loves freedom above everything, but it does not stop her from kidnapping people for a time, trying to get them to join her crew. She means well, but her morality can be questionable at times.
Like many pirates, she seeks bounty and booty, meaning gold and other riches, and women. Mio is a straight-up lesbian, not liking males much, and actually preferring her women having womanly shapes. She likes to grope as well, although she knows how to behave after a warning.

Riding the currents:
Mio posseses a single, supernatural, power: She has the ability to glide, instead of falling down. That means, depending on the wind currents, she can glide down extreme heights very slowly, and, if the currents allow it, even go upwards for a bit. She can't really change speed.

Mio is human and has common human resistances. Her coat protects her a bit, and she is willing to put on armour or wear other protective equipment. She also has a compass in the pocket of her coat over her heart, which can protect her from one deadly bullet.

Captain:
Mio is a good leader. She knows how to win trust, how strategy and tactics work, and what actions might be necessary in difficult situations. This is her biggest strength, as she is disadvantaged in fights. She also knows when to not take the lead, and let somebody else make the decisions.
Outlaw:
Mio is able to steal mostly unnoticed, or trick other people into giving her money. This is not all an outlaw needs to do, however: She is light-hearted and makes a lot of jokes, which can make her friends in the right places. She can be serious if needed, but prefers not to. She is experienced in bribery, fraud and blackmail, and also the occasional trade.
Swashbuckler:
Mio is not a bad fighter, but her disabilities give her a clear disadvantage. She is experienced in sword-fighting, using daggers in melee and throwing them, and using a special bow, which she can draw by using her mouth. She is willing to get new weapons, not refusing any offer to get or learn how to use it. She is also experienced in banter battles, actually trying to initiate them in fights to distract opponents and get an advantage ? or defeating them this way.

Albinism and Poor Eyesight:
Even though it might look cool, albinism is an actual disability, at least for Mio. She is weak to sunlight, needing to wear protection basically everywhere she goes. If not wearing sunglasses (which she does not possess), her eye is so sensitive to light that she is basically blind on a sunny afternoon. She also has nystagmus, which are uncontrolled eye-movements. This means she is shortsighted and has lowered visual acuity, making it hard for her to read text if it is too small or too far away. She is also prone to miss details. If she gets upset or excited, her nystagmus gets worse, to the point where she sees everything in a blur, making her nearly blind, as well.
Having lost one eye also reduced her peripheral field of vision and her depth perception. She still has some through other means, but Mio can be quite clumsy at times. Vision problems however made her sense of hearing and sense of smell stronger. There is truth to the saying "she can smell gold".
One-Armed:
Having only one arm leads Mio to have slightly weaker balance and increased clumsiness. She also is not able to do things that require two hands or arms, like cutting and eating a steak. If stumbling, she might hurt herself more. She would not be opposed to getting a working prosthesis however, even though her arm is missing right at the shoulder, which might make it difficult.

Mio wears a cutlass at her side, a special bow on her back and daggers on several places, including belt, boots, coats and trousers. She has a pouch full of gold coins at her belt as well, hidden under her coat. In the pockets on her chest she has a compass and a spyglass, which allows her to read and to spot things farther away.
 

NotYetForsaken

Power in Procedure
Sep 27, 2010
1,073
0
0
[HEADING=2]Overarching Characters[/HEADING]

[hr/]
Name: Titania of the Fairy (Alias - Tania la Fey)
Origin: Concept from Midsummer Night's Dream by William Shakespeare | Original Interpretation
Title: Queen of the Fay - The Scarlet Trickster - The Esoteric Observer
Age: 2316 years.
Gender: Female
Species: Fair Folk
[hr/]
Leitmotif


[hr/]

Appearance

Eye: Brown (Active Mode) | Green (Observer Mode)
Hair: Blonde | Knee-Length (Active Mode) - White | Waist-Length (Observer Mode)
Height: 5'8" (Active Mode) | 5'2" (Observer Mode)
Measurements: 30E-25-34 (Active Mode) | 22B-20-23 (Observer Mode)
Weight: 60 kg. (Active Mode) | 40 kg. (Observer Mode)

[hr/]

Loadout

Active Mode:

Weapons:
Tsilring: Sword Tsilring is an one-edged jeweled sword forged from the light of stars. Despite being weightless, it is not without mass. Tsilring can create a 'link' with an individual and steal their light to both bolster it's own mass and rob the opponent of their vision.

Armor: When deployed in combat Titania wears a personalized version of the Rising Dawn international operations uniform. The only article she keeps is the red vest and the collared shirt - she pops the collar on the shirt and has cut off both the sleeves and the bottom half so that it exposes her midriff.

Abilities:

Immortal Onlooker: As an embodiment of the natural world, she cannot die. Instead upon death she wakes up after 24 hours in "Observer Mode." This is a trait that is shared between all of the Fairy. It is not uncommon to see members of the Fairy freeze to death in the snow only to awake in the spring once more to play.

Celestial Downpour: She can superimpose the energy of stars to create complex patterns of magical projectiles. This is usually used as a defensive ability. She can support 800 individual projectiles "on screen" at a time.

Fairy Phalanx: A subset of Celestial Downpour's attack style, she can summon Fairy from her personal army in the Backyard to perform a single directional suicide attack. These Fairy are small, two feet tall, but wield powerful explosive lances.

Blink: Titania can slip in and out of the Backyard to move instantaneously between small distances of up to 15 meters. This ability will cause buffs and debuffs to fall off of her on re-entry. Any locked-on projectiles will lose tracking, and while blinking Titania is untargetable.

Inheritor of the Observer: Titania is an Author class hero.

Weightless: Titania's has no weight, granting her the ability of flight among other things.

Observer Mode:

Weapons: None

Armor: A red cloak and hat over a short dress. Stockings and knee high boots.

Abilities:

Disassociated Wavelength: In this state Titania is half in the physical world and half in the Backyard. She cannot be targeted, but neither can she exert influence on the material world.

Immortal Onlooker: While in Observer Mode Titania is able to Observe simultaneously multiple occurring events. In Observer Mode she is effectively a non-linear entity.

Wyrd Weaver: In Observer Mode Titania can field other characters in her stead.

Celestial Intervention: Using Immortal Onlooker upon herself causes her to materialize fully into the physical world. She loses her non-linear nature and become targetable by other characters. This ability puts her into Active Mode.

Inheritor of the Observer: Titania is an Author-class entity.

[hr/]

Description


roublemaker that got in way over her head. Once she had thought that dipping her influence in the affairs of the Rising Dawn would be an amusing way to pass the winter blues, she quickly became dragged deep into a conspiracy that spanned many, many cycles. Taking the mantle of Observer for a select few of the crew members in the Rising Dawn, she tried her best to repair the mess that Red Mage left in his passing. However, as she tried to repair the threads of causality between the two bridged planes, she inadvertently discovered a cancer brewing in the realm between planes. The trauma from the discovery scrambled her memories and locked her into her passive form for three long years.

Now she works to finish the work Red Mage began, securing the reigns of causality and making sure that the once-endless cycle never begins anew.

Arrogant and hedonistic, Titania is a hyper-aggressive character who prefers to take problems head on and personally. Easily spurred to action and hard to reason with - this hard headed tomboy queen is a nightmare both on and off the battlefield.

[hr/]

Weaknesses

Active Form:

Wrought Iron: Titania is weak to inherent flame - the energy residue left behind in objects like wrought iron. They create a disruption in her natural ability to siphon the energy of stars - both from the physical world and the Backyard. Wrought iron objects will harm her a disproportionate amount.

Salt: The crystal structure of salt makes it difficult for her to quantify it. As a result, rings of salt make a powerful barrier to protect from both her Observational abilities and natural magic.

Observer Form:

Phenomena Intervention: Because of her frailty, other Observational phenomena can put a heavy mental toll on her. This includes heavy use of powers by other author-class characters, but extends to any widely observed event. Her existence is on a boundary, if enough people believe her existence is false than do reinforce her existence, she will fall back completely into the Backyard until the balance swings back into her favor.

[hr]
Name: BlackHarte | Prime Unit Solomon | Prime Unit Fatima | Prime Unit Siddharta
Origin: Original Character
Age: Non-linear
Gender: Irrelevant
Species: Entity
[hr]
Leitmotif​


[hr]
Appearance​

Extremely variable.

Eye: Brown
Hair: Gold
Height: 6'2"
Weight: 170 lb.
Special Features: Has a disk of light that perpetually floats behind his head.
Eye: Green
Hair: Brown
Height: 4'11"
Measurements: 20B - 17 - 20
Weight: 87 lb.
Eye: Blue/ Green / Red
Hair: Blonde / Blonde / White
Height: 5'2"
Measurements: 22B-20-25
Weight:[/b ]106 lb.

Eye: Green
Height: 6'7"

[hr]

Loadout​

Abilities:

Eternal Labyrinth: He can create and reside in pocket dimensions known as "labyrinths." The natural laws in each labyrinth is subject to BlackHarte's whim. He can lure people from outside into his labyrinth to add them to the collective.

Collective Observer: While not very strong individually, BlackHarte is made up of trillions of souls. By using them in conjunction to Observe phenomena he has the same power to rewrite reality that Authors do. Because of the nature of his multiplicity BlackHarte is non-linear and capable of Observing countless events both in the past and the future.

Cosmic Horror: His true body takes the form of a Labyrinth that spans the length of an entire knowable universe. His entire body is not observable. As a result his true form is immensely difficult to interact with.

Presence of the King: An ability specific to Prime Unit Solomon. Solomon's nature is the domination and control of internal logic. As a result he can take control of a character even during their "reaction turn." It is almost impossible to act against Solomon for he becomes the very thoughts within the mind of his adversary.

Sacred Sepulcher: An ability specific to Prime Unit Fatima. It is a passive ability that makes her completely invulnerable to any type of attack. There is nothing that can breach the shield created by Sacred Sepulcher, not even meta-physical concepts may cross the barrier. Of course this comes at the cost of being unable to interact with anything in the real world.

Emphatic Motion: An ability specific to Niflheim-Class units. They deploy firefly-like mini creatures to perform smaller duties like gathering information or performing micro-construction. When the fireflies nest they also create a strong enough meta-physical force to allow the unit to install the loadout of a different character.

Quantum Collapse: An ability specific to the BlackHarte in his true form. He can force conflicting Observations of an entity in order to cause that entity's waveform to begin to collapse thereby erasing their existence.

Paradigm Story: Creates a Labyrinth specifically tailored to an individual to create a temporal copy or Time Shadow of the individual.

Duality: BlackHarte is neither a Hero or a Villain. He is also both at the same time.

[hr]

Description​

o those who frequent the Rising Dawn, BlackHarte is nothing more than a friendly and often mistreated glob of nanomachines. Underneath his pleasant and polite manner lies a heart darker than pitch. His small unassuming body is an extension of the meta-physical concept he has become. Born from the mishandling of information between to Gods, he is slave to nothing. His power is agency, and he is a cancer upon worlds entire. He is an entity consumed with desire so strong that it has fractured him into millions of smaller partitions.

BlackHarte is an esoteric character that prefers to control the actions of others from the shadows. His powers are great, but his greatest gift lies in his talent for insidious manipulation. Those that come under his sway do so under their own volition. To his followers BlackHarte is a savior and a just God. To others he is an unstoppable force of nature.

[hr]
Weaknesses​

Absolute Obsession: His love for a certain individual has turned him into the monster he is today. His love for that individual can also undo him.

Reasonable: He's not an unreasonable villain. If somehow an entity manages to convince him to stop, he will.

Sharded Personality: The various minds that make up BlackHarte are individualistic by nature. They can be turned against each other if approached properly.

Black Heart: His core is the key to his sentience. Destroy it and he loses everything.


[hr/]

[HEADING=2]Supporting Characters[/HEADING]

[hr]

Name: Deborah Cerulean
Origin: Original Character
Title: The Blue Sorceress | The Liturgist
Age: 27 Years
Gender: Female
Species: Doppleganger
[hr/]
Leitmotif


[hr]
Appearance



Eye: Red
Hair: Black - Stylized Blue
Height: 5'6"
Measurements: 27G-24-30
Weight: 125 lb.

[hr]

Loadout

Abilities:

Script Magic: Deborah's magic is a very powerful form of rule magic. She can manifest anything that is written in fiction. She must read the work aloud and be uninterrupted during channeling, but using this form of magic she can use her mana to accomplish any task that can be imagined.

Linear Observation: Deborah can read the timeline in a linear fashion from her special tome "the Book of Fate."

Inheritor of Herodotus: Deborah is capable of deciphering hidden meanings behind histories, folktales, and even regular everyday conversation through an absolute mastery of diction.

[hr]

Description

lways following close behind Titania, Deborah is a retainer of the fairy queen. Intelligent, quick-witted, and loyal to a fault Deborah works behind the scenes for Titania. Created by Titania as a mirror-image of Red Mage, she is a doppelganger by nature who is capable of manipulating the mana in the environment with greater affinity than that of an average individual. She has no other goal than to support her master Titania through thick and thin, serving as both a handmaiden and a bodyguard.

Deborah is a support type character, kind-hearted and passive she excels at back-end roles. She can create barriers and focuses on area denial. Deborah is a character who is powerful, but has little agency of her own.

[hr]
Weaknesses

Dependence: Deborah cannot survive without a person to "latch" onto.

Fey Origins: Vulnerable to inherent flame, but not to salt. Her magic is not effected by these weaknesses.

In Progress

[hr]
Name: Lucieon de Sato
Origin: Original Character | Clash of Fate
Title: The Time Displaced Merchant
Age: 44 Years.
Type: Human | Chrono Phantasm
[hr]
Leitmotif​

[hr]
Appearance​
Eye: Blue
Hair: Gold
Height: 5'9"
Weight: 147 lb.
[hr]
Loadout​

Weapons:

Heart of Old Florence: Lucieon's rapier. Enchanted with holy magicks.

Armor:

Ragged Robes: Old padded armor with a tattered cape.

Abilities:

Heretical Healer: Powerful affinity for necromantic magicks. Capable of raising dead and causing sickness in the living. Specializes in perpetual curses.

Soul Arts: Schooled in the ancient art of the Soul Arts. Creating shards of his own soul to directly damage the soul of another. Also well versed in the corrupted form of Soul Magic - Abyssal Magic, creating powerful entities out of the grief and malice of others.

Eyes of the Covenant: Can see the taint of a person's soul.

Deathless: His existence in time is fluid. Does not follow linearity. Wakes up at a random location after death.

[hr]
Character Flaws

Zealotry: Devoted to his faith - the covenant of the first dragons - and protects their core values to the death (and re-death.)

Sadist: Grown fond of causing calamity upon others. Tortures people for fun. Likes young girls in particular for their brilliant unspoiled souls.

Cursed: Weak constitution due to the curse that set him adrift in time.

[hr]

Description​

Lucieon is a hateful, spiteful entity. What was once a bright eyed young child Fate has turned into a revenant. He was once heir apparent to the powerful Sato family, a group of renown medicine men under the employ of the Candorian throne. On his class trip to the archives of Candor, he found himself transported to the Deep Archives which were overseen by the first king's monstrous daughter - the self-styled Eldritch Librarian Maria. There he found a book detailing his own future and from it learned of his dark fate. Seeking to flee from that terrible future he fell under the apprenticeship of the Archon Maria whom he served loyally for most of his remaining life.

Lo, Fates were unkind. Despite his great compassion and conscious efforts, his first love - a warg by the name of Anxolia - was killed by his own hands and in gruesome manners. Devastated, he asked Maria to seal away his heartbreak. She complied with her apprentice's wishes. With the pain having been excised from his being, Lucieon became a hedonistic monster and went work. Drowning himself in his experiments he distilled his Soul Arts into what became known as Abyssal Magic. Hateful entities born from the entropy when pure souls are drowned in despair, the energy that he could harvest was astounding. Taking his new found technique to the fundamental level, he tried to corrupt his own soul to change the whole of his Soul Arts into Abyss Sorceries... the result was catastrophic. His soul was torn asunder by vengeful spirits of the innocents he used in his studies when he entered the afterlife. Using the bit of his soul that was sealed away by Maria as a tether, he pulled himself back into the corporeal plane - but lacking a permanent body. His existence was in flux, dropping in and out as the sins of his past tried to pull him into the maw of hell.

The more the living hate him, the more he becomes real in the corporeal world, and the less that hate him the more he becomes pulled back into the underworld.

Lucieon is a character that is not evil by choice. Once kind and compassionate, this hard-as-steel, malicious entity roams the living world searching for vindication of his past sins.

[hr]

Likes: Dead things, Fox Girls, Torture Devices, Slavery, Strawberry Mochi. Enslaved zombie fox girls with strawberry mochi.
Dislikes: Clerics, Doctors, Celestials, Mages.

[hr]
Name: Kyre Cwanuld
Origin: Original Character | Clash of Fate
Title: The Emerald Silence
Age: 22 Years
Gender: Female
Species: Demi-Human | Prybatian | Fracture
[hr]
Leitmotif​



[hr]
Appearance​


Hair: Red
Eye: Green
Complexion: Fair
Height: 5'5"
Weight: 150 lb.
Measurements: 33D-27-34
[hr]

Loadout​

Weapons:

Fang: Eight inch straight blade fashioned from the tooth of a great basilisk. Emblazoned with shamanistic art of Prybat and boasting anti-magic properties.

Talon: Three foot straight sword fashioned out of the talon of Ruthliflet, the Mother Roc. Decorated with gold shamanistic designs. Has powerful anti-magic properties.

Armor:

Leather Armor: Boiled and treated leather pieces fitted over her figure. Protects from slashing attacks, but not much else.

Talents:

Null-Magic Field: Kyre absorbs and negates magic within a 5 meter radius around her, rendering most spells ineffective.

Soul Siphon: Kyre can soul bond with and individual and rapidly reduce their existing pool of life energy. This is usually done through a kiss or another intimate action.

Silence: Kyre can silence sounds coming from both herself and others. This not only stops invocations by muffles footsteps.

[hr]

Character Flaws

Mute: Kyre is generally mute. While she can speak, she only does so to her closest friends and only very rarely. It is a psychological inhibition from her childhood.

Allergic to Magic: Existing in a vacuum of magic makes her physical body actually very sensitive to magical items.

Indulgent: Has little self-control.

[hr]

Description​

Once a deposed princess of the Tree-City of Prybat, Kyre is a daughter of Veihm - an order of blessed girls that embody the anti-magic attributes of their God Tree. Her family was murdered by treachery and Kyre was enslaved at a young age. Forced both to fight and kill other children in underground gladiatorial matches and to service noble men that grew fond of her - Kyre knew nothing but sex and violence from a young age.

Saved by her older brother Laurus and brought to an order of Anti-Magic monks, her mind was broken and reforged into The Emerald Silence, a fearsome assassin. With her true personality smothered underneath the fabricated persona, Kyre became a prisoner within her own body for many years.

Her true personality surfaced again many years later during the Eden Crises after she ran into her uncle, Ser Weth Belrose, who had betrayed her and her family. After she brought down the regime that had enslaved her people, Kyre settled down in the North and started a family.

Over the years she has grown more compassionate and kind, gaining a motherly quality. Now Kyre works for Titania to attempt to piece together the shards of a world torn apart by the aching heart of a young god.

[hr]

Likes: Dogs, Bugs, Birds. Spicy Food. Pretty dresses. Her kids.
Dislikes: Slavery, government, violence, chivalry.

[hr/]
[HEADING=2]Active Characters[/HEADING]

[hr/]
Name: Dolores N. Selmy
Origin: Original Character
Title: Rising Dawn Auxiliary Support Unit: First Lieutenant
Age: 23 Years.
Gender: Female
Species: Human
[hr/]
Leitmotif


[hr/]

Appearance

Summer Uniform:

Eye: Green
Hair: Blonde | Waist Length
Height: 5'2"
Measurements: 22B-20-25
Weight: 106 lb.

[hr/]

Loadout

Weapons: Rising Dawn Standard Issue Heckler & Koch P2000. She carries five short-magazines of 13 custom AP rounds.

Armor: Rising Dawn Support Unit Dress Uniform.

Abilities:

Traheo: Dolores' innate drive ability, she can manifest the powers or 'drives' of 31 different heroes. She essentially absorbs their muscle memory to perform techniques that are unique to them.

Traheo - Manifest: A subset of her Drive, she can further displace herself to draw more power from the heroes. In this manner she can create the likeness of their unique weapons for her own use.

Traheo - Full Install: By displacing her entire being, Dolores can fully become one of the heroes for a short duration, gaining both their physical prowess and battlefield senses.

Lingua Perpetua: Dolores can speak many dead languages on instinct. Her parents used to call it "the gift of Babel," after the legendary common-tongue.
[hr]

Description​

imid and well-mannered, Dolores is a support agent for the international organization Rising Dawn. Fed up with her lackluster background role, she had decided to deploy with the combat units with the fabled Heroes the Rising Dawn was built to support.

Her past is an enigma, a jigsaw puzzle missing too many pieces to form a full picture. She can remember her young adult-life but nothing of her childhood. Raised by a heavily Christian and conservative family, she is by nature a God-fearing individual. Cosigned often to the idea of predestination and fate, she complains little about her position in the world.

As a person Dolores is a closeted Otaku, harboring mixed feelings for her own obsession over kawaii culture and the anime materials that it stems from. She also struggles with her sexuality, unable to come to terms with her male-centered need for approval and her long-repressed desire for women.

Dolores is a main character full on contradictions, radical changes, and self doubt. But underneath her struggle for an identity is the heart of a young girl seeking only to belong. She can be a powerful and magnanimous member of society, should her impressionable heart not be swayed from the righteous path.

[hr]

Weaknesses

True Magic: Dolores cannot use her Drive in the presence of True Magic. The lack of fundamental reason breaks her ability to concentrate on bridging the barrier between the target of her Drive and her current reality.

Fragile Heart: Dolores has a particularly weak heart. She is prone to emotional outbursts and physical exhaustion after strenuous events.

Blue Eye'd Monster: A violently capable personality resides within her. Locked away by some unforgivably traumatic event. Whether or not this is Dolores' true personality is up to debate. A source of both hyper-competence and distress for the young woman.

[hr/]
Name: Molli Faust
Origin: Original Character
Title: Rising Dawn Engineering Division: Second Lieutenant
Age: 24
Gender: Female
Species: Human
[hr/]
Leitmotif


[hr/]

Appearance

Eye: Blue
Hair: Red
Height: 5'5"
Measurements: 30C-27-31
Weight: 125 lb.

[hr/]

Loadout

Armor: Half of the Rising Dawn Engineering Corp uniform.

Abilities:

Artillery CO: Molli can direct the Rising Dawn's powerful air to surface auto-cannons to provide fire support to team members.

Rapid Deployment: Molli is a skilled technician and field-specialist. She specializes in ground-mounting short range artillery pieces like mortars and small cannons. She can construct these fortifications from supply boxes airdropped from the Rising Dawn

Masterwork Craft: Molli is capable of repairing a large variety of vehicles.

[hr]

Description​

rouble finds it's way onto the battlefield in a myriad of ways. Molli is an artillery command officer who once served in the United States Military's RED HORSE specialist corp. Unlike her siblings Molli is not hot-tempered nor outgoing - rather she is an introverted but caring and nurturing individual. The type to hang back until she sees her friends in trouble Molli is a support-type character that is best utilized in long-range engagements. She is also proficient in strategic command - a hold over from her military upbringing.

Born into a family of third generation officers and the youngest of seven siblings - four brothers and two sisters - and to a proud Italian father and a Spanish mother, Molli never had the best that life had to offer. She and her siblings often worked as a family, supporting each other through their youths and well into adulthood. She graduated from Georgetown University, where she met Dolores, with a masters in electrical engineering.

Molli - from Mollire, Gods be Good as her father always said - is a powerful presence off the battlefield. She is a stern teacher, a reliable friend, a honorable soldier, and a mother to her men.

[hr]

Flaws

Heart of Darkness: Molli is infected with BlackHarte's influence.

Deal with the Devil: As pure as her heart is, she is obligated to darker forces.
[hr/]

[HEADING=2]Minor Characters[/HEADING]

[hr/]
Name: Elizabeth "Lizzy" Donnell
Origin: Original Character
Title: Intelligence Captain
Age: 37 Years
Gender: Female
Species: Human | Columbian
[hr/]

Appearance

Eye: Brown
Hair: Brown | Shoulder Length
Height: 4'8"
Measurements: 18B-16-18
Weight: 110 lb.

[hr/]

Loadout

Weapons:

Maria: Captain Donnell's custom painted Desert Eagle.

Armor: Intelligence team uniform.

Abilities:

Lingua Perpetua: Gifted with the supernatural ability to understand and decipher spoken and written languages without prior exposure. Manifests itself primarily in the study of dead languages by her late father.

