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Approved Characters

Post by Admin on Wed Nov 25, 2015 6:32 am

Characters that have been approved by an admin will be posted here.

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Gora Koral *Approved*

Post by Admin on Wed Nov 25, 2015 6:34 am

Who are you?
Name: Gora Korol
Gender: Male
Race: Wolfen (Wolf Anthromorph)
Age: 22
Birthday: July 29th
Sexuality: Bi

What are you like?
Personality:
Gora is a proud, honorable, loyal, mischievous, ruthless, and complex individual. He has two sides to every single emotion he controls. When he meets new people he approaches them with reasonable caution. He speaks to them with respect and treats them with the honor and good manners that they deserve. However, until they have met his ridiculously high standards for trust he will not ever rest easy around them. He trusts very few people, and those people who does trust have paid blood in order to earn that trust. With those people he trusts he is smiles, and laughs. He jokes and tries to make merry. Truly it is a different coin. He speaks plainly, and he treats his friends as if they were part of his family, mostly due to the fact that he sees them as family. He is loyal to them without limit, and bounds. Even if they are disloyal to him he will not falter in his own loyalty to them.

When combat is the only option he will face it seriously. He doesn't believe in messing around, or toying with his opponent. He will seek to end the fight as soon as possible without delaying it for any reason. He will use any means at his disposal in order to end a fight with him as the victor. If he loses a fight and has his life he doesn't go looking for another conflict. Instead he chooses to move on from it. However, he will look to stop fights, and keep them from happening. He has no desire to actually put himself into the fray unless there is no other choice for him. He is ever the diplomate, and does his best to speak for negotiations, but it does not always go that well.
Likes:
* Friends: To Gora his friends are like his family, and he loves them very dearly.
* Mental Endeavors: From reading, to philosophy, and everything in between. Despite his appearance he enjoys pursuits of the mind.
* Nature: There is very little in the world of tech that Gora likes, Nature is his home and it is clear he feels at home among it.
* Weapons: Gora loves weaponry, and looks to understand as much of it as possible.
Dislikes:
* Traitors: Those who betray themselves, their honor, their word. Whatever Traitors must die horrible gruesome deaths.
* Technology: He is aware of what caused the humans to destroy themselves, and he can't abide by it. So he will have no part of the things that destroyed Nature for years.
* Stupidity: As defined by him those who are unintelligent don't deserve the privilege of life.
* Laziness: Those who are lazy and make those around them work harder just to cover up for that is beyond irritating for him.
Motivations:
* Freedom: Gora seeks his own personal freedom and will not give it up for any reason.
* Magic: Gora loves magic in all forms, and as such he pursues knowledge of it.
* Adventure: There is nothing Gora likes more than to explore the entire world and it's entirety. 
Fears:
*Betrayal: Gora’s biggest fear is being betrayed by those he cares about.
*Loss: Gora can’t stand the thought of losing someone he cares about and refuses to even discuss that topic.
*Magicless: The fear of being without his magic is a very real fear for him.

How do you appear?
Height: 7'4''
Weight: 340 lbs
Hair: The hair on his head is deep forest green in color.
Eyes: Gold
Skin Tone: the flesh you can see of his paws, hands, and nose are dark in color.
Appearance: Gora is a pitch black wolf aside from the silver tip of his tail that almost looks like it was dipped in paint. He keeps his fur neat and clean looking. He doesn't wear shoes leaving his foot paws unhindered which allows him to use his claws to cross most terrains with ease. He does wear pants, but these are made of leather from some kind of animal and have tassels coming off of the belt, along with strips hanging off of the legs. It looks as if it is from a native American design.
Special Characteristics: Gora has a slashing scar over his left eye and is missing it. Over that he wears an eyepatch made of black cloth. His chest has several scars along with his stomach. They are also lined with strange runic tattoos, and he has tribal tattoos of a wolf paw, an arrowhead, The moon, and the four elements on his right shoulder, left shoulder, back, left forearm, upper left arm, right forearm, upper right arm respectively.

