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The Grand Tournament 2008: Official Fighter Roster

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The Grand Tournament 2008: Official Fighter Roster

Tips: 0.00 INK Postby Remæus on Tue Jun 03, 2008 8:33 am

The Fighters
A group of 64 fighters from every corner of existence gather in the GT Dimension to compete in the greatest tournament of all the ages.

Meet them here.

Each character profile will be placed here, authored by the player that will control the character in the tournament. Fighters here can be considered approved for participation in the tournament.
Alvin Toffler wrote:The illiterates of the 21st century will not be those who cannot read and write but those who cannot learn, unlearn, and relearn.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Kouketsu on Tue Jun 03, 2008 8:57 am

Edit: Last change. It's Dusk again.

Dusk.

Name: Geldyn Rynhart III
Title: 6th Lord Baron of Ghale
Alias: Dusk
Age: 23
Height: 6'2"
Weight: 205'
Weaponry: Simplicity manifest in dual swords, each poised above either shoulder.
Abilities: None. At least not supernaturally.
General Information: Lord Geldyn Rynhart the third, 6th Lord Baron of Ghale, was thrust into the aristocratic lifestyle at the young age of 5. During his youth, his parents enrolled him in the distinguished Sparsian Academy in Calismus, where he was thoroughly educated in fencing, artistry, musicianship, philosophy and theology. During the final four years of his isolated edification in Calismus, his parents were falling from grace with the populace in Ghale, most of which demanding their public resignation or violent revolt. Upon his return at the age of 18, Geldyn returned to find his parents deposed from power and his home city in Ghale transformed into a perilous night-town brimming with passionate adventurers, lusty hunters and thieves, and sordid folk at every corner. He searched frantically on his return for some word of his parents from anywhere, traversing the entirety of Ghale city by city, but ultimately drawing no information. The only solace he found was in the repeated words of citizens that violent revolt had been avoided four years ago. But if revolt had been avoided, Geldyn wondered, what had become of his parents then? There was no word of their resignation, public removal from office, nothing. It was on that 212th year that Geldyn renounced his given name and the past he carried along with it, adopting the alias of a single word, chosen to match the transformation of his beautiful day-country to a decadent and profligate night-city: Dusk.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Hellias on Wed Jun 04, 2008 10:58 am

Name: Endymion Oleander, Representative of the Great Ancient. Third Class.

Overview: Endymion Oleander is a Vampire reigning since the early 1700s, making him a whopping 300 years old. For a vampire who has lived for hundreds of years, no book can contain the memories of which his mind is holding. He has read almost every book, scroll and manual on the Dark arts and has become an avid collector of rarities over the years. His wealth came from being a trader of treasures, although he would more often than not be unable to part with his vast collection of rare antiques. Hidden from the modern world, he dwells in his mansion for most of the night, using imps to collect fresh blood for him to feed on. He usually only makes an appearance during meetings of the Great Ancients.

Physical Appearance:
Oleander has always had pale skin with hazel brown hair which barely touches his shoulders. He dons leather suits coupled with black, classy oxford shoes which gives him an aura of command where ever he goes. A 1770s pocket watch hangs from one of his pockets, its gold chain providing a brilliant contrast against his dark attire.

Personality: Introvert by nature, but able to mask his personality with one quite contrary to his own at large gatherings.

From: Modern day, Earth, although he is involved with great many other dimensions in the multiverse.

Abilities:


General Vampiric Abilities:
For people who do not read up on vampires, here's the breakdown of their strengths. A vampire's speed, strength and hearing are generally a few folds faster, stronger and sharper respectively.
Mind Tricks
"Rolling/ Deep rolling" are mental tricks projected through visual contact and allows vampires to seem to 'teleport'. In order to make it a fair fight, this will only be used as a pre-emptive measure. i.e. I will note to you that I have used it instead of suddenly being able to use it as a form of evasion/retaliation.
"Vampire bites" can also enable vampires to gain temporary control of the opponent's mind. Several bites, however, will grant permanent control.
"mass hypnosis" allows the vampire to project imagery into peoples' minds. This also involves eye contact but it is relatively weaker as compared to "rolling".

Master Vampiric Abilities:
These are choice abilities are either learnt when one becomes a Master Vampire and gets granted a seat in the Great Ancients, or by inheriting a bloodline.
Animal Control
In Oleander's case, he is able to control up to three imps at a time and often uses them to collect fresh blood. The imps are called to his side by thought-speak, a connection born between them. He, however, does not form a master - servant bond with them and their relationship is purely temporal.
Cutting
There is no specific name granted for this ability for it has not been recognized in many places. This ability allows the vampire to draw blood from a victim a distance away by using its aura against itself. The stronger the aura, the more effective the blow. This, however, can only be done on opponents with magical aura and thus is completely useless against human and other non-magical beings.
Shadow Calling
Oleander has the ability to cloak an area in darkness temporarily.
Sourdre de sang - Corruption
Oleander has been born a gifted one, able to produce offsprings with similar bloodline traits. However, he tends to keep this bloodline trait to himself for he loathes the sight of decaying flesh. This bloodline ability grants Oleander the ability to cause the decaying of flesh of the bitten victim. It can only be cured by splashing holy water over the infected portion.

Equipment:
Gold Pocket Watch
A seemingly ordinary pocket watch, but contains three pills of which will temporarily enhances the abilities of the vampire multiple folds, but leaves him drained of blood after the effects have worn out. The pocket watch also has a little mirror located inside for self-conscious vampires.

Crimson
Crimson is a one - handed scimitar with a slender blade for easy handling. It is fairly lightweight and its hilt is bathed in blood-red intricate designs, adding to the allure of the weapon. It's blade cannot be stained by blood, or anything, for that matter, retaining a crystal clear reflection.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Alucroas on Fri Jun 06, 2008 7:33 am

Name: Alucroas - nicknamed The Abomination.

Overview: A hybrid monster created on accident due to the constant clashing of a lone anthropomorphic dragon by the name of Zucroas and an Alien of the Xenomorph species. Alucroas comes from Terra, where he travels the massive planet all by himself, occasionally befriending those who catch his interest, which usually consist of your average human, or some supernatural creature, often times finding comfort in their presence, and pledging a sort of unofficial loyalty to whoever earns his trust. As a result, he will outright slaughter anything that threatens the life of his companions, without the slightest bit of hesitation.

Description: A pitch black exoskeleton covers all fourteen feet of The Abomination's anatomy with the exception of his ten foot long spiney tail, ending in a foot long bone, resembling a scythe blade in appearance, but much thicker and slightly less curved, and capable of punching through solid rock, making for a very deadly weapon. The eyes are are distinctly counter-colored; crimson on the left and sapphire on the right, each possessing unique abilities. Three foot long horns protrude from his skull, and of course an inner-mouth just like a Xenomorph. His wings are seven feet in length, usually hidden underneath a pitch black membrane of skin, until the need for flight arises.

Abilities: Since Alucroas was literally fused together physically, and not magically, naturally he has...a few extra body parts. This would consist of having an extra joint at each limb. This allows Alucroas to stand on his hind-legs, representing a much greater threat to prey, or simply reshift the bones once more, allowing him to take off at incredible speeds, for a long duration of time.

Charge Manipulation: Alucroas can disperse large quantities of energy, consisting of either positive, negative, or neutral charges. His inner-mouth allows him to fire off two different types of charges at once, allowing him to produce incredibly powerful attacks, dependent on the combination. He is also able to channel the energy to any part of his body, but most commonly his tail, claws, horns, etc.

The Dark Realm: A sub-plain that Alucroas can open up, by arranging a massive quantity of charges within a given area, forming an incredibly complex code that only someone else with Alucroas' abilities can access.

Description of The Dark Realm: The Dark Realm's design is based on an oceanic design, often times manifesting itself within another plain in the form of a black, transparent liquid. The creatures that dwell within these waters, are hundred foot long, undead serpentine dragons.

NOTE: Keep in mind, that the Dark Realm can be used in a variety of ways, however the levels of complexity in terms of abilities it can reach, are heavily dependent on the circumstances.

NOTE: Must be prepped for at least two turns before being used, (offensively, that is) as far as traveling purposes go, its something I'll be using freely.

Sapphire eye: Allows Alucroas to view everything in charge form.

Crimson eye: Allows Alucroas to view everything in thermal form.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Skallagrim on Fri Jun 06, 2008 7:35 am

Name: Skallagrim Cughtagh

Overview: One of the race called Xindhi, also known as the sleepers; Skallagrim has served the Dreaming Queen as a scout and observer of holons (multiversal planes of existence). Counted among the select few who travel the countless holons of existence, gathering the understanding of the holon to feed into the Sleeping Queen. Skallagrim has traveled these many existences of reality seeking to grasp the process of life and reality in each newly discovered holon. Skallagrim is personally driven to master the patterns of reality to reunite with his long dead wife and his children. Sleeping deep in the hoary castle of dreams, Skallagrim was drawn forth to this holon to partake in the battle to fuel the Sleeper with new experiences.

Description: Skallagrim is tall and skeletal with ragged bits of dried flesh. Skallagrim stands a little over 6 feet tall. Skallgrim’s empty eye sockets glowing and whorl with the amethyst energies that imbue the Xindhi with their life energies, his face is covered with only his eyes showing. Skallagrim has remnants of hair on his head.

From: Roleplay Gateway’s Multiverse.

Abilities:
Martial Skills- Skallagrim is trained in dual weapon and sword and shield techniques of the Xindhi, and he has mastered over the myriad of eons various hand to hand martial art skills from different holons.

Darshan and Prana- Skallagrim is a skilled user of the magic of the Xindhi, able to affect the physical as well as the ethereal archetypical worlds that comprise the various holons of existence.

According to the Dreaming Magi of the Xindhi, the whole universe is composed of two materials; one is called Darshan the other Prana. Darshan is the omnipresent, all-penetrating existence. Everything that has form, everything that is the result of combination, is evolved out of Darshan. It is the Darshan that becomes the gasses, that becomes the liquids, that becomes the solids; it is the Darshan that becomes stars, the planets, the moons, the comets and all objects in the universe. It is the Darshan that becomes the living bodies of sentient beings, the animal bodies, the plants, every form that we see, everything that can be sensed, everything that exists. It is the visible existence of all things, and the thrum of its patterns can be heard, can be felt, can be controlled. At the end of the cycle of all things, the solids, the liquids and the gasses all melt and coalesce into the Darshan again.

Dashan effects can happen almost instantaneously as they concern the known aspects of the holon, the know properties of the collective resonance for that holon, provided the Xindhi has begun understanding the resonance of the current holon.

But just as the visible universe is comprised of Darshan, the Dreaming Magi claim that the unseen and ethereally perfect universe is made of Prana. Prana is the omnipresent, all-penetrating archetypical existence. Every object that has form, everything that is the result of imagination, all have an archetypical and ethereal form that is evolved out of Prana. It is Prana that becomes the insubstantial perfection for gasses, and becomes the peerless image for liquids, and thus also becomes the ideal form for solids; it is Prana that becomes perfect stars, the pristine planets, the flawless moons, the immutable comets and all substantive objects in the universe.

It is Prana that becomes the flawless bodies of sentient beings, the superb animal bodies, the perfectly imaged plants, everything that is flawless in its existence. It can only be sensed by thrum of its patterns which can be heard, can be felt, can be controlled. At the end of the cycle of all things, the archetypical solids, and liquids and the gasses all melt and coalesce into the Prana again.
Thus the patterns of Reality, the Darshan and Prana blend to create all things in all holons or divergent universes in the all encompassing archetype multi-verse. Since the Prana is the prefect form, the ideal form, using the Prana takes much more time, as the resonance must be found pertaining to the perfect, ideal that resides in the collective memory of the holon. Once however the archetype is found it can be brought forth for a moment into the Darshan.

The method used to control both the Darshan and Prana is called Resonance. Resonance is a paradigm of essential aspects inherent in experience (or existence). It encompasses all life, the Darshan; in some sense, it also can affect the archetype of everything, the Prana. Resonance manipulation provides control over more conventional paradigms, such as the origin of life, consciousness, the observable laws of probability, and also the nature of subjective experience.

Resonance refers to a collective field of consciousness (resonance) that manifests in any perspective, context or identity. Resonances also referred to as self-moments which organize themselves as a holarchy comprised of holons. A holon is both a part within a larger whole and a whole comprised of smaller parts. On the one hand, the self-moment exists as a unique individual within a larger collective; on the other hand, the self-moment also exists as the larger collective within which the individual in question exists. The Multi-verse as a whole is an example of a holarchy, or holarchical system and every holon we are aware of is a part of this larger holarchy.
Resonance naturally manifests as a continuum -- more specifically, a probability distribution of complementary aspects. There are many examples of complementarities each determines their own space-time context: individual and collective, aggressive and passive, masculine and feminine, male and female, conscious and unconscious, particle and wave, space-time and dreamtime, yang and yin. This is the power and union of Darshan and Prana.

He can summon his shadow mount by touching his necklace and calling it from the shadow realms, the space between worlds.

Equipment: Skallagrim wears the amethyst and black leather and mail of the Sluagh, the Sleeping Queens own explorers. He wears the amethyst lined heavy cloaks that signify a Champion of the Eternal Dreamer.

He carries two swords, named for his children: Keefe and Rhiannon.
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.

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 legends only speak of.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Heat on Fri Jun 06, 2008 7:38 am

Name: Heat
Overview: Heat, a member of the infamous Yggdrisial Crew and a former member of the Shin-ra INC. When not on missions for the Ygg Crew, Heat is usually either experimenting with new technologies or out drinking sake. A warrior of many skills and highly loyal to his friends and crewmates. Heat is always prepared to fight any and all whom are willing to face him in combat.

Photo: http://ourworld.cs.com/twistedheat727/Heat.jpg

From: Xeno-Gaia reality (Note: it's an ongoing timeline between quite a few friends and what not)

Abilities: His main abilites are the complete control of fire and heated molecules. These abilites range from, but are not limited to: The ability to drasticly increase the temperature in limited ranges to crafting magnifcent burst of fire.

Sword abilites- Heat uses the Mumyo Jinpu Ryu Satsujin Ken sword fighting style.


Equipment: Heat carries on him two swords which are able to withstand the intense heat that he can create. Along with an assortment of throwing knives and a small beads of glass.

He also wears a tetra elemental and a water ring allowing himself to absorb elemental attacks at will. Although he only uses those as a last resort. (Note: Absorbs the element and converts to energy for immediate use. Cannot absorb the kinetic force behind elemental attacks.)

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby TwinDeath on Fri Jun 06, 2008 8:46 am

NAME: Xaul Knofker

OVERVIEW: Xaul's father, a drow, raped his mother, a human, during a raid on the surface. When Xaul was born, his mother tried to kill him, and then abandoned him. Having grown up as an orphan, Xaul is a skilled hand to hand fighter. Fiercely loyal, Xaul never trusts anyone lightly, but will work with any of the races, as he grew up with orphans from all of the races on the back streets. A skilled fighter and better thief, Xaul's main purpose in life is to get revenge upon the rich of the world who ignored him and his friends in his youth. He still has a strong sense of honor, however, and tries to do the right thing (as he sees it). He has come to enter the fight for both the reward and the prestige, but the arena seems to strike a chord in his memories

APPEARANCE:Lithe & sleek, but still strong. while Xaul's appearance is normal for a drow, he keeps his hair dyed black, so he does not stand out in the dark. Also, his chest, back, and parts of his face are scarred from, well... something he doesn't like to talk about. Xaul normally wears dark tattered clothes that hide him almost completely when he is in darkness. In the day, these clothes are shabby and ugly, but do a very good job of hiding the chain mesh that he wears underneath. Over everything, Xaul's favorite item is a beaten, battered, and oft-repaired dark leather trench coat.

FROM: D&D universe (fantasy multiverse)

EQUIPMENT: many throwing knives, thief tools, caltrops, poison blow darts, and nets.
Coat: Xaul's favorite coat is magically enhanced to allow him to always have a pocket that will fit what he needs to carry, and can protect him from all small, and most medium magic. He stores everything in this coat, and can pull out the strangest things from it. Often, these items are just what he needs to win a fight. Also, the leather is thick enough to catch arrows before they even reach the chainmail.
Suppressor Stones: These cancel out all magic in a five meter radius. They can, however, be overloaded, at which time thay will explode with the force of all magic that they have blocked.
Incendiary and concussion grenades: these are each fifteen seconds in time frozen from a natural disaster. the incendiaries are from an erupting volcano, while the concussion are from a force-5 hurricane.
Uška, a multi-bladed Urumi which is linked to Xaul's tattoos. The increasing level of rage causes the blades of Uška to superheat and scorch anything it touches. Xaul will not be burned by Uška.
Drshil and Haingre, two hooded splitting Katars (favored weapons). These, too are linked to the tattoos.
Drshil causes a wound to hurt more than normal, increasing with time. At higher levels, Drshil can cause pain simply from proximity. Xaul is immune to this pain.
Haingre causes a wound to instantly begin rotting, and leaves a horrific stench in its wake. Xaul has become used to this smell after years of use. Also, Haingre can cause metal to rust, or wood to rot.

