J
If you need any help with ideas, just drop me a PM. I think I broke Bakugou when I helped her out with a character background......So I was going to make a character with hemokinesis (the ability to telepathically manipulate blood) who would use it for healing and combat.
I glanced over the other profiles' powers to make sure that I wasn't doing anything too similar to anyone else (I'll read them in full later).
And I was totally beaten to it.
Oh well.
I'll have to think of something else before I make this profile then; it shouldn't take long.
To be fair, you really did pour a staggering amount of effort into your response. Legendary stuff, indeed.If you need any help with ideas, just drop me a PM. I think I broke Bakugou when I helped her out with a character background...
Right, sorry! Spaced it out some. I'll work more on the other fields in a bit, but I want the power solidly defined before everything else.Ah, it looks intriguing, but my sleep-addled brain can't take the lack of paragraph spacing! Just space it out a little when you're editing it again, I'll still read through the content though.
Yeah, I didn't expect it to make the cut, so I had a backup power planned. But I like restabilization too, so I think I'll implement both--restabilization will still be a late-game power, though.Right @Valentyne I took a peek at that power and my oh my, it's certainly a potent one! Surprisingly, I'm going to let you keep most of the powers; however, if you can, could you change power 4? It would be very difficult to have a situation that'll use it and instead I think it might be more useful to change it to something that reverses the effect of your destabilization; for example, if Raine dissolved a hole in the hull, we'd be in a lot of trouble indeed unless she could reverse it. You could, if you wanted, have it at the same type of power level which will push a really interesting conflict; this sort of yearning to be able to go back and erase your destructive effects but you can't figure out how to reconstruct without completely mastering the processes...
And, interestingly enough, Raine's powers counter Tingwink's, as she's resistant to telepathic and telekinetic effects. I hadn't read the other powers in detail when I wrote the first draft, so that's actually not intentional, heh.Seriously though - a doctor that destroys everything? Deliciously ironic. Another thing to keep in mind would be how Tingwink's abilities may be able to counter Raine's; for example, by using your destabilization field and coupling it with Ting's forcefield to produce a 'safe zone', the pair of them could deal some massive damage.
Oh, I'll be careful.Another thing to remember is that once you break something, it's permanent. So if you choose to try and destabilize someone's finger, be sure to ask said person for permission (although Al'terra's tissue regen. ability may be able to fix that up, they're still missing a finger for a bit) and uh...really try to avoid breaking the ship where possible - it can be quite fatal!
Still, I expected that issue to arise - a bunch of superpowered beings on a wooden spaceship? Collateral damage is a given. That's why the air ventilation system works how it does - if a hole was blasted through the hull we won't all die immediately, but it'd be a priority to patch it up.
Technology works in a funny way, actually. The easiest, shortest way to describe it is to imagine having all of the stereotypical sci-fi-level technology, but give it a fantasy/steampunk sort of aesthetic. So yes, you'd have prosthetic limbs but they'd probably be made of wood with metal gears and suchlike.Edited in Appearance. I have a question, though; are cybernetics a thing? I was kind of thinking she could have had a close run in with antimatter in the past, and had an emergency operation to amputate her hand and have it replaced with a cybernetic one before the infection spread, if I'm understanding how antimatter works correctly.
Alrighty, you're reserved until 11th June!I apologize for taking so long. If I don't have my species done by tomorrow, then I'm most likely just going to go with one of the races you've already got up there.
Also, was wondering if I could steal the role of weapons master for when I get something up? I will get something up, its species is just undecided.
The living quarters are below the ship, and include:
- One Washroom
- One mess hall (and kitchen)
- One Cargo Bay
- Several small living spaces
- A navigation room (at the second level on the deck, under the safety net)
- An Engine Room (complete with a boiler for central heating and hot water)
- Weapons room
- Meeting room (and lounge!)
Yeah, I better go back and put that one in - thanks for pointing it out!So I just noticed something.
Ad Astra 9 has two doctors, but no infirmary or otherwise sterilized location to operate.
Unless this isn't a comprehensive list?
I'm afraid Dipper has reserved Weapons Master! We still have 3 engineer spots, however, which you can use.I'd like to reserve a Weapons Master, if that spot is still vacant.
Ah well, time to work on that race I promised.
If not, I'll take Engineer.