Where are you from?
Before: 
Gora is an anthromorph and before the apocalyptic event that changed the world there weren’t any creatures like him, or like any other kind of anthromorph. When his people emerged they stuck to their forests and lived as packs, clans, or tribes depending on who is doing the telling. Gora himself was born into one of these packs, but his was unique in the sense that it was a nomadic pack, one that chose to have no set territory and travel in order to see as much of the world as possible. He was born the middle in a litter of 5. His mother was a healer, and his father was one of their warriors. His brothers and sisters sought their own path, but Gora was the one who was unique. He didn’t follow everyone else, and he usually did the opposite of the rest of his siblings just to be different. This mentality led him to start following the path of the hunter rather than the two paths of his parents.

In his pack there is a special ceremony when a pup hits a certain age and loses their first set of fangs. They are sent on a journey depending on their chosen path. Gora was given a bow, a small quiver of half a dozen arrows, and a knife. He was then told that as a hunter he must track and kill the hunter’s best prey. The Stag. It took him several days to track the beast and several days longer to actually bring the beast down and kill it. When he returned to his pack they had all thought he had died, but upon his return they celebrated him, and he was given the title of hunter. At the celebration however the head shaman of the pack had a vision and declared that he was going to take Gora on as a shaman as well. This didn’t sit well with the Head hunter, but the head Shaman was a higher rank in the pack, and thus he had no choice but to allow it.

So for months the training continued and the Shaman taught Gora how to use his aura and about the elements of the world and how he could call upon their power so long as he was close to them, and this would allow him to mimic their powers. It took several years, but slowly Gora learned how to use the four elements learned about his aura’s power and the special characteristics of it. When his training was finished so was his necklace and it was strung together with a thread made of Wolf’s bane. He spent his time learning how to use his aura to power his magic, but he also continued to perfect his skills as a hunter finding a good mix between the two paths that he was forced to follow. He went on hunts with the other hunters and he studied with the other shamans. It was soon discovered that early on the element of Fire favored him, and seemed to give him access to a lot of its power. It took him a few more years, but he eventually learned how to use every element at some basic level and this was considered his right of passage as a shaman. Now a full-fledged shaman as well as a hunter he continued to live with his pack.
Up Till Now: 
Up until a few months before the present day Gora and his pack were traveling much like they did from one winter home to another. However, after they encountered a human town where they obtained some supplies and Gora obtained his metal knives they left. As they did however a terrible blizzard caught them up. It wasn’t this alone that caused his current state, but shortly after the blizzard started his pack came under attack by a group of dwarves who attacked them while they were taking shelter in a cave. 

Gora and the others who could fight did so, but those who couldn’t had to flee. There were too many dwarves to hope for a victory, but Gora and the others bought as much time as they could for the other members of their pack. As they fought however Gora and the others were forced out of the cave and as they tried to fight and run Gora ended up getting separated from his pack. He was forced to flee back to the safety of the human village they had left, and there he nursed his wounds and rested. He tried to track his pack the next day, but the blizzard had covered all sources of their tracks and so Gora was now alone.

He has been wandering ever since trying to find his pack once more, but finding them would prove to be his greatest challenge yet.