ABILITIES:
Fighting Style: Xaul is constantly in motion during a fight, always landing light hits and harrying his opponent, until he sees an opportunity, in which case he will dive in and strike. also, he will often pull items like caltrops, nets, or even grenades out of his coat's pockets and use them to his best advantage.
Kounnar: Xaul has terrible, horrible rage. This manifests mostly in fights, to the point of taking over his body. When his rage manifests, glowing red sigils tattooed all over his body appear, and his fighting style becomes fiercer and more chaotic, to the point where it is impossible to predict his movements. (one observer was heard to describe Xaul as a "Whirling Ragdoll of Death.") The rage is linked to his three magic weapons, and directly affects the level of power that they have. This rage can be defused by death or near-death wounds, in which case his tattoos will flare and disappear, and the wound will be neutralized. (NOTE: after Xaul is healed, he becomes extremely disoriented and weak for about five to six hours, and will probably black out.)
Intimidation: Xaul is a master at insulting and intimidating his opponents, and knows full well that words can be just as potent as steel. When in a fight, he will mock and distract his opponent in a never-ending litany, usually resulting in the other flying into a rage and losing their focus.
Illusion: Xaul can cast small magics only, and limits himself to illusions only for safety's sake. These illusions, however, are almost indistinguishable from reality, and can even confuse and fool some of the most sophisticated sensor units otu there. The only thing is that Xaul cannot directly affect anything, as all that he can create are illusions.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Asurai on Fri Jun 06, 2008 12:40 pm

Name: Asurai Valentine

Overview: During an underground war happening between 2 secret organizations, one organization was bold enough to take an innocence, Asurai, and modify his body. Though, they did not modify his body with robotics, they used genetic engineering on him. They attempted to make, the perfect gunslinger. Though he tested exceedingly well at first, he was still dubbed a failure and was thrown out, because of his inability to want to kill his opponents, as well as because he cannot keep up his super human strength, speed, agility, and intellegence for long periods of time. Asurai now stays in the shadows and back alleys, awaiting his chance to get back at those who would dare use him. Asurai is typically, anti-social, and not very open with many. Though he is also very calm, cool, and collected at all times. Due to the experiments performed on his body, he has strength, speed, eye sight, hearing, accuracy, precision, and agility above normal humans, and can at times, increase those abilities even further, along with his minds, to become even more deadly. He is a gunslinger true and true, and does not view most, if anything, precious to him. Making him a dangerous man, though, he has a soft side for humans as well, as is seen by the fact that he refuses to kill another human.

From: Futuristic Earth

Abilities:
Ambidextrous - Allows him to wield 2 guns, one in each hand, as good as he can in either or hand. in other words, he's a good shot with both hands.
Project AIVE - The codename of the experiments, which is made up of his initials and the last letter of his first name and surname, that he underwent. When he initiates AIVE mode, his body's already super human abilities increase even more, but only for a very short period of time, and when this period of time is over, it will leave him quite drained of energy.
Regeneration - Allows him to recover from minor wounds quite fast, though major wounds take a much longer time. Though his wounds heal much quicker then they would an average human. Though as his body takes more and more damage constantly, this ability can be slowed down.

Equipment:
Omega & Ultima - The name of Asurai's 2 handguns, Omega being his right handgun's name, and Ultima being his left handgun's name. The guns themselves are reinforced with extremely durable metal and materials, so that then they do not break under great strain. The bullets these guns fire, are what make these guns so special though. The bullets are made of metal, so that then they may hurt vampires and werewolves. They are also charged with magickal energies, that allow them to hurt other supernatural beings.

Golden Amulet - The item which continuously charges his bullets with magickal energy.

Red cloak - A cloak colored crimson, this is more used for tactics then looks. Since Asurai himself has no super human defense or extremely durable skin, the crimson color of the jacket is a way of illusion, of sorts. It allows him to bluff his enemy to think he is not hurt when he may actually be. This cloak is also rather light, making it ideal for him to wear as his speed can then be utilized to it's best without having to worry about something heavy on.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Rize on Fri Jun 06, 2008 12:43 pm

To Replace Vega:

[Name:] Bastion Emmanuel
Knight
[Ouroborous Codename:]
Blackstone
[Gender:] Male
[Age:] 65
[Race:] Human Cyborg
[Rank:] Major First Class
[Allegiance:] Technocrats
[From:] AL's RR Multiverse

[Physical Description:]

For the most part, Bastion is a fairly normal, if somewhat attractive man. His hair is a chestnut brown and slightly too long for strict military regulations. His eyes are an interesting shade of gray-blue, and perhaps a little too knowing for true comfort. His features are slightly rugged, but not overly so, and his physical form is that of the well conditioned soldier or outdoorsman and not that of the bulky weightlifter. Bastion possesses a learned grace and dexterity born of numerous hours of training and combat experience. Bastion's left arm from the shoulder down is an obviously artificial one, crafted from the deep purplish-black metal dueranium. He makes no efforts to hide this and instead seems to prefer the sleek metal to his former fleshy appendage.


[Personality Description:]

Easy going and easy to get along with. That's the first impression most folks have of Bastion. However, after a while in his presence, there are many who become uneasy, uncomfortable even. Perhaps it is his habit of knowing what it is you're thinking before you vocalize it. Maybe its the uncanny ability he possesses to know what will happen in the moments before it occurs. Then again maybe it is the simple way of looking at a person whenever they lie, as if he knows precisely what they're doing and that there isn't a chance in hell he's going to be fooled.


[History:]

Bastion was found and recruited at a young age by Lombardi Applied Psionics. He quickly became an incalculable asset to their research and development efforts particularly in the fields of psychotronic technology. From the age of fifteen until the age of thirty he worked for the company, helping to usher in great advances in psionics and related fields, and for his work Bastion still possesses a sizable sum of available monetary funds.

At the end of his second decade, Bastion was discovered and recruited by the Lombardi Corporation's fledgling psionic military special operations division, PsiWorx. Bastion entered his training with eagerness and a hopeful outlook on things, glad to have the opportunity to learn kills that were more active and primal, to live a life full of more than the routine of labs and meetings and tests.

Bastion's quickness and eagerness to learn, coupled with his innate skill and strength brought him to the attention of his superiors time and again, and led to his rapid promotion through the ranks. After a twenty year stint, Bastion was finally promoted to the top, becoming PsiWorx's commanding Major. He would remain there for another fifteen years, proving a capable leader and administrator both on and off the field of battle. His men became some of the most sought after and well regarded units in the Technocracy.

Eventually he began to crave a more active lifestyle again, and Bastion retired from the unit with honors. Quickly he was ushered into a higher echelon of Technocrat agent, becoming a more solitary soldier involved in a wide variety of missions and assignments that would test his skills and training to their fullest.


[Gear:]

-[LAC G-213 "Blacktail"
Handgun]-

A standard Technocrat firearm amongst both military and law enforcement operatives, the 'Blacktail' utilizes a standard 8.2x23 bullet in an eighteen round clip. It is crafted from dueranium with a black Parkerized finish on the slide and black rubber grips, and includes a built in silencer and red dot laser sight.

-[Technocrat Combat Pack]-

There are times in a combat situation where it may not be necessary for a Technocrat to employ the full extend of his individual talents and power levels. Occasions when success demands a more traditional, minimal approach, so far as it is possible within the realm of Lombardi technology. For this purpose, all Technocrat agents are expected to carry on their persons these combat packs, containing an array of smaller weapons for dispatching lesser adversaries, or providing suppression fire against more powerful foes. This pack includes:

*Flares (x12) A variety of colors, these simple luminary devices will burn for hours once activated, producing bright lights that can be seen for miles. Flares are capable of causing light burns on flesh and can be used to light flammable objects.

*Combat Knives (x2) 8 inch heavy steel blades. Highly versatile, knives make excellent hand to hand weapons as well as tools, usable in almost every situation.

*E-rations Emergency rations. E-rations consist mostly of dried and processed “super-foods” created in Technocrat labs. They’re largely tasteless but highly nutritional. William carries enough for one month.

*First Aid Kit. Various standard medicines and life saving equipment ranging from simple bandages to a compact Automatic External Defibrillator. After all, one should never fully depend on any one thing to save one's life, and especially not the lives of others.


-[Gestalt]-

Crafted of majority refined dueranium, Bastion's cybernetic left arm shines with a deep purple-black luster that me makes no attempts to camouflage as human. The artificial appendage was given to the psionic powerhouse as part of Lombardi Applied Psionics experiments into psychotronic devices and interfaces.

Firstly, Gestalt possesses several more mundane features. A hidden storage compartment for small items. An S5 Omninet link with hologram projector for manual interface if desired. Detection equipment for various forms of energy including radiation, electromagnetic, etheric, etc. It is also highly durable and possessed of extreme physical strength.

Gestalt's primary features, however, are purely psychotronic. Utilizing several linked collection relays, Bastion's arm is able to draw on the theoretically limitless source of energy known as zero point energy. This power is then moved through a powerful psychotronic transformer to convert it into a form of energy useable by the psionic mind. This allows Bastion to draw upon an incredible store of energy to power his psionic abilities in extreme situations.

Gestalt is also capable of working in the opposite direction, taking psionic energy and mixing it with collected zero point energy to create a powerful offensive weapon that can be used from close range and long distance.


-[Gridlock]-

Bastion's second implanted psychotronic device, Gridlock is connected directly to the Major's brain, although it is a one way connection. Gridlock was created at the behest of Bastion himself, to deal with the problem of teleportation or dimension hopping by his targets. By diverting psionic energy through the Gridlock device, Bastion is able to create a localized effect that essentially cancels attempts to teleport, dimension slide, shadow step, create portals, etc. Gridlock works by flooding the radius (roughly two hundred yards) with conflicting signals broadcast over a broad spectrum of known 'porting' and 'portaling' mediums which make is almost impossible for new portals or teleport paths to be established. Many who have tried describe the feeling akin to 'sticking one's head between two speakers blaring contrasting gibberish at ear splitting decibels.'


-[PsiEdge]-

Crafted from psionically resonant metal, Major Knight's PsiEdge resembles a long bladed knife with a twenty inch blade, plain hand guard, and a rubber coated handle. By appearance it seems to be plain steel, but in truth the psionium metal is highly resonant with psychic energy allowing a competent wielder to channel such power through the weapon itself. Primarily this is utilized to increase the blade's cutting power and impact, making it far more deadly than a typical weapon of its size and type.

[Skills/Abilities/Traits:]

-[Psionics]-

Bastion is a truly staggering power when it comes to the skills of the mind. His psionic abilities were first divined long ago and have steadily and rapidly been trained, advanced, evolved, and refined since that time. Whether through experimentation, field experience, or simple knack, he is one of the most effective psychics employed by the Corporation in any capacity.

Disciplines:

-Psychokinesis. The ability to manipulate one's surroundings with the power of the mind. This ability allows Bastion to move matter and energy at his desire, as well as manipulate pure kinetic force, and the relationship between kinetic and passive energy.

-Psychometry. The ability to 'read' objects by touching them. With physical contact the psychic is able to view scenes and sense emotions that occurred around the object or were connected with the object. The stronger the emotion or more important the event the easier it is to read things. Distance into the past also affects the psychic's reception. This ability can also be used on people but provides no insight into anything but things outside of that person. Generally this is an active ability, but particularly strong motions or events surrounding an object have been known to trigger unexpected visions.

-Telepathy. The ability to read thoughts and speak into another's mind. Passively this allows Bastion to almost constantly listen to the surface thoughts of those around him. He can turn this off at will, but generally chooses not to. As an active ability Bastion can speak to any sentient being within his line of sight or that he is familiar with. As an offensive ability he is also able to project illusions, nightmares, pain, emotions, and compulsions into the minds of others. He can use this ability to read people's memories and in extreme situations erase them.

-Clairsensitivity. The ability to see, hear, feel, smell, taste, or otherwise sense things from a distance. This allows Bastion to observe events, places, or people removed from himself in space and/or time. There are two levels to this. At first he is merely able to observe from a distance, without any way to interact with those he is viewing. At a higher level of effort he is able to project his psyche to those places he views, and is then able to utilize his psionic abilities in full there. This however leaves his physical form unprotected and leaves him fully unaware of what transpires at his physical location. Generally this is an active ability, but Bastion experiences occasional flashes of future possibilities, sometimes as a simple warning of danger and others as physically shaking views of what could happen down the line.

-Psychotronic Interface. A more recent development in psionics, this ability allows Bastion to directly interface with certain specially designed devices and machines. Depending on the device this could mean taking full control of it, merely communicating with it, or being able to access certain functions. To a lesser degree, Bastion is also able to interface with normal machines, though in general he is only able to do this to gain information or possibly cause low level interference in its workings.

-Psychic Warfare. The art of psionic combat. Useful only against similarly endowed opponents, Bastion is nonetheless a master of psychic warfare and is quite capable of handling himself against very powerful or numerous opponents.


-[Military / Special Operations Training]-

Despite his personal gifts, Bastion believes quite firmly that there is no substitute for good military training experience for a soldier, no matter their position or specialty. Bastion himself has undergone many hundreds of hours of physical, mental, tactical, emotional, weapons, combat, psychological, ceremonial, and miscellaneous other training for his duties and positions within the structure of the Technocracy's military establishment.


-[Mental Acuity]-

Contributing to his abilities as a psionic, or perhaps because of them, Bastion has a finely tuned and resilient mind. His faculties are far above human norm with increased memory capacity, quickness of thought, logical reasoning, spatial reasoning, emotional and mental stability, and general reasoning capabilities.


-[That Old Black Magic]-

Ever since his childhood, Bastion has delved deeply into that most wondrous of pre-pubescent fantasies: stage magic. Fascinated by the simple tricks and sleight of hand maneuvers performed by these simple, mundane performers Major Knight has long devoted himself to learning every trick, illusion, deception, and stunt of the art that he could. Consequently, he has become quite adept over the years, and has found numerous opportunities to use his skills in ways other than company talent shows. It was this particular skill set that earned Bastion the nickname and later the code name of 'Blackstone.'

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Ryand-Smith on Fri Jun 06, 2008 1:04 pm

Name: Subaru Nakajima
Overview: : The Virtual Crossover Universe of "Fan Electoral", a world made by the post Singularity residents of "New Santa Monica". At the peak of their power, the "Googleplex" was able to create fictional worlds, and combine them, resulting in the creation of "Fan Electoral" named for the process of approving series, the "Electorate. As of now, the Electorate chose Subaru as their fighter, enchanting her abilities with "3G" for more power. It is believed that Subaru is a response to the uptake in "Magical Girl" and "Super Robot" fandoms currently dominating the World Sim. She is the latest of the "Combat Cyborg" units, working in unison with her overseer, known as "Ryand". She believes that she is the last one from the Googleplex's power.

Photo
Image Non Combat Subaru
ImageFull Possession Belkan Subaru
Image The Queen of Braves in her Final Form.

From: Nanoha StrikerS, with more explicit nods to GaoGaiGar

Abilities:

*Fusion* -Fusion is the act of a natural or semi-artificial life-form entering the body of the summoned entity and synchronizing with it to gain control, transforming the mechanical entity into humanoid form when doing so. Subaru's Fusion allows her to combine with Mach Calibur, to form "GalGar!"

*Broken Phantom* -One of Subaru's Virtual Impact attacks, Mach Calibur's inner gear spins clockwise at high speed while the outer spins counterclockwise, which then trigger the deployment of the Program Ring. The Ring deployment is optional, but it makes the radius of the attack three times longer, and twice as powerful. Subaru then aims and launches at the target, causing heavy piercing/penetrating damage.

This attack is upgraded in the Fusion Form. This version has a damage radius on impact twice as wide as the Broken Magnum version, and cannot be destroyed due to being made of energy. Also, unlike previous Broken Magnum attacks, Subaru simply rears back and punches rather than holding his arm upwards before attacking - this allows Broken Phantom to be performed much more quickly with little to no telegraphing.

*Protecto Wall* -The main shielding technique of Subaru. The user raises its "Protect" left hand to generate an energy-deflecting barrier, projected from a quartet of bubbles on the forearm. Narrow energy weapons fired at this barrier will be focused, traced into the shape of a pentagram and fired back at the target. With a Program Ring, it becomes the massively stronger, if slower, Protecto Wall. The Program Rings can only be used in Fusion Form, however.

*Absorb Grip* — Also referred to as "Assault Grip", Absorb Grip creates an attractive force between the wheels of Mach Caliber and the surface they are in contact with. This force is strong enough to enable Subaru to traverse even completely vertical surfaces, such as walls.

*Wing Road* — Subaru creates a road for her to travel through the air using Mach Caliber. This essentially allows Subaru to fly without the need to develop the actual skills required for flight.

*Gear Excelion* — Mach Caliber's Full Drive, this is the "upgraded" version of the "Gear Second" ability. In this form, Mach Caliber has wings (resembling Nanoha's "Accel Fin"). Those wings (presumably) enhance Subaru's speed and ability to jump.

*Hell and Heaven* A combination of offensive and defensive energies, based on the Two Powers into One technique utilized by people of the Green Planet. Subaru brings her hands together and clasps them (accompanied by the pilot chanting "gemu giru gan go gufo..."). An electromagnetic tornado (Chô-Denji Tatsumaki) forms around the enemy when the Mage's hands gather, binding it in a gravity lock. Once the opponent is paralyzed, Subaru uses Mach Calibur's wings and thrusters to charge into the enemy, smashing its gathered fist into the enemy hear (usually located at the center of mass) and tearing it out gathered in both hands.

*Full Possession* An event that "fuses" the blessing Belkan Lord and Subaru, producing a modernized version of Subaru's main strike abilities, at the cost of her powerful traditional attack and defensive abilities. Subaru gains the ability to fly, thanks to a pair of giant "Wings of Light", which could be used as gigantic Energy Blades or as additional Magical Shields. This form has a limit, which at its absolute maximum is 2 and an half hours, and lowers as the user fights in this combined state.

Equipment: Intelligent Device - Intricate tools used by mages as Magic Activation Complexes.

The first devices were staff shaped, but now devices come in many different forms and types. Devices can also be used in various ways depending on an individual's needs, such as storage or activation assistance of magic data, as offensive weaponry, etc.

Devices generally have the ability to speak, although their coherence and verbosity depends on the type of device. For example, an Armed or Storage Device will generally speak in very short phrases, whereas Intelligent or Unison Devices are capable of constructing more complex sentences. The language spoken by a device depends on its system—Mid-Childa Devices speak English, while the known Belka Armed Devices speak German

Mach Calibur: An Intelligent device which takes the form of a pair of rollerblades She autocasts some of Anders spell such as "Wing Road" and "Assault Grip" during combat and claims she was made to make her stronger and faster, to which Subaru disagrees due to her view that Mach Caliber, as an intelligent device with her own will, has a soul and was born, not made. Mach Caliber's design was based on Subaru's own magic rollerskates, which she was had made during her days as a cadet due to her fighting style being completely different from her peers. Mach Caliber is also in synch with Revolver Knuckle, Subaru's Armed Device, allowing it be stored in Mach Caliber when both are inactive as well as some deal of interaction between the two devices.


