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☸Embrace the days, don't turn away...life's true intent is patience, karma starts the signal☸
- Posts:
- 513
- Group:
- Red Claw Commander
- Member
- #150
- Joined:
- Jan 27, 2010
- Gender:
- Male
- Characters:
- Ryan Nevis, Takahiro Sato, Hue
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Student Name: Ryan Nevis
Gender: Male
Age: 17
Race: Evotelluric
Physical Appearance: He doesn’t care much for how he looks. More often than not, he can be seen walking around with his short blond hair unkempt and a shadow of a beard on his face. He keeps his bangs short so they don’t interfere with his vision. His eyes are surprisingly green, though he wishes people wouldn’t point that out to him, as they sometimes do. The most striking feature about his face is the small scar across his nose. Although he likes to tell people that he got it in a fight, the truth is he tripped and smashed his face against a rock. It doesn’t really bother him; he simply considers it part of his visage and nothing else.
A freerunner by trade, Ryan is physically fit, but not to the point that it interferes with his movement. His five foot ten frame is toned, and his body has a small amount of muscle definition, but most people who see him would likely classify him as ‘skinny.’ Caucasian skin shows signs of tanning as he spends most of this time out of doors. His hands typically bear some small cuts associated with leaping about during some of his more spirited outings.
His primary focus when it comes to clothing is function. Baggy clothes with a lot of pockets fit his needs just fine, so that’s what he can usually be seen in. Those pockets get put to good use, since he carries almost everything important to him in them. For school related items or things too large to feasibly keep on his person, he has a backpack, but it’s uncommon to see him carrying it. He tries his best not to stand out in a crowd due to his outfits, so he dresses in muted colors. The brightest thing he ever wears is a red windbreaker for chillier days.
When it all comes down to it, he’s a perfectly average looking teenager. There’s nothing spectacular about him at all, aside from the fact that he’s an Evotelluric. He doesn’t exactly announce that fact to the world through the way he dresses, though.
Personality: Some would call him abrasive, and that wouldn't be too far off base. He doesn't bother with censorship and speaks his mind on almost any subject. Planning things out is something that he rarely ever does, given that he prefers to live in the moment. He's never short on things to say to anyone, though what comes out of his mouth is usually at least a little insulting.
Anyone who manages to pierce the shield he's put up around himself finds something a little different than what the rest of the world sees. He retains his snarky attitude, but it softens a great deal. The simple truth is he doesn’t like himself very much, and he takes it out on other people. Due to the perceived betrayal of everyone he was close to before he changed, he finds it hard to trust anyone. He has matured somewhat since that time, but he still finds it difficult to open up. If he perceives a kindred spirit in someone, he has an easier time talking to them, but the possibility of having his faith betrayed again always scratches at the back of his mind.
That is why he runs. When he’s in motion, nothing else matters. If he’s got a problem he needs to sort out, he’ll leap around an empty lot for a few hours. If life has him down, charging through an urban center picks him back up. Even if he’s just bored, a little parkour always gets his blood flowing. It’s his one love, the one thing that makes him feel free. If he were to lose that, he would probably lose his mind as well.
Conflict brings out the scrapper in him. He isn’t at all skilled in combat; the extent of his knowledge of fighting can be boiled down to ‘hit the other guy until he stops moving.’ Much like in his every day life, he’s very straight-forward, charging headlong into whatever might be in his way. That isn’t to say he’s totally without survival instincts. If a situation seems hopeless, he’ll back away, but if he thinks he can walk away the victor, even for an instant, he’ll keep pounding at it until one side is down for the count. If that means taking a few hits, he’ll suck it up and ignore the pain the best he can.
Above all else, he dislikes being reminded of his status as an Evotelluric. In his mind, that fact is the reason for everything that has befallen him, and it’s something he doesn’t plan to ever get used to. The only thing that keeps him going is his desire to prove to everyone who decided he was worthless that he is still important, that he still matters, that he shouldn’t be cast aside just because of what happened to him. If he can prove that to just one person, he thinks he’ll be satisfied, but until that day comes, he’ll never know if he was right or not.
History: It was a normal childhood, by all accounts. Born in central Chicago to Tyler and Hannah Nevis, Ryan grew up in a loving household, surrounded by family and friends, and even a dog. A hyperactive youth, he spent most of his time charging around his neighborhood like the proverbial bat out of hell, leaping, vaulting, and generally causing trouble. Even still, most everyone you could ask agreed that he was a good kid.
