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Post by Shin RyuKen on Mar 31, 2011 23:45:42 GMT -5
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Post by Mayor on Apr 1, 2011 20:32:38 GMT -5
Name: Kross Daemos Age: 45, yet appears to be in his early twenties… Gender: Male Race: Highly Enhanced Human Cyborg Height: 6’0 Weight: 150 lbs. Rank: Brutal (50) Alignment: Neutral Evil Class: Scientist AppearancePersonality / History: Kross Daemos is a man of reality, science, and hard, cold facts. He views humans as objects, tools, and test subjects, along with every living thing in this world, Elysium, and the Gaze. Daemos has a fascination with the functions of each and every object in the world, a fascination which he proceeds to act on by dissecting every object he can get his hands on, including live beings. Daemos seeks to create the worlds first complete knowledge on what makes life, a feat he is ironically accomplishing through killing lots of beings. Daemos has made a habit of dismantling any new technology he stumbles across, dissecting new creatures for the sake of study, nothing remains unknown for the great know it all. Daemos' desire to know everything has resulted in alienating himself from the world around him. Not by Daemos' volition, but rather by everyone else being creeped the hell out by him. No one wants to be around someone who is constantly desiring to take them apart. So ultimately, Daemos had to dismantle himself, a process that began with his right arm. Of course, the blood loss meant he couldn't just let it stay unattached, and the damn arm wouldn't just stick itself back on, so Daemos was force to create an alternative. His mastery of technology led the mad genius to create a techno-organic virus to mend his body. After two weeks of incubation, the mad doctor awoke to find his missing arm replaced by a new, and vastly superior prosthetic. But calling it a prosthetic is a bit of a misnomer, now, wasn't it? For Daemos' wasn't going to just half ass his new workings. He was a craftsman of life itself, altering his very cellular structure with the virus to create himself as a new form of life. A paradox to the mad man. For once he finally dissects and dismantles everything else, he'll need to understand himself too. What a fun operation that will be! Attributes: 50 Might - 10 Swiftness - 20 Will - 5 Endurance - 15 Weapon: Prosthetic Arm – No fancy names here; the false arm of Dr. Daemos is the success story of his techno-organic virus. The arm contains several utilities and improvements over the doctors original arm. Foremost among these is its improved durability. Stronger than titanium but more flexible than nylon, his arm is truly a feat of technological advancement. The arm also contains a couple of combat advancements, able to alter itself to better suit the doctor's style. Each of the tips of the doctor's fingers can be retracted to reveal a vial of poison attached to a needle in each, allowing the doctor to induce a regional paralyzing agent into his opponents. In addition to the poison, a durable blade can be extended, running the length from his elbow to his pinky, allowing the doctor to perform large- yet surgical- cuts against any who would dare resist his methods. Finally, the arm contains 2 stashes of separate gases contained in his upper arm. When the two gases are combined, they create an incredibly flammable blast, which the doctor can use for either precise cauterization or scorched earth policies. The gas is projected out from Daemos' palm, with an ability to adjust for both length of the flame and the intensity. Abilities: Techno-Organic Virus: CODE Methusalah- Truly, one would think his arm is what would make Doctor Daemos the horrifying creature that he is. However, it's incomparable in its horror to the doctor's self-made virus. The virus was engineered to do much more than simply grant the doctor a tool of destruction. The virus attacked and attached itself to each and every cell in Daemos' body and granted each biological stability. To this effect, the aging of the doctor is now a thing of the past; only injury or disease could end Daemos' life. That is of course, if he hadn't added more to it than just that. In addition to biological stability, the protein structures of his cells were reinforced, granting the doctor's body true homeostatis- no disease, poison or nerve agent is able to affect the doctor. But what is truly the most horrifying is the doctor's newfound resistance to injury. Say one were to take a knife and cut open their palm. The injury would bleed severely and for some time until the blood coagulates enough to seal the wound. Were one to take that same knife to the doctor's own fleshy palm, rather than bleed for some time, the same material that comprises Daemos' arm would appear in the wound, sealing it shut instantaneously to prevent blood loss. Then while his own body would kick into overtime to heal the wound, the metal will eventually just fall off the doctor's body when it has returned to its state of homeostasis. And while his healing rate is only slightly faster than normal, its his inability to be harmed in the same place twice- via resistance bestowed by the metal sealing the wound- that makes Doctor Daemos a horror on the battlefield. Weakness: The doctor has a good resistance to most effective means of harm, but that doesn't make him invulnerable. The metal comprising a good portion of his body is resistant to temperature, but extremes of heat will cause it to lose rigidity weakening his attacks while cold vastly weakens its mobility. In addition, while his cells are guarded by protein rather than metal, the metal in his body still conducts electricity quite well, leaving the doctor susceptible to those with an affinity toward the element. Finally, though he has an almost divine resistance to death by sword, blunt force trauma can still harm his fleshier bits. Should one come upon this walking dissection lab, it is advised to run should one valuable their own inner workings. Theme Song: Broken Horse - Freelance Whales
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Post by Shin RyuKen on Apr 10, 2011 16:05:55 GMT -5
alright, this is my first take on mihkel. I really liked the weapon master idea, although from my perspective, balancing that out in a more contemporary setting would probably make the ability less fun to use. hence, I decided to focus more on the "assassin lord" vibe i was getting from him. his weaponry didn't change much, and some of the "weapon manipulation" ability is still there, but his focus on that is more or less deemphasized. i don't like the fourth ability much either since i have a lingering feeling it's been done before, but it's your call.
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Name: Mihkel Goran Age: 281 Gender: Male Race: Dragoon Height: 5'9" Weight: 153 lbs Rank: Virtuoso
Alignment: Lawful Neutral Class: Assassin
Distinctive Traits: *Little bit socially awkward *Sheathes his knives after almost every use *Doesn't look a day past thirty years old(despite being centuries older than that) *Sometimes strums his wire as a quasi-guitar
Appearance: [insert photo of Legault here] Personality: Mihkel is a man made for the battlefield- a brilliant tactician to suffer the least amount of losses while inflicting the most amount of possible damage to a foe, as if Mihkel were made specifically to fight. On the field of battle, Mihkel has developed a powerful, commanding voice capable of rallying those around him into fighting on, despite even the most miserable of conditions. His tendency to fly head first into the field, leading his troops earns him their respect as he leads not from the back, but by example.
Outside of the battlefield is where complications arise. Mihkel is horrible with most any kind of small talk, and he isn’t the most intelligent of soldiers, let alone Dragoons. Mihkel has grown to be much more intelligent than he thinks of himself, but he still views himself as a stupid farmhand. Thus, Mihkel is quiet and stoic when out of battle for fear of making himself look like an ass in front of anyone. When he does speak, Mihkel will take a momentary pause to completely think through what he wants to say, causing most people to mistake him as someone with a stutter or who is a little slow on the uptake. But Mihkel is fine with that, so long as what he says makes sense and doesn’t cause him to lose the respect of his superiors. Mihkel is at home on the battlefield, and feels lost without it, turning into a bit of a recluse when not fighting, often electing to let his companions do the speaking, but will speak up when he finds it necessary.
History: [leaving this for Mayor]
Attributes: Virtuoso - 32 Might - 6 Swiftness - 14 Will - 6 Endurance - 6
Weapon: Mihkel's main weapons are what appear to be a set of simple knives concealed in a sheath under his cloak. The blades are roughly eight inches long, and composed of a light titanium metal to maintain ductility. The blades are symmetric and sharpened on both edges, allowing them to be wielded rather flexibly in their base form. The knives converge at the tip along the center, directing all gravity to that point and rendering the knives to be very balanced, useful for slashes, thrusts, and of course, simple stabs. The grip is coated with a rather dark rubber material, directing attention away from itself; the rubber grip allows Mihkel to grasp the knives even more firmly and serve as a means of absorbing electricity, making the knives very difficult to separate from Mihkel himself. Mihkel has developed a rather close bond, in a sense, with this simple set of knives; it was given to him a long time ago starting out as a dragoon, although they are so reliable to him that he hasn't replaced them ever since. His mastery of this set of knives has evolved to the point where the very composition of their blades can manipulated, in a sense, as depicted in his abilities below. Rank: B-
Subweapon: Mihkel's other "weapon", or so to speak, is a roll of twenty foot long retractable wire holstered and cloaked alongside his belt. The wire is made of the same titanium alloy as his knives, allowing Mihkel to manipulate their composition in a similar fashion to the knives. The wire is bolstered in itself by a coat of tiny microscopic "teeth" that render the wire to be incredibly sharp, as well as increase its tangibility against smooth surfaces. Given its length and composition, Mihkel's roll of wire has some other practical uses that expand in and out of combat. Latching onto other objects, tripping vulnerable opponents, and of the course a grappling hook are among the unconventional uses of Mihkel's wire. Mihkel is capable of manipulating and deforming the wire similarly to his knives, although its thin base composition keeps its transformations rather simple, such as a set of smaller knives or an arrowhead. Rank: C+
Armor: Mihkel's attire is standard assassin's fare. A simple fibrous garb, slacks, cloth shoes, headband, and of course, a large black cloak are the main articles of clothing to identify Mihkel by. His cloak is just large enough to conceal the vast majority of his weapons, yet is light enough to not hold back Mihkel's already high agility. A set of fingerless gloves protect Mihkel's hands and minimize injury when holding onto his wire. A leather belt expands across Mihkel's waist, extended by a sheath for his knives and a holster for his roll of wire. All in all, Mihkel's armor isn't too strong, but it's light and flexible enough to retain virtually all of his mobility. Rank: C
Abilities:
Lethality ~ Mihkel has been dealing with one of the weakest, most irksome races throughout the ages: humans. Mihkel has developed many methods of decommissioning a human faster and more efficiently, seeing as he knew they would be one of his most common opponents. After scrutinizing the anatomical functions of the human body, specifically the vital areas and pressure points, or so to speak, Mihkel rooted a rather simple and swift means of at least neutralizing most unarmored human beings. Mihkel can create a centripetal force by circulating his knifes around his hands and dashing a very short distance in front of his opponent -nearly vanishing, in a sense- and unleashing a brief set of brutal, momentous swipes at the most typical vital areas; usually the groin, chest, and the throat. From the backside, Mihkel's ability can function in a similar fashion, although he aims his knives at the gap between the brain and the spinal cord, meaning the ability is usually faster from the back. Each swipe has less than a second of recovery time as a byproduct of Mihkel's unrivaled agility and reflexes. As Mihkel blurs back into plain sight and sheathes his knives back, the opponent is usually dead by then. This is a quick way to decommission a vast majority of weaker human opponents, making Mihkel's role all the more easier.