[corrupted file]
Name: Raine Blackburn
Position: Doctor
Age: 29
Race: Human
Gender: Female (Feminine pronouns)
Appearance: Raine has a slender build, standing at about 160 cm, and while not underweight or out of shape, she isn't exactly athletic either. Her skin is caucasian and pale, attributed to her being on a starship without sunlight most of the time. Her eyes are bright green, and she often jokingly remarks that they resemble a cat's. Her facial features are somewhat long and angular, and frequently lit up by a playful smile. The color and style of her hair varies often, but at the moment it is dyed a vibrant red-orange and tied in a ponytail with her bangs hanging on either side of her face (except when she puts it in a bun for an operation, of course). She is farsighted, so a pair of round glasses generally rests delicately on her face, although she swaps them for contact lenses when appropriate. Her arms are covered with tattoos of winged creatures and abstract designs up to the wrist, but they're not usually seen. Her right hand was amputated several years ago and replaced with a bronze prosthetic; clockwork gears can be seen and heard whirring on the back, and the fingers are bone-thin. When not wearing scrubs or the ship's uniform, Raine dresses in a plain red t-shirt beneath a black leather jacket, along with black pants or a black knee-skirt. A leather D-ring collar usually encircles her neck, and a variety of chain-themed jewelry hangs from her wrists.
Personality: Raine is laidback, compassionate, and caring. In a comfortable environment, she's cool and casual, often teasing her companions. She has a constant need to stay moving, often pacing, and always fiddling with her bracelets or pulling at her collar. She doesn't like to stay in one place anymore than she likes to stand still, which is one of the reasons she signed onto the Ad Astra 9; it keeps her traveling. It's generally hard to startle her, and she has a healthy sense of humor and can take a joke at her own expense. Inversely, she takes her duties very seriously and they always come first. Although not exactly squeamish, the sight of blood unnerves her, and seeing a bloodied and bruised friend only strengthens her resolve to do whatever she can to help. She has a strong sense of compassion and morality and will always try to help those who've fallen by the wayside, objecting if the other crew members don't agree with her.
Despite all of this, when the chips are down Raine is anxious and timid. Impending danger always makes her extremely nervous, which can interfere with her job. Despite being armed and trained to use a pistol, actual combat is not something she is comfortable with. In a fight with pirates, she's more likely to stay back and attempt to extract wounded comrades than actually fire her weapon. However, when a friend is in severe danger, she'll gladly take a bullet for them. Even small things can send her spiraling into depression and disarm her generally casual exterior, but she can bounce back just as easily.
She suffers from lingering post traumatic stress disorder from her brush with antimatter several years ago. Even the thought of fighting Lost Ones can cause her to breakdown, and she's paralyzed with fear whenever that becomes a reality. She's frequently plagued by night terrors, and thus often lacks sleep. Her mechanical hand is a touchy subject, as to her it's just a reminder of the incident, and she'll become defensive and anxious if it's mentioned.
History: "Raine" was born on Space Station Elizabeth as Lily Adair, the daughter of a prominent political figure. During her childhood, she was brought up with the expectation that she would also go into "diplomacy," and her mother's treatment of her reflected this. At this young age, Lily really didn't understand the point of what she saw as a bunch of adults arguing over meaningless things. When she turned ten, her parents her furious to learn that she had scored highest not in defense and diplomacy--but in the medical field. They went so far as to thrown their weight around to get her to take the test again, insisting there had been a mistake. The results were identical, and there was nothing they could do as Lily went into medicine. However, the girl embraced the profession chosen by her and was enthusiastic in her studies. However, by the time she graduated, she had become anxious and depressed, overcome by a desire to go somewhere instead of spending her entire life tending patients on Elizabeth. Additionally, her family relations had soured, and they were making things hard on her. Fed up with it all, Lily Adair took a weapons class, changed her name, and signed onto the Ad Astra 9--becoming Raine Blackburn.
Her first year in the new environment was a rough one, as she found that she wasn't prepared for life on a star harvester. However, she felt more carefree and liberated than she ever had before, and as her bonds with her crewmates grew, she began to consider them her new family, having been estranged from her biological one for years. She grew accustomed to her role, but there was one thing she could never get used to--the fighting. Attacks by Lost Ones and pirates were an extremely real threat on a starship, and even with moderate skill with a pistol, Raine found she simply wasn't suited to taking life, as opposed to preserving it. Regardless, she loved her new life.
Seven years after signing on, Raine almost died in a skirmish with Lost Ones. A runner had gotten by the others to her, and it tore apart several tendons in her leg with its claws and bit her right hand before it was drowned. While several crew members continued fighting on the deck, she was rushed to the operating room, where Al'terra amputated her hand and destroyed it before the infection could spread. Left with a stump and a leg that never quite healed fully (leaving her with a permanent limp), Raine would have taken quiet life on the station over fighting on a star harvester. However, her companions convinced her to stay, and she reluctantly agreed. When they returned to civilization, she was fitted with a mechanical prosthetic, but a new hand didn't help her mind. Without being in port constantly enough for consistent therapy, Raine wrestled PTSD and depression for years afterward. While three years later she's on the path to recovery, some scars never heal.
