THIS ROLE PLAY HAS MIGRATED TO INTERMEDIATE:
Good day everyone and welcome to my humble post * slowly tilts his head in a forward direction as he bows in a drifting manner to the people before him. His left arm extends out in a diagonal line with a clear open palm, as if to lay out his greetings before him whilst having his right arm between his chest and stomach*
I feel only it is polite to inform you that although I have many years of experience, I had not taken it upon me to coordinate a group, however I have made and GM'ed many one one role plays and fee that it is only fitting that give Game Mastering a chance. Besides a new board, a new name so it only seems right that I take up a new outlook on Role Playing as well. I will set up a very....experimental set of rules and systems for this role play and its characters.
First I should mention that I have many years of experience and have accumulated much data on disobeying rules and un-attentive Role Players. I will make no qualms, I will be strict, hard and heavy on those that break my rules. You will but have a thread to save you're self if you break the peace keeping expectations of the group. I will not tolerate one persons attitude risking the enjoyment and fluid thought of others. However if the offender seems truly remorseful, admits their fault and the offense is reasonable, I will lend out a much more fairer judgment.
Now, you are properly wondering what is this place called Tream that is mentioned in the title of this post. Well,, it is only fair I go into detail in this little land or rather Complex. Tream was made in the second period-4000. We are in the first period-after many of the countries had unified to create a national multi-Million Complex building that reach 1700 kilometers in length across the lands while being exactly 5000 feet high in total. There are also pent houses for the wealthy on top of these roofs of the global treasure which can extend up to twenty feet higher than the rest of the building, although these are normally not mentioned within intitial reports concerning Treams numerical factual components. Here I will go through each of the sectors and the pent houses of the Tream. First, I should mention that Tream holds all nationalities and races here, the language barrier is a minor issue although newer language like magical and class specific tongues have risen which are starting to rebuild the walls in communication again. The only living tongues are Italian, Japanese and English due to this most children are taught these three tongues at a very young age. You do not need to speak other languages, you're character would understand it so if you want to say you're character speaking Italian or Japanese but just translated for readers, go ahead.
First I should mention the entrance: Vomix Square. The square is a multi-national place of both travelers and stationary inhabitants, you'll meet many races, backgrounds and nationalities here as it is a mostly neutral place along with the heart of all leaving and entering drop pods. These drop pods are captured by quantum claws from the sides, as drop pods have no real controls, they are simply launch from a cannon and then captured by the station claws, providing mass travel very quickly. There are total number of twenty three claws sticking out of the front wall of Tream, which are but only a mile away from Vomix, all of them ready and capable of capturing these pods as they have class incasing their wrists, bullet proof and magic proof which slowly withdraws to allow the drop pod to be pulled in. A drop pod once emptied of its passengers will be taken away by a hook in the ceiling for re-use. Vomix square itself is kissed by the sky, allowing it through a large transaparent- metal meterial upon the ceiling, although no one would ever of guessed, because of this it is consider the flower of the bed that is Tream as most other cities are powered by an artificial sun or simply lit by the busy lights of the towns except phonix which is normally considered the rural of Tream. Veomix has all the foods, all the drinks and a good amount of wares for people to buy, it is also one of the most protected areas in terms of guards, although despite this there is still a large number of fights and law breaking there as well, mostly due to the guards are outnumbered by the population. In the middle of Veomix stands a massive pipe with various little holes in it, being made of pure white marble it relinquishes a stream of slightly green water with a tiny piece of stream, making the area smell of leafs in a most natural sense, within the fountains sits a number of little floating pieces of paper with words written on them. This is the Fahem Fountain and is routine for people to write their dreams on a piece of "kentin" which is pretty much a resistant paper, eventually the kentin floats to the bottom and the ink is evaporated. When ink evaporates its a sign of the wish leaving fantasy and merging with life. Apart from this most of the buildings are standard, very square although its frequent to see puppets, dolls and colorful paintings on the doors and windows of Vomix square to spice up the sites by the people. Not a lot know but these square cubic homes are the first thing to the Treams construction, builders lived here during the "Ballet Blood" was going on. To think such basic things lived throughout such dangerous times.
