Discussion
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Discussion
While I am experiencing writer's block this is me creating superheroes out of everyone's superpowers, with my own interpretations on their personalities and abilities.
Age: Unknown, possibly thousands of years
Gender: Female
Character Theme: Justice / Sorrow
Powers and Abilities:
Intelligence: Has experience and knowledge extending thousands of years, and in some cases has access to technology that is considered ahead of its time. Often uses technology and tactics to defeat stronger foes.
Tools and Equipment: Uses a wide range of hand-crafted advanced weaponry, employing the use of firearms, vehicles, and sometimes hidden blades.
Weaknesses: Has difficulty working with a team. No other notable weaknesses.
Bio: Aeon does not remember her birthdate, but claims to have been born in Ancient Greece over 2000 years ago. She was the daughter of a now unknown divine of Temporal mastery and a human male. Raised in a relatively poor environment despite her bloodline, Aeon grew in a normal peasant household until she became aware of her powers at the age of 12. It is said that during the next 9 years of her life after she discovered her powers, she went on many adventures and quests just as the gods of old did.
Around this time Aeon first encountered Gnos, and they have been rivals ever since Aeon's first few victories over the entity. Due to the nature of Gnos's powers, Gnos returned throughout the years, becoming more crafty and more deadly as time went on. Eventually, Gnos found a way to temporarily defeat Aeon by manipulating her own time powers, which caused Aeon to time leap years into the future. This happened many times throughout the ages, and she grew to hate her arch-rival with a passion.
Aeon has lived in many places throughout the world, never staying in one place for too long, lest Gnos once again target those she would form a bond with. Despite her constant traveling and isolation, however, she became somewhat affiliated with CIS, and has become one of their long-lasting partners.
Currently, Aeon lives in the recently rebuilt New Orleans in the United States.
Despite (or because of) her long history, she does not speak much of it, and hardly even thinks about her past if she does not have to. She has only one goal, and that is to exterminate Gnos and its entire existence.
Personality: Aeon comes off as cold, aloof, and cynical to most people. She is exceptionally sharp and witty, and has no qualms with dispensing a few verbal jabs when necessary, even at the expense of her own team. Although appearing serious and to-the-point, she very clearly has a sense of dry humor, something that is often not recognized immediately. She keeps no secret that she really only cares about her duties, and the lives of those around her are relatively unimportant in comparison. She tries to place some amount of importance on the average life, but doesn't go out of her way to save people.
Although normally calm and sharp, she has been known to become agitated and even aggressive when the subject of Gnos is brought up. She very clealry has a deep and intense hatred for the being. She keeps her history and personal details mostly a secret from others, but does not hide her feelings about people or events, and in that regard, is often brutally honest.
Aeon does derive enjoyment from other things, but she mostly keeps herself busy with teaching a college history class, where her personality is much more friendly.
- Aeon:
- Name: Aeon
Age: Unknown, possibly thousands of years
Gender: Female
Character Theme: Justice / Sorrow
Powers and Abilities:- Spoiler:
- Time Manipulation - Aeon is able to control the affects of time in physical objects that she contacts, allowing her to age or regress these objects as she so chooses. Stronger enemies resist the aging process brought by this power and take longer to weaken, while a normal human can potentially be aged to death in a matter of seconds. In addition to its destructive capacity, Aeon can essentially bring back the recently deceased due to being able to reverse the affects of wounds.
Regeneration - Aeon's Time Manipulation is always active and changing her body to a peak condition state, thus, so long as a part of her brain remains, she automatically regenerates to her peak state.
Time Stop - Aeon has occasionally shown the ability to completely stop time in a city-block level scale for a few seconds.
Weapon Proficiency – Aeon is proficient with numerous weapons and gadgets, and is very up to date on current technology.
Intelligence: Has experience and knowledge extending thousands of years, and in some cases has access to technology that is considered ahead of its time. Often uses technology and tactics to defeat stronger foes.
Tools and Equipment: Uses a wide range of hand-crafted advanced weaponry, employing the use of firearms, vehicles, and sometimes hidden blades.
Weaknesses: Has difficulty working with a team. No other notable weaknesses.
Bio: Aeon does not remember her birthdate, but claims to have been born in Ancient Greece over 2000 years ago. She was the daughter of a now unknown divine of Temporal mastery and a human male. Raised in a relatively poor environment despite her bloodline, Aeon grew in a normal peasant household until she became aware of her powers at the age of 12. It is said that during the next 9 years of her life after she discovered her powers, she went on many adventures and quests just as the gods of old did.
Around this time Aeon first encountered Gnos, and they have been rivals ever since Aeon's first few victories over the entity. Due to the nature of Gnos's powers, Gnos returned throughout the years, becoming more crafty and more deadly as time went on. Eventually, Gnos found a way to temporarily defeat Aeon by manipulating her own time powers, which caused Aeon to time leap years into the future. This happened many times throughout the ages, and she grew to hate her arch-rival with a passion.
Aeon has lived in many places throughout the world, never staying in one place for too long, lest Gnos once again target those she would form a bond with. Despite her constant traveling and isolation, however, she became somewhat affiliated with CIS, and has become one of their long-lasting partners.
Currently, Aeon lives in the recently rebuilt New Orleans in the United States.
Despite (or because of) her long history, she does not speak much of it, and hardly even thinks about her past if she does not have to. She has only one goal, and that is to exterminate Gnos and its entire existence.
Personality: Aeon comes off as cold, aloof, and cynical to most people. She is exceptionally sharp and witty, and has no qualms with dispensing a few verbal jabs when necessary, even at the expense of her own team. Although appearing serious and to-the-point, she very clearly has a sense of dry humor, something that is often not recognized immediately. She keeps no secret that she really only cares about her duties, and the lives of those around her are relatively unimportant in comparison. She tries to place some amount of importance on the average life, but doesn't go out of her way to save people.
Although normally calm and sharp, she has been known to become agitated and even aggressive when the subject of Gnos is brought up. She very clealry has a deep and intense hatred for the being. She keeps her history and personal details mostly a secret from others, but does not hide her feelings about people or events, and in that regard, is often brutally honest.
Aeon does derive enjoyment from other things, but she mostly keeps herself busy with teaching a college history class, where her personality is much more friendly.- Spoiler:
Age: Unknown, possibly thousands of years
Gender: Female
Character Theme: Justice / Sorrow
Powers and Abilities:
- Spoiler:
- Time Manipulation - Aeon is able to control the affects of time in physical objects that she contacts, allowing her to age or regress these objects as she so chooses. Stronger enemies resist the aging process brought by this power and take longer to weaken, while a normal human can potentially be aged to death in a matter of seconds. In addition to its destructive capacity, Aeon can essentially bring back the recently deceased due to being able to reverse the affects of wounds.
Regeneration - Aeon's Time Manipulation is always active and changing her body to a peak condition state, thus, so long as a part of her brain remains, she automatically regenerates to her peak state.
Time Stop - Aeon has occasionally shown the ability to completely stop time in a city-block level scale for a few seconds.
Weapon Proficiency – Aeon is proficient with numerous weapons and gadgets, and is very up to date on current technology.
Intelligence: Has experience and knowledge extending thousands of years, and in some cases has access to technology that is considered ahead of its time. Often uses technology and tactics to defeat stronger foes.
Tools and Equipment: Uses a wide range of hand-crafted advanced weaponry, employing the use of firearms, vehicles, and sometimes hidden blades.
Weaknesses: Has difficulty working with a team. No other notable weaknesses.
Bio: Aeon does not remember her birthdate, but claims to have been born in Ancient Greece over 2000 years ago. She was the daughter of a now unknown divine of Temporal mastery and a human male. Raised in a relatively poor environment despite her bloodline, Aeon grew in a normal peasant household until she became aware of her powers at the age of 12. It is said that during the next 9 years of her life after she discovered her powers, she went on many adventures and quests just as the gods of old did.
Around this time Aeon first encountered Gnos, and they have been rivals ever since Aeon's first few victories over the entity. Due to the nature of Gnos's powers, Gnos returned throughout the years, becoming more crafty and more deadly as time went on. Eventually, Gnos found a way to temporarily defeat Aeon by manipulating her own time powers, which caused Aeon to time leap years into the future. This happened many times throughout the ages, and she grew to hate her arch-rival with a passion.
Aeon has lived in many places throughout the world, never staying in one place for too long, lest Gnos once again target those she would form a bond with. Despite her constant traveling and isolation, however, she became somewhat affiliated with CIS, and has become one of their long-lasting partners.
Currently, Aeon lives in the recently rebuilt New Orleans in the United States.
Despite (or because of) her long history, she does not speak much of it, and hardly even thinks about her past if she does not have to. She has only one goal, and that is to exterminate Gnos and its entire existence.
Personality: Aeon comes off as cold, aloof, and cynical to most people. She is exceptionally sharp and witty, and has no qualms with dispensing a few verbal jabs when necessary, even at the expense of her own team. Although appearing serious and to-the-point, she very clearly has a sense of dry humor, something that is often not recognized immediately. She keeps no secret that she really only cares about her duties, and the lives of those around her are relatively unimportant in comparison. She tries to place some amount of importance on the average life, but doesn't go out of her way to save people.
Although normally calm and sharp, she has been known to become agitated and even aggressive when the subject of Gnos is brought up. She very clealry has a deep and intense hatred for the being. She keeps her history and personal details mostly a secret from others, but does not hide her feelings about people or events, and in that regard, is often brutally honest.
Aeon does derive enjoyment from other things, but she mostly keeps herself busy with teaching a college history class, where her personality is much more friendly.
- Spoiler:
- Spoiler:
Last edited by Emiya on Thu Sep 11, 2014 11:30 pm; edited 10 times in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Ferrus Argo, "Beast" (cynewulf)
Age: 28
Gender: Male
Character Theme: Kengen
Powers and Abilities:
Intelligence: At base, Beast has about average human intelligence, however, he is considered smart when it comes to employing fighting styles. As he becomes angrier, however, he becomes more and more feral, eventually becoming animalistic in nature.
Tools and Equipment: None notable.
Weaknesses: Beast has a difficult time keeping in control of his rage, and once on a rampage, he does not discriminate between friend or foe. In addition, although abnormally powerful even by superhero standards, Beast can fall victim to mental attacks easier than most.
Bio: For as long as he can remember, two things have remained constant for Ferrus Argo, nicknamed "Beast": he has always been fighting, and he has always been plagued by nightmares.
His earliest memories are of fighting. He has fought in everything from wars to underground fight clubs, which earned him the title "Beast" due to his primal fighting style. Partially because of his history of fighting, he finds it enjoyable, as it is the only thing he really 'knows'. It can be said that it is what he lives for.
The nightmare he is constantly haunted by provides the only real insight into his past. All he can derive from it is a familiar looking woman taken away against her will, while he is held back, helpless and weak. Whatever the nightmare means, he knows that he must constantly become stronger, so that the vision in his dream never actually comes true.
Personality: Beast is primarily defined by his fighting spirit. He doesn't care much for issues around him nor of good and evil, and only seeks enjoyment in fighting worthy foes.
Age: 28
Gender: Male
Character Theme: Kengen
Powers and Abilities:
- Spoiler:
- Berserk - Ferrus Argo gets stronger, more durable, and faster as he gets angrier. As a downside, he also begins to lose control of himself, and acts more instinctual than normal. Although primarily triggered by anger and rage, it is possible for other emotions such as pain, excitement, or fear to trigger his Berserk state.
Martial Skill - Beast is proficient with various martial arts and combat techniques, and has even invented his own fighting style.
Intelligence: At base, Beast has about average human intelligence, however, he is considered smart when it comes to employing fighting styles. As he becomes angrier, however, he becomes more and more feral, eventually becoming animalistic in nature.
Tools and Equipment: None notable.
Weaknesses: Beast has a difficult time keeping in control of his rage, and once on a rampage, he does not discriminate between friend or foe. In addition, although abnormally powerful even by superhero standards, Beast can fall victim to mental attacks easier than most.
Bio: For as long as he can remember, two things have remained constant for Ferrus Argo, nicknamed "Beast": he has always been fighting, and he has always been plagued by nightmares.
His earliest memories are of fighting. He has fought in everything from wars to underground fight clubs, which earned him the title "Beast" due to his primal fighting style. Partially because of his history of fighting, he finds it enjoyable, as it is the only thing he really 'knows'. It can be said that it is what he lives for.
The nightmare he is constantly haunted by provides the only real insight into his past. All he can derive from it is a familiar looking woman taken away against her will, while he is held back, helpless and weak. Whatever the nightmare means, he knows that he must constantly become stronger, so that the vision in his dream never actually comes true.
Personality: Beast is primarily defined by his fighting spirit. He doesn't care much for issues around him nor of good and evil, and only seeks enjoyment in fighting worthy foes.
- Spoiler:
Last edited by Emiya on Wed Jun 12, 2013 6:15 pm; edited 1 time in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Coronis, "The Crow", "Hina" (Emiya)
Age: 17
Gender: Female
Character Theme: Hina - Die Lorelei V2 / The Crow - Through the looking glass
Powers and Abilities:
Intelligence: Coronis has superhuman intelligence capable of processing thoughts much faster than the normal human, and she is considered the second smartest individual in the CIS. However, she does not have much experience in general, which detracts from actual application of her knowledge.
Tools and Equipment: Often wears a hat which slightly subdues her cliarempathic powers and allows her to function a little more normally.
Weaknesses: Physically weak. Empath powers are useless against foes without emotion. Gentle and does not like killing.
Bio: Coronis was born to a relatively normal but poor family in the city of New Orleans. While she was still very young, her parents noticed something very peculiar about their daughter – she was especially inquisitive when it came to responding to, and in some cases almost understanding, their thoughts and feelings. Even before she could speak or understand words, Coronis seemed to know much more about the people around her than someone her age should have known.
By the time Coronis entered elementary school, she had gotten into trouble with both the school administration and her parents. Although she did not understand it at the time, she was able to 'hear' the true emotions of others and often misinterpreted these as words, and confronted them as such. This led to many misunderstandings due to Coronis never being able to properly communicate with others, and led to her accidentally exposing her fathers adulterous relationship. Eventually, her parents broke up, in part due to their confusion and frustration with their daughter, and Coronis was periodically relocated to different schools as her mother moved around. Although her mother did love her, it was very clear that Coronis was 'different' and needed special attention.
At the age of 10, Coronis was handed over to a mental hospital under the CIS (central intelligence security), where her brain and thought process was more carefully analyzed. A cure was never found, however, the reason for her abnormal behavior became known among the superiors in the CIS. She was eventually moved to a CIS complex dedicated towards training and using gifted superhumans, located in her original hometown of New Orleans.
She would spend the next half of her life in this small complex, assisting CIS officials in many ways, from finding criminals continent-wide to acting as a flawless lie detector, to healing soldiers suffering from post-traumatic stress disorder. To the CIS, she became one of their most important assets, and became well protected at the cost of her freedom and independence. By this time, however, Coronis became little more than a shell of her former self, and no longer had any kind of notable personality, and never showed emotion.
To some of those who work with Coronis, she is known by the nickname "Hina" - a type of doll she was once seen holding when she was younger, and Coronis herself has adopted the name.
However, those outside know her by a different name. They call the girl with red eyes and pale skin appearing in their dreams and nightmares "The Crow", but no one knows that she has extended her reach outside of the secure CIS complex and entered the dreamworld of people outside. For now, "The Crow" and "Hina the Doll" are two entirely separate entities.
Personality: Due to her powers of empathy, Coronis is full of emotion – but one could never tell that this is the case, due to her default expressionless stare, and her voice that lacks any kind of conviction or personality. Although she can understand other people better than they understand themselves, she feels nothing for herself and only lives through the feelings, emotions, and motivations of others, which is why she herself never expresses emotion. Most employees of the CIS tend to see her as doll-like, uncanny and lifeless.
The source of her apparent apathy comes mostly from her clairempathy, which makes it difficult for her to differentiate between her own feelings and those of others. Due to the constant flow of emotions she felt when she was younger, her coping mechanism was simply to stop feeling anything at all herself. In addition, due to her upbringing, she has learned very well that knowing how people truly feel is a curse, not a blessing, and she views her powers as such – a curse.
Still, Coronis has much compassion for other people and finds happiness through the happiness of others, even if she finds it difficult to express such emotions herself. Her calm, sensitive voice, very rarely heard, and compassion and love for others, is the closest thing to a real personality for her; as those are the only feelings she knows are truly her own.
Age: 17
Gender: Female
Character Theme: Hina - Die Lorelei V2 / The Crow - Through the looking glass
Powers and Abilities:
- Spoiler:
- Clairempathy - Coronis can interpret and understand the moods, emotions, and temperament of others on a continent-wide scale, including animals and other creatures. While this is technically always active, Coronis can manually enter a creatures mind, creating a temporary psychic 'link' between them. Once a link is set up it is possible for Coronis to change or heavily influence the emotions of the linked creatures. This is more effective when she is in physical contact with the subject, but contact is not necessary. It can also act as a form of mind-reading towards those who act on emotion. Clairempathy is always active and cannot be turned off, and it can be more difficult to read the emotions of a single person in a large crowd or with many distractions.
Empathic Healing - Coronis can use her power of clairempathy to transfer emotional and mental wounds (including pain, memories, and trauma) to herself. Physical wounds cannot be healed.
Mind Manipulation - Once Coronis has sucessfully set up a link between another creature, she is capable of interfering with many of the brains processes to generate hallucinations. While not tangible, they can appear very real to the subject - however, the hallucination itself is subject to what the creature knows, and Coronis is slightly limited in choosing what hallucinations in particular appear.
Telekinesis - Coronis has moderate-high levels of telekinesis, which includes being able to control and manipulate objects at an atomic level, detect her surroundings, use remote teleportation, and emit shock-waves. The power of her telekinesis varies upon her concentration and the amount of mental energy being put into the task. There is technically no limit to the power other than the strain on her own mind, and thus her greatest feats usually peak at a lifting force of about 5 tons.
