Welcome to Gaia! ::

Beyon Tournament

Back to Guilds

The Fight Against Ymir 

Tags: Battle, Combat, Drama, Writing, Fighting 

Reply Discusion Conferance Halls (Relevant Information & OOC)
Character Database Goto Page: 1 2 3 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

MerDefsGirl
Captain

PostPosted: Thu Sep 28, 2006 9:31 am


Character Database.


This is rather simple, every member here will be expected to submit a character profile for the database. If it is not neat, crisp, and easy to read I will delete it, and you'll have to post it again, neatly. If all the required information is not filled out, I will delete it.

Required Information:

Name: My Character's name

Age: My Character's age

Character Type: (Human, Elf, Hobbit, Drow, Lich, Zombie, Orc, Troll, Dragon, etc)

Height: My Character's height

Weight: My Character's weight.

Appearance: A readable description of my character's appearance.

Brief History: A readable biography of my character containing all the important information about my character. It doesn't have to read like a novel, keep it short if you can.

Powers & Abilities: A detailed description and or breakdown of my Characters abilities and powers.

Weaknesses: Yes, my incredibly strong character has weaknesses, I will describe them here. They are not trite meaningless weaknesses that can't be exploited.

Examples of Optional Information:

Alias: A list of nicknames and aliases my character uses.

Blood Type:

Measurements:

Likes/Dislikes:

Picture: You may post a picture of your character if it doesn't stretch the page.
PostPosted: Thu Sep 28, 2006 9:36 am


Updated Profile:

Name: Adaire Redra

Alias: Red

Description: Adaire is a petite woman with a light build. She has red hair, fair skin, and red eyes that glow when she is angry or upset. Adaire is well built, but tends to have a complex about hiding her figure, and is almost always in multiple layers of clothes plus her trench coat, even in the hottest of weather. There is a rarely seen scar on her left hip, a counterclockwise black spiral with thin wavy lines emanating from the main arms. She almost never wears make-up or jewelry.

Personality: Adaire's personality can be her greatest weakness. She is outspoken, and must take extreme measures to control her attitude when she needs to be diplomatic. She can be bold, impulsive when it comes to making strategic decisions, and greedy concerning financial rewards.

The Other Personality: Yetrish is calm, reserved, and feminine. In many ways, the complete opposite of her younger sister. Yetrish is meek, prone to take everyone at face value, and tends to allow others to dictate her path. Generally a pacifist who abhors violence. Yetrish has none of the combat skills her older sister worked hard to develop. It is unknown if Yetrish is even capable of fighting, or how her powers and weaknesses differ from her sister.

History:

1. Adaire was born among the royal family of Delfos, the daughter of the seventeenth king of the Velban Dynasty. She lived a sheltered life in the highest reaches of the royal tower until the age of five, when she was kidnapped along with her sister by a rogue faction within the Royal Priesthood and smuggled to West Fall. It is unknown the exact details of the experiments form. The body of Adaire's older sister was destroyed, yet Yetrish's concious was somehow implanted in Adaire's mind and remains there until this day. A spiral mark was carved into Adaire's right thigh soon afterward, no one has ever been able to figure out what this mark was used for.








After Adaire's rescue by an Imperial special forces team, Imperial Delfos moved to crush rebellion in West Fall, succeeding in an operation that quieted the unrest for over twenty years. Adaire never acclimated herself to royal seclusion after this incident, and at the age of twelve left the castle.

Far away from her family, Red live in desert with exile from life known as C. The man trained her, taught her how to live again, taught her modern language and letters, trained her in the way of the mercenary, and gave her life some semblance of stability. It was from him she gained the nickname Red, which stuck with her the rest of her life. He also left her his revolver, a memento she still carries to this day.

Soon after Red turned eleven, C found another child, a young boy, who was bleeding to death. This boy was nursed back to health and kept by C as well. For a short time, about a month, the two were like siblings. Then the boy, known simply as kid, turned on C, killing him in an unexplained fit of rage. After that, kid disappeared forever, leaving Red to bury her fallen mentor.

To forget this incident, Red put together a small band of mercenaries. She was quite successful in her new career, hardening herself for combat and military organization. Eventually, she the band grew into a league providing providing military services to other nations across Beyon, mostly missions involving the destruction of monsters in faraway lands or the escort of VIPs.

Still, there is a blank in her life, she can never seem to remember what happened in West Fall, what was done to her there. And she can never truly break with her royal past.

Side Note:

Race: Human, Velban. Legend has it that The Velbans were once a race of gypsies and mercenaries. Seventeen generations ago, a Velban named Generius became king by exposing the treason of the king and preventing a barbarian army from ravaging the city of Delfos, it has been the ruling dynasty of Delfos ever since. Velbans are known for spectacular feats of agility, gymnastics, and balance.

Age: 28

Height: 5'4

Weight: 114

DOB: Unknown

Bloodtype: O

Place of Birth: Unknown

Abilities:Red's natural speed and agility come from a rare genetic make-up that gives her extremely light, flexible, and durable joints and powerful muscles on a light frame. She has above average strength for a woman her size, but because of her body construction, she is easy to injure and more prone to broken bones than most fighters. A strict regimen of constant training helps to improve her always lacking defense.

1. Speed: Red can sustain a speed of 28kph. Can sustain bursts of speed up to 34kph per hour for up to ten minutes. Can attain maximum sustained speed in a half a second, while attainment of maximum speed requires three seconds.

2. Agility: The ability to shift and control directions. Red is able to shift directions from 28kph one way to 28kph in the opposite direction in 1.7 seconds.

3. Jumping: Can jump a maximum of five meters.

4. Stamina: Red can sustain fairly high speeds even when strapped with excessive loads. She can sustain long marches, excels in wilderness survival, and has the ability to ignore physical in order to keep fighting, even when continuing the fight is detrimental to her health. She is rarely ever winded or out of breath, even while fighting injured.

Armour:

1. Trench coat designed to hold multiple weapons. This coat is made of Kevlar fibers overlaid with waterproofed red leather. The construction of this coat only makes it heat resistant, force resistant, cut resistant, and non-conductive.

2. Kevlar reinforced boots dyed with the blood of certain lizards. The blood protects the user against time or slow magic. These boots are light weight, with traction designed for speed and control.

Weapons:

1. Revolver: An old revolver modified, welded, and designed by C himself. It most resembles the model .500, with the exception that it is a six shooter and utilizes armor piercing, .500 caliber ammunition that has to be specially manufactured, and has canister attachments on the barrel that allow it to utilize .500 caliber, launching rounds, designed to rocket canisters towards their targets. The canisters can be designed to have differing affects.

Canisters-


Fire Canister- Basically a high explosive grenade. It continues moving forward as it explodes, leaving a swath of destruction in its path.

Ice Canister- Freezes the air around it when it explodes. A self-contained canister of liquid nitrogen laced with heavy explosives, anything within fifty square meters of cartridge upon its controlled explosion will take a severe chill as the contents of the cartridge are spread fairly evenly.

Implosion Canister- This expensive & heavy gravity bullet will suck anything that gets within a hundred meters of the explosion into a vortex.

Neutralization Canister- Explodes in the air and creates a magic neutralization zone for about fifteen minutes. It stops most any spell dead in its tracks.

Deflection Canister- Very expensive and tricky to fire. Creates a wall of deflection that sends magic attacks back to the user, but has no effect on non-magic attacks.

Holy Canister- A simple flash cartridge blessed by a thousand priests and ten thousand nuns, powered by the prayer of a pure heart. Strength varies depending on the blessing, and many means can be used to power these cartridges further, including ruins or the containment of ancient relics. Extremely Expensive.

Foam Canister- Cartridge filled with foam that expands exponentially when exposed to air and moisture. The foam quickly solidifies into a thick gum, entrapping and immobilizing its opponent. Relatively expensive, but only lethal when it cuts off the victims breathing.

