Age: The Punishment appears in his mid-20s, but Mother Death looks inhuman. They're at least a couple hundred years old, but no one knows
Gender: Male
Race: Haunted Cadaver
Spoiler: Mother Death
Mother Death is usually almost invisible, but when she acts, her true form comes forth. Souring well over twenty feet high with a blood-spattered wingspan of thirty feet, she is terror taken form. Her empty ribcage is a black void, as is her jawless hole of a mouth. Phantasmal bone claws dripping with rotted flesh also become visible when she uses them. The pale cloak over her form and wings appear to be one with her spiritual flesh. Her eyes glow with a white hunger that not even her natural transparency can hide.
Spoiler: The Punishment
The Punishment is a hollow, pathetic human standing at 5'8". He wears only torn brown trousers, and his skin is grey and inhumanly cracked. His eyes are far sunk in his skull, and they are entirely black in color. His shaggy black hair is unkept and filthy, much like the rest of him.
Personality: Mother Death cannot talk, but her gaze can speak for her. It demands blood and death, like a rabid animal's crazed eyes. Anyone that actually sees her form usually dies before they can speak of it. Like a shadow of his past, she drifts constantly over the Punishment, protecting him and haunting him relentlessly. She cares not for his health as long as he lives, and her sacrifices of his flesh are committed without remorse or reluctance.
The Punishment, on the other hand, is a withered, shaky man. His eyes seem to beg for someone to save him from his infinite punishment, and yet he knows no one can. He doesn't want others to die by Mother Death's hand, but his desperation has pushed selflessness aside. Living as a tortured servant, he seeks only to feed Mother Death in the hopes that one day her hunger will be sated.
Background: The Punishment was once a boy with a mother. Together the boy and the mother lived in a city, a city long forgotten. They earned just enough for scraps and burned loaves of bread, a simple living but a filthy one. With little clothes, little food, little money, and a patchwork roof over their heads, the boy and the mother were humble but happy.
The mother learned of a soothsayer, a priestess, a lady of many names that lived in the outskirts of the city, and the lady enticed her with tales of riches and magic. With sparkling eyes and a hunger for wealth, the mother returned to the lady again and again. The boy noticed his mother looked older, sadder, more wrinkled than before. Was it a new type of work, perhaps?
One day the boy awoke in the middle of the night. Alone was the boy, as he typically was while his mother tended to the lady, but he heard shouts outside. When the boy looked to the commotion, he found his mother surrounded by threatening men and women. "Witchcraft!" they shouted. "Black magic! Sorcery!" The boy retrieved his mother, now aged tenfold, but he asked her no questions as they escaped the boisterous mob. Could it be true? His own mother, a witch?
Many days passed, and the boy became a man. The man was strong and handsome, and he found employment at a farm. His mother had grown hunched and senile, her midnight hair now a stark white. He had found her intolerable, and while escaping from her company he found a girl. They fell in love, the man and the girl, and the man left his mother. The mother was angry, hurling a bottle of knuckle bones at the man as he left his home of so many years. He joined with the girl, and they had a child.
On the day of the child's birth, the man ran through the streets of the city from the fields, rushing to be by his wife's side during her labor. As he passed his old abode, a husk of a woman sat at the door, her bones fragile and peaking through paper skin. But her eyes were full of fire as she glared at him, and her mouth jabbered quickly in a hasty yet haunting whisper. With a shudder, the man left his mother to tend to his wife.
The child was stillborn, the wife dead. The child was naught but bones, and it appeared that it had been dead for far longer than nine months. The man knew what had happened, and in a righteous fury, he returned to his mother. Seizing her by the throat and carrying her to the harbor, he nailed her hands and feet to stones and hurled her in the water.
Two days later, the man's body was found impaled upon the front gates.
Ten years passed, and the man was seen again in the city. The following day, the city was no more.
There was only Mother Death and the Punishment.
Combat Characteristics:
Weapons/Armor/Items/Accessories/Equipment: None
Abilities:
Spoiler: Passive Curses
Mother's Embrace: Mother Death's aura surrounds the Punishment to protect it from the attacks of greater beings. The Punishment receives slightly reduced damage from physical blows.
