Tier Level First Arc: 4 or Mid Powered Second Arc: 6 or High Powered [hider=The Clockwork Man] [hider=First Arc] Identity Real Name: George Elmore Other Aliases: Clockwork man, Sentinel. Race: Clockwork Automaton Occupation: Inventor/Guardian Place of Birth: Steampunk Earth, London. History Born into a poor family whose fortunes only changed after the death of a wealthy relative in London, George grew up with bits of metal and found himself to be a genius in his own right. He and his brother, Hale, would often play fight in the streets and pretty much act as little kids do, growing up under the watchful gaze of both father and mother. With money came opportunity, and after their father and mother passed the boys were of age and ready to do what they would with the world. George was a renowned inventor of his time, and completely human, once. Living in London during the age of industry in a Steampunk world, he flourished with his inventions and innovations, building himself a small fortune while always sticking to the background. He established a factory ran by his brother to keep him out of the limelight, and retreated for two years. Sadly his brother exploited the workers in George’s absence, working them to the bone out of a cruel heart and a deep resentment for his brother’s natural gifts. It was a cruel fate for any trapped by the binding contacts and those who tried to flee were usually hunted down and dragged back to severe punishments. It was through this process that Hale Elmore began to take control of east London industrial, with vicious and unscrupulous business tactics and the willingness to use violence. Those were dark days for London, and even with the discovery of magic far overseas and the eventual implementation of it to make the process of machinery more efficient, people still suffered greatly. The situation had grown dire in George’s two year absence, but his return was pre-ordained and with him came an exotic and beautiful woman he later explained was his wife. Hale was quick to put on a show for his returning genius of a brother, carefully concealing the truth with the practiced ease of a sociopath. However, he was a fool to think George would not suspect anything of his errant family member; he had known him a long time and knew that something was indeed afoot. With a huge amount of energy and money invested George fought a war of words and deals to limit his brother’s growing power, and in the end convinced him to leave for greener pastures with money and opportunity overseas. These events were met with general contentment with the people of London, who benefited almost immediately from George’s more kind and beneficial work ethic. The factories began to fill with smiling bantering workers, the economy grew and technology and magic prospered. Five years later George had a young daughter and the first design for the greatest of all machines, the Clockwork man. Two years after that, Hale returned. He brought an army. They were cruel mercenaries from overseas, utterly ruthless and loyal only to Hale’s payroll. He laid waste to George’s empire of industry, ravaging quarter of London and driving police into open street warfare. George was quick to rally a defence, but being an unaggressive man he was unable to properly react to what could only be described as a coup. His daughter was only five at this time, his wife scared by the fearful events which had transpired. The robotic figure which stood guard at the door of their home high up on the hill top was unable to operate with one missing component, and George had only one chance to save everything he loved in the world. As night fell and the mercenaries slammed at the doors of his home, his loyal servants ushered the women away into the night and he stood awaiting his brother’s arrival. There was a greenish red circle etched on the floor, and a scroll lay strewn across the table beside him. When the mercenaries arrived at his door he seized a clockwork pistol of his own design and held them at bay, remaining steadfast. A bullet caught him by complete luck through the wooden frame and cut a hole in his chest, but still he remained in the circle. Eventually his brother did arrive, as he knew he would, pride was a pitiful thing. They conversed; his brother mocked him for his stubbornness, told him he should have fled while he could and avoided his fate as long as possible. George remained silent and his mind went blank, down on one knee blood poured through his shirt. Down on two his hand hit the floor and his brother laughed. His life spent there, the magic swirled around his body and his brother no longer laughed, George died. And the Clockwork man awoke. Appearance: A humanoid figure cloaked in old fashioned Victorian attire, a long brown trench coat coupled with a dull white shirt and tough durable brown trousers and boots. A leather holster is fastened to his right hip. A satchel is fastened to his left hip, which contains an incredibly efficient tool kit and all of