His school life was perfectly average. He excelled in some classes and did poorly in others, just like most other people his age. What really held his interest were the physical aspects of his education where he could just run around freely. In the sixth grade, his love of motion drew a small crowd to him, and together, they learned and practiced the art of parkour. However, he seemed to be the only one who was actually dedicated to the cause. A few of his other friends stuck around, mostly to watch him do his thing.
It might not have been the ideal life, but he was happy. Depression simply wasn’t in his vocabulary. In all likelihood, he would have continued a perfectly normal existence, had the rise not occurred. Along with the rest of the world, he watched and waited as everyone tried their best to contain whatever was happening. However, it didn’t really interest him, and as a result he ignored most of what was going on, until it happened to affect him.
It was an accident, really. If it hadn’t happened, he might have never known he had been changed. It was a few weeks after the incident. He was running to catch up with a friend of his, still moving at close to top speed when he found himself close enough to touch his companion. On contact, his friend suddenly accelerated and plowed straight into a wall, breaking his nose in the process. Ryan was understandably shocked by this event, but what was even more traumatizing to the fourteen year old was what happened once everyone discovered that he was now different.
People he had considered to be friends became distant. Everyone looked at him differently. A few of the more vocal ones even went so far as to label him a freak, both figuratively and literally. Even his parents began to treat him differently. His world had been turned upside-down and he had no idea how to deal with it. Confused and alone, he began to lash out at everyone and everything that came his way.
He became a delinquent. Destruction seemed to follow wherever he went, due in large part to his newfound power. A running start and a large enough object was all he needed to break things, mostly shop windows and other things of that nature. Obviously, these actions brought on the attention of the local law enforcement, leading to more than one chase through the city. The skills he had honed during his youth served him well and allowed him to evade his pursuers, so he was never caught. Eventually, his activities drew the attention of a small gang that approached and eventually recruited the sixteen year old.
Under the leadership of a young man named Dylan Black, Ryan continued to hone his abilities. He stayed with the group, committing a few petty crimes now and again, but never getting caught. Dylan treated him with the respect he’d been seeking since his change, and in the leader, Ryan thought he had found a friend, someone who he could trust in a world gone mad. Slowly but surely, he was becoming happy again.
This went on for close to a year until finally, just like everyone else, Dylan screwed him over and left him behind after a job went bad. Ryan took the fall and was arrested at the scene. In the days following his incarceration, he resolved to prove to the world that just because he had been altered didn’t make him any less important than anyone else. Of course, he had no idea how to accomplish that goal from inside a detention cell.
He plead no contest to the charges levied against him, fully expecting the presiding judge to issue him a fine or possibly community service. Unfortunately for him, the man in the black robe was the creative type and believed in a different kind of rehabilitation. On learning that the young man was an Evotelluric, he stipulated that Ryan was to attend Azura. That was his punishment, and the school would be his prison. His parents raised no objection to that and agreed to send him to the academy. To the youth, that was a fate worse than death.
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Connection established, We're reading you, Eastern Front.
- Posts:
- 681
- Group:
- Red Claw Commander
- Member
- #205
- Joined:
- Jun 22, 2010
- Gender:
- Male
- Characters:
- Irvine Ceralius, Seth Blake, Senger Dine, Ryu T'an, Disc Romero, Val, Viz Kali, Gabriel Ardelan
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School: Azura
Year: Third
Designation/Primary Magic Principle: Movement Control Physical manipulation of the way he and other objects move via momentum transfer, redirection, canceling, or generation, be it offensively or defensively.
Magic Spells/Special Abilities:
Momentum Transfer Ryan is “gifted” with the ability to transfer his own momentum into any object he touches. While the most basic way to accomplish this is simply to get a running start at something and give it a tap, but he’s also capable of generating enough force with a punch or a kick to send something flying back. This power comes with a bit of a trade off in the form of draining his own physical energy to bump up the momentum he generates. Each use of this power knocks about thirty minutes off the time he can stay awake, meaning multiple uses can put him in a state of severe fatigue if he’s not careful. More than ten uses in less than a minute will knock him out for at least an hour. However, how much energy is actually drained is proportional to his speed. If he were to accidentally bump into something while walking at a normal pace, it would only take about a minute away. Going full tilt at something sucks much more of his energy.
