Power Level: Whatever, I'm your huckleberry. Arena: I can adapt. Victory: Knock-out, Forfeiture or Death. Wager: None Stipulation: T1 rules only. [hider= JT MacLeod- Primary-Realistic or Powered] J.T. MacLeod [color=fff200]Quote:[/color] [color=39b54a]Born to fight, Trained to kill. Prepared to die, Never will. Stay low, Run fast. Kill first, Die last. One shot, One kill. No luck, All skill.[/color] [center][IMG]http://i285.photobucket.com/albums/ll47/skallagrim_01/special-forces-afghan-combat.jpg[/IMG][/center] [color=fff200]Description:[/color] 6’1 tall and 202 lbs. Has deep blue eyes and mousy brown hair. When in an urban setting he prefers to wear comfortable clothes of a non-descript fashion, such as loose jeans and a tee shirt, a brown bomber jacket prominently displaying the American Flag across the back, black steel-toe tactical boots and sunglasses. When in a combat zone, he wears MCCUU MARPAT either in the woodland or desert patterns depending on the mission location. What drives him: Seeking to understand what makes the world and the multiverse special. He is principled in his views and will stand up against a wrong. [color=fff200]Equipment:[/color] [color=00aeef]Side arms[/color] He carries two, MK 23 HK double-action semi-automatic pistols, in tactical holsters. These are 12-round, box magazine fed pistols that fire .45 ACP caliber, 230-grain Hydra-shok jacketed hollow point rounds. Under his jacket is a multiple magazine carrier and dispenser for his firearms which is configured for rapidly dispensing ammunition magazines in the proper orientation to facilitate rapid reloading of his weapon. The multiple magazine carrier holds 10 magazines per side and is curved for both left and right hand use and carried on a torso and shoulder strap harness. The carrier has a thickness and height only slightly greater than those dimensions of a magazine, but has a length sufficient for the installation of a series of magazines therein in a front to back orientation. A spring and push plate or shoe urges the magazines toward the front of the device, where the dispensing opening is configured to facilitate the insertion of the magazine in the proper orientation for rapid installation in a weapon carried by the user. The user merely drops the expended magazines and slams the pistol butt against the dispenser where a new magazine is inserted. [color=00aeef]Long arms:[/color] [color=00a651](1)[/color] A HK416 Carbine:Caliber 5.56x45mm NATO (.223 Remington), Operation Principle Gas operated, firing from a closed bolt. Modes of Fire Semi-automatic, three-round burst. Feed Device- HK 30-round steel box magazine. This has a sling set up as well as an integrated reflex sight with nested IR laser aimer and illuminator. He carries five extra magazines. [color=00a651](2)[/color] A Saiga-12 shotgun, a 12-gauge semi-automatic shotgun. This is a shotgun capable of firing 3.5 inch magnum rounds. Using 10-round magazines. In a belt pouch, he carries 4 extra 10-round magazines ammo. This has a sling set up for easy carrying. [color=ed1c24]Shotgun load out:[/color] [color=39b54a](4) [/color]Terminator rounds. These rounds contain a hollow core slug which has dozens of tiny lead pellets that spread dramatically as the core expands to 1-1/2" on impact. The initial shock caused by the core is further enhanced by the tiny shot, creating massive tissue damage. [color=39b54a](2)[/color] Fireball Rounds. These 12 gauge rounds produce an enormous wall of fire and sparks for 250+ feet. The incendiary metal contained inside burns at over 3,000 degrees Fahrenheit when fired, showering the target in a momentary wall of fire. [color=39b54a](2)[/color] TASER XREP cartridges. On impact, the forward facing barbed electrodes attach to the body of the target. The energy from the impact breaks a series of fracture pins that release the main chassis of the XREP projectile which remains connected to the nose by a non-conductive tether. The XREP projectile autonomously generates NMI for 20 continuous seconds. As the chassis falls away, six Cholla electrodes automatically deploy to deliver the NMI effect over a greater body mass. It delivers a Neuro Muscular Incapacitation (NMI) bio-effect but can be delivered to a maximum effective range of 100 feet (30.48 meters), combining blunt impact force to form a subtle non-lethal weapon. [color=39b54a](2) [/color]Incendiary Rounds. These 12 gauge incendiary rounds contain a chemical mixture much like that found in metallic cartridges. When the projectile strikes an object, the compound produces a brilliant flash of light at a temperature in excess of 3,000 degrees Fahrenheit,capable of igniting flammable material. Each magazine carries the same series of rounds. [color=00aeef]Close Quarters Weapons:[/color] A 19" long survival bowie knife made of 1095 steel on his left hip in a leather sheath. Specifications: 12 inch blade, with a 7-inch hard rubberized grip. 1 5/8th inches wide, 3/16 inches thick. Weight 1 lb.5 oz. A 26" long expandable impact baton with a rubber grip in a nylon sheath on his belt, right side. (Reduces to 10 inches when compacted, the two remaining sections that extend are 8.5" long apiece.) In his small rucksack, he carries a black modified full-face tactical style helmet with night vision, thermal and infrared vision enhancers and SAT-TAC communication systems that he uses for night ops. JT also carries four grenades in his rucksack. [color=00aeef]Area Effect Weapons[/color] [color=39b54a](2)[/color] M84 stun grenade, which is a non-lethal, low hazard, non-shrapnel producing explosive device intended to confuse, disorient or momentarily distract potential threat personnel. The device produces a temporary incapacitation to threat personnel or innocent by standers via a loud "Bang". The noise levels will be above 170 decibels within 5 feet of initiation. **Detonating the M84 Stun Grenade in the presence of natural gas, gasoline, or other highly flammable fumes or materials may cause a serious secondary explosion or fire, resulting in death, or severe injury to friendly forces or unintended victims, as well as serious property damage. [color=39b54a](4)[/color] M67 Fragment Grenade. It is 14 oz in weight, containing 6.5 oz of Comp B explosive and using a pre-segmented body to produce an even and lethal spread of shrapnel. The fuse is designed for 4 seconds, +/- 1 sec. The stated kill radius is 5 meters, and wounding at 15 meters He wears the Improved Outer Tactical Vest, (IOTV), used with the Enhanced Small Arms Protective Inserts (ESAPIs) ballistic plate series. Two small-arms protective inserts are designed to stop up to three hits from 7.62x51mm NATO M80 ball ammunition, with a muzzle velocity of 2,750 feet per second (838 m/s). [color=fff200]History:[/color] James MacLeod was a normal kid growing up in Santa Cruz CA, his parents were both blue collar folk who did the best they could to raise their 5 children. James was an excellent student and athlete and enlisted in the MARINES, becoming FORECON/MARSOC, serving his initial 4 years in San Diego, CA. He is an accomplished Close Quarter Combatant both with weapons and hand to hand. Now out of the Military he wanders the multiverse using his skills to help those that need them. [color=fff200]Mission specific skills:[/color] Sniper, Breaching, Surreptitious Entry, Electronic and Media Exploitation, Technical Surveillance, High Threat Protective Security (PSD), Advanced Weapons Training, Advanced Driving Skills (Urban/Rural/Security), Advanced Climbing/Rope Skills, Advanced Air Operations: HALO/HAHO/Jumpmaster/Parachute Rigger and Packer, Diving Supervisor, Foreign Weapons, Advanced Special Operations. [color=39b54a]Powers: [/color]The D.A.R.P.A. developed MASS (Metabolically Advanced Super Solider) formula that he is injected with metabolically enhanced all of his bodily functions to the peak of human efficiency. Most notably, his body eliminates the excessive build-up of fatigue-producing poisons in his muscles, granting him phenomenal endurance as well as having his agility, strength, speed, and reaction time greater than any Olympic athlete who ever competed. JT represents the pinnacle of human physical perfection. Think of this as a super-steroid.This accounts for him able to bench press 2000 pounds (907 kg) and run a mile (1.6 km) in 73 seconds (49 mph/78 kph). An odd and often disgusting side effect of the MASS drug is an emission of an ectoplasm substance, which is a white-gray, transparent, and viscous sludge, which mostly resembles mucus. It usually coats JT's body as a thin film. It occurs when he begins to exert himself. It however takes form as a misty substance during times of great stress, rising off his body similar to heat during a cold day. This substance is solid enough to dissipate incoming energy to some degree before it affects JT's body. Acting as a type of armor or dampening agent, able to absorb energy diffusing