This is where you'll be making and accepting challenges, as well as the interest check area.
The process here is very simple. You post, and list your criteria for a fight. Including level(Normal, Powered, God), Arena, Victory Requirements, Wager, and stipulation. Wager and Stipulation are not required!!
You can also post the character you'll be using.
After your fight has been accepted, you both can use the OOC area to hash out the remaining details, find a judge, and get set to fight.
Power Level: Lower Powered Arena: Prefer city environments. Victory Requirements: Death, KO’ed, Forfeit Wager: None. Stipulation: No more than 48 hours between IC posts unless agreed upon OOC. Character: Nicoli Ezio Salvatore
Power Level:Powered Arena:Any Victory Requirements:Death, KO’ed, Forfeit Wager:Negotiable Stipulation:The effects of Meruin's spells will be stated as they are cast and not before.
Gender: Female Age: 19 Race: Human
Appearance: Stands at 5ft 3in (160cm) with emerald green eyes and black hair as long as she is. Her attire is a long ornate robe with detachable sleeves. The skirt area has a split frontal area that reveals her legs. She's wearing pants underneath.
Personality: Taciturn, strategical and calm. Meruin is slow to act immediately, as she begins a fight by gathering information first and foremost, while constantly thinking of plans on the way. Even in a crisis she keeps her cool. However, this same calm demeanor makes her especially affected when she does become surprised. Catching her off guard is difficulty, but when she is, she momentarily blanks out.
Abilities: A whole host magical spells, barriers, potions and items, however most of her abilities take time to set up. She makes up for her lack of physical strength by keeping the enemy at bay with magic.
Three-Pronged Barrier - A barrier that extends up in a three meter radius around her. Every meter radius, the effects of the barrier change. The first meter blocks all physical objects used against her up until a certain point, the second barrier stops five qualified supernatural attacks against her (the attack must be able to destroy a car in one hit, or have equivalent effects to be qualified as 'an attack' - thus, weaker attacks can slip under this barrier) the third barrier instantly teleports an attacker outside the barriers range with a maximum limit of two times. Can be cast instantly when ready, however cannot be used in succession.
Seven Point Barrier - an improved version of the Three-Pronged Barrier with a total distance of seven meters. Takes some time to set up (a total of 14 posts IC) Barrier effects:
1st - Binds all physical objects that come in range of it.
2nd - Absorbs information on whatever managed to break through the first.
3rd - Provides an elemental counter (if available) for whatever broke through the first.
4th - Absorbs information on what broke through the 3rd barrier.
5th - Double layered barrier that is configured to repel physical and magical attacks. Strength is based from the 4th barriers data.
6th - A triggered barrier. Once a person steps inside its range, it creates a massive explosion of ice that damages and freezes anything within a 3 meter range.
7th - Protects Meruin from the sixth barriers explosion OR from any other explosion, should the sixth not activate.
Magic Bullet - a simple magic bullet that is very versatile in it's use. Can be fired from anywhere within 1 meter of Meruin, with varying effective range. It can be cast instantly for normal usage, but it's different versions take time to use. Can be delayed and stored for later use.
Bullet Types:
Normal Magic bullet - Normal magic bullet. Packs as much punch as a 9mm handgun. Insant cast. Effective range of 20 meters.
Elemental Magic bullet - a magic bullet that is infused with an element. Takes 1 post IC tp prepare a 3 bullets. Produces the same base kinetic force as a normal Magic Bullet, however the mass, effect and velocity of the bullet changes depending on the element. Effective range varies, with a base range of 20 meters.
Puncture bullet - A bullet specifically designed to puncture barriers and shields, both magical and not. Takes 1 post IC to prepare 4 bullets. Effective range of 30 meters.
Sealing bullet - seals away an object or person. Said object is sealed in a pocket dimension for until Meruin releases it. Once released, the object reappears where it was last sealed, in the state from before it was sealed. Takes 2 posts to prepare 1 bullet. Cannot seal living things. Effective range of 20 meters.
Temporal bullet - sends an object (people included) or collective mass back in time. It's effects can be delayed. Each bullet contains exactly -3 seconds. It's effects can be stacked. Takes 2 posts IC to ready three bullets. Effective range of 50 meters.
Magic Missile - A large clump of magic. Not as versatile as a Magic Bullet, but certainly more powerful.
Types of Magic Missiles:
Normal Magic Missile - Possess the power of two anti-tank missiles. Takes 2 IC posts to produce 1. Effective range of 100 meters.
Cluster Missile -
Equipment: A ring that can remove a 'concept' from herself. Once used, it takes time before it can be used again. A potion that gives her temporary clairvoyance. Lasts for 6 posts IC.
Bio: Came from a family of normal people, however she was disgusted by their lack of ambition in their life. One day, she happened upon a woman, Reina Wisdom, who would become her master in the magical arts. Some time passed and she has since created a reputation of her own as a talented young mage.
Power Level:God Arena:Any Victory Requirements:Sealed, KO’ed, Forfeit Wager:Negotiable Stipulation:The effects of Reina''s spells will be stated as they are cast and not before.
Power Level: Powered Arena: Your choice but I'll need to approve Victory: Death, KO, forfeit Wager: None Stipulation: None Character: Dark King Ravard Other Info: Knowing that most of the dark king's monsters are currently tied up in some other conflict, your character uses this chance to strike while his monster summon list is limited to his two weakest minions.
Name: Jahar al'Harradin Aliases: the Black Rose Killer, the Blackvine Gender: Male Age: 29 Occupation: Killer for hire Demeanor: Jahar is somewhat erratic in his behavior, seeming to have multiple sides to his nature. He as often projects an air of charming sophistication as one of a dangerous psychopath with a taste for killing. In combat, and especially when tapping into his strange abilities, he is utterly ruthless and without regard for anything but his current objective. The concepts of mercy and honor in battle are completely foreign to him.
Physical Appearance:
Hair: Dark brown, bordering on black. Generally worn cropped close to the head. Facial Hair: None, though he often goes days without shaving, leaving noticeable stubble. Eyes: Right eye is dark brown, left eye appears to have been replaced by an onyx gem Build: Slender frame but well muscled Height: 5'10" Weight: 179 lbs Distinguishing Features: In addition to his rather noticeable left eye, Jahar also has a rather intricate tattoo taking the form of twisting black vines. The tattoos stem from a central pattern of vines on his back near the spine, and reach out to cover his arms, legs, and torso. One vine stretches up his neck to the side of his face, curling around what appears to be a closed black rosebud inked onto and around the eyelid itself. Another of these closed rosebuds is inked on the back of his left hand, attached to its own tendril of vine.
Gear:
Tokens: Various pieces of Jahar's gear, including his bracers, shin guards, and various weapons, have been taken from fallen foes whom Jahar felt worthy of his respect. He has incorporated these strange items into his fighting style in a sort of ode to these warriors.
--Head: N/A --Shoulders: Nondescript leather travelling cloak --Torso: Weapons harness ---Underclothes: Simple black shirt --Legs: Hardened leather shin guards covering from ankle to knee; each has a metal spike protruding upward from the knee guard. ---Underclothes: Simple black trousers --Right Arm: Hardened leather bracer covering from wrist to elbow; has a metal spike protruding outward from the elbow guard. --Left Arm: Twin of right arm. --Primary Weapon: Varies, see below
Weapons:
Twin Haladie Daggers: If Jahar were to be said to have a primary weapon, it would be this pair of sinuously curved, triple bladed daggers which he was bequeathed early in his training. This particular set have been covered by a series of arcane runes that grant enhanced durability as well as a spell piercing enchantment. Any of the daggers' blades will pierce through most magical defenses as though they were nonexistent. He carries the daggers inside specially made sheathes that resemble triangular leather pouches, open on the long end, that hang at an angle from his hips, attached to the bottom of his weapon harness.
Urumi Sword: This particularly odd weapon appears to be a highly flexible sword, easily able to be coiled tightly without losing its shape when uncoiled. The three foot blade is kept in constant motion while wielded, able to quickly lash out and attack from difficult to predict angles. The Urumi is particularly difficult to block with either a weapon or shield, as its razor sharp blade will simply wrap over the blocking object, still inflicting slashing damage. The Urumi's scabbard serves as Jahar's belt, wrapped around his waist with the unassuming black leather wrapped hilt hanging off the right side when sheathed. Jahar took this particular Urumi from a skilled warrior who nearly killed him early in his career. While its design seems utilitarian, the weapon is heavily enchanted with air magic, allowing it to produce a 'windblade' effect, wherein focused air currents are projected from the end of the blade while in motion. This effectively adds six inches of reach to the weapon, and is particularly deadly due to the fact that this effect appears only as a slight distortion visually.
Tekko-Kagi Claw: This weapon is a set of four claws attached to a brace and handle, all forged from a dusky charcoal grey metal that is always cold to the touch. The brace sits against the back of the hand and wrist while the handle is gripped securely in the hand. The claws extend over the knuckles approximately four inches, and there is a crossbar affixed to the blades just in front of the knuckles, intended to protect against weapons trapped between the claws. Jahar's Tekko-Kagi was taken from an assassin who successfully caught him off guard and nearly slew him in his bed one night long ago. The weapon possesses a particularly insidious enchantment that causes unnatural levels of pain for anyone wounded by it.
Sunsword: This is the only one of Jahar's weapons that has anything resembling a name, though it is not a very clever one. The Sunsword is a large khopesh, made to be wielded in either one or two hands; it was forged from bronze, normally an inferior material, and is etched with a number of pictographic symbols that seem to depict worship of a sun deity. Perhaps because of some magic inherent in the symbols, or perhaps due to an unrelated enchantment, this bronze blade has several interesting properties. Despite the material, the blade is stronger and holds a better edge than steel. It also has the ability to absorb and store sunlight over a period of time, visible as a constant light reflecting from the dull bronze even in darkness, which can be released in a large blinding flash at the will of the wielder. The weapon was taken from the powerful shaman of a desert tribe that Jahar was sent to exterminate as one of his first real assignments.
Other Gear:
Onyx Eye: This gemstone was taken from yet another unsuccessful assassin sent by Jahar's former employer. It is a perfectly spherical black stone, made to be placed into an empty eye socket. The bearer can see through this gem just as though his eye were still intact, though it cannot process color, seeing instead in gradations of black and white. This produces a rather jarring effect to which the bearer must become accustomed, as the other eye still sees normally, causing a strange juxtaposition of vision. The advantage of the Onyx Eye is that it grants the ability to see in near total darkness, as it can process white light far better than any biological eye. This ability has no effect on magical darkness.
Amulet of Iron Skin: This amulet is crafted from silver, with what appears to be a simple small glass triangular pendant hanging from it. Jahar took the item from the corpse of the same man from whom he acquired the Onyx Eye. When worn, the amulet constantly absorbs a fractional amount of kinetic energy from the wearers every movement, storing it until it becomes fully charged. When so charged, the amulet allows the wearer to direct this excess of kinetic energy to particular places on his body in order to counter physical attacks that he is unable to dodge. The wearer must be aware of the attack for the amulet to counter it, and has a limited amount of energy. When fully charged, it can counter three minor attacks, such as the bolt from a hand crossbow or throwing daggers, or up to one fairly strong attack, such as a close range broad head arrow fired from a longbow or a sword thrust, before exhausting its well of energy. Jahar has found that charging the amulet generally requires around one day of normal activity.
Combat Abilities:
Combat Style: Even without the abilities granted by his strange tattoos, Jahar is a model of ruthless efficiency in combat. He eschews flashy tricks in favor of pure economy of motion. Jahar has mastered the various weapons that he carries, seamlessly employing them in various combinations depending on the strengths of his foe. Due to the dangerous nature of his tattoos, Jahar prefers not to employ them unless he is certain he can end a battle quickly or is pressed too hard, relying instead on his natural ability and training.
Abilities:
Weapon Masteries: Jahar employs a variety of exotic weapons with which he has trained extensively. When wielding his twin Haladie Daggers, Jahar is poetry in motion, as though he were born with the weapons in hand. Of his personal arsenal, these are the weapons with which he has trained the longest. However, he is nearly as well trained and deadly with each of the weapons he carries, particularly his Urumi, which is one of the more difficult weapons to wield in existence.
Hand to Hand: While no master, Jahar was trained in several forms of hand to hand combat, including various grappling and other martial techniques. He is able to easily defeat unskilled opponents without weapons if necessary and hold his own against those with more training.
Face in the Crowd: While his particularly distinctive appearance makes the use of this skill somewhat difficult, Jahar was originally trained to be a faceless bodyguard, unnoticed until needed. He still retains his knowledge of how to blend into a crowd and disappear or follow a target unnoticed through a busy street.
Exotic Weaponry: While not actually an ability, the very exotic nature of Jahar's weapons has served him well in combat. Few have ever heard of, much less seen, things such as his Haladie daggers or Urumi, already difficult weapons against which to defend. This often forces his opponents to learn quickly or die equally quickly.