his little devices. His body is made up of whirring gears under a plate of bronze about an inch thick which plays the part of skin. His face has a simple slit for a mouth which can open only slightly and one blue glowing right eye. The other is a slightly protruding telescopic sight. (About one and a half inches in length, but can extend to three). Apart from his unnatural composition, his body shape is lean and athletic looking. He’s completely bald and has no nose or ears. Height: 6ft exactly Weight: 105kg Fighting ability Known Powers: The Clockwork man is sustained by magic, but his eye is also able to highlight the use of magic and creatures magical in nature. It also makes sneaking up on him nigh impossible without serious terrain advantages, or pure skill being your only ability in stealth. Both of his eyes present him with a vast inflow of information which his mechanical and spiritual mind can quickly compute and react to. This gives him a reaction time far superior to any human, and also makes him uncannily accurate. They also have the ability to perceive their way through natural fog, smoke, and the like, and can easily see in the dark. Technomage, the Clockwork man can create mechanical devices imbued with magic in short spaces of time, and give them life. He has a few of these technological wonders on his person, but it also gives him an advantage when fighting mechanical opponents because he can understand how they work, it also allows him to fairly easily repair himself. Abilities: Being a mechanical construct, he has inherited the natural strengths of being made of metal. For one, he has the durability of bronze enhanced by magic to be further resistant to rust and heat. His melting point is about 2500 F. (He’s also made of a non-magnetic variant, but can conduct electricity and heat safely through his body and even project it as a weapon to a limited degree, so long as it’s not taken at extreme levels. Impact wise, the bronze composition is slightly more dense than natural, giving it a hardiness at around half again the durability of steel. His mechanical strength is somewhat more than the biological strength of a human, his maximum lift roughly 1 tonne. He moves in an oddly jerky and unnatural manner which accounts for his near impossible to predict fighting style, moving at about 50mph at a full sprint which takes quite a time of acceleration. However, this is not in relation to his body movements, where he is quite capable of delivering strikes with hands and feet before the fastest of natural humans. He has a jump height of ten feet standing and twenty horizontal with a run up. He has an endurance which is mechanical in nature, which means it is near limitless. He will never seem tired, however as he has no real direct combat magic this is unsurprising as running his body would only require minimal energy. He can hear pretty much as well as a normal human, except the sound is transferred to his animus or mind through magic, so his ears can’t be damaged. Through magic he also projects his voice through the mouth of the Clockwork, although it seems dryer than when alive. He can’t feel anything physically, although his mind or animus could still be targeted to cause him to feel pain. Being mechanical in nature, he has no blood stream and is unaffected by contagions poisons etc, however also being magical in nature and not truly workable through scientific means suggests that he would also have a significant degree of resistance to remote hacks and other technological devices. This is emphasised by the way in which his soul was transplanted into the machine, as he can lash out at magical and technological attacks with his mind from the safety of the crystal. George has inhabited his mechanical body for ten years and is incredibly competent in its use. He understands its limitations and its strengths, allowing him to fight hand to hand with ease. Inventory and limitations Weapons: Clockwork pistol, classic steampunk-ish looking weapon with a three round chamber. It has to be kept in a default state when not in use, but before firing can be charged by the cogs to fire one 9mm bullet at the full power of a modern day sniper rifle after a 10 second period. This can then be increased to 20 seconds to fire two shots, and 30 to fire all three. When multiple rounds are shot the pistol is designed to allow them to spread vertically by a few inches, so by twisting the gun he can make it less likely for an opponent to escape their spread or cause more damage. At thirty seconds the rounds also become more like anti-personnel rounds, which shatter on impact and completely waste the insides of organic opponents. With trained accuracy mechanical ones also suffer a similar fate. Homing explosives: Small cylindrical capsules kept in his satchel; he carries four of them at any given time. When activated they break apart at the middle and a sharp circular blade protrudes to increase their diameter to about five inches, and an irritated buzzing