Bubble Canister- Absorbs moisture from the air to create a bubble of water to entrap the opponent and slow its movement. Very Expensive.

Electric Net Canister- This cartridge releases a silver and orichalum thread net to trap it's opponents, then a small cold fusion reactor releases 10000 volts of electricity through the net for an entire minute. Very Expensive

Power Absorpbtion Canister(Standard)- Any type of energy attack or gathering for such an attack that meets this cartridge will be absorbed and redirected harmlessly into the sky. The shot needs to be perfectly aimed and timed. Best to use against something that has to be charged first.

Power Absorpbtion Canister(Altered)- Same as above, only altered to absorb the energy and attack the user.

2. Bowie knife: A thirty-two centimeter long, broad bladed Bowie Knife that used to belong to C. This is kept tucked in a leather sheath on the upper portion of her left leg.

3. Handgun: Red keeps a few nine millimeters on her most of the time.

4. Grenades: Red usually keeps about three on hand, along with a smoke grenade.

5. Sniper Rifle & HW: Red is proficient with this system, as well as the M40. Red is somewhat able to handle heavy machine guns, and other HW systems.

6. Other Weapons: Red is capable of utilizing Semi-Automatic machine guns. Red is capable of effectively using shuriken. Red is capable of using most types of small daggers and knives.

Strengths: Speed, Agility, Aim and Endurance are Red's greatest strengths. Red's aim with the revolver is beyond exceptional. Red excels at Hand-to-hand combat and is skilled with small blades. She sizes up her opponents well and usually goes into battle with a plan flexible enough to modified in the event that the situation changes. She's a survivor who can deal with any terrain, and can last long unaided in the most hostile environments. While not among the strongest fighters, she is capable of focusing her energy to create powerful attacks. She's also a superb recruiter/ organizer, quite surprisingly.

Weaknesses: Red has no powers, no meta-human characteristics, no ability to control elements. She is completely human. Her speed and agility come from hard work and constant training required to stretch her genetic traits to their maximum limits. Most humans have some capability to harness spells and magic, she has none whatsoever. The same genetic trait that gives her superior agility also lowers her defense, reducing her ability to take a hit with minimal or no injury.

MerDefsGirl
Captain


ADULTS

5,600 Points
  • Gaian 50
  • Member 100
  • Treasure Hunter 100
PostPosted: Tue Oct 03, 2006 9:04 pm


User Image



Name: Yeshu ????

Alias: ????

Blood Type: ????

Age: ????

Birth date: ????

Place of birth: ????

Race: Homunculus

Height: 6'2"

Weight: ????

Job: ????

Alignment: ????

Base of Operations: Barton

Appearance: A tall and rather sinewy humanoid. His musculature is obvious to an extent, but lean in nature. His hair is dark, dense, and tangled, often matted and grown longish, but never past his shoulders. His facial structure is rather sharp in nature with incredibly sunken in eyes. Further examination reveals his eye color to be a dark blue. Often Yeshu is seen with stubble. Numerous scars decorate his body, the most prominent and vicious being a huge scar running across his left chest. A single tattoo is written onto his left bicep, nothing more than a string of 5 numbers.

Armour: ???? carries no specialized armour. Most often seen in a pair of mangy jeans and his leather jacket and a pair of heavily weathered boots. Other wear cycles depending on what's available.

Armour Listing

User Image- A leather/cotton jacket. Well worn with many pockets woven in the lining for storage.

User Image- A pair of woolen gloves. Not worn often, mostly for use in cold weather. 'Sandpaper' grip.


Weaknesses: ????

Abilities/Skills: ????

Weapon Listing

User Image- A 6-foot long blade of ordinary appearing nature, visibly broken in half and mended. Despite it's plain nature, it was crafted via supernatural means. [unequipped]

User Image- A 17 inch three edged trench spike outfitted with brass knuckles. [equipped]

User Image- ????

User Image- ????


Weapon Abilities

????- ????

????- ????

????- ????

????- ????

????- ????

Episode I: Escape from the North

Episode II: Mercenary League Tenure


PostPosted: Fri Oct 20, 2006 8:47 am


Required Information:

Name: Zeo Ikenteno Hiroboshi

D.O.B.: 7/28/1978

Character Type: Human ((50% American-Indian, 25% caucasion, 25% Japanese))

Height: 6'2

Weight: 217 lb.

Appearance: Zeo's short brown hair strings about his scalp like a man who has just woken up from a long rest. A patch covers his right eye where a long, hidious scar stretches from the socket to his other cheek. His only visible eyes is a dark, marble-like brown and his features are pretty decent for a guy who wanders around all day. Strung about his body is a cache of scars, seemingly endless from head-to-toe in amount. However, these scars are covered by a dull gray shirt and a pair of thin-fabric black gloves in which the fingertips can be seen. Also, a pair of baggy black pants drifts about his legs, concealing most of his leg's movements and the worn soles of his brown hiking boots are flat enough to make an easy gliding motion. The last bit of distinguishable memorablia is the ancient looking case at his left side in which his katana resides.

His companion, a coal-colored kitten, seems to follow him about everywhere. At most times, this creature can be found on his master's head. This kitten seems to be the key to unlocking certain mysteries that reside within Zee.

Brief History: Born and raised in a nameless village in the durem forests, Zeo was raised from an early age to be a swordsman. Eventually certain unchangable events took course and he set out to different shogan and sword masters as a result. At some point Zeo became known again, lingering about bars spreading seemingly-random theatrics in his wake. Not many know the tale of what took such courses in the man's life, but he seems to be burdened heavily by them when brought upon to describe either his cat or his past.

Equipment: Sword of Generations- Passed down from the ancestors of Zeo's mother, the sword of generations holds the chi energy of every samurai, martial artist, and priest that ever wielded the sword. Hundreds of warriors and their students have placed all of their time and energy into this single object, only increasing its powers as time goes by. One day Zeo will have to give himself to the sword and become one with the energies within.

Physical abilities: Knowledge of martial arts- One is aware of how the body works and can use their body as a weapon, also making them proficient with a variaty of weapons.

Muscle Memory- Training under any style for a certain period of time, one gets so used to the movements that it becomes a subconcious reaction to anysituation. Because of this, Zeo's relfexes and reactions are hightened when it pertains to the use of his katana.

Uncanny Endurance- Those taught to ignore limitations and press as hard as they can for enlightenment become much more difficult to submit or break in battle. Nothing short of a TKO or killing will end Zeo's determination in battle.

Uncanny Flexability- Having to extend the limitations the body can stretch will slowly, but surely, allow the body to move in nearly any direction. Zeo, having to exercise and extend these limitations since mere months after learning to walk, has become fairly limber and capable of moving in many odd ways that normal people can't.

Blessed birth- Being the caretaker of the Sword of Generations, Zeo has been endowed with many lines of blessings and is on a much higher physical and spirtual level than an average person. Those who are determined to ordain the sword must also go through certain processes before their birth, being blessed by the decendents of the sword before able to tap its spiritual power.

Muscle/nerve manipulation- One who has such control over their physical state can manipulate the very fabrics of their own muscles and nerves; cutting off feeling, magnifying motions, and rendering emotions silent if desired.

Spirtual Abilities: Concentration- By focusing his chi and concentrating, Zeo can alter the fabrics of his body to a certain degree and use ultra-hightened senses to understand where his opponent is without using his eyesight.

Chi Manipulation- The Sword of Generations had many masters, those who manipulated the elements and the very essence of energy. By manipulating the sword's chi, Zeo is capable of altering the geography and even creatures who take forms in the elements in mere moments. Without the use of the sword, Zeo can only do minor manipulations unless given sufficient time to manipulate the chi of the desired person/object.

However, he is also capable of manipulating un-tapped chi within a body even without his sword. Those who know little or nothing about their own essence can fall victim to this technique.

Radiant Burst- By surging the energies of the sword, Zeo can obtain a maximum charge of any element for a short period of time. This, however, renders his body weaker or can dull the potency of his sword for 2-3 rounds of posting after use.

