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Thread: The Shadow Hunters (U/C)

  1. #11
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    General Information:
    Name: Alexis Murcione
    Age: 25
    Gender: Female
    Race: Evolved

    Appearance:



    Distinctive Features:

    She has glowing red eyes

    Clothes / Armour:

    Technically she wears no clothes or armor, but can use her biomass to take on the appearance of clothes. However, she can encase her body in a hard shell of biomass. This works as armor, but slows her down somewhat.

    Fighting Style:

    She uses a fairly simple fighting style using her different biological weapon forms, but she can also use guns and hijacked vehicles.

    Weapons:

    Utilizing her biomass, Alicia can alter her body into several weapon forms:


    Claws - When activated, the biomass of the arms shifts into three-fingered, one-thumbed talon-like appendages that can used to shred flesh and bone, allowing dismemberment of human-sized enemies with ease.

    Blade - When Alicia activates this ability, an elongated double ended blade forms from the base of the right elbow, turning their arm into a giant razor sharp cutting weapon. It is extremely effective at close range, and is very effective against both armored and unarmored vehicles and people.

    Hammerfists - The Hammerfists are Alexis's anti-vehicle ability. By shifting large amounts of biomass into her fists, Alexis is able to create massive, hammer-like hands to crush her enemies with. Extremely effective against heavy armor and vehicles, but very slow.

    Whipfist - The Whipfist consists of an extendable, elongated appendage with a blade at the end. Given its unique status as a ranged attack, the Whipfist is usually the weapon of choice when opposed by distant enemies. It can hit multiple enemies at range, grab and draw in a distant enemy, or be used at a grappling hook.

    Tendrils - The Tendrils weapon consists of two moves. One consists of Alexis stringing together objects around her along with human-class enemies, using her biomass. They are usually immediately killed upon impact, with their corpses mutilated and torn apart while being held by the tendril mass that stick to the surroundings. Larger or stronger creatures are temporarily immobilized, giving Alexis the option to strike a paralyzing blow.

    Shield - When using the Shield Power, a large amount of biomass is shifted to the left arm, molding it into a nigh-impenetrable black-biomass shield. It is capable of nullifying all damage up to it's damage threshold and incoming projectiles are randomly deflected. It can be used while sprinting and Alexis can bash enemies with it.

    Armor - Her other defensive weapon. A layer of hardened biomass forms over her 'skin', reducing the damage she takes, at the cost of reduced speed. She cannot glide, but can still run up walls. She can use other weapons in conjunction with this weapon. Unlike the shield, the armor cannot break.

    Abilities:

    Hunter's sense - If she has made contact with what she is fighting or hunting, she can emit a sonar-like pulse which allows her to detect her prey.

    Glide - Using an ability unknown to even her, she can glide through the sky.

    Infra-vision - She can change her eyes to be able to see in the infrared spectrum, penetrating obstacles, smoke, and the like. However, she cannot see as far when using this mode.

    Consume - She can consume the genetic material of her foes and gain their memories and abilities.

    Transform: Every person she's ever consumed has left it's DNA with her, and she can take on that person's form at will. She still has access to all of her abilities in these forms.

    Attributes:

    Heightened senses/Reflexes - Being an 'apex predator' type of being, Alexis can receive and respond to external stimuli much faster than humans

    Heightened Strength - Alexis has such strength that she can hurl around automobiles and other large and heavy objects with ease and accuracy, as well as punch through tank armor, and solid concrete. This essentially means she is MUCH stronger than humans can ever be.

    Super Speed/Agility - Alexis can rut at speeds fast enough to keep up with a sportscar, jump over 100 feet in the air, run up the side of a sheer wall/building, and graceful enough to keep her balance on narrow ledges.

    Infectious personality - As an Evolved, she can spread the Mercer virus by contact or by focusing and releasing her biomass as a could of spores that extends for 20 feet all around her.

    Cat-like grace - Alexis can fall from any height and not be harmed

    Biomass body - as Alexis is made entirely of biomass, she has no internal organs, and cannot be affected by internal damage.

