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Posted: Sat Nov 14, 2009 7:01 pm
CEO: Joseph Brown (Joseph Brown) Vice President of Kicking a**: Vice President of Taking names: Vice President of Accounting:
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Posted: Sat Nov 14, 2009 7:02 pm
HoH File: Statistics xxxxx|---o Name: Joseph Brown. xxxxx|---o Mode of Combat: Like a boss. xxxxx|---o Birthday: July 10. xxxxx|---o Height: 5' 7". xxxxx|---o Weight: 176 lbs. xxxxx|---o Measurements: Do you ever get sick of these jokes? xxxxx|---o Birthplace: Evergreen Island. xxxxx|---o Hobby: Meticulous Diorama Making. xxxxx|---o Personal Treasure: Fabulous wealth. xxxxx|---o Favourite Food: Liquor. xxxxx|---o Dislikes: People with no sense of humour. xxxxx|---o Forte in Sports: Battlebots. xxxxxO---o Other things worth mentioning: Officially putting his money where his mouth is.
HoH File: Equipment xxxxx|---o AE MetaTEC Lite Undervest, AE MetaTEC Med Boots, Fabulous Three Piece Adjuster Set, Ley-Line Reamplifier and Charger, Hip Flask of +1 Poor Example
AE MetaTEC Lite Undervest Underneath his clothes Joseph wears the latest in MetaTEC personal defense, a line of body armour designed to narrow the gap between humans and metahumans. As it's focus is not stopping bullets or melee weaponry its not as intensive as other underarmours available, however its key ability is the cushoning of energy and metamagical energies. Thus it allows an average human to take a fireball to the gut and not have their organs stir fried.
AE MetaTEC Med Boots Where the underarmour means to level the playing field of durability, the boots provide protection and mobility allowing the average human to stand a chance against a metahuman. There are essentially three modes: Skate, the bottoms of the boots emit an energy that reduces friction and allows the speed of a skater on any surface. Grip, the bottoms of the boots emit an energy that grabs onto any solid surface of course severely limiting mobility. Jump, the boots emit a blast of energy that allows Joseph to jump, some would say, like Mike. Once airborne Joseph can emit a second blast for a double jump, or a slow release for an easy landing. While the jump feature is gesture oriented enough for Joseph to use silently, both grip and skate are verbal commands as such "Boots> Grip/Skate> Start/Stop". They also provide mild damage protection and add a little weight to his kicks.
AE Experimental Adjuster Gluvs and Back Unit The true powerglove. These metallic looking things give Joseph the full range of his adjuster powers. A protected screen gives a readout on the available battery power, and the durable construction give some protection against damage and elements. As a special bonus they add a bit of weight to Joseph's punches.
Ley-Line Reamplifier and Charger A small pack hooked on Joseph's belt that taps into Gaia's natural overmagical nature. While not much, it'll restore 2% battery power passively every post. A stylish accessory for the MP5 crowd.
Hip Flask of +1 Poor Example A metal flask containing a drinkable liquid that, as Sam Jackson may say, will get you drunk. The liquid can vary, but is never of a proof that is highly flammable. If Joseph's about to pass out AND he can chug this down he gets one more post of action. As he's a man.
HoH File: Abilities xxxxx|---o Adjuster Technology, Inhuman Alcohol Tolerance
Adjuster Technology Joseph's main stable of abilities revolve around the potent A~E developed Adjuster Technology. It began as a nanotechnology project, however upon buying out the patents of many companies nanotech device the R&D team quickly discovered the tiny robots were mostly bullshit. Instead they worked on researching and reverse engineering the most common magical item available, the bag of holding. Seriously, you can get those things at any Gaian corner store. The core of the adjuster tech becomes the “bag” and is capable from drawing parts from the inside of the bag and fastening them to the outside, and also to unfasten parts and draw them back into the bag. This can wirelessly and rapidly (but not instantly change the shape and purpose of the adjuster tech. Joseph has three adjuster devices: A pair of mechanical looking gloves (his right designated mainhand, his left being designated offhand), and a backpack looking device. This gives Joseph a wide array of, some would argue, magic like defencive, offensive and utility abilities.
The Adjusters are pleasantly voice activated, though there are emergency switches on both gloves in case of vocal incapacitation. To shift Joseph has to clearly state "Shift: Main/Off/Back:" and then state the element. While the first two commands are exacting the parser is set for Joseph's... creativity... in the field recognizing a wide vocabulary and an analysis of intent to reduce misfires. For example, he could say "burn" instead of "fire". Active powers generally require a gesture, and then a similar elemental shout. Back abilities can shift on and off by the phrase "Back: on/off". All adjuster abilities run on battery power. Joseph begins at 100% battery power and his stocks deplete as he rains hell down on his foes. The batteries also overload easy, meaning most can only be used once a post unless noted.
Selling Points: - Call upon the fearsome power of Light, Darkness, Fire, Water, Earth, Air, and our limited time offer of Force! - NEW Integrated calamity driver, allowing for all Adjusters to function seperatly from each other. Practical three loaded abilities at once! - Versatile technology works in conjunction with many Alpha through Epsilon Products.
Side Effects: - Slower than nanotech Joseph cannot take any action with an adjuster device on the post it's transforming. - Access ability limited to active parts. Until he transforms the adjuster Joseph only has access to the one “element”. - Highly dependent on battery power. - Firing speed limited to three glove uses and one mounted use a post.(or their special equivalent) - Best at medium range.
Illuminating Light Mainhand: Refraction Laser Alpha Post Usage, Active Range: 5 metres | Battery consumption: 1% x3;; / 5% x2; / 12% x1; | Active Charge | Firing Gesture: Gun point Transformation: The Gloves retain their mechanical appearance with a small opening on his right pointer finger. By making a gun shape with his hand Joseph can fire lasers from his fingers. Pitch: The simplest solution being the best one, this is truly Occam's laser. It can fire fairly quickly. airly low powered the impact of the laser is much like getting hit by a punch, and is clearly slower than a bullet. However this is only the lowest power as the laser have an active charge ability. By forfeiting shots the laser can combine power for bigger and faster bolts. Thus by firing only two shots the energy can tear clothes and cause minor burns, and by firing only one shot the burning becomes much more intense with light armour piercing properties.
Offhand: Lil' Refraction Laser Alpha Post Usage, Active Range: 5 Metres | Battery consumption: 1% x3;; | Active Shot | Firing Gesture: Gun point Transformation: Identical to the RLA, however is incapable of the higher yield charged shots of the mainhand version. Perfect for that hail of laser bolts look that's popular this winter.
Fabulous Fire Mainhand: Omnifuel Ignition Firematic Post Usage, Active Range: Thrown | Battery consumption: 10% | Continual Burn | Firing Gesture: Gripping hand Transformation: A small nozzle appears in Joseph's palm, otherwise the Pitch: An almost astoundingly simple device. The offhand glove dispenses an orb of firm, spherical, very flammable goop. When Joseph goes through a throwing motion an igniter in the gloves finger lights the goop on fire. At this point the firm sphere rapidly loses structural integrity. Upon impact the goop spreads and splashes out and just keeps burning, honestly, the stuff is hard to put out, but will burn out by the end of three posts.