it across the ectoplasm. He can also coat his weapons with the ectoplasm in order to affect supernatural beings that would otherwise be unaffected by his mundane weaponry. After two rounds, the ectoplasm will generate ammo for the firearms, relying on person-object-memory to recall the ammunition loaded and fired and continually fill the magazines with ectoplasmic bullets that mimic the physical M855 ammo as well as the specialized shotgun ammo (XREP, Incendiary or Fireball). These 'magic' bullets can affect both mundane and preternatural objects with kinetic energy. The last effect of his ectoplasm is to create streams that he can project. These streams are able to stick to objects with a thick string of ectoplasm connecting JT to the object the bio-energy has attached itself. Thus the ectoplasm can be used as a line, to climb up or down, swing across or grab things at a distance. He has an effective stream distance of 200 yards, (600 feet)[/hider] [hider= Kolskegg- Secondary Realitsic or Powered] Kolskegg Human, male Age: 35 years Height: 6'4" Weight: 212 lbs. Eyes: Gray Hair: Long, silver-blond Skin: Ruddy Built: Athletic-muscular Kolskegg is a Gothi (Viking wizard), having been born to the skald Hrolleif and the giantess Arnthrud. Kolskegg has been versed well in the skills and arts of both a warrior and a gothi. Kolskegg carries the runes in a sack; the runes themselves are etched into a chip of reddish stone that ignites and burns when Kolskegg is in the Vey or linked to Asgard. Using the Vey to make a connection takes but a simple prayer then he is surrounded by an ethereal energy stream that ignites the runes when they are cast to unleash the powers contained with in them. The rune sack is a magical bag, it replenishes the runes constantly so that the bag is never empty. Being made by the Gandalf the Dvergr, who used the magic in his rod to construct the rune stones of a reddish material that burned on contact with the Vey. The stones are to be used by a hero at Ragnarok to save Yggdrasil, the world tree and the race of man from the folly of the gods. Kolskegg is the hero and once his birth became known to Gandalf, the dwarf set about completing his task, the Vngviskuld stones were then placed in the black seal skin bag and given to Kolskegg as a gift from the Dvergr. The Vngviskuld stones once placed into the bag never run out, part of the magic infused by Gandalf into the stones granted them existence in perpetuity within the bag. Kolskegg can enter the Vey with a simple thought of prayer to the gods: [color=fdc68a]"Great Aesir, Mighty Vanir, Gods of eternal power, Fulfill my greatest needs, O glorious ones. Teach me the magic I need. Give me a glimpse of your deep wisdom.. Mighty Aesir, the immortals of Asgard. Ancient Vanir, protectors of Yggdrasil You who are the shape shifters, the slayers, the independent ones. Give me the strength in magic I need."[/color] The stones when pulled forth have one of three effects based upon the stones pulled, and three stones are always pulled to combine for the desired effect. [color=00a99d]Kolskegg will always have 6 sets of predetermined rune cast for every fight to simplify the process.[/color] [color=f7976a]1) Aesir/Vanir connection-[/color] using the stones and the Vey opening, when pulling these stones, Kolskegg is summoning an aspect of the gods into him. This effect lasts until another Aesir/Vanir connection is established and a new god is tapped for their aspect. [color=f7976a]2) Galdir-[/color] The blessings of the gods, with Galdir stones cast, Kolskegg can affect the element summoned in any way he desires. He has been known to go into a berserk rage, heal wounds, summon ghost and even restore life within limits. The elements bow to his whims and desires, he has created ice bridges, flaming weapons, lighting bolts and mighty winds and waves. [color=f7976a]3) Seidr-[/color] Is the cursing of Hel. With Seidr, Kolskegg causes harm and misery to all living and self-aware beings. He has caused misfortune to befall an individual with sickness, and even disease or death. Seidr can temporarily sap strength, cause blindness, or even deafness through manipulation of the environment. Kolskegg has slowed the fast and weakened the strongest material with Seidr. [color=f9ad81]Equipment: [/color] Kolskegg carries the sword of legend, Alyward, a plain looking long sword with a dulled blue finish. Alyward is eternally sharp and never dulls; the blade is called the Lathe of Heaven because of its ability to slice nearly anything. However it has been blunted by objects crafted in Jotunheim or Hel's dark realm. Kolskegg wears a mail coat made by the giants; it is incredibly tough to pierce. While not impenetrable it does offer an incredible degree of protection. In addition, a double wrapped belt that holds Alyward to his waist. The belt, as long as he wears it can slowly heal his wounds. Moreover, a large round shield made of incredibly tough metal mined by the Dokkalfar (the dark elves), this shield has withstood the impact blow from a giant (2,000 pounds per square inch). The shield has a painted depiction of Yggdrasil embossed on it. [color=39b54a]The Vngviskuld Runes:[/color] [color=f9ad81]Fehu [/color](F: Domestic cattle, wealth.) Possessions won or earned, earned income, luck. Abundance, financial strength in the present or near future. Sign of hope and plenty, success and happiness. Social success. Energy, foresight, fertility, creation/destruction (becoming). Fehu Reversed or Merkstave: Loss of personal property, esteem, or something that you put in effort to keep. It indicates some sort of failure. Greed, burnout, atrophy, discord. Cowardice, stupidity, dullness, poverty, slavery, bondage. [color=f9ad81]Elements-[/color][color=ed1c24]Fire[/color] and [color=00a651]Earth[/color] [color=f9ad81]Uruz:[/color] (U: Auroch, a wild ox.) Physical strength and speed, untamed potential. A time of great energy and health. Freedom, energy, action, courage, strength, tenacity, understanding, wisdom. Sudden or unexpected changes (usually for the better). Sexual desire, masculine potency. The shaping of power and pattern, formulation of the self. Uruz Reversed or Merkstave: Weakness, obsession, misdirected force, domination by others. Sickness, inconsistency, ignorance. Lust, brutality, rashness, callousness, violence. [color=f9ad81]Elements-[/color] [color=00a651]Earth[/color] [color=f9ad81]Thurisaz:[/color] (TH: Thorn or a Giant.) Reactive force, directed force of destruction and defense, conflict. Instinctual will, vital eroticism, regenerative catalyst. A tendency toward change. Catharsis, purging, cleansing fire. Male sexuality, fertilization. (Thorr, the Thunder god, was of Giant stock.)Thurisaz Reversed or Merkstave: Danger, defenselessness, compulsion, betrayal, dullness. Evil, malice, hatred, torment, spite, lies. A bad man or woman. Rape? [color=f9ad81]Elements-[/color][color=ed1c24]Fire[/color] [color=f9ad81]Ansuz:[/color] (A: The As, ancestral god, i.e. Odin.) A revealing message or insight, communication. Signals, inspiration, enthusiasm, speech, true vision, power of words and naming. Blessings, the taking of advice. Good health, harmony, truth, wisdom. Ansuz Reversed or Merkstave: Misunderstanding, delusion, manipulation by others, boredom. Vanity and grandiloquence. (Odin is a mighty, but duplicitous god. He always has his own agenda.) [color=f9ad81]Elements-[/color] [color=6ecff6]Air[/color] [color=f9ad81]Raidho:[/color] (R: Wagon or chariot.) Travel, both in physical terms and those of lifestyle direction. A journey, vacation, relocation, evolution, change of place or setting. Seeing a larger perspective. Seeing the right move for you to make and deciding upon it. Personal rhythm, world rhythm, dance of life. Raidho Reversed or Merkstave: Crisis, rigidity, stasis, injustice, irrationality. Disruption, dislocation, demotion, delusion, possibly a death. [color=f9ad81]Elements-[/color] [color=6ecff6]Air[/color] [color=f9ad81]Kenaz:[/color] (K: Beacon or torch.) Vision, revelation, knowledge, creativity, inspiration, technical ability. Vital fire of life, harnessed power, fire of transformation and regeneration. Power to create your own reality, the power of light. Open to new strength, energy, and power now. Passion, sexual love. Kenaz Reversed or Merkstave: Disease, breakup, instability, lack of creativity. Nakedness, exposure, loss of illusion and false hope. [color=f9ad81]Elements-[/color] [color=ed1c24]Fire[/color] [color=f9ad81]Gebo:[/color] (G: Gift.) Gifts, both in the sense of sacrifice and of generosity, indicating balance. All matters in relation to exchanges, including contracts, personal relationships and partnerships. Gebo Merkstave (Gebo cannot be reversed, but may lie in opposition): Greed, loneliness, dependence, over-sacrifice. Obligation, toll, privation, bribery. [color=f9ad81]Elements-[/color] [color=6ecff6]Air[/color] [color=f9ad81]Wunjo:[/color] (W