Prime Hammer: The ultimate weapon of the Brave, this is summoned through the invocation of “Goldymarg”, a machine god of Destruction. Through this chant, this invokes the massive Hammer, and its secondary partition, the Marg Hand. The Marg hand forcibly attaches to Subaru’s right hand, while the gravity shockwave hammer causes the user to have a field of “Gold” and ions to blend, producing a glowing effect. The massive weapon is only invoked in situations of dire stress, as overuse can and will damage the Magic-Mecha interface. Shockwave Generating Tool. Referred to as the "G-Tool" before its introduction (likely its code name). A gigantic hammer containing an artificial gravity well at its center that generates a "custom" shockwave, transforming all particles in contact with its striking surface into photons. It was designed as a new finishing move for GaoGaiGar due to the health complications that Subaru's repeated use of Hell and Heaven had caused. The Hammer has more than enough sheer destructive power to erase large piles of Uranium.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby SSJ3Mewtwo on Wed Jun 11, 2008 9:08 am

Character Name: Ichi-gou, Megiddo

Ouroborus Codename: Talisman
Race: Stealthed Synthetic Human

Sex: N/A
Gender: Male
Height: 6ft
Color: Caucasian, with a very pale complexion
Age: Human years, 24
Hair: Black, short, crew cut
Eyes: Pale blue, sharply angled at the edges
Power type: Plasma/Electron Control and Simulated Metaphysics, Fire-Elemental Alter-Ego

Alignment: Good/Neutral


Physical Description: Ichi's clothing consists of a set of black tactical coveralls, with pockets on the arms, chest, hips, thighs, and back. Since leaving Earth and joining the Technocrats, Ichi’s gotten a new set issued of the same type, but composed of the markedly more durable Technocrat fabrics. He doesn’t really care much for style and the versatility of the outfit fits his practical mind. The uniform covers a body that appears to be perfectly toned muscle. An extremely cut athletic build of absolutely no body fat and superb flexibility. Ichi-gou walks with a casual gait and a straight back. He sticks to the military grade steel-toed boots he wore after his conversion into a Synth. He is completely genderless, having no need to reproduce.

Though not a real human being, he displays all the outward appearance of it. Only a person with psionic abilities, or the ability to sense life in the area around them would be able to tell Ichi isn't a true homo sapien. Ichi's body emits no energy signature, period. Radar doesn’t reflect off him; scanning equipment doesn’t register a thing, psychics can’t read him or his mind (he is a robot after all), he has no body heat, he has no ki; if you can’t feel souls then you’re not gonna feel him coming up behind you with a knife aimed at your kidneys. Those that are able to feel the souls of those in their vicinity would however detect that while no longer of the human race, and not ‘alive’ as most organic beings would define life, Ichi-gou does indeed possess a soul to call his own.

Ichi’s ‘flesh’ is made of a polymer that mimics and surpasses normal human tissue. It is extremely durable; his muscles, bones, and organs are extremely resistant to damage. If any damage does occur, the polymer based compounds can be regrown and regenerate much like ordinary healing. The regeneration works by use of stored or environmentally obtained nutrients, and can extend to whole limbs or organs if the trauma is severe enough. Previously, Ichi-gou had been limited in his regenerative abilities by their time consuming restrictions. If a critical blow was dealt, his body would begin drawing in ambient material and converting its molecules into the compounds necessary to heal. If rendered inoperative, the process would occur automatically as Ichi went into a kind of stasis. Covered in his Abilities section is an explanation of his healing upgrades. The Technocracy has upgraded him with combat-grade nanomachines assisted regeneration however, which speeds the process greatly (covered in abilities).

Ichi’s brain is solidly set in his skull. It is not free floating like a human brain, and just as resistant to damage as the rest of him. Hard, crushing hits will turn his head, but it's extremely difficult to dizzy or stun him, and next to impossible to actually KO him with a strike. Assaults that are exceptionally brutal however will scramble his vision, jam his thinking processes, and result in a momentary freeze-up while his neurons reset themselves. While his mind does register damage incurred, Ichi-gou does not feel pain. He merely has a heads-up display within his vision that not only adjusts his point of view between numerous different choices of sight, but also shows the current status of his body. Everything from temperature, power reserves, communication channels for his augmented receiver/transmitter, and the like.


Depending upon what 'mode' or mood Ichi is in, his eyes will change. When in his normal, casual mode such as talking with others or going about daily routine, they are normal human eyes. When in combat his eyes will glow a dark, ruby red. When over-riding a preprogrammed instruction, or if his programming is in conflict with his current actions, his eyes will glow a bright orange. When combat has ceased and a killing blow is about to be struck, or the fight is set to go completely out of control, Ichi's eyes will recede to a deep, jet black. In addition to what particular operating mode he is running; the use of his Trait Sphere (covered in the Abilities), will make his eyes glow a variety of different colors (just because I find that spiffy and cool).

Equipment and clothing: Ichi-gou is the type to only carry the essentials. When out on a mission or in day to day life, he’ll stick with his black coveralls, simply out of convenience. When carrying anything necessary to meet his goals it will likely be in his pockets or attached to the heavy-duty nylon belt strapped around his waist.

Currently carried on the belt for use in the tournament are:

1 set of Lockardized Titanium Handcuffs, breaking strength of 800-tons

1 Extendable Riot Baton, Lockardized Titanium-Steel Alloy, 24-inches long when extended

3 Concussion Grenades

3 Plasma Grenades

1 10-inch tactical tanto knife, Lockardized Titanium-Steel Alloy and anodized black surface

1 Communication Headset, for informational relay to Ouroborus Command

4 Containment Sphere units (they’re pokeballs, but they work on anything)


1 additional tanto is held in a sheath strapped to his right-bicep.

What he carries on almost all missions however, and has become his signature battle implement, is the Sigma 88 handgun, Sprawlz. A heavy duty rail-pistol built by the Multiverse weapon-smith Sigma the ‘Ironcast Gun’, Sprawlz is always strapped to Ichi-gou’s right-thigh in a tactical draw holster. Ready to be brought free with the grip at the exact level of his hand, most of the weapon is concealed from view in fracture-proof polymer shell.

When revealed the handle is shown to be a black checkered grip, entirely of metal, and laced with neural receptors that sync with the nerves in its wielder’s hands. There is no trigger mechanism for the firearm, as Sprawlz instead relies on the thoughts of the one holding it to be fired. The bulk of the body narrows for nearly a foot; tapering from a wide base to an opening of the bore that is .68 caliber. It looks like a triangular thick, heavy, black, and polished pendulum with a handle attached at the base; the inner components of which are hidden from sight and entirely encased in Lockardized-titanium.

Linked to Sprawlz is a subspace pocket containing its ammunition cache, a store of varied types of ferrous metal railgun slugs. Their purpose and effects can be custom selected by the user to be appropriate to the situation, from simple rounds of hard metal meant to penetrate defenses, to anti-magic rounds that can wound even the most dangerous of supernatural foes.

Sprawlz, equipped with an inertial dampening system, is capable of slinging these little lumps of love and joy through the air and into targets at a rate of 100,000 per minute with a variable velocity of 100-1,000,000fps. A sustained barrage by the Sigma is easily capable of chewing a city to dust or outright cutting every building in the path of the sweep of an arm in half.

His clothing does change when he brings forth his Megiddo persona. A burst of flame will shift his rather minimalistic garments into a black a black and gold overshirt; with the sleeves, chest, and upper back being of a golden fabric, and the lower half of the back being black threads woven in the shapes of whipping flames.

The shirt is worn unbuttoned, and underneath is a black muscle shirt. Tied around his neck is a purple scarf that looks much like a bandana, and it can be pulled up to cover the lower half of his face (making Megiddo look menacing, cool, and gangsta). His pants are black jeans, scuffed, slightly burned in places, with rips at the knees and thighs; and the belt holding them to his waist is of brown leather, with a rusted facemask covering the buckle, and his footgear consists of a pair of black snakeskin boots (wide-tipped; thank you very much, no pinched toes for Megiddo, no sir)

Held to the back of his waist with a toughened leather harness, flat of the blade against his body and encased in the leather, with the long handle protruding to his right side is a Chinese Da Dao; a heavy bladed knife with a cleaver shaped blade that is almost as long as a machete.

Personality: Ichi-gou is a dick. He’s a good-guy, don’t get him wrong there. And he can even be a nice guy when the situation just screams that it’s required for him to be. But for the most part he’s an asshole.

He is cocky, arrogant, direct in his actions and words, and very likely offensive to 50-75% of the people he meets. But when one observes his actions and his actions only, Ichi clearly possesses a strong sense of responsibility, duty, and loyalty to those above and below him in the Technocrat hierarchy. He will perform any mission he is assigned with all the effort he can muster, and help any of his allies in any way he can, be it cheering them up, loaning them money (with the clear stipulation they pay him back of course), or jumping into a brawl. His mouth however tells a complete opposite story. He never, ever, ever shuts up. Ichi will talk trash to anyone/thing, and feel next to no guilt about it (sometimes, but even then it’s not much). He will happily crack jokes about friends made, judgments made by superiors, or daily life. Gaia forbid an enemy is faced with his attitude. In the event he is in a one on one fight, Ichi-gou will redouble his efforts to be annoying and offensive, simply to get an opponent to fly off the handle and leave themselves open.

The great variety of life-forms he knows he will encounter in the Multiverse doesn’t bother Ichi at all. He’ll accept anyone or anything as a friend as long as he can be sure they won’t betray either him or others close to him. When looking at the people around him now, Ichi’s thoughts are that as long as they can still display feelings for those around that don’t revolve around blood, death, and pretty designs made of internal organs, them he’ll treat everyone the same. So long as they can put up with his mouth anyway.


History: Ichi decided on the Technocrats being his best option for escape and a decent form of life upon his world’s Time of Calling, upon the offer of Mollig Kenta’s arrival as a recruiter.

While he participated in small involvements of the Technocrat’s various conflicts; the jinzouningen was completely destroyed when the Technocracy’s central planet Solaria was attacked (http://www.animeleague.net/archives/vie ... p?t=148708).

As a turning point in his existence of even greater importance than the Time of Calling, Ichi found himself miraculously still existing, as a condensed form of essence within the plane of Oblivion; his barest self carried there by Matthew, the Apostle of Metal and servant to Absolute Nothingness; having sensed Ichi’s death. Holding both Ichi-gou’s essence and Ichi-gou’s soul in his metallic grip, Matthew offered to give Ichi continued existence within the physical (and immaterial for that matter) universe. Ally with him, and become his Disciple of Fire, to purge Existence of all that it was, and in turn continue to be a part of existence for however long destiny had in store (http://www.animeleague.net/archives/vie ... p?t=171083).

After telling Matthew to shove that offer up his metal-plated ass, Ichi made a counter offer of his own, when presented with the horrific vision of the Technocracy being assaulted from all side by the Hand of Ashanktae and their Naktani warriors. He offered to serve and fight under Matthew’s name, and be bestowed with the name Megiddo, the Disciple of Flame, and to negate a portion of existence in return for his freedom and release. So long as the portion of existence that he and Matthew obliterated was Forever City, the Naktani’s home.

Matthew agreed, and WAR! WAR WAS RAGED! WAR RAGED AND THE CITY BECAME METAL AND THE CITY TURNED TO FLAME! WHOOOOOO! The Technocratic fighters attacking the city found themselves aided by Megiddo’s raging control over flame and Matthew’s iron fist. When the fight had concluded, the Bleeding Heart of Origin had succumbed to Megiddo’s fires and been reduced to Nothing at all; and the city itself had been utterly devastated, before a truce and ceasefire was called, ending the violent and bitter conflict (http://www.animeleague.net/archives/vie ... p?t=179561).

Ichi has now left Matthew, returned to the place he calls home, and resumed his original form, with a few upgrades developed in his absence. Along with returning to the Technocrats with a small portion of the Void that Matthew serves was carried within his essence, giving Ichi-gou co-control of Nail; Matthew’s world of living and sentient metal which the Technocrats now use as their Military Items critical point.

Ichi-gou’s purpose in the Grand Tournament is very simple and very concise. Assigned by Ouroborus Command, he is to scout out the other participants and identify either current threats to Technocracy well-being, potential future threats, and potential allies that might find the Technocracy to their appeal. Threats, he has been told however, are either to be killed, or disabled and handed over to Technocrat authorities for processing and risk reduction. He doesn’t know what that will exactly entail, but doesn’t really care either.

Capabilities:

All abilities are to be negotiated prior to each match.

I know not everyone wants an all out clash and prefer something smaller in scale, rather than mass destruction and the like. Please, contact me. I don’t mind and I actually encourage it.

Plasma Control and Direction

Ichi is; at the basic level, a technological pyrokinetic or Fire Elemental. He uses Plasma however, which is a kind of fire few Elementals ever progress to working with. Plasma energy can be emitted from any point on his body, but it is most effectively focused when fired from his hands, feet, and eyes. The control over the path the plasma takes is accomplished via his Electron Direction/Dissolution Control System (the EDDCS), allowing him extremely efficient governing of the energy fields and substance of the volatile matter over an extraordinary range and volume. While the plasma produced by his power core is hot enough to destroy almost anything it touches under normal circumstance, Ichi-gou has the capability to control when, how, and where the transfer of heat takes place. If it even takes place at all. Now that the Technocrats have made further progress in restructuring his bodily systems, the EDDCS has received an upgrade as well. Ichi can now also shape his energies into specific forms, and the EDDCS itself has been weaponized.

(OOC Note: He’s a blaster; like Android #17 from DBZ. Plasma is the only source of energy I could think of that would mimic what the DBZ Artificial Humans used to attack and defend on the level that the Z-Warriors could.)

Electron Control and Direction

To prevent mass and uncontrolled destruction from taking place by the use of his plasma, Ichi was given a system to control the damage it inflicted. That system has now been modified to inflict damage on its own, or otherwise aide Ichi. By controlling electron exchanges in his vicinity, Ichi can start, stop, slow down, or otherwise control chemical reactions nearby; increase/decrease heat levels in matter, or even perform remote hacking on electronic systems he isn’t in direct contact with.

Programming

While enlisted in the Technocracy, Ichi had enough battle programming crammed into his head to ensure that no form of warfare was out of his skill-setting. As needed he can analyze, adjust, or shift and his physical fighting style to gain the best advantage possible over a foe in a one on one (or several on one) encounter. To make the EDDCS as effective as possible he’s also been imprinted with detailed Chemistry, Biology, and Electromagnetic Physics information. If a situation occurs that’s outside his scope of knowledge however he’s usually stuck with making do and adapting as well as he can; because even though he can communicate with local sources of electronic information a rapid download can actually end up crippling him. Absorbing new data or too rapid a stream of complex information can easily surpass the rate at which his new brain can form neural pathways to store the fresh coding; causing Ichi-gou the synthetic equivalent of a stroke, or lapse into a comma. It’s a temporary condition, but one which has crippled him in the midst of dangerous situations before.

(OOC Note: No, I’m not lying about that either. He nearly got eaten alive by a swarm of nano-dissemblers because I’d had to write that he’d fallen unconscious in the previous posting.)

Strength

When up close to an opponent Ichi’s durable body structure can deliver devastatingly powerful strikes due to the fact that his bones and muscle are harder than most metals, and the fact that the strikes are powered by the same plasma energy supply as his long range attacks. He can hit, really, really, really, really fucking hard. I mean, he will knock someone into the next zip code. Physical durability goes here as well. Ichi’s body can take some extreme punishment before being counted out of the fight. He’s much heavier as a result of his dense composition though.

Speed

Ichi is in no uncertain terms a fast little SOB. Shooting bullets at something with artificial reflexes and tissue that functions in replacement of CPU’s is a joke. And while he still walks as lightly on his feet as your average male human he actually has a body mass of over 500lbs.

Flight

With the completion of repairs to his neural and energy systems comes ability lacking in the subway, Flight. A low-level electromagnetic distortion by the EDDCS around his body generates a kind of thrust. It allows him fly at high speed and with superb maneuverability. He still doesn’t radiate anything in the way of ki or metaphycial energy; but the EM-field he forms is detectable by any who can notice things like it.

Onboard Systems

Ichi can receive and identify a gamut of detectable information types; from mystical energies, life signs, or transmissions by reconfiguring the receptors within his eyes; or altering their make-up entirely.. He can also transfer an equally wide variety of data with electronic devices, via generated emitters in his eyes (when he’s not blowing things up of course. And the likely reason he’d hook up to other bits of machinery is to make them blow stuff up for him). And this is only used when he cannot remotely control machinery and the like with the EDDCS.

Nano-Matrix

While most other Technocrats have a veritable swarm of nanomachines cycling throughout their bodies to repair damage as it is incurred; Ichi lacks blood or fluid flow for such a dispersion method. So instead a constantly interlinked matrix of the microscopic machines is laced through his body. Should he be damaged, they will effect extremely rapid repair as a mater of course; and should there be obstructions in the way of full reconstruction they can conduct energy or commands around the damaged areas, while breaking down the intrusive material to make it into replacement synthetic flesh. Ichi can function to an alarmingly efficient capacity even while impaled. And regeneration is so rapid that should an uber sharp and black colored magical blade of death bite into him, his body will almost appear to flow back together in its passing.

(OOC Note: I know lots people either like stuff like that, or hate it. So on a fight by fight basis this ability is tweaked to the other person’s request.)

The Trait Sphere

Having confronted The Mystics on numerous occasions and been severely pressed to combat the adaptability of their magics with conventional means, the Lombardi Corporation has launched numerous ventures in the creation of Magi-Tech; hybridizations of technological ingenuity and arcane versatility.

The Trait Sphere is a containment crystal modified from matter-storage systems imbedded in Ichi's abdomen approximately where a normal man's prostate would be located. Connecting the Sphere to his body is a network of synthetic nerves that are specially designed to conduct and transfer supernatural energy; the majority of them culminating in his hands. Previously it was composed of several crystalline shards fused together. Now it is composed of ten layers of grown crystal, one surrounding the layer beneath it.