Offhand: Hight Intensity Flash Fryer Post Usage, Active Range: 1 metre | Battery consumption: 15% | Continual Stream | Firing Gesture: Clenched Fist Transformation: A raised vent forms on Joseph's wrist, and the armour around his right hand thickens. Pitch: One cannot have a multi-purpose-weapons-platform without a goddamn flamethrower. This is exactly what it is. For the duration of the post Joseph can shoot gouts of flame from the vent on his wrist as much or as little as he wants. Things may catch on fire, things may not. It's a wild world.
Intense Ice Mainhand: Varia-Temperature Rapid Temperature Plummeter Post Usage, Active Range: 5 metre | Battery consumption: 5% | Continual Stream | Firing Gesture: Gun point Transformation: The gloves retain most of their look save a glowing blue panel embedded in the right glove's palm. That is of course where the beam comes from. Pitch: With his freeze ray Joseph is incapable of stopping the world. Far from the “bam you're in a block of ice” ray you would expect, prolonged exposure to the ray simply cause temperatures to drop. Theoretically this could cause frostbite over numerous posts, but body temperature makes offensive use difficult. However it's utility in freezing liquids or making materials brittle is quite a useful utility ability.
Offhand: Delay-based Shard Refrigilauncher Post Usage, Active Range: 1 Metre | Battery consumption: 5% / 10% / 15% | Passive Charge | Firing Gesture: Clenched Fist Transformation: Numerous rectangular vents appear around the glove Pitch: Another passive charge weapon, this one launches various pointy pieces of ice. On a one post charge the DbSR unleashes a shotgun blast of tiny one inch ice shards. Quickly melting and with little force they do little beyond a metre and even within don't do much. On two posts charge the blast cone is more focused and the shards bigger and with more energy. Three posts launches the regular blast, as well as one high energy five inch ice spike.
Excellent Earth Mainhand: High-frequency Resonance Emitter Post Usage, Active Range: Melee | Battery consumption: 5% | Passive Buff Transformation: The gloves change little but emit a slight hum. Pitch: BRAND NEW and EXCITING. The HfRE is an adjuster form for Joseph's melee challenged a**. When things go south super close Joseph has to resort to his mostly sloppy brand of brawling, however all this can be augmented by this device that adds a finely tuned frequency to resonate from his blows. The short of it? His punches hurt more. The long? Not that much more. Bonus! One of the most versatile (due to it's low yield), the HfRE casues both gloves to resonate without overriding the offhand gloves own Adjuster.
Back: High-Ion Reversible Magnitation Packulator. Post Usage, Active Range: 3 Metre Radius around Self | Battery consumption: 12% | Active Buff Transformation: A backpack form with many gauges and emitting knobs, as well as two thick wires that runs down to his right gloves. Back: The HiRMP is the first in line of impressive magnetic field generators, and it's fairly simple. When Joseph turns it on it causes a magnetic disturbance around him, mildly attracting metals and mildly discolouring computer screens. However it also adds an ionizing effect to whatever glove adjuster is equipped, which gives whatever is hit by said adjuster a very specific magnetic field. Unlike metal and such this field is highly reactive to Joseph's. Thus with a command Joseph make his field opposite or identical to the ionized target, either making it difficult to approach Joseph or getting away from Joseph. Not impossible, but imagine that you were suddenly moving through a current (and yes, that means it's easier to in the opposite direction).
Awesome Air Mainhand: Low Amplitude Tesla-based Tazertron Post Usage, Active Range: 1 Metre | Battery consumption: 15% | Continual Stream | Firing Gesture: "The Horns" Transformation: Concentric rings appear up the right glove, while arcs of electricity occasionaly spark in the valleys. Pitch: Lightning goddamned bolts. Not tuned to actually lightning of course, electricity like that is dangerous, think more of an amped up tazer in this case. Joseph points something, and then electricity jumps between his glove and that target, as long as he keeps pointing the lighting keeps going. A bonus: Joseph's right hooks now have a bit of a jolt to them.
Back: Omnidirectional Propulsion Device Post Usage, Active Range: Self | Battery consumption: 9% | Active Buff Transformation: Shifts to a backpack with two pods that contain humming turbines. These pods seem to be able to move freely. Pitch: A device made for increasing the mobility of the mobility device. The twin turbines can cause a jet of air in practical any direction. Increasing the length of Joseph's jumps, or allowing him to move like a ******** in skate mode. Or perhaps they can cause him to plummet to the ground faster, or even (if you would ever want to) help him come to a halt.
Devious Dark Mainhand: Oscillating Energy-Transfer Leech Ray Post Usage, Active Range: 5 metres | Battery consumption: --- | Continual Stream | Firing Gesture: Gun point Transformation: The glove gains a strange glowing purple pod on the back of the hand, as well as similar glass like cylinders embedded in the arm of the glove. Pitch: The hazy purple beam that waves and wobbles forth from Joseph's hand when he utilizes the dark powers is not really one of destruction at all but one of replenishment. By focusing the beam on a target Joseph can regain 10% battery from a living target or 20% battery from a large electrical device. Amazingly this causes very little structural damage to the target, mostly. While it's not considered physically damaging it's been known to cause mild vertigo, dizziness, and nausea when sapping energy from a living target. So in a way it's also a seasickness gun.
Offhand: Synth-Shadow Glob-o-Pod Post Usage, Active Range: very short| Battery consumption: 7% a glob | Firing Gesture: Grabbing hand Transformation: A opening and closing hole appears in the palm of the glove, as well as thin black piping all throughout. Pitch:. Like blowing a bubble the glove densenesses icky black synth-shadow in a thin, but grippable membrane from the hole in the palm. No launching or anything, just creates the glob and delivers it to Joseph's hands... Where of course he can throw it at an enemy, or even set it as a trap. Up to two cups of the sticky sticky stuff pops like a water balloon, hindering movement and generally making the victim feel uncomfortable.
Frightening Force Offhand: Low-Energy Tether Post Usage, Active Range: 3 metres | Battery consumption: 3% | Continual Stream | Firing Gesture: Clenched Fist Transformation: A ridge with a glowing opening pointing towards his fist appears along his upper forearm. Pitch: The energy tether is in essence a lasso made of accelerated particles, an tether made out of energy. It allows Joseph to swing, pull, and in generally do stuff he could do with a retractable rope... On with more glowing. Now the disadvantage is that it can't “stick” to targets, it has to be able to “Wrap around”, and while the tether will try its best to complete the circuit, Joseph can't just shoot at a wall or try to wrap around something that exceeds the 3 metres of “rope”. Considering the low energy yield and Joseph using his off hand, it makes a poor whip.
Mounted: The Overshield(inator) Post Usage, Active Range: Self | Battery consumption: 25% | Passive Buff Transformation: A nondescript mechanical device shifts to Joseph's back, and a shimmering sheen surrounds him. Pitch: Not nearly as good as it sounds, and can only be maintained about four or five posts before Joseph kills his battery. With that out of the way, the overshield is a powerful tool in Joseph being less squishy. It helps resist both physically damage and mitigate magical strikes much more than his MetaTEC vest. Roughly speaking the shield cuts the force behind and incoming attack by about 25%, and can disperse magical attacks by an impressive halve. It is noted though, that Joseph is still HIT by the attacks. The shield doesn't deflect, it simply takes some of the bite out of painful attacks.
