| Member Join Date: Mar 2004 Location: Aisle 12, between the kumquats and the radicchio. Gender: Posts: 2,300 Thanks: 164 Thanked 128 Times in 88 Posts Points: 944.74 Bank: 122,296.12 Total Points: 123,240.86 | Please be aware that I have several, distinct characters, and none of them is any of the others. I will be listing them in order based on their time of appearance overall anywhere. ************************************************** *********************************** Name: Kameno Reiko Known as: Reiko Height: 7’3” (220.8 cm) Weight: 1406.3 lbs Mass: 640.2 Kg Age: 55 yrs (Human equivalent 21 yrs) Species: Half-dragon (Half-elf), Lung Wang (Chinese Sea Dragon) Blood Type: Unknown Origin: Extraplanar Elemental Attunement: Primary water, secondary fire. Known Abilities: Fire, water, and temperature magic, natural ability to breathe water, natural ability to belch flame, run speed 13 MPH (21 KPH), sprint speed 20 MPH (32 KPH), swim speed upwards of 30 MPH (206 knots / 48 KPH), max lift 3 English Tons ( 2,720 Kg)., total immunity to fire, flame, and high temperatures. Physical Description: Tall, and heavily built, Reiko is muscular enough for it to affect her appearance, but is not to the point of disturbing levels of muscle bulk. Her incredible density is due to some curiosity of her physical makeup. At the base, she is humanoid, resembling an outsized, unusually heavy-built elf, but a lie is lent to this base appearance by the remainder of her. Completely lacking in hair, her scalp instead sprouts a huge number of thin, sharp, brown quills, which are long enough to pull into a huge ponytail-mass that lies down her back. Her hairline is interrupted at her brow by two small, black horns, one over the outer corner of either eye. She has pronounced canines, which overhang her lower lip slightly when her mouth is closed, and become more prominent when she smiles. From the base of her spine sprouts a thick, foot-and-a-half lizard tail, with four curved spikes on the end of it. Reiko typically wears her armor, and is almost never seen without it. The bottom layer of her outfit is a bodysuit, completely of silk, reminiscent of those worn by surfers. On top of this, she wears a white-leather breastplate, with a black iconograph of a turtle on the front of it. Attatched to the shoulders of the breastplate are large shoulderguards, covered in leather scaling. Around her midsection is a heavy cloth wrap, and she also wears a flowing splitskirt, with a single panel in front, and two in back, over heavy full-leg stockings. The rear panels fall to either side of her tail. For footwear, she has two heavy white boots. These are held in place not by laces, but rather by buckle-straps. On either wrist, she wears a heavy black bracelet, with short spikes jutting out from both of them. Personality: Reiko is something of a joker, a cheerful person by nature. She enjoys the ocean and beaches above all else, and is fond of travel. Unfortunately, she is very easy to provoke. Incompetent, at best, with words, she will generally respond to hostilities with first threats and then violence. She has a bizarre honor system that she lives by, which seems to be a mix of American sensibility and Japanese traditionalism. She will make friends gladly, but rarely, if ever, takes anyone into her serious confidence. On occasion, she will wax poetic for no apparent reason, and at these times, a deep grief can be seen very faintly, hidden behind her generally sunny disposition. Inquisitions regarding this tend to anger her, and are one of the best methods by which to provoke her, though even these pale to her reaction when her mother is mentioned. Once angry, she is nearly impossible to quell, and rages out of control, ignoring everything but that which has angered her. Possessions: Aside from her preferred outfit, Reiko has a few weapons and other possessions. Her preferred weapon is her thirty-pound sledgehammer, an iron-headed weapon of great age. She also carries a heavy crossbow- almost heavy enough to count as artillery rather than a personal weapon. Reiko has invented numerous interesting ammunitions for her crossbow, and will gladly craft custom ammunition in exchange for money or board. She no longer totes her kusari-gama, although the reason for this is unknown. Aside from these weapons, Reiko also owns a miniature golem, an automaton crafted from iron, standing a mere foot and a half in height. It has a tendency to break, however, and she has come to consider it a failed project. Her other significant possession is her hoard, a large mass of copper and silver, and a few pieces in gold, of treasure, which she sleeps on. While she would much rather use a hoard of pure gold, she is painfully aware of her lack of lucre, and cheerfully, if wistfully, makes do with less valuable metals. Significant Magic Items: Reiko’s breastplate, sledgehammer, bodysuit, and hair ribbon all carry enough unusual properties to belong under the “artifacts” topic, and can be found there. Magical Capabilities: Reiko is primarily attuned to water, with a secondary aspect of fire. Interestingly, she has worked less with water than with fire, and it shows in her spread of spells and abilities. Still, water is her primary attunement, and so her fire spells are generally much weaker than they could be. Normally, she is capable of sustaining a significant flaming aura using her magical abilities for nearly half an hour, something she uses to her advantage. When enraged, she will instinctively create a spherical water/fire aura around herself, which is several times more powerful than her normal level. She is at her best