Natural Marksman: Steady hands and a spatial mind makes Captain Donnell an excellent sniper, even with her hand cannon.

Corpus Perpetuus: Hasn't matured past early puberty. Small and childlike. Hormonal cycle stopped.

Immemorial: Hard to remember, making her an excellent field agent.


[hr/]

Description

Captain of the Rising Dawn's in-house intelligence division. She spends most of her time out doing field work. Abrasive and enigmatic, Captain Donnell is a strict and professional soldier. Often described by her peers as boring and pragmatic, she is actually a naturally introverted individual, preferring to spend her personal time alone and in quiet hobbies. She likes painting miniatures and figurines, and playing with her cats.

She genuinely cares for her subordinates, often times taking time out of her day to make sure they are doing okay. While she longs for a family of her own, her physical condition has kept her personal life dry.

[hr/]

Weaknesses

Emotionally Frail: Prone to sadness at times.

Underdeveloped: Her young body, while well conditioned and trained, is relatively weak.
 

bluerocker

Queen of Cockblocking and Misery
Sep 22, 2011
2,638
0
0
[HEADING=2]Active Characters[/HEADING]

Part 1:

Note: If you ever planned on playing Drakengard, you're about to get spoiled.

[http://drakengard.wikia.com/index.php?title=Caim&image=Dg-caim1-jpg]
Name: Caim
Age: 23
Weight: Unspecified
Alignment: Chaotic neutral, slight Good leanings
Species: Human, with a pact (Will be explained)
Job: None, specifically, he fights, but that's about it
Weapons/Equipment/Possessions: His sword, pictured above. It was his father's and he has a huge attachment to it. It is able to release 3 large fireballs, and Caim can use it to create a small sonic blast of sorts around him.
Due to recent arcs, the blade is now inhabited by a Skarmory and Houndoom by the names of Sword and Comet. They put their two cents in every so often.
-A wish at the conclusion of the Persona arc has given Caim the possession of a Mountainous Castle/Fortress [http://crazyartideas.com/wp-content/uploads/2013/01/Digital-Art-38.jpg] in the Caparthian Mountains, near the border of Romania and the Ukraine. He is able to determine it's location, regardless of where he is in the AA world. A wish on part of Angelus has fortified this castle to be resistant to weather and assaults against it, but it can still be destroyed.
Abilities:
Pact-based ones
- Extremely high endurance
- Really good jump (He can jump up to his dragon, while she's flying. Granted, she needs to stay still for it to work properly)
Others
- Able to do a sonic charge attack (needs buildup from Caim running towards enemy, and distance in order for Caim to gain the speed to perform it)
-- Varient of Charge attack: instead of using the charge to stab something, Caim can jump and bring his sword down to create a sonic blow, which can easily knock back enemies
- Access to 65 unique weapons; can only carry 8 in battle at a time via a magic-based Hammer-Space called the Weapon Wheel, (this number includes his signature blade.) However, when Caim seeks to change his loadout, he is more or less a sitting duck; as he has to pour a great amount of concentration into picking and changing the weapons in the Wheel.
Weaknesses: - Caim is only human, despite the augmentation a pact gives. Guns, fire, bullets and all the other nastiness that can kill a human, can affect him as well.
-Weak at range, as his weapons require physical contact to charge their magic.
-The aforementioned zoning out when changing weapons.
Personality: Caim is a very blunt, surly and quiet individual. He always appears to have a scowl on his face, or at least a frown. He doesn't open up to many individuals, and he trusts even fewer. Caim loves to battle, and enjoys the thrill of cutting down his enemies. He doesn't take sides often, and will be fiercely loyal to those who gain his trust. He hates dragons for the most part, but will soften wherever his dragon is concerned.
Quirks Caim often points his sword at people when acknowledging them. Whether or not it is a threat, is up to his mood
As per the pact Caim made with the dragon, a mark has appeared as a tattoo on his tongue:
[http://drakengard.wikia.com/wiki/Caim?image=Caim_OA-jpg]
http://imgur.com/jwjQO <- Pact mark

Bio: Before Caim entered the AA verse, he used to be part of an army simultaneously as a commanding officer and as a front-line fighter. After being injured near-fatally, his life was saved by making a magical 'pact' with the dragon; one that is physically and spiritually soulbinding. In exchange for great power that placed him above most humans (and saving his life in the process) Caim lost the use of his voice. Alongside this, should the dragon or himself die, the other will perish with them. Furthermore, should one feel intense amounts of pain, the other will as well. However, being unable to protect the ones he held dear and forced to slay former comrades, Caim has kept a generally negative disposition; and his anger for the armies that marched against him and his ilk have left a never-ending thirst for blood on his blade.

Upon entering the AA verse, Caim has found that the pact has wavered between worlds, sometimes it is at full strength, and others it is weaker; which occasionally enable the use of his voice. It is in these times Caim attempts to use what he has lost to the greatest of effect. Otherwise, he uses a PDA he obtained from Wesker to voice his thoughts (if the dragon hasn't already).

[http://drakengard.wikia.com/index.php?title=Caim&image=Caim_Angelus-jpg]
The Red Dragon
Name: Angelus
Age: 10,000 (approximately)
Weight: Unspecified
Alignment: Neutral; with Good leanings
Species: Red Dragon; but built like a Wyvern
Job: Caim's steed, battle partner, translator, and conscious
Weapon: If you consider natural weapons, such as claws and teeth, then yes.
Powers: As per the pact, Angelus has become far stronger than a typical dragon from her world. This of has increased her natural capabilities of fire-breathing, flight and size.
- Can breathe up to 8 small homing fireballs or a single large powerful fireball. After firing all of the homing fireballs, Angelus must wait a few seconds before she can fire them again. Also, she cannot fire the homing fireballs and the single fire ball at the same time.
- Amazing flying maneuverability. No dragon from her world can match her. She can pull 180 turns with no problem, and has excellent dodging abilities
- When enough energy is built up, she can choose to do one of two special attacks. The first is that she fires a large volley of magical energy based missiles at her enemies. These are almost impossible to dodge and hurt like a *****. The second is a constant stream of fire, along with some meteors, that covers a large plain of attack. Anyone on the ground should watch out.
Weaknesses: - As a dragon, the neck and the stomach are the usual ways to go; if one were to try to kill her. Furthermore, her wings are much weaker than the rest of her; and it would be easy to shred them.
- Berserk Mode
-- As a pact causes both partners to share the pain that the other experiences, Angelus is a bit more susceptible to a fail-safe of dragon-kind: a blind blood-rage that causes a dragon to revert to an bestial state, forgetting that they are intelligent, proud creatures in order to survive dire straits. If Angelus is hit with an enormous amount overwhelming pain of some kind from herself or Caim; she will panic and revert into this mode; wantonly attacking anything and everything around her. She throws all pride out the window, and attacks like a cornered beast. It is extremely hard for her to break out of this state of mind, save for when her energy runs low.
Personality: The dragon isn't very friendly either, but she has a greater ear for mercy than Caim. She doesn't like humans very much, but she has grown to endure them, and on some occasions - even fond of them. She is extremely intelligent and has a great amount of patience, especially in wake of Caim's destructive tendencies. She often fusses about his want of blood, but he tends to pay her no mind. The two often mock one another, but in the end, the two trust each other with an intimacy no other set of pact partners have been recorded having. She cares for Caim, she just has a problem with his murder rampages.
On another note, Angelus often has to speak on Caim's behalf, due to his being mute. However, one should note that Angelus often sugarcoats some of what Caim has to say.
Bio: Not much is known about Angelus. No one particularly knows what she was doing being imprisoned by the Empire, or how she even got there. She's not saying. Anyways, in the time Angelus has spent with Caim, Angelus has figured this out: Caim loves murder, humans are still idiotic creatures, and that Angelus actually gives a damn about the human. The two are extremely close from their times and tribulations together, but the two would never admit it. Despite his murdering antics, Angelus is actually happy she chose Caim to pact with. He is more than capable of handling himself, and that is enough.

Entering the AA verse, Angelus has noticed that Caim's attitude has changed for the better, and that the pact between the two wavers with world travel. When it is weaker, it often causes her to change form into a human. However, upon re-entering the AA verse, and some encounters with an arc that ended in granted wishes, Angelus asked for a way to willingly change between human and dragon forms. Thus, a mask was bequeathed, and Angelus has been able to do so since.


Name: Angelus
Age: Suspected to be 10,000 years old
Powers: *Human to dragon transformations, triggered by a mask.
-Drawbacks to transformation-:
---She needs the mask to change between forms
---Must be nude between transformations or clothing WILL be lost
*Pyrokinetic powers - Can create balls of fire in her hands or shoot streams of it from her mouth.
*General toughness - Hard to break bones, and immune to most poisons/venoms.
**Special Attack/Limit break**
If enough enemies are killed/damaged, then Angelus will be able to shoot a set of magic homing streams from her mouth. However, it takes some time to recharge; so she uses this attack sparingly.
Weaknesses: *Being that she is now in a human body, Angelus is susceptible to human weapons, such as guns or blades; as well as human conditions such as exposure, hypothermia, etc.
*Feels a need to eat all the time; as fire powers use up a lot of calories.
*Doesn't do well in the cold.

Powers For Both: Pact Benefits
-Greater strength than typical members of their species
-Mental Communication/Empathic Link: can speak using telepathy and 'feel' the other emotions.

Weakness For Both: Pact Based Weaknesses:
-If one dies, so does the other. However, circumstances of the death can allow the other to survive for a short amount of time, and possibly resuscitate the other. However, it is nigh impossible to pull this off.
-Pain is shared between both parties, specifically intense amounts. For those of weak will, it can be crippling.
Other Weaknesses
- Due to their shared experiences in their home world, the duo have quite a bit of mental/emotional baggage to deal with. This, while not directly expressed on the surface, can be taken advantage of by those who wield powers related to the mind; especially those who draw upon illusion, even moreso if the illusion is a self-inflicted sort (example: A spell that creates an illusion based upon the mind it attacks).

Text Colors:

Caim = Dark Blue
Angelus = Dark Red



Name: Ton Ton
Species: Tonberry
Age: 9 (mental equivalent of 16-17)
Alignment: Neutral Good, Lawful leanings
Text Color = 15650D

Backstory: In a realm outside of AA; a child purchased a stuffed Tonberry from the Internet, and cherished the doll as if it was a real object of flesh and blood, giving it a name, gender and 'life'. Treated with respect and adoration, the child's love for the doll allowed it to gain sentience and took it upon himself to protect the girl who had treated him so kindly. However, he kept his sentience secret; for he did not wish to scare his owner, The Mistress (as he called her). Thus, for many years, the creature kept a silent vigil over his charge, battling away nightmares and various beings lurking in closets as The Mistress slept, unconditionally and faithfully.

However, this was not to last for long. As The Mistress slumbered, a powerful creature sought to attack her dreams, and instill great and terrible nightmares into the slumbering girl. Ton Ton fought valiantly, and wounded the being with his knife and lantern; however, it was for naught.

In the creature's retreat, it summoned a horde of it's minions and dragged the Tonberry into darkness. When he awoke, he was in a strange land, and in the stead of felt skin and faux objects, a blade of steel and a blue glassed, iron wrought lantern were in his hands; and scales covered his brow. Ton Ton was shocked by the developments, and was fearful for his Mistress. Had the demon sought to attack her again? What would become of her?! Thus, the Tonberry quested to find a way back home, and into the loving arms of the one to whom he owes his life.

AA Backstory: After many adventures in the realms of AA, Ton Ton made a pact with the turtle-dragon Cadolbolg, gaining great power, but losing his stuffed form as a result. None the less, the Tonberry continued questing with his ally, and eventually found his way back to his home world, by way of a wish from one Philemon (See end of Persona arc). Upon return home, he found that his Mistress had aged, but had not forgotten him; and a happy reunion between the two was had. However, with age, and a new-found awareness of Daemons, the Mistress had begun drafting efforts to start combatting Daemons. Through the creation of other toys/stuffed animals, she had made each and every one with the hopes that they would one day help children as she was aided, as well as encouraging others around her in subtle ways; such as gifting adult friends with toys for their children, etc. With this new effort inspired by his actions, Ton Ton was given the Mistress' blessing to return to AA with Cadolbolg, under the terms "someone else needs your help more than I do." and the two were sent along their way; now filled with more vigor to combat whatever Darkness would rear it's ugly head.

Personality: Generally speaking, Ton Ton is something of a contradiction. His understanding of social matters is similar to that of a child's, not catching the subtleties and nuances of interaction with people, or understanding his own emotions (as he was a doll for a good portion of his existence.) However, when it comes to serious matter such as death or battle, his comprehension is like that of an adult, and he suddenly matures; seeming to be a completely different being.

Aside from those mixed reactions to the world, Ton Ton is a gentle soul, and only resorts to violence when it is absolutely necessary. He tries to be helpful and to stay out of matters that are not his business. If anything, Ton Ton will try to befriend somebody before fighting them, and is always happy to make new friends; after he gets over being a little shy.


Abilities and Assests: As per AA's strange nature, and the beliefs of the Mistress, Ton Ton has been able to retain certain abilities associated with Tonberries:

Uniform and Equipment: Ton Ton has entered AA in a light brown robe, carrying a lantern and a small knife. The lantern always burns, and never goes out so long as Ton Ton wills it. The knife has a keen edge, and does not dull. Ton Ton has also gained a glowing star above his head, a sign that he has gained much experience as a Tonberry. (Does nothing mechanically)

Improved Toughness - If a normal Tonberry has 9,999 HP, Ton Ton would have the equivalent of 44,444 HP, and he possess Immunity to the status effects placed here [http://finalfantasy.wikia.com/wiki/Tonberry_(Final_Fantasy_VIII)].
(I won't say he's immune to any of those elemental damages listed, rather, he has a resistance to them.)
Essentially, he took a step up the Tonberry Ladder. Furthermore, to most normal enemies, Ton Ton has a better strength than most Tonberry's like him, if the group were to encounter any more.

Everybody's Grudge: A powerful attack, Everybody's Grudge utilizes negative energy and channels it back at the attacker, creating as much damage as the number of enemies (be they human or other) Ton Ton's attacker has defeated. However, this attack can only be used after Ton Ton has been hit, so it is a reckless tactic to rely upon it.



Chef's Knife: Easily the strongest attack in his arsenal; Ton Ton calls upon The Mistress, and uses his combined faith and her adoration to instill the Knife with an attack that can kill weaker enemies instantly. However, on stronger enemies, it will only damage them. Either way, it is accompanied by a "DOINK" sound upon contact, and is very precise; regardless of the enemy's movements. Given the Nature of this attack, it requires some time to charge, and will leave Ton Ton unable to use Everybody's Grudge, and only tank the hits directed his way.
What it looks like, generally. [http://www.youtube.com/watch?v=fI6b7T6ucQw]

Favored Enemy - Assaulter of Minds and Servants of Darkness: Ton Ton has literally spent the entirety of his existence combating creatures that ensnare the mind and/or are made of darkness. As such, even should his powers wane, he is able to combat such beings. It is in his very nature to do so.

Examples of those on his shit list: Slenderman, Embodiments of one's own darkness/evil (Storm's for example), Dream Daemons

Weaknesses:

Faith and Trust Because his faith and persistence in fighting for The Mistress has caused Ton Ton to gain power in the AA verse, if his faith in her falters, his strength does as well. This can be seen physically with how bright the flame in his lantern burns. Furthermore, if he loses his faith completely, he will lose his powers, as he does in the hour of loss.

The Hour of Loss Even when holding the Mistress in high esteem, Ton Ton is forced to be without his powers 1 hour everyday (Let's assume Midnight, as that's the time stuff happens in Faerie Tales). Why this is, he is not certain; but in this way, Ton Ton is at his most vulnerable. His weapons have no use, and his strength is diminished against creatures of flesh and blood. However, he is still able to combat his favored enemies, as he did before coming to AA. But those are few and far between in a realm of everything and anything.

Dark-Aligned Magic: Despite being a creature made to combat the forces of darkness and the like, Ton Ton just feels the sting of Dark Magic to be particularly harmful.
(wording is vague on purpose. Lots of things can count for this in the right context.)

The Pact grants many things, but it comes at a cost.

Benefits!
Empathic/Mental Link: Ah, the staple of all pact partners. Ton Ton is able to communicate with Cadolbolg from long distances with the mental link they share. It appears as a voice in the mind, and is very handy if they are separated.

Growth!
It affects both of the boys differently, but a pact allows for each partner to grow/develop further in the powers/abilities after the pact is made.

Pact Weaknesses:
Shared Lives: Should Ton Ton or Cadolbolg die, the other falls with them. Two for the Price of One deaths!

Shared Pain: Excruciating amounts of pain will be shared between pact partners, and can be crippling if the will of either is not strong enough to overcome it.

Name: Cadolbolg
Species: Turtle-dragon...thing?
Age: 3 (mental equivalent of 10)
Alignment: True Neutral, Chaotic leanings
Text color = blue (may be revised later)


Appearance: A cat sized, silver-blue creature, with a turtle shell. He has a long neck with a snapping turtle's head (which also bear small horns), small, stubby limbs, and a long tail, the underside of the later half of it bearing a blade.
Growing from his back, are a pair of wings. While appearing somewhat small, they serve to be Cadolbolg's best method of transportation.

Backstory Originally created as an exploding, metal construct in the shape of a flying turtle by Puce, Cadolbolg eventually took on a life of his own, and was adopted by Caim and Angelus after multiple times of helping the two out (and, perhaps a bit of begging on Angelus' part initially). However, as time grew on, Cadolbolg seeked to learn more and more about what it was to live, and to emulate his parents, taking on more features that resembled both his mother and father; such as molding his shape to be more draconic or taking a "blade" for his own.

After several on/off adventures, Cadolbolg eventually came into a pact with Ton Ton, seeking to follow in the footsteps of his parents even more closely. In exchange, he lost his metallic body, turning to flesh and bone instead and in place, all the vulnerabilities that come with it. Ever since, he's been traveling with Ton Ton primarily, still happy to see his parents, and his new found family in Devon and Ella.

Personality: Being something of an impressionable young turtle-dragon baby, Cadolbolg has found his loyalties and ideals be somewhat simple; which is to say, "Do as Mother and Father do". However, this has expanded to a degree, to Devon and Ton Ton (after all, they do somewhat count as extended family). As such, his primary desires are to please his "family"; and to make them proud in what ways he can.

That all being said, Cadolbolg is no longer the automaton he once was. Aside from attempting people pleasing, he's a very bright and cheerful presence on the Rising Dawn; and inquisitive too boot! His youth brings forth questions, and he seeks to learn and enjoy the world around him as much as he can.

Weapons: His tail. It's bladed near the later half of it, something that Cadolbolg can use as a makeshift sword. He's still praticing with it, but one of his favored moves is to dive down, tail edge first. From what has been seen, Cadolbolg's tail is able to cut through some forms of iron, such as chain link fences.

Powers: Breath Weapons
Aside from his Tail, Cadolbolg can employ fire and lighting based breath weapons. However, it should be said that Cadolbolg has much more experience with his fire than the lighting. He's working to change his versatility with his breath weapons.
-Fire: A single fireball, A charged fireball (for extra damage), or a quick burst of three fireballs (less damage, but rapid fire).
-Lighting: A line of lighting

Weakness:
C-C-Cold!: Cadolbolg does not fare well with ice magic or tundra like environments. Just staying out in a tundra area will leave the little guy cold and weak.

Slowpoke: Flying is Cadolbolg's main mode of transport. Those little legs of his aren't the best running material. In short, knock him out of the air or damage his wings, and he's gonna have some problems.

The Pact grants many things, but it comes at a cost.

Benefits!
Empathic/Mental Link: Ah, the staple of all pact partners. Ton Ton is able to communicate with Cadolbolg from long distances with the mental link they share. It appears as a voice in the mind, and is very handy if they are separated.

Growth!
It affects both of the boys differently, but a pact allows for each partner to grow/develop further in the powers/abilities after the pact is made.

Pact Weaknesses:
Shared Lives: Should Ton Ton or Cadolbolg die, the other falls with them. Two for the Price of One deaths!

Shared Pain: Excruciating amounts of pain will be shared between pact partners, and can be crippling if the will of either is not strong enough to overcome it.
 

bluerocker

Queen of Cockblocking and Misery
Sep 22, 2011
2,638
0
0
Part 2:

Name: Teri Gravel

Age: 20

Species: Human

Origin: UnReal Reality

Title: Cleric of God

Alignment: Neutral Good

"Love your neighbor as you love yourself... Or at least, try really hard to."
(Text color = #0E59E4 Toyotama speaks (mentally) and thus has [color=0E59E4]Italics and bold[/color])

Clothing: In Uniform - An outfit with long sleeves, pants, and a light vest in the sky blue and silver motif of the Silver Flame. Looks pretty much like this [http://fc08.deviantart.net/fs9/i/2006/148/e/b/Kaias_of_the_Silver_Flame_by_shadowsmyst.jpg]

Otherwise, she'd be a pants and Tee-Shirt kind of gal

Appearance: 5'2" with long brown in the following style:



Brown eyes with green around the pupil, a rounded face, and a light skin tone.

Bio:
Originally a college student, (and Author to Caim, Angelus, and several others) Teri found herself embroiled in the affairs of AA as a result of Red Mage breaking through from the AA Universe into the UnReal!Universe in order to kill the Authors and attempt to reclaim agency from the "gods", (which were really just a bunch of writing enthusiasts who didn't know better). Furthermore, they Authors had to watch out especially for their Characters, if the Authors died, so did the characters that fell under their Writing. Naturally, as she lives and breathes, Red Mage's plan didn't work out; but herself and her fellow Authors realized that they were forever changed from the experience, each gaining strange powers as a result. Unfortunately, this was not the end of her and her friends' troubles. After an encounter with the Slenderman, Teri found herself kidnapped by Bruiser the Machoke, who held her hostage and forced her to summon Angelus in order to exact his revenge upon the dragon...through torturing the Author herself.

This did not get very far, and rescue arrived right on time. Teri was left traumatized by the experience, and even through some recovery, still shows some signs of trauma as a result (See weaknesses section) None the less, the young Author journeyed into the AA verse with other Authors and Characters in order to aid in the Angel War, finding herself under the tutelage of Slindis the Paladin in order to learn the healing arts, and eventually turned her faith in the Christian God to become a Cleric. Slindis also bequeathed the staff Sadei to Teri, whom contained the spirit of a young girl, and has become something of a secondary council for the Cleric. Alongside Slindis' acting as a mentor, Teri sees Slindis as a maternal figure, even going so far as to call her "Mum". This later expanded to forming a somewhat familial bond with Rugal Bernstein and Melethia as well, becoming "Dad" and "Sis" respectively. This is especially apparent after losing her ability to go back home (through some dealings with less than trustworthy beings). Teri also finds comfort in her friend Devon, another former Author; Ella, daughter of the Devil himself; Sadei; and Garm, her loyal wolf companion.

The war was also hard on her psyche as well, with having never had to have entered combat and having killed to preserve her life, the Cleric almost went to the brink of madness and accidentally formed a darker 'self' in her mind as a coping mechanism. Recently christened Toyotama, this 'self' is a sort of dumping ground for Teri's negative thoughts, feelings and actions, all bottled up into a mental anthropomorphic personification. She has no true physical effect on Teri, but mentally, she will goad her 'creator' into taking less than moral actions or invoke violence as a means to an end. Later on, and through Sadei's aid, Teri has been able to negotiate something of a deal with Toyotama, if Teri is able to be more honest about her emotions at any given time (as well as allowing Toyotama to vent her frustrations through Fire Stance), the "Shadow" in her mind will abate and give the Cleric some peace. However, even with this drawback, Teri vowed to her God that she would not kill another again (see weaknesses), and has worked with Toyotama to find a means to vent her frustrations; as well as help the Cleric achieve her goals in a more peaceful manner. From there, Teri has worked upon the Dawn as a medical officer and a combative aid through her spells.

Personality: Despite the hardships above, Teri has tried her best to be a generally decent person, doing what she can to exert mercy to her enemies and kindness to those she meets. A hard worker aboard the Rising Dawn; she acts and does what she can to make a difference with her comrades through acting as a medic; and keeping up with her clerical or monk based studies. Teri may appear somewhat overbearing to others around her when it comes to getting treatment for wounds, but generally this is good intent on the Cleric's part. Aside from that, Teri is something of an introvert, preferring to curl up and enjoy herself through books or homebody activities, like cooking with the Imps or spending time with her family and friends.
However, no person is without their flaws. Teri is prone to getting overwhelmed by her own feelings. It a good amount of self control to prevent her from acting on those feelings, but they still dwell and act corrosive to her, pausibly paralyzing her when she's feeling strongly in the negative. Without the support network she has, it's very possible she'd be consumed by the nastier side of her emotions. Finally, talk of nihilism is most likely one way to get this agent of God's blood boiling.

