Fair_Game - Bios

Fair_Game

I won't look back
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ORPG and RPB
Name: Gungnir
Title: The Greasy Palm
Race: Human
Gender: Male
Age: 33

Appearance:
- Hair: Splotchy and dirt encrusted, muddy brown and usually covered by several layers of gauze from a head injury that didn't heal right. A few sparce hairs jut out from between the wraps.

- Eyes: Ruddy brown and piercing, most see it as a part of a simple sods struggle with being normal. But some find his gaze repulsive.

- Height: When not wearing his backpack he stands at a full 6' 2" however with the weight of his wares he stands at a severly shorter 5'0".

- Weight: He weighs a lean 220lbs unburdened and a whopping 413lbs with his wares shouldered.

- Complexion: Gungnir's flesh hangs loose around his cheeks and neck, it appears rubbery and tacky. Painful boils cluster around his right cheekbone though he often covers most of his face in the daunting darkness his armaments provide. Life on the streets has left his skin pale.

- Build: Lean living left Gungnir limber but garrishly so. His ambling form is all skin and bones making him appear spider-like when he walks.

- Attire: A wandering shop for sellswords and mercenaries alike, Gungnir wears a large backpack for housing his wares, and a tanned leather skin poncho with a high collar to protect his possessions from the weather. Underneath which he wears a long sleeve button down tunic with brass buttons on the sleeves and six thick straps across his chest (two crisscross, two on either shoulder vertically and two under his chestplate) the two shoulderstraps have six pockets for carrying throwing knives. Across his wrists are two solid black bands that conceal an auto-launch (like an upsidedown switchblade) 6 inch long blade. His legs are adorned with slightly darker tanned skin leather pants, equally weather resistant, while his feet are protected by steel reinforced boots (only around the toes).

Appearance in a Nutshell: Picture pending.

Personality: Shrewd and cautious, Gungnir is often hated and mistrusted by those that know of him. He hunts his customers more than provides services for them, often preying on the weak for their coin by selling them armaments then scooping the remnants after the battle. Quick to violent outbursts when confused. Happiness is money, sadness is no food and no one to leach off of, anger is confusion, love is a weapon, jealousy is the strongs possesions.

First Impression: When first viewed Gungnir appears to be a simple sort with a disquieting piercing gaze, and a terrible skin condition. His speech is broken and erratic but for some reason he always seems to be the exact person you needed at the exact moment you needed him. If someone unknown saw him they would see him as a source of possible assistance (most asking him directions, wanting to see what he has to offer, or even propositioning him for work). However, people/races with high empathy for others would most likely instantly avoid him as they would sense his ill intent, underlying his ruse of being a simple, honest hard worker.

Weapon(s): Gungnir carries a ton of weapons in his backpack, none of which he would dare use, even in the most dire situation as they are considered his treasures. (this probably makes it more of a boon for his opponents for if they were to rumage through his stuff they'd probably find something they could use to fight with...however this does have the adverse effect of tossing him into a blood thirsty rage) His offensive capabilities are limited to 12 throwing daggers (six on either side of himself) and two spring loaded short blades that he chose specifically for their highly concealable assets. The spring carries enough tension in its coils to launch in under half a second bringing them from docile to ready almost at will. This usually turns an otherwise merely unpleasant punch into a seriously deadly threat. The blades themselves have a limited reach of 6 inches but unfortunatly the only time they can reach that limit is when Gungnir first launches them.

Armor: Gungnir has aquired through the years many different pieces of armor, all of which equally more useful to his opponents and customers than himself (as he'd never touch the stuff himself) however his thick poncho and leggings are treated in a flame repellent (not immune so he can't walk through fire but he can snuff out a moderate flame) and laced with a thin chainmail underlay (which can prevent a stab from a broadsword from being leathal, but wouldn't stop more than half the damage) He also wears (as part of his offensive mechanism) main gaunches on either arm. Thick steel plates capable of deflecting several heavy blows before eventually crushing his hands.

Magic: N/A

Abilities/Skills:

Theive's Resolve - All theiving skills are innate to Gungnir, however only his ability to be extremely stealthy has any real merit. He does however have an aptitude for stealing, lockpicking, and wall climbing. In battle his best skill by far is the ability to sneak off into the shadows, which he can only do if his opponent loses track of him.

Luck of the Urchin - Survival on the streets was completely out of his control, but as it would seem luck is usually in his favor. Never enough to get him out of the life as a street hoodlum, but plenty enough to keep him fed. In combat his luck would never save him from a fatal attack but it would make his aim truer. This skill really doesn't have any 'effects' but its kinda my way of explaining his fighting style...he's lucky thats about it.

Web of Lies - Special knife manuever, Gungnir grabs six knives and tosses them in all directions but puts enough back spin to get the blades to change directions halfway through their arc and pinpoint a single target. Considering he only has 12 knives he can only do this manuever twice. Even though no unused knife is considered spent, its highly illogical that he'd stoop to pick one up during a heated battle.

Step Through - Parry-counter, if Gungnir can manage to stay both of his opponents hands he can step the rest of the way into his opponents space and lash out with either a devestating elbow to the midsection or a lethal close range cross-slash from his wrist-blades. (this may require some explaination...if say Gungnir blocks and seperates both of his opponents hands he can fluidly use their downward force to push himself into their chest. Basically he can block and attack in one turn if he's close enough...thats all...)


Anger of the Forgotten - Gungnir enters a blood thirsty rage (usually signified by his taking off his poncho and backback and readying as many knives as he can) he then charges his opponents like a whirling dervish flailing randomly and slicing widely at the air around him. This anger can only be brought about with certain conditions met.
-Stealing his prized possesion
-Saying something that he doesn't understand or can't answer (this doesn't include chanting for spells, just like 'if you were to ask him directions to some where he doesn't know he'd get mad')
-Landing a blow to his sensitive scalp.
If any one condition is met he has a small chance of becoming enraged, if all three are met its almost a sure bet he'll go crazy. The effect is an increase in damage resistance, a higher agility and more critical attacks. It only lasts for 2 minutes and he can't use it twice in one battle. It physically drains him proportunate to how long it lasts. If he goes over the 2 minute mark he won't be able to stand.


Quick History: Gungnir the Greasy Palm was born on the streets of an inner city slums. His mother marriered early in life and regretted it, after a terrible beating from getting caught cheating on her husband she was kicked out on the streets where she soon found out that her last act as an unhappy but well fed and sheltered individual had taken root. Blaming her child was easy so she bashed her newborn son over the head with a trashcan and left the bleeding baby boy for dead.

As the god of luck would have it, a war veteran lay delirious with alchohol poisoning, vomitting his guts out nearby. When he happened upon the bleeding child he reacted instinctively and fashioned a quick patch for the still breathing baby's head injury then fashioned a sort of home for the babe out of the last remnants of the highly inebriated soilders armor. He then promptly vomited the rest of his guts out and was never seen again.

Growing up on the streets was hard on Gungnir as he was never strong or smart enough to be the top dog in the mini kiddie wars that were going on about all the other street rats abandoned in similar situations. He was a very slow learner but the things he did learn he loved passionately. Speech was a hard thing for him to grasp as the other kids would beat him rather then listen to his painful screaching voice and as such stunted his vocabulary immensly.

Weapons and armor were among the first things Gungnir learned of and he instantly took a liking to their implementation. He often went to watch fights from the shadows, waiting for the kill then waiting till he was sure it was safe enough to go down to the dead carcass and pick at its last remaining trinkets. And most importantly recover any armament he could find. On several such occasions he was often accosted by the killer returning for closure of the deed, leading in what would be his most formal combat lessons.

He currently makes his money from stalking weak or wounded travellers or from selling his wares on the outskirts of the multitude of wars going on.

Note : I probably could have worked more on the background...but I got lazy...hope you like it anyway!
 
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NOTE : This is still under construction!!! Need to scan an image.


ORPG/RPB

Name – Tobias Kincade

<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:eek:ffice:eek:ffice" /><o:p></o:p>
Nickname(s) – TK261300013, Unit 13 (code name)

Title – N/A

Alignment – Chaotic Good

Race – Genetically Altered Human – TK was injected with an experimental drug meant to alter his genetic makeup and allow his body to accept the constant contact with radioactive ore Durilium, the hardest ore known to man. Further alteration has made him adept at combat.

Gender – Male

Age – 27

Appearance
Height - 5'11"
Weight - 180lbs
Eyes - Royal blue, wide open but hardened by a history of loss
Hair - Military crew cut which even out of the military he keeps close to his head, blonde and thin.
Face - Firm and fuzzy, constantly has a five-o-clock shadow.

Attire –Armour to be described in the corresponding section

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PersonalityTobias is an arbiter of justice. His friends and collegues find his regal attitude reliable and trustworthy. His confidentence and determination helps him challenge missions with a passion for victory. Since being betrayed by his own kind, his inner thoughts have become full of turmoil. This doesn't seem to affect him in battle, though it has made him more dramatic in his martial arts and introverted in the dark. When alone he feels his sanity pull at him, and because of this he has become deathly afraid of going crazy. Often at night, he replays his own agonizing screams from the loss of his closest comrades. He usually wakes up restless as if he never went to sleep. These sleepless nights have made him shrewd and negative.Though his anger at his fellow humans has not subsided, he's rational enough to realize not all were responsible. Very much to the military mindset, he rarely reveals unimportant details (stuff not about the mission or battle he's currently in) to others. If attacked he would gracefully deflect and seek peaceful resolution, if repeatedly attacked he would quell the assault swiftly. Overall, he's a military man with a vendetta.

First Impression – If Tobias entered the room without his helmet on, he would instantly inspire a tranquil atmosphere, his blonde hair, blue eyed smooth skinned face has a very certain and sure air about it. If his just side was appealed to he would respond with mercy and aid. On the other hand, if someone commits a crime against his fellow man, he can't stop himself from interfering. He likes children, as he sees them to be the future and he envies their carefree attitude.If first seen with his helmet on others tend to instantly fear him. The face of the chittering warrior seems almost purposely formed to frighten others, and often successfully does so.

Strength – Unit 13 was required by the military to remain physically fit whether scheduled for a mission or not, and being a creature of habit he never stopped training. Capable of lifting his own body weight over his head and able to lift three times that weight with his legs. His Durilium Mesh armor does not provide any additional strength. Nor does he have any other method for increasing his strength.
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If he were to punch a brick wall with his full force he could probably fracture it but not punch a hole through it.
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With minimal defensive capabilities and a health of 500 he could probably knock off 100 health per hit. Not great but not bad.