noise emanates from within. He can then throw them in the direction of an opponent and with his magic they home in on whoever he has targeted, changing direction mid-flight in order to pierce the targets body. If this becomes impossible because the target dodges too far, they explode when as close as possible. The explosion is on par to a modern day grenade. Flare bomb: Carries two with him, they look similar to the homing explosives except coloured red rather than remaining iron. When activated they beep twice clank with a heavy metallic sound and then burst into a billowing flame within five seconds. This is caused by an incredibly powerful accelerant which is sprayed out over a ten foot radius, and if the opponent is splashed with it the fire will follow along and burn through it and them at 2000f. Magical inhibitor: A strange metallic rectangle about five inches in length and two inches in width, it takes a significant period of time to recharge (one use per fight) but when activated it sends out a wave of debilitating sound and magic in a forward arc of fifteen feet wide for twenty five feet in distance. This has the effect of either disabling or at least weakening magic used in the area of effect, but also if it hits someone intoned with magic it can cause a deafening ringing in their mind and prevent them from easily casting spells again for another ten seconds or so, depending on mental constitution. Clockwork spider: Only has one, a tier 2 summon (yes I know it should be 2/3 character strength but I can’t justify it at the level, but neither as a tier 1) It’s about ten inches in diameter and usually clings to his back when not in use under his cloak but above his shirt. When activated remotely using his Technomagic, it springs into life and defends its master with razor sharp mandibles which electrocute those it bites with the power of a modern day tazer. It moves incredibly fast (About 30mph), but isn’t particularly durable. Equipment: Tool kit to repair damage to his devices or himself and fifteen rounds of ammunition for the Clockwork pistol. Two smoke grenades pretty much equivalent to modern day standards. Blooming thick gray smoke in a twenty-thirty feet radius depending on conditions. Grappling hook, attached to the top of his left hand just before the wrist, it looks like a simple spike in a strange square structure welded onto the hand when not in use. When activated it bursts out and three spikes protrude from the original one to allow it to hold onto targets. This can then be deactivated at will to release or retract. It has a range of about 30 meters, and the wire and hook has the durability of tensile steel (the wire has a diameter of about two and a half inches allowing it to take a few hits before it breaks and obviously hold his weight. Armor: Bronze ‘skin’ and internal structure. Limitations: Weighted, George is incredibly heavy for his size and build due to being made of metal. Clockwork, his internals are a mass of gears and cogs, which although designed to take gunshots with minimal impact, they suffer greatly from larger impacts and punctures causing his body to lose function. Soul, George’s ‘soul’ or ‘animus’ was transplanted into the Clockwork body by magic, and it’s possible to target it with certain abilities. There is also a slightly larger and vital cog with a crystalline artefact within which houses George’s soul, on the right side of the Clockwork man’s chest, mirroring the heart on a normal human. It’s about as big as his clenched fist and if hit with a significant enough impact could cause him to fade away. Combat magic is pretty much non-existent, he has to use his abilities indirectly through devices. [/hider] [hider=Second Arc] Identity Real Name: George Elmore Other Aliases: Clockwork man, Sentinel, NoW Champion. Race: Clockwork Automaton Occupation: Inventor/Guardian/ Place of Birth: Steampunk Earth, London. History Since blinding his brother, the Clockwork Man defended his family in secrecy, living out a simple, selfless life in London. After a particular skirmish with some mercenaries under Hal’s command (his brother.) he was offered the opportunity to partake in the NoW tournament, by the illusive Skallagrim. As part of his participation, he was to be given the power required to defeat his foes, securing his families safety forever. Of course, he accepted. In the NoW the Clockwork Man defeated a young girl dragon and a futuristic bounty hunter, before finishing the fight in a pitched battle upon a bridge with a swordsman who wielded magic. Through the strength of his arm, he came through victorious and asked of his reward, so that he could end the battle that raged in his home-city. The Cuataugh obliged, changing the crystal which housed his soul in some obscure way only those connected to the Dreamer race could understand. His powers changed with it, growing more immense, when he returned to London he was a fully-fledged Technomage. The battle that took place there is yet untold, but finally