Meditation- While resting in meditation, Zeo can completely invoke an element to any level so long as his concentration isn't broken. He cannot remove himself from meditation without the use of meditation movements and even the the amplification of the element is slightly dulled, unless given the proper time in meditation movements to gather enough energy again.

Meditatation movements- If Zeo isn't hit while in a meditated or concentrated state while not performing overly-strenuous acts, Zeo can amplify the invocation of an element through his sword by twice its power. Also, if Zeo can move from meditation to meditation movements without being hurt, Zeo can retain 1/2 of the amplified power from meditation.

((compiling more from here))

Weaknesses: Sudden unexpected noises during concentration, if good reason can be given why Zeo wouldn't see it, can render him temporarily blind. Also, prolonged use of his own chi or having chi from the sword applied to certain proportions of his body can be devestating and even fatal to the functions of those areas.

Optional Information:

Alias: Zee, Z

Blood Type: Uknown. Zeo wasn't raised around a normal enviornment and has never truely heard of the uses blood testing.

Measurements: ???

Likes/Dislikes: Likes- Food, theatrics, Shakespear, in-depth discussions, complex use of the English language, kindness, philosophy, etc. ((will explain more when needed))

Dislikes- Discussions of the past, forceful people, fighting without a reason, weak-willed people, giving up, killing, etc. ((will explain more when needed))

Picture: User Image

Zeo Hiroboshi


Aiusagi

8,200 Points
  • Tycoon 200
  • Overstocked 200
  • Profitable 100
PostPosted: Sat Dec 09, 2006 12:38 pm


Name: Izumi Emiko

Alias: Izu-Chan

Age: 20

Character Type: Elven angel

Height: 5'5"

Weight: 125 lbs

Appearance: Izumi's appearance lives up to her name, meaning fountian. She has pale skin. Her small face accentuates her deep blue eyes that appear soft and ocean like. Her purple hair is long and reaches down to her mid-back. Her long bangs fall one eather side of her face bringing her features out. She has long pointy ears that both hold ornate golden earings. She also wears a small necklace that is ornate and matches her earings. On her forehead is a diamond like marking that is representative of her clan. She wears battle ready cloathing, that is also appealing to the eye. Most of the time she looks like an ordinary elven, but occassionaly she shows her beautifully manificant wings.

Brief History: Izumi grew up in a clan of elven warriors. They went from clan to clan defeating armies and claiming the land as their own. She was called Isamu, meaning warrior. Even as a child, she was right at the battle front. She was most versitle with the sword. As they went on Isamu began to see the cruelty of their distruction on the villages. She began having nightmares of her hands covered in blood. One night, she woke up from another nightmare, and decided to run. She left her sword and escaped from the destruction that she knew only too well. However; no matter how much she ran, the nightmares followed her. One day she stubbled apon a hidden clan that had taken refuge from the same clan that Isamu was once a part of. They saw the insignia on her forehead that represented the clan that they feared and they began begging her to not kill them and she burst into tears. She explained that she had ran from her home. She slowly befriended the new clan which taught her different magical arts. She became fluent in flying and water magic. She became so good at her water magic that they began calling her 'Izumi'. One day the caln that she had run from caught up with with her. She refused to let her new found friends fight the tirents. She used her previous warrior training and her new found magic to protect the clan. She single handedly was able to ward off the invaders and protect the clan. From that moment on it became her life mission to protect those in need.

Powers & Abilities: She has the ability to make and control water. She can also use her powers to heal /other people/. She is very skilled in combat and is quite light on her feet. Being elvan, she has the natural ability to see and hear extrodinarly well. She also has the ability to fly. Since she has been trained with the sword she is good at close combat.

Weaknesses: She will not fight anyone who has not endangered her or someone else in anyway. She fights only in defense. She will not hurt anyone unless she has too.....to be continued
PostPosted: Sat Dec 09, 2006 6:21 pm


Name:
Retired Master Gunnery Sergeant Doriana Verda

Rank:
Master Sergeant

Alias:
V
Gunny V
“The Gunny”

Specialization:
Sniper

Age:
32

Sex:
Female

Race:
Human
German and Japanese descent

Height:
5’10”

Weight:
155 lbs

Blood Type:
O-

Appearance:
A leanly muscular woman with Germanic-pale skin, almond-shaped steel-gray eyes, thick black hair, and a pointed, now crooked nose reset from at least two breaks, the retired master gunnery sergeant stands taller than most women with an air of competence and remarkable physical prowess. Despite her age (older than many of the mercenaries within the league) and a straight gash scar the width of a human hand across her left cheekbone, V is still an attractive woman, and could pass for as young as 24.

Notable Features:
Cranial gunshot scar, 9mm (usually covered by hair) 2.5” behind tip of right ear
Two gunshot scars (through) left shoulder
Surgery scar 5” long (diagonal) over heart
Gunshot scar, right hipbone
Surgery scar 4” long (horizontal) over left knee (artificial patella)

Measurements (in circumference):
Head: 27”
Neck: 16”
Shoulders: 53”
Bust: 40”
Ribcage: 34”
Waist: 26”
Hips: 36”

Comprehensive Arsenal:
1 x .50 Barrett M82A1
2 x .45 Glock 21
1 x Beretta M9A1 (9mm)
2 x .50 Desert Eagle
2 x Feild knife
3 x Proximity mine
2 x Claymore (mine)
1 x Entrenching tool

Typical Garb While Sparring and Training:
Forest Utility cap
Green skivvies undershirt
Standard issue Kevlar vest
BDU Jacket (white-side-out)
BDU Trousers (bloused, not tucked)
Black rigger’s belt
Jungle boots (black)
2 x .45 Glock 21
1 x Beretta M9A1 (9mm)
2 x .50 Desert Eagle
2 x Feild knife
2 x Proximity mine
1 x Claymore (mine)

Typical Garb While Observing Spars and Training:
Black ball cap (unmarked)
Custom Kevlar vest (resembles sleeveless mock turtle-neck) (black)
Black canvas cargo pants (bloused, not tucked)
Combat boots (black)
1 x .45 Glock 21
1 x Beretta M9A1 (9mm)
2 x .50 Desert Eagle
1 x Field knife

Typical Garb While on Active Duty or Missions:
Digitalized BDU helmet / none
Digitalized BDU Jacket / Gillie suit
Digitalized BDU Trousers / Gillie suit
Jungle boots
1 x .50 Barrett M82A1
2 x .45 Glock 21
1 x Beretta M9A1 (9mm)
2 x .50 Desert Eagle
2 x Feild knife
3 x Proximity mine
2 x Claymore (mine)
1 x Entrenching tool

Typical Garb While in Civilian Setting:
Black ball cap (unmarked)
Tight black T-Shirts bearing slogans such as “Semper Fi, do or die,” “The few, the proud,” “Pain is weakness leaving the body,” “Pain is temporary, pride is forever,” “Uncle Sam’s Misguided Children,” or “My a** Really Is Navy Equipment.”
Black canvas cargo pants (bloused)
Mock combat boots (heavier, black)
1 x .45 Glock 21
1 x Beretta M9A1 (9mm)

Brief History:
V was diagnosed with a severe chemical imbalance at the age of 12, when her pediatrician recommended biofeedback to mitigate the effects in conjunction with remedial medication. During this time, with the help of the psychologist who administered the biofeedback, she learned to control her heartbeat, blood pressure, brain activity, and certain effects of the imbalance. At 17, she joined the Marine Corps with her parents’ permission and quickly rose to the rank of Master Gunnery Sergeant with a specialization in sniping. Unfortunately, at 25, she received a near-fatal wound to the skull from a 9mm pistol that removed her from the field and caused her to go deaf in her right ear. Once the threat of death had passed, she underwent serious rehabilitation to regain mental and physical capabilities, and excelled in work with the Marion Chase foundation (a non-profit organization focused in dance-therapy). 18 months after her removal from the field, she took up her new post as a Senior Drill Instructor at Parris Island, and trained new recruits there until the age of 30, when the Corps requested she retire for unspecified reasons. Once “out,” she joined the Mercenary League, earning her keep with her expertise in sniping. Her sudden absence, the result of a dance tour with a troupe linked with Marion Chase, has left her more in shape, flexible, and agile than ever before, though rendering her with a pulled right rotator cuff.