The mechanics of his ability are rather simple; the faster he’s going, the more momentum he can transfer. However, it has its fair share of drawbacks. Aside from the energy cost, Ryan also loses speed every time he transfers, meaning he can’t simply plow through a crowd of people at will. He can keep moving after transferring, but it takes him longer to get up to full speed again each time until he eventually comes to a halt or passes out due to fatigue. In addition, he can’t store momentum for use at a later time. It has to be generated on the spot, and whether it’s used or not in the end, it’s gone when it’s gone. In addition, the effects aren’t cumulative, meaning he can’t transfer into one object and then have that energy transfer into something else on impact. The only thing that would happen if Object A hit Object B would be Object B possibly being knocked over or otherwise damaged, nothing more. Finally, anything touching his body prior to a transfer is immune to his ability, simply meaning that if he were holding something and threw it, it would behave as if a normal person threw it. Objects move in the direction he is on impact. An attack directed forward would knock the item away from him, while an attack aimed up or down would produce movement in that direction. Anything that is a part of the object (arms, legs, other attachments) are affected.
He transfers energy through the mass of an object, so larger, heavier items are much less affected. Conversely, the lighter something is, the easier he can transfer momentum. For the sake of convenience, here’s a chart to consult.
| Weight of object..................Speed range | 1 – 90 lbs............................3 – 45 MPH 91 – 200 lbs.........................2 – 30 MPH 200 - 500 lbs.......................0 – 15 MPH |
Light objects receive about three times his momentum. Things weighing about the same as he does get approximately twice the amount of energy, and things much heavier than he is only get about half. In order for him to send anything flying at the upper ranges of speed, he has to be moving close to his own top speed, as how fast he can launch anything is directly proportional to his own speed. Punching or kicking something only generates about three quarters of those numbers at best; he can generally only produce half a much energy. The most efficient means for him to get enough momentum is to get a running start. However, heavily anchored objects are not affected at all, as most of the energy is lost when trying to dislodge it from its anchor.
Ryan has no control over his power. This ability has rendered him unable to touch anything without risk of sending it flying away from him. In order to counteract this, he has to wear a safeguard pendant at all times. Otherwise, as he so eloquently puts it, “Stuff gets broken.”
Safeguard Pendent
In extreme cases where students wield dangerous abilities, this pendent is placed upon them in order to enhance the safety around the dual campuses. The pendent itself is a simple hollow circle shaped emerald no larger than a fifty cent piece attached to a gold chain. This will block either a power or set of powers pending on how dangerous a student is deemed.
Momentum Redirect Ryan can absorb momentum from incoming objects and direct it elsewhere. Unlike his 'always on' transfer power, he must make a conscious effort to do this. As usual, anything he redirects has to touch him first. Exactly how much he can redirect is still relatively low; the most he can handle at the moment is roughly equivalent to the momentum of a 80 MPH fastball. However, that is the upper threshold of his ability. If what he's trying to redirect is moving any faster than that, he's unable to do anything with it and will take the full force of whatever it is. In addition, the more momentum something has, the harder it is for him to control, and if he surpasses his limit, his body reacts by almost shutting down, leaving him unable to do anything for some time. For instance, he can handle a punch with relative ease, but something with more force than that will require more effort and take more out of him. Anything that doesn't carry momentum (energy, wind, etc.) cannot be affected by this ability. In order to even make this little power of his work, he must fulfill certain criteria beforehand. - He must be completely stationary when activating it. If he's in motion beforehand, he must come to a complete stop, otherwise it will not work.
- He must be aware of whatever it is he's trying to redirect before it makes contact. If something catches him unawares, he cannot do anything with it.
- Even if these requirements are met, it takes a lot of concentration on his part for it to work. If his concentration is broken, the power shuts itself off automatically.
What this ability actually does is simple; when something hits him, he takes the energy it carried and sends it back into the object, causing it to veer off in whatever direction he chooses to send it. Basically, what this amounts to is allowing Ryan to 'bounce' an object off of his body. For instance, were he to be hit by a rock someone decided to throw at him, he could send it flying back at whoever threw it or simply send it into the ground. If someone were to punch him and he activated this ability, any momentum carried by the blow would be sent through the mass of his attacker, meaning that it likely wouldn't do any real damage to them, it would simply bounce them away from him much like if he had used his other transference ability. The effect itself is a bit dampened, though; only about half of the original momentum is kept after the redirect. This is a bit of a one-shot ability. Ryan can only redirect one object at a time, and he must rest between each shot. The amount of time varies depending on how much momentum was involved, though it's generally anywhere from five to ten minutes. If he attempts another redirect during this time span, he will always fail at it. In addition, if he overuses this power, his body will begin to shut itself down to recover from the strain. The maximum amount of times per day he can do this without consequence is two, and even that would leave him pretty drained. Any more than this and he'll start to suffer negative effects, ranging from fatigue to blurred vision, and ultimately passing out until he's fully rested.