all his enemies lay defeated at his feet. With the threat to his family gone, his sole reason for existence went with it. Still a lifeless bronze automaton, the Clockwork Man realised he had everything, and nothing. Only the Dreamers could return to him what he had long ago relinquished. So he sought them out. The Crystal that housed his soul brought him back to the realm of the Dreamers, but his stay was short. Their answers cryptic, they would not grant him leave to speak with Skallagrim, he was ousted with another cryptic response. “You must earn your gift.” The Clockwork Man wandered far off worlds and galaxies, far into the future from his own timeline. Somewhere along the way he realised his metal body was no longer sufficient for his needs, a new one must take its place and house the soul crystal more safely, however it was by accident that his old form was consumed by the metal he refers to somewhat arrogantly as ‘Elmorium’. Appearance: [hider=Image][img] http://moviesaddicts.com/wp-content/uploads/2012/07/proto_HEADER1.jpg [/img][/hider] The Clockwork Man resembles his old form to some respect, still a sleek bodied humanoid figure of exactly six foot in height. With a smooth metallic head, now with two even lens-like eyes. The major difference is the metal, which is far darker and more textured than his old body. He usually wears a brown Victorian style jacket, a white shirt and black trousers, with black boots. At his hip is a satchel and at the other is an updated form of pistol. Weight: 95-500 kg Abilities: The first, and most impressive change to the Clockwork Man is his new body. George encountered a nano-tubule esque living metal completely by accident when exploring some kind of crashed technologically advanced race’s ship. It resembles a dark steel in colouration, but the similarities end there. Elmorium as he calls it is almost parasitic in nature, though it only effects other metals. Created synthetically by whatever race that came before, it is imbued with tiny self-replicating devices, which allow it to bend and reform, relatively quickly. It can also manipulate other metals molecular structures, to create more of itself. It consumed the Clockwork Man’s old body, but he was able to control the metal with his incredibly more powerful Technomagic. Its general fighting-relevant properties are thus: The Metal can absorb impacts by transferring the momentum of attacks quickly through its outer structure, reducing the possibility of an attack breaking/punching through the ‘skin’ and damaging George’s important internals, namely his soul crystal. This is limited to piercing attacks, and blunt attacks. Cutting attacks are far too much to handle, provided the weapon is sharp enough and has enough force behind it. However, George’s new metallic body is at least as hard as diamond, bullets ricochet off it with little effect, and the highest conventional rounds in the modern day army are barely enough to temporarily scratch the surface. Mundane weapons are completely useless, at steel or below in hardness, unless the user is incredibly strong or using magic. It has a massive elemental resistance, conducting electricity away from any vulnerable circuitry with ease and being incredibly resistance to both cold and heat. George can continue to move in near sub-zero temperatures, though at a significantly reduced rate. His body can sustain temperatures of up to 5000 degrees Celsius, though his body does become more susceptible to other attacks for a short period after exposure to such effects. The metal is impervious to rust, incredibly resistant to corrosive and acidic agents, and essentially all around badass. It can also reverse its polarity, making itself magnetic and un-magnetic at will, though relatively un-powerful. (It can’t throw metals away like some sort of telepath, but it can resist magnetic attacks.) As mentioned, it can replicate itself, giving it a relatively effective ‘healing’ factor, provided there is sufficient metal to go around. It can also stick itself back together, say, if an arm ‘falls’ off. However, there are some weaknesses, namely at the joints where the metal is a quarter thickness. (It’s roughly an inch thick everywhere else.) This makes it incredibly easy in comparison to sever his limbs, or targeting these areas in general maximises damage. Because of his new constitution George’s physical traits have increased three-fold. He can now lift up to four tonnes of weight, and run at nearly one hundred and fifty mph maximum. His endurance is near limitless, in comparison to any biological opponent at any rate. He’s sustained by a massive, ever growing, fountain of magical energy. This could in theory be targeted however. His hearing is normal for a human, though projected through his Crystal his ears are non-existent and can’t be harmed. Likewise, his voice is projected through the crystal, and that is where his mind resides. He can’t ‘feel’ pain physically, but can be made to feel pain magically with slightly