Character Sheets

Tiko

Draconic Administrator/Mentor
Administrator
Mentor
Nexus GM
For fairness sake, character sheets should be posted into this thread prior to match starts. There are no rules on the strength or tier of characters other than what is agreed upon by the combatants prior to their match.

Some guidelines that should be included are name, physical characteristics and traits, any equipment they will be utilizing during matches, as well as any skill sets or superhuman powers they may possess.

In the event that an impasse is reached during a match, judges will fall back on these character sheets to ensure fairness between players. The more thorough you are, the less likely concerns will arise.
 
Whisper

Whisper-1.jpg

*This Artwork was not created by me. It belongs to shilin of Deviantart

Name: Jacquelyn Rose (Whisper, Alessia, Airlia, Pythia, Whisp, Allison)
*For the sake of matches, only Alessia, Airlia and Whisp will be implemented in combat.
Alias: Whisper
Age: 24 (This is her biological age - the perceived ages of the personalities vary)
Gender: Female
Height: 5'
Weight: 90 pounds
Species: Human/Ethereal

Physical Description/Appearance: Whisper is just a wisp of a girl. She's only about 5 foot tall, and 90 pounds. Her pale skin, light blue eyes and white hair make her seem almost ethereal. Though appearing extremely frail, she moves with the grace and elegance of a dancer.

Personality: Whisper is merely an alias assumed by six different personalities. As such her behavior is highly variable and often times unpredictable as it can change on a whim without notice or warning.

Abilities: How Whisper implements her abilities varies greatly depending on which personality is evident at any given time. Though all of her abilities have either psychic or spiritual origins depending on which of her personalities is present at any given time.

Clothes: As displayed in the image.

Equipment: Her equipment is variable depending on which personality is present, and this is merely a list of what she owns between the three. All of these items are unlikely to be present on her person at once.

Circlet: Three focus crystals are affixed to it. These crystals can be used to fortify her psychic abilities or add a boost but then they must be recharged. Basically Whisper can expend energy into these that will 'store' a boost for future attacks. Akin to using a channeled ability, if she spends 3 rounds charging a crystal, when she discharges it, it will add the force of a spell that was channeled for 3 rounds. The rounds don't need to be consecutive, and she can hold a charge to be triggered later. Between the three crystals, she has a single stored charge already in place. Limitation: Whisper cannot discharge her circlet crystals simultaneously with her colored focus crystals.
Gloves: Close fitting full arm length cloth gloves. Prevents skin contact to allow suppression of her touch inflicted abilities.
Spear: Double ended spear infused with the element of water. One end can create ice where it passes the other can form a spike of ice. Magically enhanced durability, being able to withstand a great amount of force both physical and magical.** Hangs from her sash as a wand sized object until activated to its full size.
Focus crystals: A pouch of varying focus crystals for enhancing her abilities and tapping into their natural properties. Examples: Obsidian is a strong protective stone and would reinforce shields and abilities against psychic attacks. Using a crystal to compliment an ability allows her to increase its potency with little drain to her own energies, but the crystals need to be recharged after several uses. All of the crystals can also be used to store preps via channeling energy into them. Limitation: Whisper can only discharge one of these crystals at a time, but may store as many preps into as many crystals as she wants. It maintains no ongoing focus once the energy is stored. Note: Physically breaking a crystal that has active charge(s) will result in unleashing the charge(s) in a localized blast of psychic energy of varying magnitudes.
Chain: Magically enhanced durability, being able to withstand a great amount of force both physical and magical.**
Staff: Magically enhanced durability, being able to withstand a great amount of force, both physical and magical.** Can be used as a conduit for spells, allowing for greater precision and focus.

**As a rough guideline, these items are able to withstand a direct metaphysical/superhuman attack against them of up to two preps, but will break under a three prep attack without a secondary source of protection to bolster them. Note: This does not protect the wielder from damage inflicted by impacts or AOE damage, only that the items themselves won't break.


Innate/Racial abilities

Empath: Whisper is an empath, and all of her personalities employ this ability, save for Whisp. This allows her to detect the emotions of those in their immediate vicinity, making it easy to track opponents or to detect bluff and feign attempts.
Telekinetic: Whisper is a telekinetic, and all of her personalities employ this ability. However its potency varies from individual to individual. This can be utilized to move objects, or to form raw blasts of psychic force.
Alessia is capable only of lifting small objects such as rocks, and occasionally more focused shoves and pushes.
Airlia's telekinesis is the most potent of the personae, capable of hurling vehicles through the air. Unfortunately Airlia is prone to using it for flashy displays rather than practical uses. Unlike the other personae, Airlia is fully capable of multi-tasking her telekinesis to create multiple effects simultaneously with ease. Excessive mental expenditure comes with a decrease in physical mobility seeing as the mind can only multi-task so much.
Whisp's telekinesis is similar in raw potency to Airlia, though she lacks the same depth of control. Similar to how monks can utilize ki to harness the natural energy of the body, Whisp primarily uses her telekinesis to physically enhance her speed and physical strength/durability.
Ethereal: Whisper's ethereal ancestry grants her the ability to shift between the material and the ethereal plane. It takes half a round to make a partial shift (one post), and a full round (two posts) to make a full shift. She cannot shift twice in the same post. While partially shifted she remains visible - albeit ethereal in nature. Physical attacks cannot strike her, but likewise she cannot physically attack her opponent. Certain magic based attacks and magical weapons can still harm her, provided they have properties that allow them to strike incorporeal beings. Once fully shifted into the ethereal plane, no attacks can strike Whisper except those that can strike across planes, but likewise, she can't strike her opponent - neither physically nor metaphysically.