Powers & Abilities:
Equipped with the body of a Marine, completely tuned for the purpose of killing, speed beyond that of a typical human (she’s working on breaking the 2.5 minute mile), die-hard endurance, and a calm that rivals Ghandi’s in the heat of battle, V is also endowed with a both specific and ambiguous ability resultant from the biofeedback and imbalance. Most simply she can reorganize atomic structures. Using whatever elements available within her vicinity, she can chemically break down solids, liquids, and gasses made of any simple or complex chemical and rearrange them in the manner of her choosing. However, she dislikes using this ability, and will not unless forced to do so. This aversion stems from prolonged experience as a DI of “gifted” recruits who considered themselves invincible but had no control over their gifts.

Weaknesses:
This ability stems from the chemical within her body’s nature as a universal catalyst; therefore, once she has used it (she does not often use this ability, and so it is difficult to drain, but possible pending on the nature of what she’s doing) it is gone until her body produces more. She is deaf in her right ear, and, due to her lineage, subject to any harm to which a typical human is subject. She also is equipped with a pacemaker, therefore both microwaves and a punch to the heart are potentially fatal. Though capable of taking enormous amounts of damage (for a human), she is rather accident-prone and injures herself more frequently than most people do.

Personality:
V has the soul of a Marine. She is practical, loyal, respectful, honorable, courageous, and committed. She is hard, gruff, and compassionate only to those who give until they have nothing more left in them. Her personality is usually reserved on the field, and she does not converse or show any reaction in a fight. Off the field, she totters between the retired Drill Instructor and the woman attempting reinsertion to civilian life.

Likes/Dislikes:
Anything that doesn’t carry its own weight, anything sloppy, anything half-assed, and anything that can’t control its abilities is a serious affront to her. In secret, V enjoys fine arts such as ballet, opera, and Baroque paintings, and has danced professionally at Carnegie Hall, off Broadway, and at Covent Garden.

Languages Spoken:
Fluent in Arabic, English, German, Japanese, and Latin
Can hold a passable conversation in Spanish, Italian, and Mandarin
Passively understands Latvian and Russian

Picture:
User Image

Schattenengel


Dracorion

PostPosted: Sat Dec 09, 2006 7:02 pm


Required Information:

Name: Drake LeGarax

Age: 23

Character Type: Altered Human

Height: 6'5

Weight: 365 lbs

Appearance: Drake is a tall broad man with a steely frame. His body is well developed, with powerful muscles and sinews rippling under his skin. As a result of years of bioengineering, experimental procedures, and DNA restructuring, his body is a vitual roadmap of scars and other marks, though his face, for the most part, was spared any undue marring. He has firey crimson hair that no matter what he tries to do to it, stubbornly stands straight up. His red eyes are full of passion, yet if one were to look clearly enough, one might be able to see the pain that the jovility and humor hide. He is a man who has been broken down and built back up, only to be broken again.

Brief History: A soldier from the day he was concieved, Drake LeGarax wasnt born with a name. Just a number and a codename. Apocolypse 117. That was him in a nutshell right from the start. Born into a special top-secret military program aimed at the creation and and controlling of powerful psychics for government use, he was the result of a matching between the genes of the most powerful 1st generation pyrokinetic and telekinetic.

Trained by some of the best military instructors since the time he could stand, he was being sculpted into a perfect killing machine, just like all his brothers and sisters. That was another genetic alteration, another act of inane cruelty that was swept under the rugs. The scientsist who performed the genetic recombining created an overdeveloped sense of loyalty and obedience, and in the process, destroyed any semblence of free will they might have had. However, the scientist responsible for Drake's "conception" felt so morally violated for having done this to so many children, it drove him slightly mad. So, in his own form of penance, he placed a hidden genetic marker in Drake's DNA that would activate upon his 18th birthday. It was his idea that when this genome activated, Drake would finally obtain free will and be able to escape and live a normal life. What he didnt anticipate was that on that 18th birthday, he would be dispatched with his pyrokinetic brothers and sisters to destroy an entire town of innocent people for undisclosed reasons. So precise was the genome that it activated the very second he had reached full maturity and would have been born. However, this happened immediately after he had put an entire family to the sword and was about to destroy the youngest son. Overcome by guilt at what he had just done, he fled. He eventually found his way into the home of a wizened old man who took it upon himself to teach the young man who one night appreared on his doorstep smelling of smoke and blood. He learned about the world he had been missing, about right and wrong, and most importantly, about choice.

For the past five years he was on the run from those he once considered his family. But just a few weeks ago, he was finally able to put his demons to rest, destroying the last vestiges of the project, along with his own father who had been assigned to kill him. Now, it is his hope that he can at least live out the rest of his life in a relative peace, free from the shackles of his past. But one thing that will never leave him is the small of burned flesh and the tears of a child.

Powers & Abilities:
1) Strength: Due to the bioengineering, advanced experimental steroid injections, and life long training, his body and musculature are by far more powerful than any ordinary humans. His strength is nearly 3 to 4 times that of a natural full grown adult human male in peak condition.

2) Speed: His reflexes have been augmented to the point that they themselves are borderline precognitive. Combined with his already great pysychic talents, he can dodge all but the fastest attacks.

3) Endurance: His skin is invulnerable to small arms fire and most large caliber weapons up to about 5 feet. Once then, they will not penetrate his skin but will still cause injuries. His bones are as dense as steel and just as strong. If not for this, they would be pulverized by the immense amount of pressure his genetically altered muscles lay on them.

4) Pyrokinesis: This, when combined with his mastery of several matrial arts, is his most deadly, dangerous, and efficient techniques. Capable of forminf hard fire weapons or straight fireblasts, his range of attacks are great indeed due to his ability to control its form on the molecular level, making any item he forms as solid as steel. He is capable of launching waves of flame as well as manipulating the ambient heat in any environment to create temperature differences. This can even change the path of a projectile by creating a slipstream to turn it aside. He can also pull cooled magma spikes through the earth by utilizing the little remaining heat in the rock to manipulate it. He can also use his energy to form a microthing barrier around himself, capable of stopping eacy a heavy caliber round at close range.

5) Remote Viewing: Drake has the somewhat dampened ability of remote viewing, or displacing ones consciousness to either scout ahead safely while the body remains behind or locate an object or person from great distances. While Drake cannot do it precicely, through the use of clay or other mediums he can sculpt what his mind's eye sees. Because of this, he is quite good at sculpting, it being his primary...and only...hobby. He can locate items with a 90% chance of certainty within a 100 mile radius, but outside of that the margin of error increses with each mile.

Weaknesses: Using his pyrokinetic abilities takes a lot out of his stamina. Because of this, he can only use his abilities for a limited time before he has to rest and recharge. To compensate for this, he carries two .45 Desert Eagles. The rounds are custom designed storage tips. Inside each round is a small, concentrated amount of pyrokinetic energy. In essence, each round is much like an explosive round, only with a much more powerful detonation. He can take a great deal of punishment, but he is in no way invincible or immortal. A snipers round to the head would put him down for sure.

Due to the fact that he is a pyrokinetic, and his extremely high bone density, Drake has a serious case of mass hydrophobia. He does not know how to swim, nor does he have any desire to since the only time he ever went into any kind of deep water, he sunk like a stone. The incident gave him a near paralyzing fear of large bodies of water, such as lakes, rivers, oceans, or even large pools. He is not, however, frightened of things like bathtubs, showers, or anything deeper than 3 feet like a stream or small river.
PostPosted: Wed Jan 03, 2007 7:13 am


Name: Kris Senpai

Alias's: "Half-Blood"

Appearing Age: 26

Age: 520

Character Type: Black Blooded Demon or "Half-Blood" meaning half human as well.