or V: Joy.) Joy, comfort, pleasure. Fellowship, harmony, prosperity. Ecstasy, glory, spiritual reward, but also the possibility of going "over the top". If restrained, the meaning is general success and recognition of worth. Wunjo Reversed or Merkstave: Stultification, sorrow, strife, alienation. Delirium, intoxication, possession by higher forces, impractical enthusiasm. Raging frenzy, berzerker. [color=f9ad81]Elements- [/color][color=00a651]Earth[/color] [color=f9ad81]Hagalaz:[/color] (H: Hail.) Wrath of nature, destructive, uncontrolled forces, especially the weather, or within the unconscious. Tempering, testing, trial. Controlled crisis, leading to completion, inner harmony. Hagalaz Merkstave (Hagalaz cannot be reversed, but may lie in opposition): Natural disaster, catastrophe. Stagnation, loss of power. Pain, loss, suffering, hardship, sickness, crisis. [color=f9ad81]Elements-[/color] [color=00aeef]Ice (Water)[/color] [color=f9ad81]Nauthiz:[/color] (N: Need.) Delays, restriction. Resistance leading to strength, innovation, need-fire (self-reliance). Distress, confusion, conflict, and the power of will to overcome them. Endurance, survival, determination. A time to exercise patience. Recognition of one's fate. Major self-initiated change. Face your fears. Nauthiz Reversed or Merkstave: Constraint of freedom, distress, toil, drudgery, laxity. Necessity, extremity, want, deprivation, starvation, need, poverty, emotional hunger. [color=f9ad81]Elements- [/color][color=ed1c24]Fire[/color] [color=f9ad81]Isa: [/color](I: Ice.) A challenge or frustration. Psychological blocks to thought or activity, including grievances. Standstill, or a time to turn inward and wait for what is to come, or to seek clarity. This rune reinforces runes around it. Isa Merkstave (Isa cannot be reversed, but may lie in opposition): Ego-mania, dullness, blindness, dissipation. Treachery, illusion, deceit, betrayal, guile, stealth, ambush, plots. [color=f9ad81]Elements-[/color][color=00aeef]Ice[/color] [color=f9ad81]Jera:[/color] (J or Y: A year, a good harvest.) The results of earlier efforts are realized. A time of peace and happiness, fruitful season. It can break through stagnancy. Hopes and expectations of peace and prosperity. The promise of success earned. Life cycle, cyclical pattern of the universe. Everything changes, in its own time. Jera Merkstave (Jera cannot be reversed, but may lie in opposition): Sudden setback, reversals. A major change, repetition, bad timing, poverty, conflict. [color=f9ad81]Elements-[/color][color=00a651]Earth[/color] [color=f9ad81]Eihwaz:[/color] (EI: Yew tree.) Strength, reliability, dependability, trustworthiness. Enlightenment, endurance. Defense, protection. The driving force to acquire, providing motivation and a sense of purpose. Indicates that you have set your sights on a reasonable target and can achieve your goals. An honest man who can be relied upon. Eihwaz Reversed or Merkstave: Confusion, destruction, dissatisfaction, weakness. [color=f9ad81]Elements-[/color][color=00a651]Earth[/color], [color=6ecff6]Air[/color], [color=ed1c24]Fire[/color] and [color=00aeef]Water[/color] [color=f9ad81]Perthro:[/color] (P: Lot cup, vagina.) Uncertain meaning, a secret matter, a mystery, hidden things and occult abilities. Initiation, knowledge of one's destiny, knowledge of future matters, determining the future or your path. Pertaining to things feminine, feminine mysteries including female fertility, and vagina. Good lot, fellowship and joy. Evolutionary change. Perthro Reversed or Merkstave: Addiction, stagnation, loneliness, malaise. [color=f9ad81]Elements-[/color][color=00aeef]Water[/color] [color=f9ad81]Algiz:[/color] (Z or -R: Elk, protection.) Protection, a shield. The protective urge to shelter oneself or others. Defense, warding off of evil, shield, guardian. Connection with the gods, awakening, higher life. It can be used to channel energies appropriately. Follow your instincts. Keep hold of success or maintain a position won or earned. Algiz Reversed: or Merkstave: Hidden danger, consumption by divine forces, loss of divine link. Taboo, warning, turning away, that which repels. [color=f9ad81]Elements-[/color][color=6ecff6]Air[/color] [color=f9ad81]Sowilo:[/color] (S: The sun.) Success, goals achieved, honor. The life-force, health. A time when power will be available to you for positive changes in your life, victory, health, and success. Contact between the higher self and the unconscious. Wholeness, power, elemental force, sword of flame, cleansing fire. Sowilo Merkstave (Sowilo cannot be reversed, but may lie in opposition): False goals, bad counsel, false success, gullibility, loss of goals. Destruction, retribution, justice, casting down of vanity. Wrath of god. Elements-Air [color=f9ad81]Tiwaz:[/color] (T: Tyr, the sky god.) Honor, justice, leadership and authority. Analysis, rationality. Knowing where one's true strengths lie. Willingness to self-sacrifice. Victory and success in any competition or in legal matters. Tiwaz Reversed or Merkstave: One's energy and creative flow are blocked. Mental paralysis, over-analysis, over-sacrifice, injustice, imbalance. Strife, war, conflict, failure in competition. Dwindling passion, difficulties in communication, and possibly separation. [color=f9ad81]Elements-[/color][color=6ecff6]Air[/color] [color=f9ad81]Berkano:[/color] (B: Berchta, the birch-goddess.) Birth, general fertility, both mental and physical and personal growth, liberation. Regenerative power and light of spring, renewal, promise of new beginnings, new growth. Arousal of desire. A love affair or new birth. The prospering of an enterprise or venture. Berkano Reversed or Merkstave: Family problems and or domestic troubles. Anxiety about someone close to you. Carelessness, abandon, loss of control. Blurring of consciousness, deceit, sterility, stagnation. [color=f9ad81]Elements-[/color][color=00a651]Earth[/color] [color=f9ad81]Ehwaz:[/color] (E: Horse, two horses.) Transportation. May represent a horse, car, plane, boat or other vehicle. Movement and change for the better. Gradual development and steady progress are indicated. Harmony, teamwork, trust, loyalty. An ideal marriage or partnership. Confirmation beyond doubt the meanings of the runes around it. Ehwaz Reversed or Merkstave: This is not really a negative rune. A change is perhaps craved. Feeling restless or confined in a situation. Reckless haste, disharmony, mistrust, betrayal. [color=f9ad81]Elements-[/color][color=00a651]Earth[/color] [color=f9ad81]Mannaz: [/color](M: Man, mankind.) The Self; the individual or the human race. Your attitude toward others and their attitudes towards you. Friends and enemies, social order. Intelligence, forethought, create, skill, ability. Divine structure, intelligence, awareness. Expect to receive some sort of aid or cooperation now. Mannaz Reversed or Merkstave: Depression, mortality, blindness, self-delusion. Cunning, slyness, manipulation, craftiness, calculation. Expect no help now. [color=f9ad81]Elements-[/color][color=6ecff6]Air[/color] [color=f9ad81]Laguz:[/color] (L: Water, or a leek.) Flow, water, sea, a fertility source, the healing power of renewal. Life energy and organic growth. Imagination and psychic matters. Dreams, fantasies, mysteries, the unknown, the hidden, the deep, the underworld. Success in travel or acquisition, but with the possibility of loss. Laguz Reversed or Merkstave: An indication of a period of confusion in your life. You may be making wrong decisions and poor judgements. Lack of creativity and feelings of being in a rut. Fear, circular motion, avoidance, withering. Madness, obsession, despair, perversity, sickness, suicide.[color=f9ad81] Elements-[/color][color=00aeef]Water[/color] [color=f9ad81]Ingwaz:[/color] (NG: Ing, the earth god.) Male fertility, gestation, internal growth. Common virtues, common sense, simple strengths, family love, caring, human warmth, the home. Rest stage, a time of relief, of no anxiety. A time when all loose strings are tied and you are free to move in a new direction. Listen to yourself. Ingwaz Merkstave (Ingwaz cannot be reversed, but may lie in opposition): Impotence, movement without change. Production, toil, labor, work. [color=f9ad81]Elements-[/color][color=00a651]Earth[/color] & [color=00aeef]Water[/color] [color=f9ad81]Dagaz:[/color] (D: Day or dawn.) Breakthrough, awakening, awareness. Daylight clarity as opposed to nighttime uncertainty. A time to plan or embark upon an enterprise. The power of change directed by your own will, transformation. Hope/happiness, the ideal. Security and certainty. Growth and release. Balance point, the place where opposites meet. Dagaz Merkstave (Dagaz cannot be reversed, but may lie in opposition): A completion, ending, limit, coming full circle. Blindness, hopelessness. [color=f9ad81]Elements-[/color][color=ed1c24]Fire [/color]and [color=6ecff6]Air[/color] [color=f9ad81]Othala:[/color] (O: Ancestral property.) Inherited property or possessions, a house, a home. What is truly important to one. Group order, group prosperity. Land of birth, spiritual heritage, experience and fundamental values. Aid in spiritual and physical journeys. Source of safety, increase and abundance. Othala Reversed or Merkstave: Lack of customary order, totalitarianism, slavery, poverty, homelessness. Bad luck, prejudice, clannishness, provincialism. What a man is bound to. [color=f9ad81]Elements-[/color][color=39b54a]Earth[/color] There are also five runes that are the runes of fate that increase the power of the other stones by their nature: [color=f9ad81]Villieldr:[/color] (Resembles a triskelion, or sun wheel) Three horns of Odin, the Norse symbol of wisdom and inspiration. A person who carried with him all the treasure of magical and mythical knowledge. Aid in magical endeavors. Source of power and understanding of magic. Villieldr Reversed or Merkstave: Unraveling of magical influences, loss of knowledge, failure. [color=fdc68a]Elements-[/color][color=ed1c24]Fire,[/color] [color=39b54a]Earth,[/color] [color=6ecff6]Air [/color]and [color=00aeef]Water.