Mental Projection & Dream Walking - Coronis can project herself into the mind of a willing subject, which gives Coronis all of the subjects emotions, memories, and feelings since the beginning of its lifetime, even things the subject is not aware of. Similarly, she can enter the dreams of a subject (the subject does not need to be willing or even aware that this is happening) and manipulate the dream as she wishes. In some cases, events caused by Coronis in the dream-world have happened in real life, but it is unknown whether this is coincidence or actual reality warping.
Intelligence: Coronis has superhuman intelligence capable of processing thoughts much faster than the normal human, and she is considered the second smartest individual in the CIS. However, she does not have much experience in general, which detracts from actual application of her knowledge.
Tools and Equipment: Often wears a hat which slightly subdues her cliarempathic powers and allows her to function a little more normally.
Weaknesses: Physically weak. Empath powers are useless against foes without emotion. Gentle and does not like killing.
Bio: Coronis was born to a relatively normal but poor family in the city of New Orleans. While she was still very young, her parents noticed something very peculiar about their daughter – she was especially inquisitive when it came to responding to, and in some cases almost understanding, their thoughts and feelings. Even before she could speak or understand words, Coronis seemed to know much more about the people around her than someone her age should have known.
By the time Coronis entered elementary school, she had gotten into trouble with both the school administration and her parents. Although she did not understand it at the time, she was able to 'hear' the true emotions of others and often misinterpreted these as words, and confronted them as such. This led to many misunderstandings due to Coronis never being able to properly communicate with others, and led to her accidentally exposing her fathers adulterous relationship. Eventually, her parents broke up, in part due to their confusion and frustration with their daughter, and Coronis was periodically relocated to different schools as her mother moved around. Although her mother did love her, it was very clear that Coronis was 'different' and needed special attention.
At the age of 10, Coronis was handed over to a mental hospital under the CIS (central intelligence security), where her brain and thought process was more carefully analyzed. A cure was never found, however, the reason for her abnormal behavior became known among the superiors in the CIS. She was eventually moved to a CIS complex dedicated towards training and using gifted superhumans, located in her original hometown of New Orleans.
She would spend the next half of her life in this small complex, assisting CIS officials in many ways, from finding criminals continent-wide to acting as a flawless lie detector, to healing soldiers suffering from post-traumatic stress disorder. To the CIS, she became one of their most important assets, and became well protected at the cost of her freedom and independence. By this time, however, Coronis became little more than a shell of her former self, and no longer had any kind of notable personality, and never showed emotion.
To some of those who work with Coronis, she is known by the nickname "Hina" - a type of doll she was once seen holding when she was younger, and Coronis herself has adopted the name.
However, those outside know her by a different name. They call the girl with red eyes and pale skin appearing in their dreams and nightmares "The Crow", but no one knows that she has extended her reach outside of the secure CIS complex and entered the dreamworld of people outside. For now, "The Crow" and "Hina the Doll" are two entirely separate entities.
Personality: Due to her powers of empathy, Coronis is full of emotion – but one could never tell that this is the case, due to her default expressionless stare, and her voice that lacks any kind of conviction or personality. Although she can understand other people better than they understand themselves, she feels nothing for herself and only lives through the feelings, emotions, and motivations of others, which is why she herself never expresses emotion. Most employees of the CIS tend to see her as doll-like, uncanny and lifeless.
The source of her apparent apathy comes mostly from her clairempathy, which makes it difficult for her to differentiate between her own feelings and those of others. Due to the constant flow of emotions she felt when she was younger, her coping mechanism was simply to stop feeling anything at all herself. In addition, due to her upbringing, she has learned very well that knowing how people truly feel is a curse, not a blessing, and she views her powers as such – a curse.
Still, Coronis has much compassion for other people and finds happiness through the happiness of others, even if she finds it difficult to express such emotions herself. Her calm, sensitive voice, very rarely heard, and compassion and love for others, is the closest thing to a real personality for her; as those are the only feelings she knows are truly her own.
- Spoiler:
Last edited by Emiya on Fri Dec 06, 2013 9:39 pm; edited 4 times in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Andris "Dead Eye"
Age: 26
Gender: Male
Character Theme: Dead Eye's Theme / Andris's Theme
Powers and Abilities: None. Andris possesses no superhuman abilities.
Physical Attributes: At base, Andris is considered to have reached peak human physical abilities. While he is no Olympic runner or weightlifter, he is skilled in all physical tasks and is extremely efficient overall.
Intelligence: Although he does not posses a superhuman level of intelligence, or even have the wealth of knowledge that others posses, Andris can be considered peak human when it comes to intelligence. He can apply his knowledge at an exceptionally fast rate, and would easily score in the upper 99.9th percentile in an IQ test.
Tools and Equipment:
Weaknesses: Andris has no special abilities and can be relatively defenseless without his equipment.
Bio: Raised as a military prodigy at a young age, Andris grew to posses a large amount of self control and self discipline. However, as the days had gotten closer to his recruitment into the marines he ran away from home in fear of such commitment. He then joined a mercenary group and became a freelancing mercenary under the CIS and took any contract job that required him to either kill or capture the target. In his five year of being a mercenary he picked up a few skills such as weapons handling of all kinds, and a mastery of hand to hand combat, which he utilized to put himself on the same ballfield as the superpowered freaks roaming the world. Within a few years, he also became a veteran at hunting down certain types of superhumans. He later decided to play a solo act as a traveling rogue, armed with his usual bag of tricks but no longer bound by anything other than his own will.
Personality: Despite being only 26 he is very calm and calculating, but he hides it well with a smirk and a wise cracking personality. He's very social and has the natural ability to get on peoples goodside. He loves the ladies, but he seems to have a look of wearing a mask at all times as if to protect himself from emotional turmoil.
Age: 26
Gender: Male
Character Theme: Dead Eye's Theme / Andris's Theme
Powers and Abilities: None. Andris possesses no superhuman abilities.
Physical Attributes: At base, Andris is considered to have reached peak human physical abilities. While he is no Olympic runner or weightlifter, he is skilled in all physical tasks and is extremely efficient overall.
Intelligence: Although he does not posses a superhuman level of intelligence, or even have the wealth of knowledge that others posses, Andris can be considered peak human when it comes to intelligence. He can apply his knowledge at an exceptionally fast rate, and would easily score in the upper 99.9th percentile in an IQ test.
Tools and Equipment:
- Spoiler:
CGS Rifle - A one-of-a-kind computer-guided sniper rifle built and issued by the CIS. It fires anti-material rifle rounds designed to destroy targets much stronger than humans, and it is assisted by a computer-guided component inside the bullet that locks on and tracks the target in a limited area. In addition, Andris keeps a special cartridge of much lighter rounds that travel at a rate faster than supersonic, making it ideal against fast, lightly armored targets.
Stun Gun - A small handgun-shaped weapon that fires a small electric powered dart covered with a potent venom that can paralyze a normal human within 30 seconds unless immediately treated.
Phase Staff - A electric-powered detachable staff made of lonsdaleite, a material durable enough to last against most superhumans. Andris mostly uses this staff for self-defense and for close-quarters combat if no other option is available, and he is quite skilled with it - enough to surprise melee fighters.
Spec Ops Suit - A suit with a number of survival and combat oriented tools, including a cloaking device (lasting for 30 minutes at a time), gas mask, Kevlar bodyarmor, emergency medical supplies, rations, radar/compass/radio, and a visual readout that identifies targets and prevents mental interference via magic and many mind powers.
Utility Belt - Contains two combat knifes, stun grenades, chain & hook, extra ammunition, and CIS Ability Enhancing Pills. Depending on the particular mission, Andris may bring along more specific tools as well.
CIS Ability Enhancing Pills - A prototype pill issued very rarely by the CIS. The pills temporarily enhance a users physical abilities, in a way very similar to how superhumans are born with innate abilities. Because Andris is already particularly skilled, one of these pills increases his abilities to be on par with other full-fledged superhumans for 5 minutes. Andris has a very limited supply of these pills, having fallen out in relations with the CIS.
Weaknesses: Andris has no special abilities and can be relatively defenseless without his equipment.
Bio: Raised as a military prodigy at a young age, Andris grew to posses a large amount of self control and self discipline. However, as the days had gotten closer to his recruitment into the marines he ran away from home in fear of such commitment. He then joined a mercenary group and became a freelancing mercenary under the CIS and took any contract job that required him to either kill or capture the target. In his five year of being a mercenary he picked up a few skills such as weapons handling of all kinds, and a mastery of hand to hand combat, which he utilized to put himself on the same ballfield as the superpowered freaks roaming the world. Within a few years, he also became a veteran at hunting down certain types of superhumans. He later decided to play a solo act as a traveling rogue, armed with his usual bag of tricks but no longer bound by anything other than his own will.
Personality: Despite being only 26 he is very calm and calculating, but he hides it well with a smirk and a wise cracking personality. He's very social and has the natural ability to get on peoples goodside. He loves the ladies, but he seems to have a look of wearing a mask at all times as if to protect himself from emotional turmoil.
- Spoiler:
Note: Yellow represents stat changes from ability enhancing pills (strength, agility, and endurance) and from his mask which protects him from mental interference.
Last edited by Emiya on Fri Dec 06, 2013 8:42 pm; edited 3 times in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Now that the main characters have been created and their stat sheets completed, now is the time to shed light on the stats themselves.
Scores and their Meaning - The stat list is derived from the CIS's own attempts at classifying superhumans so as to better understand them. Stats go all the way from E- to A rank, the complete list being E-, E, D, C, B, and A. As a general rule, E- signifies an average or below average human level, while E rank is considered 'peak' human - the general limit of what a human can accomplish with hard work, dedication, and talent. 'A' rank is considered the pinnacle of what a superhuman can accomplish, however, there is technically no ceiling. The stats are skewed in such a way that superhumans themselves will generally be well above the E rank spot while humans would not even be worth scoring, as these scores were not meant to encompass regular humans.
Strength - Strength is the overall score of the characters total physical output, and as such is the most basic and easiest statistic to understand. Strength is merely brute force and has nothing to do with skill or finesse, but it is still one of the most important statistics.
A more in-depth description of what rankings mean for Strength:
Endurance - Endurance is the measure of a few more things than Strength. Endurance takes into account durability (the ability to physically endure), resistance (being able to resist physical attacks), and, to a lesser extent, being able to make use of the Strength statistic. Overall, it determines how tough a character is.
In general, endurance can be seen as the opposite of Strength, and as such, a character with C rank endurance should be able to moderately resist the striking force of a C rank strength character.
Agility - Agility is the measure of acceleration, movement speed, attack speed, and flexibility, and may contribute to reaction speed (along with the Intelligence statistic).
A higher agility ranking on one character does not necessarily imply that all aspects of agility are higher than a lower ranked characters agility score, but the higher rank is overall superior to the lower rank. The below chart only takes into account movement speed, and not the other variables.
Intelligence - Intelligence is the measure of a characters knowledge, IQ, and reaction speed.
Willpower - Willpower is mainly the measure of a characters mental resistance (ability to resist mental interference such as confusion, fascination, and fear), but also deals with a characters charisma, emotional/mental endurance, and innate protection from many types of superpowers.
Superpower/Technology/Magic - The measure of a creatures overall special function, whether it be a superpower, advanced technology, or magic. These variables are the most arbitrary of the bunch, but are accounted for due to the considerable differences in superpowers. The rating accounts for the characters destructive or combative ability, and not practical or daily use.
Scores and their Meaning - The stat list is derived from the CIS's own attempts at classifying superhumans so as to better understand them. Stats go all the way from E- to A rank, the complete list being E-, E, D, C, B, and A. As a general rule, E- signifies an average or below average human level, while E rank is considered 'peak' human - the general limit of what a human can accomplish with hard work, dedication, and talent. 'A' rank is considered the pinnacle of what a superhuman can accomplish, however, there is technically no ceiling. The stats are skewed in such a way that superhumans themselves will generally be well above the E rank spot while humans would not even be worth scoring, as these scores were not meant to encompass regular humans.
Strength - Strength is the overall score of the characters total physical output, and as such is the most basic and easiest statistic to understand. Strength is merely brute force and has nothing to do with skill or finesse, but it is still one of the most important statistics.
A more in-depth description of what rankings mean for Strength:
- Spoiler:
E-: This character is as strong as or weaker than the average human. Technically anything from a snail to a white collar worker can encompass this stat, but as a general rule, one should assume an average human level of strength unless otherwise stated. You can expect such a character to be able to lift at least 50 pounds. The high-end of this ranking itself ends at 500 pounds, but not all E- rank characters can lift 500 pounds.
E: This is the limit of what a human can achieve. If a character has no special powers, then this is about as high as you can get. Must be able to lift at least 500 pounds to reach this rank, and some characters can reach a maximum of 3 tons.
D: This is where things get a bit ridiculous - the average lifting strength of characters at this rank is about 25 tons.
C: This is considered the average for superhumans, but is still well above regular human level strength. Average lifting strength of about 50 tons.
B: Above average, even for superhumans. Average lifting strength of about 100 tons.
A: This is essentially the pinnacle, and very few superhumans can reach this level of strength. Lifting strength here is usually 200+ tons, but it could be possible to go even higher.
Endurance - Endurance is the measure of a few more things than Strength. Endurance takes into account durability (the ability to physically endure), resistance (being able to resist physical attacks), and, to a lesser extent, being able to make use of the Strength statistic. Overall, it determines how tough a character is.
In general, endurance can be seen as the opposite of Strength, and as such, a character with C rank endurance should be able to moderately resist the striking force of a C rank strength character.
Agility - Agility is the measure of acceleration, movement speed, attack speed, and flexibility, and may contribute to reaction speed (along with the Intelligence statistic).
A higher agility ranking on one character does not necessarily imply that all aspects of agility are higher than a lower ranked characters agility score, but the higher rank is overall superior to the lower rank. The below chart only takes into account movement speed, and not the other variables.
- Spoiler:
E-: The agility of most humans. Most humans can run at about 10MPH in short bursts, but can go up to 12MPH.
E: Peak human and slightly above. Can run up to 100 mph.
D: Considered superhuman. Can run an average of 300 mph and up to 600 mph.
C: Transonic speeds. Can run around 610-915 mph.
B: Supersonic speeds. 915-3840 mph.
A: Hypersonic speeds, potentially reaching 7680 mph.
Intelligence - Intelligence is the measure of a characters knowledge, IQ, and reaction speed.
Willpower - Willpower is mainly the measure of a characters mental resistance (ability to resist mental interference such as confusion, fascination, and fear), but also deals with a characters charisma, emotional/mental endurance, and innate protection from many types of superpowers.
Superpower/Technology/Magic - The measure of a creatures overall special function, whether it be a superpower, advanced technology, or magic. These variables are the most arbitrary of the bunch, but are accounted for due to the considerable differences in superpowers. The rating accounts for the characters destructive or combative ability, and not practical or daily use.
Last edited by Emiya on Mon Feb 22, 2016 1:07 am; edited 4 times in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
ANTICIPATION!!!
Solidcannon- Posts : 322
Join date : 2011-11-09
Age : 30
Location : West, Texas
Re: Discussion
Name: Gnos, "The Dragon of Babylon," "Tatsu," various other names.
Age: Unknown / Older than Aeon / Varies depending on current body
Gender: Unknown / Varies depending on the body
Character Theme: Gnos's Theme / All the Worlds Evil
Powers and Abilities:
Intelligence: Always retains supersonic reaction speed and is considered one of the most intelligent superhumans ever documented.
Tools and Equipment: None notable.
Weaknesses: Gnos's physical power varies greatly depending on the body, and Gnos is often extremely weak as a result.
Bio: Very little is known about Gnos, and the little that is known is considered unreliable and is a result of Aeon's numerous encounters with Gnos.
Aeon originally encountered Gnos over 2000 years ago. While Gnos's true intentions are unknown, it became apparent that s(he) intended to exterminate all superhumans (called 'gods' or 'heroes' at this time), and Gnos had developed efficient and deadly tactics that dealt with subduing and killing superhumans. While Aeon was initially defeated by Gnos, Aeon soon received help from a group of ordinary humans who eventually came to be known as the CIS - an organization dedicated to restraining superhumans and maintaining order in human society. After Gnos's initial defeat, s(he) continued to return throughout the ages, sometimes causing great catastrophes, and other times remaining quiet only to greet Aeon once again.
Gnos is currently low on the official extermination list of the CIS, as Aeon has had Gnos under relatively good control over the years. However, the higher ups have begun to notice some kind of change, but they do not yet know what it is.
Personality: Gnos has slightly different personalities all the time, and it is unknown whether this is a result of his/her reincarnation, or if it's just Gnos's nature. Generally, Gnos appears polite and enjoys small-talk with others, and acts the same towards friend and foe alike. Gnos has a good sense of humor and laughs easily, suggesting s(he) takes enjoyment in many things; indeed, Gnos can be seen as a sort of connoisseur when it comes to pleasure, and Gnos has no problems with committing either evil or good, so long as it interests him/her. Beneath this friendly exterior, however, lies an extremely intelligent superhuman, and it is impossible to tell what Gnos is really thinking. Gnos has committed rape, murder, and genocide all with a smile.
The CIS notes that Gnos appears to have some sort of infatuation with Aeon, and that no matter what, Gnos always seems to seek and confront Aeon. This has allowed the CIS to commit to other issues, knowing that Gnos will be occupied so long as Aeon is alive. While Aeon clearly despises Gnos, Gnos seems to act the opposite, and will go on long rants praising Aeon.
Age: Unknown / Older than Aeon / Varies depending on current body
Gender: Unknown / Varies depending on the body
Character Theme: Gnos's Theme / All the Worlds Evil
Powers and Abilities:
- Spoiler:
- Infinite Reincarnation - The full function of this ability has alluded the CIS and Aeon for the most part, and its potential is unknown. From observation, it is clear that Gnos can control his/her own spirit to a certain degree after his/her physical body has been destroyed. This control over the spiritual body allows Gnos to enter the body of another being and replace the former spirit/soul controlling the body with Gnos's own spirit.