Speed – As his fitness regime constantly included running (though it was intended more for endurance), Unit 13 can sprint at a top speed of 25 mph (calculated based on his leg strength), and can sidestep adeptly but doesn’t rely on it.<o:p></o:p>
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While his weapon is retracted to the length that of a short sword, his attacks are quick and precise. In this form it’s weapon category would best be described as fast (but not very fast, extremely fast or godly fast). However when his weapon is in its spear form his attack speed dramatically decreases, as more mass is harder to swing, changing its category to slow.

Endurance – Without the aid of his Durilium Mesh armor he would have the same endurance as a regular physically fit human male. However, his armor provides a thin layer of extremely pliable yet extremely hard metal covering his body. Cutting weapons would require extreme force or heavy weight to slice his armor, it would be impossible to pierce however if he were hit from a hammer or bludgeoning weapon he would feel the blow at full force (since he was built to combat a race that fought prodominantly with sharp weaponry it was never an issue for him to be protected from heavy damage). Advanced endurance training has made TK prepared for long drawn out battles, he can equally run for a substantial amount of time. (I’d guess at 30 minutes at top speed, two hours at a brisk pace and 6 hours of jogging)<o:p></o:p>

Reflexes – Trained to respond to the telekinetic powers of the future's alien attackers, TK is outfitted to quickly respond to danger in a moments notice, quick on his feet but unable to respond faster than his human frame allows. Since he was taken in for combat training at a young age he is very quick to respond to attacks and does so almost instinctively. Try as he might, he cannot dodge bullets, however thanks to his armor he can withstand some heavy firepower without feeling much more than a throbbing pain where the barrage hit.

Fighting Style – Unit 13 is a close range fighter with heavy defense and a heavy attack. Best suited to be up close and personal with any confrontation and equiped with anti-long range defenses. His usual battle tactic is to close the distance between himself and a target as quickly as possible, engage them with his short weapon and deflect their attacks with his arm and leg guards. If the opportunity arises to quickly switch to his heavier weapon he does so in a moments notice in the hopes of ending the fight in one foul swoop. Trained extensively in sojutsu (the art of spear fighting) he will employ any means necessary to win the fight. However, as per his personlity if an opponent manages to beseech his graces he would give them the benefit of a fair fight.
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Sojutsu reinforces timing and precision as well as focuses on increasing strength and endurance.<o:p></o:p>

Weapons – <o:p></o:p>
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Longinus Volf model 2 – The Longinus spear (note: not the actual spear of legend just a spear made by a man who knew of the history and fashioned a weapon to compliment the myth) was designed by ex-german weapons engineer Volf Croid, and was made specifically for piercing through thick armor and slicing off limbs. The fiendishly curved blade has several notches ingraved for quickly providing a passage for a wounded enemy to die from blood loss, its twisted sides are both sharp and durable allowing a full 280 degrees of offensive motion. The blade sits atop a 6 foot long durilium alloy shaft that splits into a sideways H at the top for allowing two separate loops as hand grips and one additional loop at the base. Broken into thirds one would find the blade at the top third, the hand grips and middle in the middle third, and the extend and release grid at the bottom third. A simple button push toggles the weapon from spear to short sword. It has no other special properties or abilities.<o:p></o:p>

Armour – Being genetically altered to equip man’s strongest armor makes Unit 13 a defensive dynamo. Wearing a full body, head-to-toe durilium mesh underlay with specific capabilities for withstanding slashing and piercing attacks allows him to take the blows and still stand (albeit with bruises in colors you wouldn’t believe). His face is covered by a mask of his own design (fashioned after the head of the alien's elite warriors) and interlayed with an interactive H.U.D. visor, complete with power-cell life moniter (shown as a percentage), an electrocardiogram and a bio-mechanical sensory system built to detect exact locations of damage. The mask itself sprouts two horns on both sides and is shaped like the face of a Chittering Warlord(the alien attackers threatening to destroy the planet). His breathing is regulated by a self-sustaining air purifier allowing him to breathe freely so long as trace amounts of oxygen can be found.<o:p></o:p>
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Across his chest he wears a carbonite breastplate (not particularly resilient but light and ventilated to provide cooling for the powercells that fuel the suit) as well as carbonite leggings and tasset. His legs from the knee down and arms from the elbow to knuckle are protected by heavy durilium alloy plating, making them ideal for blocking physical attacks. He wears a magnetic belt for storing his weapon (which he usually keeps behind him attatched to his lower back). There are two buttons on either side of his mask which are specifically designed to remove the armor from his body. If pressed at the same time the entire suit would open up for him to step out.
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His left elbow has an expanded plating built to house a fully functional Penning Trap. The Penning trap is a device that can contain charged antimatter particals allowing Unit-13 to create a temporary antimatter shield to hover a few inches from his left palm. The shield is designed to instantly engulf whatever matter touches it, making it invaluable when dealing with elemental attacks. (Note : the antimatter shield cannot destroy weapons, armor or people, it can only block elemental attacks and provides Unit –13 with a high jump skill).

Abilities – <o:p></o:p>
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Antimatter Shield – Requires no charge time, but does use 10% of power drained from Unit-13’s power cells. When used the energy from the cell pack (located within the carbonite plating on his back) is shifted into the penning trap on his left elbow, it then begins spinning counter-clockwise creating a vacuum that sucks in air and combines the air with the energy creating a highly volital mix of charged antimatter particals, the mass is then spit out through an exit port covering Unit-13’s left palm. The shielding can last up to 1 full minute and can stretches to a radius of 2 feet (protecting a 4 foot diameter of area from one direction). Capable of evaporating low level magic and misdirecting medium level magic but cannot defend against high level magic. Requires a recharge time of 2 minutes before it can be used again correctly otherwise it's overheated.<o:p></o:p>
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Antimatter Bomb – Requires the penning trap to be overheated, uses 5% additional power. Sends power to the penning trap and sucks in air but doesn’t combine the two, making merely uncharged antimatter. When the uncharged antimatter comes in contact with the charged matter it creates an explosion that launches Unit-13 back a good 10 feet (usually to land on his back). If an enemy manages to be within the blast radius (of 3 feet diameter, pretty small really) they would most likely receive damage equal to that of a grenade going off in ones face. When used without contacting either a physical entity (be it an opponent or even the ground) it wreaks havok on the electrical system powering the durilium suit causing Unit-13 to lose all information and using up an additional 25% of his remaining energy reserves.<o:p></o:p>
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Scan - Requires a two minute charge time, uses 5% for each minute it charges, if sufficent damage to the head is sustained the charge resets itself. Unit-13's HUD switches to occular magnification mode, temporarily disabling other functions of the HUD and begins a complete scan of a selected target. It allows him to determine the capabilities, strengths, potential and weaknesses of the target by biologically assessing the targets genetic makeup. Will not work if target is not biological.

Magic – N/A

Other Skills

Power leech - each active minute Unit-13 uses 1% of his overall power to sustain his onboard computer and HUD system. It also powers the inner cooling system on his penning trap.

Solar Filtering - When at rest Unit-13 extends four long antennas from his shoulders that recharge his power cells gradually. Can charge with reflected solar power as well, making it ideal for him to charge while sleeping.

History the following is an excerpt from New Earth : A history ~

-The Ark of the New Testament- Circa 2401<o:p></o:p>
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A space colony orbiting Neptune was on a routine gathering mission, harvesting a highly explosive and rare durilium ore from the neighboring asteroid belt when one of the astronauts passed through an alien mist made up of a previously undiscovered parasitic chemical. He abruptly passed out losing control of his equipment and accidentally set off a chain reaction that engulfed the entire planet and the Ark space colony. There were no survivors, and no help beacon was logged when the stations black box was finally recovered.
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-New Earth on Venus- Circa 2413<o:p></o:p>
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Word of the destroyed planet reached one of the last human outposts on New Earth. The effect of the lost colony was not nearly as devestating as the loss of the durilium ore. Fueling more than 80 percent of the community it fortold a future that would finally spell the end for civilization. The world government had no choice but to deploy a small battalion to recover what remnants they could find, as well as decipher the incidents leading up to the destruction of the planet.<o:p></o:p>
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Upon arrival the battalion was greeted by an ominous feeling of dread within the core of the destroyed planet. This log was recovered some 200 years later :
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Captain Ziggaraut : …static… seems we’ve all grown a fond of the creature, it learns quickly … static … we’ve yet to properly name it but a few of the Marines have started calling it ‘cricky’ cuz it looks like an overgrown crick…static<o:p></o:p>
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Private Simmons : Hey Captain … we found more! Can you believe when we get home we’ll be ‘the crew that made first contact?!’<o:p></o:p>
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-The log skips forward an undetermined number of days- <o:p></o:p>
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Captain Ziggaraut : Get that door to hold Simmons! …. Static… Crickets have gotten aggressive… static … showing signs of telekenetic capabilites … static … starting to wonder if they actually planned this! … Get the door!! … -gun fire can be heard - … bullets just bouncing right off of em … don’t stand a chance … oh God … Oh GOD! … It’s eating my face! … Oh Gah….<o:p></o:p>
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-At the time of recollection of this log it was undetermined as to the exact order of the broken transmissions as a few moments later the voice of the Captain returned –<o:p></o:p>
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Captain Ziggaraut : we’re fine … the sentient beings have … tought us many things … we can’t wait to show you the … vision … the awakening of our race … we have to die … we have to give them whatever they want … we have to ressurect in the glorious form of … cattle … (he then repeated this phrase over and over again for a full hour before the transmission finally cut out)<o:p></o:p>
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-end excerpt from New Earth : a History-

-Pendulum Six, orbiting New Earth on Venus – Circa 2613<o:p></o:p>
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The war with the Chittering, the Alien force responsible for the destruction of Neptune and countless other planets in other systems, had begun some 20 years prior, it’s effects had forced the humans to adapt to their heightened combat skill. With the loss of its civilization at risk, humanity unexpectedly choose to push through experimentation on a new super suit of durilium armor. Unfortunatly, many humans could not withstand the intense radiation waves intrinsic to the durilium ore. And many soilders were lost before ever confronting the enemy.<o:p></o:p>
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Geneticists developed a strain of code that could counteract the radiation and began work to genetically engineer a new breed of humans capable of withstanding the new Durilium mesh. Of the three hundred test subject only a substatially small group of 13 managed to successfully contract the counteractive coding in their DNA. Serial Number TK261300013, was selected for birth and provided to a volunteer midwife, Tabatha Kincade, who delivered the child on September 2<SUP>nd</SUP>, 2613. The child would be allowed to grow normally with his family until the age of 6 when he would be taken and molded into the perfect fighting machine for combat against the hordes of approaching Chittering.<o:p></o:p>
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The given name of subject TK261300013 was recorded on the birth certificate, but the midwife who would raise him for the first 6 years of life took to referring to him as ‘Tobias Kincade’.