There are a number of setbacks to this ability. For one, Mihkel can only use this as somewhat of a first attack; for his muscles to react at full velocity, he must not have expended any energy prior to attacking. In other words, if Mihkel performs an action beforehand, or fails to use this successfully the first time, it pretty much cannot be used properly again. Secondly, this is fairly useless against an armored opponent, unless a certain area not covered by their body armor is fully vulnerable. Third, Mihkel must be within anywhere between three or four feet in front of his opponent; although some running distance can be expended before this ability, Mihkel can only really dash with enough of a small gap between him and his opponent to ensure that he won't collide with his opponent and that his opponent will have as little time to react as possible. Lastly, this is meant to be used against humans and humans alone; against demons, wolfen, and other dragonic creatures, its use is fairly limited. Mihkel's knives must be in their basic form for this ability to work properly as well, although there is some leeway as to what the shape of his knives are as long as the center of gravity and the overall structure do not undergo drastic changes.
Malleable Blades ~ The ten feet of wire holstered next to Mihkel's knives aren't just there for show. Mihkel has fostered a means of using the knives - and the wire - mutually to bolster the uses of both weapons. Although Mihkel has learned to use his knives the most effectively, the wire alongside them have proven to be a useful substitute, if not a second weapon altogether. Age, dragonic magic, and holistic knowledge of his weapons have taught Mihkel how to manipulate the material within his knives and his wire, which is why both are made of the same metal. As such, Mihkel can moderately manipulate the shape and structure of his weapons in order to fortify one another. The metal in the wire can be used to gnaw at chips of the knives to create a serrated blade, a conic portion of the knifes can be layered over the wire to create curved knives and allow the wire to become more of a whip, and whatever else comes to the imagination of Mihkel, which, in his decades, and even centuries of combat experience, has come to be vast.
But of course, even Mihkel's imagination has its limits. Mihkel cannot "create" new mass or new metal out of his weapons other than restore them to their original form. In fact, other than molding the two weapons together, the density of the knives and the wire has a marginal window for error and thus utterly drastic changes in shape would dull out the material. In other words, if Mihkel wanted to create brass knuckles out of his knives, he could, but chances are it would dampen the strength of the metal for the rest of the fight. And of course, any projectile weapons or weapons that require extra outside material to launch at opponents are strictly prohibited except in very rare and unconventional cases.
Illusive Hands ~ Mihkel's combat experience and inhuman agility have rendered his attacks to become really difficult to predict. He has yet to develop a proper cloaking ability, although his attacks have developed a way of manipulating kinetic energy to deceive the opponent's vision. Mihkel is capable of acting on his muscle with such reflex that any limb in motion, including his whole body in some cases, can blur out of sight and appear invisible upon impact. As soon as his attack makes physical contact and motion stops, any concealed body parts will reappear. The result is a makeshift invisibility technique that renders his attacks all the more unpredictable and difficult to avoid since they can basically vanish in vogue. But of course, if his entire body does not vanish, one with an apt mind can probably still predict his attacks by the direction of his body. Furthermore, increased use of such force in his muscles can lead to muscle tension and possibly wear out his entire body if not used carefully.
Mute Motion ~ Mihkel has essentially mastered his own movement. He doesn't look into the semantics of kinematic motion by any means, but for what amount of stealth he has attempted, he has developed a pattern in his movement. Mihkel eventually found a way to soften the impact between his feet and the ground while running at maximum velocity, minimizing the amount of noise he makes. Should he sacrifice a bit of speed, Mihkel can allow himself to make absolutely no noise whatsoever. Coupled with his black cloak, Mihkel has become a very difficult entity to detect, even at his fastest; with some experimentation of the surroundings, Mihkel could easily play with the opponent's senses and make short work of an unaware foe through stealth.
Strategy: Mihkel is extremely adaptive to the situation in battle. Born a brilliant tactician if nothing else, Mihkel was designed to modify his weapons to the best of his abilities in order to mediate the situation in battle. Typically his basic tactics involve out-speeding his opponent with his superlative agility, and overwhelming them with knife stabs at all fronts, but this can easily change. Mihkel tends to be crafty and use his wire to use his surroundings to his advantage. Against unarmored opponents, few can truly match him, especially if they're human; a good few stabs and the fight tends to end quickly. Against stronger and armored opponents, Mihkel can tap into his strategy; chipping his weapons to dent armor further, tripping an armored opponent with his wire and exposing a weak area, what have you. And of course, if Mihkel has the opportunity to use his agility in a stealthy fashion, he'll do it; nothing beats killing an opponent in style. Mihkel is about as close as it's going to get to a master assassin, and with what few weapons he has in his arsenal, he has a vast ocean of options at his disposal.
Weakness: Mihkel's bloodstained background alone exemplifies how difficult it is to kill him. His agility is matched by very few people, and his physique outside of his agility is rather above average in virtually all areas. However, the opponents Mihkel has slain may tell a tale of who Mihkel isn't prepared for. Mihkel has faced numerous humans and beings similar to them, but his experience with haughty creatures and demons of otherworldly appearance somewhat pales in comparison, since he is a tactician and he has typically sent lesser, more armored soldiers out to deal with these creatures. Mihkel's almost symbiotic relationship with his weapons begets the idea that his close-quarters-combat technique is rather inefficient in terms of improvising without his weapons. And of course, brute force has never been one of Mihkel's virtues; armor alone is a bit more frustrating to deal with, but the hefty physique usually accompanied with armor is even more of a pestilence to cope with during combat.
Theme Song: Dance Gavin Dance - Blue Dream
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Post by Jisui on Aug 27, 2011 0:02:39 GMT -5
Can I request someone redesign Sael? I'm not very satisfied with his abilities, they feel too dull (And I'm not sure I like Lunatic either.) and I could use something to spark my creativity again. You can do whatever you want to the dude really.
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Post by Shin RyuKen on Aug 13, 2012 18:46:05 GMT -5
No, do it yourself loser
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Post by Shin RyuKen on Sept 3, 2012 15:12:50 GMT -5
I decided to bring this long forgotten thread back from the dead with another character who’s actually relatively new : D This time: Lyla. I got rid of the slime girl bullshit that Sacchin keeps enthusing over and actually made her into something unique that corresponds to the whole artist motif she has going on. If she’s an artist, she may as well fight like one. And seeing as Sacchin hasn’t really finished her abilities, there should be no hard feelings --- Name: "Lyla" Lillian Skylee Age: Appears to be about 20 Species: Human Race: British, lived in New York the last five years. No one stands out in New York. No one. Except Al Pacino, that is Character Class: Pictomancer Appearance: Lyla is seen as a normal looking 5'9 girl with a somewhat slim, if attractive physique. Her eyes are a featureless deep blue, and a little jarring at close observation because Lyla's irises lack the fine details of a normal human's eyes. Her hair is a vibrant and shimmering sky blue that is staggeringly long, reaching all the way down to her ankles. Her clothes are oddly simple for her outlandish appearance; a simple black t-shirt, a pair of blue denim cargo pants, and sneakers. Physique: Lyla’s physical capabilities are fairly ordinary for a human and she can’t perform anything overly taxable to her body. Most of her energy is channeled into conjuring her artwork to tangible life so her muscles tend not to be attuned to heavy physical activity in and out of battle; she tends to move shorter distances. All the drawing and the speed she tends to pace herself into drawing in does speak volumes about her dexterity and her hand muscles are reflexive even in the most stressful situations. Personality: Lyla is an exuberant person in almost everything she does, and is fairly cheerful. She grew up learning magic she could use to fit into society, and is somewhat naive, as the first ten years of her life were spent learning how to conceal what she was as she was home schooled. Because of this, she missed having any sort of childhood, and tries to make up for it the only way she knows how; being very friendly to other people, sometimes to the point of persistence. While friendly, Lyla is also a bit of a hot head, and she ends up being quick to retort against sleights towards her or her friends. She almost seems like she's got far too much pent up energy, and is constantly having to do something with her hands; whether that ends up being playing with her hair, or doodling in her sketchbook depends on the situation. Interrupting her can often result in some... creative remarks, that are often hard to classify as insults. One thing Lyla has a serious stigma with is betrayal. Should someone whom she considered a friend harm her, she takes it extremely personally, even more so if she was harmed emotionally. Whatever caused her to have this stigma was evidently so bad in her eyes that she repressed the memory of it. Grades: Her grades in high school were somewhat above average, but she dislikes science classes alot. Academic Major: Art Years of College Attended: She is a 1st year student, fresh into the experience of college. Enrolled Classes: Writing Fiction: 8:05 AM - 9:00 AM MWFBeginning Drawing: 12:00 PM - 2:30 PM MW Beginning Painting: 11:00 AM - 1:30 PM TRAncient Mythology and Legends: 4:10 PM - 5:00 PM MWFWeapon: The Rembrandt: A sketchbook and pastel set conferred to Lyla from an unknown source. Although Lyla does yet know what the power behind this paint kit is, it appears to serve as a medium for the imagination…it allows its user to render paintings and drawings of their own craft to life, using these art forms to engage in combat or perform various tasks. The various applications of this art set are vast and are limited only by the pages in her sketchbook and her ability to control her own imagination into something she can use to her advantage. Lyla’s own force of will is poured into these drawings and extensive unchecked use may exhaust her if not careful. The Abilities section below details her concurrent capabilities with this art set. Lyla’s sketchbook is limited to about fifteen pages worth of these sketches . If she wishes to wash away one of them to be reused, Lyla must use up another turn to clear the page once again, although if the art is passively in use, it will cause it to dissipate immediately. She is otherwise capable of summoning one artistic creation every turn, but even if the sketch is only around for one attack, it remains in her sketchbook and she must efface it later. Subweapon: None Element: She’s an artist…so…WATERcolor element I guess?? Abilities: Pastel Life: The power of a pictomancer is the ability to take any drawing, restricted by one's own force of will, and be able to animate it against his or her surroundings. As such, Lyla is able to take the appearance of almost any tangible opponent and recreate it into her sketchbook, allowing her to use their attacks against them. The sketch of the opponent emulates their strength and capabilities as willed through exposure to the opponent and will always last one turn per sketch. If Lyla is just using the opponent’s generic physical attack, then the sketch can last another turn. There are a few drawbacks associated to this particular ability. First of all, in order for Lyla to use an attack against the opponent, let alone animate the artwork, she must have a clear and concise vision of what the opponent is capable of; in other words, she must have seen the opponent use an attack before she can turn it back on them. Secondly, she can’t alter any of the properties of the opponent she sketches, as she is bounded by what she can perceive in her environment; hence, the use of this ability may be limited as an opponent is likely resistant to their own attacks. Secondly, unlike her own artwork, she can only recreate one opponent at a time, so if she is fighting multiple opponents, she can’t recreate both in her sketchbook. Each sketch must naturally be erased later even after it dissipates. She can only maintain a copy of the opponent for more than a turn or two if she has prolonged exposure to that opponent through several turns of combat. Pictorial Sorcery: Aside from being able to sketch almost anything around her with relative success, Lyla is also capable of animating sketches of her own work, rather than that of