Powers: Author Powers: Like any other Author, what she Writes happens in the AA Verse. However, Teri's abilities are limited to creation and teleportation of items, particularly food and supplies. Think of her as a walking Walmart. However, should she overuse this ability; she can easily work herself into fatigue or illness.

Cleric Abilities: Having trained under the Paladin Slindis, Teri has unlocked her hidden potential as a Cleric of the Christian God.
Monk Abilities: With further training under Slinds and Rugal Bernstein, she is beginning to take levels in Monk.

Teri has become a Cleric/Monk of the Christian God
Teri is currently Level 8 Cleric/2 Monk

HP: 110 (90 from levels and Con mod, and 20 from Righteous Bracers)

Base Saves/Abilities, :

Strength: 13 (+1) = 10 (base stat) + 3 (gloves)
Dexterity: 15 (+2) = 11 (base stat) + 4 (gloves)
Constitution: 12 (+1)
Intelligence: 15 (+2)
Wisdom: 22 (+6) = 16 (+3) (base stat) + 4 (Ring 1) + 2 (tome)
Charisma: 14 (+2) = 12 (base Stat) + 2 (tome)

Note: Every 4 levels, a character can add a single point into any of their attributes. At level 4, Teri gained a point in Wisdom. She did the same thing at Level 8. Teri also gained point(s) in Constitution and Dexterity in Rugal and Slindis' training from hell.

Base attack Bonus: +6/1

Base saves + Ability Modifier + Misc. Modifiers from equipment,etc. = Total:
Fortitude (saves against poison or physical ailments, aided by Con): 9 + 1 + 4(ring 2) +1 (Siren's belt) = 15
Reflex (saves regarding speed and dexterity, aided by Dex): 5 + 2 + 1 (Siren's Belt) = 8
Will (Saves against attacks on the mind, aided by Wis): 9 + 6 + 1 (Siren's Belt) = 16

Circumstantial Saves:
Immune to all death spells and magical death effects (Sacred Helm)
Immune to Natural Diseases (Siren's Belt)
- +6 against magical diseases (Siren's Belt)
Ability to breathe underwater as if it were air (Boots of the Mire)


Class Skills
Cleric: 5 per level [2+ 2(Int) + human racial bonus of 1] (barring first level: [(2+2+1) x 4])
Monk: 7 per level [4 + 2(Int) + human racial bonus of 1]

[Total for skills] = skill points + Skill modifier + miscellaneous modifiers via feats/synergies/etc

Cleric Current Max Ranks 11/5 Class skills/Cross Class skills
Monk (M) Current Max Ranks 5/2 Class SkillsCross Class Skills
Skills that apply for both classes (S) 13


(S)Concentration (Con) [+12] = 12 + 0 + _
(M)Balance (Dex) [+9] = _ + 2 + 7 (Marshwalker Boots)
(S)Diplomacy (Cha) [+2] = _ + 2 + _
Heal (Wis) [+17] = 11 + 6 + _
- Skill Trick: Healing Hands [http://archive.wizards.com/default.asp?x=dnd/ex/20070105a&page=5]: Heal 1d6 damage when you stabilize a dying character (2pts to take it)
(M)Jump(Str) [+8] = _ + 1 + 7 (Marshwalker Boots)
(S)Knowledge(arcana) (Int) [+8] = 6 + 2 + _
(S)Knowledge(religion) (Int) [+15] = 13 + 2 + _
Knowledge (nature) (Int) [+6] = 4 + 2 + _
- (swapped for the planes)
(M) Ride(Dex) [+7] = 5 + 2 + _
(Swapped for Hide)
Spellcraft (Int) [+11] = 7 + 2 + 2
- Skill Synergy: A +5 Bonus in Knowledge Arcana gives a +2 Synergy bonus to spell-craft checks.
(M)Tumble (Dex) [+7] = 5 + 2 + _
Teri has learned Aquan! (2 skill points) She can now speak with creatures from the Plane of Water, or other beings that speak Aquan!

Bonus Languages: Because of her Divine Granted Power (and Intelligence Modifier), Teri has the Capacity to learn Celestial and Infernal.
Currently, her learning in Infernal is going along well enough.

Weaknesses:

-Only human: Teri's not nearly close to the same made of Iron levels as the main AA party. What most of the AA party could shrug off, she'd be terribly wounded by, such as guns, cuts, etc.
-- Her equipment is the main thing protecting her in this regard, but it can only do so much.
-PSTD revolving around an incident with an individual by the name of Bruiser.
-- Will get shaky/very uncomfortable if excessively triggered in the following ways: being forcibly restrained; increased reminders of the incident, to the point in which Teri cannot escape the one mentioning it; hot metal/the smell of hot metal. Also doesn't really like being touched; but that's more of a general discomfort thing.
- Moral Code: Teri has taken it upon herself to enforce a personal code of Martial Pacifism, as a vow to her Deity and an act of repentance. She will not kill her enemies, save for in the case of entities that are literal darkness/negativity (such as Persona-verse Shadows or Heartless), undead, or constructs.
- Reliant upon Tablet computer to Channel Author Powers.
- Weakness to Negative Energy: Now that Teri has a permanent link to the Positive Energy Plane; Negative Energy and anything enchanted with it does twice as much damage as it normally would.
- Easy Detection: For those who sense Auras, Teri is a walking floodlight.
- Casting Components: DnD casting will often require the following, Somatic (precise hand gestures and movements), Vocal (loud incantations), and/or Material Components, which in a Cleric's case, including a Divine Focus (a holy symbol). If any of these are restricted/missing, spells cannot be cast. This varies from spell to spell, but general rule of thumb is: Bind a Caster's hands and gag them, they can't cast.
- With Monk levels, Teri has to worry about being centered now:
A Centered state of being is a critical component of the Monk class. Several class-specific benefits are lost while a Monk is not Centered, effectively switching off the Monk's central powers.
-Teri loses her Armor Class Bonus gained from monk levels.
-She cannot use or attain the benefits of any Monk-specific stances.
-Teri cannot use Flurry of blows while uncentered.

The most common way that a monk becomes uncentered is by being encumbered. A monk must not be encumbered in order to keep centered.
Monks cannot wear any armor except robes or outfits in order to keep centered.
Monks cannot use shields.
The kama, shuriken, handwraps and quarterstaff are the only weapons most monks can use without being uncentered. Because of Zen Archery, this allowance is extended to bows.

Feats

As a level 10 human character, Teri currently has 5 feats.
[The first two are from Level 1 (initial feat and bonus from being a human), and the rest are the results of leveling.]
Every three levels, 3, 6, 9, etc. Teri will learn a new feat. Teri also gains bonus feats from being a monk at levels 1 and 2

Augment Healing

Prerequisite: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of
damage healed by any Conjuration [Healing] spell that you
cast.

For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate
wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell).

Healing Devotion

You can heal damage faster than normal.

Benefit: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed).
Special: As a full-round action, you can transfer this ability
to a willing recipient as a touch spell. Doing so counts as one daily use of the ability.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.

Water Devotion

You can create a water guardian.
Benefit: Once per day as a standard action, you can pour the contents of a full waterskin on the ground and summon forth a water elemental on that spot. The creature remains and follows your commands for 1 minute. The size of the elemental is based on your character level, as given in the table below.

Character Water Elemental
Level Summoned
1st?5th Small
6th?10th Medium
11th?15th Large
16th?20th Huge

At Teri's Level, she summons a Medium Water Elemental. [http://www.d20srd.org/srd/monsters/elemental.htm]

Special: You can select this feat multiple times, gaining
one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead,
you gain one additional daily use of this feat for each daily
turn or rebuke use you expend.

Wild Cohort [https://web.archive.org/web/20130531105623/http://www.wizards.com/default.asp?x=dnd/re/20031118a]

Benefit: You gain an animal cohort. The animal cohort is generally friendly to you and is willing to follow you and adventure with you. If given proper training, the animal cohort will willingly serve as your mount, guardian, and companion. You can only ever have one wild cohort at any given time.

Like a druid's animal companion, your wild cohort improves as you gain experience. Although the animal cohort improves significantly compared to others of its kind, its abilities do not rival those of a druid's animal companion.

See "Garm" Spoiler for detailed information about Animal Cohort.

Natural Bond [http://dndtools.eu/feats/complete-adventurer--54/natural-bond--2030/]

Your bond with your animal companion is exceptionally strong.

Prerequisite

Animal companion

Benefit
Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives (see page 36 of the Player's Handbook). This bonus can never make your effective druid level exceed your character level.

(In Wild Cohort [https://web.archive.org/web/20130531105623/http://www.wizards.com/default.asp?x=dnd/re/20031118a] terms, with natural bond, Garm counts as -9 effective level on the table of animal companion bonuses, due to his type of animal, and 'counts' as 'level 4' on the table, gaining the bonuses from there, and more for when Teri gains levels.)

Monk Bonus Feats

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. At Teri's current level, her unarmed strike is 1d6 damage.

Zen Archery [http://ddowiki.com/page/Zen_Archery]

Teri (with training on Slindis' part), has learned Zen Archery, and is now proficient with longbows and Shortbows. This feat allows Teri to remain centered with bows, use her Wisdom score in place of Dexterity to shoot a bow and can use Flurry of Blows while wielding a bow. In this time, Sadei has learned how to transmute herself into a longbow.

Stunning Fist [http://ddowiki.com/page/Stunning_Fist]
A swift unarmed attack to vulnerable areas that cause your target to be stunned for 6 seconds if it fails a (DC = 10 + half character levels + Wis mod + other modifiers) (10+5+6 = 21) Fortitude save.
It has a cooldown of 6 seconds between uses.

Class Features - Cleric

Aura : A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity?s alignment(see the detect evil spell for details). Clerics who don?t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Teri has a Good Aura.

Positive Energy Aura

Expend a use of turn undead to create a Positive Energy Aura effect on yourself, which envelops the caster in an aura of healing, positive energy. Allies within the aura are healed 1 hit point per 3 caster levels as long as they remain within it. Undead enemies are damaged for the same amount. This aura can affect 1 target per Cleric level.

Currently, Teri's Aura dispenses 2 points of healing so long as an ally stands within it. Teri can give this benefit up to 8 people at once.

Spells per day

6 |0-level spells per day
4 + 1 |1st Level + 1 of Either Domain per day-1st Level Domain Spell
3 + 1 |2nd Level + 1 of Either Domain Per day - 2nd Level Domain Spell

3 + 1 |3rd Level + 1 of Either Domain Per day - 3rd Level Domain Spell
1 + 1 |4th Level + 1 of Either Domain per day - 4th Level Domain Spells

Due to having a 18 Wisdom, Teri is able to have a bonus 1st, 2nd, 3rd and 4th Level Spell.

Current Spell List:
Teri is a Neutral Good Cleric, so I shall omit Evil Aligned Spells, if possible

All of Teri's spells can be found here [http://www.d20srd.org/srd/spellLists/clericSpells.htm]. Those that are not on that list are lifted from the Frostburn supplemental book and can be found here [http://dndfaq.forumotion.net/t27-frostburn-cleric-spells].
-Another Feature Clerics have is Spontaneous spell-casting, or the ability to convert spells into "Cure" (Positive Energy/Healing) or "Inflict" (Negative Energy/Harm) spells. Because Teri is a Good Aligned Cleric, she can convert her spells into healing spells.
-Teri can also convert spell energy into Ki attacks, through training with Rugal. Known Ki attacks are in the "Monk" section of the sheet.

Alternate Class Feature: Pool of Healing
Level: 7th.

Replaces: To select this class feature, you must permanently sacrifice one of your 4th-level spell slots.

Benefit: Through God's will and Teri's growth as a Cleric, Teri has gained a permanent connection to the Positive Energy Plane, the place where the energy of her healing spells is created. This has enabled her to have a pool of healing, which can be used to heal others or damage undead with a touch. How much healing/undead damage can be used is equal to her cleric level+1 X 5. Pool of healing is a spell-like ability.

Currently, Teri's pool of healing is 45 pts of healing/undead damage ((level 8 Cleric + 1) x 5 )

Domains: A cleric?s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. Each of these domains grants a power as well as a list of spells for the cleric to prepare in it's own special slot. Only one spell can go in each level of a Domain Slot. Teri's Domains are Water [http://www.d20srd.org/srd/spellLists/clericDomains.htm#waterDomain] and Healing [http://www.d20srd.org/srd/spellLists/clericDomains.htm#healingDomain].
Addendum: Teri's healing power get a 50% boost on account of having both Sacred Helm and Sacred Band equipped.

Turn/Rebuke Undead: Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures., forcing them to cower in awe of his power. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Total turn attempts: 7 Undead (+2 Sacred Band)/5 Fire subtype creatures

Also, due to having Sacred Helm and Sadei equipped, Teri is treated as 2 levels higher when determining the undead that can be turned.

Teri's Current Turning Check: +8

(2 Cha Mod + 2 Bonus from Knowledge Religion +2 Sacred Helm +2 Lucifer's Amulet)

Turning Damage Bonus: 2d6 + 10 [(+4 from Sacred Helm) + Cleric Level (+2 from Sadei) (+2 from Sacred Helm) + Charisma modifier]


Class Features - Monk

Ki Attacks Learned (but used through converted spell energy)
Reppuken [http://www.fightersgeneration.com/nx9/char/cvs2/rugal/a/special/rugal-cvs2-projectile1.gif] - A ground based energy projectile. Requires a 1st level or higher Spell use, and calls a 12 second recharge.

Kaiser Wave [http://www.fightersgeneration.com/nx9/char/cvs2/rugal/a/special/rugal-cvs2-projectile3.gif] - A very large energy projectile. It requires a small amount of time to charge, a 4th level or higher spell use, and calls a 24 second recharge.

Access to Sun Stance and Ocean Stance! These stances can only be used one at a time. Using both would be silly. :p

With Gear Equipped, the following happens:
Fire Stance -> Normal Stats -> Water Stance

Strength: 16 -> 13 -> 11
Dexterity: 15
Constitution: 12
Intelligence: 15
Wisdom: 20 -> 22 -> 25
Charisma: 14
Base Attack Bonus outside Fire Stance: +6/+1
Base Attack Bonus in Fire Stance: +6/+6/+11/+16

What happens with Fire Stance: Boost to Strength (+3), reduces cooldowns to Ki attacks learned by 6 seconds. Flurry of Blows becomes a Standard Action instead of a Full Round action. (Meaning she can initiate it, and still move in the same post). Reduces Wisdom (-2). Channeling the aggression of her Shadow, and finally getting beaten in soaking in some of Rugal's teachings, Teri is able to tap into her natural fighting ability, rather than using her smarts as she usually does. As a result, she can attack far more accurately, even with a reduced Wisdom. Toyotama favors Teri using this stance, seeing as she's able to vent through it.

What happens with Water Stance: Gives a bonus to Wisdom (+3) (which ties into many of Teri's abilities), a bonus to dodging blows, and +3 to all of her saving throws (which allows her to resist more attacks). This allows Teri to keep a cooler head, and maintain accuracy through thought and analysis. However, her Strength is reduced (-2). Sadei favors this stance, due to Teri keying attacks with her off of Teri's Wisdom, and the general calm disposition kept with it.

tldr: Water Stance for general out-of-combat casting and endurance, Fire Stance for kicking ass so hard Teri's victims taste her boot.

AC Bonus When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC; essentially using her brains to be able to dodge more often.

Flurry of Blows:


What it looks like, sans head explosions. Teri's not even close to powerful enough, nor willing to do that.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). Her attack bonus (Read: Accuracy) is reduced by 1 when using this attack; but it allows for more blows in a shorter amount of time. She may attack with unarmed strikes and special monk weapons interchangeably as desired. She must be standing still and focusing upon one enemy when initiating this attack.

Note: When in Fire Stance, Teri can move much more quickly after a Flurry of Blows: allowing her to move in, do the attack, and move out.

Monks also get bonus feats at 1st and 2nd level, Unarmed Strike being gained in addition to a second feat at 1st level. Details about these feats are listed under the "Feats" tab.

Weapons and Equipment:
Sadei [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00000-1_zps80ff9a70.jpg]
Sadei was given to Teri by her teacher, Slindis, a paladin. Devon poofed in the rest as a desperate use of his Author powers.

An enchanted silver quarterstaff containing the soul of a young girl, Sadei can easily be considered one of Teri's closest friends. Sadei can communicate with the Cleric telepathically, so long as Teri holds Sadei. She has acted as something of an adviser and cheerleader, enabling the Cleric to keep strong, even with darker moments com rolling by; as well as helping Teri keep Toyotama under control. She doesn't remember much about her time alive, but that really hasn't shaken her down too much, so long as Teri keeps in contact with her. If there's one thing Sadei hates, it's being alone again...

As of this post [http://www.escapistmagazine.com/forums/jump/540.101127.19967235], Sadei and Teri have bonded to the point that Teri can now use her Wisdom score in place of her Strength score to land hits on enemies, boosting her accuracy phenomenally. This effect only applies when Teri wields Sadei.
Sadei has also displayed mild shape shifting powers. The current forms she can take is her default form as a quarter staff, a pen that produces blue/silver ink, an arm bracelet and a longbow (arrows not included). The process between shifting forms takes about 6 seconds.

Gloves: Cesti [http://ddowiki.com/page/File:Cesti.png]

Head: Sacred Helm [http://ddowiki.com/page/File:Sacred_Helm.png]
(for the sake of appearances/flavor, Sacred Helm appears as a circlet [http://www.medievalbridalfashions.com/catalog/images/SilverMoon_Circlet4.JPG] instead of a helmet)

Ring one: Sacred Band [http://ddowiki.com/page/Sacred_Band]

Ring two: Ring of the Mire [http://ddowiki.com/page/Item:Ring_of_the_Mire]

Trinket: Fragment of the Silver Flame [http://ddowiki.com/page/Item:Fragment_of_the_Silver_Flame]

Cloak: Hellfire Cloak [http://ddowiki.com/page/Hellfire_Cloak]

Belt: Siren's Belt [http://ddowiki.com/page/Siren%27s_Belt]

Boots: Boots of the Mire [http://ddowiki.com/page/Item:Boots_of_the_Mire]

Bracers: Righteous Bracers [http://ddowiki.com/page/Righteous_Bracers]

Robe: Robe of Winter [http://ddowiki.com/page/File:Robe_of_Winter.png]
In the same vein as the Circlet, The Robe of Winter counts as a set of enchantments placed on Teri's uniform, and appears like this [http://fc08.deviantart.net/fs9/i/2006/148/e/b/Kaias_of_the_Silver_Flame_by_shadowsmyst.jpg]
- And since it's come up a couple times, Teri does wear clothes under the robes. It's typically in the form of some sporty shorts and a T shirt, like the following [http://cdn1-cont10.img2.sweetcouch.com//902095-fila-men-black-blue-tiger-shirt.jpg].

Necklace: As of Late, Teri was bequeathed a necklace [http://th06.deviantart.net/fs70/200H/i/2013/208/6/0/princess_zelda_crown_by_masterignis94-d6fdj5d.jpg] by Lucifer during the Angel arc. It does the following:
-Act as a pager to Lucifer if Teri feels like talking to Lucifer again.
-Once a day it can generate a fire shield that surrounds the Cleric, protecting her from harm.
-Hell creatures will be able to sense it and know not to mess with the girl... Think of it as a +2 boost to turning undead
-Anyone who attempts to remove the amulet besides Teri will find their hands burnt.

Miscellaneous possessions:
A Satchel, contains:
-A book of health and medicine
-A Bible
-3 bottles of water, two of which are holy water
-A pouch containing varying components for spells, such as incense
-A Nail of Christ - One of the nails used to hammer into Christ's hands, this relic was recovered [http://www.escapistmagazine.com/forums/jump/540.101127.20256727] after Annie Leonhardt stole it [http://www.escapistmagazine.com/forums/jump/540.101127.20224030]. Afterwards, as it is a relic and symbol of her religion, Teri keeps it around on her person to ensure the Nail is not misused or corrupted by hellish forces; and hopes to find a place where it can rest properly. Otherwise, she'll pray by it when preparing spells.
-A holy symbol [http://imgur.com/hRiS1a5] of the Silver Flame faith, gifted by Slindis (even if not used).

Not in the Satchel
-A silver cross necklace wrapped around her wrist. Acts as a divine focus for spells.
-A Tablet PC used for channeling Author abilities. See more information in 'Dimitri' spoiler

Total Armor bonus: 28 = 10 + 2 (Dexterity) +7 (Siren's Belt) +5 (Robe of Winter) +4 (Monk AC bonus from Wisdom)

Miscellaneous Armor based protections/not already listed enhancements:
- (Mire Set)Spearblock: Piercing damage from weapons such as arrows or daggers is reduced by 5
- (Fragment of the Silver Flame) Continuous Protection From Evil: Teri has a constant use of Protection From Evil [http://www.d20srd.org/srd/spells/protectionFromEvil.htm] in effect.
- (Hellfire Cloak)Acid Resistance 10: For every acid-based attack done against Teri, 10 points of it is absorbed
- (Hellfire Cloak)Sonic Resistance 10: For every sonic-based attack done against Teri, 10 points of damage is absorbed
- (Hellfire Cloak, Robe of Winter)Fire Resistance 20: For every fire-based attack done against Teri, 20 points of damage is absorbed.
- (Marshwalker Boots)15% Striding - enables Teri to walk 15 percent faster
- (Righteous Guantlets)Undead Guard - This item burns undead that attack the wielder, dealing 3 to 24 Good aligned damage on a successful melee attack.
- (Righteous Guantlets)Improved False Life: Grants the wielder +20 HP
- Sacred Band + Sacred Helm give a 50% increase to Teri's healing spells.

Appearance [http://24.media.tumblr.com/tumblr_m8t2skCZ661rtitxmo1_500.jpg]
Garm, The Wolf
Winter Wolf

Size/Type: Large Magical Beast (Cold)
Hit Dice: 7d10+21 (57 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (1d8+6 plus 1d6 cold)
Full Attack: Bite +10 melee (1d8+6 plus 1d6 cold)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, freezing bite, trip
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire, Evasion
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills: Hide +0*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats: Alertness, Improved Initiative, Track
Environment: Cold forests
Organization: Solitary, pair, or pack (3-5)
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: True Neutral
Advancement: 7-9 HD (Large); 10-18 HD (Huge)

A winter wolf grows about 8 feet long and stands about 4 and a half feet at the shoulder. It weighs about 450 pounds.

Winter wolves can speak Common. (Yes, ladies and gents, Garm is gonna start talking at some point. With his Intelligence modifier of 9, he has hit human levels of thinking.)
[color=365D60]"Hello! The color used to illustrate my speech will be '365D60'"[/color]


Breath Weapon (Su)
15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.

Freezing Bite (Su)
A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

Trip (Ex)
A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

Evasion (Ex): (Gained from Wild Cohort) If an animal cohort is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Skills
Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.

Possessions
Garm owns one of the rings that the party uses to communicate mentally, in the form of a large bangle around his right forepaw. He also has a sack embroidered with a butterfly on it. When he pokes his head inside this sack, it contains a steak sized large enough for him. This effect works 3 times a day, and refills afterwards.

A Tablet PC [https://community.emc.com/servlet/JiveServlet/showImage/38-2703-23295/ipad.jpg] with the name 'Dimitri' engraved on the case. Dimitri is an AI with the ability to have human emotions, and capable of independent thought and action. The multitude of his allies and upgrades were of Teri's creation the several times he has needed help against increasingly tougher opponents. Otherwise, he is a personal assistant to Teri.
Dimitri [http://i.imgur.com/aK8DUuj.png]

Alignment: True Neutral, Lawful and Good leanings

Text color= [color=3897E0]3897E0[/color]

He wields several programs to fend of hostile programs, which will be listed below. However, he is still heavily reliant upon his allies to get through systems that may need hacking. Unfortunately, Dimitri's utility falls flat in areas without any digital systems; as that's his area of working. Otherwise, he's simply restricted to the Rising Dawn's mainframe, or that of his Tablet (which functions as a home base).