Ratio: Fifty Fifty

Magic
Enhancer: Minor
Emitter: Primary
Manipulator: Major
Technology
Ranged Weapons: Major
Description of Abilities: 
Archery: Gora is a very talented archer. He has used and trained with a variety of bows and has a respectable hit ratio with all of them. If there are bows he hasn’t seen it is easier for him to figure it out and use it.
Throwing Knives: Using throwing knives has always been a hobby and a love for Gora. He doesn’t use them often, but he can use them to some effect in combat and in stealth when he is hunting elusive or hard to catch prey. They have an effective killing range of 60 feet, an effective hitting range of 80 feet, and can fly over 100 feet if thrown at full strength, but it is highly probable that they will break or be lost at that distance.
Claws: Gora’s enhancer abilities allow him to sharpen his already sharp claws to the point where they have the potential to pierce some metals. His claws are close to 3 inches long normally, but when enhanced they grow to 4 inches long and become much thicker than usual.
Flames: Fire is Gora’s strongest elemental connection, and as such he is capable of throwing fireballs the size of large beach balls, up to 15 meters away, and he is capable of sending a torrent of flames from his hand up to 7 meters away as a flamethrower. He can do either of these abilities with both hands. He is also capable of snapping his fingers and causing an explosion of flames to happen. As he looks he extends his aura outward to anywhere between 5 and 10 meters away from his body, and when he snaps them this causes his aura to burst rapidly with flames and as such it causes a sudden explosion. This explosion doesn’t reach him, but it can come very close if he uses it within 5 meters of himself.
Wind: This is a simple one and Gora is capable of causing a gust of wind to come out of his hands pushing things back several meters if they are 5 meters or closer to him. He can also use this ability to break a fall from high up if he uses both hands.
Constructs: Gora is capable of sending his aura out of his body in the shape of ancient animals. Birds, Wolves, and Serpents. These constructs can be of various sizes, but they all serve the purpose of injuring people by hitting them with Gora’s aura, and their method for attacking determines on what they are. The birds will fly at attacks
Water: Gora has the ability to manipulate small portions of water that are outside of living things. Rivers, ponds, and other such things. He can manipulate them to slap opponents with it, make the water hot enough to burn people, or freeze it in order to trap people. 
Earth: This manipulation allows Gora to change the earth under his feet. He caused cause it to open and close wide enough to crush someone, or something along the like. He can also force the earth to form into spikes, or pillars to hit opponents.
Fire: This element is Gora’s strongest and it bends to his will in ways that only he can shape. How he chooses to manipulate it is his business, but the catch is this fire can’t be from him. It has to be burning in nature without his aura keeping it alive.
Constructs: The constructs that Gora creates he is capable of controlling how they attack, and how they move so long as it is possible for the form to actually move in such a manner.

What are you carrying?
Luggage: 
Backpack, Arrow Quiver, Knife belt, belt pouches, & bow holster.
Miscellaneous: 
Bedroll, Blanket, Frying Pan, Whetstone, 9 meters of heavy rope, a water skin (capable of holding 1 gallon of water), 4 replacement bow strings.
Weapons & Items of Interest: Recurve Bow
Location: Bow Holster (Back)
Description: The appearance of the bow is simple. It is a redwood recurve bow. The wood itself is a very deep shade of red, and on either end are eagle feathers that are used to see which way the wind is blowing so he can get a better shot. A bow is very durable if taken care of properly, so long as it is not dry fired, and the arms aren’t bent or warped, then it can last for years. However, it can be cut through by swords and the like as it is only made of wood.
Significance: This is the bow that he was given by the chief of his tribe when he became a hunter for his people, and it holds a special place in his heart, and he takes very, very good care of it. He even goes so far as to wrap it up in a blanket when it is raining and he will hold it above his head if he is forced to swim.
Quantity or Ammunition: 40 arrows, (If they find their mark and aren’t snapped off when the prey falls they can be used again. If they hit a rock the tip will shatter. They will sink into wood and if not removed carefully, or if they are more than 4 inches deep the tip will be left inside the wood. The arrows are stored in the quiver that is tied around the right side of his waist

Weapons & Items of Interest: Throwing Knife
Location: Knife Belt (Chest
Description: These knives come in two shapes for him. They are knives made of either sharpened stone, or metal. The ones made of stone are roughly 5 inches long and the handles are made of either bone, or antler. They fly fairly well, but after 20 feet their killing potential is cut in half. The other ones are shaped to be like Kunai, and they have an effective range of 60 feet as they are designed to fly and kill at a distance.
Significance: The knives that are made of stone and other things that are in nature were made by Gora’s own hands, and he took great care of them, and still keeps them in good shape. Of course he replaces the stones when they are broken, and it is an easy thing to do with leather, and some plant fibers. The metal ones are some that he traded a human for by using previously hunted game to exchange for them. They are made of steel and as long as they don’t hit rocks, or something fairly harder than they are then it is possible for them to last a long time, but they are capable of breaking or chipping when they strike stone, or metal stronger than steel.
Quantity or Ammunition: 16 (On the knife belt that runs the length of his chest, and over his right shoulder)

