| Garr Shyver - Mutant; Codename: Gauss | |
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| Tweet Topic Started: Mar 24 2009, 12:13 AM (98 Views) | |
| MitsukaiNoZenkai | Mar 24 2009, 12:13 AM Post #1 |
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Name: Garr Shyver Alias/Codename: Gauss Affiliations: United States Army Age: 24 Weight/Height: 6"1", 190 lbs. Appearance: Garr is normally dressed in his Army uniform; obviously changing depending on what he's doing at the moment; while his normal civilian clothing consists of denim pants and untucked t-shirts. His short hair is dark brown and either slicked back or stylishly parted on his left side. His eyes are a pale gray, looking like ice-blue at a distance. His stature is lean but obviously muscled. There are no tattoos on his body, though there is a large identifying scar running diagonally up his abdomen. He is known to favor silver jewelry on occasion. Personality: Garr is a man who is generally considered eccentrically brilliant. He isn't a genius in actuality, but is definitely someone with more wisdom than his years would attest. His sense of humor comes off as weird and sometimes crude, while he carefully aims insults for maximum effect. He's been known to openly critique ideas and suggestions he considers foolish but if given a valid order he will obey it. As far as the anti-mutant sentiment goes, Garr considers it nothing more than a waste of people's time and is vocal about this belief. He feels that an individual should be held to individual standards instead of lumping everyone into a single group; in essence the phrase 'case by case basis' is what Garr goes by. He respects people who stand up for what they believe in, even if he doesn't agree with what they're standing for. His hobbies are generally unknown to many who have not been inside his home, but one hobby sticks out immediately to anyone who gets that opportunity: Garr likes to sew. He considers it to be relaxing to focus on something constructive to balance out his professional life as a soldier and his powers as a mutant. In particular, he fashions clothing for large display dolls. As such he is also adept at other sewing-related tasks, and has even saved three lives with his quick needlework. History: Garr Shyver was born in Florida to James and Amelia Shyver. An only child, he grew up around the events happening around the world involving various groups and peoples that had powers and abilities. Looking at these feats and actions, he made up his mind from an early age that he wanted to help make the world a better place. School was never a problem for him, though he never really felt like socializing much beyond what he needed to do his school work. As he grew, his sense of humor developed; much to his parent's chagrin; as well as his outspoken nature. Garr had listened to the anti-mutant and anti-superbeings rhetoric, dismissing the arguements out of hand as stupid and full of holes. It turned out that this was a good ideaology for him to adopt. His world view shifted quite a bit upon his discovery of his mutant abilities at age fourteen. His powers could have been active for some time, but he had never reached a point where he needed them. Garr's discovery was prompted by the fact that a power cable on a pole overhead snapped one day as he passed under it, the exposed metal inside of the cable coming into contact with his body. Instead of being electrocuted on the spot, the young man scrambled away unharmed. Later that day after he'd reported the cable down but not his brush with it, Garr discovered his true ability. Playing around with a ball bearing that was laying around the house from his father's working on an engine in the garage, Garr casually gestured at the bearing on a table and was rewarded by it taking off like a high-caliber bullet and putting a hole through the garage wall and a concrete wall outside. Naturally, the family kept quiet about their son's powers even as he learned what all he could do. He grew to adulthood, and against his parent's advice he joined the United States Armed Forces. It wasn't long before he was found out by members of his unit in the Army and was subsequentially transfered to a reserve unit. Despite the obvious prejudice, he requested a special device be made for him to properly use his powers. Naturally, he was denied due to expensiveness. Failing in his direct approach through the government, Garr wrote to Stark Industries and explained his proposal: a man-portable regenerating power source that could be purposed to several tasks. Garr had two motives for this request, and knew he'd come to the right people with it. The first motive was to allow power generators to be more readily accessible and less obvious or dangerous for his fellow soldiers to allow for faster deployment than vehicle-mounted or towed generators. The second was a personalized version for