The Personae

Whisp:
Whisp is emotionless and single minded. She is the most aggressive of the personalities and the most offensive of them. Capable of ignoring injuries, Whisp will fight to the last breath with little regard for personal safety or the concept of failure. Whisp almost exclusively uses her abilities to enhance her melee performance and to manipulate projectiles.

Physical enhancement: The ability to use her psychic abilities and telekinesis to enhance her physical performance well beyond the normal range of a human. Increased strength and unnatural grace and athleticism.
Sixth sense: If it can be detected psychically, she can predict an incoming attack even without the assistance of her eyesight. This means it's very difficult to catch her by surprise, even with attacks from behind. It also leaves her fully capable of fighting several opponents from different directions as she responds to stimuli with her mind rather than her eyesight, creating excellent form and optimal reaction time that is well above that of a normal human. However, she can only see things as they are happening, and is still bound within her physical limitations as to actually avoiding attacks.
Pain suppression: Whisp is capable of deceiving her own mind into believing she's not in physical pain allowing her to function when she might be otherwise debilitated. However ignoring an injury doesn't make it not there, and this is an extremely self-harming ability, that comes with the risk of causing further damage to herself by ignoring her bodies limitation. Also even if she can supress the pain, she is still bound by the limitations an injury may cause. A dislocated shoulder isn't going to work, even if she ignores the pain.
Melee combat: Whisp primarily utilizes a chain, but she is versatile and well trained in hand-to-hand combat and is skilled with a large variety of melee weapons.

Airlia:
Airlia enjoys the thrill of a dance, more than actually winning. As a result she's prone to toying with her opponents and expending her abilities for flashy displays rather than practical uses. She's flighty and relies heavily on her agility and speed to evade harm. When she is in combat, she's a reactive fighter, preferring to take a defensive stance to an offensive one. Of all of the personalities, Airlia is the most versatile with her psychic abilities and the most potent. But also the least likely to be inclined to be helpful, and the most likely to throw a fight in the name of fun.

Sixth sense: If it can be detected psychically, she can predict an incoming attack even without the assistance of her eyesight. This means it's very difficult to catch her by surprise, even with attacks from behind. It also leaves her fully capable of fighting several opponents from different directions as she responds to stimuli with her mind rather than her eyesight, creating excellent form and optimal reaction time that is well above that of a normal human. However, she can only see things as they are happening, and is still bound within her physical limitations as to actually avoiding the attack.
Manipulate emotions: Augment and enhance emotions in people. She can't create, only boost what's already there. She can however project her own emotions into people, or emotions she gleans from her empathy. Once projected, she can in turn enhance those.
Psychic assault: Directly assault the mind in an attempt to overwhelm and confuse it with an explosion of mental stimulation designed to utterly disorient and confuse. Far more potent with physical contact.
Psychic shield: Able to maintain the psychic force used to move objects, she can create walls or shields to block incoming attacks or projectiles. Very taxing ability, and the force with which it is struck directly influences how much drain it has on her. This can only be employed to stop attacks that have a physical manifestation.
Self mind shielding: Wards against psychic intrusions on her own mind.
Melee combat: Airlia primarily utilizes a double ended spear, but she is versatile and well trained in hand-to-hand combat and a large variety of melee weapons.

Alessia:
Where Airlia and Whisp primarily rely on their psychic prowess, Alessia is more priestess than psychic. She utilizes a number of spells that she has at her disposal. She is a more balanced individual, both mentally, and in her fighting style. However, as a result, her psychic abilities aren't nearly as developed. She's most likely to use a defensive style with her staff, while utilizing her spells in offensive manners and keeping her limited psychic abilities strictly as support.

[Spell List Pending]

Conditions of manifestation

Whisper cannot simply flit through her personalities on a whim, nor do they always present when they're most wanted. However, certain conditions are likely to cause certain personalities to manifest.

Alessia is a guardian personality, and most prone to manifesting in a protective nature, especially when Whisper is the victim of a psychic assault or has been placed in a situation that compromises her life. She is the most centered of the personalities and her primary focus is the survival and success of the group as a whole.

Airlia is free-spirited and mischievous. The feeling of being trapped, be it mentally or physically, will almost always manifest Airlia without fail. Drawn to high emotions, she's also likely to manifest against highly emotional opponents, but likewise, is prone to leaving just as quickly against even minded and rational opponents. Airlia is self-centered and has little regard for anything outside of her own amusement.

Whisp is an emotionless entity capable of acting without regret of remorse. Whisp is unlikely to manifest unless she is already present at the start of a fight. However a condition that could potentially manifest Whisp, is a strong moral conflict. Whisp is single minded, and when present will rarely revert to any other personality unless she is utterly subdued, or her target has been eliminated.
 
Name: Ra'ishi
Age: 30 (Youth Stage)
Gender: Male
Height: 7'4"
Weight: 243lbs
Hair Length: 2-6in

Appearance:
Ra'ishi is possessed of a bizarre appearance. Dusky flesh covered in fine, spinelike “hairs” the hue of obsidian. Humanoid in shape, his arms are longer, almost apish. Additionally, having entered the Adult stage of life of a Kirek, he has grown a second set of arms, equal in proportion to his primary set. Wicked blades of black bone sprout from his elbows and knees, curving like short scythes. Where his hands are human in form, his feet are not, almost reptilian claws from which sport talons. His hands as well are taloned. A pair slender, tensile tail trails him, covered in the same fine “hair” as the rest of his body, although the hairs at its tip are longer, thicker, giving it a flared shape. His face, on the other hand, more closely resembles that of a wolf, an enlongated jaw and snout leading back to an angular face, his large, triangular ears sweeping back from his skull. Eyes the shade of dark amber, his mouth is lined with angled fangs. Most odd though, is a second set of eyes below the primary, shaded a solid crimson. Entering the adult stage of his race's life, he has developed a third, tertiary set, colorless in hue.

