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RE: =CT= Step One: Bios

 
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9/19/2018 12:12:35   
roseleaf320
Creative!


Good to see another fun character from you, Roseleaf! Frelia is fairly straightforward, while still giving her a fair bit to defend herself. Note that she will be at a disadvantage against significantly magical opponents, since she doesn't have much in the way to deflect those attacks.

Approved!



Source Setting: Dragonfable

Name: Frelia Bordenaro
Gender: Female
Age: 30
Race: Human

Appearance: Frelia hails from Dragesvard, used to a harsh and wintery environment. While the climate where she lives now is much more forgiving, she still dresses herself in thick, treated leather from her homeland, exposing only her face, neck, and the tips of her fingers. A hood of the same material can be pulled up over her head, although this results in her short, light brown hair becoming extremely matted. Light metal plates are tied around her knees, ankles, forearms, and across the left side of her chest. She stands about six feet tall. Her facial features are soft and small, almost making her look like a bunny or ferret, and her eyes are an incredibly light shade of blue.

Personality: Frelia is incredibly intelligent and curious about the world around her. Specifically, the things that live in it. There are so many different species out in this world, and she’s determined to find and catalogue all of them. What makes them all tick? What’s a “soul”? Someday, she’ll find out. Her devotion to this goal often gets her in sticky situations, and causes her to take unnecessary risks. A gigantic monstrosity that no one’s ever seen before? Somehow she’ll find a way to grab a scale or two off of it. For science!

History: Dragesvard was nice and all, but nothing ever changes there! Well, there was that one time… my point still stands. As soon as she turned 21, Frel packed her bags and took the first ship South. She traveled from town to town, doing odd jobs here and there to fund her next great expedition. Most of these jobs involved hunting, with various animals, monsters, and sometimes humanoids annoying local townsmen who wanted them disposed of. Frel developed a fascination for these various hunts, and began to collect samples of hair, teeth, and other features from the monsters she killed. So far, she has classified and defined over 75 different species.

Physical Ability: While Frel is not incredibly strong or unnaturally fast, and has no inherent magical abilities, she has an exceptional intellect and can think and react rather quickly. Her running speed is average, and her strength is a bit lower than that. But she is quick to notice when something is amiss and quick to understand what she must do about it.

Equipment:
The Bow of Guiding Light: Frel’s most-used weapon. It is relatively plain, a wooden bow with small engravings on either end, carved in Dragesvard specifically for boar-hunting. It is enchanted to sense its wielder’s target and aim itself accordingly. This, of course, has a limit- the wielder can’t just point off into the sky and expect the bow to adjust itself. For the bow to sense the intended target, Frel will still have to aim relatively accurately. The bow will only make slight changes to allow Frel to better guarantee a hit. It can take into account distance and wind speed when adjusting.

Sheath of 20 Arrows: Frel keeps a leather sheath behind her back, which currently holds twenty wooden arrows. With owlbear feathers, specifically, gathered from her last kill. While Frel made them herself, they are not enchanted in any way. If Frel shoots and her target moves, the guiding powers of the bow will not matter as the arrow has already been released.

Skinning Daggers: Frel keeps two small daggers with her at all times, one in each boot. While she much prefers her bow, and is much more accurate with it, these can be thrown with decent accuracy if she’s in a pinch. It takes her slightly less time to pull a dagger out of her boot and throw it than it does to reload and accurately aim her bow. Magic takes time, man.

Dual-swords: Inevitably, there have been a few hunts where Frel has been attacked by the organism she is hunting. For this situation, she has two one-handed swords, one sheathed on either side of her waist. She keeps these incredibly sharp. They are meant to cut through thick animal hides with ease, and thus do the same with bare skin or light armor. Medium armor would be able to be cut with one or two strikes depending on density and thickness, and heavy armor would be very hard to puncture without repeated strikes.

The Ticks: Frel has, strewn in various pockets in her equipment, about five to eight metal contraptions that can easily fit in the palm of her hand. She engineered them herself over about a five year span. She must place them onto an organism herself, holding the metal in order for it to make physical contact with the area she intends it to latch onto. Once it is there, it will connect to the body with small metal hooks. After attaching, it will begin to sap the energy of its prey. This can result in increased fatigue, loss of strength and conviction, inability to react or think as quickly, or other such symptoms. These effects will start off very small at first, but will increase exponentially over time. Basically, the sooner it is noticed and removed, the better off Frel’s opponent will be. After the fight, Frel will pick up the discarded ticks, and can bring them back to analyze what they have collected.
In addition to these effects, the area around the Tick will become increasingly itchy and uncomfortable over time. Although it is ideally applied onto bare skin, it was designed to be able to penetrate thick animal hides, and thus still attaches effectively through most nonmetal armors, though its grip will decrease as armor thickness increases. To get Ticks off, you COULD scratch, but it’s not ideal. Forcefully and abruptly pulling at the Tick WILL discard it, but its metal hooks have a strong possibility of still being embedded into the skin. This will halt the energy drain and relieve most itchiness, but the metal will still cause at least a little bit of discomfort until carefully removed. Not enough to inflict pain or lasting damage, but enough that the opponent will have to adjust to the feeling and ensure it does not distract them.




< Message edited by Starflame13 -- 9/22/2018 10:11:30 >
Post #: 26
1/19/2020 15:59:33   
ChaosRipjaw
How We Roll Winner
Jun15


A couple characters from you, Chaos! Before we get down into the nitty gritty, some general things for you to consider:

Please keep in mind that you're writing a character for a roleplay, not designing a class for a game. Abilities that really very heavily on timing are difficult to pull off when there isn't a physical timer to be found, and can often lead to debates with opponents as to if something is feasible or not. This is also true for abilities that rely heavily on tracking time between usage, or recharge time.
 
Additionally, you don’t need to list every single move/blow physically possible in the way that a class has strict lists of abilities. If you say "this character specializes in martial arts with a focus on avoidance and agility", that tells me more than "this character performs flips and quick steps to dodge attacks and focus on their opponent", and gives you more freedom to show off the actions in the actual posts!

Lastly, while this is a fantasy event, there is only so far "The Rule of Cool" can take you. I don't require people to research heavily into the physics of their abilities or history of their weapon choices, but if something seems clearly impractical, I will take note and ask you to adjust accordingly.