Blood Type: AB+

Height: 6' 8"

Weight: 245lbs Human, 625lbs Full Demon ((rarely seen))

Appearance: Kris is an extremely tall man standing at six feet and eight inches. He wears a black hooded robe with an optional Multi-use Mask that fits snugly behind the had in the hood, and can be drawn down by pulling on it. Under his robe, he has a black gunners coat, filled with many surprises on the inside such as many different types of pistols and Machine Pistols....easily concealable to the human eye. Under the coat is a Black Yukata, which is where his prized Devastator Blade resides. His body was a highly toned, hardcore wall of muscle basically from four centuries of training in all aspects of life. He has man scars, including one large scar across his chest...which was the slice that nearly killed him once.

History: Kris Senpai was born during the Edo period of Japan. His father was the Grand Demon Osorezon Hizoboro and is mother was but a regular girl from the town named Miyuki Senpai who had fallen in love with the wrong kind of person. As Kris grew, so did his powers of controlling Fire and the Shadows. When he grew into adolesence, he became adept with his abilities and discovered many things including Shadow Manipulation and Dragon Flame attacks. He studied upon these many things during his maturing stages.

At the age of 16, Kris witnessed the slaughter of his village, and the decapitation of his mother. The executioner.....was his father. Kris swore vengance against his father for this, as did his Full Demon Brother, Kushizama. Kris beat his brother to their father and eventually killed him...which is how he gained Dragon Fang. As times went on...he later found out that his brother was killed by the Demon Slayer Dante Kiriyama...and to this day...Aruk has not been able to recover the other Fang of the Black Dragon.

Kris grew with the ages, learning basic firearm use, explosives, and other ranged weaponry. Kris took part in what was known to the world as "World War 2" and earned the high title of Brigadier General by the end of it. He had been there to take the Phillipines as the best Sniper the corps had ever seen. He served on the frontlines of Iwo Jima...and was able to escape the island without anyone spotting him. He also participated in the attempted invasion on Guadalcanal...and took out a good part of the American forces around the area. He eventually escaped from Japan and secluded himself in Western Europe...in an area of the Netherlands...undetectable by British and French forces. He stumbled upon this arena in search of an elightenment and redemption for the bloodlust he once had.......and he could no longer control his bloodlust with this discovery of a tournament as well.

Powers/Abilities: Incredible speed, Glorious Defensive Magic, Shaped and Sharpened Offensive Magic, Mountain Moving Strength. Blade mastery, Adept blade magic and limited elemental blade control.

Elements:

Mastered: Fire and Shadow

Adept: Water and Ice

Beginning: Earth and lightning

Demon Forms:

Form 1: Human blood form Level 0 & 1

Form 2: Blood Demon form Levels 2-4

Form 3: Genocide mode 5 & 6

Grand Demons Son Form: Levels 7-10 (rare)

Blood Demon: This form increases Kris' physical and magical abilities by a moderate amount and brings his speed up to the rate of a wolf in a full chase of prey. His black yukata is covered by a long black robe that indeed can conceal many weapons. On his back is still his large Devastator blade, which is a large, wide bladed double-edged Irish sword spanning over 5 1/2 feet in length and almost over 1 foot in width. Its runes carved into the center of the blades flat side on each side start to glow with a cyan blue light as its elemental enchantment takes effect with the chosen element of Kris for it.....

Genocide Mode: This mode heightens every speculation of Kris' abilities, including speed, strength, magical usage, mana increase, stamina increase and all of the such. He is also partially healed with the aura that he builds, which turns to a red. This form changes his clothing to a red overcoat and his hair is shortened a bit, and dashed with silver. He would look like a long haiored Dante from Devil May Cry. His front upper body is exposed from the open overcoat and shows the auras abilities when it comes to physical attributes and appearance being heightened. Though it sounds perverted, he would be much more attractive in this form.

Grand Demon form is a specialized form that shows Kris' final form of attack. He is completely engulfed into a purple and black colored aura, and is surrounded by it. Instead of the aura lifting however, he becomes one with it, and fuses its absolute potential with his own built up power from before. His eyes turn to a purple glowing sight, aura streaming from them like a fountains water. He walks and nothing but a shadow-like cloud forms behind him and dicipates into the air. Kris has the potential now to create heavy energy attacks without using much mana at all...and his stamina is topping its limits. In this state, he feels no pain from physical attacks, but is indeed effected by them....just.....his aura creates an extremely strong resitance to such things....and it would be like a dagger trying to hack through a large redwood tree with a single strike.

Weapon Specialization(s): Long Ranged Sniping, Mid Range SMG Usage, Close Range Machine Pistol usage, Close Range Bull .88 Magnum usage and Blade Mastery

Weapons:

Ranged: A550 Sniper Rifle
W2000 Customizable Sniper with 36 range scope, laser dot, interchangable Silencers, and interchangable stealth or power ammo.

Mid-Range: M4 Customizable Assault Rifle w/ Laser sight, optional silencer, and interchangable power or stealth ammo.

Standard TMP

Standard SAF SMG

Tactical SMG Custom w/ Butt stock type two, silencer type three, laser sight, upgraded ammo clip, interchangable stealth, power, or magnum ammo.

Bull .88 customizable Magnum w/ mountable scope upgrade, 5x zoom scope, laser sight and rubber base in the handle for less recoil.

MP4-MP9 Customizable Machine Pistols. Included with silencers, laser sight, interchangable ammo, rapid fire, anti-jamming device.

Close-Range: SP12 Combat shotgun customizable with butt stock, magnum pellets, lighter interchangable gun base, laser target, Rapid Fire upgrade, Pistol grip at front of gun for less recoil.

10 inch blade Combat knifex2

RU-AP Minesx2-x4 w/ long range detonator.

C-4 blocks x12 w/ long ranged detonator.

Devastator, Soulbound blade that is damn near imposible to break unless hit at an extreme rate of speed and immense strength by another soulbound blade or possessed by the soul of a great demonic or angelic figure.


Weaknesses: Devastaor is directly linked to Kris' Elemental power, as it draws energy, it takes a little bit from his energy...which eventually weakens him in battle if he uses to many elemental magic linked blade attacks.

Kris is not that agile for such a person, though he shows it not, he cannot attack well during an acrobatic move or a dodge. He has to take the time both to gain his balanace, and his weapons weight will also hinder his attack as well.

Controlling Elements takes small withdrawals of Stamina...but are his basic attack with his blade...this will also fatigue Kris eventually.

The Crossed Fox


SkyeGear

Liberal Streaker

8,375 Points
  • Person of Interest 200
  • Elocutionist 200
  • Citizen 200
PostPosted: Sun Jan 14, 2007 12:40 am


User ImageCodename: Gear
Real Name: Classified
Age: 24
Rank: Sergeant Major of the Armeekorps

Powerset: Type "A" Technopath, Type "A" Cyberpath
Explanation: Type "A" Techno and Cyberpaths utilize simple technology to fight in combat situations, and rely on human instinct and knowledge to win. Type "B" means they use high-tech devices and rely mostly on weaponry.
Strengths: Hand-to-Hand combat, technopathy, mathematics, sciences, invention, forensics and detection, incredible reaction time and mental processing speed. Excellent throwing arm with incredible accuracy. Highly creative.
Weaknesses: Limited defense to magic attacks, reliance upon technology, normal human resistance to disease, poison, and fatigue when not amplified by technological effects.
Other: Likes to play video games. His ideas for new tech often stem from "futuristic fantasy tech" shown in these games, as well as what he sees in TV shows and movies.