Haunted Cadaver: Mother Death cannot take damage, for she is but an incorporeal spirit anchored to the Punishment. Because of this, Mother Death becomes translucent and imperceptible when not using an action, the exception being her ever-glowing eyes. However, without her anchor she is naught but a breeze in the wind.
Mind and Soul: The Punishment cannot be killed without destroying both his core and head OR obliterating his entire body. He feels the effects of burning, drowning, impaling, and many other forms of death, but he is unable to die unless the above criteria are met. Any wounds obtained during the match will affect both him and Mother Death appropriately, and if he is afflicted by fatal conditions or struck with a killing blow then he will be incapacitated for the rest of the match. Mother Death's attacks will be severely weakened if this occurs, but she can still use actions that do not require the Punishment (once again, unless the above criteria are met). Lastly, the Punishment is a body and therefore is unaffected by blood loss or disease.
One Thousand Sacrifices: The Punishment will always feel pain, but minor wounds no longer bother him after dying countless times (many by Mother Death's hand). Regardless of how many times he has died, he still greatly fears the pain of losing limbs and dying.
Spoiler: Active Curses
Reave: Mother Death's talons become tangible and swipe at a maximum distance of six feet. They pierce both flesh and spirit, intending to rip the soul from the body. Can be blocked or deflected, but upon contact with the body it will do both physical damage and pull from the individual's energy and return it to Mother Death.
Soul Storm: Mother Death calls upon the souls she has previously consumed and forms up to five spears of spiritual energy per summoning and shoots said spears at her target. Can be blocked or deflected, but upon contact with flesh it will do both physical damage and pull from the individual's energy. Mother Death does not receive the energy from wounds inflicted by Soul Storm.
Instinctive Dominion: Mother Death can momentarily possess the Punishment's body to help him escape danger. This gives him increased jumping height and agility for a single action, and it lasts only for one action.
Spoiler: Sacrifices
Sacrifice of Skin:Necrotic Cradle - Mother Death flays skin from the Punishment and shields him from attack with her wings. This can protect him from both physical and magic-based attacks for one action. Higher-power attacks will drain from her spiritual energy. Can be used twice per match. After the second time, the Punishment will have no remaining skin.
Sacrifice of Arm:Rend - Mother Death consumes one of the Punishment's arms and releases a massive torrent of souls at her target. It cannot be blocked by physical means and has no limit to its distance, but it is a directed beam with a diameter of three feet. Upon contact with a target, it will rapidly age the target's body and equipment. Metal will rust, leather will crack, circuits will age and muscles will deteriorate. The target will be left feeling exhausted whether machine or man. Can be used twice per match. After the second time, the Punishment will have no arms.
Sacrifice of Tongue:Vengeful Scream - Mother Death pulls out the Punishment's tongue and releases a heinous scream. Anyone within ten feet of her who does not have some sort of protection for their hearing has their concentration interrupted and is stunned in fear of the sound for one action, and it can disrupt attacks that require a charge if it is successful. Can be used once per match. Afterwards, the Punishment will be unable to speak.
Sacrifice of Leg:Facsimile Rite - Mother Death devours one of the Punishment's legs and summons a second wraith to its command. Said wraith can act separately from Mother Death, but it can only use Reave and Soul Storm. A wraith's action consumes one action per turn, but it does not have to act. It remains for the rest of the match unless any attack upon it successfully hits, which would cause it to vanish. Two wraiths cannot be present on the battlefield at the same time. Can be used twice per match. After the first time, the Punishment will be unable to run. After the second time, the Punishment will be unable to stand.
Sacrifice of Eye:Storm of Ko - Mother Death removes one of the Punishment's eyes and releases it into the air. While the eye remains in the sky, blasts of soul energy will rain from the heavens in a fifty-foot radius in random directions. Contact with enemies will cause physical damage in the form of an unquenchable white fire, but Mother Death will absorb nearby clusters of soul energy to increase her own power. Anything that hits the eye will cause the storm to stop, but the eye will explode with white fire. Does not require concentration to sustain. Can be used twice per match. After the second time, the Punishment will be unable to see.