    Biography: Alexis was raised in a very poor part of New York city. Her father was abusive, and her mother was a drug-addled prostitute. Every day of her childhood was hell, and as she approached her teenage years, she became very anti-social. One night, after a horrible beating by her father, she finally wan away, and was going to take a train out of the city. But fate intervened, and that was the night that Alex Mercer release the virus in Penn station. She then woke up later in a lab. Everything after that for the next three weeks is a blur, but she realizes the gift that Mercer inadvertently gave her. And she uses it to get back at those she perceives as 'useless' and spreads the virus wherever she goes.


    Personality: Antisocial, Antagonistic, Violent, sadistic, and heartless
    Last edited by Cfavano; 08-20-2013 at 03:39 PM.

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  2. #12
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    General Information:
    Name: Prinkerton
    Age: 120
    Gender: male
    Race: Prinny

    Appearance:



    Distinctive Features:
    Wings - He cannot fly with them, but they allow him to glide.

    Clothes / Armour:

    Hero Scarf - A magical scarf that he found one day. It makes it so he doesn't explode when thrown, and allows him to take a bigger beating before exploding. It also makes him fearless, yet he still does feel fear.

    Prinny Knapsack - A small bag connected to him that can hold much more than it appears to be able to. Namely, his daggers, and a crapload of bombs.


    Fighting Style:

    He combines fast attacks with his daggers with barrages of bombs and shock waves

    Weapons:

    Prinny daggers - a set of twin daggers given to all Prinnies at time of creation. They can be swung very fast, to create a sort of barrier of steel in close combat, and many strikes can be made in a very short amount of time. When swung when a prinny is airborne, they unleash spinning blades of energy that fly in a straight line wherever the prinny is pointing. (usually downward)

    Prinny Bombs - Explosive devices almost as large as the Prinnies themselves, yet thousands can fit in their knapsacks, and they can throw them around with ease. They ignite as soon as they are taken out, and explode within 10 seconds or when they hit an enemy.


    Abilities:

    Prinny Raid - Etna appears and uses her power so summon an artillery barrage of prinnies. These explode when they hit the ground. Used once per battle

    Go team go! - He uses the Prinny signal to summon 5 Prinnies to fight alongside him. They are normal Prinnies in every aspect. Can be used once per battle.



    Attributes:

    Fearless - Prinkerton can stand up to any sort of fear affect and resist it. However, this makes him more prone to get hurt.

    Beloved leader - His summoned Prinny allies follow his every command, even those they don't want to.

    Biography:

    Prinkerton is like all other Prinnies; Under his skin there is no flesh, only the soul of a sinner. Like other Prinnies, he has to spend a long time doing hard labor as penitence for his sins. His master was cruel and hard, and worked his flippers to the bone. One day, while out fulfilling some horrendously difficult and stupidly complex request, he found this cool looking scarf. Putting it on, he felt a surge of power and bravery. Riding on these emotions, he lead his fellow Prinnies under their master in a revolt, and freed them all. He has since been leading his brethren on a Netherworld-spanning revolution

    Personality: While he is brave and charismatic thanks to his scarf, deep down, hes still a prinny, and is mischievous, lazy, and cowardly.
    Last edited by Cfavano; 08-28-2013 at 11:46 PM.

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  3. #13
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    Spoiler: Meliana 
    Last edited by Cfavano; 01-19-2014 at 07:28 PM.

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  4. #14
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    General Information:
    Name: Melkor Firehand
    Age: 28
    Gender: Male
    Race: Astral Human

    Appearance:



    Clothes / Armour:
    He wears basic, unenchanted garments, save for a pair of bracers of armor, a ring of water walking, and a ring of featherfalling

    Fighting Style:

    His chosen style of martial arts (for he is a monk), is known as the 'Fist of the Burning Heavens'. A Highly aggressive and mobile form of martial arts combined with the use of fire-elemental magic.

    Weapons:
    The only weapons he needs are himself, for he, himself is a weapon, but that does not mean he cannot or does not use manufactured weapons. He has a Karambit hidden on his person, and, in a pouch, he has twenty shuriken.

