RATED R FOR DRUG AND ALCHOL ABUSE, LANGUAGE, GRAPHIC VILOENCE, GORE, SEXUAL THEMES, AND OTHER ADULT THEMES
***
The forest is alive with the buzz of insects and the many sounds of creatures you don’t recognize, all going about their lives despite your presence there in the forest floor. Insects and bird fly through the air, mammals dart here and there, and strange noises of other creatures can be heard from deeper in the forest. The bright light of a sun shines through the branches of the trees, illuminating small patches of the forest floor, where lazy reptiles sunbathe for warmth.
The sounds of civilization and intelligent community cannot be heard, but a low humming draws your attention to your arm. A glowing crystal of some sort has been embedded into your arm, so deep you may bleed out if you try to remove it. Even when you fiddle with it, it seems it isn’t going anywhere no matter how hard you try to remove it, as if it were embedded all the way to the bone and somehow integrated into your very body as though it were a part of you from the very beginning.
As your senses take hold and return to normal, you realize that you are hungry and dehydrated, as though getting here had drained you of energy. One thing is for certain, you need to get moving.
***
Spoiler: Accepted CharactersSpoiler: CfavanoCharacter Name: Melleran the Mystic
Universe: D20 system (D&D 3.5e), The Forgotten Realms
Birthplace: Neverwinter
Race: Human
Gander: Female
Age: 27
Height: 5'7"
Weight: 130
Eyes: Brown
Hair: Red
Occupation: Wizard
Factions: Order of the Many-Starred Cloak
Bio: Born in the slums of Neverwinter, Melleran grew up in an abusive, broken home. But that did not stop her from wanting a better life for herself. Luckily for her, a nearby Chapel of Ioun gave free schooling to all who came. Melleran was a very apt pupil, and could write her own name after only a month of schooling. She took to learning like a fish to water.
Her father didn't like this. He was a drunken inbred scumbag who thought that 'book larnin is tha devil' and all those who even know how to read invite trouble. He beat her to within an inch of her life, she did not go back to the school for a few weeks. She eventually returned because one day, her teacher came looking for her. Her father was drunk and in his rampage, set upon the teacher. The teacher did the only thing he could think of, he blew the man's head off with a magic missile.
Instead of grieving, Melleran and her family were...happy. The father was nothing but a drunk, as it was them other who worked and made the money, and he was just leeching off of them. After some time, her mother was convinced that This teacher, who had been coming by to check up on his star pupil, agreed to let him take her on as an apprentice.
He did, and she learned from him, eventually becoming a wizard of her own, and, like her teacher, joined the Order of the Many-starred cloak.
Skills:
Craft (alchemy)
Decipher Script
Knowledge (arcana)
Spellcraft
Abilities:
Spoiler: Spells
Acid Splash - You fire a small orb of acid at the target.
Ray of Frost - A ray of freezing air and ice projects from your pointing finger.
Protection from arrows - The target becomes temporarily immune to ranged weapons
Mage armor - An invisible but tangible field of force surrounds the subject of a mage armor spell.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Grease-
A grease spell covers a solid surface with a layer of slippery grease.
The spell can also be used to create a greasy coating on an item.
Magic Missile -
A missile of magical energy darts forth from your fingertip and strikes its target, dealing force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
She can fire up to five missiles in one casting
Scorching Ray -
You blast your enemies with fiery rays. You may fire one ray per finger, but each one becomes harder to cast.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Floating disk -
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 300 pounds of weight. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Light -
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Knock -
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
Armor: Padded robes
Weapons: dagger, quarterstaff, Heavy crossbow
Gear: Type 1 Bag of holding, 100 pounds of potable water in sealed containers, 50 pounds of journeybread, a 10-foot pole, spellbook /w self-inking quill, Tent /w bedroll, 50 feet of hempen rope, lantern w/ 10 gallons of oil, material components for spells, alchemy/potion making kit
Notes: She has Evocation as her focus, and necromancy and illusion as her prohibited, and has the feats brew potion and eschew materials. She has a Raven familiar named Nevermore.
