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| Tweet Topic Started: Oct 30 2011, 09:21 PM (487 Views) | |
| kestral287 | Oct 30 2011, 09:21 PM Post #1 |
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Level 4 Better than Novice
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FULL NAME: Nina Kestral NICKNAMES: Scarlet (stage name) SEX: Female AGE: 63 AGE RESEMBLENCE: 21 RACE: Augmented Demon (Animal/Elemental hybrid) OCCUPATION: Dancer, Mercenary ALLIANCE (IF APPLICABLE): Herself and her employer PERSONALITY: Nina is not a confrontational person. Loyalty and obedience are all but hardwired into her brain-- Nina, in fact, suspects that they are hardwired in. Just because she doesn't like to fight, though, doesn't mean she isn't good at it, nor that she's hesitate if she deems combat necessary. Still, she tends to be quiet and withdrawn unless she trusts the people she's with. On the dance floor, she becomes a different animal. Dancing is something she knows she can do and do well, and she becomes almost predatory while doing what she does best. APPEARANCE: Human Form: Nina appears as a bombshell of a woman. Curvaceous, attractive, and quite simply sexy, Nina has delicate features and the lithe build of a dancer. She keeps her fiery red hair long, down to her waist, where it contrasts with her bright green eyes and pale skin. Nina also has a cat's tail, something she normally keeps hidden in plain sight by wrapping it around her waist like a belt. While Nina's outfits change based on the occasion, her casual wear is typically a red halter top, black leather pants, and a pair of long red boots. Hybrid Form: In Nina's hybrid form, her body sprouts short fur-- as red as her hair, but spotted like a jaguar's. Her fingernails become retractable claws, and her teeth become pointed and catlike. Both claws and teeth are supernaturally sharpened, and steel is no obstacle to them. Nina can actually take this transformation a step further and transform her entire head turns a feline's-- though her eyes remain human in appearance. Animal Forms: Nina actually has two animal forms: that of an ocelot and a jaguar. Both forms retain the reddish fur of her hybrid form, but are otherwise outwardly identical. The claws and teeth retain their sharpness, though, HEIGHT: 162cm WEIGHT: 95kg ITEMS: Nina has little in the way of weapons and equipment outside of her own body. But there's a reason for this: her body is a weapon. As a result of A.N.G.E.L. modification, Nina is effectively a demonic cyborg, and most of her equipment is part of her body. Armored Skin: Nina's skin looks and feels perfectly natural, but underneath the upper layers the skin itself is infused with an armoring alloy. It’s enough to stop anything short of a military-grade rifle at medium range, and pistol fire is useless at all but point-blank range. Thanks to Nina's demonic and elemental abilities, this armor is capable of regenerating, though it's a slow process. Further, Nina's bones have been coated in armor, making them very difficult to damage. Enhanced Reflexes: Thanks to a total and complete rebuild of her nervous system, as well as a combat computer implanted directly into her brain, Nina's reflexes have been enhanced above that of even a cat-demon. Lightning Absorption: An interesting blend of magic and technology, this allows Nina to absorb any lightning-based attack without harm and store the energy for her own uses. Magnetic Repulsion Field: Nina's elemental abilities do not include magnetism. But what nature and magic didn't give her, technology did. The repulsion field is formed by generators built into her torso and shins, and can take effect in one of two ways. If the shin generators are activated, Nina can create a magnetic field that allows her to hover, and effectively "run" on air. The torso generator, though, is more complex. It's an interesting combination of magic and technology, but the result is very simple: anything with mass that happens within two meters of Nina is reflected. A pure energy attack (lasers, fire, lightning, dark/holy energy, etc.) will get through, as will a gas attack (as the field has been calibrated to allow gasses through-- Nina needs to breathe after all). But anything with mass, from a particle beam to a human fist, will be deflected. However, the field goes both ways, and Nina can't move her feet (which must be on the ground) to activate it. Neural Shields: A special set of blockers around Nina's brain renders her immune to mind control, telepathy, illusions, or any other mental abilities (friendly or otherwise). Repair Nanites: A healing factor is impressive, but it won't repair cybernetics. A full set of blueprints stored in the computer in Nina's head, combined with the power of a couple million nanites, will. The nanites break down her food for their base elements, and use those to rebuild damaged cybernetics. The Nanites work in conjunction with her Healing Factor, resulting in the same time to rebuild and repair damage. Sensory Boosters: Nina's senses have all been enhanced-- and that's from a baseline of catlike or demonic senses, not human. She can see in perfect darkness, hear a whisper from across the room, smell like a bloodhound, and feel the slightest touch on her skin. Nina is, however, capable of reducing these boosts to counteract strategies based on overloading any sense. Interestingly-- and entirely unintentionally-- when transformed into her hybrid or animal forms, her fur actually acts as a motion detector due to its sensitivity to air currents. The only senses outside her control are that of pain and temperature sensitivity, both of which operate at sensitivities much lower than that of most creatures'-- it takes an inordinate amount of either one to actually make Nina feel it. WEAPONS: Again, Nina's weapons are all internal affairs rather than external equipment: Energy Fists: Nina can coat her fists in raw energy, powered by channeling her electrical magic through implants in her hands. The resulting energy dramatically increases the damage of her blows, and can also be "fired" from her hands like a laser blast. The power can be altered at will, allowing for both lethal and nonlethal attacks. This weapon can only be used in her human and hybrid forms, and not while the Magnetic Repulsion Field is active. Shock Claws: Nina is also capable of coating her claws in electricity. In addition to mildly amplifying their already incredible sharpness, the electricity causes intense nerve damage when it hits something-- usually, that means immense pain and muscles locking up. This weapon can only be used in her hybrid and animal forms. Tail Whip: Nina's tail is very quick, and being made primarily of bone sheathed in metal it's also an excellent whip. ELEMENTS: Electricity SKILLS AND TECHNIQUES: Healing Factor: Thanks to her demonic nature, Nina is capable of healing from anything but the complete destruction of her brain, though not at all instantly-- regenerating her entire body would take two months, a lost limb a week, broken bones three days or so, and lesser wounds within a day. Combined with the power of her nanites, Nina can even reconstruct her cybernetics. Impulse Drive: This spell is a mild variant on the common Flash Step technique. While the Flash Step allows for a single burst of speed, the Impulse Drive can be used three times in rapid succession to deliver a flurry of attacks. Light Burst: A simple spell that unleashes a flash of light to blind opponents without actually hurting them. Lightning Reflexes: Nina's reflexes are good. Very good. Better than a cat's because of her demon heritage. Better than a demon thanks to her cybernetics. But when she needs to do better than that? This spell is the solution. It increases the speed of the electrical reactions in her nervous system, allowing her to react to events virtually at the moment they occur. But that's only the tip of the iceberg. The spell is speeding up all of her nervous system, including her brain. Her ability to react is still limited by her body: a movement can only be so fast. But a thought can be so much faster. Even the lightning speeds of Nina's movements seem slow to her mind. This time to think is invaluable: she can analyze threats and react to them in detail, without being physically slowed at all. Her movements become incredibly precise and controlled minutely-- hesitation and uncertainly cease to exist under the weight of time she has to consider each movement. When the spell ends though (and it cannot be maintained for more than about an hour), Nina is wracked by a brief, but intense, period of nausea, which is enough to ensure that she doesn't use the spell when she doesn't need it. Nina can also use the spell for a lesser duration-- a quick, thirty-second burst will allow her to avoid the potential harm that comes from vomiting up her guts in mid-battle. Nervous Breakdown: This spell was designed as a torture/interrogation technique. It takes too long to be effective in combat, since the victim must be restrained for about a minute while Nina gets a sense of their nervous system (which requires physically touching them). After that time, Nina can send electrical energy down those nerves to inflict intense pain or pleasure, at any part of the body she likes, for as long as she is touching the victim. Either one is usually sufficient for extracting information, but the combination of pain and pleasure in sequence is the true danger of this technique, and is capable of causing severe mental trauma. On at least three occasions in the past, Nina has used this spell to drive her victims insane. Particle Accelerator: A lightning bolt is, essentially, a bolt of energized particles traveling at high speeds. Nina, working off this principle, designed a spell of incredible power by increasing the energy in the lightning bolt and the speed at which it travels. The result is as spectacular as it is terrifying: after Nina spends about five seconds building up energy in one or both palms, she points that built-up energy at her target(s) and the spell blasts forth—an incredibly fast-moving, incredibly powerful bolt of energized particles. While the spell is usually focused at one target, Nina can create it in both palms to attack multiple foes simultaneously, but at only half of its usual power. Even at half power though, the bolt’s combination of speed and raw energy means it can critically wound anyone who’s not protected with ease, as well as going through any mundane body armor. A full-power blast will almost certainly be lethal if it hits. This spell’s biggest weakness is its five-second charge up time, but once that time has passed, Nina has an extremely powerful weapon on her hands. The spell is usable in animal form, using the mouth instead of the palms. Photon Barrage: A simple combat spell that creates eight spheres of electricity and fires them at the target. Each sphere is relatively weak, as the spell results on numbers to deal real damage. The spheres are under Nina’s complete control, and can circle around multiple times to attack a target—though once a sphere impacts a solid object, it’s gone. If Nina is willing to concentrate for a longer period of time, she can create more spheres-- every two seconds will create another eight spheres. Power Device: Nina has the ability to power electrical devices by touching them. This allows her to energize these devices or recharge batteries, and is essential to keeping her cybernetics functioning. Stun Cuffs: Nina binds an immobilized opponent with cuffs of electricity. These cuffs are sufficient to hold any human and most demons or angels. Two or four cuffs can be created, to bind just the