[hider=Shenestra] Name: Shenestra Age: 123 Weight: 140 Eye color: Dark Brown Height: 5'8 Gender: Female Race: Genetically manipulated Fey Character Tier: Intermediate. Character Type: Critical Character- Active Multiverse Participant, Physical Description: [img=http://th04.deviantart.net/fs70/PRE/i/2012/127/7/3/i__m_a_woman_too____by_pjacubinas-d4yu9j4.png] Shenestra still wears the bodysuit gifted to her by her master of the Death Cult Order upon the day of a gradation of the Schola Progenia. It's painted completely in ebony black, as dark as onyx, and catches no light neither does it reflect it. partly due to the material of which it is created. The suit does not cover every part of her body however, and where it does not conceal, dark magnificent cloth almost like velvet in texture cloths her. It incorporates a weave of mesh armour, manufactured through a process now long forgotten by time, is lightweight and yet strong enough to stop a killing shot by ordinary projectile weapons. She also wears a jump-pack that is folded into a regular mechanized backpack. Other distinguishing features is the hood she always keeps pulled almost at all times over her head to help conceal her features along with her Bio-mask and coal black visor she wears that conceal of her eyes, the Bio-mask int turn also conceals the lower half of her face. Her skin is also covered in Synskin, a specialized form of body-suit sprayed onto the body that is jet black in color. This covers her entire body save the base of her head. Personality Description: Having been raised in the Death cult from an early age Shenestra has had, through various means of brainwashing and psychotherapy, her conscience seared. She thus possess sociopath tendencies, with her seemingly possessing no remorse for those she has killed or will kill. In here mind there are only the marked (the Target), and the unimportant. The former she hunts mercilessly, often tracking them and waiting for days or weeks before striking, latter group she sees as tools or mere obstacles to use or avoid to reach the former marked. She is outwardly cold and distant to others, even to people whom she has close loyalties toward. Something of an ice queen, never revealing her true emotions. She attempts to keep an air of professionalism at all times. Shenestra also portrays something of a sadistic nature, in which she often revels in bringing death or pain. Shenestra is calm under pressure, adaptive, and somewhat critical. Her training and conditioning has also put penalties on some of her social capabilities and mental stability. She is adept with a variety of weapons, from small arms to surface-to-air missiles and of course bladed ceremonial weapons used often by the Death cult. Skills, powers and abilities: (high)Trained from the tender age of childhood by the ancient order of the Death Eaters, otherwise known as the Death Cult, Shenestra possess skill and ability befitting that cults great reputation. A life time, several more then the average humans, of training and combat have honed Shenestra into a deadly killing machine. Yet Shenestra skills do not rely solely on her martial talents. She was always instructed that the power of her mind was her greatest weapon, thus Shenestra often seeks to thwart many opponents through planning and procedure rather than brute force. Learning all she can on a target before considering to engage them. However, some of a Death cultist greatest tools are their myriad of biochemical and engineered artificial improvements. She also possess minor skills as well, thus she is an adept in the practice of parkour(freerunning) and major athletics. Shenestra was also trained extensively in the art of Nether manipulation, which is a form of soul or life energy that spring forth only in time of death. It is abundant in areas that have seen much bloodshed even years later. It is this same energy that fuels much of the Technologies of the Death Eaters. So in a way their primary occupation is also their very means of survival. Implants- (High) Automatic atmospheric adjustment implant: This is implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, thus proving and increases physical stamina, it also serves to monitor and control rate of nutrient breakdown. A secondary heart is required due to he increased blood flow and activity, but acts also as a back up encase the other should fail for whatever reason. This simplest and most self-sufficient of implants allows a Death Cultist to survive her other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Cultist's body. This second heart replaces the organ where an appendix would normally be. In conjunction with the secondary heart another implant allows a Death Cultist to filter her blood very quickly, rendering her immune to most poisons. This action comes at a price, however, as this emergency