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[near-future Earth] Discipline

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[near-future Earth] Discipline

Tips: 0.00 INK Postby ProfessorM on Tue Jun 03, 2008 1:35 pm

Alias: Discipline
Real Name: Jonathan Lister
World: Non-specific sci-fi. Near future Earth.

Physical Description:
· Male – 5’9”, 175 lbs.
· Stocky build, not obviously muscular
· Nondescript shoulder-length brown hair pulled back and tied with a leather thong at the neck
· Soft, round features, and easy smile
· Empty brown eyes

Background: Born to a wealthy couple in suburban California, Jonathan lived a fairly normal upper-class life
until the age of thirteen, when he and his parents took a vacation to South America. The group of tourists he and his family were a part of were attacked by members of a Colombian drug cartel, captured the American tourists to ransom them. John endured two years of captivity with the cartel, during which he witnessed their methods and was privy to discussions of strategy. He also was exposed to the sight of some of his fellow captives being tortured and psychologically manipulated into submission, even to the point of them joining forces with the cartel. John returned to the US, but the kidnapping had a lasting affect on him. While superficially he remained the bright and cheerful kid he once was, he began a career of blackmail, extortion, and sexual profiteering that would last until he graduated as the shadow king of his high school. After graduation he dropped out of sight, but someone matching his description resurfaced later running a kidnapping racket under the pseudonym Discipline. Discipline gained infamy in the public eye and fame in the underground for the psychological state work he did on truculent charges: after he returned them, his captives remained infatuated and devoted to him, to the point where some of them even ran away to try and get back to him.

Personality: Jonathan keeps up a very easygoing front when not dealing with business. He acts laid-back and lazy, with a penchant for easy humor and a ready smile. Underneath this façade, Discipline is cold and calculating. While not a sadist per ce, Discipline loves to be in control, and the application of alternate pain and pleasure is one of the best ways of controlling people. Discipline loves to play with his victims, toying with their hopes and dreams and peeling apart their innermost desires to assert his dominance.

Clothing:
Casual dress: Hawaiian shirts, cargo shorts, and small circular polarizing eyeglasses. Prefers to walk barefoot, but carries a pair of sandals with him in case he needs to go inside.
Combat dress: reinforced form-fitting black leather bodysuit with exoskeletal alloy supports. Super-strength polymer armor segments on shoulders, forearms, thighs, lower legs, and a chest plate. Metal faceplate with polarizing visor and built-in air filter. Every armor segment and leather surface is treated to resist trauma and temperature extremes, and adjustable-frequency LED’s are built-in all along the suit. Design is practical; nothing is made to seem like something it isn’t. The only heavily powered components of the suit are an integrated inertial barrier field and general strength/speed power aids. The inertial barrier has a maximum range of six meters and a minimum range of two meters and any moving object entering the inertial barrier will be slowed proportionally to its velocity – the greater its velocity, the faster it will slow down. The inertial barrier can be turned on and off at will, will shut down smoothly if subjected to EMP, and can be overloaded if enough force is applied.

Functional armor add-ons: each of these additional components socket directly into specific areas of the armor and can be ejected at will. There is one chest socket and one back socket. Discipline carries all the add-ons that he isn’t currently wearing in metal briefcase-like containers.
· EMP chest insert. Clips into the front chest armor socket and can be manually triggered, chin-toggled, or voice activated. Using the EMP fries all currently running electrical devices, immediately shutting them down. Devices shut down by EMP generally cannot immediately reactivate due to the trauma of the instant shutdown. Devices that are not running when the EMP is activated are not affected.
· Antipersonnel kit. Sockets into the back area of the armor. Includes soporific gas charges with a concentration of 50 cubic feet, batteries to power optical assaults using the suit LED’s, and speakers/batteries for sonic disruption. Either the gas pods or the flash batteries can be ejected and replaced with an antipskyer kit, which adjusts the frequency and volume of the sonic attack to specifically mess with 'extraordinary' abilities, such as psych or 'magic'. The antipsyker kit emits a mid-tearing keening sound while it's activated that makes it impossible for the listener to bring the mental focus to bear usually required for 'casting' or using special abilities. It can be turned on and off at will, and has a two-hour battery life.
· Stealth kit. Sockets into either the back or chest area of the armor and projects therm-optic camouflage over the entire suit.
· Antigrav chest insert. Lowers the gravitational force applied against Discipline from 9.81 m/s to a languid 5.0 m/s. Can be turned on and off at will.