Spoiler: TolvoCharacter Name: Naomi Yukimura "Fuyu no Kishi(Winter Knight) Kamo"
Universe: Garo(Series)
Birthplace: Aomori Prefecture, Japan
Race: Makai Human
Gander: Genderfluid
Age: 26
Height: 6'3/190cm
Weight: 198lb/90kg
Eyes: Green
Hair: Red
Occupation: Makai Knight
Factions: Makai Knights, Makai Priests, Makai Order, Makai Senate, Humanity
Bio: Naomi was born in Aomori Prefecture to a Makai Priest and Makai Knight, unfortunately she never was able to meet her parents as soon after they died to the forces of the Horrors. A common occurrence within the Makai Order. Rather than be left to herself she was taken in by the Makai Knight by the title of Kamo, Katsuo Hisakawa, and his wife a Makai Priest, Mayu Hisakawa. During the time in which she was raised there was a conspiracy to kill many of the young members of the Makai Order. To combat this, her adopted parents took her to be raised in the USA. It was in the Midwest where she was trained in hiding. At a young age she was selected to become a Makai Priest, as is the role given to women in the Makai Order. However, her father noticed that Naomi did not seem to fit their admittedly outdated gender roles. Rather than force her to train as a Priest he began teaching her the ways of the Makai Knight which she took to. Just as he training finished they returned to Japan to bring her into the Makai Order, unfortunately along the way her father went to fulfill his duty and face a horror and never returned. With her mother she completed their journey and entered the Tower of Heroic Spirits, where she was cleansed. Together they assumed Katsuo had died, as when she finished her challenges in the tower the Kamo armor was waiting for her. After inheriting the armor from her father Naomi decided to work as a Makai Knight without the support of a Makai Priest, not wishing to risk the lives of others. Finally she returned to the Aomori Prefecture to start her role of defending humanity. During her training she fought horrors alongside her father, but she would be alone now without his guidance, aside from that which was left behind for her in the ring Ishi.
Skills: Martial Arts, Makai Magic, Makai Technology
Abilities:
Superhuman - Makai Knights are technically humans, but have greater capabilities. They heal faster, are hard to injure, can jump great heights, react to bullets fired, and have great strength. This is not to say they are unstoppable juggernauts, a Makai Knight could not lift a car without their armor, and while they can deflect some bullets it would demand all of their attention and be a very straining task. Makai Knights are fast but not superhumanly so. Interestingly gravity does not always seem to effect them as it should, though they cannot fly.
Makai Arrmor - A Makai Knight may summon their armor using their weapon, encasing themself within a suit of soul metal that greatly enhances their abilities. To summon the armor the weapon must cut the air in a circle forming a white ring through which a portal will open summoning the armor. It may summoned whole, to let it stand, or it may be summoned as parts which then rocket to the body covering the wearer in it. It is even easier to remove the armor, should a Makai Knight wish to remove it, it will simply come off and quickly enter a portal back.
Makai Senses - A Makai Knight can sense danger, evil, and the auras of other beings. While their ability to do so is not as great as that of a Madougo they are still capable of doing it. This is a highly important ability for Makai Knights that aids them in hunting the Horrors, the demons of Garo. Makai Knights can also seemingly see in pure darkness.
Spells:
Makai Armament - By using a Madou Lighter a Makai Knight can light their armor or weapon on fire. Doing so requires a lot of energy but allows them to become incredibly powerful and unleash deadly waves of Madou Fire.
Makai Flamestrike - By using the Maka Armament ability, when the Kamoken is encased in fire Naomi can unleash it as a magical slash of Madou Fire that goes out in a wave with incredibly deadly energy behind it. Doing so uses up the Makai Armament.
Makai Rush - By using the Makai Armament on her body, Naomi can use the fire to propel herself at great speeds. However, this will use up the fire and only lasts about two seconds, its main use is for putting incredible power behind a final blow.
Madou Repatriation - Due to her training as a Makai Priest prior to becoming a Makai Knight and working with the Watch Dogs, Naomi knows how to create devices to purify her soul metal. Just as important, she knows the ritual to send the demon blades made from the purification back to the Demon Realm, to insure more horrors are not created from them.
Armor: Makai Armor Kamo(The armor of the Kamo Makai Knight. While powerful, due to it being made of soul metal it cannot be worn for more than 90 seconds at a time otherwise it will begin to eat away at the wearer. The Kamo Armor may be summoned by the forming of magic circles, generally done via the Kamoken. This armor is thick yet flexible and empowers the wearer. Its design is that of a spiked white wolf mixed with the appearance of a horror, with forward cranial horns and a wolf's face.), normally Naomi wears padded leather jackets and trousers which are white in color beneath a long black trench coat.