when empowered by the Chaos Emeralds, though. The incredible power produced by the seven gems allows her to exceed the known abilities of any member of the Sonic crew when so boosted, giving her an intense focus in speed, the upper limit of which has never been tested. Furthermore, with the Chaos Emeralds active, Reiko’s alignment becomes evenly balanced between water and fire, enhancing her magical abilities further. Known spells: Light: Reiko has used this spell for so long that she does not even need to name it to use it. By creating a heatless flame hovering midair, she can illuminate nearly any location as she wishes. Flamebolt: This is a standard airborne blast of flame, notable only in that she almost never uses it, preferring to ignite a bolt from her crossbow. Reiko is also capable of the larger Fireball and still larger Blaze Blast, both of which are simply larger variants of this spell. Burning Aura: When she wishes, Reiko can materialize her magic to a degree, enveloping her in a sphere of magical flame. She can control whether or not this fire damages or heats anyone or anything. Hydroblast: This spell condenses several gallons of water from the air about, spraying them forwards like a blast from a fire hose. In addition to potential physical damage, the attack leaves the air in the area temporarily dry, which can have its own negative effects. Flame Wave: By imbuing her sledgehammer with magical flame and swinging it in an arc, Reiko can project a searing plane of flame in an arc which flies away from her for several hundred meters, spreading and burning anything it touches. Thor Hammer: To use this spell, Reiko imbues her hammer with magical fire, and then throws it very hard. Usually, she will keep a grip on it afterwards, allowing it to pull her along for the ride. The flame around the hammer’s head is carefully controlled to allow it to cut through the air by using heat to reduce the air pressure in front of it. This can be used for flight, but as a method of maintaining an airborne state, it is very wasteful and takes too much concentration. The other use for the spell is to cause the hammer, with or without Reiko attached, to accelerate in a controlled flight towards a target, both smashing and burning it. Of course, the name is generally a bit silly, as Thor is the Norse god of Lightning, and not of Fire, but so be it. Beigefire: This spell creates one or more human-sized tornadoes, which attempt to slam themselves into a target multiple times. The truly damaging aspect of this spell is the bursts of flame that swirl about in the tornadoes, as though they were peppered with Flamebolts. The spinning air itself is maintained by the adjustment of temperature in the affected area. Firewater Blast: Using the most dangerous combined aspects of fire and water, this spell projects a broad cone of flame. The fire, rather than igniting things or going out when the initial effect ends, puddles and flows as though it were water, burning anything it touches. The addition of the water aspect causes the flame to linger, as well as lending serious physical force to the blast. Whalom: This spell, with a truly bizarre name, has a similarly weird effect. By increasing the surface tension of water, and gathering it, the spell causes bouncy, beach-ball-sized balls of water to fall from the sky, slamming into anything below and bouncing around for a few moments before breaking up. Given that each sphere contains ten gallons of water, the projectiles are not to be laughed at. Hibashira: When this spell is cast, it affects a targeted area. For the next several minutes, huge pillars of flame will erupt from the ground in the area at random locations and times. While lacking any significant physical aspect, the fire is certainly hot and dangrous to the touch. Cold Snap: Via a lesser known aspect of fire magic, the ability to add or remove heat from a given area, and the judicious application of water magic, Cold Snap will effectively flash-freeze the target, whom Reiko must lay her hand on. If the target is not thawed within thirty minutes, permanent cellular damage will likely render them into a flesh-flavored Slushee. This spell can take full hold on any target smaller than an elephant- larger targets only feel very very cold and suffer varying degrees of frostbite. Due to the ability of fire users to convert heat to magical energy, this spell actually consumes no magic at all, though Reiko still has to have some magic in reserve to cast it. Comet Run: Using fire magic to control the density of air via heat manipulation is a favored trick of Reiko’s. When she uses this spell, she alters the density of air around her with a spherical aura of flame, allowing her to move from location to location at as much as a hundred miles per hour. Beyond that, the effort required to increase speed significantly is no longer worth the resulting boost. Furthermore, while using this technique, Reiko’s ability to manipulate air density with it allows her to act as though she (as a whole) has nearly no inertia, permitting turns with very small radii. However, as Reiko must prevent airflow around her while using this technique, she is forced to hold her breath while she implements it, limiting its maximum use time. Air Step: By leeching most of the heat from a section of air for an instant, Reiko freezes it solid, giving her an effective ‘instant platform’ to rebound off of. This spell cannot be maintained easily at all, and Reiko has long since given up trying. Regardless, she considers it more effective than flight, as she can be more maneuverable than any helicopter by using it