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I have a dream that one day, men will be punched in the face not for the color of their skin, but for the awful content of their character.

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Character Sheet Thread

Started by Dracos, May 27, 2005, 02:34:32 AM

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Dracos

Please post your character sheets here.  Keep your latest versions here at all times and it's good to keep track of your inventory here too!  =)

Dracos
Well, Goodbye.

Olvelsper

Wasteland character Sheet

Name: Jan Anthony Smith

Age: 29

Height: 6'00"
Weight: 190 lbs
Hair Color: Black
Eye Color: Brown (Green after fusion)
Other Physical Characteristics: A puffed scar slightly below and to the right of his heart, from a bullet wound suffered during a job once. Several small jagged scars from an old childhood injury along his back.
Nationality: Unknown, probably american.
Organization: Freelance negotiator.

Abilities:
Jan is a wannabe musician and repairman when off duty, always maintaing and play a flute he found in Big's church. While he managed to finally restore the flute to decent condition after having to pay a hefty sum, he's a god awful musician. One time he tried to impress a lady with his suave and devonair stylings only to wind up with a bucket of water dropped on his head, and a neighborhood's cats yowling and screeching for the rest of that night.

Average body, keen mind. Jan wouldn't win any Mr. Universe contests by any measure, but he has a sharp sense of his surroundings, and due to his travels knows quite a bit about many locales. Most of the knowledge he knows about towns and such is just trivia, though. If he wants any really detailed information, he can always go to his informant, a man simply known as Big Ear. For the right price, Jan can find out detailed and very reliable information. They have known each other for five years now.

Smooth talker, he is able to pacify most unruly clients after a minute or so of discussion. Thanks to his trade, he can usually calm down and reason with people from all walks of life in a relatively short amount of time. Since he has worked with lawyers and other more wealthy types in the past, he is relatively good at bargaining for a relatively fair deal.

He has a strong will due to both his job, and in recent years, been sharing a mind with the enigmatic spirit simply known as Big. In his early years with the spirit, he nearly lost his mind several times as pressures from within and without tore at his sense of self, but ultimately he survived thanks to his sense of duty to his various clients. Since then, his will has grown stronger than ever thanks to his trials of fire.

Showtime: Has the ability to turn into a nine foot tall humanoid golem. Cast of steel, and clad in several pieces of thicker steel in several key places, almost like a set of armor. They're bolted onto the golem's body. While they unfortunately makes his mobility awful, it has incredible defensive capabilities, and can take enough damage to turn a normal man into a puddle of goo several times over. If critically damaged, Jan only need to turn back to normal and rest and recover and the golem will be likewise repaired.

Beyond defense, the golem has a formidable weapon in its piston punch. Using pistons that are housed within its arms, it can rear back and launch a devasting attack that can uses immense amounts of pressure released to crush obstacles in its way. Combined with the golem's long arms, it can make up for a lack of speed with its insane amount of reach.
Personality: Professional and always presenting a cool and calm demeanor, Jan is an honorable negotiator who goes to incredible lengths to make sure that his contracts are fulfilled. He loathes people who don't live up to their word, mostly because of having been nearly killed in negotiations when people decide to be spontaneous.

Important Inventory
-Old tattered brass flute found in Big's church
-Gold watch given to Jan at age eight by his grandfather
-Shades, gottta have the shades
-Clothes
-Pandora's Box
-Wolfsbane
-Car
-Recently gained a diamond ring with which to hopefully forge a contract with Origin with.

Weapons:

-Revolver
-Shotgun
-Spears from Box O' Yomi.
-Trunk full of stolen heat from New Reno

Other FYI Stuff:

He likes to get around his golem alterego's lack of speed by moving around in human form, then just transforming when he's in front of whatever may need protecting or when he's close enough to his target to attack. Big's arms take up half of its body length, so this tactic is usually more than enough to let the golem get in a quick shot or two in a fight.

He should be able to passably talk with the various peoples of the Wasteland if they have different languages since Jan has been wandering around negotiating between parties for years now. Maybe he has a good reputation by this point thanks to the extra help he receives from Big when cases get messy, maybe not. Up to you.


Anyway, that's all I have to current date. Could anyone recommend me a good theme song to go with this, though? I'm not that musically aware slash knowledgable.
http://www.fanfiction.net/u/2589971/Ol%27Velsper : Then we will write in the shade.

Shukuen

Wasteland Character Sheet

Name: Leets
Alias:
    Kid
    "Thieving Brat!"
    Series 4 Prototype
Age: 15 years old
Height: 5ft 6in (1m 68cm)
Weight: 119lb (54kg)
Hair Color: Light Brown
Eye Color: Dark Blue (Green when using powers)
Other Physical Characteristics:
    Hair:
      thick and parted from the middle
      bangs hang a bit over ears and eyes
    Skin: light tan
    Build: average, almost lithe build
    Misc.: old surgical scars around top of head (hidden under hair)
Nationality: British
Organization:
    Escaped BoBA Experiment (03 Project: Series 4)
    Homeless Orphan
    Pickpocket
    Wright Family
Personality: Friendly and loyal, but sometimes a bit of a smartass when people look down on him just because he is a kid. He is also often well-mannered, but gets impatient easily. He dislikes charity and works hard to pay off what he might consider as a debt. He isn't above sharing however, and usually gives what he can to others who might need help. If he has to steal, he mostly targets people who are well off and won't miss a few pounds/euros, though he prefers to snatch food to money.

Recent revelations have shaken Leets' very being. The effects of this new enlightenment has on his personality is a mystery.

History:
Since its start in the 1950s, Hereti Corporations have been the leading contributor to the field of Medical Science. Founded by Mendel Hereti, HeretiCorp has been credited to providing new forms of antibiotics, and even introducing a new and more stable process to clone human organs, saving thousands of people who would have died searching for their matching donors. The World Governments have continually funded HeretiCorp's research to provide new advances in medicine, and HeretiCorp have even worked alongside Biopreparat, the leading developer of Biological Weaponry in the USSR, to create antiviral agents that have saved many lives during the leak of Small Pox in Africa during 1978, which earned HeretiCorp the Nobel Prize in Medicine. Today, HeretiCorp has a branch in every major country, and is holding steady as one of the top sixteen in Fortune 500.