    Abilities:

    Astral Clone - He can call into being an astral clone of himself. This clone is a projection through the astral plane onto the plane on which he resides, and the projection is tied directly to him by an astral cord (in similar fashion as how an astral traveler is connected to his physical body when using astral projection). An astral clone has the same shape and size of the enlightened fist, but radiates a bluish glow and is completely translucent (and therefore cannot be mistaken for the real body).

    When an astral clone is not being projected, it resides within his body. An astral clone can only be destroyed by severing its cord. A 'killed' astral clone may be recreated through 8 hours worth of meditation.

    The clones can go no farther than 120 feet in any direction from his body

    An astral clone has no weight and cannot interact with the environment on a physical level, meaning that it cannot attack or be attacked in any way. It can fly, and pass through solid objects and magical barriers unhindered.

    There is a continuous empathic link between him and his astral clone. He can see, hear or otherwise perceive whatever his clone does. His body holds four clones.

    Floating Water Defense - His defense is focused both inside and out. His astral clones allow him to both flow like water out of the path of an attack, or predict attacks that he normally cannot guard against. He cannot be flanked except by an invisible attacker or one that cannot otherwise be perceived by his various modes of sight.

    Astral Blink - He can blink to any of its currently projected astral clones as a free action. When he does this, He moves from his current position to that of his astral clone virtually instantaneously, using the astral plane as a conduit. As such, this movement bypasses any solid object in between Him and the astral clone intended for the astral blink (including forcefields and similar effects). The astral clone he blinks to is immediately recalled into his body. He may do this as many times as he has astral clones projected. It is impossible to blink into solid matter, meaning that he cannot pass through obstacles bigger than the reach of its astral clones.

    Astral Bubble - His mastery of the astral plane extends unto other planes as well. Within a range of up to 100 feet, he may draw upon the essence of the astral plane, creating a bubble around himself in which certain traits of the astral plane may be emulated. He has the ability to selectively alter the perception of time within his astral bubble, as well as to exert limited control on how well the area of his influence is barred from interplanar travel. He also may choose to emit a dimensional lock effect centered on him but within the boundaries of his astral bubble (he may choose the dimensional lock smaller than the area of his astral bubble if he wishes).

    Infinite Strike - Three times per day, He is able to focus all the power of his astral clones for a combination attack in which he punches and kicks superhumanly fast

    Astral Dominion - He can exercise even more control over the astral plane when he is on it. He can navigate it without problem, as if there were landmarks even though there are none, therefore never losing sense of direction. Within a range of 100 feet, he may control the direction of gravity completely (including for others). He may pick one direction for his entire field of influence, or he may do such things as change the gravity to attract and repel everything within range.

    Ki strike - His unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons, as of the lawful alignment, and as if they are made of adamantine for the purpose of dealing damage to creatures with damage reduction, and bypassing hardness.

    Slow fall - When within arm’s reach of a wall, he can use said wall to slow his descent to the point where he can fall any height and take no damage.

    Abundant step - Once per day, he can magically slip between spaces, as if he used 'dimension door'

    Fists of flame - by focusing his Ki, he can wreathe his hands in a magical flame, dealing fire damage to those he attacks, but not harming him.

    Astral shift - At any time, he can partially shift his body into the astral plane, effectively making him ethereal. He can still affect the world around him, but makes it much harder to hurt him without using magic. This is strenuous, however, and he can only keep it up for roughly 10 posts, and not all turns need to be consecutive. However, shifting to and from the Astral Plane completely is easy, and there is no limit on that.

    Burning Hands - a cone of searing green flame shoots from his fingertips

    Wall of Fire - An immobile, blazing curtain of shimmering green fire springs into existence.

    Incendiary cloud - An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers.

    Mage Armor - An invisible but tangible field of force surrounds the subject of a mage armor spell.

    Endure Elements - A creature protected by endure elements suffers no harm from being in a hot or cold environment. This lasts 24 hours.

    Shield - Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of him.

    Fireball - A fireball spell is an explosion of flame that detonates with a low roar in a 20 foot radius.