Now, Valentina! To start with, make sure you fully describe the character via text - images can be a helpful supplement but should not be relied on. That said, I think the only thing missing is her build (is she slim, athletic, muscled and built like a tank, etc.?) Since you list her weapon in reference to her height, having a number here would be useful too. As an aside, heels do not work like that unless the shoes themselves are enchanted. If you want to include that these shoes are to enable the actions described, that's fine - but normal heels are very likely to slip or break in the scenarios described. I would recommend trying to walk around for a day in the height of heels you're suggesting to get a better idea of the feasibility - movies often lie as to what's possible!

Looking at the weapons: A scythe is typically a two-handed pole arm, particularly when the handle length is longer than its wielder. You have your fighting style described as single-handed at range and two-handed at close range - both of which the weapon choice is impractical for. To keep the style suggested, you may want to consider changing the weapon to a longer than average khopesh. Otherwise, I would adjust this to focus on the sweeping long-range style and further develop the Odachi for close-range.

In terms of the Odachi and the Iaijutsu backdraw - from some quick research, I believe the Iaijutsu was specifically intended for a waist sheath. Even ignoring this and focusing just on the motion, the Odachi is a rather long blade - requiring a back sheath that can turn in order to fully draw. This would make your unsheath-slice in one motion extremely difficult to pull off, especially if you intend to re-sheath the blade afterwards to preform the move again. Is there a shorter blade that will work for the vision you have? If not, I would specify it takes time to align the blow after drawing the blade.

Now, the hidden shotgun. A shotgun has a fair amount of recoil for a firearm, so having it as a concealed wrist-carry seems likely to shatter your wrists with repeated use. If this is intentional given the amount of healing this character has, we can work with it, otherwise it makes more sense to leave the weapon as a fairly high-caliber pistol (which would decrease it's power slightly). Additionally, you have two main focuses with this weapon: first a puncturing for damage/internal injuries, and second a knock-back. I would pick one for the focus. Lastly, please give a number to how many rounds the gun can hold - and a rough count of the ammo that Valentina would have on hand.

Speaking of healing, having both the Healing Blood vials and Beastkin Regeneration is too much. Pick one. If you choose the Healing Blood, having 10 uses of a practically full heal (because even with your scale, the wounds still heal completely if not as securely) is too strong. Drop this down to 5 uses and increase the healing drop between use. For example, the first one may be able to heal a life-threatening wound, but the last one could only fully heal slight wounds or bruises. If you prefer to keep the Regeneration, I'd add the stipulation that the amount of damage healed must be directly proportional to the damage dealt - so that a killing blow (or nearly killing blow) would be needed to heal a life-threatening wound.

Please post an updated bio once the changes are made!




I really need to get some combat practice.

Source Setting: Dragonfable/AQW

Name: Valentina Jarishnikov
Age Range: early 30s
Race (Pure or halfbreed only): Human

Appearance (Build, hair, skin, clothes...):
Clicky!
Valentina is a tall and beautiful woman. Her trademark features are glacial blue eyes and long, silver hair. She has somewhat pale skin from constant hunting at night, but has a healthy flush suited with physically fit beast hunters.
Much of her height is in her long, graceful legs.
She dons a form-fitting leather (?) outfit well suited for slaying beasts and keeping the slick blood from staining. The waist cape helps deter beasts from biting her legs somewhat.
Much to the bemusement of fellow hunters, she wears thigh-high, heeled boots. It turns out these boots actually let her balance on thin surfaces, such as stair handrails.

Belongings and Equipment:

Beasthunter Scythe:
The Beasthunter Scythe is Valentina's favored weapon. The Scythe's long reach, taller than Valentina, coupled with the punishing blade makes it ideal for dismembering beasts from a distance. The Scythe is covered in a strange growth that resembles bone.

Iaijutsu Backblade:
On Valentina's back is a sheathed odachi. It is aligned to be drawn by her left hand. This particular odachi is the finest that Japan Akiba has to offer.

Hidden Shotgun:
An incredible innovation of steampunk technology, this weapon combines the stopping power of a deer slug-loaded shotgun with the concealability of wrist pistols.
The shotgun can puncture thick beast hide, but barely dent armor.
The shotgun takes considerable time to reload after a blast (about 5 seconds if Valentina isn't distracted). Coupled with its relative non-lethality, this restricts its usefulness to blasting an opponent back to get some more breathing room.

Healing Blood of the Argent Wolf:
Valentina is equipped with five syringes, each of which contains enough for two doses of Healing Blood of the Argent Wolf. These syringes can be used to recover from most types of injuries or other status effects. However, they are in limited supply, so should be used only in the direst of emergencies. The Healing Blood heals less and less with each subsequent usage, with the first use restoring one to full health while the fifth begins leaving visible scars, and lastly the tenth only rapidly scabs over wounds.

"The Healing Blood flows through your veins, knitting together broken flesh, restoring equilibrium. But even then, the blood has limits."

Skills, spells and abilities:

Deathmatch Circle:
This describes the typical movement stance of strafing, taught to all beast hunters. The "target" is the center of a circle, along which the hunter moves. Different circles determine different attacks.
To dodge, hunters perform flips, rolls, or quick-steps, while maintaining the Deathmatch Circle.
In accordance to this technique, she has incredible endurance and agility, allowing her to keep up with the much faster and stronger beasts that she hunts.

"The way of the hunter is attrition."

Beasthunter Scythe Moveset:
The Beasthunter Scythe is focused on punishing slashes designed to puncture a beast's thick hide, inflicting bleeding wounds. At closer range, it is capable of slicing off limbs.
She can perform a power strike or strike multiple (weaker) times.
At long range, she will use a one handed style for huge, sweeping attacks. As the range closes, she switches to a two-handed style for more precise strikes.

Iaijutsu Backdraw:
This is the one technique used with her odachi. When the distance is right, she can draw her odachi and slash in one fluid movement before sheathing it again. She has to resheath the blade in order to strike again using this technique.

Beastkin Regeneration:
After a time of hunting beasts, hunters will find that drawing blood causes his own injuries to heal, his own exhaustion to fade. However, this effect only comes into play if the hunter is extremely aggressive and retaliates upon being struck.

Personality:
Sexy and confident, cool and calculating, Valentina's composed demeanor is the epitome of a true hunter of beasts.
In regards to beast hunting, she believes the monstrosities are to be put out of their misery, not slain in anger. Additionally, she believes in pragmatism over "useless displays of bravery."

"Live and you can kill the beast another day. Die and who will clean up the rest?"

History (optional): Valentina is the wife of Vasily Jarishnikov. Together, they are the legendary "Beast Hunting Couple of the Snowy Mountain."
Valentina and Vasily are both rarely seen though, since they are usually off in grand adventures.