hands or both the hands and feet, and the cuffs do not need to be touching each other—they move when the user wishes to make them move, and otherwise can’t be budged. Finally, the cuffs can be used to attack the nerves of whoever is restrained, knocking them unconscious. Unfortunately the cuffs take about thirty seconds to create, and so the target must be unconscious, immobilized, or willing to be bound Thunder Scythe: Nina hurls an arc of electricity at their foe. The electric blade spins, functioning as a buzz saw of electrical death—one perfectly capable of going straight through your average tree or boulder. Or limb. Thunder Shield: Nina forms a shield of lightning over her arm. This shield is incredibly tough, but it’s only good for stopping a single attack before it dissipates. HISTORY: Nina's life would make an excellent case study for anyone researching those born into an abnormal environment. She was born to a pair of demons-- one an elemental, the other animal. But soon after birth-- far too soon for Nina to remember her parents-- she was taken by A.N.G.E.L. They had an experiment in mind, a truly grand one. Humans were good at a lot of things. But few humans could match the power of a demon or an angel. It took a demon to kill a demon, and so that was what A.N.G.E.L. was going to do. Make a demon their pet... and make her better. Faster. Stronger. Magic could only do so much. Magic, blended with the power of cybernetic enhancements? That could do so much more. Nina was selected her elemental demon heritage-- the electricity that flowed through her like blood was more than enough to power her cybernetics without her even noticing the drain. So she was captured (or bought, or found-- she honestly has no idea) and taught. Taught to believe that she was a servant to her human masters, that they were the rulers of this world. And, when she was old enough, the implantation of her cybernetics began. Done all at once, they would have killed Nina. Spread out over a year, they simply became a period of hell for her. But the end result was everything her masters could have hoped for: Nina was quite simply better than the average demon. As she was instructed in magic and the arts of fighting, the gap grew, and A.N.G.E.L. had their success story. A demon warrior. But more, a demon warrior that was theirs to command. Except for one little problem: Nina wasn't theirs. Their brainwashing had shaped her mind and her view of the world, certainly. But while she was trained in body and spirit, A.N.G.E.L. allowed her mind to wander uncontrolled. Nina was never a deep thinker, but it didn't take long for her to recognize the holes between what she had been taught and what was clearly in front of her. Slowly she fought through the brainwashing, finding truths for herself-- and keeping them hidden from her masters. For despite her disagreement with their philosophies, Nina was content-- she had everything she needed to live, and was never really mistreated after the surgeries were finished. Her departure from A.N.G.E.L. came only after she was sent on a mission of terror: to simply kill any nonhuman they came across. She was sent from the base that was her home to New Haven, with three other operatives-- all human. Unfortunately for those operatives, their mission of terror ended before it began: the four of them engaged a demon that was far too strong for them. Nina's companions were slain before she managed to kill the beast. Suddenly, the girl was out in the cold. She couldn't go home, as she'd never been entrusted with the coordinates of the base. She had no real desire to continue her mission killing at random. So she left A.N.G.E.L., who presumed her dead with the rest of their men. This left her stranded in New Haven with few useful skills, so she turned to the other weapon she had: her body. She became an exotic dancer, and found it to be a good way to survive while she learned about the city. She survived quite well, and even began to make money-- but not enough for her to live on her own. Instead, she rented a spare bedroom from a small family, the Kestrals. The humans got along quite well with the quiet demon, and for a time all was well. Then, the family came to her with an offer. They revealed to Nina that they weren't simple blue-collar workers, but instead came from a long line of mercenaries. Bodyguards, soldiers, spies, and occasionally assassins. They were good, very good, but adding a demon enhanced by A.N.G.E.L. to their arsenal? That would make them even better. Nina accepted their offer, and began her foray into the mercenary world. It was never something she enjoyed-- the demoness was far too passive for that. But it was something she excelled at, and it payed well. As time passed, Nina became part of the family. She was there to watch as young Juliet grew up and had her first and only child, Caitlyn. She watched Caitlyn, too, grow up. Nina was a constant presence in the family's life, always quietly helpful to them. But never did she give up on her dancing career. Even once it no longer became necessary, she continued her passion-- for she loved it far more than she enjoyed fighting. When Caitlyn decided to follow in the footsteps of her idol, Nina encouraged her, causing some... estrangement with her adopted family. This was the catalyst that drove Nina to finally move out after forty years, acquiring her own home. Even so, she stayed in close contact with the Kestrals, and still worked with them on occasion. |
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| kestral287 | Nov 3 2011, 01:37 AM Post #2 |
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Level 4 Better than Novice
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FULL NAME: Casmira Sandracas NICKNAMES: Cas, The Seer, Innumerable aliases SEX: Female AGE: 24,999 AGE RESEMBLENCE: 25 RACE: Human OCCUPATION: Oracle PERSONALITY: Casmira is a person with few cares in the world. As old as she is, she's seen virtually everything come and go at one time or another, and to her there's very little that could actually be considered "new" in the world. That very lack has caused her to crave anything that is new, and she's associated herself with intellectuals for centuries. She's also a great fan of her own amusement, something which primarily comes from pranks, jokes, and, when she actually is acting as an oracle being as cryptic as she can. Casmira takes a gleeful irreverence to everything she does, and has very little problems with people being annoyed at her-- after all, they'll die long before she does. Those who do managed to arouse her ire find themselves facing a woman who doesn't care about their rules, their laws, or any feeling of restraint: they are simply removed. APPEARANCE: Cas looks like a completely ordinary woman. She's attractive, with olive skin and dark hair and eyes, but not overly so. She's small, and uses that to her advantage: it's extremely rare that she's NOT underestimated. HEIGHT: 155cm WEIGHT: 43kg ITEMS: Wealth: Casmira is rich. Working for a few millennia and enjoying the benefits of compound interest means that she wants for absolutely nothing. If it exists, she could buy it-- from a candy bar to basically the entire populated world. That said, there's not much that she DOES want, so most of her money is simply saved for a rainy day-- some in bank accounts, some in various hidden bolt holes scattered over the world, and some under her mattress. WEAPONS: N/A ELEMENTS: N/A SKILLS AND TECHNIQUES: Clairvoyance: Casmira has the ability to see the future. She must focus to use it, and can only examine one person, place, or thing at a time-- and never herself. Cas has the habit of being extremely cryptic with her warnings, if she gives them out at all. Notably, what she sees will come to pass-- attempts to avert future events are often what cause those events in the first place. Casmira doesn't need any special items to help her with her power, but she often uses them for dramatic effect. Knowledge: Casmira has been alive for longer than any other mortal, angel, or demon she’s met. She’s seen more, heard more, and experienced more than any but a select few beings can hope to know. And she remembers all of it, thanks to an eidetic memory. She’s spent time with more intellectuals and scientists than any man alive, and she’s worked in more professions than anyone has any right to. Casmira has been a general, a nurse, a physicist, a historian, and more. She has more knowledge on these subjects than most experts, and she’s quite current on all of them. Telekinesis: Casmira can use her mind to give the laws of physics a little nudge. She can manipulate matter with her mind-- and with twenty millennia of practice, to say that she has precision control is an understatement. Halting an object's momentum is child's play; giving it momentum herself is just as easy. Breaking something down-- or creating it, given the base elements to work with-- is a simple process, even on the molecular level. Use of the ability on a large-scale—the creation of an earthquake, for example—can be taxing, but small work is not likely to tire her. Telepathy: Telekinesis is a flashy ability, excellent for making a point. But when Casmira is serious, she skips over the body and goes after the mind. Telepathy is a flexible ability, with many facets. The absolute simplest thing she can do is send a message to another individual, something with effectively unlimited range. Reading a mind is more difficult, and requires the person to be within a hundred feet-- though not within line of sight, as Casmira can automatically sense the minds of anyone within range. But by far the most dangerous thing she can do is attack the mind directly. Affecting emotions is simple, and she can easily affect anyone-- or everyone-- within fifty feet. More direct attacks, like implanting false sensory data or blanking memories, are actually not much more difficult, and the less subtle the attack the easier it actually is. Outright mind control is functionally impossible, even for her, and planting false memories or ideas is difficult, as they don't take hold until the proper stimulus arises-- it took twelve years for her idea to commit suicide to take hold in Hitler's mind, for example. These mental attacks don’t necessarily need to be harmful—just as she can incite anger, she can remove it. She can reduce a person’s pain, help them battle a mental illness, and heal them in innumerable other ways. Teleportation: Casmira is capable of teleporting. Casmira must be able to clearly imagine the place she wants to teleport to, or be able to directly see it. Distance is not a limiting factor, but the teleportation requires one second of focus for every forty miles traveled. HISTORY: Casmira was born in unusual circumstances, even for the time. She was the fourth attempt from her parents to make a child, and the first one to actually be born. At her birth, a shaman was present, ready to bless the child with a long life when she was born. As the shaman tapped the magic around him, destiny, fate, and chance decided to work together to create a freak set of circumstances: at exactly the wrong moment, a mammoth stampeded its way through the tribe's encampment... and a pair of massive, saber-toothed cats that had been attacking it discovered much easier prey in the chaos. The slaughter was enormous, with all three animals dead along with three-quarters of the tribe. But Casmira, her parents, and the shaman survived-- and the shaman suddenly had a lot more energy to tap into, courtesy of a massive, if accidental, blood sacrifice. His simple blessing-- "may you live a long life"-- took on entirely new meaning. That