-New Earth : Military Outpost - Circa 2619

On his sixth birthday Tobias Kincade was moved to a military outfit where he and the other 12 genetically altered humans were to receive combat training and preperations for the oncoming battle with the alien invaders. He quickly made friends with his birth mates and grew to accept them as his new family.

Each year the 13 were administered a small treatment of durilium directly into their bloodstream to examine the effects of the radiation against the different strains of anti-virus. Slowly every other member of the 13 test subjects died except Tobias. Tought to believe it the work of the Chittering invaders, Tobias swore revenge and accepted his duty to eradicate their race.

For the next 10 years he hunted and slaughtered the Chittering, returning home from each mission a little prouder for the burden he had lessened on his fellow man.

At the age of 17, Tobias was informed that the military had received word of surrender from the Chittering and were interested in negotiating peace. Tobias was to be the escort of a small outfit of representatives with the sole goal of assassinating the Chittering overlord.

To his surprize the overlord had come alone, offering his people as slaves if in return the humans would stop hunting them and leave them in peace. The executive order was delievered to his head set to take out the overlord immediately, but for some reason he didn't respond.

The overlord explained the mistake when his people exited their larval stage they feed on their surroundings, the larval Chittering had assumed that the ship was food and all its inhabitants were nutrients to help them survive. The representatives had cried 'outrage' at the creatures insistant, but it was when the overlord revealed that his race was created by the new world government that Tobias found a new force to hate.

The government had genetically altered humans in the hopes of creating an ultimate fighting force capable of conquering worlds. When the accident scrapped their research they sent a battalion out to irradicate all remnants of the testing. To their surprize they found the larval Chittering but were too late to stop their feeding.

Tobias promised the Chittering Overlord that his people would be allowed complete peace and that the appropriate group responsible would receive retaliation for their crimes. From then on he set about to insuring the freedom of the new race. He took on the face of their warriors and began hunting down the government officials who approved everything.
 
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NOTE : This is still under construction!!! Need to add personality and first impression and scan an image.


ORPG/RPB

Name – Tobias Kincade

<o:p></o:p>
Nickname(s) – TK261300013, Unit 13 (code name)

Title – N/A

Alignment – Chaotic Neutral

Race – Genetically Altered Human – TK was injected with an experimental drug meant to alter his genetic makeup and allow his body to accept the constant contact with radioactive ore Durilium, the hardest ore known to man. Further alteration has made him adept at combat.

Gender – Male

Age – 27

Appearance – I'll scan an image soon!

Attire –Armour to be described in the corresponding section

<o:p></o:p>
Personality
– A summation of who your character is. Give us details on how your character acts, how they treat others, what they say, how the react, etc. Once again, be very imaginative, and leave as little as possible out. Should be at least 2 medium-sized paragraphs (4 sentences each), but it is recommended that it be much longer than this. Required Section

First Impression – A brief summary of how you would feel if you met your character. It is not suggested that you write “I would feel.” Say things like, “If he were asked…he would react by…” and things like that, but try and keep the outright situational references to a minimum. Should be at least 1 large paragraph (6 sentences). Required Section


Strength – Unit 13 was required by the military to remain physically fit whether scheduled for a mission or not, and being a creature of habit he never stopped training. Capable of lifting his own body weight over his head and able to lift three times that weight with his legs. His Durilium Mesh armor does not provide any additional strength. Nor does he have any other method for increasing his strength.
<o:p></o:p>

<o:p></o:p>
If he were to punch a brick wall with his full force he could probably fracture it but not punch a hole through it.
<o:p></o:p>
<o:p></o:p>
With minimal defensive capabilities and a health of 500 he could probably knock off 100 health per hit. Not great but not bad.

Speed – As his fitness regime constantly included running (though it was intended more for endurance), Unit 13 can sprint at a top speed of 25 mph (calculated based on his leg strength), and can sidestep adeptly but doesn’t rely on it.<o:p></o:p>
<o:p></o:p>

While his weapon is retracted to the length that of a short sword, his attacks are quick and precise. In this form it’s weapon category would best be described as fast (but not very fast, extremely fast or godly fast). However when his weapon is in its spear form his attack speed dramatically decreases, as more mass is harder to swing, changing its category to slow.

Endurance – Without the aid of his Durilium Mesh armor he would have the same endurance as a regular physically fit human male. However, his armor provides a thin layer of extremely pliable yet extremely hard metal covering his body. Cutting weapons would require extreme force or heavy weight to slice his armor, it would be impossible to pierce however if he were hit from a hammer or bludgeoning weapon he would feel the blow at full force (since he was built to combat a race that fought prodominantly with sharp weaponry it was never an issue for him to be protected from heavy damage). Advanced endurance training has made TK prepared for long drawn out battles, he can equally run for a substantial amount of time. (I’d guess at 30 minutes at top speed, two hours at a brisk pace and 6 hours of jogging)<o:p></o:p>

Reflexes – Trained to respond to the telekinetic powers of the future's alien attackers, TK is outfitted to quickly respond to danger in a moments notice, quick on his feet but unable to respond faster than his human frame allows. Since he was taken in for combat training at a young age he is very quick to respond to attacks and does so almost instinctively. Try as he might, he cannot dodge bullets, however thanks to his armor he can withstand some heavy firepower without feeling much more than a throbbing pain where the barrage hit.

Fighting Style – Unit 13 is a close range fighter with heavy defense and a heavy attack. Best suited to be up close and personal with any confrontation and equiped with anti-long range defenses. His usual battle tactic is to close the distance between himself and a target as quickly as possible, engage them with his short weapon and deflect their attacks with his arm and leg guards. If the opportunity arises to quickly switch to his heavier weapon he does so in a moments notice in the hopes of ending the fight in one foul swoop. Trained extensively in sojutsu (the art of spear fighting) he will employ any means necessary to win the fight. However, as per his personlity if an opponent manages to beseech his graces he would give them the benefit of a fair fight.
<o:p></o:p>
Sojutsu reinforces timing and precision as well as focuses on increasing strength and endurance.<o:p></o:p>

Weapons – <o:p></o:p>
<o:p></o:p>

Longinus Volf model 2 – The Longinus spear (note: not the actual spear of legend just a spear made by a man who knew of the history and fashioned a weapon to compliment the myth) was designed by ex-german weapons engineer Volf Croid, and was made specifically for piercing through thick armor and slicing off limbs. The fiendishly curved blade has several notches ingraved for quickly providing a passage for a wounded enemy to die from blood loss, its twisted sides are both sharp and durable allowing a full 280 degrees of offensive motion. The blade sits atop a 6 foot long durilium alloy shaft that splits into a sideways H at the top for allowing two separate loops as hand grips and one additional loop at the base. Broken into thirds one would find the blade at the top third, the hand grips and middle in the middle third, and the extend and release grid at the bottom third. A simple button push toggles the weapon from spear to short sword. It has no other special properties or abilities.<o:p></o:p>

Armour – Being genetically altered to equip man’s strongest armor makes Unit 13 a defensive dynamo. Wearing a full body, head-to-toe durilium mesh underlay with specific capabilities for withstanding slashing and piercing attacks allows him to take the blows and still stand (albeit with bruises in colors you wouldn’t believe). His face is covered by a mask of his own design (fashioned after the head of the alien's elite warriors) and interlayed with an interactive H.U.D. visor, complete with power-cell life moniter (shown as a percentage), an electrocardiogram and a bio-mechanical sensory system built to detect exact locations of damage. The mask itself sprouts two horns on both sides and is shaped like the face of a Chittering Warlord(the alien attackers threatening to destroy the planet). His breathing is regulated by a self-sustaining air purifier allowing him to breathe freely so long as trace amounts of oxygen can be found.<o:p></o:p>
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Across his chest he wears a carbonite breastplate (not particularly resilient but light and ventilated to provide cooling for the powercells that fuel the suit) as well as carbonite leggings and tasset. His legs from the knee down and arms from the elbow to knuckle are protected by heavy durilium alloy plating, making them ideal for blocking physical attacks. He wears a magnetic belt for storing his weapon (which he usually keeps behind him attatched to his lower back).<o:p></o:p>
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His left elbow has an expanded plating built to house a fully functional Penning Trap. The Penning trap is a device that can contain charged antimatter particals allowing Unit-13 to create a temporary antimatter shield to hover a few inches from his left palm. The shield is designed to instantly engulf whatever matter touches it, making it invaluable when dealing with elemental attacks. (Note : the antimatter shield cannot destroy weapons, armor or people, it can only block elemental attacks and provides Unit –13 with a high jump skill).

Abilities – <o:p></o:p>
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Antimatter Shield – Requires no charge time, but does use 10% of power drained from Unit-13’s power cells. When used the energy from the cell pack (located within the carbonite plating on his back) is shifted into the penning trap on his left elbow, it then begins spinning counter-clockwise creating a vacuum that sucks in air and combines the air with the energy creating a highly volital mix of charged antimatter particals, the mass is then spit out through an exit port covering Unit-13’s left palm. The shielding lasts one turn and can stretches to a radius of 2 feet (protecting a 4 foot diameter of area from one direction). Capable of evaporating low level magic and misdirecting medium level magic but cannot defend against high level magic. Requires a recharge time of one turn before it can be used again correctly.<o:p></o:p>
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Antimatter Bomb – Requires a one turn charge time (as this ability has the added requirement of needing antimatter shield to be used in the previous turn) uses 5% additional power. Sends power to the penning trap and sucks in air but doesn’t combine the two, making merely uncharged antimatter. When the uncharged antimatter comes in contact with the charged antimatter it creates an explosion that launches Unit-13 back a good 10 feet (usually to land on his back). If an enemy manages to be within the blast radius (of 3 feet diameter, pretty small really) they would most likely receive damage equal to that of a grenade going off in ones face. When used without contacting either a physical entity (be it an opponent or even the ground) it wreaks havok on the electrical system powering the durilium suit causing Unit-13 to lose all information and using up an additional 25% of his remaining energy reserves.<o:p></o:p>
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High Jump – see Antimatter Bomb (launches him in the air but if he jumps with it he ascends an additional 5 feet)<o:p></o:p>

Scan - Requires a two turn charge time, uses 5% for each turn it charges, if sufficent damage to the head is sustained the charge resets itself. Unit-13's HUD switches to occular magnification mode, temporarily disabling other functions of the HUD and begins a complete scan of a selected target. It allows him to determine the capabilities, strengths, potential and weaknesses of the target by biologically assessing the targets genetic makeup. Will not work if target is not biological.

