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 Post subject: Character Profiles
PostPosted: 17 Apr 2010, 19:59 
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To start posting in the Hunter's Realm, you need to have a profile. You may have multiple for multiple characters, but keep in mind that if you start spamming up the place with characters, the staff will be annoyed.

Post your profiles in this thread.

The following is a set of basic profile fields. Make sure you have these filled. After you have, feel free to be flexible with it.

Name:
Sex:
Age:
Height:
Race:
Home Planet:
Character Appearance: (Either a description, sprite or picture--the more the better.)
History/Bio: (May be brief, but please, be reasonable.)
Personality:
Weapon(s) of Choice:

It may be a good idea to update your profile as your character evolves, but don't retroactively edit things that will affect how other characters will interact with yours.



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 Post subject: Character Profiles
PostPosted: 21 Apr 2010, 16:48 
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Name: Shaina Katrien Verholt
Sex: Female
Age: 88, looks 22-24, because she's just that clichéd. [Second Iteration]
Height: 162cm (~5'4")
Race: Timelord/Gallifreyan
Home Planet: Gallifrey

Character Appearance:
Image

Full Body; Highly Stylised, because ripping off an epic franchise is always the best idea:
Spoiler: show
Image

The above is fairly typical attire for Shaina in her second iteration when trying to put on a show or otherwise be dramatic. When not, the shirt is generally better closed and the gloves come off.

There, ready for action.

Besides her favourite green sleeveless coat, Shaina's attire varies as much within her style as anyone would expect, though she doesn't care much to wear blacks or greys.

History/Bio:
[History of the Second Iteration]
Shaina's first regeneration coincided with an incident that ripped her--rather violently, apparently--from her home universe and dropped her into the one in which she currently resides. She was piloting a modified Type 97 TARDIS which regrettably lost it's ability to time travel after her dropping through the dimensions, and now carries this TARDIS and its key with her at all times in her pocket--it having taken the form of a small amber key-chain on the same ring as the little gadget that is its key.

Having just enough emergency power to guide her ship to a nearby planet, Shaina grabbed the necessities and set her trusty TARDIS to sleep mode until such a time as she could use it again, setting out to find a way to support herself and learn about where the heck she was now. Not an easy task as it turned out. The planet she had landed on was interesting enough one could say--but in that backwater frontier sort of way. You know what I mean. All space pirates and smugglers and not enuff deputties ta set'em straight. Luckily for her though, a single Sonic Spanner can go a long way in such a place, and after quickly gaining a fairly high local reputation--only a matter of weeks--managed to negotiate a ride with a tiny free-lancing merc group in exchange for her engineering skills applied to their pathetic excuse of metal-bonded bolts and sockets they called a ship.

As it turned out, the merc group acquired confirmation on a much needed job while Shaina was aboard, one which required meeting a rapidly approaching deadline to accomplish. Enjoying the seat-of-their pants actions combined with the lazy attitude of breaks between jobs, which reminded her of her own experiences before landing in the present universe, Shaina made a bid at staying with the group as a general engineer and tech-head, which the group gladly accepted after finding the efficiency of their hyperdrive increased by 25% since she had come on board. And not a single power failure to the showers to boot.

Personality:
Shaina is ever one of a few things:
1. Persistant. She doesn't give up easily. This at times is easily construed as stubbornness--and many times it simply is. She also has the tendency to get stuck on things very easily, so her persistence and dedication to seeing a project through rarely extends past two or three at once, and she slacks off on others.
2. Hasty. She's good at what she does, and can easily sit down for a good few hours at a time to fully examine a computer or engine, but that's about the only thing she could do so for. This trait usually comes to the fore in more social occasions; she's not very good at chess or poker.
3. Genial. Shaina is pretty outgoing, and likes to accommodate for many people she meets, though due to trait #2 she also has a habit of prejudging many as well.
4. Deep. Shaina, it must be admitted, does have a bit of a clichéd side. Really though, in a way, she can't help it, because in those instances where she does get to the deep thinking it's the only way she knows how to express herself. Generally works out, even if it gets her criticised on occasion.
5. Unlikely Realist. Given her background, Shaina is a pretty down to earth person, and she doesn't classify herself as either a pessimist or optimist, but merely a realist. And a cheery realist at that. She knows the universe may not be so great sometimes, but why be over-worried about it? Just make the best you can of it and hope it turns out. And if you can, turn the negatives into positives.

Weapon(s) of Choice:
Sonic Spanner - A handy little omnitool with the strength of ten timelords.
Rydberg Pistol - Acquired on her travels; a unique weapon which functions utilising Rydberg Matter.



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Last edited by Zeth on 14 May 2014, 20:04, edited 7 times in total.
Height has been corrected


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 Post subject: Character Profiles
PostPosted: 21 Apr 2010, 19:28 
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And a character from me as well, will update/finish this as I can...expect cliche aplenty.

-----------------------------------

Name: Jayge Ashera

Sex: Male

Age: 36 (appeared to stop ageing at roughly the age of 24, however)

Height: 180cm (5'11")

Race: Human/Metroid Hyrbrid

Character Appearance:

Click!

Jayge's inherent weakness to cold often causes him to choose heavier clothing than would be expected of him, considering his love of easy movement and freedom in clothing. While in warmer climes he will happily wear little but a sleeveless vest and light canvas trousers, in anything between mild and room-temperature however, he will be the first to try and wrap up warm by putting on several layers of clothing. A thick, fleecy jumper with a turtle neck and long sleeves along with a well-insulated jacket are his choice of apparel for his upper body, while he adorns his lower half with a pair of heavy trousers. Almost all of his clothes have multiple layers within, some of which are bullet-proof or energy diffusing, for added protection.

He always wears heavy, durable leather boots along with heavier, plates of microweaved synthsteel armour covered in hard, shaped leather literally strapped to the front of them for some yet another degree of protection while moving. This, coupled with the various hidden plates throughout his attire give him surprising durability in the field, even without resorting to his more unusual abilities.

He usually wears a red scarf around his waist or neck, and the item seems to have great meaning to him.

History/Bio:

A long time ago, his grandfather once told him, there was a grand ship were the most powerful of people gathered. And on this great ship, drifting through the midnight ocean among the stars, there was a man who commanded the collective strengths of three separate, terrifying races: Metroid, Tyranid, and Human.

Of course, that was always just a myth to Jayge, a story made up by a kindly old man to help him sleep as a child, to make him feel better about other self he could feel inside him. Nowadays he had little care for such fantasy, he had better things to be doing, after all.

Back when he was younger he joined up with a mercenary company that was passing through his home-world of Val'Uri, leaving his adoptive Grandfather behind for what he imagined would be a brighter life.

If only such were the case. Jayge soon found that life on the battlefield was far harsher than he'd imagined it to be, even with his...unique qualities giving him an edge over his fellow human beings.

Eventually the band he had joined parted ways, after one particularly well-paying job ended in complete success, leaving Jayge near-enough alone, well connected with a number of professionals and masters of interesting trades, and with a fair amount of pocket-money. He bought himself a small, rickety ship, gathered a small crew to man it, and set himself up as a free-standing mercenary group, much like the first had been.

He now works as the unofficial leader of this new band of mercenaries, often choosing to take a back seat as the more driven members of his crew take charge.

Recently, they received a call about some unusual Space Pirate activity in a nearby sector and have been hired to investigate...what could they find at their destination?

Personality:

Jayge is lazy, flat out lazy, though easygoing to a fault may be a better description. He takes a light-hearted view on any and every situation, and tries to find the humour in all of those bad little things that happen along the way.

He has very loose moral values, and though he has no trouble telling right and wrong apart, he very rarely uses this information to make his decisions, instead opting for whichever option will be the most fun, or efficient, in the long run, depending on the situation.

Despite this, he regards his crew as family, and is almost fiercely protective of them, though he'll never show it to their faces...

Jayge also seems to have developed some manner of split-identity due to his dual natured genetics. Sometimes alluding to a mysterious being, ironically called 'Frost' whom he regards as a dire threat. Thankfully, 'Frost' seems to have no direct control or even any way of physically effecting anything outside of Jayge's head, so far.

Abilities:

Roughly half of Jayge's genetic structure is a mixture of Metroid and Human DNA, combined with his through an interesting process of Phazon infusion, genetic therapy, and several other unknown influences, that for some reason he has neither memory, nor inherent knowledge of...

This process has resulted in him partially inheriting the Metroid's ability to literally sap the life out of living beings, along with being highly adaptable to any environment. In Jayge's case, this allows him to transform sections of his body, often just an arm or his chest, into a Phazon-modified Metroid state, where the skin becomes black, crystalline, and as dense as natural heavy durasteel armour, yet remain as flexible as always. While in this state he will sprout banks of long, black spines from his elbows, knees, shoulders, neck, and smaller ones along his facial features. His nails sharpen into talon-like claws, and tough, bony protrusions alter the shape of his body, giving him a distinctly alien appearance. At its most basic level, this transformation makes him far, far harder to kill.

He has inherited the Metroid's ability to sense the Life energy of anything living nearby him, along with various types of radiation around him. This ability is more pronounced through the palms of his hands however, rather than being able to simply feel everything around him, he often has to make a concious effort to reach out and sample the energy unless there is a significant amount of it nearby. While completely transformed into his Metroid state, however, this ability not only becomes passive, but aggressive. His vision alters to the point where he can see faint green-ish tinges of lingering Life energy on the air, and living beings stand out like beacons despite most kinds of visual distractions or cloaking.

If he manages to penetrate the skin of any living creature with a part of his body, such as a claw or spine, while he is in the Metroid state, he will be able to draw the life force out of them, sapping their energy and eventually killing them while storing the energy in specialised nuclei-like glands inside his chest cavity, thought to be beneath or around his heart. This process would take a matter of hours in the case of something as large as a human. It also seems as though the 'prey' is able to resist the effect, which prolongs the process, but doesn't stop it. Should a 'victim' stop resisting then Jayge can effectively drain them far, far faster. It is currently unknown whether or not Life energy regenerates within a living being after being taken by this process, though it is suspected to, as creatures that are close to death are far harder for Jayge to 'feel' than those who are in the prime of health.

In theory, after consuming enough 'life energy', Jayge should be able to utilise this as kinetic energy and levitate, as seen in the larval stages (and some more developed stages) of true Metroids, however he has never, to his recollection, harvested enough energy to do so before, so this remains untested. He does, however, claim to feel lighter as he builds up his internal stores of energy, allowing him to pull off acrobatic feats that a normal human would find incredibly challenging or downright impossible with relative ease.

The biggest downside to this trait is his inability to handle cold temperatures. Simply being in a room below room-temperature will cause Jayge to experience mild-to-extreme discomfort, while temperatures around 10 degrees will literally chill him to the bone, rendering him unable to move in some cases. This effect is even more pronounced in his Metroid state, in which the crystalline sections of his skin will freeze over and become exceedingly brittle very easily, rendering them frosty-white in colour, and easily shattered, obviously causing him rather a great deal of pain.

It is unknown what, exactly, causes the black pigmentation of his Metroid conversion, however the Phazon infusion is thought to be the cause. Jayge has sometimes commented on a second version of this ability that Frost has been bragging about for years, however he does not understand how to obtain it, or what he must give up in order to do so.

Weapon(s) of Choice:

Tesla broadsword- A heavy blade with a small, but powerful, plasma coil set into the egg-shaped 'hand-guard'. This weapon is very durable, and can store and discharge powerful bolts of plasma in quick succession. An interesting side-trait of this weapon is its ability to channel external energy sources into plasma for storage within its internal batter, and Jayge's ability to drain this as bio-energy, or replenish it through a reversal of the same method. One such example would be parrying, and thus absorbing, Sith Lightning.

Metroid mutation- By transforming his hands or feet into the Metroid state, he can use them as effective weapons, taking advantage of a noticeable increase in physical strength and durability that occurs while in this state. He can fire off the spines that grow from his body at his wrist and elbows, along his back, and from his knees, turning them into nasty, needle-sharp javelins roughly a foot long which regrow quite quickly afterwards. These projectiles have been known to penetrate even heavy armour and vehicle plating.
Sometimes, with enough Life energy stored inside his body, Jayge can produce two 'leech-hooks' from his wrists in a similar fashion to the Hunter Metroids and Metroid Hatcher produced via Phazon mutation. These are effectively a set of variable-length tendrils, about half an inch in diameter and ending in a six inch barbed bade made of the same potent, natural material as his spines. While they have very little in the way of muscular mass, they are very resilient and can be used as effective weapons through clever or skilful manipulation on Jayge's part. His maximum range with these tendrils is about seven meters, if launched from the powerful muscle formation in his wrists, and should be considered extremely dangerous.

Jayge's chest can undergo an interesting conversion of its own. As the Metroid state progresses over it, several inert glands within his ribcage are suddenly aroused, leading to the 'opening' of six small amber vents, three on each side of his chest, between now-flexible gaps in his ribs. These vents can be used to discharge large quantities of energy, possibly a weaponised variant of Life energy, into focussed yellow bolts about as hazardous as raw plasma. Using this excessively tires him quickly, however.

Home Planet: Val'Uri



As someone who really enjoys contractions: It's what it's.

Also I make games sometimes!


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 Post subject: Character Profiles
PostPosted: 22 Apr 2010, 18:28 
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Dino

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And more cliché.