The Sphere does not lock away raw power, such as a familiar or magician's staff would; for use as a battery or reserve source of energy. It is specially crafted to contain paranormal Aspects, the force contained within gifted or magical items that lends them their unique traits and abilities and then produce more of that particular energy waveform on its own. By contacting an object with either one or both hands of almost any kind, Ichi-gou can draw the Aspect of that item into himself and out of the selected relic, and use that Aspect to affect himself at will. Because the Sphere is composed of ten layers of crystal; Ichi-gou can absorb, contain, and make use of ten Aspects at any given time. After ten have been absorbed though, he must discard one Aspect to gain control of another. He can (to a limited extent) modify the Aspects in the process of drawing them into his body by screening out facets of the charm that he feels could possess a danger to him if taken in.

Current Trait Slots:

Slot 1: Alloy

The unique trait acquired from a small sliver of Nail, the metal world created by Matthew. Nail could, much like the Apostle, become any form or variety of metal at its merest inclination or at Matthew and Ichi’s order.

Now, while Ichi cannot increase his physical size or create more of himself in the way Matthew can, he can turn his body into any conceivable metal at will, his essence being disbursed in the new material and controlling it. Because the aspect’s effects are disbursed though his spiritual essence, his metal need not be connected to his main body to control it. The metal, no matter how small a piece, is Ichi-gou.

A trade-off of this Aspect is that the Trait-Sphere becomes metal along with the conductive nerves in Ichi’s body. When he uses the Aspect he cannot use any others contained in the Sphere unless they are already coursing through his body.

(OOC Note: Meaning if he’s absorbed an Aspect from an Invisibility Cloak to become invisible at will that power must be in use before activating Alloy; or he won’t be able to use it while in the form of metal. If that power is actually active, then he can become metal that can in turn become invisible.)

Slot 2: Glimmer

Essentially the same thing as Alloy, except instead of living metal Ichi-gou becomes living crystal.

A small portion of Nail was subverted and corrupted by an agent of the Slivers when the Technocrat world Media was attacked and Ichi-gou was one of the responders. It was altered into a moon-sized mass of crystal and glass, and prior to being destroyed by Matthew the Apostle Ichi-gou was trapped on it momentarily. He took the opportunity to capture the new Aspect (http://www.animeleague.net/forums/viewt ... f=27&t=309).

Alternate Incarnation:

As an absolute last resort, should Ichi find himself being completely overwhelmed, he can resummon his incarnation as Megiddo, the Disciple of Fire.


Megiddo’s principle ability is to produce a limitless amount of living flame; and turn coalesced energy into living flame (energy must be given condensed form for him to affect it. He can make fire of an energy beam, but not sunlight, as an example). Fires produced by his heat in turn carry his essence, and in turn become Megiddo, no different than an arm or leg. Should his body suffer damage, fire will repair the injury. The plumes he unleashes can consist of the tiniest sparks, or waves of any of the myriad forms of plasma, and one form of raging heat can suddenly be change to another. The flame-Megiddo also serves as a medium of transport for his humanoid body. He can 'jump' instantly, from one source of combustion to another.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby wandering-random on Wed Jun 11, 2008 9:15 am

**Edited in accordance with the scope of the Tournament**

Name: Daemon Reakaris

Race: Human(?)

Overview: A big man with who's prodigious strength is far outmatched by his mental prowess. Daemon Is a Lieutenant in the technocracy due in large to behind the scenes technical work and a few sorties here and there. He generally bombs out on the more important missions, but his indomitable spirit has kept him at rank high enough to allow achievement. Lt. Reakaris is entering the tournament in an attempt to make a name for himself.

Description: Daemon is a man of intimidating size. From his hulking upper body down to his toned, predatory legs, the man's body speaks of an animalistic power. Were it not for the alarming intellect shining from his slitted, aquamarine eyes, Daemon could be easily confused for some feral monster disguised as a man. Thankfully, this notion is further dispelled by the officer's uniform that he wears. The outfit consists of a pair of black, ankle-laced boots, gray slacks with the exterior half of the legs at opposite ends of the sprectrum( L=White, R=Black), and a double-breasted jacket of the same scheme over a white, collared shirt. The Lieutenant's attire is completed with an odd pair of sunglasses and a sleeveless trench coat with an brown, mantle-like protrusion to hide his left arm that, apart from that piece of cloth, follows the palette of the rest of his garb.

From: Animeleague's RR Multiverse

Abilites:

Adamant Will: This muscle-bound Technocrat's bulky exterior hides a sagacious and scholarly mind. He possessed an indomitable will before he was granted psychic powers, but now his mind is a maze subconscious stairways, inverted tunnels, random transportations of invaders' minds to other locations, and dead-ends that move with every thought the hacker makes. Daemon's mind is further defended by his ability to draw his awareness in upon himself and bar entrance to the labyrinth in the first place.

Cognitive Blur- Daemon uses his "gift" to see the connections between all things in the flow of existence. This this allows him to slightly manipulate of other's actions and feelings. At stronger levels it will allow him to directly manipulate the physical world such as linking a bullet to a location for greater accuracy or doing just the opposite when fired upon, along with other "fun" effects.

The connections Daemon is capable of affecting can be as literal as a rope tieing two objects together, as metaphorical as common feeling that keeps two individuals close, or as metaphysical as one persons strong hatred for another keeping the feeling's target awake at night.

**Due to less pliable Quantum laws of the tournament's metaverse, the future is clouded to Daemon and the scope of his scope connections is kept below the metaphysical. This also require Daemon to use his psionic energies as the basis for the connections since the rigid laws disallow him from displacing ether for material.**

Tether- Mister Reakaris is capable of creating telekinetic bonds between a multitude of things. These connections rely entirely on his perception of what he is connecting and can be established regardless of the target's current state of matter or being; corporeal or ethereal, tangible or imaginary.

Daemon can create two different types of "Tethers", Variable and Adjusting. Adjusting Tethers have a responsive pull and will get stronger to match the force pulling on them. They are virtually unbreakable and remain at the strongest amount of force that has been exerted on them, but they are also much more taxing on Daemon as they directly draw energy from him to increase thier pull and only remain in effect as long as he has the energy to power them. Variable Tethers on the other hand, have a preset level of pull and are sustained by single bursts of energy that raise or lower pull. This type of tether is far less formidable due to the fact it slowly loses energy and is easily broken by a force slightly stronger than it is.

Overlap- Daemon attempts to hide in the ripples of other entities' perceived reality by dulling his own senses and partially clouding the target's mind. this would result in his presence being overlooked. At lower power levels it would be next to useless. Though later on it would cause his presence to be felt as little more than an odd wind. Electronic devices not monitored by a sentient entity will still effectively detect him.(In other words he'd show up on a motion sensor, but those with weaker minds would just pass it off as a glitch.)

Hacking- Daemon was a career hacker for crime bosses back on his world. He was a bit out of date when he first arrived in the multiverse, but has steadily been training and re-adjusting his skills to this new world and can now force his way into any basic computer systems and a good deal of advanced ones, provided the proper interface is available or he has the right tools.

Tai Chi- Daemon is nearly a master at a mostly defensive style of this fluid and beautiful martial art. This Style is more accurately known as Tai Chi Chen and originated from a country on Earth known as China. The practitioner of this style takes on a loose stance with the knees slightly bent and the feet placed just past or before shoulder width apart. The upper body is slumped forward slightly and the martial artist seems to sway in an intricate wave-like manner with the hands and fore-arms moving in a complex, rarely repeating pattern in front of him. This style is based off the belief of "Breath in the power of the earth and concentrate it in your abdomen." The majority of it's attacks are quick and retaliatory with very few directly offensive movements. Most movements of the style consist of quick, powerful strikes with the palms and elbows to vital areas, debilitating grapples, and short swift kicks to the opponents lower body. The best known technique in this style is "The Iron Palm of Tai Chi" and happens to be the most offensively overwhelming one as well. The user of the technique throws all of his strength and body weight into a single attack with a sudden burst of motion from every muscle while extending an arm rapidly towards your opponent. Masters of the technique can perform it from any position and with any limb.

Strength and Agility: Due to Daemon's change in muscle structure and mass he has gained immense strength and speed, along with prodigious skills in climbing, running, and jumping.

The Eternal Student: Soon after leaving the tournament Daemon took up residence in the city of Badweather, on the technocrat planet of N'arague. There Mister Reakaris found an interesting aspect of himself. He was a ridiculously fast learner now. Daemon found himself working through books with over two thousand pages in a few hours or less, but still managing to comprehend every single sentence. Within a week he had an understanding of a slew scientific principles that should've taken years to know, and quickly put them to use in the construction of his new arsenal.

Regenerative Nanites: A Technocrat standard issue set-up of restorative nanomachines. This set is of a higher concentration and is intended for officers and special operatives. The restorative nanites increase living tissue's healing capabilities exponentially, allowing for spontaneous regeneration of all but the most serious injuries.

Adrenal System: One of the few changes that was made to Daemon's basic Nano-tech implants. It allows him to amplify the effects of adrenaline on his body by ten-fold. This tends to raise his strength to the point he could topple most smaller buildings.

Cat Eyes: As a side effect of his changes, Daemon gained the ability to see in the dark. As well as a superb enhancement to his vision.

Penkahk Silat- Though Daemon prefers the fluid finesse of Tai Chi, it is ineffective against groups of hostiles. If he is confronted with more than two enemies Daemon will fall into this adaptive style which relies more on a vast number of blows than a few to vital locations. The name of this style loosely translates to "no holds barred" and originated it in the country of Korea. It involves a near dancing stance where its practitioner lays down a flurry of multi-directional blows intended to keep on opponent guarding and steadily wear them down. It seems to incorporate random bits of other martial arts into itself, such as the series of quick kicks commonly encountered in Crane and Hapkido styles, the mighty full-arm chops of the Pi Gua style, and even the prone acrobatics of various "drunken master" styles. Penkahk Silat is extremely unpredictable, sometimes to the point the user doesn't know what his next attack will be. True masters of the style instinctively react with with the proper technique for the moment and are almost impossible to truly counter.

Chimera Genome: Via a fluctuation in his DNA from his changes on Gaia Daemon can use his mental energies and knowledge of the anatomy and genetic make-up of the animals he's splicing himself with to temporarily turn himself into a being consisting of traits from three animals. This technique requires intensive study before hand, and though he can change himself into a form made up of three non-sentient creatures, the energy required to enter and leave this state makes it asinine in the truest sense of the word to attempt it.

Disassembly Pulse: Daemon uses his ability to affect connections in a more literal sense by attacking molecular bonds in such a matter destabilize almost any type of material. The technique allows Daemon to focus a force of indiscriminant disconnection along his fore-arm to perform a devastating punch or release it violently in the form of various projectiles.

Corporeal Transference: By connecting himself to a physical location and simultaneously disconnecting himself from the rest of reality Daemon is capable of "phasing" through solid matter and quickly traveling to the location. The main downside to this action is the blue-white flash upon his entrance and exit of the "phase-state" that gives away his location.

Equipment:

The Glasses- A pair of glasses with lenses of a light bronze color and no corrective properties. True to the fashion of the pair they once were they are missing the right leg of the frame, but the metal simply bends around the lens making it seem like the piece was never there. These sunglasses have a new type of transitioning nanofiber layered through-out the lenses that allows them to go from crystal clear to opaque in a nineteenth of a second and prevents them from breaking. The most useful part of the glasses is the minuscule computer stored in the left leg. This device is shielded from the magnetic fields of Daemon's more offensive creations by the materials of the glasses and is capable of using the lenses as moniters via the transitioning fibers. The computer has been equipped with an Ethernet connector and enough software to easily plow into most systems with a little help from Daemon. The computer has been carefully programed to allow Daemon to directly interface with it using nothing more than Cognitive Blur.

Clothing- A customized Technocrat Lieutenant's uniform with armor added in select locations and a sleeveless trench coat with shoulder armor, a mantle-like attachment on the left side, and an image of a deep-cogged gear inlaid in gold thread on the back. The entire coat is colored in the same grey, white, and black scheme as the uniform. The material of the garb has been in-laid with threads of titanium that measure in at just under five microns, making cutting or tearing the fabric nearly impossible. This process was, of course, done after all of the garments were completed.

Dimensional Transport Device: A small device allowing Daemon to breach the gaps between locations in the multiverse.

**The device is incapable of piercing the dimensions of the metaverse and has thus been rendered temporarily inopperable**

Mercy (MagProp Pistol): After his fight with the being known as Osirius Kain, Daemon realized that his once-mighty Desert Eagle would be of little use in the multiverse. Upon this realization he turned to the technology of his Technocrat comrades to increase his offensive capabilities. Daemon based the design of the weapon on the body of his old pistol, but replaced key components, rebuilt the weapon in deuranium, and lengthened the barrel by about a foot to create an entirely new weapon. The pistol functions by sending an electric pulse down a series of microscopic magnetic acceleration coils that line the barrel. The projectile is then charged by a pulse of the opposite polarity from the previous shock. This sends the projectile riding down the barrel at an incredible speed that rivals that of light itself( warp 6 Mr. Sulu) on an arc of electricity. The weapon also has a nanite factory enclosed in the built in clip, this factory houses a micro-reactor that powers the pistol and the factory itself to create the weapon's ammunition through sub-atomic reconstruction. The most interesting aspect of the weapon; however, is the fact that a small gem housing a piece of Daemon's essence in it actually exist as part it's reactor. This has effectively made the weapon a part of Daemon and allows him transfer ammo patterns, move the weapon, and fire it with on an act of will with little to no energy loss. It also assures the weapon's near immortality by letting it "remember" its own architecture and repair itself if damaged.

Upon the the round leaving the barrel it is proceeded by a roar of atmosphere gases being roughly pulled behind it and an electromagnetic pulse capable of rendering any unshielded electronics useless. The weapon fires 50mm slugs that can be made of just about any material Mr. Reakaris has memorized the sub-atomic composition of along with several others that have been pre-programed into the weapon's clip. The gun's multiple magnetic accelerators create a small EMP when it fires, this also magnetizes the slug and causes it to reek havoc an electronic systems. Thankfully, the pistol and its clip have been properly shielded against the side effects of using magnetism.

Tundra Eagle(x3) These guns are combination of Mercy and his old fire-arm. The basic concept was to create a weapon with a faster rate of fire and less recoil while further increasing the damage of the weapon. The results left a little to be desired on the rate of fire, but the shear devastation they unleash is enough to make up for it. By using toned down versions of Mercy's firing mechanism, factory, and essence imbuing, they can act independently(or close enough to it) of Daemon to produce and fire any of his basic ammo at seven times the speed of sound.

*Satan rounds(.50): An experimental type of ammo that has been tentatively named for it's affect. The bullets are a simple but volatile concept: A sodium outer layer with a magnesium core. Upon impact with any moisture filled creature or entity the sodium exterior will burst into flame and ignite the magnesium core. This will effectively create a flame of 800+ degrees Celsius inside of the victim. Due to the low tensile strength of sodium and brittle nature of magnesium, the rounds are completely useless against armored opponents.

Magnum Rounds(.50): These little bastards are comprised of a solid chunk of titanium and tungsten shaped like a bullet and were capable of piercing tank armor even before, when they were being shot from Daemon's Desert Eagle. Imagine them at Mach seven. It's okay to cry sometimes.

HE Ammo(.50): A devastatingly explosive round. A tungsten shell filled with everything necessary for a fiery explosion. The components for the blast a separated by a few fragile walls within the bullet, these are usually broken by the shock of being fired. After the walls break the chemicals quickly mix inside the slug to create an advanced version of nitroglycerin. The effect of impact is easily foreseeable.

*Deuranium Needle Phial(x10): A corked glass phial holding two hundred deuranium chenille-style sewing needles. They are about two and a half inches long, four fifths of a millimeter wide, and have a loop of metal on the back to run thread though. Daemon had been quite surprised to find a few hundred crates of these sitting in a warehouse, and rather amazed when the owner of the building sold him several of the crates for three hundred Xen.

Photon Manipulation and Absorption Gauntlet(P-MAG): While reviewing some of the Technocrats' newer technology he had access to, Daemon came across a new type of shielding that bends and compresses light into near-solid material. This set the gears in his head turning as imagery of insane use of light television shows from his childhood and teen years came rushing back in all of thier climactic glory. The muscular man set about tinkering with different design ideas. He built belts, helmets and even a few wrist watches, but could never quite find a method of using the technology that allowed the right amount of freedom with it. The belts and helmets were complete failures. They allowed you to use the Photon Walls for thier original purpose, but they were rather ineffective in thier shielding due to the highly inefficient focusing methods.

The final design for the weapon came to Daemon's mind after watching a few records of military conflicts within the Technocrats archives. It was in these Recordings that a one of the weapons of a certain general caught his eye. A gauntlet capable of mass destruction, but doing so with a good bit of style. Thus, Daemon's big ass self went to work on device to hopefully put that masterpiece to shame. The Large man was quite surprised by the results of this design. While he had intended to only be able to use the device for a few lasers and some awesome force fields, Daemon found out it could do so much more. His attempts at linking the previous incarnations of the weapon to his nervous system had failed almost as bad as they had. Though this new item's success prompted the hulking hacker to try again, and the results were phenomenal to say the least. By directly attaching the gauntlet to himself and imbuing it with his essence as he had done before resulted in a capable to directly manipulate photons with his will and even absorb them into the gauntlet to further power its trio of micro-reactors. Daemon also decide to give the weapon a chrome color to make a nice compliment to his wardrobe.

*High strength starship plating.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Zen Vicious on Wed Jun 11, 2008 9:18 am

Edited for tournament standards

Name: Valkyarc
Overview: Valkyarc is a half-breed Hephaestian and Hephaestians are three-eyed mystical beings. His other blood comes from a celestial mother, a living star that had transferred her pregnancy into a normal Hephaestian woman. There, Valkyarc was born with the body of a Hephaestian with a lot of abnormal power, which was seen as an omen by religious priest sent by one of the seven dragon gods. They sought to sacrifice the child to the dragon god of their sect in fear of what Valkyarc might become. Before they had the chance to do so, Valkyarc was pulled into another universe when he was still only a few hours old and greeted by a dragon not of the seven gods, an exile who wished to save the boy and parent him.