Sacrifice of Mind:Phantasmal Possession - Mother Death inhabits the body of the Punishment, mutilating and transforming him into a fifteen-foot tall behemoth of bone and flesh. The behemoth has increased speed, higher resistance to damage, greater leaping strength, and incredible power behind its attacks. The tendrils from its head can try to seize its target if it gets close enough, and it has three claws it can strike with. It seems to ignore the pain of any attacks dealt to it, and it is immune to mental and spiritual attacks. While in this state, Mother Death will commit a random sacrifice as the first action each turn (determined by a roll of the dice by either myself or the judge), and the sacrifice committed has significantly greater power behind it. The behemoth loses anything that the sacrifice takes, and if the sacrifice has already reached its limit then one must reroll. Once possessed, the Punishment remains possessed for the rest of the round, and Mother Death cannot act independently. All actions are done through the behemoth.
Sacrifice of Head:Orcaeon's Eye - Mother Death cuts off the Punishment's head to summon the God of Death's gaze. The battlefield is consumed in complete darkness for a turn with the exception of Mother Death, who glows with a white fire and glides quickly towards her target. Artificial lights are extinguished, and magic light only illuminates in a foot-wide radius. At the end of the turn, an enormous cosmic eye opens above Mother Death and unleashes an immense destructive beam of death upon her. Anything within one hundred feet of her perishes. If the head or chest of the target is caught in the blast, the target dies. If any other body part of the target is caught in the blast, it is immediately severed off. After this attack, Mother Death returns to the body of the Punishment and is unable to do an action for the rest of the match. The Punishment is also unable to act for the rest of the match.
Attributes:
For clarification, the Punishment and Mother Death cannot both use an action in one post. Mother Death will be the only one using actions, either through Active Curses or Sacrifices (the exception to this is Sacrifice of Mind and Sacrifice of Leg, both of which I have detailed for you). You are not facing two enemies, but one. Mother Death cannot be damaged, but she must protect the Punishment for reasons stated above.
The Punishment is very fearful of Mother Death and what she does to him. He frequently disagrees with what she does and sometimes tries to stop or resist her, but he is nearly powerless to her haunting.
Although Mother Death cannot be damaged, she can be weakened by using more sacrifices. The more she draws upon the Punishment's pain, the weaker they both become. The Sacrifices have been listed in order of severity in terms of tolls upon her spiritual energy.
Name: Tommy Durelli
Age: 35
Gender: Male
Race: Human
Appearance : Tommy is actually very dapper and handsome, with piercing blue eyes, dark brown hair that has been slicked black, tanned skin, and all of his teeth. He is fairly muscular, with very little scarring, save for some surgeries.
Outfit: When out of his power armor, Tommy wears a pretty good suit, underneath a set of combat armor which includes the chest, arm, and leg pieces. He does not wear a helmet as it would mess up his hair.
Personality: Tommy is quite the poon hound, always chasing girls. However while he is handsome, he is not very charismatic. He has gotten into more than one kerfluffle because of it, and he is certainly not afraid to hold his own in fisticuffs or with a gun, he is also partial to a good sword fight, and has fought in several duels. He is a determined combatant, and he is somewhat honest, for a mercenary anyway.
Bio/Background: Tommy was born on The Strip in New Vegas, as part of the tribe known as The Chairmen, based out of The Topps casino. He had some friends, sure, but he was prone to getting into fights, mostly over girls. His somewhat violent nature led him to be part of the Casino's security, rather than as part of the staff that dealt directly with customers. He had a relatively quiet career, until he met Molly.
Molly, you see, was one of the leaders of the Chairmen's main girl, and while she did not reciprocate his feelings, he wouldn't stop bothering her, even after several warnings. Eventually it got to the point that he heard he was marked for a hit, and knowing that, he took a shit ton of caps from the vault and fled New Vegas, going east, fighting several desperate battles along the way.