simple spell, meant to perhaps ensure she lived to a normal age for the time, was enhanced beyond what anyone could believe. Casmira was immortal, or close enough to it. Once she hit her mid-teens, the aging process slowed down drastically, and it's moved with glacial slowness ever since. She was there through the rest of the Paleolithic, and found that when time was on her side much was possible. She sharpened her mind, learning whatever she could at every turn, experiencing everything she could-- within a century, she was among the best hunters in her tribe despite her gender, and was accepted as a mediator, leader, and wise woman despite her apparent youth. As the time changed around her, little changed in Casmira's life. The ice receded, slowly, and the food sources changed-- Casmira herself was the one who developed the concept of farming among her people, and they prospered. Casmira prospered too, with a discovery that would have astounded anyone who hadn't spent twenty thousand years working on the problem. Casmira had powers. Not strong powers, not at first, but she had time to train them. Her mind was a tool in ways she'd never dared to imagine before. Sadly, her people prospered a bit too much, and a larger village attacked them-- killing most of the tribe, and leaving Casmira homeless. Cas herself fought hard, and killed far more men than he dreams would let her forget for a few centuries, but in the end it wasn't enough. It was an important lesson for Casmira: her powers were strong, but she couldn't do everything. Not on her own. She spent the next few centuries wandering east, slowly. As she went she found that she enjoyed solitude: she turned her mind inward, to her own thoughts. Casmira came to know her own mind intimately, and by the time she'd found China she'd managed to train her powers, unlocking more and more abilities through determination, patience, and sheer force of will. But these powers, as great as they and their implications were, were temporarily overshadowed by another, greater discovery. The Shang Dynasty was still in its infancy when Casmira found it, but she still found China to be enormously different from anything she'd ever known. Her tribe, her small village, would have been swallowed in this land without a thought. The concept of farming, something Cas had been proud to develop, had not only found a home in China, it had allowed cities, populations that Cas had never even dreamed of. China was a magical place, and slowly Cas found a place for herself. She rose gradually, relying on her power and patience to ascend through court life. Her abilities as an oracle, the power to see at least a sliver of the future, served her well, and she blossomed at the court. Taking the name of Fu Hao, she eventually married one of the kings-- and when that wasn't enough, she became a general alongside her other duties. She grew in power until it became clear she'd made too many enemies, and after a particularly clever assassination attempt she faked her own death, pretending to be a humble servant girl-- albeit one that her husband, and his descendants, trusted implicitly. She stayed in China until the fall of the Shang dynasty, when she was forced to flee. Casmira had learned from her previous experience: fighting against the fall of a civilization was futile. So she didn't even try, she didn't try to fit into the society formed by the new rulers. She simply packed up and left. Going further east was impossible, so she went west again, settling in Greece. At first she lived alone, on a mountain known by the natives as Parnassus. But within a few centuries, she grew bored of solitude-- sharpening her powers further was a good diversion, but Casmira hungered. Not just for companionship, but for the power she'd found with the Shang. And she knew exactly how to acquire it: she casually let slip that she could see the future. Word spread, and soon the Oracle of Delphi was in business. It was an extremely lucrative business too. She had all the comforts she wanted, and all it cost her was the occasional vision and a great deal of rituals. From her mountain home, she was the closest thing Greece had to a single ruler, and exerted considerable influence over neighboring states as well. Casmira thrived on her power, the ability to bend a ruler to her will with nothing but a sentence. She had the world dancing on her strings, and she loved it. Until the Romans came. Casmira knew of them, of course-- more than a few Roman kings had come to consult her, but their domination of the area around her mountain was the beginning of the end. They didn't treat her with the proper reverence, nor did they protect her as well as she had been before-- and given the wealth she had amassed, being vulnerable to outsiders was not a feeling she'd enjoyed. So she left-- she appointed a girl to take her place, one who had true talent, and vanished into the world. She stayed quiet as she entered the Roman Empire, keeping her presence and power hidden. Only once did she let anything about her nature slip-- when she met a remarkable young carpenter, who had abilities greater than her own. She attempted to convince him to help stage a coup, but he refused, and she left in disgust to live in the city of Rome itself. Here she witnessed the weakness and decadence of the Empire firsthand. Casmira's desire for power didn't outweigh her disgust, and again she kept her head down and simply waited for the Empire to fall. Her opportunity came soon, when word that a treaty had been negotiated with barbarians to the north. Rome gave in to virtually every demand of the two brothers who ruled the Huns, and Casmira was intrigued. She journeyed north, and found her way to the brothers. Immediately, her sights were set on Attila: she seduced him, whispered in his ear about the power he could hold, the weakness of Rome. He listened, cautiously at first but rapidly growing to trust her. And by guiding his hand, Casmira brought Rome to its knees. She orchestrated one gambit after another, clearing the path for the Hunnish invasion until the Emperor admitted his defeat. Attila and Casmira gained wealth, and Casmira's thirst for power was slaked for a time. She orchestrated the death of Attila's brother, and the two of them ruled an empire greater even than Rome. They lived the high life-- Casmira always from behind the throne and in the bedroom, but always the two of them knew how vital both of them were, and how much they needed each other. Casmira had learned from her time in China, and she stayed in the shadows, out of sight. Here she was protected from any political games, but could still be close to Attila. And she was, staying by him until his death. After his death she left. Her presence was virtually unknown to his sons, so her power base was shattered-- but so was something else. She discovered, to her shock, that she had actually loved Attila. Not just the power he gave her, not the comforts he offered, but the man himself. She'd had numerous lovers over the past several thousand years, but she'd never loved them-- always she armored herself with the knowledge that she would outlive any lover she took, and so she never allowed herself to get too close. The knowledge that her armor had slipped shattered her aura of invincibility, and she moved north, to the icy mountains that reminded her so much of the time of her birth. For centuries she lived alone, watching the world around her crumble. She watched the Christians, followers of the same carpenter she had once tried to ally herself with, come to dominate the world, even converting the Scandinavian men around her. She watched the Dark Ages come, watched the chaos of the Black Death grip Europe. A thousand opportunities presented themselves for her to lift a finger and again dominate the world, and a thousand opportunities she allowed to pass unanswered. She reexamined herself, and found that she did not like what she saw. The cause for that examination came a mere century after Attila's death, when she was visited by a Loki himself. He asked for her assistance, claiming that she was the only mortal with powers to match those of the gods himself, that with his help she could come to rule not only Earth, but the realms of the gods themselves. He attempted to seduce her, promising her anything and everything that she'd ever wanted. She didn't understand her response at the time, but she knew her reaction: decisive and brutal. She ripped into Loki's mind, destroying it. With a blood-chilling methodology, she tore apart every piece of his mind that made him Loki. She reduced him to a mortal, stripping away any knowledge of his power-- then she went further, destroying all of his knowledge of himself. By the time she finished, she'd reduced a god to a vegetable, and he'd been helpless to stop her. Casmira killed him then, ripping him apart physically just as she'd done mentally. While she'd never know it, she'd just prevented Ragnarok from ever coming about, and won the favor-- and fear-- of many of the Norse gods. The strength of her reaction, one born entirely of instinct, frightened her for a time, until she came to understand why it had happened. Loki had treated her just as she'd treated Attila at first, just as she'd treated dozens of other mortals. He was just like her, and she hated him for that. So she set to work on changing. It was a thousand years before she reemerged into the world, traveling to England under a new name, a new identity. She took in the new sites, and took a simple, childlike delight in how much everything had changed. The little joys became her world, replacing the thirst for power that had previously gripped her, and she reveled in it. She surrounded herself with intellectuals, helping them wherever she could. Sometimes this was intentional, as when she debated with Locke about the rights of man. Others it was not, like when she dropped an apple on her friend Isaac's head. But never did she make a move for politics, and never did she seek any public acclaim. It had taken twenty-four thousand years, but Casmira had learned humility. She stayed in England and Scotland through the Enlightenment, through the Victorian era. Here she enjoyed the delights of English culture, the joys of change after change in the world she thought she knew. She endured the Great War, working in a hospital as a humble nurse. Quietly she used her power to heal, rather than hurt, and she took a joy in that too. Only once did she leave England, a trip to Germany in 1933. She had a singular mission, as she attended the rally of a young politician who had just become the most powerful man in the country. She found him at a rally, looked deep into his eyes, and planted the seed that would destroy him. Then she left, returning to her home to prepare for the storm of war again. Yet again she played nurse, helping soldier after soldier heal in both body and mind-- for she could use her power to remove pain just as easily as she inflicted it, she could make a man whole as easily as she had shattered a god. The war ended, and she rebuilt, confident in the knowledge that she had played her part. She journeyed to America, living in a quiet little town and playing the stock market-- clairvoyance made such a game child's play to her, and her already formidable wealth was multiplied further. That same power predicted the horrors that angels and demons would wreck on the world, and Casmira prepared-- she went undercover yet again, and rode out disaster after disaster patiently. Only once the world had emerged into a state of (relative) calm did she re-emerge, living a quiet life of peace, until recently. The timing was auspicious. Her twenty-fifth century of life was closing on her, and she could sense that the world was about to change again-- and this time, that she might be a part of it. |