To the casual observer, it appears as though Rai is a cross between a wolf, panther, and some sort of lizard. On closer examination however, one would note that the “hairs” are stiff, more like scales in texture than fur. His lean form is surprisingly musclular and flexible, and even more closely can be noticed extra joints in his legs and arms.

Armor:
N/A

Weapons:
4 Sets of Hand Talons, 3" Length
2 Sets of Foot Talons, 4" Length
6 Joint Spurs, 3" Length
Teeth
Crystalline Shard "Hairs"

Special Powers:
Psionic Null - A node within the Kirek brain renders them psionically inert. To a psionic sense, the possessor of a live node is not a "gap" in their coverage, it is though they do not exist in the environment. Additionally, in the adult stage of life, this node generates an area of effect of psionic jamming with a 50ft radius centered on the Kirek's head.
This ability also confers a limited amount of magical resistance, and can potentially disrupt an enemy spell being cast within the area of effect.
Note: This node is NOT present during the cub stage of a Kirek life-cycle. During the youth stage, it only conveys psionic inert status.
Expanded Senses - In the adult stage of a Kirek life-cycle, a Kirek possesses three sets of eyes. The uppermost perceive both light in the visible and the ultraviolet spectrum. The middle set sees through thermal energy, and can also detect electromagnetic fields. The bottom set is a highly specialized ocular organ that is more akin to an auditory organ, translating sonic waves into images, in essence, seeing with sound.
Note: In the cub stage, only the upper primary set is present. Within the youth stage, the upper and middle sets are present, but not the third tertiary set.
Expanded Endurance - Kirek are noticeable physically more powerful and resilient than humans. Bone strength allows for for lift capacity of three times the species body weight, and the corresponding muscle density renders their flesh a surprising toughness. The species also possesses twin hearts and a quartet of lungs, with a higher metabolism owed to increased blood flood and blood oxygenation. A Kirek can survive on a single heart and a pair of lungs indefinitely.

Skills:
Eidetic Memory
Improvised Weapon Proficiency
Quadridexterity
Beyond Human Agility
Beyond Human Strength
Beyond Human Endurance

Home Universe:
Original Character, Multiverse/Omniverse.

Bio:
Ra'ishi was given his beginnings in a lab, his origins a skeleton of old bones discovered on a dig site. Advanced cloning and DNA sequencing allowed scientists to regenerate a living being from those bones, to better study the creatures of the past. And so was Ra'ishi “born”, resurrected after thousands of years of unlife.

For the next decade and a half, Rai lived the life of a test subject, prodded, examined, run through test after test. His rapid development was a delight for his observers, though the rate of his learning unnerved some of the higher escelon funders of the project. But he was allowed to live, in the manner of a captive who has never known freedom. Then one day, that changed.

Had the scientists known Kirek went through cycles of life, they would have known to isolate Ra'ishi at the start of his 15th year of life. Alas, they hadn't, and so the larval Kirek entered the youth stage, his mass drastically increasing. On investigation of the phenomena, researchers unwittingly let the berserk entity out. The incident report released later listed 42 lethal casualties, outraging investors that the subject had then promptly vanished in the wake of the evacuations.

Having stowed away aboard one of the escaping vessels, Ra'ishi was let loose to roam on a populated world, finding the city to his liking. It took years of scavenging and slow progress, but in a world who's people came into contact with other races on a day to day basis, slowly they came to accept the Kirek youth. Eventually he was able to liscense himself as a freelance tracker, a hunter of bounties of both living and item retrieval. Thus the life Rai had found for himself, finding it pleasing enough.

(Note: This bio and statistics are somewhat outdated currently, but for purposes of a continuance of a fight, this version has been posted until conclusion. If requested, and updated version can be posted as a second post on this character for purposes of a battle, and will be posted regardless at the conclusion of the continued battle.)
 
Name: Rhyker "Heartseeker" Blutgaize
Age: 29
Gender: Male
Height: 6'1"
Weight: 151lbs
Hair: 2", Black
Appearance (Physical): Pale skinned, lean, wiry build. Lacks left hand. Scarred arms.
Appearance (Clothing: Tunic and pants, usually darker color. Tattered black cloak.
anima__death_glacial_by_wen_m-d4e81aj.jpg


Armor: Chain shirt and pants. Scattered plate armor supplements this in the form of thigh high greaves, a shoulder pauldron on the left shoulder, and half plate banded armor on his right arm. The material of all is blackened mithral. Minor strengthening enchantments and deflection enchantments to increase defensive ability. Major agility enchantments in greaves.

Weapons:
Mantis, a sentient, symbiotic bow grafted in place of his left hand. This bow has the ability to lengthen or shorten it's arms at mental commands of the user, adjusting it's string length to match, as well as the ability to adjust the precise draw of the bow to increase or decrease power of its shots as needed. It has the ability to produce ten arrows from itself per day. It's final ability is the capacity to attach a filament to projectiles fired through it, allowing the user to guide the path of the arrow in midflight. It's arms are also bladed and the meeting point contains a hidden jaw equipped with a highly debilitating neurotoxin. This toxic bite is usable thrice per day, and can paralyze an elephant within seconds.

