Hidden 9 yrs ago 9 yrs ago Post by Syben
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Syben Digital Ghost

Member Seen 3 mos ago


Name: Alexandria Svet-Yulia
Age: 20
Appeared Age: Late teens (16-19)
Height: 5'2
Weight: 100lbs est.
Eye Color: Completely White
Hair Color: Platinum White
Physical Identifiers:
  • Two parallel scars encircling her neck, about 2 1/2 inches in width.
  • Multiple scars crisscrossing her back, varying between 1-2 inches in width.

Appearance: Alexandria isn't the kind of girl one would usually look twice at; unless concerned about her overall general size. A petite oval face, framed by long and haphazardly placed platinum white hair giving her kind of an eccentric look about her as she always hides her eyes behind goggles. Goggles that are usually reflective, or host to a one-way lens, which sit atop a proportionate bulb nose. Small, pert lips which are often set in a pressed line of determination, or puckered, and slightly askew in concentration.

Alexandria, herself, doesn't figure she's very attractive; despite having an average bust; the rest of her completes the picture of her miniatureness which narrow hips, a slender frame, and an almost non existent rump. Though there is evidence of some toned muscle wrapped about her body, she is hardly the picture of the ferocity that lies behind her goggles.

Background

Residence: The village of Isolone.
Profession: Scavenger
Aligned Faction: Neutral
Relatives: Unknown

Gear

Weapons:
  • 9mm Pistol: Alexandria has come across a number of weapons in her travels, her 9mm pistol is the only one she ever kept, and keeps on her.
  • Twin Tactical Daggers: Alexandria carries two twin daggers, with 17 inch blades, and 7 in handles. These daggers can attach at the hilt, which will extend out slightly when done so, to become a 5 1/2 foot double ended sword staff.


Ammunition:
  • Dirty Rounds: 30: contained in three, 10 bullet clips.
  • High Grade Rounds: 10: contained in one, 10 bullet clip.
  • Heavy Ammunition: N/A

Hiking Backpack:
  • Medkit, Rope, Spare clothes and footwear, Sewing Kit, Water supply, Food, Burglary Kit, Small toolkit, Expandible crowbar, Spare shoelaces, Tape, Spare goggles, Flashlight, Fire starter, Water purifying tablets, Sunscreen, Waterproof bags, Thermal blanket, Sleeping bag, Pan, Utensils, Binoculars, Tarp.

Belt Pouches:
  • Ammunition, Pistol, Canteen, Headlamp, Compass, Map, Fire starter, Matches, Lighter.


Immortalis Information

Manifested Phenomena: Electricity And Lightning
Unique Abilities:
  • Battery: Alexandria's affinity for electricity has made her something of a living battery, meaning she can store electricity within herself by feeding off of pre existing electrical currents.
  • Dispersion: For a short period Alexandria can turn specific locations of her body, like a hand, into static electrical form, allowing her to manipulate electronics. This can also be performed on small, conductive items allowing Alexandria to move them as energy, rather than mass. This can only be performed by touching the object.

Strengths:
  • Oo' Shiny: Alexandria's main profession is scavenging, which she is quite good at. She has a keen eye for useful items in piles of junk, and is quite creative when repurposing the intended use of things.
  • Agility: Years of scavenging and running, have honed Alexandria's body to the point of being able to reach higher than average speeds and maintain them longer. This also allows her to perform acrobatic activities with relative ease; such as parkour.

Weaknesses:
  • Conduit: Alexandria is a living electrical node, contact with water will begin to short circuit her and disperse any electrical energy she has into the water. This causes an arcing effect when caught in the rain.
  • Conductivity: Anything that isn't metal is nearly non-conductive meaning her power is ineffective against such surfaces, or armors. This excludes the heat x impact factor of her power.
  • Manipulator: Alexandria cannot manifest electricity or lightning, and can only use that which is available to her.




Awakened State


Spark Name: Aeshma "The Hunter"

Innate Awakened Abilities:
  • Armor of the Spark: Every spark surrounds their host in a black, chitin like shell, or armor. Their host resides within the armor, typically in the fetal position as they do not control their armored state through direct physical movement. Rather, the spark intercepts the neural commands for movement, and manipulates the armor that way. The spark or the host may be in control, but not both. If a spark is only partially awakened, the host will be stuck in whatever partial state they enter, until they are able to fully awaken. Only then may they revert back to their normal self at will. Additionally, heavy damage to the armor will cause it to break and fall off, reverting back to the normal state of the host.
  • Voice of the Spark: Once awakened, the host and the spark may converse mentally. The Spark can share its knowledge, though since the phenomena is not innate to the spark itself, it can only give ideas and tips for power useage; The spark cannot teach its host mastery over their abilities. The spark can retain memories gathered from their host, recalling things they forget, or even noticing things the host themselves failed to, but only through the host's eyes. Many sparks may know each other, and may recognize other awakened forms. The awakened armor is unique to the spark, which is how sparks may recognize each other, even if the differences between two armor sets are very subtle.