repeatedly to ricochet. Guran Beijuhaia: This spell, despite the name difference, resembles Beigefire. However, instead of one or more small tornadoes, this spell creates one huge, blazing tornado, the size of a typical weather phenomenon. It will generally rip up anything not nailed down, and is liberally littered with spheres and arcs of flame, all moving constantly so as to slam into unlucky opponents. Mizu no Guhuu: Resembling the Beigefire spell, this instead creates a whirling waterspout, which slams droplets of water into anything within, having an effect much like a power sander. The wind within the tornado is at incredible speeds, which also makes breathing even more difficult. Mizu no Reiki: This is Reiko’s sole healing spell. By way of water magic, Reiko can use this spell to heal wounds and cellular damage to any living creature composed of at least 30% water. The higher the water content of the target, the more effective and extensive the healing is. The spell is, however, very slow compared to her others, and cannot perform anything along the lines of regeneration, though it will heal any gashes or cuts when both surfaces are held together. In fact, if someone were to be cut entirely in half, so long as they were tended in time, this spell could restore them to one piece. Similarly for dismemberment, although, as stated, it will not create replacement appendages or organs. Ki/Chi Capabilities: While a martial artist to some degree, Reiko does not have enough control over her chi or ki to manifest it/them outside of her own body. However, she does have a limited ability to use them to enhance her own physical abilities. Regardless, she does have access to physical attack techniques, though they are often altered on the fly, to perform whatever effect is desired. Spiritual Capabilities: Reiko is highly connected to the ocean and to flame, and can draw power from these sources. She heals and recuperates faster in the ocean or near to it, and has access to more power and raw energy when in the presence of flame not generated by herself. Other: Reiko has one significant ability that does not fall under any other heading. She is naturally capable of spouting large gouts of flame from her mouth. While this ability can be exhausted through repeat and/or constant use, it “recharges” easily. It also becomes both stornger and erratic when Reiko has imbibed or inhaled anything of significant flammability (alcohol, methane gas, etcetera.), and can be very formidable at these times, or when enhanced by her fire magic. ************************************************** *********************************** Name: Mizuhana Akane Known as: Akane, The Blood Angel Height: 5’3” (159.9 cm) Weight: 98.7 lbs Mass: 44.8 Kg Age: Roughly two centuries (appears 19 by human standards of development) Species: Angel (Blood/Fire/Combat) Blood Type: Any/All Origin: Unknown, and she isn’t telling. Elemental Attunement: Primary holy and blood, secondary fire. Known Abilities: Natural flight, nonmortal, unkillable on any permanent basis, capable of speeds in excess of the sound barrier, can withstand any gravity with no effort, does not require air, water, or food, use of holy, blood, and fire magics, ability to absorb characteristics and abilities of others via quantities of their blood, ability to draw power from spilt blood. Physical Description: Akane is the shortest of the Sixteen, being the Japanese member of the wing of elite angels. The only entity she answers to is her Creator, who Akane refers to as Lord, He, and She, at various times. It is perhaps her uniqueness as an angel that drew His/Her attention- Akane is an albino, something rarely heard of amongst those to whom genetics are of no importance. Her skin is so pale as to be nearly pure white, which contrasts greatly with the pale crimson of her eyes. She keeps her hair in a severe pageboy cut, presumably so as to avoid it getting in the way. Her hair, interestingly enough, is neither white nor blond, but rather a blanched, pastel red, worthy of any Easter egg. Similarly, while her wings are a downy, swan-white color, they have a very faint tincture of red to them, another abnormality for angels. Akane stands at four foot ten, but does not seem to notice her own shortness of stature at all, and her ability to loom threateningly at people half-again her own height can be very disturbing. She typically wears a heavy crimson halter-top, and an equally heavy crimson splitskirt, laced to mid-thigh with thin strips of leather. For footwear, she uses an incongruously large pair of white army-style boots with blood-red edging. She is never seen without her rough leather double-belt, which hangs lopsidedly about her waist and hip, nor without the daisho of katana and wakizashi. Both the sheaths and hilt-wrappings of the swords are in crimson and white, which seems to be her set of signature colors. Personality: Akane has been described as ‘stony’, ‘frigid’, ‘mechanical’ and ‘grim’. All of these are more or less appropriate. She is not given to showing much emotion, and most of those she shows are clinical and detached. She holds a powerful disdain for those who deride war and combat, and has little or no restraint in showing this. The only other emotion to which she is significantly prone is rage, and this can be more accurately described as bloodlust. While she generally attempts to remain detatched and formal in combat, if she really gets going, she becomes exceedingly dangerous, thirsting not for blood, but for the opportunity to spill it. Answering only to her Creator, she has a tendency to ignore any sort of direction from