Power: Destabilization
Abilities:
1. Raine can reduce or eliminate the structural integrity of objects around her, physically weakening them or causing them to collapse altogether. She has enough fine control of this ability to shape exactly how much integrity is lost and how far the affect reaches (for example, she could cause a wall to collapse towards either side to create an opening without shaking down the entire building). Additionally, if an affected target is moving, its kinetic energy is reduced until it is brought to a halt. This can effect organic creatures, but to a lesser extent; it makes their skin especially vulnerable to cutting, reduces their blood's ability to coagulate, causes their bones to become more brittle, softens their muscles, and otherwise weakens them, having equivalent effects on organic creatures with different physiology than humans.
2. Additionally, Raine can create an area of destabilization (the maximum size being roughly a thirty foot sphere) which has several effects. Firstly, air pressure is decreased within the field, decreasing the amount of oxygen available (among other effects; I won't go entirely into the science of air pressure here). Objects within the field are slowly destabilized, according to the amount of kinetic energy acting on them; objects with more momentum are affected very quickly (for example, an arrow or bullet flying through the field would most likely disintegrate before exiting) while objects with less are affected slowly. Stationary structures are affected the slowest, but the field can still wear away even stone or metal in a matter of minutes. This field does not directly affect organic beings.
3. As she learns to use her abilities, Raine can even reduce a sentient creature's mental integrity. At its most basic level, this erodes a creature's reasoning and logic, slowing their decision process and making them more likely to make mistakes. As the effect progresses, a creature becomes paranoid and distrustful, suspecting everyone around them of plotting against them. Sustained for long enough, the target begins hallucinating, becoming unable to accurately perceive reality; what they see will depend on the creature. Finally, the last level of the effect renders the creature unconscious as they no longer have the mental ability to maintain a conscious mind. The longer a creature is comatose from this effect, their bodily functions begin to fail as their brain cannot even sustain them; eventually, the heart will stop pumping blood and the target will die. Raine must maintain concentration on this ability to sustain it on a target; while holding it, she cannot move quickly, or focus intently on other subjects, lest she break her concentration, and she is less aware of her surroundings. When her concentration is broken, the effects begin to reverse, although damage done by failing organs is permanent (a creature whose heart stops is still dead).
4. While it's quite difficult, Raine can reverse the effects of her other powers when she grows strong enough--by restabilizing an area, structures piece themselves back together, bones and muscles re-strengthen, skin knits itself back together, kinetic energy destroyed by her first power is restored (which could be dangerous), and so on. Damage does not have to be dealt by Raine for it to restabilized, but what exactly she can restore is very similar to what her other powers can destroy. While restabilization cannot bring back the dead, it can heal a mortal injury by stitching organs back together, expelling substances from the lungs, and so on.
5. At the height of her power, Raine can destabilize reality, within limited range. Everything within a roughly one hundred foot sphere around her is slowly destabilized (as if by her field) and natural laws falter and fail within the radius. Gravity functions erratically, fluctuating in intensity and even randomly reversing. The laws of physics are similarly effected--all three laws of motion could be bent or broken within the field; objects at rest might be randomly pushed and tossed about, force and velocity could vary wildly, and the like. Of course, this enables physics defying feats such as running up a wall (potentially), but the field is very dangerous as well. With a strong enough effect, time itself begins to unravel within the area, varying between flowing faster or slower, or even reversing or hurling things forward or backward through time.
Passive Effects:
1. Raine herself becomes resitant to destabilization; her body and mind become tougher, but in subtle ways. She is just as vulnerable to being cut as anyone else, but her body will heal the wound faster and her blood will quickly coagulate to cut off bloodflow and prevent her from bleeding out. She needs less oxygenated blood to survive, as her body makes extremely efficient use of what she has. She has higher endurance, needs less food to sustain herself, and is dehydrated slower. Her body regulates temperature easier, meaning she succumbs to hypothermia and hyperthermia slower. Mentally, she is no more courageous or less anxious than she would be normally, but telepathic effects have a more difficult time reaching into her mind, and she is physically resistant to being moved by telekinesis as her own mind counterbalances the effect. She can maintain mental integrity even in the face of things that would drive other people insane, and is largely immune to supernatural effects that would erode her reasoning and logic.