As time went by, Tommy found his niche as a mercenary, and found that he was quite good at it, especially since he could make his own hours. Eventually, he found his way to The Commonwealth, and got set up in Diamond City. Using his money he bought a house, and got himself equipped with better gear. During that time, he found he had a fascination for power armor, and acquired several suits, and spent days tinkering with them until they were in pretty good condition.
His fortune set, he began to make a name for himself as brutal, yet efficient, preferring shock and awe over stealth and subterfuge.
Weapons/Armor/Items/Accessories/Equipment:
X-01 Power armor - The X-01 advanced powered infantry combat armor is designed for a single human operator, provided with the comfort and protection of a next-generation suit of armor. While the T-51b power armor relied on a lightweight poly-laminate composite shell for protection, the advanced model uses lightweight metal alloys as basis, reinforced with ceramic castings at key points. The resulting space savings allowed for reducing the armor's profile without compromising protection. Classic power armor pauldrons were retired in favor of a hump that encloses the operator's head, significantly reducing the chance of enemy fire damaging the vital areas surrounding the head. Perhaps the most noticeable change was a completely new helmet assembly. The unusual, insect-like design features a pair of polarized eyepieces in place of the usual vision slit, providing superior battlefield awareness. Its angled surfaces also help maximize the chance of outright deflecting projectiles and incoming fire.
The basic hydraulics system and servo-motors that provide the operator with enhanced strength are also high quality models, with improved performance as opposed to the original T-51b. Additional features include an auto-gyro and the ability to lock them in position, allowing the suit to be stored upright (or the operator to take a nap while on guard duty), an air conditioning system for comfort, a radio headset, and an urine-recycling system carried over from the T-51b, allowing the operator to survive for weeks without water.
The Armor, unlike traditional armor, is not 'worn' but 'ridden', and the back opens up for him to be able to exit. It is powered by a single fusion core inserted in the back which has enough power to last through the fight, but if it is somehow removed, he will have to exit as the armor will shut down.
Defensively, the armor laughs at most small arms fire, but continuous damage will cause it to begin breaking down, and his larger profile makes him easier to hit from farther away. He is also slower than he would be if he was out of it, as even his running is pretty slow. it is, however, environmentally sealed, which protects him from hostile environments and environmental hazards such as pollution and radiation.
It is upgraded with:
Targeting HUD - which highlights targets in visual range.
Jet pack - which grants him a jet assisted boost when jumping
Tesla bracers - which allow him to electrocute people when he makes an unarmed attack with his hands, be it punching or grabbing. This has the force of a taser with the safety off and the leads fully embedded in the skin.
Minigun - A minigun is a multi-barrel rotary machine gun with a high rate of fire. It was a standard military weapon before the Great War. It is belt-fed from a large backpack. If it is continuously fired for two turns, the barrel heats up and accuracy is reduced. The backpack contains 1,088 rounds which would all be used up if he used it for all four turns.
If he was to ever get out of his Power armor, he'd use:
Combat armor - Combat armor consists of five different pieces that make up the entire set, one for each limb, and as well as a torso piece. All worn over military fatigues. They can be worn over thin clothing with ease, and can be modified with standard combat armor mods, although only material mods change the armor's appearance. Combat armor is balanced protection against ballistic and energy attacks. The pieces are reinforced with fiberglass, making them tougher, and have a lighter build, making them lighter.
10mm submachine gun - a small submachine gun that fires 10mm rounds, he has 3 magazines plus the one in the gun and they each hold 20 shots.
2 frag grenades
A machete
A switchblade hidden in his left boot
A silenced .22mm pistol strapped to his right ankle It holds 16 shots and he only has the one magazine.
Attributes:
He is of peak physical condition
Rapid Reload - his trained hands allow him to reload his weapons noticeably faster than a normal person.
Run'n'gun - as long as he is moving, his shots are more accurate than they would normally be, but he must have moved before he made his attack.
Stonewall - he is more resistant to melee and undarmed attacks, and he cannot be knocked down by them (but he can stumble) because he knows how to deflect most of the force of a blow by contorting his body.