detoxification usually can only be done if the Cultist is in the meditation form of Reverie, while her blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function more effectively. (Intermediate) Second Phase implants: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Gray cells' which are released into the blood stream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Death cultist may suffer. This process takes anywhere from 4-5 seconds or more depending on the size and nature of the wound, it is also affected by heart rate, as blood cells travel faster with a faster heart beat, such as in battle, this can also effect her rate of healing. As opposed to it being severely longer to heal wounds if she is resting. She approximately has a steady 2.87 cm/sec at rest or not exerting herself. This can increase too as high as 6.91 cm/sec with an elevated heart rate either from combat or other taxing physical activity. (Intermediate) Third Phase Implants: Death Cultist have a biochemical fluid injected into the base of their spins, intense gene therapy and physical therapy experiments that follows results in a potent secondary nervous system using this fluid, otherwise refereed to as neuroconductive fluid, meaning they are almost impossible to paralyze with teasers, poisons that attack the nervous systems, or electricity. Once one Death Eaters body has adapted to this new nerve system the final phases of implants can begin. During this phase genetic implants that now sit at the base of a Cultist brain, provides hormonal and genetic stimuli which enable a Cultist's eyes to respond to follow up optical-therapy. The end of this treatment grants Cultist exceptional natural night vision in low light conditions, and also have acute hand eye coordination improving aim and visual range, able to see twice as far then a normal human. (Intermediate) Fourth Phase Implant: Less implant and more intense psychotherapy. With the use of artificial adrenalin delivered at first by nano machines directly into the subjects brain. After a period of two months of treatment, the subject begins to learn to tap into a new power known as 'Reverie'. The first aspect of 'Reverie' is a positive feedback loop in which adrenalin, also activated by fear or rage, suppresses serotonin, the brain chemical that induces serenity. The second is the over-developed fey limbic system. In Fey, as in humans, fear or rage shifts mental control from the frontal lobes, responsible for reasoning, to the limbic system, responsible for aggression and survival. During that shift, Fey and humans usually exhibit diminished capacity for logic and self-control, this has created the fable of ancient berserkers for humans, men who fought with unnatural ferocity and felt no pain or fear . The artificial adrenalin now permitting a Death cultist mind changes this shift from a bought of madness into a sea of serenity and calm. They feel neither pain nor fear, but are still capable of high thought and logic. Making them formidable instruments of death, for within Reverie they feel no pain and thus can keep on fighting far beyond their ordinary capabilities. (Intermediate) Fifth Phase implants: After fourth phase, the mind is ready for fifth phase psychological manipulation, thus implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the Artari node, born of the chemical released by nanomachines in phase four, cuts in. The node allows a Death Cultist to sleep and remain awake at the same time by switching off areas of his brain sequentially, entering a different form of 'Reverie', a state of meditation, which has certain sleep-like effects. During the meditation, sometimes referred to as a "trance," the cultist conducts a series of mental exercises which refresh the fey's body and mind. During this meditation a cultist is fully aware of the outside world, though breaking meditation in response to external events has an effect on the cultist similar to disturbing the sleep of any other humanoid. This while not able to replace sleep entirely, it increases the cultist survivability by allowing perception of the environment while meditating in this state This means that the Death Cultist needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all. Cultist do not always need require sleep as such, but rest in reverie for generally half as much time as the other humanoids sleep. This organ combined with the state of Reverie, allows a Cultist to tap into Nether energy without it harming them. Cultist are capable of sleep, but only when they are severely ill, tired or wounded. Character Equipment: (Intermediate) Skin-suit: Otherwise known as a Synskin, this specialized form of protection is sprayed onto the body. Where upon hundreds of thousands of microscopic nano-machines hidden within this substance merge with the subjects outer skin. This process is painless though