her surroundings, and being able to use said artwork to perform a variety of tasks. Seeing as Lyla is still learning as she goes, she is only capable of animating a few larger spells to life, much less controlling them beyond summoning them for an attack or two. The potency of these art magic is less limited by her own imagination –which tends to be rather limitless – but rather by the ability to recall and control her imagination into something tangible, something she can use to her advantage. Sketching anything from her imagination will often leave her defenseless and is recommended to not be used without the presence of an ally. These sketches, and consequently the sketchbook, are seen as an extension of Lyla’s conscience in that if the sketches are damaged when evoked, Lyla also takes damage. *Dragon: A massive, ten foot tall dragon of craggy red scales emerges from Lyla’s sketchbook. This is her trademark sketch in combat and thus she has a few ways to use it. The simplest and most efficient application is for the dragon to jerk its head back, inhale, and breathe a destructive stream of fire that lasts for one turn. The fire covers a conical arc of roughly seven feet in front of it. If for whatever reason the opponent is flame retardant or she simply wills otherwise, the dragon can attack with its own body and maim opponents with a spiked tail, a bed of fangs, and claws. Seeing as this consumes less energy for both Lyla and the dragon, the dragon can be maintained for up to two or three turns if it chooses to only attack physically. *Angel: A beautiful light-skinned seraph of long, flowing golden hair, a white dress, and two gold-tinted feathery wings stands at six feet tall and floats above ground in front of Lyla. Carrying a sword in her hand with a golden hint and studded diamonds lining the handle, she is capable of expelling holy bursts of energy in the front of large cylindrical blasts generated around her sword. These blasts overwhelm the target with searing heat and are generally capable of penetrating weak to moderate armor and barriers. Using this beam will only allow Lyla to use the angel for a turn. She can alternatively use the angel to strike her sword at the opponent, allowing the angel to last for another turn. Each strike is anointed with the holy energy coursing through the angel and leaves faint scorches of light upon impacting the opponent. *Death: The face of the reaper emerges in front of her as a massive cloaked skeleton rises from a bed of dark flames. Brandishing a giant scythe, the wraith swings his scythe forward within a eight foot distance, engulfing anything in its range in a flare of ghastly wisps shortly after. The slash itself should not simply be “blocked” as it can easily overpower a normal weapon, in addition to incinerating anything in its range into the ghostly flames. The slash itself is extremely powerful and will attempt to rip the “soul” out of an opponent, although it is only successful if the scythe unleashes the killing blow to an opponent. The use of the souls is unknown as of now, but it is extracted into Lyla’s sketchbook as the cloaked wraith dissipates. Solipsism Art: In addition to generating magic from existing creatures and surroundings, Lyla is also capable of drawing from her own imagination to generate extensions of her own capabilities through animating items, equipment, tools, even articles of clothing. Lyla is capable of drawing herself with any item of piece of equipment she can think of and be able to willingly use, and occupy another page in her sketchbook as she can passively use the item she generates. Seeing as Lyla has no on hand “inventory” of any sort, this particular ability is limited by her physical being and her ability to carry and manage pieces of equipment on hand. This ability allows to adapt to various situations at will even if she is not particularly skilled at using weaponry or donning armor. This ability has its own set of restrictions barring her imagination. Firstly, in order to generate an equipment piece or an item, she has to sketch herself using it each time, meaning whatever she draws must be a tangible object; in other words, she can’t use the ability to give herself superpowers or other paraphernalia of the sort. Secondly, whatever she draws must be generic enough that she can at least wield it with relative ease, in other words, simple weapons made of known materials like swords, spears, bows, etc. If whatever she is using(ie: a pistol or bow) requires ammunition, she requires another page in her sketchbook to draw the increment of ammunition if she runs out. She can use the ability to grant herself armor and extra appendages, such as wings, but she must have a general idea of how they work. Seeing as Lyla is not skilled in firearms and has little knowledge of how they are built or how they function, she can’t sketch a usable firearm beyond perhaps a simple handgun. Melee weapons must be simple enough for her to use as well, and she can’t use anything too character-specific or with any magical powers; in other words, if she sketches herself using a sword, it will be a generic steel sword, it won’t be enchanted with fire unless she can find a way to do so within her own means. Generally the more elaborate the object she is sketching is, the more energy it will require on her part to evoke and use. Although the objects are passive and can be used without a specific limit, they are limited by Lyla’s energy because simply using them upon sketching them slowly takes a proportional amount of energy as the effort used to evoke the sketch. Naturally a full suit of armor with angel wings and dual wielding spears is possible, for example, but costs so much energy that she wouldn’t find much use for it, assuming she knows how to use it, beyond a few turns of battle, rendering her exhausted shortly after. Money: 598.00 £ ; Lyla was given a large amount of spending money after expenses by her mother. Items: A large amount of art supplies and a portfolio, her own computer, a PS3 with several games and controllers, a large flat screen TV. Among other things, she has a Kirby plushy, and an Arcueid plushy. Vehicle: A jeep cherokee, brought over from America Story: Theme Song: Memory Battle Theme: Lost
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Post by Shin RyuKen on Mar 24, 2013 1:37:47 GMT -5
Bitches ain't shit Name: Bon Kigan Age: 26 Gender: Male Race: Ave Height: 5'10'' Weight: Casual - 153 lbs. Armor - 303 lbs. Alignment: Chaotic Neutral Class: Archer/Warrior Appearance: Casual - Bon is quite thin but has some muscle on him, less than the average Ave male of his age, however. His skin is very pale, due to all the time he spent building his armor as well as all the time he spends within it. He has messy black hair, with several large spike-like bangs protruding from its top and sides, with two smaller bangs over his face. He wears small blue-framed glasses with a plain dark-blue shirt and black pants. A small silver watch resides on Bon’s right wrist, while a small silver chain is wrapped around his left wrist. This chain has a small metal screw attached to it. Obviously, this item has some sort of importance to Bon, although this is unknown to practically everyone but him. Armor:Personality: Even though he is a pirate, Bon is not necessarily evil. He can just be a massive asshole. His actions are most often determined by what he wants, so he is naturally very selfish. He does not care much for those outside his crew and will rarely pay attention to things they say to him, unless interesting or important to him. He enjoys making jokes, even when in battle, as they help him keep his mind off of any current worries he has. Bon views his crew as a family of sorts and will do his best to protect them. He pays attention to them when they speak to him and will actually listen to any good advice they give. If there is some kind of threat that has the potential to harm him and his crew, he will fight against it. Despite being an Ave, Bon does not hold any hatred towards humans or any other races. He treats all of them equally...which isn't saying much since he treats most people, outside his crew, rather poorly. Weapon: Volun - A heavily upgraded and mystically enchanted katana, the blade has blue markings much like the ones on the Kigan Armor. The katana is easily swung around with one arm, when Bon is in his armor. He must use two hands when he uses Volun outside of it, but he is still quite skilled with it. The katana is quite durable, capable of being broken only by those with incredible strength (14+). The blade is also able to cut through most materials, even ones such as titanium. Volun has a special function built into it by Bon, which will signal its activation by making the blue markings on the blade glow. Weapon Rank: B+ Subweapon: Kigan Armor-Kigan Blasters (x2 blasters, x40 ammo a piece): Two larger green spheres protrude from each of Bon’s palms. Each sphere serves as the conduit of an energy pistol housed within the inner channels of Bon’s arms. Considering that Volun is typically wielded with one hand, Bon only has room in his Blade Gear to fire a blaster from one palm, although in his Beam Gear, he can fire from both, even though the two are always accessible. The blasters fire cylindrical bursts of energy that are approximately four inches in length, capable of searing flesh and sinew upon contact. These blasts are not ideal for penetrating armor and can merely scorch a surface but they can be used to finish off weaker opponents. Weapon Rank: D - Detonation Missiles (x10): Very small missiles that are inside Bon’s armor gauntlets. There are five inside each one, wrapped around Bon’s arm inside the gauntlet. These missiles are only five inches long and five inches in diameter. The missiles have extremely sharp ends, capable of piercing steel. The purpose for this is so the missiles can latch onto a target. Bon can detonate these missiles by clenching the finger that the missile corresponds to, hence why there are five per gauntlet. The explosion of the missiles is like a normal one. It just blows apart and burns whatever is hit by it. The explosion will only affect targets within 5 feet of it, and knocks down people 6-15 feet away. The missiles are completely inactive until fired. Weapon Rank: C -Kigan Bombs(x5): Only accessible through the Beam Gear. Hidden in a compartment underneath Bon’s wings are spherical explosives that can be dropped directly down on an opponent. These bombs will detonate upon the first surface they make contact with, releasing a powerful concussive blast capable of shattering body tissue. These bombs are ideal for penetrating armor and can corrode weak to medium energy barriers. Weapon Rank: B Armor: Kigan Armor - Bon’s armor, hereafter referred to as the “Kigan Armor” is the result of several years of research and testing. There were several prototype armors created before this one, each holding a few of the functions that were built into the final model. The Kigan Armor currently has wrist-mounted missiles, laser beams in each palm, jets on its back and a miniature, yet powerful, laser cannon located in the forehead of Bon’s helmet.The helmet has thermal visioning and x-ray visioning, while the jets are capable of flight and are often used simultaneously with his wings, allowing him to fly at high speeds. Armor Rank: A+ Elemental Affinity: None Elemental Control: None AbilitiesKigan Gear: Attached to Volun are a set of forearm-length, pencil-thin cylindrical tubes that extend from the rear end of Bon’s arm. Although these tubes directly connect Volun to Bon’s armor, they actually do nothing to restrict the angular movement of Bon’s attacks. Rather, they serve to “register” Bon’s weapon into a database component of the greater part of his armor. Each limb in the Kigan Armor is tempered with retractable joints that can merge into a variety of forms without forcing Bon to change his body shape. This essentially allows Bon to change his weapon between certain “body gears” to adapt to the situation at hand. Although he can shift gears at any time, one full turn is required to make the transition and it serves as the standard action for the turn. During this time, Bon cannot attack or use any other abilities. Gear α: Blade Gear: The standard gear that Bon is designated upon donning his armor. All techniques with Volun pertain to this gear. There are no body adjustments other than offering Bon a balanced performance and to use Volun in an ordinary way. Access to Eimin Beam is restricted in this gear. Gear β: Beam Gear: A gear favorable towards ranged combat. The giant wings on the Kigan Armor fold into vertical flaps while the excess bulk on the armor conjoins together onto the breast of the Kigan Armor, as the armor itself forms a jetplane shape. A single cannon crowns the armor in this form and serves as an enhanced version of the basic Eimin Beam. Bon’s actual body has to be flipped into a posture that is adjacent to the jet itself, so his actual movement is minimal in this form; two joysticks in the armor allow him to control the movement of the jet armor in this form, which hovers slightly above the ground. Unlike his other forms, Bon can rapid fire the missiles in his gauntlets, allowing him to bombard an opponent consecutively with missiles. The powerful Eimin Beam is activated in his armor as his helmet protrudes in front, but he has no options for melee combat. Access to all of Bon’s ranged weaponry, including the Kigan Bombs, is granted in this gear. Gear γ: Duel Gear: An alternate to the standard Blade Gear. The crus joints below his knee fracture into two “tails” that extend down from the back end of his waist and the more muscular areas of the armor fracture into two wings extending from his deltoids. The Volun then separates