Codename: Mr. Yin
Real Name: Unknown
Species: Homo Superior
Height: 7’ 2”
Powers/Abilities: Mr. Yin has the ability to make objects become attracted to each other. Mr. Yin must specify which objects are attracted. The more the objects resist coming together, the more the mysterious force increases. The force that attracts the objects is similar to telekinesis, but has a different energy signature and is much more powerful. Mr. Yin can cancel any attraction that he has started, no matter how late in the process. Mr. Yin’s attractions cannot be stopped by anyone except Mr. Yin or Mr. Yang.
Physical Description: Mr. Yin is a rather large and intimidating man with caramel colored skin. He is African-American in origin and always wears a suit that looks like this, but black (http://photocdn.sohu.com/20060907/Img245215598.jpg). Mr. Yin is bald and has trimmed eyebrows. He is the epitome of class.
Personality: Mr. Yin is almost superhumanly apathetic. Virtually nothing sparks emotion from him externally, but on the inside, he’s a Sherlock Holmes level thinker. He focuses his intellect on science and history with virtually no variance.
Codename: Mr. Yang
Real Name: Unknown
Species: Homo Superior
Height: 7’ 2”
Powers/Abilities: Mr. Yang has the ability to make objects become repelled to each other. Mr. Yang must specify which objects are to be repelled. The more the objects resist getting forced apart, the more the mysterious force increases. The force that repels the objects is similar to telekinesis, but has a different energy signature and is much more powerful. Mr. Yang can cancel any repel that he has started, no matter how late in the process. Mr. Yang’s repels cannot be stopped by anyone except Mr. Yin or Mr. Yang.
Physical Description: Mr. Yang is a rather large and intimidating man with caramel colored skin. He is African-American in origin and always wears a suit that looks like this, but black (http://photocdn.sohu.com/20060907/Img245215598.jpg). Mr. Yin is bald and has trimmed eyebrows. He is the epitome of class.
Personality: Mr. Yang is almost superhumanly apathetic. Virtually nothing sparks emotion from him externally, but on the inside, he’s a Sherlock Holmes level thinker. He focuses his intellect on mythologies, fiction, and theoretics with virtually no variance.
Real Name: Unknown
Species: Homo Sapien
Powers/Abilities: Able to manipulate water in any state using a variety of established spells (list of spells in separate file).
Physical Description: The Hydromancer is a thin man but muscular. He has thick black hair that is cut at two inches long. He wears a black duster with a black turtleneck, and black cargo pants. He keeps a canteen of water attached to his belt at all times. He wears black combat boots with straps rather than laces.
Personality: The Hydromancer is a quiet man, but has been known to crack the occasional joke. He is a strategic mastermind and rarely fights a foe out in the open, preferring to fight using clones of himself made of water. The clones have a fraction of the magical capabilities of the real deal but are lethal nonetheless.
Formal Name: Jo'Rakha
Informal Name (for friends and family): Jo'Rak
Species: Khajiit (Male)
Magica Bar: 700 (regen at 42 magica/second)
Stamina Bar: 100 (regen at 5 stamina/second)
Able to use Shouts and is a Master mage (level 100 in illusion, alteration, restoration destruction, and enchanting), and skilled archer. Wears enchanted dragonscale armor (Helmet: fortify Magica and magica regen. Chestplate: Fortify magica regen and fortify destruction. Gloves: Fortify Magica and fortify archery. Amulet: fortify magica regen and magica. Ring: Fortify Magica regen and magica.)
-Fortify Magica Regen = +25% each (+100% total)
-Fortify Magica = +25 each (+100 total)
-Fortify Destruction = All destruction spells get +25% additional damage (off of base damage)
-Fortify Archery = Arrows get a +25% damage boost (off of base damage)
-Dragonscale armor (Enchanted)
-Daedric Bow with Dragonbone arrows (quiver is enchanted to respawn arrow over time).
Ranged at everything from attacking to relationships.
SEBASTION SHAW'S CHARACTERS
Name: Aero Flynn
Species: Homo Avianus
Powers: Aerokinesis; Able to manipulate all gasses. Able to convert any amount of one gas into an equal amount of another gas (the ending gas must be a gas in its room temperature state). Able to enter a "Sage State" that allows him to recover energy at a vastly accelerated rate. Sage State is canceled if Aeromancer does any physical action other than breathe.