Weapons & Items of Interest: Shaman’s Necklace
Location: Neck
Description: 
This is a necklace that his pack wear. It is like a story of their lives. In the dead center is a preserved hoof from his first kill. Inside of that is a Ruby that signals his attachment to the element of fire. On either side of the hoof is a Sapphire, and a topaz. These signal water, and earth respectively. Beyond these are a white pearl, and an arrowhead. The pearl gives a representation of Air, and the arrowhead gives him the marking of a bowman. Finally, on either side beyond these are fangs. These are his own fangs from himself when he was a pup, and this shows that in his pack he is considered a full grown member. The thread used for it is woven together wolf’s bane. This shows his status as a hunter. The jewels on it speak to the fact that he is a shaman. This thing is very weak and it will take him some time to fix it if it is broken, snapped, or cut.
Significance: 
The necklace is a long tradition in his pack and every member has one. The items that adorn it and are used to decorate it are specific to the pack member wearing it, and tell of his accomplishments, of his status, of his rank, and other things related to the hierarchy, and social trends of his pack. Without this his pack won’t recognize him as one of their own, and aren’t likely to accept him back should he return to them.
Quantity or Ammunition: 1

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Re: Approved Characters

Post by Admin on Wed Nov 25, 2015 11:46 am





Who are you?

Name: Ein/Zwei (Ezekial)
Gender: None
Race: Robot
Age: Unknown
Birthday: Unknown
Sexuality: None

What are you like?
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Personality: Ezekial's personality is split into two halves. His first half, named Ein, is the half that deals with non-combat related issues. While not in combat or on a job Ein will be in complete control while Zwei is on the sideline, though still able to communicate post verbally. Ein is extremely laid back, very lazy and one of the kindness people you will ever know. Ein is extremely generous with what possessions he has, seeing little worth in money or belongings. Zwei however will weigh in on these decisions of generosity and give a cynical alternative that is usually quite logical. Ein is enthusiastically friendly when meeting new people and will make every attempt to be friends with anyone he sees even a little glimmer of good in. He is also very forward about his feelings and is a completely open book, able to tell complete strangers about his deepest darkest secrets without a second thought. Zwei is cold and calculating, cynical and able to kill in any situation if she deems it necessary for survival. She can override Ein's control if she deems a situation too dangerous, and will often do so if she senses the slightest hint of hostility. Zwei is a hunter, and a killer, her experience in the battlefield has given her impeccable judgment for split second decisions. When confronted with a moral dilemma, Zwei will always choose the path of least resistance and get rid of anything that could be a hindrance to her later on, though Ein will typically fight the decision if it means harming innocents, and Zwei finds it difficult to say no to Ein in those particular kinds of situations. When actually in combat Zwei is extremely careful, rarely taking an action that is anything but a 100% chance of success. Strategic and brutal, Zwei does not find it difficult to use any method to obtain victory. Her only goal is to keep Ein alive at all costs. They do not like following anyone, and tend to stick outside of a group. If forced to obey a leader due to the circumstances they will do so begrudgingly while offering every bit of criticism they can muster for the given leader. They will never lead a group, always passing the responsibility onto another and then criticizing them for their decisions.

Likes, Ein: Ein likes the simple things in life. He likes to lay down under the sun, and he likes to laugh. He also likes to play dress up, and try on various types of clothing. More than anything though, Ein likes to be around friends. He likes to tell stories and jokes with them, to laugh with them, to talk to them, and to cheer them up when they're sad. He likes to help them when they're in need, protect them when they're in danger, and console them when they're mourning. Ein loves everything about friends and friendship.

Dislikes, Ein: Ein dislikes quarrels and confrontation, especially when it is undue and easily resolved. Ein hates rudeness, and those that disperse it.

Motivations, Ein: Ein is motivated by people, and his belief that deep down everyone is good. Because of this he helps when he is able, and would give everything he has away to someone in need if Zwei would not stop him.

Fears, Ein: Ein fears death, and especially the death of someone who does not need to die. Ein constantly debates the need to kill with Zwei and refuses to give up the struggle.

Likes, Zwei: Zwei loves Ein, like an older sister loves her younger brother, or a mother loves her child. Other than Ein, nothing makes Zwei happy. Her favorite thing is to be praised by Ein, and to see Ein happy.