into two narrow rapier-like blades that go in each hand. In this form, Bon’s armor is hunched forward with his blades angled in such a way that one is facing the ground while the other is facing upward; fast, dynamic slashes are easily mustered with this gear and once Bon starts attacking, the opponent will have little time to react. The high frequencies in Volun are compressed in both blades to the point where the two blades become a strong shock conductor, and contact with a surface through the tip of the blades can produce a weak bolt that can daze normal opponents before they can react again. Bon’s mobility is generally increased in this form, enhancing his flight capabilities and allowing him to jump twice and move in the air with relative ease. Although this form is generally effective for mobility and finishing off opponents quickly, it has no ranged options to speak of and generally reduces the armor’s defensive capabilities. Rather, the armor focuses on being able to move on the ground quickly, having more agility than other armor gears. Kigan Awakening ~ Holy War: In its base form, Bon’s armor remains very much fundamental in its enhancements; the armor is powered by technology and little else. However, enchantments made to Bon’s armor through the might of his former master power his armor with supernatural force. At any given post, Bon’s armor will be slowly gathering energy at its core, giving off a faint light. This light will continue to gain intensity until it maintains a blinding gleam of light in the form of a glowing white sphere at the chest area of his armor. For every turn of action, Bon can channel this energy into an ascended form of his armor. The bronze sheen of his armor polishes into a vitreous golden color that emanates a faint glow, and the dim hues of his wings expand a fair amount beyond their original size into a snow white color. In this form, Bon passively levitates above the ground and can hover above all sorts of terrain. Bon’s physical capabilities are further upgraded and he can generally react much faster and move around more effectively. He can maintain any of his gears in this state, each of which receive a considerable upgrade. Blade Gear: All of Bon’s flight capabilities are naturally enhanced. Volun gains a golden aura that upgrades its frequency, allowing it to cut through normal weapons effortlessly. Each slash releases an extension the size of the slash itself that travels barely a foot away from the weapon before dissipating. Beam Gear: Bon’s fight capabilities are significantly improved. The Eimin Blasters can be fired on fully automatic settings, at the cost of overheating after three turns of use. Bon’s Eimin Beam is set to Venganza Del Sol mode, which is described below. Duel Gear: Bon’s mobility is further enhanced, and he can also hover in the air while in this form. In between attacks, Bon can release a silhouette of himself that mimics his previous movement and attack, at the cost of an extra “turn.” His shocks are more powerful in this form and can daze an opponent for longer if multiple hits connect. AttacksVolun ~ Sundering Rood: In its base form through Blade Gear, Sundering Rood is a rudimentary technique. Upon twisting his blade at a ninety degree angle and lifting Volun above his shoulders, Bon accelerates the molecular frequency in Volun by directly gathering energy from the weapon and pushing the electric current in Volun forward. At this point, Bon has a variety of options to continue the technique; some of them depend on the gear his armor is in, and whether or not Holy War is activated. Most of them are minor altercations of one another, although the properties are adapted to the situation at hand. - Thunder Key: Bon protrudes Volun forward in a thrust-like motion, twisting his blade a full 270 degree clockwise angle as he makes contact with a surface. Upon the full motion of the thrust, the electric current channeled around the blade is released in a cyclonic spark around the weapon that bursts at the tip of Volun. The spark hits like a burst of air against the opponent and sways them ninety degrees away from the direction they are facing, while simultaneously dazing them with electricity for one turn. This is the basic application of the technique and arguably the most applicable to any situation. The spark can be used to misdirect attacks as well as redirect projectiles away from Bon, in addition to leaving the opponent vulnerable for another attack. However, the full forward motion required for this technique leaves Bon very vulnerable to a counterattack if it misses. This can be performed with one blade in Duel Gear, but is only half as effective unless done by both blades simultaneously. - Volt Joust: A fundamentally different technique than Thunder Key, with a very similar motion. Although the same body motion is mustered with Bon propelling his blade forward for a powerful thrust, he does not twist his blade at all, causing the electric current to move in a linear direction forward. Volun instead dispels the current in a crackling gout of electricity, which shines a blinding light before popping altogether. The burst in this attack is different in the sense that it doesn’t rely on the direction of the current, but on the force behind it. The lightning burst is capable of creating enough concussive force to blow a solid hole into flesh and stop attacks dead in their tracks. Although Thunder Key is a generally more defensive technique, Volt Joust tends to emphasize offense by removing one simple step from the previous technique. This can be performed with one blade in Duel Gear, but is only half as effective unless done by both blades simultaneously. - Twin Dragons: A technique only available through the Duel Gear. With two thin blades replacing Volun, the attack is completely different. Bon lifts both blades overhead and rears his body back for a forward rolling motion as both blades gather energy. A moment later, Bon leaps forward as his two blades are lifted downward to curl his body into a ball-like form; after making one complete motion, Bon ends with his blades tangent to the ground, releasing two coils of electricity that unravel themselves into a straight line the blades’ length. Unlike the previous techniques, there is less physical or defensive emphasis and more on building distance between himself and the opponent. The two streams dissipate shortly after unfurling, but in the meantime can cause consecutive damage to an opponent while forcing them to be on the defensive against a gear emphasizing offense; it is, in many ways, a deceptive technique. Eimin ~ Penance Light: Housed within the helmet of Bon’s armor lies an oblong lens with a faint blue glow. The moment this lens protrudes from his helmet’s forehead, energy begins to gather at the front of the lens over the course of the one turn. After it spends a turn gathering energy, the lens can dispel the energy in a brilliant expulsion of blue light in the form of a destructive blast that travels forward at an alarming rate. The blast impacts anything making contact with massive, blunt force that scorches the area of impact. Using this blast takes a lot of energy out of Bon’s armor and can only be used sparsely. Depending on the gear and the state his armor is in, the properties of this blast can be altered. -Penance Beam: Available in Beam Gear. Instead of the concussive blast of energy, the lens compresses the energy into a perpetual beam of light that penetrates relenting defenses. This beam can be maintained for as long as the energy is charged past the first turn, except that more than three turns will quickly overheat the armor and force Bon to revert to his unarmored form if he wants to stay safe. Unlike the blast, this beam is more ideal for bypassing opponents that put up a stronger defense where a single blast is inefficient. - Venganza Del Sol: Available if Holy War is activated. Instead of a blue light gathering at the lens of the helmet, a clustered globe of golden light will gain intensity over the course of a turn. As this globe is expelled, tufts of energy spiral around it until it makes physical contact with the surface. Although the energy mostly dissipates in the original Eimin Beam, energy is concentrated into this blast in the same sense that a balloon is filled with helium; upon impacting a surface, the blast generates enough force to implode and release a burst of sparkling energy, discharging a torrent of lightning and holy energy. This blast forces a turn out of the Holy War state(meaning if Holy War can be maintained for two turns, he must revert back to normal after using this blast the way it is meant to be used) but inflicts immense damage upon a target, capable of blinding and dazing an opponent over the course of the next turn. The expulsion of light acts in a very similar way to a flashbang grenade in the sense that even if the opponent can resist or defend the blast, their vision is still hindered if they or neighboring opponents are in proximity to the blast. Using this by itself takes a considerable amount of energy. Weakness: Without his suit he's not as much of a threat. His armor also has a limited supply of energy. History: Bon's past, before his piracy, is practically unknown. He never speaks of it, not because it is painful, but simply because it's "boring". He gathered his pirate crew together over a period of several years, having members join him out of debts they owed, because they simply liked him, or because they did not have anywhere else to go. Either way, no matter what reasons they had for joining him, they have all come to greatly respect Bon. Not for his fighting ability, but for his intelligence. His reason for becoming a pirate, of all things, was simply because there were many things that he wanted that he could not get. Some members of the crew believe this reason, while others believe there is a much more personal one. However, no matter who asks, Bon sticks to this reason. Theme Song:
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Post by Mayor on Aug 25, 2013 0:21:05 GMT -5
So, after reading through Sougenmou as much as I have, I've found inspiration to try and fix one of the biggest travesties of the RP so far: the loss of Priscilla's wooden form. Seriously, it was one of the best thematic components of a character. Priscilla was a LITERAL PUPPET for Selesterge. It was perfect for the character theming, and then she discarded that. So this is a “What-If” redesign, mostly.
Changes: -All the Slimegirl stuff -Sticky black goo stuff and limb extension -Hidden Blades in body -History [[clashed with new set up, sorry. : ( ]] -Themes - Not something I do +Sap Techniques +Unique description of physiology +Durability and self-heal potential to body
Left the same: -Basic Bio stuff -Personality -That it's wood
Name: Priscilla Leah
Age: Several centuries old at least
Race: Living Puppet
Class: Marionette
Appearance: [[ignore the Slimegirl shit on the bottom right]]
Physique: Priscilla's unique form as an autonomous puppet, and one made of magically reinforced wood at that, provides her with great durability and strength. Though she may move slow, due mostly to her heavy frame and leaking joints, Priscilla is a fearful opponent because of her body's unique physiology. Priscilla feels no pain when struck, and the series of ball joints comprising her body allow the living doll to move her body in ways no one else can match. She can attack at maximum effectiveness at all angles she can reach, and does not suffer fatigue like others, though excessive movement will eventually dry out her joints, causing lock ups, so it's essential that Priscilla pace herself.
Priscilla's body is held together through large amounts of possession magic, with her soul moving the body's parts, but it relies heavily on a dark, sappy lubricant to keep the joints and various parts moving easily. Without sufficient lubrication, such as from an excess of strain or heat, Priscilla is bound to multi-post lock-ups, immobilizing her until the sap replenishes.
Personality: Priscilla is an odd, strange case of a particular brand of abuse; the same kind leveled at Isolde, and from the same individual. Because of this, she has been slowly rendered numb to the pain of other people, and she takes a certain amount of pleasure seeing her master toy with other people's lives as he did hers. She wears this mask because in her own mind, she has exhausted all of her other options.
However, this does not necessarily make her a bad person, merely a little off. On occasion, she has been shown showing compassion toward others, possibly used for this purpose by her master, as he is incapable of sincere compassion. She is actually kept on a generously long leash by her master, and he often lets her do what she pleases with the objects of his interest.
Priscilla still carries many memories of her humanity, and as such despises being called a freak, or a monster, or another equally degrading name. Her responses vary wildly from the tone and expression of the harasser, from violence to sadness, to outright fleeing. She is particularly sensitive to these forms of insults, basically. Someone who can overcome her outward features, and still carry a pleasant conversation of sorts with her is one of her strongest desires.
Above all else, Priscilla is desperate to be free of her demonic master, and will take anyone to meet the criteria. Not out of desperation, but because her standards have long since been skewed from when she was an actual human being. This leads to an interesting conundrum to be accepted for who- and what- she is, but at the same time, terrified of people finding out about it. None of this is to say that she isn't honest in her desires... if she finds herself attracted to someone, she certainly lets it be known.
