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  1. #1
    Gothic Nightmare Skallagrim's Avatar
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    Characters

    J.T. MacLeod

    Description:

    6’1 tall and 202 lbs. Has deep blue eyes and mousy brown hair.

    Preferring to wear comfortable clothes of a non-descript fashion, such as loose jeans and a tee shirt, a brown bomber jacket prominently displaying the American Flag across the back, black steel-toe tactical boots and sunglasses.

    Personality:

    Seeking to understand what makes the world and the multiverse special. He is principled in his views and will stand up against a wrong.

    Organization or Affiliation:

    Department of Wet Works--

    A black organization made of former “specialists” from various governments around the world. Realizing that their unique skills were in demand from rogue governments, normalized governments and corporations to deal with “problems” they formed a loose alliance that obtains jobs that come through the pipe from various contact points world wide. The Department as it is euphemistically known tends to have independent contractors in order to ensure that if their organization is ever compromised only the operator is burned and cannot cut a deal to implicate or identify others.

    Equipment

    He carries two, MK 23 HK double-action automatic pistols, in tactical holsters. These are 12-round, box magazine fed pistols that fire .45 ACP caliber, 230-grain Hydra-shok jacketed hollow point rounds.

    Under his jacket is a multiple magazine carrier and dispenser for his firearms which is configured for rapidly dispensing ammunition magazines in the proper orientation to facilitate rapid reloading of his weapon.

    The multiple magazine carrier holds 10 magazines per side and is curved for both left and right hand use and carried on a torso and shoulder strap harness. The carrier has a thickness and height only slightly greater than those dimensions of a magazine, but has a length sufficient for the installation of a series of magazines therein in a front to back orientation.

    A spring and push plate or shoe urges the magazines toward the front of the device, where the dispensing opening is configured to facilitate the insertion of the magazine in the proper orientation for rapid installation in a weapon carried by the user. The user merely drops the expended magazines and slams the pistol butt against the dispenser where a new magazine is inserted.

    Other weapons:

    A HK416 Carbine:Caliber 5.56x45mm NATO (.223 Remington), Operation Principle Gas operated, firing from a closed bolt. Modes of Fire Semi-automatic, full automatic. Feed Device- HK 30-round steel box magazine. This has a sling set up as well as an integrated reflex sight with nested IR laser aimer and illuminator. He carries 5 extra magazines.

    A Benelli supernova tactical pistol grip shotgun, a 12-gauge pump-action shotgun. This is a super-light, shotgun capable of firing 3.5 inch magnum rounds. With a capacity of 4+1 rounds. On the butt he carries 4 rounds of extra ammo. This has a sling set up for easy carrying.

    Load out initially:

    (3) Terminator rounds. These rounds contain a hollow core slug which has dozens of tiny lead pellets that spread dramatically as the core expands to 1-1/2" on impact. The initial shock caused by the core is further enhanced by the tiny shot, creating massive tissue damage.

    (2) Fireball Rounds. These 12 gauge rounds produce an enormous wall of fire and sparks for 250+ feet. The incendiary metal contained inside burns at over 3,000 degrees Fahrenheit when fired, showering the target in a momentary wall of fire.

    Butt Ammo:

    (2) TASER XREP cartridges. On impact, the forward facing barbed electrodes attach to the body of the target. The energy from the impact breaks a series of fracture pins that release the main chassis of the XREP projectile which remains connected to the nose by a non-conductive tether. The XREP projectile autonomously generates NMI for 20 continuous seconds. As the chassis falls away, six Cholla electrodes automatically deploy to deliver the NMI effect over a greater body mass. It delivers a Neuro Muscular Incapacitation (NMI) bio-effect but can be delivered to a maximum effective range of 100 feet (30.48 meters), combining blunt impact force to form a subtle non-lethal weapon.

    (2) Incendiary Rounds. These 12 gauge incendiary rounds contain a chemical mixture much like that found in metallic cartridges. When the projectile strikes an object, the compound produces a brilliant flash of light at a temperature in excess of 3,000 degrees Fahrenheit,capable of igniting flammable material.

    A 19" long tungsten carbide survival bowie knife on his left hip in a leather sheath. Specifications: 12 inch blade, with a 7-inch hard rubberized grip. 1 5/8th inches wide, 3/16 inches thick. Weight 1 lb.5 oz.

    A 26" long expandable tungsten carbide impact baton with a rubber grip in a nylon sheath on his belt, right side. (Reduces to 10 inches when compacted, the two remaining sections that extend are 8.5" long apiece.)

    In his small rucksack he carries a black modified full-face tactical style helmet with night vision, thermal and infrared vision enhancers and SAT-TAC communication systems that he uses for night ops. JT also carries four grenades in his ruck sack.

    (2) M84 non-lethal stun grenade which are non-lethal, low hazard, non-shrapnel producing explosive device intended to confuse, disorient or momentarily distract potential threat personnel. The device produces a temporary incapacitation to threat personnel or innocent by standers via a loud "Bang". The noise levels will be above 170 decibels within 5 feet of initiation.
    **Detonating the M84 Stun Grenade in the presence of natural gas, gasoline, or other highly flammable fumes or materials may cause a serious secondary explosion or fire, resulting in death, or severe injury to friendly forces or unintended victims, as well as serious property damage.

    (2) CN Triple-Chaser grenades. The Triple-Chaser® is a fast burning pyrotechnic grenade designed for crowd management. It consists of three separate canisters pressed together with separating charges between each. When deployed, the canisters separate and land approximately 20 feet apart allowing increased area coverage in a short period of time. It displaces smoke, CN and CS gasses. Tossing it underhanded delivering the sub-canisters along a line, from left to right, well ahead of the grenadier

    He wears the Interceptor Body Armor system (IBA), more specifically the newer Improved Outer Tactical Vest, (IOTV), used with the Enhanced Small Arms Protective Inserts (ESAPIs) ballistic plate series. Two small-arms protective inserts are designed to stop up to three hits from 7.62x51mm NATO M80 ball ammunition, with a muzzle velocity of 2,750 feet per second (838 m/s).

    History: James MacLeod was a normal kid growing up in Santa Cruz CA, his parents were both blue collar folk who did the best they could to raise their 5 children. James was an excellent student and athlete and enlisted in the USMC and then became a member of the Marines FORECON, where he graduated and served his initial 4 years in San Diego, CA. He is an accomplished Close Quarter Combatant both with weapons and hand to hand. Now out of the Military he wanders the multiverse using his skills to help those that need them.

    Mission specific skills: Sniper, Breaching, Surreptitious Entry, Electronic and Media Exploitation, Technical Surveillance, High Threat Protective Security (PSD), Advanced Weapons Training, Advanced Driving Skills (Urban/Rural/Security), Advanced Climbing/Rope Skills, Advanced Air Operations: HALO/HAHO/Jumpmaster/Parachute Rigger and Packer, Diving Supervisor, Foreign Weapons, Advanced Special Operations.

    [Stage Two:The following power can be added to make him an enhanced realistic melee opponent.]

    Powers: The D.A.R.P.A. developed MASS (Metabolically Advanced Super Solider) formula that he is injected with metabolically enhanced all of his bodily functions to the peak of human efficiency. Most notably, his body eliminates the excessive build-up of fatigue-producing poisons in his muscles, granting him phenomenal endurance as well as having his agility, strength, speed, and reaction time greater than any Olympic athlete who ever competed. JT represents the pinnacle of human physical perfection. Think of this as a super-steroid.

    [StageThree: The following effect can be added to enhance the base power to equal mid-tier opponents. ]

    An odd and often disgusting side effect of the MASS drug is an emission of an ectoplasm substance, which is a white-gray, transparent, and viscous sludge, which mostly resembles mucus. It usually coats JT's body as a thin film. It occurs when he begins to exert himself. It however takes form as a misty substance during times of great stress, rising off his body similar to heat during a cold day. This substance is solid enough to dissipate incoming energy to some degree before it affects JT's body. Acting as a type of armor or dampening agent, able to absorb energy diffusing it across the ectoplasm. He can also coat his weapons with the ectoplasm in order to affect supernatural beings that would otherwise be unaffected by his mundane weaponry.

    The last effect of his ectoplasm is to create balls that he can throw. These balls are able to stick to objects with a thick string of ectoplasm connecting JT to the object the bio-energy has attached itself. Thus the ectoplasm can be used a line, to climb up or down, swing across or grab things at a distance. He has an effective throwing distance of 100 yards, (300 feet)

    [Stage Four: Eidetic Ectoplasmic Memory: The following effect can be added to enhance the base power to equal higher-tier opponents. ]

    At this level the bio-energies that JT creates now creates the ammo for his weapons from eidetic memory, thus allowing him to have an unlimited supply of ammo as long as he remains conscious. This places him on equal footing with magic and psionic users who use mana or psi to manifest their powers. The ammo is able to affect natural and preternatural beings and constructs.

    The bio-energies allows specialized ammo to continue with those specializations. The ammo created has a off-colored gray-greenish hue and looks wet. This of course is not limited to just his muntions, but he can recreate his body armor, or any armor he has seen (abet without any powers).

    The effective range of his thrown balls are 300 yards, (900 feet)

    Theme Song: Pillar- Frontline

    Weight of pistols loaded 2.43 lbs. each

    Shotgun 7.2 lbs.

    Taser XREP cartridge

    Interceptor Body armor 16.4 pounds with inserts, 8.4 without. With shoulder and thigh gear it weighs 24 lbs.

    Specialized Shotgun ammo

    Triple-chase grenades

    M84 stun grenade

    ACH combat helmet 3.5 lbs

    Covers IR and Nightvision

    Thermal imager
    Last edited by Skallagrim; 07-09-2012 at 12:27 PM. Reason: Links to weapons for clarification. Added HK 416 to armory. Fixed links
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  2. #2
    Gothic Nightmare Skallagrim's Avatar
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    Bannruod, Lord of the Five Darks.

    Having completed the pentagram, the wane, sickly man began chanting the horrid words. Words and phrases long forgotten by the world, words that would summon up the darkest powers to him, to give him what he desired. Hours passed as the man continued the chanting, his bones ached, his mind reeled with imagined movements along the walls, in the flickering candle light. Finally the exhausted necromancer slumped over, his energy spent, his body crying out in protest.