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| kestral287 | Apr 1 2012, 11:44 PM Post #3 |
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Level 4 Better than Novice
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FULL NAME: Garm NICKNAME: The Hellhound SEX: Male AGE: 665 AGE RESEMBLENCE: N/A; Inhuman RACE: Hellhound/Fire Demon Hybrid OCCUPATION: Bounty Hunter, Dog of War PERSONALITY: Garm is a proud warrior, confident in his own strength and abilities. He has few illusions about himself: he knows that he's not really one of the "good guys", that he's done far too many bad things to ever be considered a hero. At the same time, for all of his brutality on the battlefield and bloodlust, he's not evil. He simply looks out for himself and his friends, and considers the rest of the world to be an enemy or potential enemy. APPEARANCE: Towering over most humans, Garm resembles a hybrid of man and canine. His legs are reverse-jointed and end in paws, but are far larger than any dog's and are perfectly capable of supporting his full mass. His hands, too, are closer to paws than human hands, though they do feature an opposable thumb. Beyond that most of his body seems human, though he does have a thin coat of black fur and a truly massive array of scars. But it's above his shoulders that things get... strange. Garm has three heads, each distinctly canine in appearance. The heads can move independently and have their own sense organs-- even their own brain. While Garm retains only one personality, instead of three, he's far better at multitasking than anyone with only one brain, and his reaction time is mildly better than the norm as well-- in addition to the fact that Garm is all but immune to telepathic attacks, of course. The canine heads give him a low, growling voice, but Garm is perfectly capable of speaking, just like a human. The Hellhound is in excellent shape, and more than one lady has fallen for his abs in spite of-- or, occasionally, in addition to-- his distinctly inhuman appearance. Garm is generally not a fan of excessive clothing, and typically wears little more than leather pants and a belt with a scabbard for his blade. If it's cold enough he -might- add a leather jacket to the ensemble, but it will certainly be open. HEIGHT: 264cm WEIGHT: 232kg ITEMS: N/A WEAPONS: Deimos: Deimos is a hand and a half sword (for Garm at least; it's a longsword for most beings) of considerable power. Not only is the blade supernaturally sharp and durable, any time it hits an enemy it inspires terror, with serious wounds being fearsome enough to cause a paralyzing fear. The blade is self-aware and can speak, and Garm affectionately refers to it as a bastard sword for more than just its size. ELEMENTS: Darkness, Fire SKILLS AND TECHNIQUES: Armorer: Garm is skilled in making, handling, and repairing weapons of all sorts, especially medieval ones. Blade Master: Garm is extremely skilled with the sword-- so much so that he has been known to stop bullets with nothing but the blade. Chef: Living alone tends to make one at least a capable cook, and Garm is no exception. He's a very talented cook, in fact, even if he does have more of a love of meat than might be healthy. Hunter: Garm is skilled at hunting, tracking, and moving silently. This applies to more than just physically following tracks-- he can get inside his prey's head, hunting them relentlessly. He has absolutely no problem surviving on his own, armed with nothing but his own wits and cunning. Soldier: A skilled soldier, Garm is well-trained in the arts of combat. He's proficient with an incredibly broad cross-section of weapons, as well as in hand-to-hand combat and general tactics and strategy. Garm's entire body is a weapon, and a finely tuned one-- Garm spent more years being trained as a soldier than most demons have been alive. Enhanced Physical Prowess: Garm is significantly stronger than most beings-- he can throw around a car like it's nothing and he's got the endurance to take any blow he can deliver. Garm also has a stunning ability to fight through pain, as on at least one occasion he ignored having one of his heads ripped off long enough to rip his opponent's throat out. Enhanced Senses: Garm's senses are superb. While his vision is "only" about five times better than the average human's (albeit with excellent low-light capabilities), and his hearing is about the same, his sense of smell is orders of magnitude better, better even than a bloodhound. Heat Resistance: Garm is immune to lesser fire attacks, and even the more powerful ones have a drastically reduced effect on him. He's also immune to the dark nature of his Hellfire. Hellfire: Garm's fire magic is enhanced by his darkness. Not only do the flames burn much hotter than they would if he taught another the spell, the pain of their burns take a century to fade without the aid of a powerful healer. Armor of Surtr: This spell creates a set of plate armor made of solid flame. The armor is just as effective as a physical set of armor, rendering the user immune to all but the most powerful penetrating or cutting attacks. Further, since the armor is on fire, sustained contact will burn or melt through most objects-- though the user and their possessions are immune to this effect. Blade of Surtr: This spell creates a solid blade of fire in the user's hand (or around an existing sword). The sword is just like a normal blade in most respects, but has the added advantage of being able to burn or melt though whatever it touches-- be that another weapon or human flesh. The flames are white-hot, allowing them to heat up whatever they touch quickly, but items with exceptionally high burning points may still require sustained contact. Notably, the blade is exceptionally well balanced, making it easy to use with one or two hands. Shield of Surtr: This spell creates a solid shield of fire in the user's hand (or around an existing shield). The shield is just like a normal blade in most respects, but has the added advantage of being able to burn or melt though whatever it touches-- be that another weapon or human flesh. The flames are white-hot, allowing them to heat up whatever they touch quickly, but items with exceptionally high burning points may still require sustained contact. Whip of Surtr: This spell creates a solid whip of pure fire in the user's hand. The whip is extremely dangerous, as it will melt or burn with sustained contact. The whip can be controlled by the user's thoughts, allowing moves that would be impossible with a more mundane weapon. Thermal Claws: This spells superheats Garm's claws and teeth, allowing him to turn whatever he happens to be biting or clawing to so much slag. The spell also makes Garm's mouth and paws more-or-less immune to heat and fire, allowing him to withstand the effects of the spell. Burn Heal: Garm has the ability to remove burns from himself or others, even taking away the pain of his Hellfire. Flamethrower: Garm expels a tongue of flame from his mouth (or mouths). The flamethrower has a reach of about ten feet and can be maintained indefinitely. Flash Burn: This spell allows Garm to incite something to spontaneously combust. Notably, the spell isn't limited to solids-- boiling a liquid or superheating a gas is equally within his power. Garm can only affect something twenty feet away, but as long as he has a good idea of what he's aiming at he isn't constricted to line of sight. Fusion Beam: Garm can produce needle-thin beams of pure, intense heat. The beams are pure white, and the "fusion" part of their name is quite apt-- the heat is enough that the beams seem to cut through whatever they hit by simply atomizing what's in the way-- unless the target is particularly massive, has an absurd resistance to heat, or can resist being in the path of the beam for more than a fraction of a second, they'll punch straight through the target, slagging or cauterizing the hole along the way (making the wounds exceptionally slow to heal, even with magic). These beams can be produced from Garm's fingers or eyes, allowing a maximum of sixteen beams at a time. Meteor of Destruction: Garm forms a swirling ball of fire in his palm or mouth, then fires it. The ball will explode on contact, damaging everything within ten meters of the point of impact with a rapidly expanding ball of fire. Notably, Garm can actually use the Meteors as melee weapons, as his Heat Resistance is enough to stop them from damaging him when they explode. Triple Meteor of Destruction: The same as the Meteor of Destruction, times three. Garm forms the meteors in all three mouths and fires them at once, at the same target. The effects of their explosions are synergistic, meaning that two simultaneous hits is four times as powerful as one, and three is eight times as deadly. Notably, Garm's Heat Resistance isn't enough to completely stop the meteors from hurting him should he be in range, so he tends to use this only for longer-ranged combat. Meteor Rain: A rapid-fire barrage of Meteors of Destruction, fired in sequence. Garm can manage two fireballs per mouth/palm per second, meaning his maximum firing rate is ten blasts per second. Giga Meteor: When a Meteor of Destruction isn't enough, Garm overcharges it. By pouring in enough power-- a process that requires about thirty seconds-- Garm can form a focused ball of fire in front of his center mouth or between both palms. He then fires it, and much like the Meteor of Destruction it explodes on contact with a solid. The difference is in the power-- while a Meteor of Destruction certainly hurts like hell, and is more than enough to kill somebody who's unprotected, the Giga Meteor is sufficient to kill Garm himself-- through his Heat Resistance, Armor of Surtr, Dark Shield, and all of his vaunted toughness. And that's if he gets caught at the edge of the blast radius, fifty meters from the epicenter. In the center... well, Garm hasn't seen anything survive yet. Wall of Fire: A simple, solid wall of fire that can be erected in an instant to protect Garm. The wall can be made up to five meters on a side. Circle of Flame: An expanded version of the Flame Wall, this creates a circle of fire around Garm (or Garm and other beings), either for protection or containment. The Circle is solid, and can be made up to twenty meters across and five meters high. Torchlight: A simple, hovering orb of fire. The orb will follow its creator wherever they go, providing illumination. It’s not very well suited as an offensive weapon, but can be useful for keeping their hands free. The orb can also be ordered to remain stationary if commanded. Dark Minds: Garm is not an inherently evil being, but the darkness of his background is still very much there. This darkness serves to defend him against mental attacks, as attackers will quickly find themselves swept up in the torrent of dark memories that he can bring to the fore. Curse Object: Garm is capable of cursing an inanimate object. He can impart the object with one or two positive effects-- some aspect of one of his spells, raw fire, darkness, or Hellfire, or one of a small list of other abilities: improved durability (and sharpness, if applicable), enhancing chance in favor of the wielder, or making it sentient with a benevolent (though not necessarily good or pacifistic) personality. At the same time, Garm must attach one negative effect, rooted in the same principles: it must either come from his magic, his elements, or the antithesis of the list above (the object breaks more easily, makes