reduced effect. Unsurprisingly, he can jump an incredible distance. He also moves surprisingly fast, with reflexes more than thrice that of the fastest of humans. This makes him a deadly close ranged fighter. His perception is inhuman, though his mind is not it has changed significantly enough to allow him to process information at thrice that of the fastest human. The lens eyes can zoom to the degree of a modern-day sniper scope, and also provide him with a basic outline of magical beings and magic in use, which he can see and analyse. He moves far smoother than before the change, however his body still makes an audible, though incredibly quiet, whirring noise. He also has a 180 degree field of vision directly in front of him. Though technological in nature, magic is what truly sustains George Elmore. This means he has a great degree of resistance to remote hacks, and other such effects which aim to target technological foes. As a counter to this, he has picked up weaknesses that would not affect solely mechanical foes. However, being made of metal does make him pretty much immune to contagions, diseases and poisons. After fighting in his body for many years, he has picked up a wide range of deadly hand-to-hand techniques, and significant skill with his weapon of choice, the pistol. Technomancy: A powerful form of technological magic, George can control technology after a period of time with his magic alone. It takes significant effort for him to seize control of enemy technology however, and how much he can do with it requires time and effort studying and analysing its nature. At a basic level, he can manipulate machines and apparatus to do his bidding. This works by permeating equipment designed to carry out autonomous tasks with magic and essentially hijacking their function. He establishes remote control of the object and can manipulate it with his abilities, though it has limited effectiveness at range. The main use of his Technomancy tends to be the manipulation of his own body and equipment, such as the homing grenades. He might be able to make an opponent reliant on technology suffer some degree of malfunction or irregularity, for example a sufficiently advanced firearm may misfire every other shot if he is concentrating upon it. The effects are wildly dependant on the time he has to work on something, and the complexity of the device. Equipment: George has discarded many of his old devices, especially after gaining a body which far surpassed their effects. He still retains some updated forms of his grenades however, which now explode with a plasma effect somewhat akin to an incendiary of 4000 degrees Celsius in a ten foot radius while remaining controlled in mid-air using blades which are made of Elmorium, making them far-sharper and more deadly than before. He carries about four of them in his satchel. The Clockwork Pistol: The classic weapon of the Clockwork Man had seen better days before he decided to upgrade it. Retaining the same basic function, it now fires rounds imbued with his Technomancy and covered in Elmorium. They can be directed (to a very limited degree.) in mid-air to almost always hit their target. The weapon itself is made of Elmorium, and the mechanism now charges far faster. In fifteen seconds the weapon can fire three rounds at thrice the force of a modern day sniper rifle, while at no charge it fires a single round with the force of a sniper. Powerful shit. He still carries his trusty satchel, though he had a strange tailor outfit it with the fur of some kind of exotic animal which makes it a hell of a lot more durable. It contains his grenades and thirty pistol rounds. Alongside his updated toolkit. He’s working on his Clockwork Spider, updating it with Elmorium to make it more deadly. Currently uncompleted, rests on his back beneath the cloak. Grappling Hook: Now made of Elmorium, the grappling hook can stretch to 100 metres long, while incredibly durable and resistant to damage. The point is also far sharper than before, due to being made of Elmorium like the rest of the device. This makes it even more deadly as a weapon, but also able to pierce solid rock to make purchase if necessary. Alongside his pistol this is the Clockwork Man’s ranged/A.A arsenal. The Magical Inhibitor is no more or less effective than before, though its uses against stronger magical opponents may be limited. The Soul Crystal George Elmore’s mind and soul exist within a now Elmorium covered crystal within his metallic body, mirroring where a heart would be on an ordinary person. Although slightly more resistant than before, if damaged even moderately George dies, making it the most effective way to end his life. The Dreamers also provided his soul crystal with additional power, making it more receptive for his Technomagic and therefore more potent. It also granted him modest dimension hopping power, though he’s not entirely sure how it works, and can only use it as passive transport, it’s the fastest way to the NoW. [/hider] [/hider]