    “Greetings mortal... I have heard your pleas, I have come. I know who you are.” The tall, miasma shrouded being whispered as he easily stepped out of the pentagram, “I am Bannruod, an elder daemon of immense power. For years I have watched you studying necromancy and the arcane. Power is what you want, and this power I can give you. Do what I ask, and you shall have what you desire. Immortality you say? No problem. I will make you as immortal as I. Power? Easily granted. However there is a price. Your soul will be mine, but that is not important now.

    We call ourselves Daemons, demi-gods and the rulers of the hidden realms. In the past we Daemons have given power to mortals and immortals alike. Anything you want to know or have can be yours. But remember, you must tell no one of our meetings or you will die effortlessly. For now that is all you must know.” The sickly form before Bannruod nodded eagerly, his eyes wide, a trickle of spittle sliding down his chin. “Well then, let's get down to business...”chuckled the daemon as he lifted the man to his feet.



    Name: Bannruod

    Age: Effectively immortal, however resembles a man in his early thirties.

    Gender: Male

    Race: Elder Daemon

    Random statistics:


    Height: 6'5”

    Weight: 232 lbs

    Body: Athletic, Iron-muscled.

    Eyes: Lightning- A slivery-blue streaming mist that swirls from his eyes.

    Hair Color/Style: Ash blonde in a braided pony-tail that extends down to the middle of his broad back.

    Skin Color: Egg-shell white shrouded with an inky miasma that roils around his form.

    Occupation: Elder Daemon, Corrupter of Souls, Destroyer of Dreams.

    Rank: Lord of the Five Darks, Sword Knight of the Abyssal Plains.

    Alignment: Chaotic Evil

    Character Tier: High

    Character Type: Critical Character

    Physical Description: Bannruod is a tall, well chiseled male. His sculpted arms and legs exhibit the physical strength coiled in his body. As with all elder daemons, Bannruod seeks quite and solitude, preferring to contemplate the myriad of mysteries and possibilities that occur in the multiverse giving those who meet him the impression of a brutal, cold and emotionless being. Attired in the blackened mystical plate and chain of the Sword Knights, and with the elder daemon carrying the great sword “Death Kiss” in a thick baldric upon his back, he appears as a relic of aeons lost. Bannruod has a soft voice, one that carries a quiet arrogance, tinged with contempt for those whom he speaks with.

    The easy stride which the elder daemon walks is obfuscated by the trailing miasma, creating an ominous cloud that clings to Bannruod like a swirling living thing. As with all elder daemons, Bannruod has wickedly sharp teeth and clawed hands. When he smiles it has been likened to a wolf, the image heightened by the swirling darkness that surrounds the daemon.

    Personality Description: Bannruod, like all elder daemons is motivated by the consumption of the soul or energy of living creatures. As such he is a deal maker, shrewd able to read people well enough to know what tempts them. Always calculating an angle to draw forth that energy either through direct confrontation or more subtlety through the offering of the wants of the entity. Bannruod is highly aggressive, self-assured and competitive willing to do battle with other daemons or beings of power.

    As an Elder Daemonn, Bannruod enjoys the wanton destruction of entire worlds and civilizations, when tasked to ravage a world the Lord of the Five Darks relishes in the pain and horror of those fleeing before him, consuming the souls as his mighty blade rends their flesh from their bones. Savoring the agony and fear that lingers on the ethereal energies. When he faced the Archangel Samarthus, the holy blessing the Archangel called down upon Bannruod's flesh exploded it in a frenzy of cancerous growth, merging with the armor that kept his body safe, fusing the blackened dark armor to the white flesh on a molecular level becoming a carapace for the daemon. The black miasma that surrounds his form is the resultant emissions from his body, since he needs to expel energies through his pores which are now part of the black armor the miasma is the result. The black cloud is the aura of soul energies that Bannruod has, the darker the cloud the more souls.

    Skills, powers and abilities:


    Inherent Daemonic Powers: (7)
    Being an Elder Daemon, Bannruod has some inherent powers. He has preternatural strength able to lift press nearly 10 tonnes. He can move incredibly fast with his enhanced reflexes. Fatigue building poisons are eliminated quickly from his body due to his daemonic stamina allowing him to outpace many opponents in fights by merely not tiring.

    Soul Consumption: (7) When Bannruod strikes or kills someone he can consume their soul or energy matrix which can be used to heal the Lord of the Five Darks. The more souls consumed the more damage healed. Being an Elder Daemon he requires the souls to continue extending his life as the souls add to his own life force matrix. When soul consumption begins on a still living entity their strength begins to diminish, leaving them weakened, thus every action becomes more difficult as they slowly are drained and ultimately die.

    Soul Pacts: (7) Bannruod creates often times unfair pacts with entities for their souls. By granting them temporary aspects of his own powers or life force that last until the pact is violated and the power and the souls are given to the elder daemon.

    Spatial Travel: (7) Being a summonable creature the Elder Daemon can be summoned via a ritual to any place or time. He can also travel through space and time as a means of zipping across the mutliverse to collect souls when needed.

    The Five Darks:

    The Castle of Shrouding Dark: (8) A great darkness descends on the area where Bannruod is blanketing the area for miles, consuming any and all sources of light. Outdoors the land becomes inky black as if it were a moonless night, all light sucked away into nothingness. Indoors all light is devoured leaving a palpable wall of disorienting black. This darkness affects all light sources extinguishing it as if had never existed. While this sudden absence of light can be disorienting, the Lord of Five Darks can still see and sense his opponents contained with in.

    The Window of Dim Offerings: (8) A wispy trail of dim smoke swells around the Lord of Five Darks, swirling around him rapidly filling the area. Sweeping away from the daemon in every increasing concentric circles until it takes on a life of its own, similar to the formation of a hurricane. The window of dim offerings once created emits a massive white noise effect, affecting all audible frequencies, making communication nearly impossible as the incessant hissing bores into the minds of those hearing it causing synapse or electrical failure of the auditory system. If communications are re-established in the maelstrom, there is a great chance that lesser beings will be subjected to xenoglossia, speaking and hearing a foreign language and not their own. They are slowly driven insane by the unyielding noises.

    The Veil of Sudden Dusk: (8)
    This power allows the Lord of Five Darks to create dusky, transparent forms of dark matter that can be used as a defensive measure such as erecting walls between he and attackers. Or he can use the veils to herd and direct his foes into a place of his choosing where he can devour their souls more easily. The veils can sustain incredible amounts of damage before crumbling away to nothingness. The veils are equally adept at blunting both mundane and preternatural influences.

    The Murky Breath: (8)
    This power allows the Lord of Five Darks to expel a murky cloud from his mouth. This cloud travels at incredible speeds, expanding outward in a billowing mass. All caught in this cloud will suffer from the corrupting forces of the elder daemon. All inanimate objects within the cloud will begin to crumble and decompose, breaking down into their component parts in a matter of seconds. And all living creatures within the cloud will begin to age at an accelerated pace, advancing years every few seconds until their bodies are twisted with old age, finally dying as their organs give out and bones turn to dust.

    The Channeling of Gloom: (8)
    This power allows the Lord of Five Darks to project bolts of dark energy from his hands to strike at targets. These bolts have the maximum energy impact of 10,000 gigatons of TNT. He can regulate the damage to as little as 10 grams of TNT. At maximum strength these energy bolts can lay waste entire planets in short order, traveling at nearly luminal speeds they can strike their targets quickly unleashing massive shock waves and compression damage, that can radiate out for miles.

    Character Skills:

    Swordsmanship: (7) Bannruod is an expert swordsman using the Daemon Sword Death Kiss. He is also skilled in what would be described as medieval style sword fighting, not to be confused with fencing which is an entirely separate art.

    Close Quarter Hand to Hand: (7) Being an Elder Daemon, he is quite adept at fighting with his teeth and claws utilizing them in deadly fashion to rend flesh and disembowel foes.

    Negotiation: (8) Being a daemon who enters into unholy pacts, Bannruod has developed the negotiation skills of a corporate attorney. He can use legalese to weasel a daemonic pact into his favor six ways to Sunday.

    Character Equipment:

    Black plate of the Abyssal Plains: (7) The ornate plate and chain armor that Knights of the Abyssla Plain wear. This relatively lightweight suit of armor has become infused with the daemons skin after assimilation becoming a hardened carapace around the Lord of Five Darks. The armor is extremely tough and durable, but now by virtue of being an extension of the daemon's skin he can heal and repair the armor when he consumes souls.

    The Daemon Sword Death Kiss: (7) This five-foot long sword is made by infusing the life force of a daemon with eldritch metals found in the dark realms. Laced with glowing orange runes and swirling in a hazy gloom, it is relativity light weight and can be wielded one-handed. The blade when striking an opponent can begin the process of draining their life force/soul and storing that energy within the blade itself. The sword can hold a maximum of 10 souls that can be used by Bannruod to heal himself when needed in an emergency. The Daemon sword is capable of slicing through mystical defenses as easily as mundane ones.

    In a duel in the dark realms against another elder daemon, the Lord of Five Darks was able to best the daemon and claimed the sword as his own. Now after untold millennium the sword has become his trusted companion. Death Kiss is a sentient weapon and delights in her own consuming of souls, and dislikes relinquishing them to sustain Bannruod.

    Character History: Bannruod happened to be at the wrong place at the wrong time. On a dirt water backward planet that happened to attract the attention of an Archangel who decided to purge the wicked. Concluding a deal with a slimy rotund man who happened to enjoy little girls and wanted to live a long, perverse life. The elder daemon was caught up in the destruction that swept across the planet. Realizing that his client was about to die before he could consume the soul as per the agreement. Subsection h: Any unforeseen or acts of God will accelerate the contract and the user shall return all powers vested in them and their soul immediately.

    The Archangel Samarthus happened to land close by and begun laying waste to the area, prompting Bannruod to defend his client and face off against her in battle. When the Archangel fell the ruins of the world lay scattered across the system as debris. It was at this point that the war between the Abyssal Dark and the Eternal Light erupted in full.

    Theme music: Underworld Pusificer Underworld-The Undertaker
    Last edited by Skallagrim; 10-28-2011 at 08:41 PM. Reason: History
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  3. #3
    Gothic Nightmare Skallagrim's Avatar
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    Skallagrim the Cughtagh

    Full name: Skallagrim the Cughtagh
    Title: Cughtagh
    Race: Xindhi
    Age: Ageless
    Home Universe: RolePlay Gateway

    Position in society: Cughtagh of the Dreaming Queen. Skallagrim is a champion and scout-explorer for the Dreaming Queen.