Name: Tarin Keris (Keris to all but close friends and family)
Sex: Female
Age: 56, but due to slower aging than humans, looks more like about 25
Height: 5'9"
Race: Romulan
Character Appearance:
A typical Romulan. She has olive skin, thick black hair, cut into a short bob, with bangs that come to a point in the centre, above distinctive V-shaped forehead ridges. Black eyebrows sweep upwards over dark brown eyes.

She has little interest in clothes, and will wear anything that's practical, but on arrival she is wearing the standard Romulan Star Empire fleet uniform: a broad-shouldered metallic grey tunic over a grey long-sleeved undershirt, grey cropped trousers and long boots.

Subcommander Keris
(I didn't spend a long time on this, and haven't been fussy about trying to get everything perfect.)

Romulan uniforms

History/Bio:
Keris had a fairly uneventful childood. She did well at school and afterwards joined the imperial fleet, following in the footsteps of her elder brother, her uncle, and a cousin. About a (Romulan) year prior to her arrival in this universe, she was promoted to the rank of subcommander and assigned as First Officer to a rather outdated warbird engaged in patrolling a cluster of outlying colony worlds.

While en route to a routine meeting with the governor of one of those planets, the ship detected a spacial anomaly. Keris was dispatched in a shuttle to liaise with the governor while the Warbird went to investigate the anomaly. The meeting complete, Keris set off to rendezvous with the ship. But, as she prepared for docking, whatever tests the warbird was conducting must have destabilised the anomaly. It suddenly incresed massively in size, engulfing both ships, before collapsing again. The warbird was instantly crushed and destroyed, but the much smaller shuttle, although badly damaged, somehow survived (due to it's lower mass?), although Keris was knocked unconscious.

She awoke to find herself in a region of space that was totally unfamiliar to her, with only half of the shuttle's systems operational. She performed a sensor sweep of the area, in the vain hope that there might be a habitable planet nearby. All that showed up was what might possibly be a ship, about 2 days away at maximum impulse. She set up an automated distress signal, manually set a course towards the object, and waited to see what she would find...

Personality:
To those who don't know her well, Keris comes across as serious, humourless and aggressive. Having been raised under a totalitarian regime in an atmosphere of fear and mistrust, she tends to be suspicious of those she doesn't know well, especially those who appear to be members of Federation races (e.g. humans). However, once someone is able to win her trust, she almost becomes a different person - amiable and sociable, especially after a few drinks. Nevertheless, she does have a violent temper if roused to anger.

Abilities
As a Romulan, she is considerably stronger than a typical human, and her hearing is more acute.

Weapon(s) of Choice: Standard-issue Romulan disruptor pistol.
Link Edited to prevent stretching. Click HERE.

Home Planet: Romulus

(Edit: Just remembered about Vulcanoid hearing.)



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 Post subject: Character Profiles
PostPosted: 24 Apr 2010, 20:57 
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Annd because we need some kinda antagonist...(warning, I'm going to be crucifying several universes with this one...)


Name: Arumant Sirriax (Otherwise known as Lord/Master/Darth Sirriax)

Sex: Male

Age: ???? (unconfirmed...)

Height: 6'2"

Race: Originally thought to be human, now unknown...

Character Appearance:
Sirriax appears to be your average Dark Lord of the Sith. He wears a flexible black tunic, thick leather gloves and boots, and a heavy black hooded robe over the top. His aged, sagged face is almost always hidden beneath this all-consuming robe, with only twin pits of red light scowling out from beneath the hood, the rest covered by a black cloth face mask.

Though he has always had some distinctive, oppressive aura about him, recently Sirriax has been reported to have some strange, unidentified mass of almost ink-like dark energy floating around him at all times. Rumour has it that this mass is actually a creature, an Ing, captured and cultivated by the Dark Lord himself...

History/Bio:
Wherever there was war, there was Sirriax. This has been the way for as long as any who have even heard of the man can remember. Since nigh-on the very founding of the Galactic Federation, Sirriax has involved himself in every conflict, every large scale battle, every tiny skirmish, Sirriax was there. Always commanding a small group of 'mercenaries', always leaving devastation in his wake, always taking prisoners, always disappearing without a trace.

The reason for his participation in these things has always been a mystery to all but those who work beneath him. The truth, so far as it is known, is that Darth Sirriax is looking to create the ultimate living weapon in his own body. That is his only goal, and he will use any, and every method he has available to him in order to achieve it, be it Sith alchemy, perversions of science and magic, or even black contracts with the netherworlds, he will do anything to find new ways to make himself more powerful.

To this end, Sirriax has created several 'Academies', where he breeds, mutates, and otherwise alters whatever life forms he can get his putrid hands on, calling them his 'Students' and hiring them out as mercenaries to fund his sometimes massive projects. His latest interest has been, of course, Phazon. He has tracked this curious mutagen and source of raw, fascinating energy across the cosmos, and through this tracking he has found numerous new ways to further his goals.

The first was the race known as Space Pirates. How curious he found them, such willing subjects once he'd broken the first few to his whims...Next he found small deposits of Phazon Ore in a Pirate base, and later more being ferried by GF forces. Of course, he captured these quickly enough and began putting them to use. Shortly afterwards, he came across a planet called Aether, where he discovered an interesting anomaly forming. The planet had somehow been torn in two, creating a light realm and a dark realm within the same dimensional space. He immediately sent a party down to the surface to explore, and when they returned with half of the party dead, and a few of the others seemingly 'corrupted' by something strange...something new and dark, Sirriax immediately began his research anew, trying to find new ways to implement these 'Ing' that his Students had brought back. Unfortunately something happened on Aether to reverse whatever had caused the split before he could return. Sirriax found this frustrating, and spent a long while developing a method by which he could cultivate more Ing, however this required Phazon, and lots of it.

Finally, his research on this matter is reaching its conclusion, and Sirriax has near-perfected a method of creating Ing-symbiotes, creatures with no will of their own, that are able to bond with living things at the host's will and bestow their powers upon them, but he has also encountered a problem; the Ing are unable to completely meld with their hosts in this state.

Now the effective head of a very large portion of Space Pirates in the outlying section of GF space, he is searching for an answer to this problem, at this very moment, leading his small fleet of Students, and experiments.

Worth noting is another of his more persistent experiments; the creation of force-sensitive clones. Cloning himself was never an issue, maybe even too easy a task, however force-sensitivity was near-impossible to reproduce in pure cloning, and thus he began experimenting with incorporating various genetic traits from other creatures known for producing a high percentage of force-sensitive beings. Most of these clones are absolute failures, however he has found them to be easily dominated and controllable from afar through various methods, and so makes use of them as field commanders. Each one is unique and powerful in various ways, and should be regarded as dangerous as the true Sirriax would be.

Personality: As you would expect, Sirriax is typically egotistical, maniacal, and will do absolutely anything to achieve his goals. He cares not for those who follow him, so long as they serve their purpose, but will not hesitate to remove and replace anyone he believes is not carrying out their duties. He is quick to anger, and loses control of his emotions easily, drawing power from them. He is incredibly driven to complete his goal; if he wants something, he will not stop until he has it.

Weapon(s) of Choice:

Multiple lightsabers: Due to his incredibly prolonged lifespan, Sirriax has had countless lifetimes in which to master the lightsaber fighting styles, he is brutally proficient with any blade, but has a number of specialised lightsabers hidden about his person at all times. Each one looks fairly similar, but for small alterations on the outer casings, they all have ruby-red blades of varying width and length.

Augmented Force: After his numerous experiments and self-modifications, the Dark Lord's command over the Force has become warped and twisted. His mind-afflicting abilities will vary more depending on the subject than usual, some subjects showing extreme weakness, others complete tolerance to the effects. Destructive powers (Force Lightning, for instance), have become so abhorrent that they seem to warp everything around them.

His command over the physical side of the Force has reached a level of mastery where he can remotely control and fight with up to eight lightsabers at once, though his exact control and precision wanes according to the number used at once. Extreme caution should be used should he ever use just one, especially if he wields it himself.

Mutations and Modifications: Sirriax's horrific alterations to his own body have given him a surprising arsenal of tricks and traps, all over his body, such as patches of armoured skin beneath his clothing, or immunities to most airborne toxins.

Energy Leech: One of Sirriax's cardinal abilities, and something that may well have been his long before he even began his profession as a Sith Alchemist; his ability to syphon energy and absorb it into his body. This ability functions much like the life-stealing powers of a metroid, except that it can be applied to so much more. Over time, he has perfected the ability to the point where energy rounds and energy-blade weaponry are completely useless against him, every kinetic force is weakened, though not completely ineffective. The true potency of this power comes from his own intellect, once he has absorbed certain energies, he can reach an understanding of them, and thus gain some level of control over them. This is thought to be the origin of his rather disturbing variant of utilising the Force, which seems to warp everything around it. The only forms of energy that he truly has difficulty with are the faith-based Divine and Unholy, which he can't understand, and true magic, which he simply can't harness, though he can put up a fair resistance to.

Home Planet: Unknown, if it even still exists.



As someone who really enjoys contractions: It's what it's.

Also I make games sometimes!


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 Post subject: Character Profiles
PostPosted: 25 Apr 2010, 16:07 
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Moderator

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Name: Chaz Natlo
Sex: Male
Age: 23
Height: 6'
Race: Mostly Human, with possible traces of Esper heredity
Character Appearance: Image
History/Bio: Chaz is a field agent of an interdimensional group of Bounty Hunters/Peace Keepers, having been taught how to fight and to use his sword by Cassandra, his brother, Xale, and one of his commanders, Louis. Amongst his duties as a field agent is to procure funds, hence his working under Huntress on the Realm. Current status, Unknown.

Personality: Chaz is usually a calm voice of reason on the realm, though there are hints of insecurity in his relation to the many powerful members of the ship, a fact that was breifly amplified by the period of time that he lost the ability to pass between dimensions. Aside from this, he uses a sence of honour, not harming or letting harm come to those under his care, including those that the rest of the crew want dead.

Weapon(s) of Choice: Spacial Searing Sword
A sword sharp enough to cut between atomic structures, rending most defences easily. Can be used in conjunction with his ability to find holes the gaps in space to open portals to other planes and times.

Abilities:
*Extremely talented in sword use.
*Human athlete level physique.
*Able to locate anything he knows well enough intuitively.

Home Planet: Dimensional Peace Keepers Pocket Dimension.



Formerly Avalon


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 Post subject: Character Profiles
PostPosted: 30 Apr 2010, 01:44 
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witName: Saoirse (pronounced: SEER-sha)

Sex: Female

Age: 26

Height: 5’ (152cm)

Race: Ozian

Character Appearance: Saoirse

- She has very dark brown feathered wings as a result of Sirriax’s experiment.
- I don't know who this picture belongs to. I don't have any art skill. So, it belongs to the person who did it but I found it on photobucket.

History/Bio: Saoirse is from Quadling Country in the south of Oz. She attended college at Shiz University to the north in Gillikin Country. After graduating from Shiz she was invited to study under the Wonderful Wizard of Oz himself. She spent a year learning the true history of Oz and all of its secrets under the Wizard. Along with these studies she learned to cast spells from the Grimmerie.

Soon after her studies were done the Wicked Wizard, the Wonderful Wizard's younger brother, attacked the Emerald City and took control of Oz. Saoirse barely made it out thanks to a secret passage in the lower levels of the Palace and she took the Grimmerie with her to keep it from the Wicked Wizard and his insane plans for the “New Age of Oz.â€


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 Post subject: Character Profiles
PostPosted: 15 Aug 2010, 08:51 
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Shock and Horror, I'm joining in! :o

Name: Unknown - No identity chip or collar present.
Sex: Female.
Age: Unknown.
Height: 10 inches tall.
Race: Cat.
Character Appearance: A standard, entirely black cat. Seems like a normal domestic cat, but has green, somewhat familiar eyes.
History/Bio: A young-looking cat that has been living on the ship recently - scavenging food from wherever possible and hiding from those who raid the ship from time to time...mostly.
Personality: Lonerish, but seems to have an attachment to some people. Very vicious when angered...or wet.
Weapon(s) of Choice: Claws.
Home Planet: Unknown.



Warning: Do not take seriously, or with Paracetamol.
[QUOTE=The Enlarged Devil\'s Dictionary]Idiot, n. A member of a large and powerful tribe whose influence in human affairs has always been dominant and controlling. The Idiot\'s activity is not confined to any special field or thought or action, but \'pervades and regulates the whole.\' He has the last word in everything; his decision is unappealable. He sets the fashions off opinion and taste, dictates the limitations of speech and circumscribes conduct with a deadline.[/QUOTE]


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 Post subject: Character Profiles
PostPosted: 23 Aug 2010, 17:08 
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Name: Richard Lethain the 3rd
Sex: Male
Age: appears to be mid to late twenties
Height: 5'10 1/2"
Race: Human.
Character Appearance: Image
Richard is an average height
History/Bio: Being taught how to use magic at a young age, Richard took to it fairly quickly, as well as being taught how to use a sword, he managed to combine the two abilities into one style, learning how to channel his mystic energies into the shape of a sword, and how to launch projectiles from the tip of his blade, he then left home and began to train himself in battle against real opponents. One of these opponents was a man of peculiar nature, though due to the non linearity of their meetings, one of them always managed to heavily outclass the other. Eventually Richard attempted to find him at a time when they presumably had matched each other, only finding the Mercenary ship run by Jayge. To continue his search for this strongest fighter he decided to join Jayge's crew.
Personality: Oddly similar to Jayge, if a bit more fight happy than his captain. Also prone to bursts of absurdity.
Weapon(s) of Choice: Solid energy weapons, ostensibly being created by the pair of silver designed bracelets he wears.
Home Planet: Earth



Formerly Avalon


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 Post subject: Character Profiles
PostPosted: 23 Aug 2010, 21:36 
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Name: Syndra Pyrite. (prefers 'Syn')

Sex: Male.