Weapons: Kamoken(A soul metal Tachi with a white blade and a black hilt. When the Kamo armor is summoned the weapon transforms into a large white and black straight sword of great power.), Makai Brush(A small black brush with white bristles. This tool is generally used by Makai Priests, and sometimes Makai Knights, to cast spells)
Gear: Madou Lighter(A lighter worn as a large ornamental ring which can be removed and used as a lighter. A gemstone rests inside of it that is used to create Madou Fire), Madougo Ishi(An ortnamental ring which is silver in color, made from a pacified horror. This ring is named Ishi and has a will of its own, and is capable of greatly detecting evil, the aura of others, and seeing through deceit and illusions. Ishi and Naomi are not on the best of terms currently).
Notes: Soul Metal is a material from the Garo Universe that is used by the Makai Knights. It responds to the will of the wielder and is more powerful and capable the greater their will. While soul metal armor would be heavy due to the strong will of Makai Knights the armor is made light to them while keeping its defensive capabilities. Soul metal doesn't really have a limit to what it can and cannot cut through, aside from other soul metal sources or incredible strong defensive material. Soul metal is capable of cutting through steel for example but not the arm spikes of a Madou Horror. As armor Soul Metal is incredibly protective, allowing the wearer to survive incredible attacks(Makai Knights are already superhuman and can survive explosions, stabs, falling multiple stories). Soul metal is seemingly impossible to cut through(It can be thrust through with magical/incredible powerful weapons), but it does not block out pain and pain still effects the wearer which can be amplified if they are near the 90 second limit. As soul metal is used to fight evil it becomes corrupted by the evil it slays and must regularly be purified.
Spoiler: EdCharacter Name: Jaymes Valluche (Goes by the moniker 'Dezeroth')
Universe: The Gamer(Manhwa Series)
Birthplace: Denton, Texas,US.
Race: Human
Gander: Male
Age: 17
Height: 5'10"
Weight: 148 lbs.
Eyes: Green
Hair: Black/brown (Calico, if you will)
Occupation: Member of Abyss
Factions: Abyss (Technically less of a 'faction' and more of the world in which people with supernatural powers reside. Think Vampires Masquerade-style supernatural underworld.)
Bio: Jaymes was, originally, a very ordinary human being. He was fairly intelligent, with an unhealthy interest in the internet and most specifically MMORPGs. Which may be why he started hallucinating that everyone had their names displayed above their heads, along with a class and level. It was peculiar, but other than deciding he must certainly be crazy, Jaymes didn't particularly care.
Until a day came when he was completing a 'quest' he'd been given--Complete with a dialogue box--By his mother to find Mittens, their cat, and was nearly beaten senseless by three thugs. Upon fighting back, he was informed that he'd discovered the skill 'strike,' which improved his unarmed melee damage by 200% in exchange for 5 stamina.
After confirming that this ability did, in fact work, he was intercepted by what he had previously thought was just his teacher. The man revealed himself to know what was causing this strange 'game state,' and taught him about the world of the 'Abyss.'
Skills: Really good at gaming.
Abilities: The Gamer
- Rather than having multiple powers, Jaymes has one power that has various utilities. Due to the convenience nature of an MMORPG, he has a lot of functions that are very much like powers, but are instead simple game mechanics oftentimes found in Korean MMORPGs.
- Inventory: Jaymes has an inventory space, where he may put up to 30 items in stacks of 99(Unless they are equipment, at which point only stacks of 1,) along with a currency storage that scales infinitely. It weighs nothing and may be summoned or dismissed at will.
- Skill Menu: In much the same nature as many MMOs, any time Jaymes touches a book describing a skill or technique, a dialogue box will appear allowing him to 'read' the book instantly in order to gain that skill.
- In addition: He has a Skill Tab, where he can view his available skills. As he uses them, they gain a certain percentage and eventually 'level up', increasing their statistical advantage.
- Level Up: While Jaymes is currently a level 5, with fairly mediocre stats, if he were to kill enough enemies, he would eventually level up, giving him four stat points to allocate to the following categories: Strength, Intelligence, Wisdom, Agility, and Endurance, which will cause physical changes of a similar sort.
- Social Panel: As a 'PC', Jaymes can add friends to his friends list, which he may send Private Messages and Voice Chat with. He can also invite others to his party, allowing them to share in his XP. Should they level up like this, they will also receive the benefit of Level Up.