the user unlucky, or the object is sentient, and generally enjoys mayhem and destruction (though it's not necessarily inherently evil, it's certainly bloodthirsty)). Dark Daze: Garm looks into his opponent's eyes, and cloaks those eyes in darkness. The spell will limit an opponent's vision and make them more lethargic, making them much easier to take down. Dark Howl: Garm lets out a howl, laced with dark magic. Anyone who hears it will become afraid of Garm, and at close range the fear is enough to temporarily paralyze a victim. Dark Shield: A solid, omnidirectional barrier of dark energy, the Dark Shield forms a powerful defense against attacks of all sorts. Notably, the barrier is completely opaque from the outside, but transparent from within. HISTORY: Garm was born to an unholy union even by Hell's standards: his mother is a fire demon, his father a hellhound. When the union-- and the offspring-- was discovered, Garm was quickly taken away from his mother. He was trained by the Legions of Hell for a new project, the rather ironically named Dogs of War. In the program he excelled. He was pushed to his physical limit, and beyond. The program began with forty of the most promising warriors Hell could offer. By the time the training was finished, there were four left. The others had all died, almost all during sparring matches with their opponents. Garm himself had the highest body count of the four, with nearly half of the dead students killed by his claws. But that was only the beginning of the training-- the Dogs were dispatched as a squad attached to various Legions going into combat, and they were always at the sharp end of the battle. Time after time they prevailed, only to return for more training. Garm was taught to resist torture by being subjected to ten years of it without breaking. He learned to live on his own when he was thrown into the wilderness and told to survive. Any test his instructors could think to throw at him, they did-- always in the most brutal way possible. By the end, two more of Garm's fellows had died, five hundred years had passed, and Garm had earned the respect-- and awe-- of every demon who knew of the program's existence. He'd been brought back from the brink of death more times than he cared to count. He'd been decapitated, starved, beaten, melted down and remade into the sharpest blade Hell could forge. The program was a success, even with the atrociously high casualty rate, and Garm and his fellow Dog-- a vampire named Selina-- were ready to be activated as Hell's ultimate agents of destruction. There was just one flaw in that plan. Neither Garm nor Selina was particularly interested in serving the regime that had spent five hundred years being as cruel to them as could possibly be imagined. So they revolted. It was a quiet little revolution, but an efficient one: they simply killed everyone who knew who they were, reduced any evidence of the program to ash, and walked out. The two went their separate ways, staying in touch but rarely meeting in person for fear that they had missed somebody. Garm became a bounty hunter, a career that he was very, very well suited for. The Hellhound was an excellent tracker and fighter, and quickly made a name for himself as the best of the best-- and he's had over a hundred years to perfect his new trade. Nothing, from his inhuman appearance to his habit of killing whatever got in his way, managed to slow his rise to the top in the slightest. |
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| kestral287 | Apr 6 2012, 09:35 PM Post #4 |
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Level 4 Better than Novice
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FULL NAME: Selina Estel SEX: Female AGE: 817 AGE RESEMBLENCE: 17 RACE: Elven Vampire OCCUPATION: Assassin, Dog of War PERSONALITY: To say that Selina has scars is the understatement of her considerable lifetime. She's all but unable to form an emotional attachment with anybody, and still has nightmares about her past, even eight centuries later. Because of that, she tends to come off as cold and dispassionate. She's the definition of lethal efficiency, as she finds the easiest way through a problem and takes it, regardless of the consequences for what's around her. Selina is quiet, rarely speaking unless it's part of an act or she has something important to say, but when she speaks the softness of her voice belies an iron core-- a core that broke once, and refuses to break again. APPEARANCE: Selina is tall, willowy, and gorgeous. Dark hair and eyes contrast beautifully with pale skin, and her build is something supermodels envy. Her features are thin and delicate, belying her true strength-- a dissonance she frequently uses to her advantage. Selina's clothing varies with the occasion-- anything from combat fatigues to a little black dress is acceptable, though it always comes in dark shades. Preferably black. HEIGHT: 178cm WEIGHT: 48kg ITEMS: Medical Equipment: Selina keeps an emergency medical kit handy whenever she's expecting a fight, and has a fully-stocked medical ward tucked away in her basement. WEAPONS: Hellfang: A present from Garm, this cursed dagger is supernaturally sharp and durable, and with a thought Hellfire can be channeled down the blade, vastly increasing its potency. The blade is sentient, though it's not a huge fan of Selina's unwillingness to use it more often. ELEMENTS: Darkness, Ice SKILLS AND TECHNIQUES: Assassin: Above and beyond her abilities to fight in actual battles, Selina is a master assassin. She knows more ways to kill someone with her bare hands than anyone has any right to, not to mention the tools of the trade she's familiar with-- everything from lock picks to poisons. Hunter: Selina is skilled at hunting, tracking, and moving silently. This applies to more than just physically following tracks-- she can get inside his prey's head, hunting them relentlessly. She has absolutely no problem surviving on her own, armed with nothing but her own wits and cunning. Medic: Selina is a fully trained and licensed doctor and surgeon, perfectly capable of handling nearly any trauma even without her magic. Seductress: As an elf turned vampire, Selina is gorgeous-- and she's had a few centuries learning the art of seduction. She's managed to turn straight women and gay men with ease, tempt men away from their wives and into her arms, and all with nothing more than a little black dress. Soldier: A skilled soldier, Selina is well-trained in the arts of combat. She's proficient with an incredibly broad cross-section of weapons, as well as in hand-to-hand combat and general tactics and strategy. Selina's entire body is a weapon, and a finely tuned one-- she's spent more years being trained as a soldier than most demons have been alive. Vampirism: Vampires have many abilities, but their most notable is their mastery of the night: they are deathly silent and practically invisible when they want to be. Selina can see perfectly in even absolute darkness, something she frequently uses to her advantage, and her physical abilities are on par with a demon. She can rapidly heal back from anything short of being burned, decapitated, or staked through the heart. A loss of a limb might cost her a few seconds, but little else will-- at night. During the day the healing factor is slowed down immensely, becoming about a hundredth of what it is at night. Mist Form: Selina can transform her body into mist. Her senses are limited, only able to feel anything within five meters of her, or inside the mist itself, and she has absolutely no offensive ability-- the mist is cold, but not enough to freeze something, and she can't cast any magic in this form. Hybrid Form: Jokingly referred to as her "Garm mode", Selina can transform into a form based on her friend's appearance. Towering over most humans, Selina resembles a hybrid of man and canine. Her legs are reverse-jointed and end in paws, but are far larger than any dog's and are perfectly capable of supporting her full mass (which grows considerably-- she's about seven and a half feet tall and a bit over four hundred pounds). Her hands, too, are closer to paws than human hands, though they do feature an opposable thumb. Beyond that most of her body seems human, though she does have a thin coat of black fur, and her head is distinctly canine-- with excellent canine senses. Armor of Ymir: This spell creates a set of plate armor made of solid ice. The armor is just as effective as a physical set of armor, rendering the user immune to all but the most powerful penetrating or cutting attacks. Further, since the armor is made of ice, sustained contact will freeze most objects-- though the user and their possessions are immune to this effect. Blade of Ymir: This spell creates a solid blade of ice in the user's hand (or around an existing sword). The sword is just like a normal blade in most respects, but has the added advantage of being able to freeze whatever it touches-- be that another weapon or human flesh. Notably, the blade is exceptionally well balanced, making it easy to use with one or two hands. Eternal Coffin: Selina's most deadly spell, this is used by placing both hands on the ground and channeling ice magic into it. The ice will flow along the ground rapidly, spreading toward its target. Once it reaches a victim it flows up their body until they are coated in ice-- and once fully coated, they are trapped permanently. Nothing, not even Selina, can shatter or melt the ice around a victim. Notably, the ice doesn't gain this degree of permanence until it's surrounding a living or undead being-- the ice on the ground is no stronger than normal ice, as is the ice around a victim who isn't fully encased. Flash Freeze: This spell allows Selina to incite something to spontaneously freeze. Notably, the spell isn't limited to solids-- freezing a liquid or gas is equally within her power. Selina can only affect something twenty feet away, but as long as she has a good idea of what she's aiming at she isn't constricted to line of sight. Ice Needle: This spell forms a needle of ice at the tip of each of Selina's fingers. The needles can be used as melee weapons, or thrown with a flick of the wrist. Invisibility: A simple spell, it bends light around the user to make them invisible. The spell can only last for five minutes. Intangibility: Selina becomes ghostlike, allowing her to ignore solid objects and virtually any attack-- though this goes both ways, as the only thing Selina can damage are other incorporeal beings. The spell can only last for up to a minute at a time before needing the same amount of time to recharge. Kiss of Life: A powerful healing spell, this piece of magic transfers some of Selina's essence to another by touch-- the more intimate the touch, the more powerful the healing. Selina can bring someone back from the brink of death with this spell, though it's very draining for her-- she'll need to feed immediately or die. Kiss of Death: The same spell as the Kiss of Life, applied in reverse. The spell drains a victim of their essence, transferring it to Selina. Again it's touch-based, and again a more intimate touch is more powerful. The spell will heal Selina, and in extreme cases (when used to kill) she also gains some of their knowledge-- skills or spells that she wouldn't normally know. She can also use this spell to avoid feeding in the regular fashion, which is helpful for staying undercover. Dark Daze: Selina looks into her opponent's eyes, and cloaks those eyes in darkness. The spell will limit an opponent's vision and make them more lethargic, making them much easier to take down. Dark Gathering: Selina spends five seconds draws shadows