utilizing with his mutant powers. The idea was embraced with the for-profit zeal that a military contractor could hope to bring to bear. Within a few months, Garr had his pack and was ready for whatever life brought him. He began to notice that where he was stationed; namely New York; was home to a growing number of mutants. He didn't think much of it good or bad, but knew deep in his bones that something was coming that would force a lot of people's hands. And it would find him ready to uphold his duties, regardless of the cost. Current Residence: Westchester County, New York, USA Powers: - Electromagnetism This is the primary manifestation of Garr's mutant powers. By absorbing electricity, high concentrations of heat, or radiation he can use the energy to magnetize the minerals in his body to produce a super-short range electromagnetic field. While the range prevents anything outside of approximately 1' from being affected by it, inside the field Garr has full control of the shaping and concentration of the field's properties. Garr uses this field in battle to become for all intents and purposes a human railgun. Sharp motions or pulses by this field can propel magnetizable objects at speeds varying from a hard baseball throw all the way up to anti-material rifle grade supersonic velocities depending on the level of energy he currently has in his body, violence of the field's motion, and the size of the object. His upper limit at full charge is hurling a fully-equipped M1A2 Abrams tank 110 yards. Once he expends a charge, Garr requires approximately one minute of constant exposure to a power source to regain a full charge. - Diverting At partial charges, Garr may be able to fend off certain objects or at least divert their path by the manipulation of his EM field. This could be altering the path of bullets all the way to stopping magnetizable weapons in their proverbial tracks. He can only use this ability when aware of the incoming object. - Flight While not true flight as can be performed by a large number of mutants, Garr can build up his electromagnetic field and rapidly hover around like a mag-lev train by focusing energy into the field in his legs and pushing against the Earth's magnetic field. This is similar to how the mutant Magneto can fly, but on a much less powerful scale. As long as he is in motion, he can even climb metal surfaces or surfaces made of other magnetizable materials. His maximum speed is 50 MPH with an operational ceiling of three feet. - Energy absorbtion Owing to the requirements of his power Garr is capable of harmlessly absorbing electrical energy, copious amounts of heat, and radiation in order to fuel his EM field. Once at full charge electricity of any level cannot harm him. At full charge he can be burned by heat, and fending off additional radiation can actually deplete his charge. - Identification As a side effect of his abilities, Garr can instantly tell if something can be magnetized or is a viable energy source for his power. This is the only direct application of his powers that extends any significant distance from his immediate person. The range of this ability is apprximately ten feet in all directions. Power Development: Theoretically, Garr may be able to generate the energy required for his power without an external power source. Whether this would be from a secondary mutation, training, or a source that is permenantly implanted in his body remains to be seen. Other skills: - High School graduate (A- average) - United States Army military training - Sharpshooter training - Red belt in Tae Kwon Do - Basic vehicle maintenance - Very good hand-eye coordination - Sewing Equipment: - Service sidearm (M9 pistol) - Three pouches on belt; each contains iron ball bearings - Arc reactor; mounted in a special hardened and well-padded backpack with contact pads to allow Garr to access the energy generated, comes equipped with various standard power plugs and two over-the-shoulder lights (right is tactical light, left is small floodlight) Fighting style: Garr prefers ranged combat, thought with his military and martial arts training he is fully capable in close-quarters combat. In a fight, he is a well-known opportunist who is absolutely shameless in exploiting the situation or terrain by any means he has at his disposal. Garr is also an avid fan of the concept of overwhelming firepower. Edited by MitsukaiNoZenkai, Mar 25 2009, 06:21 AM.
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| llagrok | Mar 26 2009, 06:27 PM Post #2 |
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Administrator
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I will list him under "government" until we name your "organization" You did a good job buddy, this looks good. You have earned yourself a nice little Stamp ![]() Edited by llagrok, Mar 26 2009, 06:28 PM.
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