anyone else. Possessions: Akane has never shown herself to have any actual possessions other than her daisho and clothing, and is not predisposed to gathering “useless clutter”, as she puts it. She is often traveling on errands from her Creator, and believes that anything other than what she carries will obstruct her ability to function as He/She desires. Significant Magic Items: Other than the fact that her clothing is nearly indestructible (and a good thing that is, too. She wouldn’t care if she wound up walking around nude, but everyone else… reactions would be interesting and varied, to say the least.), Akane’s only magical items are her two swords and their sheaths, the Daisho of Blood. These are listed under the appropriate topic. Magical Capabilities: Akane has access to an almost limitless array of Holy, Fire, and Blood magics, and uses them freely- she is also possessed of vast quantities of magical power. Never in the space of recorded history has she actually run out of power, and it seems unlikely that she will at any time in the future, though recent times have tested her. There is also evidence that most of her spells are created on the fly, forgotten as soon as used, since she does not generally repeat-use. She does have a few spells that she has used multiple times. Divine Vengeance: A curious Blood/Holy magic, Akane can only use this spell against someone whose blood she has absorbed after it has been spilt. The first step is to be on the receiving end of a magical attack from that person. After defending herself, usually by deflecting or outright blocking the spell, Akane can then use up a little of the related blood-energy to create an opposite to that spell, which she then casts back at the person from whom she received the original attack. This can be very devastating, or totally ineffective, depending on circumstance. Flames of Rebirth: Akane’s knowledge of this spell has led some to speculate that there was a phoenix involved in her creation, though the truth of the matter is not known. Akane can cast this spell in response to an attack of some sort that would normally destroy her body. This results in her literally exploding, destroying herself first. Then, once the attack is past, the area erupts in flames, which reconstitute into Akane. Sometimes she evidences an increase in power from using this spell, and at other times it can drastically weaken her. The reasons for this are also unknown. Blood Frenzy: Akane can only cast this spell when she is able to slather the blades of her daisho with blood, either her own or someone else’s. Upon casting this spell, Akane begins to accelerate and become stronger. The more blood that she spills or that is spilt from her, the greater the rate of acceleration and strength increase. If there is a limit to how much of an increase this spell can effect, it is unknown at this time. Ki/Chi Capabilities: As Akane is neither deity, mortal, nor immortal, she has no chi or ki at all. At times, this has hindered her somewhat, but she generally ignores it, feeling that it is not actually a significant problem. Spiritual Capabilities: Again, Akane has access to an incredibly vast array of spiritual abilities involving war, blood, and combat. She does not use them often, and so the true extent of her ability in this field is unknown. ************************************************** ********************************** Name: Zail Hek’ram Known as: Zail, snake-lady Length: 25 feet or so (roughly 7.6 m) Weight: 1900 lbs Mass: 862 Kg Age: 17 Species: Japanese Naga (snake/human) Blood Type: A- Origin: Kass’kalma Villaige, Skaka, planet of Garon, Cygnus solar system. Elemental Attunement: No particular elemental attunement known. Known Abilities: Paralytic venomous bite, ability to disjoint both arms as necessary, can climb 70 degree or greater slopes, effectively immune to “falling down”, capability to consume small elephants whole, superhuman hearing and smell, ability to use “heat sense”, immunity to most organic venoms, can hold breath for several hours. Physical Description: Zail is a naga in the Japanese style, appearing to be a woman with a long snake body and tail instead of hips and legs. Nearing a full ton, Zail is seemingly unaware of her vast bulk. Then again, it is rather ordinary for her- she’s had it most of her life. Her human part is short, and her arms, while slender, hold plenty of strength. She wears her emerald-green hair in a ‘helmet’ cut, out of which the tips of her pointed ears protrude. She wears a leather jerkin in concession both to human modesty and the relatively unarmored state of her human part. Her snake part, on the other hand, is well-defended by a mesmerizing pattern of green and gold scales on top, with broad yellow scales on the lower surface. She generally keeps her head at about five feet height, though she tends to match the verticality of anyone to whom she is speaking. She also has complete control of her whole body length, and has been known to hoist things with her tail, generally to hold them in one area while she examines them. Oddly, she is not quite the same as a normal Japanese naga, posessing more snakelike abilities. Her eyes are yellow, and slitted like a snake’s, and she has very poor eyesight unless what she looks at is moving at the time. She compensates with an excellent sense of smell and a heat-sense, both facilitated by her forked, reptilian tongue. She is also capable of protruding her canines several inches, so as to inject a paralytic venom with her bite. This is to hold prey still as, like a snake, her jaw unhinges, allowing her to consume things larger