    Physical Description:
    Skallagrim is tall and skeletal, though wrapped in the black mystical wraps of the Jah'ra to preserve his form. Standing well over 6 feet tall, (6'3). His eyes glow with a hideous amethyst light. His face is covered with only his eyes showing. He wears the onyx plate and mail of the Cughtagh and Aeryn, the queens own explorers and bodyguards. He wears a crimson lined heavy cloaks that signify a Champion and rarely reveals his form unless he has a measure of respect for his opponent.

    Personality: Cold and aloof, he has very little patience for most beings. He is a good ally and better friend but he has few of those. He is the favored scout of the dreaming queen, traveling through the vast multiverse seeking experiences and understanding for the eternal sleeper. Though he is a loyal subject, he has his own desires to once again see his wife and his two children, while seemingly impossible; the multiverse is indeed a strange place where the impossible is limited only by the desire to challenge it.

    Inherent Powers:
    (4) Being Xindhi, when damaged he can slowly regenerate himself, however the extent of the damage dictates the amount of time it takes him to reassemble. However even Xindhi regenerative power is limited as overwhelming damage, either magical or physical can be more than the regeneration process can handle.

    (6) Surprisingly he is able to move with extreme grace and agility. At the minimum level it equals an Olympic level athlete, at the upper limits his speed and agility creates a blur of fluidity in movement.

    (5) He has the increased strength bestowed upon him by the very nature of the aesr transformation, equal to 20 human men, (able to lift/press roughly 4,000 pounds or two tons).

    (6) He can summon his shadow mount by touching his necklace and calling it from the dreaming realms, the space between worlds. He can do this without expending energy. However if the necklace is taken or lost he can summon a shadow mount via galdhr powers.(see galdhr manipulation)

    His sword and dagger also confer some powers to him.

    (6) His sword Keefe is a war sword. The 36” long black blade is nicked and notched through years of use, the heavy steel hilt has runes carved into it from a language long forgotten, the 8” handle allows for both a single or two handed grip. The sword is 44” long giving him a very effective reach. The runes allow for aesr to be stored and effects to be enacted upon the sword. A maximum of five charges may be stored in the sword.

    (6) His dagger Rhiannon is wide with its blade measuring 17” long and two inches across, the blade is shrouded in a black pulsating mist that seems to have a life of its own. The thick 5” handle is covered in hide from an animal that legends only speak of. The pulsating mist is an aspect of galdhr, with a simple thought from Skallagrim the dagger can transform into a shield of dark energy/matter.

    Xindhi Esoteric Powers, the Galdhr and Seidhr, Patterns of Aesr (Resonance).


    What are the patterns of Aesr? According to the Gothi of the Xindhi, the whole universe is composed Aesr, the energy of life, both seidhr (visible) and galdhr (invisible).

    The Aesr is the energy that courses through everything. It is the electromagnetic surge that is the firing discharges between synapses that produce thoughts in the brain; the impulses that race through nerve endings and is the aura that surrounds all creatures. Since all living animals and plants have the aura, they have some aspect of Aesr residing within them.

    Why is it called the Patterns of Aesr? The patterns of aesr refer to the vibrational energy that resonates and emits from all living creatures. It is this pattern, this thrum of life that weaves its way through the multiverse and can be felt, tracked and manipulated by anyone who has learned the twins aspects of aesr. Aesr manipulation provides control over more conventional paradigms, such as the origin of life, consciousness, the observable laws of probability, and the nature of subjective experience. Aesr creates a shared experience between the user and those who are recipients of the effects, be it a living organism or an area where a discharge of vibrational energy (aesr) imprints itself into the landscape. These events are called occurrences. Occurrences are recorded in the vibrational patterns of the aesr and it can be drawn upon at a later date and “replayed” for understanding. Those skilled in aesr are adept at reading the events, the occurrences of experience to glean understanding of their surroundings.

    (This is also know commonly in real world magical theory as the principles of Vibration, Polarity, Rhythm and Causation.)

    So aesr refers to a collective field of consciousness (resonance/vibration) that manifests in any perspective, context or occurrence Aesr can also be referred to as self-moments which organize themselves as a holos ( a Greek word meaning whole) or complete occurrences that are imprinted in the greater whole of the multiverse. A holo is both a part within a larger whole and an individual event comprised of smaller parts of separate events or occurrences. Thus the occurrence exists as a unique event within a larger collective; and the occurrence also exists as the larger collective within which the individuals experiencing the event in question exists. The Multiverse is an example of a holos, or a whole system and every holos we are aware of is a part of this larger holos.

    So what is the seidhr? It is the manipulation of the aesr energy that becomes the bodies of all living creatures and plant life. At the end of the cycle of all things; the solids, the liquids and the gasses all melt and coalesce into the aesr again. This is part of the law of the conservation of energy. Those adept at manipulation of seidhr can convert energy of aesr from one form to another, but the energy itself cannot be created or destroyed. Seidhr created effects are usually seen along the electromagnetic spectrum.

    Since the adept posses aesr within themselves, they can convert their own energies to create effects from energy on the electromagnetic spectrum. It includes radio waves, visible light, electricity, magnetism, microwaves, and radiation. They can also draw the energy from other objects and creatures via electrostatic induction. By creating an electrical field of their seidhr, an adept can create some immense effects.

    Seidhr Sense-(5) At the most basic level, the adept can sense different forms of energy, "seeing" up and down the EM spectrum. This ability is the basic "senses" of the adept, they can "hear" and detect sound waves. They can see in the infra, ultra and visible spectrum of light as well as x-rays. While seemingly powerful it is limited by objects which can obscure their vision. An adept can also spread their senses across the EM spectrum, they can search for specific objects or creatures as they extends their senses to look in the various parts of the EM spectrum at once! The adept senses everything going on along the entire electro-magnetic spectrum. The greater the mastery of the seidhr the greater the range the adept has.

    Seidhr Induction-(6) This ability allows the adept to create an induction field around them that can fuel their other abilities. An adept can overload or shut down electrical equipment, jam radio signals, bend or negate light, create shimmering images that “ghost” around them and other similar effects.

    By generating a field of electrical energy they can create these effects which can be expanded to encompass a minimum radius of nearly 300 meters around the adept. Usually this field can expand outward with experience and development, increasing the radius 1000 fold for every mastery level and can only be obstructed by objects hardened or capable of defeating this field. This induction field allows the adept to use their powers in a nearly limitless manner as they are not using their own aesr to fuel their effects, rather the electrical field is drawing energy from the area and converting it for use by the adept.

    Seidhr Projection-(6) An adept can project bolts of pure energy, generate electricity, electromagnetic pulses, and so forth. The adept at this point of control begins the transform of their body into pure energy, losing the flesh and becoming skeletal, only powered by their aesr. They no longer eat, sleep or breath and begin losing their humanity. The now flesh-stripped bones are wrapped in the energy signature of the aesr, creating a haunting skeletal being laced with energy tendrils. The adept loses the ability to emphasize with others, and begins seeing and experiencing events that are imprinted in the holos. This loss of flesh is the price of power paid by those adept at using the aesr.

    Seidhr Manipulation-(7) The adept can control and manipulate the equivalent electrical power of a small city. They can shed enough light to see for miles. They can drain the heat of an entire forest fire, and convert it to another form of energy. An adept can also suck all the light and sound out of an area and transforming it into heat, the adept then can cause an area within their aspect of control to suddenly burst into all-consuming flames. There are a host of things that an adept can do that at this level that make them dangerous. This coupled with the induction field can create a living dynamo of immense proportions, capable of incredible feats based on the electromagnetic spectrum of energy.

    Seidhr Generation-(8) The adept has full control of the energies of the electromagnetic spectrum, generating its various energy fields at will. The induction of energy at this level of mastery is incredible, adepts are like living stars, able to create explosions powerful enough to devastate a planet via scalar wave discharges of energy. Their mastery also allows them to focus on individual particles or waves of energy. An adept at this level can affect a planet or planetary system with their power. With time the atmosphere of a planet can be sucked away or can be ignited to burn everything in a chaotic gaseous explosion.

    Just as the visible universe is composed of seidhr, the Xindhi Gothi claim that the unseen universe is made of galdhr.

    So what is galdhr? Galdhr is the unseen and unsensed dark energy universe. All matter and energy exists in the multiverse and while the visible universe is felt and manipulated by the seidhr. The dark energy can only be sensed by thrum of its patterns, which can be heard, can be felt, can be controlled by galdhr. At the end of the cycle of all things unseens and in the “dark” universe, the dark energy solids, liquids and the gasses all melt and coalesce into the galdhr again. This again is part of the law of the conservation of energy.

    Adepts have the ability to sense the dark energy at the most basic and fundamental levels. This "sense" coupled with the ability to "see" along the electromagnetic spectrum is what gives the adept their perceptive senses of the multiverse.

    Galdhr Sense-(5) The adept can sense dark energy and its various and often frightening fluctuations. Among other things, they can sense when others are manipulating this dark energy, and the lingering effects of such manipulations. While perhaps not able to identify the exact nature of the manipulation, the energy signature can be used to trace it back the source. When any magical effect is attempted within the adepts range they may detect the weaving of the etheric threads, i.e. magical energies via this method as it deals with energies that natural seidhr senses would not detect.

    Galdhr Impression-(6) The adept has a strong sense of spatial relationships and can sense nearby "dark space" without using the normal five senses. The adept can also detect the presence of any spatial anomalies, because of the displacement of dark energy. This perceptive ability can detect things like “worm holes” between dimensions. The adept can detect the sudden displacement of objects into "dark space" out to a minimum range of 300 meters effectively. As with seidhr perception further mastery increases the range by a factor of 1000 every increased level of mastery.

    Galdhr Insight-(6) The perception of tracing the dark energy particles as they interact with gravity allows the adept the ability sense the pull of gravity waves. Thus they can detect the displacement caused by objects as they move. The less massive the object, the more difficult it is to detect. (All objects "fall" and this rate of fall and the interaction of dark energy is what is observed by the adept.) Thus a human walking across the face of the earth can be detected by their rate of fall in relation to the gravitational center of the earth. This insight is the basis of how an adept travels between worlds and dimensions as they simply follow the gravity trails along the dark energy paths.