Age: Appears to be in his mid-to-late twenties. His actual age may well place him as one of the oldest on the Realm

Height: 5'9"

Race: Half fire-element demon, half vampire, refers to himself as an Emberkin to simplify matters.

Character Appearance:
Spoiler: show
Image


Syn has spiked, dark orange/red hair and sharp, mocking features as standard. He has green eyes that will speckle and flare red during anger or heightened emotion of any sort and, curiously, he has a purple tongue. His eyes are known to literally catch fire and burn when using any of his pyromancy-based abilities, with the intensity of the fire increasing and decreasing on par with the level of power he is using at the time.

Additionally, he has a set of thin, needle-like fangs that sit against the roof of his mouth and hinge down to settle between his canines and incisor, along with a set of lesser-developed 'spares', which grow out should he ever lose the primary set. He is physically well built by human standards and proud of it, wearing an open, red-brown jacket and fitted dark leather trousers, both with a somewhat tribal flame design and soft leather boots. Though he is a little shorter than human average in this modern time period, and is somewhat sensitive about it.

He carries a surprisingly expansive carry-pouch (which may well be enchanted with some manner of carrying spell) on the back of his belt on thick leather straps, within which is a variety of knick-knacks and basic survival tools, along with anything else he can pick up along the way that he deems useful, and a square-shaped pack on his left hip which carries his furled weapon.

History/Bio: Syn joined up with Jayge and his crew aboard the Intrepid shortly after the mercenary team had just started out, and has been something of a reliable team member since. Jayge treats the man as something of an advisor, if not flat-out allowing him to take the lead in most of the more fool-hardy operations that the team carries out due to Syn's constant readiness to handle things directly, with lots of fire. Regardless of his faults, Syn is regarded as a trustworthy and capable member of the group. He can always be counted on to be around to drink to the team's victory at the end of a successful job, at the very least, and his ability to not die has been regarded as his most redeeming feature.

He doesn't like to talk about his origins, particularly about his parents and home-world, but has once or twice opened up to a few of the others about his 'daddy issues'. His father was something of an renowned and powerful Archdemon, and this demon's union with his mother, a vampire who was rather renowned and powerful on her own part, was far from willing on her side. Other than that, he'll gladly open up with a rousing tale of 'the good old days' of his work as a sell-sword and treasure hunter out in the farther reaches of another galaxy, oddly enough one quite close to where the Hunter's Realm was found.

Personality: Often quick tempered, but very self-aware, Syn is given to rise swiftly to any challenge, but will otherwise keep to making snarky comments and semi-intelligent quips from the sidelines. He seems to trust others easily enough, though will have a hard time forgiving anyone who tries to get the better of him. On the surface he is far from the most cool headed and logical person, and his most favoured response to any situation is simply apply as much fire as is necessary to remove said situation. He does show a surprising amount of depth from time to time though.

Abilities: Syn's curious mixed heritage has given him not only a strange physiology, but a number of interesting powers and abilities to go with it.

Offensively, he can start, enhance, and manipulate heat around him at will in a form of pyromancy. There are limits to this power in that the greater an object's mass then the harder it is to combust, and that living beings possess a certain spiritual energy that can reduce, or even cancel out his power when it is applied directly to them. Though these restrictions can be lessened by him physically touching whatever it is he is trying to detonate, combust, or microwave, or by simply igniting the air around them until the fire catches on its own.

In terms of defence, this affinity for fire also allows him to absorb light, heat and friction as a kind of nourishment for his other powers, including an incredibly effective form of passive regeneration that may well be the only reason that a creature of his nature is able to survive at all. As long as he is well nourished, in this sense, he is able to re-set broken limbs, heal flesh wounds and keep himself on top physical form almost at will. Something he takes advantage of by starting fires around himself as he fights, so that he can draw on the heat. In addition,

Syn is able to break down his entire body, clothing and inventory and all, into pure energy in the form of heat, light and fire, leading to a number of curious applications. At the expense of a great deal of energy, he has been known to 'jump' short distances as a flash of heat and light, launch himself as a flaming projectile, and even explode, only to reform from the fire.

When it comes to actual injury, his body has a remarkable defence mechanism, in that his blood bursts into flames upon contact with the oxygen in the air around him, and that fire will go a fair way towards healing the wound. He is able to kick-start this self-healing as well, by actively setting fire to himself over and area where he expects to be hit by something he can build a surprisingly effective 'shield' of heat that causes his flesh to regenerate against the damage. He has been known to make himself effectively bulletproof occasionally through this method, though larger sources of damage may well be able to overcome it.

The primary downside to all of the above is Syn's utter uselessness in a vacuum, or an area with large quantities of water. While he is able to survive in these environments, at least for about as long as the average humanoid would be able to, he is usually quite panicky about such situations, and will actively try to avoid them. As such he prefers to leave the space-missions to other, more hardy crew members.

From his mother, Syn curiously gets more weaknesses than benefits. While he definitely has access to greater physical attributes than the average human, as well as some minor hypnotic ability (which he blatantly denies having at all), he is also hampered by several 'allergies'; namely sunlight and silver.

Syn's primary issue is an overreaction to UV radiation, which, without his regenerative powers that may well have come from this part of him in the first place, would cause him immense discomfort and injury. An odd synergy is struck though, in that the energy he gains from exposure is often enough to allow him to instantly regenerate any afflicted tissue without concern. Regardless, he still prefers to avoid exposure to direct sunlight for prolonged periods of time, and this matter is the largest contributing factor to his fear of exposure to open space, as the sheer radiation from nearby stars and the lack of surrounding heat is enough to weaken him very quickly, if not kill him outright. That aside, silver is something that Syn has a great deal of trouble with, in that it, for some reason, cancels out almost all of his abilities. He cannot directly heat it, nor can he react to it in the same way he would regular injuries, and wounds inflicted by silver, for some reason, will not heal at his regular accelerated rate. More than once an unexpected silver weapon has cause him far more trouble than he'd ever like to admit in the past.

The other side of Syn's vampiric heritage comes in the form of his thirst. Syn possess all of the equipment and abilities required to maintain the lifestyle of a stalker-of-the-night, with the added bonus of being able to function during the day. However, unlike the more typical vampires he descends from, Syn is capable of ignoring his thirst for the same reason he can deal with sunlight, he feeds on heat. His entire body functions via convection and conduction of heat in absence of a beating heart, and so he has taught himself to ignore his thirst, though it is theorised by some who understand his biology that he has given up an immense portion of his potential in order to do so. After all, if he is this powerful now, with a body that is technically dead, how strong might he grow with a beating heart in his chest?

The mythical aside, Syn has received extensive training in one of the 'long fist' styles of martial arts focussing on quick movement, impressive flips and acrobatic movement. He is also well practiced in the use of 'flexible' weapons, especially the rope dart. Apparently he picked this up off of a series of 'teach yourself' holo-disks that he has been collecting for a number of years. Though, considering his competence in combat situations, this explanation is unlikely to be completely true. He has also been occasionally observed to be quite a keen swordsman, though he rarely totes this skill in favour of the longer reach of his rope dart, and doesn't seem to carry a blade of any kind with him.

Alongside this is his considerable experience, having served as a soldier, mercenary, assassin and survivalist, among other professions, for literal centuries. He is very competent at playing the womaniser and fool and is more than happy to do so, even at his own expense, should he see some form of benefit from it in the long run. He is observant, surprisingly competent, and (usually) very difficult to back into a tight spot.

Weapon(s) of Choice: Flare Dart: A somewhat simple rope dart-like weapon, essentially a 12' length of woven elasteel, connected at both ends to a set of heavy metal 'darts' by a small number of similarly sturdy metal rings, one of which on each dart has a small red cloth attached to it, concealing the dart if allowed to settle. The darts themselves contain an interesting mechanism which is designed to build up and store energy so long as the dart is in motion, resulting in a potentially massive build-up of pure heat, which is discharged by the dart either physically hitting something or via Syn's Pyrokinesis to allow for some devastating pyrotechnics.

He uses the weapon by holding one dart in his left hand, letting the cloth mask it and acting as though it were a mere grip for the sake of catching a particularly dangerous opponent off guard later in a fight, while 'playing' the other dart with his right hand and the rest of his body quite easily. Syn is very skilled with this weapon, able to wind either of the darts in any number of directions, forms, and patterns in order to either put up an effective barrier of heavy, exploding metal between him and everything around him, or else simply confuse a foe through the weapon's rapid and complicated movements. In terms of attacking he is able to 'fire' a dart from almost any part of his body, that is, wrap it in such a way that the head rockets out with impressive accuracy. This can be used to reach-and-grab just about anything, or simply hit them very hard and put the darts' detonations to use. He can use the weapon to great effect anywhere between close-range and its maximum reach, though it is worth noting that he is far less effective with it when at very close range.

Home Planet: Earth.

Copying Zeth and adding a Theme song: Fall Out Boy- The Pheonix



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 Post subject: Character Profiles
PostPosted: 22 Jan 2011, 17:44 
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Name: Emiris "M" (Areun Akeenae)
Sex: Male
Age: 41 Cycles (Roughly 45 Terran Years; looks younger--but you already knew that--see appearance, below.)
Height: 182 cm / 6'
Race: Nebari
Home Planet: Nebari Prime
Image

Character Appearance:
As with every Nebari male, Emeris, or M, has solid, pure black hair and solid, pure black eyes that contrast starkly with the whites of his eyes. And like all Nebari, his skin is an ashy grey-white except the darkened areas between the eyes and eyebrows. Although this would be perfectly average and nondescript amongst Nebari, it does cause M to stand out in his current circumstances where Nebari are...well, all things considered, non-existent.

M wears a black, seemingly leather jacket over a close-fitting dark grey shirt with black pants of an unknown textile, all of Nebari make. The jacket has lines formed by a very small pleats that outline the shoulders, and then several vertical pleated lines from these lines to the bottom of the jacket. The jacket also has a high, rounded collar and extended tails from the back end. In addition, M wears a gun belt and a pair of brilliantly clean black jackboots.

His face and build has a lean but toned look to it, which is fitting given his recent past. By Nebari standards he looks very much his age, though he has found, since his arrival in this unknown space, that lifespans seem somewhat more limited, and the few people he's had dealings with have consistently underestimated his age to be something about "late twenties, early thirties." His nose has an ever so slight crook about it, to his left, from where it was broken and set in the field. It's not an entirely distinguishing trait at a first glance, but it is present, and M never had it completely straightened. In addition, he has a small scar on the right side of his face, high on the cheekbone, which is much more recent, but only about the length of the end of his pinkie. He keeps his hair short, and it naturally lays straight forward and mostly flat; he never has a reason to comb it, since as long as he keeps it short, it never becomes unruly or messy. Owing to the Nebari reputation, he is rather handsome with a clear complexion.

Picture:
Spoiler: show
Image


History/Bio:
Emiris spent most of his adult life working as a simple, low ranking military cog in The Establishment's machine. This changed about a cycle ago, when the Nebari Standard Host Vessel he was assigned to came under sudden attack from an unknown entity. The SHV was collapsing quickly under the attack, and the abandon ship order was given, at which point Emiris and several comrades did so, while escorting a small group of prisoners being readied for mental-cleansing. In the escape, the Nebari ship that Emiris and his comrades escaped in unsurprisingly took damage, including to their navigation. To escape complete annihilation, any particular course was abandoned in favour of simply "getting out of there really fast."

However, upon their ultimate escape (the mystery attackers eventually left off pursuit to return to the SHV), the ship had only the crew's guess in which direction to make their course. After a short few solar days, the crew and prisoners, three Sebacean Peacekeepers, found themselves ensnared in the Flax, an energy net frequently utilised by Zenetan pirates. All of those aboard were taken on as valuable assets, seeing as Zenetan pirates don't particularly like Nebari or Peacekeepers, and were more than ready to flaunt their superiority over those who would normally be doing so to them, in the pirates' opinion.

And for quarter cycles, that's more or less how it went. Emiris--or "M" as the pirates and ex-Peacekeepers referred to him in short--and his three Nebari cohorts and three prisoners were more or less entertainment for renegade Zenetans. In these unlikely circumstances came the unlikely forging of a truce between the Nebari and Sebaceans, whom now were all prisoners of somebody else. And when the opportunity came, all seven were prepared to aid each other in an escape attempt.

Summing up the time when it came:two of the Nebari and one of the Sebaceans didn't make it. The remaining two Nebari, M among them, and two Sebaceans escaped aboard a small, armed Zenetan transport commonly used by the pirates, and set their sites for the nearest inhabited system with the least pirate presence. The members of the now ragtag but undeniably a crew included M, a female Nebari named Ehni, and two male Sebaceans, formerly Peacekeepers, named Elaan and Maerik.

It was at this time that they unwittingly moved from their universe to that of the Hunters Realm.