Description: To put it simply, Aero is half-man and half-falcon. He has two arms, two legs, and two wings. His feathers are primarily blue with red highlights. His feet have retractable talons that allow him to be able to grip onto most surfaces.
Name: Hank ”Pyro” Griff
Species: Homo Canis
Powers: Pyrokinesis; Able to generate and manipulate fire and is able to increase the temperature of matter. Able to enter a "Sage State" that allows him to recover energy at a vastly accelerated rate. Sage State is canceled if Pyromaniac does any physical action other than breathe.
Description: Even simpler to explain, Hank is a wolf-man. He looks like; http://i587.photobucket.com/albums/s...AnthroWolf.jpg
Species: Human (Afflicted with Vampirism)
Powers: Superhuman speed, superhuman strength, flight, able to blend into shadows (becomes harder to detect, not invisible), able to use magic, able to heal by feasting on blood, and has foresight (able to see what he would see five seconds in the future. This only shows him the future that is going to happen if he doesn’t change anything. Blade can keep this up for short times, but it is very tiring.) All of Blade’s powers decrease in power during the day. Sunlight makes Blade very irritable and makes his powers weaker, but does not physically hurt him.
Equipment: Blade carries a sword named “Fang.” Fang’s edge is monolayer (a substance comprised of a single layer of molecules. Monolayers can cut through anything comprised of molecules (due to the monolayer being able to slip between molecules) other than other monolayers). Due to the monolayer’s natural flaws, the blade becomes dulled to normal strength rapidly. Blade gets around this flaw with his magical sheath that rebuilds and refurnishes the monolayer when Fang is being stored. The more Fang is damaged, the longer it takes to refurbish. The sheath is stored in pocket space along with a few other magical items. Blade’s clothing is made of Kevlar, providing him with bullet proofyness and a small amount of tear/cut resistance.
Codename: The Candy Man
Species: Candy Sapien
Powers: His body is made of candy and can be manipulated. He can regenerate by absorbing candy. He can make his body into hard candy, soft candy, or into a syrup like consistency.
Appearance: http://images3.wikia.nocookie.net/__..._Ame_no_Mi.png (no human part, just the green form all over). The green is an emerald hue.
Formal Name: Han-Za
Informal Name: Za
Species: Argonian (Male)
Magica Bar: 100 (Regenerates at 3 magica/second)
Stamina Bar: 600 (Regenerates at 30 stamina/second)
Master weaponer (Level 100 in One-handed, Block, Heavy Armor, Smithing, Lock picking, Pickpocket, and Speech). Han-Za can use shouts. Han-Za can use the healing spell “Close Wounds.” It drains all of his magica with one use, but heals him 75% of his total health.
-Daedric Armor (full set)
-Dragonbone War Axe
Name: Big Tex
Age: Won’t admit any specifics, but estimated to be in his late forties.
Race: White with European Ancestry
Education: Big Tex graduated from college with no major, but having taken every available class. He is a Jack-of-all-Trades in terms of knowledge.
Description: Big Tex is a sturdy man, well muscled from his childhood on a ranch. He typically wears faded blue denim jeans, light colored button-up shirts, brown cowboy boots, and a white ten-gallon hat. Big Tex has a pair of reflective sunglasses that he loves dearly.
Equipment: Big Tex carries a six chamber .45 revolver, an accompanying boiled-leather holster, and a soft leather ammo pouch. All three items are magical in origin.
When there is no gun in the holster, rubbing the holster activates a spell that generates a duplicate of Ol’ Betty (the nickname for Big Tex’s revolver). There can be only two Ol’ Betties (does not include unofficial duplicates) in a single reality at any one time. If the holster is rubbed a third time, the oldest version of Ol’ Betty dissolves and a new one is created. Big Tex values his holster over his own life.
It is unknown exactly the extents of Ol’ Betty’s magical traits, nor of Ol’ Betty’s origin. Ol’ Betty has six chambers and the chamber is swing-out design (activated by a spring-backed swing switch on either side of the top of the handle (allows for the ability to switch firing hands easily). Ol’ Betty does not accept speed-loading. Each bullet must be manually entered one at a time. Any .45 caliber bullet can be fired from Ol’ Betty without ever worrying about backfiring. If anything would stop Ol’ Betty from firing correctly, Ol’ Betty’s hammer will not activate the bullet.