even than most herd animals whole. Her ribcage and clavicle are not secured together in front by a breastbone, which not only permits her feeding in such a style, but makes her nearly impossible to grasp if she does not wish it to be so. Personality: Zail, being a naga, thinks rather like a snake, and sees things in a way that many find a disturbing cross between the viewpoints of a snake and a human. She does not go out of her way to avoid waste, however she will be as efficient as is momentarily convenient. Zail tends to see things in terms of ‘food’, ‘not-food’, and ‘dangerous’, and one can only hope one is classified as ‘not-food’. Purely a predator, she takes any opportunity to ‘stock up’, against the possibility that her next meal will be some time away. This includes consuming those just killed, be they friend or foe, though she has a severe aversion to meat more than an hour old. On the other hand, she realizes that this is generally frowned upon, and, while she does not understand it, she accepts it, and generally asks first. If the answer takes too long, she may get impatient if she is hungry, though. She is perfectly capable of such emotions as joy and sorrow, she simply experiences them on a different basis than a standard humanoid would. Possessions: Zail carries with her two scimtar, in crossed diagonal sheathes on her back, her jerkin, and nothing more. She completely fails to understand this human attatchment to objects of no use whatsoever, does not need a bed, and has little or no use for such amenities as paper or lanterns- it’s all blurry to her anyways. Significant Magic Items: Zail owns and carries absolutely nothing magical. Nothing at all. Magical Capabilities: Oddly, for such a being, Zail knows a small array of healing magics. Where they come from, she does not know or remember, as it was not important to her at the time. Every once in a while, she wishes she had taken the opportunity to gain a little more magic in that way, but as she does not know what it was, she generally gives it up fairly quickly. Cure: A minor healing spell, this will cure someone of many small scrapes and cuts, or one significant gash or bruise. It tends to be more effective on reptilian life, though the reason is beyond Zail or anyone else to explain. Sooth: This spell removes all pain caused to one person by their injuries. Zail seldom uses this one, as there is rarely a need for it. Numb: Numb, on the other hand, she uses fairly frequently, particularly if she runs out of venom. This spell renders the target utterly insensate in terms of temperature, pain, smell, and sight, as well as disrupting their sense of balance. This makes the being affected by the spell extremely easy prey for predators, carnivorous or otherwise. It also allows the use of what would otherwise be very painful healing methods or things like shoving a limb back into it’s socket without any pain felt by the subject. Aura: This spell heals all surface injuries of any kind done to the target, and is the upper limit of Zail’s magical capability. While it will heal any cuts, gashes, scrapes, bruises, gouges, holes, etcetera, it is incapable of repairing bone or of regenerating lost body parts. This spell tires Zail if cast more than once within a few hours, and she rarely uses it. Ki/Chi Capabilities: None. While perfectly capable of using her scimtar in combat, Zail does not know any style of martial arts at all, nor is she heavily trained enough for her chi or ki to exhibit themselves in any manner. Spiritual Capabilities: None. Zail is not capable of considering spiritual matters in the same way more typical sentients are, and this impedes her ability to percieve spiritual effects, or be affected by them. ************************************************** *********************************** Name: Kouryou Yume Known as: Yume Height: 6’3” (190.4 cm) Weight: 103.4 lbs Mass: 44.8 Kg Age: Unknown (Several millenia at the very least, though she appears a solid twenty years of age) Species: Immortal (Half-god) (Please note that when I say 'immortal', I mean the real definition of the word- ageless. Her body does not decay with the passing of time. That is all that that word really means, and I'm tired of people assuming otherwise.) Blood Type: J (A deific blood type) Origin: Unknown, but in another reality. Elemental Attunement: Primary Water/Fire, with minor aspects of Earth. Known Abilities: Natural flight, immortal, can regenerate lost limbs, tough on a ludicrous scale, capable of incredible speed (though not so much as some), superhuman hearing and sight, immune to cold, can manipulate dreamscapes, unknown martial arts style. Physical Description: Tall, slender, and lightly built, Yume is of the type often described as ‘whiplash’- thin muscles, little fat, and capable of mind-bending flexibility when necessary. Her skin is a tan color normally associated with desert lizards, likely having to do with the fact that she has scales. Oddly, she also has a full head of hair and eyebrows, both in pale sky-blue. Her hair is a mixed-style, both in the ‘helmet’ style bob and a long, thick ponytail down the back. Her hazel eyes are distinctly round-pupiled, and the tips of long, pointed tan ears occasionally poke out from under her lightly-colored hair. She has distinct fangs, and a somewhat long, European face. She has normal human hands, and, though her feet are never out of her solid red-black-and-steel combat boots, it can be assumed that she has normal human feet. Yume also has a long, thick reptilian tail, with a diamond-shaped pad of cartilage at the end. When she stands still, the last foot