The first signs were made evident when they arrived at their location. The planet they had been expecting wasn't there. And their navigation ceased to function, since apparently they were nowhere the system had ever seen before. It was only dumb luck that where they arrived was in fact an inhabited planet, and it was decided that the navigation system had lasted this long despite whatever had happened in transit because there was a planet at the end of the road.

Landing on the planet, it was very quickly apparent that the society present was in fact space-capable, though the technology was radically different from anything any of the escapees had ever seen. Interestingly, however, the vast majority of the inhabitants did appear to be Sebacean, much to Elaan and Maerik's relief. It was of less relief to M and Ehni, who initially remained on the ship and allowed the Sebaceans to feel out the native attitude toward Nebari. As it turned out, nobody had ever heard of them. A small relief from the developing oddities of their situation.

Oddities such as, for one, never having heard of the Nebari. Or Sebaceans for that matter. The natives that appeared to be Sebacean--which were the vast majority--called themselves Humans, a species totally unfamiliar to the escapees. In fact, none of the species on the planet were familiar to M and Co. Described nearby systems, organisations, technology, events; none of them were familiar in the least to the two Nebari or the two Sebaceans. Regardless, it seemed a good idea to all of them that they should take the chance to study as much as they could about the unfamiliar surroundings from this location, since simply wandering off into the unknown could only make things worse.

Luckily, the locals were not entirely unaccustomed to encountering new cultures and species, which, although it didn't seem to happen very often at all, had indeed happened before; sudden contact with an unknown society. A particular interest was shown towards M and Ehni as they ventured beyond the ship, and numerous times they described their home world, Nebari Prime, and The Establishment. Elaan and Maerik, on the contrary, tended to blend more with the local population, for obvious reasons, and did not have so many opportunities to expound on Peacekeeper society.

The pleasant interest did not hold, however, as local authorities began more carefully scrutinising the two Nebari and their stories of the very efficient and strictly controlled Establishment from where they came. The tension would soon lead to a disastrous incident--at least for the four escapees and particularly the pair of Nebari. Really, all the authorities wanted to do was talk more in depth about what they were coming to view as a big scary mind controlling Establishment that may or may not appear on the horizon at any moment. Unfortunately, their shadowing of the ragtag crew for days beforehand and then a very tactless attempt at intercepting M and Ehni--really more like an abduction--was a terribly botched operation on their part, and met with natural resistance on the part of all four of the escapees. At this point, they became hunted, and their ship was surrounded by a steady guard.

Unfortunately, unbeknownst to M and Ehni, the local authorities eventually managed to find Elaan or Maerik and contact them. The Sebaceans, though having eventually come to put their past conflicts with the two Nebari to rest, acted in self-preservation and co-operated under the impression that if they turned over M and Ehni to the authorities for some intense questioning (but not torture), they would be released and all four would be allowed to come and go as they pleased once more.

Upon learning of the situation, it was already too late for Ehni and M to make a clean get away, as the local authorities had already surrounded their location. In a desperate attempt at escape, M saw Ehni shot, and was unable to reach her without ending up likewise himself. Making for the ship they had come in--the guard on which had been lessened--M managed to force his way on board and fled, abandoning the two Sebaceans who, from his perspective, had sold out both M himself and Ehni, and gotten Ehni killed.

From then on, though his faith in the Establishment had been weakened from absence and many long talks with the Sebaceans, M has been making every effort to return home. Before the break up of the ragtag escapee crew, they had reached the conclusion that some sort of naturally formed spactime abnormality had brought them to this unknown region of space, and so, in a quarter of a cycle, M made particular efforts to stop and analyse every abnormality he came across. He has stopped at every inhabited world to gather information, and yet is still no closer to home. He has begun to doubt if there's really much reason at all in returning, for he himself would surely be cleansed upon return, having acquired many traits, experiences and qualities the Establishment would consider aggressive, violent or otherwise unhealthy to society. He was thinking it was about time he simply attempted to make a life for himself on one of the more pleasant inhabited worlds he had landed on and keep to himself. He had nowhere to go, and for all he knew he was headed in the wrong direction from home. Again, if he actually wanted to go home.

His latest, and by his decision, last investigation of abnormalities brought him to an asteroid field, but in the end all he found was a derelict ship floating about the rock and leaking some sort of strange fuel. He had boarded the ship and stopped the fuel leak, but upon finding no one onboard and no mention of any familiar systems in the starcharts, he left, uncomfortable in such a large, unstable structure alone. Taking his ship--he had sentimentally chosen to name the small, former Zenetan pirate ship the Ehni--to the largest asteroid in the field, he put down and began to assess his options.

Personality:
Like the majority of Nebari, M is considered to be rather handsome, though, being formerly affiliated with The Establishment and not any resistance, this Nebari trait has gone almost entirely wasted. Not unusual. Though I did say almost entirely wasted. Though fraternisation between crew members on a Nebari ship, let alone military personnel, is often quite cool and impersonal, after escaping the Zenetan pirates, M and Ehni were the only two Nebari around, and became quite close. There was never any formal relationship, nor even an outwardly expressed one, and in spite of Ehni being highly competent and a savvy in her own right, M became noticeably protective of Ehni. Ehni had no objections, and was perfectly at ease returning the gesture, the two amongst the four being nigh inseparable.

As is almost standard for such a controlled society as the Establishment-affiliated Nebari, M's personality conforms to the three Cs of a character that is, at its core, steady and stable. Calm, cool, and collected.

Corresponding with these traits, M is very patient, and some would say methodical. Though he is not shy or even what one would call reserved, most people would tend to describe him as quiet in spite of the fact that he has no hesitations in regards to speaking his mind. This impression of being a more quiet person is likely simply owing to the manner in which he presents himself, which, well, suggests a much more quiet and reserved personality than he actually has. This in turn likely stems from just how calm, cool and collected he really is.

Weapon(s) of Choice: Nebari Stun Gun and PK Pulse Pistol



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 Post subject: Character Profiles
PostPosted: 16 Apr 2011, 19:03 
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Name: Raine Ashera

Sex: Female

Age: 21

Height: 160cm (5'4")

Race: Human/Tyranid Hyrbrid

Character Appearance:

Not the best of pictures, but they'll do until I have better ones ><; Beware, it's huge.
Click!

Raine is rather similar to Jayge in terms of appearance, she could easily be mistaken for his sister, given the resemblance. She has the same black hair, slender face and amber eyes, though her hair is parted on the opposite side, and is actually a little shorter. She usually keeps her hair swept back by a couple of small sections of carapace.

She has a slight build, and dresses practically, to some degree, wearing a well-fitting grey bodysuit beneath a sleeveless blue jacket and darker grey/black trousers, complete with a small service pack attached to her belt across the back.

When using her Tyranid genus for any purpose, her skin covers itself with pale grey chitin and re-enforces itself with equally pale blue carapace plates in the effected area. Her eyes burn golden when using these abilities, much like Jayge's, only lighter, and while she her bodysuit is made of self-replicating nanofibres that reform beneath her carapace (standard issue for all Tyran hybrids)..well...she's got a large number of spare jackets and trousers stored in her ship.

History/Bio:

Just as the Jayge known as the captain of the Intrepid was created by the original Jayge Ashera before the man disappeared, given a specialised Metroid genus and raised by Alren, Raine was created to nuture a similarly specialised Tyranid genus, and was raised by one Urza Crescell, the original Jayge's second in command, as something of a daughter.

Having grown up around similar creatures to herself, Raine has no idea just how curious a being she is. She has learned a lot from her 'father' in terms of controlling the peculiarities of being a Tyran Hybrid, but is still developing. It is thought that she has a massive potential for controlling lesser Tyranid organisms telepathically, however so far she has shown no talent for channelling the Warp, as most psychic Tyranids do. She has, however, learnt a vast majority of tricks that the original Jayge never had the chance to, such as storing condensed biomass within her bone structure for later use, at the cost of increasing her weight.

At present, she has been sent by Urza on a scouting mission, to find a certain person that she had been assured she'd recognise as soon as she met him. The young Tyranid Hunter she had been using as a vessel for years has taken her to the Realm, but just what will she find there?

Personality:

Raine is a little more 'get up and go' than her effective brother, where he'd prefer to just sit back and let things happen, she'd rather take matters into her own hands. She is, however, about as empathetic as a garden spade, and has very little in the way of tact or delicacy.

Abilities:

Being of the unique Norn Genus of Tyran Hybrids, Raine possesses perhaps the most energetic and versatile strain of Tyranid mutability since Jayge himself, Raine can biomorph herself into a almost anything using mental 'blueprints'. This includes forming natural armour over every part of her body, augmenting her body-strength and agility to far-greater-than-human levels, creating weapons from bone, and almost always growing a long, slender tail, even though this serves very little purpose. This ability also includes the formation and nurturing of Tyranid bioweapon lifeforms, such as spore mines, fleshborers and stranglers, to name but a few. More accurately, Raine is able to, and competent at, developing 'production organs' within her body structure which can create these myriad living weapons rapidly and reliably, form use in equally various methods.

As standard when utilising her Genus, Raine is well above the physical standard of the baseline human. Augmented adrenal glands allow her rapid increases in perception and reaction times, while a reinforced bone structure and her chitin shell have saved her from many a life-threatening wound in the past. Whipcord muscular masses allow for powerful, precise movements at great speed, and enhanced senses allow her to perceive things on spectrum that most organics require specialised equipment to see or hear, including electrical and radio signals, though a lot of more specific things require specialised adaptation of sensory organs.

Weapon(s) of Choice:

Tyranid Armoury- Raine has unrestricted access to every Tyranid infantry weapon ever documented by Jayge's original fleet, and is able to create and use these weapons so long as she has the required biomass and energy available to produce them and their ammunition. Most of the time, however, she will stick to a simple 'heavy gauntlet' type rending/crushing claw, psy-charged boneswords, or miniaturized venom cannons.

Home Planet: Unknown, grew up on the Tyranid Flagship: Tiamat



As someone who really enjoys contractions: It's what it's.

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 Post subject: Character Profiles
PostPosted: 17 Apr 2011, 18:34 
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Thought well you know, I should post a profile for Rythen xD;

Name: Rythen Hydranew
Sex: Female.
Age: Old.
Height: 5 foot 4
Race: Half human, half Chozo
Character Appearance: Is a pale muscular woman (but hardly unfeminine - she possesses curves and a voluptuous chest area) , with numerous scars on her body that all tell stories of past glories or failure. Her eyes, though a deep emerald, have a mildly haunted cloud to them, a sign of the horrors she has seen in her line of work. Black hair drapes over one eye and her hair is scruffily kept - it has not be tended to in a while. Her usual clothing consists of a black skintight top with full length sleeves, a black short skirt and light G-class armour (repels most light energy-based shots, will not take heavy hits, recommended only for light gunners and melee combatants that rely on speed, only protects the chest area and dominant shoulder) in red with gold edging. Her boots are a deep red. She also wears bracers in the same colour as the rest of her armour, that have an unusual touch - spikes, curved down the arm of the wearer.
History/Bio: The commander of the Hunter's Realm, was up until very recently a cat - for reasons completely unknown. Seems to blame it on Sirriax.
Personality: Vicious when it comes to harm being done to friends, colleagues or her ship. The rest of the time, perfectly pleasant, a bit brash, very crude and sometimes even a little shy.
Weapon(s) of Choice: Swords, most guns(usually pistols, occasionally rifles)
Home Planet: Faren V



Warning: Do not take seriously, or with Paracetamol.
[QUOTE=The Enlarged Devil\'s Dictionary]Idiot, n. A member of a large and powerful tribe whose influence in human affairs has always been dominant and controlling. The Idiot\'s activity is not confined to any special field or thought or action, but \'pervades and regulates the whole.\' He has the last word in everything; his decision is unappealable. He sets the fashions off opinion and taste, dictates the limitations of speech and circumscribes conduct with a deadline.[/QUOTE]


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 Post subject: Character Profiles
PostPosted: 18 Apr 2011, 09:30 
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Raaaaaah,it'sRythen!

So I'll be having a third character join soon, but not too soon, so I thought I'd post a teaser profile.

Name: Prinz(son) Cassius Holt von SüdenKalifornia [English]
Pranzu(tcyn) Holt Casys von Synamni'Kaliforni'a [Takaran]
Sex: Male
Age: 68 (apparent: 20~21)
Height: 187 cm / ~6'1"
Race: Takaran-Amerikan Elf
Home Planet: Earth. A really jacked up alt-Earth called Alterra.
Image

Character Appearance:
Cassius is a lithe and sinewy individual who is a good degree stronger than he looks, owing to his elven ethnicity. He stands at exactly 187 centimetres, and is about 72.5 kg. His hair is a pedigree blonde; perfect enough to make Hitler beam with pride, as he undoubtedly would over Cassius's deep blue eyes. His skin tone is more tanned than the Takaran Elf, more like the Amerikan variety, probably about the same as your average human's. He often keeps his hair in a slicked back way, with some feathering out from his slight widow's peak, which is fairly stereotypical considering his personality and general attitude to life. He's very young for an elf, still considered a punk kid by most.

While definitely concerned with his appearance, Cassius's wardrobe is surprisingly limited. His typical attire would consist of more Takaran-familiar parts including a comfortably worn, used-to-be-course shirt over a silkier undershirt and a short cloak that doesn't do much other than look fashionable. There is always a collar. Colours include lots of red, white, brown, and black, and not a lot else. The boots are a lower cut than a pair of jackboots, made of a tough, dark brown leather.