Inhuman Alcohol Tolerance In case it comes up, Joseph has an insane tolerance to the booze of any sort. Think about him as a step above even some metahumans with their blatant disregard for boozing. What would get someone drunk gets him buzzed, what would get someone blind drunk gets him drunk, and what would get someone comatose gets him blind drunk.
HoH File: Skill-set xxxxx|---o Only Human, Shock and Awe
Only Human While he has been doing physical training since the Unity incident and he's in the best shape he's ever been in, he's a good deal away from some of the dedicated fighters without his machinery. On top of that he only knows the most basic of barroom brawling and won't be whipping out any crazy punches or grapples. He has no resistance to knockdown, no resistance to bleeding, and no increased durability. He's human, a bit tougher than most due to adventuring, but still squishy in comparison to some fighters.
Shock and Awe Joseph likes to dazzle, distract, and berate in hopes that he'll hit more and get hit less. Years of the bidness has cultivated a mean multitasking streak in our hero. He can talk, taunt, or carry on a conversation all while maintaining perfect concentration. It's also given him quite an ability for quick and lateral thinking. Lending further versatility, he doesn't find that much difficulty coordinating mainhand and offhand weapons. Think of it like points in "specified ambidexterity". Joseph's intelligence is his key weapon. His machines make him decently mobile and powerful, but it's using them unexpectedly that's gonna get him the advantages.
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Posted: Sun Nov 15, 2009 12:51 pm
Public Information + Name: Solomon ‘Sol’ Blackwell (Played by Dante Decker) + Mode of Combat: Modified Savate/Defense dans la Rue + Height: 6’ 3” (1.905 m) + Weight: 238 lbs (108 kg) + Measurements: + Birthplace: 27th street, Downtown Aekea + Hobby: Sleight of Hand + Personal Treasure: His Clothes + Favorite Food: Grape Kool-Aid and Bacon + Dislikes: People who litter, Smokers, People that are generally ‘unclean’ or messy + Forte in Sports: Rugby (Tighthead Prop) + Other things worth mentioning: He’s only in it for the money. Private Information Character: Solomon Blackwell User: Dante Decker Equipment-In alphabetical order.+ Arm Socks Made of strongly knitted wool these black arm socks are used by Sol to absorb some of the force of the blow to his forearms, as well as keep his forearms warm since he rarely wear his jacket during matches. The Arm Socks though comfortable are not very long, running from just below his elbow to the back of his palm. A reinforced thumb hole allows the thumb to pass through the side of the arm sock while it covers most of his palms, but leaves his knuckles and fingers exposed so he can easily manipulate things.. Since its slightly stretchy and a bit thinner in diameter than Sol’s well muscled forearms, the arm sock tends to stay in place while fighting, but in order to ensure they really don’t go anywhere the arm sock is secured in place by a length of white para-cord directly behind the wrist. The use of white cord in contrast to the black arm sock is a symbol of his rank as a Savateur, though no expert in the art he’s quite proud of the progress he had made thus far considering his regular workload. Unless he’s discarded his Throwing Chains for some reason or repositioned them its unlikely the Arm socks will be all that visible, as he tends to use them to absorb the impact from blows, and to keep the chains from chaffing his forearms during a fight. When not in combat he tends to take the chains off but leave the socks on as the socks at least allow him to wear his jacket at the same time. On top of all that they are comfy, and whose going to argue with that? + 2x BaliswordsThough a horrible name for such a beautiful weapon Sol’s Baliswords are a hybrid weapon, consisting primarily of a thirteen inch blade that is attached to two folding grip sections like a traditional Balisong or butterfly knife. The grip sections are made of a titanium allow for them to be fairly light weight yet strong enough to take the torque applied to it by the blade in combat. A large pierced fuller runs down the center line of the blade itself so as to keep a relatively constant center or balance when ‘closed’ or ‘open.’ Unlike traditional Balisongs or butterfly knives however when the Baliswords are ‘closed’ the blade is not completely concealed within the handle. In fact over seven inches of the blade remains exposed putting it in the same category as a large boot knife or the famous Tennessee Tooth-pick. The large double edged blade comes to a spear point that is sharpened to assist penetration through leather or other light armors but is also able to leave nasty cuts in flesh if needed. When closed, two handle extensions act as guards allowing Sol to effectively parry with the weapon in this form (or at least easier than when ‘open’.) Likewise because the blade is more strongly supported in this position it can be thrown fairly accurately, being of all metal and robust construction also helps it survive the strikes from larger weapons or just the regular rigors of combat. When ‘open’ the handle folds in on itself like a regular balisong but instead of exposing only a five or six inch blade it exposes the weapon full thirteen inch blade, giving the weapon almost twenty inches of blade reach. By itself this blade can easily compete with many short swords, and the psychological effect of going from a boot knife to a short sword in the flick of a wrist is not one to be under estimated. One feature that does set the Balisword apart is its blade thickness, at more than twice the regular thickness of a comparable balisong it is much more robust and hard wearing, able to parry and compete with many larger weapons. Unlike many balisongs that are locked by an under set catch, because the blade penetrates the handle when closed, such a latch is impractical and potentially impossible. Because of this, a spring loaded bearing lock is fitted that either (a. locks against a notch on the flat of the blade, or (b. against the opposite guard. Commonly Sol carries them on his belt in leather sheaths so that their handles are set perpendicular to his suspenders allowing him to hook his fingers under his suspenders and keep his fingertips on the handles of both weapons. In either form the Baliswords are both beautiful, graceful, and overall an impressive weapon in the ring. Image LinkLength (Blade, ‘Closed): 7.25” (184 mm) Length (Blade, ’Open‘): 13.5” (343 mm) Length (Handle): 6.25” (159 mm) Length (OAL, ‘Closed): 13.5” (343 mm) Length (OAL, ’Open‘): 19.75” (502 mm) Width (Blade): 0.95” (24 mm) Width (Guard):1.65” (42 mm) Width (Handle): 1.15” (29 mm) Thickness (Blade): 0.25” (6 mm) Thickness (Handle): 0.64” (16 mm) Material (Blade):VG-10 Steel Material (Handle) 6AL-4V Titanium Blade Profile: Double Edged, Spear Point Weight: 9.5 oz. (269 g) Sheath: Leather with Steel Chapes + BootsPerhaps the most obvious sign of a bodyguard is their footwear. Burly ex-military types have a hard enough time squeezing into suits, let alone some dress shoes. So its fairly obvious what someone’s profession is when you combine a big guy, in a nice suit, and combat boots. The boots serve several purposes though, they allow a body guard to stand for several hours without wearing out their feet, and they tend to come in handy when your employer tells you to stomp someone head in. Id like to see someone try curb stomp a guy in a pair of thousand dollar Mezlan’s, I doubt it would go well. These particular boots are of the steel toed, fully reinforced variety also known as ‘jungle’ boots, though there’s little chance of Sol stepping on punji stick in the ring it never hurts to have a thin piece of steel between your foot and the sole of the shoe. Constructed primarily of thick leather and rubber they come up fairly high on his ankle in order to support the joint when walking or standing for long periods of time. Though this limit’s the joints flexibility somewhat but its not that much of a trade off for better foot protection. The sole of the shoe is textured in an aggressive non-slip texture allowing him to keep traction on many wet or slippery surfaces, though obviously there is only so much one can do, his physical weight and these boots help make traction much less of a concern. + BubblegumGrape flavored, and delicious. Sadly the flavor doesn’t last very long, but few gums have the staying power needed to last more than few minutes of a several hour