[/color] [color=f9ad81]Eolhx[/color] (Looks like a claw reaching skyward) The claws of ravens, this symbol represents communication between Midgard, Asgard and Niflheim. Communciation with the dead and even summoning of the dead can be achieved with this stone. It can also summon the valkyrja "chooser of the slain" to come for the souls of warriors worth of Valhalla. (Valknut cannot be reversed, but may lie in opposition): End of life, removal of the soul from the body, hopelessness, and despair. Unfulfilled life. [color=f9ad81]Elements-[/color] [color=00aeef]Ice (Water)[/color] and [color=6ecff6]Air.[/color] [color=f9ad81]Mjollnir: [/color](Looks like Thor's hammer) The hammer of Thor, Mjollnir, the crusher, represents unbridled power. Uncontrolled rage, strength, and will. The power of storms ready to crush any opposition. Defense, warding off evil, protection. Ideas, elements, emotions or magic being thrown, comes back like a boomerang. (Mjollnir cannot be reversed but may lie in opposition.) Blinded by rage, blinded to rational thought. That which is used on others will be returned in like a manner. [color=f9ad81]Elements- [/color][color=6ecff6]Air[/color] [color=f9ad81]Iar:[/color] (Looks like a stick crossed by two others at angles) Knowledge, future sight, understanding. Able to see the streams of fate. Transformation and rebirth. (Iar cannot be reversed but may lie in opposition) Confusion, wild growth, chaos. Loss of knowledge, memory. [color=f9ad81]Elements- [/color][color=39b54a]Earth[/color] [color=f9ad81]Sigel:[/color] (Looks like a lighting bolt) Power, strength, and protection. Male vitality, male genitalia, reproduction. Authority, ancestral power, lineage. An increase physical power, giant like. (Sigel Reversed or Merkstave) Loss of vitality, weakness, end of line, loss of ancestral power and even death. [color=f9ad81]Elements-[/color] [color=ed1c24]Fire [/color]and [color=00aeef]Ice (water)[/color][/hider] [hider=SKALLAGRIM THE CUGHTAGH- Advanced Tier Only] [b]Full name:[/b] Skallagrim [b]Title: [/b]Cughtagh, the Walker Between Worlds. [b]Race:[/b] Xindhi [b]Age:[/b] Ageless [b]Home Universe:[/b] [i]RolePlay Gateway[/i] Champion of the Dreaming Queen. Like all Xindhi he is a skeletal being with whorls of energy that flow and drift from his eye sockets. The energy associated with Skallagrim is Amethyst. [b]Physical Description:[/b] Skallagrim is tall and skeletal, standing a little over 6 and a half feet tall. His eyes glow with a hideous amethyst light. His face is covered with only his eyes showing. He wears the dusky black leather and mail of the Cughtagh and Aeryn, the queens own explorers and bodyguards. He wears the crimson lined heavy cloaks that signify a Champion and rarely reveals his form unless he has a measure of respect for his opponent. [b]Personality:[/b] Cold and aloof, he has very little patience for most beings. He is a good ally and better friend but he has few of those. He is the favored scout of the dreaming queen, traveling through the vast multiverse seeking experiences and understanding for the eternal sleeper. Though he is a loyal subject, he has his own desires to once again see his wife and his two children, while seemingly impossible; the multiverse is indeed a strange place where the impossible is limited only by the desire to challenge it. [4] [b]Inherent Powers:[/b] Being Xindhi, when damaged he can slowly regenerate himself, however the extent of the damage dictates the amount of time it takes him to reassemble. However even Xindhi regenerative power is limited as overwhelming damage, either magical or physical can be more than the regeneration process can handle. Healing only happens when out of combat. Surprisingly he is able to move with grace and agility. He has the increased strength bestowed upon him by the very nature of the Xindhi, equal to 20 human men, (able to lift/press roughly 2,600 pounds). [4] He can summon his shadow mount by touching his necklace and calling it from the dreaming realms, the space between worlds via his galdhr mastery. (see galdhr manipulation Tier 4-subset 4) [4-8] [b]Inherent Skills:[/b] He is a master of medieval sword combat as well as close-quarter-combat skills involving both weapon and weaponless combat techniques. Having trained through the aeons of existence in these styles. [b]His sword and dagger also confer some powers to him. [/b] [4-8] His sword [i][b]Keefe[/b][/i] is a war sword.The 36” long black blade is nicked and notched through years of use, the heavy steel hilt has runes carved into it from a language long forgotten, the 8” handle allows for both a single or two-handed grip. The sword is 44” long giving him a very effective reach. The runes allow for aesr effects to be enacted upon the sword, creating a thin sheen of seidhr that rides as a shimmering glow a few millimeters above the actual blade. The seidhr-enhanced sword can affect preternatural creatures as easily as it can slice through armor plate. [4-8] His dagger [i][b]Rhiannon[/b][/i] is wide with its blade measuring 17” long and two inches wide, the blade is shrouded in a black pulsating mist that seems to have a life of its own. The thick 5” handle is covered in hide from an animal that only legends only speak of. The pulsating mist is an aspect of galdhr with a simple thought from Skallagrim the dagger can transform into a shield of dark energy/matter. This shield can blunt energy and preternatural forces as easily as it can mundane. [center][b]Xindhi Esoteric Powers, the Galdhr and Seidhr, Patterns of Aesr (Resonance). [/b][/center] What are the patterns of Aesr? According to the Gothi of the Xindhi, the whole universe is composed Aesr, the energy of life, both seidhr (visible) and galdhr (invisible). The Aesr is the energy that courses through everything. It is the electromagnetic surge that is the firing discharges between synapses that produce thoughts in the brain; the impulses that race through nerve endings and is the aura that surrounds all creatures. Since all living animals and plants have the aura, they have some aspect of Aesr residing within them. Why is it called the Patterns of Aesr? The patterns of aesr refer to the vibrational energy that resonates and emits from all living creatures. It is this pattern, this thrum of life that weaves its way through the multiverse and can be felt, tracked and manipulated by anyone who has learned the twins aspects of aesr. Aesr manipulation provides control over more conventional paradigms, such as the origin of life, consciousness, the observable laws of probability, and the nature of subjective experience. Aesr creates a shared experience between the user and those who are recipients of the effects, be it a living organism or an area where a discharge of vibrational energy (aesr) imprints itself into the landscape. These events are called occurrences. Occurrences are recorded in the vibrational patterns of the aesr and it can be drawn upon at a later date and “replayed” for understanding. Those skilled in aesr are adept at reading the events, the occurrences of experience to glean understanding of their surroundings. [center](This is also know commonly in real world magical theory as the principles of Vibration, Polarity, Rhythm and Causation.)