Blackvine Tattoos: The product of decades of research by a very talented, and very corrupt mage, the Blackvine tattoos are truly unique. Viewed closely, the tattoos are inked in a series of gradations of black with stunning detail, forming intricate loops and whirls that stem from a central pattern along Jahar's spine. The vines spread to cover his arms and legs, with one particularly long vine that ends in a closed black rosebud upon the back of his left hand. Tendrils also curl from the central pattern from either side to nearly meet upon his chest and stomach. The uppermost vine is wrapped partially around Jahar's neck, climbing the left side of his face to curl around the eye, ending in another of the black rosebuds inked upon his eyelid and eye socket.
When activated by the bearer, the tattooed vines sprout small thorns which look to be dug into Jahar's skin at intervals, causing him real pain as though he had actually been punctured. The tattoos then begin to consume a small amount of Jahar's life essence in order to activate their true power: they begin to collect the ever present ambient magical energy from the surrounding atmosphere, the same energy that many mages use to fuel their magics. Jahar is then able to send bursts of raw magical power throughout the vines on his body, granting increased abilities far beyond those of a normal human.
The Blackvine tattoos are not without drawbacks, however, as the human body simply was not meant to handle this sort of raw magical power. When the tattoos are activated, along with the thorns, the two closed rosebuds on his eye and hand bloom into large black roses in the same intricate gradations of black as the vines. As Jahar draws upon his powers, the petals of both flowers begin to wilt and die one by one, representing the stress upon his body. The more power he uses, the faster the petals die. Jahar was told explicitly that should the entire flower wilt and die, the amount of raw energy coursing through him will almost certainly kill him. Once deactivated, the excess energy is expelled harmlessly over time, but Jahar is left in a highly fatigued state and cannot draw upon the powers again until fully recovered.
The abilities granted by the Blackvine Tattoos when activated are as follows:
--Strength: Jahar is able to channel energy to increase his strength by up to several factors of his natural ability. Even without aid of the tattoos, Jahar is already fairly strong, able to easily lift objects exceeding his own body weight, but with them his strength is truly prodigious. Jahar is not even certain how much stronger he can become, as both the factor by which he increases his strength and the duration he maintains it affect how quickly the flowers wilt. As a result he has been hesitant to test its limits; however, he regularly utilizes strength exceeding two or three times normal.
--Speed: Jahar is also able to channel energy to increase the speed of his movements, particularly in short bursts. This power is exceedingly difficult to control when used to increase running speed, as the mind's capability to process the environment does not increase in kind. Jahar does, however, often employ this ability for superhumanly fast lunges, strikes, dodges or retreats. Just as with the strength, both the factor by which he increases his speed and the duration he maintains it affect how quickly the flowers wilt.
--Durability: The Blackvine Tattoos also provide Jahar with a limited amount of enhanced durability, though it is not particularly useful as a deterrent to incoming attacks. More so, it is something of a reflexive use of the tattoo's abilities that is closely tied to his increases in strength, wherein the energy coursing through Jahar's body will protect him from damaging himself by overexerting his still very human body.
History:
Jahar al'Harradin was born to a prostitute in Cadishmar, a den of corruption far to the east, perched on the edge of a vast desert. He does not even know his own true name, as his mother abandoned him as soon as she deemed him old enough to fend for himself. This was at the age of seven. Jahar spent the next five years scrounging for survival, trying and not always succeeding at avoiding beatings or worse. At the age of twelve, Jahar's fate was changed for better or worse by the men that all street urchins in Cadishmar feared the most....the Snatchers.
For years, it had been said, the Snatchers had prowled the night streets of Cadishmar, taking urchins whom no one would miss. When they took Jahar, he awoke in a dungeon with a small group of other children who he soon learned had been snatched as well. They were told only that they would have a chance to fight for their lives against a boy their age, and that should they win, they would be set free and given a sum of coin that would feed them for a year or more. Jahar later learned that he had been taken to the home of a master Assassin, and that the children were part of a special training program he had put together for a pupil at the request of that pupil's very powerful father, Machiavelli Salvatore, a visiting dignitary from a powerful kingdom. The promised reward for victory was to ensure that the children fought with everything they had, but the main point was to turn Salvatore's son Nicoli into a merciless killer.
Jahar watched as each of his fellow captives fought bravely but were killed quickly by the terrifyingly calm young man until finally it was his own turn. He fared little better himself, and Nicoli dealt him a savage gut wound. Jahar, however, would not admit he was beaten and, having dropped the weapon he had been given, charged the other boy in a feral rage, clawing, biting and scratching. Somehow in his frenzy, he managed to wound the far better trained Nicoli, incurring the other boy's wrath. Just as he was about to strike Jahar down, however, Machiavelli himself, who happened to be observing at the time, stopped him, deciding that Jahar himself might prove useful.
Machiavelli, who held a powerful position as the adviser to a powerful King, was investing a great deal of time and effort into turning his son into his own personal assassin, and he had decided to use this savage young boy to help protect that investment. He gave the boy clothes, food a place to live, and even his name, Jahar. The boy took the name al'Harradin after the Harradin desert, on the border of which his home city stood. Jahar was to be a hidden bodyguard, unknown even to Nicoli himself, always watching nearby should need arise. He was taught to read and write and given a cursory education, taught how to feign culture so that he could follow his charge wherever he went. He was trained by ruthless masters in various combat arts as well as the art of blending and observing unnoticed, and he took to his training with single minded intent, seeing this as his only opportunity to escape his former life. For over two years he followed his charge, always increasing his own skills, never certain if Nicoli even knew he existed.
This continued until Nicoli was caught spying on the King of his own volition, when Jahar was fifteen, and was banished with no interference from his callous father. Machiavelli, not one to throw away a potentially useful tool, devised another use for Jahar. If Nicoli was not to be his weapon, then he would create a new, utterly loyal one out of Jahar. Machiavelli turned to a powerful magus with whom he often collaborated, offering him a chance to test his new creation, which he called the Blackvine Tattoos, designed to grant supernatural power to their bearer as well as complete control over the bearer by whomever knew the proper Commands.
The experiment at first proved a great success, creating in Jahar a seemingly unstoppable assassin, completely unable to act against the will of Machiavelli, who held the Command words. After the initial success, Machiavelli continued to develop his weapon, furthering his training in various weapon forms and other martial arts, while at the same time using him to eliminate anyone who stood in his way. Jahar was the perfect disposable killer, able to be thrown away should he ever become a liability.
However, Machiavelli failed to account for the changes that the sort of life he had made for Jahar might wreak upon a man's mind. Five years of countless murders and of having his will peeled away had warped the young man's perceptions until concepts of right and wrong were completely alien to him. There was only the killing, and the deep seething hatred of the man who had made him come to love it, Machiavelli Salvatore.
Had Jahar not been the first test subject, perhaps the problems that grew could have been avoided for Machiavelli, but as it was, neither he nor his magus colleague anticipated what happened. The tattoos had been designed specifically to grant control over Jahar, using what Machiavelli had gleaned of his psyche as a basis, but the man he was becoming was resembling less and less the man he had been. As a result, the control that Machiavelli exerted over him began to weaken. It began with something small; Jahar began to leave a sort of calling card with his victims even though he had not been ordered to do so, and later even after he had been ordered not to. The bodies would be found the next day, their left eye carved out and replaced by a rose blossom dipped in black ink. It was not long before the control slipped further and Jahar began to act further outside his orders. He would still carry out his objective, but now he would leave a wake of bodies in his passing. By the time Jahar was twenty, every time he was let off his chain, as Machiavelli came to think of it, the death counts grew.
Reluctantly, Machiavelli decided it was time to end his experiment and destroy his decreasingly useful weapon. He ordered Jahar into a room and discretely ordered his men to execute him. When Jahar discovered their intent only a few minutes later, something inside of him snapped, returning him to the same near feral state he had displayed as a boy against Nicoli. The last threads of control over his mind were completely severed, and he brutally killed his would be executioners with his bare hands. He then stalked through Machiavelli's compound in a blood frenzy, killing anyone with whom he made contact. Machiavelli himself, prepared for nearly any situation, easily escaped Jahar's wrath, but did not have the means at his disposal to kill or capture the young man before he fled into the city, possessed of free will for the first time in half a decade.
It took more than a year for Jahar al'Harradin to regain a part of his sense of self and begin to reconcile himself to the man he had become. It did not take him long to realize that, despite the inner revulsion he had once felt at the things he had been forced to do, killing had become almost a part of him. A hole in his soul that needed to be filled. It was not difficult to make the leap to becoming a killer for hire. In fact, his reputation as the Black Rose Killer actually aided him in finding work. His brutal methods were considered by many the perfect solution for times when a message needed to be sent to an enemy, and his work provided the outlet for his darker nature that he required.
Over the past eight years, however, the thrill of the kill has become less and less satisfying for Jahar in and of itself, leading him to seek out greater and more dangerous challengers. He has had no shortage of these. Bounty hunters who seek the large purse upon his head are common. Less common but always more interesting were the assassins, both those hired by various parties who would be happy to see the Blackvine dead and those who simply find his lack of subtlety repugnant. Even less common are the heroes, those who feel it is their duty to destroy evil in the world; these fights are always a favorite for Jahar. Part of him simply enjoys the level of focus that their conviction brings them; the better the fight, the more alive he feels. A smaller, but insistent part, however, the part of him that was nearly killed by Nicoli in a fighting pit so many years ago, holds out hope that one of these heroes will finally put a sword through his black heart.
Character: Evvie Level: Powered Arena: Your choice Victory Requirements: Death, KO, forfeit Wager: None Stipulation: You can fight her in outfit #1 or #2. Due to her weaknesses I'd like for her to be physically stronger then your character so she has some advantages to make up for it, the weaker they are to her and the more they have to use their environment and otherwise to their advantage to outsmart her being all the more interesting of a fight. I don't really like to fight gun users with her much but it's not 100% bad depending on circumstance. You may inform me if you'd like any of her abilities disabled for this fight, which can be explained by her not learning them yet or otherwise. You can also request I make a child or adult Evvie to add to the sheet in order to fight against because she's also active during those times.
Power Level: Whatever, I'm your huckleberry. Arena: I can adapt. Victory: Knock-out, Forfeiture or Death. Wager: None Stipulation: T1 rules only.
J.T. MacLeod
Quote: Born to fight, Trained to kill. Prepared to die, Never will. Stay low, Run fast. Kill first, Die last. One shot, One kill. No luck, All skill.
Description: 6’1 tall and 202 lbs. Has deep blue eyes and mousy brown hair.
When in an urban setting he prefers 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.
When in a combat zone, he wears MCCUU MARPAT either in the woodland or desert patterns depending on the mission location.
What drives him: Seeking to understand what makes the world and the multiverse special. He is principled in his views and will stand up against a wrong.
Equipment:
Side arms
He carries two, MK 23 HK double-action semi-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.
Long arms:
(1) A HK416 Carbine:Caliber 5.56x45mm NATO (.223 Remington), Operation Principle Gas operated, firing from a closed bolt. Modes of Fire Semi-automatic, three-round burst. 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 five extra magazines.
(2) A Saiga-12 shotgun, a 12-gauge semi-automatic shotgun. This is a shotgun capable of firing 3.5 inch magnum rounds. Using 10-round magazines. In a belt pouch, he carries 4 extra 10-round magazines ammo. This has a sling set up for easy carrying.
Shotgun load out:
(4) 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.
(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.
Each magazine carries the same series of rounds.
Close Quarters Weapons:
A 19" long survival bowie knife made of 1095 steel 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 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 rucksack.
Area Effect Weapons
(2) M84 stun grenade, which is a 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.
(4) M67 Fragment Grenade. It is 14 oz in weight, containing 6.5 oz of Comp B explosive and using a pre-segmented body to produce an even and lethal spread of shrapnel. The fuse is designed for 4 seconds, +/- 1 sec. The stated kill radius is 5 meters, and wounding at 15 meters
He wears the 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 MARINES, becoming FORECON/MARSOC, serving 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.
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.This accounts for him able to bench press 2000 pounds (907 kg) and run a mile (1.6 km) in 73 seconds (49 mph/78 kph).
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.
After two rounds, the ectoplasm will generate ammo for the firearms, relying on person-object-memory to recall the ammunition loaded and fired and continually fill the magazines with ectoplasmic bullets that mimic the physical M855 ammo as well as the specialized shotgun ammo (XREP, Incendiary or Fireball). These 'magic' bullets can affect both mundane and preternatural objects with kinetic energy.
The last effect of his ectoplasm is to create streams that he can project. These streams 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 as a line, to climb up or down, swing across or grab things at a distance. He has an effective stream distance of 200 yards, (600 feet)
Kolskegg
Human, male Age: 35 years Height: 6'4" 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. Kolskegg will always have 6 sets of predetermined rune cast for every fight to simplify the process.
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 nearly anything. However it has been blunted by objects crafted in Jotunheim or Hel's dark realm.
Kolskegg wears a mail coat made by the giants; it is incredibly tough to pierce. While not impenetrable it does offer an incredible degree of protection. In addition, a double wrapped belt that holds Alyward to his waist. The belt, as long as he wears it can slowly heal his wounds.