From Vomix you will have two options to go to. To the left, Hour town and Phoniz.
Hour town is surprisingly the oppsite in terms of mood of the cheerful welcome Vomix offers. Being a places clambered with all the big corporations and endless noises, watches, discussions and ringing phones, beepers and alarms along with the sounds of munching and clapping feet. Hour town was called this due to the quick pace it moves, time is money here and every single resident is a money maker in their own right, hard work gets you here but boy once you're here you have enough coins to rattle a storm among the local outside. Hour is mostly similar in some respect to Vomix, it does actually have a lot of the old cubic buildings but these are reserved for grunts and janitors. A big, three story tall cubic house is normally rather expensive but the locals who are desk jockeys can afford one of these with ease. The other buildings are all built in a more curved fashion, being well sculptured at the top yet cubic at the sides, apart from this the windows are normally triangle or sphere based while the doors are decorated with flashy golden numbers or little statues with the resident name and house number on. This town is extremely bland in terms of color and greetings but once you enter the main square which is known as Five Minute central you can spot endless Arcades, Shops stuffed with the latest items and loads of activities including parks and gyms going on. There are big routes and every minute someone ether doing a magic act or some of show for cash on the side, the core place for street artists. Along with these are the smell of endlessly delicious meats, far more exotic and expensive that those in vomix square. The Five Minute Central is normally rather empty and everyone practicing or getting ready for customers, this is also known as "Play Time Grove" as it is the main location for everyone lunch break. Security is heavy around Hour Town although fighting is normally considered entertainment to the locals and the guards here are specifically paid by the head business men to let by any fun the locals have as long as it doesn't bother there workers(no point risking having to pay injuries for guarding someone you don't even know or can benefit from)because of this a lot of fights formulate but if it seems one sided or it just straight up bullying, the locals get VERY defensive over inoccent and weak or out gunned strangers. The buildings are not as colorful, the shops however are very well designed and usually have a catchy slogan along with a personal mascot but the actual living buildings are nice but not as friendly or artistic in Vomixs square. Hour Town is very well supplied with sun shine thanks to a personal bulb in the sky that keeps everything at a perfect temperature along with advanced fans that can create reasonable humility.
Phoniz is a rather secluded area, considering the powers of both Hour Town and Vomix Square, this land is only covered in a array of small huts, each of them extending outwards in a oval fashion. Most of these buildings are ether wooden or constructed out of a mixture of cement and a rather cheap rock known as Gregen, the buildings each have at least one window place on the protruding edges they have, sometimes two in symmetrical order while the front door is placed in the middle, these huts are normally only a one story high structure although the more and more deeper you become you will find mansions of four stories high to two stories high huts make of gregen and wood, sometimes even having parts and rooms made of one of each. The outsides are always holding up a small magical lamp which consists of a tiny rock hard string extending from the wall, each emitting a glowing spark at the end when the last name of the house owner is uttered. These lamps actually sit inside the house too but are far less radiant in their glow. The tops of the huts are purely constructed of a thin sheet of paper with rune placed upon, ether being red, yellow or green depending on their social class. These runes form a un-nerving hard surface, making breaking the roofs just as hard as breaking concrete. The colors that surround these huts are many, and the reason for this is that the grounds are covered in an endless number of flowers, all of them different and healthy, some even growing up to a shoulder high. Trees are rampant in this town and its not rare to find forest, the warmth of the sun and the chill of night enter here as Phoniz was actually a normal town like vomix until the Bloody Ballet Trilogy attacked once more two hundred years later and smashed the hole in the Tream and destroyed many of the buildings. For the first time people witness sun and nature although this also exposed the inhabitants to a many attacks and dangers along with the vile diseases that loomed the area. It was agreed that the people could keep the wall down but they will have to settle with massive defensive being set up around Phoniz. Guards hang around Phoniz in heavy numbers in outside gates, all arm and ready to fight off any invaders with both magic and rock hard runed, technologically enhanced steel. The sides of Phoniz lead to a small fence, if you dared looked down you will find that you actually twenty thousand feet up. The sun is normally orange and cloudless, letting the people be kissed in exotic weather although they also lack technology and are a poor town. Phoniz wealthy are considered poor by Hour Town and as such is normally looked down upon, phoniz also looks down on Hour Town thinking they are loud and obnoxious. Phoniz is always peaceful and silent, with many spaces just to lie down in and sleep in the rays of the sun, it is also however the main use of magic, relying almost utterly on magical powers and barely any technology apart from plumbing and for various essentials. Phoniz is an old fashion place and rules and social presentation are a lot stricter there, so be careful you might offend someone with that lazy hunched back stance of yours. It sohuld als obe noted that the actual inside of Phoniz has only a select few of guards in the heavy shops and markets which also patrol houses routes known as "Rems" who are pretty umch magical spear men.