[/center] So aesr refers to a collective field of consciousness (resonance/vibration) that manifests in any perspective, context or occurrence Aesr can also be referred to as self-moments which organize themselves as a holos ( a Greek word meaning whole) or complete occurrences that are imprinted in the greater whole of the multiverse. A holo is both a part within a larger whole and an individual event comprised of smaller parts of separate events or occurrences. Thus the occurrence exists as a unique event within a larger collective; and the occurrence also exists as the larger collective within which the individuals experiencing the event in question exists. The Multiverse is an example of a holos, or a whole system and every holos we are aware of is a part of this larger holos. So what is the seidhr? It is the manipulation of the aesr energy that becomes the bodies of all living creatures and plant life. At the end of the cycle of all things; the solids, the liquids and the gasses all melt and coalesce into the aesr again. This is part of the law of the conservation of energy. Those adept at manipulation of seidhr can convert energy of aesr from one form to another, but the energy itself cannot be created or destroyed. Seidhr created effects are usually seen along the electromagnetic spectrum. Since the adept possess aesr within themselves, they can convert their own energies to create effects from energy on the electromagnetic spectrum. It includes radio waves, visible light, electricity, magnetism, microwaves, and radiation. They can also draw the energy from other objects and creatures via electrostatic induction. By creating an electrical field of their seidhr, an adept can create some immense effects. [4] [b]Seidhr Sense-[/b] At the most basic level, the adept can sense different forms of energy, "seeing" up and down the EM spectrum. This ability is the basic "senses" of the adept, they can "hear" and detect sound waves. They can see in the infra, ultra and visible spectrum of light as well as x-rays. While seemingly powerful it is limited by objects which can obscure their vision. An adept can also spread their senses across the EM spectrum, they can search for specific objects or creatures as they extend their senses to look in the various parts of the EM spectrum at once! The adept senses everything going on along the entire electro-magnetic spectrum. The greater the mastery of the seidhr the greater the range the adept has. At this most basic training he can infuse the “runes” on his sword with some aspect of the EM Spectrum. [5] [b]Seidhr Induction- [/b]This ability allows the adept to create an induction field around them that can fuel their other abilities. An adept can overload or shut down electrical equipment, jam radio signals, bend or negate light, create shimmering images that “ghost” around them and other similar effects. By generating a field of electrical energy they can create these effects which can be expanded to encompass a radius out to a minimum range of 300 meters effectively. Further mastery increases the range by a 1000-fold every level of mastery, and it can only obscured by objects hardened or capable of defeating this field. This induction field allows the adept to use their powers in a nearly limitless manner as they are not using their own aesr to fuel their effects, rather the electrical field is drawing energy from the area and converting it for use by the adept. At the next level of mastery this field is 300,000 meters in size, then 300,000,000 meters etc. [6] [b]Seidhr Projection-[/b] An adept can project bolts of pure energy, generate electricity, electromagnetic pulses, and so forth. The adept at this point of control begins the transform of their body into pure energy, losing the flesh and becoming skeletal, only powered by their aesr. They no longer eat, sleep or breath and begin losing their humanity. The now flesh-stripped bones are wrapped in the energy signature of the aesr, creating a haunting skeletal being laced with energy tendrils. The adept loses the ability to emphasize with others, and begins seeing and experiencing events that are imprinted in the holos. This loss of flesh is the price of power paid by those adept at using the aesr. [7] [b]Seidhr Manipulation- [/b]The adept can control and manipulate the equivalent electrical power of a small city. They can shed enough light to see for miles. They can drain the heat of an entire forest fire, and convert it to another form of energy. An adept can also suck all the light and sound out of an area and transforming it into heat, the adept then can cause an area within their aspect of control to suddenly burst into all-consuming flames. There are a host of things that an adept can do that at this level that make them dangerous. This coupled with the induction field can create a living dynamo of immense proportions, capable of incredible feats based on the electromagnetic spectrum of energy. [8] [b]Seidhr Generation- [/b]The adept has full control of the energies of the electromagnetic spectrum, generating its various energy fields at will. The induction of energy at this level of mastery is incredible, adepts are like living stars, able to create explosions powerful enough to devastate a planet via scalar wave discharges of energy. Their mastery also allows them to focus on individual particles or waves of energy. An adept at this level can affect a planet or planetary system with their power. With time the atmosphere of a planet can be sucked away or can be ignited to burn everything in a chaotic gaseous explosion. Just as the visible universe is composed of seidhr, the Xindhi Gothi claim that the unseen universe is made of galdhr. So what is galdhr? Galdhr is the unseen and unsensed dark energy universe. All matter and energy exists in the multiverse and while the visible universe is felt and manipulated by the seidhr. The dark energy can only be sensed by thrum of its patterns, which can be heard, can be felt, can be controlled by galdhr. At the end of the cycle of all things unseen and in the “dark” universe, the dark energy solids, liquids and the gasses all melt and coalesce into the galdhr again. This again is part of the law of the conservation of energy. Adepts have the ability to sense the dark energy at the most basic and fundamental levels. This "sense" coupled with the ability to "see" along the electromagnetic spectrum is what gives the adept their perceptive senses of the multiverse. [4] [b]Galdhr Sense-[/b] The adept can sense dark energy and its various and often frightening fluctuations. Among other things, they can sense when others are manipulating this dark energy, and the lingering effects of such manipulations. While perhaps not able to identify the exact nature of the manipulation, the energy signature can be used to trace it back the source. When any magical effect is attempted within the adepts range they may detect the weaving of the etheric threads, i.e. magical energies via this method as it deals with energies that natural seidhr senses would not detect. [Subset ability-4] Adepts can create a “mount” from the same foamy dark material, which are often skeletal in appearance and shimmer and shift in and out of reality. These mounts cannot exist in the visible world without focus by the adept. This ability is taught once an Adept has learned to “see” dark energies, as their focus for further understanding of how and why dark energies make up 95.1% of the entire multiverse. [5] [b]Galdhr Impression-[/b] The adept has a strong sense of spatial relationships and can sense nearby "dark space" without using the normal five senses. The adept can also detect the presence of any spatial anomalies, because of the displacement of dark energy. This perceptive ability can detect things like “worm holes” between dimensions. The adept can detect the sudden displacement of objects into "dark space" out to a minimum range of 300 meters effectively. As with seidhr perception further mastery increases the range by a 1000-fold every level of mastery. At the next level of mastery this field is 300,000 meters in size, then 300,000,000 meters etc. [6] [b]Galdhr Insight-[/b] The perception of tracing the dark energy particles as they interact with gravity allows the adept the ability sense the pull of gravity waves. Thus they can detect the displacement caused by objects as they move. The less massive the object, the more difficult it is to detect. (All objects "fall" and this rate of fall and the interaction of dark energy is what is observed by the adept.) Thus a human walking across the face of the earth can be detected by their rate of fall in relation to the gravitational center of the earth. This insight is the basis of how an adept travels between worlds and dimensions as they simply follow the gravity trails along the dark energy paths. Because of the Galdhr insight ability an adept can easily translate their perceptions into accurate measurement units such as amperage, volts etc. This ability of quantification includes kinetic energy, which allows an adept to determine an object's speed in relation to them if they know the mass. [7] [b]Galdhr Manipulation- [/b]The adept can manipulate dark energy particles to "fuel" the creation of matter or energy out of the unseen multiverse. An adept of Galdhr Manipulation can also change how certain elements interact with other