However, there is a dark secret behind HeretiCorp's pristine image. Unknown to many; the founder, Mendel Hereti, was a member of a secret organization that have remained hidden in history for over 1000 years. They have been called many names, but currently, they are simply listed as the "Board of Biological Advancement" (BoBA) to their government sponsors. The Board has waited in the shadows; secretly manipulating the growth of humanity, provided many cures as well as diseases to the world governments as weapons for funding. This funding puts them closer to their goal of induced evolution of all life, particularly humans. They believed in a great destiny for humanity, and once they've reach their goal, they will be able to stand upon the world as True Gods of the evolved humans.

For years, the Board has studied the secrets of life, breaking the threads of DNA to its base components. With their partnership with Biopreparat, they studied the effects of manipulating life at its most basic form, and have even experimented on creating new forms of life through the manipulation of DNA. Sometimes they would coincidentally form the exact coding of an extinct creature, and other times, they would recreate monsters of myth and legend. These monsters were codenamed Chimera and were but a taste of the possibilities hidden within the codes of life. Spurred on by their discoveries, they've pushed themselves to applying the Chimera Process to human subjects.

However, their plans failed as the Human-Chimera (Hybrids) proved far more unstable in their human subjects then their animal subjects, who were able to adjust to their new forms more quickly due to their own instincts. The humans' bodies rejected the DNA crossings, ending in death of various subjects. Those that were capable of surviving tended to revert to feral beasts, losing all traces of both human and animal intelligence. The Feral Hybrids proved themselves as the perfect engine of destruction, but were too insane to control, even with a newly developed control chip system (CCS) provided by the military could only sooth the killing rage of the Feral Hybrids. Their plots of a true race of super humans were stopped, for the moment at least.

In later years, advancements in cloning have provided a new opportunity for BoBA. If a human could not survive the fusion process, then perhaps they would have better luck growing one that could? Energized with this new hope, they worked on creating the ultimate human subject: One that can survive the process of fusion and create a stable Hybrid.

They've succeeded beyond their wildest dreams. By applying their current knowledge of the Human Genome, and unlocking the full potential in their subject's DNA, they've created a true, advanced human-form: The next stage of evolution!

The Zeroth Prototype, as they called her, was a true miracle and a sign that their goal was soon approaching. They studied her thoroughly, cataloging the differences between her and an unaltered human. Various computer simulations and projections were made in hopes of mapping her full potential. The results were awe inspiring, though they were saddened with the discovery that despite their apparent success, her body was deteriorating through the use of her enhancements. Installing the CCS within her managed to regulate her abilities and provided more time for her survival, but she would eventually fade as her body gave out on her. However, the implications of their success lead soon led to questions. Would it be possible to make more like her? Could she be further improved? Was it possible to isolate her abilities? A new surge of possibilities lead to the start of the third attempt in evolved humans. With the new data at hand, they began growing their own series of super humans

Two years later, they managed to complete at least four of the weapon series planned. The first would be the leader of their new army, gifted with telepathy and clairvoyance and capable of performing advance espionage and intelligence gathering as well as quickly sending orders to the troops without the aid of modern communication devices. The second would be their basic soldier, built to be stronger and faster then a normal human and capable of surviving on the field far longer. The third would replace the bulky, so-called "mobile weapons" of the modern military, capable of inflicting destruction at greater range then an Artillery Platform. The last was also gifted mentally, able to surpass modern stealth techniques, and capable of avoiding detection by the opposing forces: The perfect assassin, they thought. Each was installed with the CCS, waiting for the completion of the other series before their programming and field testing.

Ten years after Zeroth's birth, a dangerous oversight came back to bite the Board...

The Zeroth Prototype's mental capabilities suddenly surged, frying her CCS and disabling every device in her vicinity. She began wildly rampaging through the laboratory, destroying all in her path and unintentionally releasing the other four prototypes from their own CCS induced rest. Confused and frightened, the five began striking out at the guards and lab technicians, carving a path of destruction, destroying years' worth of research before finally escaping. With the destruction of the CCS installed in each prototype, all hopes of tracking them were lost as each disappeared into the general population.

One week later, the corpse of the Zeroth Prototype was found in the local morgue. After collecting the prototype and analyzing the remains, it was determined that the loss of the CCS and her rampage accelerated her deterioration. Out of the other four prototypes, only Series 2 was found after being admitted to a local hospital. He was quickly collected and sedated to prevent his escape.

Six years later...

A boy clad in dirty, green clothing and dodging police would become a familiar sight in the market street of London. The 14 year old boy, called Leets by his peers, would zigzag through the alleyways; his satchel loaded with a collection of food stolen from unsuspecting vendors. Eventually, as always, he would lose his hunters who would unknowingly run past his hiding place, leaving the teen to slip off with his prize. Among the shop keepers and the rich, he was a menace that demanded to be stopped. To the poor and downtrodden however, he was a modern day Robin Hood, always sharing his ill-gotten gains with the fellow homeless in his neighborhood.

Leets never understood the source of his skills or his luck, though he knew better then to tempt fate in questioning them. His first memory was waking up in the hospital with an overbearing fear of his new surroundings. His instincts told him to run and hide, and he more then eagerly listened to them, escaping the notice of the hospital staff assigned to watch him. He never understood the reason however, wondering if he had stayed, would they have found his parents? But every time he thought back, all he could remember was the fear pushing him, telling him to escape capture. So for years, he had been surviving on the streets, forced to take what he could in order to stay alive, and occasionally helping others who shared his bad lot in life.

At the moment, he has established a few ties in Wasteland and currently holds a questionable job with the Wrights in New Reno as a messenger/troubleshooter/errand boy. He has earned a few favors from Mr. Wright with his job and is waiting for the right opportunity to cash them in.