Character Creation:
I'm going to keep this as Tream for the moment. These are the starter locations, Tream is a massive place so there a lot of towns and levels, but right now these are you're first choice. I will add and most likely modify the locations as we go on and tell you of you're options for further travel. Tream is a semi-existent place so everything is allowed here. If you want to be a fish that sits inside a giant robot with rocket arms, go ahead. No, then maybe a gnome without a face that is a master mage. If not that then what about a normal man with scrawny arms that carries a ten ton blade that makes flowers grow where ever it hits. There are no standards, make any character you desire.
In this role play there are tiers. I will only allow three red tiers grade 1-3. A red grade is the most powerful characters and normally have highly fluent and easy abilities to use along with reasonable or high damage. If you're character also has speed and a lot of offense you might end up the red. I will allow seven Ambers: These people are moderately strong and properly could put up a real fight with a red if they tried their hardest and got lucky. A amber grade 1-3 normally has atleast two or three cons, such as slow attacks, bad recovery from stuns or locks or poor range. Greens 1-3. I will allow as many greens as possible, a green is the weakest and can have lots of cons from being awkward attacks to bad speed, however I will allow more alternative forms of magic and tech with greens as this will be the only thing helping them in battle with level 1 ambers or reds. Greens are permitted to have as many short range teleportation, Invisibility and whatever other strange skills you desire, as long as you aren't jammed to the brim or have a strong or fast attack and poor defense.
Grade 3
Current Reds:Domanic Kitsune (two red spots left)
Grade 3
Current Ambers: Lillith Nightroad. (6 spaces left)
Grade 3
Current Greens: Lethanyal Kitsune (endless spaces left)
By submitting characters you agree that you will allow me to modify their powers or give them cons if I feel that they will be too un-fair challenge for everyone else.
I this game, once you're character dies, that is it. There are no return spells or super healing magic, once you're out, you're dead. However, I know what you are thinking "Wait, if that the case then won't everyone just get killed by the reds?" No, I will be very heavy on my montoring on the reds. You see, the reds can't kill you if they use normal attacks or standard moves, a red can only kill another player if they use a special, which has requirements, they can however beat the hell out of you and knock you out. A amber can only kill another amber with standard attacks and a red along with greens. A green can kill anyone with standard attacks and allowed to have powerful special but hard requirement-Imagine the greens are for the pros only-
If we are not too far in a current episode, I will permit new characters to be submitted from a previously defeated player, if I receive belittlement or agitation for deaths, I will ban you form the role play.No exceptions.
Example Character:
https://pathlesstraveled.forumotion.com/t524-un-poco-de-imaginationThe skeleton is as follows:
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Name:
Age:
Gender:
Appearance:(you're free, be creative, even if it seems a bit crazy)
Personality:
Powers/Physical capabilities:
Specials powers:A special power is you're ultimate moves, a special power requires a certain action though in battle. Ether have to had hit someone said amount of times, or had a number of posts to charge up the power in combat. If you're attacks kills or immediately ends the match it needs three requirements and to be dodgable in some sense. If it deals damage at a high level it must have two requirements but you can be more cruel about dodging. You're ultimate move is you're character all, its every ounce of his/her power and I will judge how many requirements it needs after reading it.
History:
Occupation and former occupations:
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The Rules of Role Playing:
One: Treat everyone here with respect and be humble when you're time has come to end the show, no actor should start screaming and getting red in the face when the curtain is starting to close on them.