elements through infusion of dark energy or matter. He can make one element unable to interact with another element, he can create material that's insubstantial to certain substances. Thus a sword can pierce body armor or could pass through the epidermis without breaking it. The adept can also make matter take on the properties of some other matter or take on entirely new properties, so a piece of matter could be made superconductive, incredibly strong, extremely dense and somewhat ductile, despite originally being a sheet of paper. The adept at this level can essentially create a “things” out of "nothing." One of the most commonly created objects are the dreaming gates. It is via these gates that the adept can travel between worlds and dimensions. Travel between dimensions is dangerous and the traveler can easily get lost by the rapidly changing nature of the space between worlds. The dark universe is a type of “foam” that bubbles and vanishes in such rapidity that it seems as if they never had existed at all. Travel along this foam which can be viewed as a torus in space that intersects with all spaces and times in the multiverse. The dark foam folds and twists and provides "paths" which can be ridden between dimensions. An adept cannot walk between worlds until they have mastered this level of control. [8] [b]Galdhr Understanding- [/b]The adept can “read” and “imprint” experiences in the vast dark energy multiverse. This makes use of the incalculable energy that resides in the unseen multiverse as a repository of knowledge. While seidhr imprints exist in the visible world, an aesr adept often scribes messages, histories or other information within the dark universe. This is akin to the akashic records theory of a vast database of cosmic knowledge and experiences accessible by those who know how. This is the Grand Master level of Galdhr control. A Grand Master of the Galdhr can affect things on a planetary scale easily. A Grand Master can connect their psyches with any other Dreamer living or dead, even those in the stasis of Slumber. By doing so they can harness the experiences of the Dreamer to better understand a current problem. Grand Masters can connect to many Dreamers, but the more they connect too, the greater chance they will enter the Slumber themselves as their energies become entwined with those of others. The idea of the Seidhr and Galdhr is comprised in the saying of Hermes Trismegistus, "As Above, So Below" . The visible and invisible universe work in conjunction to create the greater whole. Mastery of both aspects of Aesr allows an adept incredible powers over creation. While all Xindhi have Aesr as part of their structure and form, not all Xindhi are skeletal horrors. The more adept and powerful the user is the less human-like they look until they are ghastly skeletal beings with the Aesr evident in their skulls and coursing along their bones in arcs and flashes of energy. Naturally if a Xindhi no longer uses or employs the Aesr they will slowly revert back to their flesh forms over a number of months until they are fully flesh and blood again. Limitations to Powers: Limitations: If pushed beyond their limits, Dreamers will begin slowing and ultimately falling into what is called the Slumber. They will not wake until 12 hours minimum have passed in which their bodies have recouped lost energies. Some Grand Masters have Slumbered for several of Eons. [/hider] [hider=GENERAL FREEDOM- SUPERHERO] Real Name: Stephan Archibald Wallis. Occupation: Superhero, Defender of Alternate Earth Other Aliases: General Freedom Place of Birth: Des Moines, Iowa, Alternate Earth Marital Status: Single Known Relatives: Harold Wallis (Fa) and Maude Wallis (Mo), Kerry Samantha James-Wallis (Sis.), Marvin Emerson Wallis (Bro) [b]History:[/b]Stephan Wallis was a normal kid growing up in Des Moines his parents were both blue collar folk who did the best they could to raise their 3 children. Steve was an excellent student and athlete obtained entrance to Annapolis, where he graduated and served his 2 years in San Diego, CA. During his second year, as a URL he found himself drawn to the SEALS. After contemplating the commitment to reenlist, he did so with the understanding he would he enter the SEAL’S program to see if he was good enough to be a Navy Seal. After completing the intensive BUDS trials, he graduated as the only one in his class. Stephan, after further training general combat and survival training, is assigned to SEAL team Six, where he obtains a great deal of counter-terrorist training along with intelligence and medical knowledge. Ribbons earned. National Defense Service Ribbon – NDSM, Bronze Star Ribbon, Global War on Terrorism Service Ribbon, Purple Heart Ribbon, Navy Sea Service Deployment Ribbon, Navy Good Conduct Ribbon, Combat Action Ribbon, Navy Expert Pistol Ribbon, Navy Expert Rifle Ribbon, Meritorious Unit Commendation Ribbon, Navy Marine Corps Commendation Ribbon, Navy USMC Presidential Unit Citation PUC, Navy Marine Distinguished Service Military Ribbon, Silver Star Ribbon. After four years, he is given a new assignment as the special combat consultant to Eastern Regional Wordsmith for their research for DARPA. Steve discovered ERW working on some reversed engineered technology they obtained from an alien crash site. After nearly a year where he encountered some very disturbing things and seeing the great harm done to American citizens by the experiments conducted, Steve tried to halt the program. During a scuffle he was knocked back into an oscillating blue field, as the alien energies coursed through his body he felt the as if he collapsed into nothing. The machine exploded causing the R&D facility to come down around him. It took several days before they found Steve barely alive. He spent 7 months in Bethesda Naval hospital before he is honorably discharged from the Navy. Little did he know that the energy in him had altered his molecular structure giving him control of the zero-point energy that coursed through his body. Age: 31 Height: 6’3 (7’3) Weight: 245 ( 545 lbs.) Eyes: Cobalt Blue Hair: Mahogany brown. [b]Appearance: [/b] His costume is navy blue with a three-inch white strip along the outer portion of the legs and up the side, under the armpit, twisting along on the inside of the arm and folding over the forearms near the wrists. He has red flared gauntlets and red thigh-high boots folded over so the flap rides just under the knees. Around his waist rests a thick, wide blue leather belt and a strange tetrahedron as the buckle. He wears a three-quarter navy blue mask covering his face, leaving the jaw and mouth uncovered with white colored panels where his eyes would be. On his chest is a single white star, surrounded by a red border. [color=6ecff6][center][b]Known Powers: Zero-Point Energy manipulation-[/b][/center][/color] [color=6ecff6][b]ZPE-Physical Alterations:[/b][/color] His muscles and bones have become much denser than an average human being, adding nearly 300 lbs. of muscle to his body, adding a foot of height to his frame. As he gains experience with his powers they grow and develop over time. [center][color=f7976a] ** Note enhanced is the minimum powered set of General Freedom.[/color][/center] [color=a2d39c][b]Enhanced strength:[/b][/color] Dead Lift 2,200 lbs. Crush- able to grab someone and crush them, punches powerful enough to break the bones of a normal human body or shatter 3-inches of reinforced concrete. [color=a2d39c][b]Enhanced stamina:[/b][/color] Normal healing and recovery rates from injuries doubled. Life span 125 years. Adaptability- by expending ZPE can survive environments normally hostile to human beings, such as vacuum of space or the depths of the ocean. [center][color=6ecff6][b]SUPER-HUMAN[/b][/color][/center] Color Guide: [color=6ecff6]BASIC HERO[/color], [color=00a651]SUPERIOR HERO[/color], [color=a187be]ULTIMATE HERO[/color] [color=6ecff6][b]Super-human strength:[/b][/color] Dead Lift 10 short tons. Shockwave- able to stomp his foot or smash his fists into the ground causing the waves of force and pressure to radiate outward to a distance of (Hero level x10 meters- in this case 40 meters.) [color=6ecff6][b]Super-human stamina:[/b][/color] Can go weeks (2-3) without sleeping, healing rate is triple that of a normal human being. Durability- able to channel ZPE to help recovery from an injury, can help the body repel deadly poisons and toxins given time. [color=00a651][b]Super-human strength:[/b][/color] Dead lift 25 short tons. General Freedom’s legs are prodigiously strong, so much so that he can leap enormous distances. (Able to leap two miles horizontal per hero level and ½ mile high per hero level) In this case, at Superior he can leap 10 miles long and 2 ½ miles high. [color=00a651][b]Super-human stamina:[/b][/color] Heal rate is four times faster than normal humans. Life span is 150+ years due to his body resisting the aging and