shift. A non-name brand candy, it is unremarkable yet tasty. + Custom Fighting Slacks Made by a custom tailor specifically for his use, these very nice dress pants are made of the same Black/silver pinstripe pattern as his jacket but are reinforced with two layers of Kevlar fabric underneath the fancier outer fabric. and double stitched for wear resistance. Specifically reinforced is the shin and calf area since it is a very common target in Savate. These reinforced pants don’t provide any practical protection for Sol but they do tend to last a bit longer in combat than most lightweight suit pants would due to their materials and being double stitched for wear resistance. Though there are pockets on the pants he has sewn them up so as to maintain the outer appearance without giving his opponent another place to grab onto him. He prefers instead to keep the few meager belongings he keeps with him in the small pouches attached to his belt. + Loose changeGood lord you want me to empty everything out of my pockets? Well lets see here, there’s about a gold piece here, mostly in nickels, is that specific enough for you? God forbid I decide to go get a soda while on duty… + SocksSol wears long black wool hiking socks on most occasions not just because they match the companies wardrobe policies, but also because they help protect his lower leg. The socks extended past the top of the boot to about the mid level of the calf and help protect the lower calf and shin from glancing blows and kicks. + Suspenders and beltMade of tough braided black leather and silver fittings these suspenders do wonders at their job… of holding his pants up. The belt holds two leather sheaths each facing away from his belly button for his Baliswords and two smaller pouches on each side for holding various small items such as bubblegum or loose change. Strong enough to support his weight if need be they also work handely to give him a place to tuck his thumbs while waiting his turn. + Tailored Suit JacketsWell made and expensive, his jacket was made like his slacks to resist wear and are designed to prevent any light from shining through. Several pockets and small hiding places make it useful for holding knickknacks. The primary use of the jacket however is so as to prevent him from dealing with repeated Overcharge spasms when he simply wants to watch a fight from the ringside. He also recently developed the nasty habit of using it in combat to distract or blind his opponent when he throws it over their head. Alright so its not terribly honorable but damn if it isn’t fun to watch them squirm. + 2x Throwing ChainsLightweight but fairly tough Sol uses his throwing chains for both offense and defense purposes. In an offensive form they are used as flexible weapons with an aerodynamic throw weight on one end, and a carabineer on the other end. The majority of the chain is simply powder coated aluminum but after a nasty shock given to him in a bar fights he’s switched out the last eight or so inches of the chain with black vinyl dipped chain stolen from a playground swing set to act as an insulator and prevent anyone from shocking him through it. The magic user would need to put out over 2 million volts in order for the current to be strong enough to jump the distance between the carabineer and the chain itself, and if they can do that there’s still no certainty that Sol would be the path of least resistance. He usually however wears them defensively, wrapped around his forearms or over one arm completely to provide him with some improvised armor in order to parry or deflect the bladed weapons of his opponents. Though this may allow him to save his arm from being severed without some form padding below it (like an arm sock) he’s likely to still be injured by a full force blow. The Chains can be clipped together for various reasons and when clipped together reach about twelve feet in length. The weight on one end is a smooth oval shaped piece of lathe turned tungsten, and comes to an unsharpened point to allow the chain to be thrown at someone instead of simply spinning it overhead. Clipped together the double ended weight chain comes to twelve feet and is an intimidating sight indeed. Length:6’ 3” (1.905 m) Weight Mass: 1 lb (453.5 g) Chain type: Black Powder-coated (majority), Vinyl dipped chain (last eight or so inches) Chain Diameter: 0.217“ aka 3/16th (5.51 mm) Construction: Aluminum Breaking Limit: 1200 lbs (544 kilograms) Supernatural Abilities-+ OverchargeA blessing given to him by a Forest Shaman after the death of his last employer, the extensive tattoo across his back runs up both upper arms and connects over his spine in a seemingly random set of swirls and angular patterns that are actually the path of a single line that weaves its way from one side of his body to other. When hidden or covered, for whatever reason, the tattoo goes inactive and is unable to assist Sol. Only when worn uncovered and with pride does it offer a chance to bless him by feeding off ambient magical energy around him. Mechanics: Every time a player (friend or foe) casts an external spell (that is; directed at another player and not themselves) Sol has a chance to absorb some of the spells energy. When a spell is cast within five meters of him a d4 is rolled, this roll determines how many points of energy he his able to absorb from that spell., this does not dampen the nearby spell in anyway nor does it protect him from the spells effect. it merely allows him to feed off the ambient magic disturbed by the effect. For every point the successfully absorbs he gains one post with the Overcharge blessing, at the end of each post he consumes one point reducing the amount of energy in the tattoo. Every turn that he benefits from the Overcharge ability (a maximum of four posts) he gains a second simple action per post, by ‘simple’ I mean a second jab, a second short kick within the same amount of time. This does not allow him to accomplish something that would require dedicated concentration or fine adjustment merely the ability to fit another reactionary effect into the same time table. These effects are block able or counter able as any other attack, and he is not moving at speed that would make such attacks either hard to see or respond to. Conditions: Sol can absorb up to a total of four (4) ‘points’ of energy before it becomes physically painful for him to carry such a charge, as the tattoo on his back begins to literally burn the skin around it due to its excited state. Should Sol absorb more than four points of energy at one time, he begins to burn off the stored energy very quickly causing him pain and dissipating the stored energy in the tattoo all at once. Otherwise the points dissipate at a normal rate of one point per post either used to full effect or not and thus the energy cannot be stored for any longer than he has points of energy. The seemingly random tattoo pattern acts as circuit for the energy it absorbs and therefore like a circuit if it is cut (or ’broken’) in more than one place along its length the ability becomes unusable until the skin is repaired (whether stitched or healed in another way..) If he absorbs anymore than 4 points of energy he begins taking damage as the tattoo begins heating up and begins to burn the skin surrounding it. The tattoo however must be exposed in order for it to work (making it both an obvious and potential target) otherwise when covered it cannot absorb any energy and he may not benefit from the Overcharge blessing. + DischargeWhen Sol has absorbed enough energy into his tattoo to the point that nay more would cause him harm, he can choose with concentration to use it all the energy up at once at once. He violently releases the energy into the air around him disrupting the magic in the area by disturbing their patterns and fabric of magic around him. This is physically painful however and tends to effect his concentration in the same turn as he uses the ability, but if someone is filling the area around him with magic it helps to have some defense. Mechanics: When Sol has stored up at least two points of energy through his Overcharge ability he can choose to either passively allow them to disperse (as normally per Overcharge) or to actively control their outflow (via the Discharge ability). When choosing the latter he expels the energy outwards from him to act as a dampening effect on incoming magic by disrupting their pattern and energy. This is an area of effect ability with a radius equal to his absorption range (five meters.) Discharge is able to reduce the incoming spell by