It is synchronized with two magical quivers, each enchanted to replicate the arrows contained within into an unlimited supply. One quiver holds 28" shafts with barbed tips. The other holds 40" shafts with broadheads.
Notes:
Bow Form Alteration - Longbow to Shortbow: 0 Rounds needed.
Bow Form Alteration - Shortbow to Longbow: 1 Round needed.
Bow Form Alteration - Longbow or Shortbow to Greatbow: 1 Round needed.
Draw Adjustment: 0 Rounds needed.
Ammunition Production: 1 Round needed.
Filament Attachment: 0 Rounds needed


The Tomb Glove is an artifact that can capture and contain magical energies and souls, allowing the user to channel energy from the glove into an item or release it to amplify a physical blow. This is measured in "charges" of which require incremental additions to avoid overloading the object containing the energies released into it. Presently, the soul of a warmage is contained within, allowing an infinite amount of charges of elemental energies, though captured energies (as though from a spell or power), provide limited amounts of charge.
Notes:
"Draw and Fire" (0 Rounds needed)
Fire - AoE - Explosive fireball on impact. 3' diameter, comparable to a grenade detonation.
Electricity - Direct - Moderate electrical charge. Comparable to a 2 second taser burst.
Water - Direct - High pressure jet of water on impact. Unfocused, comparable to a high speed baseball cannon.
Ice - Direct - Frozen spear encases in flight. 4' length, 1" diameter.
Wind - AoE - Moderate vortex in flight. 70mph gust, 5' diameter of vortex.
Earth - AoE - Earth shaker. Targeted point on ground shakes with localize Richter 5.0 within 2.5' of impact in circle.
1 Round Charge
Fire - AoE - Explosion on impact. 10' diameter, comparable to a demolition charge detonation.
Electricity - Direct - Major electrical charge. Comparable to the power on an electrical line charge.
Water - Direct - High pressure jet of water on impact. Unfocused, comparable to a low velocity ship cannon.
Ice - Direct - Frozen spear encases in flight. 6' length 3" diameter. Barbed.
Wind - AoE - Strong vortex in flight. 90mph gust, 10' diameter of vortex.
Earth - AoE - Earth shaker. Targeted point on ground shakes with localize Richter 6.0 within 5' of impact in circle.
2 Round Charge
Fire - AoE - Powerful explosion on impact. 15' diameter, comparable to a military plastic explosive detonation. Lingering.
Electricity - Direct - Powerful electrical charge. Comparable to a lightning strike. Lingering.
Water - Direct - High pressure jet of water on impact. Focused, comparable to a high pressure fire hose.
Ice - Direct - Frozen lance encases in flight. 10' length, 5" diameter. Barbed and bladed.
Wind - AoE - Powerful vortex in flight. 105mph gust, 15' diameter of vortex.
Earth - AoE - Earth shaker. Targeted point on ground shakes with localize Richter 7.5 within 10' of impact in circle.
3 Round Charge
Fire - AoE - Tremendous explosion on impact. 30' diameter, comparable to a fuel-air bomb detonation. Lingering.
Electricity - Direct - Deadly electrical charge. Comparable to a multiple lightning strikes. Lingering.
Water - Direct - High pressure jet of water on impact. Focused, comparable to a water cutting jet.
Ice - Direct - Frozen ballista bolt encases in flight. 20' length, 8" diameter. Barbed, bladed, and secondary spear generating along length, up to 7.5' long.
Wind - AoE - Tornado vortex in flight. 150mph gust, 25' diameter of vortex.
Earth - AoE - Earth shaker. Targeted point on ground shakes with localize Richter 10.0 within 20' of impact in circle.
Greater levels of charge can result in even more increased effects.


Mithral Long-Knife, sheathed on right outer thigh.

Special Powers:
Bloodkin - Greater Hawk: The result of a dark ritual binding attributes of an animal to the human form. The attributes of the Hawk increase visual acuity and range to superhuman levels, enhance agility and speed to far beyond human capabilities. Flight is converted into the ability to leap beyond human bounds. There are two variations of this ritual, lesser, in which only a weakening of the totem animal occurs, and the blessing is lesser. The greater variation taints the energies towards chaos and evil, but bestows greater blessings at the cost of the sacrifice of the totem animal and assimilation of its life energies.
Notes:
Rhyker can straight standing leap up to 30' vertically, and run at speeds up to 40mph. Running vertical leaps approach 50' in height. Superhuman agility and visual capabilities. Above human endurance and constitution.


Skills:
Master Bowman
Master Marksman
Expert Trick Shot Skill
Expert Battlefield Mobility Skills
Skilled Knife Fighter

Home Universe: Multiverse/Omniverse
Bio:
Rhyker "Heartseeker" is a man who's pursuit of power goes above and beyond the ethical. First he paid a black sorcerer to perform a forbidden ritual, the Blood Twin. Using a hawk as his twin, he gained new power while twisting the creature into a thing of pain and suffering, going so far as to endure that pain in the ultimate culmination of sacrifice and drinking the tainted blood.

But that was not enough. Ever hungry, he set off in search of a kindred weapon, and when he found it, paid yet another horrific cost. The sacrifice of his left hand allowed the living bow of the Mantis to join with his flesh, and who won the ensuring dominance war was never quite clear. It simply made the man...darker.

And yet he was still unsatisfied with the swiftness and keen senses of the hawk, the power and ability of his bow and its twinned, never ending quivers. No, the Heartseeker decided to find the mage who gave him his power in the first place, murdered him, and stole his power in yet another artifact, the Gravekeeper's Gauntlet.

Is this killer, heretic, and sadistic creature yet done in his foul quest?

Of course not.
 