Dislikes, Zwei: Zwei dislikes loud people, talkative people, happy people, dumb people, slow people, and generally all people that inconvenience and or annoy her. Zwei dislikes talking for extended periods of time if it is not about business of some kind. Zwei hates people that try to touch her, regardless in what way, and will likely attack them, regardless of the situation. Zwei dislikes anyone who is in any way rude to Ein. She typically maims people who yell at him. Zwei hates being interrupted. Zwei also dislikes wearing clothes, often ripping up anything Ein has put on when a fight breaks out.

Motivations, Zwei: Zwei's only motivation is the survival of Ein. She will literally do anything to accomplish that goal. That can mean the destruction of the entire planet as long as Ein survives.

Fears, Zwei: Zwei fears Ein's death, or that Ein would hate her. Zwei does not seek approval, but she could not handle being hated by the one thing that she sees as good in the world.

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How do you appear?
[font][size]
Height: 5' 6''
Weight: 245 lbs
Hair: None.
Eyes: Pale, dark green with a bright and ferocious center.

Skin Tone: Originally black, now a rusted brown in some places, almost white in places with battle scars, and a pale grey where the color has faded naturally. Patches and parts have various grades of the grays, browns and whites, as well as some remnants of the original slick, deep black.

Appearance: The outer layer consists of flat thick pieces of metal shaped and contoured to look like a human's body, but with gaps here and there to make room for wires, pistons, and in order to allow a free range of motion. The metal remembers well the battles is has seen. Underneath that is a layer of thick cords running all around like muscle under the skin. These look more pristine, and well kept. Like a knight's helmet without any room to see out, Ezekial's head is surrounded by sleek, smooth metal that wraps around and points up at the top like Mohawk. A small, black visor that extends out from their forehead casts a dim shadow over two bright, sleepless, emerald green eyes.
Special Characteristics: On the top left hand corner of Ezekial's breast plate there is a small, black rimmed shield shape. There is a black eagle in the center with red feet, beak and tongue, and a yellow background. The eagle is spreading it's wings, extending it's talons, and opening it's beak.

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Where are you from?
[font][size]
Before: Ezekial has lived through a few ages, passing from one land to the next. They watch as the great powers that be rise and then fade back, like the tide, crashing down with a rumble and a roar. They have forgotten their masters, and long since forsaken them. Along with them their purpose for such a creation has faded from memory. Ezekial did not fit in that time, nor have they fit in any time that has passed them by since. Ever wandering, searching maybe. Purpose is something that has eluded them, something they never saw value in. But still they wander, and still they search.

Up Till Now: Ezekial has, for a long time now, taken up being a mercenary for various odd jobs. This, like all other things, is a means to an end. Zwei's prime directive is to keep Ein alive, and other than death via destruction, the only other death they have is through power shortage. The engine that sustains Ezekial's life is a cold fusion reactor, and it's parts are neither simple nor common. Mostly the wealthy or powerful are the only ones to have their hands on such parts. Though, knowing the right people and having the right amount of money can get you things of that sort. The most recent of events have left Ezekial quite desperate for money, and the parts that it can purchase, of which their own are in a state of dis-repair one might call "on the brink of destruction".
These events include mostly Ein trusting people too much, and convincing Zwei to do the same in a viscous circle.

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Magic and Technology
[font][size]
Ratio: Technology Specialist

Technology

Physical Enhancement: Major
Melee Weapons: Major
Chemistry:
Anatomy Enhancement:
Ranged Weapons: Minor
Engineering: Primary

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Description of Abilities:
[font][size]