- Options: Jaymes can also configure certain portions of his ability, such as receiving Voice Chat messages.
- Game-Mechanics(Sleeping): When Jaymes sleeps, all HP, MP, and SP are regenerated and all Status Effects are cleared. (Has to be in a bed.)
- Game-Mechanics(Health): Jaymes DOES feel the effect of wounds upon him, however, it does not hinder him. Rather, when he takes a wound, it disappears and instead inflicts similar damage to an HP bar which, when dropped, will kill him.
- Game-Mechanics(MP): Jaymes uses Mana Points to cast spells. If cast through The Gamer's ability, this method does not cause fatigue. However, once depleted, he may not cast any further spells.
- Game Mechanics(SP): Physical Actions that would be strenuous require the use of Stamina, which replaces exhaustion.
- Game Mechanics(Loot): Enemies cannot directly have their items stripped from their bodies(By Jaymes, at least,) but will instead have any usable items deposited next to them.
Armor: A button-up T-shirt and jeans.
Weapons: Nothing.
Gear: Nothing.
Notes: A Feat that The Gamer starts off with, known as The Gamer's Mind, renders Jaymes incapable of thinking of his own self preservation in the sense of a person. Instead, he sees his body as a Playable Character, meaning that everything he does, he does because his Character needs to survive, not out of instinct or because of fear. While this is great during battle scenarios, it can also cause a rash of reckless decisions.
Spoiler: Derp
Character Name: Hisana Kotetsu
Universe: Bleach (Yep I went there)
Birthplace: Unknown
Race: Soul
Gander: Female
Age: at least 250
Height: 5" 0'
Weight: 98 lbs
Eyes: Dark violet
Hair: Jet black
Occupation: Soul Reaper
Factions: Gotei 13, Division 13, Soul Society
Bio: Hisana doesn't remember any of her life before she went to the Soul society. What she does remember is waking up in the 71st district of the Northern section of the Rukon district where she likr many others lived in very poor conditions, so much so that literally no one there even wore sandals much less more covering footwear. Life for a long time was hard, as Hisana was at the time very small and not able to care for herself very well, often times going hungry which for a soul was unusual.
Hisana's life changed however when she met a Soul Reaper for the first time. It was a rather dark day, rain had be on and off and vision was obscured by a soft mist.
Hisana was walking around looking for food or someone who would show a little mercy and give her something to eat when she came upon a lone Soul Reaper who was himself surrounded by as many as ten thugs. Despite the Soul Reaper being the better swordsman sheer numbers seemed to be winning this time as he had taken quite a beating from the vicious group.
Hisana hid behind a rain barrel as the fight went down. The thugs simply wailing on the Soul Reaper as he tried to fight them off to no avail. And with one particularly strong blow, he went down. The thugs all laughed and shouted with obviously drunken rage. One of them picked up the Soul Reaper's sword and was about to remove the head from the body when Hisana finally had enough.
She burst out of her hiding place at blinding speed, surprising the group. She snatched the Soul Reaper's weapon from the thug and in a moment of intense strength managed to wildly swing and hit all of them, leaving a permanent scar for all of them to remember her.
Shocked and afraid of the little kid the thugs ran off, most likely to another drinking establishment.
Hisana would normally have left at that point, but seeing the Soul Reaper just lying there in the mud. The small child felt like she needed to help him more. So with some great struggle she managed to drag the unconscious Soul Reaper out of the rain, and under the rough shelter of some boxes nearby. There she once more began scavenging for food as she was very hungry.
When the Soul Reaper awoke Hisana was asleep having grown very tired from all her work. Rather than just leave however this soul Reaper could sense her latent power, sleeping as she was, and decided he would carry her back as he returned to his division' barracks.
That was how Hisana first learned of the Soul Reapers, and how she was enrolled in the Soul Reaper Academy. That was the day she set down the path and changed her fate forever.
The Academy was hard for Hisana, it was a total shift in her life and lifestyle. Her days went from the hard life of the streets where she had to steal and sometimes fight for food. To a structured series of lessons about the many skills she would need as a Soul Reaper.
