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 Post subject: Dumping Ground
PostPosted: Tue Feb 09, 2010 4:19 am 

Joined: Mon Dec 21, 2009 12:53 am
Posts: 10
Location: Here
Like the title states, this will be a place for me to randomly brain-dump. Do not expect any semblance of regularity with reguards to updates, as they will mostly consist of half-completed story ideas, partial character sheets, and other such miscellany. At the very least, however, this main post will contain links to each of my updates, along with the date they were last updated. As the posts themselves will not be ordered, the list here will be.

Current Brain Dumps:
Character Sheet - Jennifer (Incomplete) Last Updated 08/23/2011
Character Sheet - Alia Morningstar (Incomplete) Last Updated 01/03/2012


Last edited by Technomagus on Tue Jan 03, 2012 6:05 am, edited 4 times in total.


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 Post subject: Re: Dumping Ground
PostPosted: Tue Feb 09, 2010 4:19 am 

Joined: Mon Dec 21, 2009 12:53 am
Posts: 10
Location: Here
General Information

Name: Jennifer Scott
Alias: Plasma, Omega, Jen, Crazy Psycho-bitch, Geiger Counter
Faction: Independant (In theory, currently under employ of the Maximals)
Gender: Female
Height: 6'0"
Classification: Complicated
Function: Bounty Hunter, Mercenary

Quotes

"Am I actually going to get paid this time?"

Theme Songs

"How Far We've Come" - Matchbox 20
"Transformers EVO" - JAM Project
"Truth or Tale" - Diverse System
"Period" - Chemistry
"DogFight" - M.O.V.E.

Statistical Analysis

Strength: 9 - Incredibly strong by human standards, and more than a match for many Cybertronians.
Stamina: 10 - Due to the nature of her creation and powers, Jennifer is capable of absorbing ludicrously large amounts of punishment before sucumbing to fatigue; very helpful when otherwise outmatched.
Speed: 5 - While she may have above average wits and reflexes about her, she won't be setting any land-speed records any time soon.
Skill: 7 - Though she has the equivalent memories of eons of existances, the actual experiences and practices required to effectively use those memories is somewhat lacking.
Aim: 6 - Against Cybertronian foes, precision is largely unnecessary, simply fire in their general direction and let the ambient radiation take care of the rest.
Firepower: 10 - Because of the very nature of her powers, Jennifer is a highly volitile and incredibly dangerous weapon at all times, even when unarmed.
Intelligence: 7 - Because of the nature of her memory sharing, theoretically, Jennifer could be near omnicient in knowledge; however, no one mind could contain that much information and as such, she ignores most of the "irrelevant" data that is of no use to her.
Discipline: 5 - Disgression is the better part of valor, as they say. Headstrong, but not stupid, Jennifer knows when to run from a losing battle.
Luck: 4 - To say that life's been unkind to Jennifer would be a gross understatement; howerver, she managed to survive not one, but two encounters with Unicron, not to mention countless other high-mark bounties, criminals, and other undesirables; so she's not completely hopeless.

Appearance

Human Form - Jennifer is tall for a human, standing approximately six feet tall. She maintains a lithe, athletic build, belying her strength. She generally wears casual human clothes, functional and easy to move around in, favoring jeans and a T-shirt. She has waist-length hair, naturally colored so that each individual strand is either emerald green or jet black, giving an overall appearance of a shimmering dark green. Her hair is usually tied back in some form of ponytail to keep it reasonable. Jennifer's eyes are amethyst purple, and seem to glow on occasion, especially during heightened emotion. Having no disfiguring marks or scars, and an almost scuplted body, she can easily pass for beautiful by human standards, but not inhumanly.

Energy Form - Jennifer converts her body into a purely energy form, roughly humanoid in appearance. Energy visibly leaks from this form as though she were a living flame. Her body is mostly pinkish-purple and her eyes become solid green. Any clothing she was wearing in her human form disappears, reappearing when she reverts. Jennifer likes to vary the manifestation of this from, from instantly transforming to a slow buildup. This is an all-or-nothing transformation, though. She cannot, for example, partially manifest a limb while maintaining the rest of her body as human.