Moreover, a large round shield made of incredibly tough metal mined by the Dokkalfar (the dark elves), this shield has withstood the impact blow from a giant (2,000 pounds per square inch). 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)
Full name: Skallagrim Title: Cughtagh, the Walker Between Worlds. Race: Xindhi Age: Ageless Home Universe:RolePlay Gateway
Champion of the Dreaming Queen. Like all Xindhi he is a skeletal being with whorls of energy that flow and drift from his eye sockets. The energy associated with Skallagrim is Amethyst.
Physical Description: Skallagrim is tall and skeletal, standing a little over 6 and a half feet tall. His eyes glow with a hideous amethyst light. His face is covered with only his eyes showing. He wears the dusky black leather and mail of the Cughtagh and Aeryn, the queens own explorers and bodyguards. He wears the 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.
[4] Inherent Powers: 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. Healing only happens when out of combat. Surprisingly he is able to move with grace and agility. He has the increased strength bestowed upon him by the very nature of the Xindhi, equal to 20 human men, (able to lift/press roughly 2,600 pounds).
[4] He can summon his shadow mount by touching his necklace and calling it from the dreaming realms, the space between worlds via his galdhr mastery. (see galdhr manipulation Tier 4-subset 4)
[4-8] Inherent Skills: He is a master of medieval sword combat as well as close-quarter-combat skills involving both weapon and weaponless combat techniques. Having trained through the aeons of existence in these styles.
His sword and dagger also confer some powers to him.
[4-8] 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 effects to be enacted upon the sword, creating a thin sheen of seidhr that rides as a shimmering glow a few millimeters above the actual blade. The seidhr-enhanced sword can affect preternatural creatures as easily as it can slice through armor plate.
[4-8] His dagger Rhiannon is wide with its blade measuring 17” long and two inches wide, 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 only 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. This shield can blunt energy and preternatural forces as easily as it can mundane.
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 possess 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.
[4] Seidhr Sense- 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 extend 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.
At this most basic training he can infuse the “runes” on his sword with some aspect of the EM Spectrum.
[5] Seidhr Induction- 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 radius out to a minimum range of 300 meters effectively. Further mastery increases the range by a 1000-fold every level of mastery, and it can only obscured 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.
At the next level of mastery this field is 300,000 meters in size, then 300,000,000 meters etc.
[6] Seidhr Projection- 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.
[7] Seidhr Manipulation- 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.
[8] Seidhr Generation- 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 unseen 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.
[4] Galdhr Sense- 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.
[Subset ability-4] 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. This ability is taught once an Adept has learned to “see” dark energies, as their focus for further understanding of how and why dark energies make up 95.1% of the entire multiverse.
[5] Galdhr Impression- 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 1000-fold every level of mastery. At the next level of mastery this field is 300,000 meters in size, then 300,000,000 meters etc.
[6] Galdhr Insight- 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.
[7] Galdhr Manipulation- 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, extremely dense and somewhat ductile, despite originally being a sheet of paper.
The adept at this level can essentially create a “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.
[8] Galdhr Understanding- 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.
A Grand Master can connect their psyches with any other Dreamer living or dead, even those in the stasis of Slumber. By doing so they can harness the experiences of the Dreamer to better understand a current problem. Grand Masters can connect to many Dreamers, but the more they connect too, the greater chance they will enter the Slumber themselves as their energies become entwined with those of others.
The idea of the Seidhr and Galdhr is comprised in the saying of Hermes Trismegistus, "As Above, So Below" . The visible and invisible universe work in conjunction to create the greater whole. Mastery of both aspects of Aesr allows an adept incredible powers over creation.
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 to Powers: Limitations: If pushed beyond their limits, Dreamers will begin slowing and ultimately falling into what is called the Slumber. They will not wake until 12 hours minimum have passed in which their bodies have recouped lost energies. Some Grand Masters have Slumbered for several of Eons.
Real Name: Stephan Archibald Wallis. Occupation: Superhero, Defender of Alternate Earth Other Aliases: General Freedom Place of Birth: Des Moines, Iowa, Alternate Earth Marital Status: Single Known Relatives: Harold Wallis (Fa) and Maude Wallis (Mo), Kerry Samantha James-Wallis (Sis.), Marvin Emerson Wallis (Bro)
History:Stephan Wallis was a normal kid growing up in Des Moines his parents were both blue collar folk who did the best they could to raise their 3 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, as a URL he found himself drawn to the SEALS. After contemplating the commitment to reenlist, he did so with the understanding he would he enter 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, after further training general combat and survival training, is assigned to SEAL team Six, where he obtains a great deal of counter-terrorist training along with intelligence and medical knowledge.
Ribbons earned. National Defense Service Ribbon – NDSM, Bronze Star Ribbon, Global War on Terrorism Service Ribbon, Purple Heart Ribbon, Navy Sea Service Deployment Ribbon, Navy Good Conduct Ribbon, Combat Action Ribbon, Navy Expert Pistol Ribbon, Navy Expert Rifle Ribbon, Meritorious Unit Commendation Ribbon, Navy Marine Corps Commendation Ribbon, Navy USMC Presidential Unit Citation PUC, Navy Marine Distinguished Service Military Ribbon, Silver Star Ribbon.
After four years, he is given a new assignment as the special combat consultant to Eastern Regional Wordsmith for their research for DARPA. Steve discovered ERW working on some reversed engineered technology they obtained from an alien crash site.
After nearly a year where he encountered some very disturbing things and seeing the great harm done to American citizens by the experiments conducted, Steve tried to halt the program. During a scuffle he was knocked back into an oscillating blue field, as the alien energies coursed through his body he felt the as if he collapsed into nothing. The machine exploded causing the R&D facility to come down around him. It took several days before they found Steve barely alive.
He spent 7 months in Bethesda Naval hospital before he is honorably discharged from the Navy. Little did he know that the energy in him had altered his molecular structure giving him control of the zero-point energy that coursed through his body.
Appearance: 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.
Known Powers: Zero-Point Energy manipulation-
ZPE-Physical Alterations: His muscles and bones have become much denser than an average human being, adding nearly 300 lbs. of muscle to his body, adding a foot of height to his frame. As he gains experience with his powers they grow and develop over time.
** Note enhanced is the minimum powered set of General Freedom.
Enhanced strength: Dead Lift 2,200 lbs. Crush- able to grab someone and crush them, punches powerful enough to break the bones of a normal human body or shatter 3-inches of reinforced concrete.
Enhanced stamina: Normal healing and recovery rates from injuries doubled. Life span 125 years. Adaptability- by expending ZPE can survive environments normally hostile to human beings, such as vacuum of space or the depths of the ocean.
SUPER-HUMAN
Color Guide: BASIC HERO, SUPERIOR HERO, ULTIMATE HERO
Super-human strength: Dead Lift 10 short tons. Shockwave- able to stomp his foot or smash his fists into the ground causing the waves of force and pressure to radiate outward to a distance of (Hero level x10 meters- in this case 40 meters.)
Super-human stamina: Can go weeks (2-3) without sleeping, healing rate is triple that of a normal human being. Durability- able to channel ZPE to help recovery from an injury, can help the body repel deadly poisons and toxins given time.
Super-human strength: Dead lift 25 short tons. General Freedom’s legs are prodigiously strong, so much so that he can leap enormous distances. (Able to leap two miles horizontal per hero level and ½ mile high per hero level) In this case, at Superior he can leap 10 miles long and 2 ½ miles high.
Super-human stamina: Heal rate is four times faster than normal humans. Life span is 150+ years due to his body resisting the aging and breaking down of cells in his body. Hardened Body- This allows General Freedom to shrug off non-enhanced or magical element such as fire, cold, acid, lightning etc. He is not immune, but can resist the maximum implied damage.
Super-human strength: Dead lift 50 short tons. Thunder Clap- General Freedom can generate immense pressure in the air by clapping his hands together. The force is enough to hurt unprotected people, and can break windows and cause minor structural damage to buildings. This does not affect hard targets such as buildings or soft targets like cloth or malleable oozes. Only living things and brittle targets are affected, radius is 10 meters per tier level, in this case 60 meters.
Super-human stamina: Heal rate is five-times a normal human beings, by using ZPE he can actually regenerate bone, muscle and soft tissue damage. General Freedom can participate in several (6-7) triathlons in a row before starting to tire. His life span has increased to 180+ years as his body slows down the aging process to a virtual crawl.
ZPE- Powers:These powers General Freedom gained from the Zero-Point Energy that fuels his body.
ZPE- Bolt: Range Range 1,609 meters per tier rating (currently 1,609 meters or 5,280 feet) This bolt of blue-black energy races from General Freedoms hands at extreme speeds (starting at 2,690 feet per second and adding 2,500 feet per second to that speed every rating after).This bolt has the kinetic impact of 40 tons of TNT and growing by a factor of 3 every tier after that.General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE- Bolt: The bolt has a range of 3,218 meters or 10,560 feet, at a speed of 5,190 feet per second, carrying the kinetic impact of 120 tons of TNT). General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE- Bolt: The bolt has a range 4,828 meters or 15,840 feet at the speed of 7,690 feet per second, with the kinetic impact of 360 tons of TNT.) General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE-Shield effects are usable at all ratings of General Freedom
ZPE- Shield: With the ability to create a shield, General Freedom can blunt both natural and preternatural damage to some extent. This shield can parry or block incoming attacks. This shield powers up using ZPE to meet and match incoming attacks, at its most basic it can withstand a 120 mm tank shell at point blank range. By fueling the shield with ZPE he can increase the protective value.
*** Psionic or spirit based magics have a tendency to bypass the ZPE-SHIELD protections.
ZPE-Shield effect: Cage- General Freedom can create a ZPE cage to imprison opponents. It does no damage but requires strength of force equal to the charges placed on it to break free of. The cage is made of blue-black ZPE energies and hums and sparks. Range is 100 meters per character rating.)
ZPE-Shield effect: Bubble- General Freedom can create a shimmering blue-black semi-transparent sphere/hemisphere around a target. This bubble can protect or harm a target within it. If doing damage, the equivalent of 2 tons of kinetic impact will press on the target per tier ranking. It takes an equal charge to break free or resist the damage of the bubble. Range is 100 meters per tier rank.)
ZPE- Second Skin: General Freedom can harden the air molecules around him by charging the air with ZPE. This creates a layer of armor roughly an inch from his body surrounding him. This armor can blunt normal and preternatural forces. This armor can stop a 120 mm tank round at point blank range. Every moment charging adds strength to the layers of the armor.
ZPE- Flight: General Freedom can defy gravity and fly.
General Freedom’s maximum flying speed: 1,500 mph. 2,225 mph. 3,750 mph.
By channeling all his ZPE and focusing it into his speed, he is capable of breaking Earth’s gravitational pull, reaching a speed of 17,500 mph.
Abilities: 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.
General Freedom is an expert in MCMAP, the Marine Corp Martial Arts- equal to a black belt. He is well versed in general CQB training, both with and without firearms and is a Tier 1 operator equivalent. He is a dedicated practitioner of Escrima both in single and double stick/knife, practicing in the Philippines as often as he can. General Freedom also has trained with Jorge De la Cruz, renowned boxing trainer out of Panama, learning boxing techniques in order to round out his martial arts expertise.
Weapons:None.
Equipment: During a fight with the notorious villain Red Mercury, General Freedom obtained the Tetrahedron of Transport. The Tetrahedron allows General Freedom to venture across the multiverse, by adjusting the movable sides so that a different series of symbols align to a corresponding gateway, he can venture to places that the ToT has a quantum energy alignment. He wears the ToT as part of his uniform as the buckle of his belt.
Limitations: General Freedom has normal human weakness regarding the need for air, food, water. Although his physiology is much greater than any normal human being, he does tire after extended periods of maximum exertion. General Freedom in the past has been susceptible to magical effects, especially those regarding psionic or spirit energy. However, it is unknown, if those effects were able to overcome his ZPE or he simply was unfamiliar with them and hence was unable to formulate a proper defense to them.
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 he unleashes the ZPE it creates a virtual vacuum between General Freedom and the target on a subatomic level, within 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 burst. While the theoretical output of ZPE is limitless, it is limited to be on par with the power of other technologies in the role-playing universe based on the relevant tier.] General Freedom
Name: Dynoz Tarr Age: 345 Gender: Male Race: Elf
Random Descriptors: Height: 6’1” Weight: 155 lbs. Hair color: White Eye color: Icy Blue with silver flecks
Character Tier: Intermediate Powered
Character Type: Critical Character- Active Multiverse Participant
Physical Description: Dynoz Tarr wears the dusky black armor of a Wolf Rider. His hair is in a top knot with the long ponytail extending down his back. Like all Elves he wears fetishes of those he has killed, depending on the creature it either is on his armor, weapons or on his saddle. Dynoz walks in a slightly bow-legged and hunched manner, giving the appearance that he is creeping when he moves.