Abilities:
    Sticky-Fingers: Though not often, Leets has relied on what he could steal to survive. This necessity, combined with his special abilities has made this little guy into an above-average thief. Limited only by what he can reach.

    Swordsmanship (Competent): He can hold out better with the sword now, though probably best if he doesn't face masters.

    Marksmanship (Average): His skills have improved greatly, he is still a bit slow in getting his shots off. However, the few shots he manages to get out in time will almost always hit their mark since he has become more efficient in aiming at his targets.

    Electromagnetic Field: Leets can pick any metallic lock and short out electronic devices with a simple touch by will alone. His skills have improved through practice and he can maintain a stronger charge.

    Mostly-Harmless: Leets can now consciously broadcast a mental suggestion that makes him forgettable, allowing him to sneak past most sentries. The mental suggestion makes him invisible to human sight and hearing, though a more active scan, such as video surveillance will still spot him. Weak-minded people will completely miss him, while stronger minds will merely glance over him and forget his existence in a few moments. Despite his rigourous attempts to improve this skill, he can still be spotted if the person he is hiding from is expecting him.

    Hidden Trigger: Leets abilities get a super boost and the following are replaced. Hidden Trigger can be called forth at will, unlike previously with stressful situations. However, it is still a strain to use and cannot be called upon consecutively.

      Electromagnetic Field => Electromagnetic Pulse: Leets can emit an EM Pulse at a radius of 12ft from himself, automatically disabling all electronic devices, regardless of any built in shielding it might have. He can also manipulate any metallic objects at a radius of 16ft from himself.

      Mostly-Harmless => Stealth Aura: Leets bends light around him, becoming virtually invisible to all forms of detection, as well as dampen any vibrations in the air or ground caused by his movements. He practically becomes a ghost.
Important Inventory:
    Clothing (Currently Wearing):
      green apple cap
      goggles
      long, white scarf
      clip-on suspenders
      white class shirt
      leather gloves
      oversized green box jacket
      green baggy pants
      hiking boots
    Large Satchel:
      green, suit jacket
      green tie
      white gloves
      oxford shoes
      first-aid kit
      water canteen
      camping supplies
      food
      travel visa
      The Players' Guide (Incomplete)
    Weapons
      handgun x2
      Masamune
      Magic Scimitar
Other FYI Stuff:
    wears formal gear during his job and informal gear when travelling
    formal wear fits him snuggly, but still loose enough to not be uncomfortable
    informal wear are new, undamaged version of his original clothing
    hides bottom half of face out of habit
    goggles double as sunglasses and protection against bad weather
    goggles can be used to further hide identity
    since box jacket is a little big for him, he needs to roll his sleeves up to use his hands
    hem of jacket hangs above mid-thigh
    wears suspenders to keep pants from slipping when running
    physical limits of an average teen
    requires 4 hours of sleep if Hidden Trigger is used
    unable to maintain coherency for at least 2 hours after studying the Players' Guide
    has difficulty expressing the experiences of his enlightenment to unenlightened beings (short of rolling an 8 on a d10)
Theme Music:
    Kiki's Delivery Service: Yasashisa ni Tsutsumareta Nara
    Matsutoya Yumi: Walk On, Walk On By
Updated (4/29/07)

Halbarad

Name: Professor Clyde Hornsby

Age: 36

Height: 5'11"
Weight: 170
Hair Color: Brown
Eye Color: Gray
Other Physical Characteristics: Professor Hornsby is a rather disheveled, thin man with hair already beginning to gray at the temples despite his young age.
Nationality: American
Organization: The Order of Unusual Proclivities
Abilities: Quick Gadgeteer (can build oddball gadgets from odds and ends at a high rate of speed, but does need access to parts). This can range from one of his first projects - a prototype of a brine-based air cooling system - to much more complex devices, such as the armorclads of the Civil War.
Personality:  Eccentric. Tends not to have much of a temper unless someone or something endangers himself or his inventions directly. Tends to view his inventions in a highly personal fashion, even occasionally naming them
History: Clyde was picked up by the Order, a secret subsect of  the US Secret Service, in 1870. At the time, the Order was nothing more than a project by the government to keep track of individuals with abilities outside the norm, and Professor Hornsby's inventions were something of a legend in their own right. The Order was called into action in 1873, however, with the appearance of an organization calling itself the 'Sons of the Confederacy'. These rogues, also persons possessing a more-than-ordinary set of abilities, staged several daring raids against US holdings in the Western territories before the Order was sent to confront them. They successfully managed to destroy the main tool of the Sons' reign of terror, an armored dirigible, just outside of Carson City, Nevada. Unfortunately, the team was ambushed after boarding a train for the return to Washington, and contact with Professor Hornsby and the rest of his team was lost.
Theme Music:
Important Inventory: His main weapon is a spring-loaded pool cue - he has a rather strong fascination with billiards, and one of his earliest designs was an 'autofiring' cue. Once he was pulled into more dangerous work, he redesigned the cue to be able to fire its tip at a fair rate of speed, often more than enough to stun someone.
A small, portable set of tools – the finest available. With these and access to smithing equipment, Prof. Hornsby is capable of engineering almost any part he could need to create a new device.

Other FYI Stuff: The two other major members of the Order, also presumed missing at the time of  Professor Hornsby's disappearance:

Marshal James Abbott – The undisputed and total master of the quick draw. In possession of one of the earliest models of revolvers (a weapon design which Prof. Hornsby helped to create), he was a force for order in the rough mining towns of Colorado prior to his entry to the order. Able to move quicker than the eye could follow, he was credited with over a dozen kills in shootouts with various outlaws.

Miss Priscilla Owens -  a lovely young debutante whose facility with fire is beyond question. Miss Owens was requested to join the Order in a highly unusual selection by the leader of the Secret Service himself; rumors had abounded in society for months that she was the cause of several near-disastrous fires, but none substantiated. After joining the Order, Miss Owens revealed that she could, indeed, start fires at will, and even occasionally NOT at will when in periods of dire stress – a matter complicated by her rather severe fear of being alone with men.
I am a terrible person.
Excellent Youkai.