    Because of the Galdhr Insight ability an adept can easily translate their perceptions into accurate measurement units such as amperage, volts etc. This ability of quantification includes kinetic energy, which allows an adept to determine an object's speed in relation to them if they know the mass.

    Galdhr Manipulation-(7) The adept can manipulate dark energy particles to "fuel" the creation of matter or energy out of the unseen multiverse. An adept of Galdhr Manipulation can also change how certain elements interact with other elements through infusion of dark energy or matter. He can make one element unable to interact with another element, he can create material that's insubstantial to certain substances. Thus a sword can pierce body armor or could pass through the epidermis without breaking it. The adept can also make matter take on the properties of some other matter or take on entirely new properties, so a piece of matter could be made superconductive, incredibly strong and being malleable enough to be hammered micro millimeters in thickness, despite originally being a sheet of paper.

    The adept at this level can essentially create “things” out of "nothing." One of the most commonly created objects are the dreaming gates. It is via these gates that the adept can travel between worlds and dimensions. Travel between dimensions is dangerous and the traveler can easily get lost by the rapidly changing nature of the space between worlds. The dark universe is a type of “foam” that bubbles and vanishes in such rapidity that it seems as if they never had existed at all. Travel along this foam which can be viewed as a torus in space that intersects with all spaces and times in the multiverse. The dark foam folds and twists and provides "paths" which can be ridden between dimensions. An adept cannot walk between worlds until they have mastered this level of control.

    Adepts can create a “mount” from the same foamy dark material, which are often skeletal in appearance and shimmer and shift in and out of reality. These mounts cannot exist in the visible world without focus by the adept.

    Galdhr Understanding-(8) The adept can “read” and “imprint” experiences in the vast dark energy multiverse. This makes use of the incalculable energy that resides in the unseen multiverse as a repository of knowledge. While seidhr imprints exist in the visible world, an aesr adept often scribes messages, histories or other information within the dark universe. This is akin to the akashic records theory of a vast database of cosmic knowledge and experiences accessible by those who know how. This is the Grand Master level of Galdhr control. A Grand Master of the Galdhr can affect things on a planetary scale easily.

    While all Xindhi have Aesr as part of their structure and form, not all Xindhi are skeletal horrors. The more adept and powerful the user is the less human-like they look until they are ghastly skeletal beings with the Aesr evident in their skulls and coursing along their bones in arcs and flashes of energy. Naturally if a Xindhi no longer uses or employs the Aesr they will slowly revert back to their flesh forms over a number of months until they are fully flesh and blood again.

    Limitations: All living creatures on Agaya (The Xindhi homeworld) who are adept at using Aesr, the need to meditate and recuperate is required to recharge expended Aesr. Some masters can go for days before having to mediate or dream as it is called. If pushed beyond their limits, users will begin slowing and ultimately falling into a deep slumber. They will not wake until 12 hours have passed in which their bodies have recouped lost energies. Although energy, an Aesr user can be hurt, harmed or even killed by non-Aesr users given time to destroy the Jah’ra wrapped bones.


    Theme music: Dougie MacLean's The Gael
    Last edited by Skallagrim; 2 Weeks Ago at 08:21 AM. Reason: Changed to reflect the changes in the GT regarding powers
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  4. #4
    Gothic Nightmare Skallagrim's Avatar
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    Warrgh Spinebreak

    Name: Warrgh Spinebreak
    Race: Orc
    Age: 30
    Classification: Melee/Ranged
    Type: Enhanced heroic fantasy

    Description:Warrgh is slightly above average in size and height for an Orc. He has thick black hair weaved back in a long ponytail. His deep gray eyes peer out from under his thick brows. His long tusks jutted out from his lower lip in a grimace.

    Standing: 6' 5".
    Weight: 240 lbs.

    Special abilities: As all Orcs Warrgh is incredibly strong, able to lift/press about 1,800 lbs. A skilled warrior he is also extremely agile for a being his size and weight. He has the ability to see in low-light conditions out to a distance of about 60 feet. His hearing and smell are also highly acute, able to hear clearly out to a distance of about 100 feet, and his sense of smell is as acute as a dogs.

    Personality: Warrgh is an Orc, all muscle and mean, however like all Orcs he pretends to be dumb in order to fool those around him. After all it is easier for the intelligent to play dumb than the dumb to play intelligent. He has no time for the weak and realizes that life is a struggle and one must fight for whatever one can in the short time they have.

    Armor and Weapons: He wears the burnished and worn chain and leather armor of the Orc nation.

    He carries an excellently crafted war sword named Blood Drinker made of incredibly dense alloys that retain their razor sharp edge. Combined with his strength the sword has cleaved through the body of a giant. The war sword is roughly 55-inches over all length with a 12 inch handle, leaving 43 inches of deadly blade. The sword weights in a whopping 6.25 lbs. Blood Drinker is nigh unbreakable by normal means and requires a great deal of effort to do so.

    He also carries a heavy wood and metal round shield about 29-inches in diameter 1/2 inch thick with a quarter inch of metal over-laid on the wood. The back side has fur padding and a series of leather straps to hold the shield snugly to the arm. Weight 5.75 lbs. The shield's metal flashing can withstand the impact of a giant's blow.

    In his thick fur-lined boots, he carries two 18-inch wicked curved daggers of the Stalkers, the scouts and spies of the Orc nation. Both daggers drip with a necrotic poison that can sap the strength and vigor of those they cut. These draining effects last two turns but can stack with repeated connective hits.

    He also carries a massive recurve bow named Foe Slayer with runes carved on it. His recurve bow has a pull of 720 lbs. Foe Slayer is a magical artifact in that Warrgh need not carry arrows, he simply draws back the string and an arrow appears. With the 130-grain arrows that appear, usually 28-inches long, the arrows leave with a velocity of 1579.13 feet per second. He has been known to create magical arrows as well, these usually take the form of Fire, Ice, Acid or Lighting. These effects can be splash or aoe effects or single target, but must be identified as such before released.

    The magical arrows are powerful enough to match most wizards or warlocks of comparable power. Although the weapon is magical Warrgh himself does not command any form of overt magical ability.

    On his thick leather belt, he has a charm made of all the Fairy wings he has amassed in his hunting.
    Last edited by Skallagrim; 06-25-2012 at 02:56 PM.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  5. #5
    Gothic Nightmare Skallagrim's Avatar
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    Kolskegg

    Name: Kolskegg

    Human: male
    Height: Average for a Northman, (about 6'4")
    Age: 35 years
    Weight: 212 lbs.
    Eyes: Gray
    Hair: Long, silver-blond
    Skin: Ruddy
    Built: Athletic-muscular

    Kolskegg is a Gothi (Viking wizard), having been born to the skald Hrolleif and the giantess Arnthrud. Kolskegg has been versed well in the skills and arts of both a warrior and a gothi.

    Kolskegg carries the runes in a sack; the runes themselves are etched into a chip of reddish stone that ignites and burns when Kolskegg is in the Vey or linked to Asgard. Using the Vey to make a connection takes but a simple prayer then he is surrounded by an ethereal energy stream that ignites the runes when they are cast to unleash the powers contained with in them.

    The rune sack is a magical bag, it replenishes the runes constantly so that the bag is never empty. Being made by the Gandalf the Dvergr, who used the magic in his rod to construct the rune stones of a reddish material that burned on contact with the Vey. The stones are to be used by a hero at Ragnarok to save Yggdrasil, the world tree and the race of man from the folly of the gods.

    Kolskegg is the hero and once his birth became known to Gandalf, the dwarf set about completing his task, the Vngviskuld stones were then placed in the black seal skin bag and given to Kolskegg as a gift from the Dvergr. The Vngviskuld stones once placed into the bag never run out, part of the magic infused by Gandalf into the stones granted them existence in perpetuity within the bag. Kolskegg can enter the Vey with a simple thought of prayer to the gods:

    "Great Aesir, Mighty Vanir,
    Gods of eternal power,
    Fulfill my greatest needs, O glorious ones.
    Teach me the magic I need.
    Give me a glimpse of your deep wisdom..
    Mighty Aesir, the immortals of Asgard.
    Ancient Vanir, protectors of Yggdrasil
    You who are the shape shifters, the slayers, the independent ones.
    Give me the strength in magic I need."


    The stones when pulled forth have one of three effects based upon the stones pulled, and three stones are always pulled to combine for the desired effect.

    1) Aesir/Vanir connection; using the stones and the Vey opening, when pulling these stones, Kolskegg is summoning an aspect of the gods into him. This effect lasts until another Aesir/Vanir connection is established and a new god is tapped for their aspect.

    2) Galdir; The blessings of the gods, with Galdir stones cast, Kolskegg can affect the element summoned in any way he desires. He has been known to go into a berserk rage, heal wounds, summon ghost and even restore life within limits. The elements bow to his whims and desires, he has created ice bridges, flaming weapons, lighting bolts and mighty winds and waves.

    3) Seidr; Is the cursing of Hel. With Seidr, Kolskegg causes harm and misery to all living and self-aware beings. He has caused misfortune to befall an individual with sickness, and even disease or death. Seidr can temporarily sap strength, cause blindness, or even deafness through manipulation of the environment. Kolskegg has slowed the fast and weakened the strongest material with Seidr.

    Equipment: Kolskegg carries the sword of legend, Alyward, a plain looking long sword with a dulled blue finish. Alyward is eternally sharp and never dulls; the blade is called the Lathe of Heaven because of its ability to slice anything.

    Kolskegg wears a mail coat made by the giants; it is incredibly tough to pierce. In addition, a double wrapped belt that holds Alyward to his waist allows him to survive the ills of the elements with ease.

    Moreover, a large round shield made of incredibly tough metal mined by the Dokkalfar (the dark elves), this shield has been able to withstand the impact of a blow from a giant. The shield has a painted depiction of Yggdrasil embossed on it.