    Meteor Swarm - Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When he casts it, four 2-foot-diameter spheres spring from his outstretched hand and streak in straight lines to the spots he selects. The meteor spheres leave a fiery trail of sparks. The Spheres explode in 40 foot radii.

    Flame Strike - A flame strike produces a vertical column of divine fire roaring downward.

    Attributes:

    Wholeness of body - He has a noticeable healing factor (this also cleanses the body of toxins/poisons, and diseases.

    Diamond Soul - He has natural spell resistance.

    Timeless Body - He does not suffer any ill effects from age, nor can he be magically aged.

    Tongue of the Sun and Moon - He can converse with any intelligent living creature, regardless of language barriers.

    Enhanced form - due to his training and the nature of his birth, his strength, agility, durability, and endurance are much superior to that of a human.

    Examples would be him being able to literally punch someone's face off, balance upon a wire blindfolded, be able to shrug of blows that would outright kill lesser men, and run for days without getting tired.

    Biography: Melkor, Brother of the path of the Radiant fist, was born on the Astral Plane, and thus its energies flow through his body. His parents were humans who chose to live on it. He was raised in a very sheltered environment, keeping to the one anchored place that made their home.

    His mother was a noblewoman who fled her husband for a wandering Monk, whom she fell in love with. They eloped and she joined him on the path to enlightenment. They died not long before he left to join his father's previous monastery. The cause of their deaths is unknown, not even Melkor knew.

    He spent years learning and training among the other students, quickly rising in rank and skill, the astral energies flowing through him served him well, and allowed him to learn the techniques with preternatural skill.

    His schooling over, he went on his endless journey to seek true enlightenment.


    Personality: Melkor, as befitting his style, is active, and can be very aggressive. He can be quite impetuous, and enjoys fighting, sometimes going so far as to incite fights just to test his skill. He is not cruel, and doesn't start fights with people who don't look like they can defend themselves, however.


    Background:
    Last edited by Cfavano; 08-21-2016 at 09:26 PM.

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  5. #15
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    General Information:
    Name: Amenefret the Ageless
    Age: Incredibly old
    Gender: Genderless but refers to himself a 'he', and was male before Biotransferrence
    Race: Necrontyr

    Appearance:
    Build: Amenefret is roughly eight feet tall, and while bulkier than a human, is skeletal in his build. His body is composed of a silvery metal known as Necrodermis, which while solid, seems to shift and move and resemble living tissue. He is not muscular, because there are no muscles, only metal.
    Hair: None
    Eyes: Glowing Green or white
    Distinctive Features: A green glow emanates from his chest and he has a diadem of green crystal on his forhead. His body is also inscribed with runes and sigils detailing his long history.

    Clothes / Armour:
    His body is composed of Necrodermis, also known as 'living metal', for its capacity to heal itself. While being much stronger than steel, it can be quite flexible and is quite resistant to damage.

    He also wears:

    Death Shroud - Death Shrouds are rotting shrouds that drape the skeletal forms of Necron Lords, increasing their speed and reducing the damage they take from ranged attacks.

    Death Mask - The Necron Death Masks are worn by Necron Lords and are adorned to resemble the death they bring to the living. When worn they reveal enemies hidden to sight.

    Sempiternal weave - Sepiternal Weaves are pieces of equipment used by the Necrons, particularly Necron Lords. The Weave is threaded with filaments of phase-hardened amaranthite and adamantium, vastly increasing the hardiness of the wearer.

    Quantum Shielding - Quantum Shielding is a piece of equipment used by the Necrons. Consisting of an invisible energy field cast around the bearer, the shielding appears only at the moment of deflection - at all other times there is no indication of its presence.

    Phase Shifter - The Phase Shifter is part of the Necron Armoury and can only be used by Necron Lords. Once used, the Phase Shifter becomes part of the Necron Lord and to the enemies of the Necrons, it seems as if the entire fabric of the Lord is fuzzy and shifted. Even the strongest weapons will pass through the Lord as he is now incorporeal, while he strikes back with his usual force.

    Phylactery - The Phylactery is part of the Necron Armoury and can only be taken by Necron Lords. It is a small item containing small, spider-like creatures with powerful repair capabilities. If the Necron Lord has received significant damage, the creatures swarm over the Lord's body, re-knitting his frame, allowing the Lord to continue the fight.