RyderHakubi

Name: Ryder Angel Hakubi / Ryda Seraphim Hakubi
Age: 20
Height: 5'10"/5'5"
Weight: 172 lbs/120 lbs
Hair Color: Midnight Blue/Ice Blue-Green... regardless of form, the bangs are dyed a deep red.
Eye Color: Emerald Green
Other Physical Characteristics: Short hair, slightly spiked, but with long bangs on both sides of his/her head, which are colored, as a reminder of his/her past life.  Normally wears an outfit of a tight, white shirt with many random zippers in it (that is designed to resist heat, electrical, and cold magics, along with increasing strength & speed slightly), a pair of black cargo jeans that have white stitching of runes on them that increase in his focus and reflexes during battle, and his signature black Combat Boots...
Nationality: Raised in Japan but doesn't really look like it...
Organization: Formerly of the Gunmen in Black and the Knights Who Say COR!
Abilities:
-Enhanced Strength and Speed
-Plasma manipulation
-Jurai swordsmanship, but not often used since the forms are instinctual and not in his conscious memory.
Special Attacks:
1) Nova Sweeper: Sweeps his arm out, creating a series of long, razor-thin plasma beams that can slice through most anything.
2) Angelic Euphoria: Teleports behind the opponent, clips their knee, and while they fall backwards, Ryder unleashes a fist right to their gut... Then opens his palm and releases a plasma burst.
3) Celestial Comet Revised: Jumps into the air, and attacks with a glowing, downward kick... if he misses, a radius of 20 feet will be scorched by the plasma wave that extends out from the landing point...
4) Crescent Annihilation Rave Remix: Rushes in... teleports behind them, and unleashes, while randomly teleporting around the victim, 12 flaming punches, 6 flaming spin kicks, 2 knees to the groin, and a backflip boot into the air. While the enemy is airborne, Ryder punches the ground and a set of plasma chains shoot out of the ground and pierce through the enemy... However, the move comes at the cost of most of Ryder's energy, leaving him very weak for a counter-strike...
History:
Born on August 19, 1998 to Washu Hakubi, using DNA she got from one Xellos Metellium.  While at first, since Washu didn't reveal Ryder's father, there was some suspicion of the new child, he was eventually accepted around the Masaki household as the heir to Washu's immense knowledge...

Yosho, while not pleased at first at the boy, eventually warmed up to him enough to train him... That turned out to be a good decision, since Ryder was a prodigy at adaptation in battle...  With no need for outside schooling, Ryder spent most of his childhood training with Yosho, lounging around the house, or learning from Washu...

On his 16th birthday, as gift from his mom, he received his very own wing of Washu's Laboratory... But, all things come with a "price."  As a pre-requisite for receiving this wing, Ryder had to perform a series of experiments to prove he was worthy of the lab.  One of those experiments was to create an artificial Jusenkyo blend...

Taking DNA from his "sister" Ryoko, he had created the general idea behind a Jusenkyo curse, and celebrated with a lunch of his favorite food, doughnuts... The smell of warm food wafted through a vent, which brought Mihoshi Kuramitsu into his area... and disaster.  Mihoshi, while reaching for a doughnut, spilled the beaker of Ryoko water onto Ryder.  Since he was only partially finished with the water, he still retained his hairstyle and eye shape... However, a masu body was formed from some of the energy from his mazoku and divine body, enabling him to use gems.  

Was Washu devastated and distraught at this turn of events?  Of course not!  In fact, she was overjoyed to have another lab rat to test...  And as a gift, Ryder received his 3 gems...

One year later, Ryder completes construction of the Hyper-Dimentional Capable ship known as the Revolution... Ryder is 17.  Finding that he is out of doughnuts, Ryder rushes to the store to acquire more... and on the way, he meets a dying Bean Bandit.  Saving his life with a blend of Artificial Jusenkyo Minagi, the amnesiac Bean was adopted into the family...

This would not be the last important person Ryder would meet... on a test run of the Revolution's Warp Drive, his presence is sensed by the draconian known as Dracos Paladin... Sensing the potential for mayhem within the boy and feeling fed up with the ruling world order known as the "Inquisition", Dracos brought forth to Ryder a plan to rid the world of the Inquisition...

Ryder, in somewhat of a surprise to his family, agreed to help build the organization known now as the Knights Who say COR!!  If you listened to Ryder's reasons at the time it was because he was bored.  He wanted to cause mass chaos and random insanity all in the name of a force that he actually didn't even believe in that much.  However, there is more to the story than meets the eye.  Ryder's main reason for joining up with the powerful Dracos Paladin was to protect the Masaki family, as they were his and the Inquisition was beginning to suspect them as being possibly trouble.

So, Ryder began to work for the now-infamous Knights, being a sort of nuisance to those that would attempt to stop them from their perverted and decidedly evil plans.  His status as a field agent/spy/general annoyance for the forces of good brought him in contact with many people, including Olguin Saotome, Shukuen the Ice Cleric, and many, many more.  Unfortunately, his time around those two was cut short by an excursion to the future Crystal Tokyo of the Sailor Moon world.  Of course, Ryder being Ryder, he brought down the monarchy in one glorious, violent revolution that also gave him two allies; Ami Mizuno and Hotaru Tomoe, otherwise known as Sailors Mercury and Saturn.  After setting the seeds for a descent into possible Socialism, Ryder's next mission came to him... Ladon.

Ladon, a wasteland in it's own right, turned out to be Ryder's undoing... but not how he thought it would end.  Instead of being killed by his prey, Myria, he was killed by a series of fluke accidents... He lost his powers in a fluke switch with Ami due to a series of extradimentional cards, and then the world was destroyed by the planet-killing beings known only as The Heartless. Of course, death... can be overcome.