Dimitri's Equipment

THE_NINE_IRON [https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTuwnkTIKxG2ubvt-mDgBGt7rn7RbDr8RPVbu3xXj2XE-GDSq1lDQ]
Function: Basic defense against most enemies. First apperance [http://www.escapistmagazine.com/forums/jump/540.101127.16213050]

BARRET [http://images2.wikia.nocookie.net/__cb20100820015155/finalfantasy/vi/images/1/1b/Gatling_Gun_FF7.png]
Function: A code Scrambler. Also has a clip to enable the firing of Flame Rounds (concentrated firewalls that slow processing).
First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16919430]
Flame Rounds' First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16924624]


SCOUTER [http://icons.iconarchive.com/icons/musett/dragon-ballz/256/Scouter-icon.png]
Aids Dimitri in Scanning enemy programs and enables him to find the appropriate weakness/design flaw to exploit. First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16924624]

Data Killer - Shoop Da Whoop [http://a.deviantart.net/avatars/s/h/shoopda.gif]
As the name implies, and under the creation of a possibly mad Author, the Data Killer is Dimitri's strongest, but most dangerous weapon; as it is able to erase any data that comes into contact with it. Taking the appearance of a large blue LAZER, the Data Killer is activated by the code phrase: "Activate: Data Killer - Shoop da Whoop; Access Key: 'IMMA FIRING MAH LAZER'!" This process takes a few seconds, with the recital of the phrase, the charging of the LAZER and firing it. However, the destructive power could be well considered worth the timely cost. First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16929021]

Allies
YAMATA-NO-OROCHI.EXE [http://images3.wikia.nocookie.net/__cb20080707013135/megamitensei/images/thumb/e/e9/OrochiSMT.jpg/1000px-OrochiSMT.jpg]
A simple worm designed to attack enemy programs. Simple, but efficient. First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16212885]


SEIRYU.EXE [http://images3.wikia.nocookie.net/__cb20080808003357/megamitensei/images/3/38/SeiRyuSMT2.jpg]
Another worm. Designed to slow down enemy files and allow for easier kills. First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16213050]


PRINCIPALITY.EXE [http://i266.photobucket.com/albums/ii247/Denjin_Zaboga/SMT_RPG/PrincipalityP4.png]
A Trojan program designed to convert enemy files against one another. First apperance [http://www.escapistmagazine.com/forums/jump/540.101127.16213050]


ATOMOS.EXE [http://images.wikia.com/finalfantasy/images/c/ca/FFIX_Atomos.png]
A Quarantine Program designed to confine and destroy without leaving any traces of code First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16923746]



CHANSEY.EXE

A repair program. Serves as the primary healer for Dimitri's programs. First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16929330]

CERBERUS.EXE [http://www.theoi.com/image/M12.4Kerberos.jpg]
A Defensive program designed to attack hostile programs on sight. First apperance [http://www.escapistmagazine.com/forums/jump/540.101127.16248614]


NIDHOGG.EXE [http://fc06.deviantart.net/fs51/f/2009/266/f/2/Nidhogg_by_Ruth_Tay.jpg]
A last resort. A Root Kit destoryer, and terrible to behold. Dimitri doesn't call on NIDHOGG's help unless things look truly dire. First appearance [http://www.escapistmagazine.com/forums/jump/540.101127.16248614]
 

bluerocker

Queen of Cockblocking and Misery
Sep 22, 2011
2,638
0
0
[HEADING=2]Side Characters[/HEADING]

She's mainly here for a cameo/parts of the arc; but I think a sheet is still fair.


(yeah, I know it looks a little silly, but I can't find an outfit without the black stuff on it.)
EDIT: HUZZAH!

Sometimes has her hair up with a clip like this [https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSGyfyBpbgKprcFK4dAdHJ9pXTt-HExJL2SkWbO5ET3yXrtZwJI]

Text Color: deepskyblue

Name: Furiae
Species: Somewhere between human and Demon. More on that in the Bio
Age: Physically, 19. She's been dead for a little while.
Height: 165 cm/5'5"
Origin: Drakengard-verse
Alignment: Neutral Good, but she leans towards Chaotic

Bio:
Before AA: Furiae was a princess of a small kingdom named Caerleon. In her first 14 years of life, she had enjoyed a happy life with her brother, Caim, and her betrothed, Inuart. However, upon turning 14, a seal appeared on her skin, marking her as the Goddess of her world. To explain, the term "Goddess" is a title; rather, it is a sign of a woman who has taken on the burden of a seal that keeps the world in balance. As such, Goddesses are kept hidden from the public eye by the local priesthood, and are made to live in isolation, unable to marry or have Children. Were it not for some other circumstances, Furiae would have lost contact with her brother and Inuart.

Following that, War struck her home; her parents slaughtered, and her brother and (former) lover going to fight in the Union army (the Empire being the opposing side). All the while, all she could do was pray, bearing the pain of the seal in her flesh. Eventually, Inuart was lost in the war, turning to the enemy side and eventually capturing Furiae; with mad hopes he could turn her back to a normal woman. At this time, the Empire broke the other seals, bringing her immense pain! This, coupled with the cruel manipulations of the Empire's leader, coerced Furiae into committing suicide; which began the breaking of the world.

So came her first resurrection. Inuart used forbidden magic to bring her back from the dead, but it brought forth a monster rather than a "goddess". After she took wing, it became Caim and Angelus' job to shlot her down, leaving her dead for a second time; but not without clones of her monstrous self to be reborn and signify the worlds end...

AA Bio: ...Well, she would have remained a corpse, if Inuart hadn't grabbed what was left of Furiae's body before travelling to the AA world, eventually meeting with the Cartel, and using some of Cortex's technology to bring her back from the dead! With a new life, Furiae found herself both free from the seal, and feeling her demonic side still lurking within.

But, she was not a prisoner forever. After the Author Devon discerned her location, a party of Caim, Angelus, Ton Ton, Cadolbolg, Devon, Melethia, and Teri crashed into AIM's Base and busted the former Goddess out of AIM's clutches, and she's stayed with the Striders, under Hiryu's guidance, since. Once under Hiryu's tutelage, Furiae found that with his help, she was able to bring her demonic side under control; and be able to make a difference in the world through missions and espionage. Or, in this case, popping in to aid her new Pokemon friends, Blade and Jenny.

Personality: Being 19, and free to express herself fully, Furiae has blossomed into a much more cheerful person; diligently doing work for the Striders with a smile and a determined will. She takes each task as a challenge, and will do what she can to see it through; even if her work isn't as deadly or nasty as other Striders. This has brought forth a very "go getter" quality in Furiae, and she seeks to be far more active in the events about her, rather than being a passive bystander like before.

However, seeing as she was subjugated under the arduous authority of the Goddess system, she's got a bit of a rebellious streak when it comes to authority as a whole, and it takes a very large amount of her training as a Princess to maintain a calm composure; especially when it comes to verdicts that she sees as unfair. Even so, Furiae is the sort of person who would try to do something behind her superior's backs, if only to bring forth (what she sees) as a better outcome.

Weapons/Equipment: Her knife, pictured. With some string pulling by Hiryu, it's been retrofited to Class B Strider Standard, and uses Plasma Energy like other Strider based weaponry (See: here [http://strider.wikia.com/wiki/Striders#B_Class] and here [http://strider.wikia.com/wiki/Striders#Weaponry]).
Standard issue Strider utility belt - Contains smoke bombs and throwing knives (x3), and extra vials of control serum
Bracers, filled with a control serum (see Weaknesses).

Abilities/Powers: Strider Training: Under Hiryu's training, Furiae's learned the basics of self defense with hand to hand, and knife based fighting.
Life as a Princess: Furiae has a decent grip on social situations, and is able to use decorum and grace to a fairly capable degree (even if she hates every second of it)

Demon Powers: Being brought back by Cortex's technology has had a few after effects, mainly, the Demonic being that Furiae once was remains within her. Furiae is learning to control fragments of that side of her; but a full on transformation is the last thing she wants.
Appearnce when fully transformed [http://lparchive.org/Drakengard/Update%2034/32-goddessconcept.jpg]
(We're going to assume she has some kind of special bra to keep her modesty)

Furiae's powers for this form are far more limited if she remains in mortal form while using them, and follow a progression of availability as follows: Tentacles, Wings, (Singular)Crescents, Physical Mutations (elongated arms/extra features/Tail), (Multiple) Cresencts, Swords. The further she allows herself to dip into her other side, the more feral she becomes. As such, Furiae's tactics usually keep to the Singular Crescents at the most. Also, Some attacks are restricted to her Fully Transformed self (such as the swords)

- Tentacles, six from her back, and one that forms as a tail-like appendage. Four of them reach at her (normal) arm's length, and the two longer ones can reach about 6 feet away from Furiae.
- Crescent beams of light [http://lparchive.org/Drakengard/Update%2034/7-wellfuck15.jpg]. Painful to those who are hit by them; especially unguarded by flesh. In her mortal form, Furiae can only launch about 1 of these at at time. In her demon form, she can launch 3-5 at a time.
- (FT) Extended limbs/Mutations, if she allows herself, Furiae will grow to about the size of a small car, her arms and tentacles growing in proportion to the change (her arms becoming a freakish length in the process)
- (FT) Swords - Her most powerful attack, Furiae brings up a shield that blocks even dragon for a brief moment, calling in 12 swords that float around her for a moment, before launching them at others. It should be noted that the swords CAN be destroyed before they're launched.

Weaknesses: Mortal form: As much as she's trained and improved, Furiae has only come so far. In her normal mortal form, she's very easy to kill via the usual suspects (guns/knives/etc). It's safer to say she's a finesse fighter in her normal form.

Serum: As mentioned earlier, Furiae uses a control serum synthesized by Cortex to keep her demon side in control. Without it, Furiae has a much harder time keeping her other form in line. Furiae will have to remove the bracers from her arms (which contain said serum) if she wants to transform fully, but she will lose control of herself in the process. In an inverse manner, if she is fully transformed, an injection of the serum can make her revert back very quickly.

Muh Emotions!: Tying in with the Serum, if Furiae is without the serum for too long, her emotional responses can activate her demon side far more frequently; especially under stress.

IT BURNS!: Furiae's Demon form is very susceptible to fire based attacks of a high enough intensity. Flamethrowers, magic, dragon fire; you name it.

Name: Lucifer(depending on who you are reading from)
He has many, many other monikers.

Age: He'd rather not divulge, but a little younger than Creation.

Race: Angel, Fallen.

Alignment: Lawful Neutral, disguised as Lawful Evil (more on that in Bio)

Origin: Originally, Lucifer was drafted by former RPer Disasterchild/Charity Case. I happened to inherit him, and have made do. According to his notes, Lucifer is based in the AA Verse, drawing inspiration from The Sandman and Lucifer comics as penned by Neil Gaiman and the portrayal of Lucifer in the Crimson by Wildstorm Comics (DC).

Appearance: Lucifer can appear in many different forms as he sees fit (see Powers), but his typical human guise is of a man somewhere between his late 20s and early 30s, with slightly tanned skin, standing at 6'. His face bares high cheekbones, but is still deceptively youthful. He typically styles his hair, a golden blonde, slicked back to keep it out of his eyes. Speaking of those, their exact shade varies; some say it's the trick of the light, others could suggest it changes with his moods. The most consistent detail about them is that they tend to remain some semblance of blue.
For his personal choice of clothing, Lucifer prefers to remain in formal wear, such as suits, or business casual at minimum. Expect the use of black and red for his color choices.

Powers: Shapeshifting: Lucifer is able to change his physical form as he finds necessary, either to suit a mortal's realm of comfort, or to generally mess around with them. While on the Dawn, Lucifer has taken the Alias of Lucas "Luke" Cypress, taking the appearance as listed above, with the slight detail being that he typically wears a bartender's uniform, as shown here [http://www.trustedeal.com/image/products/40329/2014060512f72d59f8df3727acfd5f42a250c651.jpg].

Lucifer also bears a Proper Angelic and Demonic form.

Angelic Form: Standing at a taller 6'6", this form of Lucifer embodies how he appeared before his fall - "gleaming in light, tall, hair like gold, eyes like azurite, baring a set of white wings and a breastplate of gold, silver, and white metals. Adorning his head is a helm that symbolized his station." However, as grand as this form is, Lucifer is not wont to use it, for if it were seen by mortal or demon-kind, it may leave the wrong impression that he had somehow "Unfallen" (see Weaknesses for more info.)

Demonic Form: As the name implies, this is a "battle" form that Lucifer can enable to either inspire fear/morale for his demonic troops, or to get the fear of god in a mortal. This form appears with to have deep red skin, black hair, and is clad in an armor depicting varying aspects of the Original Fall.

Deal with the Devil: The phrase exists for a reason. For the price of one's soul, Lucifer can grant a wish of a mortal's choosing. Careful, he's been doing this business for a long, long time, and as a side effect, can navigate legalese rather proficiently. That said, Lucifer will occasionally broker smaller deals, such as a task rendered for a "favor" in return. Some would argue this leaves one worse off; after all - you can't be in a very good place if you're owing the Devil himself a favor.

Ooh, He's a Magic Man: As he's lived for a number of millennium, Lucifer has managed to learn a selection of Angelic and Demonic magic to suit a number of needs, from combative to utility spells. This also enables him to warp reality to a degree, which aids in his ability to broker deals with mortals.


Weapons:

Weakness: "The greatest trick the Devil ever pulled....
Was convincing the world he was rotten to the core. Given his current station, Lucifer must make sure that the impression of who and what he is, is purely an adversary. Only a very select few know of his true origins as The Boss' Balancing Agent in Good and Evil; and he prefers to keep it that way. Should such a thing be openly spread about to the legions of Hell (at least, the Hell he minds, AA is an All Myths are True sort of place after all), he'd lose his position as it's sovereign.

"Even the Gods are bound by rules"
Given his current status and position as the ruler of Hell, there are certain things Lucifer can and cannot do whilst being on the Material Plane.
1) He can't possess someone without their consent, or unless they sold their soul to him.
2) He will not interfere with the matters of mortals save for, A) worst case scenarios, such as potential apocalypses, B) dealing in his contracts, C) Directly defending himself or those in his association (such as his subordinates). Because of this rule, there are several cases wherein Lucifer would prefer to stick his nose into affairs, but should it become noticeable that he is, he'd potentially lose his status or get in trouble with other divinities. As such, what little he does in his power tends to be rather sneaky or minute in impact.
3) He will not use anything that would enable him to control somebody, such as with magical compulsion. After all, Lucifer is a balancing agent of Free Will; he can and will attempt to *tempt* someone into sin, but he cannot *force* someone to sin. It would negate the purpose of his job.

Bio: In the beginning when the earth was young, Lucifer - most beloved angel of God was given a task. In order for "Good" to exist in the world, it's opposite had to be created. Thus, the servant did as commanded. With a sweep of the Dragon's tail, a third of the stars fell with him, and he became the Lord of Hell; Head of the Demonic Bureaucracy of processing souls condemned to the Layers Below, and balancing agent between Good and Evil.
Of course, this aspect of the story is not one told to the public, The Prince of Lies has to maintain appearances for all parties involved; mortal and divine. Were the secret to get out, it'd be disastrous for the plans of The Boss.

So after all these years of acting as The Adversary of Mankind, what is The Prince of Darkness doing on the Rising Dawn? The answer's simple - The Angel Wars. After Archangel Tomoya's fall from grace (one which the devil would say he did better), Lucifer found himself and his forces involved (albeit temporarily) with the fate of the world. After all, no point in being in Hell if there's nothing new to enter it. At this point, he became briefly entangled in the affairs of Rising Dawn; offering aid, but largely staying on the sidelines.

Furthermore, his personal affairs became further wrapped with the Dawn's when he pursued a relationship with the Dawn's resident Cleric, Teri Gravel; his daughter Ella following a similar suit in pursuing a relationship the author Devon. The biggest secret of the devil was shared, and he was able to be... Himself, for a time. However this moment of bliss was somewhat soured, when Lucifer's Ex-Wife, Ageha, had found out about these proceedings. Thus, to protect those he loved, Lucifer broke off the relationship, as well as closed contact with his daughter to try and avoid trouble for the uninvolved parties. This... Didn't go as planned. Ageha cursed Devon into having an involuntary sex change, and she lead a rebellion that ended up with Lucifer being kicked off the throne for several arcs. Following the Persona arc, Teri and Devon were granted a wish by an entity known as Philemon (as were the rest of the party) to get Lucifer back on his throne.

Now, reinstated and wanting to keep an eye out on his loved ones, Lucifer acts as bartender aboard the Dawn; serving drinks and conversation to those who are want it. He has all the time in the world, after all...

----Works in Progress----

We're working on it


[hr]
AIM Official Employee Dossier
[hr]

Section 1 - Physical Traits
Photo A - Headshot, prior to Approved Testing
Photo B - Standard "Battle Attire"

Photo C - Casual

Photo D - "Pact Mark" Location
Photo E - "Pact Mark" Detail


Name: Employee has listed: Inuart, Son of Ipris. For legal reasons, last name has been changed to Iprisson
Species: Human, Offworlder. Refer to Interview #1101124 for further details
Age: Employee has stated approximately "20" upon arrival to base universe.
--
Code:
XX/XX/20XX Update
Due to interview #11001124 and further questioning, Age in Dossier has been changed to 21
Height: 190 cm/6 feet and 2.8 inches
Weight: 99.79 kgs/220 lbs
Hair: Red
Eyes: Red/brown, noted in photo A
--
Code:
XX/XX/20XX Update
: Due to physical augmentation approved by Dr. Wesker, transfusion has changed eye appearance. Cosmetic contacts have been issued following approval by HR.
Blood Type: A
--
Code:
XX/XX/20XX Update
: Due to physical augmentation approved by Dr. Wesker, transfusion to other employees not recommended.
Additional Markings/Scars/Tattoos/Identifiers: Subject possesses a faded black tattoo-like marking around the neck. Identified as a "pact mark" by subject, and is typically covered by a strip of cloth.
Notable Equipment and Possessions
Candidate arrived in this Universe wearing the clothes, armor, and sword shown in Photo B. Combat data of materials listed in attached report "Results of AIM Standard Physical"

Other personal effects of note: A harp, carried on back, as well as guitar and requisite case. Employee stated that he used both as a street-side musician prior to employment with AIM. A black strip of cloth, worn around the neck at nearly all times. Subject has requested additional copies of this "necklace" while in residence.

Section A: Physical Ability and Dexterity
Following immediate arrival to AIM Headquarters, Subject has displayed physical

Section B: Supernatural/Mutant Attributes
Results of Employee Physical Orientation has shown the sword shown in Photo B has a battle enchantment that enables Employee to launch a ground-bound magic-based projectile of ice, as shown in this Demonstration video [https://www.youtube.com/watch?v=EKlMZWswqtE&feature=youtu.be&t=1m19s].

Addendum: Augmentations
With approval by Doctor Albert Wesker, this employee has been selected to be given standard dosage


Section B - Psychological Profile

Code:
Interview with Subject: Inuart Iprisson by HR Director [NAME EXPUNGED]
Purpose: Determine Background information prior to employment.
Time: 2:14 pm, PST
HR Director: "Welcome back, Mr. Iprisson. In this session, we are going to cover your history prior to becoming a member of Advanced Ideas Mechanics."
Inuart: "Erm... How much?"
HR: "Everything starting from when you first entered this world. You arrived here with a dragon, correct?"
I:
Code:
Subject slumps back in chair
"Oh... Legna."
Code:
Subject pauses, sighs
"I'm going to have to tell you how I got HIM, aren't I?"
HR: "That is correct..."
I: "Alright. Fair warning, this is a long story.

So in my world, there was a war between two large conglomerate armies. The Union Forces and the Empire. They fought for the control of a woman known the Goddess - it's simply a title, before you get any ideas. However.."

Code:
Subject pauses, his hands clenching and unclenching in discomfort before he continues
"The Goddess' position.. was, "magical" in nature, as well. There were these things called "Seals", these great magical structures that apparently held the world in balance. The Goddess acted as the final seal. Destroy the Seals, kill the Goddess, and the world would be thrown into chaos.

How this relates to the war, is that the Empire sought to destroy the Seals and kill the Goddess, my betrothed...Furiae.


The war was hard on everyone. I guarded the Goddess while our armies went upon the front lines every day, and she grew weak and weary from the burden of the seal. Enter Caim. He had somehow managed to get a dragon under his thrall, for a "pact". This world has a novel film that seems to have an idea behind pacts. It's called "Dragonheart" or something equally
"delightful". A human and a creature exchange hearts, and the two become one. They were only myths to me, at that point. From there, Caim and his dragon went forth to fight the Empire, to protect the Goddess, all well and good on paper; so it sounds. He only wanted revenge, like so many other soldiers in the Union.


Caim doesn't matter at this point... We were forced to flee from the Empire as they ransacked our base, but the seals were being broken. The Goddess was growing weaker, and harder to transport. Eventually, I was captured..."
Code:
Subject stops talking. After 6 seconds of silence, HR makes notes and continues
HR: "And the dragon? The one were allied with?"
I: The Empire has... Methods of convincing you their point is the right one. And that included that bringing Furiae to the Empire's side would help. They said they had ways of making her a normal woman again, one that does not require the Seals.. I just wanted to help.

As part of their service, I was pacted to one of their dragons, Legna."
HR: Which, as you say-
Code:
Papers shuffle as HR looks over previous notes
- is the cause of the mark on your neck?
I:"Y-yes. Things.. Got complicated after that. To be short, the pain of the seal and the machinations of the Empire was too much. Furiae committed suicide, and with the Seeds being sown, I thought I could use them to bring her back."
HR: "And that's what brought you to our world?"
Code:
Subject remains quiet, shifting in his chair in discomfort
HR: "Because you failed in bringing her back?"
I: ..... The Seeds.. Another supposed myth. I was told they could bring her back...

I was wrong. She came back as a... well, she was alive, just in a... different way. I.. Died, to put it simply. If it weren't for Legna being smart, and throwing my corpse and himself into another Seed, I would have stayed dead.

Following that, chaos was ensuing in our world. Multiples of the... "creature" Furiae became rose from the other seeds, demonic babes calling themselves "gods" descended."
Code:
Subject shudders, clasping his arms around himself, clearly agitated at the memory
"Legna flew. And flew. And flew. I don't know how we managed to find the portal, but I suppose it was the instability of our world that did it - but that's how we landed in this world."
HR: "And it was all your fault, wasn't it?"
I: "N-No, It wasn't my fault! The Empire, they tricked me!"
HR: "You tell yourself that, don't you?"
Code:
Subject leaps from his chair, point an accusatory finger at HR, his voiced raised and shouting
I: "WHAT WOULD YOU KNOW!? You're just an employee in an office job, sitting in your cushy chair in your air conditioning! You don't know pain, you don't know the desperation I felt! You couldn't understand!"
HR: "You appear to be..."Agitated". We will conclude this matter at a later date...Session terminated..."

-End of Interview Log-

Code:
Interview with Subject: Inuart Iprisson by HR Director [NAME EXPUNGED]
Purpose: Followup Interview for Psychological/Personality Analysis
Time: 5:50 pm, PST
HR Director: "Alright Mr. Iprisson, I was told that there might be some "Underlying personal issues" that might affect your job performance. I'd like to take the chance to go though a quick evaluation to address these concerns..."
Inuart: "W-what? I've done everything that's been asked of me thus far. I've run the obstacle course to the standards given, I've succeeded the combat simulations... what did I do wrong?
HR: "The issues that we are addressing in this meeting are not physical in nature. There is no "Shortcomings" in those fields. The purpose of this meeting is to ensure to the CEO that your mental state will not be a liability during deployments."
I: "A liability...?"
Code:
Subject shifts in chair
"...go on..."
HR: "You mentioned having past alliances to the organisation known as "The Rising Dawn", Is this correct?"
I: "Well, not exactly. I was previously employed with a group known as Hammer, and due to what has been called "The Summer of Monsters" crisis, I temporarily aided them in elimination of some of the kaiju-class monsters. Aside from that, I have no personal allegiances to them."
HR: "But you do have connections with one of their members, one "Caim Caerleon"?"
Code:
employee grips tightly on his chair before answering in a strained tone
I: "...Yes...I know Caim. We are... We are from the same world, him and I."
HR: "And you have noted past conflicts with him..."
I: "Y-yes, I do. W-why exactly is that relevant?"
HR: "Having a member of a organisation known for combating our companies' efforts personally hunting you down for your perceived failings is..."Concerning"."
Code:
Subject slumps in his chair and gives a harsh laugh
"As far as Caim knows, I had my pact broken, was abandoned by a dragon, and I left to rot in the ashes of a battleground. I doubt if he knows or cares that I'm alive."
Code:
HR makes notes before continuing questions
HR: "And would it be accurate in saying that you feel inferior to him?"
Code:
Subject grows quiet for 4 seconds before answering
I: "...Why is that relevant?"
HR: "Answer. The Question. Mr. Iprisson."
Code:
Subject pauses again, before taking a deep breath and continuing
I: "Yes. Caim has always looked down upon me. In our home world, he was the heir apparent, the strongest in sword and battle. I was but a side note, a glorified guard who was thought of as nothing but useless! I don't even know if I was considered anything aside from.. what's the term used here? ...Moral support! At best, that's what I was! Even when I made a pact like him, it was worth nothing! None of my efforts, worth anything but scorn and mockery!"
Code:
Subject covers his face in his hands
"I don't want to talk about this. Please. No more."
HR: "...Very well, Mr. Iprisson. That is all that is Required of you at this moment."