or so tends to pool behind her, but when she is in motion, it lifts from the ground, and she leans forwards, trailing it behind her to improve her balance. She generally wears a purple bodysuit, extending to wrists, ankles, and mid-neck. Over this, she wears tan cargo shorts and a curious two-tone green vest, with rounded yellow spikes on the shoulders. One pair each of war gloves and combat boots, all in red, black, and metallic silver, round out her outfit, though she occasionally carries a navy-blue duffel bag. These rarely last long, however, as she is very rough on her possessions. Personality: Yume is something of an enigma. She can be cheerful and bouncy one moment, and dour and acidic the next. She is prone to occasional bouts of outright wierdness, and has several senses of humor. She has been known to use not only British-style dark humor, but also American-type cheerful idiocy, and positively enjoys off-the-wall and bizarre humor. Sometimes, she can be extremely wistful and philosophical, but when nobody in the area evidences any real interest, she generally flows back into her basic bright mood. Other times, she is outright depressing, displaying a distaste for life in general that can send some people running for crucifixes, and others for their kevlar bodysuits. Disturbingly, she finds humor in all things, even when she considers life not worth it, and that makes it hard to determine if she is actually depressed at any given time, or just trying to be funny that way. She is astoundingly easy to anger, though there are only a few ways to actually get her angry. Upon facing her anger, nobody has recently pushed further, so it is uncertain what she would actually do if completely pissed off. It is generally agreed that finding out is a bad idea, though. Yume has a great deal of concern and consideration for others, though she tends to forget not only other people, but just about everything at times. She refuses to let others call her a hero, though, passing it off as unimportant the few times it is brought up. When not around others, she tends to be quiet and brooding, and will often fail to notice that anyone has arrived. The moment she does, however, it’s all sunshine and smiles again. Possessions: Yume owns very little besides her clothing. Her primary other personal effects are her weapons, a pair of odd blades. Crescent-shaped, edged on the long side, with the points curled in, they are spanned with handgrips. Either of the handblades has two long strips of leather from the leather-bound handgrips, allowing Yume to bind them to her arms when necessary. When she uses them, her fists basically become slicing weapons, turning most motions into potentially deadly blows. Aside from her weapons, she is known to carry a pair of chopsticks, a hairbrush and comb, a pair of scissors, a sketchpad and some pencils, a large fluffy towel, and a rather smashed-looking grilled cheese sandwich. Nobody knows what the sandwich is for. Significant Magical Items: Yume’s clothing is magical, practically as indestructible as Yume herself. This is probably why any of it is still in less than ten pieces, let alone one. She does not seem to have any other sets of clothing, though it apparently does not matter- as Yume has scales, she does not sweat nor secrete oils, and so her clothing does not become dirty at any noticable rate unless she has been fighting. Interestingly, a rinse is all that her clothing needs to be clean again. Aside from that, her boots are enchanted to provide grip on even the slickest or most tilted surfaces, allowing Yume to easily scale anything short of vertical. Her handblades are similarly resiliant, and capable of cutting through foot-thick steel as easily as most swords would a quarter-inch of aluminum. Aside from their toughness and sharpness, Yume’s weapons have no other enhancement, which, apparently, is precisely how she likes it. Finally, the pockets on her vest and cargo shorts can each carry about as much volume as Yume herself comprises, allowing her to transport an unknown quantity of as-yet-undiscovered items with her. Magical Capabilities: Despite being the daughter of a deity, Yume shows very little interest in magic. She herself knows little or none, and has yet to demonstrate any use of such. Ki/Chi Capabilities: Highly trained in a bizarre branch of martial arts not extant in this reality, Yume has discovered that she has no chi. While this renders her invulnerable to a variety of offenses, it also cuts her off from what she considers the most interesting branch of special combat abilities in existance, not that she actually needs to enhance her already-ludicrous speed and toughness. Spiritual Capabilities: As the daughter of a goddess of dreams, Yume has very significant dream-related spiritual abilities, though few, if any, are of use in the waking world. Yume has, however, learned to use spiritual energy to achieve a few chi-like effects. Redirect: This technique allows Yume to alter the direction of any energy she can willingly touch. Kinetic, electric, heat, anything. It also uses very little energy, and is a favorite of hers. The limit on this capability is unsure, but she is capable of diverting a several-hundred-ton monster with no visible effort. It is suspected that this ability is partially physical, but she usually uses it too quickly for it to be analyzed. Sleep: This spell works only on one who already has an unfocused mind, due to toxin, exhaustion, or wandering thought. The subject, if capable of dreams, immediately falls asleep, and becomes trapped in a dream of Yume’s crafting until she releases