Due to the oddities in Ryder's DNA; Washu's divinity and Xellos' demonic entity; Ryder was reborn.  The otherworldly elements in his rebirth also had the effect of restoring a limited amount of his powers.  He lost his abilities to cast magic and his masu body, but retained the ability to control plasma energy and to fly.  Unfortunately for him, he lost his memories in the process... though, that's common in all rebirths.

Ryder wandered the multiverse for a time, carrying only his gun, meeting many people... including a strangly Demonic Hotaru, who he interloped with for a time before circumstances, like another memory wipe, brought them apart.  When he awakened from the destruction of Hell, he found himself wandering the multiverse again, searching for some sort of answer to why he exists and why he has dreams of being a insane world-destroying being of pure destruction.  This wandering eventually caused him to stumble into the services of possibly the most chaotic and insane force in the entire universe: Controversial Jack.  

Working as a staff member for Jack's little battleground of the multiverse ,ULTRA, he became part of the group assigned to investigate new worlds for Omega Division battles, and that led him to Spira, and another meeting with the Aspects of the Universe.  Ryder's former personality seemed to emerge for a bit, but it took being knocked out by Space and Order to loosen those memories for only a short time.  But, in what seems to be a cruel twist of fate, as usual, Death practically destroyed Spira in a fight with Order, Ryder becoming one of the causalities before he could recover the memories and abilities he had lost in the many rebirths and wipes.
Theme Music:
- Main/Walking: The Gorillaz – "Tommorow Comes Today"
- Battle: Prodigy - "Firestarter"
Important Inventory:
1) Archetype Mark XIII Firestorm: A pure white handgun he found upon his 2nd reawakening... a weapon devised as a backup for his old white handgun, this gun fires two types of bullets: Force and Slash.  Force bullets do not take any time to reload and are limitless, as it takes small amounts of atmosphere to fire.  They feel like punches.  The Slash bullets take a lot of time to charge and can only hold 6 at a time.  They go right through people and are quite painful, but they also have a kickback and use Ryder's plasma, which takes a lot out of him in the process.
2) Teleporter Wristband: Simulates the teleport that he lost in the rebirth...
3) Rickenbacker series 4001 Two-Motor Bass Guitar: Ryder's main weapon of melee combat choice.  Given to him as a gift after his first death by a freak run-in with Haruko Haruhara, Ryder keeps it slung over his shoulder.  If he has sufficient ammo for it, he can use it as a rocket launcher and machine gun, but he can never find any ammo.
Personality: Formerly very very cocky, but since his first death, he's mellowed quite a bit into someone who is just plain confused about the world and his surroundings.  He still can leap to the aid of others, and has flashes of his old self too...
FYI Note: Yes, the Jusenkyo Curse is still active in Ryder... however, the multiple deaths has weakened and altered it to a point where Ryder gains Ryoko's looks, but not her body composition... in other words, Ryder's female form is a human Ryoko with the same powers and abilities as his male form.
What sort of madness will I create today?"

Carthrat

Mei-Ling, Wu-Jen.

Hailing from Kara-Tur, Mei-Ling is a relatively young Wu-Jen, a distant mystic who lives far away from the concerns of samurai; honor, war, and bushido. They frequently flout the conventions and laws of society because of their very lifestyle. Most Wu-Jen spend most of their lives living in the wilderness, in isolation from others; living as hermits, they rarely have any motiviation beyond further study and the like, instead giving wisdom to those who ask, and sometimes bestowing their magical aid on those deserving. Ascetics at heart, they generally seek to unify themselves with nature as far as possible before death. They are likened to druids, monks, and shamans; and about as understood by the common man.

Mei-Ling is not a normal Wu-Jen, however. Her mentor advocated the normal style of Wu-Jen life (as far as 'normal' goes for Wu-Jen). He perhaps made the mistake, however, of choosing to seclude himself within walking distance of a small village, and allowed himself the occasional luxury of visiting, Mei-Ling in tow.

Youth is as youth does, and Mei-Ling found herself constantly finding excuses to head down to town, to do some shopping, talk to the villagers, drink some sake, and engage in other wholesome teenage activities. Eventually, her mentor had to choose between trying to restrict her acts in favour of forcing her to learn more, or merely send her out into the world. Wisely, he chose the latter, and Mei-Ling has been travelling about since. She rationalizes her viewpoint (as many travelling Wu-Jen do); what good is harmony in nature if not tested by the real world? What use is power unused? And what truly serperates a Wu-Jen from the people? They are as part of the world as nature itself, and denying them is folly.

She managed to frequently find herself in trouble; reactions to her varied from the flat (Hi), to the cheerful, (Hey, girl!), to the hopeful, (Mighty Wu-Jen! Please save our village!) to the angry, (Consorter of demons! Begone from this place!). While nobody can look at her and simply say, 'Aha! A mage!', people are often curious as to her station, what she is doing in their town, and the like. This causes her to be wary in using her magic, and clever with her tounge.

She has few goals in life beyond wandering. She has little need of money; enough to buy some sake and fresh clothing from time to time can suffice, and is easily earned by one willing to do a little work here and there. Presently she is simply travelling Kara-Tur (rarely by the main roads) and seeing this and that. Studying lore and magic are certainly pursuits she enjoys, but at this point, she isn't particularly interested in gaining power as opposed to gaining understanding. As far as power goes, she has plenty to defend herself, occasionally help people, and survive. She would certainly be interested in studying new forms of magic, but the only thing that can improve in her current path is the scale of what she can achieve. In her mind, being able to cause an 'earthquake' instead of a 'light tremor' isn't something worth striving for.

<->

An oddity of the lifestyle of a Wu-Jen are the taboos they face; all Wu-Jen develop odd social mannerisms and flaws that others think are meaningless, but are vitally important to any Wu-Jen. They represent their degree of seperation from the physical world to join the magical, and if they are not abided by... bad things happen. Loss of spells, severe (sometimes even fatal!) illness, amnesia, and sometimes just incredibly bad luck can all befall a Wu-Jen who does not respect her own connection with the forces of magic. The stronger a Wu-Jen becomes, the more taboos they will accumulate.