-End of Interview Log-

Noted Psychological Stressors
 

Orinon

New member
Jan 24, 2010
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Name:Icarus

Age: 16

Race: Demi-human,(Fallen Angel/Human, Uchiha)

Alignment: Chaotic Good, Icarus Never attacks anyone whom hasn't harmed him and even when angry never uses his powers to harm someone defenseless.

Origin: From AA universe, the Son of two Characters.

Title: Dark Angel

Appearance: Icarus stands at 5'8, His body shape is best described as an athletic Ectomorph. Icarus is pale skin, and due to wearing dark colors he looks even paler, he often hides behind his long messy raven hair, he has Bright Violet eyes,

Clothing: He wears a Black tunic with a dark blue undershirt, Dark blue pants and black leather boots. Icarus has two cloaks that he switches between, one is a dark midnight blue and is made of wool the other is black and lined with Raven Feathers
He also has a special cape which is black silk that is gold on the inside. he tends takes the cloak off when fighting of if he has to fly. underneath his clothes he has a set of black chain-mail the mail fits to his body so it doesn't much noise if any.


-He is skilled as a Martial Artist, trained by his mother, he relies on hand to hand more than anything else

He has two conventional weapons
- Horizon Edge: his inheritance one of his Father's Masterpiece creations. A beautiful double edged sword it long enough Icarus's shoulder, the blade had a dark rippled designs in the metal from it's many materials, a polished Maroon rosewood handle, a bronze guard, and the pommel was shaped into a raven head with amethysts for eyes.
The blade Has Both Holy and Occult influences meaning it is capable of destroying both Angels and Demons, The blade's exotic materials seem to leave it capable of defeating a wide variety of monsters however the blade is able to change depending on the time and position of the sun and moon
Time-Traits:
-Night: The blade is more holy able to more easily defeat demons and other creatures of the night
-Full Moon: The blade appears to be glowing silver and has a bluish tinge. Good against werewolves.
-Witching hour(midnight-morning): Icarus becomes incredibly resistant to black magic and curses
-Daytime: The blade Becomes more Occult and is able to seriously Harm those with holy or Divine Affinity
-Sun Zenith: Any Holy entity struck by the blade loses Divine protection and Healing for a prorogued period (10-20 minutes)

In general the Blade is meant to aid Icarus fighting opposition when they are at their strongest.


-Trident Of Darkness: a long black trident this weapon has a cold aura, Icarus doesn't like using the weapon but will conjure it when seriously threatened. The trident seems to have the ability to amplify the users powers as they channel it, similar to a wizards Implement. However it also appears to be particular to whom allows it to be used by they seem to require some affinity to the occult or Demonic

-Though not much of a weapon Icarus Possess's a Balisong, it's mostly a utility knife to him though he is capable of doing a few tricks with it, mostly he plays with it during a long waiting period.

Armor: During Combat Icarus wears what looks like a well made dark blue doublet, but is in fact a piece of Brigandine, and a steel Demi-Cuirass, the Cuirass is more open in the back to allow room for his wings this also gives him the ability to move alot more than a solid plate over his entire torso.
Icarus also has plating strapped to his upper arms and legs with scale mail around the joints the scales being fixed over his chain-mail. and a fold of Scale-mail that rests over the cuirass
He has two more fine Brigantine pieces a set of Gauntlets when he activates his Dragon Gauntlet the right disappears.
Icarus also gained a helmet in the shape of a Raven's Head it may not cover the face but it does at least protect his head while allowing him vision
Icarus has a special Gauntlet that houses the Soul of The Twilight Dragon, His partner when not in combat the Gauntlet becomes a black ring with a large ruby on Icarus's Index finger.
When the Twilight Gauntlet is is use Icarus Either doesn't call or dismisses His sword, why? well as Lloyd Pointed out had need to grip and feel your sword properly and this gauntlet is too bulky. it is a great knuckle duster though.
Overall Icarus is significantly more amoured however this does come at a few costs while his is able to conjure all this equipment from His 'Vault' and the armor is already fixed to his body, their is still the substantial weight increase even with the good fittings it limits his mobility and adds alot more weight, slowing him down somewhat and more importantly tire him out. however since he can summon and dismiss pieces at will(albeit with a delay typically 4 heart beats), he is able to switch from armored to unarmored combat rather quickly.



-Call from The Void: Icarus can conjure weapons and armor and possibly other things from his Vault in the void typically it require 5-10 heartbeats for it to appear depending on the size of the item, this also means the more urgently he needs it the faster he'll have it,
-Ki Sensory:Icarus can sense Ki energy, something he spent years parctising, however he can't sense Magical energy.
-Black lighting: a dangerous form of electricity that can cause much terrible damage, said lightning becomes more volatile when he's angered.
-Black Bolt: a common technique he charges up a large bolt of lightning there seems to be a fair bit of mass as the bolt can punch holes and even knock opponents to the ground.

-Electric Envelope: No that's not a Techno Band it's Icarus's variation of the Chidori technique Lightning surround either a weapon or his fists which transfers to the target upon contact, Icarus appears to be in control of this lightning able to Transmit the electricity in short bursts or delivering the full charge in a single strike. The better control was a necessity as Icarus does not have control oh his Sharingan, However while the technique is weaker compared to the original Technique, It's lack of drawback to a non-Sharigan User would make it seem to be the superior Technique.

-Storm Pulse: Icarus Charges lightning in his hands then delivers a sustained arc of electricity to a target, this attack has a few Drawbacks both Icarus and the target must be stationary and the delay before delivery, However Icarus can much more easily regulate the amount of Ki energy he consumes

-Thunder Shock Surprise:a dangerous finishing attack, it turns the opponents energy to electricity shocking the victim, however its power has two drawbacks, first Icarus has to have the opponent in a grab before he can do it, and secondly the energy seems to also affect him, draining away most of his energy and can even cause him electrical shocks, the technique is mostly meant for opponents stronger than him.
-IllusionsHe can Conjure powerful Illusions, they;re very useful as his method of fighting is highly, aggressive It's not uncommon for him to Intimidate his opponent, Often used to distract/ Misdirect the opponent.
Flight/ Wings- He has two black wings, similar to a large raven, while the wings appear completely natural but he can somehow make them disappear, and they can phase through his clothing.
-Superhuman Traits: He is unusually strong for his size, he also has incredibly fast movement speed and reflexes.

-Fallen Transformation: Icarus has shown that his darker side can get the better of him, especially during intense combat, Icarus may have begun some sort of means to control this fallen form, during transformation his canines elongate his skin pales, his pupils turn to slits his wings get change, and he creates an aura, causing people to feel a deep sense of dread and chilling cold. His behavior changes making him alot more aggressive.

-Twilight Dragon Powers: His Partner Shadow Fest gives him the following abilities
Boost: This Gives The User a charge of power causing more energy to be released in their next 'attack (This can also buffer spells as well) Once used requires 10 seconds to be available.
Explosion: Draws out a large amount of the users energy and adds nearly two charges so the next 'Attack' will have an exponential increase in energy.
Transfer: Transfers a chosen amount of energy and a charge (if available) to another person by physical contact.


Weakness:
-He is not effective in reserving Stamina and lacks endurance, a severe hit can cripple him. He relies on Using Ki to fight but doing so drain his energy. Using Transformations often come at the cost of doubling his energy consumption.

-Energy Draining techniques cripple his powers, provided it steals physical energy (so Anti Magic won't work).

-Creating illusions requires a calm mind and Concentration, making them under pressure is possible but they dissipate more easily, His illusions utilize his energy they can fool most but any expert in sensing life energy would spot them as fakes as would a machine.

-His emotions are very strong, He can often be quite reckless due to his youth, A skilled warrior could easily take advantage of this

-Icarus's Partner radiates his own presence, making him 'smell like a dragon' this means a territorial dragon within a reasonable distance could Detect Icarus and He'd likely be forced to Fight. Shadow-Fest also warned him of a Particular Dragon that if Awoken would pursue him dead-set on finishing their struggle.

-Being a Fallen Angel Icarus is regarded as an Monster by Holy-men and is unwelcome among Demons, He can be harmed by both Holy and Divine, If it weren't for the Rising Dawn he'd be a loner doomed to wander never able to find a place of rest.


He may seem intimidating with his dark clothes and he inherited the intense glare of his father. but he can Fairly shy, and often keeps to himself or at least to people he's familiar with. He tends to be more relaxed and tries to be humorous among friends. It's Not uncommon due to his youth to act first and it often results in him drawing excessive attention to himself which he immediately regrets. He often he keeps his wings out, which telegraphs his mood similar to body posture. Icarus has a tendency to eat and sleep more than average, this is likely due his powers consuming so much energy.

Back-story: Born to Amaya Hatashi and Dillon. Raised in the void, outside the universe, they were each trained well by his parents and had everything needed supplied to him by his grandfather. Icarus was trained by his mother and father, his Father showed him how to fly, Icarus has many fond memories flying with his Dad in the Void. Icarus is from the future, when he was around 12 a monstrous entity known as Dark-Side entered The Void it was incredibly powerful, The beast was so strong his Father Dillon ended up sacrificing himself to kill it, Plagued with guilt and sorrow Icarus sought help to remedy the disaster, he found a solution to go into the past and destroy Dark-Side while he was still weak, however doing so has left him stranded in the [past it is possible he may be unable to ever return home. The Sacrifice he made to ensure a better future.

Notes:
-Icarus has an adopted brother, a Lucario Known as Danny Boy whom goes everywhere with him.
-Icarus speaks in plain black text, however when his Fallen form is active it changes color the code is [col or=blood], when his dragon speaks to him is uses the color code [color =dragon], the text for hsi dragon is either on audible to Icarus or loud enough for everyone, which is distinguished by Italics




-Name: Selena

-Age: 19

-Race: Human

-Title: The Dark Wood Witch

-Morality: Chaotic Neutral: In general she tends to stay out of things that don't affect her

-Clothing: she wears a variety of dresses and dark clothing
She almost always has a pointed hat aside from when flying on her broom as the speed would make it fly off.
She has a magic bracelet with several charms, these charms actually are her equipment, and they grow to full size.

-Appearance: A Young woman with a soft face, and very alluring Sapphire blue eyes. Physically she's fully matured. She stands at 5'9, she has waist length Purple hair. when it comes to her body shape She is relatively curvy and fit looking.

-Weapons and Equipment: She rarely uses a weapon but she does use a wand as her magical implement, she can cast spells without it, but the wand allows much greater focus of her magic making it very effective. she can make potions, and also can use her ingredients to enhance certain effects of her spells.
She has alchemy equipment (cauldron, mortar, alembic, that sort of thing.) which shrink into charms she can create potions and poisons she very knowledgeable in magic medicine.
She keeps a single steel dagger strapped to her thigh or arm on the off chance her magic isn't able to be used.

-Powers:She's an expert in black magic. her tomes and spell books give her a wide variety of spells. In general though they fall under three categories.
Illusion spells: spells that cause the subject to see vision that have varying effects from calmness to fear.
Binding spells: She can cause the target to be paralyzed holding them in place, she has a variety of them that can effect both living and non living subjects.
Elemental spells: these are from flinging fire, or bolts of force, or controlling earth, or creating Ice,

Wild Magic: This is a branch of Elemental Magic that is significantly more powerful, however she is not able to control such power, It only ever appears when under extreme duress, and even then it will still take on an unpredictable element though she can control the form of the spell.

She can also utilize her broomstick to fly which is another charm in her bracelet,
Weakness: Any sort of Anti-magic would inevitably ruin her ability to fight, she is also more vulnerable in close range as she has no armor nor is she practiced in any martial skills.

-Backstory: Selena rarely talks about her past even with people she is close to however she grew up in a small village which despised her for her magical ability, she suffered from their fear and hatred, said village burnt to the ground one night but no one can determine the cause as if he flames appeared from nowhere....
In isolation she spent her years learning magic, and now She has found herself allied with the Rising Dawn.

-Notes: While Selena uses plain black text for regular dialogue when casting certain spells she uses Magenta Color code, she also appears to be speaking in Latin albeit very very poorly

Name:Danny boy

Age: Unknown, Approx 17-18

Race: Lucario, the Aura Pokemon

Alignment: Neutral Good: Danny boy is incredibly friendly and protects his family. He has nothing but contempt for anyone who tries to harm his younger 'brother' Icarus.

Origin: Pokemon world-AA universe.

Appearance: Lucario is a rather typical looking Lucario, at 4'2 he's quite small but towers over other Lucario, He has a pendant around his neck, an amber orb with red and blue swirls inside of it It is a sample of Lucarionite but he has idea what it''s for his adopted father only telling him it's a good luck charm.

Powers: Lucario has the strengths of most Lucario, superhuman strength and speed, but it's their abilities to read the 'Aura' or life energy of living things and channel this aura that truly make Lucario exceptional.

-Danny boy is somewhat unique he is significantly faster and alot tougher, he also has an incredible amount of experience fighting.
He has the ability to Mega-Evolve however he has not for quite a while, his Father preferring him to train in his base form. Without a trainer using a mega ring, He hasn't been able to transform.

-Most notable Danny boy has spent much time in the void (making his age hard to determine), he can appear to phase from it to the AA-Verse, and can even use it as a means to transport someone from one point to the other in the corporeal world, though not everyone can handle the trip through the void.

Personality: Danny Boy is in general friendly however his behavior is quite unusual, mostly as he often seems more like a dog at times, especially when he is being playful.
He has a strong relationship with Icarus, Icarus views him as an older brother, He often is his sparring Partner and is even in many ways his teacher.
Name: Cabrion (Cab-bree-on)

Age: Mid Twenties

Race: Tiefling

Alignment: Chaotic Neutral: He likes to do things his way and doesn't really concern himself with other people's problems unless they pay him.

Origin: Forgotten realms (The D&D Universe)

Appearance: As a Tiefling Cabrion has a pair of Horns growing out of his head in his case the sprout form his brow an curl backwards to reach his temples then curve upwards.
His skin is more like a natural human tone although he can never seem to get a tan. His eyes are golden spheres with no indication of an iris or Pupil, while he may attempt to use illusion magic to hide it he also posses a thin non-prehensile Tail, something that enrages him when he has to use a human bathroom.
His hair appears to be black but on close inspection it's actually dark Navy Blue no matter how hard he attempts to dye it, Said hair is relatively styled as he spends a fair bit of time combing it It says clear of his eyes the front is curled upwards into a pompadour style with the sides curl behind his ears the ends pointing to his chin.
He tends to wear clothing that help him blend in on the rare occasion eh has to deal with people, he has a wide brimmed cowboy hat to cover up his horns. A Dark red/Maroon T-shirt, dark jeans and a blacker than black leather jacket he has a pair of Golden ray bans in his jacket pocket to conceal his inhuman eyes and also shield him from the sun, He's spent alot of time walking in the desert and he's learned hats are NOT optional.
He has a few notable scars, One on the palm of his right hand Strangely it looks like it was recent, despite he got it when he was 5 It still spreads his palm starting from his index finger and thumb and drags across his hand. His hand was cut while making a pact with his patron.
He also appears ot have suffered a mild burn on his Face this one is located blow his right eye What ever it was it has healed over leaving pale part of skin, (One of his few secrets is he obtained this burn at age 13 when he was sick of his facial acne and attempted a dramatic removal)

Cabrion's design was influenced by hellbent and he has his voice

Personality: Cabrion Has lived most of his life as a loner. He can only blend in enough that he doesn't seem like a complete freak. In general he prefers to go his own way. Cabrion has a rebellious personality, He has little interest in living up to an authority figure's expectation, The more Uptight he perceives a person the more keen he is to get under their skin. Cabrion is surprisingly Honest mostly because he's a really bad Liar, he also doesn't commit as many crimes as you'd think mostly because being caught for doing so would waste Years of his life, That begin said he isn't above petty crimes He just avoids getting caught. For the most part he is relatively laid back, normally utilizing sarcasm and mild insults, though he has a limit and should someone cross a line his infernal wrath surfaces.


Cabrion is a warlock, His Patron devil is Nythium, a Wizard in Asmodeus's Court. Mechanically he Has an Infernal Pact His spells range from Blasts of fire to Necrotic Curses, most typically these spells do serious damage to the target. His curse often drain the life force form the target imbuing him with their health he seems to use this to prolong his own life.
He has two very unusual Spells Granted to him by Nythium, One is Transmogrification, its a spell that alters the shape of an object he can cast it on a helpless living creature as well.


He has a handful of magic items that help him on his journey
Pact Blade: An ornate Dagger that he can use as an Implement
Cursed Rod: A rod made of a dark red stone with black iron It's a useful implement and Can help him push way targets that attack him.
Flame-burst robes: Cloth robes that help him resist fire and also when attacked causes a bust of fire.
Shadowflow Jacket: This leather Jacket is so dark it magically aids him in hiding he can Occasionally turn invisible.
Boots of Stride and Springing: These boots allow him to move faster and jump significantly farther. They seem rather worn as if he's spent alot of time walking.
Belt of Massive Strength: This belt grants him a bonus to his physical power, and makes him more athletic.
Backpack of Holding: This item allows him to hold a surprising amount despite it's size this one in particular has another trait that Cabrion enchanted as an anti-theft measure: anyone slipping their hands in the bag without his permission will find it is full of teeth.
Enchanted dolls: HE has 3 unusual items two figurines of wizards made of pewter Which are allegedly named Cedric and Thelonious these seem to be actual wizards whom were also enslaved by Nythium and now serve Cabrion, the last doll is even more unusual this one is oddly similar to a doll that a young girl would have. It depicts a pretty Elven Princess with blue skin white hair and large grey eyes however anyone picking up the doll will hear the dolls voice, which is typically a string of Curses in Under-common

Stats: While AA doesn't usually utilize stats but those familiar with the D&D system these might give proper context, in general 10 is what the average person has.
He is a level 12 Warlock
Strength 12
Constitution: 20
Dexterity 11
Intelligence 18
Wisdom 11
Charisma 16

Background: Cabrion was born in a different plane, When he was five years old he made a pact with a powerful Devil, while he tends to avoid talkign about his home He will Occasionally admit his Patron is Nythium, what he won't admit is Nythium is a Wizard whom serves in the court of Asmodeus. A long time ago his soul was already promised to Nythium by his ancestors (and he can't wait to thank them for it... with a Pitchfork) as a result Cabrion was inevitably doomed to hell because of this Cabrion wants to enjoy his very finite life. The Fiendish pact he was pressured into has granted him powers that would take a wizard years to achieve, he doesn't brag as he see's it as a convenience with not much of a cost being a Tiefling already. Nythium is obsessed with using his servants to obtain knowledge he as he is seems to desire to obtain omniscience. Cabrion's Pact has lead him to travel to different planes he; arrived on the current plane when he was around 12 years old and found out that in this world gold is much rarer and humans love the stuff. over ten years is plenty of time to adjust He speaks fluent English and has come to accept he simply cannot control of his Fate, or maybe that's just an excuse to be lazy who knows. After years of Hitchhiking he's heard Quite a variety of Humans Music in general while he appreciate Classic rock and finds Country music Charming (particularly any songs about their version of the Devil) he tends to shy away from the more 'fancy' classical music and he finds Metal Bands hilariously Adorable.



Name: Dillon

Age: NA/ Approximately 36

Race: Spirit/Deity

Alignment: Lawful Neutral/Chaotic Good: When He is himself he is relatively kind with a strong sense of morality, as the Raven King these value disappear and instead there is an obligation to act.

Origin: AA universe

Title: The Raven King


Appearance: Dillon stand relatively tall at 6'1 his heeled boots making him just reach 6'2. he has Piercing Icy blue eyes (like they literally see into your soul) though these can' be seen while he wears his mask, his dirty blonde hair is rather short and messy his face is covered by a sand colored beard.

Clothing: he tends to wear Renaissance inspired clothing with Purple or Navy blue robes, a black cloak lined with black feathers and he's either wearing a black metallic raven mask or its hanging from his belt.
When Dillon re-emerges he is wearing much more casual attire typically Jeans and a T-shirt along with a coat made from zipping a grey jacket and a hoodie together.
Personality:
Post revival Dillon has appears to have two entities sharing a single body, As Dillon He is similar to how he used to be. For Fans of Magic the Gathering one way to describe his personality as Red-White-Black. He is Quick to act, Prone to Violence and Dedicated to His Cause. He Views Power as a means to accomplish his goals, Always trying to become stronger so he can protect his friends and family.

Powers:
Soul Sight: he can see into a person's soul, able to learn much about their character, as a psychopomp this is a useful ability.

Caretaker of Souls: Those sensitive to death spirits and the afterlife can sense his presence even while he is in spirit form, The air gets cold time seems to slow down and the world feels a little darker. Souls not bound to their bodies are drawn to him as he seems to exhibit a warmth that they want. He is not able to be seen unless a person is dying, or has nearly died themselves, or if they have an affinity for Deities
He also seems to keep a handful of souls with him, though there is no indication of use

Dillon has Remarkable Skilled at swordsmanship, this is compopunded by his incredible strength and speed, He moves almost Unnaturally fast. He no longer seems to dual wield two swords instead seeming to favor a single blade however it;s possible his arsenal has widely expanded.

Dillon seems to have learned rather powerful Magic, One Example is that he can create 'suns' which provide warmth in the cold depths of the Void.

Raven's eyes: Fitting for one called The Raven King Dillon has two Dire ravens though these creatures are spirits Dillon can see through their eyes and they serve as his eyes as well as announce his arrivals when they approach those whom, are soon to die


Lore
The Raven King is a spiritual guide, Also known as a psychopomp, he comes to particular souls at their death, upon which he shall ferry them through his domain a cold land known as Nevermore, upon reaching The Raven King's Palace he guides them to what he calls The Hall of Judgement, where the soul shall meet the appropriate deity and be sent to their 'proper' afterlife. Fate inevitably decides what will happen to the persons soul, but fate can be influenced whether it be that person, the Gods or the Raven King himself

Nevermore: Nevermore is a pocket realm created by the Raven King it seems he was given this world after ascending to his deity status. It is covered in snow full of black angel oak trees with the center having a huge castle that the Raven king reside within all paths lead to the castle. The only way to leave nevermore is a gate within the Raven King Castle any other attempts to leave will result in emerging somewhere in the forest.


When Dillon died inside the Void, his spirit moved onward He found himself a realm where many Gods reside, his Phenomenal Feats, wielding Excalibur, Transcending to his Humanity, Defeating an Old One etc. Seems to have courted the interest of a few gods, He also had an unusual trait Souls were drawn to him, Her could speak with wandering souls and relieve them of their Suffering and thus he was allowed to reincarnate as a minor deity, in his Case he Became the Raven King. Which Gods he serves is not easy to tell he appears to have influence from Greek, Norse and even a few hints of Christian symbols. The one outlier is a ring on his Right ring finger, a red ring looking a lot like a red Dragon curled around his finger it's well crafted within the dragons claws is a small blue pearl.
 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
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The Seven Fundamental Destructive Vices (Part II)

Name: Gluttony (True Name: Gula)

Age: Unknown (Appears ~25 Years of Age)

Race: Anthropomorphic Personification (Appears Human)

Morality: Chaotic Evil(?)

Origin: Original Character

Title(s): One of the Seven Fundamental Destructive Vices, One of the Four Infernal Excesses, Embodiment of Hunger, The Plaguebearer, Famine Given Form, The Ravenous, The Rat King, The Eternally Starved.

As the Vice tied to overindulging one's hunger, Gluttony's garb is rather appropriate, consisting of an extremely loose and heavily frayed red checked flannel shirt with short sleeves, a pair of baggy blue jeans that have seen better days, and simple tennis shoes. Atop all of that, he wears a heavy leather butchers apron, one that is rather heavily stained with what looks like blood that has never truly dried. A bronze pin in the shape of a seven-pointed star, bordered with indecipherable red writing is pinned to the topmost right corner of the apron itself.

Gluttony, despite popular belief, does not look like a short, morbidly obese man, but instead is of average height, but his physique is that of of a young man who has been starved of any sustenance for weeks, spindly and skeletal, with all of the telltale signs: Loose skin hanging from clearly showing bones, including clearly seen ribs, a noticeable potbelly, and sickly skintone.

His face is gaunt, complete with sunken eyes and cheeks beneath high, sharp cheekbones. His sharp, hazel eyes are wide beneath his thin eyebrows, his nose would almost be considered dainty, while his mouth is thin-lipped, hiding teeth that are much sharper than they should be. His hair, cropped short and not a little patchy, is a sandy blonde.

Extreme Omnivore: Gluttony, as befitting his namesake, is able to eat anything even remotely considered edible, along with quite a lot of things that aren't, with no real negative side-effects, even if whatever he happens to eat is poisonous or even outright toxic. He is even able to eat things that some would deem impossible, such as being able to eat the souls of the recently deceased, or outright swallow the soul of those he is eating alive.