Weapon: Doll Body - Priscilla's mannequin-like body is wooden, and yet, far more durable than it appears due to being enhanced through reinforcement magic. This makes her own body a potent weapon that offers her flexibility to an unparalleled degree, an immunity to conventional pain, and limbs that literally hit like tree trunks. Though it suffers great wear and tear during battle, Priscilla is capable of restoring and retreating the wood comprising her body by fusing it with other sources of wood outside of battle, giving her body centuries worth of potential longevity.
Element: ~
Abilities Obtuse Strike Priscilla's frame enjoys a plethora of benefits, thanks to its unique design, and these benefits can be used in different ways to allow Priscilla into an opponent's guard. Prime among these is the Obtuse Strike, which is activated only when a blow from one of Priscilla's limbs is blocked. Upon a successful block by an opponent, Priscilla can rotate the limb 360 degrees around her own joint, and strike around her opponent's guard. Because of the unique attributes of her joints, she isn't restricted by movement along a particular axis, and can effectively make her follow-up attack strike from whatever angle she pleases.
Sap Amplification Strike Though normally Priscilla needs to be mindful of her movement, so as to not overuse the sap in her joints and lock herself up, she can elect to increase the force and speed behind a strike by blowing through the sap in a joint. By striking with a limb while using this technique, Priscilla's heavy, wooden limbs become capable of breaking bone and pushing human sized opponents several feet back. The price for this ability, however, is that Priscilla burns through her sap in that joint, locking it up in the position of the strike for two posts. Thus, Priscilla tends to only use this ability with her arms, as the loss of her leg mobility is less than desirable.
Sap Overload In dire situations, Priscilla is capable of burning through her body's entire supply of sap for a temporary, but significant, power-up. Priscilla's eyes go black and begin oozing sap when this mode is activated, and the sap dripping from her joints increases in amount and flows much easier. While in this state, all of Priscilla's strikes are considered as being Sap Amplifed, and don't lock up until the end of the state, granting Priscilla a surge in her offensive capabilities, without sacrificing any of her forms natural defense. Lasting only three posts long, Sap Overload can help Priscilla turn the tide in nearly any situation.
However, by burning through her body's supply of Sap, Priscilla risks shattering her own body. Priscilla's entire body locks up for four posts following the ending of this state, and any movement of her body risks shattering or splintering the wood comprising her, a severe weakness if Priscilla is left exposed to an enemy during this time.
Money: 250 Credits.
Items: Sealed locket
Vehicle: Wooden Clogs
Story: You ever see Pinnochio?
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Post by Mayor on Aug 26, 2013 20:00:51 GMT -5
Another "What-If" creation. This time, Vydunas in about as opposing a role as he could be in, a commander in the Landiel military. I kept the personality primarily intact, as this was an attempt at a similar Vydunas, just with a minor tweak to his timeline (being cast out of the tribes, rather than burdened with Metus) and the consequences from there. Seeing as Metus was the only thing truly supernatural about Vydunas in terms of abilities, he's much more normalized here, though still thoroughly deadly, particularly as rather than the lone wolf he tends to be in combat, he's designed around an equipped and trained military squad.
Name: Vydunas Kievu Age: 22 Race: Wolfen Class: Commander Appearance: Hailing from the wolfen tribes, Vydunas looks similar to a standard human, though with several noticable differences. His nails are longer than a standard humans, and are more akin to claws, capable of rending flesh, and rather than human ears, wolf ears sprout from his long, shaggy, white hair. Red markings encircle his right eye and the top converges and reaches out to his forehead, and his wide, defined jaw line often carries a simple smile, though a contemplative stare can be found commonly as well.
Vydunas is equipped with a form-fitting suit of armor, derivative of the Landiel military's standard garb. His armor consists of ribbed steel plates padded on top of one another, connected to the arms with a cluster of steel spikes that emerge from each shoulder. A large black sash extends from his waist to his ankles, painted in white with a symbol that resembles the Landiel insignia, the lammergeier. A rifle strap covers his chest, with the weapon hanging from his back, while a simple katana is affixed like a bayonet to the weapon. The weapon and a good majority of the weapon is covered underneath his Commander's jacket, a long sleeved, white coat which reaches half down Vydunas' calves, affixed to his shoulders, with the back of the jacket emblazoned with the red crest of Landiel Kingdom.
Physique: Vydunas is relatively lightly built and his mobility benefits from it. His wolfen background keeps his body in very efficient physical form, allowing him to perform techniques and move around more flexibly than the average human. As a wolfen, his senses are heightened such that he is able to pick up details that the average human struggles with, including but not limited to detecting another presence in utter darkness.
Personality: At first glance, Vydunas appears as a very normal person. And in many ways, he is a very normal person. He’s an efficient leader to a group; the wolfen is extremely relaxed, laid back, and behaves rationally to most situations. He can potentially seen as apathetic and is unaffected by most things, but further scrutiny into his past reveals that many of his emotions have been purged through time and his deepest emotional reserves have to be evoked from him under the right circumstances. He tends to be a casual character sometimes and likes having open-ended conversations with people, as a means of personal respect to others.
Once his katana gets factored in, on the other hand, Vydunas’s casual demeanor and to a large degree, his integrity, comes into question. Vydunas, ironically enough, doesn’t really enjoy killing people; his philosophy doctrine is largely based on spiritual scriptures that he assimilated in his spare time and prefers nonviolent solutions to problems, although his blade warrants his solutions to be far more violent than necessary. Indeed, it is his function as a ranking Commander in the Landiel military that demands battle from Vydunas. He has proven loyal to the Landiel cause, and is notorious for leading his relatively small unit head first into battle, leading by example to protect his brothers in arms. Vydunas has garnered much respect from those serving under him, as Vydunas's relaxed attitude dismisses titles and relies instead on forming genuine connections with his troops, creating a unit of steadfast loyalty and one notorious for its intuitive cohesive tactics.
Weapon: Commander's Katana: Vydunas was well known for his uniqueness in the Landiel military for his preference for a katana versus that of the standard issue broadsword, though none would dare rob him of his prowess by forcing him to switch. Rather, the Landiel military bestowed Vydunas with this unique weapon upon his promotion to Commander, and is a replacement to the standard sabre usually given.
Vydunas's katana is rather basic in composition, roughly three feet long and made of a fine steel material, with its blade curved to favor the sharp end. The hand guard is unique for a katana, maintaining a sabre-like rounded guard over the fingers, with a small catch along the back of the blade for protecting Vydunas' thumb, though the grip itself is straight like a standard katana. The hilt is a matching black tone to Vydunas' armor, though the blade, through good care, shines much brighter than the white of Vydunas' attire.
Sub-Weapon: LM-Dragoon-0055C: A modification to the standard issue matchlock rifle, with Vydunas' katana resting on top, serving as a bayonet of sorts. Although the matchlock technology may be considered antiquated, the heavy firepower of these rifles allowed military scientists to make use of the technology and modify it with multiple barrels. The result is a relatively heavier arquebus firearm capable of penetrating steel armor with a single clean shot, although the reload rate requires Vydunas to use it at most every other turn to keep the lock from overheating.
Regardless, Vydunas has been trained to use it accurately, and the katana can be detached from the bayonet port effortlessly. The modifications to the standard LM-Dragoon include the specialization of Vydunas' katana instead of the standard broadsword found on the base model, along with a shorter barrel to compliment Vydunas' stature. Not known as a marksman, the barrel length alters little for Vydunas, who uses his rifle as more of a simple range option, instead of his primary attack method. Primarily, it is kept only because of the necessity of his rank, but the wolfen is no slouch either, and knows well how to use his rifle.
Element: - Abilities: Commander's Lead: Vydunas is an exceedingly capable leader, noted as much for his dedication and concern for his soldiers as his victories on the battlefield. His experience and grace are so great that the mere sound of his voice ignites passion in those fighting with him, and bestows a meager buff to the speed of those serving under Vydunas, who are eager to keep up with the wolfen's tremendous speed. This buff, while more effective with the soldiers directly under his command, applies to all of Vydunas' allies within the sound of his voice. His shouts are capable of instilling a sense of courage and accomplishment, providing a morale boost as well. Those fighting with Vydunas rarely give up hope, a testament to his command and attitude.
Illusive Strike: Though Vydunas is a capable swordsman, able to hold his own with any who would brandish a blade against him, his Illusive Strike has earned Vydunas an aura of renown amongst the Landiel military, and has only been improved since he gained his commander's jacket. Before unleashing a strike with his katana, Vydunas is capable of rapidly twisting his body to conceal his katana, and with the jacket swaying in front of his body, can essentially hide the intent of any initial slash. By covering his strikes, opponents have far less time to react, as by the time they can see the strike, it is often halfway through its total motion, often times allowing Vydunas to end a fight with a precise blow that opponents are unable to react to.
There are several restrictions to this ability, however. Vydunas must be within four feet of his opponent, otherwise the initial movement is too far removed to be effective, though the closer Vydunas is to his foe, the less reaction time is allowed. Additionally, though Vydunas can use this with or without his commander's jacket, not having the jacket only allows Vydunas to cover the initial direction of the strike, but can initiate none of the swinging or stabbing motion before the strike's intent is realized. Finally, this ability is only effective as a singular, initial strike against an opponent. It cannot be used in a string of strikes, and because it requires decent stamina to contort and then unload his body to use this technique properly, Vydunas cannot use this ability when sufficiently tired or injured. Despite these restrictions, however, in the right conditions, Vydunas is an absolute terror on the battlefield, capable of cutting down enemy commanders in a single blow.
Money: 1000 credits Items: Deck of cards, canteen Vehicle: Own two feet.
Story: Vydunas’s childhood was the same as many other wolfen beside him before it descended into chaos. His father, a blacksmith in the tribe, taught him at a young age many of the skills necessary to survive in the real world. These skills consisted of cooking, reading, writing, cleaning, smithing, how to use a sword, and many more. Vydunas would learn to put many of these skills to use as he grew up into a functioning member of the wolfen tribes.
His closest friend, Timor, grew up alongside with him. He was a member of the vulpine tribes and thus, like many of his peers around him, took to a very spiritual upbringing and wavered back and forth back to the tribes. Vydunas would follow alongside him and learn a thing or two about his customs, and as a result, Vydunas attained a large degree of spiritual enlightenment. He became well learned in controlling his emotions and developed his outgoing look on the world as a result; in the near future, Vydunas swore that he would set sights upon the human world to enrich himself further.
The chaos that ensued shortly after this notion, however, would embitter his view about the world for years to come. It was barely into Vydunas’s experience as a teenager that war befell the tribes. At first it was intertribal skirmishes in which Timor would often defect into Vydunas’s tribe for safety, for he himself was not as tempered in the art of swordplay as the wolfen himself was. In order to minimize his involvement in the warfare as much as possible, Vydunas resigned to an intermittent life of hermitage in order to save himself the trouble of thinking about death. He attended the festival in Vindictus in the past, and in his travels, encountered many different peddlers and raconteurs, including the likes of a tarot card reader that predicted his future would collapse for rebuilding, just like the Tower arcana posited. Vydunas dismissed mysticisms like these and gravitated towards the village as the tribal warfare died down.