This ability seems to have some limitation, as Gnos has only taken over toddlers and elderly people about to die, the latter being employed very rarely. It would seem that while Gnos's spirit does dislodge the former spirit, it doesn't fully take control until around the age of maturity, and thus the person usually remains in control and unaware of Gnos's presence until Gnos chooses to take control. Thus, Gnos usually makes a reappearance around every 20 years, when the body he has taken over reaches maturity.
This ability has made Gnos virtually immortal, as no matter how many times s(he) dies, s(he) always comes back.
Super Intelligence - Gnos has displayed superior intelligence on numerous occasions, and is thought to have super intelligence despite it not being his/her main ability. Gnos also has knowledge extending thousands of years - however, because of the nature of Infinite Reincarnation, Gnos does not retain knowledge like a normal being accumulates knowledge. Whenever Gnos is reincarnated into another body, Gnos seems to be aware of his/her own previous lives in a way similar to someone reading a book, rather than having actually experienced it.
Soul Manipulation - An ability that is used very rarely, Gnos is capable of literally sucking the life force out of a near-dead being, slightly healing himself of wounds in the process. This ability seems to be rather poor since it is much easier to kill a near-dead victim without taking time to remove the soul itself; however, Gnos has, numerous times, attempted to use this against Aeon - which gave Aeon time to escape or retaliate. Because of this, Aeon is certain that there is more to this ability than appearances would suggest.
Intelligence: Always retains supersonic reaction speed and is considered one of the most intelligent superhumans ever documented.
Tools and Equipment: None notable.
Weaknesses: Gnos's physical power varies greatly depending on the body, and Gnos is often extremely weak as a result.
Bio: Very little is known about Gnos, and the little that is known is considered unreliable and is a result of Aeon's numerous encounters with Gnos.
Aeon originally encountered Gnos over 2000 years ago. While Gnos's true intentions are unknown, it became apparent that s(he) intended to exterminate all superhumans (called 'gods' or 'heroes' at this time), and Gnos had developed efficient and deadly tactics that dealt with subduing and killing superhumans. While Aeon was initially defeated by Gnos, Aeon soon received help from a group of ordinary humans who eventually came to be known as the CIS - an organization dedicated to restraining superhumans and maintaining order in human society. After Gnos's initial defeat, s(he) continued to return throughout the ages, sometimes causing great catastrophes, and other times remaining quiet only to greet Aeon once again.
Gnos is currently low on the official extermination list of the CIS, as Aeon has had Gnos under relatively good control over the years. However, the higher ups have begun to notice some kind of change, but they do not yet know what it is.
Personality: Gnos has slightly different personalities all the time, and it is unknown whether this is a result of his/her reincarnation, or if it's just Gnos's nature. Generally, Gnos appears polite and enjoys small-talk with others, and acts the same towards friend and foe alike. Gnos has a good sense of humor and laughs easily, suggesting s(he) takes enjoyment in many things; indeed, Gnos can be seen as a sort of connoisseur when it comes to pleasure, and Gnos has no problems with committing either evil or good, so long as it interests him/her. Beneath this friendly exterior, however, lies an extremely intelligent superhuman, and it is impossible to tell what Gnos is really thinking. Gnos has committed rape, murder, and genocide all with a smile.
The CIS notes that Gnos appears to have some sort of infatuation with Aeon, and that no matter what, Gnos always seems to seek and confront Aeon. This has allowed the CIS to commit to other issues, knowing that Gnos will be occupied so long as Aeon is alive. While Aeon clearly despises Gnos, Gnos seems to act the opposite, and will go on long rants praising Aeon.
- Spoiler:
Last edited by Emiya on Fri Dec 06, 2013 7:56 pm; edited 1 time in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Johnathan Cook, “Pyromancer"
Age: 19
Gender: Male
Character Theme: Sword of Promised Victory
Powers and Abilities:
Intelligence: Johnathan's level of intelligence is that of a normal human being. He has an extensive knowledge in pyrotechnics and subjects related such as chemistry and physics.
Tools and Equipment: Johnathan has a small, hand crafted wardrobe of clothes that are fireproof, and are less bulky then their firefighter or solider counterparts – with the designs of them being only to not ignite, with no protection for the person wearing them. Other than this, there is nothing notable.
Weaknesses: Johnathan has a natural weakness to extremely cold temperatures, and can even be slightly bothered by weather that normal humans would simply describe as “cool”. Being subject to sub-zero temperatures can still be fatal to Johnathan even with consideration for his powers in mind.
Bio: Johnathan lived a normal life up until middle school, where he learned of his powers by accident. After he killed two school children and injured several others, he was expelled from school and his family was later placed under scrutiny by the government's CIS arm.
Over the course of his teenage life, the CIS played a major role in maintaining his education and was subject to their experiments. These experiments were often cruel or unusual, and though he hated them – he maintained compliance out of fear of death for him and his family.
At the age of seventeen, his parents tried to rescue him from the CIS' grasp, but were apprehended by agents before even making it into the building. Word that his parents were killed scared him, and he managed to escape by sheer luck. Since then, he has been on the run from government surveillance, and lived a solitary life in the mountains in upper Montana.
Personality: Johnathan is very young and emulates inexperience. He can be impulsive, and has a tendency to rely more on gut intuition than rationality or intelligence. His lack of contact with the outside world makes him socially awkward, and his concept of what is and isn't acceptable to say often is warped and simplistic.
Even still, he prefers to be left alone and has trouble letting others get close to him. Sometimes, he acts more inept than usual to push others away, but he has trouble talking down to others.
Age: 19
Gender: Male
Character Theme: Sword of Promised Victory
Powers and Abilities:
- Spoiler:
Fire Burst – Johnathan can shoot a ball of fire out of his hands the size of a football. This ability is best used to compliment other attacks since the accuracy and speed of the blast is not sufficient to take out other superhuman beings with substantial endurance. It is however; very cost effective as a spam-able ability due to its low energy cost.
Charge – The area around Johnathan begins to heat up, with greater levels of intensity the more effort he places into “charging” this ability. The area of effect also depends on the level of energy at his disposal, but it is largely controllable. The more expansive the radius, the more difficult it is to heat up. This ability automatically forms as a circle around him, and while he can warp the projection of this ability, it is difficult to do so. Channeling this ability from a foreign place rather than him is even more difficult, but possible.
Elemental Control – Johnathan has a touch ability to create or cancel the properties necessary to ignite or put out fires. In a vacuum, Johnathan could still produce flames – but this ability is best used to put out fires or cause items he is holding to catch a flame. This ability also gives Johnathan’s body a strong natural resistance to heat or being burned. Absorbing fires also gives Johnathan a significant energy boost.
Intelligence: Johnathan's level of intelligence is that of a normal human being. He has an extensive knowledge in pyrotechnics and subjects related such as chemistry and physics.
Tools and Equipment: Johnathan has a small, hand crafted wardrobe of clothes that are fireproof, and are less bulky then their firefighter or solider counterparts – with the designs of them being only to not ignite, with no protection for the person wearing them. Other than this, there is nothing notable.
Weaknesses: Johnathan has a natural weakness to extremely cold temperatures, and can even be slightly bothered by weather that normal humans would simply describe as “cool”. Being subject to sub-zero temperatures can still be fatal to Johnathan even with consideration for his powers in mind.
Bio: Johnathan lived a normal life up until middle school, where he learned of his powers by accident. After he killed two school children and injured several others, he was expelled from school and his family was later placed under scrutiny by the government's CIS arm.
Over the course of his teenage life, the CIS played a major role in maintaining his education and was subject to their experiments. These experiments were often cruel or unusual, and though he hated them – he maintained compliance out of fear of death for him and his family.
At the age of seventeen, his parents tried to rescue him from the CIS' grasp, but were apprehended by agents before even making it into the building. Word that his parents were killed scared him, and he managed to escape by sheer luck. Since then, he has been on the run from government surveillance, and lived a solitary life in the mountains in upper Montana.
Personality: Johnathan is very young and emulates inexperience. He can be impulsive, and has a tendency to rely more on gut intuition than rationality or intelligence. His lack of contact with the outside world makes him socially awkward, and his concept of what is and isn't acceptable to say often is warped and simplistic.
Even still, he prefers to be left alone and has trouble letting others get close to him. Sometimes, he acts more inept than usual to push others away, but he has trouble talking down to others.
- Spoiler:
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Major Organizations of the Facklerverse
Aside from independent countries, there are also a few organizations that hold power and prominence across the world. Some of these organizations are not known to the general public, and all of them have secrets.
The CIS (Central Intelligence Security)
The basis of The CIS was formed long ago, the original premise being to centralize enough dedicated power to control superhumans to a certain degree. Since then, The CIS has taken on many names, and is now known as a global security and information force tasked with dealing with terrorists and dangerous global criminals. With the advancement of expensive technology that cannot be practically utilized by military and law enforcement but can be obtained illegally, the CIS has good excuse for their continued existence. In actuality, while The CIS does target human threats, the main targets of CIS justice are superhumans who either commit crimes, become too powerful, or reveal their abilities in public. Of course, the CIS does not reveal true information to the public, and keeps the knowledge of superhumans a well-guarded secret known only to high-ranking members of its own hierarchy and of the other organizations.
The CIS, as a general rule, employs agents equipped with advanced technology only in circulation by The CIS, but they also make use of subdued superhumans when applicable. The CIS is on friendly terms with the Holy Church due to similar goals, neutral towards The Mages Association, and generally antagonistic to superhumans.
The Mages Association
The Mages Association is the oldest organization of the major three, and is the most secretive in nature. Unlike superhumans, mages have similar goals and have long since formed groups in order to share knowledge and retain their status in the world. The Mages Association, like the truth about superhumans, is not officially known to the general public. Being secretive, The Mages Association keeps tabs on all magi across the globe, and deal with magi that reveal information to the public in a similar fashion to how the CIS deals with superhumans. The Mages Association is not as centralized as the other organizations and they mostly only ensure that magi are following proper rules.
Magi are wealthy as a rule and come from a long line of magi, which enables them to use magic. Thus, magi are quite rare despite their power, and are about as numerous as superhumans.
Magi are generally friendly with superhumans, since they share a common enemy and both posses innate talent that must be kept secret, neutral towards The CIS, and long-time enemies of The Holy Church.
The Holy Church
The Holy Church has a long history of conflict with The Mages Association and superhumans, both of which the Holy Church refers to as "heretics". The Holy Church came into power shortly before The CIS, and the two made natural allies. The Holy Church serves as the ultimate, final balance of power, keeping both magi and superhumans in check. They also serve to ensure that magic and superhumans are kept secret, along with most other supernatural creatures such as vampires.
The Holy Church has two major sects that deal with heretics: the Exorcists, who free humans of evil spirits and destroy beings such as vampires, and Executors, who essentially function as assassins. Both of these use a specific type of magic that is considered holy magic, and other foreign magics are called black magic. In a similar vein, The Holy Church doesn't much differentiate between black magic and superpowers, although some in the Church feel sympathetic towards superhumans, knowing that their cursed powers were not a choice. The Holy Church also makes use of magic artifacts and some degree of technology.
The Holy Church is friendly with the CIS, slightly antagonistic towards superhumans (but will tolerate their presence), and are long time enemies of The Mages Association.
Minor Superhuman Associations
Superhumans have, on occasion, attempted to unite a large number of similar minded superhumans under one larger group in order to better resist The Holy Church and The CIS; however, these groups have never lasted beyond a few years, be it because of internal power struggles or external attacks from enemy organizations. Currently, superhumans either live alone or with a small family sect.
Aside from independent countries, there are also a few organizations that hold power and prominence across the world. Some of these organizations are not known to the general public, and all of them have secrets.
The CIS (Central Intelligence Security)
The basis of The CIS was formed long ago, the original premise being to centralize enough dedicated power to control superhumans to a certain degree. Since then, The CIS has taken on many names, and is now known as a global security and information force tasked with dealing with terrorists and dangerous global criminals. With the advancement of expensive technology that cannot be practically utilized by military and law enforcement but can be obtained illegally, the CIS has good excuse for their continued existence. In actuality, while The CIS does target human threats, the main targets of CIS justice are superhumans who either commit crimes, become too powerful, or reveal their abilities in public. Of course, the CIS does not reveal true information to the public, and keeps the knowledge of superhumans a well-guarded secret known only to high-ranking members of its own hierarchy and of the other organizations.
The CIS, as a general rule, employs agents equipped with advanced technology only in circulation by The CIS, but they also make use of subdued superhumans when applicable. The CIS is on friendly terms with the Holy Church due to similar goals, neutral towards The Mages Association, and generally antagonistic to superhumans.
The Mages Association
The Mages Association is the oldest organization of the major three, and is the most secretive in nature. Unlike superhumans, mages have similar goals and have long since formed groups in order to share knowledge and retain their status in the world. The Mages Association, like the truth about superhumans, is not officially known to the general public. Being secretive, The Mages Association keeps tabs on all magi across the globe, and deal with magi that reveal information to the public in a similar fashion to how the CIS deals with superhumans. The Mages Association is not as centralized as the other organizations and they mostly only ensure that magi are following proper rules.
Magi are wealthy as a rule and come from a long line of magi, which enables them to use magic. Thus, magi are quite rare despite their power, and are about as numerous as superhumans.
Magi are generally friendly with superhumans, since they share a common enemy and both posses innate talent that must be kept secret, neutral towards The CIS, and long-time enemies of The Holy Church.
The Holy Church
The Holy Church has a long history of conflict with The Mages Association and superhumans, both of which the Holy Church refers to as "heretics". The Holy Church came into power shortly before The CIS, and the two made natural allies. The Holy Church serves as the ultimate, final balance of power, keeping both magi and superhumans in check. They also serve to ensure that magic and superhumans are kept secret, along with most other supernatural creatures such as vampires.
The Holy Church has two major sects that deal with heretics: the Exorcists, who free humans of evil spirits and destroy beings such as vampires, and Executors, who essentially function as assassins. Both of these use a specific type of magic that is considered holy magic, and other foreign magics are called black magic. In a similar vein, The Holy Church doesn't much differentiate between black magic and superpowers, although some in the Church feel sympathetic towards superhumans, knowing that their cursed powers were not a choice. The Holy Church also makes use of magic artifacts and some degree of technology.
The Holy Church is friendly with the CIS, slightly antagonistic towards superhumans (but will tolerate their presence), and are long time enemies of The Mages Association.
Minor Superhuman Associations
Superhumans have, on occasion, attempted to unite a large number of similar minded superhumans under one larger group in order to better resist The Holy Church and The CIS; however, these groups have never lasted beyond a few years, be it because of internal power struggles or external attacks from enemy organizations. Currently, superhumans either live alone or with a small family sect.
Last edited by Emiya on Mon Jun 17, 2013 3:15 am; edited 1 time in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Aalis Odile
Age: 20
Gender: Female
Character Theme: Truth
Spellbook:
Appearance: Aalis stands 180cm and has a solid, slim build more befitting a true executor. She keeps her black hair fairly long, at around lower-back length. Her eyes are a very sharp blue, enhanced by the fact her clairvoyance magecraft intensifies the color. Her attire is rather unique; rather than the full-cloak robe that most Church members wear, her robe only covers the upper half of her body, while a skirt covers her upper thighs. Although not meant to be true armor, her robe is made of kevlar and provides some protection.
Intelligence: Although naturally smart, The Holy Church does not teach for its exorcists to be inquisitive, and despite her vast knowledge of Holy Magic, she is held back by her ideals. Still considered above average human, like most magi.
Tools and Equipment:
Bio: Aalis Odile hails from a family a bit different from that of most magi – rather than a traditional family filled with magi seeking knowledge, the Odiles have always been a family closely associated with the Church. Indeed, it is said that over the centuries, the Odiles have occupied many top positions in the Holy Church's hierarchy, despite their usage of magic. Their use of magic has even been accepted as useful, practical, and holy. Such understanding is rare, but not without reason. The Odiles basic magic has always been centered around either healing or exterminating evil, similar to the holy sacraments the Church teaches. Thus, an exception was made – the Odiles gave their greatest secrets, spells of healing and destruction of the undead, to the Church, and the Church accepted them with open arms.
Aalis was born in France and raised as the rightful heir of the Odiles. As such, her life was predominately filled with church lessons, visits to sacred sites including Rome and Jerusalem, and training in traditional Odile magecraft. By the age of 17, she officially joined the Church under a sect of the Chivalric Orders as a knight, in training to become a church exorcist - essentially, a church assassin. Having witnessed her potential for magecraft and adept physical skill, the Church was eager to include her as an inquisitor; however they were soon let down, as she appeared unwilling to accept the brutality necessary for the job. Instead, she was given many odd roles, from dealing with minor exorcisms to curing the sick. In the end, she never became an executor, and the issue was not pushed. However, she was still well trained, and is proficient in at least two forms of martial arts.
Although her family was disappointed that she did not ascend up the steps of the Church hierarchy as was usual of their heirs, she was still given many honorary positions, and is well respected within the Church.
Personality: Aalis is primarily defined by the unwavering faith that she places in the Church hierarchy; trumping all emotions, her often extreme dedication to the Church comes first and foremost. Her convictions are tied directly to Church teachings, and she does not question them, nor any other orders given by the Church. For her, “the law” is simply the great word of God – and by extension, the Church. She often comes across as cold to those who do not understand this concept; for her the word of God is merely law and it is her duty to fulfill it.
However, despite her extreme dedication she is not at the level of “executor” in the eyes of the Church; her love and compassion for fellow human beings, while not quite cardinal level, puts the assassins of the Church to shame. This aspect of her personality does not stem from Church teaching, but rather personal belief. Indeed, her personality outside of obeying the Church is rather different from what is normally expected of executors – she is unusually kind, though sarcastic and stubborn. Because of this, it cannot be said that she is a mere puppet of the Church. Rather, she has not yet run into any problems with being both kind (to people) and following the Church unflinchingly. If she were to run into such an issue, it is unknown what her course of action would be.
Age: 20
Gender: Female
Character Theme: Truth
Spellbook:
- Holy Magic:
Rapid Regneration - A spell that accelerates natural body functions to increase the rate of healing by multiple times, allowing minor external wounds to heal in seconds. Major external wounds may take a few minutes, while internal wounds, depending on the severity, may or may not heal entirely. Because of the simplicity of this spell, it can be cast instantaneously.
