Hrmm, have a dinky little post right now... Oh, @Eyeris, would John be able to use his magic to rearrange the rubble into a portion of structure in order to free XIII, or would you prefer it if he was limited to an all or nothing thing?
EDIT: I think I'll just post what I have right now, because that part isn't going to change regardless of the answer... well, unless I'm told to change it I guess? Anyway.
Hrmm, have a dinky little post right now... Oh, @Eyeris, would John be able to use his magic to rearrange the rubble into a portion of structure in order to free XIII, or would you prefer it if he was limited to an all or nothing thing?
EDIT: I think I'll just post what I have right now, because that part isn't going to change regardless of the answer... well, unless I'm told to change it I guess? Anyway.
The original structure is the tower, which is more than twice his weight, and probably has pieces scattered. So probably not. But good thinking of different strategies!
Forgive me! I've just couldn't get anything to think about writing for here, and now I feel like I'm lost and left behind. I have no idea what's going on or what Karnage can do right now...
Not sure exactly where they emerged out to, but they should all roughly be were Will started off. Might be a bit away from here but definitely lower ledge unless I'm being a pleb
Well, @Lucius Cypher BASICALLY what happened is that John said a lot of things and flashed his ID, Zesiro ignored him, and we all went towards the castle. Then XIII (Konan375's character) woke up under a pile of rubble, peeked out a hole, and started shouting at us. John got agitated at the thought of someone being buried alive and went to go get him out... and there we are.
I dunno what you should do... erm... be unimpressed with the hologram that came out of John's ID? Be insulted when John said he was a suspicious looking dude? Maybe dig XIII out of the rubble?
*looks about conspiratorially*
*whisper*use the distraction of the guy trapped in the rubble and John running off to save him to get the drop on Zesiro?*whisper*
EDIT: I dunno, the more I look at it, the more I think I've made John unlikeable. Anyone have thoughts on that? I'm trying to improve my range of characterization, so any critiques would be welcome.
Well for one, karnage wouldn't notice his hologram, what with being blind and all. Also he's already fairly unimpressed by John, but don't worry. He doesn't really hold any of your flesh bags in high regards. I'll just have him use his strength and free XIII from the rubble.
Age: 44 human years old out of a possible lifespan of about 160 years (versus a human's 80-105 lifespan, so essentially, he's about 22-24)
Gender: Male
Species: Valkian - Tinkerer
The Valkians are a race that are, while being humanoid, totally outlandish in comparison to humans and traditional thoughts of aliens. Valkians come from a very distant galaxy- too far to even be acknowledged. The Valk, A Valkian, or Valkians, are best described as a general term for three sort-of subspecies, with minor genetic differences that make a rather large gap. Like there are tigers, cheetahs, and lions, there are the Tinkerers [Which can be male or female], Engineer [which can be male or female], and Hunters [which have no reproductive organs]. Tinkerers are an intelligence-focused branch of the Valkians that can breed with each other or with an Engineer, and vice versa. This doesn't produce any ill or interesting effects- the offspring of two Engineers has the same likelihood of being an Engineer as the offspring of two Tinkerers, and just as likely as the offspring of a Tinkerer and an Engineer. All Valkians are somewhat brutal in appearance, in that they are not cute, cuddly, and pretty, nor are they fearsome and vicious. Quite simply, they are outlandish and unusual. Engineers have eyes similar to spiders- multiple small pure-black eyes that once allowed them to have a far wider range of vision than the others, and focus on multiple objects with better depth perception. Tinkerer have four larger eyes, two on each side, one on each side that would be placed normally for a human, and another eye just above and behind that one, again allowing for a wider range of view, due to their more angular, rather than flat, heads, and better depth perception and detail. Hunters have no eyes at all- rather, they have a strange sort of fleshy slides that cover glands that give them extensive infrared imaging- all biological. However, due to certain parts of their genocidal history with another alien race in their solar system, the entire race adopted a new way of seeing, allowing their eyes to remain but go dormant and no longer usable- mass detection. The Valkians were pushed underground for an extremely lengthy age while being pursued by enemies- night vision was never a strong point, so they ended up losing vision entirely in favor of a dormant, previously-unused sixth sense that they had. They no longer detect light, but they can 'see' in all directions through quite a bit of material. The best buffers are high-density layers, such as a thick layer of lead, since this mass-detection sense uses a previously-unknown type of radiation to see. Spending one's entire life with a Valkian might show early signs of radiation poisoning by the time they get too old to care.