Not much is known about the ammo pouch, nor its magical origins. Whenever Big Tex reaches into the pouch, his hand retracts now holding exactly six .45 bullets. There are a very large number of types of bullets available to Big Tex, and he is often quoted in saying that there are one thousand types of ammo, but few are ever seen in one story. Note: when a non-standard bullet is used for the first time in a story/role play, it will have an introduction. Also, all bullet types will be recorded, so the intros will remain consistent. If something that is not Big Tex enters the ammo pouch, it is dissolved into non-existence.
Name: Little Rodeo
Age: Won’t give any specifics, but looks to be around 15
Race: Native American (unknown which tribe of origin)
Education: Little Rodeo has not had any formal education, but has learned a great many things by just hanging around Big Tex for so long.
Description: Little Rodeo wears a plain T-shirt and jeans. He looks like a skinny, but otherwise normal teenager.
Abilities: Terrakinesis; the ability to manipulate any naturally occurring geologic entity. This includes sand, dirt, stone (of any kind), any naturally occurring mineral, and any naturally occurring metal (whether in refined state or not). Little Rodeo is highly powerful, but not very skilled with said abilities.
Equipment: Little Rodeo keeps a duplicate of Ol’ Betty on him, but Big Tex only allows him to use standard .45 rounds of which Little Rodeo keeps forty-two on him at all time; six in Ol’ Betty and thirty-six in a normal, soft-leather ammo pouch.
Personality: Little Rodeo loves Big Tex like a father and would do anything for him, even give up his own life. He strives to earn the respect of the older man and to further his own abilities so that, when the time comes that Big Tex is no longer around; Little Rodeo can take his place as a great hero.
Name: Big Rodeo
Age: Won’t give any specifics, but looks to be around 30
Race: Native American (unknown which tribe of origin)
Education: Big Rodeo appears to have a college level intellect, but no diploma has ever been provided to him.
Description: Big Rodeo wears an Italian cut suit. His Native American origins can be seen in his caramel colored skin. He wears a pair of dark tinted sunglasses at all times, even when he is indoors and when it’s night out.
Abilities: Terrakinesis; the ability to manipulate any naturally occurring geologic entity. This includes sand, dirt, stone (of any kind), any naturally occurring mineral, and any naturally occurring metal (whether in refined state or not). Big Rodeo is highly powerful and immensely skilled with his ability. Through his terrakinesis, Big Rodeo can do many things; such as make his body go into an “Overdrive Mode” that allows his brain to fire off commands faster than what is normally humanly possible (prolonged use can result in wearing and tearing of the brain, eventually killing him), manipulate others to some degree, and many other things.
Equipment: Big Rodeo keeps various metal objects on him such as; a metal necklace, a pen with metal casing, etc. Big Rodeo has many tricks of keeping things he can manipulate on him at all times, so he’s never defenseless.
Personality: Big Rodeo is a natural-born leader and regularly teaches Little Rodeo how to use his abilities both in and out of combat. He tries to avoid conflict, but when he must fight, he is quick and brutal with his attacks, rarely allowing his opponents to even launch attacks.
CRAZY SCION'S CHARACTERS
Carl the Zombie
Alignment: chaotic good
Carl is fairly tall and stands at a solid 6 feet. His body amplifies his tall appearance being of a slim built with thin, but tough arms and legs. When Carl was alive, he preferred to do work outs that strengthened his muscles rather than bulk up. He was stronger than he looked, and could run like a track star. His clothes are his casual street clothes with the exception of his jacket being the same he wore when he still attended school. Carl’s hair appears black, but is actually a really dark brown that one may notice if they parted his hair. His eyes are an orangish brown eyes color, and even seem to burn brightly in pitch darkness.
Carl is a generally carefree guy who worries little about his personal appearance or the opinions of the people around him. He acts like a goofball most of the time, but displays a very serious persona when it is needed. He is dedicated to his morals and views of the world, and truly believes no one is beyond saving. He displays perverted traits towards women, but this usually doesn’t get passed verbal abuse. Lastly Carl has an unnatural loves of cute things, and this is even reflected in his taste in women.
Super Natural Physical Traits:
After dying some of Carl’s physical characteristics were altered. His body acted more like it was dying, then actually dead. It withers at a very slow rate, but is not completely dead. The magic used to resurrect him still utilized his some of his existing functions to keep him going.