Devices:

  • Back-Pack: robot capable of semi-independent activity capable of being fitted on Gear's back. Receives cyberpathic commands, and transmits data to Gear's visor when necessary. Able to fire ice missiles, interface with other technology, walk on its own, fire lasers, project holographic illusions with sound, turn invisible, project force fields, fire magnetic pulses, fly, and turn Gear invisible. Power cell is made from the latest energy technology, capable of running at full power for up to one week without recharging.
  • Visor: Opaque green shatterproof polymer with data output overlay, visible only from the inside. Data remains on screen for 1/100 of a second, readable only by those of Gear's brain speed or higher. Visor allows for infared, night vision, and spectrometer modes. Uses specialized inhibitors that cause static interference in attempts to read his mind.
  • Suit: Lightweight bulletproof polymer that also protects against blunt and penetrating attacks. Able to change colors for camouflage or stealth purposes. Able to emit powerful electric shocks.
  • Gloves: Fire magnetic pulses, and are lined with a special chemical that is designed to disrupt most magic-based attacks, but the intensity of the attack may cause this to fail.
  • Utility Belt: Utilizes anti-matter technology. Can store thousands of pounds worth of materials without weighing Gear down. Certain items are called to a pocket cyberpathically, and it can store items that would otherwise not fit into such a small pocket (like rifles). Pockets must be opened with Gear's cyberpathic signature, or it will release an electric charge, and in some cases, explode.
  • Jetblades: Rollerblades with powerful flight rockets and gravitational stabilizer. Allows Gear to fly and support his upper body in the prone position mid-flight. Highly accurate and extremely fast.
  • Antimatter Explosives: Utilizes anti-matter technology. Can store enormous payloads, released when thrown and cyberpathically detonated. Examples include fire, ice, water, and magnetic pellets.
  • Capture Cap: Spherical device that expands several bands of metal that wrap around and capture a target. If it is sliced through, it releases a powerful electric shock halfway through the cutting.
  • Energy Thief Cap: Essentially an empty antimatter explosive, it can absorb attacks, then be used as a bomb payload.
  • Physical Thief Cap: Essentially an empty antimatter explosive, it can strike a solid object, transform it into energy, and absorb it into the antimatter pocket, storing it for future use.
  • Sonic Blade: A sword that can deal long range sonic damage.
  • Lightning Rod: Redirects all electrical attacks. It can pull the energy from enemies if they have electricity stored in their bodies, rendering them powerless. The energy it steals is stored, and can be fired on cyberpathic command.
  • Sonic Repulsor: Creates powerful repulsing forces using sound waves to deflect small arms fire.
  • Light Distortion Field: Creates a powerful field of light distortion designed for deflecting laser fire.
  • Temporal Distortion Manipulator: A risky, one-time use device (each time he builds it) that can slow time down to 1/4 the original speed.
  • Molecular Tunneler: Allows objects to pass through Gear. Not perfected, still one-time use.
  • C-5: A teleportation corridor that allows Gear to travel a maximum of 20,000 kilometers per tunnel.
  • Short range portal generator: Able to create two portals at a time with his gloves, linking them to each other for interesting effects.
  • Silver Axe: Sharp implement with various settings and effects.
  • Lightning Blade: A bo staff motified with electrical energy. It will cause electrical damage in conjunction with blunt-force trauma with each strike.
  • Diamond Laser Pistols: Twin laser pistols that augment their power with perfectly cut diamonds. Power from each shot can be tripled if the diamond is swapped (the push of a button or cyberpathic command), and the pistols are combined together. Failure to do one or the other will result in misfire.
  • SWAT Mode: Gear's suit goes into camouflage mode, and becomes auto equipped with his Diamond Laser Pistols, a sound diminisher, sonic repulsors, full body armor, and his helmet goes into full forensic mode.


Bio: Starting from the ground floor in the Mercenary League, Gear continuously offered advice and guidance to the League on how to grow. Within five months, he was promoted to crew, one of the fastest promotions in the League's history. When MDG disappeared under mysterious circumstances, Gear was left with the day-to-day maintenance and upkeep of the League. While fighting off terrorist attacks and keeping the guild alive, Gear still continues to search for the ultimate outcome of MDG's disappearance.

Personality: MPD almost describes him. He can be, at times, easily irritated, angry, loud, and short tempered, but normally is rather laid-back. He cracks jokes (sometimes at inappropriate times), and can at times make light of situations that don't necessarily warrant it. When he goes into a more laid-back mindset, he almost seems like a different person, even in combat. Born in the mid-eighties, his tech and comments are sometimes reminiscent of some of the TV shows he grew up watching in the early '90s.
PostPosted: Thu Jan 18, 2007 1:32 pm


((My profile is going to be a work in progress. I'll probably have it done in a couple of days, a week or two tops.))

Name: Jander "the Squig" Karakul

Age: 34

Character Type: Mutant ((or Metahuman. I'm not sure which would apply.))

Height: 5'8"

Weight: 273lb

Appearance: Jander is a fairly imposing person to look upon, despite his small stature. His skin has an odd look about it, and to the viewer it is hard to put their finger on why. He looks extremely healthy, vibrant some would say. By the way his face is shaped; people tend to assume that he is loud and boisterous. He has brown hair which he keeps close cropped, blue eyes, and he sports a small goatee that is neatly trimmed. He usually wears a set of civilian clothes, usualy something mis-matched. He only has one pair of boots, which are his only momento from his working days.

Brief History: Jander grew up in the West Fall City Industrial sector. He lived and worked there for many years. He never questioned his life of continual work, until the day the beast attacked. Any animal in the Industrial sector was big news to the workers, as the pollution kept most away. So by the time Jander arrived on the scene, there was a notable amount of other workers circling something. Pushing his way to the front, he saw that it was some kind of mutant animal, possibly a lion or some other big cat. Not as rare as a normal animal, but still something. It snarled at the crowd and started backing out. However, they had completely encircled the animal, and it was now backing strait into Jander. A few guys behind him saw what was happening, and pushed him onto it. The animal whirled and the fight was on. Jander fought to stay alive, the animal because of a perceived attack. It lunged for his throat, but Jander thrust his arm in the way. It nearly ripped his arm off outright. Jander, however, managed to retain his arm and started bashing its head with a rock. From out of the crowd he heard one man remark “Damn! It’s some kind’ a squiggly creature! Kill him!” They were betting on who would win. Crying out in anger, he gave it a particularly hard bash behind its ear. There was a crunching sound and, to his surprise, it dropped like a brick, it's corpse still biting down on his arm. There was a lot of booing, but a few cheers went up from the winners of the bet. He got his nick name because of the fight. It took four men to pry its jaws off his arm. The injury was horrendous to look at. It had bit down hard enough to break off some of it's teeth in his arm. After being patched up, he was sent back to work. A few months after, he started to notice some changes in his body. First of all, he had gained weight, but he was startled to notice that it was not fat, but muscle. A few days later, he gashed his hand open accidentally. It healed remarkably fast, and left only a small scar. Soon after his discovery of his powers, he left his work and started drifting around the city.

((Sorry, I know the story is ramshackle at best. I'm working on fixing it up.))

Powers & Abilities:
Regeneration: Minor wounds heal faster than normal. For major wounds, his regeneration power puts him in a coma to heal with out him accidentally aggravating the wound. When the coma is about to set on him, he feels the urge to find a secluded and safe place, where he will enter the coma and regenerate his wounds.
Mutant Traits: He has a very strong resolve and an abnormally high threshold for pain, thanks to his regeneration. He is fairly stronger than a regular human, though he is slower because of his regeneration ability.

Weaknesses: He is slower than a human. This is caused by his regeneration ability. In a normal human, muscle fibers are constantly tearing, mostly as a person runs. His regeneration heals this instantly, but it greatly restricts his speed.

Interestingly enough, it's possible to keep him in an unending coma, with very little effort and resourses. When his body takes enough damage to be a near death, it shuts down on him. He slips into a coma, which allows him to regenerate his wounds. He normaly has enough time to find a safe haven before this happens. It's a strange quirk that the clever can use to their advantage. It his body was to be found during this time, it would only be a simple matter of inflicting enough damage to his body periodically, just enough to keep him in the coma.

