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Isis
01-12-2012, 12:46 AM
I think that's pretty self-explanatory.

1:
Name: Aerin Goebragh
Age:Analogous to 22
Gender:Fe/male
Race: Dual Spirit
Build: Aerin is slender, of middling height and with only lean muscle. Ze cannot strike with any force whatsoever, and zes small size makes zir vulnerable in combat.
Hair: Fire-red, short, and choppy. Aerin's hair looks as though someone schlepped it into a ponytail, then hacked it off with a pair of scissors. This is, in fact, exactly what Aerin did. Because this cut created bangs, Aerin wears sparkly clips or bright bobby pins to keep them out of zes eyes. Yes, it's not masculine. No, ze doesn't care.
Eyes: Bright, coke-bottle green.

Distinctive features:
Ze has unusually sharp/long fingernails. In addition, Aerin’s skin is very pale, and ze has a smattering of freckles almost as red as zes hair across zes face and arms.

Clothes:
For battle, Aerin only wears a fire-retardant full-body wetsuit. The reason for this is because it's stretchy fabric that's more practical than spandex. It's a little big on Female!Aerin and a little small on Male!Aerin, but ze makes it work. Because of the differences in size, even though ze has the same body type, ze don't wear shoes or anything else, which is difficult, but a necessary evil because of the nightmare of sizing.

As a girl, Aerin wears dresses and wrist bangles. As a boy, Aerin wears whatever's cute and comfortable. Both Aerins wear converse when not fighting.

Weapons:
Aerin brings only zes fingernails and a leather strip with metal spikes on it to fights. About an inch wide, with enormously dangerous spikes, Aerin uses the weapon as a combination whip and garotte, depending how close it's safe to get. Neither of these weapons, especially with the sharp metal on it, requires extraordinary strength, so it's good for zir. Female!Aerin prefers to flip the whip and cut with it, and Male!Aerin prefers the garotte, but really, he'll try to use both and she'll try to avoid both.
The only tool they bring along is a handheld mirror.

Abilities:
The most obvious ability of Aerin's is that ze changes gender, from male to female. It's not that Aerin is two people, Aerin is Aerin, Aerin just happens to be male and female, and can alter zes body to reflect that. This is useful because ze is not an exact copy from shape to shape, and Female!Aerin and Male!Aerin have different abilities and strengths. When one body of Aerin's wears out, faints, or is about to be killed, the body will automatically switch to the other. This is a much longer and more painful process when it's automatic rather than voluntary, as Aerin will subconsciously fight it, especially if one body is unconscious. During this time, Aerin is the most vulnerable. Aerin is also vulnerable during voluntary switches, but those are much briefer and don't cause zir pain afterwards.

Female!Aerin:
Suggestion: Generally an ability that is used at the very beginning of a fight, if it all, suggestion is the power of Aerin's to plant ideas into another's mind, especially if that mind is weak or undisciplined. The suggestion can be tried even if the mind is strong, it's just less likely to take. Even in a weak mind it might not take. Aerin can try it as many times as she wants during a battle, but she will wear out if she continues to attempt it and it continues to fail, and if she succeeds, the effects stay but the skill is locked to her for the rest of the battle. One way in which Aerin attempts to catch people off guard to make them vulnerable is to have Aerin start male and immediately change to female, which can be enough of a shock to allow for a suggestion (something small, not forfeit and kill yourself or some such thing).
Four-Step: At any point during a battle, Aerin can kiss her first two fingers, close her eyes, touch her fingers between her eyes, and take four steps of any length in any direction. So long as her eyes remain closed throughout the process, this will effect some kind of change in her. She may go back four minutes in time. She may grow four feet. She may revert to four years old. She may teleport four miles away... or four inches away. Etc. (I think I'll leave it up to mods to decide what happens, as it's completely random and not up to Aerin, if that's alright). But something will happen that will change the course of the battle, probably in somebody's favor.

Male!Aerin:
Mimicry: If Aerin studies his opponent's moves for a decent length of time (at least five posts), he can choose to mimic them in reverse, and become the antithesis of whoever he is fighting. If they are a fire mage, he will be a water mage. Etc. However, if there is an aspect of them or their magic that he doesn't know about, it will not factor into his mimicry, because it's based on his knowledge. In addition, any damage that the opponent takes, the opponent takes. Any damage the opponent misses, Aerin, as the opponent's opposite, has to take. It makes mimicry kind of dangerous if Aerin doesn't understand the other well enough.
Cityscape - This ability doesn't work in a wild environment, but if the field has any kind of working electricity, Aerin can send a power charge through every line in the environment, exploding lightbulbs, making power lines fall, etc. This ability takes two posts to charge and can only be used once a battle. For two posts afterwards, Aerin is blinded by the surge of power he just channeled. In addition, though Aerin knows if he's going to do this, he's not immune to electricity or breaking glass, and if he miscalculates the impact, it's as likely for him to suffer as it is for his opponent.