It was shortly after they returned one day that Timor was alleged to have converted Vydunas into the vulpine’s religious practices, and may have associated him with the human world which had been met with such hostility by the tribes, thereby relegating him of his role in the tribe to defend the women and children during times of war. Instead of advocating his duties in the tribe, Timor instead set up Vydunas for high treason, and was thus held in contempt of the wolfen tribes. He was designated a high criminal and banished from the wolfen tribes. Left with no home of his own, Vydunas requested shelter with the vulpine tribes, but despite Timor's pleading, was denied. Left to his own devices, though, Vydunas began accompanying Timor during the latter's own travels, and the two grew closer as brothers than as friends.
Unfortunately, their spiritual journey would not last, as Timor was conscripted into the Landiel military against his will through a treaty of protection for the vulpine tribes, who feared tribal fighting was looming back over the horizon. Vydunas, whose skill with the blade still far outmatched his spiritual training, followed his brother into service, so that Vydunas could continue watching over him. However, it didn't take long for Vydunas' proficiency with the blade to make him well known among the new recruits, and though his firearms skills were average amongst his peers, his social aptitude and ease at bonding with fellow soldiers saw Vydunas quickly rising through the ranks.
To his delight, Vydunas' new position meant he had sway over placement of soldiers, and was able to transfer Timor from a frontline grunt to a supporting medic, kept well out of harm's way. His superiors, however, know well Vydunas' investment in Timor's well-being, and have made it clear that should Vydunas stray from the cause, Timor will be back on the front lines faster than Vydunas could blink. For Timor's sake, as well as that of the vulpine tribes, Vydunas maintains his position, in the hopes that some of their teachings could being creeping in to the Landiel thoughts, and help unite the world. A little war now for perpetual peace later. Landiel has the military means to make it happen. Vydunas is there to help ensure it happens, because it's all he has left.
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Post by Shin RyuKen on Aug 27, 2013 19:34:25 GMT -5
I decided to shake off the rust again and try a Veronica redesign. I figured now is a better time than ever anyway. Grant's pistol and the blast is gone, since blunt energy+guns doesn't fit her. I decided to anchor her bio around cutting shit since I believe that's what defines her as a charactor thematically. As such, most of her attack properties and abilities got shuffled around, and her dress is absent as well as it detracts from her attacking focus. I also decided to take a controversial approach and revamp Devil's Mind as well; although she is an attacker, it shifts away from her focus from dishing out pain in front of her and frenzying her. This redesign focuses on her tearing shit apart from up close and controlling battles by positioning her where her opponent can't fight back. I also redesigned her appearance and theme song because why the fuck not Name: Veronica Sienna Age: 20 Race: Human Class: Berserker Appearance:Veronica has long black hair, ending just above her waist. It's neatly smoothed back save for two strands that insist on being in her face. Her skin is pale and she wears heavy eyeliner and eye shadow, while her eyes themselves are a very bright green. Her front teeth are unusually sharp, almost resembling fangs. Veronica has forgone extravagant clothing and has instead opted for a more imposing look, at least so it doesn’t get in the way of combat. Veronica tends to change attire depending on the day, but she adopted a mainstay appearance to fit her. Veronica wears a red bustier baring her midriff and over it, a black leather jacket studded with the image a bleeding white skull on the back. A black sarong covers her from the waist down, exposing only the right leg from below her knee, which is instead covered by a pair of red leggings. Veronica’s feet are protected by a pair of leather boots nearing her knees, yet having cuffs extending down to her ankles, further protected by steel studding her kneecaps and thighs. Black fingerless gloves cover her arm all the way down to her elbows. Finally, a red scarf warms her neckline and part of her mouth. Two crisscrossing sheathes are concealed at the back of her waist, containing her Frenzy Blades. Physique: Veronica's physical strength, speed, and durability are leaps above the average human. However, her body is quite thin and slender and shows very little evidence of this. She can crush stone with her bare hands and can survive being hit by a moving vehicle with mere bruises and cuts. The maiden can also run slightly faster than the best Olympic athletes and is able to use all of these attributes to jump off walls and perform back flips and other acrobatic movements with ease. Personality: Veronica is an independent yet often cold and sarcastic woman. She appreciates a good joke every so often, but her sense of humor is rather...complicated, so most attempts to joke with her fall flat. She cares mainly about herself and usually chooses to ignore others unless there's a chance it will actually benefit her. Since she is so used to looking out for only herself and rarely others, she's not used to fighting alongside others. This means she will most likely be a poor teammate during combat, especially since her fighting style is very unorthodox and all over the place. Her style disregards collateral damage whether it be inanimate objects or people. However despite what Veronica's combat style may imply, she actually does not get angry easily. She can engage in a heated argument for quite some time, but if her limit is reached and she does snap, she becomes a raging psychopath. Her rage often goes away with time, but the fastest it can fade is if she kills her agitator. Veronica has a distinct belief that people should always show who they truly are and not be ashamed of it. This is why she has little restraint of her emotions and her violent tendencies. She pities those who pretend to be something they're not out of fear of being judged by others and this can, sometimes, lead to her actually being compassionate towards those people in an attempt to help them get over it. Veronica is also not above using her feminine wiles to manipulate others. However, she rarely lets people actually touch her skin and reacts viciously to those who do. Weapon: Frenzy Blades - Two five-foot swords made of black and red metal. The blades themselves end in a point and have one side that's toothed like a saw blade while the other side is sharp like a normal sword. The handles are similar to a saw handle and are pure black, while the actual blades are blood-red with black markings that move along it like rippling water. The Frenzy Blades are lightweight, incapable of rusting, have high cutting/piercing power, and are extremely durable, possibly unbreakable. Abilities: Carnage LocusVeronica’s Frenzy Blades seem to be based around her energy – specifically, the serrations in the blade being propelled by the energy contained in her body to adjust to whatever opponent she fights against. In short, it allows her Frenzy Blades to take the form of other mechanisms in order to adapt Veronica to the opponent she is currently fighting, or simply to mix and match to see which weapon spills the most blood with the least amount of effort at any given time. Currently Veronica can shift between the normal blades of her weapon to a drill form and a saw form, as detailed below: Frenzy Blades: The basic form of the Frenzy Blades. This requires no energy to maintain as the Frenzy Blades default to this form. This blade form has no recoil created by the energy so Veronica can easily use it to launch quick, powerful strikes. Frenzy Saws: The serrations on the Frenzy Blades begin to project forward as if resembling a spinal column, and rotate around the entirety of the blade’s edges. The result is a set of blades with serrated blades that seem to be constantly in motion, resembling the blades of buzzsaws. Veronica’s two blades are more easily capable of searing through armor and prolonged contact with another weapon or shield can render an opponent’s defenses useless. The Frenzy Saws excel at slashing attacks and draw out blood more quickly than the normal Frenzy Blades, but the slight recoil causes them to be less precise and slower than before. Frenzy Drills: The serrations on the Frenzy Blades project forward like normal, but instead of trailing along the blade, the energy swirling around the Frenzy Blades begins to rotate in a 360 degree motion around the blade instead, reaching speeds able to serve as twin drills. Veronica’s blades are used differently than the other two forms in that they are both drills, meaning that they are meant to be used for thrusting attacks instead of slashes. As such, they are a safer alternative to the saws, and are capable of causing more regional pain to an opponent. The recoil, however, is the same, and Veronica has to ram the drills onto a surface instead of slashing it, drastically altering her attack patterns. The drills are the most useful for penetrating armor, rather than dishing out raw damage. Devil’s MindThe energy stabilized within Veronica’s body is something of a genetic trait; it is unknown if this gene is recessive or not or was passed from her father or her mother’s chromosomes, but it seems to grant her a variety of physical differences in lieu of less neurotypical behavior. For one, her body is much stronger and more durable than what a human body is capable of. She can withstand physical and energy attacks with phenomenal resistance and her body merely shrugs off stark changes in temperature. Her brain is wired in ways such that she seems to obsess over blood to the point of a casual - and even a sexual craving. Her body doesn’t thrive on blood, but her mind convinces her to because it endows her with an immense sense of strength. Of course, this spells out other problems for her. She grew up seeing objects and hearing voices that weren’t there, and beyond that, she has a problem empathizing with other people. Were it not for her hyperviolent tendencies, she may be a normal woman; however, only time will tell if this condition will stabilize. Devil’s ArmsThe second phase of the Devil’s Mind, specifically catered towards combat. Aside from augmenting her physical capabilities, Veronica is perfectly capable of channeling this energy, specifically to her weapons. By conducting the energy through her weapons as a sort of conduit, Veronica can coat the weapons in the same energy contained within her body, allowing them to grow in both strength and range. The energy appears to resemble an opaque red aura, leaving behind a trail of black hues in the air. The simplest means she can partition this energy is by length of the weapon itself; half of the energy in her body is enough to coat both weapons just enough to match their original length, three fourths of the energy can extend the weapons with the energy by a half of the original length(causing them to grow to seven and a half feet), and all of her energy channeled into her Frenzy Blades will double the length of both blades with an aura of her energy, doubling them to frightening lengths of ten feet per blade. The offensive potential grows considerably with the energy extension, further allowing Veronica to crush even heavily armored opponents. The changed forms of her weapons from Carnage Locus stack with this ability, allowing her saws and drills to achieve even greater damage potential. Of course, the added offense comes at a cost to Veronica’s own health. With the energy harnessed in her hands, it has to leave her body; as a result, she loses the physical benefits of having the energy contained within her body. Should all of the energy be lost, Veronica will end up having the physical durability of an average human, and what she was able to withstand before with relative ease could possibly kill her on short notice. Triumph in battle comes at the careful management of this energy, alternating between raw offense and superhuman physique to adapt to the situation at hand. Devil’s Furor The previously mentioned blood lust, courtesy of the psychological side effects of Veronica’s genes, is important for the bloody maiden to maintain her sense of self control. It is also important, particularly, based on how it affects her in battle. Each strike against an organic being can change the dynamic of the fight for her, particularly based on if she begins to bleed, or better yet, her opponent. Every instance of spilled blood causes Veronica to lose her sense of self, and become unusually excited. Blood triggers her murderous intent if spilled in battle, causing her to gain an uncontrollable desire to tear her opponent to shreds. As a result, blood serves as somewhat of a stimulant; so as long as she can feel the spilled blood on her body, she will experience a small jolt in stamina, at the expense of a small loss of sanity. Veronica may feel herself being able to dodge attacks more easily or attack more quickly, but this is all an illusion set by her mind as she slowly falls berserk. Should her body continue down this path, it may have more drastic side effects, detailed below under Shattered Psyche. In a way, fights can prove more dangerous to Veronica over time. Although she has a constant source of stamina so as long as she is damaging an opponent, she also loses control of her behavior as a result, and will become tediously focused on killing and bloodshed. Therefore, it is advisable for allies to take caution while fighting alongside Veronica as disrupting her carnage may result in Veronica turning on her allies, if not outright disobeying them. Shattered Psyche A phenomena most recently harnessed by Dr. Verkrag’s research on her, becoming Veronica’s signature terror against her adversaries. The physiology behind the Shattered Psyche has become more of a gradual effect, shifting constantly as her blood lust advances to orgiastic levels. Her most dangerous rendition of Shattered Psyche is the full version of the transformation, obtainable normally under circumstances outside of her control, but within her control depends on how much bloodshed her body is stained with. The three phases of Shattered Psyche are detailed below. First Phase – Shattered Mind: The first and simplest phase to enter in a battle. The first phase is usually triggered after she spills the blood of her opponent with a few strikes, is stained by her own blood through damage. Veronica’s hair begins to take on a snow-white pigmentation and her sclera darken to a pitch black color. Veronica begins to lose any willingness to throw the fight at this point and will fight in order to see her opponent bleed further. Veronica’s blood lust starts to cloud her mind and augment her muscle memory, allowing her a modest boost in agility suited for considerably faster melee blows than