Two: If you have an issue that needs guidance within the Role Play, ether lore or OOC I am here to help you're RP'ing experience and not squash it.
Three: Post at least once every two weeks. If you fail to do this without a reasonable excuse I will start en-acting punishments.
Four: I want sportmanship and logical outcomes, you can't block if you're currently grabbed or being punched up and no out of nowhere spells or powers. Display you're powers, all of them in the skeleton, suddenly moving fast enough to block a speed based green character while you're a heavy red is defying the code system.
Five: You must at least produce five sentence in a one to three paragraph post. I will not accept constant one paragraphs but will be lenient if writers block ensues but three times in a row shows you're putting the lowest standard possible and you will be warned or maybe punished.
I will act out warnings depending on the offense. If you commit a truly outrageous act, I will auto kill you're character and forbid you from Role Playing in this RP. If you commit a series of minor acts I will warn you upon each one, if you do so after you will be banned and auto killed. All evidence of offensive material will be screenshot and sent to the Moderators, any Personal messages, bullying or offensives attitude that defy the boards rules will not be exalted from the laws of the land.
This has been spell checked and proof read. I apologize for any missed errors.
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Additional. These are the accepted profiles so far:
Owned by Rosegurl1
Name: Lillith Nightroad
Age: 24
Gender: Female
Appearance: She about 5'11" with long red hair that is about to the small of her back. It usually up in a pontytail or a bun to get out of her eyes. She has deep forest green eyes, that changes only to red when she uses her powers and that is rarely. She has small fangs as teeth, because she belong to the one of the oldest house of vampire. She has a an hourglass shape with pale white skin. She wears a little bit of everything, but usually is wearing a dress in light gray in color. She really loves wearing gowns of all types, but if she had to dress causal she will wear a black t-shirt with dark washed jeans. During the day she usually wears UV and UVA gel that stops her from buring in the sun or other UV rays. She usually wearing white rose in her hair, and the only jewels she wears blood opals in necklaces and/or earings. That comes from her family's mines. She has a birthmark on the back of her neck in a shape of star.
Personality: She is very calm in face of a lot of things. She rarely gets mad at anything, and usually very cheeky to her friends. You can usually see her reading a booking under a tree. She loves to read about anything, and everything. She will tell her opinion about something, and willing to talk about it. She feels more at home in a garden or a forest then indoors.
Powers: She can control the shadows around her, but she can only use the shadows around her. To use any of her power she have to say "Control shift at 40%. Until the target is slienced".
Weapon Shift Short Range: Using this power, she make swords or shields to fight close combat. The shadows become made into the shape she wants in her hands, and that also go for long rang too.The swords are usually Katana. The blade of the sword is pure black while the hilt is gray. (Hit 2)
Weapon Shift Long Range: Using this power, she make bow and arrows out of the shadows around her. The bow looks like a pure black long bow, and the arrows are gray. She really don't like guns, so she will never make her shadows into one. (Hit 1 if close, but half hit if the target is far.)
Specials powers: When her powers at the max, she can grow taller with pure black wings. Her eyes are the deepest blood red and her hair falls around her, and almost hidden in the shadows around her. Her dress will look like is the blackest shadows with a number of red eyes thru out it. This is only after getting beat badly, and she have to say, "Control at 100% Until the target is slienced" to get to this form.
Wraping Shadows: She use the shadows closest to her target, and make a huge sheet of shadows. It wraps shadows fully around a person, which she can kill or have them be a part of her shadows to use later. She can use wrap three people at a time. The color of the shadow can be gray to pure black.(Hit 3)
Shadow Demon: Out of the shadows around her she makes a monster in a shape of a huge panther with eight glowing red eyes. The shadow panther so big that she can ride it without her feet touching the ground. It takes all of her control to keep the beast on target. So she cannot use her other powers while the demon out to play. (Hit 3-4)
This is all the power she has now, because she is still young and don't know about her other powers. That is why she have to stay the control words, and when she gets older she will not need those words.