Armored Form - Jennifer reverts to her human form for this appearance, but with a complete wardrobe change. She manifests a pair of angelic wings from her back. These have a wingspan of approximately 8 feet when fully extended and are covered in black feathers. Though she can move them as they were any of her other limbs, they do not actually allow her unassisted flight, they were merely for appearance. Armor made from an unknown alloy covers her upper torso, shoulders, lower arms, waist and pelvis, and lower legs. This armor is colored white with a gold trim around the edges, and is form fitted to her body, and properly sectioned to allow for unrestricted movement. Centered over her chest is a large ruby surrounded by a golden phoenix emblem. Covering the rest of her body is an opaque black mesh, protecting the parts of her not already covered by her new armor. The armor itself is smooth and rounded, with very few angular parts and no spikes.

Unsealed Form - Jennifer's Unsealed form is identical to her Armored form in appearance, except that the armor itself is made of the same "firey" pinkish-purple energy her Energy form is made from. Also, the mesh covering her unarmored parts is white instead of black.

Final Form - Jennifer's Final form looks exactly like her standard human form except she still has her wings. The energy armor from her Unsealed form detaches from her and generally orbits her as independant spheres of plamsa she can command like funnels. Each sphere is approximately 2 inches in diameter, and she can manifest up to 8 at once. These spheres can be ordered into a variety of offensive and defensive formations as necessary.

Personality

It's no small suprise that Jennifer lives by her own code of honor that keeps her from being just another morally ambiguous "Merc for Hire." The first and foremost thing is that she will not betray a friend. Of course, being that you can probably count her actual friends on one hand... Her contacts, on the other hand, know that she won't abandon them if they don't cross her. She will not hesitate to fight a friend, but she pulls her punches if she does, and finds out why they are on opposite ends. Usually during or after the fight, but every so often it happens before. This has caused her to abandon quite a few targets and do rather... unpleasant things... to her clients. It also causes her to have a bit of a stigma of being a "Contract Breaker" in some circles. Still, provided her client isn't trying to pit her against her friends, she does her job quickly and cleanly, and has set a few records in the process.

Abilities, Equipment

Limiter System - A series of mental, physical, and supernatural "locks" designed to suppress one's natural abilties and powers. Limiters are used for a variety of reasons, some for training and others as punishment. This particular limiter has a more "protective" bent, designed to prevent Jennifer's near-wellspring of power from consuming and overtaking her personality and body. Designed by her "creator," Technomagus, the limiter system mostly suppresses Jennifer's powers, but allows her access to different portions of it depending on the situation.
Form - Maximum Output
Human - 1%, observed when Jennifer performs her "Plasma Wave" technique.
Energy - 10%, though this limit has not been observed or demonstrated
Armored - ???, this form has not been observed within normal continuity, but presumed to be less than 50%
Unsealed - ???, this form has not been observed within normal continuity.
Final - This form will not be observed within normal continuity. Maximum power output is unknown.

