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Name: Theia Eris Fhenn d’Astra, otherwise known as Theia Fhenn Astra Titles: The Fastest Blade in any Cardinal Direction The Astra Gender: Female Element: Energy Age Business Identification Number for Tax Purposes: 73 968 5521 8723-F Race: 50% Human, 50% Fast. Height: 1.88 meters Weight: That’s private Occupation: Professional Murderer-to-go. It’s like takeout; convenient, but bad for you. Residence and Origin: Off-realm. Expect some strangeness. Class and subclasses: Nuisance, Spiffy Dresser, and Completely Insane. Motivation: Weightloss The sound of the violins was abruptly drowned out, as Theia’s phone burst into song. The gunwoman blinked, turned off her music player, and raised a finger to her sole audience member as she checked her phone. “Sorry, got to take this. Won’t be long.” She answered the call. “‘Ello, this is… Yep. Ah, how’ve you been? Keeping busy?... Yeah, not much, not much.” She shot an apologetic look towards the man leaning against the window. He did not look amused. “Mhm... Mhm… Uh-huh. Yeah, well, you know how it is,” Theia scratched her chin in thought, staring out the window behind the man. It was raining outside; it’d been raining all week, and the week before that, and then some. Miserable weather, but work wasn’t going to sit around and wait for the skies to clear. “ Yep. Say, listen… I’m kind of in the middle of something. Could we make this quick? Otherwise, I’ll have to call you back.” She gestured, as though the caller could see her, waving the glowing gun towards the priest. Thunder clapped overhead, and her mark pressed up against the window and shrank even more. Theia frowned, a bit concerned that he was going to soil himself . The person on the other end of the line spoke, and she turned her full attention to the phone call, resting the gun on her hip and tapping her foot. “Yep, yep. Mm, sure. How much did you say again..? Really? That much?” Tap, tap, tap. The tapping of her foot was perfectly in time with the noise of the rain on the roof. Or at least, Theia liked to think it was. It was in time with some of the rain drops, at least. Probably. Most likely. Theia nodded. “Okay, I’ll be right over. See you in... “ The Fastest Blade dropped Indus to the floor, and pulled out a pocketwatch from her vest. The priest dove towards the gun as it vanished, and Theia casually stuck out her foot, catching him lightly under the chin before he hit the tiles. He moaned. She smiled, and lifted her leg, until the portly man was pressed against the stained glass once more. “... Twenty minutes? Five? Yeah, I can do five. Let’s just say Four, to be safe.” More nodding. “Okay, thanks. See you soon. Okay. Yep. Okay. Bye bye now.” She hung up the call, and sighed. “Sorry about that. Where were we? Ah, yes.” The violins started playing again and the gun reappeared, dropping into her hand. A moment passed before she lowered it, and aiming the barrel towards the side of his head. “You’re a very lucky man, Father.” It boomed, and the window behind Father Theodore’s head shattered. He screamed, but Theia ignored him and continued talking. “I’ve got a new, much more profitable job that’s come up,” The hired gun fired again, this time knocking some candles onto the altar. The cloth caught quickly, flame brightening the dark hall. “Sorry,” she apologised, somewhat unconvincingly. “Anyway, I guess that means we get to know each other better. Honestly, I’m crushed. Would’ve been great, with lots of shouting, and screaming, and running...” A blade of light sliced into the ceiling, charring a century-old mural. “Unfortunately, money calls. It’s a shame, really. I felt we were really forming a bond in the past couple of minutes.” The cleric flinched at the last shot, but seemed to regain some of his composure. He stood a bit straighter, locking eyes with Theia as she threw the handgun over her shoulder and gave a snappy salute. There was a spark in the holy man’s eyes now, something he’d lost when Theia had blown down the cathedral doors. Was it courage? Faith? Maybe hope? “I’m honestly, really sorry that I don’t have any time to torture you,” she told Father Theodore. “So I’m just going to have to kill you.” The priest’s eyes widened, and he opened his mouth to protest. Theia flung her hand out with a flourish, sweeping it before his eyes. There was a bang, and the remaining windows exploded. A few seconds passed, then the Astra stepped out of the burning church. She reloaded her gun, then adjusted her cap, and strode out into the storm. It was time for a change in scenery. Appearance: Theia is a rather striking figure among the masses; which is generally not something you’d normally expect or want from a hired gun. Being rather tall, thin and lanky, her