Lately however, given his less-than-desired-to-be-publicised escapades, Cassius has been playing dress-up to blend in more. He wears light canvas trousers that flare over his square-tipped brown riding boots. He wears an intensely red-maroon coloured vest of unique make. It used to be a sort of archer's jacket that Cassius had remade looser and without sleeves to function as a vest. rather than buttons, it pulls all the way across the front and uses small buckles on the side. It features a Cassius-typical high, popped collar with not one--not one--but TWO, count 'em TWO points--they move down like steps. He wears it over a light, clean linen shirt, and has a lazily thick-knotted white, blue and dark brown blanket like thing over it and around his neck. It was a unique sort of poncho that had developed since the elves' arrival in the Americas, and functioned more like a cloak. It's called a kopideke, literally Takaran for 'bodyblanket'. The dark brown matches the dark brown leather of his boots and his dark brown leather Stetson. He also had his trusty sword strapped to one hip and his magical revolver to the other.
Stirrups are included--Cassius is a highly competent rider, though he's familiar with the Takaran style as opposed to the Amerikan style. He gave up trying to switch after a short while, opting for a sorta of weird hybrid style that he accidentally developed while he was trying.

Picture:
Spoiler: show
Image


History/Bio:
Cassius is the eldest child of Prinz Maximilian Gariedius Holt von Süden Kalifornia, and older brother of Serene Katrien von Holt. He was born in Los Angeles after the conquest of most of the western Norden Amerikan seaboard by the Takaran Imperial Reich under Kaiser Reskin Teirannus Paulus von Takara. Most of his childhood was spent under the care of one of his father's more trusted vassals, Lloyd Elbe, who, although very much a father figure to Cassius--or "Cass" at the time, just don't call him that now or else--was still a vassal, and Cassius obviously pulled that string a great deal. Easy to see how he could have been spoiled, right? Right.

His rebellious streak, if you choose to all it that, started early. Indeed, Cassius was a late bloomer physically, often a sickly child, but was very very smart--and he was very very aware of it. Though magic is instinctive to all elves, Cassius has a particular knack for it. And it's true that his contributions to magical understand and process are more or less the only thing that keeps him from being in major crap from the hierarchy he was born into. Indeed, even that being the case, Prince Holt, his father, is often criticised for his perceived (and often truthfully) out of control son. Not that Max has an incredible amount of time to spend attending to that matter in particular, trying to hold a tumultuous conquered people under control while simultaneously trying to prove to them that the new system of governance can in fact be beneficial to both parties involved.

The fact that his attempts to reconcile the new ruling authority to the conquered Amerikans may be for naught if the Emperor's Hoftage decided to replace House Holt as rulers of Southern California upon Cassius's ascension to his father's position may not have occurred to Max quite yet, lost in the general mayhem that is prematurely aging him. Or perhaps he's resting his hopes on naming his daughter his successor over his son.

But as of now, Cassius is disembarking. Having packed a nice rucksack of important items to go and a thick wallet of cash from the family's treasury account, Cassius is leaving California. Somehow. He's not sure yet.

Personality:
Oh young Cassius, how to begin. Let's break it down:

1. Cassius is a womaniser, but soft-core. Mostly because elves are too snooty and foppish to really know how to womanise properly. If there's a proper way, that is.
2. Cassius is an arrogant snot. Despite the repetition, he has not been punched in the face quite enough times to have broken this trait yet. Remember: You can't spell "Cassius" without "ass".
3. Cassius speaks pretentiously, tempting purple prose at the most casual of times and making your ears gag at the most formal.
4. Cassius looks out for numero uno. Usually. See #5.
5. Cassius doesn't put much faith in loyalty, given his heritage (Takaran elves are a real pain in court), which is why if someone does manage to repeatedly display loyalty or steadfastness toward him he will be both surprised and likely become fiercely protective. He also tends to indulge his friends rather extravagantly when he has the chance.
6. Cassius likes to show off. A lot, even.
7. Cassius actually can be both socially graceful and even grateful, if you manage to wear him down with positive comments and actions. This doesn't tend to happen though, given his other traits don't much make people want to wear him down with positive comments and actions.
8. Cassius is quite vain, if you hadn't guessed it by now, and pays a good deal of attention to his looks.

Weapon(s) of Choice:
-Instinctive Magicks
-Artemis, his arcane katana. It can suck the life right out of ya, fo' real.
-Smith, Wesson & Erramine MkIII; customised crystal codes.



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 Post subject: Character Profiles
PostPosted: 21 Apr 2011, 15:04 
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Profiles for my homies Nathan and K-Nea. :D

Name: Nathan Anderson
Sex: Male.
Age: 27
Height: 5 foot 10
Race: Appears human, is in fact a genetic mess of a large number of species such as Luminoth and Chozo, to name a few.
Character Appearance:Nathan has long, blonde hair that reaches to the middle of his back, loosely tied near his neck by a black band. His eyes are odd - they can shift colour depending on what genetic trait is being activated. He wears goggles around his neck, seemingly as an accessory than as anything meaningful. His most striking pieces of clothing are his blue trenchcoat, red trousers and black top. A strap runs round from his right shoulder down to his left side and back up - by his hip lies his heavy katana with a plain black leather bound hilt. Hidden inside his coat was one standard issue pistol, and in the top of one of his black standard issue infantry boots was a knife - just in case. His facial expression is usually jovial.
History/Bio: An ex-Federation assassin, he holds a grudge against the Federation for supporting his father's genetic tampering not only to himself but a number of others known as the Ashura. Lately has obtained a pair of swords some people will be familiar with...
Personality: Cheerful and happy, with certain members a sarcastic arse and rarely gets truly angry.
Weapon(s) of Choice: Katana, a variety of firearms.
Home Planet: Earth

Name: K-Nea
Sex: Female.
Age: 534, looks about 23
Height: 5 foot 3
Race: Appears human, is in fact a Luminoth in human guise - both out of convenience and lately, habit.
Character Appearance: K-Nea's most notable features would be her navy blue hair that curls round down her back, and her violet eyes. She often wears either a flowing blue robe that has a darker cape, or a simple light blue tunic and tight-fitting leggings of the same colour. She never wears armour or jewellery, preferring the free-flowing nature of fabric.
History/Bio: She is a Luminoth sage and prophet. When she predicted she would be needed past the Aether crisis, she requested to be sealed in ice at a particular place. After Rythen found her, she started traveling with the Realm, mostly helping out as a scholar, in the medical bay and administrating the Realm. She is Nathan's partner.
Personality: Quiet and reserved, but with people such as Nathan, Rythen and Trear, she lets her hair down, so to speak.
Weapon(s) of Choice: Weapons formed from elemental energy as and when she requires them.
Home Planet: Aether



Warning: Do not take seriously, or with Paracetamol.
[QUOTE=The Enlarged Devil\'s Dictionary]Idiot, n. A member of a large and powerful tribe whose influence in human affairs has always been dominant and controlling. The Idiot\'s activity is not confined to any special field or thought or action, but \'pervades and regulates the whole.\' He has the last word in everything; his decision is unappealable. He sets the fashions off opinion and taste, dictates the limitations of speech and circumscribes conduct with a deadline.[/QUOTE]


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 Post subject: Character Profiles
PostPosted: 10 May 2011, 20:21 
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Name: Richard Lethain the 3rd
Sex: Male
Age: appears to be mid to late twenties ((Real age 2400))
Height: 5'10 1/2"
Race: Human
Character Appearance: Same as before.

History/Bio: Richard was born to a reasonably affluent shipping family. Being taught how to use magic at a young age, he took to it fairly quickly, as well as being taught how to use a sword, he managed to combine the two abilities into one style, learning how to channel his mystic energies into the shape of a sword, and how to launch projectiles from the tip of his blade, he then left home and began to train himself in battle against real opponents. This was during the 1600s, during such time he encountered a pirate ship known as the Sorrow's Falter, crewed by an unusual group of people with extraordinary powers. After some time, his family caught up to him, leaving him to lead the family business. In the time afterwards, Richard lead his family business into a company, his magical prowess allowing him enhanced longevity beyond normal human years. Eventually this lead to Lethain industries in the current era. One of his opponents was a man of peculiar nature, though due to the non linearity of their meetings, one of them always managed to heavily outclass the other. Eventually Richard attempted to find him at a time when they presumably had matched each other, only finding the Mercenary ship run by Jayge. To continue his search for this strongest fighter he decided to join Jayge's crew.

Personality: Richard has been around a while, and thus it is fairly difficult to surprise him with something new. As for more description on his core personality, Richard Is the sort of person that will do anything for a challenge, though the years have made him somewhat lethargic, needing to find challenges he hasn't encountered yet. While he isn't stupid, he lacks patience, meaning that while he can come up with complex plans, he usually scraps them in favour of running in head first.

Because of his need for a challenge, he tends to appreciate the smarter people around him, as while he has refined his powers of the intervening years, his magic does nothing for his base intellect, meaning that person's such as Shaina can challenge him mentally, when he isn't purposefully behaving stupid to avoid having to become mister exposition.

Weapon(s) of Choice: Magic, after a fashion. Richard developed his own manner of manipulating his magical energies directly, rather than using it to achieve an effect on the world. This includes using his powers to enchance his personal physical abilities, making him faster and stronger when he chooses to ((The speed from the engine room to the deck was a fluke due to Chaz shenanigans, he's usually no where near that fast.)) and project his magic in various forms, such as making weapons and additional implements, such as rope or wings. While his method is quite versatile, it is quite cost inefficient compared to more traditional forms of magic involving using a limited amount of magic to a specific goal to exert on the world around them.

Home Planet: Earth



Formerly Avalon


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 Post subject: Character Profiles
PostPosted: 14 May 2011, 13:59 
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Alright then, Alren~ And yes, this dude cheats. Hard.

Name: Alren Ashera

Gender: Male

Age: Appears to be an older man, perhaps his late forties, though he is very healthy for whatever age he truly is.

Height: 6'2"

Race: Human...kinda

Appearance: As stated, Alren appears to be in his late forties/early fifties, though he also appears to be as healthy as most men half his apparent age. He stands tall, at his full height, and though his face is aged, it is particularly marked by it. He has a broad, sometimes imposing figure, and wears long, flowing robes decorated in all manners of arcane and inherently 'foreign' designs. He covers the majority of his head with a similarly decorated wrap of fabric, something like a turban, but covering his left eye and forehead. His uncovered eye is bright silver in colouration, but has been known to shift to other colours from time to time.

History/Bio: Alren was, originally, a researcher, a scientist working for Sirriax, specialising in bio-technological development and genetic manipulation. He was one of countless thousands working on little pieces of larger projects, but his natural comprehension of his field set him apart from the others immediately, and the Dark Lord began setting him to bigger and more interesting things. During the course of one more delicate experiment, in which Alren was conducting an autopsy on one creature of vague, and nigh-impossible, origins, something happened. The corpse went from the autopsy table to non-existence almost the instant that he moved to make the first incision, and all but Alren had forgotten everything about it, all data on it disappearing, and all recorded footage of it burning out, leaving a lot of confused scientists in the lab. From then, he began to change internally, gaining several curious abilities, and once again Sirriax caught on quickly. Alren soon found himself the subject of his own work, being bound to the autopsy table and very nearly sliced apart, then something else happened.
When Alren awoke, it was in a very different place, one where there was nothing, and everything, all at once. He met more of the creatures that had indirectly caused this event to unfold, and learned from them, for what very well could have been an eternity.
Eventually, he returned to this existence, a different man in every way. He emerged at a different place, in a different time. After some searching, he found that he was almost ten years before his 'accident', and that he too had been 'forgotten' in much the same way as the creature upon his disappearance. It was as though he had never existed at all.
He then formulated a plan, his experiences having given rise to a need to stop Sirriax from reaching his ultimate goal, and so he set to rejoining the Sith as a scientist, meaning to undermine the man's secret empire from the inside.

Naturally, it was only a matter of years before Sirriax discovered the deception and sought to route Alren from the universe. Alren fled, with the latest of Sirriax's experiments clutched close; a being of his own creation named 'Jayge'. The pair managed to escape with help from plenty of other characters encountered and fostered by Alren over the years, and forged a new life for themselves in another part of the universe, as far away from Sirriax as Alren could manage to take them, alongside a large number of Students taken from Sirriax's academy.

Over the course of the many years that Jayge spent with Alren, he departed only twice. The first time, to gather forces together and challenge Sirriax directly, eventually ending up on the Hunter's Realm, and then the second time, to enact a plan which would leave him split into separate beings, Alren was left to watch over the Metroid part of Jayge, and did so until the young man departed and began his military career.

Presently, nobody could say what Alren is up to, only that he is certain to be acting against Sirriax in one way or another.

Personality: Originally, Alren only cared for his work. He lived and breathed his experiments, and cared nothing for those around him unless they got in the way of progress, in which case he turned sour very quickly. After the experience that left him torn from the world, he began to broaden his horizons. He returned a far kinder, more tolerant man, and this has stuck even 'till today. He still retains his original outlook on research though, and will often focus entirely on only one thing at a time, though his broader scope on existence itself leaves many wondering just what it is that he is working on, in the bigger picture.