Also, he is susceptible to mind-affecting abilities and powers. That includes hypnotism, among many others.

Alias: Squig, Squiggly

Blood Type: B+, however it now bears a strong taint of mutation. If a transfusion were to take place, it is unkown what the effects of his blood would have on the recipiant.

Likes/Dislikes: Likes food, dogs, doing a good deed, and generally being helpful. He dislikes cats, insects ((especially wasps)), and unfairness.

Ghal Marak


High Templar Doomshot

PostPosted: Tue Jan 30, 2007 1:33 pm


Name: Damien Olivander of Middle Sickle Highlands of Terringer

Alias: Chaos, Templar, Doom, Felixus

Age: Over 10,000

Character Type: Non-Human, Arachnoid-Humanoid with many cybernetic parts replacing organics that have been damaged by war and age.

Height: 6 foot 6 inches

Weight: 235 lbs minus the cybernetic parts 236-350 lbs depending on parts installed at the moment

Appearance: Damien has taken to wearing a coal-black gunners coat over a grey or black suit. The coat is made out a leather created from creatures call Fire R.O.U.S. and is immune to fire up to five thousand degrees. The back of the coast has holes that the extensions can come out of. Around his stomach is a series of metal scaling that forms the basis for the armour that he wears. This armour can stop most bullets from anything lower than a rifle or assualt rifle. This armour is highly expiramental and can fail under high stress. He wears a set of black leather boots that are steel toed and soled and his hands are bandaged. Where his face should be, appears to be a large purple-white eye in the center of the face that appear to be resting on top of a pool of darkness. On top of his head he wears a simple leather gunners hat. Underneath all the clothing and other stuff is a badly burned humanoid body. Its skin color unable to told from the scarring and burning. On his back are signs of deep scarring from being flogged hundreds if not thousands of times. His face is little more than a bloody mess and is missing both of his eyes.He also has long flowing silver hair.

Brief History: Damien is from the planet of Terringer. His species lived there alone for billions of years until the Mattonian Empire came. The Mattonian Empire is xenophobic star faring empire of humans that beleived that it should take control of the universe from all nonhumans, who they considered to be savage and uncivilized. They didn't kill nonhumans, no instead they made them slaves, gladiators, and front line troops which where little more than cannon fodder. Damien was abducted a little after his emergence from Chrysalis so he was not fully sentient at that time. Damien was drafted straight into the frontline troops and was a grunt in the battle for the frozen planet of Rire. He managed through dumb luck to survive for about thousand years when a sympathizer bought him and freed him, giving Damien a ship to escape with. Unfortunately Damien was not given instructions on how to fly said ship and crashlanded on a world that was split into four dimensions. Each dimension was guided by an elemental power that imbued the world with its power. These elemental powers were Good, Evil, Order, Chaos. The dimension Damien landed in was that of Chaos. He later ran afoul of the Avatar of Chaos, who burned Damien with the power of the Flame of Chaos. Damien begged forgiveness of the Avatar who let him into the Order of Chaos. Damien followed the Third Army of Chaos and wandered into the great monolithic Temple of the Flame of Chaos. There he quickly rose agmongst the ranks, his brute strength and ability to wield many weapons simultaneously made him an excellent warrior. He ended up a High Templar of Chaos and was given the channeling stone that he still has today. After about one hundred years that he was there the four dimensions of Chaos, Good, Evil, and Order became one world again and with that appeared another Damien from the realm of Order whose ship was still in good condition having not crashlanded. Chaos Damien lead his armies to face Order Damien's armies. When the two Damiens met together in combat the walls of the planet's reality started ripping down. They fought for several days until Order Damien called upon a great majick of Order to fight Chaos Damien. Chaos Damien used his channelling stone to use by intercepting the majick and then reflecting it straight into Order Damien. Order Damien fell and died but this disupted the balance of that planet. The balance between Order and Chaos, Good and Evil fell further and further away until the unbalance caused the planet to start ripping itself apart. Damien fled from the Monolith of the Flame of Chaos when an earthquake ripped open the ground underneath it and it started sinking. He made his way to the lands of Order and found Order Damien's space ship. Inside were also instructions and he took off as soon as he could and escaped. He fled back to known space and was captured by the Mattonians again. The Mattonians put him on trial for the crimes of his people, the Terringerians. The Terringerians had coordinated a rebellion against the Mattonian Empire and many planets were temporarly free from MAttonian rule. UNfortunately the MAttonians responded by killing all Terringerians that they encountered and launching a massive nuclear strike against the planet of Terringer. Terringer was devastated to the point that only the core of the planet remained intact after the bombardment. Due to these actions the rebellion quickly died out and almost no Terringerians were still living. He was given a public trial which was little more than a farce because he was already convicted guilty before it began. He was sentenced to an public execution. The night before the execution he was rescued by some of the members of the resistance who have gone underground. After his escape he wandered space for several thousand years looking for survivors but he found none. He ran into a Mattonian Outpost who captured him but by this time the Terringerian Rebellion was little more than a sidenote in a history book, so he was simply conscripted into military service again. He was then participant in the invasion of Gaia but he escaped out of it after a building fell on him and trapped him for about one hundred years. He later left Gaia but crashlanded in the sea on the world of Beyon washing up on the shore. He has been wandering almost ever since and had his eyes permentally damaged when a nearby bomb exploded.

Powers & Abilities:
Strength: His species start life as spider like creature that can easily grow to be over 50 meters tall. During their chysalis the muscles and sinew of these large spiders legs, compact together and becoming denser allowing the spider like extensions to be far stronger than their size would suggest. His humanoid body is little more stronger than a normal human's body.

Endurance: The exoskeleton of the arachnoid changes during Chysalis to form most of the humanoid body. As a result of that the humanoid body is very durable. While not bulletproof, it can stop some smaller rounds at a distance. It is able to burn without much pain to Damien but the burns will not heal at least not for a few years. Due to that he has already been badly burned he has lost most sensitivity to pain and cold/heat although that can be a bad thing.

Speed: Due to his cybernetic eye he is able to identify threats and their level of threat a lot faster than most organics. Due to this his reflexes have been improved but are not much better than a highly trained human, sole exception is with bombs and shells, he is able to identify those and get away from most proximity bombs before they go off.

Acid: A by product of once being a giant spider is that Damien keeps a store of the acid that his species used to spit onto prey to digest them. The acid is able to eat through most synthetics, organics, and metals although rubber and glass and most acid proof materials still stops it. Also can be neutralized by a strong base. Rarely used because his mouth is often covered, it is more like a last resort.

Chaos: Damien carries diamond channeling stone the size of a large grape around his neck. It carries the power to absorb majicks thrown at Damien and redirect back at the casters. Also the stone allows him to channel into chaos which will randomly cast a majick at him or his opponents. He has no control over the majick or who the majick hits, therefore it is rarely ever used.

Near immunity to Poison: Due to Damien being able to produce several venoms and Toxins he is immune to most organic poisons although he is just as vulnerable to mineral poisons like cyanide.

Radiation resitance: Due to how his genetic code is structured he is more resistant to radiation than humans although he can still be burned by it and is able to be killed by enough of it.

The spider legs: He has eight extension that sprout from his back which can fold up behind him. the end segments are prehensile allowing him to grap items and use them. The longest of these are 6 feet back to tip.

Venomous: He has a extra set of fangs that can pop out to bite a person and inject them, but his mouth is often covered so it is rarely used.

Weaknesses:
Decreased Sensitivity to Pain, Cold/Heat: Although it sounds like this would be a blessing it mean that he does not know if somebody has seriously injured him unless its real obvious(Like missing most of my chest or something) so he may simply collapse over due to him not treating his wounds. The Decreased sensitivity to cold and heat will cause him to often not know when it is too hot or too cold and could be damaged by them.