Drawbacks:
1. Destabilizing objects physically tires Raine, affected by how much precision and force she exerts.
2. While a destabilization field is active, the air within one foot of her is affected to a lesser degree, meaning she sustains part of the effect she creates.
3. Destabilizing a creature's mind has negative effects on her own mental integrity while she maintains it. At first, she begins to lose her ability to think clearly as all of her mental energy is focused on the mind she is attacking. She begins to hallucinate herself if she holds the effect long enough to inflict another creature with that effect; her own hallucinations will haunt her for several minutes or even longer after she stops sustaining the effect. Note that this bypasses her usual resistance to mental attacks.
4. Restabilization is very taxing, even more so than destabilizing, and even repairing small structures will leave Raine exhausted.
5. Destabilizing reality is extremely taxing--as long as she holds the effect, Raine's body is slowly destabilized. When the effect stops, her passive resistance will begin to correct it, but very slowly--ten minutes of reality bending could keep her bedridden for months. She cannot restabilize herself, but other supernatural healing effects could assist in the reconstruction process.
6. Raine's toughened body comes at a cost; while she becomes more resilient in many ways, her immune system is weakened, making her much more vulnerable to diseases, even simple ones she would otherwise be able to ward off easily. The effects she suffers are not much worse than what other people would suffer because even when her immune system cannot halt a symptom, her general resistance will slowly counteract it. Even so, she will often be ill.
Other Notes: Raine speaks with a carefully cultured received pronunciation accent practiced enough to sound genuine; she says she adopted it for its "old world charm," as it's not as common in the more blended modern day culture.
[error 404: file not found]
Whew. Glad to have this done!
[BCOLOR=transparent][/BCOLOR]
[BCOLOR=transparent]NAME: [/BCOLOR][BCOLOR=transparent]Sterren Maurakarau.[/BCOLOR]
[BCOLOR=transparent]NICKNAME(S): [/BCOLOR][BCOLOR=transparent]Sputnik, Fluffy (much to his chagrin).[/BCOLOR]
[BCOLOR=transparent]POSITION: Weapons Master.[/BCOLOR]
[BCOLOR=transparent]AGE: 37.[/BCOLOR]
[BCOLOR=transparent]RACE: GMH.[/BCOLOR]
[BCOLOR=transparent]GENDER: Male.[/BCOLOR]
[BCOLOR=transparent]APPEARANCE: Standing at an inherited height of six-feet, Sterren is somewhat an imposing figure with a dense musculature built to lift beneath thick grey and white fur. Most of this fur, most noticeably that around his face, is well groomed or at least brushed and smoothed, with the occasional braid here threaded into where it grows the longest. He beads these braids according to the first emotion he feels of the day, and the colors can range from bright red to cool silver. [/BCOLOR]
[BCOLOR=transparent]Most features are sharp, excluding the rounded orbital socket of his eyes. White markings framing pale silver-blue eyes add character to his many expressions, and his nose always seems to be doggishly wet. The fur that makes up his mostly exposed upper body covers him entirely, and his bone structure resembles that of a human male; plantigrade feet tipped with dark claw-like nails, and clawed five-fingered hands.[/BCOLOR]
[BCOLOR=transparent]In terms of clothing, Sterren prefers pants and pants only; all uniforms are cut to fit this preference, or folded back if modifying isn't allowed. Likes boots, but only black ones.[/BCOLOR]
[BCOLOR=transparent]---[/BCOLOR]
[BCOLOR=transparent]PERSONALITY: At first, Sterren is gruff and ornery and perhaps a bit distant. But beyond a cool exterior is a fondness for music and the company of others, as well as a hobby of writing war poetry. Although he has never taken part in a war, he enjoys the tales and heroics and is something of an idealist at heart. Unfortunately, his moral compass is a bit broken and hangs low in the grey, ambivalent about the suffering of others beyond his extended family and friends. And despite his race's reputation for snobbish attitudes, Sterren only seems to show evidence of his upperclass upbringing when poetry, music, or other cultural pieces are involved.[/BCOLOR]
[BCOLOR=transparent]Sterren is quick to call someone [/BCOLOR][BCOLOR=transparent]friend[/BCOLOR][BCOLOR=transparent] and accept them into the group, often looking down on judging before knowing-- he calls it "detrimental to future relationships and unnecessarily cruel". He prefers to be accepting and make his judgements after he's gotten to know his new acquaintance, but won't refrain from making his feelings known regarding someone's personal hygiene or habits. Or their face, if he's feeling snarky.[/BCOLOR]