Spark of Life - A basic elementary healing spell capable of healing moderate to minor injuries instantly. Since the healing is completely dependent on mana and ignores the natural healing process, it can be used effectively on spirits as well as those who posses physical bodies, and can be used on internal organs that would otherwise not heal. It cannot replace lost body parts, and serious injuries may not heal completely. Requires the name to be cast aloud.
Fire of Life - A powerful healing spell that forces the caster to stay immobile during the casting. By using a fair chunk of mana, the effects of Spark of Life are multiplied and accelerated even further, healing all wounds, including curses and disease.
Mana Projection - A spell that utilizes mana as a 'trigger' to increase the performance of something, similar to reinforcement of the body. As this is Aalis's main offensive spell, and is used quite often, its effectiveness is such that her physical performance is greatly increased, allowing her to match some superhumans in close combat.
Divine Eyes - A spell that allows temporary 'pure eyes', allowing the caster to see concepts and objects that otherwise cannot be seen by the normal human eye. These include demons, ghosts, abstract magecraft (such as traps and fields), and even intangible forces caused by superpowers (such as mental and temporal abilities). Causes the casters eyes to glow brightly once activated.
Sol's Blessing - A holy spell very similar to magic fields that can only be activated once a sufficient number of holy scriptures are placed and the incantation has been cast. Once activated, the previously dormant holy scriptures glow and emit an aura that greatly weakens all nearby inhuman creatures, potentially killing them should they choose to touch the scriptures. If the scriptures are properly placed, it can prevent many creatures from escaping, lest they be burned to ash. The dormant scriptures can be removed prior to activation in order to weaken or negate the holy field entirely.
Holy Baptism - A holy spell that is used by high-ranking church exorcists to eliminate physical beings such as vampires, demons, and even superhumans. It creates a flash fire upon the target creature that surpasses physical resistance and burns the body away, and is especially effective against non-humans. The incantation is in the Eight-Count category and requires physical contact.- Incantation:
- I forgive. I forget.
I avenge. I destroy.
I bestow upon your soul eternal life.
None can escape my vision,
None can escape the cross of the Lord.
Do not resist. Do not think.
This is the path to eternity.
Kyrie Eleison
Baptism Rite - A ritual with an aria that falls on the Ten-Count category, capable of exorcising devils and sending wraiths back to the world of the dead. Possesses weak capacities of physical interference, but its power is overwhelming against spiritual bodies. It is considered one of the Holy Church's greatest spells for eliminating evil spirits, and lesser creatures will be utterly destroyed.- Incantation:
- I kill, I give life. I injure, I heal. There are none who escape from my hands. There are none who escape from my eyes.
May it be so that you are shattered.
I welcome the defeated, the aged. Surrender to me, learn from me, obey me.
May you be at rest.
Do not forget the song, do not forget the prayer, do not forget me .I relieve you of all burdens.
May it be so that there is no deception.
Retaliation unto forgiveness, betrayal unto belief, despair unto hope, darkness unto light, death unto life.
May you rest in my hands. Let there be mark of your sins. Eternal life is found only in death.
Forgiveness is before you, and so my incarnation vows.
Kyrie Eleison
Appearance: Aalis stands 180cm and has a solid, slim build more befitting a true executor. She keeps her black hair fairly long, at around lower-back length. Her eyes are a very sharp blue, enhanced by the fact her clairvoyance magecraft intensifies the color. Her attire is rather unique; rather than the full-cloak robe that most Church members wear, her robe only covers the upper half of her body, while a skirt covers her upper thighs. Although not meant to be true armor, her robe is made of kevlar and provides some protection.
Intelligence: Although naturally smart, The Holy Church does not teach for its exorcists to be inquisitive, and despite her vast knowledge of Holy Magic, she is held back by her ideals. Still considered above average human, like most magi.
Tools and Equipment:
- Spoiler:
Black Keys - Sharp, dagger-like objects employed by church exorcists. Unlike normal throwing daggers, these match the size of a sword, but are still primarily utilized as a throwing weapon. They are slightly unbalanced and therefore weaker than the average sword at close-range, but when thrown by an expert can match the power and velocity of a bullet. These daggers are created through magic, and are not carried around – they are formed through pages of holy scripture, and therefore many can be carried around at a single time. Aalis can carry up to three in each hand. They have a special property against inhuman creatures.
Sciprtures of Providence - The scriptures used to produce the Black Keys are not just for show. The scriptures themselves can be used to create fields that weaken inhuman creatures (see:Spellbook)
Bio: Aalis Odile hails from a family a bit different from that of most magi – rather than a traditional family filled with magi seeking knowledge, the Odiles have always been a family closely associated with the Church. Indeed, it is said that over the centuries, the Odiles have occupied many top positions in the Holy Church's hierarchy, despite their usage of magic. Their use of magic has even been accepted as useful, practical, and holy. Such understanding is rare, but not without reason. The Odiles basic magic has always been centered around either healing or exterminating evil, similar to the holy sacraments the Church teaches. Thus, an exception was made – the Odiles gave their greatest secrets, spells of healing and destruction of the undead, to the Church, and the Church accepted them with open arms.
Aalis was born in France and raised as the rightful heir of the Odiles. As such, her life was predominately filled with church lessons, visits to sacred sites including Rome and Jerusalem, and training in traditional Odile magecraft. By the age of 17, she officially joined the Church under a sect of the Chivalric Orders as a knight, in training to become a church exorcist - essentially, a church assassin. Having witnessed her potential for magecraft and adept physical skill, the Church was eager to include her as an inquisitor; however they were soon let down, as she appeared unwilling to accept the brutality necessary for the job. Instead, she was given many odd roles, from dealing with minor exorcisms to curing the sick. In the end, she never became an executor, and the issue was not pushed. However, she was still well trained, and is proficient in at least two forms of martial arts.
Although her family was disappointed that she did not ascend up the steps of the Church hierarchy as was usual of their heirs, she was still given many honorary positions, and is well respected within the Church.
Personality: Aalis is primarily defined by the unwavering faith that she places in the Church hierarchy; trumping all emotions, her often extreme dedication to the Church comes first and foremost. Her convictions are tied directly to Church teachings, and she does not question them, nor any other orders given by the Church. For her, “the law” is simply the great word of God – and by extension, the Church. She often comes across as cold to those who do not understand this concept; for her the word of God is merely law and it is her duty to fulfill it.
However, despite her extreme dedication she is not at the level of “executor” in the eyes of the Church; her love and compassion for fellow human beings, while not quite cardinal level, puts the assassins of the Church to shame. This aspect of her personality does not stem from Church teaching, but rather personal belief. Indeed, her personality outside of obeying the Church is rather different from what is normally expected of executors – she is unusually kind, though sarcastic and stubborn. Because of this, it cannot be said that she is a mere puppet of the Church. Rather, she has not yet run into any problems with being both kind (to people) and following the Church unflinchingly. If she were to run into such an issue, it is unknown what her course of action would be.
- Spoiler:
Last edited by Emiya on Fri Dec 06, 2013 8:11 pm; edited 3 times in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Gura Hancock, "White Beard" ("father" or "old man" to his crew)
Age: 72
Gender: Male
Character Theme: Freedom Fighters, Sons of War
Weapon: Bisento
Appearance: He wears a black bandanna around his head and adorns himself with a white captain's coat which hangs loosely from his broad shoulders and bears his Jolly Roger symbol. He is always seen bare-chested, and wears light, loose pants tucked inside his large black boots, and a dark pirate sash around his waist. While not in battle, Hancock is typically on oxygen and attached to several medical sensor machines, due to health issues concerning his age.
Intelligence: His reign on the sea, reputation and foreboding power make him seemingly overconfident and fearless (to the point of making it seem that he considers nothing a threat), he seems unable to see any cause of alarm on any decision he makes and refuses all advice given to him. However, later revelations show that he is much more thoughtful than he appears to be. Actions that initially seem to be the result of thoughtless, headstrong bravado actually have strong reasons behind them.
Tools and Equipment: A Gigantic spear made from very durable materials
Weaknesses: Due to his age his health deteriorates after long periods of time have passed without being hooked up to medical machines
Bio: As a child Hancock was always larger than the other kids, despite this he was bullied for years. His parents always said he had a "bleeding heart", and often visited to school to stop the abuse. It wasn't till he was 20 years old that he found his power, he was with his parents leaving a supermarket when they were jumped by a local gang. His father stood up to the gang but got severely beaten and his wife was being dragged away, all the while Hancock yelled in protest to the attackers but at the sight of his mother and father being hurt made something stir deep within. Hancock jumps up and charges one of the gang members and throws a powerful punch. It didn't connect.
Instead of hitting the attacker Hancock's fist made the air itself crack, immediately the man is thrown like dust in the wind and bursts through a solid concrete wall 200 meters away. Everyone stops and looks on in horror at this sudden power, Hancock stares at the hole in the wall. He recovers himself and turns onto the rest of the gang and sees his mother crawling away with 2 guys going after her. Filled with anger Hancock swings both arms and hit the air making it crack once more, the ground split under the gang and they fell into the abyss.
Two days after the incident the CIS came knocking at his house and tried to take him away, his parents refused but the CIS ordered them to hand him over. His parents yelled for their son to escape, Hancock heard the commotion and did as he was told to do and made a dash for the nearby coast.
He was picked up by a group of pirates that hated the CIS, he spent the next 42 years waging a losing war against the CIS.
Personality: Although from what other people see of him, he may have seem to have an overgrown ego, but deep down he knows that he is nothing but a single man, and is fully aware of his own mortality. He knows that the youth are the keys to the future, and that their lives are far more important than his own. He also enjoys talking about the past. People that are children at that time are still children in his eyes. One way to appease him mainly involved bringing and sharing with him a drink (preferably of high quality and very expensive) while striking up a conversation. Hancock dreams of a day that all can live together in harmony, thus gives birth to his iron rule "no killing in the family" if one was to kill another Hancock would personally chase that poor soul down and dispatch him from this world.
Crew Members:
Vice Captain- Buster Idealgo
Hancock doesn't speak for a long time and for a moment Buster thinks he didn't have anything left to say but then he could just hear it above the sound of crashing waves "A family" Buster stares in disbelief at the man that was only just a stranger a moment ago but now he had a weird aura about him. Buster couldn't help but fall to his knees and cry for the first time in years.
First mate Sheara Utah-
One day she was in her home when a knock was heard from the door, she didn't bother to get up and see who it was. The door bursts open as CIS agents enter her home, she scrambles into her closet and locks the door as the agents search the house. They fix their attention on the closet and break it down dragging her out of the house "Sheara Utah for the act of killing 4 innocent civilians you will be executed immediately by firing squad" she laughs and says to the agent "go ahead, I don't have anything to lose" "But you have everything to gain" says a voice from further down the road. The agents look around and a couple of them go down the road to investigate. Their screams cut the air like a knife and the other agents start to panic, "Don't you want to live little girl? If you do fight for it!" says the voice again. "NO! I don't deserve to live! I killed those poor people", "That is because you weakness that you never bothered to learn to control those powers of yours!" Boomed to voice. She blinks and when her eyes open there is a giant man stand in front of her "Do you wish to live and become part of my family?"
The CIS agents although startled start firing at the giant of a man but before the first bullets hit their mark the giant throws a punch a cracks the air between him and the agents, the bullets hit the air and ricochet back at the agents wounding almost all of them. The giant turns towards the girls and says "you still haven't said it... Say you want to live!", Sheara stares at the man and tears spring to her eyes
Sharpshooter-Corona Curts
She closed her eyes and said a prayer when she opened her eyes she was slapped in the face by shock and awe, the building literally fell apart around her. She stared at the ruble around her and saw a giant of a man stride towards her, the man stops a few meters from her. The man flicked his spear, it was so fast she could barely see it, her bindings fell from her hands and legs. She rubbed her wrists and looks up at the man ans sees and extended hand from the man, She gladly takes his hand.
Age: 72
Gender: Male
Character Theme: Freedom Fighters, Sons of War
Weapon: Bisento
- Spoiler:
- Spoiler:
- Gura quake-He swings his arm (or arms) and literally cracks the air itself, sending devastating shock waves through the air in the direction it is facing. These shock waves are able to pass through and damage almost any substance, literally tearing it apart. The shock waves can also be sent into the sea, generating huge tsunamis, and can be used in conjunction with physical attacks in close-quarter-combat
Gura bubble- He converges quakes into a sphere of focused power around his fist, effectively harnessing his terrible destructive power into a pin-point attack he can use in close-quarter-combat and completely avoid collateral damage
Gura tilt- He grabs the air around him as if it were tangible and pulls it, causing the area around him to shift. Using this, he was capable of tilting the an entire island
Gura explosion- Similar to his quake bubble, He focuses his quake power around in a sphere of focused power, with the difference that he then sends it forward and releases it in an explosion-like quake
Appearance: He wears a black bandanna around his head and adorns himself with a white captain's coat which hangs loosely from his broad shoulders and bears his Jolly Roger symbol. He is always seen bare-chested, and wears light, loose pants tucked inside his large black boots, and a dark pirate sash around his waist. While not in battle, Hancock is typically on oxygen and attached to several medical sensor machines, due to health issues concerning his age.
Intelligence: His reign on the sea, reputation and foreboding power make him seemingly overconfident and fearless (to the point of making it seem that he considers nothing a threat), he seems unable to see any cause of alarm on any decision he makes and refuses all advice given to him. However, later revelations show that he is much more thoughtful than he appears to be. Actions that initially seem to be the result of thoughtless, headstrong bravado actually have strong reasons behind them.
Tools and Equipment: A Gigantic spear made from very durable materials
Weaknesses: Due to his age his health deteriorates after long periods of time have passed without being hooked up to medical machines
Bio: As a child Hancock was always larger than the other kids, despite this he was bullied for years. His parents always said he had a "bleeding heart", and often visited to school to stop the abuse. It wasn't till he was 20 years old that he found his power, he was with his parents leaving a supermarket when they were jumped by a local gang. His father stood up to the gang but got severely beaten and his wife was being dragged away, all the while Hancock yelled in protest to the attackers but at the sight of his mother and father being hurt made something stir deep within. Hancock jumps up and charges one of the gang members and throws a powerful punch. It didn't connect.
Instead of hitting the attacker Hancock's fist made the air itself crack, immediately the man is thrown like dust in the wind and bursts through a solid concrete wall 200 meters away. Everyone stops and looks on in horror at this sudden power, Hancock stares at the hole in the wall. He recovers himself and turns onto the rest of the gang and sees his mother crawling away with 2 guys going after her. Filled with anger Hancock swings both arms and hit the air making it crack once more, the ground split under the gang and they fell into the abyss.
Two days after the incident the CIS came knocking at his house and tried to take him away, his parents refused but the CIS ordered them to hand him over. His parents yelled for their son to escape, Hancock heard the commotion and did as he was told to do and made a dash for the nearby coast.
He was picked up by a group of pirates that hated the CIS, he spent the next 42 years waging a losing war against the CIS.
Personality: Although from what other people see of him, he may have seem to have an overgrown ego, but deep down he knows that he is nothing but a single man, and is fully aware of his own mortality. He knows that the youth are the keys to the future, and that their lives are far more important than his own. He also enjoys talking about the past. People that are children at that time are still children in his eyes. One way to appease him mainly involved bringing and sharing with him a drink (preferably of high quality and very expensive) while striking up a conversation. Hancock dreams of a day that all can live together in harmony, thus gives birth to his iron rule "no killing in the family" if one was to kill another Hancock would personally chase that poor soul down and dispatch him from this world.
- Spoiler:
Crew Members:
Vice Captain- Buster Idealgo
- Spoiler:
Hancock doesn't speak for a long time and for a moment Buster thinks he didn't have anything left to say but then he could just hear it above the sound of crashing waves "A family" Buster stares in disbelief at the man that was only just a stranger a moment ago but now he had a weird aura about him. Buster couldn't help but fall to his knees and cry for the first time in years.
First mate Sheara Utah-
- Spoiler:
One day she was in her home when a knock was heard from the door, she didn't bother to get up and see who it was. The door bursts open as CIS agents enter her home, she scrambles into her closet and locks the door as the agents search the house. They fix their attention on the closet and break it down dragging her out of the house "Sheara Utah for the act of killing 4 innocent civilians you will be executed immediately by firing squad" she laughs and says to the agent "go ahead, I don't have anything to lose" "But you have everything to gain" says a voice from further down the road. The agents look around and a couple of them go down the road to investigate. Their screams cut the air like a knife and the other agents start to panic, "Don't you want to live little girl? If you do fight for it!" says the voice again. "NO! I don't deserve to live! I killed those poor people", "That is because you weakness that you never bothered to learn to control those powers of yours!" Boomed to voice. She blinks and when her eyes open there is a giant man stand in front of her "Do you wish to live and become part of my family?"
The CIS agents although startled start firing at the giant of a man but before the first bullets hit their mark the giant throws a punch a cracks the air between him and the agents, the bullets hit the air and ricochet back at the agents wounding almost all of them. The giant turns towards the girls and says "you still haven't said it... Say you want to live!", Sheara stares at the man and tears spring to her eyes
Sharpshooter-Corona Curts
- Spoiler:
She closed her eyes and said a prayer when she opened her eyes she was slapped in the face by shock and awe, the building literally fell apart around her. She stared at the ruble around her and saw a giant of a man stride towards her, the man stops a few meters from her. The man flicked his spear, it was so fast she could barely see it, her bindings fell from her hands and legs. She rubbed her wrists and looks up at the man ans sees and extended hand from the man, She gladly takes his hand.
Last edited by Solidcannon on Wed Jun 19, 2013 5:14 pm; edited 4 times in total
Solidcannon- Posts : 322
Join date : 2011-11-09
Age : 30
Location : West, Texas
Re: Discussion
Name: Sal, "God of the Wired"
Age: ???
Gender: Female
Character Theme: Blue Darkness
Powers and Abilities:
Physical Attributes: It is rumored that Sal has base human physical attributes. However, this physical form, if it so exists, has not been seen by any except the very highest ranking members of the CIS.