Within this odd universe, Valkyarc was raised by this dragon for only eleven years before his third Hephaestian eye had awaken, for which was a moment in all Hephaestian’s lives when they’d hit their ‘puberty’. In this case, Valkyarc’s third eye had so much power that a simple transference was not possible and the dragon had to sacrifice his entire body by absorbing the eye into himself in order for Valkyarc to live. After this happened, Valkyarc was destined to live alone for twenty more years before he went back to his home world.

Upon entering his home world, Valkyarc had no interest in interacting with his own people. He had only one thing on his mind and that was to fight the seven dragon gods to see to it his fatherly dragon did not die in vain. This created the first world war within his planet as many religious sects formed armies to stop Valkyarc from accomplishing his goal, but nothing could stop his murderous rampage. Slowly, each dragon god fell, as was prophesized within the oldest bible of the dragon gods to begin the end of days.

In this new era of godlessness, Valkyarc found himself committing genocide after continuing his thirst for death and was killed by an anonymous anomaly as he was struck by a well-aimed meteor. After death, he regained consciousness to discover his body had been restored and his life force reborn through the energy of his own star-blood, but instead of being on a planet, Valkyarc was above a massive white star…in space. He could breathe without the elements of his home world and seemed protected by the heat and atmosphere of the star before him, which spoke to him and revealed that she was his mother.

What happened after that is unknown, but Valkyarc has traveled far and wide around the universe since then.

Appearance: In current times, Valkyarc is usually seen wearing his trademark black armor that has few details and covers his entire body. The armor itself looks like it is made of graphite and is not exactly fancy. Most of the armor simply resembles his physical anatomy and the rest has various spikes, horns, and patterned symbols. Otherwise, it’s more like a layer of skin to Valkyarc.

His actual body is a bit short and stocky, only standing at five foot five inches and his build is above average. His hair is a glowing silver and his eyes are a white-grey color. Valkyarc also has many scars all over his body, which show how much war he has been through and survived.

From: Calypso (planet)

Abilities:

Hephaestian Abilities
Third Eye Transference: All Hephaestians are born with a third eye, which at a certain age must be removed. This is done because the third eye has a lot of power of its own and drains the bodies' resources to a harmful extent once it awakens at that age. An average Hephaestian would only last to thirty years old if they keep the eye intact. To counter this, the ancient ancestors used their magical skills to surgically remove the third eye, though there was one problem; Where would the third eye go? The answered lied within the materials around them, meaning they would remove the eye and transfer it into various objects or materials, the eye using its energy to adapt to the new materials.

This discovery gave Hephaestians a new tool at their disposal. With the third eye inside an object or material, the controller of the eye can manipulate the shape of the material into anything they desire. An example would be a Hephaestian transferring their eye into a big lump of metal. They then can control the shape of that metal, forming weapons or armor. Such is the case for Valkyarc's armor as it is made of the bone of the dragon and he may alter its shape at any given moment.

There are limitations to this ability, of course, as reshaping such materials take a lot of practice and the process is not instantaneous. Furthermore, just because an Hephaestian can control the shape of the metal the eye was transferred into doesn't mean they can control the same type of metal entirely. Basically, any material not formerly introduced into the starting material cannot be altered or controlled in anyway. The big lump of metal one would control is the only thing they can control, not some foreign piece of metal found after the transfer.

Telepathy: After his rebirth, Valkyarc restored his third eye into his forehead since he knew he would withstand its power, gaining the ability of telepathy. He can reach out to other living beings and communicate with them in this case, though he has yet to learn how to turn it into a weapon. It’s something he doesn’t use that often.

Plasma Elemental: All Hephaestian beings are born with a third eye and an element that their abilities are based on. They are not your typical elements, however, as in this case fire could heal or water could burn like acid. The elements obtained this way have their own attributes. Valkyarc’s element is plasma, an element found within nearly everything within the universe. His plasma, however, is very chaotic as he can alter its states of matter (solid, liquid, gas) and create currents of electricity. Not only that, but it seems fused with dark matter, the element that makes up the void of space, which in this case, dark matter is more or less an anti-gravitational particle.

An example of how he may use this element is by creating conflict with the gravity on any planet and using that to float. He can’t fly with it, of course.

Star-blood Abilities
Gravity Field: With so much power, Valkyarc can generate his own gravity field over a various radius with his body as the event horizon. This can increase or decrease the weight of foreign objects within that radius and an ability like this is to be used sparingly as it does require a lot of energy to maintain. This does not affect his own body or whatever his body holds.

Mundane Abilities
Martial Arts: Valkyarc’s martial art skills were mostly self-taught through the many battles he went through. Mostly he developed techniques similar to jujutsu (grappling, throwing, joint-locks), kickboxing/muay thai (elbow & knee strikes, various kicks & punches), and weaponry techniques similar to Bojutsu, Kenjutsu, and various other skills.

Equipment:

Black Armor
The black armor that covers Valkyarc is made from the bones of his fatherly dragon and has one major attribute; it has an anti-magnetic field. This means that any material that has or can create a magnetic field will be deflected, particularly metal objects. Any other material may be able to strike against the armor. The armor isn’t indestructible either, though strong enough to take various blows to protect him. One last thing about his armor is that because his eye was fused into the bone its made out of, he can alter its physical shape, though not instantly.

Astraia
A double-bladed halberd (similar to a Guandao), Astraia is a unique weapon formed from the stardust of Valkyarc’s true mother. He melted the stardust into one long piece, creating a pole before forming the two stardust blades that sit on each end. In its complete form, it looks like it was made from a white crystal as if it were one piece rather than three. Astraia is sharper and denser than diamonds.

Other details of Astraia are that there are ten small crystal stones placed right under each blade in straight lines.

Astraia’s Measurements
Full Length: 80 inches
Pole Length: 60 inches
Pole Diameter: 3” and 1/4th of an inch
Blade Length: 10 inches [each]
Blade Width: 1/4th of an inch
Blade Width (from spine to edge): Three inches

Astraia’s Abilities
Astraia only has one special ability and that is based on the elemental plasma Valkyarc can control. Years ago, he discovered that he could create a thin layer of plasma and then attach it to almost any object. Here, he used it to give Astraia a transparent layer of solid plasma skin and soon realized its potential.

How this ability works is by using the basic confliction with dark matter and gravitons (gravity particles), for which the dark matter conflicts with the gravitons and there is an explosion of energy. With this weapon covered in the dark matter, when it is swung it will create that wave of (invisible) explosive energy, like creating sparks with friction. The only difference here is that friction decreases speed and dark matter has no friction (e.g. throw an object in space and it will continue in one direction forever), thus revealing that Astraia can be swung at limitless speeds. That begins a chain reaction as the swing creates explosive force and the speed increases the forces strength.

Here is where the ten small stones come into play as they act as limiters. They limit how fast the halberd can be swung with one stone equal to a speed of mach one. Every time a new stone is activated, the speed then doubles from mach one to mach two and so on and so forth. Furthermore, the stones only activate when the weapon is actually swung at a certain strength. Besides that, it can be used like a normal weapon so that it won’t fly out of his hands. Lastly, the dark matter allows Astraia to be lightweight while still dense enough to trade blows.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Asimov on Wed Jun 11, 2008 9:37 am

Name: Asimov Turscadine
Also known as Asimov the Red Eye, Asimov the Black Dog, Asimov the Crimson Gun, as well as by his Ourborus Codename, Apache Idaho. But most often he is known by his military rank within the 45th Army of the Technocracy: General.

Overview: The dutiful and determined General of the Technocrat Military, Asimov Turscadine is one of the most important members in the organization. A skilled tactician, negotiator and most importantly, a skilled soldier, Asimov stood at the frontlines of the Mystic War that swept up the Lombardi Corporation for 4,000 years, and was one of many men that contributed to the end of the conflict, both with his own hands and through the vast ranks of the 45th Army. Asimov is a genius of warfare, its theory and its practice, and further demonstrated his talents against the incursions into Technocrat space by terrorist organizations such as the Metronome and the Hand of Ashanktae, as well as the gross, viral presence of the Core Slivers. He further leads a paramilitary group of skilled soldiers and assassins known as the Black Dogs, who aid him in carrying out the orders of the Lombardi Corporation.

Appearance: Asimov cuts an imposing presence. He stands six feet tall with short cropped hair and a gruffly handsome face that looks as if it were carved out of wood. He wears a Technocrat Command Custom uniform, tailored to his tastes and needs. This includes a gray and black duster that terminates just above the knees, with an orange Solidus—the concentric double-gears that is the symbol of the Technocracy—on the back. Under this, he wears a black and gray vest with matching slacks, and a white shirt with leather straps around the sleeves at the biceps and forearms to keep them from bunching up and maintaining Asimov’s mobility. The slacks are tucked into steel soled, blunt tipped boots with lifted heels that give him extra height. He wears special body armor under this uniform (covered under equipment). The General carries the color of the Technocracy on him as well, in the form of a dark orange necktie, tied in such a way that the knot shows another Solidus sigil. But Asimov’s most striking feature is his eyes. Or rather, his eye. His right eye is perfect normal: a deep, emerald green iris that glimmers with the General’s burning spirit. But the left is far different. He covers it with a patch made of Blind Steel, a metal that blocks electromagnetic energy. It conceals a still burning scar from his childhood, a trauma that he has turned from being a debilitating reminder of his past into his greatest asset. This is the Red Eye, a cursed organ whose glowing scarlet iris allows the General to perceive the entire electromagnetic spectrum.

Psychology: Asimov’s personality has changed considerably during his military career. Early on, he was a bloodthirsty mage hunter, determined to wipe out the ones who destroyed his family and ravaged the Technocracy. While this drive catapulted him through the ranks of the Military, landing him at the rank of General when he was merely 25 (an exceptionally young age for a Technocrat, who often live to be well over 300 years old), it ultimately proved empty as the Mystics’ order collapsed into nothingness. This coincided with the rise of House Satori as a dominant power in the MultiVerse. Asimov was forced to change his perspective. Being as Satori was the manifestation of the Technocracy taken to a more sinister degree, he saw the black and white world that had sustained and propelled him sliding into deeper gradients of gray. But his greatest foil would manifest in the form of the super dimensional monstrosity, Caine. Time after time, Asimov was thrown against Caine’s overwhelming power, and came to an epiphany as he continually sharpened his own skills against the cosmic manipulator. He had spent his life fighting monsters, and had emerged on top because of the sheer power of human ingenuity. The ingenuity of the Technocracy that fought these foes, the ingenuity of his compatriots who supported him, and his own ingenuity in continually refining his skills and perspectives.

From: Asimov hails from the Lombardi Corporation, colloquially known as the Technocracy. The Lombardi Corporation is arguably the largest organization within the Multiverse, the collection of thousands of spatial universes divided by walls of probability. This is not a quantum Multiverse, which follows the theory that every possibly action and event that could take place does take place in its own discrete universe, creating an infinite number of parallel universes. The physics of the Multiverse prevent this from taking place by collapsing these mathematical potentials into the Quantum Barrier that seperates universes. Instead, the Multiverse was created as it stands 30,000 years ago, following the events of the cataclysmic Origin War that nearly ripped reality apart at the seams.

The Technocrats were formed from the remnants of one of the organizations that were destroyed by the Origin War, the Engineers. After the war sealed away certain parts of the Multiverse from each other, the early Technocrats existed as warring factions that were ultimately unified after 11,000 years by a man named Deikun Con Zabin, a great leader, tactician and humanist who became the innaugeral First Executive of the Lombardi Corporation. Since then, the Technocracy expanded across 10,000 universes, developed science that stretches the limits of reality itself, and fought a four millennia long war with the Mystic Empire, an organization that viewed science and technology as heretical and blasphemy against their beliefs. Yet after the war ended and the Mystic capital of Ordin was reduced to a scattered cloud of irradiated ruin, the Technocracy continues to face threats and opportunities from across a Multiverse with new avenues opening to old war grounds.

Gear
I am going to segregate Asimov’s abilities and gear into 3 tiers: Low, Mid and High, in increasing degree. This will allow me and any opponents to tailor Asimov’s arsenal and skill pool to suit any sparring condition.

Apex Defense System [Low]: A metagenic augmentation to Asimov's physical structure. The Apex system is fully integrated into his genetic code, to the point of acting as a tissue system. In structure, it's similar to the Lymphic system, with no central organ, just small nodes of metagenic biomatter known as "Apex Cells" located throughout the entire body, connected together via nervous tissue. Because of this integration, the Apex System can be repaired by Nanoregeneration. The purpose of the Apex System is to replace the bulky and target prone Magnas Gauntlets Asimov used to generated laser beams and electromangnetic fields. The Apex system does this and more, including creating and controlling immensely powerful electrical charges, either harnessed from the enviornment, manifested in calling lightning from clouds, or with the G-Strain Amplification Drive which powers the system, gathering almost unlimited amounts of energy from the tension of curved space time. The functions of the Apex System are carried out by carbon-silicon based nanocircuitry, nuclear dynamos and nucleomagnets, all integrated into his biological structure. It also allows his attacks and defenses to react as an extension of his own super enhanced reflexes.

Due to the multiple functions of the Apex Cells, Asimov's body acts both as an EM Conductor and an EM Capacitor.

Mateba 2008 Autorevolvers [Low] Asimov’s trusty firearms, and two of his most prized possessions. Asimov rescued the Ma.Te.Ba. corporation from bankruptcy with the backing of his Black Dog paramilitary corporation, after becoming entirely enamored with their side arms. The Mateba 2008 is the first model they produced following their financial recovery. Matebas are unique among revolvers in that they fire from the bottom of the cylinder rather than from the top, which provides a more stable shot by focusing the path of recoil down the center of the gun rather than across the top. Further, the kinetic energy of the shot rotates the cylinder and resets the hammer, allowing for a second shot to be fired immediately after. Asimov’s Matebas are chambered for the .442 Technocrat Heavy ammunition, and he carries several varieties.

LAC Corporation G-213 Blacktail [Low] The Lombardi Arms Corporation G-213 handgun, known as the Blacktail for the black parkerized finish on the slide and its black rubber grip, is a standard issue firearm for all Technocrat soldiers and agents, and is known for its great reliability. They use 8.2x23mm Technocrat Light ammunition, and Asimov in particular uses high-velocity full metal jacket rounds. Asimov carries two of these weapons, concealed within cybernetic slides inside his forearms. To accommodate them, he had to strip down the weapons considerably, but their firepower is not compromised. These serve as extremely effective surprise weapons.

LAC R-13 Rifle [Low]: Sniper issue Bolt-Action Rifle. The R-13 is chambered for 14.5x114mm Technocrat Assault rounds. The R-13 is commonly called the Bonecrusher due to the immense recoil delivered when firing, making it less used overall than its cousins, the R-7 .223 bolt-action and the R-12 .223 semi-automatic. It serves Asimov's purposes quite well, however. In design, it is not dissimilar to the classic Springfield rifle, with its fine red mahogany stock and body with a dueranium barrel and firing assembly, but the its immense power comes from the magnetic coils lining the rifle barrel, giving the rifle the properties of a coil gun in addition to that of a chemical propulsion weapon. Asimov uses the same ammunition that he uses for his Matebas with this gun, scaled up to Assault size.

Conventional Ammunition [Low]: .442 caliber bullets for Asimov’s Mateba revolvers. All of his bullets utilize either a steel core or a steel casing to allow them to be controlled by his manipulative powers. In the absence of his Subspace Shell Repository, Asimov stores a large number of these shells on his person, spread about his gun harness, combat pack and his duster. Taken together, he carries on himself roughly 150 revolver shells, eight handgun clips and five rifle clips. Of these, he carries several distinct varieties:
Basic- Standard soft lead bullets
Full Metal Jacket- Soft lead bullets encased in copper for extra penetrating power.
Hollow Point- Lead bullets with hollow tips that cause the shell to expand inside the target on impact, to remove the risk of collateral damage by the bullet passing all the way through a target.
Silver- Bullets made from blessed silver alloyed with white gold jacketed in sterling steel to protect them from deforming from the discharge. The silver-gold (electrum, technically) is etched with special Geomancy, or Technocrat magic based on mathematics for additional effectiveness. The electrum is a further casing that contains a core of mercury.
Azide- FMJ shells containing Lead(II) Azide (Pb(N3)2) bullets. Highly explosive.


Technocrat Combat Pack [Low]: There are times in a combat situation where it may not be necessary for a Technocrat to employ the full extend of his individual talents and power levels. Occasions when success demands a more traditional, minimal approach, so far as it is possible within the realm of Lombardi technology. For this purpose, all Technocrat agents are expected to carry on their persons these combat packs, containing an array of smaller weapons for dispatching lesser adversaries, or providing suppression fire against more powerful foes. Asimov utilizes these packs, in the form of two narrow pouches on his upper thighs and one larger on in the small of his back, though he selected a rather unique variety of weapons. His arsenal includes:

-Combat Knives (x4): 8 inch heavy steel blades.The value of these knives is seen not only in their killing power, but also in their utility. One never knows when one needs a big knife.

-Throwing Knives (x6): Light, 4 inch daggers built for aerodynamics. Crude, but effective. To quote Starship Troopers’ Sergeant Zim: “The enemy cannot press a button if you disable his hand.”

-Double Grenades (x4): Small canister bombs with a two stage explosive mechanism. This is accomplished with a layered chemical warhead inside the grenade. The first stage is a concussive blast, followed be a larger, incendiary burst a second later. Asimov’s preference for these weapons is somewhat unusual, since the power of the concussive blast is more subdued compared to most TCP Grenades. His primary reason for using them is due to their dispersive qualities.

-Low Tensile Sensor Micro-Wire (x300 feet): Wrapped tightly around a ring spool, the purpose of these wires is detection and entrapment. They break under relatively minor pressure, and in doing so, can set off alarms or, more commonly, explosives. Asimov often incorporates them with his Double Grenades.

Lombardi Arms Corporation GP-X404 Apex-Grimmig Body Armor [Low]: Asimov’s basic body armor. The Apex-Grimmig is a form fitting, carbon nanocell armor that serves both as body armor and thermal-controlled undergarments for the General’s comfort. The Apex-Grimmig will stop low velocity, low caliber bullets and is mildly impact resistant. However, it has almost no additional attributes, and offers no strength augmentation.