Personality Description: Dynoz is insane, although he can function extremely well in society and appears essentially a sane individual he is not. When in combat the more blood, pain and suffering he sees and inflicts his insanity to come to the fore. He is sadistic and enjoys causing suffering and death.
Skills, powers and abilities
Accomplished melee and hand to hand combatant. Dynoz has been trained it various weapon and unarmed disciplines, he prefers his bone daggers over all other forms of combat though.
Blood Summoner. Dynoz can summon supernatural creatures by spilling his blood and speaking the ritual. Normally these creatures are shadowy, monstrosities that attack whom or whatever Dynoz commands. (These are minion creatures unless he is summoning another player character allied with him) These creatures are easily defeated and nothing more than a nuisance to any one facing him. This he calls his shadow pack as the forms inevitably resemble shadow wolves.
Druidic powers. Able to use nature based powers to heal, however these powers are only cursory and a part of his nature. He does not exert any effort to expand them to any degree.
Accomplished Hunter.There are very few creatures that Dynoz cannot track, across a variety of environments.
Dynoz’s sense of smell is highly developed.The distance at which any scent can be detected is governed by atmospheric conditions but, even under the most favorable conditions, 1.75 miles is the extent of his olfactory senses.
Dynoz’s sense of hearing is the most acute of his senses. He can hear as far as six miles away in the forest and ten miles in the open. Dynoz can hear well up to a frequency of 25 khz. However the actual maximum frequency detected by Dynoz is actually much higher, perhaps up to 80 khz (the upper auditory limits for humans is 20 khz).
Wolf Kin- Dynoz Tarr can shift into a werewolf form. Growing in height by half, making him 9’5” tall and gains another 300% in weight, making him 455 lbs. His head changes to a wolf's head with a slavering maw, and the fangs and claws are now fully grown. His arms become long and apelike, and as a werewolf can move either on two legs or all fours. Dynoz also grows a tail, which helps with balance.
In this form, he is extremely strong and fast, able to move up to 70 miles per hour, matching a cheetah for short bursts under a half-mile total distance.. His strength has increased; he is able to lift/press around 2 tons and can cleave through hardened metal as if it was butter. Dynoz retains his intelligence and enjoys using his bone daggers when facing opponents he cannot dismember with his claws.
In this form all his sense are more acute, with the ranges doubling easily.
Character Equipment:
Armor of the Wolf Rider. This magically enhanced armor grants Dynoz several abilities. Like a wolf he can walk, trot, lope, or gallop. Walking at about 6 miles (9.6 kilometers) per hour, but can reach speeds of 35 mph during a chase. He can jog or trot, at various speeds, generally between 8 to 10 miles (12.8 to 16 kilometers) per hour.
Dynoz can keep up this pace for hours on end and has been known to cover 60 miles (96 kilometers) in a single night. When forced to run down prey or escape he can accelerate to speeds of over 40 miles (64 kilometers) per hour for a distance of several miles. ** Note this armor adjust when he changes form
Bone Daggers, Dynoz carries two 18-inch wickedly serrated daggers made from the bones of a long forgotten beast. In addition to being extremely sharp and unbelievably sturdy, on command each of the daggers can assume an elemental aspect these usually take the form of Fire, Ice, Acid or Lighting.
These daggers also confer a high resistance to the elements currently employed. While able to blunt normal attacks to a great degree the elemental defenses require concentrated strenghtening to ward off greater elemental assaults.
Character History: Dynoz Tarr is an elfin male of the once noble Tarr family. He developed his hatred for humans when a raiding party of humans came across his mother and sisters when he was a boy. After the humans had their way they killed the women using silvered weapons, torturing them in the process. Dynoz found the mutilated bodies. That is when his mind snapped and a deep seated hatred for humans developed. Being of the Wolf Clan, he assumed his Wolf-Kin form and hunted down the humans who harmed his family. He has waged a war against all humans since that time, killing them where he finds them. Without mercy.
No longer a youngster, Dynoz has thrown his allegiances to the Overlord and has developed a certain perverse taste for hunting down the humans and their villages that have sprung up across the land.
Jake “The Under” Taker Age: 29 Sex: Male Height: 6 feet, 3 inches. Weight: 248 lbs. Reach: 80.2 in (203.708 centimeters)
Physical Description: Jake Taker is a tall man with a heavily muscled body; broad shoulders, thick sinewy arms and narrow-hips, with a thick butt and muscular thighs. One of the most distinguishing features is his penetrating grey eyes and raven hair.
Jake is well versed in American Boxing, Judo, Aikido, MCMAP (Marine Corp Martial Arts Program) and Jujutsu. However, he has studied and mastered other martial arts including techniques in Ninjutsu, Karate, Muay Thai, Kali Escrima, Chin Na, Wing Chun, Northern Shaolin kicking methods and Wushu creating a style suiting his strengths and enables him to use his knowledge to the best of his ability.
Powers:
Jake’s muscles provided the force, but it is his uncanny speed of hand and foot that make him deadly. His punches are measured well over 3,350 lbs. of force, and his kicks registered 4,277 lbs. of force. A punch/kick combo once registered at 7,000+ lbs. of force. Jake is a supremely well rounded athlete with extreme conditioning. He is able to run a four minute mile, coming in at 4 min 11.4 sec. For a man of his size it is very impressive, and rather scary.
Jake has learned and mastered the very basics of the Xindhi (aka Dreamer) art of Seidhr. This ability is the basic "senses" of the Dreamers. Jake can "hear" and detect sound waves. He 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 his vision. Like an adept, Jake can also spread his senses across the EM spectrum, and can search for specific objects or creatures as he extend his senses to look in the various parts of the EM spectrum at once. This ability allows him to lock in on fast moving targets, allowing him a chance to zone-in on them.
Jake has also learned to generate electro-magnetic energy through his body allowing him to manifest this energy along any of his natural striking surfaces (Hands, feet, elbows, knees etc.)
Since Seidhr and Galdhr are twin disciplines, he also learned the basics of Galdhr. Jake can sense dark energy and its various and often frightening fluctuations. Among other things, he 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 his sensory range Jakes 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.
Jake has also learned to generate the dark energies as swirling miasmas along any of his natural striking surfaces (Hands, feet, elbows, knees etc.) This allows him to strike creatures (ethereal, elementals, spiritual etc.) that otherwise would be immune to his mundane attacks.
Equipment:
Hayabusa Tokushu Regenesis 4oz MMA Gloves- The latest Tokushu series designed to provide maximum striking power and protection. Black and Grey in color.
History:
Jake began learning martial arts at the age of 7 years old, mastering Akido by the age of 13. At the time MMA was still in its infancy. Jake entered a tournament, and losing badly to more rounded fighters he began his life-long study of martial arts styles. By the time he was 19, and in college he had mastered several styles, adding to his growing and deadly repertoire.
Entering another amateur MMA event he won, drawing the attention of a mysterious trainer named Skume. Skume is a Xindhi, a Dreamer, who had been tasked by the Dreamers to see if their form of energy manipulation could be taught to another race. They choose the human race.
After many disastrous attempts, Skume decided to switch up his methodology, seeking to find someone who was disciplined enough to attempt the rigorous training. Hosting a MMA event, where Jake was the winner. After long debate and a visit from the Dreaming Queen herself, it was decided to try it with this human.
Skume began training Jake, and over a five-year span, Jake finally mastered the basic levels of Seidhr and Galdhr with enough skill that he has been able to employ them in fights against supernatural opponents.
During his training Jake began having troubling dreams where he found himself seemingly linked to others, seeing what they saw. At first these dreams were frightening, but over the years of training Jake looks forward to these events as it allows him a greater understanding of the multiverse in a way that normal human never can.
Power Level: Powered Arena: any Victory: Knock-out, Forfeiture or Death. Wager: None Stipulation: None
Quote: "fight me?, You do know who Pallas is don't you?" Identity:
appearance:
name: Murphy, the Multiverse Victor.
gender: Male
personality: Murphy is a rash, hot headed young man when in battle, usually going right for his enemy and trying to intimidate them with his impressive strength
Physical Traits:
Strength:Murphy himself is not that strong, able to lift about 134 pounds with both arms, with Pallas however he can lift weight up too 800 pounds with both arms (four hundred with each)
speed: For Murphy his speed is his best asset, get in quick and do some devastating damage then get out, he can run twice as fast as the record human speed With Pallas attached to his legs though, he can run even faster then that, his record speed is 95 mph at top speed.
agility: While Murphy is fast and light on his feet he isn't very graceful. His attack's and movements are usually brooding and aggressive, like a bull charging for his target,fast and deadly but sometimes he isn't the hardest thing to dodge.
durability: Murphy himself is almost like any other augmented human being, his particular augments are made more for recon and adapting to attacks and not taking them head on. A shot from a pistol would dent his plated skin and eventually break through hitting vital nerve and technology beneath it. Pallas however, has no problem shrugging off normal attacks from guns,swords,clubs what have you. But for all this to work Murphy must tell Pallas to harden, if distracted Pallas will be just like an extra layer of skin. Pallas can however, Harden to the point of diamond pressure, but while this is active it become heavy and Murphy cannot move as fast.
Pallas while on guard and not in Diamond mode can handle 190 pounds of pressure while guarding and 40 pounds while acting normally.
regeneration: Murphy has a healing augment that works the more he is damaged, but the skin must touch in order to make a full recovery, if not his body will release a fluid that hardens into a weaker scar tissue, easily teared if not careful. Pallas can't really do anything to heal Murphy but can protect the damaged areas.
senses: Murphy is, for all intense and purposes a cyborg, his left eye is fitted with scanning technology that can detect heat signatures up to 100 yards away when on a clear field. It can also do other utility things like night vision,scan things in the environment His hearing can be turned up and turned down depending on the situation.
With Pallas on any part of his body he cannot fully feel through it, only feel pressure on that part of the body, which means he must see what he's doing if doing any delicate work.
Skills: Murphy's skills with Pallas aren't very large but can be used in a large number of ways. For example Pallas adds to Murphy's physical strengths when applied to different parts of his body,
When Pallas covers the arms: Murphy gains double his own strength,When Pallas covers his chest he gains more stamina and a body shield, on the legs he can run twice as fast as he normally would be able to. Pallas can also act as a cushion to soften landings. Murphy will also split Pallas into two parts, sometimes making her cover his shoes and hands to make landing to climbing easier.
Pallas also can match or change the temperature around it, for example Pallas was able to spread thin enough to keep Murphy cool enough to hold a hand full of Molten rock. Pallas' record for handling temperature is 1300 degrees Celsius(2400 Fahrenheit) to minus eighty degrees celsius (-112 Fahrenheit) anything above that is theorized to either damage Pallas or the wearer.
To do all this though, he must tell Pallas where to go, Murphy and Pallas might as well be two actual partners, Murphy must tell Pallas to move down to a part of the body where he needs her and how mush force to put behind he blow or how much temperature he needs to withstand. But Pallas also runs on power, like all machines. Pallas is solar powered but if that runs out Pallas can run off of Murphy's own pure adrenalin.
Learned abilities: Murphy is skilled at scouting and processing information, as well as detective work, seeing clues normal people wouldn't because of his cybernetic enhancements. He is also very skilled at take-down and submissive moves, used to making enemies cease and desist very easily. Murphy is also an expert at gymnastics and acrobatics.
fighting styles etc: Murphy knows some take downs and defensive moves but other then that he wings it most of the time, using his strength and agility to devastate the battleground.
Abilities: N/A
Weakness': If it wasn't obvious the weakness for Murphy is that Pallas cannot cover his whole body, Pallas can cover only one part at a time, the most being his entire torso (minus hands). Which means that if he were to rev up for a strong punch his lower half and most likely chest area would be unprotected.
Backstory: This will be done later. I have something big planned xD
* I did not do any art within this character sheet that credit belongs to BrotherBaston On Deviantart.
Power Level: Powered Arena: - Victory: KO (somehow), Kill, Run Wager: - Stipulation: For Continuum Arena.
Name: Niks Reklaw Age: He's an animated bone and doesn't care about age. Race: Skin Lich Gender: N/A, mostly depend on the skin (Previously male) Height: (default) 5'9", changeable as it changes skin Weight: (default) 25 pounds, same as height
Appearance: A lanky tall human bones. The bones looks and feels sandy but is actually as hard as steel. Eyeball-shaped mossy green flame burn in his eye-sockets (Think Sauron's eye without slitted iris). Hiss voice are somewhat a mixture of coughing, gurgling and a grinding teeth. There's also his trapped soul, burning and floating in his, usually covered, ribcage.
(Will be updated as needed.)
Personality: Grumpy and haughty
Powers: -Skin Suit: Niks is capable of 'stuffing' himself inside a suit made from living subject, gaining control over its movement, physical strength and abilities (due to 'muscle memory') along with its weakness. Some abilities doesn't get copied, especially those that are granted by the mind and soul, such as spell incantation and demonic contract. When a suit gets mutilated, Niks' bony self would 'grow back' to replace it. Exception made for the head. It can change suit but the action took time (roughly 5 minutes). [Comparison: divers and their wetsuits]
-Skin Harvest: A ritual to harvest the flesh and skin of a "willing" subject for its own use after separating the skin from the bones. The ritual is time extensive and requires the victimdonor to remain immobile for a large portion of it. Skin harvest can only harvest skin, so those who don't have skin like slime or made of some substance, like djinn, is immune to this. Exoskeletal stuff is acceptable though.