Familiar and Thrall Summoning: Gluttony's most useful abilities stem from being able to summon familiars and thralls that bend singularly to his will, "birthed" from his leather butchers apron. Regardless of what he summons, he can see, and hear, whatever they can, and with enough concentration can even speak through them, allowing them to act as messengers. He is also able to summon them as many times as he wishes, though his thralls must be killed before he can summon them again.

The Unending, Hungry Swarm: Even if Gluttony has not devoured anyone's soul, he is still able to summon basic familiars, the most common of which is a swarm of starved Plague Rats. They, like Gluttony himself, are ravenous, and as a swarm are able to overwhelm individuals with almost rabid ferocity. They are usually summoned in groups of thirty, save one that he keeps on his person at all times. The Swarm is also able to steal the souls of those they eat, though they must physically take said soul to Gluttony before it can be used to summon a thrall.

The Devoured: Whenever Gluttony has eaten someone's soul, he has the ability to summon them as a thrall, complete with their old body, healthy and whole. They retain whatever knowledge and skills they had in life, as well as their personality. Only one thrall of each person he has devoured can be summoned at a time. The soulless cannot be summoned as The Devoured.

Physically Frail: As his physique and stature would imply, Gluttony is easily the weakest physically of the Vices, having virtually no strength, speed, agility, or even physical resilience.

Infernal Hunger: True to his name, Gluttony is eternally hungry, and nothing he devours, regardless of substance or amount, will satiate his hunger or even have any impact on his starved figure. While eating something will take the edge off of his hunger, if he has not eaten in some time, it will be harder for him to control his urge to devour anything nearby, even other people.

Death Releases The Soul: If Gluttony has devoured someone's soul, that person's soul is stored inside of his essence until his physical body is killed, at which point it is released to the afterlife appropriate to the soul in question.

- Gluttony is rarely ever seen without at least one Plague Rat, which is usually either cradled in his spindly hands, or perched on one of his shoulders. Said Plague Rat is special in that it is a larger, albino rat, named Fame.

- It should come as no surprise that Gluttony is actually a very accomplished and very talented cook. However, few have had the chance to try his cooking, due to poor impulse control on his part.

- Out of all the Vices, Gluttony is easily one of the kindest, and is well known for disliking his own inherent abilities, namely his never-ending hunger. He particularly dislikes whenever he gives into said hunger when it concerns people, either living or deceased.

Name: Envy (True Name: Invidia)

Age: Unknown (Appears ~20 Years of Age)

Race: Anthropomorphic Personification (Appears Human)

Morality: Neutral Evil(?)

Origin: Original Character

Title(s): One of the Seven Fundamental Destructive Vices, One of the Three Sinful Personalities, Embodiment of Self-Doubt, The Jealous, The Inferior, The Imperfect Doll, The Incomplete.

Out of all the Vices, Envy's normal garb is easily the most nondescript, consisting of a dark gray wool turtleneck embroidered with a cute rendition of a cartoon skull, a red checked miniskirt, black stockings, and simple black shoes. She also wears a plain belt, with the belt buckle resembling a silver seven-pointed star, bordered by red writing.

Physically, Envy is a living blank slate for the average young human woman, being just a little shorter than the norm, as well as having a physique that is only moderately thin, without any sign of fat or muscle tone. Her skin is a little too pale to be normal, her breasts meager, and her waist is barely noticeable.

Her face, if she had one, would be long and thin, with a somewhat pointed chin. Otherwise, her face is utterly devoid of any distinguishing features: Eyes, eyebrows, nose, mouth, not even any distinctive cheekbones, with her "face" being completely smooth and featureless. The rest of her body also lacks any outward features, such as nipples, belly button, or genitalia.

Since Envy is naturally bald, she normally makes do with a long and straight dark green wig that ends at her upper back, and usually conceals her face, or lack thereof.

Telepathy: Envy is a particularly powerful telepath, able to probe the minds of others with relative impunity, even if they have minor mental defenses. Her specialty is to immediately latch onto a person's self-doubts and amplify them to the point of being crippling, but she also uses it for basic communication, due to the fact that she has no mouth or ears with which to communicate verbally with.

Mental Feedback: At it's most powerful, or at her most emotional, Envy is capable of creating overwhelming telepathic feedback in those around her, inducing extreme migraines, dizziness, nausea, as well as generally making it hard for others to think properly. She can rarely control this particular telepathic effect, with it usually being triggered by extreme emotional stress.

The Inner Eye: Despite having no eyes with which to see, Envy is able to use her psychic powers to see the world around her with absolute clarity, and is able to see the world as it truly is around her. This means that she can see through illusions and things that would otherwise be hidden to normal people by either magical or technological means.

Telekinesis: Along with telepathy, Envy possesses moderately strong telekinesis, able to lift and move things that are at most two tons in weight, though the amount of control she has depends on her focus being unimpaired.

Physically Average: Physically, Envy is not particularly strong, fast, agile, or resilient, making her just as physically vulnerable as the everyday human being.

Cripplingly Low Self-Esteem: True to her name, Envy feels that she isn't good enough, especially when she is compared to someone else, regardless of whether it is her psychic powers, what physical traits she has, or her intelligence that is brought into question. She is prone to episodes where her self-doubt overshadows even current crises, rendering her helpless and useless.

Social Anxiety: Envy is extremely averse to being among crowds, with even one or two people being in reasonably close proximity making her nervous, self-conscious, or otherwise scattering her focus.

- Despite the fact that Envy can communicate solely by telepathy, she has learned to use American Sign Language, among others, a skill she has found useful for those few situations when her psychic powers have somehow been blocked.

- Envy is a particular fan of tragic romance stories, regardless of medium.

- Out of all the other Vices, Envy finds herself most comfortable around Sloth and Gluttony, due to the two of them being the kindest and most understanding towards her. Naturally, she is the most uncomfortable around Pride.

Name: Pride (True Name: Superbia)

Age: Unknown (Appears ~25 Years of Age)

Race: Anthropomorphic Personification (Appears Human)

Morality: Lawful Evil(?)

Origin: Original Character

Title(s): Firstborn of the Seven Fundamental Vices, One of the Three Sinful Personalities, The One True Sin, The Embodiment of Vainglory, The Arrogant, Vanity Personified, Empress of All She Surveys, The Flawless One, The Perfect Being, She Who Is Above All, Mary Sue Ultrabitch.

As is appropriate of a woman who enjoys the finer things, Pride's garments are classy, elegant and stylish. More often than not, that consists of a long, sleeveless evening gown in a shimmering violet, with gold scroll-work embroidery running up the right side and a slit running up the left side of the skirt to her hip. Along with this, she wears a pair of black stiletto heels that lace up her calves, along with a pair of black evening gloves, also embroidered with similar gold scroll-work around the wrists.

Lastly, she wears a pair of gold earrings with teardrop purple diamonds, as well as a black choker with a small golden medallion in the center, depicting a black seven-pointed star, with indecipherable script around the edge.

It is hard to argue that, when in a human form, Pride exemplifies an idealized female form: Taller than average at just under six feet with a body defined by long lines and soft, lush curves such as shapely legs, wide hips with a cinched waist, flat belly and firm, round breasts. Her skin is smooth and clear with an olive cast, while her hair is a pitch black, worn long and straight to the middle of her back, pulled back from a high forehead.

Her face is long, defined by high cheekbones and full cheeks, a strong jaw with a pointed chin, lush, full lips, a narrow, chiseled nose, and a pair of deep blue, almond shaped eyes beneath slim, trimmed eyebrows. Beneath her the outer corner of her left eye, she also has a small beauty mark. The most unusual feature of her face, however, is the addition of a third, completely functional eye of the same deep blue as her two normal ones, set in the center of her high forehead.

Levitation: The inherent idea that power has a tendency to float applies handily to Pride as she can levitate herself and essentially fly simply due to her own magical prowess. While she cannot fly particularly fast, never going in excess of around 25 MPH, she can keep herself aloft indefinitely unless incapacitated. Her Levitation does not, however, extend to anything beyond her own person.

Soul Magic: As the first Archmage in existence, Pride is able to use an esoteric type of magic that attacks a person's very soul, and in turn damages her victims physically as well, for the binding center of a mortal's being is their soul. While she cannot destroy a person's soul, her attacks do have a slight, inherent weakening effect to them.

Soul Bolts: Fast, baseball-sized projectiles made out of pure magical energy, moderately damaging and slightly weakening. Either fired singly, or in a wide spread, cast from hands.

Seeker Bolts: Slow, beachball-sized projectiles made out of pure magical energy that seek targets until making contact with a surface, highly damaging and moderately weakening. Fired singly and cast from hands.

Annihilation Beam: Fast, concentrated beam of pure magical energy that can be swept across multiple targets, highly damaging and highly weakening. Requires a charge time and cast from the third eye.

Mirror Magic: Pride, not one to be outdone in magical ability, is able to absorb, then amplify and reflect powerful energy attacks that are used against her. However, the main drawback is the types of energy she can absorb, such as concentrated electrical, magical, Infernal, Holy, or technological energies such as lasers, so long as there is no physical component to said energy: It must be nothing but energy. She cannot, however, absorb other elemental types such as fire, as they have an inherently physical component. The result is a concentrated beam of energy that is twice as powerful as the initial attack. It is almost always extremely damaging, as well as extremely weakening, but has a rather long charge time, and requires her to both absorb the energy and cast the subsequent attack from her third eye.

Physically Average: Physically, while stunning, Pride is not particularly strong, fast, agile, or resilient, making her just as physically vulnerable and weak as the everyday human being without her magic.

Blinding Arrogance: Being the living definition of arrogance and narcissism, Pride is easily blinded by her supposed greatness, and has a tendency to look down on anyone and anything that she feels does not come up to her impossible standards, which is indeed everyone and everything. This means that she is prone to ignoring prudent advice and suggestions from allies on a whim, as well as underestimating everyone around her. In turn, she also has the ingrained belief that she holds authority over everyone around her, and that they exist to be at her beck-and-call, though this is clearly untrue.

The idea that she is not the highest being that currently exists, has ever existed, or ever will exist is, quite frankly, anathema.

Must Have A Soul: Pride's magic operates on the principle that the target she is attempting to harm with her spells has a soul. As such, inanimate objects, robots, constructs or creatures that lack souls, etc., are completely unharmed by her magic. On the other hand, spectral beings that are made up of nothing but a soul are particularly vulnerable to her spells.

Magic Nullification: Pride's power completely revolves around her magical prowess, which unlike Envy's psychic powers or Sloth's reality-warping abilities, can be nullified by anything that can cancel out more common magic. This includes blessings that can deny hostile magical influences, technological magic-dampening, or the like. If her magic is countered, she is effectively powerless.

- Pride is, surprisingly, an accomplished pianist, as well as a very talented singer.

- Keeping true to her name, she is a connoisseur of the finer things: Elegant designer clothes, vintage wine, fine jewelry and the like.

- What should come as a surprise to no-one, especially no-one that has met her, is that the rest of the Vices despise her implicitly. This is the one thing that each Vice, save Pride herself, can agree on without fail.

Part I [http://www.escapistmagazine.com/forums/read/540.885767-The-Escapist-Avatar-Adventure-character-sheets#22688324]
 

Zepherus14

New member
Jan 24, 2012
10,126
0
0
Name: Nina Zaczoltski
Origin: OC (Regular Earth)
Species: Human
Age: 22
Height: 5'6" (168cm)
Hair Long down to her ankles, brown naturally (but dyed a lighter yellow)
Eye colour Brown
Bust size A
Morality: Chaotic Good

A different person than she was before encountering Phillip, Nina now is far more impulsive and uninhibited than she'd been previously. Prior to her being shifted to the AA universe, she'd been talking with some of the local small shop grocery stores to sell foods Phillip makes, something she'd have had a harder time doing before meeting Phillip. Although still liking her time to herself, she's much more prone to look for people to meet and interact with. She often wants to help out people when she can, even if the overall impact of such actions are meaningless in the grand scheme of things.

Nina will often pick colourful outfits that catch her eye, and doesn't always match as well as she could. This however is more her mistaking what she's wearing than her being incapable of making the distinction. This goes for other situations where she won't often clue in that she's the one that's made the mistake, and instead her brain will substitute her own explanation instead, although Phillip's own passing quips will helps steer her in the right direction.

There's an odd duality with Phillip in that she knows he is odd, and that she shouldn't let others see him, but also she doesn't seem to see any problems for her keeping Phillip. To her credit though, if you had a personal chef living with you, it would be hard to get rid of them too.

Likes:
-Working on artwork for her customers
-Hat and bracelet/hair clips shopping
-Coupon hunting/getting them sweet deals!
-Phillip's cooking

Dislikes
-Anything that can catch hair (elevators, transit, blenders, basically anything that can pinch)
-Telemarketers
-Rabbits!!

Now this is where I'd put her picture... but I haven't drawn that... BUT MehKindom certainly did! [http://i.imgur.com/9Qlbten]

As much as I understand it's a bit silly to focus on the hair, if nothing else catches your attention about Nina it's the hair. Normally in humans, the hips is about the limit people can get to before the hair folics just give up and don't allow for any extra length. Genes need to get it the rest of the way. Nina frankly doesn't have that and will fully admit she didn't have hair like this not too long ago, and doesn't know why it's happened.

She however has a fairly light lean build, she used to play baseball when she was younger, but has since given it up as she grew older. Thinner eyebrows and lips. A moderate head of hair, her father having a good head himself, so no baldness in the future. She will often paint her nails in different colours day to day, and will often invite others if they're up for it. Otherwise she's normally pretty light on the makeup, having grown up not wearing it for the longest time.

Eldritch Corruption: Despite Nina's humanity, her time with Phillip has already had an impact on her body and mind.
- Her mind is rather resistant to mind altering affects, and although she can still be charmed from high level telepaths, it can spudder out and completely fail afterwards without much warning.
- She hallucinates from time to time, although this may not always be all in her head.
- Her hair has been one of the first things to start showing signs of corruption as it started growing faster and being more and more resistant to cutting until Nina finally gave up on cutting it all together, and let it grow to its now full length, and now seems to have hit equilibrium. As a reference, to cut this stuff you need something like a cleaver to have any hope, scisors will be damaged and dulled and regular swords will only do blunt damage.

Astral Vision: Although in early stages now, Nina has started noticing things that might not have been there before. Doors in streets where there never used to be. This goes hand in hand with her hallucinations, hence why she'll often stare off in random spots. A byproduct of this is illusions aren't as effective towards her as they might be for someone else, often seeing right through them.

Despite all the talk of what she's capable of, she is still human. Stab her, shoot her, throw her off a cliff, attack her with rabid weasels, etc. She is going down.

And let's be honest, her hair being as long as it is makes a wonderful grabbing tool to toss her around with.

Name: Phillip
Origin: OC (Earth, but Outer lands)
Species: Eldritch Abomination (Tentacle Monster)
Age: 6ish months
Size: Varies. 25cm - 80cm~ in diameter
Eye colour: Black
Morality: Chaotic Neutral

Phillip is a large, roughly spherical mass of tentacles of varying shapes but mostly a very dark blue colour (near black). (The best way to describe would be a Tangela but with no legs or eyes [http://pre03.deviantart.net/8186/th/pre/i/2013/009/0/4/cubone_and_tangela_by_lmerlo72-d5qxs7t.png], just all the tendrils around it) The tentacles have a rubbery sponge material to them. Although he does have eyes on a couple tendrils, he seldom sticks them out above the mass to look around, seeming to have a preception of its surroundings regardless. He is rather light, able to be carried rather easily by Nina at his smaller sizes, but has demonstrated quite a large amount of strength when compared to regular humans.

Phillip loves to watch the Food Network, or any other chef/cooking shows. He can watch them for hours if not occupied with something else. He also writes his own cook books, although reading them afterwards is difficult to say the least. A 'read magic' or similar sort of spell will work partially, but won't be able to reveal all the meaning, bits and pieces appearing and disappearing as the magic won't work properly with Phillip. Frankly as long as you can pair it to cooking in some manner, Phillip will happily go along with it, such things like Grinding cooking levels in games, Cooking Mama, liquid nitrogen icecream, doesn't really matter.

Nina will always say that Phillip does talk, but other than the soft sounds of his tentacles moving across one another, he doesn't make a sound. To converse with people, either Nina will interrupt with a sort of interpretation of what he'd said, or gesture on his own. His intelligence is questionable as he seems very knowledgeable in some ways, but given his age above, he's pretty inexperienced. He however does listen openly to conversations going on around them, and does seem to have a good memory of them as Nina seems to be corrected by him from time to time.

Eldritch Mind: Phillip as an Eldritch being, has a mind one would really not want to enter. Highly unsettling and warping, even as a weaker eldritch being only the most skilled and protected telepaths should consider entering unless they wish to have a rather quick trip down the proverbial rabbit hole. Likewise, magics such as charms and dominations of the mind have very little to no effects.

Keen Culinary Proficiency: Although he's still learning, he's already pretty skilled in the art of cooking.

Hammer Space Body: His body is comprised entirely of tentacles, as in there is no 'body' connecting them. If one were to attempt to search for a central body, they would only find more tentacles. This explains his size varience as depending on mood or need as the amount of visible tendrils can increase. It hasn't been tested as to just how much Phillip can hold within him.

Magical null/resistance: Phillip's body and, to a lesser extent, the area around it affects the usefulness and power of regular magics.
General stuff: Although Phillip's somewhat spongy body resists bludgeoning, slicing and stabbing totally works just fine

Eldritch Presence: Eldritch beings are not something that can blend into the surrounds very easily. Even if Phillip is out of the way, or not in view, the room or surrounding will still feel uneasy. For reference, if you are within the same room as Phillip, you are under the effects. Outside consider if you're within earshot of a normal conversation in a relatively quiet area, unless you have direct line of sight of Phillip which automatically applies the effect. This one is a bit wishy washy, so use your judgement and consider when you approach that the effect should appear at some point soon thereafter.

Name: Hillary
Origin: OC (Slime Planet)
Hometown: Garton
Species: Slime
Age: 25ish in human comparison
Height: 5'9" (181cm)
Hair: Hip length with thick globs instead of thin hairs, but depends on her form
Bust size: C+
Morality: Chaotic Good

Hillary is quite friendly and extroverted, and childish at time. She is often quite excitable and has a love for shiny things and candies. Offering either of those things to her is a very quick way to become good friends with her. Unfortunately this also manifests in a kleptomaniac nature as well, as she will often steal these things given the chance, even if she knows it's probably not good to do so.

As a slime, she isn't overly smart, functioning around the early teen years despite being a full adult of her kind. Despite her shortcomings, she isn't shy to try and learn new things, even if it may take her longer to learn more intricate works. As of the thread, she's been learning a few different modalities (massage therapies), a job she found out about after realizing running candy stores don't work very well if you eat all the candy.

Unlike on her own planet, where she can feel the connection with those around her at all times, she doesn't have the same connectivity offworld. Because of this, she's much more clingy than people normally would, having a much lower sense of personal space than others and thus makes things like sleeping by herself difficult. Additionally she can't stand being alienated for extended periods of time, her body almost craving it like companionship and togetherness are a food group itself.

This drastically depends on what material Hillary is currently mimicking. Over the majority Hillary will look mostly human, especially when made solid. In her base form, she is a green translucent ooze with long gooey hair that reaches down to her hips. By about the knees her legs are an amorphous blob she scoots along on. She has a nose, mouth and eyes, although the eyes are blank (no visible pupil or iris) but they do move as if they were there. When changed to a solid, she gains legs, feet and toes to replace the blob she'd normally have.

Now her form can adjust depending on what she mimics, and usually her hair is the thing which changes the most drastically, but more special materials such as candy corn, cherries, pearls and beer have different effects to them. She's a bit hesitant to become some materials for a variety of reasons, but I'll make a small footnote just to help people follow what she is at the time.

Hillary's got good eyes!
Hillary's eyes compared to that of humans would have considerably more rods in it. She can see detail quite well and differentiate shapes and textures to a very high degree with them. She can see in colour as well, but this largely depends on the material she is. Liquids are full colour, while solids usually require it to either be translucent to some degree or other requirements

Material Mimicry
By far Hillary's unique ability, her race can change into any material they come in contact with. Wood, metal, lava, stone, kryptonite, that piece of gum under your shoe. This process is autonomous to herself and isn't controllable, once she starts changing, she'll continue the change until it's complete. The process generally goes from the point of contact and spreads outwards to the rest of her body in a wave. Two terms that help describe her states too, are soft and hard locks. Now innately, Hillary does have some resistance to changing on her own, but these are quite weak without the use of a soft lock. This involves Hillary keeping some of the material she's mimicking with her, either held or eaten within her. Although this doesn't guarantee that she'll remain in that form, it significantly helps her hold it. (In a rain storm, without a soft lock Hillary will almost immediately turn into water, but with one she can resist the change for a time, allowing her to get out of the rain.) Hard locks are different in that they can't be broken until Hillary burns through whatever material she's eaten/come in contact with first, and then she'll be free to switch to something else, she can't remove the material otherwise.

Conservation of Volume
Long story short, Hillary doesn't follow the conservation of matter rule, and instead goes by volume. When changing into different materials, the density of that material stays the same, and Hillary's mass will actually adjust accordingly while keeping the volume she takes up relatively the same. Because of this her height fluctuates somewhat depending on what material she is and what her body looks like. ONE EXCEPTION HOWEVER If Hillary is a liquid, and is immersed in a large volume of that material, she will actually swell to approximately a 5 story tall version of herself. This isn't very good for her long term health, and she should try to change into something else to revert back to her regular volume.

Adaptability
As an addition to the mimicry and volume, since Hillary's weight fluctuates drastically with each material she makes, she does seem to do it smoothly. If she swapped from wood to stone for example, there wouldn't be any change in her stride. Her strength also adjusts based on what she is, heavy things like gold and platinum make her incredibly strong, while styrofoam makes her very weak. She however moves at around the same speed regardless of the material however, so it's only the mass that's largely affected if she were to punch someone.

Gaseous Hillarys are dead Hillarys
As stated, Hillary should never on any circumstances be allowed to change into a gas. She has a good resistance to it, so it's not like she'd die from walking around with a breeze or even a heavy wind, but turning into a gaseous entity would instantly kill her. Boiling or Sublimation also cause harm to her, but thankfully the process is quite a bit slower like it is in real life.

Slime people can't jump
Despite her adaptability in her forms allowing her to walk seamlessly regardless of what changes are going on, mentally she can't coordinate how to run, skip, or jump. It's another thing entirely to say she 'cannot' but it would take practice and a patient individual to help her on that regard.

Hillary is not interested in Chemistry
Hillary's mimicking powers allow her body to react to chemical reactions, but doing so is painful for her. One of the big examples of this is Hillary's innate fear of fire.

Hillary is a light weight
If Hillary comes in contact with drug or drug inducing materials, she will soft lock into that form, and consuming with result in a hard lock. She doesn't get much of a buzzed state and will quickly go from a completely sober to plastered with a fairly small amount.
 

NotYetForsaken

Power in Procedure
Sep 27, 2010
1,073
0
0
[HEADING=1]Post-Timeskip Characters[/HEADING]

[hr]
Name: Libna Ganav (Bianca Tetrachroma) - She responds to any name meaning "White" or "Milk"
Origin: Original Character | The Black City | Midas
Title: The Brilliant, Beautiful, and Fabulous Phantom Thief Latte | Bianca, the Four Color Sage
Age: 14
Gender: Female
Species: Arabic | Human/Celestial | Midan | Planeswalker
[hr]
Leitmotif


[hr]

Appearance​


Eye: Gold
Hair: Blonde - Deep Gold
Height: 4'6"
Weight: 85 lb.
Measurements: 16B-15-17

[hr]

Loadout​

Weapons:

Caduceus: Affectionately referred to as "Father's Scepter," "Caddy," or "Keinye's Dagger," Caduceus is a transcendental artifact that amplifies Libna's planeswalking powers. She is unable to traverse planes reliably or safely without using Caduceus. Caduceus used to belong to Mercury, her father - a high celestial turned planeswalker, and allows anyone who wields it to traverse short distances instantaneously. It's other powers include the ability to ferry souls, release bound souls, heal the living, and is able to bring economical prosperity to the land it resides in.

Shorai: With a name (loosely) meaning "Tomorrow," Shorai is a dagger Libna liberated early in her career. Forged from hard gold and gilded with silver and brimming with holy enchantments, Shorai is adept at taking down necromantic foes. Though Shorai was made to be a tool of an inquisition, Libna uses her as a means of shock and awe. With Shorai Libna creates sparks and lights that illuminate as well as blind. They take the form of brilliant star-shaped charms that float in the air. Being made of gold, Shorai is pretty ill-suited to actually hurting living people.