Additional Abilities:
  • Heavy Draw: Aeshma can detect and draw electricity to himself. He can do this with a very large current of energy from nearly a mile away. The smaller the electrical current, the closer he has to be. This ability maxes out at just under a mile, no matter the potential strength of the electricity he detects.
  • Full Dispersion: Aeshma's awakened state gives Alex the power to become flash of lightning for about two seconds, but letting her move incredibly fast. This allows her to pass through her foes and electrocute them, and to travel along a conductive surface. This is a powerful ability, and its use is quite infrequent.

Additional Strengths:
  • I Can Smell Your Fear: Aeshma isn't called "The Hunter" for nothing. He has a great sense of tracking, akin to a predatory animal. It's very difficult for somebody to escape him by fleeing or hiding.
  • Sharp Wit, Sharp Claws: Aeshma is not a creature of strength, or of great endurance, but swiftness and precision. What he lacks in physical prowess, he makes up for quick reflexes and speed. Along with his instincts and razor sharp claws, he makes an incredibly deadly foe.
.
Additional Weaknesses:
  • Time Bomb: The more power that Aeshma uses, the more he charges the atmosphere around him. Negative and Positive Ions separate as a result of the static charge he gives off from using his power, causing dust to rise into the air. Over a short period of time the dust will gather and draw moisture, forming rainclouds. This effect can only occur outside.
  • Do Not Operate When Wet: Contact with water will short circuit Aeshma's stored power. Continuous contact will drain him until the Awakened State dissipates completely, removing Aeshma from control and leaving Alex with no power.
Hidden 9 yrs ago 9 yrs ago Post by SirBeowulf
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SirBeowulf What a load of Donk.

Member Seen 1 yr ago


Basics


Name:
Samuel Biggins, sometimes called 'The Bard' or more likely 'That Guy With a Harmonica'.
Age:
Twenty-six.
Appeared Age:
Nearing his thirties. You can blame the crow's feet on the apocalypse.
Height:
Five foot ten inches.
Weight:
One-hundred and fourty five pounds. "Fuck metric." - Sam
Eye Color:
A shiney copper that spreads throughout his entire eye. No sclera or pupil.
Hair Color:
A rusty brown. Hair could probably use a wash.
Physical Disabilities:
None, thankfully. No crippling injuries as of so far.
Physical Identifiers:
  • He's got a sweet ass beard.
  • Typically keeps any old wounds under clothing. He's got some scars, old scratches, a bullet wound or two.

Appearance:
Average. Other than the strange eyes, you probably wouldn't throw a second glance at him if he passed you by in a busy market. Hell, you've seen stranger. Height is average, weight is average. Well, for the setting. He could probably do to throw on a few pounds, but hell, you're not gonna put on weight on beans and canned peaches. The beard is typical fare for a wastelander, and the hat? Well, the hat is cool.

Clothing is usual fare as well. Anything that isn't threadbare or rotting is good for him. Current attire consists of a fashionable blue striped hoodie and brown cargo pants. Cargo pants are best pants.

Background

Residence:
...Sam is pretty much homeless.
Profession:
Scavenger. Roamer. Pursuer of shiny stuff.
Aligned Faction:
Neutral. He usually tries to stay away from the Forsaken. Those guys are assholes.
Relatives:
Dad's still alive. He thinks. Alexander Biggins.


Gear

Weapons:
  • Katt: Katt is the old beaten up Kalashnikov automatic AK-47 rifle he wields. Its seen its fair share of use, and now sports dents, scratches, and even burn marks. Don't ask how he got those. The weapon still works like a champ, regardless of its tear.
  • Black Betsy: Remnants of the past can reveal a lot. A little old game called 'baseball' was a good inspiration for the name of his aluminum steel bat. He still holds the card for the namesake's owner.
  • Peashooter: An old nine millimeter pistol that makes up for its lack of punch with a few extended magazines Sam managed to find, giving the pistol the capacity of an SMG. Point shoot. Fire until empty. Its a simple weapon.


Armor:
Sam usually doesn't wear much armor, at least not like some others who trick themselves out with old power armor relics. Besides, you wouldn't need armor in the first place if you didn't get spotted. A simple bullet proof vest is all he really needs for protection of his vital bits.

Ammunition:
  • Dirty Rounds: About one hundred and twenty rounds for his AK, fifty or so for his pistol.
  • High Grade Rounds: Keeps a nice stash of thirty on him. Turns out, people like giving tips to a musician.
  • Heavy Ammunition: As of so far, Sam has no RPG rockets. Sadly.


Smelly Rucksack:
  • Items Within
- Typical supplies one might need for scavenging. A mag-lite torch with two fully charged batteries. Rope is also needed, you never know when you'll need that stuff. He's got a full face mask for when the sands get too dusty or you're going into a toxic zone. A single air tank. Enough food for about a week. Enough water for three days. A big canteen is thanks for that. A set of matches and a pot, a fork and spoon as well. Binos. Some other stuff not worth mentioning. The rucksack smells like bad leather.
Miscellaneous:
His harmonica aptly named 'Ol Mac.'

Immortalis Information

Manifested Phenomena: Musical Illusionism ~ Euphonos / Euphie
Unique Abilities:
  • Musical Prowess - His manipulation of music has led to Sam being a great artist, able to play songs that could bring a tear to the most pessimistic old man out there.
  • Illusionism - Given enough focus, and time to play something, Sam can literally manipulate space and time. Or something, he really isn't clear on how it works. Results can vary, usually. He can make an image of a floating brook, surrounded by green pastures. Or, he can form twin daggers in the air that soon find theirselves in the gut of an unsuspecting raider. Hell, he might even be able to form an anti-material rifle or rocket launcher, but what kind of song would be related to that?