Abilities: Alren's abilities are most curious. He seems to be able to manipulate the very fabric of reality itself, but then the vast majority of what he does may also be considered simple illusion. It may very well be that he actually controls people's perception of the world around them, rather than actually altering things physically, though nobody could really say for sure, and he refuses to do much more than joke about it. Regardless, he is little more than jovial in regards to the use of his powers, and will very rarely put them to any serious use.

Home Planet: Val'Uri



As someone who really enjoys contractions: It's what it's.

Also I make games sometimes!


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 Post subject: Character Profiles
PostPosted: 07 Jun 2011, 23:39 
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Name: Viral

Sex: Male

Age: Currently 1111 years old, though the soul is older by a few centuries. Looks about 29 years old

Height: 6'4"

Race: Darkling, A mortal Dark Fae.

Character Appearance: http://chi-tenshi.deviantart.com/art/Romani-211685888 That + Onyx Skin with prominent gold veins. He also has a sash with hard metal vials upon it.

History/Bio: Viral was once a Romani, the people of the once god said to have the powers of divination. He had a humble starting as an adventurer who was decent with a blade. He would soon stumble upon a place called the northern outpost, a miserable place filled with priests mages, and warriors but very little in the way of a rogue setting. He soon found the place was a tough place to live, people and things trying to kill you daily and he grew to love it, love it to the point where if he had not killed in at least 4 hours his shoulder would cry out in pain. People around him soon came to call this "The killer twitch."

He slowly but surely became more powerful and gained recognition for his rogue ways. He would perform impossible feats like slaying demons and Chaos knights in one swing of his sword to stabbing an amorphous plague beast in its back. He tried his hand at many other things like reading and magic but nothing really took he was just good at using a sword and getting out of the way of blows.

Eventually he ran into the woman that would change him. While sitting in the areas local dive of dives he ran into a beautiful woman. She came in and asked about something which the question was lost to time but the end resulted in her gaining Viral's attention. Her name was Airedine a Human who cast spells in the name of Bachus. Viral at first just wanted nothing but to use her for her beauty and her healing magics but she had this way about her that made him want to be better. He grew to love her and in doing so he lost his killer twitch.

Viral with Airedine and his "Family" grew to be the power of the outpost. They Solved issues of magical and mortal nature. killed off the avatar of death and undead, destroyed a spore infection that was killing the gods and helped reforge the nations they lived in. During this Time Viral tried his hand at being a Guard of the Law, a Mages guild Enforcer, a Mercenary and even once tried to fake his way into the temple of Kayleth in an attempt to join the demon slayers but his lack of faith was noticed quickly and once tried join the ranks of nobility. Eventually Viral and Airedine having lived long lives and switched their forms once or twice made a detective agency of the medieval variety. After a few thousand years solving some crimes, changing to their forms they hold now and watching the world move around them they decided to take on the job of finding the avatar of Sireathe, the chosen of the deity who focuses on the moon, lies, deceit and betrayal. After fighting of werewolf hordes and Assassins, the loving couple found the layer of the Avatar. Viral In his arrogance Jumped the gun and tried a direct approach. He cause a backlash of one of the Avatars Divine Rituals and caused the couple to be ripped through time and space. Where he ends up... well probably some place like the hunters realm.

Personality: Blunt, Loyal and Arrogant with a touch of mood swings. the Rest will be RPed

Abilities: Due to his most recent form his body has become more resistant to Magic He can generate small globes of Darkness that can help him see clearer or blind its target for a brief period of time and hide in shadows a little easier. These benefits do have some down sides such as an allergy to Iron, being burned by the sun and after he can't be healed magically for a number of hours baring getting him far from the sun or ritual healing. He had also trained Vigorously on a number of ancient rogue techniques with a heavy focus on the avoiding skills. As well as a few predetermined secret Rituals on his soul and the ability to cast from a scroll.

Weapon(s) of Choice: A Lava Blade, A Chaos based Dagger and a number of lightning Stilettos all linked to his soul and magically forged.

Home Planet: Dremlin




...Yo.


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 Post subject: Character Profiles
PostPosted: 05 Jul 2012, 12:22 
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Name: Timothy Chartier
Sex: Male
Age: Appears perhaps 33.
Height: 7'1'' / 216cm.
Race: Elegine (Aner x Eleginus or Aner x Dirigensis var Eleginus)
Home Planet: Elegia

Appearance:
Timothy is fairly ordinary male Elegine, meaning he resembles a tall, visibly muscular Human, though upon closer Inspection, does not have visible Veins beneath the Surface of his Skin (this is because Elegine Veins and Nerves are under the Layer of Muscle). His Eyes are a blackish-blue, and his Hair is light to medium brown; in Keeping with native Custom, it has grown about to his Knees, and is normally restrained in a 'Dragon's Tail' wrapped in black Fabric. He is fairly pale, and wears a Beard but no Moustache.

Most of his original Clothing was destroyed in the ensuing Conflicts following his Arrival aboard the Realm, after which he ultimately changed his Clothes to the Uniform of an Illyrian Soldier, consisting in a Cadet Cap, a long Coat of a sturdy Material over a practical Soldier's Blouse, and Trousers in the same Material (though he retains his old Boots), all in a pale Yellow. The Material itself is quite durable, and appears to be of some Kind of Cotton-Linen Blend.

Timothy was formerly often seen to carry a Cane, but this appears to have gotten lost somewhere in the ensuing Scuffle, and it was the only Weapon with which he came, though he has since acquired two rather uninteresting Pistols and a larger Firearm, for which he has devised all Manner of odd Amunitions (which may or may not work).

Personal History:
Timothy Chartier was born to Aloys and Maria Chartier of Damsonbury, Bohemia Insititia, a Pair of somewhat-important Officials within the Royal Magics Office. He had a happy yet uneventful Childhood, and excelled in his own magical Studies, and showed a particular Adeptness for working with Metals. He was appointed to a minor Post within the Magics Office shortly after he had completed his Studies at Royal College, Greengage, shortly after which he discovered, while trying to stop a Table-Lamp falling, that he could briefly halt Time itself. He privately began conducting Research into temporal Magics and eventually submitted a Paper to the Office which secured his Career. Upon the Retiry of his Predecessor, Lord Chadwell, he was appointed Lord Royal Magician to the King of Insititia, a prestigious Position of rather vague Duties which seem to vary from Holder to Holder, and the Tenure of which seems is even more ill-defined.

It was doing Research into a temporal Anomaly that brought Timothy to the Realm. Such a Thing had never before been encountered in his own World, so he made Magic over a Bell to return himself to the Present, made himself a Phantom by borrowing the Magic of somebody who regularly dealt with Ghosts, and stepped through only to find peculiar Images flashing before him. He eventually made his Way to a nearby Vessel in a rather derelict State, and there found himself swept up in something he is not altogether certain that he likes.

Personality:
Timothy is a pleasant enough Person, but sometimes appears rather incompetent because he has (in his own Language) a Tendency to speak rather quickly and to stammer a Bit. He was somehow able to pick up English from a Book, but he has Trouble with pronouncing several of the Sounds, and makes bizarre Mistakes every now and again. He apparently suffered a severe Shock upon entering a new World and being caught up in the following Conflict, but his Mind has become more stable. Though he is often unwilling to do Things for others without being told why (and liking the Reason), Timothy has a rather broad altruistic Streak running through him, and, something characteristic of his Kind, will become excessively protective of those with whom he has fought.

Weapons of Choice
Timothy carries, as has already been stated, two ordinary Pistols, and sometimes gives the Bullets rather strange Effects by Magic, by far the strangest of which being a healing Effect. His larger Firearm is yet to see Use, but will presumably have roughly the same Function it did before he got to it (if it is functional at all). Otherwise, he, by Dint of being what he is, possesses immense physical Strength and Durability, though it is undeveloped compared to that of a professional Soldier from his own World.

He is also known to fight with Magic, thus far having demonstrated the Ability to create Lightning, project Barriers, freeze Time for several Minutes, and heal in Ways that are often at least moderately unpleasant to the Patient.

[Edit: Updates largely based on Events which have happened since Timothy's Entry.]



Joy-Ling of DeviantArt made the Trainer Creator used in making this Avatar: Try it!


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 Post subject: Character Profiles
PostPosted: 12 Jul 2012, 10:43 
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Name: Wraith (Though many aliases may be more applicable, the most recent being Eric Venser)

Sex: Male

Age: Unknown

Height: 5'11”

Race: Human

Character Appearance: Wraith was previously well known for adorning himself in a practical bodysuit of greying bandages, which required frequent changing due to the damage his body suffered for playing host to a being known most often as the 'master of poisons'. Since that being's release and his subsequent recovery he requires no such thing. He now wears only an eye patch covering his right eye, held in place by two thin bandages as a memento. The only other known fact about his appearance is that his right eye is a deep, silvery blue.

As his role in the universe requires a constant flux of disguises and persona swaps, Wraith has kept his true identity well hidden since the very beginning, operating constantly under code names and assumed identities, as well as using his rather potent abilities to alter his superficial appearance. The only certainty in Wraith's appearance now is that he could be anyone, anywhere.

Though he does really like the eyepatch...

History/Bio: As a member of the Shadows Guild of Val'Uri, operating as one of very few under the direct command of Alren, Wraith is often assigned tasks of espionage and reconnaissance, occasionally even assassination, when those more suited to such tasks are otherwise occupied.

Previously, however, he was born and raised into service in or near one of Lord Sirriax's so-called 'Academies'; research and development centres for living bio-weapons and super-soldiers that drew funding from hiring out its own creations as mercenary 'students'. A similar environment to the one that Wraith later helped rescue Jayge from. It was here that the malevolent being known as Jincan was sealed inside his body with powers known to his own homeworld. Originally thought to be a mythical creature of old legends from Wraith's homeworld, Jincan was eventually discovered to be an odd form of virus;a sentient, parasitic mass, which fed off of a person's life energy, known as Chakra by the resident populace of the world. A strain of this virus was isolated and cultivated, carefully, then allowed to infect Wraith and was there sealed by Wraith's own life-energy. The virus eventually became intelligent enough, through Wraith, to develop an identity, and began tormenting him constantly, sometimes even gaining enough control of Wraith's abilities to warp and shape his body into strange, reptilian forms.

How Wraith came to be in this particular Academy is unknown,as is its location, and the location of Wraith's homeworld. He was trained in the energy-manipulating, ninja-like arts of the world without ever being taught any of its lore or traditions, history, or even its name. It is likely,however, that Jincan, who somehow amassed a great deal of information while at the Academy, is privy to this knowledge and more. With this in mind, Wraith now makes a priority of seeking out the malignant being, sometimes even at the expense of his actual profession.

Jincan 'himself', freed from Wraith's body by the intervention of a future form of the skilled ninja, has not been heard from in many, many years. He has managed to copy several of Wraith's abilities and techniques, and is capable of cultivating a great deal of poisons and plagues within his own 'body'. Alren himself is taking a fair deal of interest in the finding and elimination of this threat to living beings everywhere.

It is also unknown how Wraith came to work for Alren, though his hatred for Sirriax and all things associated is actually quite a thing of common knowledge, (albeit, only for those who know him in person). One of the few things we do know is that he is currently investigating a sudden spike of activity in Sirriax's less concealed centres of operation. Alren fears that this is meant as a distraction and is concerned that he is preparing for something big; Wraith has been dispatched to find out what exactly, and, if possible, stop it.

Personality: A lot more cheery now that the strain of playing host to Jincan has been lifted for quite some time, Wraith only allows some few traces of his ruthless professionalism to show through during the everyday. His loyalties do not extend far beyond Alren and his fellow members of the Shadows Guild, which makes making friends difficult at times, though he does sometimes make exceptions with some people he has worked with once or twice. The majority of the Old Realmers may be counted in the odd circle of people that he wouldn't quite be so quick to walk out on in order to accomplish a mission..

Weapon(s) of Choice: Various; Wraith is an extremely skilled close-quarters combatant with a great deal of experience with various weapons and fighting styles, including many that utilise his ability to manipulate the life-energy of himself and other life forms in his immediate surroundings.
In terms of preference, his apparent favourite would be a selection of throwing knives and a simple, rectangular-bladed shortsword with a steel ring fitted to the end of the hand-and-a-half hilt. All of his equipment is cutting edge technology, rigged with various mechanisms, twists and traps to give him a constant edge in combat, as well as links to techniques that allow him to 'call back' certain items to his inventory from almost any distance, a trick that he has perfected to near-instant speed and control, even in the heat of battle.

He is fond of explosives and mechanical traps, as well as various poisons and toxins, and when prepared he is often known to leave nothing to chance. His bracers are loaded with many devices designed for the set-up of traps and mechanisms in combat, as well as the administration of his pre-prepared venoms via several methods, over several distances.

Alongside his physical fighting prowess, there is his 'Ninjutsu', the energy-manipulating arts of his homeworld. Various methods of manifesting and controlling these ethereal energies allow for a vast portfolio of interesting tricks and abilities; from altering his physical appearance and creating other sensual illusions to summoning massive elemental constructs and sealing inanimate objects into pre-prepared lines script.

Finally, there is his apparently innate ability to manipulate and immerse himself in physical shadows. Where this power came from is currently unknown, as nobody has thought to ask him about it, though it does allow him to increase his repertoire of interesting tricks even further; even going so far as to allow him travel into an alternate plane, the 'shadow' of our own existence.

Home Planet: Unknown.



As someone who really enjoys contractions: It's what it's.

Also I make games sometimes!