Subspace Shell Repository [Mid]: A device dyned from reverse engineering the Subspace Generator utilized by the former Technocrat agent turned terrorist Vilicus Prime. It is built into the higher models of his body armor, from where it draws its power, as well as into his external gun-harness. This technology serves as a gate to a “pocket universe”, a small universe formed within an enclosed space that can accommodate a vast number of objects Asimov uses this to retrieve a nearly unlimited supply of bullets, ranging from the standard soft lead shells to full metal jacket copperheads, to explosive azide capsules and Buster Shells. When needed, Asimov can also draw Esper Shells from within the repository, required for the utilization of the Kotetsu Esper Gun, sequestered in his extended arsenal.

Lombardi Arms Corporation GP-202 Matador [Mid]: Variable Grenade launcher designed by Lohengramm von Totenkopf, Asimov’s weapons engineer. The GP-202 is a weapon designed less for anti-personel means and more for battlefield restructuring. Grenades are fed into the launcher by a large, cylindrical package each containing sixty shells, twenty of each variety built for the Matador. The Matador's barrel is bored for 40mm specifications, allowing it to use, as its standard ammunition, LAC Sabertooth Rail Propelled Grenades, though von Totenkopf has provided the General with a more creative array of explosives. In addition to the Sabertooth rounds, von Totenkopf devised the LAC T-Krach Grenades, which generate temporary singularities fifteen feet in diameter, and the LAC T-Diffusion Grenades, which will project Type 12 Diffusion Fields over a spherical area of a 300 foot diameter, which will persist for several hours. Within the Type 12 Field, the deep quantum state of a given universe is frozen to a degree only surpassed by the Type 13 Fields used in Technocrat capital ships. By freezing the deep state, through the diffusion of Caizo bosons (C-particles) into the structure of the quantum barrier (thus reinforcing the bonds between individual dimensional strings), the Diffusion Field prevents any form of high level reality manipulation, such as spontaneous transmutation, teleportation and dimensional distortion (portal generation, for instance), as well as oppressing the effects of lower level manipulations, such as magic or psionics.

Lombardi Arms Corporation GP-909 Backlash (x2) [Mid]: Modified heavy machine guns designed by Lohengramm von Totenkopf. According to his records, von Totenkopf built the Backlashes from Brounen Hassalar .464 caliber machine guns, weapons that have long been regarded as commercial failures, and in some circles, completely fiascos which may have contributed to Brounen's inability to break Masenkraft's grasp on the Extra-Corporate private arms market. The Hassalar was an ambitious automatic weapon, essentially double barreled carbines with an unusual chambering and, as it turns out, terminally low velocity and penetrating power, to the extent that the Masenkraft Type 151 .223 caliber carbine carried more power, despite having less than half the bullet mass. The twin barrel firing scheme also meant that the guns devoured entire belts of ammunition (which defeated the purpose of the carbine), and a lack of inertial stabilizer technology (which was omitted to maximize the magazine) made the Hassalar difficult to use and wildly innacurate. Von Totenkopf's solution was essentially to split each weapon in half and add the subspace repository technology which was cut out from the original Hassalars to keep costs down. The gunsmith then attached the two assemblies back-together by a bridging grip with two triggers, but instead of having the ends facing the same direction, he reversed them, allowing the Backlashes to firing both in-front and behind the General, simultaneously even. The inclusion of subspace technology allowed von Totenkopf to expand upon the other inner functions of the weapons, adding the inertial stabilizers and a more powerful firing mechanism. The end result is the GP-909 Backlash, a weapon that attacks from all sides.

Lombardi Arms Corporation GP-X404 Apex-Oberst Exoskeleton [Mid]: The Apex-Oberst is the standard issue exoskeleton model used by the Marine Division Libra, the tactical group formed and commanded by Asimov before his promotion to General, after which he passed on command to his closest associate, Colonel Eizen Vonnegut. The Apex-Oberst was designed by Lohengramm von Totenkopf to replace the reliable but underpowered Cocytus powered exoskeleton originally utilized by the Libra Marines. The armor is built around the same carbon nanocell structure as the Apex-Grimmig, but almost three times thicker and featuring pressure-tension control micro-motors that can alter the integrity of the nanocells at a reaction rate of 30 microseconds. Muscle impulse receptors line the interior of the exoskeleton and connect to the micro-motors, which in turn are connected to an actuated exoskeleton system built into the armor which amplifies physical strength five-fold. Asimov’s personal armor model houses a number of battery reactors that power both the exoskeleton and his subspace technology. In order to accommodate the larger size of the Oberst in comparison to the Grimmig, the entire carbon nanocell construction is contained within a number of rapid deployment modules around Asimov’s neck, shoulders, back and hips, which use the Apex-Grimmig as a base to deploy the more sophisticated technology of the Oberst in less than three seconds (with the expected effect of destroying the clothing between the Grimmig and the deployment modules that rest atop the General’s vest and shirt).

Anti-Mage Artillery Hand Cannon Masamune [Mid]: A massive hand cannon, the Masamune is chambered to hold six Buster Shells at a time. The weapon is a foot and a half long with a grip at a very shallow angle, which requires that the weapon be held more like a rod than a traditional firearm. Asimov’s shells in particular use enriched plasma taken from quasars for maximum yield, and the Geomantic Equations within the core of each shell are so long and complex that, if written in a line with one inch font, a single formula would stretch from Earth to the Moon. The Masamune itself has its own Geomantic Core which contains amplification equations to make each shell that much more powerful. Asimov retained his Masamune as it initially was designed, since the Geomantic functions of it were incompatible with the Shell Draw techniques he learned. The Masamune's primary structure is made from Lockardized Titanium, thus making it entirely heat proof, and it has a sturdy, light weight ceramic coating on top of it that is less durable and serves primarily for aesthetics.

Buster Shells [Mid]: Anti-mage artillery. The shells are based on the research of Archibald Turscadine on the planet Baroni that was recovered by scavengers and then sold back to the Lombardi Corporation. Busters Shells are usually constructed to.60 caliber specifications. The bulk of the shell is standard issue: one shot plamsa charge with an expendable magnetic field generation to contain the plasma beam. But at the core of the Buster Shell, there is a powerful Geomantic "rune" if you will, although all it really is a tiny computer with complex Geomantic Equations preloaded into it and a Geomantic tool called an Ignition, which is a field disruption device used to make the minute changes in local energy fields that begin Geomantic spells. The equations used, however, are not to create changes, but to reverse them. Violently. The energy from the plasma charge is channeled by the Geomantic Equation to feed back into the emitter of the magic field, thus dealing massive damage to the emitter by collapsing its own field on it. As a final touch, only half of the plasma energy used by the shell is fed into the magic field, so that once the field is destroyed the emitter is still struck by the blast.

Lombardi Arms Corporation Anti-Mage Artillery Weapon “Durandal” [High]: This .60 caliber hand cannon represents the pinnacle of Technocrat anti-magic weaponry. Measuring a foot and a half in length, the Durandal is a weighty Buster Cannon constructed out of pure , Lockardized Mercurium, a synthetic metal more durable than Dueranium. Mercurium shines with a dark silver luster, almost black in its hue, and unlike Asimov’s previous heavy weapons, Durandal’s design is one of stoic simplicity. It’s simply a huge metal block with a cylinder at its rear, and a weighted hilt for balance, and capable of holding 6 buster shells at a time.. It has no additional decorative features beyond the words “L.A.C. DURANDAL” etched in small print on the barrel, and its own natural shine. The gun is far too heavy for a normal person to use, but Asimov can sling it around with ease. Its ordinance is, like its predecessor Masamune, Buster Shells, and the Geomantic Core that ignites the magical reaction is arguably the most powerful ever constructed for personal use. No magic can stand strong before its fiery edict. Also unlike the Masamune, Durandal has had most of its radiation safeties removed, further amplifying its firepower, at the expense of the personal safety of its user. However, thanks to Asimov’s unique physiology, his body is immune to even extreme amounts of radiation. In order to protect civilians and other officers from its influence, Asimov keeps the Durandal wrapped in radiation blocking lead fiber cloth.

Lombardi Arms Corporation GP-X404 Apex-Kaiser Exoskeleton [High]: The GP-X404 Apex-Kaiser is the pinnacle of Technocrat defensive engineering, and one of the greatest feats of engineering perpetrated by Lohengramm von Totenkopf. The Apex-Kaiser eschews the Grimmig base armor used by the Oberst, instead operating on wholly original mechanics and material. On top of a base carbon nanocell layer are heavy carbon-dueranium block-plating half and inch thick in some places, with a chest block measuring five inches deep. This armor amplifies Asimov’s natural abilities ten-fold, including his electromagnetic control. Instead of battery power, the Apex-Kaiser uses a Zero-Point Energy harvester in the chest plate to provide it with unlimited energy. The only additional weapon systems that the Apex-Kaiser supports is a pair of waldo arms folded inside a back module and controlled by Asimov’s central nervous system. These robotic appendages grant the General additional combat effectiveness, as well as allow him to handle multiple weapons at once.

Skills:

Field Detection [Low]: Initially, Asimov's ability to sense electromagnetic fields was limited to sight alone, with his Red Eye exposed. But over the years, he's begun to aquire the ability to detect them in different ways, most notably by feeling and tasting them, strange as it sounds. His ability to see these fields also lends itself to greatly improved eyesight, as he can see the sources of particularly strong fields from miles away.

Magnetic Manipulation [Low]: In conjunction with his enhanced perceptive powers and through the use of metagenic Apex Cells in his body, Asimov can exert vast control over magnetic fields, both controlling existing fields and creating his own to suit his needs.

Mem Sen Jutsu [Low]: A martial art originally taught to Asimov as Mem Serat by the great Technocrat fighter Vega Lucian. It was later modified into Mem Sen Jutsu by Vega's brother Antares. Physically, it is a very simple, straight forward combat style meant to handle multiple engagements at once, in addition to countering the more flashy and eleborate arts favored by skilled and arrogant fighters. It could be seen as a fluid mixture of European boxing and kickboxing styles and eastern arts, especially that of Jeet Kun Do, with which it shares many of its basic tenants. As such, it is almost entirely without stances, as it yields to necessity and expediancy before form. The priority of Men Sen Jutsu is adaptation and improvisation, with the aim to wear down the opponent with well aimed attacks rather than to go for a kill or knock-out in a single attack. Of course, this simplicity is somewhat abandoned when the more visually remarkable laser attacks are employed, but that is more of a result of the nature of beam combat and Asimov's personal combat preferences.

Gunslinger Art- Catechism Art [Low]: All Gunslingers are required to master the four basic elements of their weapons and the use thereof before being given an official title by the Order. These are the Gunslinger’s Hand, or physical skill with a firearm; Gunslinger’s Eye, involving the development of perfect accuracy and the ability to draw a bead on a target even at a moment’s glance; Gunslinger’s Mind, which encompasses knowledge of tactics and the enemy psyche to determine the best solution to a crisis; and Gunslinger’s Heart, the most esoteric of the arts, which is the belief that one’s own conviction has a physical effect upon the battlefield. In mastering these aspects of the Gunslinger order, Asimov was given the title of Crimson Gun.

Psionic Enforcement [Mid]: An ability developed by Asimov’s body, almost by necessity. Following the Battle of Nethlen, the General found himself with a great deal of information stored inside his cranium, namely, the psyche of Caine himself. Unfortunately for him, Caine is a being who has lived for several million years, which meant that it was far, far larger than anything his feeble cortex could possibly house. His brain tried its best to defend itself from this information onslaught, thanks in part to the psychic defenses gifted to him by Matthew the Apostle, but only its removal could preserve the General’s sanity. When it was finally removed, what was left was a brain that had been psionically calloused, making it more resistant to psychic attack

Laser Manipulation [Mid]: By generating magnetic fields with his Apex Cells, Asimov can bend the lasers that are emitted from his body, primarily from his hands. A solid beam can abruptly change direction 90 degrees (like the lasers in Wolf’s Rain)or bend and crack like a whip or break into a hundred smaller beams. Since lasers move at the speed of light, Asimov can create a veritable cage of laser beams in a matter of seconds as a defensive net or pursue a moving target or cut though a small army in minutes. There a three kinds of lasers (note that because of the near infinite power supply of the gauntlets, there is no limit on how many times any of these beams can be used):

Low Yield Laser: This is a laser designed for burning things. It lacks cutting power but is excellent for setting fortifications on fire or setting forests ablaze. It also works on people.

Mid Yield Laser: This is a concussive beam that shatters steel and bones and can send heavily armored troops flying with broken sternums and splintered plating. This one also burns, but is less effective for creating blazes since it disperses its target.

High Yield Laser: This is a cutting laser that can slice through flesh and bone and steel like a scapel through tissue paper. It is not effective for burning or blowing things away, but it can turn an army into a pile of heads and limbs in no time.

Gunslinger Art- Barrellaggio [Mid]: Combat art devised during the Mystic War by Lorenzo the Renaissance Gun. Upon facing the sword wielding forces of the Mystics, many of whom had mastered blade arts designed explicitly for defeating gunfire, the Gunslingers sought a further countermeasure. Barrellaggio treats the gun and the bullet not as weapon designed to strike singularly at the exposed enemy, but rather as a weapon to be used against other weapons. A Gunslinger who has mastered the Barrellaggio can parry sword strikes by shooting from close range the blade itself, often throwing the swordsman off guard in a single attack, due to the extraordinary force and concentration of each blow, though knights and samurai of remarkable skill may hold their own against the Barrellaggio for a brief while.

Nanorecovery [Mid]: Nanomachines that move through Asimov’s blood stream end lymphoid system repair injuries by reconfiguring environmental matter on an atomic scale into organic compounds. The nanomachines are produced through small organs within Asimov’s body, keyed to his genetic code.

EM Control [High]: Through a year of training in a time dialated Dungeon Dimension, and repeated confrontations with the villainous Caine, Asimov's control over electromagnetism has grown immeasurably. No longer is he limited merely to magnetic fields, but rather his power encompasses the entire EM spectrum. He can broadcast and recieve radio signals with his mind, lash out with waves of scortching infrared heat, or manipulate magnetic fields at a level of precision even greater than before. He still lacks the cosmic control that Caine manifests, but at more intimate ranges, the two are near equals, as they can both alter the fundamental elements of matter, reshaping their space to suit their combat needs and descending upon their enemies with the full force of the natural universe.

Gunslinger Art- Apex Art [High]: Many Gunslingers augment their own natural gun skills, their uncanny accuracy and speed, with additional arts and abilities bestowed upon them by their natural and unnatural gifts. Some harness psychic abilities, while others take advantage of the Current, a form of energy in the Ether which can be tapped into by those with the correct bioelectrical patterns. For Asimov, his talent lay in his manipulation of Electromagnetic Fields, and by channeling them his weapons, so the Apex Art was born. The immense quantities of energy flowing through Asimov’s modified cellular structure can be used to grant seemingly supernatural powers to his gunshots. A single gunshot can turn into a reign of fire, or cut through a fortress with startling precision.

Nanoregeneration [High]: Enhanced nanorecovery. Nanoregeneration is only available to the highest ranking Technocrat Agents. The technology is so sophisticated that it can re-grow severed limbs with ease, and even preserve the General from death by suspending his consciousness within the Nanomachine ether network while mortal injuries are repaired.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Grand Arcanum on Wed Jun 11, 2008 9:51 am

Name : Bishop Windsor Arcanum. The Crimson Bishop
Age : 24
Gender : Male
Race : Arkanusian
Random statistics : black hair, red eyes w/ black cross pupils, 5'5ft, 125lbs, round orange mirrored glasses.

From: Anime League>Roleplayers Realm> The Technocrats

Abstract :
Windsor Arcanum, the Crimson Bishop of Arkanus and Gunslinger of the Technocracy , had been missing for quite some time in the realm of the technology, or so it seemed. Unknown to much of the Lombardi Corporation, the young spell caster had embarked on his own journey and mission, seemingly without a trace. Since his arrival, the Crimson Bishop had been exploring the vast expanses of the Multiverse while also serving those who had given him shelter and knowledge. In his services, he found himself in the warm embrace of a new home.

Unfortunately, his past was not meant to rest. Stories of more people with similar style clothes and features asking about him and about a place called Ragnarok began to drift across the Technocracy, hidden in slums, taverns and villages. It was on the outskirts that he found more and more leads and eventually discovered Cruxcis. More surprisingly enough, it was the great paladin Tristan Leingod himself leading a band of refugee's back home. Or at least he was trying to. Like Windsor, Tristan was also lost in the infinity that was the multiverse. And still he searched.

For Windsor, it seemed like all of the stories had been accounted for. All except one. There had been reports of another individual, a female dressed in similar armor as the religious caravan that was passing through the Frontier. Originally, he had thought it was just another person in Tristan's caravan, but as he searched for the second figure the mage quickly began to think otherwise. As the Cathedral was returning to N'arague, it's sensors picked up on a foreign vessel, and like that a whole new chapter unfolded.

No one knows what really happened to him in his time away, except for what they can see. His body was badly injured, despite the advances of the Technocracy. The spell book that accompanied him had vanished, as had his left arm. To say Windsor was alright was a miracle. The Crimson Bishop slept for a year. It was on the day of his twenty-fifth birthday that he awoke, blessed with new found strength in his body and in his magic. Windsor Arcanum had been reborn with his past soon to be silenced with one last loose end to be tied.


Physical Description :
Time has not been kind to Windsor. What was once a young inspired boy has been changed into a battlescarred man. Atop his head is the same red hat with hit's overly wide brim and over his shoulders are still the crimson robes of his trade.The black jeans and form fitting black tank with matching boots are still as common as ever, as are the spiked knuckle gloves on both hands that had grown slightly larger and sharper. The black runes that possess the right half of his body have also remained. Beneath the cap is still the same perpetually spiked black hair, along with the familiar dark tan skin and his short and muscular build.