to her, cloaking her in shadows. She appears as little more than a black silhouette, and her physical capabilities and dark magic are both doubled in power. Dark Scream: Selina lets out a scream laced with dark magic. Anyone who hears it will become afraid of her, and at close range the fear is enough to temporarily paralyze a victim. Dark Shield: A solid, omnidirectional barrier of dark energy, the Dark Shield forms a powerful defense against attacks of all sorts. Notably, the barrier is completely opaque from the outside, but transparent from within. Dark Void: The Dark Void is an area of absolute blackness, one filling a fifty meter radius. The darkness is absolute: even a light-producing spell won't help, forcing those inside to either move out of it or use senses unaffected by darkness. Shadow Bind: Selina coats her hand in dark energy and then touches a being's shadow, binding the shadow and its owner in place for three rounds. Shadow Teleport: Selina steps into a shadow, emerging from any other shadow within fifty meters. Shadow Tool: A simple spell, it takes a touch of shadow and forms it into any shape Selina desires-- usually a small blade or tool of some sort. The spell can't be used to make anything large, as it must be projected from a fingertip, meaning its value in combat is minimal. HISTORY: Selina was born an elf, into a small group that made their home in Ireland. Her early life was simple, plain, and complete. There were few comforts, but they weren't needed-- she had her family, which taught her to love life and nature, and that was all she needed. Her people knew only rudimentary magic, enough for them to make a quiet living for themselves and stay out of the way of the humans. Unfortunately, avoiding contact didn't mean contact avoided them. A vampire, who called herself the Countess, came in the night with the goal of creating herself a servant. And that was exactly what she did-- the young elf that was Selina didn't stand a chance. That was where the horror started. The Countess wanted to break her new slave, and she had an extremely powerful mind control spell to do it. Selina lost all control of her body, and could only watch, helpless even to scream, as she slaughtered her family and her friends. She watched the rest of her clan band together to try to stop her... and she watched herself kill them too. It broke her. She was the Countess' slave, her assassin, her lover, anything the Countess wanted. Her dreams were nothing but memories of what she'd done. Selina wanted nothing more than death, but she couldn't bring herself to commit suicide, no matter how many more atrocities she committed-- these, without the help of the Countess' spell. For centuries she suffered in silence, waiting for her eternity of a nightmare to end-- and knowing that it never would, that it would last an eternity. Except... it didn't. One man, one man who Selina never knew, gave Selina her life back. She doesn't know the details, and not for lack of trying. All Selina knows is that she woke up one night and found the Countess dead. It took her two days to register that fact-- that she was free. But when she finally realized that she could do anything she wanted with her life, Selina still found herself wishing for nothing more than death. She wandered, little more than a mindless animal as she sought the death she still couldn't grant herself... and, fittingly, she found herself in Hell. How she was drafted into the Dogs of War program is something she recalls as little more than a blur, but the program itself she remembered intimately. She would do what she was told, following orders without question-- but never did she do anything more, as she did her best to get herself killed. She was pushed to her physical limit, and beyond. The program began with forty of the most promising warriors Hell could offer. By the time the training was finished, there were four left. The others had all died, almost all during sparring matches with their opponents. But that was only the beginning of the training-- the Dogs were dispatched as a squad attached to various Legions going into combat, and they were always at the sharp end of the battle. Time after time they prevailed, only to return for more training. Selina was taught to resist torture by being subjected to ten years of it without breaking. She learned to live on her own when she was thrown into the wilderness and told to survive. Any test she instructors could think to throw at her, they did-- always in the most brutal way possible. She would have died. She should have died, but one of her fellows seemed to spend his entire time watching her back-- the half-Hellhound beast named Garm. Always he would save her, keeping her alive for that much longer. When she asked why, his answers were always simple-- she was needed. She was the squad's medic, as well as their best scout and assassin, and Garm recognized that. Worse, she could never fault her logic, which meant she had to keep fighting. It felt like eons, this slow torture of being taunted with release only to have it denied. She grew to hate Garm, but she could no more kill him than herself. And over the centuries of their training, a curious thing happened. He healed her. She stopped seeking death when she realized Garm wouldn't let her have it, and she learned, slowly, what it was like to have a friend again. Selina had precious few illusions about their relationship-- he didn't love her, and it was a long time before he returned her friendship. He cared about her, but he cared about her because she had value to him, not because of who she was as a person. By the end, Selina and Garm were the only survivors of their units, five hundred years had passed, and Selina had earned the respect-- and awe-- of every demon who knew of the program's existence. More importantly, she found herself whole again-- or at least close enough to it to survive. But more than that, she found herself able to feel, able to connect with another being. She and Garm had a bond, one that went deeper when their other two comrades died. It was an asymmetrical bond, she knew. Selina never told Garm that he saved her, never told him that she'd come to love him. To him, she was a friend, and nothing more-- perhaps she was his only friend, but because of that she could never be anything more. Still, she owed him everything, so when he came to her with talk of revolting, she was eager to agree. It was a quiet little revolution, but an efficient one: they simply killed everyone who knew who they were, reduced any evidence of the program to ash, and walked out. The two went their separate ways, staying in touch but rarely meeting in person for fear that they had missed somebody. Or that was the reason Garm gave, at least-- Selina would have taken the risk without thinking twice. But she couldn't deny Garm, so she watched him walk away... and then spent the next century watching over him, keeping tabs on him for the time when she could repay him for the life he gave her. |
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| kestral287 | Apr 12 2012, 12:29 PM Post #5 |
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Level 4 Better than Novice
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FULL NAME: Yacare SEX: Male RACE: Possessed Robot OCCUPATION: Prison PERSONALITY: Think of Yacare as a puppy. Happy and playful, he enjoys nothing more than a good game—be it fetch or a sparring match. There’s little sense of cunning or subtlety to his actions, he just wants to have fun. Yacare does, however, have a strong sense of loyalty to his friends, and won’t hesitate to defend them if necessary. APPEARANCE: Yacare looks like a robotic fusion between a crocodile and a dragon. His body is large, almost hulking, with a wide body and a long, powerful tail. The head, too, is crocodilian, most noticeable with the elongated jaws and all of the teeth within. Despite this, Yacare is clearly not completely crocodilian in nature: the longer limbs, large and powerful wings, and most importantly the bipedal stance give this away (though when he rests, Yacare again reveals his crocodile heritage by dropping to all fours). The skin of the robot looks much like the armor of a crocodile, but a row of spikes run along its spine, from the neck to the base of the tail. These spikes are black in coloration, a color that gradually transitions to a dark green over the rest of Yacare’s body, and then to forest green on his stomach. HEIGHT: 187cm WEIGHT: 205kg ITEMS: Dimensional Core: The secret of Yacare's design is the strange, pulsing core at his center. This is his power source, though it actually generates no energy at all. Instead, it's a portal to another dimension and a siphon: it draws energy from that dimension and uses it to power Yacare-- everything, including his spells, are actually drawn from this device. Yacare himself has no aura or magical potential, he merely acts as a conduit and focus. WEAPONS: Claws: Yacare's arms and legs are tipped with extremely sharp talons, perfectly suited for rending whatever has aroused his ire. Tail: While too heavy to be truly whip-like, Yacare's tail is big, fast, and blunt. Getting hit by it hurts. A lot. Teeth: The most dangerous physical weapons Yacare possesses are his teeth. Extremely sharp, serrated, and packing enough power in the jaws to make a crocodile envious, they're something that can crunch through most defenses with ease. Wings: Yacare's wings are large, metallic blunt objects, and are perfectly capable of being used to beat things down. ELEMENTS: N/A SKILLS AND TECHNIQUES: Eldritch Barrage: On Yacare's back are eight small ports. Each one can fire a small, strange ball of eldritch energy once every two seconds. Though the spheres are small and weak individually, their damage can quickly add up when used en masse. The spheres are under Yacare's complete control, and can circle around multiple times to attack a target-- though once a sphere impacts a solid object, it's gone. Eldritch Blast: Fired from Yacare's mouth, this is his main ranged weapon. The attack is a simple blast of eldritch energy, but its power is considerable: it's easily enough to kill an unprotected human or demon with a direct hit. Eldritch Boost: Yacare boosts the power he's drawing from his core, doubling his strength, speed, and the power of his Eldritch attacks for two minutes. Eldritch Regeneration: The energies coursing through Yacare are constantly repairing him, fixing everything from a spot of rust to intensive battle damage. This even works if he has been completely destroyed: the entire body will be rebuilt, perfectly, within a day. Eldritch Shield: A transparent, form-fitting barrier of eldritch energy, the Eldritch Shield forms a powerful defense against attacks of all sorts. Eldritch Teleport: A teleportation spell with a bit of a twist. The spell can be used on Yacare himself, transporting him anywhere he's been to before, or has seen. Alternately, it can be used on an inanimate object that he's familiar with, bringing it to him, or even another person if they're willing to assist him. HISTORY: Yacare's history is a short one-- he has existed for only a few months. He was created in a lab, as a test bed for a revolutionary new power source. The Dimensional Core was a portal to a strange dimension, one seething with energy. By siphoning a tiny fraction of that power, Yacare's designers could power virtually anything. The technology would revolutionize the world, create a utopia. Or so the scientists thought, if only they hadn't made one major mistake. They tapped the wrong dimension. Yacare was drawing power from the prison of Yig, a being whose power