Magic – N/A

Other Skills

Power leech - each turn Unit-13 uses 2% of his overall power to sustain his onboard computer and HUD system. It also powers the inner cooling system on his penning trap.

Solar Filtering - When at rest Unit-13 extends four long antennas from his shoulders that recharge his power cells gradually. Can charge with reflected solar power as well, making it ideal for him to charge while sleeping.

History the following is an excerpt from New Earth : A history ~

-The Ark of the New Testament- Circa 2401<o:p></o:p>
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A space colony orbiting Neptune was on a routine gathering mission, harvesting a highly explosive and rare durilium ore from the neighboring asteroid belt when one of the astronauts passed through an alien mist made up of a previously undiscovered parasitic chemical. He abruptly passed out losing control of his equipment and accidentally set off a chain reaction that engulfed the entire planet and the Ark space colony. There were no survivors, and no help beacon was logged when the stations black box was finally recovered.
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-New Earth on Venus- Circa 2413<o:p></o:p>
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Word of the destroyed planet reached one of the last human outposts on New Earth. The effect of the lost colony was not nearly as devestating as the loss of the durilium ore. Fueling more than 80 percent of the community it fortold a future that would finally spell the end for civilization. The world government had no choice but to deploy a small battalion to recover what remnants they could find, as well as decipher the incidents leading up to the destruction of the planet.<o:p></o:p>
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Upon arrival the battalion was greeted by an ominous feeling of dread within the core of the destroyed planet. This log was recovered some 200 years later :
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Captain Ziggaraut : …static… seems we’ve all grown a fond of the creature, it learns quickly … static … we’ve yet to properly name it but a few of the Marines have started calling it ‘cricky’ cuz it looks like an overgrown crick…static<o:p></o:p>
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Private Simmons : Hey Captain … we found more! Can you believe when we get home we’ll be ‘the crew that made first contact?!’<o:p></o:p>
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-The log skips forward an undetermined number of days- <o:p></o:p>
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Captain Ziggaraut : Get that door to hold Simmons! …. Static… Crickets have gotten aggressive… static … showing signs of telekenetic capabilites … static … starting to wonder if they actually planned this! … Get the door!! … -gun fire can be heard - … bullets just bouncing right off of em … don’t stand a chance … oh God … Oh GOD! … It’s eating my face! … Oh Gah….<o:p></o:p>
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-At the time of recollection of this log it was undetermined as to the exact order of the broken transmissions as a few moments later the voice of the Captain returned –<o:p></o:p>
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Captain Ziggaraut : we’re fine … the sentient beings have … tought us many things … we can’t wait to show you the … vision … the awakening of our race … we have to die … we have to give them whatever they want … we have to ressurect in the glorious form of … cattle … (he then repeated this phrase over and over again for a full hour before the transmission finally cut out)<o:p></o:p>
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-end excerpt from New Earth : a History-

-Pendulum Six, orbiting New Earth on Venus – Circa 2613<o:p></o:p>
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The war with the Chittering, the Alien force responsible for the destruction of Neptune and countless other planets in other systems, had begun some 20 years prior, it’s effects had forced the humans to adapt to their heightened combat skill. With the loss of its civilization at risk, humanity unexpectedly choose to push through experimentation on a new super suit of durilium armor. Unfortunatly, many humans could not withstand the intense radiation waves intrinsic to the durilium ore. And many soilders were lost before ever confronting the enemy.<o:p></o:p>
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Geneticists developed a strain of code that could counteract the radiation and began work to genetically engineer a new breed of humans capable of withstanding the new Durilium mesh. Of the three hundred test subject only a substatially small group of 13 managed to successfully contract the counteractive coding in their DNA. Serial Number TK261300013, was selected for birth and provided to a volunteer midwife, Tabatha Kincade, who delivered the child on September 2<sup>nd</sup>, 2613. The child would be allowed to grow normally with his family until the age of 6 when he would be taken and molded into the perfect fighting machine for combat against the hordes of approaching Chittering.<o:p></o:p>
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The given name of subject TK261300013 was recorded on the birth certificate, but the midwife who would raise him for the first 6 years of life took to referring to him as ‘Tobias Kincade’.

On his sixth birthday Tobias Kincade was moved to a military outfit where he and the other 12 genetically altered humans were to receive combat training and preperations for the oncoming battle with the alien invaders. He quickly made friends with his birth mates and grew to accept them as his new family.

Each year the 13 were administered a small treatment of durilium directly into their bloodstream to examine the effects of the radiation against the different strains of anti-virus. Slowly every other member of the 13 test subjects died except Tobias. Tought to believe it the work of the Chittering invaders, Tobias swore revenge and accepted his duty to eradicate their race.

For 10 years he hunted and slaughtered the Chittering, returning home from each mission a little prouder for the burden he had lessened on his fellow man.

At the age of 26, Tobias was informed that the military had received word of surrender from the Chittering and were interested in negotiating peace. Tobias was to be the escort of a small outfit of representatives with the sole goal of assassinating the Chittering overlord.

To his surprize the overlord had come alone, offering his people as slaves if in return the humans would stop hunting them and leave them in peace. The executive order was delievered to his head set to take out the overlord immediately, but for some reason he didn't respond.

The overlord explained the mistake when his people exited their larval stage they feed on their surroundings, the larval Chittering had assumed that the ship was food and all its inhabitants were nutrients to help them survive. The representatives had cried 'outrage' at the creatures insistant, but it was when the overlord revealed that his race was created by the new world government that Tobias found a new force to hate.

The government had genetically altered humans in the hopes of creating an ultimate fighting force capable of conquering worlds. When the accident scrapped their research they sent a battalion out to irradicate all remnants of the testing. To their surprize they found the larval Chittering but were too late to stop their feeding.

Tobias promised the Chittering Overlord that his people would be allowed complete peace and that the appropriate group responsible would receive retaliation for their crimes. From then on he set about to insuring the freedom of the new race. He took on the face of their warriors and began hunting down the government officials who approved everything.

I am impressed so far, I see no problems in it at all, yet you still need to work on the sections that you are missing. The text that needs work was bolded and changed to green as you can see in the quote above.

Hera needs to have a look at this though.
 
Thanks Julius ~

I updated my bio to include the personality and first impression now. As well as a minor change of Alignment (went from chaotic neutral to chaotic good)

Hope its acceptable!
 
That I do.

Still need an appearance, I see ;) Tut tut, you need to get that in there, F_G :P

Love the Personality and First Impression, but aiyah, that guy hits hard. I wouldn't want to be on his bad side ;)

Excellent Attributes, well done.

Excellent weapons and armour. Well done.

For your abilities, we don't really go by 'turns' in RPing. Unlike RPGs, such as Final Fantasy or our very own Inferno, these fights are a tad bit more realistic, in the sense that the characters have to react to one another while each is doing their seperate move. Generally, we have a duration of time, as opposed to turns.

I'm a little skeptical about the "See Antimatter Bomb" part. Not unapprovable material, but you should try and give each ability its own section, even if you use that ability in another ability. Just for future reference ;)

And, that's pretty much it. A very well done bio, overall, but you still have a few things to fix up ;)

[NOT APPROVED]

Alrighty, let's see whatcha got ;)
 
Alright, added a brief Appearance bit...but honestly since his durilium armor is almost always on I didn't go too far in depth, if you want I can keep working on it!

Fixed the 'turns' thing. And decided to just take out the whole 'high jump' skill. Its really just another part of the antimatter bomb thing anyway.

Let me know what else I need to fix! Thanks again!
 
Alright. With appearance, we need a bit more. I can only get a clear image of his face, not what he actually looks like. What is his body built like, for example? We need a bit more there.

Actually, other than that, I see no problems. Just fix that up, and I think it'll be good to go.
 
This bio is incredibly detailed, so I see no reason not to approve it.

[Bio Approved.]

Since it's approved, I'm moving it to "Battle-Hardened." If you create any new characters, make a new thread in Hall of Warriors and once they are approved, I will merge them with this thread.
 
Nathan Heimdall

This character is intended for RPB even as weak as he is, however I would like to say that I've never RPed with a character like this and may wish to make changes as I get more acquainted with him, or find things that work or don't work. Perhaps that makes him better suited for the training arena, but... I like to take risks.
RPB

Name
: Nathan Heimdall

Title : Leviathan
Alignment : Chaotic Neutral
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Race : Human, Merfolk bloodline - Nathan is a descendant of the last known merfolk, stretching his ancestory back 2000 years. The trace amount of Mer in his families system normally showed itself only in the form of a propensity for water or an diet of fish, however this was not the case for Nathan Heimdall. Born without visible ears but serpentine scales sprouting from his collar bone and stretching to the spot on his head wear ears would be, Nathan has been gifted with an extraordinary sense of hearing and gills allowing him to breathe and hear perfectly underwater. The only other physical attribute is a gummy webbing extends between his fingers and toes allowing him a slight advantage at swimming.
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Gender : Male
Age : 19

Appearance
:

Aside from the trace remnants of his ancestry, Nathan would be a rather attractive, if not effeminate man. His pale white skin is smooth and unblemished, reaffirmed by his eyes that sparkle with a blueish green echo of the sea, and a hairless body. Long sun-stained blonde hair, thinly cropped covers the sides of his face and the back of his neck which he meticulously frets over due to his exposed scales and lack of visible ears. His chin and nose dip to an exotic point while his eyebrows comically arch high on his forehead. Coupled with his wispy thin lips he appears constantly in a state of reserved amusement.