one level of severity* for every two points spent. Since this is an area of effect spell he may not target whether it is a friendly or hostile spell, simply any spell within range. This means that a ‘minor’ or basic spell might be dispelled outright, or a potentially lethal spell reduced from lethal to severe. Most minor/basic spells though are not worth the pain or effort needed to dispel them however so it used mostly as a defensive rote. Severity of a spell is rated on its actual concentration and complexity and is not limited to simply harmful spells. For example a "punch like" force spell would be dissipated, a piercing magic arrow would be blunted. A smaller fireball would unravel completely, and a big honking fireball would lose energy and shrink. * Severity Ranks are as follow: Lethal >>> Severe >>> Major >>> Minor >>> Dispelled Conditions: When Sol uses Discharge he quite literally damages the tattoo temporarily shorting it out due to the overflow of outgoing energy. As such after using Discharge he is unable to use his Overcharge or Discharge abilities for five posts per two points spent. For example if Sol uses Discharge to Disrupt a minor spell he will have to wait five points to use the ability again. However if he reduces a spell by two levels of severity (4 points worth) he has to wait 10 posts till he may use it again. Any left over energy not used is lost as if he had absorbed too much energy at one time. All other conditions of Overcharge apply (cannot be covered, cannot be severed, etc) as well. Natural Abilities-+ Tonka Tough: Excellent muscle tone, training and a general concern about his health have given him enough overall mass sufficient to somewhat resist the assaults of his enemies. Though this does not allow him to ignore any injury it certainly does help him work through the pain of successive hits. Combined with enough experience to know how to ‘roll with the punches’ as they say he can be a tough sucker to bring down. This really only concerns punches kicks and blunt instrument strikes however as his well defined muscle structure makes him just as vulnerable (if not more) to cuts and stabs as anyone else. + Fast Hands. As fast as his kicks may be he has several years more practice in sleight of hand work than Savate, and as such he tends to be able to adjust his hand position and his equipment with preternatural precision and speed. When combined with his Baliswords he can flip them from ’closed’ to ‘open’ and back again in apparently the blink of an eye allowing him to quickly adjust to the battle as needed. It would of course sound much more impressive if Sol could say he learned this skill through years of dedicated practice but that would be somewhat of an exaggeration. In truth the life of a Bodyguard can be particularly dull so you spend a lot of time either standing and waiting for something to happen, or sitting there waiting for something to happen. Not satisfied with playing cards or reading he spent the majority of his times repeatedly flipping and unclipping various Balisongs over the years slowly increasing his speed and precision in their use. At first it was merely to pass time but over the span of several years he continued pushing himself either in competing with other bodyguards or against his own time. This practice however paid off when he began practicing Savate, as it gave him exceptionally quick jabs even if his kicks were lagging behind a bit due to his large size. + Hard Head.Perhaps a dual meaning; Sol has taken enough hits to his head that he has developed an exceptionally bony forehead. Generally its not advisable to attempt to head butt Sol as most people tend to rebound off him like hitting a brick wall, but something’s just have to be learned through experience I suppose. This is not to say strikes to his forehead aren’t going to effect, him quite the opposite really as though the bony nature helps protect him somewhat it still is quite annoying to the experienced body guard. On the flip side of this is his unusual mental stubbornness, its not that he is particularly confrontational, its just that when he decides he is right and they are wrong he usually ends the discussion and just lets them continue thinking whatever they damn well please. This passive-aggressive stubbornness also tends to make him skeptical of most claims. A good quality for a bodyguard but one that doesn’t always endear him to his friends. This closed mindedness is especially prevalent in combat as he tends to resist some mind bending praxis such as illusions (he will attempt to disbelieve) and outright psychic manipulation by others. It does not mean he’s immune to such tricks, simply he will not give into his emotions until he has attempted to get a firm hold on the situation. Failing that, well there’s always screaming like a little girl. + Rock Steady.Sol is fairly tall guy, perhaps not the tallest guy around but he’s certainly conscious of just how much a small angle change can multiplied by the over six-foot long lever of a body he has can quickly cost him his balance. This was perhaps one of the most useful non-combat skills he gained while practicing Savate. Learning how to maintain his balance even in unusual positions such as delivering kicks and punches, and to somehow keep his balance even when rolling with a punch he has become a fairly tough target to bowel over or trip when things happen to go down hill in a fight. + Focused HitterHitting someone hard is rarely an efficient use of time in a profession where you are charged with the defense of someone’s life. The mastoid process, the solar plexus, the philtrum, floating ribs, the occipital ridge, and quite a few other prime targets are both vulnerable parts of the body and highly efficient strike points. Combined with the pointed metal pommel of his ‘closed’ balisword such strikes can be devastating. Though Sol may not be able to target such points on every strike, his general focus on inflicting debilitating pain and numbness to his target tends to shorten many fights to a much more manageable time frame. + Sagacious.A shrewd and perceptive observer is one of the skills that landed Sol this job in the first place. He tends to stay very aware of his surroundings especially in combat where things have a tendency to try and hit him all angles. This unfortunately has translated over time to a mild paranoia, which despite the psychological stress it implies has saved his and his clients lives more than once. He tends to notice small sudden movements in people and their weapons quite well, a side effect of spending several years searching crowds for someone attempting to pull a weapon on his client. He may not be able to predict what they are going to do but he at least is rarely surprised by sudden actions due to their body language and the small details they common perceive as un-telling.
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Posted: Sun Nov 15, 2009 1:04 pm
I know it is not formatted oh so properly but this is what I have. Any and all comments and suggestions welcome.
Name: Snoogins Mode of Combat: Brawler Birthday: Unknown, Dec 27th adopted as such. Hieght: 6'1” Weight: 240lbs Birthplace: Unknown Hobby: Drinking and petty crime Personal Treasure: Chain around his neck with dog tags. Favorite Food: Steak and beer Dislikes: Morning talk shows, being sober and a small percent of the people he has met Forte in Sports: Rugby, Football, Hockey
Snoogins' equipment: Cybernetic implants- Gives him a limited strength and speed increase. Examples: without the enchancements he can lift about 180, with it activated he can lift an average of 390 to 410 pounds. As for speed he can run about 8.5 miles per hour if he pushed it, with them activated an average of 17 to 19 miles per hour. Lasts average of 6 posts. Can only be used once per fight, if he tries to use it again he can suffer from an overload and the implants will force him to shut down. When activated his eyes start to glow blue faintly. These implants are controlled mentally as they are worked into his nervous system.
Light body armour: This is concealed under his clothing and covers chest, upper arms and forearms as well as the upper and lower part of his legs. It does leave the joints such as shoulders, elbows and knees unprotected though but this is for the sake of mobility. It is made of kevlar and is good against most knife and dagger attacks but can be pierced with enough force or by larger bladed weapons. His gloves are also made of kevlar but has a rubber insulation to help protect against electrical shocks as well.