Strengths:
  • Who The Hell Is That? - Not many people know Sam by his face. His reputation as a bardic man proceeds him, but to the average soul, he's just another hobo scavenger.
  • Many Pretties - Being able to scavenge is an art alongside music. Being able to find that hidden can at the way back of the cabinet, or managing to come across the well hidden cache of old military supplies is something not a lot of people can do.


Weaknesses:
  • I Just Sorta Hit Em - Sam isn't really... proficient with weapons. All of his knowledge has been self taught, he's never gotten any real professional training. His tactics with a baseball bat are to keep swinging. With his AK? Point and click at the enemy until they die. It works well enough, but he has no real skill or brawn.
  • Are You Really Playing A Song In Battle? - His Immortal powers aren't really that useful when it comes down to it. To actually summon a sword out of nothing requires complete and total focus while he plays a ballad. As some might guess, a fight isn't the best place to pull out a harmonica and start playing. Any lapse of focus leads to the 'spell' failing. Especially for more complicated items. And even then, he has to memorize tons of songs and hope they relate in some way to what he wants.
  • Everyone Else Is Doing It - Live long enough in the wasteland and you start to care less about 'negligible effects' of drugs. Sam is pretty receptive to drugs, and he's tried a lot of them before. If it takes the edge off and lets you be happy for a few hours, why not? Booze and cigarettes are probably his main vices. Lung cancer sure is fun.
Hidden 9 yrs ago 9 yrs ago Post by Lightning Fast
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Lightning Fast Aspiring Lawyerguy

Member Seen 1 yr ago

Basics


Name: Cyrus
Age: 22
Appeared Age: Varies, usually around the same as his actual age.
Height: 5’10
Weight: Varies
Eye Color: White irises with grey sclera (Sclera like these: http://i294.photobucket.com/albums/mm101/JawlyRogers/Theatrical%20Contact%20Lenses/Custom%20Contact%20Lenses/greysclera.jpg)
Hair Color: Brown
Physical Disabilities: N/A
Physical Identifiers:
  • White irises with light grey sclera; cannot be normally changed.
  • Usually wears blue costume contacts

Appearance:
In his natural form, Cyrus’ skin takes on an unsettlingly pale tone, and his body is far too skinny for someone of his height and build. In this form, his eyes’ sclera are a lightish grey. This would be difficult to notice, if not for the undeniable contrast created by his irises: they are completely white, and in his default form, he lacks some human features entirely, such as defined lips. Everything looks as though it's part of a "blank slate" of sorts. Fortunately, only his eyes are unchangeable, and he conceals those with costume contact lenses.

When in private, he generally maintains appearance before he gained his powers: that of a 5’10 male with brown hair, albeit with a few... “adjustments” to make himself seem more attractive. When performing alongside Archie, he mimics his brother’s appearance entirely so that they can pass as twins and fulfill one of their prized gimmicks.

In public, those who don’t know Cyrus very well will find it unusual to see him wear the same face twice. He changes his appearance as often as someone else might change their clothes... however sparse spare clothes may be in Dust.

Background

Residence: Nomadic
Profession: Street performer and actor
Aligned Faction: Independent
Relatives: Cyrus has two half-siblings, both by different fathers. His older half-sister Essie is rumoured to be a concubine to the king himself, whereas his younger half-brother Archibald (usually called “Archie” or “the Bladed Devil”) He has not seen his sister since they were kidnapped, and his mother, Mary the Magnificent, has been dead for many years.



Though not Cyrus’ family persay, Archie’s biological father Rico is the closest thing to a paternal figure that any of the three children have ever had. He is old enough to be Archie’s grandfather and lives in Serenity. Unlike the other two children’s fathers, however, Rico was a repeat customer, and even spent some of his off-time traveling around with his Mary.



Gear

Weapons:
  • Blunted Training Shortsword: For practicing gladiatorial and stage-combat.
  • Butterfly Knife: For stabbing things.
  • Spiked Bat: A crude aluminum baseball bat with nails welded to it. Good for bashing stuff.

Armour: Cyrus generally foregoes armour completely in favour of his natural regenerative abilities and to remain agile.
Ammunition:
  • Dirty Rounds: 37 9mm rounds, for currency only.
  • High Grade Rounds: N/A
  • Heavy Ammunition: N/A

Backpack A:
  • Water Bottle
  • Pen and notepad

Miscellaneous:
  • Scripts and Sheet Music: Considering his background in the performing arts, it’s no surprise that Cyrus has smuggled away as many works of literature and songs as he could. He keeps most of these papers hidden inside his straw mattress. One of his favourites is MacBeth.
  • The Maryson Brothers’ Trailer: Mary the Magnificent’s trailer was sold to Luther alongside her sons, as well as all of her various outfits and costumes. Though many have been lost or sold, some clothes still remain intact. The trailer also contains a large, stage-like mat, several boxes of assorted props and makeup, and enough space for two people to comfortably sleep. It has been repainted so that it bares the words “Maryson Brothers Co.” in large, gaudy letters like one might see at an old-world circus.
  • Old Pickup Truck: Like Mary’s trailer, this was sold to Luther alongside the brothers themselves. It has a faded, red coat of paint, and clearly has not been washed in a good while. Though a little bit beat up, it works fine so long as it has sufficient fuel.