History: She is the only child of the leaders of the vampire house of Nightroad. So that makes her a child of nobles, but she always tries to break out of that mold. Even now she hold herself and others at a high stander. Her family sees that she needs to sees other parts of the world and have her came back to rule over the house once they are gone.
Occupation and former occupations: Student (age 5-18), Noble (all her life)
Un Poco De's Assessment:Threat Level amber Grade 3(You're above a weak green but just below a middle of the road fighter)
You're main melee attacks will be slugish, but powerful-imagine if you hit dom twice in one post, you would of almost taken away half his health-you're both attacks again will be slugish due to having a bow but reasonable in attack. I will say any grabs you commit are 4 hits (very heavy for a single attack) and any attack that directly invovles youre hands or feet commit only quater a hit (not that she'll need to use this with shadows to attack for her)
You're speed is pretty bad when in combat and you rely more on simply stunning and smashing/cutting to win the match.
You're first special move will require that you have only 2 hits left and that you had at least grab moved you're enemy once in combat (this makes sense, because it will help her focuse on grabbing with her shadows after doing it physically)
Youre second move with the panther, I will only allow him to be on for one post when actually attacking, although if you want to make him look at people or pop out his head and arise from the shadow as a show off post. Fine, But the actual attack he is only there for one turn. If he hits he will do the designated damage. You're requirements will be that you only have four hits left and must of at least melee attacked an enemy two times in a row before hand.
Your recovery is pretty bad, being a noble girl, you've properly not taken a lot of gut wrenching whacks or suffered a lot of physical abuse ether from hard work or toxins. So, you won't be really prepared for the feeling. If someone surprise hits youin the kidney or stomps you're feet, you're going to hit the floor and stay there for two-three seconds.
You're hits points will be nine.
Overall, you're character deadly and anyone messing with her is an fool but her sluggish body and lack of experience mixed with her moderate specials make it mostly a matter of wether you're character managers to get enough hits in first.
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Owned by Tyro
Name: Lethanyal Kitsune
Age: 106
Gender: Male
Appearance: Tall for his age and thin. He has a slightly pale complexion and rarely seen in anything other than a T-Shirt and jeans but has taken to wearing a jacket ever since working with Dom. His thick, dark brown hair is flat, acting like a sort of certain around his head, threatening to render him blind with the fringe. If you must know, he has hair as close to black brown as ever attempted. His thin arms are exposed by the t-shirts he wears and his jeans try to cover the old but comfortable converse shoes.
Personality: Being the nerd of the family, Leth's strength is in his ability to think and use his computers and machines to his advantage. Usually away with his computers and games, he's usually the wing man for Dom. Despite the fact that Dom is far more extroverted and confident with the opposite sex, Leth is usually found explaining what a Griffin is to the tigress that had turned Dom down thirty minutes ago. Why? Leth stops, researches and thinks about things as much as possible. His slower, less hasty approach means that he comes off as a better guy than the ego-fuled moron Dom presents himself as.
He's not the most confident with his abilities, often complaining that Dom "never looks before he gets his head cut off". He's always got to get his own back on people who slight him.
Powers/Physical capabilities:
Fire: Leth is half-Kitsune. This means that he got a pick of his Father's strange abilities and gained the abilities of a pyromaniac. He is able to breathe flames at will and create small fireballs that sit happily in his palm.
Hand-to-hand: Meh....He can punch properly, he can kick without falling over. Its not a strong point.
Marksmanship: Ah! Leth is a good shot and regularly makes sure he's loaded with something nasty to fight back with. His 'Bowcasters' are a weapons that use two electromagnetic fields to fire 'bolts' at enemies at a nasty velocity. Unlike the Star Wars version, they look like normal, if slightly fatter, hand guns. They are very accurate at long range and effectively fires a small nail. Dom has plenty of ammunition and can reload quickly.
Gadgets!: Leth is quite handy, making his own kit out of whatever happens to be around.
The Grapple Gun: Its a Bowcaster that fires a hock and has a winch. Sadly, can only carry Leth properly anywhere. The hook needs to have snagged on something to work, of course.