Thin but muscular, his body responds to his love of swimming by keeping his frame tone and firm. His long arms stretch almost to his knees, serving only to extend his almost gaunt figure. His calve muscles bulge a bit more than his other muscles, due to prolonged water workouts and running exercises. Long thin fingers protrude from his palm, with filmy webbing between that fan out when in use. Fear of ridicule has driven him to keeping his fists bunched tight.

Attire :

Usually seen wearing his armor. As the character grows I will be adding to his outfits section.

Outfits :


Outside of combat, Nathan prefers to be loose and expose as much of his physical fitness as possible. His self confidence swings on a pendulum of flaunting what he's got while covering up what he hasn't. A Hawaiian unbuttoned button-up shirt with the collar flipped and a simple beaded necklace pseudo covers his torso. The shirt is yellow with green and brown palm trees sparsely spread in a sporadic display and the beads on his necklace are made of a polished oak wood. He usually wears a pair of nondescript sunglasses on his head, they have a thick area of coverage providing ample protection from the sun. He usually wears a pair of loose fitted khaki cargo shorts that have a substantial resistance to water, and a pair of sandals without socks.

Personality :

As I discover more about Nathan I will be adding to this section, for now here is the general concept :

Nathan Heimdall walks a fine line between vanity and insecurity. Being born with scales took a terrible toll on his childhood and made him very self conscious of his appearance from a young age. However, his obvious physical advantages gave him an overpowering sense of purpose, and led him away from a life of self-pity and doubt.

His motto is first and foremost : Don't rock the boat. And he lives a vicarious life trying his best not to make waves. However, being a challenge seeker with a strong competitive urge, he's liable to place wagers no matter how ridiculous the bet and throws himself into danger trusting his unusual resilience and luck to guide him through adversity. So while he won't let you push him or his friends around he isn't likely to fight for a cause that isn't directly affecting him.

Nathan tends to spend carelessly and as such he's often taken advantage of, when funds are low so is his morale. As the need for more money arises he finds himself in an arena fighting for his life and a few extra coin, and at the end of each he swears he'll never fight again. Nathan is fickle and fun, not very reliable but very spontaneous.

Nathan's greatest weakness is that he doesn't accept the fact that he is deformed, every notion of it causes him to lose a bit of his sanity. From time to time he performs incredible acts from conversing with sea creatures to controlling water and it eats at his mental state causing him to slowly revert into a quivering mass of hysteria, making him extremely vulnerable.

First Impression : When first encountered Nathan strikes most as a pretty-boy dreamer without a care in the world. In other words, a sucker. With an air of borderline arrogance, Nathan tends to affect ones extremes. Either you love him or you hate him. At once you'll want to help him and take care of him like your long lost puppy or you'll want to con him and ruin his face like your scornful lover.

Strength : Regularly training his body for physical endurance, and keeping fit for fighting in Arena's, Nathan had to devote some time to strength. Though not his focus, Nathan can still lift twice his body weight (around 250 lbs) with his arms. However his legs are an entirely different story, he can leg lift up to 2000 lbs. If he punched a wall he would probably crack it, but not much more than that. If he punched an opponent with 500 health and no defense he'd probably take off 25 points of health.
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Speed : Nathan Heimdall is at the pinnacle of human quickness. He runs at a top speed of 25 mph. Light on his feet, Heimdall can quickly redirect himself and easily dodge attacks. His own attacks are equally as quick but not very damaging.
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Endurance : If attacked Nathan would sustain damage equal to that of a human with minimal defensive capabilities. He has no trained muscle mass to rely on and as such spends the majority of his time dodging attacks instead of guarding against them. However, while fighting at a quickened pace, Nathan can outlast most fighters. His breathing and legwork are extremely strengthened allowing him ample time on his feet as well as ample time running at a jog. He CAN run for an extended amount of time while at max speed but nothing past an hour.

Reflexes : Nathan has only human reflexes, with a slight advantage with hearing. While he can't dodge a bullet, he knows to get out of the way faster than most people would because it would be possible that he can hear the distinct click of a pistol loading a bullet into its chamber.

Fighting Style : Nathan uses no discernible combat style as he was thrown into battle and raised in fighting. The closest his combat style resembles is a mix between Jujitsu and bait and dodge techniques. He tries to keep a moderate distance between himself and his opponent, looking for a chance to trap or disarm the opponent with his net, then tries to stab them repeatedly with his trident. He will gladly try and outrun a heavily armored opponent until an opportunity presents itself.

He will employ any means necessary, meaning he's not afraid to fight underhandedly or resort to bluffs and tricks (Note : Not outside of the Rules of Battle). His essential tactics rely totally on his swift stabbing trident, and the Net that he uses to ensnare his targets with.

Weapons :

Trident of Poseidon :

Description - A three pronged fish spear with barbed tips. The five foot shaft allows for an extended reach while the thin barbed prongs act as piercing devices meant to puncture skull or vital organs. Originally this trident had the power to command the seas (or so it was said in mythology) today it only retains one such ability allowing Nathan to fire a sharp spark of lightning. Not possessing any outwardly ornate designs the trident looks simple and lacking in noteworthy qualities. There is however a seal of Poseidon engraved at the point where the three prongs meet.

Abilities - Can send forth a light jolt of electricity that extends a maximum range of five feet and carrying a capacity of no more than 10 amperes of electricity.

Construction - Made of iron. It has a slight magical propensity that grants it a slightly stronger resistance to destruction but can be broken by excessive heat or conflicting weight in excess of 1 ton.

Hand Net of the Nile :

Description - This net was originally intended to handle the powerful jaws of the Nile alligators. It would be cast over their heads pacifying the great sea lizards sharp teeth and powerful bite. The net stretches to an excess of 7 feet and comes equipped with sharp metal pins that are meant to weigh the net to the seabed and impale whatever creature they come in contact with.

Abilities - None inherently. However the memory strands of Nylon that construct the Net have the ability to 'remember' a shape and return dormant with the flick of the wrist. For example, Nathan can set the net to remember a cage then spread it out flat and when an opponent crosses over the net, pull on a strand that triggers the memory strands to return to the cage shape.

Construction - Made of high density Nylon 'memory' strands that are interwoven to restrict movement, the pins are made of iron. One ensnared in the net may assume that they should simply cut their way out, but being constricted makes the cutting difficult. Escaping the net requires pulling the pins out of the ground or your skin, finding the bottom and pulling the net off of you, or being cut out by an external source.
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Armour :

When in combat, Nathan wears a combination arm brace and shoulder mounted guard made of steel on his right arm that extends four inches above his shoulder to maximum movement while providing maximum neck protection. He wears a short green tunic with light padding held in place by a wide leather belt. Both guards are engraved with the head of a ram in reverence to the golden fleece of ancient Greek mythology. The steel is overlay with gold plating and offers decent resistance to crushing and cutting attacks. Nathan tends to pull his hair back when fighting to reveal his vilified nature and adorns a long black stripe horizontally across his face. He wears a series of leather wraps around his ankles to protect his feet and sandals to protect the bottom of his foot.

Abilities :

As I discover more about Nathan, or as he gains experience I may add more abilities.

Poseidon's Roar - Nathan rubs the insignia of Poseidon on his spear then thrusts it forward releasing a single 4 foot bolt of lightning capable of 10 amperes of electricity. The skill can be used as many times as he rubs the insignia without taking a toll on him. This attack deals weak lightning damage to the target, the spark is capable of setting an article of clothing on fire, causing electrical malfunction, or supercharging a generator. Should the target be well grounded it could deal additional damage as now it would be passing through the target instead of just onto the target.

High Jump - Nathan coils down on his haunches and launches himself up into the air, the jump can reach an excess of 15 feet and can be used to evade attacks or drop down on opponents from above. It takes a few seconds to get himself ready to jump so it couldn't dodge something moving at the speed of a bullet but its height more than allows him to dodge most ground attacks. Being as it is a purely physical and highly trained skill, it takes very little energy from Nathan to the point where its almost negligible.


Magic : Water Elemental - Nathan expends mental sanity in exchange for abilities, meaning if he uses too much magic that remind him of his ancestry his mind becomes a whirling mass of pandemonium. If his mental sanity drops below 40% he will start to show signs of fatigue, he will see double of the enemy and start talking to himself, his moves become slightly slower and he begins to doubt his capabilities. At 50% he begins wildly swinging at things that aren't there, he slows down a little more. At 75% he questions every move he makes, is sluggish and starts screaming in short bursts. If he ever reaches 100% mental instability he reverts to a quivering pile on the floor where he is forced to wait until sufficient time has passed.

Liquid Afterimage - Nathan channels his ancestors and forms three water clones that move with him as he fights providing an excellent distraction for his opponents. With expressive concentration the water clones can focus their molecules to a point that would lend their attacks and defenses feeling realistic, making it further difficult to locate the real Nathan. This skill takes two minutes to warm up and requires him sheathing all his weapons, he can still dodge and escape while he channels the energy. The skill takes 10% or a small portion of Nathan's sanity, as well as taking 1% or a negligible amount every two minutes that he has it active.

Water Wall - Nathan's ancestors step into his mind directly summoning a large six foot wall of water to suddenly rush up in front of him, the wall lasts for 30 seconds from start to finish but can be cast instantly with no hesitation. The wall itself is of concentrated water capable of slowing down most attacks and stopping any fire related assaults dead in their tracks. This skill takes 30% or a moderate portion of Nathan's sanity and can only be used once per day.

Torrential Bile - Nathan's cheeks suddenly fill with several gallons of water and he is forced to spew a stream stretching a full 10 feet in front of him. The concentrated blast has the same impact that of a hammer being swung and can douse most flames. This skill takes a full minute to start, as the water builds up and then sprays out 10 feet in front of him for as long as a minute of pure stream. This skill takes 15% of Nathan's sanity or simply a small amount.

Flash Flood - Called the Heimdall last resort, Nathan's ancestry physically appear around him and begin chanting in Merspeak. A sudden burst explodes from the earth flooding the area in a large 20 foot wave of water. This skill only occurs when Nathan is severely injured to his last inch of life. This skill can douse any flame, crush heavy armor with its weight, severely slow down movement and make you very wet. This skill takes 4 minutes to start with the water remaining until drained. It also takes 50% or a large portion of Nathan's sanity.