    The Vngviskuld Runes:

    Fehu (F: Domestic cattle, wealth.) Possessions won or earned, earned income, luck. Abundance, financial strength in the present or near future. Sign of hope and plenty, success and happiness. Social success. Energy, foresight, fertility, creation/destruction (becoming). Fehu Reversed or Merkstave: Loss of personal property, esteem, or something that you put in effort to keep. It indicates some sort of failure. Greed, burnout, atrophy, discord. Cowardice, stupidity, dullness, poverty, slavery, bondage. Elements-Fire and Earth

    Uruz: (U: Auroch, a wild ox.) Physical strength and speed, untamed potential. A time of great energy and health. Freedom, energy, action, courage, strength, tenacity, understanding, wisdom. Sudden or unexpected changes (usually for the better). Sexual desire, masculine potency. The shaping of power and pattern, formulation of the self. Uruz Reversed or Merkstave: Weakness, obsession, misdirected force, domination by others. Sickness, inconsistency, ignorance. Lust, brutality, rashness, callousness, violence. Elements- Earth

    Thurisaz: (TH: Thorn or a Giant.) Reactive force, directed force of destruction and defense, conflict. Instinctual will, vital eroticism, regenerative catalyst. A tendency toward change. Catharsis, purging, cleansing fire. Male sexuality, fertilization. (Thorr, the Thunder god, was of Giant stock.)Thurisaz Reversed or Merkstave: Danger, defenselessness, compulsion, betrayal, dullness. Evil, malice, hatred, torment, spite, lies. A bad man or woman. Rape? Elements-Fire

    Ansuz: (A: The As, ancestral god, i.e. Odin.) A revealing message or insight, communication. Signals, inspiration, enthusiasm, speech, true vision, power of words and naming. Blessings, the taking of advice. Good health, harmony, truth, wisdom. Ansuz Reversed or Merkstave: Misunderstanding, delusion, manipulation by others, boredom. Vanity and grandiloquence. (Odin is a mighty, but duplicitous god. He always has his own agenda.) Elements- Air

    Raidho: (R: Wagon or chariot.)Travel, both in physical terms and those of lifestyle direction. A journey, vacation, relocation, evolution, change of place or setting. Seeing a larger perspective. Seeing the right move for you to make and deciding upon it. Personal rhythm, world rhythm, dance of life. Raidho Reversed or Merkstave: Crisis, rigidity, stasis, injustice, irrationality. Disruption, dislocation, demotion, delusion, possibly a death. Elements- Air

    Kenaz: (K: Beacon or torch.) Vision, revelation, knowledge, creativity, inspiration, technical ability. Vital fire of life, harnessed power, fire of transformation and regeneration. Power to create your own reality, the power of light. Open to new strength, energy, and power now. Passion, sexual love. Kenaz Reversed or Merkstave: Disease, breakup, instability, lack of creativity. Nakedness, exposure, loss of illusion and false hope. Elements-Fire

    Gebo: (G: Gift.) Gifts, both in the sense of sacrifice and of generosity, indicating balance. All matters in relation to exchanges, including contracts, personal relationships and partnerships. Gebo Merkstave (Gebo cannot be reversed, but may lie in opposition): Greed, loneliness, dependence, over-sacrifice. Obligation, toll, privation, bribery. Elements-Air

    Wunjo: (W or V: Joy.)Joy, comfort, pleasure. Fellowship, harmony, prosperity. Ecstasy, glory, spiritual reward, but also the possibility of going "over the top". If restrained, the meaning is general success and recognition of worth. Wunjo Reversed or Merkstave: Stultification, sorrow, strife, alienation. Delirium, intoxication, possession by higher forces, impractical enthusiasm. Raging frenzy, berzerker. Elements- Earth

    Hagalaz: (H: Hail.) Wrath of nature, destructive, uncontrolled forces, especially the weather, or within the unconscious. Tempering, testing, trial. Controlled crisis, leading to completion, inner harmony. Hagalaz Merkstave (Hagalaz cannot be reversed, but may lie in opposition): Natural disaster, catastrophe. Stagnation, loss of power. Pain, loss, suffering, hardship, sickness, crisis. Elements- Ice (Water)

    Nauthiz: (N: Need.) Delays, restriction. Resistance leading to strength, innovation, need-fire (self-reliance). Distress, confusion, conflict, and the power of will to overcome them. Endurance, survival, determination. A time to exercise patience. Recognition of one's fate. Major self-initiated change. Face your fears. Nauthiz Reversed or Merkstave: Constraint of freedom, distress, toil, drudgery, laxity. Necessity, extremity, want, deprivation, starvation, need, poverty, emotional hunger. Elements- Fire

    Isa: (I: Ice.) A challenge or frustration. Psychological blocks to thought or activity, including grievances. Standstill, or a time to turn inward and wait for what is to come, or to seek clarity. This rune reinforces runes around it. Isa Merkstave (Isa cannot be reversed, but may lie in opposition): Ego-mania, dullness, blindness, dissipation. Treachery, illusion, deceit, betrayal, guile, stealth, ambush, plots. Elements-Ice

    Jera: (J or Y: A year, a good harvest.) The results of earlier efforts are realized. A time of peace and happiness, fruitful season. It can break through stagnancy. Hopes and expectations of peace and prosperity. The promise of success earned. Life cycle, cyclical pattern of the universe. Everything changes, in its own time. Jera Merkstave (Jera cannot be reversed, but may lie in opposition): Sudden setback, reversals. A major change, repetition, bad timing, poverty, conflict. Elements-Earth

    Eihwaz: (EI: Yew tree.)Strength, reliability, dependability, trustworthiness. Enlightenment, endurance. Defense, protection. The driving force to acquire, providing motivation and a sense of purpose. Indicates that you have set your sights on a reasonable target and can achieve your goals. An honest man who can be relied upon. Eihwaz Reversed or Merkstave: Confusion, destruction, dissatisfaction, weakness. Elements-Earth, Air, Fire and Water

    Perthro: (P: Lot cup, vagina.) Uncertain meaning, a secret matter, a mystery, hidden things and occult abilities. Initiation, knowledge of one's destiny, knowledge of future matters, determining the future or your path. Pertaining to things feminine, feminine mysteries including female fertility, and vagina. Good lot, fellowship and joy. Evolutionary change. Perthro Reversed or Merkstave: Addiction, stagnation, loneliness, malaise. Elements-Water

    Algiz: (Z or -R: Elk, protection.) Protection, a shield. The protective urge to shelter oneself or others. Defense, warding off of evil, shield, guardian. Connection with the gods, awakening, higher life. It can be used to channel energies appropriately. Follow your instincts. Keep hold of success or maintain a position won or earned. Algiz Reversed or Merkstave: Hidden danger, consumption by divine forces, loss of divine link. Taboo, warning, turning away, that which repels. Elements-Air

    Sowilo: (S: The sun.) Success, goals achieved, honor. The life-force, health. A time when power will be available to you for positive changes in your life, victory, health, and success. Contact between the higher self and the unconscious. Wholeness, power, elemental force, sword of flame, cleansing fire. Sowilo Merkstave (Sowilo cannot be reversed, but may lie in opposition): False goals, bad counsel, false success, gullibility, loss of goals. Destruction, retribution, justice, casting down of vanity. Wrath of god. Elements-Air

    Tiwaz: (T: Tyr, the sky god.) Honor, justice, leadership and authority. Analysis, rationality. Knowing where one's true strengths lie. Willingness to self-sacrifice. Victory and success in any competition or in legal matters. Tiwaz Reversed or Merkstave: One's energy and creative flow are blocked. Mental paralysis, over-analysis, over-sacrifice, injustice, imbalance. Strife, war, conflict, failure in competition. Dwindling passion, difficulties in communication, and possibly separation. Elements-Air

    Berkano: (B: Berchta, the birch-goddess.) Birth, general fertility, both mental and physical and personal growth, liberation. Regenerative power and light of spring, renewal, promise of new beginnings, new growth. Arousal of desire. A love affair or new birth. The prospering of an enterprise or venture. Berkano Reversed or Merkstave: Family problems and or domestic troubles. Anxiety about someone close to you. Carelessness, abandon, loss of control. Blurring of consciousness, deceit, sterility, stagnation. Elements-Earth

    Ehwaz: (E: Horse, two horses.) Transportation. May represent a horse, car, plane, boat or other vehicle. Movement and change for the better. Gradual development and steady progress are indicated. Harmony, teamwork, trust, loyalty. An ideal marriage or partnership. Confirmation beyond doubt the meanings of the runes around it. Ehwaz Reversed or Merkstave: This is not really a negative rune. A change is perhaps craved. Feeling restless or confined in a situation. Reckless haste, disharmony, mistrust, betrayal. Elements-Earth

    Mannaz: (M: Man, mankind.) The Self; the individual or the human race. Your attitude toward others and their attitudes towards you. Friends and enemies, social order. Intelligence, forethought, create, skill, ability. Divine structure, intelligence, awareness. Expect to receive some sort of aid or cooperation now. Mannaz Reversed or Merkstave: Depression, mortality, blindness, self-delusion. Cunning, slyness, manipulation, craftiness, calculation. Expect no help now. Elements-Air

    Laguz: (L: Water, or a leek.) Flow, water, sea, a fertility source, the healing power of renewal. Life energy and organic growth. Imagination and psychic matters. Dreams, fantasies, mysteries, the unknown, the hidden, the deep, the underworld. Success in travel or acquisition, but with the possibility of loss. Laguz Reversed or Merkstave: An indication of a period of confusion in your life. You may be making wrong decisions and poor judgements. Lack of creativity and feelings of being in a rut. Fear, circular motion, avoidance, withering. Madness, obsession, despair, perversity, sickness, suicide. Elements-Water

    Ingwaz: (NG: Ing, the earth god.) Male fertility, gestation, internal growth. Common virtues, common sense, simple strengths, family love, caring, human warmth, the home. Rest stage, a time of relief, of no anxiety. A time when all loose strings are tied and you are free to move in a new direction. Listen to yourself. Ingwaz Merkstave (Ingwaz cannot be reversed, but may lie in opposition): Impotence, movement without change. Production, toil, labor, work. Elements-Earth & Water

    Dagaz: (D: Day or dawn.) Breakthrough, awakening, awareness. Daylight clarity as opposed to nighttime uncertainty. A time to plan or embark upon an enterprise. The power of change directed by your own will, transformation. Hope/happiness, the ideal. Security and certainty. Growth and release. Balance point, the place where opposites meet. Dagaz Merkstave (Dagaz cannot be reversed, but may lie in opposition): A completion, ending, limit, coming full circle. Blindness, hopelessness. Elements-Fire and Air

    Othala: (O: Ancestral property.) Inherited property or possessions, a house, a home. What is truly important to one. Group order, group prosperity. Land of birth, spiritual heritage, experience and fundamental values. Aid in spiritual and physical journeys. Source of safety, increase and abundance. Othala Reversed or Merkstave: Lack of customary order, totalitarianism, slavery, poverty, homelessness. Bad luck, prejudice, clannishness, provincialism. What a man is bound to. Elements-Earth

    There are also five runes that are the runes of fate that increase the power of the other stones by their nature:

    Villieldr: (Resembles a triskelion, or sun wheel) Three horns of Odin, the Norse symbol of wisdom and inspiration. A person who carried with him all the treasure of magical and mythical knowledge. Aid in magical endeavors. Source of power and understanding of magic. Villieldr Reversed or Merkstave: Unraveling of magical influences, loss of knowledge, failure. Elements-Fire, Earth, Air and Water.