them. Alternately, she can simply put someone to sleep, should they be in need of rest. Waking Dream: This ability, again, only works on one with an unfocused mind, though for the purposes of this spell, rage or distraction also allow it to work. When in effect, Yume can subtly alter the subject’s perception of reality in ways similar, though smaller, than what she can in a dream. She often uses this to force a miss in combat, or distract one or some of a number of people. Phantom Reality: By warping perception, Yume can cause others to see reality occurring as a mix of how they desire it, and what is actually happening, without actually knowing what they wish to see/smell/hear/taste/etc. This ability will work until the subject or subjects realize, for whatever reason, that Yume is causing something to happen- they need not know what she is causing, only that she is doing something. ************************************************** ************************************ Name: Ryll Known as: Ryll Height: Indistinct. ‘Mouthpiece’ body is 5’ tall (1.8 meters) Weight: 100 lbs (Mouthpiece) / Incalculable (Hive) Mass: 4.5Kg (Mouthpiece) / Incalculable (Hive) Age: Unknown Species: Various- Ryll encompasses an entire reace. Blood Type: Varies, but all are nonstandard. Origin: Unknown. Elemental Attunement: Varies. Known Abilities: Hive mind, various levels of speed, strength, endurance, toughness, and high-level senses. Capable of instantaneous communication with parts of self across any distance, acts as one being, ability to call on any of a wide variety of castes for various actions. Physical Description: Only one physical description fits all the members of the Ryll Hive, and that is ‘insectoid’. There are several castes within the Hive that have significant enough population that they are widely seen, hence, they are described here, along with the Hive’s preferred speaker/public face. Mouthpiece/Ryll: Ryll’s primary method of interaction with sentient races is a seemingly unique entity within its ranks. Standing at an even five feet, Ryll’s mouthpiece (hereafter referred to as ‘Ryll’ for sake of convenience) resembles a human female at the base. However, her skin is composed of chitin scales capable of withstanding well beyond 40 tons psi pressure, and she is physically capable of lifting far in excess of one thousand tons. She also has a secondary pair of arms that arch forwards over her shoulders, ending in long, curved claws that hang down, their tips even with her waist. She seems to wear a chitin bodysuit that vaguely resembles a one-piece swimsuit, though whether this is actually a separate piece from Ryll herself remains to be seen. Ryll also seems to be totally immune to extremes of temperature. While strong and durable, Ryll is not especially agile or fast. Her appearance is the least unsettling to members of most sentient races, hence her position as the Ryll Hive’s public face. Assault Fighter/Gargos: The gargos are vaguely humanoid beings, standing nearly ten feet tall. Their heads are conical, but rounded, the upper tip a blunt end at their top height. All the Gargos have six arms, and each arm is an immense, curved, serrated claw. Their legs are thick, solid, and somewhat birdlike. They are capable of emitting earsplitting shrieks, and use this to disorient opponents before and during combat. Their mouths are insectoid, and protected by flat chitinous plates at the base of the fronts of their skulls. Gargos are disturbingly agile for their size, and immensely strong. Their claws are capable of ripping through plate steel or bedrock, and they are completely immune to cold. They do not, however, take well to heat or vacuum, and, while faster than Ryll, are not especially quick. Gargos weigh upwards of one thousand pounds. Assault Fighter/Tybren: Tybren are human-sized, nautilus-shaped creatures. Razor-sharp spines dot their shells, and each of their foot-long tentacles is tipped with viciously barbed spikes. They are also able to emit sprays of chitin needles, capable of shredding anything less sturdy than pure diamond. They float through the air or void through use of constant gas generation from within their bodies. While both very fast and easily as sturdy as Gargos, they have very little ability to steer themselves as they float around, and are capable of only wide turns. Tybren enjoy vacuum, and are immune to temperature extremes. They do not, however, mix well with windstorms, and seem to have an aversion to large quantities of mercury. With no gas in it, a Tybren weighs roughly five hundred pounds. Harasser/Ekris: Ekris are small, scorpionlike beings, roughly the size of a halfling. With all six limbs dedicated to locomotion, they are extremely fast, capable of traveling along the ground at near-sonic speed. They are not, however, air or space capable, being unable to move in these environments unaided, nor do they have the incredible toughness or strength of a Gargos or Tybren. Ekris can spit large gobs of extremely viscous goo, and also have stinger-tails that inject a powerful narcoleptic. While they can endure a wide range of environmental conditions, they cannot endure extreme heat or cold, and do not like rain very much. In an emergency, they can use their legs to kick an enemy very rapidly, though the blows are not especially effective. Ekris seldom weigh more than forty pounds. Harasser/Kesska: Kesska, resembling outsized dragonflies, are hugely maneuverable and capable of speeds over Mach 4. They are also tough on a level to compare with Ryll/Mouthpiece, but have little to no physical strength. In vacuum, they maneuver via a series of small orifices