appearance is not very intimidating compared to majority of mercs you might come across. Her physique, coupled together with her… interesting choice of clothing, usually results in her being spottable from a mile away. The one thing she does share in common with assassins and hitmen (some of them, anyway) is that she exudes a certain air of confidence; both in her attitude, and the way she holds herself. She sports long, dirty blonde hair that is typically tied up in a ponytail. Atop a somewhat sharp nose sits a pair of mismatched eyes. Her left eye is a bright, fairly normal green. The right eye—a prosthetic—shines a bright red. It’s not particularly noticeable during the day, but it is remarkably inconvenient at night. Theia also has dark, gunmetal plates set into the skin on top of her temples, and into the hinges of her jaw. Her style of dress is a touch outlandish by most peoples’ standards, starting with her hat. She wears a black leather hat that is a cross between a tricorne and a fedora. The back edge of the hat is not as long as the two front edges, making the hat longer than most. Unlike a tricorne, however, only the front sides are pinned up, with the back of the brim remaining completely flat. Each edge has an intricately detailed, gunmetal metal trim. A leather band wraps around the base of the crown, with a dark green pin in the center. The pin depicts a pair of crossed, curved swords pointing downwards. There aren’t really any notable properties about the hat, except for how she never seems to lose it. Theia wears a hip-length, half-cape on her right shoulder, on top of a double-breasted waistcoat. The cape is emblazoned with a pair of crossed, golden daggers. A white, cotton shirt with a silver collar bar and black string tie lie underneath. The shirt is missing its right sleeve, revealing Theia’s mechanical arm. The left sleeve is ends with a French cuff. It holds a cufflink depicting a golden triangle, outlining 3 outward facing swords. Theia’s left hand is covered by a black leather glove. She wears nothing on her right hand, showing the dark, metal prosthetic as it is. Below the waist, Theia wears a pair of dark brown, leather pants buckled with a black belt. Rounding off her attire are a pair of silvery, metal boots. The boots are jointed at the ankle, and always project a holographic sparks from the backside of the heel. Weapons and Equipment: Vulcan — Thermonuclear Energy Core: It’s safe. Promise*. The Vulcan Thermonuclear Energy Core is a tad overkill for Theia’s purposes. A creation of both magic and technology— otherwise known as magitech—the Vulcan harnesses the power of a somewhat-miniature star and converts it into energy for Theia’s use. Besides being the main power source for many of Theia’s abilities, the Vulcan is also responsible for regulating, improving and replacing many of her body’s functions and needs. It is roughly the size of a baseball, and within the right side of Theia’s chest. For example, Theia’s stamina has improved far beyond that of any human, and she is able to (almost literally) keep running all day. Her reliance on oxygen is somewhat negated by an unknown process, though she still does need some oxygen to survive. And unlike most people, sleep isn’t a requirement for her; she can be knocked unconscious (found that out the hard way), but she can’t naturally fall asleep. Besides being a caffeine replacement, the Vulcan is also the main source of Theia’s incredible running ability. If she’s out for a morning jog, she’s able to comfortably match an accomplished sprinter at a hard run. At a full out sprint, it is pretty impossible for any human to match her. Her top, boosted speed, would be capable of matching a racehorse. There are a fair few drawbacks to having a one-of-a-kind, sun-powered generator. The first one is the obvious drawback if the generator should get critically damaged or ruptured. Normally, the resulting explosion would be something spectacular, however, Theia assures (and has been assured) that there is a perfectly functional containment failsafe that would contain the would-be explosion, and that the Vulcan is either extremely durable or secure. She’s had plenty of times where she’s been roughed up or thrown around, and she still hasn’t exploded. In reality, rupturing the Vulcan would cause a relatively small, explosion, capable of scorching anything within 2 feet of it before the failsafe kicks in. The Vulcan still continues to function within anti-magic fields, however its energy output is diminished slightly, which will affect Theia’s speed among other things. It has been engineered to keep operating in such conditions, as a complete shutdown might adversely affect the star’s containment. Despite the immense energy capacity of the Vulcan, there’s