    Eolhx (Looks like a claw reaching skyward) The claws of ravens, this symbol represents communication between Midgard, Asgard and Niflheim. Communciation with the dead and even summoning of the dead can be achieved with this stone. It can also summon the valkyrja "chooser of the slain" to come for the souls of warriors worth of Valhalla. (Valknut cannot be reversed, but may lie in opposition): End of life, removal of the soul from the body, hopelessness, and despair. Unfulfilled life. Elements- Ice (Water) and Air.

    Mjollnir: (Looks like Thor's hammer) The hammer of Thor, Mjollnir, the crusher, represents unbridled power. Uncontrolled rage, strength, and will. The power of storms ready to crush any opposition. Defense, warding off evil, protection. Ideas, elements, emotions or magic being thrown, comes back like a boomerang. (Mjollnir cannot be reversed but may lie in opposition.) Blinded by rage, blinded to rational thought. That which is used on others will be returned in like a manner. Elements- Air

    Iar: (Looks like a stick crossed by two others at angles) Knowledge, future sight, understanding. Able to see the streams of fate. Transformation and rebirth. (Iar cannot be reversed but may lie in opposition) Confusion, wild growth, chaos. Loss of knowledge, memory. Elements- Earth

    Sigel: (Looks like a lighting bolt) Power, strength, and protection. Male vitality, male genitalia, reproduction. Authority, ancestral power, lineage. An increase physical power, giant like. (Sigel Reversed or Merkstave) Loss of vitality, weakness, end of line, loss of ancestral power and even death. Elements- Fire and Ice (water)
    Last edited by Skallagrim; 07-16-2012 at 11:55 AM.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  6. #6
    Gothic Nightmare Skallagrim's Avatar
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    Sir Quinn Balfour
    Early to mid-twenties
    Birthplace: Balfour castle, a minor estate near Stonehaven, in the Scottish Highlands.

    Quinn Balfour is a tall man, standing a shade over six-feet four inches in height. Deep chestnut colored hair falls down along his shoulders and cascades over the down his back terminating mid shoulder blade. Quinn is a warrior, his powerful and lean frame denotes years of hard-earned confidence and skill as a knight in the far desert Holy Lands.

    Deep set eyes brood from under thick eyebrows and those deep-set eyes a brilliant silver-blue like a thunderbolt seem to glow with deep passions.
    The angular face and square jaw windblown and tawny from years under a merciless sun complete the visage of the knight.

    Wearing chain armor and a plain gray hooded tunic with a simple red cross, a wide double wrapped sword belt circles his hips, the war sword hanging from it. A footman’s mace also hangs from the belt, a covered heater rests upon his left arm. Prefers to use the war sword but is versed in most martial weapons.

    His war sword named Dubhglas- "From the Dark Water." The 36” long blackened blade, nicked and notched through years of use, while the heavy steel hilt has Ogham marks carved in it. The 8” handle allows for both a single and two-handed grip. The sword is 44” long giving him a very effective reach.

    Quinn had given up his lands and title to country in the A' Ghàidhealtachd (Scottish Highlands), having joined the Knights templar, he voluntarily relinquished those things; in return he joined the famed Pauperes commilitones Christi Templique Solomonici. (The Poor Fellow-Soldiers of Christ and of the Temple of Solomon). Called forth from his homeland he traveled to the Holy Land to free it from the Saracens and their Hassassins who tried to control the area. Serving for four tedious years, fighting and meeting the many people of the Middle East, his outlook on much of his teachings back in Scotland had changed. There was indeed more to the world the Laird had created than he had imagined.

    Piety: Being a knight templar, Sir Quinn often prays to the higher power, and will in battle asked that a saint or two intercede on his behalf so that he may survive the battle.

    He prays The Lorica every morning in preparation for the day.

    † The Saints*(O.L.= "Our Lady of …") These are a few that he has prayed for intercession. Note there are many more Saints than are on this list.

    St.Anthony Of Padua*- Find lost objects, works wonders.
    St.Barbara*- For love and friendship, conquer enemies.
    St.Bernadette*- For healing.
    Charity, O.L.*- Protection of home, find lover, bring prosperity.
    St.Christopher*- Protection during travel.
    St.Dymphna*- For mental disorders, demonic possession.
    St.Expeditus*- Settle disputes, for pressing needs.
    Guadelupe, O.L.*- Overcome fear, protection from jinxes.
    Guardian Angel*- Protect self and children from danger and evil spirits.
    Infant Jesus Of Atocha*- Be free from punishment, guilt and sin.
    St.Joseph*- find job, sell or rent house.
    St.Jude*- For impossible situations.
    St.Lazarus*- Healing and Sickness.
    St.Martin De Porres*- For comfort, health, friends - good life.
    St.Michael*- Overcome obstacles, defeat enemes, remove evil.
    Mercy, O.L.*- Studies, mental clarity
    Miraculous Mother*- Bring good things of life.
    Perpetual Help, O.L.*- When in need of help.
    St.Peter*- Open roads, bring opportunities for success.
    St.Ramond*- Stop gossip and slander, silence enemies.
    St.Raphael*- "The Healer of God".
    Sacred Heart Of Jesus*- Blessed, peaceful life.
    Sacred Heart Of Mary*- Serenity and spiritual blessings.
    Seven African Powers/Saints*- All purpose, to solve problems,

    Code of Honor: Besides his faith he follows this knightly code.

    To fear God and maintain His Church

    To serve the liege lord in valour and faith

    To protect the weak and defenceless

    To give succour to widows and orphans

    To refrain from the wanton giving of offence

    To live by honour and for glory

    To despise pecuniary reward

    To fight for the welfare of all

    To obey those placed in authority

    To guard the honour of fellow knights

    To eschew unfairness, meanness and deceit

    To keep faith

    At all times to speak the truth

    To persevere to the end in any enterprise begun

    To respect the honour of women

    Never to refuse a challenge from an equal

    Never to turn the back upon a foe
    Last edited by Skallagrim; 10-15-2011 at 03:39 PM.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  7. #7
    Gothic Nightmare Skallagrim's Avatar
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    Name: Stephan Wallis
    Alias: General Freedom
    Age: 28

    Physical Description: 6’3 tall and 632 lbs. Has deep blue eyes and mousey brown hair. Normally wears casual clothes when out of costume. His costume is navy blue with a three-inch white strip along the outer portion of the legs and up the side, under the armpit, twisting along on the inside of the arm and folding over the forearms near the wrists. He has red flared gauntlets and red thigh-high boots folded over so the flap rides just under the knees. Around his waist rests a thick, wide blue leather belt and a strange tetrahedron as the buckle. He wears a three-quarter navy blue mask covering his face, leaving the jaw and mouth uncovered with white colored panels where his eyes would be. On his chest is a single white star, surrounded by a red border.

    Bio: Stephan Wallis was a normal kid growing up in Dana Point California, his parents were both blue collar folk who did the best they could to raise their 5 children. Steve was an excellent student and athlete obtained entrance to Annapolis, where he graduated and served his 2 years in San Diego, CA. During his second year he entered the SEAL’S program to see if he was good enough to be a Navy Seal. After completing the intensive BUDS trials he graduated as the only one in his class. Stephan was assigned to SEAL team Six and obtained a great deal of counter-terrorist training as well as intelligence and medical knowledge.

    After two years he was offered a position as a liaison for the Obsidian Company and their research for DARPA. It was here that Steve found that the Obsidian Co. was working on some reversed engineered technology they obtained from an alien crash site. Seeing the great harm that was being done to American citizens by the experiments being conducted, Steve tried to halt the program. During the scuffle he was knocked back into an oscillating blue field, as the alien energies coursed through his body he felt the as if he were being collapsed into nothing. The machine exploded causing the R&D facility to come down around him. It took several days before Steve was found.

    He spent 7 months in Bethesda naval hospital before he was discharged honorably from the Navy. Little did he know that the energy in him had altered is molecular structure giving him control of the zero-point energy that courses through his body.

    Powers:
    Imperviousness: (6) The zero-point cobalt energy in his body has given him an incredibly dense muscularity and skeletal system. He can withstand a 120mm cannon shell at point blank range. He also has superhuman strength able to press/ lift 25 tons of weight. Part of this impervious nature besides structurally it also metabolically enhanced all of his bodily functions to the peak of human efficiency. Most notably, his body eliminates the excessive build-up of fatigue-producing poisons in his muscles, granting him phenomenal endurance as well as having his agility, speed, and reaction time greater than any Olympic athlete who ever competed. Stephan represents the pinnacle of human physical perfection.

    Concussive Beams: (6) He is able to use/project the energy for a variety of effects, one of which is concussive force beams, which have the effective maximum force of 12.5 kilotons of TNT. He can regulate the damage to as little as 10 grams of TNT. At maximum strength these energy bolts can lay waste entire cities in short order, traveling at nearly luminal speeds they can strike their targets quickly unleashing massive shock waves and compression damage, that can radiate out for miles.

    Personal Shield: (6) He is able to create a malleable field of force with the ZPE around his body. This shield allows him to maintain breathing while in flight. It can absorb kinetic and energy attacks to a degree, but will not completely stop them.

    Flight: (6) Using the ZPE to propel him up to speeds able to reach Mach 4, or 3,080 miles per hour. However flying requires General Freedom to place a personal shield around him to allow breathing.

