CHARACTER SHEETS WILL BE PLACED HERE AFTER THEY HAVE BEEN APPROVED
THE BASICS
Name: Hannibal Rae James
Alias: Zeke
Race: Human / Tech
Age: Twenty Five
Height: Five Feet, Six Inches
Weight: One Hundred and Twenty Eight Pounds
Appearance:
SKILLS AND EQUIPMENT
Hannibal is skilled in hand to hand combat as well as wielding one handed weapons. Though it doesn't look like it, the chest plate on her chest holds her artificial heart ( think Arc Reactor with Tony Stark ) that was implanted there by The Sire. Not only does it keep her alive, it also gives The Sire the ability to control her if he so chooses. The silver feather-looking things on her head are actually small, deadly throwing weapons. She used to throw knives professionally while she was alive and this skill has only grown as she gained her enhancements. They are regenerated by a cybernetic enhancement in her skull. That being said, she can only regenerate them once a day so she rarely uses them. The black tattoo across her eyes is what is called a "living" tattoo. It allows her to see things like messages and such on a holographic screen that only she can see.
HISTORY AND PERSONALITY
Hannibal grew up in a military family. It was all she had ever known in her lifetime. During boot camp, a fellow soldier's gun misfired and shot her in the heart. She was brought into surgery and The Sire took an interest in her for some reason. She met Dave in recovery since they had been brought in about the same time. The two were the first Techs and Nemesis joined them about six months after. The Sire had them all train in every sort of combat known to man in order for them to become his prized assassins. Hannibal is grateful for her life and her training but sometimes she questions The Sire's motives in this all. She doesn't let her doubt show since she is the leader of this group.
( short but more will be revealed later )
THE BASICS
Name: Imeda Sokoll
Alias: Nemesis
Race: Human-Tech
Age: 27
Height: 5'1"
Weight: 120 lbs
Appearance: Messy black hair; crooked nose; right eye blue; slightly-offset right cheekbone; 5'1" and about 120 lbs; facial plate starts above the left eyebrow and goes down to the mouth, plates jointed, lens green; right leg mechanical, tapering outward and ending in three thick claw-like 'toes'; left arm, shoulder, and part of torso mechanical, with the arm about uniform thickness and ending in a split-plate with three claw-like fingers and one claw-like thumb. Tends to wear a jacket with a fur collar, split seam at the left shoulder, a pair of jeans torn at the right knee, and a single black boot. Faceclaim/drawing to come later.
SKILLS AND EQUIPMENT
Technological implants:
- His skeleton is reinforced with metal framework out of necessity. Otherwise, movement would tear him apart.
- The lens replacing his left eye sees only in black or white or in infrared. To reduce interference, mechanical implants in his brain have rendered his right eye colorblind.
- His left arm has been replaced with a dual-jointed limb ending in a cannon. It can either fire his mechanical 'hand' as a grappling hook or instead fire concussive energy to create shockwaves. This energy cannot travel through the air and so direct contact is required.
- His right leg has been replaced with a fairly heavy prosthetic leg ending in three claw-like structures.
- His left ear is replaced with the 'skintennae' for communication, and he has neural implants that allow him to understand and speak English, though he can no longer speak or translate for his native tongue as a result.
- His external metal covering - the prosthetic leg, his arm, half his chest, half his neck and face, the cable connecting his cannon to his back - are all sealed, insulated, and coated with material to reduce fire and heat damage.
As a result of his reinforcement, Nemesis can carry several times his own weight.
However, Nemesis also requires 'activation' - the degree to which he can carry out his duties are determined by what files are active, and anything that goes beyond those parameters is considered to be impossible. Files include:
- Poseidon: allows him to use the cannon
- Argus: basic surveillance
- Talos: allows him to fight
- Thanatos: authorizes lethal force
HISTORY AND PERSONALITY
Nemesis' true name is known only to him. Fighting in his home country in Eastern Europe ended up putting him near an explosion with shrapnel shredding his leg and slicing his femoral artery. He had no ID and no family ever came forth to claim him. He was saved, airlifted out of the country and operated upon to remove the shrapnel and keep him from bleeding out. The surgery he underwent was a bit more extensive than what one would expect and resulted in about half of his body being replaced by cybernetic parts. His first few trials went poorly - the first revealed the need for a translator implant, the second the importance of a reinforced skeleton, and the third the need to modify his other eye. However, once he was fixed, he joined the other two Tech models for training.
Nemesis does not talk much, and when he does, he tends to put the accent on the wrong syllable with little emotion or gesturing to accompany it. He is generally very still, free of excessive movement and expression, and genuinely seems to be the most robotic, in appearance and personality, of the three Techs. He is absolutely ruthless in following orders and has found more creative uses at times for his cannon in doing so.