Energy Manipulation-Jennifer has the ability to absorb and discharge various forms of non-mechanical energy in a variety of methods. Despite behaving like a standard energy/radiation type attack, due to Jennifer's unique nature, the energy she releases with her attacks are actually a highly refined holy/purification type attack. This allows it to significantly bypass most standard energy and radiation shielding/protection. Jennifer's ability manifests itself in a number of ways:
  • Radiation - Jennifer's body and powers constantly give off a unique energy signature. While most normal contact is harmless, extended exposure to her natural energy field can be harmful to both mechanical and organic life. As can be expected, this makes stealth-related operations quite difficult. She is able to suppress her natural radiation to a minimum, though this requires severe concentration on her part. In her energy form, the radiation exponentially increases in intensity, making even brief exposure potentially dangerous, and she is unable to suppress its range. When in her Armored and above forms, Jennifer no longer radiates energy, and instead becomes a vacuum for ambient energy. She also completely disappears from any energy-based sensing system, like thermal or sonic resonance. This, of course, can also create its own share of problems on stealth-related ops.
  • Plasma Beam - Jennifer can emit a beam of energy from her hand or fingertips. She can alter it's size to be as thin as her finger, or as wide as her fist. While in human form, Jennfier can only fire one beam at a time from each hand (even if from a finger), but can rapidly alternate between the two with little delay between each blast. While in energy form, she can launch this attack from either hand, her feet (usually used in a "rocket jump" motion), or her eyes. Jennifer does not display this power in her Armored form.
  • Plasma Bolt - Jennifer creates a spherical ball of energy in one or both hands and lobs it at her target. She can vary its size, from a baseball to a beachball or even larger, though larger bolts require both hands to create and throw. The largest bolt created in human form was approximately seven feet in diameter and left Jennfier severely winded after its creation. While in her energy form, Jennifer can easily fling energy bolts of any size with one hand and suffers no ill effect from doing so other than shortening her transformation time. Jennifer does not display this power in her Armored form.
  • Plasma Sword - In her armored state or higher, Jennifer can manifest a "solidified" beam of energy into a sword for use in close-range fighting. The size of the "blade" is adjustable, ranging from a few inches to three feet. Despite being made of pure energy and technically being able to slice/burn through anything, the actual cutting power of the blade can be adjusted as the plot demands.
  • Plasma Wave - Jennifer concentrates and creates a 2 yard "shell" of energy around herself, which then rapidly expands outwards to a 30 yard radius. This technique is incredibly taxing on her body and usually disables her for a significant period of time after its execution. Anything caught by the "shell" as it expands outward is bombarded with energy as it is violently lifted and flung with severe concussive/explosive force. Jennifer has only displayed this power once, while in a "borrowed" Cybertronian form.
  • Options - When in her Final form, Jennifer can command up to 12 independantly operated spheres of energy. Each of these spheres are approximately 2 inches in diameter and respond instantly to her subconcious, allowing her to focus on other tasks. They are capable of firing plasma beams or bolts in any direction and can also disengage from her to physically ram targets as well. If necessary, she can conciously direct them as well, with or without actually gesturing.
  • Integration - While in her Energy form, Jennifer has displayed the ability to allow portions or the entirety of her "self" to be absorbed by mechanical beings and/or devices. When this happens, the absorber is granted a temporary but massive boost in output to its systems. Using this power is incredibly dangerous for the reciepient as it can very easily overload and permanently damage any and all components if the integration lasts for longer than a few moments, and as such should be used only as a last ditch effort. Jennifer herself suffers no ill effects from the merger, unless forcibly ejected. So far, the only beings who have shown capable of handling the effects are other creations of Technomagus and Pyre(s).

History

What a tangled we weave...

Jennifer is far from the normal human she appears to be. Her very existance is an abomination. The best way to describe her would be as a sort of "elemental" rather than a mortal or celestial.

Jennifer was created to house the soul of a fallen celestial named Terra. Cirtcumstances surrounding her creation, however, caused Terra's soul to shatter into thousands of shards that scattered across the multiverse. Within the span of a second, every alternate universe in the Multiverse had their own copy of Jennifer, with her own personality and life. And her soul had only one want: to become whole.

Normally, when a mortal dies, their soul merely waits in limbo for a short time before they are reborn into a new body. However, when a soul kills their counterpart from another universe, the forces of life and death get somewhat confused by a soul appearing twice in the same universe. When this happens, the murdered soul is dissipated, diffusing it's energy into all of it's other copies. Because of this, no matter how long it would take, Terra's soul would become whole by urging her soul fragments into killing each other to unify their spirits into one.

For those of you who have seen the movie "The One," it's something like that.

At first, none of the different Jennifers knew of each other and merely lived their lives. An unknown event, presumably involving Sigma, triggered something within their fragmented souls, and suddenly they were quite aware of each other. This event linked their minds together. Not full-blown telepathy, mind you, but rather they would occasionally share memories or ideas with each other. Usually unintentionally, and frequently dismissed as stray thoughts. All except for one.

Four alternates were given "nicknames" to differentiate themselves from the rest. Alpha, the "first born;" Mu, the "midde child;" Sigma, the "catalyst;" and Omega, the "last born."

Unlike the other alternates, Mu was the only one to not have any energy manipulation powers. So when she was suddenly flooded with memories of using such powers, she put two and two together and figured she was left out. She became incredibly envious of her "sisters" and wanted to have their power as well. That's when the Greater Force intervened.

The Greater Force proclaims themselves the "greatest evolution of cybertronians." They travel the multiverse, conquering and subverting planets and universes as they pass. They make "Devil's Deals" with individuals of targetted universes: unimaginable power and eternal life for eternal servitude. Mu, in a moment of weakness, snatched up the offer without a second thought. Mu was augmented with Greater Force technology and her latent powers were awakened. Driven mad with the power granted by the Greater Force and her own soul, Mu went on a campaign of bloodshed, travelling to different universes and brutally murdering her alternates and anyone in her way.