Gravity Manipulation Module: This allows Ezekial to manipulate the gravity of objects within 15m of them, including themselves. This includes increasing gravity, decreasing gravity, removing gravity, and redirecting gravity. This field can be completely reversed in order to create a sort of force field that can sustain substantial damage before giving way.
Enhanced Visual & Auditory Acquisition & Processing: Ezekial's eyes can see much further than human eyes, and can see in the infrared spectrum. The information that Ezekial sees can be processed like it was at a forensics lab, rending loads of information from things like tracks. Their ears can send sonic waves that can relay specific information about things within a 50m radius from them.
Melee Prowess: For hand-to-hand, Ezekial knows skills from Jiu-Jitsu, Aikido, Western Boxing, Karate, and various guerrilla warfare fighting styles. For weapons, Ezekial is well taught in Iaijutsu, Gatka, Fencing, Taijiquan, Shii-Cho, and Makashi. Though not skilled enough to be a master in any single school, Ezekial has a diverse set of knowledge, allowing her to be flexible in combat, and difficult to predict.
Aerobatics: Along with Ezekial's superior muscle structure they are very agile when moving around the battlefield, especially in the air, and are able to jump far distances and propel themselves off of walls. They have solid control of their movement when mid-air and can easily change direction before springing off the next wall.
Retractable Blades: Four blades (one in each arm, and leg) all hidden within their respective limb until extended. The blades in Ezekial's arms have metal cables attached allowing them to be propelled a maximum of 10m, and then retracted at will. All four blades are connected to Ezekial's core, allowing a pulse of electricity to be sent through them to stun, or kill enemies. The blades in Ezekial's legs are cone shaped, and are only used for puncturing. The blades in their arms have a forked design allowing them to be used for both puncturing and slicing.
Red Lightsaber: It's a lightsaber. Can be overcharged with Ezekial's core for a short time, making the blade huge and violent.
Kevlar Superstring Muscle Fibers: Much stronger than human muscles, and are able to repair themselves.
Refractive Armour Plating: When activated, the refractive plating re-directs light emanated from Ezekial, making them difficult to see unless intently focused on. Though you can still pick them out in the light of day, Ezekial is nearly invisible under shadow.
Targeted Localized Teleportation: Targets a group of molecules, big or small, to be swapped with another group. In other words, if you are teleporting into an open space, you are simply trading spaces with the oxygen and other substances that were there previously. Ezekial does not have to be one of the targets for this teleportation. The range is limited to 20m.
Nuclear Fusion Core: Ezekial's heart, the source of all their power. It can be temporarily overcharged in order to give Ezekial a burst of speed. This can only be done for a brief second, and never in rapid succession. The speed is nearly imperceptible. Ezekial can use the core to send surges of electricity throughout their body, and they can be selective of where to send the current. This can stun, or kill enemies. The current travels through water, and can overload circuits.
Burning Finger: Ezekial's right arm is infused with a tungsten based substance that has a significantly low electrical resistance, and is quickly heated by it. When electricity is sent through the arm everything past the elbow becomes red hot almost instantly, and can be raised to temperatures far above those that would melt most metals without damaging any of Ezekial's components. If used for too long it will rapid-cool the arm, causing it to become stiff and un-usable for some time. Ezekial can choose to localize the flow of electricity to any portion of the hand or forearm, and is not limited to heating the whole arm.
Negative Noise Generator: When turned on, this small box emits noise of equal magnitude and frequency for any noise that Ezekial makes. This causes all the noise in a small radius around Ezekial to be completely canceled out. Due to the power consumption of this device, it can only be activated for a total of sixty seconds within the span of an hour before needing to shut down and re-charge.

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What are you carrying?
[font][size]
Luggage: Small compartments all over Ezekial's body.
Miscellaneous: None
#1
Item of Interest: Core
Location: Center of Chest
Description: A moderately sized sphere with a flat glass pane on the front. It has tubes and wires attaching it to various parts of Ezekial. The core itself is a nuclear fusion core capable of, if it were to malfunction, destroy approximately one hundred square miles(or at least the life that inhabits that third).
Significance: It is Ezekial's life, and their blood. If it were to stop, they would stop. They were created with it (though not the same parts as it has now).
#2
Item of Interest: Lightsaber
Location: Attached via magnet to Ezekial's left him.
Description: Not showing it's age, the small metal handle shines with silver chrome. At the base is a diamond shape with a ring around the center, followed by a shaft that is then attached to a series of alternating rectangular pieces of metal that collate at the top. The Cylindrical center is chrome, and the rest is a matte black.
Significance: A few ages ago Ezekial came across an alien who had coinciding interests with their own. They paired up and, after being together for some time, the stranger began to tell Ezekial about who he was, and of his religion. Plo Kloon was his name, and he became fast friends with Ein, though it took more time for Zwei to fully trust him. He would often tell stories of distant stars and galaxies he had been to, and the adventures he had. It always enthralled Ein. Like all things mortal, time eventually took it's toll. When he inevitably died of old age Ezekial took his lightsaber, the weapon of his people. After watching him fight for so long Ezekial had documented the fighting techniques he employed, and memorized them.
#3
Item of Interest: Blades
Location: Right & Left Arms, Right & Left Legs
Description: The blades are concealed in their respective limb, and are on a pressurized release system that nearly instantaneously deploys the blades. The blades in Ezekial's arms are made up of two parallel dual edged pieces of metal that bend toward one another at a forty-five degree angle halfway up the blade and stop short of connecting to one another. These extend from behind the wrist, and are half a meter long. The blades in Ezekial's legs are more like spear tips and are cone shaped. These extend from the bottom of Ezekial's heels, and are a quarter of a meter long.
Significance: None.
#4
Item of Interest: M1911 .45 cal pistol
Location: Storage compartment on the back of Ezekial's waist. The holster allows them to quickly and easily draw it with their right hand. It blends in with Ezekial's back making it difficult to find if searching them for weapons.
Description: The frame and slide of the gun are a weathered, dark black metal. The hammer, and the thumb guard just below it are both a newer, deeper and more true black. The handle is mostly the same weathered black except for the two handle guards on either side that are a well-polished and finished oak. They have a star shape that was carved into the center, and then burned black.