SpoilerFor proper repairs, he is taken away to an isolated room and the cybernetics shut down, leaving him incapable of movement. When he does speak, it's in Georgian and though no one in the facility is known to speak the tongue, he sounds confused and terrified.
Name: Marisela
Alias: Mari amongst friends
Race: Human
Age: 19
Height: 5’2’’
Weight: 110
Appearance: As best as I could through the doll maker - the outfit is pretty much the same, but with real trousers (couldn't find a nice one in the maker). And her proper staff as described in the equipment section.
SKILLS AND EQUIPMENT
Magic: She would mostly focus on healing spells, as well as illusions and maybe some minor stunning spells (just in case she ever found herself in trouble). (Stun! Illusion! Run awaaaaaaaay!)
Equipment: She has a lovely hand-carved staff equipped with sharp short blade at the bottom and adorned with carvings (made by her mother, the carpenter). She carries her staff in her hand or on a sling across her back. Her clothing is handmade and simple, a tunic, leggings, and a thick woolen cloak to protect her from the elements. She wears thick boots, knee high and made of leather.
She also has several pieces of jewelry: earrings made of precious stones, bracelets of leather, and a soft leather choker. She has one fine dress for special occasions, made of soft cloth and dyed a deep, luscious green.
Travel Gear: She carries a small knapsack, a dagger, blanket, flint, and a small, basic cooking kit. (She is an adequate forger/cook, having grown up in the Wilds).
HISTORY AND PERSONALITY
Her personality is kind of naive. Having never seen or interacted with the City folk, she really can’t imagine that they are nearly as bad as the rumors make them out. Sure Ryker was a very very bad man, and he did things with magic that nobody ever should have done, and she understands why magic could be outlawed. But if people only new the good things that magic could do, they would surely come around and make it legal again. Now, just gotta go out there and make a good impression…
She’s really sweet and fun-loving, and while she may be a fool to expect the best in people, I wouldn’t go so far to say that she is innocent. Life in the Wilds in hard, and she has seen death, accidents and even a tragedy or two, but she doesn’t let that ruin the joy she finds in life. She is always up for adventure and risk, but she cannot imagine herself ever taking a life.
She grew up in a small clan in the Wilds. She is very close with her mother, Dania, and is an only child. Her father died when she was young, lost on a hunting trip. She likes to look after the children in the clan, as they find her illusion spells to be very entertaining.
THE BASICS
Name: Faelan (also spelled Phelan) MacCarthy
Alias: Renegade
Race: Human
Age: 23
Height: 5’ 9”
Weight: 165
Appearance: Average height and thin and scrawny. Physically fit. Short brown hair and pale yellow eyes. Prefers loose clothing to disguise his lack of muscles.
SKILLS AND EQUIPMENT
Prefers spells that would be “force” spells under D&D rules. Like to batter enemies back with huge impacts. Also has telekinesis that weak to start out with manipulating small objects about the size of a housecat. If he were to cast any elemental spells, it’d be fire-based ones.
Has a big walking stick he likes to pretend like it has any kind of effect on his spells. Also and a knife for emergencies. Carries a compass.
HISTORY AND PERSONALITY
Raised in the wilds, he has only heard of cities in stories and is excited to see if the stories could possibly be true. Wants to get out and see the world. Likes the power and importance that having magic brings. Is ambivalent about wanting “peace.” A family man who hasn’t lived without his family for very long except for when he was in training. His mother Colleen, father Liam, and older brother Aidan are all still alive and live in the house with him.
Name: Nethalious Ferdimond Nevermore
Alias: Raven
Race: sluagh fae
Age: hard to say
Height: 6'9 when standing straight
Weight: 130lb
Appearance:
SKILLS AND EQUIPMENT: cane sword, long coat with hidden compartments, Bag of magical sand, lock release gun, a small hatchet. Magic mostly deals with theft, illustration, darkness, and mild teleportation. Can also effect dreams.
HISTORY AND PERSONALITY
Nevermore was once one of the greats. Myths and legends were written about him in many of the worlds religion. He has been given many names, boogie man, lechupicabra, demon, but he was a sluagh. The fae born of nightmares and despair. Raven, named for a particularly well done job, views his work as art, and takes great pride in it. With the decline of magic, most of his brethren had abandoned the world. With the rise of technology, the minds of men became resistant to the thrills of imagination, making his job harder. Raven thrives due to the one thing humans can't numb themselves to. The unexplainable fear of the unknown.
lost
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