-Disease Magic/Miasma: Niks is capable of generating a blob of liquid or gas-like substance that inflicts symptoms of diseases the size of a volley ball. Inflicting the disease is a matter of soaking or covering someone with the liquid or gas in the blob. Hitting the blob would cause it to splash or disperse. The symptoms range from nausea, fever, paralysis, diarrhea, etc. Niks is also able to combine the symptoms. The symptoms are magically induced, as such, most mundane treatment would fail and even the healthiest (or disease immune) person will fall prey. However it can be removed easily using curing magic. There're currently so many symptoms Niks can create at a single time. Maximum range of 75 yards. The Miasma can also be used to analyze unknown poison and disease in a body. Once analyzed, Niks can then create them on its own through miasma. However, this application requires touch and undisturbed concentration.
-Hex/Soul Rot: Niks breathe out a lungful of bile colored gas, that will, upon contact, burn and corrupt the soul of its victim rendering them weaker. It can be warded only by magical means and left physical objects intact and unharmed. The hex would linger where Niks breathed it out for 3 turns before dissipating to nothingness. All undead are immune to this burning effect. Breathing in the gas is highly agonizing and eliminate the 3 turns lingering as the gas burn the victim from inside out.
Abilities: -Flesh-stitching/patching: Mainly used to 'fix' the skin-suits as they have lost their regenerative ability. Even so there's a limit on how much a suit can be fixed. In extension, Niks can also use this as pseudo-surgery to living object. If you happen to be a patient, do note that Niks usually won't care about using anesthetic.
-Preservation: Given the tools and time, Niks can preserve skin/leather to stop it from rotting.
Weakness: -Has the strength of average man in his bony glory. -Exposed soul: You damage this enough, Niks' a goner. -Bleeding effect: When Niks got one part of its bone core cut off, his soul would start to 'leak' out. -Did I mention that Niks' as light as bone? At least when not wearing a suit
Equipment/Loot: -Leather cloak: Yeah, "leather" cloak. See his abilities, you know what I mean. You can take this if you want. (It's not necessarily secondary skin, it could be animal.) -Bone Staff: A walking staff made from bones, though it's unknown from what the creature it came from. It's hard, strong and durable. You can probably ask someone to make something out of this. -Crystal skull: Upon death, Niks' remaining tainted magical power would gather and condense in its skull, crystallizing it into a large translucent green colored crystal. The skull can be used to shoot agonizing bolt of pain (from its eyes) or crushed to release the whole energy as hex that covers a 5 meter area in diameter. -"Surgery"-kit: A complete set of tools for flesh-patching. A quick glance at the tools can lead someone to assume that this is a set of sewing kit. *locked* (No special stuff here, and why would you take it if you can get one on your own?)
List of Skin suits and its condition: -Orc skin: The suit is in bad shape. There're prominent sign of decays throughout the body, the hairs are falling and its already been patched and sewed extensively that the suit looks like a Frankenstein monster. Nevertheless, the suit still grants him extra strength (with it Niks' capable of lifting 300 kg weight) and made him stood at 6 feet and 190 pounds heavy.
Character Name: Alexis Tomer Power Level: Street Level/Lightly-powered Arena: To be decided Victory: Knock-Out. Wager: To Be decided Stipulation: Continuum, if possible. I want to build this character up through each battle, be it winning or losing.
Real Life Reference:
Name: Alexis Tomer Age: 24 Gender: Female Race: Human
Physical Appearance: Alexis has a very toned body with scars all and around her frame. She has them on her neck, on the arms, legs, back. This is the result that comes from the harsh training she put herself through to become the best. It’s surprising that her feminine features remained intact, well for the most part anyway. Her red hair is still as glossy as it was before she started her training at the age of seven and her green eyes show such balance in her center. Her own frame isn’t that tall, though. She only comes to an inch shy of 5’5. Weight is surprisingly light, but don’t let that fool you. She will kick your ass before you even have time to underestimate her.
Attire: Alexis isn’t one for being glamorous or fancy or anything of the sort. Honestly, she only wears what she feel she needs for a fight, which happens to be some nice combat boots that have a dull tan color with pink streak, fingerless gloves made from a special material that allows her to fight better that are the same color as her boots, a moderately light blue tank top, and knee-high shorts that are loose and tight at the same time that also are the same color as her boots and gloves.
Personality: At the core of her being, Alexis is a fighter. She ripens when the heat of battle overtakes her. She could lose herself when she finds an opponent that can push her to her limits. Everything from the notion of finding a worthy opponent to fight all the way to beating said opponent turns her on so much. Some could even say that when she fights, it’s like she’s getting fucked silly. Fighting is her love and its her passion.
Her demeanor is focused, but due to her love of the fight, it’s also playful. She is cocky beyond reason and sometimes that could be her downfall. She knows it, and yet, as she has faced countless enemies over the years, it does not bother her. She sees it as a strength rather a weakness.
Abilities
Physical Abilities-
Enhanced Physical Condition: Be it her continuous training or something else entirely, Alexis has maintained a more-than-human condition that has allowed her continuously maintain a physical and mental condition. This entails that she is faster, stronger, and more intelligent than most human beings. She is able to react faster, endure more damage than most, last longer than most, and do everything that a supernatural can without being supernatural.
Enhanced Agility: Alexis is able to go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips, and other gymnastic, athletic and martial implements with little effort. Agility is the ability to rapidly respond or change by adapting its initial stable configuration, the ability to change the body’s position efficiency, and requires the integration of isolated movement using a combination of balance, bodily coordination, speed, reflexes, strength, and endurance. Alexis has all of these parts that allows her to move freely and effortlessly, as compared to normal humans who can’t.
Even though she can do all of those things, Alexis is still suspect to things such as exhaustion and fatigue. And over time, her joints could become inflamed and arthritic. And even more importantly, this does not mean that she could survive falls from great heights or crashes into walls. Well, at least not without sustaining some kind of damage or injury.
Enhanced Balance: Alexis has both extremely well-developed sense of balance, the positioning of limbs, and the center of balance as well as the physical condition to use those facts. The combination makes her almost impossible to being knocked down/imbalanced, falling down and unable to recover from momentary imbalances almost instantly. She can also almost perfectly balance on nearly any object, no matter how narrow or unstable it might be.
Enhanced Combat Skills: Because she had spent so many years training and honing her fighting capabilities, it shouldn’t be that unbelievable that Alexis is skilled in most forms of fighting. She is exceptionally proficient in the fighting traditions of a variety of cultures and has become advanced with her own method of close-quarter combat, including martial arts(various kinds), boxing, and wrestling. Her ability to predict attacks when they come, cancel them out, and deal comeback blows is matched only by her ability to dish out multiple hits in one go, almost without having her opponent realize what had just happened to her. However, Alexis does require a visual of her opponent to deal such blows and she might also lose control, which happens for her from time to time and it could result in a sloppy handling of her opponent.
Enhanced Dexterity: Alexis can precisely control her movements and muscles, making them unable to be clumsy or fumble-like. She can slip through a network of lasers, reach through dangerous, narrow tunnels, keep perfect balance, or juggle effortlessly without ever tripping or wobbling. She can also move her finger or toes effortlessly, with tendon strain no longer being a problem. Alexis can only fall over when she is physically-uprooted or pushed, though most times, like a cat, she will land on her feet. She can stand up right on most unstable surfaces, such as a moving vehicle, a collapsing building, or an earthquake. Of course, if the vehicles are moving too fast or the building is coming to fast or if the earthquake is too harsh, she will find difficulty. Alexis is also able to regain balance and bounce back to her feet quickly.
Due to Alexis’ cocky and over-confident nature, she will lose slight of control and she could fall if she’s not careful. She also runs the risk of injury if too much is done and knowing her, Alexis would surely do just that and find herself in a hospital if she doesn’t watch it.
Enhanced Endurance: An enhanced level of endurance gives Alexis a literal low-power setting, which allows her to operate for an extended amount of time. She can hold her breath for longer periods of time, wail at someone for long periods of time, and remain calm through stressful and/or painful times. She can also tolerate extreme hunger, unbearable thirst, and strong urges to sleep. This also allows her to keep on fighting for long periods of time, though she has found that she is limited three hours of continuous and high-pressured fighting before she would start to feel a little worn out.
Enhanced Reflexes: Alexis has drastically-enhanced reaction speed, allowing her to dodge bullets, catch files in midair, dodge and maneuver around complex attacks, catch falling objects, block detriments, and react instantaneously to what others take more time to react to. This coincides with her training as she tried to put as much focus on her reaction time as she could. Of course, having a master teach her that also helped. Some objects might be too fast for Alexis to react to and that could be the downfall for her enhanced reflexes.
Enhanced Strength: Alexis has the incredible ability to defy weight limitations set upon the human race, but not completely break them. Dense, length, or overweight items are easy for her to move in nearly any manner. She can also crush, hit, lift, throw, or catch items of great weight. The sheer ferocity of her strength is enough to pulverize almost any object. When Alexis punches, she can crush certain objects like rocks and boulders. The same can be said about her kicks. When she stomps on the ground, she can cause a shockwave within a reasonable radius.
There is, of course, a downside to her strength. One of the more notable ones is that while Alexis is super strong, the aspect of gravity and mass still applies to her. There is a limit of how far her strength can go in terms of how heavy of weight she can lift. There’s also the fact that her limbs could be suspect to injury if she pushes too far. Muscle and nerve damage also pose a threat to her and considering she’s a cocky woman, she might not realize it before its too late.
Powers
Fighter’s Spirit: Alexis had known that there was something deep inside her, like a flame of some kind. She knew it from her intense passion for fighting and for other things close and dear to her heart. She first became aware of how intense her passions were when she discovered a certain spark. The more she would tap into this certain spark, the more she became aware that it was much more than that. She knew that she had a fiery spirit unlike anybody she has ever known, even the person who taught her to control this inner-flame of hers.
Each time she would enter a fight or even feel the need to punch something, the fire would surround herself like a fiery aura, completely encasing her hand or leg or whatever. When she would punch or kick a wall or any kind of solid surface, it would burn upon contact, and crack due to the pressure of the heat. Alexis, early on, tested how hard of surfaces and how much damage she could do with this Flame Aura and from the start, concrete was the most she could do. However, the more she trained, the more powerful it got until the point where she was able to burn through flesh and bone. Of course, this required her to remain focused, which was something that she lacked early on. Even now, Alexis lacks certain focus that disables the full potency, which could be great if only she had the proper discipline.
As it stands currently, Alexis is able to maintain her Flame Aura for a duration of ten minutes with a three minute recharge before she can activate it again. With it on, she achieved feats that include flight and fire projection. When Alexis uses her Flame Aura to take flight, she can control it rather well as long as she retains a clear head, which most of the time isn't all the time. She has problems maintaining her cool, especially if she get too excited or stressed out over something. This in turn interferes with her ability to maintain a solid flight. With all of that being said, that would only happen if she found herself on the losing side or over-confident that she would win a fight. Her control, in minor cases, is relatively good and she is able to fly at moderately fast speeds(about the speed that a car going normal speeds would go). As per her training and ability of control, Alexis has tested her limits and she can only maintain continuous flight for three minutes and just as much time for recharge before she can take flight once more.
Alexis also can manipulate the flames themselves spread out like wildfire or protect her like a literal fire armor, both of which require more of her energy, which also decreases her allotted time of maintaining the aura. The way she can distribute and manipulate fire is as she would punch. Since the Flame Aura itself was a manifestation of her own inner-fire and passion of fighting, each punch and kick she does, a somewhat thin stream of fire is released. Her very soul is put into each pick and if she wishes it, she can make the fire extend several yards, but of course, that puts more strain on her reserves, so she doesn't do it. The same can be said about her defensive capabilities, which the potency of them would increase the more she puts into it. In other words, if she wants to focus on defense, she can't attack. If she wants to focus on attacking with fire, she can't defend. She can have one or the other, but not both.
Due to the protective and augmentative properties, her Flame Aura further enhances Alexis’ enhanced capabilities almost twice as much, but it also can strain her just the same amount. Her aura has also demonstrated very light healing capabilities, which only seem to heal very minor wounds, which means that any severe would require a lot of time to heal properly.
Equipment Gloves and Boots: The combat gloves and boots that Alexis wears might appear to be of regular materials, but they’re the farthest thing from it. They were crafted from a special material that has the feel and touch to regular old cotton, but the damage potency they hold is that on par by a finely-sharpened blade. They are reinforced by a rare metal that has no physical aspect of any kind of metal, but if met with a human body, the force that which a metal, blunt object would have, would certainly be felt at least half if Alexis were to punch or kick a human body or any body for that matter.