Mei-Ling's taboos are;

-Cannot cut her hair. A personal taboo; for Mei-Ling, her hair symbolizes her connection to the primal forces in it's entirety. As it grows, so, too, does her understanding.

-Cannot own more than she can carry.
-Cannot remain in one place for longer than a week under ones own will, and must attempt to escape any confinement. (A place: a single city, a single forest, a cave, plainsland, etc. Once left, the Wu-Jen can't return for at least another week. Even so, it's really pushing it to continuously abuse this caveat. If the area is suitable vast (a *really* big forest, a huge desert, the capital city of a country), as long as the Wu-Jen is actually travelling through it to get somewhere else, it's ok. GM discretion advised.)

The above archetypes symbolizes the 'travelling' nature of Mei-Ling; not content with merely being a unique one amongst Wu-Jen, she has made this philosophy part of her entire magical nature.

<->

Mei-Ling is a pretty young woman who usually dresses in a fine kimono, predominantly red and yellow in colour (with a variety of images that change frequently). She carries a tanto in her obi (though she has never struck anyone with it), and apart from that, very little. Quite capable of living off the land, she travels light, relying on her control over the elements to allow her to sleep at night. Thanks to her taboos, her black hair is exceptionally long, and prone to billowing out about her when she starts using magic. Though slender, she is perfectly healthy and quite fit from all her travelling (which is generally done on foot).



<->

The magic taught to Wu-Jen is predominantly elemental; they learn to work in harmony with air, fire, wind, wood, and earth, and can communicate with the spirits therein. This is not to say that a Wu-Jen could not, in theory, learn other sorts of magic. These forms are simply not taught as part of the Wu-Jen tradition. If one were to find a suitable teacher...

Mei-Ling can, nonetheless, 'do stuff with elements'. Specific effects include

-Sensing unusual patterns of fire, wind, earth, wood, and water within a mile.
-Causes heavy gusts of wind to blow (can knock the unprepared over).
-Converse with elemental spirits.
-Cause ground to become muddy/like quicksand/solid.
-Shield herself (and others) against negative elemental effects to a point(fire, it does not burn!)
-If there's oxygen, breathe it (and nothing else; this includes noxious gases and water).
-Use winds to buffet herself, allowing her to jump really high and run really fast (can't be used on others without a significant chance of making a mistake, and causing them to plummet to their deaths).
-Float, buffeted by a cushion of air.
-Light a small-to-moderate fire, and throw it at something.
-Light(or put out) a large fire, with time.
-Easily find sources of fresh water and easily forage edible food.
-Not get wet when it's raining.
-Shape the elements; can actually reach into wood, smoke, unworked metal, fire, and water and pull it into a desired form. (With regard to smoke, fire and water, these forms are merely temproary images. Wood and unworked metal, however, retain any changes done.)
-Create altercations in water (smallish whirlpools, fairly big waves, still water, etc.)
-Exert small telekinetic control over loose elements (for instance, hurl stones, create small bolts of fire from existing fires, etc.)
-Turn water to ice or steam, and vice versa.

Broadly speaking, the more flamboyant the effect, the more draining it is. It's not necessarily obvious- but major effects tend to point to who's creating them. Growthwise, Wu-Jen simply learn to create more dramatic effects with less downtime. Some learn alternate forms of magic. Of note is planar magic; powerful Wu-Jen can use the elemental planes as 'bridges' to other planes- provided they know where they're going.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Olvelsper

I really shouldn't, but what the heck, this forum doesn't get much usage.

I update my character sheet!

Jan has ...A BOX!

A shiny, crystaly box.

He's also carrying one (1) Wad of Monies.

And one? (1?) favor from New Brunswick's mayor.

He has advantage: Not going to be shot to swish cheese by the mob. (Yay!)

He has disadvantage: Dirty little secret being kept from Vault City. (Boo.)
http://www.fanfiction.net/u/2589971/Ol%27Velsper : Then we will write in the shade.

Iron Dragoon

Yo, this is the tenative sheet for my character, waiting for final approval and editing:

Name: Mary Merrick
Gender: Male
Age: 24
Height: 5' 10"
Weight: 135
Hair: Brown
Eyes: Green

Physical Description:
Short and lean, Mary looks scrawny, but wiry. He looks to have whipcord speed and the highly defined muscles impart a sense of surprising strength. While not a powerhouse strength wise, he is more than capable of coming out of a brawl on top. His brown hair is cropped short in the back and on the sides, and the top of his hair being a shaggy, unkempt mass long enough to reach his eyebrows, but not to obscure his eyes. The eyes, a dark green with brown flecks, are deep set, keeping them shadowed most often, but not so much as to seem skeletal. Mary was blessed at birth with better than perfect vision, 20/10 in both eyes in fact, which helped him on his way in his chosen profession. His jaw is chiseled and wide, a strong, dominating feature that catches the eye. His shoulders are of average width, not leading him to look scrawny or hunched, nor to look brawny and over-bearing. His arms, when seen without a shirt, look scrawny and almost too long, though they are proportional to his body.

Abilities:
Mary is a crack shot, born and raised. He was graced with both better than perfect vision and ambidexterity. Through long practice and training, he has become a crack shot, hitting his target with dead center accuracy almost every time, and his quick draw is unmatched. He is able to fire his revolvers faster than any semi-automatic pistol, surpassed only by fully automatic weapons. The combination of his sharp eyes and his many long hours of training has granted a razor edged hand-eye coordination. He has developed this into a flashy style of gunfighting, often tossing his firearms into the air spinning, only to draw his second pistol for a quick draw, re-holster it, and catch the falling weapon without pause or fail. He has also trained himself to fire trick ricochet shots, but he dislikes doing this as he's never had the proper schooling to be able to figure out the path of the bullet. Instead, he prefers to use style of 'gun tossing' to confuse and distract his opponents.

His long training has granted him an innate understand of his body and firearm positioning, allowing him to make shots of moderate difficulty without looking directly at his target, using only his memory or peripheral vision.