Immortalis Information

Manifested Phenomena: Himself
Unique Abilities:
  • ”It’s Just a Flesh Wound!”: Cyrus can regenerate wounds of varying severity and even reattach lost limbs. However, more serious wounds can still be exhausting for him to heal, and generally take longer.
  • A Man of Many Faces: Cyrus can alter his appearance and voice within the constraints of normal human physiology. Facial and skin pigment changes are by far the easiest for him, though he can make himself taller, bulkier, older, younger, or even change into a woman, albeit with significant physical effort.

Strengths:
  • That Which Doesn’t Kill Me Makes Me Stronger: As a result of enduring years of physical and mental abuse, Cyrus has an astonishingly high threshold for pain. He doesn’t feel - or at least pretends not to feel - injuries that would make even some greater men groan in agony.
  • Triple Threat: After years of performing in both gladiatorial arenas and theatres, as well as his mother’s training, Cyrus can dance, sing, but most of all, he can act. This helps to make his transformations far more convincing, and even gives his fighting style a bit of humorous performance flair.
  • A Savvy Rogue: Cunning and quick-witted, there is no situation that Cyrus can’t talk his way out of, and few people he can’t win over with honeyed words alone. His experience running what’s left of his mother’s business has only served to improve these abilities.
  • A Circus Monkey: Cyrus has impressive agility and jumping skill, which have only improved since acquiring Immortal powers.

Weaknesses:
  • Cocky to A Fault: Cyrus has a tendency to overestimate the extent of his own abilities, has trouble keeping snide comments to himself, and occasionally forgets that others aren’t quite as hardy as he is. This callousness gets him into trouble, and though he himself is resistant to most forms of punishment, he occasionally lacks the foresight to see how his actions could harm others, directly or otherwise.
  • Why bother? I’ve got superpowers!: Quite simply put, Cyrus is a little bit lazy, and tends to over-rely on his powers to compensate for his unrefined skills in other areas, even in melee fights. Because the effectiveness and ease of use of his own regenerative and shapeshifting capabilities are based partly on his physical endurance, this hinders him more than he realizes. After excessive use of these abilities overtime, he will simply become too exhausted to fight if he takes enough bodily damage.
  • A Lover, Not a Fighter: There’s a reason Cyrus prefers to talk his way out of fights: outside of the melee-only world of the arena, Cyrus has very little combat experience, and is more likely to rely on his powers to get him through safely than any real skill. He can barely even hold a gun properly, let alone aim it.
  • Some Wounds Don’t Heal: The psychological turmoil that Cyrus has been through still haunts him, but he hides his emotions from everyone around him, instead choosing to cope by treating his own existence as a joke of sorts. This usually manifests in the form of self-deprecating humour that can sometimes come across as unreasonably cruel, macabre or awkward.
  • Don’t Let Me Burn: Though Cyrus learned to love the knife and use it to his advantage, Cyrus never stopped fearing Luther’s second favourite torture method: fire. Though he’s unlikely to turn and run if he sees a flame, he’ll try noticeably to stay as far away as possible from anything larger than a candle. Furthermore, severe burn wounds (especially wounds that have been cauterized) take Cyrus longer to heal: whether this is due to a physical limitation of his powers or a psychological limitation is still up for debate.
Hidden 9 yrs ago 9 yrs ago Post by Antediluvixen
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Antediluvixen Kemonomimi Dystopia Creator

Member Seen 14 days ago


Basics




Name: Vladimira Kovalik

Age: 21

Apparent Age: Early 20s

Height: 1.65 meters (5’ 4”)

Weight: 77 kilograms (170 pounds)

Eye Color: A pulsing red, like molten steel, her eyes have whites but no visible pupils. They glow, and the pulsing is in sync with her own heartbeat, and speeds up or slows down to match it. The glow dims if she weakens.

Hair Color: Her hair looks as if it is made of ultra thin steel wires, though it behaves just like normal hair.

Physical Disabilities: A noticeable limp in her right leg- an old injury, broken leg that just didn't heal quite right.

Physical Identifiers:
Eyes and hair
A large burn covers her lower right abdomen and upper thigh.
Her arms are pockmarked with scars of varying sizes.

Appearance: Vladimira is no otherworldly beauty, but still looks more than simply half decent. Her steely hair is kept in a mid length ponytail, often tucked inside a shirt. Her face has something of a hardened edge to it, tempered by the heat of molten metal and welding arcs. Her eyes are striking with their pulsing red glow, as is her hair, gleaming in whatever light there is. Her features are Slavic, with relatively thin lips and surprisingly white teeth. She has full, high cheeks with smooth and almost unblemished skin.

Despite her modest height, she has a rather burly upper body for a woman, with defined muscles evident on her arms and shoulders. Her welding goggles, fused to a gas mask, never seem to leave her face, though the glow of her eyes can be seen if one gets close enough and she doesn’t have the filters at their fullest.

Were she to remove her armor and mask, there is little that's particularly triking about her appearance. Arms and upper body pockmarked with scars, burns, and ample muscle. A large bust (think ~38DD/38DDD Approximate bust size. Image contains boobs.) doesn't hurt her looks. Her hips defined more by the degree of muscle packed around them from carrying heavy loads than by any curve.

Background


Residence: No permanent one at the moment, is traveling (albeit not directly) to Wolfwater.

Profession: Formerly a metalworker/welder/mechanic/gunsmith, now essentially a traveling heavily armed scavenger and mechanic, with a hidden depth of knowledge regarding firearms.

Aligned Faction: Neutral.

Relatives:
Andronikov Kovalik- (Father, Alive, Accepting of his daughter’s powers)
Galina Kovalik- (Mother, Deceased)
Andrei Kovalik- (Brother, The bastard’s alive!



Gear


Weapons:
Comrade”: An old Mosin-Nagant 91/30, has twenty one notches on the stock, presumably from the Russian soldier who last had the rifle, has a folding bayonet and a carry strap.

Two TT-33 Tokarev pistols: More old Russian weapons, Vladimira carries them in two paddle holsters strapped to her thighs and is somewhat capable of using them simultaneously, though she generally will simply pull out Comrade if she actually needs to shoot somebody at any range.


Thunder (From the East)”: A PTRS-41, somehow survived the apocalypse, she has no idea how, but she’s never gonna give it up, never gonna let it down (never gonna run around and desert it…)


Armor:

Vladimira had a pair of welding goggles fused with a gas mask fitted with particulate filters to keep out the dust of… Dust… she’s currently searching for a replacement. She wears a ragged hooded light grey cloak with baggy, overly long sleeves sewn on the inside to shield the arms from sunlight, blocking out the sun from her body and effectively concealing what she has underneath it. Concealed under the cloak is a smallish headlamp, capable of providing enough light to see by at night. She wears urban camoflauge cargo pants with an obscene number of pockets filled with various pieces of scrap metal and other random junk. Her shirt is rather unremarkable gray linen. She has two plates of steel secured firmly on her front and back, able to stop shots from most firearms up to and including medium power rifle cartridges, something like a 30-06 AP round would easily punch straiht through. Four similar but smaller plates protect her elbows and knees, all plates have impromptu cloth padding underneath them for comfort and to soften the impact of a bullet or anything else. She wears thick metal plated gloves of her own making, and has a pair of tank like combat boots that reach to about her knees, also plated with metal.

Ammunition:

Dirty Rounds: The remnants of several spam cans full of old Soviet milsurp ammunition.
~250 rounds of steel cased 7.62x54R ammunition on five round stripper clips.
~200 rounds of 7.62x25mm Tokarev mostly kept in the same small bags they came in, and not easily accessible, 32 of them are loaded into the eight round magazines for the Tokarevs.
~20 rounds of 14.5x114mm ammunition salvaged with the rifle, kept loose and loaded into the weapon’s magazine as needed.

High Grade Rounds: N/A
Heavy Ammunition: N/A

Backpack A:
An old military rucksack, khaki colored:
Items Within: A basic first aid kit; a spare shirt and pair of pants; extra water; some spare scrap metal for emergencies; food; spare batteries; small blowtorch; water purification tablets; a small wad of plastic bags for… something, she has no idea why she keeps them around; small tent for shelter from the sun folded up and tied to the bottom, a sleeping bag is tied to the top.
Miscellaneous: A rope tied at her belt; bandolier of pouches containing the ammunition loaded onto clips or magazines; a two liter canteen sits on a strap around her shoulder; a compass in a small pouch on her belt, in other pouches on the belt are more small pieces of scrap metal for various uses.

Immortalis Information


Manifested Phenomena: Ferrous Metals (anything with a significant amount of iron, so iron and steel).

Unique Abilities:
Artisan Engineer: Like clay, but shinier and a hell of a lot tougher. Vladimira molds the steel she controls almost as easily as a sculptor working clay into the desired shape. She can mold the steel she controls into almost any shape imaginable, mainly limited by her imagination and the material itself.

Strengths:
Intelligence: Vladimira is smart. She may not have a rigorous higher education in mechanical engineering, but she can reverse engineer the internal workings of a diesel engine with little to no prior knowledge and figure out how to repair it to at least working order.
RUSSIA STRONK: Spend as long as she has lugging about welding equipment and hammering things and one builds up some muscle. She has prodigious physical strength and can carry heavy loads without too much difficulty, as well as having a brutal punch.

Weaknesses:
Mighty Glacier: Vladimira is relatively slow and not exactly agile, and while able make a short few meters sprint in decent time, is not able to attain any real speed, even when unarmored.
Do you feel lucky, punk?: Despite her intellect (and common sense) telling her such things are ill advised, she’s likely to charge into a situation in the spur of the moment, and has no issue with extreme violence to get what she wants.
Ya’ gotta make do with what ya’ got: Vladimira can only manipulate metal in her environment, she cannot produce it herself.
Dark and Troubled (recent) Past: The nature of her mother’s death and its effect on her father has had a profound effect on her as well, in addition to nightmares about being covered in molten steel that she has no control over, certain things will overwhelm her with paranoia/fear/anger/or any mixture thereof.
Hidden 9 yrs ago Post by TheMadAsshatter
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TheMadAsshatter Guess who's back

Member Seen 2 yrs ago

Basics


Name: James Knight
Age: 25
Appeared Age: Early-mid twenties (21-25)
Height: 5'10"
Weight: 148 lbs.
Eye Color: Viridian.
Hair Color: Black.
Physical Identifiers:

  • Wolf tattoo on right bicep.
  • Several scars across the back.

Appearance: James is a fairly average-looking person who, aside from his eyes, doesn't really have any striking features, unless you catch him without a shirt. Though a bit on the skinny side, his well toned muscles counteract his scrawniness for the most part. He keeps his facial hair in check, saying that it's too itchy to let grow. James doesn't exactly have an imposing stature, though he carries himself with confidence and people tend to respect him just for that. Furthermore, he has an air of optimism about him, with a relatively content or even happy face on him most of the time. While his looks aren't necessarily impressive, his apparent attitude tends to make him somewhat more attractive than he is, though he would never admit to that.

His attire tends to consist of a dark grey hoodie worn under a dark green military style jacket, jeans, black lightweight boots, black half-finger gloves, and a green shemagh.

Background

Residence: An apartment in Aspin. Possibly moving to Russel City.
Profession: Currently unemployed; seeking a job in Russel City.
Aligned Faction: Technically neutral, but has ties to The Gaens and Motum Diversum.
Relatives: No known relatives.



Gear

Weapons:

  • AKS-74: An older model Soviet AKS-74. It's very dirty and has some superficial damage, but it works about as well as it should.
  • CZ-75: A newer, compact model of the CZ-75. It looks far better than the AK, but the ejector has been damaged, resulting in the occasional double-feed or stovepipe.

Armor: James rarely wears armor, but when he does, he prefers light armor that doesn't restrict mobility. Generally, a light vest or plate worn under his usual jacket, a brace on his left forearm, and kneepads are the most he would wear.

Ammunition
Dirty Rounds:

  • 30x 5.45mm in 1 30-round AK magazine
  • 16x 5.45mm lose bullets
  • 28x 9mm in 2 14-round CZ magazines
  • 7x 9mm lose bullets

Mid-Grade Hand-Loaded Rounds:

  • 60x 5.45mm in 2 30-round AK magazines
  • 28x 9mm in 2 14-round CZ magazines
  • 2x 9mm in 1 30-round box


Luggage
Rucksack:

  • 1x Avtomat Kalashnikova user guide
  • 3x cans of food
  • 2x bottles of water
  • 1x razor
  • 1x compass
  • 1x map
  • 1x flask filled with whiskey

Messenger Bag:

  • 2x bandages
  • 1x flashlight
  • 1x lighter
  • Spare ammunition (see above)

Holster:

  • CZ-75

Thigh Pouch:

  • 2x AK magazine
  • 2x CZ magazine


Immortalis Information

Manifested Phenomena: Perception

Unique Abilities

  • Almost Extrasensory: James could hear a mouse fart from half a mile away. Okay, maybe not, but still, James has extensive sensory powers which are far better than any normal human would ever have. To the uninitiated, it can seem as though James actually has a sixth sense.
  • Pinpoint Accuracy: Just as his senses are more powerful, they are also finely tuned such that James can accurately pinpoint the source of any one stimulus, as well as isolate a specific stimulus from the ambiance.
  • Accelerated Sight: Though James can't activate this ability on demand, often times, when he finds himself in a tense situation, James' perception of time can slow down, giving him more time to think and act accordingly. This can make his reflexes seem extremely good, but that's not exactly the case.


Strengths

  • Evasion: Having been a slave for the first fourteen years of his life, James eventually learned the importance of not being seen. It's also a lot easier to avoid detection when your powers of observation allow you to reliably tell where your pursuers are.
  • Telegraphing: A combination of him perceiving time more slowly in combat, and his own eye for detail, James can often predict how an attack will be made, which gives him time to either counter or avoid the attack. Conversely, he can tell when an enemy is distracted enough to execute an efficient attack.
  • Son of Kalashnikov: James is extensively familiar with how rifles of the AK family operate, and can diagnose and fix numerous problems that they may have, time and tools permitting. He is also familiar with Russian weaponry in general, though not to as great an extent as AKs specifically.


Weaknesses

  • They're Coming to Take Me Away: Despite himself, James will sometimes suffer from fits of crippling paranoia as a result of his past. These only happen on occasion, and the fits usually end within a couple of hours, but he is a complete wreck for the meantime. He knows there's a trigger, but he has yet to find it.
  • I'd Rather Forget: Another result of his past, James tends to avoid the very subject, as does his mind suppress his memory of it. When he does recount it, he can become withdrawn, and his risk of experiencing a paranoia fit increases. Unfortunately, this also prevents him from getting proper help, thus perpetuating a vicious cycle.
  • Interference: Even though James can filter out unnecessary noise from his senses, he can still experience a sort of sensory overload from having too many stimuli to accurately focus on one. For example, James wouldn't be able to accurately pick one voice out from a reasonably large crowd. In addition, the effects of psychotropic drugs are often amplified with him, as are the side effects.
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Basics


Name: Ivan 'A'
Age: 47
Appeared Age: early 60's
Height: 6'8
Weight: 230 lbs
Eye Color: Brown. Sclera are the colour of mud
Hair Color: Black
Physical Disabilities: Blind
Physical Identifiers:
  • What appears to be the second stage of 'The Sickness' can be seen underneath Ivan's eyes

Appearance:

Ivan isn't too easy on the eyes for most people, his personal care being greatly neglected as he can't see to take care of himself. His improper diet has led to malnourishment, which keeps him looking chronically ill even if ignoring how his hair has fallen out or the dark patches under his eyes. While he can't know how he looks, Ivan understands it's anything but pretty and very rarely takes off his hood. He rarely takes anything off for that mater; having one set of clothing that he wears like a second skin and it's kept 'clean' by the sand and dirt constantly getting everywhere.

Ivan is a rather large man, and despite his somewhat sickly looks is in fairly good physical condition. To go with his height he's also quite heavy set, with a somewhat imbalanced combination of fat and muscle that gives him the physique of a long ago retired rugby player. If it weren't for his nomadic lifestyle he'd be quite unfit, though days on end of trudging through the desert with a heavy pack keep him considerably strong underneath his layer of flab. A large amount of his strength comes from knowing how to throw his weight around though, and his arms are comparably weak to the rest of him.

Background

Residence: Homeless
Profession: N/A
Aligned Faction: N/A
Relatives: Most likely deceased

Gear

Weapons:
  • Rocket Launcher: Ivan refers to this as his 'dust kicker', and it's use isn't strictly offensive. It's main purpose is to destroy the earth where the ground may have become compacted or hard for Ivan to utilize. Aim it at the ground, and anything blasted apart becomes loose enough to be manipulated by Ivan.
  • Hunting Knife: A fairly standard boot knife; almost entirely used for utility though it has been pulled in self defense before.

Armor: Some light padding, including a bullet proof vest, but otherwise it's meant to help keep him from harm as he stumbles about the desert.
Ammunition:
  • Dirty Rounds: Three crudely crafted but still functional grenades
  • High Grade Rounds: One military grade grenade, kept in Ivan's pack for an 'emergency'

Backpack:
  • Largely used to carry water bottles, ammunition, some food, and drugs. A sleeve of sorts on the outside holds his rocket launcher, and the outer pockets hold a few personal things such as his flute, a filthy compass, and some bandages, a lighter, and a dirty glass pipe.


Immortalis Information

Manifested Phenomena: Earth Moving. Able to direct anything that will allow itself to be moved.
Unique Abilities:
  • Muddy eyes: Though technically blind, Ivan can still 'see' dirt and sand. Anything dirty appears a la the invisible man covered in flour, and anything clean will escape his notice. To make things more noticeable, Ivan will often drag his dirtied hands on things.
  • Sandstorm: Ivan can swirl any material he has available around him, the particles easily get in people's eyes and if there's enough sand or dirt available he can completely shroud himself. The larger the sandstorm the less dense it can be, and it can not be directed as Ivan must stay at the center. This ability does render him practically blind, but should do the same to his foes.
  • Dune Digger: Through any loose terrain, Ivan can shift the material around him and travel extremely quickly in this manner. He can't see where he's going though while underground as he's surrounded by sand, and this is mostly used as an escape tool.

Strengths:
  • Reserved: Ivan consistently goes long periods of time with minimal food and water, able to use his abilities to move around and conserve energy should he need to.
  • Traveler: Ivan has spent most of his life wandering from place to place, not wanting to settle down anywhere and knowing the way from town to town quite well trusting he has his compass.
  • Escapist: Ivan has become fairly good at making himself scarce, and will often do so rather than confront any threats should he see it as an option.

Weaknesses:
  • Unawares: While Ivan can make out the shape of his environment details are hard to come by. Ivan has a poor sense of direction (without his compass), is unable to read most things, and can't see anything that is relatively clean.
  • I haven't aged well: Ivan doesn't lead a very healthy lifestyle, eating improperly and inconsistently, living out in the open most of the time, and having poor personal hygiene since the dirt he's cover in keeps him from smelling a whole lot.
  • Addict: Ivan has an addictive personality, and partakes in most forms of getting inebriated any chance he gets, foregoing food sometimes.
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Basics


Name:Roland Chambers
Age: 34
Appeared Age:34-67 (dependent on how obscured face is)
Height:6'3''
Weight:200 lbs
Eye Color: When Roland mutated his irises turn an amber yellow color, while his pupils became more oblong, dilating to light in a manner similar to a cat or a snake.


Hair Color: Grey/ Salt-n-pepper
Physical Disabilities: While usually not a hindrance the place that Roland was stabbed during his crucifixion will be a source of pain strong enough to be distracting if he extensively uses his powers or takes blood thinners. It also tends to agitate him when there's going to be a storm.
Physical Identifiers:
  • Scar over left eye, scars from puncture wounds on the lower abdomen, wrists and ankles
  • Brand over right pectoral muscle of a broken circle; looks similar to the Quake logo.
  • grey hair
  • Longinus

Appearance:Once one looks closer at the scruffy grey haired man and realize he isn't geriatric they might think he's ruggedly handsome with his square jaw, trimmed beard and action hero like scar. If for whatever reason they saw him undressed they'd probably be shocked by the myriad scars across his torso and legs that were earned through years of torture and combat, including the brand that nearly cover his right pectoral muscle.


Roland's usual wear is camouflage fatigues similar to ones he wore while a scout for The Soulless. Usually keeping the sleeves rolled up for air circulation and unhindered mobility, Roland also possesses a webweave harness he uses to carry his essentials and weapons if he somehow lost his backpack. He also possesses a scarf he uses not just to block sand and to work as a light poncho, but to conceal his Longinus when he goes into town. Like many other people across Dust Roland wears fingerless gloves so that he may fire his gun without being slowed down.

Background

Residence:Wanderer
Profession: Bounty Hunter/Mercenary
Aligned Faction: Neutral. While Roland doesn't bear a grudge against anyone, The Forsaken see him as a traitor while other factions see him as a member of The Forsaken. This usually leads to him being hated by just about everyone.
Relatives: None

Gear

Weapons:
  • The Calvary: A Colt Python .357 magnum caliber revolver, Roland rarely uses this but keeps it around with good reason. This behemoth is easy to load and enough stopping power to slow a weaker hollow long enough to change the course of a battle. It is kept strapped to his right thigh.
  • Plumbata: Three weighted darts about the length of Roland's forearm, they are strapped onto his vamprace, ready for him to launch at a moment's notice
  • Bowie Knife:Just a simple bowie knife usually used for non-combat purposes but still ready if need be.
  • Longinus: named after the Roman soldier who pierced the side of Christ with his spear, the Longinus is the trademark weapon of The Soulless. Originally artifacts from the old world their original purpose wasn't as weapons, but were in fact were used for construction of deep sea labs and deep mines, made up of highly dense graphene and nanotubes, that are telescopic in nature. However the Forsaken weren't interested in space-age ways of keeping mines from collapsing but kick-ass spears that were nigh-indestructible and could shift the placements of blades at a moments notice through the usage of three dials that are on the handle. Such an elegant weapon for a more civilized age is hard to come by and even harder to master, and because of this are reserved for the elite of the elite among The Forsaken and as such has become not only an exotic weapon but a badge of office...And a harbinger of death. In practical terms, the Longinus is a double ended spear that can extend to a maximum of fourteen feet that has blades not only on both ends, but blades that can emerge at each joint/lock of a segment allowing for an unpredictable and deadly weapon. For a rough idea of what one may look at, compare the combi-stick from the movie franchise, Predator.

Armor: Roland possesses the bare minimum of armor preferring to be fast enough to get behind cover before the enemy has their sights on him. The only armor that Roland wears is a vamprace on his left arm and a knee pad on his right leg.
Ammunition:
  • Dirty Rounds: .357 rounds x24
  • High Grade Rounds:
  • Heavy Ammunition:Dynamite x1

Backpack :
  • One week of trail rations
  • rope
  • medkit
  • sleeping roll
  • duct tape
  • Grappling hook
  • Pot
  • Tarp
  • cigarettes
  • blood thinners
  • Bike clips
  • dynamite

Webweave Belt:Cantina, Lighter, Monocular, flashlight, Longinus (left front side), Bowie knife (back of the waist, horizontally)

Immortalis Information

Manifested Phenomena: Telekinesis
Unique Abilities:
  • Swift as a Coursing River/With All The Force of a Great Typhoon- Roland is able to use his telekinesis to drastically increase his strength and agility, being able to smash through a support column and leap onto a small building in a single bound, or run twice his normal sprinting speed.
  • Gremlin- By touching an object, Roland can interact with the smaller parts of it, be it causing a gun to jam, unlocking a door, or activating switches that he can't directly touch.
  • Telephone- Roland is able to 'tune' items indirectly so long as he is touching something that is touching it. With each subsequent item, different material, and distance what he can do weakens.

Strengths:
  • Mysterious as the Dark Side of the Moon- Roland's training as a scout for The Soulless allows him to sneak into just about anywhere, and track people and animals with ease.
  • Elegant Savage- Roland is a master of melee able to engage a roomful of armed people with nothing but a chair leg and walk out with hardly a sweat.

Weaknesses:
  • Muh Honor- While he isn't always challenging people these days, when Roland is directly challenged by another person he will refuse to back down no matter how bad the odds are. At other times Roland will refrain from using his powers to keep things 'fair' in the process recklessly himself, and potentially others, rather than just using his powers to end the battle quickly and decisively.
  • Infamous- People who recognize his Longinus will recognize him as a member of The Soulless of The Forsaken and treat him accordingly, while The Forsaken themselves will treat him as a traitor guilty of the highest treason.
  • Hands on Approach- While Roland's abilities are strong he struggles to move anything that he isn't touching be it directly or indirectly. The strongest/fastest use of his ranged-ability when not channeling through a conduit is the retrieval of small items that he has usually already launched such as his darts or his Longinus.
  • Sentimental Type- Despite it being perhaps the toughest thing to survive the apocalypse, Roland will go charging into a burning building if it means his Longinus is still inside and will usually put other things on hold while he searches for his beloved weapon.

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