[BCOLOR=transparent]Hard to impress but difficult to disappoint, he expects only the best out of his misfit family and encourages them properly. Usually with heavy hands on the shoulder or a rough pat on the back. All in all, Sterren is a lot like a grumpy-friendly parent or older sibling who likes to blow things up, probably gives terrible relationship advice, and can put together a rifle with no limbs and a blindfold. [/BCOLOR]
[BCOLOR=transparent]HISTORY: [/BCOLOR][BCOLOR=transparent]S[/BCOLOR][BCOLOR=transparent]terren was born and raised on Yaedon. Reared mostly by uncles and older cousins under the watch of his aloof progenitors, Sterren learned history, art, and literature to fit his position as his parents' son. He was rambunctious as a child, with a knack for music and storytelling, but his emotional distance from both parents and the weakening link between him and his surrogates (busy uncles, tired cousins) prevented him from getting very far with his talent. It wasn't quite good enough, never quite what his parents had hoped to come of their union. He was, however, a remarkably pretty child, so they had that. [/BCOLOR]
As he entered his teen years, Sterren's interest in music waned and he took up woodcarving; his natural talent for music and its instruments lending itself to a small business during early adulthood in the design and construction of unique instruments. His first being pianos carved from oak and accented with his signature ivory designs and mounts. They sold well at first, but never quite satisfied his urge to create. It came as quite a shock when, presented with the opportunity to design the fancy outer shells of defensive weaponry for an upperclassman, that he discovered his "true calling".
Sterren hadn't ever been truly aggressive in his life, but weapons, regardless of their purpose, intrigued him. What money he had that wasn't spent on living was put towards texts on electrical theory, mathematics, engineering, and pyrotechnics. This drained most of his funds and left him penniless, but didn't deter him one bit. He stuffed his mind full of information and applied at the nearest trade school, and next thing he knew, he was on the payroll of a small but reliable defense agency. He spent many of these years building and designing offensive and defensive weaponry. Though he never ascended in rank very often due to a lazy complacence, early life worked out well for Sterren.
But as smooth as life can be, very few ever enjoy an easy or average life. At Sterren looked for more, and found the perfect opportunity among the stars aboard the Ad Astra 9.
His time aboard the ship has been enjoyable, to say the least, and despite his rough exterior, Sterren has made friends with his crewmates, and now views them as something of a replacement family.
[BCOLOR=transparent]---[/BCOLOR]
[BCOLOR=transparent]POWER: [/BCOLOR][BCOLOR=transparent]Technopathy.[/BCOLOR]
[BCOLOR=transparent]ABILITIES: [/BCOLOR]
[BCOLOR=transparent]1. Tech Manipulation - Sterren can freely manipulate most technology with a thought, though it is usually accompanied by a dramatic action such as a wave of the hand. He's hardly subtle.[/BCOLOR]
[BCOLOR=transparent]2 - Technopathic Assembly - It requires little thought for Sterren to assemble a gadget or weapon as if it were a second nature. This has often led others to believe he's simply a master multitasker.[/BCOLOR]
[BCOLOR=transparent]3 - Energy Distribution - Energy gathered from his natural electric field can be used to jumpstart, overload, or charge most technology.[/BCOLOR]
[BCOLOR=transparent]PASSIVE EFFECTS: [/BCOLOR]
[BCOLOR=transparent]1 - Immediate Comprehension - Sterren's unique ability allows him to understand the inner workings of most devices almost instantly, either with a touch or a look inside.[/BCOLOR]
[BCOLOR=transparent]2 - Electrical Charge - A field of electricity that constantly builds over time. This can cause static if left to build for too long.[/BCOLOR]
[BCOLOR=transparent]DRAWBACKS: [/BCOLOR]
[BCOLOR=transparent]1 - Unfamiliar tech, such as what he's never seen or heard of before, is astonishingly difficult to manipulate. This includes the most alien of technologies. Due to this, Sterren keeps to manipulating his own tech, and only branches out when necessary.[/BCOLOR]
[BCOLOR=transparent]2 - New devices require a long period of planning, and his first time building the gadget, while done in significantly less time than average, still takes more time than it does for him to build something he's experienced with.[/BCOLOR]
[BCOLOR=transparent]3 - Sterren doesn't have full control over the amount distributed, and can occasionally overcharge or fritz tech if he's not focusing.[/BCOLOR]
[BCOLOR=transparent]4 - His electrical field requires weekly "shedding" in the form of either distribution, EMP, or other methods. Too much charge can cause static or mess with electrical devices.[/BCOLOR]