Mary is also quite the accomplished brawler, having grown up with a name such as his. He often got into brawls after being made fun of or insulted about his name. This is what initially led him to his firearm training, growing so angry as to get into gunfights over slights to his name.

Background:
Mary grew up with only his mother, and on a ranch on the outskirts of town. His father died shortly after his birth, and is the one responsible for his unfortunate naming. His father named him so because he knew his time was coming to an end, having crossed a local thug by catching him cheating at cards. Unknown to Mary, his father named him knowing he would grow up tough with it, or he would die.

Being the only man on the ranch, Mary got plenty of work with his chores, granting him a surprising strength and whipcord lean muscles. Since it was only his mother and him on the ranch, he grew up with a gun in his hand, learning how to defend his land and family. His life went on through the years this way, training with his father's old pistols, working on the ranch, and getting what little schooling he could until one day when he was fifteen. He had gone into town to pick up supplies and ran into a group of four local thugs, which harped on his name. Getting enraged, Mary started a brawl with them in the street, beating three of them fairly badly before being hauled off by the town Sheriff to the jail to 'cool off.'

After a few hours, the Sheriff let him go, and he went on his business to the general store, only to be cornered by the same four thugs in the street. The thugs, not satisfied with a brawl, challenged him to a gunfight. Initially ignoring them, Mary tried to go past them, only to be brought back with taunts on his name. Losing his cool once more, he instantly accepted the gunfight, and squared off with the four. With a random townsmen sounding the draw, Mary shocked the entire town by dropping the four thugs before any had fully cleared their leather (un-holstered their weapons). With an angered grunt a frown on his face, he went on to the shop and made his purchases, only to be stopped by the Sheriff. The Sheriff told him that while he knew the four deserved their deaths, he couldn't simply let Mary get away with it. Showing some compassion, the Sheriff gave him two days to get out of town before he put a warrant out for him.

Returning home, he told his mother what happened, and while saddened, she was not terribly surprised by it. She helped him pack what he needed, she saw him off, giving him his father's prized pistols: a pair of specially smithed Peacemakers. The pistols had solid black grips and cylinders, with highly buffed, reflective steel frames. Slinging these around his waist, Mary took off, moving from town to town, often taking jobs as a bouncer in a bar or whorehouse, or any handy man jobs he could, looking for anything that interested him. He even occasionally took jobs bounty hunting, or joining a Sheriff's posse to bring in an outlaw, and sometimes even becoming the outlaw because his quick temper, and quick draws, put his bullets into townsfolk.

Inventory:
Colt .45 'Peacemakers' (x2)
Gunslinger's belt and holsters
-Holds 48 spare rounds (4 reloads)
Brown Duster
Brown Leather Cowboy Hat, Floppy (think Indiana Jones)
Backpack
-Gun Cleaning/Repair Kit
-(Survival Supplies)
-30 Round Box of .45 Ammo (x6 Boxes; 180 rounds total)
This is not the greatest post in the world, no... this is just a tribute.

Iron Dragoon

Yo, this is the tenative sheet for my character, waiting for final approval and editing:

Name: Mary Merrick
Gender: Male
Age: 24
Height: 5' 10"
Weight: 135
Hair: Brown
Eyes: Green

Physical Description:
Short and lean, Mary looks scrawny, but wiry. He looks to have whipcord speed and the highly defined muscles impart a sense of surprising strength. While not a powerhouse strength wise, he is more than capable of coming out of a brawl on top. His brown hair is cropped short in the back and on the sides, and the top of his hair being a shaggy, unkempt mass long enough to reach his eyebrows, but not to obscure his eyes. The eyes, a dark green with brown flecks, are deep set, keeping them shadowed most often, but not so much as to seem skeletal. Mary was blessed at birth with better than perfect vision, 20/10 in both eyes in fact, which helped him on his way in his chosen profession. His jaw is chiseled and wide, a strong, dominating feature that catches the eye. His shoulders are of average width, not leading him to look scrawny or hunched, nor to look brawny and over-bearing. His arms, when seen without a shirt, look scrawny and almost too long, though they are proportional to his body.

Abilities:
Mary is a crack shot, born and raised. He was graced with both better than perfect vision and ambidexterity. Through long practice and training, he has become a crack shot, hitting his target with dead center accuracy almost every time, and his quick draw is unmatched. He is able to fire his revolvers faster than any semi-automatic pistol, surpassed only by fully automatic weapons. The combination of his sharp eyes and his many long hours of training has granted a razor edged hand-eye coordination. He has developed this into a flashy style of gunfighting, often tossing his firearms into the air spinning, only to draw his second pistol for a quick draw, re-holster it, and catch the falling weapon without pause or fail. He has also trained himself to fire trick ricochet shots, but he dislikes doing this as he's never had the proper schooling to be able to figure out the path of the bullet. Instead, he prefers to use style of 'gun tossing' to confuse and distract his opponents.

His long training has granted him an innate understand of his body and firearm positioning, allowing him to make shots of moderate difficulty without looking directly at his target, using only his memory or peripheral vision.

Mary is also quite the accomplished brawler, having grown up with a name such as his. He often got into brawls after being made fun of or insulted about his name. This is what initially led him to his firearm training, growing so angry as to get into gunfights over slights to his name.

Non-Combat Skills:
Mary has learned to do repairs on buildings, but nothing advanced such as electrical or plumbings. He also learned how to ride horses and herd cattle. In his travels he has learned various odd-job type skills and how to survive and hunt. He's got some basic skills in bartending, first aid, gambling, gunsmithing, and cooking. He's spent time working as a Bartender and often prefers to work as such, or in giving aid to the local authorities, or as a Gunsmith. He occassionaly tries to make some side money in cards, and is semi-successful when he tries.


Background:
Mary grew up with only his mother, and on a ranch on the outskirts of town. His father died shortly after his birth, and is the one responsible for his unfortunate naming. His father named him so because he knew his time was coming to an end, having crossed a local thug by catching him cheating at cards. Unknown to Mary, his father named him knowing he would grow up tough with it, or he would die.