unsettling and once done leaves the person with a kind of smart weave for skin. It allows the subject complete use of their limbs and body just as before, but also increases their natural strength slightly, while offering a degree of protection on par with modern ballistic armor allowing it to stave off small caliber rounds and knives. But its real strength lies in it's ability to quickly allow the wearer to adapt to extremes of temperature. By regulating and manipulating the Melanocytes cells, thus allowing it to shield the wearer from most harmful forms of radiation or heat and cold. (Intermediate) Synthcloth: The clothes Shenestra wears under he armored suit and over her skin-suit provides a level of protection in their own right. The fabric was woven while drenched in nether energy. Meaning it also provides decent protection form harmful sources of magic. As the nether within the fabric drains a significant amount of the energy of magical forms of attack. (High) Bodysuit: The stealth suit that Shenestra wears was developed for the Death Eater Legion by Kragar. It increases the wearer's speed, strength, and agility through the use of artificial muscle technology, based on nano fibers. This light weight design means Shenestra is in no way restricted in her level of flexibility or movement. The level of speed which is now available to her allows her to run and move at speeds exceeding 60 mph. With a dead lift weight somewhere near too a ton. Combined with Shenesta's improved inhuman hand eye coordination, it allows a skilled sword user such as her to deflect a heavy barrage of machine gun fire with relative ease. As well as dodge rounds while at a distance. The suit can also withstand attacks from blade weapons due to sensors stretching between the interior and the surface of the suit comparable to a neural network, which upon detecting an impact, will instantaneously react by automatically contracting and diffusing the damage. However the suits primary use is that of stealth and infiltration. Shenestra suit was created with electronic and nether weaving technology using optical fibers. By clinging tightly to the wearer's body, the suit provides protection and boosts strength. It also come with a variety of sensors, shield the body from toxins, and interface with nanomachines within Shenestra skin. When within moments of coming into contact with almost any surface, suit can replicate both its pattern and texture. It applies thermal technology to regulate the temperature of the disguised Cultist to better blend with the surrounding environment and to evade thermal imaging. Multiple surfaces can be mimicked at the same time, and preset camouflage patterns stored for later use. (High) Wrist Gauntlet: A tool or device devised in the early days of the Death Eater Legions, the Wrist Gauntlet or Omni-band was created buy sacrificing and then binding the spirits of a powerful sentient being known as a mens mentis's,more commonly known as the Akarid. These creatures are blessed with uncanny memory, intelligence, and the ability to absorb vast amounts on knowledge. They are known across most of the multiverse as The Archivist Race. Once the spirit of these ancient beings is slaved into a Omni-band, it is a magical device that possess the appearance of a black clawed gauntlet made of metal or chrome like material, with a smaller almost spherical elongated metal built into it's upper segment. These gauntlets then become a multipurpose diagnostic and manufacturing tool as well as a sort of computer used for a variety of civilian and battlefield tasks. These involve such task from activating most forms of technology, to hacking, decryption, or repair. The Wrist Gauntlet acts as a small computer device worn, as its name implies, on the wrist, and features numerous controls for various items of Death Eater technology, as well as a digitized, apparently numerical symbols displayed holographically. The Gauntlet is linked directly into a Cultist's Bio-Mask, Skull-visor and Body suit, meaning it governs many of their functions, including the visors alternate vision modes. It also operates the user's Warp Cloaking Device and, in some cases, can be used too control a cultist's Nether weapons as well. It of course also allows long range communication. As the control unit for much of a Cultist's advanced weaponry and technology, the Wrist Gauntlet is an incredibly important item for them. In fact, a Cultist's Wrist Gauntlet is surgically grafted onto the individuals arm and apparently fused with their very nervous system to the point where removal of the unit is typically fatal for its owner. Wrist Gauntlet as a whole are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an Wrist Gauntlet can be used to analyze and adjust the functionality of all a cultist's standard equipment. They also possess a fabrication module which can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys using nether energy. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment. However their most versatile use is in the manipulation of the nether. Which allows one with a Wrist Gauntlet to shape and channel pure nether into their melee attacks. Pure nether rusts iron, and decoys flesh rapidly. It seems Death Cultist are immune to the negative effects of this volatile energy. As they run on nether to give life to the spirit trapped within, these Gauntlets are fueled and powered literally by death. (Intermediate) Skull-Visors: The Skull-Visors combine multiple vision modes including zoom capabilities, ENVG (Enhanced Night Vision Goggles), IR, light amplification and imaging technology, and also allows for binocular functionality (though not simultaneously), and thanks to recent improvements of Nether technology, can see even in complete magical darkness, it covers her eyes and most of the upper part of her face. In addition, the NV capability can also reveal things that normally wouldn't be seen, such as footprints, ghost or spirits(spectral imaging), thus allowing cultist an easier time predicting enemy route patterns and stalking their prey, thus reacting accordingly. When heavy artillery such as tanks, or walkers enter the field of view it displays their specifications and armaments. It also takes in body temperature, heart rate and sweat secretion to calculate a opponent's physical and emotional state. Its camera vision utilizes an almost fish-eye perception. Auto-senses contained in the Visor, include thought-activated communication arrays and audio filters(linked with the Bio-mask), targeting reticules and range finders, and tactical displays. Visors can protect from light bursts such as from a flash-bang or similar tool as they also cover and protect the ears. (Intermediate) Bio-Mask: Like the Skull-Visor, this device is built into Shenestra's body suit, and covers the entire lower half of her face, both work well together. The Bio-Mask is one of the main tools used by the cultist, and along with their hood is iconic with them. As well as performing the basic function of protecting a Cultist's head, the mask also grants the wearer access to facilitates like Vocal Mimicry, and includes breathing apparatus, diagnostics, and visual and audio recording systems. The Bio-Mask is directly linked to a Cultist's Wrist Gauntlet, which controls many of the mask's and visors functions. All together they form one of the most versatile tools used by the Cultist, while the Mask and Visor themselves are a distinctive aspect of their overall appearance. Another feature of the Bio-Mask is its voice translator/recorder. This device can both record and play strips of audio, which a Cultist may use to catch prey off guard, or to simply listen to the voices of their prey, to study their language. The mask and visor are both capable of withstanding incredible damage. But if damaged can be repaired in time buy the wrist gantlet. The Bio-Mask contains a respirator to filter out toxins and draw upon an internal oxygen supply. (High) Wraith Gate: This device is built directly into the body suit of a Death Cultist, and is controlled using their Wrist Gauntlet. Once activated, it acts somewhat like a cloaking device in that it hides it's wearer from prying eyes. How it differs however is in application. Unlike the optical camouflage the suit normally provides, blending one with their surroundings. The suit creates a powerful field of mass-energy, similar in respects to dark matter. In which it neither emits nor absorbs light, heat or other electromagnetic radiation at any significant level. In fact almost literally dumps the wearer in a miniature pocket dimension. One existing between the spaces of the Martial realm, and the plane of Shadows. While so hidden the wearer is undetectable from optical sensors or motion detectors, or most forms of magic, unless these devices can puncture into other realms of existence. In fact the subject becomes for all intents and purposes a ghost. A being usually trapped between realms of life and unlife, hence it's name. The major downsides of this device come in the form of it's massive intake of energy, as well as the subjects inability to effect anything beyond this skin tight field. Much like the ghost they mimic.