occasionally a few seconds of a lag before Theia’s able to work at her full capacity. This can be mitigated with the burst of energy given off from a couple of her weapons. The startup lag will only be an issue again if Theia stops moving or stays mostly stationary for around 8 seconds. The last, and least significant drawback is its energy signature, which can be very clearly detected within a hundred or so meters of it. The amount of energy the Vulcan gives off is easily detectable by any competent mage, or anyone with the right equipment. Sneaking up on someone that knows you’re coming isn’t exactly the most ideal way to start off a job. It does tend to make it far more interesting though. *Does not constitute a legal guarantee. 1. Indus — Energized Blade Thrower: ”Sublime.” A hefty, complex-looking, single-barreled revolver that acts as Theia’s primary weapon. The butt of the gun has a slightly bulky stock, which houses a lot of the inner workings of the weapon and also helps to ‘balance’ it. The handgun’s cylinder usually glows a soft red, making it inconvenient to operate at night. According to the operating manual, the weapon is powered by the remnants of a star. Indus fires off short sword-shaped energy bolts. Upon impact, the bolts detonate and cause minor electrical burns, a slight staggering effect and induce a sensation that has been likened to being burnt by a sun. The magically induced burning feeling is quite agonizing, but it only lasts a few seconds, which is usually enough to disrupt a target. A hit on a target will also decrease the target’s magical resistance, up to a maximum cap on the fourth shot. As a result, each shot on a target will cause slightly more damage from all magical sources. Each bolt flies at about the same speed as an arrow, and has a maximum effective range of just 4 meters. Anything past this range, and the bolts do nothing except for give a sharp jolt. Each shot fired from the gun vents a lot of excess energy, which is channeled back into the Vulcan, giving Theia a short burst of speed. The gun has a maximum fire rate of 1 shot every 4 seconds, which is coincidentally the same length of each speed boost. The gun can fire off 4 shots before it must be primed before it can fire again. Once the last shot is discharged, it’ll be about 6 more seconds before Theia is able to fire again. Indus produces an incredible amount of recoil, and thus, can only be fired from Theia’s stronger, synthetic right hand. Firing from her left would most likely dislocate her shoulder, or (at the very least) rip the gun from her hand. Unlike her other weapons, Indus doesn’t have a holster. Theia can summon the weapon when she requires it, seemingly ‘drawing’ it out of thin air. It can be banished or ‘holstered’ on command as well, which Theia likes to have fun with (ie. throwing it away). When summoned, Indus will be in the exact same state as when Theia left it, meaning that this doesn’t serve as an easy reload. The amount of time it takes to summon is only about a second, which is pretty much the same amount of time Theia needs to draw any of her other weapons. The Fourth Shot: The Fourth and final shot fired from Indus is a bit different compared to the previous 3. When Indus is primed for its final shot, the cylinder emits a bright, red glow and a soft, but audible crackle. On firing, the gun discharges a very-real short sword at a target. Where this sword comes from is anyone’s guess, as it certainly too large to fit down Indus’ barrel. The speed and range of the shot is exactly the same as the other 3 before it, however. it has more recoil compared to Indus’ other shots. As a result, Theia tends to adjust her posture and movements slightly to accommodate for it. The sword is about as sharp as you’d expect from a decent craftsman, and it’s fired with a considerable amount of force behind it. Not quite enough to penetrate plate armor, though it might cause a decent dent in it. The sword is definitely capable of damaging chainmail and it would go through leather fairly easily. The sword created from the shot will persist until Theia finishes reloading Indus. Once Indus is reloaded, the sword fades out of existence, until the next time a Fourth shot is fired. Unlike the other shots, the Fourth Shot does not lower any magical resistance. ”Because, you know. They’ll hopefully be dead.” 2. Themis — Kinetic Energy Sapper: A pistol with an extremely long barrel, which is powered by the essence of a collapsing star. Themis fires off quick, stiletto-shaped bolts of energy. The bolts instantly sap some kinetic energy from any struck object, but do no damage. It’s especially useful whenever she’s being chased by someone, or needing to interrupt say, a sword-swing. Sapped energy is channeled into the Vulcan, and gives Theia a short burst of speed. Themis only holds one shot, and it automatically recharges this shot once every 15 seconds. It has a maximum range of 6 meters, and its projectiles are faster than that of Theia’s other guns. Each bolt saps a percentage of an object’s current kinetic energy, based on the amount being generated; things that are moving faster or are thus generating more kinetic energy will be more adversely affected. At the same time, things that are moving slowly will not be affected very much. Theia keeps Themis in a holster on her right thigh. 