Character Name: Power Level: Arena: Victory: Wager: Stipulation:
Character Name: Power Level: Arena: Victory: Wager: Stipulation:
Character Name: Power Level: Arena: Victory: Wager: Stipulation:
Character Name: Power Level: Arena: Victory: Wager: Stipulation:
Power Level: Typically Normal or Powered. Arena: Any/Dependent on character. Victory Requirements: Death, KO or Forfeit. Wager: None. Stipulation: None overall. This will depend on the character. I'll add a stipulation under each character. If there is no stipulation under or in the CS, then it defaults to no Stipulation.
Current point count: 1100. Win/Lose: 1/0.
Pivotal Note:
Within the character hider the link to the given character sheet is ALWAYS the picture unless the character does NOT HAVE A PICTURE. So yeah, click the picture to get to the character sheet. ALSO, THIS IS IMPORTANT. DO NOT SCROLL OR TRY TO LOOK AT THE CS UNTIL THE PAGE FULLY LOADS. If the former sentence is disregarded you will have to use the ctrl-F function to find the character, or you will have to scroll till you see them. That's on you. Otherwise, enjoy yourself and challenge as you please ^_^
Non-Pivotal Note: If you don't see anything you like, but still want to challenge me. I have about 200 characters in total, most of which are not posted to the Guild, but are saved on my computer. Just show me a CS and I can either make something new for you to fight, or find something from my Computer storage that will likely do the same trick--so to speak.
Powered
Raelis Vaerkturian – Champion of Rhay
Low Powered
Stipulation: Can only fight against Low Powered (roughly equal) or Narutoverse characters.
Nazomeku, Eiji - Wireless
Low Powered
Stipulation: Can only fight against Low Powered (roughly equal) or Narutoverse characters.
Mayonaka, Seisui – The Tranquil Lotus
Powered
Stipulation: Prefers Narutoverse opponents, but this is not strictly required in the least.
Power Level: I have a variety of everything, from human simpleton to Destructive God. Arena: Any Victory Requirements: Death, KO or Forfeit. Whatever. Wager: Negotiable, but ranked is a must. Stipulation: Please ask me. I do have a Storyline project, I'd like some help with. Character: Any character here.
Death, KO’ed, Forfeit. Unless Otherwise noted in 'Stipulation' beneath character link.
Wager:
Negotiable. Weapons/Items/Points are fine.
Stipulation:
Try to get the power level in the same area of the chosen combatant. Rilla automatically waives right to 25 points for loss, choosing instead to gain nothing for it. Otherwise see 'Stipulation' beneath each character link. There must be some type of story with each battle.
Dyayun Kurokawa Stipulation: Normal-Powered: I.E, a stronger than the normal human fighter. Fight takes place in a Ring. Basically a melee brawl. Can be negotiated to take place elsewhere. KO/Submission Victory Condition. No character sheet, but focuses on: Switch Hitting Pure Violence(Not a real one, but characterized by arms hung down at sides, knees bent; easier to sway, and unpredictable punches.) Brawling Hitman Detroit Unorthodox Stance
Can break steel wall with his punches, he is slightly slower, but no slouch.
Tre'Yan T'Mass Stipulation: Normal-Powered: I.E, a stronger than the normal human fighter. Preferably in a ring, but negotiable.
Kaige Chamberlain Stipulation: Normal. Match will take place after promos are done(We'll decide on the number of posts/promos). I'll write the match after 3 judges pick a victor based off our promos. For information on how promos and matches are written check [url=]here[/url], that is a show I wrote for an e-fed. You can pick him to be a good guy, or bad guy.
'Father' Black Angel Stipulation: Normal. Match will take place after promos are done(We'll decide on the number of posts/promos). I'll write the match after 3 judges pick a victor based off our promos. For information on how promos and matches are written check [url=]here[/url], that is a show I wrote for an e-fed. He is a heel(bad guy).
Random Character Challenge!!! Stipulation: My character will be chosen by our chosen judge - prior - to the challengers character being selected. It will PM the judge all pertinent information on the character, as requested by the judge. Judge will post my character, and 'lock' it in, so to speak, so that nothing will be changed. To accept this, there is a 50-100 point wager, or equally suitable item which the character will then have from here on out. Torturer, Jadik, DoppleGanger, GandG, KJCII, not applicable.
Power Level: Normal or Powered Arena: Any, unless it won't fit (see below) Victory Conditions: Standard, unless agreed differently Wager: Negotiable Stipulation: Lynx is a secret agent and there needs to be an underlying plot why he and your character are actually fighting each other. Don't worry it usually only needs a few minutes of brainstorming to work.
Character Profile:
Name: David Hayter (confirmation required) Codename: [LACUNA LYNX] Gender: Male Age: 32 (?) Occupation: STARS Operative
Lacuna Lynx is the codename for the enigmatic soldier and operative of STARS, Special Tactical and Reconnaissance Service. This organization of secret nature and unknown allegations is working daily in order to protect the world. Lynx is STARS's top agent, famed for his skills at infiltration and capability to adapt to various combat situations. He's a literal one man army who regularly overcame odds and forces by his sheer ability and genuine cunning. He often manages to accomplish missions which would anyone else feel it's impossible. Lynx keeps fighting, not out of personal gain but for his genuine feelings to keep the world at peace. He's a man of duty who's determined to accomplish his objective regardless of the circumstances. As such some people call him the "greatest soldier to ever live".
Appearance:
There are a number of conflicting reports regarding the appearance of Lacuna Lynx but overall he's described as a tall lean Caucasian male with about 190 cm in height. He has brown, light brown or maybe dirty blond hair usually with cleanly shaven facial features. Albeit some sources describe him with stubble or a circular beard. His outfit would change depending on his mission and given the stealthy nature of his approach combined with the frequent use of disguises the witnesses' testimony conflicts a lot. After through analysis and filtering it could be determined that Lynx is often wearing a certain uniform or most likely a suit with advanced design. His suit is also equipped with many belts, weapon holsters and pouches; the kind of package one could expect from a soldier on mission. Though his most telling feature is an old bandanna, witnesses calling it from gray to navy blue in color and told to be the same piece of cloth since 2003. This bandanna is warped around his forehead with two long strides to weave freely in the wind or when Lynx is on the move.
Personality:
Lacuna Lynx is generally seen as a serious no nonsense person. He's always focused and prefers to only talk when it's necessary. Lynx is a seriously dutiful soldier putting his mission before his feelings or even his own safety. He saw many horrible things and the nearly two decades of fighting made Lynx noticeably jaded. In spite of that Lynx has a firm belief in the potential of humans and wishes for true world peace. Yet his blood calls for battle, only feeling alive when he's on the battlefield. This contradiction gradually tears him from within, experiencing nightmares regularly. To run away from his idle thoughts Lynx became a workaholic, nearly always busy with some sorts of covert mission. The term "relax" gradually lost its meaning from his encyclopedia. That being said Lynx could be surprisingly easygoing at times and once you hit a common topic in private Lynx is rather talkative and knowledgeable in various fields. The burden of killing and seeing so many people die through his career also weighs down heavily on Lynx. His policy is to never leave a comrade or innocent people to die and if he can help it Lynx avoids killing his enemies. if he has to choose between few lives or endangering his own Lynx would act without any hesitation. So long he sees a chance to save even one life Lynx cannot allow himself to give up. This unyielding strong will is sometimes allows him to do things everyone else thought to be impossible.
Powers:
- Veteran Soldier: Lynx is a highly trained soldier with expertise in practically all fields of combat. He's a marksman, a marine, a bomb specialist, a secret agent and many more. He can even fight with Japanese swords if needed. His versatile skills and depth of experience is what makes him such an invaluable asset to STARS. - CQC: Lynx also knows CQC, an obscure martial arts developed during the Cold War which is only referred by this non-indicative name. CQC combines the essence of countless forms of martial arts to develop the ultimate style for the modern battlefield. CQC incorporates the use of knives or lighter guns along with self-defense moves for maximum efficiency. Some stances with CQC empathize one-on-one exchanges while others to manage entire groups of enemies. Regardless these share the same objective, to neutralize the enemy as quick as possible. The existence of "CQC" is largely a secret to the world but Lynx had the luck to be trained by one of the two people who actually developed this style. - Willpower Liberation: Lynx's strength of will is literally his most powerful asset. Albeit the reason is not properly understood but during certain situations Lynx's beliefs can become a reality. In spite of being a regular human Lynx can semi-frequently dodge bullets or pull off other superhuman feats in battle. The effect is usually just temporarily and rather unpredictable but it's often enough to help Lynx deal with a certain danger. Other examples include Lynx charging batteries by eating glowcap mushrooms or that one time when his magazine didn't run out of ammunition because he drew an infinity sign on it. In addition this makes Lynx highly resistant to mental powers, be it telepathy, telekinesis or its derivatives. His will is too strong to be controlled. Still, despite the fact his willpower can allow him to surpass his limits, Lynx is a regular human about 90% of the time during missions. He can match a bullet-timing Samurai but then in the next minute he may be pressured by a squad of well-trained soldiers. - Stealth: Lacuna Lynx is a master at infiltration and stealth. His footsteps practically never make a noise and he can sneak up on people even when he's almost at plain sight. He had breached countless high-security places albeit his records aren't flawless. Still, his ability at infiltration borders the impossible and the best representation of this is the cardboard box. Used in Iraq first, Lynx quickly gained notoriety to somehow managing to walk past guards by using nothing but a cardboard box. Some experts suggest Lynx's unique abilities with his willpower but the nature of Lynx's use of the cardboard box is just a mystery. Another unusually extreme occurrence was when Lynx accidentally managed to infiltrate an alternate dimension with no conceivable methods to even enter it.
General Equipment:
Lynx has the highly advanced and at times even futuristic equipment of STARS at his disposal. It gives him the edge he needs in order to complete his mission.
- Sneaking Suit: High-tech military outfit used by STARS agents for decades. It's a form-fitting body-suit covering the wearer from the neck down. It's designed to give the wearer maximal mobility with reduced signature to most detection means and extensive electronics for sensor and analysis systems installed. They also provide surprising amount of protection against environmental hazards, allowing Lynx to walk through acids and fire or to survive even during the most excessive winters. Lynx wears the latest 4th generation sneaking suit which implements the new HoloCamo technology. - HoloCamo: Technology built in to Lynx's new Sneaking Suit, allowing to fluidly change his camo pattern to mimic any surface he's currently in touch with. If calibrated well enough HoloCamo can be also used to project the image of various objects around Lynx's body, providing an instant disguise. HoloCamo is actually an off-shoot from the earlier development of StealthCamo which made the user completely invisible. Lynx refused that device, believing such thing would lull agents into a false sense of security. Albeit with brief tempering HoloCamo could be still made to work like StealthCamo. In addition the holographic field redirects most electromagnetic waves thus preventing detection by radars and heat sensors. The latter makes 4th generation Sneaking Suits practically undetectable with anything but the naked eye. - Four-Dimensional Weapons Rack (FDWR): Special system now commonly used by STARS agents. The details are currently unclear but STARS operatives seem to carry massive amount of arms and ammunition without these seemingly put anywhere on them. It isn't unusual to see Lynx or anyone else to suddenly pull out a Stinger Missile from behind the empty space of their backs. The answer lies in numerous small devices that are capable of temporally opening paths to the mysterious fourth dimension of space, expanding their carrying capacity to borderline ridiculous levels. Lynx could carry maybe even a hundred of Stinger Missiles with almost as many launcher systems yet it never encumbering him. - LYNX Eye: Large sensor and data processing terminal worn as an eyepiece over the left eye. The name is a subtle reference to both the device's purpose (Lynx Eye AKA the "all-seeing eye") and its first ever user (Lacuna Lynx). The LYNX Eye is an advanced device allowing the user to combine many vision modes, sensory data and receive a quick feed of valuable information in real time. It checks the surroundings, highlights traps, calculate trajectories, identify weapons, analyze the enemy's status, automatically record name plates or identification markings and so on. The full list of functions on the LYNX Eye are borderline miraculous. Yet for the same reason mastering the device is difficult and STARS plans to develop a simplified version for general use. Currently the only experimental unit is issued for Lacuna Lynx who puts it under extensive field test. It's also worth noting that after the latest upgrade the LYNX Eye sports a miniaturized magic detector. It can accurately detect and distinguish various magic sources or other kinds of supernatural powers. It also features a prototype magic analyzer but it only feeds raw data to the special support crews who'd then process it to assist - Soliton Radar: Revolutionary new type of radar which produces four-dimensional mapping of the surroundings. Soliton Radars are fast and working with extreme accuracy. Their principles can be also implemented for nearly all kinds of detection. By tracking the weak waves of bio-electricity Soliton Radar can even detect the presence of living beings and properly distinguish them based on size. The mechanics of why Starting from the 2.5th generation Sneaking Suits have integrated Soliton Radars within them as a basic feature. The person-searching function is also often refered as AP Sensor (Anti-Personnel Sensor) and under standard circumstances it has the detection range of 50 meters. The reason is currently unknown but Lynx's soliton radar unit could even detect the presence of ghosts during a certain mission. - Codec System: A communication system using quantum entanglement. It's rather reliable system which allow Lynx to be in contact with his superior (whom he just calls Colonel) and various experts. This links works at practically any distance and was proven to work even through dimensions. Another interesting feature is how time almost seems to stop while having a codec call. The condensed hi-speed information feed means that even though for Lynx the codec call seems to last for minutes in effect they're done within an instant.