Armor:

Libna wears a blouse and a pleated cotton skirt. A large red bow holds her blouse in place.

Abilities:

Planeswalk: Libna's bread and butter ability. Libna can traverse the Blind Eternities and reappear in different planes. Although the full journey to another plane is extremely taxing to her young body. In lieu of that Libna mostly just dips in an out of the plane she's currently on, allowing her a form of dynamic short-range teleportation. She can also perform a full Planeswalk back to a static location from anywhere in the world. It is however far more taxing than her usual interludes into the Blind Eternities.

Spellcatcher: A bloodline trait inherited from her (mortal) mother, Libna can 'capture' magic spells and store them in physical form as 'cards.' Libna can hold up to four spells of a type on-hand and up to 60 spells in total. Her captured spells range from Summon spells, to Sorceries, to powerful Enchantments, and even time-dilated 'Instant' spells. (A decklist is provided before she enters combat.)

Shaman: A mage in her own right, Libna can cast minor cantrips without resorting to her more powerful, but finite, Spell Cards. Her skills center around Evocation - minor elemental abilities and force-abilities.

Planeswalker Ally: Libna keeps several summoning spells on-hand to call for help when she needs to. These take the form of Planeswalker Allies. Other Planeswalkers she summons temporarily to assist her in combat. These are incredibly powerful individuals that have powers close to those of demi-gods. Unlike regular spell cards, Libna can cast these at anytime provided she has built up the correct amount of mana for that Planeswalker.

Duel: How most of Libna's serious combat is dealt with. Libna draws 7 cards from her library and gains 20 Life. 1 life equals approximately the amount of damage a regular adult human male can do in one attack. Each consecutive Life is more resistant to damage. So a strike that is about 12kg of force does 1 damage in one attack say, but it takes 144 kg of force to do 2 damage in one attack and 1,000 kg of force to do 3 damage in one attack. When her Life reaches 0 she loses consciousness. If Libna generates 20 points of outgoing damage first however, her opponent will lose consciousness.

Ramp: Establishes a link between Libna and a planar territory she controls. This increases her standing mana pool by 1 of the corresponding color. This happens only up to once a turn. Each link replenishes it's mana at the beginning of Libna's turn.

[hr]

Character Flaws​

Prideful: Very proud and self-aggrandizing. Kind of endearing in a way.

Greed: Libna is a kleptomaniac. She will steal everything and anything that's not tied down.

Absent Father: Wary of men. She has trouble reconciling her distrust for men with her desire for a father figure.

No Personal Space: Gropes other girls. Excessively so. Calls it "skinship."

Bravado: Puts on a brave face, often gets into situations over her head. Leads to injury more often than not. But still, strong willed and optimistic.

[hr]

Description​

Fast-speakng, trash talking, silver-tongued, adventurous, arrogant, and somehow still amiable, Libna - or Bianca or Latte or any of the many many names she goes by - is a young outgoing planeswalker. Born to a mortal mother and a Planeswalker, Libna spent most of her childhood living with her mother in Shada - a small outlying city near the trading capital Xikkis. However at age seven her mother fell ill and Libna turned to thievery to provide for both her and her ailing mother. With a natural knack for thievery she was keen to fast riches. For some time she was able to survive on stolen gold and goods from the capital, but when her mother found out she had turned into a thief her mother refused to take the medicine that she had procured using her stolen wealth.

In light of her mother's wishes Libna turned clean and tried to start a legitimate business with what money she had left over from her capers. But being a young ten year-old girl meant she was constantly bullied out of her earnings.

Unable to provide enough money for medicine, her mother grew gravely ill. When she was on the brink of death, Libna threw caution to the wind and attempted her greatest theft yet - to steal a bottle of All-Cure, a highly illegal potion also known colloquially as "the Elixir of Immortals," from the Magocracy of Izben. Libna died in the attempt. Unprepared to deal with the sheer power of the Guild Mages, Libna was torn apart by their security forces.

But on in one million beings are born with the potential - and one in a million of those are extraordinary enough to ignite that spark. Libna was born both with that integral spark and was under circumstances for it to ignite.

As Libna would have otherwise died, she planeswalked into another world. Her body reconstituted itself moments before her actual death. Lost in that world, she wandered for three years - honing her magics and abilities - before she managed to come unto a relic of an old Planeswalker. None other than her own father.

With his scepter she managed to return to Xikkis, but too late. Death had taken hold of her mother.

Holding a grudge against her father for abandoning her, and angry at her mother's commitment to sincerity, Libna set out by herself, completely intent on making a name for herself. The most beautiful, the most competent, and the most powerful mage that would ever live. And to that end, she would need to steal not only the greatest artifacts in the world, but also the most powerful spells in all of creation.

Underneath her brave, arrogant, and playful demeanor lies the heart of a darkly determined girl. Hating the world and being hated by the world - she carves her own path into destiny's road. Libna is a pint-sized powerhouse waiting to reach her full potential.

[hr]

Likes: Self-Sufficiency, Independence, Strength, Competence, Reliability, Cunning, Animals (especially mice), Other Spellcasters, Lamb Kebabs.
Dislikes: Weakness, Unconditional Honesty, the Greater Good, Institutions, Men, Domesticated Dogs.

[hr]
Name: Kole Graff
Origin: Original Character | The Black City | Midas
Title: The Abandoned Apprentice
Age: 16
Species: Candorian | Midan | Human
[hr]
Leitmotif

[hr]
Appearance
Eye: Brown
Hair: Black
Height: 5'2"
Weight: 110 lb.
[hr]
Loadout

Weapons:

Draskol: Kole's catalyst. Once belonging to the great wandering mage Mars, Draskol is a catalyst that was built specifically to amplify the effectiveness of barriers. Draskol is actually a sentient entity that resides imprisoned within the staff and lends his name to his prison. Where most catalysts are built to amplify the magical potential of their beneficiaries, the staves of Three Stave Mars are built to suppress latent magical power. Draskol is somewhere in-between, in draining Draskol's magical energies, the staff allows it's wielder to amplify his own.

Draskol himself is a demon unique in that he is comprised almost completely out of raw unfiltered mana. As a result he is often considered a source of infinite power. Once malevolent, Draskol has grown rather fond of both Mars and his young charge, considering them being worthy of his respect. Draskol's original domain were Horrors, those both phantasmal and physical. Now he is much more mellow and uses his ability to convert matter to energy and energy to matter.

Armor:

A heavy reinforced cotton coat with a scarf to bind it together. He wears an astrologian's cap and baggy pantaloons. He has circular spectacles to help him see, being born with poor eyesight.

Abilities:

Mind Mage: Kole is an illusionist by both birth and upbringing. His abilities primarily revolve around creating phantasms and manipulating the minds of others (often by implanting ideas). This includes probing the minds of others for spells and information.

Countermagic: Kole's most unique talent is the ability to stop spells before they even occur through use of a suite of powerful countermagics. He can nullify special abilities, cancel spells, and in extreme cases even wipe the memories of his targets.

Draskol Charm: His friendship with the wise-cracking Draskol has granted him access to some of he staff's more unique strengths. Using the catalyst Kole can erect powerful magic barriers to either protect or to contain. In extreme cases, Draskol can be used to break boundaries such as the boundary between dreams and reality.

[hr]
Character Flaws

Women: Very awkward around women. At the same time he's very attracted to them, he tries to keep his distance from the fairer sex as he's afraid of damaging his virtue.

Poor Eyesight: His eyes are poor even with correcting lenses.

Comically Serious: Can't take a joke. He does everything by the book and follows both the word of the law and the spirit of the law rather strictly.

No Friends: His telepathic abilities as well as the nature of his magics make him a very difficult person to be friends with.

Younger Sibling: The youngest of three children, Kole constantly lives in the shadow of his more successful brothers who have already become well-known court magicians. Because of their prowess with evocation and alchemy, many expected Kole to be capable of the same, but Kole was lacking in talent in those departments. His inadequacy is something that he has never gotten over.

Easily Starstruck: Unused to being taken seriously, any small amount of creature comforts are usually enough to win small favor with him.

[hr]

Description​

Kole was born third son to the rightful heir to the mage of the high court Arellion Tiavranus. Arellion, who would later marry Baron Shuer Graff of Ienfent in the North, was most renown for her incredible gift for crafting magical charms. Serving as the Master Arcanist, only second to the High Mage himself (Coluven the First, who was known for his life-prolonging magicks), she crafted the great seal that kept magic locked within the very ground of Candor. For her endeavors her life was made immeasurably comfortable.

Her first son, Andelth of Ienfent, was a great pyromancer. He was born with brilliant red hair and eyes to match. His soul could give rise to great storms of flame and ash that would reduce entire cities to cinder over the course of a single day. He became the sanctioned Keeper of Morth Kannis - an Dwarven city turned mage monastery. Also known as "the Guardian Flame," Andelth was regarded highly among the court and the citizens of Candor's lands.

Her second son was Silkhand Hyatt. Hyatt was an accomplished alchemist, not unlike his mother. His almost infinite capacity for memory served him greatly in his work. Known as a medicine man, he traveled the lands healing the ill with his often miraculous brews. He became loved well by the commonfolk. Though he held no title like Andelth or his mother or father, he was loved so much by the people that he eventually gained the rights of Ienfent after the passing of his father Shuer. As the Baron of Ienfent he became known as a master politician and a master economist. Under his supervision the once barren northern province grew into an indispensable trading center. His most accomplished work involve intricate botany and ecology, creating crops that terraformed the harsh winter landscape of Ienfent into a lush hospitable forest.

Kole... Kole was not like his father or his mother, or his brothers. In fact, Kole was not much like anyone at all. When Kole was a child he had no friends. He never studied. He never worked. Yet knowledge seemed to flow into him. A naturally suspicious child, he rarely spoke and often communicated with his actions.

Kole was a Mind Mage and a powerful natural telepath. In the world of mages he was a hated aberration.

With a single though he could break the intricate formulas that the other mages needed to cast there spells. A single prick here and there and the spell would turn against their casters. In each of his exams he won his duel without so much as uttering an incantation. Magic flowed through him, around him. Manipulated by the boundless information that flowed through him. Every thought he took into account and every action screamed in the minds of his masters came to light. Their incantations were power enough for him.

The prodigy that he was, he had no friends. For it was a short time before the other apprentices began to understand: there were no secrets you could keep from Kole Graff. Kole knew of this animosity before they even began to know it themselves. At age thirteen he left the Mage Academy (shortly before his close and only friend Miranda Machiavelli (who had no magic potential) reduced the academy to dust by invoking an ancient and forgotten god) and made his way into the Scorched Wastes from Ostpost. He resigned to spend his time among the grassland and desert mastering his own brand of illusion magic but unfortunately illusions were ill-equipped to handle the great dragon host of Jiasanda who used the wastes as a hunting ground from their roost high in the Eastern mountains. To his great fortune he was found by Three Stave Mars - a mage of infinite renown and long thought to be lost to legend by the people of Candor. The likes of whom were only matched by the mythical Logan the Black - a Black Mage who leveled the civilization that once inhabited the Scorched Wastes.

Mars was fortunately a kindly fellow with a strong hold on his own mental capacities. Though Kole would delve his mind for secrets, he would find nothing for Mars' mind was almost always blank. Absent of thought and emotion other than a simple and satisfying joy.

For two years he journeyed with Mars as the great mage sought a way to seal the Demon Draskol away so that no future mage would try to harness its terrible strength. Then when the task was complete Mars vanished, leaving Kole with Draskol and nothing to do.

Kole was furious, instead of heading back to Candor as he was told, he pressed on deep into the depths of the Scorched Wastes until him came across the fabled Alju Makha - a plateau and canyon that cut off the rest of the Scorched Wastes from the land beyond. With the help of Draskol he made the perilous journey through and arrived at one of the best kept secrets of the merchant world - the Black City Xikkis. Once thought lost to time in the cataclysm wrought by Black Logan. Instead here he found the seat of the secretive Magocracy of Izben, the ancient Siki race, and a lively trading port protected by powerful storms and the aggressive maritime nation of Aecor.

He could also feel that Mars was in the city - and unwilling to be abandoned he set forth to find his master of two years and pledge his undying service to the legendary mage.

Needless to say, he ran into Libna during his stay and the two became fast friends despite initially rocky beginnings. With his prowess he found work in the Adventurer's Guild and was hosted by a powerful Chantel family (where he fell for their servant girl Veja - much to Libna's chagrin).

[hr]
Likes: Books, Politics, Big Busts, Fine Wines.
Dislikes: Communism, Pyromancers, Lolis.

 

Generic NPC 22

The Most Generic of NPCs
Jul 12, 2012
736
0
0
Generic NPC 22's Character Sheets for Avatar Adventures - Part II

Name: Antoinette de la Trou
Age: 21 Years Old
Race|Ethnicity: Human | French
Gender: Female
Title(s) | Nickname: Blasphemer Apprentice | Twit
Origin: Original Character
Speech Color: Deeppink

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Appearance:
Hair: Blonde. Worn short in a pixie cut.
Eyes: Green.
Height: 5 Feet 4 Inches (162.56 cm)
Weight: 117 Pounds (53.07 Kilos)
Clothing: Prior to arriving aboard the Airship: Rising Dawn, the young warrior frequently wore a plain blue cotton hand-me-down spaghetti strapped jumpsuit that has seen better days. Dirty and frayed, this is Antoinette's normal wear when not outfitted for the field. After her arrival aboard the Airship, where clothing options are much more plentiful, Twit prefers 1940s vintage clothing, though someone frequently attempts to get her to try more modern clothing.

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Background:

Her blood felt like molten lava coursing through her veins and with each beat of her heart, Antoinette de la Trou felt like her body was about to combust spontaneously. She remained calm however, the side effects of the angel dust did not last long and she still had the opponent in front of her to defeat. Standing with her sabre and dagger at the ready, she hesitated as a cooling breeze caressed the young woman's shoulders, a rare delight given that in most combat situations Antoinette, or Twit, would have been wearing armor and a helmet rather than the sleeveless blue jumpsuit she now wore. The man in front of her had been staring at something but shook his head before he smiled kindly as he opened his mouth to speak.

"For what reason do you fight, my child? Benedict Warmington, Antoinette's mentor, asked for the tenth or twentieth time since the girl had been assigned as his apprentice.

"You know the answer, Master Benedict, revenge for the destruction of my town." The girl responded as she thrust out the practice sabre at her mentor's chest.

*CLOK! CLOK! CLOK!*

Antoinette's wooden sword and dagger were met by Benedict's quarter staff, his preferred weapon second only to a spear. Though the woman was younger, faster and stronger than her mentor, he easily blocked each of the strikes before striking out with his own counter blow, hitting the girl squarely in the stomach and causing her to double over and to lose the air in her lung. As she tried to straighten up, another strike knocked the wooden sword out of her hand, ending the sparring match.

"Better..." The Former Temple Knight and Priest started to say before hesitating, "But what happens after you get your revenge. You know, when I was serving with the ... others... we captured a man in India who told us something that I will never forget. 'An eye for an eye makes the world blind'."

Antoinette puased for a moment, as if to mull over what the man had said before asking her question, "What do you think he meant?"

"The Nine Hells if I know, we burned the man at the stake before I got a chance to ask." The Former Inquisitor said with a slightly sad smile on his face. He never enjoyed remembering his past but without remembering those things that he'd done, he could never atone for them.

"Don't you fight against The Father's Armies, your former friends, for the same reason?" Twit asked slowly, watching as the expression on her partner and mentor darkened.

"[darkgoldenrod]No, of course not. I have do...
" Benedict started to say before he was echoed by the voices of fifty thousand armed soldiers chanting in unison.

Our Father which art in heaven,
Feared be thy name.
We are your servants.
Thy orders be done in earth,
as it is in heaven.
Give us this day our daily respite.
And forgive us our trespasses,
as we slaughter those
who trespass against you.
And lead us into victory,
and guide our blades,
into the heart of thine enemy:
You are the power, and the glory,
forever and ever.

"[darkgoldenrod]Amen.[/color]" The Former Priest said as he finished the prayer from the spot where he'd taken a knee. Crossing himself, the man stood up and moved to pull on his armor, thanking The Father that this was the 20th century and he did not have to wear the heavy metal forged armors of his predecessors, "You'd better put yours on as well. You never know if the Morning Star will have us break a hole in the enemy ranks and place a new beacon."

"You don't believe that they'd be suicidal enough to attack-" Twit stopped midsentence as her Master gave her a stern look. Of course he knew. Benedict had been one of them once up a time. Walking over to her's the Apprentice in the Blasphemer's Brigade pulled on the loose fitting armor before depressing a button on the wrist, causing the armor's fabric to contract until it was skin tight. She then attached the black ceramic chest plate and donned the helmet.

As they completed their preparations, the sound of gunfire could be heard in the distance as the trenchers, the members of the regular army posted in the trenches outside the city, opened up on the advancing army. There was something different this time, the shots were more frequent, more chaotic. Listening closely, the two partners could hear the great beating of wings in the skies overhead.

"Great Infernal shit,[color]" Antoinette cursed amateurishly, unused to this mode of speech as cursing had disallowed it while the former Templar had oversaw her basic training, "Sorry. I just have never seen that many in the skies. I'd be worried if they coudl get past the B-"

BOOOOOOOM!

Beacon. That was the word that the Apprentice Blasphemer was going to say were it not for the explosion that had detonated in the center of the city. A great cheer could be heard from outside the city as the attackers closed in on their victims. Above them all, the first of the Host entered the airspace that had been denied them since the city's beacon had been planted.

"Father save us," The Master Blasphemer cursed, his eyes following the flight path of the winged being as it swooped in from the heavens and plucked a woman from the ground, carrying her off into the night. Pulling out his carbine he took aim at the skybound form and pulled the trigger. "Sorry, Anna"

"[color=eca222]All soldiers retreat. Save who you can but retreat.
" Came the Morning Star's voice over the loudspeakers that had been setup around the city, "[color=eca222]The Beacon has fallen. Teleport out now.[/color]"

"No... we can't. We can push them back and establish a new beacon. I won't let them destroy another of our-" Antoinette said as she started to gather up her weapons.

"No, we have to follow His orders. It's the only way there's going to be enough of us to defend the next city The Father's Armies attack." The Templar Knight said, grabbing his equipment.

"If we stop them here we don't have to-"

"Apprentice! We have our orders... my child. I know what you want but we have our duty. So get ready to teleport us out." Benedict said as removed Twin Souls from its case, the weapon screaming loudly as is transformed into a lance.

"Buy me some time. If we're going to London, I need to focus or I'll send us in the middle of the Channel or some other place." Twit responded calmly as she closed her eyes.

The screams, the screams, the Members of the Host were always attracted to the screams made by the Forged Souls. It was no surprise that one appeared immediately after Benedict had unholstered the weapon. The great winged humanoid, eyed the man with the lance, the traitor to The Father and sneered, brandishing its flaming sword at the Former Priest. Diving to the ground, the Host Angel charged Benedict, turning at the last second out of the lance's range.

"ANTOINETTE!" The man called out his warning as he threw himself at the creature, knowing he would be too late. Antoinette could sense the Divine Being upon her and feel the heat of its blade sear her skin as the blade started to pierce through the back of young woman's armor.

"AUUUUUUGH!" The Apprentice screamed in pain as the Angel tried to push the blade in further... but it was too late. They would not kill her. No longer focused on her location, Antoinette teleported the Benedict and herself into the unknown voids. As she lost consciousness, Twit swore that she heard the screams of the Angel as Benedict's lance pinned it to the ground.

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Main Weapons:
Forged Souls: Even in Death those of the Blasphemer Brigade still serve. As part of the Blasphemer's Covenant formed with the Morning Star, those who join the ranks of the Blasphemer's Brigade pledge their souls in the service of their fellow soldiers. After a member of the Blasphemer's Brigade dies, their soul remains on the mortal realm where it is forged into a weapon capable of slaying members of the Host. In its inactive form, the Forged Soul appears as a simple bladeless leather wrapped hilt that is typically hung on the belt of the Master. In its active form, this variable geometry melee weapon assumes the form of the weapon its wielder is most comfortable with.

It should be noted that while the weapon is nearly impossible to break there exists a ritual created by followers of the Father that shatters the weapon and destroys the soul contained within. Additionally, once activated, the weapon emits a screaming that confuses anyone in the area who is not a participant of the Blasphemer's Convenant and additionally, the weapons cause members of the Father's Host to go berserk and attack those who wield the Forged Soul.

Additional Information:
Extremely Heavy: The weapons are feel extremely heavy to those not participating in the Blasphemer's Covenant and require a high amount of strength to move.
Additional Damage to Followers of The Father: Reflective of the purpose of these weapons, the Forged Souls deal additional damage to followers of The Father.
Blasphemer's Covenant: As part of the Covenant formed with The Morning Star, the weapons, once drawn, can only be sheathed after a certain condition has been met. While out of combat, the desire to fulfil the condition increases.

Twin Souls (Unique Weapon): Serving as the personal weapon of Benedict Warmington and Antoinette de la Trou, Twin Souls is a unique Forged Soul that was created by the souls of twin members of the Blasphemer's Brigade. Though it appears to be one weapon, Twin Souls can be split into two weapons, however in this state, the weapons cannot be moved further than 500 meters away from each other.

Supplimental Weapons:

Lanchester submachine gun: Fires 9 mm bullets at a muzzle velocity of 380 m/s with an effective firing range of 150 m. The submachine gun has a 600 round/min rate of fire and uses 50 round magazines.

Colt M1911A1: Fires .45 ACP rounds at a muzzle velocity 251 m/s.

Extra Magazines: 5 SMG magazines, each containing 50 9mm rounds and 3 Pistol Magazines, each containing 7 .45 ACP rounds.

Combat Knife: Great for situations that require Twit to get up close and personal or for when she needs to open up her rations.

Grenades: Pull the pin, toss far, far away.


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Equipment:
Potions: Various potions that benefit healing, speed, strength, stamina or senses. Naturally made from all natural ingredients found in nature. 100% organic!
First Aid Kit: For your non-emergentive medical needs or when a potion isn't available.
Dissection Kit: Used for gathering potion making material from various animals... or angels.
Rations: Standard, dry, tasteless field rations.
Fire starter: ME MAKE FIRE!!
Clothing: A plain blue cotton hand-me-down spaghetti strapped jumpsuit that has seen better days
Back Pack: Contains Potions, First Aid Kit, Dissection Kit, Rations, Fire Starter and clothing.
Armor: Support Class | Universal Terrain | Combat Armor - A layer of skin tight heat and cold diffusing material that is also resistant to electrical and ballistic based attacks. This is worn underneath a chest piece that houses a gravity regulator as well a communications array. The helmet creates a seal with the suit making it airtight and water resistant up to 120 m.


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Powers:
Enhanced Strength: Can lift 500 pounds without breaking a sweat. 750 pounds maximum.
Enhanced Speed: Can run at roughly 30 miles per hour for an hour
Enhanced Healing: Takes damage as normal but requires roughly 10 minutes of unbroken concentration to fully heal.
Enhanced Perception: Can shoot the wings off of a fly at 150m
Teleportation Magic: In an age where stepping out of a designated safe zone can get you turned into a pillar of salt, teleportation magic is the way to go. At short distances, the time to teleport is near instantaneous where as longer distances require the caster to concentrate and the time to complete the teleport is longer.


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Weaknesses:
Still Human: Despite having been endowed with enhanced human powers, Antoinette is still ultimately human and can still ultimately die just like anyone else.
Blasphemer's Covenant: As a condition of her becoming a member of the Blasphemer's Brigade, Antoinette signed a contract with the Morning Star. When she dies, her soul will remain on the mortal plane of existence where it will be forged into either a weapon or a safe zone beacon. Additionally, when she uses Twin Souls, she must draw blood before it can be sheathed.
Blood Thirsty: The longer Twin Souls is unsheathed by Antoinette, the greater the desire for it to draw blood. This desire transfers over to Antoinette.
Side Arm Apprentice: As the apprentice of the duo, Antoinette does not get use of the Forged Soul weapon by default and is therefore relegated to using her side arms.