Hisana's time at the Academy was hard. Almost to the point of her giving up, but she pulled through if only because she was to stubborn to let herself quit. A trait she has kept to this day. One interesting thing to note is that Hisana Exceed at the use of her Zanpakuto (Soul Cutting Sword) and unarmed fighting skills, but was all but useless at most magic and speed techniques. Despite her lack of diversity in skills she did pass her final exams becoming a full fledged Soul Reaper in her own right. Eventually she also passed the Gotei 13 entrance exam and was assigned to the 13th division where she had only just arrived before she was flashed out of the Soul Society and into her new more dangerous situation
Skills: Swordsmanship, Unarmed combat, minor spells.
Abilities: Spirit Energy: All Soul Reapers have the ability to use Spirit Energy to preform various tasks such as casting spells or enhancing their own physical abilities. Their bodies are also made up of this energy and as such they need to eat to maintain it.
Spiritual Pressure: Some, very powerful, Soul Reapers can unleash a wave of their Spirit Energy that can suppress their foes and act as a form of intimidation or direct challenge. Hisana is able to do this but it is not as powerful as someone of more experience.
Soul Reaper Powers:
A rough collection of various skills a Soul Reaper uses in her duties to govern souls and guide them to the Soul Society.
Magic: All Soul reapers are able to use spirit energy based magic to a degree, Hisana is worse than most at it however and only can use a limited few spells.
Inner World: A Soul Reaper's mind houses an inner world where her Zanpakuto makes it's residence. The only known way to enter is by meditation.
Zanpakuto: a blade unique to every Soul Reaper, each blade has a spirit that is born along with the soul reaper and dies with it. A Zanpakuto's size is often a direct representation of it's soul reaper's power. However the more control the Soul Reaper has over their own power the more control they have over the size of the blade. All Zanpakuto have a name and an incantation used to unseal it for it's first release or Shikai
Shikai: the first "upgrade" for a Zanpakuto. A skikai is about twice as powerful as a normal blade and is a direct representation of the spirit of the Soul Reaper.
Often Shikai have special abilities called upon by calling the Zanpakuto's name as part of a incantation.
Hisana has not achieved Shikai as of yet.
Bankai: The final upgrade for a Zanpakuto, a Soul Reaper capable of Bankai has near total mastery of both themselves and their Zanpakuto, on average a Bankai can mean an in increase in power anywhere from 5 to 10 times the normal power level.
Hisana has not achieved Bankai
Armor: none, wears traditional Soul Reaper Uniform with shorter sleeves
Weapons: Zanpakuto
Gear: None
Notes:
Highly sensitive humans can see and interact with Hisana and other r soul Reapers, for this RP that means some magic users might be able to. I will PM the Game Master the list of who can directly see and interact with her from the outset.
Spoiler: Atrum
Character Name: Decimus
Universe: Iron Kingdoms
Birthplace: Imer
There is no god above Menoth.
There is no labor unendurable in the name of Menoth.
There is no pain unbearable in the name of Menoth.
There is no fear unassailable with faith in Menoth.
There is no object that cannot be given up for Menoth.
There is no word other than the word of Menoth.
There is no end. There is a place for us all at the feet of
Menoth.
Race: Human
Gender: Male
Age: 29
Height: 6'0''
Weight: 180lbs
Eyes: Stormy blue
Hair: Dark brown
Occupation: Menoth Scrutator
Factions: Protectorate of Menoth
Bio: Decimus grew up an orphan raised by a church in Imer, the heart of the Protectorate of Menoth. That he would go into service of the faith was not a question, it was a certainty and he did so at the beginning of his adolescence. Only two years into his time as an initiate did Decimus show his gift in the form of divine flames called forth by a prayer to the Lawgiver. His training turned from the mundane to being groomed to be a proper priest of Menoth. His martial skills and keen senses did not go unnoticed as his training progressed and such observation continued even after he joined the ranks of the clergy.
He became a scrutator not long after his appointment to priesthood. He was still young and had the potential to be molded into a powerful warrior to serve the Protectorate by slaying it's enemies from without as well as within. His training with spells too a turn for the combative and he excelled at those that denied his foes magical access while bringing them to heel by the purifying flames of the Lawgiver. Feelings of compassion, mercy, and forgiveness were excised from Decimus during this time to ensure he could bring Menoth's justice to all who were in need of it.
Skill:
Swordsmanship
Investigation
Law
Divine Spellwork
Abilities:
Spoiler: His SpellsHex Blast – An enemy hit by this spell loses all continuous spell effects and any animus currently in use. That is if they survive the blazing force of the initial blast of the spell.