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 Post subject: Character Profiles
PostPosted: 12 Jul 2012, 20:00 
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Name: Falkner
Sex: ????
Age: ????
Height: 5' 9"
Race: Dark Fae
Character Appearance: The typical human shape is the base. The creature has no nose to speak of and its mouth appears on it's body when and where it opens. It opens as a circular maw with vile and presumably blood stained violet teeth even though Its mouth isn't always in one plays it's voice can be heard coming from where one would normally perceive a mouth to be and it sounds enchanting(not magically so but still.) It uses a female and males voice at the same time. It's eyes stay generally near what would be the front of the face the general shape of them is circular and the eyelids close in like a camera shutter. The eyes have a slow progress around the face should they desire to move. The skin is jet black and muscle tone is not really visible as the body shows no abs, pectorals or biceps ect. The notable markings are of purple veins which seem to crackle with a sort of energy.The hair is not hair, upon closer inspection it is merely dark purple tendrils which squirms and shift slowly and quietly. Falkner wears nothing but it looks like there is nothing to really hide. no genitalia, though there is nothing stopping mortal from feeling weirded out about that.
History/Bio: The story of Falkner is both long and short. The short end of it is that as a Fae it was created to scare the light Fae and the Irresponsible dark fae. It was a being with little purpose other than to scare people, a mere hound with a literal hunger for magic. One day the dark fae sent him after a wizard of sorts, apparently he knew enough about fae and had enough power to hold them off. The Sidhe sought to tear this man down so they sent the hounds. A few of the hounds died along the way for the Wizard had set mortal traps and fired arrows from behind his walls. One such hound survived and managed to get to the house. He opened the door and tried to step in but he could not. The mage had set up a small barrier of salt. The hound could not leave for he was bound to get to the man and deal with him. they both stood around waiting for the other to tire till finally the man spoke and in so got the hound to talk. In this conversation the wise sorcerer had named the hound Falkner and tricked him into not harming the sorcerer while he was in his home. Falkner entered and the mage quickly lay back the salt before Falkner could react. He was trapped and as such the sorcerer treated him as a perminant guest. It was terrible for the first while because Falkner had never gone so long without eating someones magic or eating a fairy, he became maddened and started thrashing at the salt but not a grain would move and it only lead to broken fingers and torn up limbs. eventually the Mage realized just how this particular Fae worked and began to feed him. Falkner still hoped to step out and always looked for the wind to blow the salt aside or more fae to come, but none came nor did the wind blow without the Mage resealing the ward. As the years grew on the Mage withered and aged, which Falkner could barely understand and one day the Mage opened the door and the salt blew away. Falkner jumped and bolted out the door and made its way to the ancient home which had apparantly forgotten most of fae kind. He would do what he always did there but every no and then he would return to the sorcerers home. eventually Falkner noticed the Sorcerer stopped feeding him, and stopped moving, just laying there in his bed still. Falkner would spend hours staring at him waiting for him to talk, only a fly moved about the withered sorcerer and as centuries passed the walls of the home came crumbling down and animals tried to eat the sorcerers ever shrinking body. Falkner visited him and watched him always hoping for a meal or some conversation. One day the hunger sunk in while he was watching the sorcerer and a faint green crackle of energy swirled slowly about the forest floor that was now the sorcerers bed. The may came out and Falkner began to eat and eat and eat till there was a hole, but he knew not where it lead and he simply followed its hunger and fell in.
Personality: Falkner is a hungry beast. It at times when not having to follow It's code or restrictions chooses to use words never telling a lie but often avoiding the whole truth as is its nature. Falkner's instict is to be loyal to their master or caretaker. Being a dark fae it is often hard to be truly nice for this creature.
Weapon(s) of Choice: The fae knows a few tricks like throwing balls of darkness to snuff out small lights or blinding someone for a few seconds. Aside from that, rocks? sharp things? Its fist? Biting? anything laying about really.
Home Planet: Earth!
((All references to gender in reference to Falkner are errors. It is genderless))



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 Post subject: Re: Character Profiles
PostPosted: 30 Jun 2013, 23:35 
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Adding this, Finally:

Name: Ezekiel “Zeke” Caulder
Sex: Male
Age: 38
Height: 6’4” (In exo-suit)
Race: Humanoid

Character Appearance:
Caulder is constantly encased in a durable exo-suit that puts most combat armour to shame; heavy-armour plating over woven synthsteel lining, completely air-tight, and fashionable to boot. Tough, leather-like material dyed various shades of grey and blue adorn the suit, along with several worn markings in white which may have once been serial numbers or detail designations of some description in the past. Somewhat out of place, however, is the helm. A bubble-shaped dome of translucent material covers the head, while a brace of metal runs over the jaw and back of the neck. This is still air-tight, and very durable, but the oddly sleek design is completely at odds with the rest of the suit. Within this domed helm, the only things visible are occasional facial features, and a pair of glowing, almond-shaped eyes, violet against the dull purple of the bubble.
Over this, Caulder wears a thick longcoat with a fur-lined hood, several plates of additional armour, and smaller bits of equipment.

History/Bio:
Zeke used to be a certain man’s pet. He was created as an experiment, but was well cared for after that. With further experimentation, and a few accidents here and there involving a number of pokemon evolution stones and a large quantity of phazon, he became a ‘person’, a Tyran Hybrid with a number of peculiarities. Then he became something of a copy-cat. Whilst occupying the position of the certain man’s effective right hand, Zeke was immersed in the world of the Tyran Hybrids, and it was here that he learned how to imitate other Hybrid’s Genus. It was something that many Hybrids could do to some degree, but Zeke’s peculiarities made him very good at it. Eventually he found a form that suited him, one copied from one of the original Hybrids who had passed a long time ago. He stuck with this for quite some time, before a series of events caused him to strike out on his own with a group of mercenaries.
It was during the next decade that he began to develop a more individual outlook of himself. He changed massively as a person, both in terms of personality and physical appearance and ability. In particular, after a decidedly trying campaign against a Dark Eldar pirate force (which involved several run-ins with a very cryptic Eldar Farseer), Zeke picked up a fair deal of Eldar soul-based technology, including a set of the wraithbone armour used by Eldar Warp Spiders. After being separated from his team during the final conflict of the campaign, Zeke was thought lost, only to be found drifting in space outside of the somehow crippled Dark Eldar flagship, covered in Eldar wargear, and clutching a shining stone the size of a pebble to his chest. Since that day, Zeke has not been seen outside of the containment suit he spent the next three months after his recovery constructing, neither has he been observed to use any of his inherent Hybrid abilities.
Upon his return to his old master’s side, he was welcomed with a proposition: He, along with a number of other companions, would be trusted with pieces of something, to cultivate, and eventually return them. Zeke accepted without hesitation, and took on the name Caulder to further distance him from his past self. He now returns to the Realm to play his part in piecing the parts back into the whole.

Personality:
Caulder's personality has undergone several very drastic changes over the course of his adventures beyond the Realm, and he is now often quite distant in regards to other people. He is content to play the role of the observer, and will usually just sit and watch events unfold until it becomes apparent that he should intervene or assist. He will usually weigh in, however, should conversations take a turn for the philosophical, as he takes a fair deal of enjoyment from such talk.
He is, however, quite self-conscious about the way his confinement to his suit has effected his communication skills. His voice is heavily distorted and monotonous most of the time, and there is no way for him to convey intent through his facial features, so he relies heavily on over-the-top gesturing and body language, a habit that he is sometimes criticised for by those who misinterpret it as posturing. He will also go out of his way to clarify his meaning in conversations, should he feel the need to.

Weapons and Abilities:

Durable Armour: Caulder’s hazard suit is incredibly tough, plated in wraithbone and reinforced in every way possible without compromising mobility. Added to this is the constant barrier of psychic energy surrounding him, making Caulder really hard to make a lasting hit on.

Channel the Warp: The alternate plane known as the Warp, or Immaterium, is, in theory, a universe made up entirely of the raw psychic energy produced by all of the sentient beings in existence. Much about it is unknown. In fact, other than the Demons that live within, the madness that often follows sentient beings being exposed to it for prolonged periods of time, and that it is possible, if dangerous, to travel through it, almost nothing is known about it at all.
In the universe of the Imperium of Man, the Warp is used for several things. Firstly; gifted psykers can tap into the warp to fuel powerful abilities. And secondly; by having a psyker pull a vessel into the warp, it is possible for the vessel to travel beyond the speed of light. Doing either is, of course, very, very dangerous, as the elder beings that exist within the Warp are quite malevolent, and are seemingly intent on doing everything they can to leave the Warp and wreak havoc upon the Materium, the ‘real’ plane of existence. Other races have learned to do other things with the Warp, of course, and by mixing various technologies with his own innate Hybrid ability to channel the Warp for various means, along with an unknown source of immense psychic power, Caulder is granted a great deal of abilities.

His primary ability is limited Warp-travel. Using a Warp Spider Jump Generator built somewhere into his suit, Caulder is able to momentarily ‘step’ through the Warp. The exact distance he is able to travel with this ability is very difficult to pin down, as space within the Warp is very much affected by time, theoretically he could travel anywhere, near instantly, if he had enough power. It is unlikely that he would survive anything further than a couple of hundred feet at a short jump, though he is able to make these shorter jumps with marked precision, and in rapid succession if necessary.
His suit is able to circumvent the dangers of the Warp in a number of ways, it can either project a field of ‘real-space’ around itself to keep Caulder’s material body intact, ‘cloak’ him, to avoid detection from the more proactive threats, or failing that, open a number of emergency vents and draw masses of power directly from the Warp itself, using this to catapult him to his destination, if not directly out of the Warp itself. This latter fail-safe causes a fair-sized detonation of cackling energy upon his leaving the Warp, is very jarring for him, and cannot be used in combination with the other defences, making it quite dangerous even in relation to the usual hazards of the Warp. Caulder is able to make far longer jumps when necessary, however these take preparation and care; He sometimes jokes about ‘planet-hopping’ and intense meditation, giving some indication as to how he manages to get around.

Only slightly less frequently used is his apparent secondary ability; literally channelling the Warp into the real world. This is something like a psionic projectile, and is often used as such. Whether in the form of small-to-giant bolts of Warp energy, or in cascading billows of Eldritch fire, Caulder’s long-range application of this energy is always potentially devastating, especially given the Warp's ability to literally twist and rend matter of the physical universe.
On the defensive, Caulder is able to manifest a barrier of Warp energy, and tends to keep this active at all times, bolstering it as necessary. Exactly how taxing it is to maintain, however, is unknown.

Homeworld: The Hunter’s Realm


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 Post subject: Re: Character Profiles
PostPosted: 22 Jul 2013, 10:59 
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Going to go ahead and post this up here.

v1.5.2
Name:Vyre'sia (or just “Vy”) [IPA: 'va͡i.ˌreɁ.si.ə][Sounds like: VYE-RAY-see-uh]
Sex: Female
Age: 32
Height: 188 cm / ~6'1"
Race: Twi'lek
Home Planet: Ubrikkia
Image

Character Appearance:
Typical:
Spoiler: show
Image

Geared Up:
Spoiler: show
Image


Vy is not a practical dresser; she dresses to be cool or sexy, but also in a way that won't restrict her movement. Taking such into account, while she can and has attached things to some of the buckles/belts on her person, they're mostly just for show. The second picture is a more practical set of attire she'll adopt if she simply can't get by with her preferred attire for whatever reason.

She's also exceptionally large and muscular for both her species and sex. For both she's rather on the massive side, with a low-tier-body-builder physique and looming height that definitely makes her stand out in a crowd where Twi'leks ordinarily wouldn't.

Not particularly evident to most people at first glance, part of her left lek (“tchun”) is actually a cybernetic prosthetic made to look and feel like real flesh; the original was severed in a duel some years ago. It starts about three-fifths of the way down the lek, and while it has synthetic nerves allowing her to feel with it, is not as sensitive as the real rest of the tchun or the entirety of the right lek, or “tchin”.

History/Bio:
Vyre'sia was born to a working class mother and father on the harshly industrial world of Ubrikkia. She has an older brother, but according to her parents he apparently joined a gang when he was still fairly young, and she has never met him. Her childhood was spent more or less entirely on Ubrikkia, with a few trips to other nearby Hutt controlled worlds. With her parents perpetually preoccupied with staying ahead of the enforcement of various debt collectors and her neighbourhood being a rough one, Vy was a scrappy, and perhaps edging into imperiousness from an early age. It was not uncommon for her to pick fights with bullies or gang members obviously out of her league and get the crap beaten out of her. To a degree anyway, since the gangs at least knew her brother, and saw her with a sort of little sister mentality, and never battered her so bad that she she had to find kolto instead of learning a lesson in street manners.

Vy was accepted as a Jedi padawan a little older than many, but it was during the Galactic Cold War, and the Order's standards weren't exactly being measured out with a vigilant nature. She was the second padawan of her Master, Master Bialar, and served to further the interests of the Republic during the Cold War and following Second Galactic War. Before the Second Galactic War began, Vyre'sia passed her trials by aiding Master Bialar in the thwarting the plans of the probably-insane Dark Jedi Bengel Morr, and was knighted. It wasn't long after that while on Couruscant, Vyre'sia was assigned her own padawan learner: Kira Carsen. The trio of Master Bialar, Knight Vyre'sia and Padawan-later-Knight Kira Carsen became well-known names within the Jedi Order, Republic and Empire for their amazing feats throughout the Second Galactic War. While doing so, however, Vy frequently went beyond what would be considered as the interests of the Jedi Order.

