Kooroo -> RE: =Where Powers Collide 2025= OOC & Tournament Signups (1/19/2025 20:51:58)
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Name: Zophia Nothing more, nothing less. Title: The Iron Magus Gender: Female Element: Metal Age: Over 90 years, though her biological components haven’t aged past 25. Race: Augmented Human Height: Precisely 182.88 centimetres Weight: 102 kilos, with all parts considered. Alignment: Order Occupation: Whatever you get when you combine a scientist with a personal development coach. Class: Hasn’t held one in years, but she’d never really been one for teaching. Appearance: From an initial glance, it can be difficult to determine Zophia’s gender, covered mostly from head to toe in what appears to be dark, burnished steel armour. The breastplate is fairly smooth and is made of several interlocking plates in an attempt to allow for more abdominal movement. Zophia’s right arm from the elbow down is clad in a large gauntlet, which seems a tad large for her. The mage’s left arm is obscured within a slate-coloured sleeve down to the hand, which sports a black leather glove. In contrast to her hands, the pauldron on her right-side is smaller and flatter than the left one. For the most part, there doesn’t appear to be too much off about her, unless you’re able to examine her more closely. Firstly, you might notice that the large gauntlet on her right hand doesn’t have an opening where a person’s hand would fit through. For another, you’d find that the armour covering her is bolted to another metallic underlayer and isn’t made to be easily removable. A sleek mask of the same metal enshrouds her head completely; this mask is mostly featureless, save two crimson, glowing eyeholes and a four-slit grille where her mouth would be. Ash-coloured hair flows from the top, tied into a loose, somewhat-messy ponytail. Besides her armour, Zophia sports an especially ostentatious half-cape, with a matching tasset around her waist. Said cape is pinned around her left collar by a cross-shaped ruby pin, wraps around her neck and drapes across her right arm, down to the elbow. The tasset is split into four different strips; two along the side, a shorter, thigh-length one in front of her groin, and a knee-length strip down the back. Both the cape and the tasset are jet-black in colour, with a scarlet trim and underlayer. The end of Zophia’s legs are clad in heavy, metal boots that match with the rest of the armour. Their soles are lined with a rubber-like material with a tread pattern similar to combat boots. Equipment: Blasted Sarcophagus: The blackened plates that adorn Zophia’s body are a mix of prosthetic replacements and armour plating that protects her remaining organic parts and organs. To be specific, the plating around her head and abdomen is more of a shell that protects what remains of her body. With the exception of her right bicep and left arm, she is entirely made up of magitech prosthetics that are integrated with synthetically grown nerves and flesh to allow for some feeling. All these together make up the Sarcophagus. The Sarcophagus is composed of materials that have been magically treated to inherit some basic qualities of flesh whilst keeping the advantages of metal. It does not heat up anywhere near as quickly as regular metals, nor does it attract or conduct electricity as easily. Magnets don’t have any effect on it, nor do any magics that typically affect metal. The armour plates can regenerate in a way similar to flesh and the mechanical parts of the prosthetics are capable of self-repairing, though this requires around 12 hours of little to no movement and minimal energy expenditure. There are some notable downsides of such extensive enchantment however—the most notable being the drastically reduced durability. Whilst the breastplate is still relatively strong due to the armour plates being especially thick, it can be sliced or penetrated much more easily than if it were unenchanted. A relatively well-aimed slash or stab will break through the abdominal plates fairly easily, as though it were thick leather armour, whereas all of the other areas plates can be damaged even more easily. Additionally, most healing or reparative magics will actually slow the self-repairing process further and ice magic or extreme cold can cause the components to seize up or slow much more than they would normally. It also causes much more discomfort, due to some lingering effects on the synthetic tissues. The Oculus: A crimson, ethereal eye that hovers roughly a metre behind Zophia, magically tethered to her left pauldron. It can be manipulated at will to either change position relative to its anchor point or adjust the direction it’s looking. The Oculus’ main function—aside from observing—is to aid in Zophia’s various projects by projecting high powered rays for welding, cauterising and precision slicing. Its output can be controlled depending on what’s required, however it only has one setting when used for self-defence. Sight: Can be tapped into by Zophia to act as a literal third eye. Useful for getting a different view of her surroundings or checking what’s behind her. However, the Oculus does not give her constant vision of what it’s looking at. Zophia has to actively access and manipulate the eye for it to do anything. Slice: Fires a high intensity beam for up to 2.5 seconds that can be used to slice through or ignite most materials. The direction and path of the beam has to be determined before it can fire; Zophia cannot change the ray’s path while it is firing, however she’s able to shut it off early if necessary. Once the beam shuts off, the eye is completely blinded until it recharges—this process takes roughly 8 seconds. The Oculus also requires around a second of charging before firing a beam, during which it glows especially brightly. It has a maximum effective range of four metres. As the beam is nearly always used to make a cutting or slicing motion, it will normally fail to pierce through plate unless it's especially brittle or has been weakened prior. Drawing the laser across steel generally leaves deep gashes close to penetration and heats it up considerably. Chain and leather armour is typically simple enough to cut through, however both are enough to mostly shield against or prevent major lasting damage. Cloth is generally useless for protection and might even ignite. Polaris Alpha: The large gauntlet on Zophia’s right arm. Whilst technically a part of her armour, the gauntlet has enough functionality for it to be considered a separate piece of equipment. Embedded in the palm is a cylindrical emitter which allows Zophia to fire out an energy pulse. Each pulse is around 50 centimetres in diameter, travels around the same speed as a fast tennis serve and will typically disrupt or knock aside any other projectiles in their path. They have a maximum range of about 6 metres, before dissipating completely. Getting hit by a pulse is the equivalent of being struck with a strong hammer blow, though with some padding in between.They’re typically enough to knock most foes back or away from her and usually don’t cause lasting or major damage, with the exception of impacts to the neck, head or other tender regions. Pulses can be fired every 6 seconds or so. There’s an especially noisy second of charging required before a pulse can be fired. If an object is held in the gauntlet when a pulse is fired, however, the object is empowered and launched instead. Unlike projectiles thrown or shot from a firearm, anything launched by Polaris Alpha will not spin or rotate through the air, until it travels 6 metres in distance or strikes a target. The amount of force behind a launched object is considerable, though this is dependent on what is being launched. Regardless of what is launched, however, all empowered objects are typically as fast as a Driver-struck golf ball. Grav-Nails: Exactly what it says on the tin. Large, black nails that each have a head diameter of 10 centimetres and a shaft length of 17 centimeters. There are small barbs at the point of each nail to prevent them from being loosened and removed easily. The only physical indication that these nails are not normal is a small red light on the head of each. When hammered into an object, these nails magnify the effects of gravity on the target. The effect is further enhanced depending on how well the nails are hammered in. More nails in one object will increase the force pinning the target down. The larger and heavier the object, the less impact the nails will have, however two nails are sufficient to pin an adult man to the ground when hammered fully in. Zophia carries Four nails on her person at any time, on the left side of her waist. Weapons: Ingenuity: A black, burnt looking cane constructed from a similar metal to Zophia’s armour. At roughly one metre long, the cane’s only notable features are a stubby emitter funnel at the top, a cylindrical sort of case around three-quarters of the way up the staff, and a very sharp, 4-sided blade at the bottom. It is also much heavier than one would expect, especially towards the top, near the emitter. The cylindrical body is systematically covered with various grooves and red lights. This section of the cane is especially durable, as it holds both the fine magitech circuitry of the staff and its power source. A spherical energy field can be generated around the head of the cane, to change the weapon into a mace. Whilst the field doesn’t have any edges like those found on more primitive many ‘metal weight on a stick’ weapons, it does have a very mild zapping or tasing effect on contact. The field can also be activated at will and does not have a time limit, however it will be shut off if the cane’s power source is used for any other ability. The blade on the bottom of the cane is typically concealed under a metal cover, for both safety and concealment. Said cover has a flat base, so that it can be pulled off easily with a boot if necessary. There is an