Name: Jegun Lobos
Alias: Jegun of the Wolves
Age: 34
Gender: Male
Height: 6'0"
Weight: 157lbs
Hair length: 18"
Appearance (Physical):
Pale skinned and lean. Defined muscle tone. Confident posture. Heavily scarred forearms, claw scars on outer right thigh and both sides of left calve. Whip scars on back, bullet scars on left upper arm.
Appearance (Clothing):
Typically comfortable but functional shirt and pants that don't restrict movement. Preference for jeans. Often seen with a leather jacket with a wolf skin hood. Almost never seen without holsters or weapon clips.
Image


Armor:
Mythril chain shirt, sleeveless with reinforcement enhancements to offer protection on the level of adamantite. Mythril bracers with similar enhancements, stylized with engraving of wolf and winter motifs. Articulated mythril banded leather shoulder pauldrons, similar enhancements woven into the mythril banding. Articulated leather chaps with separated mythril plating with similar enhancement. Leather boots, with electrum ankle chains with agility enchantments. Hair bindings with adamatite spikes sewn in.
Weapons:
Frystfa'in and Glaicech are two sabers fashioned with Jegun's hands and magic. The hilts are made of mythril and electrum, the pommels of both encasing diamonds that serve as the focuses that bind the magical properties of both and allow them to persist without needing to invest power into them to activate their effects. The blades, however, are both formed of ice, born and maintained by the focal diamonds. Both, however, are attuned to Jegun, and act as focuses for his passive elemental abilities that magnify their potency. In truth, however, they are but halves of a whole.
-Frystfa'in also possesses lightning enchantments, granting it with cutting power on par with mastercrafted mythril swords, as well as "magnetic" properties that draw ice and water into the blade to repair damage rapidly. The nature of this sword highly focuses abilities channeled through it, but shortens their lifespan. The pommel of this sword is stylized as a wolf with jaws open.
-Glaicech possesses secondary enchantments of stasis, rendering it's blade nearly indestructible, with a durability on par with adamatite. The nature of this sword greatly extends the life of abilities channeled through it, but diffuses their effects. The pommel of this sword is stylized with a wolf with jaws closed.

Sturmsevah is the combined state of the two sabers. At a glance, it resembles a curved nodachi with an overlong hilt and a slightly flared tip. The pommels of both sabers are merged, the open jaws projecting towards the front of the blade, its twin angled to the reverse. The abilities of both swords exist as one, the complimentary natures further enhancing the effects. Capable of cleaving through adamantite like a hot knife through butter, it also is harder the shatter than the material as well. With a blade that glow with the inner fire of the lightning it contains, it is deceptively lighter than it appears, capable of being handled with startling swiftness. Boosting the potency and life of abilities channeling through it, it is potentially Jegun's most powerful weapon in his arsenal.

Soulbringer Magnums are a pair of overlarge, heavily modified Smith & Wesson .500 revolvers carried by Jegun. With a construction of adamatite and electrum, the engravings of complex runes virtually cover the firearms. With a seven-shot chamber replacing the original, these elaborate firearms are capable of firing either standard .500 Magnum rounds, or discharging on empty chambers raw energy from the shooter. Difficult to master, as they require both focused will and lethal intent to proper use, the guns tap into the magical reserves or life force of the user and channel this energy into destructive bolts of power. Jegun's use produces either bolts of utter cold and frost or powerful streams of lightning.

Special Powers:
Mana Burst is Jegun's most basic but arguably his most versatile ability. By channeling his magical energies into his physical body, he is capable of vastly increasing his physical attributes far beyond human potential. It's use is key to his ability to combat superhuman opponents, allowing him to increase his strength to the point of tossing cars as though they were toys, breaking the speed of sound on long range runs, and even entering the low end of hypersonic for immediate reactionary movements.

Soulbond Ice Elemental - The source of Jegun's ice powers and magic, within him is an elemental of ice. Already old when it bonded to his soul, it has developed alongside him, and provides massive reserves for his magical energies. Through their life together, he has formed his own style of magic, needing no sigils or words to direct his energies to enact his will through his elemental spells and powers, and as such, is extremely flexible and versatile in how he uses his magic. This connection also generates a field around him of ice particles, and he has the ability to freeze and control local water resources for his ice-based powers.
-An example of one of his techniques is the Fang, an offensive power where he forms ice and freezing water into a tight, enlongated figure-eight, creating a flow along the figure. The countering flows where the directions meet creates a tension on the formation. The high speed of the flow acts like a chainsaw when it is either used to strike or is flung at a foe, tearing into the target before the in-built strain tears it apart with a burst of frozen shards with explosive force.

Stormrider - Jegun is only half-human. The other half of his genes come from the race known as Stormriders. This is the source of Jegun's Mana Burst ability, and also provides him static enhancements to his physical attributes on par with the likes of vampires, lycans, and humanoid sized demons and angels. If tapped into, it triggers a status called Awakening, which magnifies the effects of Mana Burst, as well as increasing his cognitive abilities, altering his eye structure to allow multiple points of ocular focus. The particular flavor of his heritage is electrical aspected, and allows him to use lightning element magic. However, his proficiency with this element is less than his mastery of ice magic, and as such he is less versatile with the magic powers and abilities from this source. However, he can still draw electrical power out of his surroundings, and with sufficient effort, draw into being a thunderstorm over the area to pull lightning directly from the sky itself.
Skills:
Master Swordsman, multiple existing styles as well as developed styles and techniques.
Proficient Pistoleer
Extensive Military and Combat Experience
Extensive Supernatural Combat Experience


Home Universe: The Omniverse
Bio:
Originally a youth of a seeming mountain tribe, Jegun's life took an interesting turn when he accidentally bonded with a local elemental revered as a god. Exiled as a child, he joined a band of vagabonds, before turning to a group of mercenaries specializing in combating supernatural threats. Through his teens and early adulthood, he lived and fought with his comrades, before leaving the group following a serious error that resulted in a loss of half the roster and the branding of the survivors as world-wide criminals. Stumbling through a tear within space and time, he found himself elsewhere within the Omniverse, and currently lives on Valore, leader of the group called Judicarius, a much smaller version of his old mercenary guild.
 