The Skele-key: A brute-force hacking device. It attempts to cause an overload in the circuity of a door to let it slide free. Hopefully. Looks like an SD card with a metal button welded on.
Talky: An ear piece that also can have a small screen that comes forwards to be watched by one eye as well as a couple of cameras. Plenty of voice recognition control and even 512 flash space. Leth has both at the moment. He's not sure they work fully yet.
Specials powers: Something Demonic: A massive surge in fire explodes forth from Leth as a demonic and purely evil force leaps forwards, trying burst through his skin. Air temperature immediately around him raises to 96 degrees-C. The fire swirls around him before dispersing and the energy leaves him and is weakened from such a strange effect.
Requirements: Must be left with less than 50% of his Hit-points and about to be attacked again. This puts the special move in the realm of a counter.
History: Leth, he prefers to be called, is usually considered the runt out of the seven other siblings he's grown up with. He's enjoyed a rather sheltered life with his computer and building of machines. Up until he left with Dom to become partners in business. He's help as best as he can but always stressed as a partner,
not a side-kick, not matter what Dom's ego makes him think. Whatever role he's played, he's still been a valuable partner for Dom, helping each other out of situations.
However, there is two-and-a-half weeks that still go unaccounted for in his life that he refuses to talk about. Its unsure what happened, or even where he went. All Dom knows is that Dom found him with bloody bandages, a fistful of syringes and most of his clothes falling apart. Dom's attempts at asking about just raise Leth's defences.
Occupation and former occupations:
Former First-mate aboard the following, largely-stolen airships:
Calvin
Charlotte
Mary Sue
Body-builder's Dream
Doggie
Beagle
Manta-ray
Oppressor
Manic Maniac
Machiavelli
Loonier Bin
Luna Surfer
Star Bright
Compass of the North
Maggie
Maggie Pie
Cum-by-yah
Magic Woman
Devil Woman
Sword of the Skies
Dennis
Sargent
Dennis II
Dennis III
Dennis VI
Lord Dennis of Treaming
Big Buggering Cannons
Has negotiated trade and the occasional smuggling routes for plenty of places.
Has been taken into custody and travelling to Tream to await trial.
Un Poco De's Assessment:Threat Level: Green Grade 3 ( I think this will fit him more, it means he will have to play smart and be skillful rather than rely on straight force)
Physical attacks of punching and kicking both deliver quarter hits. Grabs deliver two hits and counters deliver one hit. Fireballs up close deliver one hit but far away deliver half a hit. charged fire attacks dilver two hits. You gun will deliver half a hit each shot but delivers one hit up close. If you get hit while gunning with a melee attack, you suffer being stunned.
You're grabbling hook allows high jumps, swinging and manuvuering altough if you attack someone with it, it will deliver half a hit.
This character is reasonably fast and could definately do a good bit of dodging from slow characters, but he should be careful around average characters. You will become extremly fast however when using you're grabbling hook.
Your characters special will commit a damage of hits point to 9 due to this being his only special. I will only suppy that he needs three post to charge this move up again after having used it once.
Lethanyal's hit points will be seven.
SECOND:
Name: Domanic Kitsune
Age: Around 100 years old.
Gender: Male
Appearance: A tall, sturdy build with well kept and moisturised, lightly toasted skin. His hair is kept in pristine condition and usually windswept. His teeth are usually shining brightly, perfect. His clothing is smart and casual. A tight, white shirt under a smart, a navy blue jacket with gold stitching around the hems like a navy captain.. His tight jeans are tucked into his leather boots that are well kept. Duffed up a little but tastefully. His large belt around his middle holds his broadsword and sworn-off shotgun. Ego radiates off this man.
Personality: A massive ego with masses of confidence to override any patient judgement at any time. His fascinations with females grows every time he fails to pull one, often coming across as a massive prat with his cockiness and sometimes misguided wit. While having a good relationship with all his siblings and his parents, his brother Lethanyal and himself have formed a strong bond over their partnership in business. Legit or otherwise of course...