Other attributes:
Bad things first, Aerin is extraordinarily acrophobic. Heights will completely terrify zir, and there's nothing anyone can do to stop zir babbling and freaking out.
If ze loses zes hair clips, it's hard on zir, because Aerin doesn't like having things in zes eyes. So ze will keep pausing in zes fighting to push zes hair away from zes eyes.
Because Aerin is not very strong, ze must rely on a quick fighting style and zes power abilities. These leave zir more tired, and also require zir to change back and forth, another thing that makes zir vulnerable.
Aerin doesn't like breaking nails. It's a problem for zir.

On the plus side, however, to compensate for a lack of strength and ability in close-range combat, Aerin is fast and rarely trips. Ze is a strong swimmer, but can do no traditional strokes, and so if ze wears out in the water, ze is royally screwed because ze can't tread water.
Aerin is also a fast thinker, using zes intellect to work out situations, rather than just crashing in and trying things, because if ze does that, ze will be killed.
If Aerin finds a four leaf clover at any time during the battle, ze can immediately separate into Female!Aerin and Male!Aerin. Though it's uncomfortable and leaves both Aerins off their game since they've effectively become half a person, it gives them the advantage of being able to use all of their abilities and fighting two-on-one. (I think I'll also leave it up to the mod, whether Aerin finds a four-leaf clover or not, because honestly, that's pretty unfair for me to decide since I am rooting for Aerin)

Personality:
Aerin is selfish. At base nature, ze is just a self-oriented creature. Ze looks out for zirself first and everyone else comes as an afterthought, if at all. Ze likes and wants to win, and has no honor in a fight, resorting to lying, scamming, tripping, hair pulling, cheating… Absolutely anything. For Aerin, other people have no worth unless they’ve proven they have worth, and so Aerin looks down on pretty much every other entity. Ze does, however, deeply respect anyone who has beaten zir or otherwise proved his/her worthiness, and will alter zir mannerism to convey that respect. Zir self-confidence means that ze doesn’t see any point in taunting or insulting another person, because ze knows zes worth. On the flip side, Aerin is blunt, and if ze thinks something about another, ze will say it, rude or not, claiming that those who find the truth offensive are weak-minded.
Hypocritically enough, Aerin does not like being called, selfish, cold, a cheater, or any other absolutely true epithet, and though ze won’t fly into a rage, ze will sulk and judge the name-caller much more harshly than ze otherwise would have done.
This does not mean that Aerin doesn’t have a good side. Though ze is cold, calculating, selfish and for the most part morally unrestrained, ze has a soft spot for twins, because ze is sorry for them that they had to be two different people, rather than being the same one. Aerin is also very conscious of balance and nature, and wants to protect non-combatant life. Anyone on zes good side will stay there until they commit some heinous action that no reasonable person could forgive, and until then, Aerin will defend them as though said person is/was an extension of zirself.

Background:
Aerin hatched from an egg born between a human and a swan (think Leda). Ze fluctuated gender from the moment ze was born, though since ze was born from an egg, zes mother didn’t mind it. She expected pretty much anything from her weird little baby. Zes mother was a nature spirit anyway, so a Dual Spirit child didn’t freak her out nearly as much as it should have. Aerin grew to rely a lot on zirself anyway, because others found zir bizarre.
As an adult, Aerin keeps residence in an empty cubicle of an office building. Ze filled it with plants and animals, turned the heat incredibly high, and just maintains a small tropical rainforest in this one office room where ze lives. Everyone else in the building just ignores that room because they know it’s weird. And for the most part, Aerin leaves them alone. Occasionally, ze taps into the electricity and just lets little bits of it run through zes body. Aerin subsists on food from the fridge, and keeps the power going during storms and other such odd jobs in return for being allowed to reside there. Most of the time, Aerin sits on a yoga-ball-chair, changing back and forth between genders, completely naked, and thinks.

However, this kind of life gets a little boring for Aerin. But Aerin cannot assimilate into normal society, and even though ze manufactures a little jungle in zes office room, ze does not want to live in the woods or deny an aspect of zirself. So, to break up the drudgery, make connections, and appease zes ego, Aerin joins fights that ze can then continue to think about and analyze through time, as well as make zir pleased with zirself. Basically, it’s fun, or as close to fun as Aerin gets.