breaking down of cells in his body. Hardened Body- This allows General Freedom to shrug off non-enhanced or magical element such as fire, cold, acid, lightning etc. He is not immune, but can resist the maximum implied damage. [color=a187be][b]Super-human strength:[/b][/color] Dead lift 50 short tons. Thunder Clap- General Freedom can generate immense pressure in the air by clapping his hands together. The force is enough to hurt unprotected people, and can break windows and cause minor structural damage to buildings. This does not affect hard targets such as buildings or soft targets like cloth or malleable oozes. Only living things and brittle targets are affected, radius is 10 meters per tier level, in this case 60 meters. [color=a187be][b]Super-human stamina:[/b][/color] Heal rate is five-times a normal human beings, by using ZPE he can actually regenerate bone, muscle and soft tissue damage. General Freedom can participate in several (6-7) triathlons in a row before starting to tire. His life span has increased to 180+ years as his body slows down the aging process to a virtual crawl. [color=6ecff6][b]ZPE- Powers:[/b][/color]These powers General Freedom gained from the Zero-Point Energy that fuels his body. [color=6ecff6][b]ZPE- Bolt:[/b][/color] Range Range 1,609 meters per tier rating (currently 1,609 meters or 5,280 feet) This bolt of blue-black energy races from General Freedoms hands at extreme speeds (starting at 2,690 feet per second and adding 2,500 feet per second to that speed every rating after).This bolt has the kinetic impact of 40 tons of TNT and growing by a factor of 3 every tier after that.General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum. [color=00a651][b]ZPE- Bolt: [/b][/color] The bolt has a range of 3,218 meters or 10,560 feet, at a speed of 5,190 feet per second, carrying the kinetic impact of 120 tons of TNT). General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum. [color=a187be][b]ZPE- Bolt:[/b][/color] The bolt has a range 4,828 meters or 15,840 feet at the speed of 7,690 feet per second, with the kinetic impact of 360 tons of TNT.) General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum. [color=a2d39c][center]ZPE-Shield effects are usable at all ratings of General Freedom[/center][/color] [color=a2d39c][b]ZPE- Shield:[/b][/color] With the ability to create a shield, General Freedom can blunt both natural and preternatural damage to some extent. This shield can parry or block incoming attacks. This shield powers up using ZPE to meet and match incoming attacks, at its most basic it can withstand a 120 mm tank shell at point blank range. By fueling the shield with ZPE he can increase the protective value. [center][color=f7976a] *** Psionic or spirit based magics have a tendency to bypass the ZPE-SHIELD protections.[/color][/center] [color=a2d39c][b]ZPE-Shield effect:[/b] Cage-[/color] General Freedom can create a ZPE cage to imprison opponents. It does no damage but requires strength of force equal to the charges placed on it to break free of. The cage is made of blue-black ZPE energies and hums and sparks. Range is 100 meters per character rating.) [color=a2d39c][b]ZPE-Shield effect:[/b] Bubble-[/color] General Freedom can create a shimmering blue-black semi-transparent sphere/hemisphere around a target. This bubble can protect or harm a target within it. If doing damage, the equivalent of 2 tons of kinetic impact will press on the target per tier ranking. It takes an equal charge to break free or resist the damage of the bubble. Range is 100 meters per tier rank.) [color=a2d39c][b]ZPE- Second Skin:[/b] [/color]General Freedom can harden the air molecules around him by charging the air with ZPE. This creates a layer of armor roughly an inch from his body surrounding him. This armor can blunt normal and preternatural forces. This armor can stop a 120 mm tank round at point blank range. Every moment charging adds strength to the layers of the armor. [color=6ecff6][b]ZPE- Flight:[/b][/color] General Freedom can defy gravity and fly. General Freedom’s maximum flying speed: [color=6ecff6]1,500 mph.[/color] [color=00a651]2,225 mph.[/color] [color=8882be]3,750 mph.[/color] By channeling all his ZPE and focusing it into his speed, he is capable of breaking Earth’s gravitational pull, reaching a speed of 17,500 mph. [b]Abilities:[/b] Sniper, Breaching, Surreptitious Entry, Electronic and Media Exploitation, Technical Surveillance, High Threat Protective Security (PSD), Advanced Weapons Training, Advanced Driving Skills (Urban/Rural/Security), Advanced Climbing/Rope Skills, Advanced Air Operations:HALO/HAHO/Jumpmaster/Parachute Rigger and Packer, Diving Supervisor, Foreign Weapons, Advanced Special Operations. General Freedom is an expert in MCMAP, the Marine Corp Martial Arts- equal to a black belt. He is well versed in general CQB training, both with and without firearms and is a Tier 1 operator equivalent. He is a dedicated practitioner of Escrima both in single and double stick/knife, practicing in the Philippines as often as he can. General Freedom also has trained with Jorge De la Cruz, renowned boxing trainer out of Panama, learning boxing techniques in order to round out his martial arts expertise. [b]Weapons:[/b]None. [b]Equipment:[/b] During a fight with the notorious villain Red Mercury, General Freedom obtained the Tetrahedron of Transport. The Tetrahedron allows General Freedom to venture across the multiverse, by adjusting the movable sides so that a different series of symbols align to a corresponding gateway, he can venture to places that the ToT has a quantum energy alignment. He wears the ToT as part of his uniform as the buckle of his belt. [color=f7976a][b]Limitations:[/b][/color] General Freedom has normal human weakness regarding the need for air, food, water. Although his physiology is much greater than any normal human being, he does tire after extended periods of maximum exertion. General Freedom in the past has been susceptible to magical effects, especially those regarding psionic or spirit energy. However, it is unknown, if those effects were able to overcome his ZPE or he simply was unfamiliar with them and hence was unable to formulate a proper defense to them. [color=6ecff6][center][b]The Zero-point energy of General Freedom:[/b][/center][/color] Zero Point Energy as theorized by Dirac is the particles of negative energy states that fill the vacuum of space. This energy state continually fluctuates never resting and is constantly oscillating at the absolute minute rate allowed by quantum physics, a quantum light wave if you will. This constant motion of particles in the body of the character has led to mutations that allow him to draw and control this negative energy state within his body. When he unleashes the ZPE it creates a virtual vacuum between General Freedom and the target on a subatomic level, within that vacuum the ZPE which is in effect a locally produced negative energy state of space-time between the originating source of the anomaly, is shaped and directed as mass, inertia and gravity in a focused wave towards the target. Once the ZPE beam reaches the terminus point, the energy is released in a kinetic burst. While the theoretical output of ZPE is limitless, it is limited to be on par with the power of other technologies in the role-playing universe based on the relevant tier.] General Freedom [/hider] [hider= DYNOZ TARR- The Hunter of Men] [b]Name:[/b] Dynoz Tarr Age: 345 Gender: Male Race: Elf [b]Random Descriptors:[/b] Height: 6’1” Weight: 155 lbs. Hair color: White Eye color: Icy Blue with silver flecks [b]Character Tier: [/b]Intermediate Powered [b]Character Type:[/b] Critical Character- Active Multiverse Participant [b]Physical Description:[/b] Dynoz Tarr wears the dusky black armor of a Wolf Rider. His hair is in a top knot with the long ponytail extending down his back. Like all Elves he wears fetishes of those he has killed, depending on the creature it either is on his armor, weapons or on his saddle. Dynoz walks in a slightly bow-legged and hunched manner, giving the appearance that he is creeping when he moves. [b]Personality Description: [/b]Dynoz is insane, although he can function extremely well in society and appears essentially a sane individual he is not. When in combat the more blood, pain and suffering he sees and inflicts his insanity to come to the fore. He is sadistic and enjoys causing suffering and death. [center][b]Skills, powers and abilities[/b][/center] [color=7ea7d8][b] Accomplished melee and hand to hand combatant.[/b][/color] Dynoz has been trained it various weapon and unarmed disciplines, he prefers his bone daggers over all other forms of combat though. [color=7ea7d8][b] Blood Summoner.