Despite the similarities, not many can look at him as the same man they once new. Patches of almost neon metal and wiring can be seen melded into his flesh and bone. His entire left arm has also been replaced by a completely bionic arm composed of a unique Orichalcum and Phale composite metal. This same fabrication can also be observed in the missing lower left section of his stomache and side, as well as in a large peice of his left leg. The most surprising thing about these rebuilds done to his body is that they are product of both mystical and technological prowess. Thanks to research done by Windsor himself before his accident and the ingenuity of the Lombardi Corporation, they were able to create a metal and cybernetic system that bent and adapted to Windsor's body much like real flesh and bone, creating a sort of "organic metal."

Aside from three major sections of his body that had to be rebuilt, the only cosmetic differences that had also taken effect are the number of similar "organic metal" components that course through his veins and can be partially seen beneath his skin, much like a vein of blue light. His eyes have also been changed, by what no one is sure. The once crimson eyes have turned golden, rimmed with black and the crosses that mark his pupils. Something else people may notice is the absence of the Quartermain. Rather than the pump action that accompanied him, a massive five foot long silver rifle is now strapped to his back, sometimes seen at his waist like a saber. To those familiar with the most intimate details of the Sigma 88's, this monster rifle is none other than the Boltzmann.


Personality Description :
Windsor's time spent reliving the past has changed him just as much as it has left him the same. Kindness and the urge to help those in need still drive his actions, perhaps even more so now that his duties to Arkanus and Ragnarok have been finished. With one last task to be done, the feeling of freedom seems to radiate from him now.

Now he works only for the betterment of life. For the peace and prosperity of the Technocracy. Windsor has made it his personal mission to repay the Technocrats ten fold for everything he has gained through them and for the chance to make things right with his people.


Character Equipment :

Spiked Knuckles : At first glance, these would appear to be the common gloved knuckles that he has always worn, with sharper spikes, rather than studs. Unknown to most, the gloves he wears have been specially created with Orichalcum threads to make up the durable fabric and Orichalcum plates to make up the spikes and bracelets on both gloves, increasing the effectiveness and power of his spells. ( Level 6 )

Warlocks Hat : Traditional wide brimmed hat of witches and wizards. This particular hat has been specially created using refined Orichalcum thread to increase the effectiveness and power of his spells. ( Level 6 )

Bishops Robes : A gift bestowed upon him, after showing incredible proficiency with the Book of Neckmi. A sign of his status as Bishop in the Church of Arkanus. It's heavy red material is sewn with various runes, that protect it's wearer from physical and metaphysical attacks. Woven with Orichalcum thread to increase the effectiveness and power of his spells. ( Level 7 )

Boots of Casting : Specially made leather boots with Orichalcum thread woven into the material. Special reinforced Orichalcum plates have also been put in the toes and heels of the boots, to enhance the effectiveness and power of his spells. ( Level 6 }

Enchanted Round Frame Orange Mirrored Glasses : The Orichalcum frame that makes up his glasses has been inscribed with runes to allow Windsor the ability to see anything that may be trying to hide from sight, regardless of what plane of existence the entity is on or method of concealment they may be using. Nothing is hidden from Windsor while he wears his glasses. ( Level 8 )

Nano-robotic Regeneration Plant : A semi-organic, self-preserved system fused with the body to produce hundreds of thousands (maybe even millions) of nanobots, which are capable of re-setting broken bones, healing injuries, and even restoring lost limbs and organs in a matter of moments using meta-physical energy and biological materials within Windsors body. ( Level 8 )

Ocular Implants : A nano-robotic implant which attaches itself to the occular relays and provides a much more enhanced natural eyesight, capable of spanning over 500 meters with 100% precision and accuracy. ( Level 5 )

Metasynaptic Nodes : Biological energy nodes placed directly into the back of the brain, which then attach themselves to the brain stem, acting as a sort of amplification system for any energy being transfered through his body much like a symbiote aiding it's host with an energy boost. Enhances all of his senses and mental capabilites (offensive and defensive), endurance and stress tolerance. ( Level 5 )

Muscular Enhancement Grafts : With these muscle grafts attached to his already pre-existing muscular structure, they enhance his natural speed, endurance, strength and pretty much all physical capabilities, giving him superhuman power and clarity. ( Level 8 )

Synaptic Tap : A device that allows Windsor Arcanum to access Technocratic Databanks with a direct link to his brain, as well as pilot the Dark Bishop and use the M.O.S. ( Level 5 )

Additional Heavy Replacement Grafts: Project Cobalt Blood : Using Windsor's research and theories surrounding the magic enhancing metals of Orichalcum and Mythril, Lombardi scientists and doctors were able to replace over half of his body with, what can only be described as metallic flesh and bone or "bio-metal." Thanks to the advances in Technocrat medicine and the mystical properties of Mythril and Orichalcum, these prosthetic limbs, organs and tissues function exactly as they would if they were made of real flesh and bone, along with several additional bonuses.

For starters, given enough metaphysical energy, the bio-metal is capable of regenerating damaged components and such as though it were real flesh. The metal is also denser than flesh and bone, providing additional protection for Windsor. Because the prosthetics and such that are woven through out his entire body are based on Orichalcum and Mythril, Windsor is also capable of channeling and storing greater wells of energy in his prosthetic limb, thus enhancing his magical abilities.

Because his entire body is wired with components of the Cobalt Blood Project, his bodies endurance, strength and speed have all been further enhanced. Due to the nature of his "transformation" from full human to "mystical cyborg," he is also capable of withstanding the cold vacuum of space, with the aid of certain defensive measures set within the prosthetic system that protects the remaining biological components from de-pressurization and all around failure. ( Level 8 )

Boltzmann: Number 46 of the Sigma 88.

Boltzmann is one of the lesser known weapons in the Sigma Series, a state which is largely attributed to the fact that it is designed to be used primarily by individuals who heightened magical awareness, of whom there are few among the Technocracy, and even fewer in the ranks of the Gunslingers. Gunslinger Lore traces only a single user of this weapon, Alanby the Silver Cross Gun, though it is possible that there are many others who have escaped the Gunslingers’ admittedly shoddy record keeping.

Boltzmann in fact is five guns with the ability to combine into a single firearm. Separate, they appear as five foot long, slender, straight silver weapons with edges on both sides the barrels so as to be used in melee combat, and tethered to one another by an extendable carbon nanorod filament. The tethers link the guns together end to end, attached at the grips and just below the muzzles. The full extension allows the assembly to stretch half a mile. All five guns can be fired with the command of merely a single member. Further, the tethers are lined with sharpened metal blades engraved with magic sigils, mostly alchemic in nature. The filament also binds the five guns into one, wrapping around the assembly with the rune blades extruding, giving the assembled Boltzmann a menacing appearance, as well as five barrels set around a central shaft that can conduct the firepower of the individuals into a single shot. Thus function responds to vocal command primarily, though as with members of the Sigma Series, sufficient synchronization with its user can bypass that requirement. The command “Divide Yourself” causes the guns to function individual, and the command “Focus” will cause them to join into one.

The ammunition is a superheated chemical generated by alchemic reactions sparked by the magical input of the user. Boltzmann as a whole absorbs elements from the environment, and then transmutes them into a tincture which it then discharges. Each of the five guns performs internally one of the five stages of classical alchemy, then teleports the product to the next in the series to continue it. The finished product is an iridescent blue, viscous liquid Alanby called the Devil’s Tincture. The Tincture has properties of high radioactivity and biological corrosivity, but mostly its potential as ordinance comes from its high energy base state, which is comparable to refined plasma. When super heated by the rune blades, its destructive power increases still, and reaches astronomical levels, as well as astronomical range, when the five guns are joined together. However, the ordinance’s nature as a Tincture causes it to be absorbed singularly by the structure of the object it strikes, minimizing collateral damage.

The secondary benefit of the sigils is that they conduct other forms of magic in addition to that needed to activate the alchemic reactions. This amplifies the range and attack potential of any mage using it one hundred fold, and allows the extended Boltzmann to move at the whim of its user. They are also razor sharp.

Despite its state as five separate weapons, Boltzmann possesses a single sentience. Its personality is calm and civilized and immensely intelligent, a trait likely acquired through its synchronization with the Silver Cross Gun. Its knowledge of magic could fill a library, and it is more than willing to share that knowledge with a mage or a Gunslinger it deems worthy. ( Level 8 )

Denim Jeans : Baggy black denim jeans. Basic clothing. ( Level 1 )

Black Form Fitting Tank Top : A black form fitting tank top. Basic clothing. ( Level 1 )

Belt and Holster : Simple worn black leather belt with a customized black leather holster which can be worn across his chest (keeping the Boltzmann across
his back) or at his side, like a sword fitted just so that the barrel doesn't drag across the ground. ( Level 1 )

Grimm Scythe : In the middle of the attack on N'arague, Windsor had found himself face to face with a devilish duo known as Desolation and Glee. In that attack, the crafty "younger" sibling, Glee, had attempted to devour the spell caster in a most gruesome fashion. Unfortunately for her, she found herself consumed instead and consequently feeding Windsor's vast pool of power and ability.

Her scythe, now his scythe, is one of the most noticeable of gifts that were passed on to him for his use. It's staff measures 8 feet in length, it's solid black surface now cracked with veins of crimson that reach into the curved 5 foot blade at it's one end. It's durability is unquestionable, being supernatural in nature. Unlike Desolation ang Glee's Grim Scythes, when the Crimson Bishop lands a blow, the wound inflicted begins to consume the target with corrupt energies that not only begin eating away at the body, but also the soul. ( Level 8 )

Important points:
-The scythe is a weapon that can be conjured rather than carried.
-The scythes' ability to corrupt is not limited to biological targets. Ex: Scythe strikes a ship, part of the ship begins to corrode. Scythe lops off an arm, the arm disintegrates (as does part of the soul that was spread into it). Scythe hits a rock, the rock turns to dust.
-When the scythe is summoned, the soul of Glee is summoned into it and able to communicate with Windsor, and occasionally the opponent. She has no control, mind you, but still has presence.


Character History :
At birth, he was christened a disciple of Arkanus. At the age 16, he became a Bishop in the church of Arkanus after obtaining the Book of Nekmi from a bandit who had stolen it from it's display. After showing incredibly proficiency in it's sacred arts, mainly by turning the book's power against it's capture and bringing him back for Judgment, he was also appointed keeper of the Sacred Book. He became the youngest mage ever to hold the title Bishop of Arkanus. A year later, while investigating a demon sighting, An army bearing iron and steal razed the Great Cathedral, and his home. When he attempted to halt the attack with his magic, the spell book turned on him and burned his body, creating the partial crests over the right side of his chest, arm, leg, and face. According to legend, the wielder of the Book of Neckmi is also the wielder of the Grand Arcanum, the strongest of all spells in the "dark art." He was discovered severely burned after the attack by a neighboring militia that had seen the fires pouring out of his town. They nursed him back to health and within a years time he would begin his journey for the Grand Arcanum. It was in that year, that he also cemented his resolve to eliminate those who would bring despair unto the world, rather than create more by seeking revenge. It is thanks to the villagers that found him, that he was not consumed by the will to retaliate. While he was there they taught him the ways of the monk, in case his magic should fail him. The village of Kudotoma, or the Whispering Village, is home to the worlds greatest warrior monks, and was also the village that took Arcanum in to recuperate. They also trained him in the sacred arts of the fist. Through his travels, he has managed to incorporate his Fist Skills with his Magic Skills, providing him with an additional edge in battle and often times surprising an aggressor with an unexpected display of strength.

Today, he travels the Multiverse as a Sniper for the Technocracy. It is his hope and dream of becoming a commander of a capital ship. Not simply to hold the honor, title and glory of commander, but to revive his ancient arts on his own geological vessel which will utilizes his spells to their fullest potential. He hopes that one day he will return to the forsaken rock of Ragnarok to reclaim the ruins of his Great Cathedral, and bring it to it's new home on the "Cathedral" ship of the Technocracy.


Skills, Powers and Abilities :

Special Gift :: Dark Eboreus :: A special gift left in his possession, despite the absence of the Book of Neckmi. With the influence of the Boltzmann now in it's place, the Dark Eboreous has also changed. A deep golden based aura with crimson tipped flames radiating away has taken the place of the raw torrent of cruor and black that originally came with the Dark Eboreus under the Book's affect. In this state, Windsor's metaphysical strengths and defenses are greatly increased, as is his physical speed and agility. In addition to these benefits, Windsor is also protected from the adverse effects of an outside force be it magical, psychic, biological or mechanical. Ex: He won't go to sleep because of magic dust. "Blasphemy Incarnate, Dark Eboreus!" ( Level 8 )

Special Gift :: Vectors : Six "invisible" arms are now constantly present on Windsor's body. In theory, they are simple meta-physical anomalies with devastating potential. In reality, they are devastating arms of untold power, invulnerability and invisibility that, despite their obvious affiliation to the magic user, are far more powerful and archaic to Windsor's Dark Church than magic. Attempting to dispel the Bishops Vectors as one would any other form of magic is an act in futility. When visible, through the use of some sort of chemical (paint, water, etc...etc...) or revealing power, they appear as wide wings with claw-like fingers. Because of their unique nature and ability, they are virtually indestructible. ( Level 8 )

Channeling :: Essential to the use of Windsor's magic. This is the ability to move metaphysical energy from the extraordinary pool already built up in Windsor's body. With the enhancements that have been added to his body, as well as the gear he already carries, this task is made virtually effortless, creating instant results. ( Level 8 )

Gift of Endless Flight :: With the combination of magic and technology driving his body now, Windsor has developed the ability to fly to the heights of outer space and not die from loss of pressure, freezing liquids and things of the sort. What is still him is protected by his own magical prowess which is channeled freely by the replacing of his blood to the Cobalt Blood Projects, mythril/orichalcum concoction. ( Level 8 )

Mastery of Elements :: The secrets of elemental magic are completely revealed to him now. Air, Fire, Water, Earth, Lightening, Light, Gravity, Darkness, Time, Space and anything and everything in between can be bent and formed by his will. In his younger days, this task was limited to only Fire, Ice and Lightening and was also restricted by the recitation of a Call. With the Book of Neckmi's knowledge now burned into his mind and soul, he is free to cast with thought alone, though he can still be seen and heard using a Call to strengthen the spell he wishes to use from time to time. ( Levels 1-10 )

Mastery of Hexes :: The secrets of true Black Magic, curses and hexes are completely revealed to him now. The ability to shatter armors and weapons with a thought, to transmogrify people into frogs, to steal the very life force from a person and even the ability to summon the very flames of hell are all within his grasp. Of these various curses and hexes at his disposal, the stone curse, poison curse, and the berserk curse are to name a few. ( Levels 1-10 )

Mastery of Gunmanship :: The names of spell casting Gunslingers can usually be counted on one hand. Windsor is one of these names that is usually brought up. Upon first appearing in the Technocracy, he became fascinated with the Gun. To him, it was an invention from a future he had never dreamed of. He spent hours upon hours of time studying endless volumes in Aristotle. While there, he trained tirelessly with military recruits, eventually landing himself in a classroom for snipers where he excelled past anyones expectations. This was of course after many early stumbles in the learning process. Since he first picked up a gun, he sought endlessly the glory and skill that made Gunslingers the legends that they are today. As he trained himself to be a better sniper, he began incorporating his magic. Soon unique Gun spells were created, like the Force Shot, a magic infused round with the power of a tank, and Stop Shot, a spell used to freeze bullets for a time to create multiple angles of attack. ( Level 7 )

Mastery of the Fist :: After the collapse of Arkanus, Windsor spent his days training his body with the Kudotama monks near his ruined home to teach him the ways of the fist. It was there that he discovered the "Harmony of Soul," a style of hand to hand combat which utilizes devastating combo's and crushing blows with precision and speed. Deflection and improvisation are the only means of defense in this style. Probably the most feared of techniques in his arsenal is the Asura Strike, a massive single punch with apocalyptic force capable of tearing a path through 20 miles of city block on it's own, and capable of even more devastating results with increased power. What sets the Harmony of Soul apart from other styles, aside from it's absurd reliance on raw strength and speed, is it's ability to manipulate raw spiritual energy that is omni-present to fuel their punches and kicks. This talent takes the form of "Spirit Spheres" usually taken from the user, which can also be used as powerful weapons on their own. Proof of a Kudotama monks speed is the Snap ability, which allows a monk to travel instantaneously to a nearby place using a sudden burst of raw speed and power. ( Level 1-9 )

World of Emptiness :: Using his metaphysical prowess to tear the fabric of space and time, Windsor is able to open up a rift in dimensions to one in particular dubbed, "The World of Emptiness," a dimension of shadows in every direction with an endless floor of darkness. It's in this vast space of emptiness that Windsor stores various items he needs for longer journeys such as food, water, potions and supplies, or even artifacts and gemstones. At times, Windsor has even taken refuge in the World of Emptiness, if to only clear his mind in it's eternal silence. ( Level 6 )

Murder of Crows :: A supernatural ability gained when his mind assimilated the knowledge of the Book of Neckmi. Often used as a means of transportation, Windsor is capable of breaking his body down into raw metaphysical energy, only to reform elsewhere. As the name implies, the familiar form that is summoned when the spell is invoked, is that of a raven with solid red eyes and a burning crimson aura. Not only are these birds manifestations of Windsors power, but they are also servants capable of tearing apart foes with superhuman strength and ability. Windsor is also capable of summoning these ghastly familiars without the sacrifice of his body. ( Level 8 )

The Devil's Invocation :: As great a tool as the Book of Neckmi is, it is also a tomb of dark and terrible secrets. In Arkanus' search for answer's in dealing with the damned and all around "evil things," they found a temporary solution. While Cruxcis had perfect the absolute destruction of vile creatures, Arkanus was not so fortunate. At least it seemed. The wise witches and wizards had only learned to seal the monsters they fought against away in various forms. The Book of Neckmi turned out to be home to many a vile and cruel beast. After the assimilation of the spell books knowledge, it was realized by Windsor that the creatures he had been summoning were only slaves to the book. He knows now that there are many, many more that haven't even been seen and possess untold powers. With the Devils Invocation spell, Windsor is capable of summoning hordes of demons and creatures of the sort to battle for him. Should the occasion not call for such a mob-like approach, he is also capable of channeling the strength of the demonic entities into his own body, thus increasing his physical and metaphysical capabilities exponentially. He is also capable of serving specific servants, demonic or otherwise, to aid him in one way or another. Essentially, this is also his ability to Summon. ( Level 8 )

Tainted Breath of Life :: Darkness is very much a part of Arkanus, though it was never what dictated their actions. It's followers were trained endlessly to use Black Magic, while not being consumed by it. With this in mind, the Art of Necromancy is not a far stretch for Windsor Arcanum. Using the demonic taint present in his body that was burned into his soul by the Book of Neckmi, he is capable of breathing a portion of his own magical energy into the dead bodies of nearby things to serve as his slave. He's also capable of using this ability on the elements as well, creating things like earth golems, water titans and other such servants. ( Level 8 )

Sacred Spells of Arkanus :: These are the most powerful and coveted spells of Arkanus. Spells that have the power to end worlds. These spells are the invocation of Necromicon (a powerful God of Arkanus, Deity of Supreme Balance), the Grand Arcanum (a spell with the strength to turn the souls of it's victims into the Philosphers Stone, a tool of unlimited magical strength), Meteor (a spell that calls down a Meteor from space to crush a target), and Galaxy Stop (a spell with the power to completely freeze time and space). ( Level 10 )

Alluring Gaze of Glee :: One of Glee's best known abilities was the ability to capture and seduce any target that stared directly into her eyes. Needless to say, this gift has made it's way into Windsor's arsenal as well, with certain noticeable differences. Firstly, the Gaze is completely controllable, thus eliminating the chance of random people being seduced by him when he's at a bar. Secondly, while Glee caused physical reactions with her gaze that spurred hallucinations and things of the sort, Windsor is capable of generating these effects as true illusions, as well as biological reactions. Essentially, Windsor's gaze fools all of the users sense when this ability is used. This gaze is also not limited to sexual stimulation, as Glee's stare had been. Windsor is capable of projecting virtually any image, emotion or scenario he wants with it now, be it reliving the death of a loved one or experiencing the individuals first roller-coaster ride again. The possibilities are limitless. The final difference in Windsor's Alluring Gaze, is that it is capable of working on any sex or species, be it male, female, Ork, Zerg, or anything of the sort. In essence, if it has the capacity to be hypnotized, Windsor can capture it with his stare. ( Level 8 )

*All abilities seen above are detailed further in the original Spellbook of Windsor Arcanum

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby ProfessorM on Wed Jun 11, 2008 9:55 am

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 the back 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:
· 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.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Ahzrei on Wed Jun 11, 2008 9:58 am

Name: Rykel Stormshadow

Age: 75

Random Statistics: 5’9” 180 lbs.