    The Zero-point energy of General Freedom:

    Zero Point Energy as theorized by Dirac is the particles of negative energy states that fill the vacuum of space. This energy state continually fluctuates never resting and is constantly oscillating at the absolute minute rate allowed by quantum physics, a quantum light wave if you will. This constant motion of particles in the body of the character has led to mutations that allow him to draw and control this negative energy state within his body. When the character unleashes the ZPE it creates a virtual vacuum between the character and the target on a subatomic level, with in that vacuum the ZPE which is in effect a locally produced negative energy state of space-time between the originating source of the anomaly, is shaped and directed as mass, inertia and gravity in a focused wave towards the target. Once the ZPE beam reaches the terminus point the energy is released in a kinetic force blast that can reach at its maximum level, the equivalent of 12.5 kilotons of TNT. While the theoretical output of ZPE is limitless, it is limited it to 12.5 kilotons (equivalent to the Fat Man and Little Boy atomic bombs dropped on Japan during WWII) to be on par with the power of other technologies in the role-playing universe

    Weakness: General Freedom has normal human weakness regarding the need for air, food, water and magic/psionic based attacks.

    Paraphernalia: Just his body suit, which is a D.A.R.P.A modified Interceptor Body Armor system (IBA), more specifically the newer Improved Outer Tactical Vest, (IOTV), which has been body fitted for use with the Enhanced Small Arms Protective Inserts (ESAPIs) ballistic plate series. This newer body armor is contoured to fit the body like a second skin, reducing the wears profile. The small-arms protective inserts, contoured to mold over muscles, are designed to stop up to three hits from 7.62x51mm NATO M80 ball ammunition, with a muzzle velocity of 2,750 feet per second (838 m/s).

    The ToT or Tetrahedron of Transport.

    Abilities: A versatile hand to hand combatant and adept at military intelligence. General Freedom also has very good battlefield medical knowledge and skill. Has the Tetrahedron of Transport, a device he found among the ruins of a crashed Han’zadur ship.

    The Tetrahedron allows General Freedom to venture across the multiverse, by adjusting the movable sides so that a different series of symbols align he can venture to places that the ToT is aligned to. He wears the ToT as part of his uniform as the buckle of his thick blue leather belt.
    Last edited by Skallagrim; 02-14-2013 at 06:55 PM.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  8. #8
    Gothic Nightmare Skallagrim's Avatar
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    Teirwaedd

    Real Name: Teirwaedd
    Occupation: Adventurer
    Other Aliases: None
    Place of Birth: A dark world called Farrua’nar
    Marital Status: Single
    Known Relatives: None
    Race: Fiara cu Coarne Mari (Closest translation- Great Horned Beasts)

    History: Teirwaedd is a hunter who travels the multiverse seeking adventure and treasure as well as opponents to compete with. Born on Farrua’nar as a member of the royal family, abet a far distance from the throne, he is still considered of royal blood. Having grown bored of his lifestyle on his home world he called out to a being called Bannruod who gave him the ability to travel the multiverse. In exchange he is to find worlds that can be brought under sway of the Lord of Five Darks.

    Height: 30 ft. 3 in.
    Length: 70 feet.
    Wing Span: 120 feet
    Weight: 13.5 short tons (27,000 lbs)
    Eyes: Blue-Black
    Appearance: Teirwaedd looks like a dragon. Large deep water blue-black eyes, a long-muscled body that is covered in shimmering onyx scales that taper to a midnight blue at the tips of the tail, and his nose. His undersides are a deep gray that trail to silver-white under his rear haunches and under his wings. He has immense claws that are 17 inches long on all four feet, but his front two “feet" are full prehensile.

    Known Powers:

    Abilities: Teirwaedd being a member of the Fiara cu Coarne Mari, possess the traits and abilities available to all his peoples.

    I--Lowlight and ultraviolet vision, like all members of his race he generates the ultraviolet and infrared energies that allow him to see in these spectrums.

    II--Flight, maximum speed 1,200 mph in home world gravity in a dive (earth +1), on a lighter gravity world doubles that speed on a heavier gravity world halve it. Otherwise, in an earth gravity maximum straight-line flight speed is 700 mph. Lateral line, all dragons have a lateral line which is a series of helium-filled canals below the skin of the head and sides of the body. This helps them to gain lift when launching themselves in the air. The helium also works as a circulating super-coolant that allows him to resist heat to a measurable degree.

    III--Incredible olfactory senses- A Fiara cu Coarne Mari’s sense of smell is so acute that they can detect animal carcasses upwind and from a distance of 20 miles away. (Similar to a mature Grizzly Bear)

    IV--Can sprint at speeds reaching 100 mph for 45 seconds, normal running speed is about 40 mph.

    V--Is very agile for his size

    VI--Like all members of his species, he has above average intelligence (about 150 vs. a normal human.)

    VII--Tail specially designed for whipping opponents with tremendous concussive impact, roughly 10,000 lbs. of pressure per square inch. The tail whip can create a sonic boom as it rips the air around it.

    VIII--Energy breath has a conical range of 120 feet with a 60-degree radius. This is a powerful burst of electromagnetic energy akin to microwave energy. When the breath weapon is utilized, a series of gas particles are released by the roar, then a microsecond later the energy is used ionize the air/gas mixture to help heat the fuel into a plasma state, (9, 000-18, 000 degrees Fahrenheit, depending on the atmosphere involved.)

    IX-- Armored. Like all members of his species, he can withstand a 120mm shell at point blank range and withstand repeated blows from a .50 caliber weapon before he has to withdraw.

    X--Bite Force. Because of the massive jaw muscles, Tierwaedd has a bite force of roughly, 33,000 lbs. per square inch. His bite can shatter bones and concrete with ease.

    XI-- Ultra-sonic roar that generates sound at about 7 Hz. The roar is routed through thin organic channels in the throat to arrays lining the back and sides of the throat. At this frequency, armor and concrete walls and other common building materials allow sound waves to pass through, providing little defense to the effects upon the central nervous system of most living creatures resulting in physical pain, breathing difficulty, vertigo, nausea, disorientation, or other systemic discomfort. Interference with breathing poses the most significant and potentially lethal results. Vection and motion sickness can also occur. Cavitation, which affects gas nuclei in human tissue, and heating can result from exposure to ultrasound and can cause damage to tissue and organs.

    Limitations: If pushed beyond his limits, he will begin slowing and ultimately falling into a deep slumber. He will not wake until 12 hours have passed in which his body has recouped lost energies. Like a members of his species he can be tricked because of their curiosity to count the grains of sand on a beach, etc. Although this is a weakness, only those who have fought them before will actually know of this compulsive behavior.
    Last edited by Skallagrim; 11-27-2012 at 10:35 AM.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  9. #9
    Gothic Nightmare Skallagrim's Avatar
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    Name: Mario Cabaltera
    Age: 30
    Gender: Male
    Species: Human

    Primary Weapons carried:

    I-- Thunder Arms double-action gyrojet pistols (2), in tactical holsters. These are 10-round, box magazine fed pistols that fire a .577 caliber, 652-grain depleted uranium sabot round. Initial bullet speed is 2,550 feet per second, until the venturi jets stabilize the bullet about 30 yards out, where the spin of the bullet and the final fuel burnout of the jet allow it to reach a speed of 9,843 feet per second. This has a muzzle velocity foot-pound of 36,190 (49,067 joules- The amount of kinetic energy the bullet carries). Note that until the bullet reaches maximum velocity at 30 yards, it has the impact force of a .50 round, with a muzzle velocity foot-pound force ratio of 9,413 (12,762 joules-The amount of kinetic energy the bullet carries). **

    NOTE At impact these rounds are hyper-velocity- In particular, it refers to velocities so high that the strength of materials upon impact is very small compared to inertial stresses. Thus, even metals behave like fluids under hypervelocity impact. Extreme hypervelocity results in vaporization of the impactor and target. For structural metals, hypervelocity is generally considered to be over 2,500 m/s (5,600 mph, 9,000 km/h, 8,200 ft/s, or Mach 7.3). Meteoritecraters are also examples of hypervelocity impacts.

    There is no recoil from the weapon, and actually, a slightly negative recoil effect occurs as the projectile pulls the vacuum in front of itself due to the "Coanada" effects and weapons design. There is only a "whoosh" similar to the sound a silencer makes, however down range a sonic boom is generated due to the flight angle of the bullet when it breaks the sound barrier. Since this weapon is a completely sealed and self-contained projectile requiring the electronic pulse from the trigger and the ported and vented barrel, it is equally able to fire in an atmosphere, a vacuum and under water. When firing the weapon under water, super cavitation of the projectile will begin at launch.

    On his back are multiple magazine dispensers for his firearms, and they are configured for rapidly dispensing ammunition magazines in the proper orientation to facilitate rapid reloading of the weapons.

    The multiple magazine carrier holds 12 magazines per side and is curved for both left and right hand use and carried on a torso and shoulder strap harness. The carrier has a thickness and height only slightly greater than those dimensions of a magazine, but has a length sufficient for the installation of a series of magazines therein in a front to back orientation.

    A spring and push plate or shoe urge the magazines toward the front of the device, where the dispensing opening is configured to facilitate the insertion of the magazine in the proper orientation for rapid installation in a weapon carried by the user. The user merely drops the expended magazines and slams the pistol butt against the dispenser where a new magazine is inserted.

    ** These are experimental weapons designed by SPAWAR and Thunder Arms in conjunction with the DARPA Advanced warfighter personal weapons design contest. There are stock piles of the specific ammo stored around what is left of the United States, such as Dulce, New Mexico; Groom Lake, Nevada; Oakville Grade, California; Yucca Mountain, Nevada; Los Alamos, New Mexico; to name a few.


    II-- An M-22A2 LRAD (Long Range Acoustic Device) Rifle- the M-22 emits sound in a 30° beam in both the infra-sound and ultrasound ranges with a toggle of the fire selector switch. The M-22 is a close combat urban assault weapon that is extremely painful at 100 meters (330 ft.), and is designed for use in short bursts at 300 meters (980 ft.). The battery pack of the M-22 can fire 30 rounds. Mario carries five rechargeable batteries and a charger on him. The weapon can be fired in three modes- Sonic Projectile, Infra-sound, and Ultrasound. Each mode can be switched from either single shot to three-round burst via the safety toggle.