< Message edited by Starflame13 -- 3/14/2020 17:07:14 >
AQ DF MQ AQW Epic  Post #: 27
1/19/2020 16:02:35   
ChaosRipjaw
How We Roll Winner
Jun15


Oof! I didn't know Discord links expire over time. Here is a working link to Valentina's appearance.

Clicky!
AQ DF MQ AQW Epic  Post #: 28
3/14/2020 13:29:33   
ChaosRipjaw
How We Roll Winner
Jun15


So, even without balancing, this character runs into copyright issues. I understand that you state it's inspired from Control, but every single move here is an exact copy of a move the protagonist, Jesse Faden, in the games uses - and the CB-32 is a pretty close parallel to her gun as well. The RP forum rules states:

quote:

Originality does create interesting twists and turns, and we try to accommodate your imagination. This in mind, keep your plot lines and references as original as possible. The use of copyrighted material outside of AE games is not allowed on these boards. Inspiration can strike from any source, but copyright infringement will have serious consequences.


In this case, you may create a new character that pulls from one or two similar ability concepts and then enhance them with you own unique twists/abilities/weapons, but this character by itself is too close to Jesse Faden to be considered a unique creation at this time.

For some general feedback with how the abilities are structured, the current recharge for Kinetic Energy is way too fast. I've recommended that people consider using Dungeons & Dragons timing when shaping abilities - which allows for one major action and 1-2 minor actions within 6 seconds. This character can fully recharge from zero energy in 8 seconds. At the absolute fastest, you shouldn't be recovering anything more than a third of your energy per post (meaning 2 bars every 6 seconds), and I would likely decrease this further given the strength of abilities. If you want a good example of a sliding recharge scale, check out Kellehndros's 2020 WPC character, Ebriva.

If you have specific questions about abilities you may voice them either here or in the Discord channel, but this character as written is not allowed.



Source Setting: Mechquest (sort of)

Name: Defyance Monikage, aka "Support from the Shadows"
Age Range: 20s-30s
Race (Pure or halfbreed only): Human
Element: Wind

Appearance (Build, hair, skin, clothes...):
Graceful and willowy, with flowing wavy hair the color of light mauve streaked with black, and pleasant, beautiful features that can transition from soft and kind to hard and unforgiving in an instant. No one knows why she wears glasses, it's not like she actually needs them, though they do serve to accentuate rather than detract from her beauty.

She wears a blazer with form-fitting jeans and heeled boots. Over this attire, she wears a fashionable white long coat suited for lab work, protection from the rain, and some protection from swords and bullets.

Belongings and Equipment:

CB-32:
The CB-32, or the Cubetech pistol, is Defyance's primary weapon.

"After a raid on the Toxicity, aided by four bounty hunters from the guild [NAMES REDACTED], the [REDACTED] Project obtained the blueprints to the Cyborg Knights' Cubetech. Cubetech is an incredible innovation that allows for quick manufacture, modification, and repair of weapons and armor, using pieces of 'cubes' and simply attaching them together." --- Log 3 Section 2

As a Cubetech weapon, it has an odd, abstract design, resembling many cubes held together by an unknown force. It seems to be constantly assembling and reassembling itself when not in a direct line of sight. The pistol is indestructible, although its light weight makes it impracticable as a melee weapon. If it were to be knocked out of Defyance's hand, it will dematerialize temporarily and rematerialize again shortly, still in her hand.

The pistol holds 12 rounds and would be considered a semi-automatic pistol. The pistol does not use physical ammunition in the traditional sense. Instead of reloading once all the bullets are used up, Defyance must wait for about 3 seconds before the pistol rapidly regenerates its ammo. The bullets are of an unknown material, poetically referred to as "pure wind," which travel about as fast as a baseball pitch (45 m/s, or 100 mph). Gunshot wounds from the CB-32 are similar to those of hollow-point bullets, although no debris is left behind in said wound.

Bullets that go through things penetrate armor, but do less damage. Conversely, bullets that do not go through things expand and do more damage, but are more easily stopped by armor. A hollow point bullet is designed to "flatten" on impact and the energy will be transferred quickly once it hits the target. --- Reddit


Skills, spells and abilities:

General physical stats:
Defyance isn't exactly the most athletic person in the world, preferring to use tools and her mind rather than brute force. However, she has remarkably high endurance, allowing her to keep pace with and continually nip at the heels of extraordinarily strong foes until they collapse. She has had proficient small arms training, particularly with pistols and knives. She is an excellent shot, though not supernaturally so compared to master marksmen such as Sariel Shadowlight, being able to reliably place shots around the bullseye of a target.

Deathless Mountain Kinetic Module:
As part of Project [REDACTED], the Deathless Mountain Kinetic Module simulates the abilities of Rukan Shikura's supernatural Mark. Using any of the Kinetic Module's abilities consumes energy, which is constantly regenerated. Different abilities and their usages consume varying amounts of energy, which limits the number of actions Defyance can take with the Kinetic Module.

The energy reserve of the Kinetic Module is quantifiable and is known instinctively to the user of the Module. When viewed by a tech support using Yulan's Eye of Vigilance or other HUD interfaces, it is visually represented by a bar exactly 8 inches long. Use of the energy is consumed in sections of this bar. The energy bar regenerates linearly at a rate of 2 inches per second. The energy bar does not start regenerating until a use of an ability has concluded.

The Kinetic Module provides the following ablities.

---Dash---: Modelled after the "Reduced Earth" aspect of the Mark, Dash introduces a brief burst of speed, strong enough that the displacement of air creates a temporary vacuum. The distance covered by Dash is about 5 feet. If there is an obstacle obstructing her path of movement, the force of the ability can blast through said obstacle. If such an obstacle cannot be destroyed, Dash simply stops abruptly in front of it. Dashing into opponents can knock them back but is not recommended.
A single Dash consumes 1 inch of energy.

---Levitation---: Modelled after the "Heaven" aspect of the Mark. For about half a minute, Defyance can float off the ground to an elevation at about the second floor of a house, with respect to her launching point. She can manually control her elevation during this time frame, although she cannot exceed the height limit. Once this time limit has passed, she will slowly but steadily drift back down to the ground. While levitating, she drifts at walking speed and must rely on the Dash ability to maneuver quickly. Most notably, unlike the other abilities, Levitation does not consume energy, but rather is limited only by the time.