Being the only man on the ranch, Mary got plenty of work with his chores, granting him a surprising strength and whipcord lean muscles. Since it was only his mother and him on the ranch, he grew up with a gun in his hand, learning how to defend his land and family. His life went on through the years this way, training with his father's old pistols, working on the ranch, and getting what little schooling he could until one day when he was fifteen. He had gone into town to pick up supplies and ran into a group of four local thugs, which harped on his name. Getting enraged, Mary started a brawl with them in the street, beating three of them fairly badly before being hauled off by the town Sheriff to the jail to 'cool off.'

After a few hours, the Sheriff let him go, and he went on his business to the general store, only to be cornered by the same four thugs in the street. The thugs, not satisfied with a brawl, challenged him to a gunfight. Initially ignoring them, Mary tried to go past them, only to be brought back with taunts on his name. Losing his cool once more, he instantly accepted the gunfight, and squared off with the four. With a random townsmen sounding the draw, Mary shocked the entire town by dropping the four thugs before any had fully cleared their leather (un-holstered their weapons). With an angered grunt a frown on his face, he went on to the shop and made his purchases, only to be stopped by the Sheriff. The Sheriff told him that while he knew the four deserved their deaths, he couldn't simply let Mary get away with it. Showing some compassion, the Sheriff gave him two days to get out of town before he put a warrant out for him.

Returning home, he told his mother what happened, and while saddened, she was not terribly surprised by it. She helped him pack what he needed, she saw him off, giving him his father's prized pistols: a pair of specially smithed Peacemakers. The pistols had solid black grips and cylinders, with highly buffed, reflective steel frames. Slinging these around his waist, Mary took off, moving from town to town, often taking jobs as a bouncer in a bar or whorehouse, or any handy man jobs he could, looking for anything that interested him. He even occasionally took jobs bounty hunting, or joining a Sheriff's posse to bring in an outlaw, and sometimes even becoming the outlaw because his quick temper, and quick draws, put his bullets into townsfolk.

Personality:
Hot-tempered and quick to act, Mary is the kind of man who holds grudges close. While he tries not to start fights, he'll never back down from one. He'll be friendly until someone tries something, and he's a little untrusting, but once he's convinced they're friends, Mary'll stand by them solidly.

Having left his home young, he never had the chance to be guided out of the hot-tempered stage of his teens. He's motovated almost exclusively by his emotions and instincts, making him act heavily on the 'Spur of the Momemnt.' His reactions to many things tends to be either neutral or to the extremes, only falling into the grey areas if he's uncomfortable or confused, which can be dangerous as his first reaction in such situations tends to be anger or defensiveness.

Inventory:
Colt .45 'Peacemakers' (x2)
Gunslinger's belt and holsters
-Holds 48 spare rounds (4 reloads)
Brown Duster
Brown Leather Cowboy Hat, Floppy (think Indiana Jones)
Backpack
-Gun Cleaning/Repair Kit
-(Survival Supplies)
-30 Round Box of .45 Ammo (x6 Boxes; 180 rounds total)
This is not the greatest post in the world, no... this is just a tribute.

Merc

Name: Félix Ducartes
Gender: Male
Age: 42

Appearance: He's about 6'4" high and has a slender frame, with mostly black hair (he has some grey hairs) and hazel eyes. His hair is of medium lenght, combed back, and he has a thin mustache stretching over his lips.

He dresses up in a tuxedo style get-up, with a black cape and gloves. (Think Tuxedo Kamen's outfit minus the mask and bowtie, and with the cape not having the red lining on the inside)

Nationality: France

Abilities:
Félix is a master magician, whose main talents lie around illusions and tricks of the sort that deceive or distract those watching him. His stage show almost always consists of stories, with himself as the main hero, using his dazzling magic to win the day. A one man theater show of shorts, really.

To help with this, he is also a master of disguises, though he can only disguise himself within his own relative size, of course. He's also a master of imitating voices, and has some limited capacity with throwing his voice, and his skills with sleigh of hands know no one better.

So long as he has the proper equipment, Félix is also knowledgeable enough in the art of making flash or smoke grenades. He carries a small supply with him for disappearing or appearing tricks.

It's hard to know who on stage is supposed to be the one giving the show when he could be sitting right next to you running the whole thing as he cheers amusedly along with you.

As his show is essentially a story, sometimes a good escape is important to the tale, and so he's also fairly good at the whole escape tricks that magicians over the ages have mastered.

He also knows three languages. French is his native language, though he's studied both English and Latin, and had to speak English regularly.

Background: Born in Paris, France, Félix grew up as a child actor, learning many tricks of the trade in that business until he found himself with the opportunity to work with a legendary actress, Airi Komiyama. A master of disguises, Félix found himself wanting to learn more of her knowledge of the trade, incidentally due to having a small crush on Airi. She introduced him to her former master on the art of disguise, a retired magician, with Félix taking to the classes quite well and deciding for a change of careers to learn further from the magician. As Félix's career as a magician took off, Airi mysteriously disappeared, and while questioned on it as an acquaintance of it, he was soon left to his own devices again, though the rumors did not do much for his career at first and he had to work that much harder to be a success. He eventually pulled through and now is reknown through the world as one of the premier magicians, whose magic show isn't just a magic show. It's an experience.

Inventory (in hand):
10 Handkerchiefs (of various colors)
1 Suitcase w/ wheels, black leather with no particular design.
1 Bag of Tricks, yellow with a design consisting of x's and periods.
1 Magic wand
2 Flash bombs
1 Smoke bomb
2 Lockpick


Inventory (in suitcase):
1 Disguise/Make-up kit
1 "Muscle Suit" (to make himself look 'beefier' in disguises)
1 "Breasts Suit"  (to make himself look 'womanly' in disguises)
2 Smoke bombs
4 Flash bombs
2 Decks of cards
2 Pairs of handcuffs
4 Locks
1 Straitjacket
Clothes

Other FYI Stuff:
Alt+0233 is the key for "é" >_>
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.