Appearance: Sal's physical appearance is unknown, but when sending messages to CIS members, she often appears in 2D holograms as a blue spherical object with a slight glow, very similar in appearance to an eyeball. When she projects herself into a 3D form, she generally appears with a completely blue human body, with no identifiable physical features or detail other than the colorization.
Intelligence: The smartest individual known to the CIS, and vastly superior to other superhumans with super intelligence due to her connection with the wired.
Tools and Equipment: The Wired and any equipment or tools connected to the wired can be manipulated by Sal.
Weaknesses: Unknown - Sal cannot be challenged on The Wired.
Bio: Sal's true history is currently unknown, even to the highest ranking officers of the CIS, and the only history available is the little that has been leaked to the general CIS employees and the other major organizations.
It is thought that Sal has been around for about 25 years, and has been de-facto leader of the CIS after the original lineage of CEO's died off. Sal's coronation as leader was never official, but was accepted as a matter of course due to her enormous influence and presence among both the CIS and governments worldwide. It is said that a few people have seen Sal's true physical body, but even this is speculation, and it is entirely possible that no person alive has actually seen Sal, despite her position. The highest members of the CIS receive orders and speak with Sal, but this is all done through the wired.
Sal's very existence is a bit of an in-joke among some of the CIS members, who are not even sure if Sal truly exists. Those who do believe in her existence sometimes joke sarcastically to their peers,
"Here, there is a God."
Personality: Sal acts more computer than human, although she is clearly pushing the CIS's own agenda and therefore must have some sort of subjectivity. Sal normally gets to the point and does not interact very long with CIS employees. On occasion, she has spoken with low-ranking members of the CIS to give direct orders that did not coincide with another higher-ups orders. Some retired veterans claim that Sal spoke to them on a personal level on some occasions, asking in-depth questions about the physical world, but this too was never verified.
Age: ???
Gender: Female
Character Theme: Blue Darkness
Powers and Abilities:
- Spoiler:
- Super Intelligence - Sal is vastly more intelligent than humans, and is considered the most intelligent superhuman alive. Her reaction speed is far beyond hypersonic, and she holds a wealth of knowledge even greater than Aeon's.
Apathy - Sal can suppress emotion to the point where her mind can be considered a sentient supercomputer, and she cannot be targeted or tracked by emphatic powers.
Cyber Hive-Mind - It is rumored that the physical body of Sal is connected to 100's of supercomputers, and through this connection Sal has vast control of the wired (an advanced form of the internet, except using a three-dimensional world that the three-dimensional representation of the user interacts with, unlike the two-dimensional aspect of the internet). Sal is neigh omnipresent and omniscient in the wired (it is assumed that Sal never sleeps and is always active on the wired, and it's currently unknown how this is achieved), and has access to information no other user or organization can access, including private files and information. Sal can modify information in the wired without leaving a virtual trace. The wired itself is connected to most government cameras, advanced equipment (including satellites), and CIS deployed tools, and thus even in the physical realm Sal can "be" in many places at once. It is unknown what the limits of this ability are simply because few know of Sal's existence, and those who do cannot hope to trace Sal's actions on the wired. Thus, she is sometimes known as the "God of the Wired", as she is the embodiment of all the wireds information in physical form.
Physical Attributes: It is rumored that Sal has base human physical attributes. However, this physical form, if it so exists, has not been seen by any except the very highest ranking members of the CIS.
Appearance: Sal's physical appearance is unknown, but when sending messages to CIS members, she often appears in 2D holograms as a blue spherical object with a slight glow, very similar in appearance to an eyeball. When she projects herself into a 3D form, she generally appears with a completely blue human body, with no identifiable physical features or detail other than the colorization.
Intelligence: The smartest individual known to the CIS, and vastly superior to other superhumans with super intelligence due to her connection with the wired.
Tools and Equipment: The Wired and any equipment or tools connected to the wired can be manipulated by Sal.
Weaknesses: Unknown - Sal cannot be challenged on The Wired.
Bio: Sal's true history is currently unknown, even to the highest ranking officers of the CIS, and the only history available is the little that has been leaked to the general CIS employees and the other major organizations.
It is thought that Sal has been around for about 25 years, and has been de-facto leader of the CIS after the original lineage of CEO's died off. Sal's coronation as leader was never official, but was accepted as a matter of course due to her enormous influence and presence among both the CIS and governments worldwide. It is said that a few people have seen Sal's true physical body, but even this is speculation, and it is entirely possible that no person alive has actually seen Sal, despite her position. The highest members of the CIS receive orders and speak with Sal, but this is all done through the wired.
Sal's very existence is a bit of an in-joke among some of the CIS members, who are not even sure if Sal truly exists. Those who do believe in her existence sometimes joke sarcastically to their peers,
"Here, there is a God."
Personality: Sal acts more computer than human, although she is clearly pushing the CIS's own agenda and therefore must have some sort of subjectivity. Sal normally gets to the point and does not interact very long with CIS employees. On occasion, she has spoken with low-ranking members of the CIS to give direct orders that did not coincide with another higher-ups orders. Some retired veterans claim that Sal spoke to them on a personal level on some occasions, asking in-depth questions about the physical world, but this too was never verified.
- Spoiler:
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: William Weston “Commissioner”
Gender: Male
Age: 36
Powers and Abilities: None.
Character Theme:
Physical Attributes: William meets the recommended requirements of psychical fitness to work within the CIS, but is not particularly dexterous in any notable way.
Intelligence: William is a prodigy in the world of forensics and psychology. Throughout his life, William was always highly regarded in school, and it didn't surprise anyone when he graduated top of his class in the police academy of New Orleans. Any task of mental endurance is any easy task for him, and he is often looked up to by his peers not only for wisdom but also the wealth of information he has accrued from years of working with local and CIS enforcement. William is capable of focusing on a specific task which grants him an uncanny attention to detail.
Bio: William Weston was born in a small town in The Red River Parish. He was raised by decent parents, who managed to put him through various academic programs from childhood. As he grew up, he decided that he wanted to help his community, and joined the police force and moved to the growing city of New Orleans
As an officer in New Orleans, he gained a lot of experience working in the large inner city. The place had changed a lot, and he had frequent run ins with super humans who were escaping captivity or attempting to attack the CIS. He learned a lot about their ways and began to develop a sense of understanding for their plight.
An incident involving a super human occurred though, and it cost him his job and his rank. As a workaholic, the shame and lack of future direction took a toll on his morale and his young marriage. Soon, his wife left him and this caused him to spiral into depression. Things looked very bleak for William, until he was discovered by CIS agents.
William knew about the CIS, and at first he did not much care for the organization – and saw it as an institution that dehumanized based on unchangeable factors. But, his display of savvy intuition and knowledge on Super human ways made him very attractive, and with no other goals in mind, he decided to join the CIS.
Soon, he began to elevate in rank, and landed himself a position from which he understood as helpful to both normal people and super humans. He acted as an envoy to super humans, and also conducted therapy and research on captured super humans. He is well respected in the city and in the organization.
Personality: William Weston is very well disciplined, but not cold. He is very compassionate about his duties, and does not let circumstances cloud his judgment of fairness or justice. He has little patience when working diligently, but exercises time to spend with those he deems need help when possible. He can be compulsive and over-bearing with work, and sometimes fails to see the value in relaxation.
Gender: Male
Age: 36
Powers and Abilities: None.
Character Theme:
Physical Attributes: William meets the recommended requirements of psychical fitness to work within the CIS, but is not particularly dexterous in any notable way.
Intelligence: William is a prodigy in the world of forensics and psychology. Throughout his life, William was always highly regarded in school, and it didn't surprise anyone when he graduated top of his class in the police academy of New Orleans. Any task of mental endurance is any easy task for him, and he is often looked up to by his peers not only for wisdom but also the wealth of information he has accrued from years of working with local and CIS enforcement. William is capable of focusing on a specific task which grants him an uncanny attention to detail.
- Tools and Equipment:
- Smith & Wesson Model 625JM Six-Shooter – A firearm that is not used by any modern security force. The weapon is considered obsolete by CIS standards but he insists on equipping it over more modern weapons. Nothing else notable beyond a standard issue CIS two-way radio and his uniform.
Bio: William Weston was born in a small town in The Red River Parish. He was raised by decent parents, who managed to put him through various academic programs from childhood. As he grew up, he decided that he wanted to help his community, and joined the police force and moved to the growing city of New Orleans
As an officer in New Orleans, he gained a lot of experience working in the large inner city. The place had changed a lot, and he had frequent run ins with super humans who were escaping captivity or attempting to attack the CIS. He learned a lot about their ways and began to develop a sense of understanding for their plight.
An incident involving a super human occurred though, and it cost him his job and his rank. As a workaholic, the shame and lack of future direction took a toll on his morale and his young marriage. Soon, his wife left him and this caused him to spiral into depression. Things looked very bleak for William, until he was discovered by CIS agents.
William knew about the CIS, and at first he did not much care for the organization – and saw it as an institution that dehumanized based on unchangeable factors. But, his display of savvy intuition and knowledge on Super human ways made him very attractive, and with no other goals in mind, he decided to join the CIS.
Soon, he began to elevate in rank, and landed himself a position from which he understood as helpful to both normal people and super humans. He acted as an envoy to super humans, and also conducted therapy and research on captured super humans. He is well respected in the city and in the organization.
Personality: William Weston is very well disciplined, but not cold. He is very compassionate about his duties, and does not let circumstances cloud his judgment of fairness or justice. He has little patience when working diligently, but exercises time to spend with those he deems need help when possible. He can be compulsive and over-bearing with work, and sometimes fails to see the value in relaxation.
Re: Discussion
Name: Inga Petrov “Rosebud”
Gender: Female
Age: 26
Physical Attributes: She is particularly strong, and is very acrobatic. She is very lean and small, giving her the ability to get through small places.
Intelligence: She has the average intelligence of a peak human, and has extensive knowledge on biology.
Weakness: She has a weakness to extreme temperatures and environments that lack life.
Bio: Inga Petrov was born and raised in the inner city of Moscow, and witnessed the slaughter of both of her parents by the Russian Mafia at the age of twelve. She was captured by them and sold into the sexual slave trade in The Ukraine. At the age of 17, she discovered her abilities by killing everyone in a bar over a sudden fight that she was pulled into. She stole a vehicle from the bar and drove off – eventually ending up in Serbia where she was apprehended by CIS agents.
She did not put up stiff resistance, and instead was noted for cooperating very well with the agency unlike others. Without any skills and no where to go, she was able to get into the special training program and worked under the agency. She developed a reputation for being able to wipe out huge sloths of resistance, and began to be deployed back and fourth as a tool by the agency to oust organized resistance by super humans. As such, she has developed a talent for guerrilla warfare and is respected if not feared by the agents controlling her.
Personality: Inga is very sadistic, and enjoys messing with other people. She is the kind of person who is very sympathetic to nature and the earth, but she finds people (especially adults) to be barbaric and hypocritical. She is easily scared when she feels she is out of control, but when left alone or with people she happens to like, she is very quiet and soft. When not working, she prefers to obsess in hobbies like gardening and nature watching.
Though she enjoys hurting others, she does not let it show often. This is especially true when on the job – where she takes on a very stoic nature. She takes the job very seriously, and sees the “good” in exterminating offenders of law. Her warped perception on justice and nihilism make her come off as scary, even to the agents that could easily kill her. She does not fear death – in fact, she is very apathetic towards its inclinations. She sees death as a part of nature and nature's order, and she takes chances without much care for her long-term safety or the safety of others. She cannot stand speeches that appeal to human dignity or ideologies that rest of the goodness of man.
Gender: Female
Age: 26
- Powers and Abilities:
- Taint – Inga contaminates the air around her and turns it into a poisonous gas. The gas varies in lethality and agitation to biological organisms; as well as the radius of the attack depends on how much effort she placed into the attack. Size peak is a city block, lethality peak is death within seconds for a normal human. Superhumans who remain in the taint for over a minute suffer a 1 rank loss in Endurance.
Decay – Inga's touch ability which causes biological material to decay “naturally” at a extremely rapid pace. This ability begins instantly but is automatically reversible if the touch is broken. Exposure to this ability for more than a minute will cause permanent damage, mostly in whatever area physical contact was achieved. A small animal or plant can be destroyed in a matter of seconds, a normal adult human would take two minutes, and a large creature would take five minutes. This effect regenerates Inga's powers.
Growth – Inga can cause plants to grow and germinate at a rapid pace via an aura. If she supplies it with more energy, she can cause the plants to grow to an unnaturally large size. This ability can also heal the minor wounds of her and people around her. This ability is relatively easy for her to activate.
Plant Familiars – Plants that she manages to mutate can then be given a sentience and obey her will. They also grow a more dextrous body and expunge teeth and other “weapons”. These monsters are not very strong, but she can cause many of them to appear rapidly.
Physical Attributes: She is particularly strong, and is very acrobatic. She is very lean and small, giving her the ability to get through small places.
Intelligence: She has the average intelligence of a peak human, and has extensive knowledge on biology.
- Tools and Equipment:
- Inga carries a small vile of seeds and the XRX restraint device which is standard issue for super humans employed in the battlefield. Nothing else of note.
Weakness: She has a weakness to extreme temperatures and environments that lack life.
Bio: Inga Petrov was born and raised in the inner city of Moscow, and witnessed the slaughter of both of her parents by the Russian Mafia at the age of twelve. She was captured by them and sold into the sexual slave trade in The Ukraine. At the age of 17, she discovered her abilities by killing everyone in a bar over a sudden fight that she was pulled into. She stole a vehicle from the bar and drove off – eventually ending up in Serbia where she was apprehended by CIS agents.
She did not put up stiff resistance, and instead was noted for cooperating very well with the agency unlike others. Without any skills and no where to go, she was able to get into the special training program and worked under the agency. She developed a reputation for being able to wipe out huge sloths of resistance, and began to be deployed back and fourth as a tool by the agency to oust organized resistance by super humans. As such, she has developed a talent for guerrilla warfare and is respected if not feared by the agents controlling her.
Personality: Inga is very sadistic, and enjoys messing with other people. She is the kind of person who is very sympathetic to nature and the earth, but she finds people (especially adults) to be barbaric and hypocritical. She is easily scared when she feels she is out of control, but when left alone or with people she happens to like, she is very quiet and soft. When not working, she prefers to obsess in hobbies like gardening and nature watching.
Though she enjoys hurting others, she does not let it show often. This is especially true when on the job – where she takes on a very stoic nature. She takes the job very seriously, and sees the “good” in exterminating offenders of law. Her warped perception on justice and nihilism make her come off as scary, even to the agents that could easily kill her. She does not fear death – in fact, she is very apathetic towards its inclinations. She sees death as a part of nature and nature's order, and she takes chances without much care for her long-term safety or the safety of others. She cannot stand speeches that appeal to human dignity or ideologies that rest of the goodness of man.
- Spoiler:
Re: Discussion
Name: Devin, "Apport"
Age: 22
Gender: Male
Powers and abilities:
Physical Attributes: Devin is considered above peak human in all physical aspects due to the experimentation on him that resulted in a stronger-than-human physique.
Intelligence: Devin has above peak human intelligence and is often surprisingly intelligent, however, his mentality is unstable at best and it's hard to tell whether his intelligence is a result of knowledge or insanity.
Equipment and tools:
Personalty: Devin is laid back and very sarcastic with a dark sense of humor and doesn't understand boundaries.
Bio: Devin does not remember anything prior to his capture by the CIS at the age of 7, where they took him to be a pet experiment of a project they dubbed "Evolution", that was intended to create artificial superhumans. The project was eventually canceled and most of the test material was destroyed or scrapped. Miraculously, Devin escaped through teleporation - a skill he had acquired through testing (and unbeknownst to the testers at the time).
Finally out of captivity, Devin started doing odd jobs but could not hold a job due to his own psychotic tangents that would take hold of him. Because of these "fits" he was outcast and he built a mental wall around himself. He now works as a mercenary and assassin for hire and roams the lands in an attempt to find peace of mind.
Weaknesses: Devin is not a team player and he's very forgetful, he cant take things seriously and he wont fight a battle he cant win or run from.
Age: 22
Gender: Male
Powers and abilities:
- Spoiler:
- Teleportation -Devin can instantly teleport to any location he sees, whether through normal eyesight, a picture of an actual location, or just a mental image of somewhere he has been before. While he can use teleportation instantly, it takes him slightly longer to set-up a mental image of a location, so places he cannot actually see physically take slightly longer to begin teleporting to.
Weapon Mastery - Devin is skilled with all kinds of weapons, from martial to simple, technologically advanced to archaic magical weaponry, and even unorthodox tools not normally used as weapons.
Projection - Along with weapon mastery, Devin can create weapons out of a visual representation in his mind, similar to how he is able to teleport to locations he cannot physically see. These weapons are generally restricted to more common weapons, such as swords or guns, and they last a few minutes before dispersing.
Limited Regeneration - Devin has slight regeneration, able to heal minor wounds within a few seconds time, while major wounds may take a few minutes to a few hours depending on the severity. Devin cannot regenerate lost limbs, but organs themselves can be healed.
Physical Attributes: Devin is considered above peak human in all physical aspects due to the experimentation on him that resulted in a stronger-than-human physique.
Intelligence: Devin has above peak human intelligence and is often surprisingly intelligent, however, his mentality is unstable at best and it's hard to tell whether his intelligence is a result of knowledge or insanity.
Equipment and tools:
- Spoiler:
Melee Weapons - Two single edged swords, brass knuckles, and a few concealed knives.
Armor - Sturdy light armor woven with kevlar and a black overcoat makes him slightly resistant to typical ammunition and makes his above peak human body even harder to pierce.
Range Weapons - Devin keeps a few concealed pistols with him at all times.
Personalty: Devin is laid back and very sarcastic with a dark sense of humor and doesn't understand boundaries.