before. Her wounds seem to regenerate slightly faster than normal, increasing her resilience but also the barrier to entry into future phases. Second Phase – Shattered Body: The second phase is harder to achieve than the first, mostly because it relies less on self-harm and more on causing more physical harm to an opponent. As Veronica finds herself critically injured, killing a stray opponent or landing brutal wounds against a strong enemy, her whole body begins to experience the effects of the energy built up inside her – to the point of which it starts to affect her whole body. Veronica’s skin color dawns a pitch black complexion and the red pupils in her eyes begin to glow within her sclera. At this point, Veronica loses the ability to directly follow orders, seeing her own stamina soar to the point of which she must constantly be fighting or her anger will cause something around her to be destroyed by her. Her raw anger causes her to be less responsive to pain albeit she will still respond to heavy injuries. Final Phase – Shattered Soul: The final phase can only be accessed in the most dire situations, particularly the death of an ally or encountering her most despised opponent. Although in certain circumstances it is not necessary, she must be entirely soaked in blood for the final phase to properly trigger. Veronica loses all sense of self by this point and she resembles the consciousness of a murderous psychopath bent on destroying everything in her path. A crimson aura materializes around her and gives her a consistent source of adrenaline, but also causes her to lose any sense of control or self-restraint. Part of the aura enshrouds her Frenzy Blades as if channeled through the Devil’s Mind ability, and if her internal energy is channeled through the Frenzy Blades, she can expel energy within her body through a barrage of cutting waves –or rams should her blades take the form of drills. The aura regenerates her internal energy should it be consumed, although it takes five posts to regenerate half of her energy. At this point, Veronica loses almost all awareness of her pain receptors and can continue fighting until she suffers mortal wounds. Money: 3,500 Credits Items: Flute, small bag with clothing and other small items. Vehicle: She can use her Crimson Shade as a means of transportation by making a platform in midair and flying. Or walking along with it making a trail a few feet in front of her every step. Story: Veronica is from the city Platuna, but was actually born elsewhere. It is an average-sized city with a decent population. Or, at least, it was. A few weeks or so before her arrival in Vindictus, Platuna was devastated by an unexplained incident. Its people were slaughtered and several buildings were destroyed, while all the others were severely damaged. Due to the actual damage and brutal nature of the incident it had been assumed there were no survivors. Veronica's continued presence obviously proves that wrong. It is unknown if she has any clues about what happened. Theme Song:
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Post by BloodValkyrie on Jan 24, 2014 21:53:21 GMT -5
Well, I said I would do a Elesia redesign a few days ago and here it is. Elesia Forcina "He is under my protection and I refuse to fail. I will kill anyone who threatens him." Age: 23 Sex: Female Height: 6’0 Weight: 140 lbs Physique: Elesia’s body is properly trained for her duties as a bodyguard and assassin. She has light, but noticeable, muscles and a slim athletic frame that is comparable to that of an Olympic athlete’s. Appearance: Elesia is a remarkably beautiful woman whose mere presence often demands the eyes of everyone near her that has any sort of interest in women. She has pale skin and long blue hair that ends slightly past her waist with bangs that frame her face. Her eyes are a bright blue, similar to ice in color, and her lips are soft and pale pink. Elesia’s choice of clothing is rather simple. She wears a black leather bodysuit with light bronze armor on her shoulders, arms, legs, and midsection; each piece embedded with a blue gem. Thin blue gloves cover her hands, a black utility belt is wrapped around her waist, and she wears thick black boots. When out in the open she often wears a black cloak to shield herself from the weather. Species: Artificial Human Class: Assassin Personality: The simplest way to describe Elesia is with a single word: cold. Indeed, the assassin pushes away anyone who attempts to befriend her, choosing to keep her mind undistracted and focused solely on her objective. For an assassin, this is often a wise way to go about it. Her icy demeanor often causes others to believe she is heartless, impatient with others, and enjoys killing people. This is actually rather untrue. In fact, Elesia’s heart is magnificent, simply subtle. She is genuinely grateful when someone aids her and finds that those who continue to help her, despite her cold demeanor, often truly care for her. This makes the assassin develop a form of protectiveness for that person since those kinds of people are extremely rare. Her patience, in reality, is remarkable. Patience is an attribute that must be shared by any truly competent assassin/bodyguard. She is capable of waiting hours in a single spot for her target, whether she means to assassinate them or protect them. Her attitude towards killing is bound in a type of honor. She feels no guilt towards the lives she takes, viewing those that force her to kill them as acceptable losses and simply a part of her duty. Elesia also views killing someone who has nothing to do with her objective as distasteful and a waste of effort. One thing that drives Elesia up the wall, however, is incompetence. She has little tolerance for those who are bad at their jobs, especially when she needs to depend on them to succeed in her duties. In her experience, an incompetent ally is a danger to everyone. They are a faulty gear in a machine that can cause the whole thing to cease functioning if it fails. Elemental Affinity: Ice Personal Deity:Gear: Armament Description: The Crone – A one-foot blade hidden within her left bronze armlet. It is exceedingly durable and has both a powerful point and razor-sharp sides. The point is sharp enough to pierce through steel armor if thrust with Elesia’s full strength. The blade can sprout from either direction, either becoming a forward blade protruding from the wrist or a reverse blade protruding from the elbow. Rank: B- Raiment Description: Skadi’s Shield – The bronze armor Elesia wears is rather strong. It’s enough to prevent blades from cutting through her and the armor on her arms and legs are particularly stronger than the one on her chest, allowing her to block bullets, blades, and weak magic with them. However, this is not their main perk. The gems embedded within each piece of armor are enchanted with the most advanced magic the mages of Jin know. These enchantments are what lessen the weight of the armor enough for Elesia to move unhindered, as well as increase their durability and the potency of her ice abilities. Rank: B+ Accoutrement Description: Utility Belt – The black belt Elesia wears has eight pockets on it. These house various tools such as throwing knives, explosives, flash bangs, smoke grenades, a grappling hook, a flashlight, and a communicator that links her to her superiors in Jin. There is nothing extraordinary about the belt itself except that it is waterproof. Rank: D Parameters:Vigor: C+ Constitution: C- Parkour: B+ (-) Mana: B- (+) Faith: D+ Karmic Paradigm: Aristotle: The paradigm of the thinker. Increases Mana by a third of a rank, but reduces Parkour by a third of a rank because Aristotle was known to be an intellectual and rather sedentary in the process. Abilities:Cryo Reactor – Embedded within Elesia’s chest, between her breasts, is a pulsing blue orb covered in protective, clear, plastic. This orb is the Cryo Reactor, which allows her to fully control her ice abilities. She can freeze the moisture in the air into various forms, most commonly as weapons. Normally these weapons would be largely useless save for a single strike, but thanks to the gems in the assassin’s armor they are durable enough for extended use. Elesia’s ice weapons can be used to repel several strikes and are strong enough to break through concrete without shattering. She can also freeze moisture from a distance, but the further away her target, the more concentration it takes. Her maximum range is fifteen feet. Technically, Elesia could freeze all the moisture in a person’s body and kill them instantly. However, this is limited by the fact that she needs to have skin-on-skin contact with her target and, even then, it takes a few minutes to actually freeze them. Plainly said, she cannot really freeze a person unless they stand there and allow her, or they are unconscious and cannot resist. It is also possible for the Cryo Reactor to be pushed too far, which would cause it to malfunction. This can be caused by Elesia using her ice-based abilities too frequently (constantly creating weapons, for example) and its consequences are unknown but undoubtedly disastrous. Of course, this entire ability is pointless if the assassin finds herself stuck in a place with little moisture such as a desert. Winter Arms – The gems in Elesia’s armor are specifically enchanted for her use. A resulting effect of this is that she can coat said armor in ice, adding a large defensive boost (plus one rank to Constitution) and, on top of that, add an offensive bonus in the form of small spikes. The ice layer remains on the armor for three posts and melts away afterwards. The ice can be reapplied after four more posts. Attacks:Ice Burst – Elesia sends a wave of cold air out, freezing moisture as it flies forward and bursting with a particularly strong blast of cold once it hits something solid, or reaches ten feet. The ending burst is cold enough to add a thin layer of ice to a person’s bare skin, which means its effects are particularly more devastating against objects such as armor and weapons since they do not have their own heat to counteract the cold. The burst itself has the force of a small explosion strong enough to crack a few ribs. This technique is one that Elesia is particularly fond of due to its near-silence. Razor Hail – Elesia freezes the moisture in the air in a fifteen foot radius. The ice takes the form of tiny sharp shards and rains down upon everyone in the affected area. A single shard is sharp enough to cut through skin with ease and repeated hits from the hail are enough to damage most armor and weapons. Freezing moisture in such a range is taxing, however, and Elesia cannot use her ice abilities at all for two posts afterwards lest she risk pushing her Cryo Reactor too far. Inventory:Steel Throwing Knives – 20x Concussion Grenades – 3x Flash Grenades – 3x Incendiary Grenades – 2x Smoke Grenades – 3x Grappling Hook Flashlight Jin Communicator Background: Elesia was the result of a secret program started by Jin’s previous ruler. It was a program that used methods combining science and technology to create humans that were perfect for their military. They were all stronger, faster, and equipped with abilities that would help them in their purpose. Several of these artificial people were created, some as front-line soldiers, some as assassins, and so on. Originally, these people were “birthed” in their adult form, completely ready for combat. Unfortunately, this proved to be a failure as actual first-hand combat experience proved to be more useful, despite the enhanced bodies these people possessed. The second run of these experiments birthed the people as children and they were trained from their young age for whatever their purpose was to be. Jin’s scientists theorized that since they would all be taught and trained by real people, they would also be able to handle more potent magical abilities. Elesia was one of these children and was trained from birth to be an assassin and gifted with cryokinesis. As time went on, her performance shined far brighter than that of her brothers and sisters as she used her power in ways that they never used their own. Elesia rose to the top of the assassin branch of Jin’s military and she was content with this. After all, what else could she possibly want? This changed when Elesia was twelve and someone else took the throne of Jin. The current ruler discontinued the program, viewing it as unethical. Elesia, however, was still put to work by this new king and performed many missions unknown to the population of Jin. However, these missions differed from her previous ones, which were all to simply either infiltrate and gather information, or assassinate a certain person. These new tasks began to focus more and more on protecting others, something she was not accustomed to. When she was fourteen, she finally failed one. The feeling of failure and defeat was foreign to Elesia and, during her time outside of missions, she would simply sit in the gardens of Whitemane Castle and reflect. Eventually, a boy her age began to talk to her. She would repel his kind words and positive attitude with cold remarks and silence, yet he continued to visit her every day. As time went on, Elesia began to warm up to him. She would no longer answer his questions with heartless comments and, instead, answered them truthfully. She began to feel at peace whenever he sat with her in the garden. His questions also began to truly affect her. Naïve as they were, they were usually about things that Elesia was unfamiliar with. Do you know how a rose smells? Have you been to the ocean? Do you know what apple pie tastes like? All of these questions were fairly mundane, things that normal people often knew about and experienced. They represented a side of life that she had never truly experienced and, as she and the boy talked more, she found herself desiring this experience. One day, the boy did not come. Elesia paid this no mind and simply thought he had his own matters to attend to. Another day passed. Then a week. A month. A year. She found herself silently begging for another mission just to get her mind off the boy. Why had he stopped visiting? Had something happened? Was he hurt? Did she say something wrong? These questions filled her mind with doubt and worry, all of which she ignored by continuing her duties. Four years after the boy stopped talking to her, Elesia was called to King Whitemane’s chambers. It was the usual procedure for assigning her a mission. The king gave her the assignment of protecting someone who currently had many dangerous people after their life. They were to leave Jin and not return until the situation was resolved or they were summoned. Nothing about the mission seemed off until she was introduced to the target the following day. Elesia was assigned to protect the boy, now a young man, and his name was Tael. Tael Whitemane, the son of the king. He had bloomed into a handsome person, proficient with a bow and a novice with water-based magic. He was still naïve, but that did not matter. She was assigned to protect the first person she had considered a friend, and the king’s son to boot. She would not fail him.