Weapons:
As the member of STARS Lynx has access to a wide range of weaponry. Albeit there are a few of these Lynx prefers the most.
- Modified Beretta M9: Heavily modfied version of the old Beretta M9 with tritium-illuminated iron sights, in-built heavy-duty suppressor/silencer and the capability to fire tranquilizer dart projectiles. This version was custom made the demands of STARS, with high-quality materials to improve weapon life and reliability. The darts are also capable of penetrating body armor yet outfitted with an intelligent mechanism that causes them to break apart against softer targets (otherwise they'd be no longer called non-lethal weapons). STARS also uses special chemical in their tranquilizer, capable of knocking out even the largest mammals with a single well-placed shot yet perfectly safe to use. These features make the modified M9 one of Lynx's favorite sidearms.
- Mk. 23 Mod 7 SOCOM: Large bulky pistol firing .45 bullets. While a bit unwieldy for most soldiers the SOCOM is extremely reliable and sports incredible accuracy. Mod 7 is a special variation built for STARS, with unique supersonic suppressor for the new programmable high-velocity bullets standardized for them since 2010. The SOCOM's magazine has the capacity of 12 bullets plus one already in the chamber. Lynx uses this as an alternative sidearm when firepower matters more.
- Tavor TAR-21X2 Assault Rifle: Israeli bullpup rifle modified for STARS personnel. It fires new 6.8mm high-velocity programmable bullets to be utilized for various roles without requiring loading different projectiles.
- Grenades: Lynx can create various grenades: smoke, chaff, EMP, Flashbang and various advanced offensive and defensive grenades. The XM4 Mod. 2 Grenade is an unique invention which spreads sharpnels only in the direction of hostiles and those not protected by friendly IFF signals.
- C4 Charges: Standard explosives that can be remote, timed or proximity activated and used for demolition.
- Claymore-X Mine: New and improved Claymore mine developed for counter diverse range of threats.Instead of pellets it unleashes dozens of small explosively formed penetrators. The power and number of these penetrators as such the triggering mechanism can be adjusted prior to set-up, giving it great diversity
- FIM-92XOF Stinger-X MANPAD: Shortly referred only as the Stinger Missile, this is an extensively modified version of the military-use FIM-92 Stinger man-portable anti-aircraft system. Unlike that, though the Stinger-X utilizes technology decades ahead of its time and outfitted to become a general purpose weapon. The Stinger X features a simplified integrated AI combined with a highly adjustable warhead and missile control system. In short, the Stinger-X is faster, smarter, outfitted with many sensors and have multiple blast modes.
Second Character - Keith MacKenzie
Power Level: Powered to God (depends on what restriction level you choose) Arena: Any Victory Conditions: Standard, unless agreed differently Wager: Negotiable Stipulation: You don't fight Keith but one of his countless Homonculi who conducts some "practical experiment".
Name: Keith Mackenzie Aliases: The Azure Warlock, Infinite Sorcerer, Puppet Master, That Man (for those fearing his name) Classification: Formerly Human Sorcerer, Multiversal Anomaly Age: Strange Eons (time long lost its meaning to him, although he often claims himself to be 32) Gender: Male (well, at least he prefers that form, sexuality long became irrelevant to him) Race: None (but Keith stubbornly does identify as human) Height: ~ 1812.56725 mm (appears to be his personal preference in human form) Weight: Imaginary Mass (no longer really applicable to Keith, he may bullshit something around 177lbs/80kg)
Keith MacKenzie was used to be a talented, young and ambitious sorcerer who wished nothing better than to understand all that exist. Early on he discovered a way to traverse the multiverse and his naive wish gradually became his sole obsession. He studied, learned, stole and schemed as Keith rapidly gained knowledge beyond any human before. He learned the depths of science and magic alongside each other as he gradually became less human and more like a cosmic force. Those who know the sorcerer often dread his name as the mere utterance of "Keith MacKenzie" can raise the entity's attention up to a hundred-fold. Those who are both knowledgeable and wise are well-aware that they should avoid contact with Keith at all costs. Keith MacKenzie represents an enigmatic force with purpose nobody can decipher. He could be helping to save a planet from extinction once and then be working with the worst villains in the world next. He's manipulative to the extreme and deep down pursues nothing but his own interests. His complex plots beyond any mortal understanding can make Keith one of the most dangerous forces within the multiverse.
Third Character - Shining Blaze
Power Level: Powered Arena: Any - preference to urban style Victory Conditions: Standard, unless agreed differently Wager: Negotiable Stipulation: Try to weave it into a story
Alicia is a demi-goddess born from a human mother and the Olympian God Apollo. Her mother died while giving birth causing the Sun God great sadness. Eventually she was cast off from heavens and became adopted by an aging couple, the Parkers. She lived like a normal cheerful world until at one time she discovered her powers. Using her magic amulet she can transform into the superheroine Shining Blaze and she decided to use this power to protect the people. Alicia is still a rookie but she compensates with spirits and guts!
Personality
Alicia is an innocent and lively girl. She's cheerful, kind and often shy. She genuinely friendly and helpful. Alicia has good grades at school and helps out a local restaurant as part-time waitress. She's a diligent worker but also a bit clumsy. She's also a bit of airhead who can occasionally lose herself in her toughts. Her klutziness makes Alicia often feel insecure or sad but she's cheering up fast. She loves superhero comics and shoujo manga and secretly dreams to become a true heroine. Alicia was overjoyed and excited at her fresh superpowers. She swore to protect the weak and uphold justice. Under the identity of Shining Blaze she patrols the city every night to spot evildoers. In combat she's very straightforward and gutsy. Alicia ask her opponent to surrender first and even takes a flashy entrance pose prior to fight. She claims to be against violence albeit she tends to beat up criminals pretty badly.
Powers
Alicia's amulet was created by Hephaestus on Apollo's demand. It works like a seal to suppress Alicia's half-olympian powers and allow her to live like a normal girl. Albeit that's far from its only function. Upon activation it transforms Alicia into Shining Blaze, giving her a futuristic jumpsuit with various features and her hair is restored to its original blazing orange color. The suit helps Alicia to control her powers and it can also offer some automated defense functions. Technically Alicia can use her powers even without the amulet but those are only accidents and such feats give rather erratic results.
- Force Power: Alicia is surprisingly strong and tough. She can lift up cars or catch falling steel grinders. Alicia can enhance her attacks with energy to hit even harder.
- Force Field: Part of the reason behind her great strength and toughness is an invisible forcefield which surrounds Alicia. With conscious effort she can even raise the intensity of the field to withstand more powerful attacks at the expense of depleting her energy faster.
- Force Speed: Alicia's strongest feature. She's incredibly fast, enough to catch bullets or run in burst of supersonic speed. If given a sufficiently long runaway Alicia can theoretically reach even greater speeds. Still, her klutziness and inexperience makes her prone to mistakes at high speed. She may fail to decelerate and bump into walls, for example. Also while Alicia can jump great distances she haven't learned how to fly yet.
- Force Scarf: Alicia's scarf are much more than just a mere decoration. It can stretch and move on its own or respond to Alicia's will. Effectively she has two resilient stretchy arms that can be used for attack, defense or to restrain enemies.
- Force Recovery: Alicia can concentrate radiant energies to her palm to heal certain injuries with divine power. She's only a novice though so the effects aren't anything drastic. She can also unconsciously use a similar power to gradually recover from wounds.
- Thunder Kick: Alicia's favorite move. She jumps to the skies and descends at great speeds to deliver a powerful dive kick coated in radiant energies. She almost always calls the name of her attack.
- Shining Spark: Alicia's newest finishing move. She gathers radiant yellow energy to unleash a powerful and quite destructive beam. It has divine and sun attributes which may make it more effective against certain enemies. Of course Alicia almost never misses the chance to shout the name of this attack.
- Energy Blasts: After learning how to consciously use Shining Spark she also began practicing to control this power. As a result she can project weak blasts of energy to attack from some distance. Of course week is a relative term and these blasts can be still threatening. Albeit Alicia is nice and unless she feels vengeful the energy blasts only cause pain and concussive force to at best knock out her opponent. Due to her reduced focus these energy blasts are also somewhat inaccurate because Alicia unleashes them in a hurry. It goes without saying that they drain her energy and Alicia should not overuse this attack. Her energy blasts have the potential for some strange properties but Alicia has yet to master any of these. Another interesting note is that for some reason Alicia can't decide on a correct name for this attack and always calls it out differently. Names used so far include: Solar Flare, Sparkle Ball, Judgment Bolts, Sun Blasters and so on.
Scion and Dennis Power Level: Normal/Powered Arena: Any Victory Requirements: Surrender or Run away, Death/KO Wager: Points and if you really want them. I can wager items. Stipulation: My character is affected greatly by my opponents load out choice. I do ask for what you would deem a fair chance.
Power Level: Powered Arena: Any Victory Requirements: Death, KO’ed, Forfeit Wager: May be discussed Stipulation: N/A
Challenger:
Name: Arauka Taur'ohtar The Hunter
Titles: The Dream Stalker, Lord of Predators
Age: Unknown
Alignment: Lawful evil
Race: Astral stalker
Class: Hunter
Description: The creature looks like a muscular humanoid with thick black-sickly green skin. Arauka possess a frightening demonic visage that is reminiscent of a skeletal human with a prominent jaw. His hands end in large, wickedly sharp claws. With a toothed grin, long, razor-sharp claws, and glowing eyes, Arauka like all astral stalkers looks appropriately predatory for a race with such a function as theirs. Each of the Arauka’s claws, of which there are five on each hand in an arrangement similar to a human’s fingers, is easily the length of a human’s forearm, and are deadly when in use, capable of immobilizing a creature struck with them with a deadly paralyzing magic similar to being struck with electricity.
Personality: Arauka Taur'ohtar, swift hunter in the ancient elvish tongue, roams the multiverse looking for the ultimate quarry. He regards all other creatures as potential prey. Although he seeks to test himself against stronger and stronger prey, Arauka is neither stupid nor foolhardy, and rarely engages in combat without first preparing the hunting ground and sizing up his foes. As a beast fashioned by the titans of old for the hunt, he favor ambushes designed to weaken the prey before bringing it down.
Abilities:
Elusive Prey- Arauka is very difficult to track, as he leaves no discernible markings unless he chooses to. He can move swiftly without out anything more then a whisper of wind rushing past his form.
Evasion- Arauka can avoid even magical and unusual attacks with greater agility then his large bulk might reveal. Arauka possess extraordinary reflexes, four times faster then the average humans reaction time. He can jump as high is 30 feet straight up into the air and land with uncanny grace.
Alertness- Arauka senses of sight, smell, and hearing are all superhumanly acute. He can see with perfect clarity at greater distances than an mere ordinary human, even in near-total darkness. His hearing is enhanced in a similar manner, allowing him to both hear sounds ordinary humans cannot and also hear to greater distances. Arauka is able to use his sense of smell to track targets by scent, even if the scent has been eroded somewhat overtime by natural factors. This sense also allows him to identify shapeshifting creatures despite other forms they may take.
Biology- Arauka's body is extremely unlike that of any normal creature of other universes. Its cardiovascular system is artificially improved to give it mobility unthinkable in a natural organism. An astral stalkers seeming lack of skin-constraint and the overdevelopment of muscular tissue makes Arauka very agile, capable of performing surprising jumps to incredible heights and distances and moves much more rapidly then one of his bulk should, to human eyes he seems to move with a blur of motion. Arauka also uses his talon like claws to scale vertical structures and ceilings with ease. This allows Arauka to use predatory tactics to surprise his prey. Arauka also possess an elongated tongue known to be enormously powerful, capable of piercing human flesh and often being used to decapitate his prey. Although naturally quiet and a master of ambushes, Arauka has been known to make sounds on purpose in order to intimidate his enemy, or merely gloat over a prized prey. Arauka possess a multitude of organs each capable of continuing to function even when heavily damaged. These organs are made of an resilient jelly-like fungus substance. Thus making all but the most devastating blunt trauma minimally effective. Astral stalkers also possess an interesting ability known as blind-sense, which should one lose the use of their eyes entirely and cannot track prey by sight. Their super developed hearing, will take over, and can more than compensates for the loss.