    Heart of Darkness - The Heart of Darkness is a Necron advanced self-repair system, that can be installed into a Necron Lord's body. It increases their living metal's ability to regenerate, making them even harder to bring down in combat.

    Death Grip - Death Grips are sigils that mark the arms of Necron Lords, that bear the C'tan's favor. They grant the Necron Lord increased strength, allowing them to do more damage while wielding their weapons in battle.

    Veil of Darkness - The Veil of Darkness is part of the Necron Armoury and may be taken only by Necron Lords.

    The Veil of Darkness, along with its sister artifact, the Phase Shifter, are the only artifacts that can become part of the Lord's body once used and cannot be removed. This ancient artifact operates the same way as other teleportation devices used by the Imperium and the Eldar, except that it is instantaneous. The Lord can summon darkness which twists and bends space like a ghostly cloak blown by an ethereal breeze. When the darkness finally abates, the Lord and those following him have disappeared, only to mysteriously reappear elsewhere moments later. This artifact, combined with the Necron Lord's already passive teleportation ability, makes him impossible to be targeted in the field of battle.

    Chronometron - The Chronometron is a part of the Necron Armoury and is used by the Necron Lord. As the Necrons advanced their cold sciences, they became masters of time and space. The Chronometron allows them to act slightly outside of time, advancing at a normal rate as their opponents move more slowly. It gives them an almost ghostly image when it is activated.

    Gaze of flame - The Gaze of Flame is part of the Necron Armoury and can be used only by Necron Lords. It makes the eye sockets of the Lord's skull death mask blaze bright white, freezing all who look at it. It steals both an assailant's speed and courage.

    Fighting Style:
    Weapons:

    Staff of Light - The Staff of Light is a mystical weapon used exclusively by Necron Overlords and Necron Lords.

    An exception among Necron technology, the staff does not use Gauss Weaponry principles, instead it absorbs energy from thin air to release in the form of powerful lightning bolts. A secondary effect of the energy is a steep decrease in the temperature around the wielder, the cold freezes the limbs of the opponents, mechanical or not, who shatters when hit by the staff. It is upgraded to have: Skinning Blades- Able to flense flesh and slice through armor, these blades inspire dread in all those who face the Necron Lord in close combat. As well as: Warscythe Blades: Can be added after the Skinning Blades, the Warscythe phase blades slip effortlessly through even the most powerful armour.

    Tachyon Arrow - Tachyon Arrows are wrist-mounted energy weapons used by Necrons. When activated, it transmutes a sliver of inert metal into an unstoppable thunderbolt capable of piercing a mountain.

    Gauntlet of the Conflagrator - The Gauntlet of the Conflagrator is a Necron artifact. Crafted by the Cryptek Harri’apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a blazing split-second cloud of unstoppable fury. It is otherwise similar to a regular Gauntlet of fire.

    Mindshackle scarabs - Mindshackle Scarabs are one of the Necrons' chief methods of controlling alien races. At the bearer's command, tiny scarabs bury into the victim's mind and bypass cerebral functions, turning the victim into little more than a puppet under the control of the scarabs' master.

    Solar Pulse - A Solar Pulse is part of the Necron Armoury and may only be used by Necron Lords. The Lord's staff releases a flash of blinding light that illuminates the entire battlefield as if the sun had risen for a moment.


    Abilities:

    Self-repair - unlike other machines, the necrodermis actually fixes itself in a way similar to living tissue heals, except much faster. Soldiers have seen huge gouges in necron bodies close sometimes as quick as they were made, the metal flowing like liquid back together without even a line to show the wound was ever there. It is not always that fast, especially if multiple or grevious wounds are received.

    Reanimation protocols - if ever a necron takes so much damage that they cannot simply shrug it off, and even a phylactery cannot help, a special program activates that puts the healing on overdrive and literally revives them.

    Everliving - granted only to the highest ranking members of court, a secondary program activates if the reanimation programs fail or cannot be done to completion, keeping his memory safe and allowing him to be revived at a later time.