Bio: Devin does not remember anything prior to his capture by the CIS at the age of 7, where they took him to be a pet experiment of a project they dubbed "Evolution", that was intended to create artificial superhumans. The project was eventually canceled and most of the test material was destroyed or scrapped. Miraculously, Devin escaped through teleporation - a skill he had acquired through testing (and unbeknownst to the testers at the time).
Finally out of captivity, Devin started doing odd jobs but could not hold a job due to his own psychotic tangents that would take hold of him. Because of these "fits" he was outcast and he built a mental wall around himself. He now works as a mercenary and assassin for hire and roams the lands in an attempt to find peace of mind.
Weaknesses: Devin is not a team player and he's very forgetful, he cant take things seriously and he wont fight a battle he cant win or run from.
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Laura Mechanus "War monger"
Age: 32
Gender: Female
Character Theme: Am I not human, Velcitron (not canon)
Powers and Abilities:
Physical attributes: Laura is about as strong as peak human. She is assisted by a lightweight nano skeleton that she wears under her clothes allowing her to at most pick up a car. she has sonic reaction speed.
Intelligence: Her knowledge of technology is unsurpassed in the know world. Able to manufacture technologies way ahead of their time. Although Her book smarts on other subjects are the norm
Tools and equipment: A giant wrench and a pair of headphones
Weaknesses: She is rendered useless outside of civilization where no technologies can be found. Also her body is that of a normal woman so it is quite frail compared to superhumans.
Bio:
Laura was an orphan, she did not know her parents. She never really cared if he found out who they were, everyday she would go to the junk yard on the other side of the town and just play in the scrap, making forts and junk cars and such. every week her projects would get better and better, she even made a scooter out of a weed eater motor, and a a piece of metal with wheels.
When she was 13 she was adopted by a couple, Conner and Janet mechanus were members of the CIS science team. One day the family car wouldn't start and Conner had a big presentation in the hour, sensing her fathers distress Gurus poped the hood and started tinkering with the engine, in a matter of minutes it was working better than when Conner bought it. Perplexed at this development Conner against the wishes of Janet, took Laura to the science lab. They did simple tests and confirmed that something was hidden within the girl, she excelled at the mechanical test. At the age of 19 she was put at the head of the science team.
She dreads making weapons, so the CIS had her developing non-combative projects. She enjoyed her work until one day on the news she saw a video of a skirmish and saw a variation of one of her projects, it tore a superhuman to shreds. Outraged she confronts the Board of the CIS, they belittled her and her projects saying things like "medicine bags don't win wars". Something inside her snapped she was so furious at these statements, she shouted at the Board "If its a weapon you want its a weapon you'll get". She storms out of the room and heads down to the lab, alarmed the Board calls security and tells them of her statement. The security arrives at the lab 10 minutes after her and what they saw left them speechless.
A large robot was standing in the room waiting for them, the men just stared at the machine as it starts to move. Nothing could have saved those men. After that she breaks out of the building and goes of the radar... until she met White Beard that is.
Personality: She is a very kind person but over the years she has learned to shut off her emotions and perform horrific acts. She will use her beauty to her advantage. She is a very talkative person and loves to enlighten people to technological knowledge. As she gets older she seems to lose more and more of herself and thus is becoming more machine like, her worst fear is that one day she will wake up and not be human anymore.
Infantry Suit:
Mech suit
Aircraft
Age: 32
Gender: Female
Character Theme: Am I not human, Velcitron (not canon)
Powers and Abilities:
- Spoiler:
- Laura posses the power to make anything mechanical thing that she has had the time to design in her head. She is also an accomplished rifleman
Physical attributes: Laura is about as strong as peak human. She is assisted by a lightweight nano skeleton that she wears under her clothes allowing her to at most pick up a car. she has sonic reaction speed.
Intelligence: Her knowledge of technology is unsurpassed in the know world. Able to manufacture technologies way ahead of their time. Although Her book smarts on other subjects are the norm
Tools and equipment: A giant wrench and a pair of headphones
Weaknesses: She is rendered useless outside of civilization where no technologies can be found. Also her body is that of a normal woman so it is quite frail compared to superhumans.
Bio:
Laura was an orphan, she did not know her parents. She never really cared if he found out who they were, everyday she would go to the junk yard on the other side of the town and just play in the scrap, making forts and junk cars and such. every week her projects would get better and better, she even made a scooter out of a weed eater motor, and a a piece of metal with wheels.
When she was 13 she was adopted by a couple, Conner and Janet mechanus were members of the CIS science team. One day the family car wouldn't start and Conner had a big presentation in the hour, sensing her fathers distress Gurus poped the hood and started tinkering with the engine, in a matter of minutes it was working better than when Conner bought it. Perplexed at this development Conner against the wishes of Janet, took Laura to the science lab. They did simple tests and confirmed that something was hidden within the girl, she excelled at the mechanical test. At the age of 19 she was put at the head of the science team.
She dreads making weapons, so the CIS had her developing non-combative projects. She enjoyed her work until one day on the news she saw a video of a skirmish and saw a variation of one of her projects, it tore a superhuman to shreds. Outraged she confronts the Board of the CIS, they belittled her and her projects saying things like "medicine bags don't win wars". Something inside her snapped she was so furious at these statements, she shouted at the Board "If its a weapon you want its a weapon you'll get". She storms out of the room and heads down to the lab, alarmed the Board calls security and tells them of her statement. The security arrives at the lab 10 minutes after her and what they saw left them speechless.
A large robot was standing in the room waiting for them, the men just stared at the machine as it starts to move. Nothing could have saved those men. After that she breaks out of the building and goes of the radar... until she met White Beard that is.
- Spoiler:
Personality: She is a very kind person but over the years she has learned to shut off her emotions and perform horrific acts. She will use her beauty to her advantage. She is a very talkative person and loves to enlighten people to technological knowledge. As she gets older she seems to lose more and more of herself and thus is becoming more machine like, her worst fear is that one day she will wake up and not be human anymore.
Infantry Suit:
- Spoiler:
- Strength: C Endurance: C Agility: C
Mech suit
- Spoiler:
- Strength: C Endurance: C Agility: C
Aircraft
- Spoiler:
Last edited by Solidcannon on Sun Apr 13, 2014 1:01 am; edited 1 time in total
Solidcannon- Posts : 322
Join date : 2011-11-09
Age : 30
Location : West, Texas
Re: Discussion
Incoming Boss
Name: Asu Tatsumaru "The Imoogi Dragon", "Green Reaper"
Age: 21
Gender: Female
Character Theme: The Executioner
Powers and Abilities:
Physical Attributes: Although Asu is technically considered a superhuman due to her ability, her physical attributes are only slightly above regular human, and seem to be just below peak human levels. However, it is important to note that with magic, her physical body can easily surpass peak human and reach superhuman levels.
Intelligence: Asu is a prodigy when it comes to magic, and comes from a long line of mages that have built a considerable knowledge base which Asu has had access to since she was a child. Along with her already superhuman conditioning, Asu is extremely intelligent despite super intelligence not being an ability of hers.
Tools and Equipment:
Name: Asu Tatsumaru "The Imoogi Dragon", "Green Reaper"
Age: 21
Gender: Female
Character Theme: The Executioner
Powers and Abilities:
- Spoiler:
Life/Death Perception - Asu has the ability to see "death" in the form of symbols, shapes, or abstract concepts. More precisely, Asu can physically see when a soul has been completely distinguished (thus, causing death), and can also see when an object or creatures main function completely ceases. Death Perception is mostly focused on the death and decay of biological creatures. However, because of the nature of Death Perception, an opposite description of this ability is possible - that is, Asu can see the "life" of all creatures, and when said life is extinguished it is replaced by a void representative of death - meaning what is actually seen is life, not death. Thus, there is some debate as to whether it should be classified as Life Perception or Death Perception, but Death is the more popular.
Asu can also see the death of non-living objects, or the cessation of the objects existence in its current or familiar form. Technically, the details of this ability can be split into "Death Perception" and "Existence Perception", but it is still classified as one single ability since there is no precedent otherwise.
Practically, this ability allows Asu to tell how close to death someone is. In addition, Asu can see the actual destruction of the soul itself when death occurs, and can thus see spirits. By and large, this ability has little other practical use. Death Perception is a rare ability that was once fairly common, but due to the low survival rates of superhumans with this power, it has very rarely been passed down. Mental instability and suicide are common risks associated with this ability, but in recent years the CIS has not documented any superhumans with this power. It is said that the embodiment of death has a much stronger version of this ability.
- spellbook:
- Asu, being a high-level mage, has access to every common neophyte spell and many other forms of advanced ones. However, Asu specializes in necromancy and black magic.
Raise Dead - An intermediate level necromancy spell that allows Asu to raise a corpse. In essence, the corpse becomes little more than a puppet for Asu and is not alive in any real sense. While corpses are naturally fairly weak due to decay, it is common for corpses to be strengthened through magic. Asu can have a large number of these puppets active at any time as they require little mana, however, she must constantly give them more mana in order for them to function, meaning they usually do not sustain themselves without assistance for long.
Raise Golem - An intermediate level alchemic/necromancy spell that allows Asu to raise a golem made of nearby objects. The most common golem is a flesh golem, which, as the name implies, is made entirely of corpses. Other, stronger golems made of tougher material are possible, but since most of their strength comes from magic anyway, they are rarely made. Golems are tougher than zombies, but require more material.
Mana Shield - Asu constantly has a shield made of pure mana surrounding. One would have to pierce all seven layers of Mana Shield in order to actually physically attack her. Each shield can absorb a blow from an E ranked peak human, but it is possible for Asu to remake shields on the spot.
Hex - A high level black magic spell that curses a creature, greatly weakening it or even killing it outright. Humans affected by Hex are instantly killed, while superhumans take a 1 Rank decrease to their physical attributes. This curse lasts for approximately an hour, unless the target has anti-magic or a very large amount of endurance.
Rungnir Troll - A high-level spell that summons a very powerful golem. Unlike other raise spells, the Rungnir Troll is a specific golem, and not made of random objects. The golem at base stands 9 feet tall and weighs a little over 4 tons. Its exterior is made of steel, but highly reinforced and improved by magic, while its interior is of flesh. Its physical body can be compared to a C rank superhuman, and its physical body has near instantaneous regeneration due to magic from Asu. The Rungnir Troll acts according to its masters will, but can act independently and even utilize tactics unlike other familiars. In addition, it can take in nearby objects to grow larger and become even stronger, though this greatly increases its mana intake.
This golem is considered one of Asu's raison d'etre's in the magi world, since it is her own spell and her contribution to magic.
Physical Attributes: Although Asu is technically considered a superhuman due to her ability, her physical attributes are only slightly above regular human, and seem to be just below peak human levels. However, it is important to note that with magic, her physical body can easily surpass peak human and reach superhuman levels.
Intelligence: Asu is a prodigy when it comes to magic, and comes from a long line of mages that have built a considerable knowledge base which Asu has had access to since she was a child. Along with her already superhuman conditioning, Asu is extremely intelligent despite super intelligence not being an ability of hers.
Tools and Equipment:
- Spoiler:
- Scythe - A large magical scythe that supposedly has the ability to cut a persons very spirit while ignoring the physical body. Endurance offers no protection against this scythe, but willpower is important in defending against it.
Draconic Spellbook - A spellbook with a dragons head as an emblem on the cover. While this book generally acts as a regular mages spellbook, it has a more specific purpose in Asu's use. Because Asu can see souls, she is able to use magic to capture the souls and store them inside her spellbook - these souls essentially become trapped spirits wandering inside the spellbook. Asu can use these spirits at will to replenish her mana, essentially giving her an infinite amount of mana due to the number of souls trapped inside the book.
Last edited by Emiya on Sun Sep 21, 2014 11:59 pm; edited 1 time in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Henna Weston
Age: 16
Gender: Female
Character Theme: https://www.youtube.com/watch?v=waQgq3zHf3g
Powers and Abilities:
Physical Attributes: At base, Henna is above peak human and just considered superhuman. However, because she is crippled, her agility is heavily hampered. Using certain gadgets along with electricity allows her freedom of movement and in some cases boosts her parameters, allowing her to keep up with superhumans despite her perceived immobility.
Intelligence: Above average intelligence for a superhuman. Henna is especially proficient with technology. She doesn't have the creativity or knowledge to make anything extraordinarily complex, but she can quite easily imagine a tool and then craft it.
Tools and Equipment:
Bio: Henna Weston was born in Red Parish, New Orleans, daughter of William and Candice Weston. Henna grew up fairly normally but was thought to be a particularly smart child living up to the high standards of her mother. From an early age, Henna played the violin and piano and partook in many other artistic activities like sketching, painting, and flower arrangement - all of this mostly from the encouragement of her mother. With some push from her father who sometimes treated her like a son, she even practiced martial arts like taekwondo - although her mother never approved of it. Her parents expectations were always fairly high, given that she was their only daughter. Living up to these expectations was sometimes quite taxing for Henna, but she never felt any more unhappy than anyone else. She still loved her mother and father dearly, despite the former being very strict and the latter often being gone from home. At school she was quite popular and easily made friends with her classmates, and was often looked up to as being calm and kind to her peers. Though some had the impression that she acted too refined and demure, this was never actually the case due to her fathers influence, and she actually enjoyed playing rough with her best friend Bridgett Thompson.
When she was still in middle school, Henna was involved in an accident that left her near completely paralyzed. Officially, it was due to an unexpected spinal injury that occurred while she was playing with friends, but it was actually a result of her power being unknowingly activated. The static shock from her electric conductivity destroyed her nerves and paralyzed her entire body and left her hospitalized.
While at first her friends visited her frequently in the hospital, after a month only her father, mother, and best friend still visited her. After a year, her parents divorced and her father began to visit her less frequently, though she did not blame him. During this hospitalization, she had more than enough time to reflect on life and her thoughts on things, especially after talking with so many other patients who suffered even more than she ever did. She even read up on many books and comics she had never gotten to venture into previously. She was especially caught up in the stories of superheroes who would save those in need - but instead of wishing she were saved, she wished she could do the saving. To get up and change things, even if that just meant helping a single person.
At one point, her father stopped by and told her the real reason for her injury, and explained everything to her thoroughly. Although it was too complex of a matter for her to grasp, she understood that her father was keeping her safe from being probed by the CIS, and that she absolutely had to make sure she kept her powers in check.
After two years, she was released from the hospital with instructions to return weekly for physical therapy. Her legs were still numb and although she could move them, she could not walk without assistance, which left her mostly wheelchair bound. Even so, she couldn't complain, not only because her recovery was unexpected in the first place, but also out of respect for all those she got to know that never got to leave that hospital.
With a new perspective on life and her place in it, Henna returned to school, now a high school student after skipping the grades she had missed. Her return was nerve-wracking, as she no longer knew most of the the people she went to school with, and she was already unused to public settings. Additionally, she faced some trouble navigating the world with her new-found disability, and had trouble connecting with people who often unintentionally avoided her. However, at the same time, she discovered she had a knack for tinkering with electronics, and found some solace in her creativity. She continued playing the piano and violin, and found ways to still keep up with martial arts despite the obvious troubles in doing so. Her best friend Bridgett Thompson still remained her best friend through it all. She visited Henna throughout her hospitalization and eventually giddily welcomed her back to school. Although the two were always quite different, Henna felt that Bridgett was definitely her truest friend and someone she could foresee being with forever(nohomo).
Henna quickly joined Bridgett's school club, and joined in on her best friends infectious hype to be a superhero - partially because it was fun, and partially to keep Bridgett out of trouble. Soon enough, she began to remake friends as the awkwardness that others felt towards her diminished with time. Her greatest struggle was trying to convince others that her best friend wasn't a complete weirdo, and that she wasn't actually Bridgett's captive.
Personality: Henna normally has an air of composure around her, coming off as gentle and soft-spoken. Even those that don't know her particularly well often feel that they can trust her not to betray them, mostly a result of her being an excellent listener. Even wheelchair-bound, her peers would often come to her for advice or just to complain about life - something that actually occurred more after her injury than before. Although it was sometimes annoying, she always liked listening to others, and that never once changed. Because of this people often think of her as frail and conservatively feminine; however, she also has a bit of a tomboyish side that mostly manifests when she's near her best friend, and she can be surprisingly lively and eager to do things one wouldn't expect of the girly-girl that she appears to be. She can sometimes even come off as sarcastic or mean-spirited when discussions about life or her disability come up, which surprises a lot of people who expect her to continue being nice about everything. In actuality, not even she is sure if she's actually a tomboy or a girly-girl, since she always tried to live up to both her parents' sometimes contradictory expectations.
Age: 16
Gender: Female
Character Theme: https://www.youtube.com/watch?v=waQgq3zHf3g
Powers and Abilities:
- Spoiler:
- Electric Conductivity - Henna is capable of conducting electricity through her body, and also discharge them through objects she contacts. Brief contact with an object while this ability is active will only cause a slight jolt, but prolonged contact can electrically charge the object or seriously injure a person. For the most part, this ability is not very damaging against superhumans without prolonged contact, and brief contact only proves a minor annoyance. However, discharging electricity on certain metals and water amplifies her abilities effect and makes this ability much more dangerous - enough to be a threat to tough superhumans. Along with this general ability to conduct electricity, Henna also seems to have an affinity with electronics.
High Intelligence & Gadgetry - Although her other parameters are relatively low, Henna has a high intelligence score and is proficient in creating and using many types of electronic gadgets. Whether this is a result of her main ability or another ability entirely is uncertain, but should be noted.
Physical Attributes: At base, Henna is above peak human and just considered superhuman. However, because she is crippled, her agility is heavily hampered. Using certain gadgets along with electricity allows her freedom of movement and in some cases boosts her parameters, allowing her to keep up with superhumans despite her perceived immobility.
Intelligence: Above average intelligence for a superhuman. Henna is especially proficient with technology. She doesn't have the creativity or knowledge to make anything extraordinarily complex, but she can quite easily imagine a tool and then craft it.
Tools and Equipment:
- Spoiler:
"Legendary Copper Superconductive Cyborg Enhancement Armor" - A pair of homemade black copper coated leg and arm braces. Although they appear to just be normal braces, they are designed to be charged with electricity - when charged, the effect is that of restoring nerves and therefore a sense of feeling in Hennas otherwise numb legs, and allowing Henna to move normally despite being paraplegic. The design of these are extremely complex and resemble some of the computer based CIS equipment, although the design works specifically with electrical discharge from the user in mind.