( though it should be noted they can harm other spirits, and they the Cultist in turn, as well as see them.) Thus the Wraith gate is an excellent tool in which to sneak past a foe or stalk an enemy, but the killing blow must come only after the field is deactivated. Once done so, it cannot be activated again for 3 whole rounds. (post) As the device must begin siphoning more nether again before activating. (High) hand-crossbow: This weapon is built into the right arm gauntlet of a Cultist, and looks like a crossbow when extended. Only missing any string or other mechanics a crossbow would possess. Hooked directly into the skull visors, this weapon does not fire normal quarrels, but bolts of pure nether. Since nether cannot be thrown, the Cross-bow was invented. It fires a highly energized ball of nether-based plasma. This plasma ball or "bolt" is accelerated through a magnetic accelerator along the crossbows length, which upon impact with the target detonates with the power of a rocket propelled grenade. It can be charged for an extended period of time for a more powerful shot. (Intermediate) Hyperphase Blades: A Hyperphase Blade is a type of bladed melee vibroweapon that uses ultrasonic vibrations to increase cutting effectiveness. The blades are fashioned with a slight curve much like a kukri. The blade Shenestra possess differs in it is a energy blade utilized by the Death Cultist which vibrates across dimensions, allowing it to easily slice through armour and flesh to sever vital organs within, or harm the vital essence of a target. Shenestra carries two 19.25 Inch Vibroblades on her back over each shoulder (High) Twin Scythe blades: Shenestra's twin scythes resemble two handheld sickles, or kama's, and are her primary means of offense and defense. Unlike normal such weapons, they do not use proper blades, but instead resemble to long rode about 18 inches in length. However when wielded by Shenestra, nether energy springs from the upper tips of each rode, creating a crackling length of blade made of pure nether concentrated into points due to powerful magnetic fields that stabilize them into corporeal mass. Due to their make up the blades of energy, reaching lengths of 20 inches with a defined curve as befitting a scythe like weapon, though usually lengthen into 10 inches and possess incredibly keen edges. Allowing them to cut through steel and other metals with astonishing ease. Not to mention the corrosive nature of nether rust and wears away any object it comes onto contact with, unless it is shielded by formidable magic or technology. The two rods can also be conjoined at their base, and thus extend to create a potent pole arm with slicing blades on each end with the overall length of 78.25 Inches. The rods were weaved using raw nether and bonded with weaves of cortosis, giving them potent protection form energy blades and like all Death Cultist war-gear, is made resistant to the effects of nether. The blades made up of pure energy can withstand varies cutting implements or weapons, making them ideal for defense or offense. (Intermediate) Nero -sensors: The armour's Nero-sensoers, based upon tendril sensors, links directly into the bodysuits wearer's own awareness (adaptive surgery is necessary to make this possible). This is part implant and part of the Bodysuit itself, but allows the wearer complete awareness of their own suit. Hence the presence of the Hood all Death Cultist wear. In an effort to hide neural tendrils connected with the suit. This link, partly spiritual in nature, makes it possible to activate many of the suits functions by speed of thought. (Intermediate) Omni-whip: This is a tendril built directly into the wrist gauntlet, it is weapon in the form of a almost living whip made up of a single tentacle of artificially made muscle and sinew that can writhe of it's own accord and strike at a cultist prey, too fast to be dodged or parried by normal humans, and can do so by the mere thought of the wearer. Enemies that are not sliced apart by the adamantine hook at the end of the tentacle are aimed to be captured and ensnared so they become easier prey for the Cultist in control. The whip can also be used for other task, such as grappling to a roof or other not easily accessible place. Where the whine of a jump-pack would alert nearby enemies. The whip can also cackle with nether energy when extra force is needed in a strike, converting it into a jolt of electricity. (Intermediate) Sprint-pack: At last, among a Cultist most noteworthy pieces of gear is their jet-pack, or more commonly called a sprint pack. This back mounted device contains turbines or jets powerful enough to lift even a user in full wargear with relative ease. The sprint-pack, so named due to it's ability to offer a quick retreat, are built into a bodysuit, and using the modular Nero-sensoers built into the bodysuit, a wearer can activate and manipulate the pack with thought alone. They greatly enhance a warrior's mobility by allowing her to travel quickly across the battlefield, making great bounding leaps over obstructions and launching a Cultist into the melee of close combat or beat a quick retreat. Its roaring engines allow a user to slow her descent when leaping from low-flying aircraft, allowing her to kind of parachute with relative safety directly into the fray. Character History: (TBD) [/hider]