    Sonic Projectile mode fires compressed invisible energy over hundreds of meters, causing blunt trauma impact. Effects of this impact on the body short of death includes abdominal pains, nausea, and vomiting. In addition, it can cause a person’s bones to resonate, which is extremely painful. It strikes with the impact force of a shotgun at three feet distance.

    Infra-sound mode has the following effects-- fatigue, pressure in the ears, visual blurring, drowsiness, imbalance, disorientation, vibration of internal organs, severe intestinal pain, nausea, and vomiting. Higher power levels can liquefy bowels, and resonate the internal organs causing death. Infra-sound can also cause feelings of pressure in the chest, choking, irregular breathing patterns, and respiratory incapacitation.

    In ultrasound mode, the high powered discharge produces a variety of effects. Many are the same as those produced by infra-sound plus heating and burning. They include tickling in the mouth/nose area, discomfort, heating of the skin, nausea, abdominal pains, and vomiting. At higher decibels, it causes burns and heating of body up to lethal temperatures. Another very painful effect is bone resonation, which can cause a person’s bones to explode. At maximum power it can create the concussive force at 213 db, the equivalent sound of a bomb comprised of 1 ton of tnt detonating, creating a 23 foot-wide crater at source of impact.


    Secondary Weapons:

    A 19" long tungsten carbide survival bowie knife on his left hip in a leather sheath. Specifications: 12 inch blade, with a 7-inch hard-rubberized grip. It is 1 5/8th inches wide, 3/16 inches thick. Weight 1 lb.5 oz.

    A 26" long expandable tungsten carbide impact baton with a rubber grip in a nylon sheath on his belt, right side. (Reduces to 10 inches when compacted, the two remaining sections that extend are 8.5" long apiece.)

    Armor: The C.A.T.S. (Combat/ Assault Tactical Suit) armor is an experimental body suit developed for DARPA by SPAWAR and GelBallistics Systems, LLC for advanced warfighters and special operations command. C.A.T.S is a ceramic ablative armor designed to disintegrate at a controlled rate under directed kinetic energy or high intensity focused energy blasts, providing an additional layer of defense for the warfighter. A surprising and beneficial side-effect from the suits construction from metamaterials is the layer cake of alternating nanoscale strips of silver and magnesium fluoride that are cut into a fishnet pattern to help disperse the energy. The strips exhibited negative refraction—bending visible light in a different direction than expected in nature. This effect makes the suit seem invisible to causal observation as it bends light away from it concealing the wearer in plain sight while motionless.

    The C.A.T.S incorporate material known as super capacitors into a thin yet dense underlay below the ablative armor which turns it into a kind of giant battery. When a threat from incoming fire is detected by the C.A.T.S. micro-computer systems, the energy stored in the super capacitor can be rapidly dumped onto the metal plating mesh, producing a strong electromagnetic field. This produces a momentary "force field" capable of repelling the incoming rounds and projectiles.

    Although it would last for only a fraction of a second, if timed correctly it could prevent rocket propelled grenades, which detonate on impact, from reaching their target. The super capacitor can then be rapidly recharged ready for another attack.

    Another key element of the C.A.T.S. is the advanced bio-nano technological skeletal frame inside of the suit. This framework is a mass of pressure receptors, hundreds of them that line the body suit. You push with the heel of your hand; the suit feels it, amplifies it, and pushes with you to take the pressure off the receptors that gave the order to push. It can amplify strength, speed and other physical activities of the wearer by a factor of 10. With the suit, Mario is capable of lifting/pressing 3,000 lbs. By virtue of this amplified strength Mario has leaping capabilities to enact a standing broad jump 310 feet vertically or horizontally, double that range with a running (10 meter start).

    The suit carries a small micro-cold fusion generator at the lower back that powers the suit.


    Helmet: Spectra full face warrior and throat protector with advanced DSNVG, which provides the user three modes of operation: Image Intensifier Only, Thermal Only, and Image Intensifier/Thermal Fused. This cutting edge imaging technology gives the operator a tremendous advantage on the battlefield because he gets the best of both worlds, increasing surveillance capability, and survivability. The helmets sensors are night vision, thermal vision and combined thermal/night vision capabilities. The DSNVG provides better-increased situation awareness capability due to the improved threat detection of the fusion technology. It allows the operator to see through more battlefield obscurants than any other device

    Wears a MOLLE enhanced gear buttpack that carries the magazines and charger for the rifle.

    Class: Former Navy Seal, Rank: (0-3) Lieutenant 113x-special warfare, United States Navy.

    Physical Description: 6’1 tall and 202 lbs. Has deep blue eyes and raven blue-black hair.

    Bio: Mario Cabaltera was a normal kid growing up in Santa Cruz CA, his parents were both blue collar folk who did the best they could to raise their 5 children. Mario was an excellent student and athlete and enlisted in the Navy and then the SEALs, where he graduated and served his initial 4 years in San Diego, CA. When the extinction event happened that plunged the world into madness he grabbed what he could and headed for the mountains where he stayed for nearly three years. Now he is exploring the world and offering what help he can where he can.

    Skills: Mario is a versatile hand-to-hand combatant and learned the medieval fighting styles of the German, Italian, and English knights. Considered a master in medieval swordsmanship specifically and medieval weapons in general.

    SEAL specific skills: Sniper, Breaching, Surreptitious Entry, Electronic and Media Exploitation, Technical Surveillance, High Threat Protective Security (PSD), Advanced Weapons Training, Advanced Driving Skills (Urban/Rural/Security), Advanced Climbing/Rope Skills, Advanced Air Operations: HALO/HAHO/Jumpmaster/Parachute Rigger and Packer, Diving Supervisor, Foreign Weapons, Advanced Special Operations.
    Last edited by Skallagrim; 04-09-2013 at 06:37 AM.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  10. #10
    Gothic Nightmare Skallagrim's Avatar
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    Real Name: Simargl
    Occupation: Primeval God
    Other Aliases:The Shadowed Horror, the Enemy of Life, the Hunter of Souls, the Reaper of Fate.
    Place of Birth:
    Presumably at the creation of the multiverse untold billions of years ago.
    Marital Status: Single
    Known Relatives: None

    History: Simargl was born at the moment of creation, in the initial spawning of star dust, light and in the icy womb of space. Simargl wanders the multiverse seeking intelligent life, watching it grow and flourish. However on occasion he will find the species troublesome or frankly boring, and wipe out all life on the planet in an extinction level event and starting over until he is satisfied with them.

    Height: 50 meters tall; 164 feet, 4 inches tall. (164 feet of body, 72 feet of tail.)
    Weight: 100 short tons; 200,000 lbs.
    Eyes: Six- color unknown or slate gray.
    Aesr Color: Black
    Hair: None.

    Appearance: An extremely large creature, hunched over with large tattered wings, (350 foot wing span- doesn’t use wings to fly). A long, whip-like tail 72-feet long with a series of wicked bone spikes protruding from the tip in four directional angles. A triangular head with a half-dozen eyes and hundreds of twelve-inch long teeth in his mouth. Simargl has four long arms and two legs all ending in serrated claws 48” long. Smooth gray skin.

    Known Powers: Simargl possesses cosmic power beyond most forms of measurement ( Cosmic Aesr). He can levitate; restructure molecules; convert matter into energy and vice-versa; project energy with enormous concussive force; teleport himself, others, and objects across space, dimensions, and time; erect virtually impenetrable fields; restore others from any injury, even total disintegration; and endow or enhance powers within others

    Abilities:

    The Cold of Space: Simargl can lower dramatically the body temperature of all things around him when his powers are active, reaching −105 °F (−76 °C) within a few tenths of a second. He can affect everything in a 10,000-foot radius around him.

    From the Deeps of Space: This power allows Simargl to project bolts of dark energy from his hands to strike at targets. These bolts have the maximum energy impact of 10,000 gigatons of TNT. He can regulate the damage to as little as 10 grams of TNT. At maximum strength these energy bolts can lay waste entire planets in short order, traveling at nearly luminal speeds they can strike their targets quickly unleashing massive shock waves and compression damage, that can radiate out for miles.

    The Entropy of the Multiverse: This power allows Simaragl to expel a cloud of particles from his mouth. This cloud travels at incredible speeds, expanding outward in a billowing mass. All caught in this cloud will suffer from the corrupting forces of entropy. All inanimate objects within the cloud will begin to crumble and decompose, breaking down into their component parts in a matter of seconds. And all living creatures within the cloud will begin to age at an accelerated pace, advancing years every few seconds until their bodies are twisted with old age, finally dying as their organs give out and bones turn to dust.

    Creation of Energies: This power allows Simargl to create transparent and shimmering walls of energy that can be used as a defensive measure between he and attackers. These walls can sustain incredible amounts of damage before crumbling away to nothingness. The walls are equally adept at blunting both mundane and preternatural influences.

    Energy Manipulation: Simargl has full control of the energies of the electromagnetic spectrum, generating its various energy fields at will. The energy generated by Simargl makes his body akin to a living star, able to create explosions powerful enough to devastate a planet via scalar wave discharges of energy. His mastery also allows him to focus on individual particles or waves of energy. His power is so great he can affect a planet or planetary system with this power. Given time, the atmosphere of a planet can be sucked away or can be ignited to burn everything in a chaotic gaseous explosion.

    Dark Matters: Simargl can manipulate dark energy particles to "fuel" the creation of matter or energy out of the multiverse. He can change how certain elements interact with other elements through infusion of dark energy or matter. He can make one element unable to interact with another element, he can create material that's insubstantial to certain substances. Thus a sword can pierce body armor or could pass through the epidermis without breaking it. Simargl can also make matter take on the properties of some other matter or take on entirely new properties, so a piece of matter could be made superconductive, incredibly strong and being malleable enough to be hammered micro millimeters in thickness, despite originally being a sheet of paper. With this power Simargl can essentially create “things” out of "nothing."

    Weapons: twelve-inch teeth, 48-inch claws and a 72-foot long tail with 32-inch spikes on the tip.

    Limitations: Simargl can be over taxed by the expenditure of his powers, it requires a great deal for him to reach this point, but it is possible to simply outlast him and force him into the slumber or Quiescence, which forces him to sleep in the spaces between the multiverse for a thousand years.
    Last edited by Skallagrim; 02-23-2013 at 06:13 AM.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

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