Medkit: Keeps it with him at most times. Contains thread, needles, rubbing alcohol and antiseptics and an assortment of bandages and medical tape. Not something to use in the ring but very handy for after a fight if nothing else is available.
Lead Pipe: A foot and a half piece of 1/4” lead pipe that he hangs from his belt. You never know when it will come in handy.
Pair of sunglasses: Not only do they look stylish but can cut out 75% of all harmful light.
Snoogins' magical abilities: A passive minor resistance to energy and electrical attacks. Halves the damage that would be done and also serves the purpose of helping to protect the cybernetics from overloading due to power surges such things would cause.
Snoogins's racial abilities: None. He is the human.
Snoogins' basic skill set: Trained as a Street Brawler: His last career choice didn't work out so he trained for three years to be a street brawler. It included strength training (lifting weights) and boxing at a gym three times a week and sparring matches twice a week and at least one serious fight a week.
Basic medical training: Living a life of crime for awhile he needed to learn to patch himself up quickly. He trained with a medic learning to properly sew and dress gun shot and stab wounds as well as minor burns. He can administer needles and properly clean wounds before he treats them. He also knows basic CPR.
Speed and Endurance training: He went through intense interval training to help build both his speed and endurance to aid him in a fight, as well as dodge fireballs and other nasty things thrown at him. He used to be able to run a 5K run in about 35 minutes but after training his best time was 20 to 15 minutes average.
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Posted: Sun Nov 15, 2009 2:01 pm
Cause all the cool kids are doing it. Entry Form:
Name: Miss Alison Harmony Mode of Combat: Melee Weapons Birthday:N/A Height: 5'2 Weight: 125lbs Measurements: C-36, 24, 38 inches Birthplace: Barton Hobby: Historical Armaments Personal Treasure: One small CoCo kitty plush. Favorite Food: Chocolate Orange Dislikes: Her ample booty. Forte in Sports: Can type 100 words a minute. Other things worth mentioning: Forever trying to leech those two inches off her a**.
Event Bio:
Character: Miss Alison Harmony User: GreenBlades
Equiptment:
Defensive -
A note on MetaTEC Joseph Brown "- a line of body armour designed to narrow the gap between humans and metahumans. As it's focus is not stopping bullets or melee weaponry its not as intensive as other underarmours available, however its key ability is the cushoning of energy and metamagical energies. Thus it allows an average human to take a fireball to the gut and not have their organs stir fried. One A~E MetaTEC Sports Bra -
Alison has seen what goes on at these kinds of events, and has outfitted herself with the latest in anti-bra removal, donated generously from the A~E team. Anime-gravity support included in the cups, fighters will be astounded at the agility this item can afford todays modern female fighter. While the rest of her clothing is inevitably ash on the floor, this will hold her in with modesty and finesse. Comes in a subtle noir.
One A~E MetaTEC Armor Corset -
A revamp of the MetaTEC vest for feminine curves. Form fitting and laced up the back in the same material, it has four panels that support, but also shift for easy movement. This protects Alison's midsection, and works in flattering combination with the bra. The suit is little defence against the heavier forms of battle, but gives her more protection against the standard Gaian magical crowd. Offensive -
Halberd -
Most people told her to get a "mace", but Alison found it far too cumbersome. So, through Gaian Special After School Training, she took up the Halberd. A pretty name for what is essentially an axe on a pole. With a blade made of steel and a lightweight aluminum staff, it is balanced to fit her small form. Alison uses this weapon as general standard and with a wicked melee style that isn't hampered by a narrow view that such weapons should only be used for attacking purposes. The aluminum shaft of the weapon is externally reinforced along its upper length by a thickened section of staff that serves a similar purpose the languets of the past. It also helps support the internal working of the Collapsing weapon.
Inside the pole arms staff is a spring and rotating collar mechanism that allows the lower section to be collapsed and locked into a smaller form for transport. Then when required, unlock (via the rotating collar) and expand by the power of the spring to its full length. The telescoping section of the haft is solid billet alluvium, unlike the thick-walled but hollow upper section, and is more than capable of taking a direct hit by most weapons.
This smaller collapsed weapon appears to be nothing more than single edge battle axe, but is unwieldy in Allison’s small hands. Once fully expanded however the weapon is much more comfortable for her use. In combat the versatile edges of the Halberd (top spike, rear armor-piecing spike, and axe blade) can be used in devastating offensive attacks or strong defensive attacks.
Height (OAL, Expanded): 5’8” Height (OAL, Collapsed): 3‘5“ Length (Rear Spike): 3.5” Length (Top Spike): 6” Material (Blade): 440C Stainless Steel Material (Handle): Aluminum
Chinese Chopsticks - Alison rarely lets her hair down, but in the necessary event, the metal tubes that hold her hair up are sharpened to solid needle points, capped with plastic (to avoid mishaps in everyday wear), they are a fast way of incapacitating an opponent in delicate areas.
Nails of Steel - There's nothing worse then losing a nail, and there is everything to gain from shoring them up as a woman's natural line of offence. Alison has spent a great deal of personal savings to make her nails fashionable and hard-wearing according to her hobby. Similar, but more accessable and less incapacitating then the chopsticks.
Shoulder Bag - Average sized leather container that every woman carries her own personal world around in, to which Alison is no exception. Within her own she carries: --One tube of spray (nonscented, streak free) deoderant --One fast make-up kit including subtle toned lipstick, eye-liner and shadow, mascara, and a tub of liquid foundation --One brush --One mobile phone/NOIRberry --One purse filled with notes, change, and receipts --One small pocket (Hello CoCo!) notebook and matching pen --One packet of tissues --One emergency unmentionable Despite the seemingly lengthy list, Alison is able to sling this container over her shoulder, with almost no indication of weight until used in an offensive manner. This may be due to her Female Persuasion (See Abilities).
Sensible Wedge Shoes - Practical footwear, and while not as glamorous as six inch stiletto's, they still get the job done, without as much risk to delicate and shapely ankles. These require little explination to the kind of damage they do, other then blunt force trauma when applied to others toes, kneecaps, genetalia (accidentally), stomach, kidneys, ribs, neck, and or face (should the chance arise).
Abilities:
Fighting and Form (Trained) - Alison has taken many night courses and extra curriculae in her hobby, with an inexhaustible curiosity for how to maim her fellow (wo)men. While it is questionable as to whether she could lift most of the weapons that she's studied, there isn't any question that she knows exactly how to despense the pain with each one.
Practical application has appeared in the form of extensive dance lessons in ballet, jazz, tap, and urban, for balance and finesse becoming of a young woman. She rigourously trains at the local gym in self defensive classes, to compliment her studies and to be safe on her own in dark neighborhoods.
Female Persuasion (Passive) - She's female. Extrodinary as it may be, this is a feesable ability as any, and while Alison can be quite modest, this is no garuntee that she will not use any and all wiles at her disposal to crank a few pumps in the sausage fest that surrounds her. This includes panty shots, excessive use of leg, and an amazing ability to bounce in her armor and not fall out. This ability also includes being able to lift and wear a shoulder bag full of necessities, and keeping more then a standard amount of balance on an elevated pair of shoes.