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Well, here it is, my first post. I hope it's not complete crap, and that it will make some interesting story.
Name: Gamber
Gender: None (it cannot reproduce)
Species: Quasi-Human (Mutant-2G6XE7 v0.16.1)
Size: 205 cm
Physical appearance: A tall man with a thick red skin and black eyes. The skin is covered in radioactive waste, and there's white hair growing all over his body. Its fingers are katana-shaped black bones (10cm).
It is naked, but it does not have any genitals. So there's nothing unpleasant to watch (except for the rest of his whole body).

Story:
Mutant-2G6XE7 was a human DNA-template, designed to become a mass-genocide monster on resisting Rebel Planets. The process was supposed to make Mutant-2G6XE7 stronger, taller and a mindless beast. One week before the last process, it escaped. It managed to take a bottle of Mutant Liquid with it and escaped into the wasteland, where it feeds on radioactive waste.
Scavengers looking for valuables called him the "Gamber", referring to a monster in one of their old myths. That monster was guarding a huge treasure in a horrific landscape. Mutant-2G6XE7 is holding the bottle of Mutant Liquid, and the scavengers want to have it to sell it for a huge price on the black market.
In the wasteland, an innocent mushroom has mutated to a very aggresive fungus. It would have extinct if Gamber had seen the white spores lying on the ground. When Gamber stepped on it, the spores attacked him agressively and tried to paralyze him. Due to huge regeneration powers in the wasteland, a symbiosis was created between Gamber and the fungus. Those who think Gamber has white hair, get an unpleasant surprise when the "hair" touches their blood...
While Gamber's mind is limited, it suffers from a schyzophrenic disease. The human, the beast and the fungus each want to control the monster. It sometimes leaves the monster undecisive, not knowing what to do.


Mutant Powers:
Because Gamber has never had the last process, his mutant powers are weak relatively to what they should have been. In return, the human within him isn't gone completely.

1.Friction Adjustment
Being able to bring an object's friction to zero, Gamber can slide objects through the roughest environments like deserts, forests and jungles. It can also increase the friction of the environment, causing projectiles like bullets to stop in mid-air. The size of its powers are equal to his human strentgh, which means it can stop bullets after half a meter. A bigger object like a stone from a catapult, however, would take dozens of metres to slow down.
The range of these powers is about 50 metres.

2.Fireproof Photosynthesis Skin
Gamber's skin is able to absorb any wavelength of light (even gamma rays). It provides him with a tiny amount of energy. It keeps him fed, although it the effects are minimal. He doesn't need to eat in a radioactive wasteland, but he does need food when there's not enough light to feed him.
At night, Gamber is weak and helpless. It buries itself in dust and waste to camouflage itself. Sometimes it will look for a fire and lie down in it.
While its skin is very thick, it's not impenetrable. Bullets can still go through, while the skin is able to deflect projectiles like hurled stones or a blunt knife.

3.Psychic Power
The better their minds, the stronger this power. To the savage, this power only brings a small headache when Gamber's around. On those with greater minds, it is able to cause emotions like fear and and hatred. To regular humans it often causes hyperventilation and the urge to flee. To greater beings without a strong psychic defense, it can even cause traumatization, temporary blindness and even brain damage.
While using this power, Gamber also attacks his own spirit. This makes him flee into his beast-self, weakening his psychic power. He can't hold this power up for long on minds greater than those of the mere humans.

4.Scissorhands
Its fingers are like curved metal knifes that can cut through most objects. They'ye as sharp as katanas.

5.Metal Melt
Being able to liquify metal, Gamber can prevent smaller objects like bullets from damaging him. He does need to see the bullets coming, otherwise he will be too late. Bigger objects like sword take minutes to transform.

6.Radar Sight
If you can touch it, Gamber can watch it. Besides his eyes, Gamber also has a radar sight. It was supposed to make him see hidden or invisible objects.

Equipment:
Radioactive waste - it fully covered itself in waste to feed itself and to keep enemies away from him;

Mutant Liquid - the serum that was supposed to commence his last process. It is predicted to strengthen its mutant powers (can stop a truck in mid-air, bullets are being absorbed by the skin and used to create a metal skin layer), buy it will make it lose its mind for good. Its human mind has sworn never to use it, but the beast inside him keeps it as a trophy and as an emergency option...

Human Limbs - it always takes some leftovers of its victims as a trophy, and it to refill its stomach.

Exogus spores - A by the radioactive waste mutated fungus, growing all over Gamber's skin. The spores get activated when they get into contact with blood. It grows exponentially fast into the victim's body, paralyzing the foe's nerves when it reaches the nerve system.
 
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NAME
Storm Sterling
POWERS AND DEFENSE
Storm has the ability to teleportteleport, make spikes appear, shoot lasers, and lift objects without touching them. Storm dies with 1 hit, but does have great reflexes.
APPEARENCE
Storm wears a green, long sleeve shirt. Blue jeans and red shoes. He has black hair, and a sword on his back.
PERSONALITY
Storm is relaxed and kind, but starts to get concerned if things get out of hand. He is determined and brave, and won't go down without a fight.

He gets tired after a while, and has a certaicertain amount of magic. So he can be killed.

MODERATION NOTICE: Posts merged together, with a friendly reminder that it is possible to edit your posts to add information if needed. While your CS covers the basics, it is quite thin, and might require more information before someone might consider your character someone to fight.
-Lobos
 
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Altair
LOOKS
Wears a golden- colored metal armor. Helmet has a straight line where the eyes go, and eyes look like blue dots. Entire body is covered with his armor.