Weapons: [i]All of these weapons are 'fingerprinted' to the suit, so they won't work unless he's the one using them.
· Monomolecular power sword. Can cut through nearly all substances, but is a powered item and has a limited runtime. Sheathed diagonally across the back, with the hilt above the right shoulder.
· Modified pump-action shotgun. Main ammo: depleted uranium flechette shells. Alternate ammo: chaff rounds (highly reflective, super-heated metal shavings that explode in a huge cloud from the gun. Obstructs visibility and deflects light- and wave-based targeting methods). Holstered horizontally clip-in across lower back.
· Nerve rod. Discharges electrical current on contact, causing extreme pain. Telescoping, kept in thigh holster.
· Pair of high-power, semi-automatic handguns, holstered in dual hip holsters.
· Multiple tempered steel knives, sheathed variously across the body.
· Military-grade sniper rifle with antipersonnel rounds and alternate armor piercing rounds. Carried disassembled in metal case, unless expected to be used, in which case it replaces either the shotgun or power sword.

Abilities: Discipline is in good physical shape, and he has moderately enhanced strength and speed from suit power. He has trained in various martial arts, with a focus on non-lethal, debilitating subdual damage. Aside from that he has no ‘special abilities’ besides those granted by his weapons and armor.

Combat: Discipline’s preferred method of combat is to disable opponents with gas, flash, or sonic attacks, and then move in to subdue with nerve rod or power sword. He prefers to take prisoners if possible. Discipline is very adaptable and will change his strategies on the fly. He’s been known to shut down all powered functions of his suit in order to use the EMP for surprise, turning all functions back on after the pulse for a decided mechanical advantage.
Last edited by ProfessorM on Sat Jun 14, 2008 1:18 pm, edited 2 times in total.
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Re: [near-future Earth] Discipline

Tips: 0.00 INK Postby [Ace] on Tue Jun 03, 2008 3:31 pm

A very interesting character indeed. I expect a full description of your character before most fights, due to his compatibility with nearly all situations. This being, in reference to his multitude of weapons seems as though your opening post will determine your fight.

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Re: [near-future Earth] Discipline

Tips: 0.00 INK Postby ProfessorM on Tue Jun 03, 2008 4:20 pm

Yep. He can only have two different armor add-ons attached at any given time, and he carries the rest of them around in big metal suitcases. I'll describe what add-ons and weapons he is wearing and which ones are in the cases at the beginning of each fight.

I designed him specifically to be versatile, knowing the range of fighters I would be facing. He is not, of course, invulnerable, but the idea is to minimize his weaknesses according to the situation.

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Re: [near-future Earth] Discipline

Tips: 0.00 INK Postby [Ace] on Tue Jun 03, 2008 4:58 pm

Yes, but are you truly counting on shifting what gear your wearing in the beginning of the fight, depending on what you find the weaknesses to be?

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Re: [near-future Earth] Discipline

Tips: 0.00 INK Postby ProfessorM on Tue Jun 03, 2008 5:23 pm

Discipline will arm based on what he observes about his opponents: EMP for mechs and tech based, antipersonnel for fighter types, psyker kit for obvious magic users, antigrav if mobility looks to be a problem, stealth if it looks like it's needed. Ect. If it turns out he needs something different, he will retreat to where he stashed the cases and change mods.

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Re: [near-future Earth] Discipline

Tips: 0.00 INK Postby [Ace] on Tue Jun 03, 2008 5:26 pm

Hm... I see. I understand you've had fights before, but has that actually benefited you, in changing gear?

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Re: [near-future Earth] Discipline

Tips: 0.00 INK Postby ProfessorM on Tue Jun 03, 2008 6:30 pm

I've not actually had fights with this specific character before. Honestly, he's my personal Gary Stu of shame, and I've never used him for roleplay. The Tournament, however, practically begged for overpowered facebreakers.

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Re: [near-future Earth] Discipline

Tips: 0.00 INK Postby Skallagrim on Tue Jun 03, 2008 6:40 pm

lol I like that overpowered face breaker, there are some characters in the tourney with some very decidedly amazing powers, but in the context of the fights that most of them engage in on a regular basis, I don't think they are all that overpowered.
The writer who cares more about words than about characters, action, setting, atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.
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Re: [near-future Earth] Discipline

Tips: 0.00 INK Postby ProfessorM on Tue Jun 03, 2008 6:54 pm

The challenge of taking on opposite ends of the role-playing spectrum in one conflict - super tech and super magic - appeals to me. The more amazing the power, the more fun stompy stompy time is going to be ^^

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