Race: Mostly Human (slightly undead)

Gender: Male

Character Summary: A battle-torn face stares through golden eyes to pierce your soul, the man behind them seems to know more than he should and cares about none of it. Wearing an expression blank as can be he lifts his thin sword with graceful muscles hidden beneath a mysterious cloth. His face always seems to be in shadow, light avoiding his figure as though wary of coming too close. The weathered features of a warrior are plain to all that gaze upon him, and all the honor that should be present in such a man can be found in this one.

Personality description: Emotions in check almost all of the time, rarely is a man more logical. His reserved demeanor leaves him with few friends and more enemies than he cares to count. Highly adaptable to most situations, Rykel follows where the wind blows and tries to leave things as he has found them. The few exceptions to this are coming across a exceptionally dishonorable man or the promise of a good bout to sharpen his skills with a blade.

Physical Description: A medium build of graceful muscles speaks volumes to those who wish to do harm, and Rykel keeps his as secretive as possible with a mass of a cloth so black it baffles dyes-men. A large scar is plain over his left eye even in the dim light that always seems to cover his face. Slightly graying black hair sits neatly atop his head, and aside from a number of smaller scars his appearance is rather unremarkable; until he sets his golden-eyed gaze upon you.

Skills, Powers, and Abilities:

Fire Mastery: Rykel’s mastery over fire is impressive. He can control its path, how hot it burns, and what it consumes along the way. Reaching into his soulfire for power, he can conjure it from nothing, and let it burn without the need for fuel. This power stretches far enough to incinerate a small building in a matter of seconds, leaving naught but ashes.

Water Mastery: Perhaps even more impressive is Rykel’s dominance over this element. As with fire, he can control its temperature and shape, but water possesses versatility its counterpart does not. It can freeze, rage or evaporate and still inflict change on the physical world. Power over this domain reaches a further limit, and can be used with some difficulty to control all the water in a large lake.

Conversion: A useful skill in many situations, any mundane substance within sight can be transformed into liquid state, as with any equipment carried by the water-mage, or even his very body. Afterwards, it is possible to revert such converted materials to their original state.

Swordsman: Superior skill with a blade from long years of hard training.

Hardened Body: Due to the nature of his continued existence and extensive training, Rykel can receive and deal devastating physical damage.

Reanimated: Having come back from the maws of death, this warrior sees things beyond normal sight, and has an affinity towards all things (un)holy.



Character Equipment:

Sola’Nara: This long, thin rapier appears to be formed of water, is incredibly strong and razor sharp.

Shadowcloth garments: Light seems to avoid this clothing, giving it an unnatural darkness and making it an expensive thieves choice for slinking about in the dark.


Character History:

Light crept through the tiny slit in the stone walls, waking the man up with a groan and a rattle of chains. It felt strangely… right to be locked away in a cellar. Though he did not commit the crime he was accused of, he had committed crimes and did not regret paying for his mistakes. He had little room to move and the smell of his and his companion captive’s feces was a constant reminder of where he was and why.

The young swordsman was charged with assassinating a public official, partly because he was new in town, but mostly because the law enforcement in these parts had the brains of a snail and the ferocity of a lioness in heat. Luckily he was sentenced to death in the arena, because this was one of those sick places that let exceptionally skilled criminals go free simply because the largest, meanest people they could find can’t kill them. Rykel was young and confident enough in his skill to let worry slide off of him.

His carefree demeanor and air of invulnerability faded away when he learned the combat was to be unarmed. And against mages. Naturally no one told him this, he puzzled it out for himself when there were no weapons in the arena he was thrown in, and the hands of his muscular opponent were engulfed in raging flames.

At the time there only seemed to be one option against such an opponent with an obvious strength advantage, and a skill that the swordsman could never match with any of his own.

He sat down cross-legged, and looked the man who was about to kill him in the eyes.

At this point, the beastly mage was unsure of what to do. The voice inside him and his training told him it was wrong to take such a man’s life, who wasn’t even trying to defend it.

“Come on mate, on your feet.”

“Oh just make it clean and quick, would you? I’ve no desire to make a fool of myself.”

Clean and quick it was, for an instant later neither of the men were standing in the coliseum.


The next twenty years or so the swordsman spent becoming more than a simple warrior, and even better with a blade. By the time his hair had begun to gray he could burn a human alive without twitching an eyebrow. His master knew only dominance of Fire, and was assured that’s where his talents lied. No matter how many times how was told that, or how easily he summoned flames, he always felt a closer relationship to water and the Goddess of that domain.

After leaving his mentor alive and grateful, he set out to seek a name and a place for himself in the world of men. Having spent so long secluded from the world, the transition was shaky and uncomfortable. There was always work for a good sword, and he did his best to keep it clean.

One dirtier such job was to slay a particular dragon that was allegedly causing some trouble for an important city. The battle was fierce, and spanned an entire mountainside all the way down to the edge of a cliff overlooking the sea. Rykel’s mere human strength wasn’t enough to save his life though, and he was thrown off of the cliff and into the salty depths. The dragon later died of his wounds.


Drifting downward into the raging sea and further away from life, the swordsman’s thoughts were strangely clear. Wrapped in what he always knew to be his true calling seemed a fitting end for a warrior on the brink of becoming old. Strangely calm, he did not struggle against the impossible current, he did not swing his limbs in a vain attempt to get his head above the surface, he knew he was going to die.

So he died.

What he saw after that is any man’s guess, it is a secret he carried with him unto oblivion, but everyone finds out in the end. We can be assured though, that what he saw in the great beyond was unlike anything imaginable, and afforded him a certain insight. For obviously, he did not stay dead. When the light once again reached his eyes, they had transformed. No longer the brown of his father’s, they shined like gold even in the dim light. The scars from his fierce battle with the dragon would never fully heal.

In his heart he knew what brought him back to this realm, though she never showed her face or spoke his name. In the loving embrace of his Goddess he died, and he pledged to spend his second life honoring her ways and binding himself to her arts.

He spent a great many years without ever picking up a sword, deep in meditation most of the time and coming to terms with the things he saw. For not everyone could see them.

He learned much more quickly magical control of water. Some would say because he already knew how to summon the magic, but the mage always knew it was his patron Goddess leading the way. From the first time he heated up a cup of tea without fire, the magic felt so much more right than lighting the hearth with no flint.

Then the war came; and with it death. Needless, arrogant death. War ravaged the countryside, even his remote holy grounds were stained with blood. The universe was thrusting him once again into conflict. His Goddess had one final gift to offer him on his way, apparently content with the servitude he had given.

A waterfall once fell near the temple where our humble undead had taken refuge, it’s source dried up the day of the battle, before it was stained with blood. At its base was the sword he would carry until the end of his days.

A beautiful piece, flawless black stone surrounded by an impressive display of golden finery comprised the hilt of this weapon, but the blade… that appeared to be made of pure, clear water.

It tested to be a remarkable weapon, capable of taking more punishment than anything wrought of iron. Still, when the blade reached it’s limits it did break, but the water-mage’s skills were great, and with little difficulty the blade became whole once again, as sharp as ever.

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Ahzrei
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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby FullMetalBoy on Wed Jun 11, 2008 10:02 am

Name: Katsutoshi Kazuki - Name meaning to win swiftly.
Height - 6'4
Age - 22
Weight - 167lbs
Background - Katsutoshi Kazuki was born in Akron, Ohio in 1986. He was born ina secret underground gang known as the extremeists. This gang was killed and took over by the Akron PD during a massive shoot out. Now Kazuki has joined in a another gang, but this one much more violent. The Hells Angels. He rides a 1194 blue and grey HD Dyna Glyde. A scar, a cresent scar starting at the chin and working its way up above his eye, was caused by a injury by the one known as Danshin Kojinaka. The mans firey blade left the scar as a reminder to get stronger and never back down.

Appearance. Two blue gauntlets with battle scars, above the right gauntlet is arm stockings, one lime green one dark blue. His left arm has the gauntlet and fingerless gloves. Above the arm is bare. His chest is just a simple black wife beater. Legs are red, white, grey, black camo cargo pants with a holster on his right leg along with a revolver. His feet consists of orange and black HD boots that on the tounge reads. "Live to ride, ride to live."
A katana rests on his belt loop which a steel chain wallet on his left pockt to his front belt loop.(Samurai Biker.)
Mid back length hair, blonde. Azure eyes.(blue)

Abilitys: None yet, still in develpment, these are what I have so far.

Unn; Transmitting energy into the heels allowing the male to move at a quick pace.

Conshi; Energy coated bullet that can pierce most armor.

Magnum; Allows the revolver to add a certain element into the bullet depending on how much the gun is charged.

Unngoy; Creates mini beatle looking creatures to attack the foe, if attached it will slowly suck the life and energy put of them.

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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Matthias on Wed Jun 11, 2008 10:18 am

Name: Reminiscence

Overview: Reminiscence is what was born, along with numerous others, during the Grand Fall. They were once human, but when the Great Fall occured a curse was placed upon them. This curse gave them inhuman strength and rage. They soon assumed the name, Bagi. Their own, new, race of beings. The bagi worshipped the Karon spirit, their curse, to provide them with dangerous amounts of strength to prevail in the midst of war. However, they had to fight hard internally to keep from going insane and possibly losing their life to the Karons intoxicating spirit. Like all Bagi's, Reminiscence was mastered in combat. Our Bagi stood at 6'1", weighing 225 lbs; none of it being wasted on fat, meaning - This is one built man. Veins rippled across the masculine features. Speaking of features, there was one unique mark on a Bagi. This mark was traced through the muscles along the chest and stomach. The mark traced a face that is assumed to be Karon, their master.

Physical Appearance: Reminiscence stands at 6'1" with bulging muscles. In ways, he is the definition of "masculinity". A treasured body protected by crimson metals that protected all but the elbow joints and 4 inches outwardly, the chest which is mainly for intimidation the opponents with the mark of Karons hellion face, the neck, and the back 4 inches around the knee. The metalloid adorning his body was boardered with golden plate. Not only were the gauntlets his means of offense, with their jutting blunt points at the knuckle and the smooth steel blade that arched over the fist; pitted to the armor at the midsection of the gauntlet. There were also similar arched steel blades over his body. Two were found extending up in an arch at the shoulders horizontally. Even the devilish helmet former to points at the top as it too were colored crimson.

Photo: Image

From: Abaddon's Pits

Abilities:

Earthquake: An immense force of strength is placed in a single arm so that the impact of fist and ground allows for the energy to bolt forth and expand. This causes the ground to shake violently and only meant to throw foe(s) off balance. The radius of this effect is at 6 feet.

Tornado: This attack utilizes the massive Karon Spirit that a bagi holds. This Spirit, when beckoned for this particular move, generally manifests in a luminescent hue of orange and red. The energy, or spirit, circulates around the Bagi's masculine frame. Anyone who is within' the brutes reach will be engulfed by this spiraling energy and lifted into the air. Now, where's the damage? The damage is through the rapidly moving air stream within' the tornado. The air itself. However, the opponent will only be singed a limited amount; 4 times. The reason being is that, the more this tornado churns, the closer it gets to the controller. With the damage starting from the internal border of the tornado and to move closer and closer to it's controller. So you see; if the bagi doesn't wish to get hurt, then he knows when to stop.

Instinct Speed: As the name states; speed. Instinct Speed allows a Bagi a certain amount of time to increase their movement. Bagi's don't run, they fight. With a heightened sense of speed coupled with the Bagi's brute strength, this 2 minute and 27 second move can be devistating.

Equipment: Aided by gauntlets, his fist.

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Matthias
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Re: The Grand Tournament 2008: The Fighters

Tips: 0.00 INK Postby Sidhefaer on Wed Jun 11, 2008 10:29 am

Name: Jack. Last name unspecified, lost or simply nonexistent.
Species: Sidhe, now of the Un-Seelie type.
Origin: The realm of Faerie.

Appearance:
    General
      Jack reaches 6’1” is height with a very thin and angular body type. He is lean and wiry with a slender exterior, with what appears to be little muscle definition. As far as his looks are concerned, there is no immediate indication that he possesses very much strength at all. His skin is very pallid and it seems almost devoid of pigment, stretched thinly over his skeleton like waxen paper: bluish veins peek through the skin at his wrists and his thin lips are very pale in colour. Framing his thin face are strands of rich, dusky scarlet hair that grows just past his ears and gathers at the nape of his neck with a chord of brown leather. The ponytail tapers off about mid-back (just below the shoulderblades).
    Defining Features
      Jack's face is as long and slender as the rest of him. It has an almost spectral quality about it, eerily handsome and quite often carrying an alarming smile- but his mouth is not so much a mouth as a mouth-shaped gash that twists itself into the form of a friendly visage that never quite manages to meet his eyes. These are also peculiar; silvery-grey in colour, the pupil a faded grey instead of black, resting above hollowed dark bags that only many sleepless nights can achieve. They look as dead as the rest of him.
    Clothing
      The wardrobe Jack seems to gravitate most towards is that of the Victorian kind. Pinstripes, slacks and waistcoats. These ensembles are almost always topped off with black coat of some kind, or a top hat, and polished gentleman's shoes. Black leather gloves protect his spidery fingers.
    Photos/Visual Refs: Warning. These stretch the PG-13 rating.

Overview:
    General
      His head is coiled in a tight little ball of immorality, enclosing years of instability and sadism which had predominantly begun appearing in his earlier stages. He grew to realize that he regarded most things with a disgust that he couldn't explain, or a sexual fever that had clouded his sensibilities like a red haze of vicious insanity. His morals left him, as did his his sense of justice and honor. But his intelligence did not- nor his devilish penchant for manipulation. He is insane. He is evil, in the sense that he can and will commit every wrong in existence. But he smiles so sweetly and speaks words of honest intention that leaves a man wondering.
    Personality
      There are a few things about Jack that are very off-putting. For one, he is a serial killer (one of a few they have never found), bloody, relentless. For another, he does not seem to possess a conscience, yet his acting abilities are top-notch when it comes to getting his way. He is sexist and chauvinistic. He is not afraid to use force. Blood acts as a persuasive aphrodisiac, so he commonly mutilates his sex partners in order to reap as much erotic benefit as possible. Armed with a comprehensive knowledge of anatomy, he is very dangerous when it comes to murder. Uncomfortable yet? This barely scrapes the surface. But however disgusting this personal life of his may be, Jack somehow presses it all down when subjected to the general public.

Abilities:
    Jack, being of the Faerie persuasion, is not all the different from a human but for a few things. These are Speed, Accuracy, and Magic. Unfortunately, Jack has been subjected to the human world for so long that it has sapped most of his magical ability. That leaves speed and accuracy. Being so lithe and nimble in body type, Jack has the most advantage in pinning down his aggressors with fast attacks and spotless execution. He will always aim to kill, always.

Equipment: As far as this goes, he does not carry much in the way of weaponry. Simple and clean.
    Knives
      His favorite weapons, and the only things he has fallen deeply in love with. There are about eight of these, four to each of his hip/thigh holsters, each with it's own sheath. They are all eight to ten inches long. Very sharp and silver in color. Tempered steel.
    Guns
      Two semi-automatic handguns rest at his ribcage, holstered underneath his arms and underneath his coat. Clips are attached to the small of his back via leather belt.
    Other
      One switchblade is hidden under the sleeve of his right arm. He can trigger the mechanism with a flick of the wrist. The blade is also tempered steel and swings in a full half-arc, capable of slicing a limb clean off when in the right position.

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Sidhefaer
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