---Grip---: Modelled after the "Heaven" aspect of the Mark. It is an extremely rudimentary form of telekinesis, allowing her to pull objects toward her and then launch them at high speeds. She can only hold and launch one object at a time, although she can do so in rapid succession, as long as she has enough energy reserves. Heavy and large objects require more energy, and similarly, are launched at slower speeds. While "holding" an object, it floats near her hand, allowing her to grip excessively large and heavy objects. Holding an object will not allow her energy to regenerate.
The ability is somewhat unstable. If she tries to use the Grip to pull something very large toward her (like the support beam of a room), it will just rip off a small chunk instead. It is also quite inaccurate, as she cannot precisely target objects, i.e. she cannot disarm opponents as the Grip field will attempt to grab the entire opponent. It appears the smallest object it can grip must be at least palm sized (i.e. smartphone, grenade, etc.)
The ability can only grab nonliving, solid things. She can snatch a rocket out of midair to launch back, but cannot stop a pure fireball.
A single Grip consumes 1/2 inch of energy for the smallest sized object, and linearly grows bigger as mass increases. A single Grip for something with the mass or size of a generator would consume about 2.5 inches. Energy is not consumed by the launch.

---Grip - Palm---: At this point in her life, Defyance is still training in qigong basics, so she makes use of this ability to supplement. In close quarters combat, she can deal powerful, concussive blows with her palm. This ability consumes 1/2 inch of energy per use.

---Grip - Shield---: The Kinetic Module levitates many small chunks of the ground or nearby debris to form a rudimentary shield around her. It is useful for blocking projectiles, but not so much for melee attacks. As long as her shield is up, her energy reserves will not regenerate, and her mobility is limited to the ground; in addition, she cannot return fire or use any other powers without dropping the shield, restricting its usefulness to allowing her to get to cover.
This ability consumes 1.5 inches of energy per use.

Personality:
Shy and reserved in social situations, but cold and deadly serious on the field.
She does not believe in excessive force, and will be unlikely to finish off a downed opponent.

History (optional):
In modern times, Defyance Monikage is primarily Rukan Shikura's mysterious partner and trusted backup in Operation Nightfighter alongside her best friend Sapphire Slipstream, although she has been known to provide support for operatives such as Dao Yulan and Vasily Jarishnikov. Although she usually sits in tech support in the background, she is a capable field operative who has undertaken many dangerous missions on her own.

Design notes:
Inspired directly by Remedy's Control.



< Message edited by Starflame13 -- 3/14/2020 17:10:16 >
AQ DF MQ AQW Epic  Post #: 29
8/18/2023 22:00:40   
Sylphe
Member

Welcome back, Sylphe! It’s been a good long while since we’ve had a new Combat Training entry!

Waldemar is pretty balanced overall, just a few small notes and clarifications to make:

To address an important point first: There is no sure-fire way to guarantee that RNG is being done honestly. You were aware of this as you made the character, and did a good job balancing such that none of the RNG-based abilities are too broken, and I like the added touch that they can’t trigger twice in a row. I would still like a cooldown period of some sort between the activation of Heartbeat of the Far Wilds and the time before Waldemar can gain more charges, so that the abilities don’t just loop constantly with little delay.

In a similar vein, I would like a cooldown on Indomitable.

Finally, I would like clarification on two of the Heartbeat abilities.

I would like the severity of wound that Overgrowth can cure. It’s probably fine for it to close cuts and bruises, but not, say, regenerate a limb.

And I would like some details on what Starcall’s impact is like. I am assuming it is capable of damaging Waldemar himself, but is the damage just in the impact? Is the star on fire and burns the area around it? What’s the general blast radius of the landing?

Same as the larger competitions, please post a new bio with these changes, and we should be good to go!


Source Setting: Dragonfable

Name: Waldemar Hvezdopal [Hviezdopal], meaning “Starburner”
Age Range: 30
Race (Pure or halfbreed only):Human

Appearance (Build, hair, skin, clothes...): Standing at 180 centimeters tall, (give take one) Waldemar has a somewhat bulky but athletic build. His hair is long and flowing, usually tied into a neat bun during battle. While his usual response as to what his hair colour is tends to be ginger, it likes to flicker to more fiery shades or darker ones seemingly at random, possibly because of inner magic or tricks of light. Waldemar has a well kept, short beard of the same ginger (and the same weirdness.). His skin is naturally pale, though a little tan now from being out in the sun. Waldemar wears a red scarf, and scale armor whose scales seem to slowly shift into leaf shaped in points. For more protection, he wears leather pants and his hands are covered with iron gauntlets. The warrior carries a simple steel longsword, as well as a buckler, a bow and a quiver with arrows. The fletching on those arrows is red.

The single most defining feature on Waldemar is his Mark, a byproduct of the strange magic within. This mark appears to be somewhere between a tattoo and a scar, and takes the form of a large closed flower on Waldemar's chest, and shapes of vines that coil around his arms up to his palms. Under normal circumstances, the only visible parts of the Mark are petal-like shapes extending from Wal's eyes. Whenever Waldemar's emotions run high or his magic is in use, the Mark emits a colourful glow, and the flower on his chest opens. The Mark is retained, no matter what form Wal is in, and it seems to almost shift if one leaves their eyes on it for too long, as if alive.

Belongings and Equipment:

Gviel: A trusty longsword with a few imperfections and scratches from battles. While not exceptionally decorative, the sword’s crossguard houses a small rose quartz gem. The sword’s scabbard has a small heart shaped charm hanging off it.

Scale Armor: Wal wears scale armor made of steel that offers a decent protection against physical blows, but also restricts his movement somewhat. Interestingly enough, some of the outer scales on his armor appear to be slowly twisting unnaturally - into shapes more reminiscent of leaves.

Bucklie: Wal carries a buckler, which offers him mild protection in close quarters. It is not very good at deflecting ranged attacks. Wal is also able to use his buckler somewhat offensively to strike his opponent.

Bow and arrow: Wal carries a bow, and a quiver of 10 arrows. His range is about 15 meters, though his accuracy begins to suffer once shooting at anything past half this distance.

Changing his equipment takes five seconds.

Skills, Spells, and Abilities:

Dedication: Focusing on martial training as an escape from his magic, Waldemar has built up strength and endurance comparable to a well trained knight. He’s also well versed with the sword, shield and bow, having endured many a scuffle with them by his side.

Indomitable: Waldemar's fighting spirit burns brighter, allowing him to power past pain and injury for a short time.

Focused: Waldemar can take an extra second to properly prepare his attack, causing it to become stronger and more precise.

Dragon’s roar: After a brief (about one second) delay, Waldemar causes lightning to strike down in a spot he can see, and that is no more than 3 meters away. The ground about to be struck emanates a crimson glow, and the air smells of ozone. His Mark and eyes flash red in warning. Wal is unable to use this spell more than once in thirty seconds, as it exhausts him (and he's very rusty on it.)