"Pristine Copper Gauntlets of Justice" - A pair of black gauntlets coated on the inside and outside with copper. They function similarly to the arm and leg braces, except instead of improving mobility they constantly discharge electricity making her strikes much stronger than normal. If Henna suddenly charges it with a burst of electricity, it can propel her strikes much faster as well.
Bio: Henna Weston was born in Red Parish, New Orleans, daughter of William and Candice Weston. Henna grew up fairly normally but was thought to be a particularly smart child living up to the high standards of her mother. From an early age, Henna played the violin and piano and partook in many other artistic activities like sketching, painting, and flower arrangement - all of this mostly from the encouragement of her mother. With some push from her father who sometimes treated her like a son, she even practiced martial arts like taekwondo - although her mother never approved of it. Her parents expectations were always fairly high, given that she was their only daughter. Living up to these expectations was sometimes quite taxing for Henna, but she never felt any more unhappy than anyone else. She still loved her mother and father dearly, despite the former being very strict and the latter often being gone from home. At school she was quite popular and easily made friends with her classmates, and was often looked up to as being calm and kind to her peers. Though some had the impression that she acted too refined and demure, this was never actually the case due to her fathers influence, and she actually enjoyed playing rough with her best friend Bridgett Thompson.
When she was still in middle school, Henna was involved in an accident that left her near completely paralyzed. Officially, it was due to an unexpected spinal injury that occurred while she was playing with friends, but it was actually a result of her power being unknowingly activated. The static shock from her electric conductivity destroyed her nerves and paralyzed her entire body and left her hospitalized.
While at first her friends visited her frequently in the hospital, after a month only her father, mother, and best friend still visited her. After a year, her parents divorced and her father began to visit her less frequently, though she did not blame him. During this hospitalization, she had more than enough time to reflect on life and her thoughts on things, especially after talking with so many other patients who suffered even more than she ever did. She even read up on many books and comics she had never gotten to venture into previously. She was especially caught up in the stories of superheroes who would save those in need - but instead of wishing she were saved, she wished she could do the saving. To get up and change things, even if that just meant helping a single person.
At one point, her father stopped by and told her the real reason for her injury, and explained everything to her thoroughly. Although it was too complex of a matter for her to grasp, she understood that her father was keeping her safe from being probed by the CIS, and that she absolutely had to make sure she kept her powers in check.
After two years, she was released from the hospital with instructions to return weekly for physical therapy. Her legs were still numb and although she could move them, she could not walk without assistance, which left her mostly wheelchair bound. Even so, she couldn't complain, not only because her recovery was unexpected in the first place, but also out of respect for all those she got to know that never got to leave that hospital.
With a new perspective on life and her place in it, Henna returned to school, now a high school student after skipping the grades she had missed. Her return was nerve-wracking, as she no longer knew most of the the people she went to school with, and she was already unused to public settings. Additionally, she faced some trouble navigating the world with her new-found disability, and had trouble connecting with people who often unintentionally avoided her. However, at the same time, she discovered she had a knack for tinkering with electronics, and found some solace in her creativity. She continued playing the piano and violin, and found ways to still keep up with martial arts despite the obvious troubles in doing so. Her best friend Bridgett Thompson still remained her best friend through it all. She visited Henna throughout her hospitalization and eventually giddily welcomed her back to school. Although the two were always quite different, Henna felt that Bridgett was definitely her truest friend and someone she could foresee being with forever(nohomo).
Henna quickly joined Bridgett's school club, and joined in on her best friends infectious hype to be a superhero - partially because it was fun, and partially to keep Bridgett out of trouble. Soon enough, she began to remake friends as the awkwardness that others felt towards her diminished with time. Her greatest struggle was trying to convince others that her best friend wasn't a complete weirdo, and that she wasn't actually Bridgett's captive.
Personality: Henna normally has an air of composure around her, coming off as gentle and soft-spoken. Even those that don't know her particularly well often feel that they can trust her not to betray them, mostly a result of her being an excellent listener. Even wheelchair-bound, her peers would often come to her for advice or just to complain about life - something that actually occurred more after her injury than before. Although it was sometimes annoying, she always liked listening to others, and that never once changed. Because of this people often think of her as frail and conservatively feminine; however, she also has a bit of a tomboyish side that mostly manifests when she's near her best friend, and she can be surprisingly lively and eager to do things one wouldn't expect of the girly-girl that she appears to be. She can sometimes even come off as sarcastic or mean-spirited when discussions about life or her disability come up, which surprises a lot of people who expect her to continue being nice about everything. In actuality, not even she is sure if she's actually a tomboy or a girly-girl, since she always tried to live up to both her parents' sometimes contradictory expectations.
- Spoiler:
Last edited by Emiya on Tue Oct 06, 2015 1:39 am; edited 2 times in total
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Raz Petrova, "Puppet Master"
Age: 51
Gender: Male
Character Theme:
Powers and Abilities:
Intelligence: Although no prodigy, Petrova is still a formidable mage with years of experience both on his own and through his magic crest, making his intelligence above peak human.
Weaknesses: Petrova has little in the way of both offensive and defensive magic, making him extremely vulnerable in combat against those who are unaffected by suggestion magic. He also has no defense against attacks he does not see coming.
Bio: Raz Petrova was born in the lap of luxury, the product of his parents' need to continue the Petrova bloodline, which specialized in suggestion magic. His family in particular were not quite noblemen, though undoubtedly rich - rather, they commanded the economy of their local russian city through bribery and other nefarious means. The commoner would refer to them as a mafia group, but being mages, they always preferred to say that they were merely taxing their neighbors in order to contribute to the family research.
Petrova learned the ways of magic as was expected, and was neither extraordinary nor a failure, simply another mage in their family's long history. When he took command of the family Magic Crest at 30, he focused on expanding his family's power through the use of magic - something strictly forbidden by The Mages Association. However, although unextraordinary when it came to magic, Petrova was quite adept at dodging The Mages Association and becoming an economic powerhouse in his country. By the time he reached 40, his family alone made a good portion of Russia's total income.
By that time, Petrova was already a member of a secretive organization - The Cult of Gnos. These cultists worshiped the supreme being Gnos, who often appeared as a prophet throughout the ages and was said to one day return as a god-like being who would free all superhumans of their enslavement. While no superhuman himself, the doctrine still welcomed mages like himself for their infrastructure and knowledge, and in return the cult provided Petrova extra security against The Mages Association. Petrova invested heavily in this organization, and became close allies with the Head of Divinity, Minami Tatsumaru and her daughter and successor, Asu Tatsumaru - the latter of whom also happened to occupy a top spot in The Mages Association (and it was no coincidence that Petrova managed to still dodge the eye of The Mages Association). He was eventually invited to the city of New Orleans to assist the cult in a few objectives...
Personality: Raz Petrova is a boisterous man who easily bullies others into submission. Although relentless in his pursuit of greater and greater wealth at the cost of many people and even his own country, he does not actually care much for money and has little to no use for most of the wealth he has accumulated. His powerhungry spirit is the result of his long family history and upbringing which never cared for individual lives, only the advancement of "the family". It can be said that in this regard, he is the greatest of the Petrova line - not as a magus, but as an executive who expanded the family's status and wealth.
Age: 51
Gender: Male
Character Theme:
Powers and Abilities:
- Spellbook:
- Suggestion Magic - Raz Petrova's magic centers around the usage of suggestion magic, which is a type of enchantment magic. As a general rule, suggestion magic is countered by a high willpower or intelligence stat and normal anti-magic defense, and does well against regular humans and superhumans with low willpower and intelligence. Petrova, being a mid-level mage, has all normal spells that a mage would know, but of note includes:
Suggest - A basic level suggestion magic common among mages who dabble in enchantment magic. Requires the target to hear the command. This spell, in short, makes the listener feel compelled to listen and entertain Petrova's next few lines, even when they otherwise would not. This spell does not completely convince others of anything, so if the target would under no circumstances listen to the suggestion, they still would not. However, if it is something already reasonable under some sound logic to the target, they will be greatly convinced. A situational spell good at bending the will of those who cannot decide for themselves.
Zapugivaniye - Raz Petrova's main spell requiring only a small incantation that can be heard and eye contact with the target. Causes the target to feel greatly intimidated by Petrova's next few lines. Although the effect generally wears off within 30 minutes, this spell is good at convincing people of otherwise unreasonable arguments or commands. This spell alone is what distinguishes Petrova's Suggestion magic from the common suggestion magics - Petrova does not need to prepare any kind of argument to go along with the magic, and therefore the target is more likely to go through with commands they rationally understand as being detrimental to them.
Puppetry - Raz Petrova's major contribution to magic, Puppetry is a spell that stacks onto Zapugivaniye and makes those effected become under the influence of his suggestion - essentially making them his permanent slave until they are able to break free or Petrova dies. One would need at least a D rank willpower stat in order to succeed at breaking free, and even then, only if they were given a command they would absolutely resist naturally. If Petrova were to give reasonable commands to a superhuman with D rank willpower, they would never break free and would abide by his every command.
Intelligence: Although no prodigy, Petrova is still a formidable mage with years of experience both on his own and through his magic crest, making his intelligence above peak human.
Weaknesses: Petrova has little in the way of both offensive and defensive magic, making him extremely vulnerable in combat against those who are unaffected by suggestion magic. He also has no defense against attacks he does not see coming.
Bio: Raz Petrova was born in the lap of luxury, the product of his parents' need to continue the Petrova bloodline, which specialized in suggestion magic. His family in particular were not quite noblemen, though undoubtedly rich - rather, they commanded the economy of their local russian city through bribery and other nefarious means. The commoner would refer to them as a mafia group, but being mages, they always preferred to say that they were merely taxing their neighbors in order to contribute to the family research.
Petrova learned the ways of magic as was expected, and was neither extraordinary nor a failure, simply another mage in their family's long history. When he took command of the family Magic Crest at 30, he focused on expanding his family's power through the use of magic - something strictly forbidden by The Mages Association. However, although unextraordinary when it came to magic, Petrova was quite adept at dodging The Mages Association and becoming an economic powerhouse in his country. By the time he reached 40, his family alone made a good portion of Russia's total income.
By that time, Petrova was already a member of a secretive organization - The Cult of Gnos. These cultists worshiped the supreme being Gnos, who often appeared as a prophet throughout the ages and was said to one day return as a god-like being who would free all superhumans of their enslavement. While no superhuman himself, the doctrine still welcomed mages like himself for their infrastructure and knowledge, and in return the cult provided Petrova extra security against The Mages Association. Petrova invested heavily in this organization, and became close allies with the Head of Divinity, Minami Tatsumaru and her daughter and successor, Asu Tatsumaru - the latter of whom also happened to occupy a top spot in The Mages Association (and it was no coincidence that Petrova managed to still dodge the eye of The Mages Association). He was eventually invited to the city of New Orleans to assist the cult in a few objectives...
Personality: Raz Petrova is a boisterous man who easily bullies others into submission. Although relentless in his pursuit of greater and greater wealth at the cost of many people and even his own country, he does not actually care much for money and has little to no use for most of the wealth he has accumulated. His powerhungry spirit is the result of his long family history and upbringing which never cared for individual lives, only the advancement of "the family". It can be said that in this regard, he is the greatest of the Petrova line - not as a magus, but as an executive who expanded the family's status and wealth.
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name: Bridgett Thompson
Age: 18
Gender: Female
Character Theme: POWERUP
Powers and Abilities:
Pending
Physical Attributes: Pending
Intelligence: Has above average intelligence for a normal human. Has a particular knack for rocketry as well as great memory retention.
Tools and Equipment: Has a costume and cape with special material that can withstand extreme temperatures and stress. Also equipped with a pair of CIS military grade experimental jet boots.
Weaknesses: Her episodes give enemies time to attack or escape.
Bio: Bridgett Thompson lived a normal, (though isolated) life. She discovered her superhuman powers at the age of fifteen and since then has taken on the roll of a masked vigilante. Calling herself "Star Ranger", "Dark Crusader" "Justice Lass", or some other variation of an established comic book hero. She is known to appear in the city at random to save the citizenry or stop petty crimes late into the night. During the day she is a school girl attending her senior year. She is the president of an unofficial school club titled "The Protectors of Virtue".
Personality: Bridgett Thompson is fearless and over dramatic. She is very animated and full of energy. Her convictions are steadfast and morals absolute. There is nothing she loves more than comics and manga. A collector herself, she also spends a lot of time modifying her costume and gear to "look cool" and mimic her favorite characters. Seeming to live in another world, Bridgett maintains a happy and uncompromising spirit, even though in reality she is socially inept and avoided by most people. Her confidence is infectious, even if it is often misplaced.
Bridgett acts very noble and unfettered - but can become quite lonely. From her caring but concerned parents to the members of "The Protectors of Virtue", Bridgett dubs anyone willing to be her friend as a "Great Ally of Truth and Justice", and outwardly worries for their safety.
Age: 18
Gender: Female
Character Theme: POWERUP
Powers and Abilities:
Pending
Physical Attributes: Pending
Intelligence: Has above average intelligence for a normal human. Has a particular knack for rocketry as well as great memory retention.
Tools and Equipment: Has a costume and cape with special material that can withstand extreme temperatures and stress. Also equipped with a pair of CIS military grade experimental jet boots.
Weaknesses: Her episodes give enemies time to attack or escape.
Bio: Bridgett Thompson lived a normal, (though isolated) life. She discovered her superhuman powers at the age of fifteen and since then has taken on the roll of a masked vigilante. Calling herself "Star Ranger", "Dark Crusader" "Justice Lass", or some other variation of an established comic book hero. She is known to appear in the city at random to save the citizenry or stop petty crimes late into the night. During the day she is a school girl attending her senior year. She is the president of an unofficial school club titled "The Protectors of Virtue".
Personality: Bridgett Thompson is fearless and over dramatic. She is very animated and full of energy. Her convictions are steadfast and morals absolute. There is nothing she loves more than comics and manga. A collector herself, she also spends a lot of time modifying her costume and gear to "look cool" and mimic her favorite characters. Seeming to live in another world, Bridgett maintains a happy and uncompromising spirit, even though in reality she is socially inept and avoided by most people. Her confidence is infectious, even if it is often misplaced.
Bridgett acts very noble and unfettered - but can become quite lonely. From her caring but concerned parents to the members of "The Protectors of Virtue", Bridgett dubs anyone willing to be her friend as a "Great Ally of Truth and Justice", and outwardly worries for their safety.
Last edited by The GM on Sun May 01, 2016 9:36 pm; edited 1 time in total
Re: Discussion
Name: Mary DeWitt
Age: 30
Gender: Female
Character Theme:Pending
Physical Attributes: Is in peak physical form and endurance.
Intelligence: Has an average level of intelligence for a normal human. Her "instinct" and tactical initiatives are impressive feats of ingenuity. Mainly an "act now - think later" type, though she is not completely thoughtless.
Bio: Pending
Personality: Pending
Age: 30
Gender: Female
Character Theme:Pending
- Powers and Abilities:
- None
Physical Attributes: Is in peak physical form and endurance.
Intelligence: Has an average level of intelligence for a normal human. Her "instinct" and tactical initiatives are impressive feats of ingenuity. Mainly an "act now - think later" type, though she is not completely thoughtless.
- Tools and Equipment:
Spec Ops Suit (Heavy Variant) - The A06-7 Heavy Variant of the CIS Spec Ops suit is designed for a Shock Trooper role. The suit's design focuses on three main components - speed of deployment, resistance to extreme pressures, temperatures, and weight; and finally, life support systems for the wearer. Half machine - half armor, the A06-7 improved on the earlier models through internal auto-cooling systems which produces its trademark "hiss" from ventilation ports. These cooling systems allow the computer within to stay in optimal condition. It's armor is extraordinarily thick, covering all sides of the suit as to prevent any weak spots. The "backpack" module of the suit is actually the most heavily armored part of it, as damage to these systems would cripple the wearer and reduce it to deadweight. A lock-in design allows personnel to quickly jump in the suit and be deployed onto the battlefield, as well as immediately eject from it if the circumstances require such a need.
The main drawback to Heavy Variant is its weight and bulk. It is loud, clunky, and too heavy for fast maneuvers. Users have to wear an experimental, skin tight exo-suit that uses injection of enhancement serum via needles into the spinal cord and wrist veins. This method of using the drug has proven to make the subject extremely strong, durable, and dextrous - but only for a very short period of time (estimated maximum efficiency is 2-3 minutes.) It is also still in its formative stages, and there seems to be extreme drawbacks in terms of physical and mental health over a period of time. Diminishing returns on the drug are also prevalent, requiring more and more doses for a user to remain as viable as before. It is however, necessary for any agent to be able to actually walk around and fight in the A06-7. What few agents use the suit praise it for making them "basically invincible" when fighting superhumans, and so the controversial model remains in service.
CIS Standard Issue Single Barrel Shotgun - The CIS shotgun maintains the familiarity and ease of use of a police or civilian shotgun, while marginally improving accuracy and stopping power. This close range weapon is recommended for use on single superhumans, - so wielders are urged to get as close to the target as possible before firing.
Flash bang grenades, smoke bombs, and a standard issue CIS sidearm.
Bio: Pending
Personality: Pending
Re: Discussion
Name:Nathaniel Shroud
Age:19
Gender:Male
Theme:Alone in the dark
Powers and Abilities:his shadow takes on a form between just darkness and physical form between actions almost seamlessly it is motivated by Nathaniel's emotions but seems to have a consciousness of its own only to be heard by his "master" Nathaniel.
Shadow: Being a sentient creature with no actual form he posses a high intelligence and a super human strength, the shadow may detach himself from his "master" to pursue or to lure threats, he may also move from location to location in the darkness at a rapid pace, when the feel shadow feels as though his "master" is in mortal danger he will engulf him and become on sharing they're attributes.
physical and mental attributes:his intelligence is that of slightly higher than an average human and physically equal to a human.