Momentum Cancel Ryan’s powers have increased to the point that he can completely remove the kinetic energy from anything he touches. The mechanics of this ability are quite simple; he absorbs the energy of whatever it is that was headed toward him into his own body and directs it into the ground, effectively dissipating it harmlessly and stopping the object dead in it’s tracks. To that end, this can only be performed while he has both feet planted firmly on the ground. If he’s off balance or otherwise disoriented, he cannot make this work. Additionally, he must be aware of whatever it is that is approaching him before he can attempt to stop it.
Typically, he sticks his hands out to catch whatever it is that’s headed his way, but touching any part of his body is enough to trigger this ability. As all the energy from the offending object is removed and redirected in an instant, it appears as though it just stopped dead, not as though it crashed or otherwise. For instance, if he were to stop a car with this power, the car and its occupants would be undamaged afterwards.
The upper limit of what he can stop in this manner is a sedan moving at 100 MPH. As this requires extreme concentration and physical exertion on his part, he can only reliably pull this trick off once a day for the maximum limit. Smaller, lighter objects, up to 9mm bullets, can be canceled five times in a fifteen second time span but he can only stop one object at a time. As with many of his other abilities, this power draws on his physical energy to work. Upon using it, he becomes unable to use any of his other abilities for five minutes as his body recuperates, and he also becomes a good deal more fatigued overall. It’s best to use sparingly as a result.
Super Jump
For all intents and purposes, this is Ryan's innate ability to jump incredibly high. This effect is achieved through subconscious manipulation of the air currents around him, giving him more lift than can naturally be produced. The effect is similar to that of indoor skydiving; he generates a burst of air underneath or behind himself powerful enough to launch him a good height or distance, depending on the direction he's traveling. When landing from such a jump, the opposite effect occurs, with a cushion of air slowing his descent enough to prevent serious injuries.
The maximum height he can achieve in a single jump is fifty feet. Horizontally, he can achieve a distance of seventy-five feet. The actual distances vary based on the angle of his takeoff and the speed at which he's traveling, with a jump at close to 45 degrees at top running speed landing him somewhere in the area of twenty-five feet in the air and thirty-eight feet across the earth.
Due to the extreme amount of energy required to do this, it is a limited use power. More than two jumps in a twelve hour period will leave Ryan completely drained physically, and therefore unable to do anything else involving this or any of his other abilities. As such, it requires a conscious activation on his part. However, once activated, the landing portion of this power plays out automatically. It should be noted that the air cushion is only effective enough to safely slow a fall from a maximum height of one hundred feet. Anything further than that might leave him with a severe injury, or in the case of an extreme fall, dead.
Motion Sense A "sixth sense" of sorts, this ability allows Ryan to tell when objects or people around him are moving. Obviously, this can become quite cluttered if a large amount of movement is taking place, such as during a rainstorm. Therefore, when unfocused, all this really means for him is that his brain is processing a lot more information than it should and as a result it gives him a massive headache if he's not careful with it. It's a bit like a dull roar in his head that's consistently there. Using it without concentrating just makes it hard for him to make heads or tails of anything. With a little concentration, he can keep this feeling down some, but extended use will still cause him to get a headache.
However, when he focuses, it becomes significantly more powerful. Using this power, Ryan can home in on a specific target and track them so long as they're in motion, even through walls and other obstacles. It's a bit like a radar - he can tell where a target is but not what they're doing. Additionally, it's not powerful enough to sense heartbeats, and only incredibly fast breathing registers as motion to him, and even then just barely, so standing still is enough to fool his senses.
The maximum range he can sense movement at is 200 yards. Beyond that, he may get vague flashes of movement, but nothing that he can home in on. As this requires constant concentration on his part to maintain a lock, he can only reliably hold focus on a target for ten minutes if he opts to walk. If he runs, then he can only hold it for five minutes. After either time period elapses, he sort of 'shorts out' and can no longer sense anything at all for ten minutes. Additionally, trying to track a target in a place where there is a large amount of movement can confuse his senses some, making it harder for him to maintain focus. This is another of his 'always on' powers - he can't turn it off, but he can control it more than his transference power.