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History :

Nathan Heimdall’s father was a shadow of the extraordinary ancestry he came from. Aside from the propensity to seafood and being an adept swimmer Jebidiah Heimdall lived a squalid useless life, he married twice though it was well beyond his means and it was after much trial and failure that he finally conceived a child that would turn out more repulsive than his own meager existence. It had been two thousand long years spanning between the first and last coupling of a man and a mermaid, and it had taken all that time to finally show itself in the newborn boy, Nathan Heimdall. The pregnancy had been sheer bliss for the newlywed couple of Jebidiah and Whitney Heimdall, it was the only time the two ever really got along. But when the child was finally born and the two saw the grotesque scales covering his neck and ears, they refused to take it home and ran out before the nurses could catch up with them. Nathan would never meet them.

Passed from home to home took a heavy toll on the poor deformed Nathan, and influenced him to hide as much of his heritage as he could. He grew his hair out to cover his deformity and regularly tended it gingerly. Though most of his experiences with other children would eventually involve a moment of revelation where he would be unearthed as the inhuman creature he appeared to be. He spent the majority of his school life trying to escape his peers, trying to stay awake through math, trying not to think too much of fish and of course trying to win a young girls heart. The object of his affection could have been anyone, and no one knew of her. But when the bullies at Nathan’s school found out about his crush they conspired to use her against him.

One day Nathan was walking home from school taking his usual scenic route where he spent time gazing dreamily into the nearby lake, when he was stopped in his tracks by the distinct scream of a girl in distress. The trap had sprung, the girl was hanging by a length of rope over a bridge with a group of Nathan’s aggressors slowly lowering her into the lake. When they saw him coming they quickly released the rope and stifled every attempt Nathan made for pulling her back up. Between his sobs and pleads for them to stop they resisted until finally Nathan decided to jump in and save her himself. The water was beautiful, it responded to him like an extension of his body. He quickly located the girl and brought her to safety. Only to find a slack-jawed and embarrassed group of school jerks staring on in disbelief.
Nathan’s presence in the water had awakened something long dormant inside of him, his ancestry. Several large water beasts tore themselves from the water and converged on the group easily destroying the aggressors momentarily. Nathan felt assured that his victory would win his fair maiden’s heart but as he turned her over to share his joy he found her heart had beat its last. She had most drowned from being exposed to the water for too long without a second breath.
Nathan wrongly blamed his power.

He did however realize his potential as a strong swimmer and as such began to further himself in a martial study of underwater fighting. He never imagined that it would come in handy.

America, as it would seem, had grown restless of bloodless sports games and decided to erect a new Coliseum. When he decided to join the Arena and fight for his livelihood he found himself easily outmatched in strength but everywhere else he soared. It was then that he took the role of ‘runner’ for the games, a runner was lightly equipped so they could move freely and they were set about by chasers. Nathan was an exceptional runner and as such he earned fame and fortune he could always be proud of.
 
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Jeez louise! If I knew that a shift in the format of the RP Section would bring in such an influx of good characters, it would have been done ages ago!

Fair_Game said:
Poseidon's Roar - Nathan rubs the insignia of Poseidon on his spear then thrusts it forward releasing a single 4 foot bolt of lightning capable of 10 amperes of electricity. The skill can be used as many times as he rubs the insignia without taking a toll on him. This attack could stun/daze an opponent, catch a susceptible article of clothing on fire or if the target is grounded by some sort of metal to the ground, it could freeze them in place.

There is only one small issue with this: you cannae freeze people in place :gasp: It's an awesome ability, even with that point, but freezing an opponent to the ground can be considered a status condition, most commonly known as electric paralysis.

Magic : Water Elemental - Nathan expends mental sanity in exchange for abilities, meaning if he uses too much magic that remind him of his ancestry his mind becomes a whirling mass of pandemonium. If his mental sanity drops below 40% he will start to show signs of fatigue, he will see double of the enemy and start talking to himself, his moves become slightly slower and he begins to doubt his capabilities. At 50% he begins wildly swinging at things that aren't there, he slows down a little more. At 75% he questions every move he makes, is sluggish and starts screaming in short bursts. If he ever reaches 100% mental instability he reverts to a quivering pile on the floor where he is forced to wait until sufficient time has passed.
I LOVE this idea! Sanity instead of energy, what a stroke of genius!

*reps*

Holy effing crap! This bio is AWESOME! It pains me to say [NOT APPROVED], but that ONE skill is all that's keeping it from being battle-ready. All you need do is change that up a bit, and then you're ready to go.

DAMN, I wish I could give a ton of rep for this -___-
 
You know, I just finished reading the other bio's and I said to myself : Damn I totally put a status effect in as one of my skills.

I'm glad you like the ideas though!

The skill has been changed and now reads :

Poseidon's Roar - Nathan rubs the insignia of Poseidon on his spear then thrusts it forward releasing a single 4 foot bolt of lightning capable of 10 amperes of electricity. The skill can be used as many times as he rubs the insignia without taking a toll on him. This attack deals weak lightning damage to the target, the spark is capable of setting an article of clothing on fire, causing electrical malfunction, or supercharging a generator. Should the target be well grounded it could deal additional damage as now it would be passing through the target instead of just onto the target.
 
It brings me GREAT joy and pleasure to have the privilege of approving this PHENOMENAL bio!

[APPROVED]

RP yourself till you die of enjoyment!

[moved to Battle-Hardened]
 
Belselk Ebenhardt

RPB

Name : Belselk Ebenhardt

Race/Bloodline : Human/Berserker of Eselgleese

Age : 16

Vital Statistics :
Weight - 113 lbs
Height - 5'4" inches
Build - Active Youth with highly combative upbringing

Appearance : Belselk Ebenhardt's looks come off distinctively animal. His neck length, sandy brown hair is usually swept back and tends to poof out in wavy patches reminiscent of a lion's mane. Years of survival through sheer determination in the wild have peeled back the sheepish eye's of 'childhood' and forged in his yellowish eyes a tenacious hunger for life. His tanned complexion is marred only by a battle scar that dances horizontally across the middle of his face and as two fangs from a wolf pushed through either ear as a symbol of a completed rite of passage. Belselk's lean physique and curved posture derive completely from his nomadic lifestyle in the glades and high plains of Eselgleese.

Personality : Belselk's childlike demeanor often misleads acquaintances to believe him to be immature and frail. When out of combat, he's wistful and easily distracted, curious by nature and inquisitive about the why's and how's. He holds an utmost respect for nature and treats wild-life like his own kin, and in fact expects others to be equally respectful. He's sincere and full of awe and wonder.

However, once his blood starts to boil he gives in to his animal nature. He becomes territorial striking out against anything that advances into his space. Belselk begins mimicking aggressive patterns of wild animals, such as hissing and growling, and tends to scrap at the ground like a bull about to charge.

When hunting for food, he becomes stoic, moving only when necessary and advancing only when unnoticed. He swoops down on his target swiftly with intent to finish any skirmish quickly and efficiently.

He is easily amused by changes in color or reflected light and easily angered by disrespect towards nature or loud noises.

First Impression : He usually appears to be no more than a street urchin and his broken speech often leads others to believe him ignorant. People are more likely to smile with him when docile, appearing cute and cuddly like a kitten. However when agitated he holds himself in a way that makes the 5 foot nothing 100 pounds of nothing appear to be a hulking monster.

Strength : Without the aide of the Aegis Skill 'Burden of the Beast', Belselk is capable of lifting up to 200 lbs and swinging a punch that could put a fist sized hole in a brick wall. His absolute confidence while fighting makes his attacks surer. If he were to swing on an opponent with minimal defense and 500 health he would take off a whopping 50 points. His strength derives from his tribes customary rite of passage that pits a youth of 11 years against nature for two full winters then trains them in berserker combat for another two summers.

Speed : After a ten second build up Belselk can run at a top speed of 21 mph for a total of thirty minutes, and jog comfortably at a speed of 10 mph for six hours before needing to stop for a break. His sidestep is poor due to having little to no training in foot work during combat. The berserker combat style teaches its students to endure instead of dodge, block or parry attacks. His attacks with his shield are heightened while in combat as his weapon is lightweight and move with the quickness of his punches.

Endurance : If Belselk were hit dead on he would assume maximum damage from the attack, however due to his heightened endurance he wouldn't feel but the minimal amount from each attack until several minutes later (up to 30 minutes between attack and damage felt). Coupled with his natural resilience and heightened constitution he almost makes for the perfect tank. He has a near limitless stamina for a full 30 minutes before feeling an overwhelming fatigue that usually debilitates him.

Weapon :
Aegis Ward
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History - The Aegis Ward was crafted by Bromin, the blacksmith berserker of Eselgleese. It was crafted through the help of the God's to fight back an advancing enemy army three hundred years ago. The weapon was handed down from tribe leader to son for the last few centuries but the list of successors has drastically decreased since the berserker tribe has declined in number. It was finally passed down to Belselk.

Description - The Aegis Ward is a weapon made up of two specially designed sheilds encrusted with six stones of the god's, totally 12 in all. The center of each buckler is a round iron targe with a gold emboss engraved into its front in the shape of a lowercase 'i' (symbolizes the Eselgleese tribe of Berserkers). The outer ring is fashioned in the shape of a hexagon, ornate slots have been formed into the corners within which reside six glowing stones per sheild. The outer ring has been seemlessly sealed to fit into a track within the inner ring, this allows the outer ring to spin freely around the inner ring. Due to the highly magnetic nature of the stones the outer ring will spin freely for approximately one minute before finally coming to rest at a point, wherein the top-most stone begins to flash on either ring. If the two seperate flashing stones are brought within an inch proximity of one another, a the magnetic repulsion 'shorts out' both stones and a special 'Ward of the God's' is broken. Aegis is a reverent name for the wolf god Agis,while Ward explains the different seals that when broken, release the power of the god's. Once a stone is shorted out it takes a full twelve hours before the stone will start to glow again.

Abilities - The Aegis Ward has six total 'power's' : Fangs of the Wolf, Tusks of the Boar, Breath of the Salamander, Eye of the Enemy, Flight of the Hare, and Burden of the Beast. Each to be described in the abilities section.