Efficiency (Passive) - She wouldn't be where she was now, in the job that she has, without being naturally skilled at note-taking, fetching and carrying, and organization. So observation, speed, and a will of fine tempered steel are added to her arsenal in a passive, yet constant, cool outlook. In the event of losing her cool (see LGMW and Breakdown) she also loses any presence of this capacity. And it will only be regained once the fight is over and she's had a cuddle.
The Glare (Aggressive) (fast build; 1 post) - "Do you have an appointment? Are you aware that your bill is overdue? Where's my bosses coffee liquor?" You know the look that fills an average person with slight psychological horror akin to forgetting an anniversary. A cross between that patented teacher/mom look, it has a startling effect that would give a pause, but that a strong (or stupid) mind can overcome with a little effort. Lasts 1 post.
Little Girl in A Man's World or LGMW (Aggressive) (slow build; 3 posts from static)- There's a point where dealing with all the men in her proffession gets to be a little month much. Similar to an adrenaline rush, Alison has a burst of speed when backed into a corner or made to feel 'unappreciated.' She can build herself up to this at any given time, but usually takes three posts to come into fruition, and can be interrupted by deep breathing and positive thinking.
This can stay as is or lead to:
Breakdown (Aggressive) (fast build, 1 last ditch post)
If she is at the end of her tether, this gives her one last post before she needs a bath, some candles, and her CoCo. Her strength and stamina builds as she takes out her frustrations on her opponent, regardless of whether or not it's their fault. This does not make her immune to harder attacks, broken bones, loss of limb, ect. But for it's duration she is completely focused on taking her aggression out on her opponent.
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Posted: Mon Nov 16, 2009 11:06 am
Ok, here it is updated. Did it in a new post instead of editing the old one just so you can compare... enjoy. Quote: Name: Snoogins (played by personage of same name) Mode of Combat: Brawler Birthday: Unknown, Dec 27th adopted as such. Hieght: 6'1” Weight: 240lbs Birthplace: Unknown Hobby: Drinking and petty crime Personal Treasure: Chain around his neck with dog tags. Favorite Food: Steak and beer Dislikes: Morning talk shows, being sober and a small percent of the people he has met Forte in Sports: Rugby, Football, Hockey Snoogins' equipment: Cybernetic implants- Gives him a limited strength and speed increase. Examples: without the enchancements he can lift about 180, with it activated he can lift an average of 390 to 410 pounds. As for speed he can run about 8.5 miles per hour if he pushed it, with them activated an average of 17 to 19 miles per hour. Lasts average of 6 posts. Can only be used once per fight, if he tries to use it again he can suffer from an overload and the implants will force him to shut down. When activated his eyes start to glow blue faintly. These implants are controlled mentally as they are worked into his nervous system. Light body armour: This is concealed under his clothing and covers chest, upper arms and forearms as well as the upper and lower part of his legs. It does leave the joints such as shoulders, elbows and knees unprotected though but this is for the sake of mobility. This armour consists of MFA stab panels(Metal Flex Armor), which is an advanced stab armor material which can be combined with traditional armor materials to achieve outstanding protection against knives, spikes, and hypodermic needles in a thin, flexible, and lightweight panel, which is then covered in a thin layer of kevlar. While good against Melee weapons it doesn't really help much against magical attacks. Gloves: He wears a pair of Patrol Gloves that feature a cut-resistant Kevlar lining and a supple neoprene and synthetic-leather shell for excellent grip and comfort. These lightweight gloves are engineered to provide durable cut protection in a comfortable design. They are also very warm and can be used in cold-weather and motorcycling. Boots: Standard issue military style boots, steel toed and hard soled. Tough, but comfortable enough to march for miles and even run in. Decent enough protection for his feet. Black in colour. Clothing (Jacket, shirt and pants): Not only do they all look rather stylish, his tan jacket, red and white patterned shirt and black pants, but they are also made of a fire retardant material that will either help delay or prevent combustion depending on the size and intensity of the fire. Medkit: Keeps it with him at most times. Contains thread, needles, rubbing alcohol and antiseptics and an assortment of bandages and medical tape. Not something to use in the ring but very handy for after a fight if nothing else is available. Batons: Hanging from his belt as two batons, each with their own purpose. Rarely does he use them both at the same time but it is known to happen. Right Hand- An 21” expandable baton composed of a cylindrical outer shaft containing telescoping inner shafts that lock into each other when expanded. is opened by being swung in a forceful manner while collapsed, using inertia to extend and lock the segments by friction. the mere display of extending the baton may in some instances be psychologically intimidating which is why he carries it instead of a regular baton. Made of steel with textured rubber handle and hangs from the belt in a heavy duty nylon sheath. Left Hand: A stun baton designed to administer a 120kV electric shock in order to incapacitate the target. It consists of an insulated handle and guard, and a rigid shaft 14.5” in length for delivering a shock. It can carry a charge along the shaft's entire surface, administering a shock on contact which prevents people grabbing it from him. It was built to withstand occasional impact but is not meant as a striking weapon. Pair of sunglasses: Not only do they look stylish but can cut out 75% of all harmful light. Cigarettes and lighter: Pack of the thin white cancer sticks with a lighter stuck in the pack. He tends to smoke when he is nervous... and almost any other time he is awake. Snoogins' magical abilities: Magical Resisstance: A passive minor resistance to energy and electrical attacks. Halves the damage that would be done and also serves the purpose of helping to protect the cybernetics from overloading due to power surges such things would cause. Snoogins's racial abilities: None Snoogins' basic skill set: Trained as a Street Brawler: His last career choice didn't work out so he trained for three years to be a street brawler. It included strength training (lifting weights) and boxing at a gym three times a week and sparring matches twice a week and at least one serious fight a week. Basic medical training: Living a life of crime for awhile he needed to learn to patch himself up quickly. He trained with a medic learning to properly sew and dress gun shot and stab wounds as well as minor burns. He can administer needles and properly clean wounds before he treats them. He also knows basic CPR. Speed and Endurance training: He went through intense interval training to help build both his speed and endurance to aid him in a fight, as well as dodge fireballs and other nasty things thrown at him. He used to be able to run a 5K run in about 35 minutes but after training his best time was 20 to 15 minutes average.