Cleansing Fire – A blast of fire directed at a single target that bursts in a six foot radius on impact. Those that survive the flames may be set ablaze by them.
Immolation – A blast of flame at a single target. If the target survives, they may be set ablaze.
Light in the Darkness – Filled with the light of the Creator, an area in a 30 foot radius around Decimus becomes light enough to see in.
Lamentation – The most advanced spell known to Decimus. Within a 30 foot radius of Decimus, his enemies find themselves paying double the cost to cast or upkeep their spells, whatever that cost may be.
Armor:
Simple robes armored with hardened leather plates and embossed with Protectorate iconography complete with the masked helmet of the scrutators.
Weapons:
Blazing Sword – A weapon of the Protectorate that burns with inner fire. When held by someone of the Menite faith, the mundane blade becomes a pillar of magical flames. Those felled by the sword explode in a glorious conflagration that leaves the wielder of the blade unharmed.
Gear:
A hefty backpack
Water canteen
Medicine kit
A black notebook and a series of pencils
Notes: Though a pious man fanatically devoted to protecting and preserving the Menite faith, Decimus is not so crazed as to simply attack unbelievers. Above all else, he is a force of justice in the name of Menoth in accordance with the laws of the Creator. In short: he is not a narrow-minded, hateful zealot.
Spoiler: Riot
Character Name: Nikolai
Universe: Destiny
Birthplace: Old Chicago
Race: Human
Gander: Male
Age: 24
Height: 5'10
Weight: 178
Eyes: Yellow
Hair: Black
Occupation: Guardian, Savior of Earth, Etc.
Factions: The Vanguard
Bio: Nikolai was born in Old Chicago, 15 years before the collapse of the Golden Age. He lived with his Mother, Who had separated from his Father when He was 2 years old. They didn't have much money, and His mom had gotten sick often, so she couldn't work. This made life hard on Nikolai. Many times, He told his mother that they should go back to their home in Russia, but she would refuse. When the Golden Age began falling apart, Nikolai and his mother had to leave Old Chicago. Earth was being attacked by Alien forces. For 9 years, They survived.
Nikolai was out looking for food and supplies when He ran into a group of bandits. They captured him, and ultimately killed him. He had been dead for over 700 years before his Ghost found him, and restored him to his living state. Everything was a shock to him. He didn't believe it at first, That he had been dead for over 700 years. He soon began to see he had special abilities, and his Ghost ally kept calling him Guardian. What was he supposed to protect?
All of his questions were soon answered when he reached the Tower. The Vanguard showed him that they can fight back the darkness and restore Humanity's Golden Age.
Nikolai was, what they called, a Hunter. A so-called "Master of the Frontier" in this new world. Nikolai was ready to go out into the world and do what needed to be done.
Skills: Stealth, Marksmanship, Speed and Finesse.
Abilities: Shadowshot(+Blood Bound): Nikolai is able to create a void-powered Bow and shoot two arrows. The arrows explode and tether enemies around it for a short amount of time, Slowing and silencing them. The Blood Bound perk causes enemies killed while tethered to explode in void fire, While damaging a tethered enemy distributes damage to all tethered enemies.(Weak now, Can only tether two enemies.)
Double Jump: Nikolai is able to bend momentum to jump again in mid-air. Leap to even greater heights, or make a quick adjustment while airborne to disorient foes.
Courage of the Pack: Killing enemies that have been tethered allows Nikolai's allies to gain a temporary boost in recovery and strength.
Keen Scout: Able to Sprint and sneak faster than normal. Targets damaged are marked and show on his helmet's HUD.
Armor: Nikolai wears the 'Bog Wild' armor set.
Weapons: None, He wasn't carrying any weapons when he was teleported.(Or whatever)
Gear: His knife, Which he made himself.
Notes: Nikolai is a survivalist, and does what he can to keep his group alive and well.
He loves his knife, and never goes anywhere without it. Hunter's have debated a long time over what the shape of the perfect knife was, and He believes he has made the perfect knife.
Spoiler: Kaptain
Character Name:
Chatcak
Universe:
Metroid series
Birthplace:
Exact location unknown, most likely voidborn
Race:
Space Pirate
Gender:
Male
Age:
39
Height:
8.9 feet
Weight:
304 pounds
Eyes:
Bright yellow, appearing to be aflame(Effect of phazon infusion?)