    Teleportation - Nobles have the ability to instantly teleport across the battlefield to escape danger or get to where they need to be. Unaided, he can teleport up to an and including One mile, and with the aid of the Veil of Darkness can increase it to ten miles, but that is all the moving he can do for that turn and he cannot teleport two turns in a row.


    Attributes:

    Non-living - being neither dead, undead, or alive, he cannot be affected by magic or other abilities that specifically targets something that fits into one of those categories.

    Construct - Being the equivalent of a construct, he does not need to eat, sleep, or breathe, is immune to all illnesses and poisons, but also susceptible to things that specifically target constructs, but the alien nature of his body may affect whether or not he can resist it. As a construct, he is also extremely resilient to damage, is much stronger than a human and cannot feel pain but is aware when he is damaged.

    Ancient Being - Even before the long sleep, he was active for thousands of years during the War in Heaven and the rebellion. Over that time he mastered the various arts of war and is a very deadly combatant.

    Sensor suite - built into his programming is an advanced array of sensors that mimic a living being's senses, while being able to be more sensitive. It also adds a targeting array that can track multiple targets in three dimensions.

    Biography:

    Personality: Honorable and proud almost to a fault, Amenefret is the consummate warrior. He values strength and skill of arms, as well as honesty. He is honest and straightforward, believing that might is right and the strong must subjugate the weak. He is not afraid to wade into battle himself, and often challenges enemy commanders to duels. In these duels he will not cheat, but he will use every tool available to win. If something else must be said about him, he keeps his word.

    Background: Amenefret; Conqueror of a thousand worlds, Bane of the Eldar, The Kingslayer, all these titles are but a fraction of the accomplishments that Amenefret, and Overlord of the N'amerik'et Dynasty. He was feared by his enemies and respected by his allies and his court. In his dealings he was always fair and just, and unlike many, he earned his position.

    When he was woken from The Great Sleep, he went back to his duty as if no time passed at all. Though most of his worlds now had uppity young fleshy beings living on them, he was not discouraged and set about reclaiming his territory, one world at a time. Unlike many others, he did not simply massacre them, or force them to leave. He gave them the option of remaining as his servants and, after an intense bout of implantation and conditioning, his new subjects loved and respected him.

    WIP
    Last edited by Cfavano; 07-01-2016 at 02:50 PM.

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  6. #16
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    General Information:
    Name: Leilianna
    Age: 37
    Gender: Female
    Race: Half Elf

    Egoist 5 / Soulknife 5 / Fighter 1

    Appearance:



    Build:
    Height: 5'1"
    Weight: 90 lbs
    Musculature - athletic
    Hair: Black
    Eyes: Lavender (silver when manifesting certain powers)
    Distinctive Features:
    Sometimes when manifesting powers, a crown of purple and silver light forms around her head.
    Clothes / Armour:

    As pictured, she is wearing +3 leather armor of Quickness, allowing her to move noticeably faster than she should be.

    She also Wears a pair of Boots of Skating, allowing her to skate across the ground as if it were ice, while maintaining her own balance. Doing this, she goes faster than a person could run or walk, and even faster downhill, but loses the bonus if she goes uphill.

    Fighting Style:
    Weapons:

    Her only carried Physical weapon is a +2 Deep Crystal psychoknietic crosbow

    Deep Crystal - Deep crystal is crystal of above-average quality found at the hearts of large veins or deposits of mundane crystal. Deep crystal is renowned for its strength and its psionically resonant nature. Mundane crystal is used for many items of psionic manufacture, such as dorjes, power stones, and psicrystals. Deep crystal is a better grade.

    While a weapon made of deep crystal is no different from a mundane crystal weapon for a nonpsionic character, a psionic wielder of a deep crystal weapon can focus psionic power through it, increasing the damage that weapon deals. As a free action that does not provoke attacks of opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep crystal. By doing so, it deals a noticeable amount of extra damage. It remains charged foro ne minute or until its next attack. Ranged weapons confer this damage to



    Psychokinetic - upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals extra damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.