PERSONALITY
He is quiet, and rarely ever talks. He is nice when he talks, and has a deep voice.
WEAPON
He owns a green sword, that can grow 6x it's size, but nothing else really.
Altair doesn't really have a backstory, except for a few 'fighting incidents.'

Altair continued
SPECIES
He is human.
SIZE
Altair is 69 inches. He grows normally, unlike most people would expect.
GENDER
He is male.
FAMILY
He has no parents, but he does have 2 sisters. 1 sister has armor like his, but won't be included in the tournament. But he does love his sisters very very much, and would die for them.
STRENGTHS AND WEAKNESSES
When Altair has the advantage, he can go on for a long time, until the opponent finds a way to stop his streak. But when the opponent is on a streak, he can be beat up for quite a while, until he can get his distance. If he loses his sword, he has a huge disadvantage. But he does have his fists. His armor can be blown off, showing his clothing. If that is hit, it does more damage.
LOOKS
Forgot to mention, he wears a red cape.




 
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Name: Riaze Nightroad
Age: 76 (Apparent Age 20)
Gender: Male
Race: Lycanthrope - Wolf (Natural)
Height: 5'6" (6' at shoulder while veered)
Weight: 175lbs (967lbs while veered)
RP Source: Chronicles of the Omniverse
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Skills
Experienced Sword Wielder
Expert Unarmed Fighter
Inexperienced Magic Caster
Berserker

Abilities - Human
Superhuman Strength - 2.5x Peak Human
Superhuman Speed - 1.75x Peak Human
Superhuman Senses - 5x Peak Human
Accelerated Regeneration - Very deep wounds heal in 1-2 minutes.
Shadow Invocation, Lesser
Abilities - Wolf
Monstrous Strength - 20x Gray Wolf
Monstrous Speed - 10x Gray Wolf
Monstrous Senses - 3x Gray Wolf
Superior Regeneration - Very deep wounds heal in <1 minute.
Vulnerabilities
Silver Allergy, Lesser - Physical contact not harmful, wounding greatly interferes with regeneration.
Wolfsbane Allergy, Greater - Contact burns, wounds subject to secondary damage, regenerate more slowly than specie's base rate.

Equipment
Tumba de Maria (Tomb of Maria): A sword of solid granite, two handed grip. Blade length is 40", crossguard styled after a tombstone cross. Pommel a simple circle. Weight of 60lbs. Special Enhancements: Runic enhancement, unbreakable, holy attribute.

Powers
Veer/Semble: As a lycanthrope, Riaze can change his form between his human (alternate) and wolf (true) forms. Speed of change is very swift, finishing in seconds, marked by a noticeable scent of pungent spices. Equipment is drawn within his veered wolf form without effect, and returns without issue when sembling to a human.
Shadow Invocation, Lesser: A style of magic akin to elemental manipulation, but treats the element as a spirit to be commanded. Due to lesser skill, Riaze is only able to invoke more brute force castings, with general area of effect darkening effects or simple attacks. Possesses a single specialized casting to weave shadows into a veering, taking on shadow attributes in a hybridized wolf form.
Shadow Veer: Special invocation, hybrid human wolf form with shadow attributes. Shifting intangibility across his form creates a significant chance of damage being avoided by phasing through his body, while his attacks have a significant chance to bypass defensive attempts to inflict damage. Limited ability to maintain, past 5 minutes risks self-damage when reverting from enhanced state.

 
Name: Tidus Khaine
Age: 39
Gender: Male
Race: Human (Adept of War)
Height: 6'7"
Weight: 363kg (800Lbs)
RP Source: Chronicles of the Omniverse

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Skills
Expert melee fighter
Skilled Marksman
Strategist

Abilities/Enhancements
Secondary Heart - Second heart greatly increases cardiovascular efficiency
Ceramite-Trinnium Ossification - Integration of the skeletal structure with a high-strength Trinnium-Ceramic alloy renders the bones virtually unbreakable
Nanomuscular Enhancements -
Musculature is enhanced with hormonal, and nanomachine treatment, resulting in vastly increased strength, and speed. (Capable of lifting and tossing small automobiles with ease, can bench-press up to ten times his body weight)
High-Reaction Healing Nanites - Wounds regenerate quickly, severe lacerations tend to heal in minutes.
Pulmonary Enhancements - Enhancements to the lungs and pulmonary system allow for great feats of stamina.
Superconducting Neural Dendrites -
Facilitates near instantaneous neural transmission, resulting in near instantaneous reactions, reflexes, etc.
Ocular Enhancements - Able to see clearly in total darkness
Bionic Kidneys
Dermal Interface Nodes (To interface with power armor)