Piercing strike - all of his melee and unarmed attacks ignore part of someone's armor/defebody because he is. Perceptive enough to notice the inherent weaknesses in them.
Last edited by Cfavano; 07-11-2016 at 10:37 PM.
Spoiler: Things I like
Spoiler: Quotes
I would rather have a russet coated Captain who knows what he fights for and loves what he knows, than he who calls himself a gentleman and is but little else
-Oliver Cromwell
War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse.
-John Stuart Mill
There is no instance of a nation benefiting from prolonged warfare.
-Sun Tzu
Ten soldiers wisely led will beat a hundred without a head.
-Euripides
It seems like such a terrible shame that innocent civilians have to get hurt in wars, otherwise combat would be such a wonderfully healthy way to rid the human race of unneeded trash.
-Fred Woodworth
It is our duty still to endeavor to avoid war; but if it shall actually take place, no matter by whom brought on, we must defend ourselves. If our house be on fire, without inquiring whether it was fired from within or without, we must try to extinguish it.
-Thomas Jefferson
If a man dedicates his life to good deeds and the welfare of others, he will die unthanked and unremembered. If he exercises his genius bringing misery and death to billions, his name will echo down through the millennia for a hundred lifetimes. Infamy is always more preferable to ignominy.
-Fabius Bile
Spoiler: Thoughts of the day
A broad mind lacks focus.
A questioning servant is more dangerous than an ignorant heretic
A small mind is easily filled with faith.
A warrior's faith in his commander is his best armour and his strongest weapon.
Adamantium walls and plasteel bulkheads may seem formidable, but an unshakable faith in the Immortal Emperor of Man can overcome any barriers.
An Empty Mind Is A Loyal Mind
An open mind is like a fortress with its gate unbarred and unguarded.
Better crippled in body than corrupt in mind.
Consider the Predator. Let your soul be armoured with Faith, driven on the tracks of Obedience which overcome all obstacles, and armed with the three great guns of Zeal, Duty and Purity.
Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind.
Faith without deeds is worthless.
Happiness is a delusion of the weak
Forgiveness is a sign of weakness.
He who lives for nothing is nothing. He who dies for the Emperor is a hero.
If a man dies that another should live, that man's spirit shall eat at the Emperor's table
Innocence proves nothing
It is better to die for the Emperor than to live for yourself.
Leniency is a sign of weakness!
Mercy is a sign of weakness.
No man that died in the Emperor's service died in vain.
Nobody is innocent, there are merely varying levels of guilt.
Only in death does duty end.
Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane.
Pain is an illusion of the senses, despair an illusion of the mind
Purge those who are unclean.
Sometimes the good must perish so that the rest survive. The lot of courage is to be sacrificed upon the altar of battle.
Survival is no birthright, but a prize wrested from an uncaring galaxy by forgotten heroes.
The common man is like a worm in the gut of a corpse, trapped inside a prison of cold flesh, helpless and uncaring, unaware even of the inevitability of its own doom.
The Emperor will not judge you by your medals and diplomas but by your scars.
Though silver in your palms weighs light
Compared to death by blast and sword,
Do not shy the hopeless fight,
For endeavour is its own reward.
Also can we move this to fb for like 20 mins I gotta shit
Originally Posted by Azazeal
I don't know who you are, or who you work for, but over many years as a student I have acquired a particular alcohol tolerance. I will find you, and I will drink you under the table
Originally Posted by Chat Noir
*singing* What can I say except 'You're welcome', for blowing into your hole..."
Also can we move this to fb for like 20 mins I gotta shit
Originally Posted by Azazeal
I don't know who you are, or who you work for, but over many years as a student I have acquired a particular alcohol tolerance. I will find you, and I will drink you under the table
Originally Posted by Chat Noir
*singing* What can I say except 'You're welcome', for blowing into your hole..."
On indefinite hiatus. I remain purple only for technical support, please direct queries to Scottie or another staffer. Thank you RPA for being my second home for so many years, and every member who makes this the wonderful place it is.
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