His brain was still somewhat active and ran his five senses for his body. This made his head a weak point, because if it got damaged then all of his sense would become dull and his thoughts would be hazy.
His muscles still functioned as well, but were now triggered trough magic instead since motor nerves were damaged when he died. He also lost his since of pain after being resurrected, but he did manage to retain some of his sense of touch and can still feel things somewhat throughout his body, but more normally with his more sensitive parts like his hands or lips.
His skin is still active, and as well as still allowing him to feel, keeps bugs and bacteria from freely making residents in his body, but not as well as before.
Carl’s brain didn’t retain its regulations on muscle restraint and this gave Carl access to his body’s full potential. The human mind usually only allows us to use a 1/10 to 1/15 of are total strength. This is to prevent the human body from tearing its self apart through its own power. This allowed Carl to jump to the top of a 3 story building, comfortably run at almost 80 miles an hour on a flat surface with no obstacles, and lift 1000 pounds over his head. As impressive as his abilities have become his body was still human, and exerting to much force will cause his body to rip apart. Muscles would tear and weaken as well as his bones being at risk of snapping under the pressure. Carl tries to limit himself to normal activities to keep his body from being destroyed too quickly.
Carl’s body doesn't fatigue since his body no longer runs on air or food, but he can run out of the magic energy that keeps him going and collapse. Carl often doesn't have enough energy for more than a full day strenuous activity before his magic runs to low and he is forced to rest.
Supernatural Abilities and Magic:
Carl was revived through nature magic instead of through standard necromancy. His body was flooded with nature magic as a way to grant his body life. This caused him to become part of nature and able to regenerate his body much the way a plant grows back its lost limbs. Carl doesn't need to sleep, but if his body is running low on energy or if he is damaged, then he can regenerate his body and recharge his magic by being in soil or sleeping in it. His body draws in nutrients and minerals to recover the ones lost, as well as absorb life energies from earth its self to regenerate his magic supply. Carl can’t recover unless he is completely submerged in dirt, and the dirt has to have minerals and life in it. However if he is in rich land he can recover all his energy and heal from extensive damage in only 4 hours, this time is halved if he is asleep.
Carl can sink into the earth and freely move about as fast as he can jog run (30 mph), but this costs him twice as much energy as running normally, and will cause him to run out of magic faster than if he were to run normally. Carl can burrow through solid rock and can he go through cement, on top of being able to loosen and move rocks if they don’t weigh more than 1000 pounds.
Carl can use some of the nature magic that powers his body to manipulate plants on a small level, he can’t do anything fancy like grow a tree from a seed, but he can grow flowers and other small plants and make cross breeds in an instant. He is also able to grow plants within his body and use this to modify himself to do more interesting things with his body. One such thing being reinforcing his bones with wood to allow them to take more force without snapping, or making poisonous spikes grow from his arms, and if he spends enough energy can grow plant armor.
Equipment: Weapon Exterior Appearance: The wind up Gun has a similar shape to a toy gun a stereo typical SiFi alien would wield. The head of the gun is a small grey cone shape attached to the end of a rectangular body. The back of the gun looks like that of a normal pistol, but the hammer seems to have been removed. The body is a rusted brown color, and there are to bronze rings on the side of the gun where the bullet chamber would be. The original grip for the gun looks like it was sawed off and in its place was welded an iron grip, like the kind one would see on a rifle with a piece of electrical tape rapped around it. In the place of the trigger is a nub similar to a switch on a flash light.
Weapon internal Workings: The Wind up Gun can be opened by twisting the two for mentioned bronze rings as well as the cone counter clock wise and popping them off. This reveals a series of screws with star shaped heads that need a special screw driver to remove. After removing the screws the gun can be pulled into two halves revealing an intricate internal working of watch gears and music box guts, but the unusual thing about the gun would be that the music box wheel is a dark shifting rainbow in appearance it glows lightly, vibrates, emits a quiet sound, and will even shock on contact.
Chaos Crystal: The fore mentioned wheel is a Chaos Crystal. This crystal was created as a way to store several different types of energy in one place. It collects all kinds of energy from its surrounding and converts it to chaos energy, a shifting energy that is constantly changing from one energy type to another.
Random Functionality: The wind up Gun’s handle can fold behind the gun so it can be held like a bladed weapon. The switch on the watch is similar to a light switch, can be pushed either forwards or backwards to activates the keys and springs back in place.