Name: Benedict Warmington
Age: 38
Race|Ethnicity: Human | English
Gender: Male
Title(s): Blasphemer Mentor | Brother Warmington | Crusader General
Origin: Original Character
Speech Color: DarkGoldenRod

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Appearance:
Hair:
Eyes:
Height:
Weight:
Clothing:

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Background:

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Personality:

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Weapons:
Item 1:
Item 2:
Item 3:
Item 4:


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Equipment:
Item 1:
Item 2:
Item 3:
Item 4:


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Powers:
Item 1:
Item 2:
Item 3:
Item 4:


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Weaknesses:
Item 1:
Item 2:
Item 3:
Item 4:
 

Generic NPC 22

The Most Generic of NPCs
Jul 12, 2012
736
0
0
Generic NPC 22's Character Sheets for Avatar Adventures - Part III

Code:
[b]Rising Dawn Personnel File: Rory Mercury[/b]
[hr]Name: Rory Mercury
Origin: Gate: Jieitai Kanochi nite, Kaku Tatakaeri / Gate: Thus the JSDF Fought There
Titles/Aliases: Rory the Reaper, Apostle to Emloy, Former Goddess of Love
Age: Canon: 961 Years Old / AA Expanded Universe: 1061 Years Old
Gender: Female
Species: Demi-Goddess[hr]

Appearance:
Eye Color: Crimson
Hair Color/Style: Black worn long and held in place by a headband.
Preferred Color Palette: Black and Red
Canon Description: If there was ever an example of the convergent evolution within the realm of fashion, one merely needs to refer to the Uniform of an Apostle of Emloy, the God of War, Death and Insanity, and compare it to the Lolita fashion. Rory wears the dress of a priestess of the other world, black frilly Goth costume with a huge black ribbon on her head which resembles cat ears. She has long black waist-length black hair tied with red ribbons as well as deep red eyes, and red lipstick. While visually similar in appearance to modern Lolita wear, Rory's outfit is a sign of her office and respected by those who reside on the other side of the Gate in the Special Region.

Avatar Adventures Expanded Universe:
After her ascension to Godhood, Rory Mercury was able to take on any form of her choosing, though she remained formless for the first decade or two after her ascension.

Since her return to the mortal realm, she's resumed her post as the Apostle to Emloy and as such bears the garments of her office. When not in public, the young looking woman wears a black yukata in order to sleep or relax more comfortably. It is the garment that she frequently wears on the Airship Rising Dawn.[hr]

Equipment and Weapons:
Canon:
Garments of her Office: Rory wears the dress of a priestess of the other world, black frilly Goth costume with a huge black ribbon on her head which resembles cat ears.

Halberd: Crafted out of an as of yet unidentified material from the Special Region, this Ornate, purple Halberd is both shield and weapon to the petite Demi-Goddess who wields it. Despite the ease that Rory is able to wield the weapon it is actually very heavy, thanks to a molecular density on par with Iridium but maintains an extremely high durability and tensile strength.

It is unknown at this time if there is a spell or blessing that disallowed others from using this item as no one with the exception of Rory has demonstrated an ability to even lift the weapon. Currently Engineers aboard the Rising Dawn are analyzing the weapon's markings to determine if they imbue the Halberd with this effect.

Avatar Adventures Expanded Universe:

Itami's Pistol: In contrast to her appearance, Rory is not armed simply with her Halberd. Carrying a JSDF Special Forces' 40 Caliber H&K USP, the young looking woman has spent some time practicing its use. Though she still prefers to be up close and personal, she finds the weapon useful when she wants to keep her enemy alive or at least in one piece.

Itami's Dog Tags: A pair of JSDF issued dog tags issued to one Itami Youji.

Miscellaneous Items: As a priestess, Rory travels lightly opting to carry very little in the way of additional equipment as she relies on the offerings of the people of the Special Region. But that doesn't mean that she isn't so humble as to not bring along a few personal comfort items.[hr]

Personality:

Mischievous and funny are hardly personality traits that you'd use when describing the typical religious figure and yet they are just a couple of the words that you would use to describe Apostle Rory Mercury. Friendly and approachable, the young looking woman is quick to make friends and is loyal to them. However, there may be a few caveats about just how friendly she is. Woe to any who would remark on either her true age or call her a child based solely on her appearance. While some may fall prey to the sharp tongue she's developed over the centuries others fall just as quickly to a mean spirited prank.

During the last 40 years prior to her ascension, she had been attempting to experience as much of life as she could. While paradoxical to the nature of the God she serves, her belief is that Death is the ultimate climax to life and so life should be enjoyed.

After returning from the Higher Realm the demigoddess experiences periods of depression. Having learned that the ones that she cared for died long ago, she finds herself lonely at times.

On the battlefield, the young looking woman is a bloody berserking powerhouse. Showing no mercy, the woman uses her halberd to bash and slice her way through the ranks of her enemies. Without taking part in a battle, her body undergoes a sort of aroused state as the souls of the dead pass through her before departing to the after life. Only by killing is she able to resist the effects.[hr]

Background:

In 20XX (Year redacted) a Gate appeared in the middle of the Ginza District located in Japan and unleashed a horde of mythological creatures upon the Japanese populace. While the death toll was severe, the Japanese Self Defense Force was able to drive the enemy back through the Gate using superior technology. Wary about what was on the other side of the Gate, the JSDF sent a small detachment of soldiers through the Gate and discovered a new world, which was designated the Special Region.

During the course of their exploration and humanitarian aid to the local populace, the Third Recon Team meets Rory Mercury, a young looking Apostle to the Region's Death God known as Emloy. Over the course of the next few years, Rory remained attached to the Third Recon Unit in not only negotiating a peace between the Special Region's Imperial Kingdom but defending it from aggressors coming from the other side of the Gate.

Avatar Adventures Expanded Universe:

After One Thousand Years of servitude to the God Emloy, Rory ascended to Godhood and became the Goddess of love. Not much is known about what happened to her during this period however what is known that she reappeared One Hundred Years after her ascension. Taking up her old position as Apostle to Emloy, she is now tasked with serving him for another One Thousand Years before she is able to re-ascend.

It is unfortunate, however, that she will soon discover that the world has changed since she's been gone and that those that she knew prior to her ascension are no longer there and the Gate that lead back to the Special Region is no more, trapping her here unless she can find an alternate to the Arnus Gate.[hr]

Skills/Powers:
Immortality: As an apostle of Emloy she is granted immortality. As well as immunity to aging, she will remain alive even if torn to pieces, though if the pieces of her body are separated by long distances, she can be effectively neutralized (at least until she ascends).
Superhuman strength: Rory has superhuman strength and is able to wield her halberd with ease.
Immense speed: Rory is able to dash around battlefield at incredible speed.
Combat prowess: Rory is very skilled at using her halberd, shredding large enemy forces and even throwing it very accurately. She is never shown fighting without the halberd.
High speed regeneration: Rory's body regenerates any wound it recieves. Even if her body is torn apart the body parts will heal if they are stuck together. It is a blessing and a curse at the same time.
Death-Sense: Rory is able to sense nearby battles as the souls of the dead pass through her body.

Weaknesses:
Death-Gasm: If there is a battle nearby, the souls of the dead pass through the body of Emloy's Apostle on their way to the Afterlife. The effect on the Apostle is akin to arousal and sends her into a euphoric state. It is only through the participation in the battle that Rory can combat these debilitating effects.
Personality: If Napoleon had a complex about his height, Rory has a complex about her age. At over one thousand years old, Rory doesn't like to be reminded of her longevity. However, she does not life to be reminded that despite her age, she still looks like an extremely young woman. Offenders beware as her reactions vary from acidic commentary to wanton violence.

Name: Ruby Babbage-Lovelace
Age: 9 Years Old
Race|Ethnicity: Human Construct
Gender: Female
Title(s): Mini-Magnus | Ribbons | Pinky | Pinky Pie
Origin: Escapist Avatar Adventures - Paradigm Story by [user]TheMehKingdom[/user]
Speech Color: Sienna

Appearance said:
Hair: Black with white streaked bangs. Worn shoulder length and tied up with ribbons.
Eyes: Golden with Black Flecks
Height: 4 Foot 11 inches (149.86 cm)
Weight: 62 Pounds (28.1227 Kilograms)
Clothing: A pink baby-doll dress crafted from a single strand of spider's silk (See equipment). A pair of ribbons tied around two pony tails and a ribbon wrapped around her arm.

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Description:

Ruby Babbage-Lovelace has the appearance of your typical nine-year old girl living in the American city of Cupertino, except for maybe the fact that she has a naturally occurring shock of white hair in her bangs or the fact that her face is almost always buried in the same book that she always carries with her or the fact that she wears the same pink dress day in and day out (though it never appears dirty). Despite the fact that she is of average height for a girl her age and an average weight, she does garner a fair amount of attention when people notice the color of her eyes, a bright, almost glowing black flecked gold.
Background said:
The staccato of gunfire bounced off the building walls that lined streets of Downtown Cupertino. Despite the fact that it was early evening on a Friday, the main thoroughfare was unusually devoid of people. The same could have probably been said about any town in the world since, for all Ruby Babbage-Lovelace knew, she was the last person alive on the planet Earth. The Fifteen Year old girl turned for a second and shouldered her pulse rifle, taking aim at the dark silhouette that was chasing her and squeezed the trigger.

*CLICK CLICK CLICK*

The click of the hammer against empty chamber sounded far louder to the last living member of the Rising Dawn. Angelus, Anjali, Annie, Antoinette, ARES, Benedict, Big Boss, Caim, Cadolbolg, Chrysalis, David, Dianna, Dillon, Dimitri, Eddie, Elise, Envy, Farber, Furiae, Garm, Gluttony, Icarus, Kalastryn, Katya, Lizzy, Luke, Lust, Miia, Mio, Molli, Nadalia, Nina, Phillip, Pride, Rory, Rugal, Ryan, Selena, Sloth, Teri, Ton Ton, Vermilion and Wrath were all gone, probably dead, and Ruby would be joining them soon if she didn't get to safety. Dropping her spent rifle, the Black and White haired girl pointed at the creature cloaked in shadow.

*SPLORCH!!*

The top half of the creature, having been separated from the rest of its body by a length of ribbon that had wrapped around the monster's torso can squeezed ever so tightly, landed next to the teenaged magician. Wrapping Gleipnir back around her forearm, Ruby spotted a familiar building.

"Home..." She said in a voice filled with relief, her automatically carrying her to the first place she'd felt welcomed to when she first arrived in this dimension[footnote]See Paradigm Story for the full details.[/footnote]. Checking behind her for more of the creatures that had been hounding her, the girl's black flecked golden eyes settled on the still burning superstructure of the once great airship, The Rising Dawn. She'd fix this... somehow.

Entering the lobby of the apartment building the girl's legs propelled her quickly up the five flights of stairs to the top floor of the structure. She moved quickly, not focusing on the rubble strewn about, nor the empty piles of clothes that now served as markers for where their owners' were last seen alive. She did not focus on the blasted out holes in the walls nor the abandoned children's toys that sat near the third floor landing. She just needed to get home.

Pausing at the top of the fifth flight, the Pink Uniformed girl stopped to rest for a moment. She wondered, briefly, what had possessed her to permanently take on human form, what with all its frailties. It was ironic that the very moment where her presence would be blotted out of existence was the moment that she felt the most human. She smiled at the thought before moving on, passing through the fifth floor entrance carefully. If the seals were still active on door 531, the creatures would have almost certainly been roaming these halls.

Looking intently down the hall, the girl's keen eyes spotted one of the shadowy silhouettes stalking the halls, unaware that it was being watched. Creeping slowly, towards the thing, the girl quietly drew the epee that she carried across the small of her back, careful not to make too much noise as she did. Had she been able to cover the last few steps without being spotted, she could have dispatched the creature without it knowing what hit it.

"(Don't see me... don't see me... don't see me...)" The Young Woman's brain repeated, trying to will the thought to be true. It was at this moment that Ruby seriously resented Naamah and her proclamation that the teenager not use Causality Weapons until she was old enough. "(Being immature doesn't much matter right now...)" The girl thought as she poised to strike the creature from behind.

Unfortunately for Ruby, another of the shadow cloaked invaders let out a shriek, drawing the attention of Ruby, Ruby's would be victim and all the other creatures in a five mile radius.

*SHLICK!*

The blade passed through the gut of the creature and Ruby released the weapon before the void born cold rushed up the blade and into her arm. Another shriek rang out, this time a scream of pain that came from the shadow in front of Ruby as it attempted to pry the blade out of its stomach, its hand passing through the weapon each time it clawed for it. Seizing the opportunity, the teenage girl ran past the creature and down the very halls which Ruby had lived happily with her mothers. Reaching the door, Ruby pushed it open, the magical seals unlocked themselves as they sensed that the girl was one who was permitted entry into the home.

"MOOOOOOOM?!" The Young Girl's voice cried out into the darkness as she slammed the door shut and reengaged the seals. They would hold the shadows at bay for a time, but not long. Looking around frantically, Ruby called out once again, "MOOOOOOOOOOOOM?!"

Running through the apartment, she saw no one... not a single solitary soul. A feeling of despair threatened to overwhelm the girl who was certain that her mothers' fates were the same as those aboard the Rising Dawn. The desire to give up, to embrace her fate, was there as well, grinning at her but there was a way. She could save them all.

*BAM! BAM! BAM!* The sound of the shadow creatures slamming against the door reverberated in the empty space, acting as a starting pistol to get Ruby to move. Closing her golden eyes, Ruby braced herself. She hated this.

"Unload Primary Personality Matrix..." The Human Shaped Construct muttered to herself. She'd learned of her origins not too long ago and while the realization had been painful, she eventually excepted it... and channel her origins into something useful.

Code:
[color=sienna]Personality Matrix Disengaged...
Command: Init Phenomena_Intervention
Initiating Phenomena Intervention...
Generating Environmental Variables... Complete.
Polling Environment for Variable Values... Complete
Setting Desired Environmental Variables... Complete
Initiating Merger of Variables...[/color]
[color=#FF0000]Error:  Environmental Value Deviation Detected... 58.21% Deviation
Error: Environmental Value Deviation Detected... 73.89% Deviation
Warning:  Phenomena Intervention Failure Imminent
Error: Environmental Value Deviation Detected... 89.12%
Warning:  Temporal Collapse Detected...[/color]
"The Past and Future are unraveling..." Ruby whispered, feeling her memories starting to fade and sensing that all future possibilities were shutting themselves to her. Even the fabric of space and time were being unspun, as if someone had taken a frayed thread and started pulling on it.

Code:
[color=#FF0000]Critical Failure:  Phenomena Intervention Failed...[/color]
[color=sienna]Polling Host for New Command...
Calculating New Probabilities... Complete
Command:  Init Dimensional_Recall...
Calculating Probability of Success...[/color][color=#FF0000]Cancelled[/color]
[color=sienna]Initiating Dimensional Recall...
Loading Dimensional Coordinates...
Beginning Dimensional Shift... Stand By[/color]
Opening her eyes, Ruby could see that the creatures had almost completely broken through the door. As scared as she was to see them, she smiled with the knowledge that they were too late. She would save them. She would prevent what happened to her home from happening somewhere else. Beyond the creatures, the girl's black flecked golden eyes were able to discern the darkness of the void that existed before the Universe was birthed in the Big Bang.

"Mommy Titania... Mommy Deborah... I'm comi..." The girl's last words, the last in existence were all that were left in her wake.

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For a moment Ruby Babbage-Lovelace believed that the shadow cloaked monsters had followed her. The world underneath her shook and trembled while the sound of distant screaming assailed the young girl's ears as she struggled to pick herself up off of the ground. Then, as suddenly as it had started, the shaking stopped and the city of Cupertino breathed a collective sigh of relief. A shift of the ever moving tectonic plates was all that had taken place, Ruby realized as she covered her eyes against the bright sun. Around her, life continued, undeterred by the tremor that had taken the Black and White haired girl by surprise. It had been a while since Ruby had felt a naturally occurring earthquake.

"Hey kid, you okay?" A voice said next to her. Surprised by the stranger's sudden appearance, the young girl jumped backwards and put her hands up into a defensive posture.

"(That's strange)" Ruby thought to herself as she realized that she'd only retreated a shorter distance than normal.

"Hey hey now. You wouldn't hit a cop, would you?" The police officer said, amused by the performance in front of him. Chuckling a bit, the officer continued speaking, "I mean I'd hate to have to haul you into the station and explain to them that a little girl tried to assault me."

"I'll have you know that I'm 15, officer." A voice that was only semi-familiar to Ruby said in a rather "there's only so much shit I can take" tone. The police officer looked even more amused as he looked over the young girl.

"Kid, you couldn't be any older than nine. Did you hit your head or something?" He asked in a concerned fashion.

"(Nine? I'm... how old am I again?)" The confused thoughts appeared in the Nine Year Old girl's brain, "(Th... that's right. I'm nine.)"

"S... sorry officer. I'm fine, just got a little scared is all. I'd probably better go home before my parents worry." The Golden Eyed Girl said as she started running off in the direction of the building that was her home, which was located just across the street from the park where she'd frequently spend hours keeping her head buried in the pages of her grimoire.

Bursting through the apartment building's front door, Ruby waved to the man at the front desk, who gave her a rather curious look, before jumping into the elevator and pressing the button labelled "5." As the door closed, Ruby could see the desk clerk continuing to stare at her, his eyes lacking an air that he recognized the little girl that had just invaded the building. The girl in the pink dress didn't give the expression too much weight, however, as the man must have seen hundreds of people a day. It was only natural that he hadn't recognized the young girl.

*Ding!*

The steel door for the elevator opened and revealed a slightly familiar hallway. The girl in the pink dress stood in the open portal of the elevator for a moment, unsure of how to proceed. The hallway layout was as Ruby had expected but she didn't remember there ever being so much... debris. Both of her mothers took great pride in their home and the incantations meant to keep their apartment clean also extended out into the hallway... at least it was supposed to.

"(Perhaps its time to recast the spells," Ruby's mind filled in the blanks as she passed into the hallway and immediately headed for the end of the corridor, counting the apartment numbers as she passed them, "501... 502... 503..."

Continuing on her trek towards the farthest apartment from the elevator, the slightly uneasy young girl picked up a stray scrap of frayed cloth and began twisting the cloth with her fingers. She couldn't help but feel that something was off, something was drastically and critically different, something that she wasn't able to identify until she reached door #530... the last door in the hallway. She turned her head from door #530 to the blank portion of wall where door #531 should have been and felt a surge of panic. Walking up to the wall, Ruby ran her hands up and down the white walls, her fingers looking for any trace of the seals that should have been there. Nothing.

*BAM BAM BAM!*

"Mooooooooom?!" Ruby cried out as she banged on the wall, "MOOOOOOOOOOOM! THIS ISN'T FUNNY!"

Even though she screamed as loudly as she could and hit the wall as hard as she could, Ruby couldn't open the door, though she was able to get the attention of the building manager, the man who Ruby had seen at the front desk. A complaint about a banging noise from the tenants in room #530 had brought this man to the fifth floor and the sight of the hysterical child made identifying the culprit for all the noise all the more easy.

"Kid... I don't want to see you in my building again, you hear?" The man said after he escorted the still crying nine year old child out of his building, closing the door quickly in the face of his own guilt at tossing such a young girl out on the streets.

"(THis doesn't make sense. None of this makes any sense!)" The homeless child thought to herself as she went back across the street to the park where she sat down at a bench. It was moments like these that Ruby Babbage-Lovelace was rather glad that she had something to turn to when she didn't know what to do.

Pulling out the piece of cloth that she'd picked up from the dirty hallway, she closed her eyes and allowed her fingers to move of their own accord. A finger ran along the rough edge of the cotton swatch, searching for the thread... before pulling on it... and pulling on it... and pulling on it... and pulling on it. The mini-magnus felt a pulse of energy emanating from the small piece of material as portions of it were unraveled.

"Money... Locker 29... Greyhorse Bus Station... Key... trashcan... ticket... Texas... Amarillo... steak house..." The girl muttered to herself as her fate was displayed before her.
Personality said:
Bright, friendly and inquisitive this young girl enjoys socializing as much as she does spending time reading through the Grimoire that is chained to her body. Having been raised as the adopted child of Titania, the Queen of the Fae, Ruby is rather fearless when it comes to supernatural creatures, both living and undead. Despite the fact that she is rather friendly, Ruby has difficulty maintaining long term friendships.
Weapons said:
Epee (Practice): While not a true weapon in the sense of being lethal, Ruby Babbage-Lovelace's epee is a practice sword wrapped in cloth tape. It is only through the infusion of her energy that the item truly becomes a weapon. By hardening the cloth tape, Ruby is able to give the blade piercing and cutting properties greater than most steel forged melee weapons. This is an action of last resort, however, as Pinky Pie is still a nine-year old girl who abhors the thought of taking the life of another living being.

Gleipnir: Named after the mythological ribbon that bound Fenrir, Ruby's prized ribbon was crafted of the same ingredients as the original: The sound of a cat's footfall, the beard of a woman, the roots of a mountain, the sinews of a bear, the breath of a fish and the spittle of a bird. As the Mighty Wolf Fenrir can attest, it is near impossible to break the binding. As with her epee, Ruby's ribbon is not truly a weapon unless manipulated by her magic.

Grimoire: Again, not technically a weapon, the battered, leather bound tome cannot be opened by those without permission nor can it be moved by a normal human being nor can it be broken by a physical force. It is because of these properties that Ruby's Grimoire also doubles as a blunt weapon.
Equipment said:
Pink Spider's Silk Dress: A gift from her mothers for her ninth birthday, Ruby's pink dress is crafted out of a single thread of spider's silk, whose tensile is greater than that of Kevlar. This makes the dress highly resistant to piercing damage without benefit of any of Ruby's extra enchantments. Currently, the dress is enchanted to be stain proof, fade proof, water proof and burn proof... not that it'll keep Ruby from trying to add more enchantments on it.

Gleipnir: Named after the mythological ribbon that bound Fenrir, Ruby's prized ribbon was crafted of the same ingredients as the original: The sound of a cat's footfall, the beard of a woman, the roots of a mountain, the sinews of a bear, the breath of a fish and the spittle of a bird. As the Mighty Wolf Fenrir can attest, it is near impossible to break the binding. With a certain amount of magical energy, the item is ideal for use as restraints, a climbing rope, temporary lashings and a bridge

Grimoire: A battered, leather bound tome that cannot be opened by those without permission nor can it be moved by a normal human being nor can it be broken by a physical force. The Grimoire contains the various spells that Ruby has been studying since she received it.
Skills said:
Potion Crafting/Identification: Ruby's education was not solely focused magic and spell casting. Wanting their child to have a well rounded education, the young girl's parents taught her the basics of potion creation and identification. While she is not a master of the subject, she has learned how to create various beneficial compounds.

Enchantment: Everyone needs a hobby and Ruby's hobby of choice would be enchantment, specifically the enchantment of clothing. While a vast majority of the enchantments that she uses aren't particularly combat oriented, they do help make staying clean much easier. It should be noted that there is a slight chance that Ruby will create sentient clothing if things take a turn for the weird.

Fencing: While much of Ruby's time has been spent enriching her mind, it was decided, primarily by her mother Titania le Fay, that Ruby should enrich her body. Fencing, it was decided, would serve as both physical enrichment as well as providing self defense lessons. It should be noted that due to her particular talents, the nine year old girl has excelled quite a bit in her first year of training.

Climbing: Along with the fencing lessons, climbing was chosen for Ruby as a means to focus on both concentration as well as development of strength. It takes quite a bit of strength and coordination to climb up a rock face.
Powers said:
Magic: As if it has not already been made obvious, Ruby's power specialization lies within the realm of magic. Though she is able to cast a wide assortment of spells ranging from energetic projectiles to shields, she delights in the manipulation of cloth items. As useless as the manipulation of cloth through mystical energy may seem, cloth is everywhere and the girl with fashion on the brain can cause a person's clothes to turn into bindings or turn into armor. She can harden a bolt of cotton into the density of steel.

Untangled Skein: Using cloth as a medium, Ruby is able to garner advice about her best course of action by reading the patterns in the threading as the cloth is unraveled.

Observer (Passive): ???

Enhanced Healing: Due to her state as an artificial construct in human form, Ruby is able to seal her wounds.
Weaknesses said:
Dimensional Feedback: Standing in close proximity to Katya Rostikova, or more specifically BEWP, sends Ruby into a catatonic state as Katya absorbs the knowledge and memories acquired by Ruby during her time in the alternate dimension. Prolonged exposure can cause Ruby's existence to cease.

Just a Kid: Due to her status as a child, Ruby is unable to enter combat as she lacks the emotional and mental maturity to handle the stresses found in a battlefield. As a result, while she can fight if forced, most people would attempt to keep her clear of danger.
Friends said:
ARES-35: [PC] One of the first members of the Rising Dawn that Ruby met. Prior to the arrival of Titania and Deborah aboard the Rising Dawn, ARES was somewhat of a mother figure.
Katya Rostikova/BEWP: [PC] Ruby's creators, indirectly and the other member of the Rising Dawn that Ruby first came into contact with.
Farber the Ish: [PC] Ruby's BFF
Deborah Cerulean: [PC] One of Ruby's mothers and the one that Ruby clings to most.
The Selmy Sisters: PC Childhood friends.
Rivals said:
Titania: [PC] While not truly a rival, Ruby and her mother appear to be in a constant fight for attention and affection from Deborah.
[hr]

Tags: Character Sheet, Ruby, Babbage, Lovelace, Paradigm Story

[hr]

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Rouge

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