    Mind Blade -

    A soulknife can create a semisolid blade composed of psychic energy distilled from her own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade dealsthe same damage. Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack and damage from high Strength.

    The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another. The moment she relinquishes her grip on his blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

    A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

    A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack and damage (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

    A soul knife of 2nd level or higher can throw her mind blade as a ranged weapon with a range increment of 30 feet.
    Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities.

    A soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals a large amount of extra damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.) This effect has one use per charge.

    Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

    At 5th level, a soulknife gains the ability to change the form of his mind blade. He can change his mind blade to replicate a longsword or a bastard sword. If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, she deals extra damage, just like when using any other two-handed weapon.

    Alternatively, a soulknife can split her mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.

    Abilities:


    Powers (By Discipline)

    Metacreativity -

    Bolt: You create 8 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus.

    Entangling Ectoplasm: You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of your next turn.

    Psychokinesis -

    Inertial Armor: Your mind generates a tangible field of force that provides a bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. It lasts for 5 rounds.

    Energy Push: Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing a great amount of damage of damage. In addition, if a subject of up to one size category larger than you fails to remain still, the driving force of the energy blast pushes it back 5 feet plus up to another 10 feet. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra damage from the impact (this extra damage cannot be resisted).

    Cold: A blast of this energy type causes frostbite. Reducing damage from a cold push is based on Fortitude instead of Reflex.

    Electricity: Manifesting a blast of this energy type makes it harder to resist and a bonus for the purpose of overcoming power resistance.

    Fire: A blast of this energy type burns the target as well as sets them on fire, if possible.

    Sonic: A blast of this energy type nauseates, disorients, possibly deafens and ignores armor and hardness.

    Telekinetic Thrust: You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl up to 5 objects or creatures, as long as all are within the power’s range (100 feet) and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 50 feet.

    Hurled weapons deal their standard damage (arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from minor damage per 25 pounds of weight (for less dangerous objects such as an empty barrel) to noticeable damage (about the same as a light mace or a short sword) per 25 pounds of weight (for hard, dense objects such as a boulder). The maximum weight of an object usable by this power is 250 pounds. A person thrown using this power is damaged as if they fell 10 feet onto their back.

    Swarm of Crystals: Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the 15-foot cone is slashed as if thousands of small knives cut into them.

    Psychometabolism -

    Body Equilibrium: You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through. You can move at your normal speed, but you cannot run on an unfirm surface without sinking or breaking through. If you fall from any height while using this power, damage from the impact is halved. It lasts for 3 rounds.

    Body Adjustment: You take control of your body’s healing process, curing yourself of a large amount of damage.

    Animal Affinity: You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your abilities s ( Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a large bonus to the ability you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. This lasts 5 rounds.


    Psychoportation -

    Float: You mentally support yourself in water or similar liquid. You can swim using the power alone, or use it to boost your swim speed.

    Telepathy -

    Empty Mind: You empty your mind of all transitory and distracting thoughts, improving your self-control. You can manifest this power instantly, quickly enough to gain its benefit in an emergency.


    Racial Powers -

    Immunity to sleep spells and similar magical effects, and a racial bonus against enchantment spells or effects.

    Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

    Racial bonus on Listen, Search, and Spot.

    Elven Blood: For all effects related to race, a half-elf is considered an elf.


    Feats -


    Two-weapon Fighting : You can fight with a weapon in each hand.

    Rapid Reload (Light Crossbow) : The time required for you to reload your chosen type of crossbow is reduced. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

    Combat Manifestation : You get a bonus on Concentration to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.

    Dodge : During your action, you designate an opponent and receive a dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

    Iron Will : Gain a bonus whenever a use of willpower is called for.

    Point Blank Shot : You get bonus on attacks and damage with ranged weapons at ranges of up to 30 feet.

    Far Shot : When you use a projectile weapon, such as a bow, its range increment increases by one-half. When you use a thrown weapon, its range increment is doubled.

    Mental Leap: by expending your psionic focus, you can jump great distances unnatainable by normal men.