on their sides, from which they can project an internally generated gas. In combat, they can ignite this gas as it exits their bodies, thus emitting spouts of superheated plasma. While they can act in space, Kesska are much more effective in high-temperature areas, and can endure even the heat at the center of a supergiant star. Messenger/Thyril: Thyril are small, cylindrical animals that appear to be related to the horsefly. However, they are roughly half-again the size of a scroll case, which, in fact, is basically what they serve as. Capable of exceeding Mach 10, Thyril are durable on a level unseen even elsewhere in the Ryll Hive, but have absolutely no offensive abilities, aside from ramming, which they rarely do. The entire back two-thirds of a Thyril is a hollow compartment with a chitinous lid. This compartment is completely dry and lined with chitin, and is used to transport messages and small objects. Thyril can endure any environmental extremes, but tend to avoid subaqueous travel if possible. Assault Transport/Krantum: Krantum resemble gigantic praying mantis. With a total body length of nearly eighty feet, they are wingless, and their entire abdomen seems to have been converted into a huge, flat cargo space. Hand and footholds project from a Krantum’s carapace all across its thorax and abdomen, though there are none on its tremendous, scythelike arms, nor on its head or legs. Krantum can carry hundreds of tons without any visible difficulty, and can cross nearly any terrain. They are also buoyant, and can swim very well. Equipped with twenty-foot blades for arms, they are fairly competent in close combat, though, while they are slightly tougher than Gargos, they have extremely limited maneuverability, and are incapable of moving backwards. Krantum also can spit streams of noxious acid, which acts both to nauseate enemies, and to dissolve anything it strikes. Air Transport/Ventaru: Ventaru appear like the mythical flying saucers of Terran fame, though, rather than metallic, they seem to be crustacean insects. The upper and lower carapaces, both disclike, are separated by a fleshy body that is more hole than body. Large tunnels run throughout a Ventaru, capable of permitting a fully loaded Krantum to move about the Ventaru’s interior. Nearly half a mile across, Ventaru make exceedingly good targets when they stop to unload their cargo, though their unpredictable careening while moving renders them otherwise nearly impossible to strike. While lacking in offensive ability, when a Ventaru is empty, it can close its shell together and carom about, crashing into and destroying things. Ventaru shells are capable of withstanding anything short of a small nuclear explosion, though their fleshy parts are as weak as any mammal’s flesh. Ventaru can seal off their insides, making them optimal for underwater and vacuum transit. It is still uncertain quite how Ventaru move, though internal gas sacs and gaseous emissions are suspected. Interplanetary Transport/Krakel: Krakel are the true titans of the Ryll Hive. There are only three of them currently, each one a fifty-mile-across nautilus-creature. Krakel are possessed of over thirty arms, each one several miles long. Their shells can withstand even forty-megaton nuclear explosions, and while they tend to move around stars, the oldest one once passed through a red dwarf sun with no discernible aftereffects. Huge tunnels through their flesh permit them to carry the other members of the Ryll Hive, and anything else significantly smaller than a three-story building. Standard Worker/Kanark: Kanark are the most common brood in the Ryll Hive. Slightly larger than an average adult human, they basically resemble a spider, having eight limbs, a head/thorax, and an abdomen. Like a tarantula, they are covered in coarse hairs, spiny and covered in tiny barbs. While painful, these hairs inflict no actual damage, and so are mostly a self-defense mechanism. The interesting qualities of a Kanark, however, are all in the limbs. While the second and fourth pairs of limbs on a Kanark resemble normal spider legs, the remaining two pairs are radically different. A Kanark’s first pair of limbs resemble the arms of a human, albeit with an extra set of elbows. Furthermore, only four, diametrically opposed, digits are on the end, each one vaguely similar to a human finger. These limbs are used for fine manipulation, and the ‘hands’ can be tucked in to allow them to perform as an extra set of legs. Finally, a Kanark’s third pair of limbs are thick, crablike pincers, for carrying heavy loads. While a Kanark can lift several tons with these limbs, the worker brood are not especially tough, though they are well suited to nearly any climate. Possessions: Ryll is the Ryll Hive, and the Ryll Hive is Ryll. They do not generally have possessions, so to speak, though they often gather crops of fungus or grains, as well as animal meat, to sustain themselves. Significant Magical Items: None. Ryll do not quite have a grip on magic, and while they understand that it works and what it can do, they possess none themselves. Magical Capabilities: See above. Ki/Chi Capabilities: While it is suspected that some of the innate abilities of Ryll broods stem from the use of Ki or Chi, this has never been proven, and Ryll itself gives no impression of being able to use these energies. Spiritual Capabilities: Ryll, as a hive-mind, is nearly immune to most forms of spiritual or mental attack, due to it’s unique structure. However, it has no offensive capability under these categories whatsoever. [ March 06, 2004, 03:16 PM: Message edited by: SeleneStarblade ] |