Blind: Damien is blind due to a nearby bomb taking out his sight. Currently he wears a mask that resembles a large eye that protects his face and allows him to see, but should it get too damaged or shut down he will become blind.

Impulsive: Damien has the tendency to rush into things without thinking about them or planning anything.

Artificial Heart: One of Damien's two hearts is artificial. Although he sometimes can get along with one heart, he becomes extremely sluggish and starts to feel the effects of oxygen deprivation and may collapse due lack of oxygen. The amount of time to due this depends completly upon his current activity level.

Artificial Lungs: Damien's organic lungs where heavily damaged due a large spike flying through his chest so his lungs where replaced with artificial ones. This means that he does not often have the ability to push himself past a certain limit because his lungs can not draw in more than a set limit of oxygen.

Burns: Most of Damien's Body is badly burned and scarred. This leaves his skin a bit fragile causing sufficently hard enough hit to be able break it along the scar or burn lines.

Technically dead: Damien is older than hell. Therefore he as seen much but he has a tendency to underestimate people younger than him. In combat situations this can be a big problem. Damien also may be a bit careless with his life and others after coming out of so many situations alive.

Infared: Due to him a having a electronic eye he can see infared lights. Therefore a bright enough infared beam will blind him while allowing others to see.

Blood Type: G-

Likes/Dislikes:
Likes: Things that go boom, building things, building things that go boom, firearms, Comrades, the Mercenary League

Dislikes:Things that shoot at him, quitters, whiners, complainers, people who constantly think they are going to die, being shelled, having buildings fall on him, doesn't take kindly to people who don't take kindly
PostPosted: Mon Feb 19, 2007 10:38 am


((I'm going to type up and save my character sheet one last time, then post it in here. I'll just keep this spot reserved for now))

~My love for you is like a truck

Unforgiven_One


M_For_Malice

PostPosted: Fri Mar 16, 2007 6:57 pm


Name: Brother Jago Vomacht (pronounced Vom-act)

Age: Unknown, approximately early-mid 30’s

Character Type: Human, primarily unaltered

Height: 6’2”

Weight: 160 lbs

Appearance: Brother Vomacht is a member of a mysterious religious cult with a strict set of rules on public appearance. He always wears a hooded set of red robes, tattered with age and embroidered with flame symbols, underneath which is a layer of protective mesh body armor. Vomacht usually wears a grotesque polished bronze mask as well, that covers the upper half of his face. It has a long nose and a demonically arched brow, giving it a bizarre, almost devilish appearance. He wears a prayer necklace with a small icon of faith attached to it, and has a piece of thick rope tied around his middle. Vomacht seldom travels without his Eviscerator or some other form of weapon.

Brief History: Little is known of Vomacht’s early life. By the time he was fully grown, he had become a bandit and highwayman, robbing travelers on their way from West Fall City to the Northern parts of the Empire. He was infamous for a few years as being one of the most successful criminals throughout the empire, building a small army of bandits, but soon probability caught up with him, and in a failed ambush he was mortally injured. Abandoned by his cadre, Vomacht fled into the wilderness, wounded and alone. Taken in by a mysterious religious order, Vomacht was shown, for the first time in his life, the tender nature of mercy. Taught by the members of this Order, Vomacht learned about morality, of the difference between good and evil, and of the capacity that all living things have for forgiveness and redemption. This was no cult of pacifists however; they also taught him the arts of violence and death for when he encountered those beyond saving. His already formidable skills were honed to a bleeding edge, and soon Vomacht was ready to return to the world that had almost destroyed him. Re-emerging clad in the strange robes of his new cult, Vomacht has now set out to spread the teachings of his order, to purge the wicked and redeem the innocent.

Powers & Abilities: Vomacht is a skilled and brutal fighter. Years of banditry combined with rigorous training from his benefactors has made him an incredibly dangerous opponent, but his fanatical fighting style often lacks finesse and leaves him at a disadvantage against more graceful fighters. Vomacht has unnaturally fast reactions, and his lithe, muscular frame allows him great speed and agility. He also has built up a resistance to the negative effects of several combat drugs that he uses.
Agility: Vomacht has skills near the equivalent of a trained gymnast. He can scale walls and perform other acrobatic feats with relative ease.
Reaction Time: After a lifetime of violence, Vomacht has developed unnaturally fast reactions. The average human being’s reaction time is approximately 200-270 milliseconds, while Brother Vomacht’s reactions at peak approach 140 milliseconds.
Weapons
Eviscerator: an unusual, unique weapon that seems to be a combination of a two handed broadsword and a chainsaw. It is approximately five feet long, from the pommel to the farthest tip, and all along one edge are a series of whirring, savage blades capable of tearing through most forms of armor. The rest of the bulky weapon is made of a high strength metal and other extremely durable material. The Eviscerator is engaged with a press of a button near the hilt, which will activate the chainsaw blades. The Eviscerator has the potential to do massive damage to anything it comes in to contact with; however it is unwieldy and easily dodged by an agile opponent. Vomacht usually uses the weapon to deliver a flurry of inaccurate, but potentially devastating blows.
Brass Knuckles: a metal band worn as a guard over the hand, the brass knuckles are a throwback from Vomacht’s days as a bandit. They can be easily concealed, and his skill with the brass knuckles makes them dangerous weapons, though they lack the raw power of the Eviscerator.
Hunting rifle: based on an ancient design, Vomacht is fairly skilled with this well worn hunting rifle. It has semi-automatic fire capability, and Vomacht can use it effectively out to a distance of three hundred yards. It can penetrate most forms of light armor, but is primarily affective against unarmored opponents.
Knives: Vomacht usually keeps various daggers, throwing knives and blades on his person, to be used as a last resort.
Armor
Mesh armor: worn beneath his robes, this tight fitting suit of extremely flexible light armor gives Vomacht decent protection against most light fire arms. The armor protects Vomacht from the penetration of the bullets, however it does nothing to ease the impact shock, and thus he can still be seriously injured by gunshot wounds.
Miscellaneous
Combat drugs: Vomacht uses various chemical substances and mixtures to increase his endurance and dull the pain he feels during combat. While most users suffer from devastating physical and mental addictions, Vomacht has built up a resistance to the negative side effects of these drugs so that he can use them with relative safety. The drugs have the effect of allowing him to continue fighting despite wounds that would normally cause crippling pain, and allow him to fight at his peak ability for longer periods of time than a normal warrior.
Holy Book: Vomacht carries a small holy book and a prayer necklace with him at all times. He claims that they give him protection against unholy influences, though this has never been tested.

Weaknesses: Vomacht, despite his training and abilities, is still a human being. He suffers from the same frailties that all human beings do, and the considerable stresses that he puts his body through often have serious side effects. Vomacht is also extremely reluctant to engage in combat with women who have borne children, because the teachings of his order dictate that motherhood is sacred.
Likes: Self-flagellation, meditation and prayer, morality, peace, serenity, violence.
Dislikes: Impurity, vanity, slothfulness, un-necessary cruelty (particularly towards women), governmental institutions.
Personality: Vomacht is intensely devoted to his faith, to such an extent that almost all of his other concerns are secondary or non-existent. Vomacht is usually fairly friendly to strangers, believing that more converts are won through kindness than cruelty, but his hatred of those he considers beyond redemption is utterly uncompromising. He is also fanatically loyal to those he considers to be his friends. Though secretive about his religion, Vomacht’s behavior suggests that it is a bizarre mix of Medieval Catholicism, Anarchism and Buddhism. Vomacht has an intense dislike for governmental institutions, upper-class society, and frequently law enforcement officials.
PostPosted: Wed Mar 28, 2007 9:18 am


Hm. Usually the profiles aren't "accepted" here, but if it helps...

ACCEPTED.

SkyeGear

Liberal Streaker

8,375 Points
  • Person of Interest 200
  • Elocutionist 200
  • Citizen 200
Reply
Discusion Conferance Halls (Relevant Information & OOC)

Goto Page: 1 2 3 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum