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  • Old Guild Username: Dethran
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    1. Dethran 12 yrs ago

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That'd be nice; I'd really like to see where this story goes!
And I've updated Jackie's history to finish it up with the new collaboration.
Soul, I've sent you a message about possible ideas for collaboration.
If you could take a look at that and let me know what you think, I'd love to be able to finish filling out my CS pretty soon.
Well, a feral character can always make for an interesting anti-hero, and would allow for some pretty spectacular character development, if that's the direction SIngemeister ends up wanting to take him.
First off, sorry for the confusion over my character design. I've generally seen telepathy used as a slight umbrella term, with the two major subsets being telepathic communication and telepathic manipulation, and if a telepath only has access to a certain variety of telepathy, then their telepathy would generally be listed as whatever title best illustrates the subset they can use (so I'll probably end up changing the title in my CS to "telepathic communication").

Secondly, I would like to clarify that I had never intended to have anything more in-depth than basic memory manipulation (e.g. getting someone to forget the last five minutes), since any form of mind control could actually be difficult to not godmode with.

Regardless, in making the second character sheet, I began to prefer the new version of the Geist rather than the original concept, so I have no intention of trying to go back to the original; I just wanted to clarify my original intent. :-)
Here's an alternate version of the Geist, so that I don't run anyone off with a fundamentally disturbing power set (and, honestly, I think that I like this version better!).

Name: Kristof Liebniz
Alias: The Geist
Age: 23
Sex: Male
Power(s): Telepathy, illusions, and telekinesis
Limits: The biggest limit to Kristof's powers is the range of effective use. The range on his telekinesis effectively limited only by his own awareness (his practice with it has stretched his range far enough that, as long as he can see something without mechanical assistance, he can manipulate it to some extent, though both precision and efficiency drop off sharply once things have gotten far enough away).
His telepathic range is slightly more limited, but there is no real change in quality as distance increases, and he can boost his range somewhat by narrowing his focus (effectively allowing him to read the mind of anyone he can see, as long as he is willing to forgo his more general awareness).
Additionally, not having arms, while generally rendered irrelevant by his telekinesis, can prove to be a unique challenge, especially if he ever comes across an opponent that is somehow not susceptible to his powers, or is in a situation where his powers are suppressed or otherwise unusable.
Equipment: Kris carries only simple objects that can fit in his cargo pockets and specialized backpack, which uses a cross-strap setup to stay in place despite his lack of arms. (This includes a flashlight, binoculars, decent first-aid kit, etc. Mostly just small things that can be gotten fairly cheaply)
Personality: Kris has always been of a playful and upbeat mindset, seeming to see the best in any situation. He's always ready with a friendly smile, though it often seems as though he can't take anything quite as seriously as he should.
As the Geist, however, he shows that he is more than capable of taking things seriously (though he very rarely conceals the entirety of his playful nature, almost regardless of the context.
History: Being born without arms proved a uniquely difficult challenge (though Kris has only ever know that, so he doesn't exactly see it as such). Before his powers manifested, Kris picked up the habit of going barefoot, and developed an appreciable degree of fine motor control in his feet, allowing him to use them for many tasks for which most people would use hands. Once his powers manifested, however, he quickly became accustomed to using his telekinesis in that respect (though some of his foot-based habits still remain). As such, by the time he eventually felt comfortable enough with his powers to seriously consider going into the hero business, it was already fairly common knowledge that he was the telekineticist with no arms, so he needed to come up with some pretty concealing costuming to have any hope of maintaining anonymity.
Other: Kris wanted to choose a costume for the Geist that could be thematically relevant, cheap and simple to get, and still be very effective at concealing him (and his distinct lack of arms) from any observers. As such, he settled on a basic cloak and cowl, choosing a cloak that would be long enough to reach to the ground, and a deep enough cowl to shroud his face. In the event that someone does manage to get a good enough look at him despite his costuming choice, he maintains a minor illusion to conceal himself further, playing on one of the alternate meanings of his name by making it appear that there is nothing more than a spectral figure inhabiting the cloak.
Prior to the manifestation of his powers, Kris had decided to challenge himself, and took up martial arts, looking for ones that would allow him to focus on legs for offense and evasion for defense.
Appearance: 6'1" tall, has short black hair and a small beard, and twinkling green eyes. Decent, lean musculature, with a slight emphasis on his legs. Skin is a very slightly tanned Caucasian coloration. (No picture due to the nature of his most striking feature making accurate pictures for this particular build very difficult to find)
In costume as the Geist, he appears as nothing more than a spectral figure hovering in a black cloak and cowl, gliding quietly along the ground. (Still no picture, as every search produced images that display arms prominently, which does not fit my image of the Geist)
Oh, I wouldn't want to drive someone out of the RP... XD

If Tali would be ok with it, I could scale my telepathy back to basic mind reading and add illusions as a third power. That way, I could still mostly follow my original concept without driving anyone off!
(Original CS deleted in favor of the new revision)
Name: Roark Ironfist
Sex: Male
Age: 62 years
Species: Mountain Dwarf
Occupation(s): Engineer in the Greymountain Dwarves' military (inactive service); journeyman alchemist (formerly apprenticed to the alchemist of the Ironfist household).
Background: Showing a great propensity for mechanics and construction from a very early age, Roark began to experiment with various projects, building his first ballistic crossbow at the young age of 14, and refining a repeater for it by the age of 15. As soon as he was old enough, his aunt recruited him into the Greymountain military to capitalize on his skill as an engineer and craftsman, but not before one of his uncles had convinced him to become an apprentice to the family's alchemist by mentioning that some alchemical compounds are quite useful in the construction of more elaborate devices.
While rather competent at melee combat (favoring his family's fighting style known as "Hammer and Anvil," using a war hammer paired with a heavy shield in a primarily offensive form), his true talent lies in engineering and ballistics, which lends itself to highly effective ranged combat and trapmaking.
Appearance

Side note: I'm loosely basing my take on dwarves on the version that show up in D&D 3.5 (mainly with regards to age and lifespan).
Sounds good to me! The term I've used for the catch-all before is psionics (or psionicism), so I've always treated tele- and psychokinesis fairly identically.
If it'd be ok, I may want to say that my character could eventually develop a broader array of applications (like force-fields, for example), but at the start of the game, his telekinesis would definitely be relatively basic (really just allowing him to move things around at a distance and independently of his own physical strength).

Also, I'm considering playing a character with some sort of congenital physical disorder (I was originally considering paraplegia, but then realized that that would make it way too easy to turn him into a Prof. X knockoff, so I'll probably go with something else, but I'm still trying to figure out exactly what). He will have mundane adjustments from before the manifestation of his telekinesis/ telepathy, but I'm figuring that, once his powers became apparent, he would begin to use those to minimize the impact of whatever disorder I decide for him, so I'm wondering if that increased need of use might end up strengthening the relevant power. I'll be keeping the idea either way, but I figured that it wouldn't hurt to know if I could use the character design to justify a slightly higher proficiency with his own power set.
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