Astral stalker physiology being a symbiotic combination of beast and fungus, is integrated such that each augments the operation of the other and both work in perfect harmony. This jelly fungus mutation makes individual Astral stalker's incredibly resilient, replacing several vital organs as well as adding padding around those which remain. Such as the brain, which remains as the creatures most vital organ, due to the nature of the fungus however most poisons are all but useless. Finally, Arauka skeletal structure is unlike a normal animals in that it is neither solid or liquid. Throughout the skeletal structure are powerful series of nerves. When the bone is broken and the skin is intact, the bones momentarily becomes liquid-like, flowing back together much in the same way water reforms inside of a water balloon. Their skin is incredibly elastic like, allowing it to stretch greatly while broken bones reform. The bones themselves are extremely light weight, while retaining a very slight degree more resilience then the average humans bones. Astral stalker's is also capable of holding it's breath for up to 10 minutes.
Swift Tracker- Astral stalkers have an uncanny ability to pinpoint the location of their prey, even if they are unable to see them with their eyes. This ability even extends into other universes once the target has become the stalkers quarry. Usually Arauka will need a strong dose of the targets strength, or preferably a sample of their blood. Once done Arauka will always be able to continue tracking the target until he chooses a new quarry.
Fungus swarm- Arauka inhales sharply before exhaling a cloud of toxic parasitic spores. If inhaled they quickly grow into deadly tumors inside the subject while the victims suffers from massive organ failure. When they achieve contact on the skin they quickly cause several cyst to grow on the persons skin. While painful they do no further harm to the person, but if they are damaged and burst, release even more fungus spores into the air. These can strengthen Arauka if he manages to inhale them, which causes his wounds to heal at a rapid pace.
Steel Hide- Arauka possess extremely dense skin and muscle tissue which render him highly resistant to physical injury. The cellular structure of it's skin has fortified the various tissues of Arauka's body, granting him a high degree of resistance to injury via skin that is as strong as titanium and can resist high caliber bullets (up to.40 caliber none armor piercing variety) , puncture wounds, corrosives, and extreme temperatures and pressures without sustaining damage.
Invisibility- Astral stalkers possess a number of other supernatural abilities that aid them in their hunts, including the ability to turn invisible. While so hidden, astral stalkers often use venomous darts of bone hidden within their throat to poison their prey or even knock them unconscious. Arauka can remain invisible for extended periods of time, however any hostile act or injury causes him to be come visible again.
Reaching Claws- A astral stalkers can make long ranged melee attacks with its boneclaws, instantly extending them as part of an attack to a distance of up to 20 feet (thereby allowing the astral stalker to threaten creatures normally out of reach). Arauka has also learned to fire his claws off with the force of 2000 and 3000 ibs kinetic energy. More then enough to impale a fully armored knight or rip body parts from a humanoid.
Equipment:
Throat dart- Arauka Taur'ohtar’s throat dart has a range of 150 feet, and travels as fast as a throwing knife. These darts hold the same poison coating his claws. He normally carries six of these.
Poison- Alchemically fashioned and very potent poison is coated upon the astral stalker deadly claws. When a target is cut and these poison seeps into their body, it quickly saps them of their strength, making them move much more sluggishly. The poison effects the subjects nerve system, a single hit deceases the targets speed to roughly half their normal reaction speed. A second blow half of that, and a third normally results in complete paralysis for 30 seconds.
Character Flaws: Arauka Taur'ohtar skin can easily be pierced by silver weapons or bullets. Gold dust renders him visible and unable to become unseen until the dust is removed. A major drawback, however, to his extreme durability is that when he does sustain serious injury beyond his ability to heal on his own, medical care is difficult, given doctors' inability to get past his hardened elastic skin. Arauka while resilient to ice and acid, is extremely weak toward fire, as it causes his skin to peel away and burns his fungus organs.
Character History:
Arauka has always lived for the thrill of the hunt, and lime many of his kind measures his personal worth by the number of creatures he has hunted and killed. Arauka was one of many such abominations who came into being during the Dawn War, first created by the gods as weapon, an assassin and hunter. Arauka served his divine patrons well during the cosmic struggle. When the Dawn War ended Arauka found that the gods had no further use for the astral stalkers. Many left to form their own tribes across the muiltiverse, seeking new worthy creatures in which to hunt. Arauka followed suit, seeking a new meaning to his existence with the end of the divine wars. Arauka for his part has served many other powerful masters, from demon lords, archdevils to even powerful archmages.
Power Level: Normal Arena: Any Victory Requirements: contestant unable to fight for some reason
Character(s)
Name: Florian Eleuterios Age: 25 Gender: Male
Appearance: Florian is pale, blond and watery-eyed. His hair is scraggly and his nose is somewhat crooked. He's missing a few teeth from his mouth. He's tall, but light-weight. He stands perfectly straight, and his feet never touch the ground heavily. He wears simple leather. The only dramatic flair about him are his cloaks, expensive and brightly hued. He prefers to take them off before fights, thank you very much.
Equipment: Florian carries with him a hand-and-a-half sword, Serenity. It's simple steel, 85 centimeters in length, with a leather-wrapped grip and an eight centimeter guard.
Strapped to his belt he has a dagger with a blade of 20 centimeters length, which of course he won't use if the duelists have agreed on weapons like gentlemen.
His armor, underneath his tunic and cloak, is leather.
While he doesn't carry the weapons with him, Florian can also use most other common martial weapons fairly competently.
Personality: while not what you'd call beautiful, two words from Florian's mouth and you won't pay that any attention. He's bright and cheerful, and always one to discuss the current happenings or the weather with an opponent before and after the fight. He's been challenged to the death and gone for drinks with those same challengers in the same day without batting an eye. On the contrary, such occasions serve as fine talk for him at bars.
Criteria: Unranked Power Level: Normal Human, Armed Arena: High Noon
Wager: The Khaki Killer's Six Shooter Victory Requirements: Death Stipulations: Western Themed Characters Only Theme Song: Cheyenne
Character:
Name: Monty Maddox, The Twice Hanged Man, The Khaki Killer
Universe: 1
Race: Human (Caucasian)
Sex: Male
Age: 76
Height: 5'6"
Weight: 136 lbs
Personal Description: Imagine a lawman, renowned for doing nothing but justice. Imagine him being thrown from his town for shooting the man who killed his daughter. Imagine what life of crime he would turn to just to survive in the inhospitable wastes of early Arizona, Nevada, and California. Imagine what that would do to a man. Imagine what awful things he's done, and imagine the regret he feels for his actions.
Monty is that man. Once a man of justice, now a campfire story told to children to keep them from wandering off into the wilderness at night. Sullen, quiet, and ruthless. Monty doesn't hesitate to end a life, but would never instigate. The sunken eyes of an old man, the lines that run through his face. The hope that one day he'll just fall asleep and never wake up. The hope that maybe someone will finally come for him to end his miserable life. To all others, he's a monster. To himself, he's just a tired old man.
Physical Description: Very gaunt and only average in height, Monty's not much to look at. Lines of age crease his face, his eyes sink deeply into his skull. The hair that was once flowing and blond is now grey and combed against his head beneath a khaki shaded leather hat with a bullet hole on the left hand side. Everything that adorns his body is crafted from leather, and everything he wears is that same shade of khaki. It's where he got his name, it blends almost perfectly with the desert sands. The clothes include a duster held to his body by a gun belt with only one holster on his left hip, filling that holster is a well maintained six shooter. At his right hip he has a satchel bag that contains ammo, a worn photograph of his daughter, and the bounty posters of his face.
His pants are worn at the knees and hem, exposing dusty old cowboy boots with broken spurs. A vest is all that covers his chest beneath the duster, leaving his chest hair exposed to the wind. It too is grey. Despite all odds, these clothes have clung to him for years. All of the weight he has lost, the height he lost as he grew into a bent old man. The way they blow in the wind gives him an almost ghostly appearance.
Monty's eyes are the most piercing shade of blue you have ever seen, it is almost supernatural. They shine out from behind the shadow of his hat no matter how dark it gets, staring directly through you. As if you weren't even there. Monty's skin is loosened from age and deeply tanned from being in the sun his whole life.
Skills, Powers, and Abilities: -Remarkable Marksmanship: From 100 yards he can blow the cap of a bottle off without breaking the glass. From the hip he can accurately fire a shot directly through the eyes of a still standing man. Years of practice have also taught him how to reload a revolved with one swift motion, instead of the repeating motion of loading the individual bullets. He tends to fire from the holster instead of actually drawing his weapon. Giving him a split second on his opponent. He doesn't draw his weapon until he has already fired a shot and even then only if his misses his target.
-Skills with a Knife: Though very rarely used, he's very proficient with a knife. Able to fend off coyotes and bears with accurate cuts to the eyes and nose, he's only used his knife to kill another man when his revolver was stripped from his hand.
Equipment: Well Maintained Colt 1873: The grip is made from walnut, it is well polished and engraved with a picture of a rose. This gun has been with him since he was just a young lad. -Type: Revolver
-Caliber: .45 Colt
-Capacity: 6 round cylinder (typically loaded with 5 rounds)
-Fire Modes: Single Action
Old, Heavily Worn, Repeatedly Sharpened Hunter's Knife: A four inch knife used to gut prey, it is as well kept as you can keep a knife. Its blade has lost almost a full inch of width from repeated sharpening. Though it is still a useful weapon. It is kept in his duster in a secret pocket, only ever drawn in the most dire of situations.
Backstory: Some people are born to greatness.
Some people live forever in history.
Some people just refuse to die.
Born in the earlier days of the wild west, his father was a civil war vet on the wrong side of the war. Though he never told his son what side that was. Monty became a lawman in a little town known as Chumluck, a little town in the middle of Arizona just southeast of Nevada. Before uniform law had become a thing, Monty was the only law in his town. He took a wife, her name was Lucile. They sired a daughter, her name was Rosie. The two were the most beautiful in the whole of Arizona, and they lived a good life in Chumluck. The Mayor of Chumluck wasn't a good man, nor was his greedy little fat bastard of a son, Ross Handsow. During Monty's twenty second year as a lawman, and during Rosie's fifteenth year of life. Ross Handsow demanded Rosie's hand in marriage, and when he was refused he went ballistic. Days later, he cornered the girl. She fought against him as he tried to have his way with her, biting off Ross's left ear in her panic.
A mistake if ever there was one. The fat pig strangled her behind a grain silo, leaving her body to rot. The farmer who owned the silo found her body and told Monty. In a fit of rage, Monty went to the only man that had any kind of grudge against his daughter. Dragging Ross from his father's house by the fat of his neck and throwing him into the street. Monty tossed him a gun and walked twenty paces away from him, telling Ross to shoot. Without ever having raised a gun in his life, Ross fired off a shaky shot that blew a hole in the left side of the brim of Monty's hat.
With a cold silence, Monty blew Ross's brains across the sand.
The Mayor ordered the deputies to capture Monty and hang him at once, throwing them money to give them a bit of motivation. With his revenge justly fulfilled, Monty willingly surrendered himself. No last words, no eulogy. On that day, Monty was hanged in his own yard. Darkness overtook him, but after the hanging had ended he woke to find himself fallen from the tree. The noose was poorly tied, it had only strangled him to unconsciousness, instead of breaking his neck. At least a day had passed, his wife was so distraught that she hadn't left the house. Understandably avoiding looking at her husband's corpse.
Like a ghost, the hanged man walked into his own house. Lucile saw him and screamed in terror, a god fearing woman if ever there was one. Her husband, once thought dead, was alive once again. She fainted, and so Monty opted to let her sleep it off. Deciding to skip town, instead of being hanged once again.
Lucile told the mayor that the vengeful soul of her husband had come to her house in the dead of night, that he shouldn't have hanged him. That now there was an angry demon who was once her husband wandering the world.
Monty never returned to Chumluck, but legend did spread from the paranoid masses through letters and word of mouth. That a dead man was walking among the living.
Years passed, Monty aged. Living off the land wasn't quite cutting it. Survival was getting more and more difficult as he grew older, so he threw himself with a band of roving thieves. At first they were hesitant to let him in, but when he demonstrated his ability with a revolver, there was no way they couldn't say yes.
It worked out for a time. The more bloodthirsty sorts would do the killing, Monty would stage the heists, and the money would be split evenly among them. They all got their fair share, and it was enough to pay for food and drink and bed.
Everything seemed to work out great, even though it directly contradicted his morals.
Then the bandits went too far.
Mirroring the day that his daughter was murdered, the band of 20 cornered a wealthy woman from east of the Mississippi.
Taking her money was fine.
Taking her jewelery was fine.
Taking her clothes? Wasn't.
Monty had taken what he wanted from her, a fine pearl necklace with a gold chain. So he had left the bandits to take what they wanted from her and her carriage. Then he heard her screaming even more loudly than before, Monty turned to see them having their way with her.
Something in Monty snapped, without hesitation he gunned down every single one of them. Insidiously splattering their brains one by one, leaving their corpses with their pants at their ankles and their brains in the dirt. Wordlessly he left, back into the wilderness, leaving the woman with all of her jewelery and money.
The Rangers caught up with him, and hastily hanged him for brutally killing 21 men in his day. Again, he woke to found himself alive a few days later.
Since then, Monty has roamed the west, looking for nothing but death. Knowingly entering towns with wanted posters of the Twice Hanged Man.
One day, and one day soon, he intends to die. Either by the cold hand of the reaper, or by the cold steel of a big iron.