Heartbeat of the Far Wilds: A gift and curse of eldritch magic flows in the warrior’s veins, kept in control only by his will. Use of abilities, being struck, or letting himself go to strong emotions loosens this control. Every time any of those events happen, one point is added, up to 3. Once at 3 points, Waldemar’s magic will lash out, into one of the following effects. Once Heartbeat is triggered, the counter is reset. The same effect cannot be triggered twice in a row.

Oops: Which effect is triggered will be determined at random by a rng, the result of which I'll communicate with the opponent's writer.

Beast: For 10 seconds, Wal is transformed into a large red wolf. The shift itself is disorienting, and even though Wal retains his intelligence and memories, he cannot communicate, and his senses are replaced with a wolf's. Most of his equipment shifts into this new form, with the notable exception of his sword, which he can pick up. While his armor and shield no longer protect him, Waldemar is faster and more agile in this form. Injuries sustained as a wolf carry over to his human form once the spell ends. While in this form, Wal cannot cast spells or use abilities, but points for Heartbeat still count up.

Starcall: A very small star is bound to crash at Waldemar’s current location. The space that's about to be struck emanates a crimson warning glow, and the star takes about two seconds to arrive (during which it can be seen in the sky as a bright point.)

Overgrowth: Protective, glowing spores infect and envelop the warrior, restoring some of his health.

Pyrophobia: Using any sort of fire aligned magic frightens Waldemar, and brings up the counter for Heartbeat of the Far Wilds by two.

History: Born into a mage family that happened to make contact with an eldritch creature generations past, Waldemar carries the same 'gift' of unpredictable and wild magic as the rest of his family. After the loss of his father at his own hands due to a magical accident that transformed him into a very pretty potted tulip, Waldemar has sworn off using magic and letting it have any outlets. He now searches for a way to reverse the magic that affected his father, and to rid himself of his 'gift'.


< Message edited by Chewy905 -- 8/21/2023 14:00:49 >
DF  Post #: 30
8/23/2023 11:43:34   
Kooroo
Member

Welcome to Combat Training! Irina von Ra is nicely balanced overall from equipment to abilities! We clarified in PM that barriers created “In place” are roughly her size, and floats on the designated spot.

With that clarification confirmed, we’re good to go! Irina von Ra is approved!





Option 1:
Most avid reader of the lot so far, and the supposed author of the controversial, award-winning book, ‘How to Raze a City’.


v.1.0

Name: Irina von Ra

Titles/Rank: Lieutenant

Gender: Female.

Age: Untracked across many millenia

Race: Bound Lightbringer

Element: Light

Height: 183 centimetres

Weight: 61 kilograms

Appearance: A tall, slender woman, with pale skin that seems to glow from within. Her hair is cut into a short bob that reaches just past her jawline, which helps accentuate the unnatural sharpness and angularity of her facial features. As if to further signify her arcane nature, the Lightbringer has hard, ruby-coloured eyes that carry an unnatural glow.

Irina wears a light-grey officer’s dress uniform, as befits her rank. This comprises of a slate-coloured jacket with a black leather belt that reaches halfway down her thigh, on top of a white undershirt, paired with matching slacks. Gold epaulettes adorn her shoulders, and several ribbon bars sit on her right breast. Lastly, a golden, triangular badge with a red gem inset hangs on a band from her collar.

Completing the outfit is a brass-coloured bangle on her left wrist and a pair of black, shin-high dress boots.

Equipment:
Officer’s Dress Uniform:
Standard dress uniform that is not typically worn in combat situations. As such, the uniform has limited protection compared to the standard field uniform, trading protection for style. The badge on her collar normally has functionality besides being a conversation starter, though most of these have been disabled.

Weapons:
Sunforged Sabre:
An exceptionally sharp and abnormally durable sabre, supposedly forged in a furnace hotter than most suns. The sword is magically inert, and is capable of deflecting magical bolts if the user has the required reflexes. Arcane beams, streams and more powerful projectiles are beyond its capabilities, however. No further enchantments can be cast on the blade and repairing it can prove to be difficult, should it be damaged. Its sheath lives on the Lieutenant’s left hip. Irina’s blade measures in at 92 centimetres—slightly longer than the standard issue sabre—and has had its knucklebow removed.

Lambent Gauche:
It’s not a gun, but it’ll do.
A parrying dagger stored in the bracelet on Irina’s left wrist, summonable via mental command. It can be materialised in a pinch, appearing on command in her left hand. A single thought is all that’s required to store the dagger away as well, though it won’t be re-summonable for another thirty seconds afterwards.

The dagger’s blade is 33 centimetres long, with a couple of sharp barbs near the tip and a constant, golden glow emanating from its centre. Its guard has curved quillons and a couple of rings attached to its centre, over the handle.

Like Irina’s sabre, the gauche is also incredibly durable, being able to parry and compete against both enchanted and fully-magical blades.

Combat Ability:
“The darkened Sky did little to damper her luminosity. Her patience tested, she soldiers onward.”
Irina has the speed, skill and reactions to match any human duelist in combat with a single blade. While her strength is comparable to a fit, human male, her speed and reaction times can be considered to be on par with humanity’s greatest athletes.

With her speed and magical senses, she is able to deflect magical bolts if she’s aware of them. Consecutive projectiles are beyond her; the Lightbringer is capable of blocking/deflecting bolts if they come in a nice orderly fashion, but a salvo would be beyond her.

Skills and Abilities:
Magical Form (Bound): As a side effect of her binding, Irina’s caught between a magical and non-magical mortal state. Unlike other Lightbringers, she’s no longer capable of absorbing Light magic to heal her wounds. Fortunately, the reverse is also true—Darkness magic doesn’t completely ruin her week like it does for her brothers and sisters. It is still advised to avoid using Light-aligned weapons or magic against her, however, and the reverse is true regarding Darkness elemental magics.

The Lightbringer is still closely attuned to magic, and can thus, detect any spells being cast or sent her way. However, she’d be unable to tell what type it is unless it’s Light or Darkness-aligned.

Another side effect is that she can no longer sustain herself on pure magic if needed. She requires food like any living creature, though considerably less food than a human. This semi-magical, semi-biological state causes other complications as well, as she now bleeds both blood and light, instead of purely the latter. Prior to her binding, any toxins or poisons would’ve been completely ineffective against her, unless they were arcane in nature. In this half state, they’d be able to cause much more harm and damage, though less than that of a fully biological creature.