Significance: Some time after Ezekial escaped from the organization that created them, Ezekial became the target of various scientific communities. Whatever their aspirations were, they were desperate to achieve them, and took desperate measures to acquire Ezekial. Most of the people that these groups sent after Ezekial were easy enough to take care of, but there was one unlike all the rest. Merciless, tireless, vicious, cruel, and deceptive. A man of great and terrible ambition. Jackal, as he was known in the mercenary business, hunted Ezekial for a long time. He tried a number of things, never attacking them all out, but instead setting various traps, testing his enemy. Though these failed, he never stopped watching, always trying to find their Achilles heel. Finally, he tried to take advantage of Ein's kind heart. Jackal hired a woman to play the damsel in distress, who was inevitably rescued by Zwei after Ein demanded it and would not relent. After saving the woman Ein listened to her story and pitied her. After much debate Ein convinced Zwei, against her better judgment, to let the girl travel with them in hopes of getting her somewhere safe. The woman constantly tried to further their bond, always talking about her past, and trying to make connections. Inevitably Ein trusted her completely, and was led directly into a trap, in the depths of an old abandoned building. Jackal, however, did not account for Zwei's sharp intuition, and just before the curtain was drawn she recoiled, barely avoiding what would have been a deadly electro magnetic pulse. Sensing the coming battle Zwei turned Ein off before he knew what was happening. Jackal had bet everything on this last attempt, and had collected more than thirty well armed men in this building. A gigantic steel blast door closed behind Zwei, and the men revealed themselves. Without a moment of hesitation the men began firing at Zwei from the catwalks above her. The bullets rained down like a storm, echoing throughout the building. The men did not stop shooting until they had all emptied their first clip, and after they had they immediately reloaded and waited, with a thick tense air surrounding them, for the dust and smoke to dissipate. Before it had the men began to hear their comrades screaming, and gun fire broke out again. They did not know where she was but people were dying here and there, left and right. They became disoriented and started shooting wildly. It was over in less than a minute. There were aisles of dead bodies, and their limbs were scattered among them. Blood soaked every wall, railing, and floor. Zwei was now standing above Jackal, who's weapon Zwei had torn to shreds. There was a rage in Zwei's eyes that made the man tremble. It was a deep seeded hatred that was aimed directly at him, and it pierced him. Out of desperation the man drew his pistol and aimed it at Zwei, but as he did she vanished. The gun was thrown from his hand and Zwei re-appeared. She punched him in the face, breaking his nose. As he sobbed and held his bleeding nose Zwei cut off his limbs, one by one. She left his body there, dismembered and bleeding to death. She picked up his pistol as she left, and wiped the blood off of it on one of the dead soldier's shirts.

Ammunition: There are two clips on either side of the pistol in it's compartment. Along with the clip already in the gun, that makes a total of five clips at any one time. Ezekial is diligent about re-loading these clips anytime they get the chance.[/size][/font]

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