All Valkians are bipedal, with more of a horses' hooves shape, except instead of a U with a thick material, it's two claws sticking out of what might be two weirdly shaped toes. They do not wear clothing, since they have a tough, durable charcoal-gray skin that has a strangely smooth-yet-unforgiving texture, slightly pebbly. Valkian eyes are pure black, and all Valkians have tails. Hunters have, in the place of hands, long blades about a foot and a half long made of what's essentially a harder form of bone. However, their range allow the blades to 'fold' against the inner forearm of a Hunter. Engineers have a thicker, more substantial bodymass, with hands that have six fingers that end delicately, for extensively delicate manipulation, while the rest of their fingers are more muscle than bone and skin, allowing them to use their hands more readily and easily than a human. Tinkerers are by far the most distinctive, because where the Engineer's tails has a membrane off their tails similar to a fish's fins along their spine, and a Hunter's gray plastic-y feathers like that of a raptors', Tinkerers have glowing crystal spikes growing out of their tail, similar to a Stegosaurus, as well as out of their elbows, shoulder blades, spine, and head. All point backwards; each one is rooted inside a Valkian with strangely flexible crystal roots that hook directly into the nervous system and blood vessels. Up to one large and one small crystal grows out of the elbows; three large and six small can grow out of a single shoulder blade, while up to eight small or large crystals can grow out of a Valkian's head. One to eight crystals might grow out of a Tinkerer's spine, while up to a dozen might grow out of their tail. The crystals grow a muted, gray-ish blue, and Tinkerers use them similar to a computer using USB drives- storing memories and thoughts in them, allowing an enormous amount of processing power to be used in their brains. At most, they stand o be six-foot-ten, at least, five-foot-nine, at adulthood.
World of Origin:
- a lush, thickly vegetated world made of similar to the Amazon, except with the occasional tree that was known as a world-tree, since they grew around the few great spires of rock, giving them massive height and access to the strange springs that came from the rock spires. Somewhat similar to the massive tree in Avatar [blue people]. The Valkians are very careful, since this world is their third habitable planet, and their first planet- where they evolved from- is as barren as a nuclear impact site due to an interplanetary war with alien neighbors. Similarly, their second planet is somewhat near to a wasteland, since the Valkians retaliated by wiping out most surface installations of any kind, and then hunting down survivors with the ruthlessness of the Indominus Rex. This planet is treated super carefully, with the majority of industry and economic happenings in orbit on space stations, with only a few population centers located on giant floating cities on top of the single massive ocean of the planet, and only a few towns and research facilities among the trees. Generally treated as a reserve, than a park or anything. A beautiful planet, since the buildings they do make are designed to pleasing to their eyes- which is mass-detection, so the buildings are general very stable, solid buildings that are fluid and organic. A skyscraper for us is a great big box reaching into the sky; for them, it's a solid structure capable of withstanding a short-range ballistic missile without serious damage, reaching into the sky in a three-point star, twisting around so that the northernmost side because the southernmost side at the top. Organicly-shaped bridges stretch from everyone building to every neighboring one, making the floating cities appear to be grown out of the ocean floor and then just recently resurfaced. Here, Sahre'dval, or Sahre of Dval family, worked as reactor working, taking care of the experimental prototype self-sufficient clean reactors that frequently broke down and started spraying highly radioactive superlight dust into their chambers which rusted the Valkian's primary building alloy faster than anything known- in other words, the operator of a perfect reactor that threatened to destroy them all every month. The reactor broke apart and actually managed to destroy multiple core containment pieces, which elicited his team's response in containing the reactor core manually, which ended in him in another galaxy far-far-away and the rest of his crew unknowingly killed and quite literally melted into practically just a thin goo.