She has managed to retain her superior ‘light’ vision completely, however, being able to see through most bright and colourful explosions without flinching.

Light Magic (Diminished): While her standard magic is no longer as potent as other Lightbringers, Irina is still able to outmatch most light mages through sheer capacity, and to a certain extent, potency. Her mana pool and regeneration rate is much higher than that of a human, which gives her a clear advantage in magical firefights.

To her displeasure, she’s unable to cast any particularly fancy spells that most accomplished mages would be capable of, such as light rays from the sky, summoning familiar, etc. At best, the Lieutenant can only conjure basic spells, such as barriers, bolts and beams.

With her average output, her light abilities are powerful enough to wind and knock back your average person several feet, making the victim feel like they got hit by a very warm hammer. Being struck by a bolt on unprotected skin normally results in a major burn and some numbness, though repeated strikes in the affected area will eventually make it ‘charred to perfection’.

Beams have a much higher output and are generally used to knock foes back a greater distance. Continuously focusing a beam on a singular target usually results in said target being slow roasted in an incredibly inefficient manner. The process of cooking someone like this would also require them to hold still for far too long (up to a minute, perhaps longer).

Barriers generated by her can withstand physical projectiles relatively easily, and normally a magical spell or two before failing or requiring more magical exertion. Larger projectiles, powerful spells and explosives are normally problematic regardless. The barriers don’t completely nullify the force of the projectiles that they block, and Irina can usually feel some of the after effects of larger or more powerful ones. Barriers can be generated at will around a certain part of a limb/appendage or in place—the latter will require a couple of seconds concentration and will fade in roughly five or so.

All spells are relatively quick and simple to cast, though more powerful ones increase the prep time slightly. To send spells at her enemies with a decent amount of kick generally doesn’t require a second or two of charge time. There’s a required break afterwards to send another projectile or spell of similar strength, being roughly four to five seconds. This break period increases if she continues to use magic at such a pace. A couple of minutes is required to completely reset this, by which point she should’ve also regained most of her magical energy.

Projectiles and beams all have velocity comparable to a golf drive.

Inner Light: Irina’s skin glows softly from within. She’s able to dim this glow considerably, or increase it until it is blindingly bright, but can never extinguish it completely. This is part of the reason that Lightbringers are very rarely assigned to covert operations.

She’s also able to charge and unleash large flashes of light, used to blind and disorient enemies in the midst of combat. Her skin begins to dim whenever she charges up a flash, though the Lightbringer has been known to control her output to feign exhaustion.



Additional Notes:
Hobbies: Sun/stargazing, reading, watching theatre, and playing the flute.

Hits: Sweet cakes, formal/dressier clothing, clear weather and bright colours. Has a newfound appreciation for technology after experiencing certain aspects of it recently.

Misses: Coffee, dark chocolate, any meat less done than medium rare, mortals, Living Words, and the Romance genre. A recent addition—old ladies with funny swords.


< Message edited by Chewy905 -- 9/5/2023 19:01:33 >
AQW Epic  Post #: 31
8/30/2023 19:20:58   
Sylphe
Member

Looks like we’re good to go, approved!



- Heartbeat of the Far Wilds now has a 10 second period post activation where no stacks can be gained
- Removed the note from Beast about gaining stacks in wolf form, since Beast is in effect for 10 seconds and the cooldown for Heartbeat is also 10, so he can’t get stacks anymore
- Indomitable now has a 30 second cooldown
- Overgrowth now specified to only heal minor wounds (cuts, bruises, the like), and be able to ease pain on severe wounds (but not heal them)
- Notes on Starcall added: Blast radius is one meter in diameter, the star can damage Waldemar, and the star is on fire only visually - the damage it deals is “fire type” so to speak, it appears to be on fire and exudes heat, however it will not set things on fire.
- Fixed the e in his name forums ate (mean)
- Personality added!
- balance changes are in bold!




Source Setting: Dragonfable

Name: Waldemar Hvezdopal [Hviezdopal], meaning “Starburner”
Age Range: 30
Race (Pure or halfbreed only):Human

Appearance (Build, hair, skin, clothes...): Standing at 180 centimeters tall, (give take one) Waldemar has a somewhat bulky but athletic build. His hair is long and flowing, usually tied into a neat bun during battle. While his usual response as to what his hair colour is tends to be ginger, it likes to flicker to more fiery shades or darker ones seemingly at random, possibly because of inner magic or tricks of light. Waldemar has a well kept, short beard of the same ginger (and the same weirdness.). His skin is naturally pale, though a little tan now from being out in the sun. Waldemar wears a red scarf, and scale armor whose scales seem to slowly shift into leaf shaped in points. For more protection, he wears leather pants and his hands are covered with iron gauntlets. The warrior carries a simple steel longsword, as well as a buckler, a bow and a quiver with arrows. The fletching on those arrows is red.

The single most defining feature on Waldemar is his Mark, a byproduct of the strange magic within. This mark appears to be somewhere between a tattoo and a scar, and takes the form of a large closed flower on Waldemar's chest, and shapes of vines that coil around his arms up to his palms. Under normal circumstances, the only visible parts of the Mark are petal-like shapes extending from Wal's eyes. Whenever Waldemar's emotions run high or his magic is in use, the Mark emits a colourful glow, and the flower on his chest opens. The Mark is retained, no matter what form Wal is in, and it seems to almost shift if one leaves their eyes on it for too long, as if alive.

Belongings and Equipment:

Gviel: A trusty longsword with a few imperfections and scratches from battles. While not exceptionally decorative, the sword’s crossguard houses a small rose quartz gem. The sword’s scabbard has a small heart shaped charm hanging off it.

Scale Armor: Wal wears scale armor made of steel that offers a decent protection against physical blows, but also restricts his movement somewhat. Interestingly enough, some of the outer scales on his armor appear to be slowly twisting unnaturally - into shapes more reminiscent of leaves.

Bucklie: Wal carries a buckler, which offers him mild protection in close quarters. It is not very good at deflecting ranged attacks. Wal is also able to use his buckler somewhat offensively to strike his opponent.

Bow and arrow: Wal carries a bow, and a quiver of 10 arrows. His range is about 15 meters, though his accuracy begins to suffer once shooting at anything past half this distance.

Changing his equipment takes five seconds.

Skills, Spells, and Abilities:

Dedication: Focusing on martial training as an escape from his magic, Waldemar has built up strength and endurance comparable to a well trained knight. He’s also well versed with the sword, shield and bow, having endured many a scuffle with them by his side.