Equipment

Kanvium Plating: Starship grade kanvium plating makes the Type 86 nearly impervious to most small arms fire, and capable of withstanding some degree of heavy weapons fire. The way Kanvium works is that when a high velocity mass impacts it, it actually causes a chain reaction at the molecular level in which the material becomes almost fluid and distributes the energy across the entire surface. When that energy is dissipated, the material returns to its previous state.
Advanced NBC shielding.
Aural Directional Enhancers: Help clarify the source of external and transmitted sounds.
Full life support.
Gravity Generation: The suit is compatible with gravity accelerators for use on space platforms. Grav-boots may provide an alternative though.
Enhanced protection, and equipped with sophisticated shielding, in addition to an integrated hard light aegis and frequency oscillation shields.
Weapon compartments located in the lower leg sections.
HUD: A Heads-Up Display (HUD) is built into the visor. Its features include infra-red vision, a "navigation mode" which superimposes a map of surrounding terrain and pinpoints prominent features, targeting systems, is capable of displaying life support as a percentage and the amount of ammunition in a soldier's equipped weapon, the ability to detect motion to some extent, and a data system which, with the appropriate link, can let the user 'jack in' to video and data feeds, the information scrolling across the visor. The visor itself may be lowered/raised and/or (un)polarized at the user's discretion, though will automatically (un)polarize based on the intensity of light hitting it. Colors that can result include black and gold. A blast shield can be lowered over the visor.
Integrated communication system.
Lockdown System: Used to stabilize wounded soldiers and/or prevent a shorted-out suit from misfiring. The disadvantage is that it prevents the user from moving.
Onboard diagnostic and medical systems pump the user full of potent narcotics, stimulants, nanites, and tretonin to allow continued combat capabilities despite being wounded.
Mufflers which reduce the amount of noise the suit makes and the user's heat signature. Difference exists as to how much sound is masked however.
Shoulder and/or chest mounted illuminators. The spectrum is determined via voice activation.
Structural Support: The amount of support that the suit provides is greatly increased from the Previous Adept Armor models, increasing his/her strength and speed, stamina no longer becoming an issue. The servos enable a wearer to dash up steep slopes and safely land from heights of twenty feet. The legs are piston-powered, allowing the user to make long jumps.
The Heavy Magnetron rifle may be connected to and powered by the suit.
Integrated shield system: Integrated Full-body Type 38 Frequency Oscillation shield system capable of withstanding several impacts from small arms, and heavy weapons before depleting, in addition to a built-in personal aegis (hard Light Shield generator) on the shoulder pauldrons.

Archetype: Heavy Assault Cannon
Designation: Heavy Magnetron
Designer: Intertech Industries
Manufacturer: Intertech Industries
Caliber: 20mm High-Velocity Armor Piercing Fin Stabilized Depleted Uranium Discard Sabot projectile
Capacity: 10 Rounds box magazine + Microfusion Cell
Accuracy: Extreme
Stopping Power: Extreme
Variants:
None

A customized Chain-sword, The Chainsword is essentially a sword with powered teeth that run along a single-edged blade like that of a chainsaw. The Bane of Xenos make use of monomolecularly-edged teeth. Chainswords are not subtle weapons, and wielding one is a statement in its own right: they are horrific tools of war, designed to bite, tear and eviscerate where more primitive blades merely cut and slice. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armor.
 
Name: Esmeralda

Appearance: She can usually be found in worn traveling pants and sturdy boots. Her wild curls are blonde and frizzy. Tucked into her shirt are several necklaces, each charmed with their own magical properties. On top of her shoulders is a blue cloak, also laced with multiple non-combative spells. Her bottom lip is larger than her top and is always chapped from her habit of biting it. Her nails are bitten down to dirty stubs. The only thing of note about her is her eyes, the blue so sharp they bore into you.


Race: Evolved subtype of human.
Gender: Female.
Height: 5'4".
Weight: 120lbs.
Age: 22

Skills:
She is broadly trained in most combat styles, though she prefered the sword and bow growing up. Later in her life she put down a sword and wisely picked up a chain, which she uses like a whip. It compliments her size and speed and allows her to be more lethal. She was also trained in the art of poison, though she's fallen from the craft and doesn't do much more than keep a precious tin of vials deep into the bottom of her bag. She's got intimate knowledge of demons and dark creatures. She's a psion.

Weapons: (In order of likelihood that she'd be carrying them.)
A thin whip is kept wrapped around her forearm like a bracelet. It is made of metal and the end unclasps to reveal a well-sharpened, weighted point for the tip.
Daggers tucked here and there.
A short sword the size of her forearm.
A bow and arrow.
Poison (sets ones nerves on fire, puts one into a deep sleep, kills, and makes hallucinate are the four most likely to be used by her)

Armor: Her cloak was made with cold iron and silver woven intermittently into the fabric, protecting her from fae and werewolves.

Abilities: As a psion she can manipulate the energy around her. She is a natural telepath, and has a bad habit of touching minds without permission. If stressed or highly comfortable, her emotions spill into the energy around her. This is because, on some level, she's tapped into that energy and when she doesn't keep her mind guarded, the energy mirrors her own in a tangible aura.

For many years she was forced to ignore her skills as a telepath/empath. Instead she was trained to create portals. To this day, it remains an imperfect art that she messes up just as often as she gets correct. She can take this to an even more extreme degree and teleport herself/others, but she has been known to scramble a person or two and now only does this in the most dire of circumstances.


Telekinetic bursts of energy are also a common occurrence for her. She lacks the distinct finesse to lift plate off the table without breaking it, but for less fragile tasks she is fine. She can use this to gain brief moments of flight.

Due to her most recent studies, she can tap into the energy of a few elements around her and influence them to a *small* degree. For example she can manipulate fire very easily, but she cannot create it, she can only destroy it or control it's size. Water is something she can move, infinitesimally, inside a classroom. And she can create wind with extreme manipulation of energy, but it's not an applicable skill, really. The most noteworthy thing she can do is create a ball of electricity in her hand, which she can use in combat.

A more intuitive skill of hers is a shield/heal combo. She can gather all the energy around her, compacting it until it turns into a shield. The ample energy in this shield can be directed to heal wounds, if she chooses so. If she keeps pulling the energy in, she can eventually create a human-size supernova, in which the highly-compacted energy breaks free from her and disperses at a high speed. Those hit usually are left singed. This ability tends to leave her very weak, because by this point she cannot differentiate between the energy around her and her own energy, and she burns through them indiscriminately.

Despite all her training in other fields of psionics, her natural inclination is with the mind. She can easily maintain mental links with a willing friend. In some cases, she has been known for trying to break an enemy's mind down so she could force her will upon them. This is a rare occurrence and only happens after a lot of communication with my writing partner, idk why I'm telling you it's obvs not applicable.
 
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