    Up the Walls: While you are psionically focused, you can take part of one of your moves to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

    Weapon Focus (mind blade)


    Class Skills -

    Autohypnosis: Mental training that allows her to gain mastery over her body's functions using her mind and access her mind's deepest capabilities. This includes the ability to ignore the pain from certain wounds, resist mind-affecting effects, fear, and even poison, and slowing bleeding.

    Climb: the ability to advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more. The more difficult the climb, the harder it is.

    Concentration: The ability to focus your mind in hectic or distracting situations. Concentration can be used to defend against mental intrusions, as well as psionically focusing which allows powers to be used easier, as well as making it easier to concentrate. Focus is lost if it is used, she sleeps, or gets knocked unconscious.

    Disable device: The knowledge required to disable, rig to fail, jam, or otherwise sabotage a machine and prevent it from working.

    Handle Animal: the ability to command trained animals, or train animals. This includes riding them.

    Hide: The ability to effectively hide to avoid detection.

    Intimidate: The act of forcing another person to do your bidding by causing fear in them using your personality, may also terrify or demoralize them.

    Jump: The ability to accurately make long, high, or otherwise more acrobatic than normal jumps.

    Listen: using your ears properly to discern noise.

    Move Silently: Training that allows her to move without noise.

    Psicraft: knowledge of psionics, and the ability to identify and detect psionic powers, auras, and the effects of items.

    Ride: The knowledge of how to ride an animal as well as other maneuvers such as guiding with knees, fast mount/dismount, or controlling it in battle.

    Spot: A skill primarily used to detect creatures who are hiding.

    Swim: The knowledge of how to swim properly.

    Tumble: Acrobatic training allowing her to land softly or roll past opponents.


    Note, simply because she has training in this skills, that does not mean they will always be successful








    Biography:
    Personality: Leilianna, to look upon her is to see someone centered and calm, serene even. However, beneath this focused and calm exterior burns a furious rage that burns hot enough to consume lesser minds. It is only through meditation and her training that she has been able to keep this in check.

    She enjoys the simple things in life, good food, good drink, and a good loving. She is generally a good and scrupulous person, but has been known to do...less than moral things, usually for her own survival, or for the greater good.

    Background: Leilianna was bonr in a small village in a County that bordered a human kingdom and an elven one. The two kingdoms has signed a peace treaty several centuries before, and had generally both been prosperous, and this small village symbolized said peace, as its residents by this time were mostly half-elves. However, for the last decade or so, the Human kingdom had gone into recession after a series of failed wars and investments, and was quickly running out of food and gold.

    The new King, a charismatic bigot name Adolphus, blamed the Elven Kingdom and the elves in general for the financial troubles, as the ancient treaty forbade the humans from encroaching on the sacred groves of the Elves, even though their land was fertile and rich in resources. While most people of the Human kingdom believed in honoring the treaty, the speeches of the new King riled them up, and he eventually got support for a war against the elves to claim the land that they believed was rightfully theirs.

    Unfortunately, King Adolphus, who hated elves, believed that, even though Half-Elves had human blood, that they were abominations, and as the first act of this new war, the Half-Elves were massacred in an act of Ethnic Cleansing. But they weren't simply murdered, far more horrible acts were also perpetrated, including torture and rape.

    Leilianna did not escape these, even at age twelve. A human soldier abused her for a month before her village was put to the sword. Her torturer came at her with a knife, and the rage and fear she felt boiled over and the man's head exploded as she let out a psionic scream. Her extreme emotions awakened her latent power, and also sent out a beacon that called a man, Benjan, to her.

    As the soldiers butchered her family and moved to her, a group of twenty men wielding glowing blades that sprouted from their hands charged into the village, and began fighting the soldiers. The human soldiers, having no experience fighting Psionics, were quickly killed to the last man. Leilianna, having passed out, did not know that Benjan carried her off while his comrades burned all the bodies and aided the wounded.

    In her psionic coma, Benjan entered her mind and for a week, gained her trust and healed the trauma that was caused. When finally she awoke, she became his apprentice. ten years later, her apprenticeship over, she became an adventurer and mercenary.
    Last edited by Cfavano; 10-14-2016 at 05:49 PM.

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