Armor : Belselk wears a leather brigandine with iron plates riveted between its leather flaps. This provides a flexible and lightweight, yet durable chest covering. His waist is covered by a gambeson leather skirt for maximum freedom while still providing some protection. His feet are adorned with dear skin moccassin's covered by iron sabatons, and a leather bandanna wrapped over a metal plate for head protection. Four empty slings are threaded between riveting straps of his brigandine, two on each side. Customarily these were used to hold the various weapons such as axes or daggers of the berserker tribe used mostly as last resort weapons when the two offensive blades wore out their welcome, or found a sheath in an enemy skull.

[FONT=&quot]Abilities :
[/FONT]
War Cry - Belselk plants his boots in the ground and spreads his fists wide, his head cocks skyward and he emits a sharp guttural bark. The sound strengthens his resolve for combat granting him a 25% increase to his strength and speed for two full minutes. This draws from 1/4th of his stamina and makes him slightly dizzy after the effects wear off.

Aegis skills - Once Belselk enters combat he is placed into a heightened status or 'berserker mode' which activates the twin bucklers of the Aegis Ward to spin their outer rings. Every minute in active combat, the magnetic pull of the rings begin to pulse allowing a four second window of opportunity for the top-most stones to be shorted out thus activating a corresponding ability. Once all 12 stones are shorted out (six maximum uses) it takes 12 hours for the stones to acclimate to the magnetic pull of Belselk's current location.

Note : I will be using two six sided dies to decide what stones turn up per minute while engaged in battle, to add to the randomness and feel of Belselk's Berserk mode.

The 12 stones of the God's and their magnetic affinity : On the negative affinity, left hand shield - Monkey, Rooster, Ox, Dog, Goat, Tiger
On the positive affinity, right hand shield - Snake, Dragon, Boar, Rat, Rabbit, Horse

Fangs of the Wolf - Dog, Tiger vs. Snake, Dragon. Once the appropriate combination affixes itself to the top-most portion of the shield, Belselk closes the gap till the stones are within inches of each other. A sharp blue pulse jolts from the stopped stones releasing a large blue smoky afterimage, that slowly bends and contorts until it resembles the whispy form of the head of the Wolf God Agis. The head projects from the point of origin on Belselk's shields to a overall length of five feet in front of him and four feet in height. Belselk then stretches out his left hand and turns it palm side down with his right hand equally outstretched palm side up, this acts as the puppeteer controls for the jaws of the massive wolf form which opens its powerful jaws wide on command, then sends them clamping down tight as Belselk claps his hands together. The pressure from the fangs has the capacity to crush iron to cheap steel armor within seconds, and pierce skin with the sharpness of a katana. The Afterimage dissolves after one bite and the Aegis Ward resumes spinning upon completion. This ability can be used a maximum of two times per 12 hour stint.

Tusks of the Boar - Dog, Tiger vs. Boar, Horse. Once the appropriate combination affixes itself to the top-most portion of the shield, Belselk closes the gap till the stones are within inches of each other. Once the stones short out a blue afterimage forms from his fists in the form of a three foot cone which begins spinning around his hands until it lifts him from the ground. The rotating cone then launches him ten feet forward with the sharp point of the cone ripping through whatever it comes in contact with. This attack causes Belselk to see double blurred vision for thirty seconds before the effects wear off. This attack can pierce most armors and sever limbs if appropriately applied. Immediately after impact the afterimage disolves and the Aegis Ward resumes spinning. This ability can be used a maximum of two times per 12 hour stint so long as at least one positive and negative stone are still lit.

Breath of the Salamander - Monkey, Rooster vs. Snake, Dragon. Once the appropriate combination affixes itself to the top-most portion of the shield, Belselk closes the gap till the stones are within inches of each other. Belselk turns his wrists to touch each other with his fingers spread out in front of himself. A large wave of smoky blue flame spouts from his wrists a total of five feet in front of him and with a width of five feet causing an ethereal fire to catch any flammable material and dealing moderate fire damage. The spray lasts for ten seconds and then disappears leaving only the flames of that which caught fire for remnants. The Aegis Ward then resumes spinning. The ability can only be used a maximum of two times per 12 hours and only so long as one positive and one negative stone is still lit.

Eye of the Enemy - Monkey, Rooster vs. Rat, Rabbit. Once the appropriate combination affixes itself to the top-most portion of the shield, Belselk closes the gap till the stones are within inches of each other. Once invoked a blue afterimage spirals from the point of origin in the corresponding stones forming a two foot tall afterimage of the wind mouse god 'Erius' who then darts towards the opponent and begins swirling around them informing Belselk of the details of their equipment. The effect wears off once all items have been explained and the Aegis Ward immediately resumes spinning. This ability can be used only two times per 12 hour stint and only so long as one positive and one negative stone is still lit.

Flight of the Hare - Ox, Goat vs. Rat, Rabbit. Once the appropriate combination affixes itself to the top-most portion of the shield, Belselk closes the gap till the stones are within inches of each other. The familiar blue afterimage surrounds Belselk's feet lifting him up off the ground four inches, the loss of gravity allows Belselk a freer range of movement thus increasing his speed by 75% allowing him to quickly reach a top speed of 35 mph in 2.5 seconds. The effects of which wear off after two minutes and expends 1/4th of Belselk's stamina and leaves him slightly winded. After which the blue smoke dissolves and the Aegis Ward resumes spinning. This ability can be used two times per 12 hours and only so long as two corresponding stones are still lit.

Burden of the Beast - Ox, Goat vs. Boar, Horse. Once the appropriate combination affixes itself to the top-most portion of the shield, Belselk closes the gap till the stones are within inches of each other. The blue afterimage sprouts from Belselk's fists and encircle his arms and upper torso providing an inch and a half cushion to his upper body. The cushion allows him to hold up to a weight of 1 ton and punch 50% harder than normal. The effects of which last for two minutes and expends 1/4th of Belselk's stamina leaving him slightly winded. After which the Aegis Ward resumes spinning. The move may be used twice per 12 hour stint and only so long as two corresponding stones are lit.

[FONT=&quot]Magic : N/A[/FONT]

[FONT=&quot]History : Belselk is the last successful warrior of the Berserker tribe of Eselgleese. He received the Aegis Ward from his grandfather and remaining elder of the once great council of the frozen island. Normally the passage of the ancient relic went from father to son, however Belselk's father was killed brutally and mysteriously when he was sent on his rite of passage at the age of 11. Raised by the tribe for the remaining years (those not spent on his own that is) he grew continually obsessed with uncovering his father's murder.

[/FONT] [FONT=&quot]Due to his youth he is still adding to his history as he goes on.[/FONT]

The Aegis Ward –
Read Only if your really that interested in it :

It is said that Eselgleese was never a peaceful land but the Aegis ward had attained the status of holy relic of no small reverence.
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The indigenous people who inhabited the frosted island were far too territorial to allow anyone to set foot on their hallowed grounds, and the Aegis Ward has served as a symbol of their tenacity for hundreds of years.
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However, the prideful berserker tribe had not always been free. In fact, just three hundred years ago their people were slaves to the southern continent and its extraordinary naval prowess. Soldiers in shimmering armor had raided their lands, destroying villages with cannon-fire, executing warriors at gun-point and enslaving women and children to do ‘the crown’s’ bidding.
When word reached the council of Elders that presided over the berserker tribes, the wise council sought prophetic guidance in the stars. They exalted the animal God’s from all corners of the land and pleaded for deliverance from the persistent cousin to the south. At the core of the island the prayers of the elders finally found an answer…
<!--[endif]-->
The mines of Nizelblum lay barren for centuries, and at the time of the mass enslavement only a small tribe of nomadic Eselgeesians had even remembered its presence. The tribe was in fact using the abandoned mine shaft as a cache for their spoils of war. So surprised were they, and indeed all of Eselgleese, when the tribe happened upon six oddly colored stones lying just inside the tunnels entrance. The leader, a blacksmith named Bromin, decided that the stones must have come loose from the ceiling and collected the precious items to study them further. He had the tribe sage inspect the stones while others were sent to clear out the mine and start tearing up the roof, in case more such rarities were to be found.
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<!--[endif]-->When the stones were found unresponsive to the sages experiments, Bromin decided he would forge the stones into a shield, to symbolize the berserker honor. It was to be placed on a pike nearest his house to ward off trespassers. The belief was held that a berserker without shield would be of the utmost courage. Bromin designed the shield to have a hexagon outer ring, to represent the berserker symbol for ‘ye be warned’ and a round buckler shape for the targe. The six stones were placed at the corners of the hex, but Bromin could not settle with the top most stone being the most revered. They all had an ornate design to them, and so he designed a rotating mass that would allow the hex to circle around the targe. It had delighted him the first night he set the shield atop the pike in front of his tent, he watched the wind spin the hex round and round and round.
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<!--[endif]-->The next morning Bromin was awakened with a sharp stir at his side. A digger from the mine had returned with a finding of more of the curious stones, each one vastly different from the next. Bromin clapped the young digger on the back with a loud guffaw.
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<!--[endif]-->'So the mine has yielded yet again? And just as I had hoped, from the ceiling itself!’ Bromin exclaimed in triumph.
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‘No…’ came the shaky reply from the soot covered digger, ‘these SIX twere found sitting right as the first on the floor at the entrance to the mine. I found them on my way back!’
<!--[endif]-->
Bromin was thoroughly dismayed, he alerted the sage and tossed the unlucky cursed things at him.
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‘These number twice six,’ came the cry of Bromin, ‘cursed number of the God’s, sage, I can’t have these in my village! Cast them out for they are surely cursed!’
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But the sage could not answer for as the shield and stones lay dormant annexed to one another, an eerie blue glow erupted from the ground. The blue glow twisted and contorted to a foreign form, then settled on the ground in the form of a wolf. The two berserkers shook in their greeves.
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‘Be not in fear, for the God’s have answered the prayers of Eselgleese, so long as the stones glow you will be able to call upon our form. You shall be given the power of the God's to defeat enemies of Eselgleese. Bromin, child of the God's, create a second sheild in the same form as the first and know that our gift will forever grace the people of this land!'
<!--[endif]-->
Bromin would go forth, strengthened by the twin sheilds of the God's, to defeat the invading armies. He named the weapon the 'Aegis Ward' in honor of the Wolf God 'Agis'.
 
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Ooooo, weapon-dependent magic, I LIKE it! ...No, I LOVE it :neomon:

You did an awesome job with this, and I am pleased to say that it is approved!

[APPROVED]

[Moved to Battle-Hardened]
 
Bo Roshawn

My newest creation!