rivaled those of the gods themselves-- and who had been imprisoned for millions of years. Yig's consciousness flowed into Yacare, possessing the robot-- but so did Yig's prison. While in Yacare, Yig didn't have the strength to remain fully awake. Instead he is ruled by his subconscious, with his higher awareness locked away-- and, thanks to the power of his prison, his anger as well. Yacare has no idea what he is, no memories of his past-- or his powers-- as Yig. Yacare's designers had no clue what had happened. They only knew that their lifeless robot was suddenly very much awake, and that scared them. Yacare was taken to a remote location, and-- he thought-- destroyed. But that wasn't what happened, as Yacare's next memory is exactly twenty-four hours later, standing within a swath of destruction with no idea what happened. On his own, he set out toward the nearest major city, in hopes of discovering what had happened. FULL NAME: Yig NICKNAME: The Serpent King, The Fanged God, and many similar epitaphs SEX: Male RACE: Great Old One OCCUPATION: Deity PERSONALITY: Though Yig is a godlike entity, and certainly not a benevolent one, it's important to remember that he's not evil. Rather, he is indifferent, paying no more attention to the average person than they would to an ant. But just as a person becomes aware of an ant when it bites them, Yig is very much aware of any human who attracts his attention-- and Yig is very, very quick to anger. He considers all reptiles under his domain, especially snakes, and doesn't take kindly to a threat to their kind. At the same time, Yig is equally aware of the ants that please him, and he is just as quick to reward those them as he is to punish an annoyance. Yig considers the Earth "his" domain, along with a vast sphere of the cosmos. However, he's well aware that he cannot rule his dominion in his present state, and so Yig is biding his time, waiting for something that might allow for his release before he again conquers his territory. APPEARANCE: Yig is an enormous, winged black snake, built like an anaconda-- but far, far larger than any anaconda of the world. He's incredibly strong, and his scales are much tougher than steel. His size belies his speed-- Yig is fast, and is equally at home on the ground and in the water. Notably, his wings are purely vestigial, and Yig cannot fly. Yig doesn't need to eat, drink, sleep, or even breathe, and his body can withstand an incredible range of pressures-- it's important to remember that when Yig was born, there was no planet for him to live on. HEIGHT: 8 meters (lying flat)/ 30.5 meters (rearing up) LENGTH: 122 meters WEIGHT: 1327 tonnes ITEMS: N/A WEAPONS: Fangs: Yig's two curved fangs are as massive as the rest of him-- that is to say, four meters long and fully capable of puncturing virtually any physical defense. Additionally, the fangs are filled with venom-- a lethal neurotoxin. Though it's not nearly as lethal of a toxin as many snakes', Yig's size means that he has much more venom than any mortal snake, and thus anything that's not his size isn't going to be able to survive a full dose of venom-- if they can even survive being bitten. Body: If nothing else, it should be remembered that Yig is a snake well over a hundred meters long and massing over a million kilograms. Most enemies can simply be trampled, and Yig is perfectly capable of constricting like a python to squeeze large foes to death. ELEMENTS: N/A SKILLS AND TECHNIQUES: Eldritch Barrage: Yig can fire small balls of eldritch energy from any point on his body-- and can fire up to four hundred of them at a time. Though the spheres are small and weak individually, their damage can quickly add up when used en masse. The spheres are under Yig's complete control, and can circle around multiple times to attack a target-- though once a sphere impacts a solid object, it's gone. Eldritch Blast: Fired from Yig's mouth, this is his main ranged weapon. The attack is a simple blast of eldritch energy, but its power is considerable: it's easily enough to reshape a mountain with a direct hit. Eldritch Regeneration: Yig regenerates incredibly quickly, healing minor wounds in mere seconds. Major wounds, such as the loss of wing, are more difficult to heal, requiring up to an hour, but they're also extremely difficult to inflict. Eldritch Shield: A transparent, form-fitting barrier of eldritch energy, the Eldritch Shield forms a powerful defense against attacks of all sorts, capable of withstanding even Yig's own attacks. Eldritch Teleport: A teleportation spell with a bit of a twist. The spell can be used on Yig himself, transporting him anywhere he's been to before, or has seen-- even if it's not on the same plane. Alternately, it can be used on an inanimate object, or even a living being if Yig desires, teleporting them from anywhere to him, or away from him to anywhere he wants. Gift of Yig: Yig can give blessings to people that he feels have served him well. These can come in two forms. The first, and more common, one is a weapon or item of power. Typically these are blades or rings, but virtually anything Yig can imagine is possible. The gift is always magical in nature, though its power can vary wildly. The second, and far more potent, gift is a transformation. The blessed being becomes reptilian in nature, typically resembling a snake or dragon, and gains a fraction of Yig's power-- their physical attributes are enhanced, and they may gain access to some of his magic. Possession: At the absolute highest level, Yig's 'gift' is that of himself-- he can insert his own conciousness into that of a willing host, granting them full access to his power-- and granting himself full access to their own abilities. This is not a power he's likely to invoke, though, as virtually every possible host is significantly weaker than he is, and if they died he would die with them. Serpent King: Reptiles of all sorts obey Yig without question, following telepathic orders without fail. Sentient reptiles, like dragons and some demons, are also vulnerable to his suggestions, but they are only suggestions: with enough willpower, they can be fought off. This power also exists over anything that possesses one of Yig's gifts, whether or not they are reptilian in nature. Telepathy: Psionic powers are not Yig's forte, but he can make himself heard though telepathy, projecting his thoughts to a being anywhere in the world. HISTORY: Yig is an ancient being, whose memories begin with the universe's. He made his home among the cosmos, occasionally warring with other ancient beings but often simply living in peace. He watched the universe unfold and blossom around him, and for a long time he was amused. Yig defended the area of the cosmos that he had deigned "his" territory ferociously, but he never advanced, never encroached on the territory of others. Not until he heard about a particular gem that lay just outside his territory, a planet that would come to be called Earth-- a planet that teemed with life. Yig's crusade to reach Earth was short, but violent. Another Great Old One-- a being as powerful as himself-- stood in his way, and for that he died trapped in Yig's coils. Yig absorbed the One's territory into his own, and held dominion over Earth. For a time Yig was disappointed, as the stories had been exaggerated-- Earth held life, but only of the simplest sort-- certainly no life that was worthy of his attention. So it went ignored as nothing but one of the many jewels in his crown, and remained that way for eons. It didn't change until Yig happened to glance at his planet, and noticed that the life had grown evolved-- now, there were being that at least superficially resembled himself. Suddenly he had a new project, and Yig spent more than a billion years carefully cultivating life. His project culminated in the dinosaurs, and for a few million years Yig was happy-- his pets might not be intelligent, but watching them gave him a distraction much more interesting than watching the cosmos or warring with his neighbors. Unfortunately, his neighbors saw his silence as weakness, and Yig was attacked. He defeated all who challenged him, but slowly he was being worn down. Finally, he was beaten, bested by Cthugha, a being of fire. Cthugha couldn't kill Yig, but he could seal him away, in a pocket dimension that was little more than a prison. For millions of years Yig was trapped, until a strange portal appeared in his prison. Tentatively Yig probed it, and he found himself being sucked through. Then there was nothing but silence, as he sought to comprehend this new prison that had replaced his old one. Yig's awakening came quickly, as his prison was destroyed. Yig was freed, and again the massive snake lived-- and lived on Earth, no less. But not the Earth he remembered. Yig learned that Cthugha's fire had cleansed his pets from existence, and only the smallest of them survived. The snakes, beings he was most fond of, remained, but his mightier pets had all been slain. Worse, his remaining children weren't the rulers of Earth, but were subservient to a new species, the humans. Yig's rage was strong, and he killed those that had destroyed his prison. This was an action he quickly came to regret, as a scant twenty-four hours later his prison rematerialized, and Yig was again trapped in his strange, tiny metal body. His awakening had taught him much, though it was data he was slow to process-- as long as his prison was intact, he could only remain awake for one day. While asleep, his subconscious ruled his body, and while Yig could see all of Yacare's memories Yacare knew nothing of Yig. Though Yig seeks to be rid of his prison, he's well aware of how limited his powers are-- without the complete destruction of Yacare, Yig is effectively asleep, and even after that he has only a day before Yacare rematerializes. That limit has caused Yig to move slowly and carefully, even while awake, for fear of arousing the attention of beings he's not yet strong enough to fight. |
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| kestral287 | Apr 19 2012, 01:59 AM Post #6 |
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Level 4 Better than Novice