[/b][/color] Dynoz can summon supernatural creatures by spilling his blood and speaking the ritual. Normally these creatures are shadowy, monstrosities that attack whom or whatever Dynoz commands. (These are minion creatures unless he is summoning another player character allied with him) These creatures are easily defeated and nothing more than a nuisance to any one facing him. This he calls his shadow pack as the forms inevitably resemble shadow wolves. [color=7ea7d8][b] Druidic powers.[/b][/color] Able to use nature based powers to heal, however these powers are only cursory and a part of his nature. He does not exert any effort to expand them to any degree. [color=7ea7d8][b] Accomplished Hunter.[/b][/color]There are very few creatures that Dynoz cannot track, across a variety of environments. [color=7ea7d8][b] Dynoz’s sense of smell is highly developed.[/b][/color]The distance at which any scent can be detected is governed by atmospheric conditions but, even under the most favorable conditions, 1.75 miles is the extent of his olfactory senses. [color=7ea7d8][b] Dynoz’s sense of hearing is the most acute of his senses.[/b][/color] He can hear as far as six miles away in the forest and ten miles in the open. Dynoz can hear well up to a frequency of 25 khz. However the actual maximum frequency detected by Dynoz is actually much higher, perhaps up to 80 khz (the upper auditory limits for humans is 20 khz). [color=7ea7d8][b] Wolf Kin- Dynoz Tarr can shift into a werewolf form.[/b][/color] Growing in height by half, making him 9’5” tall and gains another 300% in weight, making him 455 lbs. His head changes to a wolf's head with a slavering maw, and the fangs and claws are now fully grown. His arms become long and apelike, and as a werewolf can move either on two legs or all fours. Dynoz also grows a tail, which helps with balance. In this form, he is extremely strong and fast, able to move up to 70 miles per hour, matching a cheetah for short bursts under a half-mile total distance.. His strength has increased; he is able to lift/press around 2 tons and can cleave through hardened metal as if it was butter. Dynoz retains his intelligence and enjoys using his bone daggers when facing opponents he cannot dismember with his claws. In this form all his sense are more acute, with the ranges doubling easily. [center][b]Character Equipment:[/b][/center] [color=7ea7d8][b] Armor of the Wolf Rider.[/b][/color] This magically enhanced armor grants Dynoz several abilities. Like a wolf he can walk, trot, lope, or gallop. Walking at about 6 miles (9.6 kilometers) per hour, but can reach speeds of 35 mph during a chase. He can jog or trot, at various speeds, generally between 8 to 10 miles (12.8 to 16 kilometers) per hour. Dynoz can keep up this pace for hours on end and has been known to cover 60 miles (96 kilometers) in a single night. When forced to run down prey or escape he can accelerate to speeds of over 40 miles (64 kilometers) per hour for a distance of several miles. ** Note this armor adjust when he changes form [color=7ea7d8][b] Bone Daggers[/b][/color], Dynoz carries two 18-inch wickedly serrated daggers made from the bones of a long forgotten beast. In addition to being extremely sharp and unbelievably sturdy, on command each of the daggers can assume an elemental aspect these usually take the form of Fire, Ice, Acid or Lighting. These daggers also confer a high resistance to the elements currently employed. While able to blunt normal attacks to a great degree the elemental defenses require concentrated strenghtening to ward off greater elemental assaults. [b]Character History:[/b] Dynoz Tarr is an elfin male of the once noble Tarr family. He developed his hatred for humans when a raiding party of humans came across his mother and sisters when he was a boy. After the humans had their way they killed the women using silvered weapons, torturing them in the process. Dynoz found the mutilated bodies. That is when his mind snapped and a deep seated hatred for humans developed. Being of the Wolf Clan, he assumed his Wolf-Kin form and hunted down the humans who harmed his family. He has waged a war against all humans since that time, killing them where he finds them. Without mercy. No longer a youngster, Dynoz has thrown his allegiances to the Overlord and has developed a certain perverse taste for hunting down the humans and their villages that have sprung up across the land.[/hider] [hider=Jake the Under Taker] Jake “The Under” Taker Age: 29 Sex: Male Height: 6 feet, 3 inches. Weight: 248 lbs. Reach: 80.2 in (203.708 centimeters) Physical Description: Jake Taker is a tall man with a heavily muscled body; broad shoulders, thick sinewy arms and narrow-hips, with a thick butt and muscular thighs. One of the most distinguishing features is his penetrating grey eyes and raven hair. Jake is well versed in American Boxing, Judo, Aikido, MCMAP (Marine Corp Martial Arts Program) and Jujutsu. However, he has studied and mastered other martial arts including techniques in Ninjutsu, Karate, Muay Thai, Kali Escrima, Chin Na, Wing Chun, Northern Shaolin kicking methods and Wushu creating a style suiting his strengths and enables him to use his knowledge to the best of his ability. Powers: Jake’s muscles provided the force, but it is his uncanny speed of hand and foot that make him deadly. His punches are measured well over 3,350 lbs. of force, and his kicks registered 4,277 lbs. of force. A punch/kick combo once registered at 7,000+ lbs. of force. Jake is a supremely well rounded athlete with extreme conditioning. He is able to run a four minute mile, coming in at 4 min 11.4 sec. For a man of his size it is very impressive, and rather scary. Jake has learned and mastered the very basics of the Xindhi (aka Dreamer) art of Seidhr. This ability is the basic "senses" of the Dreamers. Jake can "hear" and detect sound waves. He can see in the infra, ultra and visible spectrum of light as well as x-rays. While seemingly powerful it is limited by objects which can obscure his vision. Like an adept, Jake can also spread his senses across the EM spectrum, and can search for specific objects or creatures as he extend his senses to look in the various parts of the EM spectrum at once. This ability allows him to lock in on fast moving targets, allowing him a chance to zone-in on them. Jake has also learned to generate electro-magnetic energy through his body allowing him to manifest this energy along any of his natural striking surfaces (Hands, feet, elbows, knees etc.) Since Seidhr and Galdhr are twin disciplines, he also learned the basics of Galdhr. Jake can sense dark energy and its various and often frightening fluctuations. Among other things, he can sense when others are manipulating this dark energy, and the lingering effects of such manipulations. While perhaps not able to identify the exact nature of the manipulation, the energy signature can be used to trace it back the source. When any magical effect is attempted within his sensory range Jakes may detect the weaving of the etheric threads, i.e. magical energies via this method as it deals with energies that natural seidhr senses would not detect. Jake has also learned to generate the dark energies as swirling miasmas along any of his natural striking surfaces (Hands, feet, elbows, knees etc.) This allows him to strike creatures (ethereal, elementals, spiritual etc.) that otherwise would be immune to his mundane attacks. Equipment: Hayabusa Tokushu Regenesis 4oz MMA Gloves- The latest Tokushu series designed to provide maximum striking power and protection. Black and Grey in color. History: Jake began learning martial arts at the age of 7 years old, mastering Akido by the age of 13. At the time MMA was still in its infancy. Jake entered a tournament, and losing badly to more rounded fighters he began his life-long study of martial arts styles. By the time he was 19, and in college he had mastered several styles, adding to his growing and deadly repertoire. Entering another amateur MMA event he won, drawing the attention of a mysterious trainer named Skume. Skume is a Xindhi, a Dreamer, who had been tasked by the Dreamers to see if their form of energy manipulation could be taught to another race. They choose the human race. After many disastrous attempts, Skume decided to switch up his methodology, seeking to find someone who was disciplined enough to attempt the rigorous training. Hosting a MMA event, where Jake was the winner. After long debate and a visit from the Dreaming Queen herself, it was decided to try it with this human. Skume began training Jake, and over a five-year span, Jake finally mastered the basic levels of Seidhr and Galdhr with enough skill that he has been able to employ them in fights against supernatural opponents. During his training Jake began having troubling dreams where he found himself seemingly linked to others, seeing what they saw. At first these dreams were frightening, but over the years of training Jake looks forward to these events as it allows him a greater understanding of the multiverse in a way that normal human never can. [/hider]