Indomitable: Waldemar's fighting spirit burns brighter, allowing him to power past pain and injury for a short time. Indomitable has a cooldown of 30 seconds between uses.

Focused: Waldemar can take an extra second to properly prepare his attack, causing it to become stronger and more precise.

Dragon’s roar: After a brief (about one second) delay, Waldemar causes lightning to strike down in a spot he can see, and that is no more than 3 meters away. The ground about to be struck emanates a crimson glow, and the air smells of ozone. His Mark and eyes flash red in warning. Wal is unable to use this spell more than once in thirty seconds, as it exhausts him (and he's very rusty on it.)

Heartbeat of the Far Wilds: A gift and curse of eldritch magic flows in the warrior’s veins, kept in control only by his will. Use of abilities, being struck, or letting himself go to strong emotions loosens this control. Every time any of those events happen, one point is added, up to 3. Once at 3 points, Waldemar’s magic will lash out, into one of the following effects. Once Heartbeat is triggered, the counter is reset. However, new charges cannot be gained until 10 seconds have gone. The same effect cannot be triggered twice in a row.

Oops: Which effect is triggered will be determined at random by a rng, the result of which I'll communicate with the opponent's writer.

Beast: For 10 seconds, Wal is transformed into a large red wolf. The shift itself is disorienting, and even though Wal retains his intelligence and memories, he cannot communicate, and his senses are replaced with a wolf's. Most of his equipment shifts into this new form, with the notable exception of his sword, which he can pick up. While his armor and shield no longer protect him, Waldemar is faster and more agile in this form. Injuries sustained as a wolf carry over to his human form once the spell ends. While in this form, Wal cannot cast spells or use abilities.

Starcall: A very small star is bound to crash at Waldemar’s current location. The space that's about to be struck emanates a crimson warning glow, and the star takes about two seconds to arrive (during which it can be seen in the sky as a bright point.) The star’s blast zone is one meter in diameter. The star exudes heat and its blast can cause burns, it will, however, not set things on fire. If hit, Wal will take the full damage from this ability.

Overgrowth: Protective, glowing spores infect and envelop the warrior, restoring some of his health. The spores are enough to close minor cuts and heal bruises. When it comes to more severe wounds, the ability can ease the pain a little, but is not capable of healing them.

Pyrophobia: Using any sort of fire aligned magic frightens Waldemar, and brings up the counter for Heartbeat of the Far Wilds by two.

Personality: Scrambling for order and control to keep his inner chaos in check, Wal clings to a code of honor, and the facade of a perfectly calm and collected individual. It’s quite cracking at the seams - there’s only so long he can hide his excitement in battles, his care for anything living, and the panic and fear of hurting others without meaning to. He likes the colour red about the most, thinks petting a bear shouldn't be the death trap it is, and despises getting dirty. Sometimes at night and at quiet moments, he twitches a little. The magic squirms just under his skin, burning from within. He has a fear of fire, of fire magic specifically - the larger, hotter and flashier, the worse.

History: Born into a mage family that happened to make contact with an eldritch creature generations past, Waldemar carries the same 'gift' of unpredictable and wild magic as the rest of his family. After the loss of his father at his own hands due to a magical accident that transformed him into a very pretty potted tulip, Waldemar has sworn off using magic and letting it have any outlets. He now searches for a way to reverse the magic that affected his father, and to rid himself of his 'gift'.

< Message edited by Chewy905 -- 9/5/2023 19:00:22 >
DF  Post #: 32
11/7/2023 20:55:38   
Dragonknight315
Member

Welcome to Combat Training! Jessie Anne Washington is a really well balanced character with a nice mix of power and drawback. The equipment and abilities synergize nicely and ensure you can’t go overboard with anything!

We discussed over DMs that the Twin Lightning Irons shots are about as fast as regular revolver would be, so fast but not instantaneous. With the delay between shots, the non-lethal properties of the uncharged shot, and the tell/delay on the charged shot, this speed should be fine!

So Jessie Anne Washington is approved!




Source Setting: Mechquest-inspired

Name: Jessie Anne Washington
Age Range: Late thirties
Race: Human (with cyborg augmentations)
Gender: Nonbinary (they/them)

Appearance:--- Hailing from an uncharted sector at the edge of the galaxy, the figure known as Jessie Anne Washington has seen better days. Standing around 5 feet, 7 inches in height with a muscular but still otherwise androgynous appearance. Blonde streaks of hair descend from their black brimmed hat and form white spikes around their shoulders. A white bandana obscures most of their face save for their brown eyes and a small patch of tanned skin.

For personal attire, Jessie is dressed in a plain white shirt with a black vest, pants, and a pair of knee-length heeled boots. A blood colored cape drapes over their right shoulder, obscuring most of that side of their body. If one were to peek under it, they would see various cords and cables sticking out of Jessie’s flesh and running down their scarred frame. A large metal plate is fused on top of the area where their heart would be. Flowing out from this plate are several lines of silvery tattoos that run across their arms and chest. They appear as if liquid metal was used as the ink in formation. These tattoos descend down to Jessie’s hands before slipping under a pair of worn leather gloves.

Attached to their belt are several pouches. Of note is the pair of holstered revolvers and a machete plainly displayed for all to see.

Equipment:--- As an experienced gunslinger on the run from the law, Jessie is well equipped and prepared to defend themself. When planet-side, they travel light, prefering to keep anything nonessential in their personal spacecraft.

Core Reactor: Once, Jessie had a heart. But after one fateful night, it was ripped from their chest, and Jessie was left for dead. It was through the timely intervention of an merciful friend that Jessie stands today.

In place of their heart, Jessie has a compact reactor that fills the hole on their chest, a visible reminder of their grim mission. This reactor sustains Jessie’s life; without it, they would just be a mortal without a heart. As such, Jessie has taken great care to protect it, covering the reactor with a plate of non-conductive and non-magnetic metal. Over a long period of time, the Core Reactor can repair itself but in the short-run this property is negligible.

Though Jessie would never admit it, they’ve come to appreciate their augmentations. After some additional adjustments, Jessie is able to siphon some of the Core Reactor’s energy to power their equipment. Doing so has its disadvantages, however. The more energy Jessie chooses to siphon from the reactor, the less energy it has to sustain their body. The effects mirror those of an individual with worsening blood circulation (Fatigue, chills, loss of motor control, etc). Eventually, if the reactor is badly damaged or its reserves of energy are fully depleted, Jessie will collapse and fall unconscious as their body is unable to handle the strain.