The Wind up Keys: The Wind up Keys were created as a way to take the stored energy in the chaos crystal and convert it into usable energy. Each key represents a natural energy type, the types being momentum, heat, sound, light, electricity, magnetism, nuclear, gravity, and static. Each key is imbued with an entity of each type of energy. The entities are like the essence of the energy or a being of that energy, they aren't sentient things though, but are simply used to control the energy. When a key is applied to the Wind up Gun the entity inside it starts converting the stored power in the Chaos crystal and uses it to grant the user control of its energy. An example would be that a being of pure force resides in the momentum Key and when applied to the Wind up Gun converts stored energy to momentum, and can be used to manipulate force.
Rules of the wind up pistol:
Keys can only be used for duration of 30 seconds at a time before needing to be rewound, and take 10 seconds to wind.
At the cost of 3 seconds of duration, each key can fire up to 10 shots.
The power of additional shots can be added, by charging for 2 seconds for every additional shot added. (This is to add a bigger affect to a single shot)
Only 5 keys can be used before recharge is needed
The charge station for the Wind up Gun is set in Carl’s bike He sticks it in a slot in the dash and it will start charging while a music box song plays.
The Bike: Created by the Police engineering departments Richard Homily. It was a bike made in combination with a strange device almost the size of a fridge that was given to Carl with the Wind up Gun to help recharge it. It was too big to carry, but ran on a simple electrical current. Richard designed the bike to disguise the device and to give it mobility so Carl could use it in the field. The bike has slow acceleration due to the weight, but can get up to a 120 miles on a long stretch of road.
Wind up Gun Keys:
(I’ll create the CS for the other Keys later, for now this is the most used one.)
The Momentum Key: The Key with a fist engraved on it is the control of momentum or specifically force. Momentum is the name given to the amount of force an object in motion has. The Momentum key is a control of moving forces, and it can be used to augment the user’s movement or the movement of objects.
When charged into shots, it can deliver waves of momentum in the form of giant spheres of about 5 feet in diameter that are capable of knocking things around. The sphere’s travel at about 15 miles an hour, but despite their speed, this attack is fairly short rang due to the air molecules that are hit by the blast, slowly eating away at the momentum energy. After a distance of only 7 feet, most of the energy is converted entirely into 30 mile an hour wind currents.
The Momentum Key in contact range is capable of knocking a stationary object of 200 pounds, 7 feet through the air, with one shot. A fully charged shot at blank range can deliver enough force to propel an object of 200 pounds 70 feet through the air, or propel an object of 2000 pounds 7 feet through the air and everything in between.
Anyone hit by momentum force won't feel like they've been hit by anything. It is more like there body just picked up speed in the direction they were hit. One can resist being blown away by the momentum force the same way they would deal with a punch. By braising for it, dodging it, or even overpowering it.
If the user amplifies their body’s forces, they’ll have enough force in a punch or kick to crack stone on impact, if they don’t weigh over 200 pounds they can add 15 mph to their speed, and if they aren't using too much force, are able change the direction of their body movement in unnatural ways, this is more for his arms or legs, and less effective if it's the whole body.
Species: Psychic Ferret
Alignment: Lawful Good
Appearance: (to be added)
Physical Traits: Lewis is about a foot long and 4 inches around the middle. His fur is a deep orange color all over his body, with darker shades around his paws. Lewis has two small white angel wings sticking out of his back that look too small to actually support him.
Personality Traits: Lewis is highly intelligence despite his appearance and can respond quickly to changing situations. He is strategic type and prefers to think of plans of actions to solve his problems using the environment and tools available to forge a plan or improvise. Some odd habits are that Lewis likes to cuddle up with females more than males, as long as there thoughts and feelings aren’t aggressive. His voice when projected in someones mind sounds high pitched and squeaky.
Super Natural Abilities: Lewis has the ability to read the minds and feelings of the people around him, and project his own thoughts and feelings to them. Note: These thoughts and feeling aren’t deep and are obvious to the receiver that they our foreign.
He can sense the presence and location of anything with a sentient mind.
Lewis has telekinesis that he uses to fly and to manipulate things around him. Although he doesn’t have immense force he has a high level of control over the things he can move and is very skilled with his power able to use it in a wide variety of ways.