RPB

Name – Beauregard 'Bo' Roshawn

Title – The North Wind

Alignment – Chaotic Neutral

Race – Human born with the supernatural ability to control the Northern Wind.

Gender – Male

Age – 22

Appearance – Bo's demure appearance, and unblemished skin contrast greatly to his choice in radical clothing and flaming red hair. Strands of stray crimson drape over his brow and shoulders in a messy clump, yet even though disheveled and mischievous he still appears attractive. His plunging jawline accentuates his thin curling lips and sharp jutting nose.

Custom clothing made from several fabrics and stitched together with pinpoint accuracy barely cover his trim physique. A dark tail coat, cut in alternating fashion (left tail cut short, right sleeve cut short) is fastened across his chest with three silver clasps, the inner liner a red skull and crossbones pattern over a white background. The tail itself is cut in thick devil-tail tips. His legs are covered by a similar alternating pattern over his left leg and a flat black over his right.

Red gleaming eyes seem to suck in shadows reflecting back a bright and soothing white light. Oddly, Bo Roshawn wears a heavy leather band around his neck that contains a single silver loop. A single thick steel chain connects to the loop and stretches link over link to another leather band around his right wrist. A single black ribbon drapes around his waist, suspended in thin air.

wewy_villain_painting_test_by_brilcrist.jpg


Attire – [see Appearance section]

Personality – Bo harnesses his Irish heritage and fiery red follicles by acting rash in every situation, charging head-first without thinking things clearly and of course drinking every man, woman and other under the table. Confident and opportunistic, Bo Roshawn makes the best of every situation and leads a life filled to the brim with no regrets. Prone to drink whatever woes befall him away before ever laying his problems to rest, has churned the magical malcontent into an inescapable alcoholic.

Quick to anger, Bo gets ticked off at the drop of a hat, be it from a clumsy drunkard at the local pub spilling a drop of the fermented liquid on his custom clothes, or a perturbed elderly person blocking his path with their slow movement and crippled walking. In spite of his anger management issues, Bo rarely holds a grudge. In essence, his grudge list is made up of only one name and it stands unquestioned king with the constant reminder attached leisurely around his neck. Vanity and narcissism keeps him happily alone.

First Impression – Bo's outgoing and boisterous personality mixed with his pure good looks often instill hatred in male's and lust and instant adoration in females. Thick eyelashes accentuate the dreamy demeanor of his scarlet eyes, drawing in those who dare to gaze into them. Angelic and serene contrasted by Bo's outlandish attire and outspoken gestures often lead the timid to recluse and the estranged to intimidation.

Strength – Bo Roshawn is physically fit and trim but by any means a body builder. Years of manual labor on his father's farm toned his form and probably shortened the lifespan of his working backbone. Capable of lifting his own weight over his head with no small effort, and able to break his fist in a slug match with a brick wall, Bo Roshawn isn't about to fist-fight his way out of battle. If fighting someone with 500 health and minimal defensive capabilities he could probably knock off a whopping 5 points.

Speed – At top speed Bo can manage to run at 20mph for a solid two minutes after a ten second build up. His sidestep falls short of the Guinness book of world records, and his lack of training puts him right at the 'slow as molasses' when it comes to quick jabs and strong right hands. More apt to stroll than walk, and catch a bus than run, Bo Roshawn exists entirely for convenience.

Endurance – Possibly one of Bo's only shining attributes, aside from his magical affinity. Bo's life of being bounced out of every decent local bar and nightclub in the known world has given him the uncanny ability to take a punch. A life of street brawls and bar skirmishes has given him a 'gut-o-steel', coupled with his masochistic lust of pain and depraved mind makes him a punching bag able to stand the test of time. He can fight for extended periods of time, and if sufficiently intoxicated can 'feel no pain'. Of course, that all wears off the second the booze follows suit.

Reflexes – Lucky wobbles out of the way of heavy fists backed by enough alcohol to sink the titanic notwithstanding, Bo manages to move out of the way of some things, should luck befall him. He has been known to on occasion remember a self-defense class he took after being being beaten within an inch of his life at the hands of a ruthless bottom-feeder. His hand to hand fighting style relies on his ability to judge his opponents weight distribution and turn it against them. Not able to dodge a bullet. Not quick to realize when he's under attack, but magically he has the capacity to respond fast as thought.

Fighting Style – Aside from a two week jujitsu class and a heady education from the school of hard knocks, Bo Roshawn relies primarily on his magical affinity, and from time to time the long chain attached to his neck and wrist. Wind-shapers, children of the four winds, often have a more cosmic use than the meager one Bo contracted. Able to control the sky's, churn tornadoes from their hands, uproot trees and spin cars 360 degrees. But for some reason, the North Wind Bo Roshawn, managed only to control the air around himself. As such he can bend and shape the air around himself however he wishes, and often he uses it to turn the long strand of plain black ribbon into a razor sharp, lightning quick whip that does most of the fighting for him. From parrying to attacking, and lifting him high out of harms way, the North Wind has a very passive way of fighting.

Weapons

Black Ribbon :
Description - A 10-foot black ribbon made of high quality silk, it caries no markings nor innate magical abilities. The dark black ribbon is a full two inches thick and is often folded into devil tail points while it hangs passively around Bo's waist.
Abilities : None
Destructibility : Its a ribbon, it carries the same destructibility of any other of its kind. However it is fiercely guarded by Bo Roshawn, and when coupled with his wind manipulation it is as hard or soft as he wills it to be. The best way to destroy the weapon is to somehow remove it from Bo and then destroy it.

Armour – [See Attire Section : He doesn't wear any though...]

Abilities –

Narcissistic Aura : [Always Active] Bo's considerable self interest has twisted his North Wind heritage into a self-perpetuating mockery of what a product of the sky exemplifies. Effectively, the wavering power of the North Wind remains dormant, locked in a swirling mass around Bo Roshawn. If it were visible to the naked eye, it would appear as if Bo was standing in the eye of a powerful, yet calm tornado. Acting as an aura of air Bo is granted control over the entity as if it were a single mass, should he will it to lift his ribbon and shoot it from his hand like a dagger, it would concentrate around the ribbon, should he will it to lift himself up it would concentrate in a mass around his feet hoisting him above ground. In this way he can only perform a single action at a time with the air, he cannot gather more and he cannot lose what he already has. This takes no energy drain from him.

Casual Camouflage : Because of his unfailing vanity combined with his air affinity, Bo is capable of taking any cloth material and stretching it against his body, blending it in to the exact color and shape he desires. This often is used to fool opponents into thinking that he can magically heal himself or conceal his presence like a chameleon. The energy drain from using this ability depends on the size of the camo in use. A full body camo requires 1/10th of his power for every half a minute of use, whereas a small cut camo requires 1/50th of his energy over every half a minute of use.

Magic –

Gutsy Gust : Bo focuses his inner mana into his throat and sucks in a large amount of air. The mana mixes with the incoming rush of air and can be spat out in a violent torrent of wind force in the form of a huge wave. The actual size and effect of the gust is determined by how long Bo sucks in air. The mana channeled to his throat has a small cost for maintaining oxygen to his lungs and a large part to mixing with the incoming air at a rate of 1/20th of Bo's mana per half a minute, a full 10 minutes of suction equates to a tornado force wind storm, whereas a single minute equates to a breeze.

Red-head Revolver : Bo channels his mana to his pointer finger tips where six orbs of air are formed into bullet shapes and with a point of his finger and (a rather childish) 'bang', Bo launches a single air bullet per 'bang' he mouths. This ability drains 1/10th of mana per clip on either hand equating to 12 shots per 10th. The reload time for each takes mere seconds and can fired in any direction. Bo can also control the bullets themselves but this drains an extra 10th of mana per controlled bullet.

Ventriloquists Reverie : More a matter of trickery and deceit than actual viable magic spell, but coupled with Bo's Casual Camouflage skill, this spell makes a very effective cloaking device. Bo focuses his mana to a point just outside his mouth then whispers quietly words into the mana. The words whispered then catch a gust of wind and travel to an assigned destination far away from himself, thus effectively throwing his opponent off his trail. The mana drain expends 1/20th of mana per 5 meters of distance.

Other Skills –


Fortitude of an Irish-man :
Bo Roshawn keeps a single flask of home brewed hard liquor constantly in his inner coat pocket. Often only used as a reminder, from time to time Bo becomes absolutely reluctant of his willpower and has to take a swig. While intoxicated Bo's defensive capabilities increase and his accuracy decreases

History –

Born in an Irish farmland where he was raised to toil a farmers life.

His abusive father worked him hard and his mother constantly pretended not to notice by busying herself in her fake jewelry.

Work on the farm was tough and one day at the tender age of 10, Bo's latent powers awoke sending a large plank through his neck.

Bo's father came home drunk and angry after a night with the other farmers and discovered Bo's mother patching up the rather large wound. Instead of helping, Bo's father panicked and decided to blame the mother for babying the son. When she wouldn't stop patching up her son, Bo's father started hitting her, and when that didn't stop her he went for her fake jewelry. The second he destroyed the first trinket, Bo's mother stopped and crumpled into a heap of tears. The sight disgusted the father to the point where he snuffed the mothers life out with a pillow. She died clinging to her jewelry and leaving her baby boy for dead as he bleed severely from the puncture wound in his neck.

Bo, crawling and unable to cry for help managed to work his way into the farm house where he found a leather strap usually used for the many sheep dogs the family owned. Strapping it around his neck, Bo managed to clot the bleeding and as luck would have it, the plank had managed to miss severing his jugular vein.

But survival came with a heavy cost, and when Bo's father happened to walk in upon him wearing the dog collar around his neck he went wild with anger. He grabbed a nearby chain and chained the end of it to the metal loop around his neck, then hoisted his own son up to one of the banisters in the farm house to hang until the blood rushing from his head killed him.

Luck, as it would have it, happened to favor young Bo and in his last few moments he managed to release a second burst of his new-found power, hoisting him high above the banister and sending a pitchfork for throwing hay through his wicked fathers guts.

From that day on, Bo the new owner of his family farm, sold his assets and spent the remainder of his days drowning himself in liquor and getting in countless fights.

His lack of determination met a brick wall when the young North Wind happened across the great Coliseum.
 
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You've included quite a bit of weaknesses to your character, which more than serve to balance out his power. Another great character, I see no reason not to approve it. Congrats. =)

[Character Approved for the RPB.]
 
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