With the death of each alternate by Mu's hand, the remaining gradually grew stronger as their soul became whole. Alpha felt something amiss as her strength and power were nearly double what they used to be one day. Being the "original," she was much more intimately aquainted with her creator, the crazed god Technomagus, than the rest. She had no knowing of the alternates save their fragments of memories which she merely dismissed as dreams. Not knowing the truth of her creation, Alpha merely thought of Techno as her father and not creator. Thus, she deduced, her powers were merely the natural extention of being descended from a celestial being. He certainly raised her as his own daughter. However, her growing strength and the horrible images of Mu's actions alarmed her. And Techno would not give her a straight answer so she took matters into her own hands and began researching through his notes. There she found the truth.

And it drove her mad.

Alpha left Techno's universe and began her own quest to unify her soul. Only she would be in control. With an infinite number of universes each containing their own copy, one would think this would last quite a long time, even with two crazed super-powered monsters working to this end. Unfortunately, Alpha and Mu were frighteningly efficient in their mad quest, and the time until they met was steadily decreasing.

Now for Omega's story.

Before Alpha's descent into madness, before Mu's fall into shadow, before even Sigma linking all of them together; Omega, the "last born" fragment of Terra's soul, lived a rather peaceful life on her universe's Earth. Her life was not without strife, however, as the Dark God Unicron; the Chaos Bringer; arrived on his quest to consume all life in the Multiverse and that particular Earth just happened to be in the way. Only a small portion of the planet's population was able to escape the Chaos Bringer's maw. Omega's mother was not one of those fortunate enough. With the destruction of Earth, Omega's universe's humans were forced to become a nomadic, spacefaring race. Many became thieves and vagrants. Some of the more 'noble' ones became mercenaries and bounty hunters, all looking for a new place to call home. Having been given a strong sense of honor and discipline from her mother, Omega chose the path of the bounty hunter, essentially seeking to bring justice to an unjust universe, one way or another.

As the years past, Omega's skill and renoun increased exponentially, culminating with the emergence of her energy manipulation powers. She forged many close ties with useful contacts, that gave her access to key information and tools. She used these to track down the Chaos Bringer and find some way to bring him to justice for destroying her homeworld as well. A foolish quest, to be sure. One that almost took her life.

Arming herself with the best technological and magical weaponry she could obtain, Jennifer encountered the Dark God just after he destroyed another planet to temporarily sate his eternal hunger. She threw everything she could at the monsterous planet, but nothing even fazed him. As if to further insult her quest, the Chaos Bringer made no indication of even realizing she existed! Only after exhausting herself completely and realizing that everything in her life up to this point had been for naught did the Dark God acknowledge her presence.

He spoke, directly into her mind, the words that would never leave her. "I am Unicron, the Great Devourer, End of Existance. I am the inevitability of entropy, the final decay of all life into nothingness. Mortal, why do you seek your own end at my hand?"

It was then she realized the folly of her own quest. How could one bring justice to a god? A primal force of nature? At that time, she experienced her first memory share of her other selves and understood. "I am a fool, acting in a name of a false justice I considered my own." She whispered the reply, though her voice was heard as easily as though she had shouted it.

For the first time; and perhaps, the only time; the Chaos Bringer paused. And he laughed. A deafening cacophany that could thrust even the strongest minds into madness. And as suddenly it started, it stopped. "Go, then," the voice boomed in Omega's head. "Find your true justice that even gods must answer to; that even chaos itself cannot defy!" The maw of Unicron opened, expelling a force that drove Omega's ship thousands of light years away in mere seconds, safely returning her to where her quest first began. The gutted husk of the Sol System.

Realizing the gravity of the task Unicron had assigned her, and its inevitible futility, Omega returned to a small space station she could most closely call "home." It was here she had the most friends, and here she was most safe from her enemies. It was also here that she learned the meaning of her memory flashes and what they portend. A mysterious portal had been discovered not too far from the Sol system. The wormhole led to an alternate universe, where Sol was filled with life, vibrant and flourishing. Jennifer quickly entered the anomaly, hoping to see her homeworld for herself, for the first time in decades, as it was meant to be. Whole, pure, and alive.

Nothing she had seen before could prepare her for what she would encounter.