3. Chiron — Scattershot Energy Donator: ’July 19th. Shot someone into an oncoming lorry today. Not sure if it was the right guy. Will search for more of his pieces tomorrow.’ A snub-nosed revolver with a large, crescent shaped stock, Chiron is powered by a magically contained supernova. It fires 4 kunai-shaped energy bolts that spread into a 20-30 centimeter wide ‘X’ pattern. The bolts detonate with a minor concussive blast, and also impart a short anti-gravity effect on a target. Combined together, Chiron is capable of sending foes flying away from Theia, either for breathing too closely to her, or just for amusement. Chiron isn’t particularly damaging nor dangerous by itself. The main danger for anyone shot by it would be in the distance launched, and when the anti-grav wears off. Theia’s recorded a maximum launch distance of 7 meters, with optimal trajectory and personal space violations. The launch distance varies according to how close they are when they’re shot, but the main determining factor is how many bolts they are hit by. Through an unexplainable reaction, the more heavily armored targets are affected less by the anti-grav effect. Chiron’s maximum range is about a meter and a half. It holds enough charge for 1 shot, and requires about 15 seconds in its belt holster to be recharged. 4. Phaeton — The Fourth Gun: And on the Fourth day, the Lord said… Unlike all of her other weapons, Phaeton is meant to be used—and can only be used—whilst stationary. The gun is created by combining Indus, Themis, Chiron, and some other components into a very, very large rifle. Channeling power straight from each gun’s own power source and the Vulcan, Phaeton fires brilliant, greatsword-shaped energy bursts to explosive effect. Being hit by one of Phaeton’s blasts is akin to being hit by 2 of Indus’, in regards to the damage taken and the knockback. Due to Phaeton’s size and weight, it has multiple requirements before it can be used. Firstly, it requires Theia to be completely stationary. The only movement that Theia’s capable of while holding Phaeton is pivoting via her right foot, to track a target. Tracking a small or fast target is much harder, and can take either take very long, or be downright impossible. While Phaeton can be disassembled easily enough in a few seconds if required, but it takes at least 8 to set up. The gun has incredible recoil, and requires Theia to take certain precautions; she must be set up in a proper firing position with both feet firmly on the ground, and she must not have taken too much damage to her prosthetics and torso/abdominal area. Phaeton fires at a rate of one shot every 4 seconds, with a maximum range of 20 meters. The gun makes an incredible amount of noise once it’s powered, which is comparable to a jet engine on the decibel scale. It holds 4 shots, before it automatically disassembles into its original components. Reloading it requires 10 minutes, and cannot be done while moving, nor in combat. The Fourth Shot: The cue and effect of Phaeton’s Fourth Shot is very similar to Indus’; a magically charged, oversized greatsword is launched at a target. The range of the Fourth shot is exactly the same as the other 3, however, it has much more force behind it. On a direct hit, the shot has a chance of penetrating or breaking through plate armor, though it is more likely to glance off. In reality, though, even a glancing hit from something that large is probably going to take someone off their feet. When the blade strikes into or off something, the effect is similar to the Fourth shot from Indus but with some extra bang. On impact, a concussive blast is released around the middle section and handle of the sword. As Theia is most likely unable to reload Phaeton while in combat, the greatsword will remain where it lands. Note: Theia can only wield one gun at any time. Whether it’s a case of refusing to duel-wield or an inability to is Other equipment: Heavy Duty Magitech Synthetics: A fair bit of Theia’s body has been replaced by synthetic replacements. Her right arm, legs, abdomen and roughly half of her torso are all robotic; a perfect blend of magic and technology according to... someone. They function just as well—if not better—than