Powers/Physical capabilities:
Hand-to-hand: Dom's abilities in combat are rather good. He is reasonably strong and throws a good punch. His technique is nothing too special: a step above boxing where he's realised he can kick to the crotch too. Its a very graceless group of moves full of hooks, lazy blocks and the occasional kick. A skilled expert could get round his attack quite well.
Marksmanship: Not that great. Dom is not particularly accurate with a rifle or anything like that. Therefore, Dom goes for a more vague approach with a shotgun. Its a sawn-off - The Mandible Stout. Its a pain to reload as it fires each of its two barrels separately but a good gun for a quick kill that's sure not to miss.
Swordsmanship: His abilities with a sword are the best, it has to be said. A nasty, if basic, broadsword. Its a straight-forward hacking blade that's capable of throwing a man of balance. Even so, Dom is rather good with it, showing good competence in defence as well as attack. A balanced but still not earth-shaking skill. A master swordsman could get through his defence and attack.
Heightened Sense of Smell and Hearing: Much like a wolf's senses, Dom's are very sharp. It comes with being part-wolf.
A Belly Made for Beer, a Brain that Barely Cares: Dom can hold his drink extremely well, even meaning that his human appearance is never compromised.
A freaky side and a nice disguise: Dom's real form is a little unsavoury for most people so chooses to stay in a human form. He can slip back into his more feline side but he's got to have passed out by then. Not sure how all the changed in his appearance work though....
Specials powers: Resurrection:
Dom is half-Kitsune. This means that he got a pick of his Father's strange abilities and ended up with the only one that makes him even more annoying to others.
The Kitsune are spiritual creatures and I mean that literally. A Kitsune is actually a spirit that commands energy - or 'chi' if you'd like to stick with the source material of these guys - and all abilities are dominated by an energy price. Resurrection for a Kitsune is simply the creation of a physical body in order to interact with the world. Its the steepest of all prices. Therefore, when a Kitsune's body is cut down, its true form is still active. The Kitsune is far more vulnerable in this state as he can be eradicated completely in this form with the right spell or creature. Demons are often feared for this reason.
While the energy debt can be paid with any energy, Dom must be careful with what he absorbs. You see, The Kitsune have a 'you are what you eat' mechanic with particularly potent or concentrated forms of energy with which they craft their physical forms. It is possible to create new elemental forms of Dom or any Kitsune.
However, I have to make this fair on all the other squishy mortals. While the fact that an energy debt is a pain in the arse already, it has to be a very large one. So something like Vomix's power grid or a large fire. Dom has a weak ability to absorb energy to create a physical form and so the energy must be in an easy to obtain state, such as an open flame.
History: Dom, as he's usually better known as, has always had a fascination with aircraft. At 12, with Leth's help, he built his own airship out of scrap. Since splitting up from the family unit, he's acquired his own airships. Either through bets, money won from bets, occasional theft and trades. Working as a ship for hire, Dom, as long as Leth can't come up with a good enough reason not to, won't turn many jobs down. He's little more than a pirate in many places...
Occupation and former occupations:
Oh here we go...
Former captain aboard the following, largely-stolen airships:
Calvin
Charlotte
Mary Sue
Body-builder's Dream
Doggie
Beagle
Manta-ray
Oppressor
Manic Maniac
Machiavelli
Loonier Bin
Luna Surfer
Star Bright
Compass of the North
Maggie
Maggie Pie
Cum-by-yah
Magic Woman
Devil Woman
Sword of the Skies
Dennis
Sargent
Dennis II
Dennis III
Dennis VI
Lord Dennis of Treaming
Big Buggering Cannons
Has been taken into custody and travelling to Tream to await trial.
Un Poco De's Assessment:Threat Level: Red Grade 3 (you're just strong enough to be in the class of the most powerful and of course, you're lore too helps)
Standard punching and kicking attacks take half a hit point. Grabs are two and counters are one.
Swordsman ship takes one hit against a character, Grabs with a sword based attack take three and charged up attacks take three. Counters take two.
You're gun takes one hit point up close but only takes a half far away.
I'm going to say you're reasonably fast and can recover pretty well. So, if you get kidney punched, you haven't got to falll to the ground, but definately get a bit stunned for a second or two.
You're total hit points are twelve-the average is ten