Are you a member of TRIDENT? If so, what is your job/specialty?: No, N/A
Are you one of those seemingly normal people? If so, what do you do? No, N/A
Appearance: Smooth, uniquely texture charcoal gray skin [tough and durable], with four black eyes [two human-normal eyes placed relatively normal, with two smaller eyes just above and behind], and an angular head, with a lipless, thin mouth that stretched about as long as a human's. Is about six foot tall, even, though he'd say he's average. Weighs in at about three hundred and fifty pounds, even though he doesn't look that heavy. Thick skin and dense bones, as well as a surprisingly amount of muscle on his somewhat willowy, wiry frame, makes his weight. Blue-gray glowing crystals sticks out of his back- two large crystal rowing straight behind where his ears would be, like straight dragon horns, with two smaller spikes just beneath them, like a frill without a membrane. One short spike sticks out of both elbows, an unusual stuntedness to them uncommon in others, with two large spikes growing out of his shoulder blades, one at the top for each shoulder blade, with three smaller spikes growing under the top one. Like most Tinkerers, he can move these sharp crystals growing out of him in a limited fashion, she can sit down similar to a man, with all the spikes pointing downward. His tail is rather long for a Valkian- being about five feet long, with two large 9-inch spikes growing about a foot from the end of his tail, on both sides, with two smaller 4-inch spikes growing out as well, similar to a Stegosaurus.
Abilities and skills: A Tinkerer's innate ability to theorize and think and such, though he may be difficult being introduced and dealing with human theory and technology. Enjoys cooking, indeed, but may or may not like a human diet. Extensive ability with advanced technology and some ability in being part of a team, or leading one. As a tinkerer, he has a strategic mind that can identify and sort needs or objectives into groups of priority; organized. As far as abilities go, he has a mass-detection sense that replaces light-based vision (He can't see a sunset or nothing, but he can see everyone and everything inside a mansion. He does have a limit on his range, the farther away something is, the harder he can get detail)
Strengths and Weaknesses: He is tough, strong, and intelligent, but being out of his comfort zone, especially this much out of it, makes him nervous, anxious, and unable to think properly. He is unused to certain concepts that humans find normal, such as privacy, telling a lie (Valkians are a rather placid species to each other), but can sometimes go into a rage when a non-Valkian aggravates him too much. Valkians have less moral sense than a human- they are slower to anger, but once angered, the are more likely to straight-up murder someone and all their defenders or assistants, and won't feel bad at all- well, not very much. They will regret the loss of life, but will not regret them taking care of what had become a problem to them. Also, because they see with mass detection, they are more likely to be confused or blindly by a great many objects moving at once. Highways will be nauseating for him at first, as will be something like a grenade, withs lots of little particles moving really really quickly. Too many bugs or thicker particles in the air can also mess with his vision, making rain a serious vision limiter- though what will see will probably be clearer than what a human sees.
Equipment Requests: Multitool, holographic arm implant [their version of a smartphone with more extensive capabilities], advanced tools, environmental field generator [he can, for example, generate a field around him that only allows certain particles through. This could stop radiation, rain, dust, etc., from getting to him more efficiently than any clothing], particle deflection field generator [similar to the environmental field generator, but more sophisticated, to block, say, debris or a blast of radioative dust from making contact with him], belt with loops that hold various specialized tools, that are likely to be at least half a century ahead of human technology.
History: Routine; he helped maintain pipes and power lines, and about once or twice a month, he was called down to refix the redundant reactor and get it ready to keep going and make sure it was still running. His shift was three days long, because of a Valkian's seven-day cycle of sleep and such- that is, a Valkian has the wakefulness to stay awake for six days straight, but on the seventh day, they are completely braindead. This has to do with a similar system to the fact that humans sleep 1/3rd of our lives away, while horses only really need 3 hours of sleep a day. Sahre'dval enjoyed his simple, if difficult, job at maintaining the core of life for the entire city. He had his place and enjoyed it, especially so because of the reputation gained from being the "Caretakers" of the city's core.
Personality: Well he's nervous and anxious around strangers, which is now everyone, he doesn't take kindly to rudeness or anything ungrateful when one should be, and loves himself and his former job very much. Very concerned with himself and his people's well being, but he still thinks far too highly of himself than he should :b
Also me thinks we may want to get into some character scenes at a later date where we don't depend quite so heavily on Eyeris for just such occasions. :P
I think we should be able to move the story along without having to always wait for gm or co gm posts. I'm more used to a faster pace for posting personally, but I'm surviving. and if anything rears too far off track the powers that be wil get everything back on track at some point.