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Posted: Mon Nov 16, 2009 10:39 pm
Ok... version 3.0 and hopefully one of the last. I seem to be filling the thread with updated bios. Edit: Ok Version 3.1, just little cosmetic things now that I (J.B actually) found Snoogins' old profile. Quote: Name: Michael Alex White aka "Snoogins" (played Snoogins) Mode of Combat: Brawler Birthday: Forgotten, Dec 27th adopted. Hieght: 6'1” Weight: 240lbs Birthplace: Unknown. Hobby: Drinking and petty crime Personal Treasure: Chain around his neck with dog tags. Favorite Food: Steak and beer Dislikes: Morning talk shows, being sober and a small percent of the people he has met Forte in Sports: Rugby, Football, Hockey Snoogins' equipment:
Light body armour: This is concealed under his clothing and covers chest, upper arms and forearms as well as the upper and lower part of his legs. It does leave the joints such as shoulders, elbows and knees unprotected though but this is for the sake of mobility. This armour consists of MFA stab panels(Metal Flex Armor), which is an advanced stab armor material which can be combined with traditional armor materials to achieve outstanding protection against knives, spikes, and hypodermic needles in a thin, flexible, and lightweight panel, which is then covered in a thin layer of kevlar. While good against Melee weapons it doesn't really help much against magical attacks. Batons: Hanging from his belt as two batons, each with their own purpose. Rarely does he use them both at the same time but it is known to happen. Right Hand- An 21” expandable baton composed of a cylindrical outer shaft containing telescoping inner shafts that lock into each other when expanded. is opened by being swung in a forceful manner while collapsed, using inertia to extend and lock the segments by friction. the mere display of extending the baton may in some instances be psychologically intimidating which is why he carries it instead of a regular baton. Made of steel with textured rubber handle and hangs from the belt in a heavy duty nylon sheath. Left Hand- A stun baton designed to administer a 120kV electric shock in order to incapacitate the target. It consists of an insulated handle and guard, and a rigid shaft 14.5” in length for delivering a shock. It can carry a charge along the shaft's entire surface, administering a shock on contact which prevents people grabbing it from him. It was built to withstand occasional impact but is not meant as a striking weapon. Knife: Smith & Wesson HRT Boot Knife. Teflon coated stainless steel handle, 4.75 inch 440 carbon steel blade, 8.75 inch overall length, leather sheath with clip. Kept in his right boot. Gloves: He wears a pair of Patrol Gloves that feature a cut-resistant Kevlar lining and a supple neoprene and synthetic-leather shell for excellent grip and comfort. These lightweight gloves are engineered to provide durable cut protection in a comfortable design. They are also very warm and can be used in cold-weather and motorcycling. Boots: Standard issue military style boots, steel toed and hard soled. Tough, but comfortable enough to march for miles and even run in. Decent enough protection for his feet. Black in colour. Grounding socket installed to work with implants (see in abilities) Clothing (Jacket, shirt and pants): Not only do they all look rather stylish, his tan jacket, red and white patterned shirt and black pants, but they are also made of a fire retardant material that will either help delay or prevent combustion depending on the size and intensity of the fire. Medkit: Keeps it with him at most times. Contains thread, needles, rubbing alcohol and antiseptics and an assortment of bandages and medical tape. Not something to use in the ring but very handy for after a fight if nothing else is available. Pair of sunglasses: Not only do they look stylish but can cut out 75% of all harmful light. Cigarettes and lighter: Pack of the thin white cancer sticks with a lighter stuck in the pack. He tends to smoke when he is nervous... and almost any other time he is awake. Snoogins's abilities:
Cybernetic Implants.- Powered by a set of Lithium-Iodide cells, Snoogins’ Cybernetic Implants allow him to perform some minor remarkable feats for a short period of time. Because of the usual volatility of using batteries in the human body, a capacitor is charged from the battery cell inorder provides the majority of the implants power without putting too much stress on the cell itself. This means that the implant can only operate only a for a limited amount of time. Since the Implants are still technically considered A~E property there’s actually a printed recycling value listed as a tattoo under his right armpit as well as instructions of how to return Snoogins should he wander off. Muscle Enhancement: Using a combination of nerve signal enhancers and targeted adrenal pumps the muscle enhancers stimulate his naturally strong muscles to respond as if the body was in a fight or flight response improving his speed, and strength for a short period of time. Control is via synaptic link and it can be turned on or off at will with only thought. The only outside indication of the systems activation is that his eyes begin to glow an eerie blue. When activated Snoogins can lift (with strain) up to four hundred and ten (410) pounds and can push himself up to a sprint of nineteen (19) miles per hour. He can only maintain this kind of super human effect for a little over a minute (~105 seconds or 6 posts) An automatic cut off is installed in the system to protect the user from severe muscle fatigue. As attempting to maintain this sort of endurance and strength for any longer than stated in the owners manual is both dangerous and fool hearty. (Once all 6 posts are used up, the system cannot be used again that fight.) Vision Enhancement: Another thing that was included were vision implants in his eyes. Each eye has it's own implant with power cell so that if he lost the use of one eye the system would not be damaged. These implants have a few modes: Night Vision- Gives him the ability to see in a dark environment. They gather and concentrate light, thus intensifying light with purely optical means and enabling him to see better in the dark than with naked eye alone. This would be very useful when fighting in dark area like caves or at night. If faced with a blinding light it will shut down automatically though he will be disorentated for a short time 9At least one post). Once activated they can last for a limited time (five posts) and then have to cool down (three posts) before being used again. Infrared Vision- The human body, as well as many moving or static objects of military or civil interest, is normally warmer than the surrounding environment. Since hotter objects emit more infrared energy than colder ones, it is relatively easy to identify them with this option. The only draw back is that if there are many large heat sources together the image will blend together. Would some somewhat useless in hotter climates. Like the Night Vision they can last for a limited time (five posts) and then have to cool down (three posts) before being used again. Medical Scanner: This function helps both Snoogins' brawling and medicine. Thanks to advances in modern medical technology this allows him to see a person's vitals (heart rate, brain activity, breathing, broken bones. It takes a short time for this option to scan and tune itself to the person (about six posts) and then it is on, constantly showing Snoogins a read out of the person's vital signs. Now when using this Snoogins must be very careful. Before it can be used he must lock in one of the listed functions and then that is the only one he can use during that fight. Once the fight is over they reboot before the next bout. Overload Protection: Perhaps Smoogins most invasive and obvious implant are the dozens of closely spaced BB sized silver colored spheres embedded in his skin. Small micro fibers connect the spheres with the surrounding tissue and act as the path of least resistance for electricity to flow through them jumping from each exposed sphere to the other to a grounding socket built into his boots. These are based in the technology of lightning diverters used on the radomes of commercial aircraft. This allows for large amounts of electricity to flow quickly out of his system instead of building up resistance and cooking him or sending him to the ground in spasms. Because the spheres are spaced apart from each other small amounts of current can still effect him as the current doesn’t penetrate far enough to jump from sphere to sphere. Likewise very strong electrical strike may still effect him simply because of its strength, as it effects nearby muscle and organs as it makes its way to ground. These small spheres though physically minute had reduced damage from electrical attacks by nearly fifty percent and allow him to operate in combat situations with electrical magical users without fear of long term damage. Snoogins' basic skill set: Trained as a Street Brawler: His last career choice didn't work out so he trained for three years to be a street brawler. It included strength training (lifting weights) and boxing at a gym three times a week and sparring matches twice a week and at least one serious fight a week. Basic medical training: Living a life of crime for awhile he needed to learn to patch himself up quickly. He trained with a medic learning to properly sew and dress gun shot and stab wounds as well as minor burns. He can administer needles and properly clean wounds before he treats them. He also knows basic CPR. Speed and Endurance training: He went through intense interval training to help build both his speed and endurance to aid him in a fight, as well as dodge fireballs and other nasty things thrown at him. He used to be able to run a 5K run (Average run time for a 5K is about 40-odd minutes) in about 35 minutes but after training his best time was about 20 minutes average.
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