Hair:
N/A
Occupation:
Pirate Trooper
Factions:
Space Pirate's
Bio:
A mainstay in Space Pirate research, he was included into a test program where they attempted to improve a Space Pirates capabilities by applying Phazon to a Pirates body. Initially tested on creatures, it resulted in improved combat potency. Previous attempts had resulted in, at first, mentally unstable individuals that immediately attacked anyone in sight. Later testing proved successful, but hardly practical. It improved their strength and resilience, but it also significantly reduced speed and increased size, and cut their lifespans extremely short, forcing them to be cryogenically frozen when not in use. In one of their latest testing’s, of which he was a part of, they planned on using a far smaller dose of Phazon then previous attempts, and slowly upping the dose until harmful side-effects came became apparent, and they could set a safe level of infusion.
He proved quite successful – many others had begun suffering signs of mental instability, and removed from the program, while he stayed strong with only minor effects. In his last and most recent injection, he was sent to the training grounds to observe if there had been any useful side effects. During a spar with a fellow pirate, they discovered the ‘Hyper-mode’ he was capable of achieving. The latest injection had not been fully absorbed, and when stimulated by adrenaline as he went to engage his opponent, the Phazon began to be burnt off, slicing the fore-arm of his opponent off in a sudden influx of power with a mere training blade. The science team were silently celebrating, their research bearing fruit far larger than they had ever imagined. And for a moment, Chatcak felt as though he could tear mountains asunder with a single swing, and cross oceans in a single leap. That is, until the last of the Phazon finally burned up. Suddenly collapsing without warning, he began to spasm violently, other troopers restraining him as medical staff tranquilized him, knocking him unconscious. As he came too, the science teams heart sank, as he began to talk of strange noises only heard by, and how watchers in the dark lurked in the dark corners of the room. Their toughest subject had finally cracked.
Though hope for the project was not lost yet – Chatcak was still sane, if suffering from a few minor hallucinations, and perhaps now, with a more refined technique and more knowledge, they could later on perfect the infusion. For the time being, they halted raising the Phazon levels in his body, instead focusing on the power surges dubbed ‘hyper-mode’, seeking to understand just what triggered it, and how to use it most effectively. As time went on, and more tests occurred, he was given an exceptionally good life-style. The test’s brought on high amounts of mental and physical stress, and an improved living standard helped to severely reduce such side effects. Soon before he was sent to this unknown land, new subjects were brought into the program, the process by which they could use this ‘hyper-mode’ now fully understood – indeed, an injection device, modified to use Phazon and to have a backup store of the stuff, was affixed to the back of his exoskeleton, so that he may activate ‘hyper-mode’ at will. Though the side effect’s still remained a problem to be dealt with, further research was to be set aside to find a solution to the 'down' that came with cutting the supply.
And as he drifted off to sleep for the night to recover from his most recent fit, he awoke in a completely foreign place, an unknown gem embedded deeply within his arm, surrounded by what he recalled to be trees, plant life humanity was so fond of bringing into their settlements...
Skills:
Mechanical and electrical engineering
Stealth and ambushing
Weapon maintenance
Abilities:
Racial Attributes: Through genetic and cybernetic enhancement, Space Pirates are significantly stronger and faster than a human. A neglected criminal pressed into combat still retains the strength to knock down an armoured marine single handedly, and have enough speed to avoid a burst of gunfire by rolling or leaping to one side. Though they can’t dodge bullets, they have an easier time throwing off an opponent’s aim with their improved reaction times. Space Pirates also live for long periods of time, the 200’s range considered to be elderly.
Exoskeleton: Built into the Space Pirates body, it provides protection for the Pirate, making the wearing of armour unnecessary, as it is already built in. Pirates have been known to make use of armour, but usually only for specialized troops that reduce their maneuverability, and the armour can be dealt with by using concussion weaponry.
Phazon infusion: Apart of a testing program to further improve a Pirates physiology, a small measure of phazon has been infused into his body. Though this has no direct effect, but by linking up his exoskeleton to a small store of Phazon on his back, he may activate a ‘hyper-mode’ in which his body and weaponry become super charged, increasing overall capability majorly. However, this comes with high risks. Prolonged exposure to Phazon will eventually kill him as his body becomes so saturated with it, that it bursts out through his body in spikes. There is also a major backlash when cutting the supply of Phazon – for a period after ending his ‘hyper-mode’, he will start suffering from severe hallucinations, and what those contain are entirely unpredictable. He may have a trip through complete bliss, flailing in ecstasy, or be reduced to the base instinct of self-preservation, lashing out at anyone in his path with an overwhelming need to get away. In any case, he will be out of the fight for quite some time.