By nature Vyre'sia is rash, impulsive and competitive; all traits eagerly quashed by the typical adherents of the Order. Bialar, however, had always been known to be something of a roguish element in the Order (which is why he never made it on the Council), and allowed a good deal of leeway to his padawan, even encouraging her to funnel her various, less than admired, energies into productive ends. By the time Vy had graduated from Bialar's guidance, however, she quickly pushed the envelope beyond all agreeable limits.

Vyre'sia, quite simply, lives to push her own limits, and that primarily means in a physical context. She loves a physical challenge, especially fighting and perfecting her lightsabre and combative Force techniques, and she simply never turns them down. To be fair, she is extremely good, and her former Master had a great deal of trouble managing to best her in sparring. As the war dragged on, this lead Vyre'sia to ever more liberal interpretations of the Jedi Code and Republic sanctions to the point where she simply dismissed them all together if they impeded a good or welcome fight.

This being the case, she wasn't difficult for Darth Nox (Askeven) to sway to his side in his efforts at establishing his own ruling dominion aligned with neither the Sith nor the Jedi philosophies. What he expounded to her—a morality not so ideologically spotless and sanctimonious as the Jedi nor needlessly or cripplingly cruel and destructive as the Sith—held massive appeal because of the freedoms it allowed her, and Askeven was more than happy to provide ever more ambitious targets and goals for her to overcome. Eventually it came to pass, however, that Dominar Askeven's plans came to fruition, and Vy's freedom while remaining within his society of laws began to shrink drastically. Not least because many of her would-be targets were no longer perceived enemies of the ruling power, and so she didn't have free-license to start carving them up. As time dragged on, she found herself more and more drawn into the unknown regions of the galaxy where she had to contend with the Chiss Ascendency, or the occasional very old and special tomb or device in the known regions.

It was the latter scenario that brought her to seeking out what—or who—may survive of old warriors and force masters, and releasing or reviving them in order to challenge them. One such target was a rogue former Jedi active during the time of Exar Kun: Avaricea Aviditae. As it turned out though, Avaricea's supposed place of imprisonment was empty, recently voided of its inhabitant—forcibly. Vy's quest from there was to follow the trail, and either take down Avaricea or whomever had already beaten Vy to the punch.

The trail put her in contact with abandoned Czerka facilities in the Outer Rim Territories. Finding no apparent leads here, she frustratingly turned tail to backtrack and either look for some new lead or else a new source of entertainment-slash-target, going through Tatooine in the process. On Tatooine she found first hand a rather wide path that Avaricea and crew had cut through Mos Eisley, and was eagerly pointed in the right direction by inhabitants. Vyre'sia was off again, headed corewards. Rather surprisingly, she found it...different. For one, there didn't seem to be any Gray Dominion. Or Republic. Or Empire. Or proper Jedi or Sith Orders. Remnants of all of them—except Ask's Gray Dominion—seemed to be littered all over...a quarter of the galaxy. A quarter of the galaxy as she knew it was now mainly held together by Czerka trade routes between independent systems. The galaxy beyond was...well, alien. But that's another story.

Suffice to say, from Vyre'sia's perspective, she also now wanted answers, and, as it turned out, people still knew who she was talking about when she said the name Avaricea Aviditae. Interestingly, not a one of them seemed to be aware of any Great Galactic Wars or a Darth Nox. And whatever this alternate universe was, it was big. Very soon on, she found transport to an entirely different galaxy. And greater challenges.

And she took them.

Personality:
Vy's personality isn't outrageous in any particularly outstanding way save perhaps her unrelenting determination and dogged relentlessness. She simply does not stop when she knows she can still do something. That having been said, she may at times hang on to something beyond when is reasonable, and it can definitely get her in trouble at times, but she's not an idiot. If something is certain to kill her after she's already taken a crack at it, then she'll back down. It's only if there's that ever so slim million to one odds that she could still triumph that she'll stick to her guns.

In other regards, she's fairly ordinary. Average intelligence, though she could be considered to be well above average, but only in rather specific areas. She does tend to be a bit volatile in terms of emotions—she wears hers on her sleeve, as the saying goes (or would, if she believed in regularly wearing anything with sleeves). She's easy to get riled up, but mostly in a positive sense, as getting “riled up” makes it easier to really “get into” a good fight, which is what she loves to do. Otherwise she's fairly laid back, and likes to kid around with her friends, not even mentioning that she totally has, like, nothing to do with sarcasm at all. At times she can be a bit rash and have a tendency to jump to conclusions, but she's aware it's a bad habit and tries to stop and think when she's cognisant she's doing it.

As far as her humour and interests and opinions are concerned, it's probably safe to say that for many OoC audience members she leans sorta far into what might be considered vulgar or simply inappropriate subjects. For a female Twi'lek having lived her childhood around the slave-dancer groups so hypercommon for her species though, she's remarkably clean in her humour and opinions. Simply put, sex and lechery are just ordinary topics of exchange in her mind. Putting it in a more readily comparable framework: you could perceive her as being very much like a frat boy who really enjoys the stereotyped frat life. The analogy holds true in other aspects. Vyre'sia is the sort of person who demonstrates playful affection or familiarity with a punch to the shoulder, and is certainly not above a mischievous prank from time to time. She can also hold her liquor very well. Her exceptional size and mass certainly help with that.

Weapon(s) of Choice:
>Dual bright green lightsabres. She had her own, but has since started using a pair she took from a beaten opponent during the Dominion Ascendency. Sometimes she refers to these sabres as Evona and Ardos, but has never made clear if these names actually apply to the identical sabres or if it's just something she says.
>The Force
>She's not a bad shot with a blaster either, but merely average unless she's using the Force to complement her shot.



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Last edited by Zeth on 14 May 2014, 20:10, edited 4 times in total.
New Song added


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 Post subject: Re: Character Profiles
PostPosted: 14 Aug 2014, 16:49 
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Name: Johnathan Nathainiel Ralethain
Sex: Male
Age: 56
Height: 6'2"
Race: Human
Home Planet: Lethain Headquaters One
Character Appearance: Image
History/Bio: Johnathan is the head of one of the more notable branch families of The Lethain Household, and also one of the R&D sections of LethainCo's Science division, which under him has developed many technological breakthroughs now considered standard throughout the system.
Personality: Johnathan is almost constantly calm in demeanor, usually as a combination of him not being surprised due to having predicted potentially shocking events as a possibility, and an excelent Poker face.
Weapon(s) of Choice: Johnathan's primary weapon of choice is his keen intellect, determining what is needed in a situation before hand and then using what works best to achieve his desired goals.



Formerly Avalon


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 Post subject: Re: Character Profiles
PostPosted: 11 Feb 2015, 20:53 
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Musical Themes:
Leitmotif: Tammuz, the Men of the Sea
Battle Theme: Knight of Fire
Pondering, Searching: Babel: A Prison of Fate
Distress: Id ~ The One Who Is Torn Apart

Name: Aeo Harel
Sex: Male
Age: 19
Height: 175.5 cm. (5’9”)
Race: Human (Xenogears planet variant, post-removal of restraints)
Home Planet: Unnamed Planet on which Xenogears takes place
Character Appearance: Aeo (IPA [eiou], roughly the names of the letters A-O) is a young man of average height with dark brown hair that comes somewhat past his shoulders and is restrained somewhat by a red headband, very dark blue eyes, and a somewhat tanned complexion. His frame is only of average make, though he has given it somewhat more than average muscular development, which generally shows through his rather tightly-fitting, blue-grey pilot's suit, which leaves his arms bare, and over which he frequently wears an also-sleeveless red jacket. He has geometric orange-red tattoos down his outer arms, and most of his back. When the mood strikes him, he may go without the upper part of his pilot’s suit.

Personal History: Originally from a more well-to-do part of Nortune, the capital of the Kislev Empire, Aeo is a young Gear pilot and former soldier, who, though he came from a rather wealthy family, sees excessive politeness and social manoeuvring as shallow, and so is rather lacking in social graces. Before he joined the military, he passed most of his time at the arena, and after the appearance of Deus, which brought about the collapse of the Kislev empire alongside much of the rest of human civilisation, he managed to acquire a gear, Cierzo, for his own private use. Once Deus was defeated (Aeo had, of course, no involvement in the matter) and he had managed to restore some functionality to Cierzo, Aeo began to wander the world, and to search the relics of what once was for something that might lead him to a better life. A peculiar fluctuation that he did not quite understand opened a gate in the depths of the Zeboim Ruins, through which he wandered, quite thankfully in his Gear, and found a brave new world, that had such people in it.

He is sometimes visited by the memory of a now-deceased friend, a member of the Ethos, from whom he learnt a great deal about the operation and maintenance of Gears, about which he has come to consider himself something of an expert.

Personality: Though Aeo has rather bad manners, largely consisting in saying what he thinks without much consideration of how it will be taken, and frequently with liberal application of language that is generally considered less-than-tidy (though even he, admittedly, has standards), he can really be quite personable, and can be counted on for his honesty, and, sometimes even genuine affection, though he also has quite the competitive streak when he encounters somebody who has a skillset similar to his own, and will do everything possible to prove himself the better. This is, of course, largely restricted to Gear battling and other sorts of fighting with heavy machinery, though he does not think too lightly of his own close-quarters martial abilities, which are not insignificant.

His worst trait, according to himself, is his fondness for cigarette smoking, which he is very aware is bad for his health. He tends to wash his clothes (and himself) in water with heavy floral scents, especially lavender, and to mix other plants into his tobacco, so it will smell nicer. He is not, however, shy about smoking in public, and is sometimes known to carry an unlighted cigarette or two behind one of his ears.

Weapons of Choice: Aside from his Cierzo, Aeo primarily fights with his fists, though he also has a strong talent for Fire Ether.

Fighting Style:
Aeo practises a style of martial arts that appears to be gleaned from various sources, but which frequently involves chains of precise attacks, as well as grappling. His most powerful skills, known in his own native universe as Deathblows, are as follows, arranged by how they would be triggered in-game if you were playing Xenogears and he were an accessible character; T = Triangle, S = Square, X = X.

Spoiler: show
Code:
TX      Nibel Kick      A quick kick followed by a wide, sweeping kick that destabilises the foe.
TTX      Aura Blitz      A sequence of quick punching attacks followed by a powerful full kick.
SX      Rockshatter      After leaping into the air, performs a powerful descending attack.
TTTX   Crushing Grip      A rushing attack, followed by grabbing the foe and slamming him down.
TSX      Quetzlcoatl      A leaping attack which chains into a sequence of kicks.
STX      Raptor Lunge      Rushes the foe and performs a sequence of punches and kicks.
XX      Ascending Bomber   Leap with a series of kicks and then perform a powerful joined-hand attack.
TTTTX   Azure Spiral      Perform an ascending spiralling attack cloaked in an electric aura.
TTSX   Sacred Nymphea      Perform a sequence of powerful attacks accompanied by blasts of water.
TSTX   Crushing Grasp      Strike a series of blows, grab the foe, and smash him deep into the ground.
STTX   Dragon’s Tongue      Perform a series of blows, leap into the air, and send down a large fireball.


When under the effect of “Thermo Charge”, all but the last four Deathblows change in name, and are accompanied by a blazing aura. The changed names are as follows (sequences of attacks are the same).

Spoiler: show
Code:
TX      Summer Haze
TTX      Summer Sunlight
SX      Molten Blitz
TTTX   Flaming Prison
TSX      Raging Firebird
STX      Phoenix Rush
XX      Blazing Bomber


Also in Aeo’s repertoire are magic-like skills of uncertain provenance known as Ether.

Spoiler: show
Code:
00   Thermo Bolt      [Fire]      2EP
      Converges four fireballs on the target.

04   Healing Warmth      [—]         2EP
      Restores HP to a party member.

10   Thermo Charge      [—]         4EP
      Gives the ‘Thermo Charge’ effect to attacks, boosting power and granting a fiery aura.

20   Thermo Lance      [Fire]      6EP
      Releases a blast of fire which expands into a pillar of flame.

28   Flash Counter      [—]         5EP
      Enhances own perceptiveness, enabling the dodging and countering of most attacks.

40   Blood Rage      [—]         7EP
      Greatly raise own power and speed, but become more vulnerable to attacks when hit.

40   Sang-Froid         [—]         7EP
      Greatly raise own defence and resistance to elements, reduce own speed and power.

54   Thermo Sabre      [Fire]      10EP
      Create a large fireball that descends and detonates a large explosion.


At the time of joining, Aeo could be said to be at roughly level 24, and to know his first four Deathblows and Ethers.


Gear: Cierzo
A large blue-green mech with red accents that has been optimised for both close-quarters fighting and the use of an enhanced Ether Machine. Its frame resembles Aeo’s own, only with the added bulk necessary to make it look like a Gear. Like most ancient technology in Xenogears, its exact provenance is unknown. As Deus has been defeated in his iteration of the universe, his Gear is only now partially functional.

Accessories:
- Beam Coat [Halves damage from beam attacks.]
- FrameHP 30 [Allows recovery of 30% of max HP.]
- Extra Ar+4 [Greatly increases Gear defences.]

(Edit: Added musical themes.)



Joy-Ling of DeviantArt made the Trainer Creator used in making this Avatar: Try it!


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