enchantment on the blade so that the staff can stand upright by itself as long as the safety cover is on. Ingenuity can only make use of its abilities when it is in contact with Zophia’s left, organic hand. If she were to drop or let go of it, anything it’s generating will be immediately deactivated. Skills/Abilities: Power Surge: Both Ingenuity and Polaris Alpha can unleash arcs of lightning on demand, though there is a brief delay and increase in brightness just before the bolts are ‘cast’. The maximum range is only around three metres and the mage can sustain bursts comfortably for up to ten seconds at a time before requiring another ten for cooling; whilst the lightning is rather energy efficient, it generates a lot of heat. This doesn’t make a whole lot of sense scientifically, Zophia has noted that magic has never played nice with the laws of physics. Another magical property of the lightning is that it is especially attracted to metal objects. If a foe were to instinctively try to block it with an outstretched metal object, the bolts would hone in directly on the object. Leather has also proven to be an especially good insulator against this strange brand of lightning, meaning that the ability can be mostly negated by someone blocking it with a leather-gripped metal weapon. Luckily, just the presence of such an object doesn’t mean that the ability will be nullified completely; it will still need to be raised and positioned to block the bolts, or they’ll most likely just catch the lightning full on. The lightning can be generated from both Ingenuity or her gauntlet independently or at the same time. The lightning streams can either be kept separate and aimed at two targets, or combined into one, for increased potency. Even at its most potent, however, one full ten second stream is highly unlikely to be fatal—whilst the primary effects are charred cloths, burnt flesh and considerable pain, it typically takes at least 25 seconds of full powered lightning to kill your average humanoid. Repeatedly being hit by lightning bursts of around three to four seconds long tends to make subsequent applications hurt more, according to Zophia’s testing—she herself has not experienced it, as the lightning does not affect her. A last peculiarity is that subjects struck don’t tend to experience many muscle spasms, if any, thus vastly increasing the likelihood of retaliation. Combat Prowess/Physical Ability: Imperfect Augmentations: Zophia is much stronger than most humanoids, due to the additional strength and weight granted by her synthetic components; she is capable of launching a man several metres away from her, though she’ll require both hands to do so. The maximum she can carry in one hand is around 60 kilograms, though she would not be able to throw it or do much aside from drop it. When she was a regular human, she was rather skilled in a variety of weapons, being a match for most other combatants. Combining this with her strength would be a death knell for most normal combatants, if it wasn’t for the fact that it has been decades since she has actually fought in such a barbaric manner. As it stands, she would have an advantage against most beings due to her strength and in part due to her combat experience, but not much else. Additionally, due to the armoured and mechanical nature of her body, she’s much less flexible than a normal human and can’t move as she used to. Another downside is her speed, as she is considerably less agile than most beings her size, and is only able to maintain a brisk jog as her top speed. Zophia’s prosthetics and enhancements allows her to resist expected pain, and endure poisons and toxins much better than regular organics. She can survive without food, drink or sleep, however she’s capable of partaking in them if she so feels like it. Her blood is thinner than normal, due to the presence of additives and various other chemicals. Both her fully organic parts hold most of her blood; cutting or damaging a prosthetic sufficiently will also draw blood, but won’t generate a steady flow. The mage’s equipment all draw from her own considerable energy source, which is not entirely flawless. As a result, her strength can suffer depending on what abilities are used. Power Surge is by far the most efficient and is relatively simple to maintain, though there is a minor additional cost each time Zophia casts it. Energy pulses from Polaris Alpha cost are more substantial, requiring roughly 15% of her maximum power, whereas beams from the Oculus cost by far the most; almost 25%. At around 75% power, Zophia’s strength is comparable to a strong human. When down to around half, a smaller, weaker person would stand a chance of matching her. Additional Notes: Favourite music genre: Techno Favourite literature genre: Documentation Favourite flavour: “Flavour. All flavours are good.” Most unusual or unique skill: “I can generate green energy from my hand, what more do you want from me?”
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