Tools and Equipment: Nathaniel has his cellphone, wallet, normal people stuff but he does carry knife and a necklace blessed by his father to keep his shadow in check.
Personality: A quiet individual who prefers to be alone in fear of harming those around him, besides that hes very kind and is in some cases innocent to the hash reality of the world.
Weakness: he can be hurt like any human but hes shadow can be a threat to protect him so best to attack when Nathaniel feels not threatened. The shadow is vulnerable to spirit-effecting attacks such as holy magic and can be touched by magic.
Bio:
Age:19
Gender:Male
Theme:Alone in the dark
Powers and Abilities:his shadow takes on a form between just darkness and physical form between actions almost seamlessly it is motivated by Nathaniel's emotions but seems to have a consciousness of its own only to be heard by his "master" Nathaniel.
Shadow: Being a sentient creature with no actual form he posses a high intelligence and a super human strength, the shadow may detach himself from his "master" to pursue or to lure threats, he may also move from location to location in the darkness at a rapid pace, when the feel shadow feels as though his "master" is in mortal danger he will engulf him and become on sharing they're attributes.
physical and mental attributes:his intelligence is that of slightly higher than an average human and physically equal to a human.
Tools and Equipment: Nathaniel has his cellphone, wallet, normal people stuff but he does carry knife and a necklace blessed by his father to keep his shadow in check.
Personality: A quiet individual who prefers to be alone in fear of harming those around him, besides that hes very kind and is in some cases innocent to the hash reality of the world.
Weakness: he can be hurt like any human but hes shadow can be a threat to protect him so best to attack when Nathaniel feels not threatened. The shadow is vulnerable to spirit-effecting attacks such as holy magic and can be touched by magic.
Bio:
Last edited by Andris Greatwing on Tue Nov 11, 2014 7:24 pm; edited 1 time in total
Andris Greatwing- Posts : 252
Join date : 2011-11-09
Age : 29
Location : Temple, TX
Re: Discussion
Name: Sir Hachi
Age: 36
Gender: Male
Height: 6'8"
Weight: 250 lbs.
Theme: Falls of Glory
Bio: Hachi lived in a small italian town with his parents. His father was a blacksmith and his mother a baker, Hachi was a rather large boy compared to the other kids. His father would watch him play with the other kids as he worked the metal in his forge. One thing he noticed after years of watching his son was that he always seemed to be holding back, even during the rare fights that broke out he never seemed to use his body like he meant it.
Hachi loved his mother very dearly and would always eat her cooking without complaint and would help around the house without trouble. 'His father taught him well' she would think, he was a well behaved boy and his father even taught him some of his craft. Years had passed and Hachi has apprenticed under his father at the age of 12, his mother had passed from disease a year before. Hachi dealt with the loss by losing himself in his work with his father.
One day war drums could be heard thundering in the next valley over, fearing an attack Hachi's father hides him in a well and lowers the bucket down. The attack came later and was quick and fierce, after the sound of fighting and death had subsided Hachi climbed the rope and met the sight of his town burning. The fires raged angrily in the wind, and crackling filled the air. Hachi fell to his knees and he sobbed for hours grieving the loss of his town and memories burned along with the town.
Hachi staggered around the town looking for any survivors, but only found the bodies of friends and loved ones. Soot covered his body, and Hachi got outside of town on the road to escape the smoke and sat against a tree. He drifted to sleep, hours passed and woke to the sight of six hooded men standing around him. Hachi instantly cowered and huddled against the tree. One of the men kneeled down and reached a hand towards him, Hachi swiped his hand at the man but something unexpected happened. A blue wave of energy shot out of Hachi's hand and the man was sent flying several feet away.
The group of men showed no surprise to their companion being sent flying, another one kneeled down and unveiled his head showing a old withered face. He also reached out his hand but this time he spoke "Boy... we are with the Mages Association, and we have come to see what has befallen the town here" Hachi had heard this name from the local townsfolk before but Hachi collapsed at that moment from exhaustion.
Hachi is now 20 and is living with the same old mage that helped him that day. His magic aptitude has grown but not by much, but while living with the mage Hachi's supernatural abilities became apparent, his strength and agility greatly improved but his magic never really took off. He could use some basic spells so his master taught him the way of combat, now in this Hachi greatly exceeded any limits put on him due to his superhuman abilities. at the age of 25 Hachi was given a special suit of armor and weapons forged from a fallen meteorite and imbued with powerful spells to strengthen the metal even more.
With his new skills and armor Hachi faithfully served his master as his bodyguard, preventing his demise on many occasions and their trust only grew stronger over the years.When Hachi was not protecting his master he was mingling with the townsfolk and over the years he gained their acceptance and admiration. But this was all due to change soon.
Personality: Hachi is a very noble soul, his heart bleeds for the innocent. He will protect any bystander and and civilian. He will risk life and limb for the weak for they reminded him of the day that his village burned and he had to watch but could do nothing. He is very Boisterous and easy to get along with, his voice can often be heard over any crowd or company. He loves his food and eats kitchens out of house and home.
Age: 36
Gender: Male
Height: 6'8"
Weight: 250 lbs.
Theme: Falls of Glory
- Powers and Abilities:
Physical Attributes:
Abilities: Control over metal, He can use small magic
Intelligence: Hachi is a very skilled melee fighter(considered a master by other standards), his knowledge of this 'modern' worlds sciences and laws he has none.
Tools and Equipment: His armor, Tower Shield, long spear, folded heavy bow, Gilded Cape
Weaknesses: Technology, Flying, Innocent bystanders, morals
Bio: Hachi lived in a small italian town with his parents. His father was a blacksmith and his mother a baker, Hachi was a rather large boy compared to the other kids. His father would watch him play with the other kids as he worked the metal in his forge. One thing he noticed after years of watching his son was that he always seemed to be holding back, even during the rare fights that broke out he never seemed to use his body like he meant it.
Hachi loved his mother very dearly and would always eat her cooking without complaint and would help around the house without trouble. 'His father taught him well' she would think, he was a well behaved boy and his father even taught him some of his craft. Years had passed and Hachi has apprenticed under his father at the age of 12, his mother had passed from disease a year before. Hachi dealt with the loss by losing himself in his work with his father.
One day war drums could be heard thundering in the next valley over, fearing an attack Hachi's father hides him in a well and lowers the bucket down. The attack came later and was quick and fierce, after the sound of fighting and death had subsided Hachi climbed the rope and met the sight of his town burning. The fires raged angrily in the wind, and crackling filled the air. Hachi fell to his knees and he sobbed for hours grieving the loss of his town and memories burned along with the town.
Hachi staggered around the town looking for any survivors, but only found the bodies of friends and loved ones. Soot covered his body, and Hachi got outside of town on the road to escape the smoke and sat against a tree. He drifted to sleep, hours passed and woke to the sight of six hooded men standing around him. Hachi instantly cowered and huddled against the tree. One of the men kneeled down and reached a hand towards him, Hachi swiped his hand at the man but something unexpected happened. A blue wave of energy shot out of Hachi's hand and the man was sent flying several feet away.
The group of men showed no surprise to their companion being sent flying, another one kneeled down and unveiled his head showing a old withered face. He also reached out his hand but this time he spoke "Boy... we are with the Mages Association, and we have come to see what has befallen the town here" Hachi had heard this name from the local townsfolk before but Hachi collapsed at that moment from exhaustion.
Hachi is now 20 and is living with the same old mage that helped him that day. His magic aptitude has grown but not by much, but while living with the mage Hachi's supernatural abilities became apparent, his strength and agility greatly improved but his magic never really took off. He could use some basic spells so his master taught him the way of combat, now in this Hachi greatly exceeded any limits put on him due to his superhuman abilities. at the age of 25 Hachi was given a special suit of armor and weapons forged from a fallen meteorite and imbued with powerful spells to strengthen the metal even more.
With his new skills and armor Hachi faithfully served his master as his bodyguard, preventing his demise on many occasions and their trust only grew stronger over the years.When Hachi was not protecting his master he was mingling with the townsfolk and over the years he gained their acceptance and admiration. But this was all due to change soon.
Personality: Hachi is a very noble soul, his heart bleeds for the innocent. He will protect any bystander and and civilian. He will risk life and limb for the weak for they reminded him of the day that his village burned and he had to watch but could do nothing. He is very Boisterous and easy to get along with, his voice can often be heard over any crowd or company. He loves his food and eats kitchens out of house and home.
- Unarmored:
- Armored:
Last edited by Solidcannon on Sun Oct 30, 2016 12:43 am; edited 6 times in total
Solidcannon- Posts : 322
Join date : 2011-11-09
Age : 30
Location : West, Texas
Re: Discussion
Name: Gisela Amstutz
Age: 18
Gender: Female
Theme: Fake Wings
Powers and Abilities
Intelligence: Above average human intelligence, like most mages. Alchemists in the Mages Association are known to perform a magic on themselves that is known as "Thought Acceleration".
Tools and Equipment: Usually carries around water in a container of some sort in order to act as a catalyst for transmutation, and also tends to carry around crystals of various types and sizes.
Bio: The Amstutz's are a noble mage family, highly-regarded in The Mages Association, and the family has existed for over 900 years constantly producing new mages and developing new magics. However, their status as a high-ranking family was only relatively recent, as their bloodline was mixed with that of a homonculus. 700 years ago, the family-head had adopted a child in order to carry on the family name and magic crest, yet after years of training and developing the child into a man, he disappeared. The Amstutz family-head was soon assassinated with no official heir other than a homonculus which carried his blood. This homonculus continued the family line, but the reputation of the family wouldn't recover for another 600 years.
Gisela Amstutz was born in Genoa, Italy, daughter of a Swiss alchemist and the Russian enchanter Raz Petrova. Gisela's mother, the Amstutz leader and holder of the magic crest, married Raz Petrova in order to strengthen not only the bloodline, but to ensure its continued financial security. The nature of their alchemy was extremely costly, and the emerging Petrova family's monopoly in Russia proved to be a great alliance for the Amstutz. They bore two children - the first would be the heir to the Petrova family, and the second, Gisela, became the heir to the Amstutz.
Gisela grew up as was typical of a mage in that she lived luxuriously like nobility, but was also strictly and heavily trained in the family's ancient magecraft. Her natural affinity with water became a great blessing for her, and allowed her to sync with the family magic much easier than was expected. Even at a young age, The Mages Association stationed in England sent many letters offering scholarships and future positions for the young Gisela. Although it could be said that she was a prodigy in the magi world, she felt it was only natural for it to be that way.
Gisela bore somewhat of a rivalry with her older sister, Ella Petrova. Although the original plan was to have Gisela carry on the Amstutz name, Raz Petrova took a liking to Gisela's natural ability and attempted to change the deal on numerous occasions. Ella, who was no less gifted, took great offense to this, and the two sisters never again properly made up.
After turning 18 and accepting the family's magic crest, she accepted a mission from The Mages Association to investigate a source of odd water-poisoning that seemed to contain magical residue.
Personality: Gisela makes it no secret that she is on a different level than most people - from the way she walks, to how she enunciates her words, to the very tone of her voice - all of it screams royalty that shouldn't be slighted. She does not see herself as arrogant, but rather as accepting of the reality of how things are. However, she is also quite kind in her own way, and is a very charitable person - unfortunately, she often comes off as even more arrogant when attempting to be charitable or kind to those less fortunate than her. Gisela herself realizes this and often plays up her haughtiness, either for amusement or to make a point. Even so, she genuinely is accepting of people of all kinds and actively seeks to use her magic to do good things for people rather than sit in a lab and experiment.
Age: 18
Gender: Female
Theme: Fake Wings
Powers and Abilities
- Spellbook:
Alchemy Magic - Gisela's family specializes in alchemy focused on transmuting elements and matter. Alchemy allows Gisela to transform objects into a completely different shape or size so long as the inherent components are similar. While alchemy itself is generally not a magic suited for battle, "reinforcement" is a very practical magic that is used mostly by alchemists, and can be used to strengthen the body and materials. In combat the Amstutz family are somewhat famous in the Mages Association for using alchemy to create powerful weapons, then strengthening themselves so they can wield that weapon efficiently.
Alchemy is also interested in the construction of familiars, such as artificial birds, snakes, and even humans. Gisela can create basic familiars that can serve a reconnaissance role, but cannot create anything more complex.
Water Magic - Gisela has a personal affinity with the element of water, and can manipulate it more efficiently than the other elements. In particular, she is able to transmute water into ice almost instantaneously and reinforce it to take a crystal-like appearance. She can reinforce the ice enough that even a superhuman would have difficulty breaking through enough of it.
Intelligence: Above average human intelligence, like most mages. Alchemists in the Mages Association are known to perform a magic on themselves that is known as "Thought Acceleration".
Tools and Equipment: Usually carries around water in a container of some sort in order to act as a catalyst for transmutation, and also tends to carry around crystals of various types and sizes.
Bio: The Amstutz's are a noble mage family, highly-regarded in The Mages Association, and the family has existed for over 900 years constantly producing new mages and developing new magics. However, their status as a high-ranking family was only relatively recent, as their bloodline was mixed with that of a homonculus. 700 years ago, the family-head had adopted a child in order to carry on the family name and magic crest, yet after years of training and developing the child into a man, he disappeared. The Amstutz family-head was soon assassinated with no official heir other than a homonculus which carried his blood. This homonculus continued the family line, but the reputation of the family wouldn't recover for another 600 years.
Gisela Amstutz was born in Genoa, Italy, daughter of a Swiss alchemist and the Russian enchanter Raz Petrova. Gisela's mother, the Amstutz leader and holder of the magic crest, married Raz Petrova in order to strengthen not only the bloodline, but to ensure its continued financial security. The nature of their alchemy was extremely costly, and the emerging Petrova family's monopoly in Russia proved to be a great alliance for the Amstutz. They bore two children - the first would be the heir to the Petrova family, and the second, Gisela, became the heir to the Amstutz.
Gisela grew up as was typical of a mage in that she lived luxuriously like nobility, but was also strictly and heavily trained in the family's ancient magecraft. Her natural affinity with water became a great blessing for her, and allowed her to sync with the family magic much easier than was expected. Even at a young age, The Mages Association stationed in England sent many letters offering scholarships and future positions for the young Gisela. Although it could be said that she was a prodigy in the magi world, she felt it was only natural for it to be that way.
Gisela bore somewhat of a rivalry with her older sister, Ella Petrova. Although the original plan was to have Gisela carry on the Amstutz name, Raz Petrova took a liking to Gisela's natural ability and attempted to change the deal on numerous occasions. Ella, who was no less gifted, took great offense to this, and the two sisters never again properly made up.
After turning 18 and accepting the family's magic crest, she accepted a mission from The Mages Association to investigate a source of odd water-poisoning that seemed to contain magical residue.
Personality: Gisela makes it no secret that she is on a different level than most people - from the way she walks, to how she enunciates her words, to the very tone of her voice - all of it screams royalty that shouldn't be slighted. She does not see herself as arrogant, but rather as accepting of the reality of how things are. However, she is also quite kind in her own way, and is a very charitable person - unfortunately, she often comes off as even more arrogant when attempting to be charitable or kind to those less fortunate than her. Gisela herself realizes this and often plays up her haughtiness, either for amusement or to make a point. Even so, she genuinely is accepting of people of all kinds and actively seeks to use her magic to do good things for people rather than sit in a lab and experiment.
- Spoiler:
Emiya- Posts : 217
Join date : 2011-11-08
Age : 30
Re: Discussion
Name:Christopher Shroud
Age:47
Gender:Male
Theme:someday the dream will end
mental attributes:above average human
Tools and Equipment:the scripture, black keys,holy bracelet amplifies magic.
Personality:a very kind and happy individual, never to be seen around the monastery with out his usual goofy grin, he cares greatly for his fellow priests and family as well for the good of humanity.
Weakness:holy magic does not affect humans, has passed his prime.
Bio:pending
Age:47
Gender:Male
Theme:someday the dream will end
- Magic:
- Rapid Regneration - A spell that accelerates natural body functions to increase the rate of healing by multiple times, allowing minor external wounds to heal in seconds. Major external wounds may take a few minutes, while internal wounds, depending on the severity, may or may not heal entirely. Because of the simplicity of this spell, it can be cast instantaneously.
Spark of Life - A basic elementary healing spell capable of healing moderate to minor injuries instantly. Since the healing is completely dependent on mana and ignores the natural healing process, it can be used effectively on spirits as well as those who posses physical bodies, and can be used on internal organs that would otherwise not heal. It cannot replace lost body parts, and serious injuries may not heal completely. Requires the name to be cast aloud.
Fire of Life - A powerful healing spell that forces the caster to stay immobile during the casting. By using a fair chunk of mana, the effects of Spark of Life are multiplied and accelerated even further, healing all wounds, including curses and disease.
Divine Eyes - A spell that allows temporary 'pure eyes', allowing the caster to see concepts and objects that otherwise cannot be seen by the normal human eye. These include demons, ghosts, abstract magecraft (such as traps and fields), and even intangible forces caused by superpowers (such as mental and temporal abilities). Causes the casters eyes to glow brightly once activated.
Holy Baptism - A holy spell that is used by high-ranking church exorcists to eliminate physical beings such as vampires, demons, and even superhumans. It creates a flash fire upon the target creature that surpasses physical resistance and burns the body away, and is especially effective against non-humans. The incantation is in the Eight-Count category and requires physical contact.
Heaven's light - a holy spell similar to a magic barrier but repels all forms of dark unholy entities. From point its cast it appears as a heavenly light that shines down on the area that is protects, humans with in the light are protected from magic outside as the spells are nullified upon contact with the light.
mental attributes:above average human
Tools and Equipment:the scripture, black keys,holy bracelet amplifies magic.
Personality:a very kind and happy individual, never to be seen around the monastery with out his usual goofy grin, he cares greatly for his fellow priests and family as well for the good of humanity.
Weakness:holy magic does not affect humans, has passed his prime.
Bio:pending
Andris Greatwing- Posts : 252
Join date : 2011-11-09
Age : 29
Location : Temple, TX
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