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 Post subject: Re: Dumping Ground
PostPosted: Tue Jan 03, 2012 6:04 am 

Joined: Mon Dec 21, 2009 12:53 am
Posts: 10
Location: Here
General Information

Name: Alia Morningstar
Alias: Heiress of the Morning, Firedancer, Magic Girl, Hopeless Optimist
Faction: Non-Aligned
Gender: Female
Height: 4'9"
Classification: Eliwan Featherfolk/Firefolk Half-Breed
Function: Useless (currently), Mindseeker/Mage (normally)

Quotes

""

Theme Songs

"Supernova" – Tetra Fang
"Oath Sign" - LiSA
"Credens Justitiam" - Yuki Kajiura
"Truth or Tale" - Diverse System


Statistical Analysis

Strength: 3 - If you've ever heard the term "squishy wizard" before, yeah. She's still capable with a bow, though.
Speed: 5 (10) - On the ground, she's nimble but not record-breaking. In the air, nothing can touch her. Getting airborne, though... That's the problem.
Intelligence: 9 - Alia is a quick study and easily picks up on little details, though it's all book smarts. Common sense/street smarts, on the other hand.... Let's not go there.
Aim: 10 - If she can see you and her weapon has the range, you've already been hit.
Firepower: 2 (8) - Without a leyline to tap into and fuel her spells with, Alia's "magic" (and, therefore, most of her abilities) is useless. Should she able to find a link with a local source of mana, however, and woe to whoever opposes her.
Courage: 8 - It's not that Alia doesn't know when to run away, it's that she doesn't know how to do so.
Toughness: 4 - Tenacious to a fault, Alia doesn't know when to give up. However, having hollow bones and being a squishy organic doesn't lend itself well to protracted amounts of punishment.
Luck: 10 - There has to be something looking after her, especially considering how easily she gets thrown around, injured, and/or left for dead with little provocation, yet still manages to return for another round.

Appearance

Alia wears lightweight, close-fitting clothing that allows for ease of movement. This typically consists of a sleeveless vest, leggings, and detached sleeves that reach from her shoulders to her wrists, all a dull red in color. She sports a large pair of seemingly angelic wings from her shoulderblades, though they do not allow her flight. The feathers are a dark blueish-purple and can spread to a full wingspan of about eight feet, though are usually folded behind her. She has waist-length, bright, firey-red hair usually worn in a high ponytail, and deep purple eyes, matching her wings. She has a loose-fitting belt around her waist, with a thin scabbard attached to hold her rapier, her only close-combat weapon. She wears her quiver of arrows diagonally strapped to her back, resting between her wings, and her bow is stored inside when not in use.

Personality

In a world full of brooding loners and angst-ridden teens with a chip on their shoulders looking for revenge, Alia is none of these things. She's more like the girl next door, or the little sister you never had. Well, as long as you don't piss her off, that is. True to her Firefolk heritage, Alia has a rather violent temper when set off. She is also incredibly stubborn, especially when trying to prove a point. She will back off in the face of irrefutable proof, but otherwise she’ll cling to her own beliefs even if it kills her.

Abilities, Equipment

Magic – Members of the Eliwan race are masters of what is commonly described as "magic" by mundane folk. Through thousands of years of communing with the primal life forces of their world, they are able to effortlessly channel its energies through themselves like an amplifier and use it to perform seemingly miraculous abilities. This ability is not without limit or restrictions. First, an Eliwan must attune with a nearby leyline of energy. Initially, close proximity is required for a link, though with familiarity it can be extended to a few miles and eventually planet-wide. Second, the Eliwan must then channel and store the energy from the leyline, internalizing and converting its essence. Depending on the strength of the connection, the distance from the leyline, and the required amount of energy; this can take anywhere from a few seconds to several days. Finally, the Eliwan must release the energy, usually with some kind of incantation, and shape it into the form they intend to use it for. Many Eliwan are heavily attuned to one type of "element," and thus tend to gravitate towards effects associated with that element. Multi-elemental casters like Alia are extremely rare, and usually must expend more energy when using unfamiliar "spells." To boil it down more simply, these are the basic requirements for an Eliwan to use his or her magic:
1 - The Eliwan must be on a life-supporting world
2 - The Eliwan must have intimate knowledge of the planet's leylines and life force
3 - The Eliwan must have sufficient time to gather and convert the necessary energy to cast the intended spell
Alia has complete mastery over wind-based magic and abilities and a strong level of talent in fire-based magic as well. She knows several other minor spells in other elements, as well, including ice/water, earth, and light/purification.

History



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