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FULL NAME: Faina NICKNAMES: Twenty-two, Raptor, Fai SEX: Female AGE: 66 AGE RESEMBLENCE: 22 RACE: Augmented Demon (Electricity/Metal hybrid) OCCUPATION: Mercenary ALLIANCE: Herself PERSONALITY: To outsiders, Faina appears cold and emotionless, speaking with a precise, clipped tone and never wasting words. Her face doesn't display emotion very often, and her voice betrays nothing. In reality, this is a combination of a mask she wears and the nature of her mind: Faina thinks and reacts quickly enough that she has plenty of time to get her emotions under control, consider her words carefully, and perfectly school her voice and features. She's found this very useful as a mercenary, as it can be helpful in her line of work to come off perfectly controlled and emotionless. In reality, Faina can be quite warm and cheerful when she lets her guard down, quick with a laugh or a joke. Her biggest worry is that she actually will become the mask she wears, something she does her best to fight. APPEARANCE: Faina is a pretty woman, with long black hair, wide blue eyes, and a dazzling smile. She is not, however, a normal woman: a single look at her will explain that. Faina is permanently merged with an F-22 Raptor, and that's not something she can hide: protruding from her back and her hips are the Raptor's wings. Her favored outfit is carefully selected to cater to that appearance, appearing as a stylized, vaguely military uniform. A grey and white, long-sleeved corset merges into black gloves, and flares outward with the appearance of a pair of tail fins at her waist. Below that is a short black skirt with white trim, which shows off just a bit of her pale thighs before they're covered by her thigh-high boots. HEIGHT: 170cm WEIGHT: 125kg ITEMS: Faina has little in the way of weapons and equipment outside of her own body. But there's a reason for this: her body is a weapon. A few smaller, more esoteric systems have also been merged with her, but most of her equipment comes from the Raptor. Armored Skin: Faina's skin looks and feels perfectly natural, but underneath the upper layers the skin itself is infused with an armoring alloy. It’s enough to stop anything short of a military-grade rifle at medium range, and pistol fire is useless at all but point-blank range. Thanks to Faina's demonic and elemental abilities, this armor is capable of regenerating, though it's a slow process. Further, Faina's bones have been coated in armor, making them very difficult to damage. Combat Computer: Thanks to a highly advanced combat computer merged completely with her brain, Faina has several advantages over a normal demon. She has excellent multitasking capabilities, as well as an eidetic memory and, perhaps most importantly, detailed files on a huge variety of subjects. As the computer comes complete with Wi-Fi access, anything Faina doesn't know off-hand she can quickly find out. Also included are a radio and a data-transfer system, allowing her to send data to any computer or ally she wants. Her reflexes have also been enhanced significantly. "Reaction time" is all but nonexistent-- Faina can react to events virtually at the moment they occur. But that's only the tip of the iceberg. Her ability to react is still limited by her body: a movement can only be so fast. But a thought can be so much faster, when it comes from a perfect union of organics and machines. Even the lightning speeds of Faina's reactions seem slow to her mind. This time to think is invaluable: she can analyze threats and react to them in detail, without being physically slowed at all. Her movements are incredibly precise and controlled minutely-- hesitation and uncertainly cease to exist under the weight of time she has to consider each movement. Guardian Shield: Faina's primary defense comes from this little beauty, an experimental device meant for the next generation of tanks. The Guardian Shield will erect a spherical energy barrier around Faina, protecting her from attacks from all directions. It can also be shrunk in scope, creating a hemisphere, or even just a circular disk as small as half a meter across. When protecting her completely the shield is powerful enough to shrug off most attacks, but it's by far at its most powerful when condensed, at which point it can deflect anti-tank weaponry with ease. Sensors: In addition to the five basic senses, Faina has a few special systems. She has long-ranged passive radar, and a shorter-ranged active system. In the air, the system allows her to "see" anything with an active radar that's within 450 kilometers, and her own active radar reaches out 225km. On the ground or at low altitudes in a crowded airspace (such as a city or forest) Faina's range is significantly more limited, to only ten and five kilometers. A number of minor systems are integrated into her computer, allowing Faina to always know her speed, direction, altitude, and the time. Stealth Systems: Faina is virtually invisible to infrared sensors, and nigh-invisible on radar as well. Additionally, with a thought she can become invisible to the naked eye, though she can't keep up that stealth for more than five minutes. Thrusters: Faina has two large thrusters on her back between the wings, facing downward, and several smaller ones on her back, legs, and arms. The thrusters are normally concealed, and in fact seem to simply materialize when she needs them. The larger thrusters allow her to hover, and even fly at speeds of mach 2.2, while the smaller ones can pivot and twist to give her supreme agility, both on the ground and in the air. WEAPONS: Again, Faina's weapons are based on those of the F-22. Expendable munitions are actually magically generated, rather than being carried internally. AIM-120 AMRAAM: Faina can fire six of these missiles per hour, as they make up her primary arsenal. Each one is guided by a combination of her own data and active radar, and has a considerable range: well beyond Faina's visual sight, allowing her to engage targets before they even know she's there. While the weapon is meant for use against aerial targets, Faina has dumb fired it-- by simply not activating the guidance package-- at ground targets, making an effective anti-vehicle weapon at closer range. AIM-9 Sidewinder Missiles: Faina can generate two Sidewinder missiles per hour, each one appearing on her left wrist prior to firing. These are short-range air to air missiles, capable of tracking by their own IR sensors or being guided by Faina herself, and have a maximum range of 2.5 kilometers. As with the AMRAAMs, Faina has occasionally used it against ground targets as well, though its smaller warhead makes it somewhat less effective against armored targets. Small-Diameter Bombs: Faina can generate eight of these 250lb. bombs per hour. They can be used in two ways: From the air, Faina can generate them to rain down on a target, and precisely guide them down onto moving or non-moving targets. Faina also has the option to materialize just the 38lb warheads, allowing her to use them like grenades. Very large grenades. Vulcan Gatling Cannon: On top of her right wrist is this weapon, a six-barreled 20mm gatling cannon. Capable of a staggering 6,000 rounds per minute, the gatling is designed to saturate the airspace with a hail of rounds to hit evasive targets-- or to absolutely shred any unarmored target on the ground. ELEMENTS: Electricity, Metal SKILLS AND TECHNIQUES: Mechanical Absorption: Faina has the ability to absorb machines into her own body, integrating them with herself to gain their abilities. Faina’s powers almost all stem from this ability, and more significantly from her absorption of an F-22 Raptor. Absorbing the Raptor strained her, though-- nothing that size can be absorbed unless the Raptor is expelled (though Faina may be able to repress the Raptor to temporarily merge with something else, she's not willing to risk the overload). Smaller items, however, may still be absorbed at will. Mechanical Aptitude: Faina has an instinctive ability to utilize or repair any machine she comes across, as well as understand its inner workings perfectly. Healing Factor: Thanks to her demonic nature, Faina is capable of healing from anything but the complete destruction of her brain, though not at all instantly-- regenerating her entire body would take two months, a lost limb a week, broken bones three days or so, and lesser wounds within a day. This ability applies to her mechanical aspects as well as her biological ones. Power Device: Faina has the ability to power electrical devices by touching them. This allows her to energize these devices or recharge batteries, and is essential to keeping her merged electronics functioning. HISTORY: Faina came from very little. Her mother was a drifter, doing whatever she needed to survive-- stealing, scrounging, and prostitution between regular jobs. She never had a stable home life-- or a home at all, as Faina and her mother were constantly on the move, trying to find some way to do better than just survive. Things started to break down when Faina was three, and her half-sister was born. Faina was assigned to take care of little Nina while her mother tried to bring money back, even though Faina was little more than a baby herself. Faina did her best, and for three years she protected her baby sister. Until her mother took Nina away for a visit to a medical clinic... and came back that night crying and alone. That event changed her mother, hardened her. Faina was put to work, anything to secure their position. She found that she was a natural at scrounging machines-- something that nobody else wanted, she could fix in a moment and resell. Slowly their lot in life improved, and as Faina aged they moved on to greener pastures. From dumpsters she moved to dumps, where more was thrown out. She learned from other fringe elements-- scroungers and survivors all-- to user her demonic abilities to help her search, her work... and herself. It was from one of them, a metal demon her mother's age, that she learned the secrets of her ability to absorb mechanical objects into her. By the time she was twenty, she'd stumbled on the mother lode-- an old, abandoned military base. Repairing and selling its technology made Faina and her mother plenty of money, and slowly they prospered-- by their standards, at least. When Faina felt her mother was secure, she left to fill the hole that had filled her for the past few decades-- to find her little sister. Her search was slow at first. It took years to discover that she had been taken by A.N.G.E.L., and years more to make contact with them-- only to find herself promptly rebuffed. Worse, in her naiveté she exposed herself to them, and A.N.G.E.L. quickly sent a team to capture her. When they showed up, Faina did the only thing she could do: she ran. She ran fast, and she took advantage of all the information she had in years of playing arms dealer with pre-collapse weapons. It was easy to locate the old base, and find the most advanced piece of hardware that it had-- an F-22 Raptor. Absorbing an object that size was incredibly stupid, but Faina was desperate. She pulled it off, mostly, and when she turned her new weapons on her attackers she discovered just how lethal she had become. Armed with numerous military-grade weapons and a newfound awareness of her power, Faina went on a hunt. She returned to her scrounging ways, stumbling upon a few more unique, experimental machines-- machines that she promptly absorbed, giving her combat capabilities beyond her wildest dreams. Faina took a few months to get used to her new capabilities, then she went back to A.N.G.E.L. Again they proved uncooperative, but this time Faina wasn't exactly looking for cooperation-- instead she raided the base her attackers had come from, stole all of the information she was looking for... and then leveled it. The raid told her far more than she'd hoped. She knew exactly how Nina had lived, what A.N.G.E.L. had done to her sister... and she knew that Nina had died on her first mission. Faina went to New Haven, did her best to retrace her sister's steps, but she found nothing. The realization that she really had lost her sister, forever, hit her hard, and for a long time Faina barely took care of herself. It wasn't until her savings were depleted that she pulled herself together. She went to back, with a new line of employment-- as a mercenary. As a one-woman arsenal she had her pick of jobs, and while she was inexperienced she compensated with an extremely well-equipped combat computer and a fanatical willingness to learn. Faina applied herself with a devotion that frightened her employers, especially when it would allow her to hurt A.N.G.E.L. It was a long time before Faina allowed herself to return to anything resembling "normal". Slowly though, she adjusted to the idea that her sister was dead, and began to move on. Faina continued her work as a mercenary, and still very much enjoyed any job that let her hurt A.N.G.E.L., but the fanaticism faded. Faina learned how to be a woman again, rather than an avenger, and New Haven became her home. |
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2:29 PM Jul 11