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Post by Jisui on Jan 25, 2014 0:06:52 GMT -5
YEAAAAH ELESIA Thanks for redesigning Elesia Valk. She's always been one of my favorite characters. Pretty interesting rendition. It's basically what would happen if Elesia had some technology mixed into her character. The weapon is a neat divergence from her character too, given that she's mostly been a long ranged character. I also love that you put in the effort to rewrite her personality and add in a backstory. The backstory is actually pretty good, and the personality is in character. If I ever use this for something, then much thanks to you : D
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Post by BloodValkyrie on Jan 26, 2014 13:04:34 GMT -5
Honestly, her backstory was the main reason I wanted to redesign her. I wanted to tell the story I had in mind for her. The Cryo Reactor was simply a result from one of our past conversations.
I am very pleased that you like it though. I was afraid I may have been changing her too much.
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Post by Shin RyuKen on Jun 15, 2015 0:16:24 GMT -5
Azarel: 2015 Edition, post-Sollius death. Name: Azarel "VOYAGER" Leerhart Age: Unknown since death Race: Undead Class: Necromancer Appearance: Azarel's body has aged slowly over hundreds of years - but since his death over a decade ago, his body has begun to decay rapidly. Azarel's skin is a ghastly gray color, with large regions of his face peeling off to reveal gruesome swaths of flesh and a gnarled cyst where his left eye once was. His right eye is bloodshot with a yellow cornea and a white pupil. His bone frame in general is compressed, revealing a gaunt, sinewy body structure. His formerly long, blond hair is now a dehydrated, greenish white, scaled in unorganized tufts around his head. His previously black armor is now ivory, with crests of bone spikes nestled on his shoulder blades. His armored leggings are tipped with ribbed talons in both the front and protruding from the back of the heels. His arms resemble bony protheses with claws in the place of his hands. A tattered blood red sash covers his left leg with a black rood. Physique: As a revenant, Azarel's body frame seems more fragile than ever, but it more of the opposite. His undead resilience, coupled with his previously strong innate endurance from his training as a reaper and a demon knight have rendered the undead warrior extremely difficult to exhaust in battle unless his use of necromancy is unstrategic. Small wounds regenerate quickly and large swaths of his body can be put back together in a day so as long as his bones are relocated. Time seems to have made the reaper stronger as Azarel's body frame tells less of a story than before. The full extent of his physique is detailed in "Revenant Homeostasis." Personality: Azarel was formerly a sentinel to his allies and a fearsome retributor to his most feared enemies. His emotions separated him from the rest of the reapers, and instead of looking for the death of powerful life, he wanted to validate life altogether by proving that there were people that could inspire him to live ordinarily amongst the life on Sollius. His friends, many of which were all outcasted for one reason or another, reminded him that this was possible. He was politically a dissident in his long life, a characteristic that would follow him to his eventual grave. When Azarel was resurrected, he desperate fought to keep his sanity, but found that it would rot his corpse faster by the will of Thanatos if he were to continue to rebel as he was accustomed to. As a result, Azarel's thunderous spirit quelled, and he became answerable to the god of death, realizing that by being resurrected, he was delivered a huge favor. He would soon find himself detached from all that made human life livable in the first place, and what was left of his compassion and eminence was fading in his flesh. Azarel has been deprived of virtually all humanity, and contact with sentient life triggers murderous intent that inspires him to destroy. He sees the destruction of life as a duty - instead of simply killing people out of glee, he does so because it is his purpose, and it creates an order to the world that accelerates the grasp of nature. In a sense, this was Azarel's original purpose upon his entrance onto the material plane when he first seceded from the Order of Diablos, but his goal was to become powerful enough to stay his father's will from expanding the Order of Diablos by absorbing the souls of the living. This time, he is only trying to ferry the souls of the dead to the afterlife in an effort to sterilize the planet of all things that are not belonging to the earth, so that Thanatos's reign could become the nexus of all remaining life. Weapon: Soul Eraser: A giant scythe Azarel carries around with him. The scythe's blade is directly above Azarel's head as he holds it straightly, the blade being approximately almost 4 feet long. The handle is a rusted black while the blade itself an unusually snow white color. It is unclear if the scythe is a replacement to his signature weapon, the Soul Eater, which used to drain large chunks of life so as long as it continued to damage the opponent. The scythe is structurally similar, but chromatically differs and no longer drains life, either from Azarel for misuse or the opponent to quench its thirst. Thanatos has reinforced the scythe with its own deathly force, still rendering the scythe an extremely powerful weapon that can effortlessly tear through armor and sinew. The scythe now serves as a conduit for Azarel's necromancy, as described below. Element: Death Abilities: Bone Shaper: Azarel's ability to shape the shadows has been lost with his life force. During his stay in Hell, Azarel sought an organic replacement to the dark magic he once used, and found a baleful art in necromancy. The dark energy that animates the corpse of Azarel can be manipulated to animate other dead life forms by using them as weapons. Azarel can shape the bones of the dead into weapons and protective material in such a way that makes use of his fallen enemies after defeating them in battle. Azarel cannot animate the dead as sentient life forms, but their bodies can be an extension of his own as dangerous weapons to assail other, more powerful opponents. Shadow Menace: Instead of emerging himself from another shadow, Azarel is able to evoke his necromancy from any open shadow, including his opponent's own shadow, so as long as his eye can see it. His limited vision only enables his magic to be available to him from within a ten foot radius. The closer the shadow is to an organism, the harder it is to maintain control unless the organism is stationary or debilitated to some degree. Should the target maintain motion, Azarel will be quickly exhausted in attempting to evoke necromancy from an open shadow. Typically, a blind or restrained opponent can be finished off instantly by being impaled from a spike of bone from the ground, which is the simplest and most effective way Azarel has slain his obstacles in the past. Tiamat: Azarel is able to summon his dragon familiar from any open space. Tiamat cannot be accessed in the middle of a dungeon or other closed environment unless Azarel has previously summoned Tiamat to navigate the closed space with him. Just as Azarel has decayed, Tiamat has also decayed from exposure to hellfire and the tutelage of other elder drakes. Tiamat is now a zombie dragon of towering height, with most of her scales peeled off of her body altogether, revealing a gruesome bone mass. Tiamat's eyes now glow a sinister red color, animated by an orb lodged in her throat that belonged to some reality-shaping ore. Tiamat can now only breathe funeral pyres that gleam with an eerie white hue, decaying the life of anything in its radius. Flesh decays and crumbles, weapons and armor rust and perish, and elemental magic wanes to nothingness. Equipment and techniques of legendary caliber can better withstand the decaying breath, but generally the pyres will eat away at anything ordinary. Defeating Tiamat in battle will fell its spirit until Azarel can get in contact with Thanatos to reanimate her corpse. Revenant Homeostasis: As a creature resurrected by Thanatos, Azarel has transcended most organic pathologies that would normally inhibit his life force. Azarel, having hundreds of years of power and influence as a former reaper behind him, his homeostasis is even stronger than most undead. As a result, Azarel is unaffected by disease or changes in temperature and is generally immune to elemental magic. His undead resilience enables him to endure physical blows far more than before, surpassing the average elite hellspawn. He is still largely susceptible to energy and light, however, and any attempts at "healing" will quickly slay him in battle. Items: None Story: Azarel was formerly an estranged reaper who defected from his father's circle of Hell, which was an elite order of reapers known as the Order of Diablos. After the defeat of Paracelsus, the souls of the dead began to tug Azarel into the void - and consume his immortal soul in the process. In order for Azarel's friends to survive, Azarel sacrificed himself to settle the score with Paracelsus once and for all. As Paracelsus faded away, Azarel's soul began to decay rapidly, and he asked Aire and Minu to bury him at Edge City. The reaper would pass away in front of them. Years passed, and Azarel's body began to crumble at the seams of the ground that he was buried in. Azarel's soul awoke in the bowels of Hell where he was greeted by Thanatos, the god of death thought to have been slain by Noki many years ago. Thanatos willed it upon himself to resurrect Azarel, and poach him to the point of which he could no longer defy his upbringing. He would quell Azarel to serve his rightful purpose and restore the former reaper to his former glory. Thanatos resurrected Azarel - for a price. Instead of serving in the capacity of being a reaper which he clearly failed at, Azarel would serve as a lower-class revenant, tasked with maintaining the security of the underworld. Azarel's powers across his journey - from defeating Paracelsus to his father, made him a far more powerful undead than even the reaper-class demons that traveled between the afterlife and the material world. Azarel began to tap into necromancy, but instead of summoning demons to do his bidding, the demons would beckon to his every whim and call and be a part of his tremendous power. He would no longer be remembered by his friends for the reasons he met them in the first place - those friends of his would become his first targets, so that he would have no chance of remembering what made him human. Theme Song: www.youtube.com/watch?v=JcSo58mYY2w
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