T.A.B. Overshield: While Jessie’s personal attire provides practical benefits in sheltering them from the environment, their getup does little to protect Jessie in a fight. However, the gunslinger has an ace up their sleeve. Built into the Jessie’s Core Reactor is a special module known as the Tactical Adaptive Bulwark or T.A.B. This module manifests an invisible force field around Jessie’s entire frame (extending outward by inch.) When Jessie would otherwise suffer physical trauma, the force field automatically activates to shield the blow and repel it (manifesting as a solid blue aura around the point of impact.) As a result of its design, Jessie can actually use the T.A.B. offensively, augmenting any punches or kicks from Jessie by providing additional force.

Maintaining the force field requires a negligible amount of energy from the Core Reactor, so Jessie usually has it active at all times. However, deflecting a blow will actively drain their reserves with more severe blows requiring more energy. Furthermore, the T.A.B.’s protection is not perfect. The T.A.B works by rapidly shifting its energy around Jessie to concentrate around the point of impact. This provides excellent protection around piercing weaponry or other small arms. But, if a strong enough blow is delivered over a large area or multiple points around Jessie (or if multiple attacks are done in sequence), then the overshield can fail and the attack will pierce through. Additionally, any sufficiently slow, nonphysical, or otherwise non threatening attacks can avoid activating the overshield and bypass it entirely.

By default, Jessie’s overshield is comparable in strength to modern day flak armor. Since all of Jessie’s equipment is powered by the Core Reactor, the T.A.B.’s Overshield will weaken or potentially shut off if power is diverted elsewhere. In the event Jessie falls unconscious, the T.A.B. will shut off to conserve power.

Twin Lightning Irons: Made to resemble old fashioned revolvers, the Lightning Irons are a pair of high-tech energy guns that serve as Jessie’s main weapons. Instead of relying on traditional ammunition, the Lightning Irons interface with Jessie’s circuitry and draw power from their Core Reactor to manifest the shots (with the gun crackling with energy in the process.)

Shots fired from the Lightning Iron’s appear as a single condensed ball of plasma that leaves a trail behind it akin to a lightning bolt. These shots have a maximum effective range around 40 feet before the energy dissipates. Under normal circumstances, bolts from Jessie’s guns are unpleasant but nonlethal, likely to briefly paralyze a target rather than maim any unprotected victims. However, Jessie can choose to supercharge a shot, diverting dramatically more power from their core into a single Lightning Iron to enhance the revolver’s lethality. This process takes a few seconds of intense, uninterrupted focus before firing (with potential consequences if interrupted.) Furthermore, using a Lightning Iron in this unintended fashion reduces the effective range down to only 10ft, and the process disables the other revolver that is not being charged.

As a safety mechanism, each Lightning Iron incurs a separate 10 second cooldown so as to not damage the revolvers nor overwhelm Jessie’s body. Furthermore, if Jessie fires a Supercharged shot, both Lightning Irons will require 20 seconds before firing again.

Ripple Edge: In addition to their revolvers, Jessie carries a 14-inch machete. While the blade has its uses outside of combat, its main appeal comes from its unique composition. Made from a single solid piece of a special metal alloy, the blade is heavy and durable while being an extremely good conductor of electricity. Ordinarily, the Ripple Edge is able to cut through flesh and cloth with ease and can even break through bone and softer metals. But Jessie can further enhance its sharpness by focusing some of their reactor’s energy through its micro-thin edge.

Maintaining this state requires a vast amount of energy from Jessie (and thus diverts it from their Overshield and revolvers), but it can briefly allow the Ripple Edge to more easily cut through and take chunks out of stronger metals. Jessie can only power the Ripple Knife for up to 6 seconds at time. Any longer and the constant feed of energy running through their arm without a potential outlet can be hazardous. Jessie requires a brief moment to recover before attempting to use the Ripple Knife in this fashion again.

Skills/Abilities:---

Stake your Claim:
Attached to Jessie’s belt is a thin metallic disk around 3 inches in diameter. While at first glance it seems unremarkable, the disk is actually an advanced piece of alien technology. When supplied with an initial spark, Jessie can throw the disk, and upon contact with a solid inorganic surface the disk will anchor itself to the ground (akin to a suction cup.) Then, it will project an opaque, hard light barrier directly on the disk that acts as cover. This barrier is four feet high, six feet wide, and only an inch in depth. The barrier functions similarly to Jessie’s T.A.B. overshield (shutting off after sustained damage) and is comparable in strength, but it runs on its own internal power supply. Once deployed, Jessie must physically interface with and shut it off before it can be moved and redeployed. The deployable cover can be activated up to three times before it must undergo a lengthy charging period.

“Hit the Floor!”: When the situation demands bravery rather than caution, Jessie can unleash their full power by temporarily lifting the safety restrictions on their Lightning Irons. For a brief period activating, Jessie can fire up to a total of 6 non-overcharged shots back to back (temporarily ignoring the internal cooldown). These shots are split between both revolvers. However, doing so comes at serious risk to the mechanical gunslinger. First, the process requires a tremendous amount of energy at once; thus, Jessie’s T.A.B. Overshield is completely deactivated. Then, once all 6 shots are expended, the Lightning Irons and the T.A.B. Overshield will be inoperable for approximately 1 minute. Combined with the fatigue of overusing their Core Reactor, this would open Jessie up to immediate retribution.

Other Notable Traits: Throughout their years of spacefaring, Jessie has developed a reputation as an ace pilot in regards to single-manned starcraft. Unable to rely on others, this has led them into becoming a skilled mechanic and generally knowledgeable when interacting with technology. Their preference for self-sufficiency has also manifested in a talent for hunting, tracking, and cooking. Even the most desolate wasteland is but another frontier to Jessie.

During the incident where Jessie lost their heart, their vocal cords were also damaged. Some augmentations were made to their throat to allow Jessie to speak, but the sound is clearly robotic and nonhuman (akin to a text-to-speech device with an added reverb.)

Personality:--- Years of hardship has left Jessie with a grim, almost fatalistic outlook on life. Often this manifests as a dark sense of humor, remarking that existence itself often appears as some kind of cruel joke. But this does not preclude Jessie from occasional acts of kindness. They’d rather help fix the world than burn it down.

Deep inside their mechanical heart, Jessie dreams of returning to a life of peace and contentment, but they believe it is just that– a dream. One day, fate will catch up to the gunslinger, but until then Jessie does whatever they need to survive.

< Message edited by Chewy905 -- 11/9/2023 22:06:19 >
AQ DF AQW  Post #: 33
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