Armor:
Inbuilt Exoskeleton
Weapons:
Wrist mounted Galvanic Accelerator Cannon and Scythe.
Gear:
Field rations, 200 additional rounds for the GAC, first aid kit, pot of Phazon absorbing pills.
Notes:
The Galvanic Accelerator fires in short bursts, and the projectiles are quite visible and slow moving for gunfire. So though it may be a gun with a lot of ammo, the rounds can be dodged and will bring short moments of vulnerability where he won't be able to retaliate with gunfire.
Spoiler: Silver
Character Name: Kalindi Finlay
Universe: Percy Jackson & The Olympians book series
Birthplace: New York City, New York, U.S.A
Race: Demigod; half-god, half-mortal
Gender: Female
Age: 18
Height: 5'4"
Weight: 121lbs
Eyes: Green
Hair: Blonde
Occupation: none
Factions: Apollo's Cabin, Camp Half-Blood
Bio: Kalindi grew up in a single-parent household, as most demigods did. Her mother was young but worked hard; their little apartment in the Queens was often filled with laughter and cheer. Kalindi inherited her mother's determination and easy-going personality; the dad she never knew did not bother her. Her most pressing concerns were school; with both ADHD and dyslexia, her mind wandered far and she could never seem to sit still. Her grades weren't bad, but they weren't anything to brag about either.
Her mom never seemed to be angry though. Instead, Kalindi's mother would smile and sigh, her eyes tired but accepting. For that, Kalindi was grateful, and her childhood passed by in a similar manner: school, and just hanging with her mom. She wasn't interested in the neighborhood children that much, after all.
However, demigods, as they grew older and the abilities of their godly parents began to appear, gained a special scent that only mythological creatures could pick up. The scent compelled monsters to track them down and attack, which was what precisely happened when Kalindi turned 18. A flock of ferocious Stymphalian birds attacked her mother's apartment, and it was only through sheer luck and the appearance of a satyr that they survived.
Camp Half-Blood, one of the few places monsters could not enter, was both a haven and a training center for demigods such as Kalindi. It regularly sent out satyrs around the world to locate, protect, and eventually guide young demigods to Camp once their heritage was revealed. Kalindi was considered a late bloomer, already nearly an adult when her scent fully developed, but nonetheless was invited to attend the Camp. She agreed, and not long after she was settling in. Her mother hadn't had much to say, only apologies that she couldn't tell her of her true origins until now. At Camp it was discovered that she was a daughter of Apollo, the god of the sun, music, healing, light...and a lot of other things.
It was exciting, finding out this whole other part of herself she only had hints of before. Kalindi threw herself into learning and training with great passion, picking up things like Greek and archery relatively quickly. Her powers, however, were another story; she found them difficult to wield even with the advice of her half-siblings, but she kept at it.
The day she woke up alone in a forest was the six-month anniversary of her first visit to Camp Half-Blood.
Skills:
- basic hand-to-hand combat
- archery
- first-aid
- music (singing or with instruments)
Abilities:
- Healing: limited to minor wounds and requiring a prayer to the god Apollo for best effect
- Photokinesis: the ability to manipulate light; currently limited to creating small spheres of light (fitting in her palm) and no other shape; also controlling existing sources of light as long as they are within a couple of yards
- Curses: With a prayer to Apollo and physical contact she can curse one to speak in rhyme, or to only sing; it lasts only a couple of minutes and is limited to small things associated with Apollo's domains of influence
Armor: none
Weapons:
- Dagger: forged from Celestial bronze, an enchanted metal effective only on mythological beings; mortals cannot be harmed with this
- Enchanted bow and arrow: the quiver can hold up to 30 arrows at a time, and can refill itself after a 10 minute cool-down. Types of arrows: regular metal (6), Celestial bronze (16), silver(6), sonic arrows (2)
- Pocketknife: the typical kind, only a little longer than her palm when extended
Gear: none
Notes: Most children of Apollo have some limited form of precognition; Kalindi has yet to unlock this ability, but has the potential for it.
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