normal, biological body parts, though they are fairly heavy. All of the synthetics are quite durable, being able to withstand the rigors that Theia puts them through on a nearly continuous basis. The surface or outer shell of the prosthetics are resistant to magical manipulation, and are strong enough so that they won’t be marked or defaced from random mishaps. Compared to other types of armor out there, they’d probably sit just above leather armor, but definitely below chain. The one exception are the legs; namely, anything from below (and including) the knee joint. The casing and metals used for these parts are especially strong, as they have to be able to support Theia’s weight and survive the stress inflicted from daily heavy use. The prosthetics are self-repairing, with a repair rate on par with the human body’s natural healing. Anybody with sufficient technical skill would be able to repair or replace the components much faster, but on the off chance that she doesn’t have anyone available, the repair system will eventually get the job done. Ecliptic Optical Shield and Vocaliser: Stored in the metal plates on Theia’s temples and jaw, and formed at a mental command. The Shield is a pair of metal goggles with bright, glowing amber lenses, and the Vocaliser is a smirking, metal face mask that covers the lower half of Theia’s face. Their primary purpose to protect Theia’s eyes and mouth from dust, rain or other environmental effects while she’s working. The Shield has a minor tinting effect in cases of bright sunlight, and the Vocaliser magically dissorts her voice, but aside from this, they have no affect on her combat ability. Sonorous Magitech Audio Player: Unfortunately, Theia’s left her earphones at home. Again. A small, disc-shaped device that Theia keeps on her belt. Charged via a universal connector, the audio player holds enough charge to play through its speakers for up to 12 hours straight. It easily holds thousands of songs, though Theia has been considering getting a new one with a larger capacity. The device doesn’t have any speakers on it. By default, it automatically plays songs through any wired (3.5 mm) connections. In the absence of any wired connections, it will magically project the sound through the air around it. Theia’s is still technically covered by the warranty, but she thinks she may have thrown away the receipt. Combat Prowess/Physical Ability: As touched on before, Theia’s core strengths are her magitech enhanced stamina, exceptional marksmanship and outstanding running speed. Complementing these, Theia also has rather impressive reaction speed, coordination and balance. The strength and durability of her mechanical components grants her a very strong core giving her multiple benefits; an example is the crucial ability to fire Indus while running, and not falling over from the recoil. However, the strength in her left arm and her close combat skills are lacking, or average at best. Her focus in CQC would be in trying to disengage and put distance between her and a foe, as anyone adept in it would easily beat her in an extended engagement. She has a very mean right hook, though. Skills and Abilities: On a Dime: A hybrid of both her own magic, Vulcan’s magic, and the magical engineering in her boots lets Theia retain sufficient grip on suboptimal surfaces (ie. sand, waxed tiles, wet grass, etc.). It lets her take sharp turns and corners without losing too much speed, and also means that she won’t just skid and crash into a wall. Especially useful for indoor fighting, or where the area is naturally a bit tighter and less open. The ability is usually quite reliable, but it falters slightly on ice and magically slicked-up surfaces. Anti-magic zones negate the effect completely, and really sends home how bad of an idea it is to have fully metal boots. Quickdraw: Theia’s able to levitate and maneuver her weapons using a sort of off-brand telekinesis. The range of the ability is little more than past her arms, and she can’t move the weapons especially quickly, nor can she actually fire them. She is able to levitate multiple weapons at once, but she can’t do it while running or moving too quickly, as it requires some concentration. The control of the weapons isn’t particularly strong either; a solid slap to a floating weapon would be enough to knock free. The main practical use of the ability revolves around setting up and disassembling Phaeton, as the former would normally take close to a minute without the extra ‘help’. The other less-practical use is for party tricks and just showing off. Which, Theia would argue, is absurdly practical. Other skills and abilities: Juggling. Exceptional piano and violin. Dislikes hedgehogs. Not a skill.
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