Training:
Martial Arts (Basic): While the area of 'martial arts' is broad, this particular branch of training has been tailored to the needs of the practitioner. As such, Ryan has learned skills tailored to their body shape and preferences in fighting as relevant to the martial art of karate. They understand the basics of blocking and striking using hip rotation, plus the application of good stance in combat, forming a very basic foundation upon which many martial arts are focused around, giving them a basic combat skill to defend themselves with when fighting unarmed.
Ryan's particular area allows him to use his hips to generate momentum when making use of his powers; transferring momentum through his feet to his arms by adding even more to it with proper hip rotation, whilst either blocking or striking, gives him the knowledge he needs to apply those techniques and combine it with his powers for extra effect.
Freerunning - Basic He can flow pretty well, but the occasional slip is inevitable, leading to injuries and other misfortune.
Parkour – Intermediate
Hours in the Bushido Chambers have honed Ryan’s parkour skills to the next level. Whereas before he was prone to slips and falls, he’s now much more confident in his skills due in large part to the new abilities he has developed during his stay at Azura. His objective as a traceur is simply to get from Point A to Point B as quickly and efficiently as possible. To that end, he climbs, drops, vaults, leaps, slides, and runs over, across, under, and around obstacles.
As a traceur, he has trained enough to use his environment to his advantage. This involves wall running and jumping, climbing objects that aren’t meant to be climbed (drainage pipes, narrow columns, etc), and rolling to absorb the impact of landing. He can scale a fifteen foot wall with some work, jump approximately a foot and a half from a standing position, and safely drop from a height of fifteen feet with some preparation. These figures are based on Ryan’s natural human abilities, not his Evo ones, so these numbers can change when he removes his Safeguard Pendant. The occasional slip and fall is still inevitable, but they no longer occur with the same regularity.
Ryan is capable of using these skills to their full potential for about twenty minutes at a time before becoming too fatigued to continue. In addition, practicing parkour whilst using his powers causes him to become tired that much more quickly, meaning that if he were to continuously use both, he would pass out in about five minutes time. To that end, it’s best that he uses them sparingly, lest he fall asleep while jumping across a building. He can react as fast as a decently trained traceur to anything that comes his way, but too much happening at once will overload him and cause him to lose focus and slip up to potentially disastrous consequences. As such, he does his best to keep his focus on everything that's happening around him and not let distractions enter his mind, but being a teenager, sometimes that's just not possible. The extent of his combat abilities while running are simply running into someone - he can't very well use karate and jump over things at the same time.
Inventory/Equipment:
Teleportation Pass
P.L.E.A.S.E.D.: Poly Linguistic Enlightenment And Service Extension Device
This little device comes standard to all students enrolling at either AEA or AMTI. Using a combination of Bluetooth technology and a unique brand of communication magic, this little beauty will translate any known, human language into your native language as it's spoken with only a point-five second lag. Aesthetically, it's either blue or red pending on your school colors and clips onto the ear as if a wireless cell phone accessory. Please enjoy your stay on the Twin Campus.
P.L.E.A.S.E.D. 2.0: Poly Linguistic Enlightenment And Service Extension Device
This upgrade to the standard poly linguistic enlightenment and service extension device can either be purchased through credits or earned by participating in board events. Like it's predecessor, it uses a combination of Bluetooth technology and a unique brand of communication magic; but this time around a psionic energy crystal has been added to expand its capabilities. Using the latest Magic Technology (MT for short), the psionic crystal removes all translation delay from known languages, making seamless understanding finally possible. That would not even be the tip of the iceberg's weight worth of new abilities the PLEASED 2.0 includes.
Technical Specs: -Psionic Visual Translation Device (PVTD): Grants the user the ability to actually read any of the languages that the PLEASED can translate via Psionic enhancement of the brain and mind Psionic Neural Enhancement: The PLEASED 2.0 far out rivals the predecessor by subconsciously training the mind to become fluent in languages that an individual is reading or hearing. This does take some time to build upon, but most early testing shows that it takes roughly five weeks for a constant wearer to comprehend written and spoken words as their own native language. -Linguistic Adaptation: The new PLEASED may learn previously unknown languages (alien languages, ancient languages) by entering this new mode. Linguistic Adaptation is activated by pressing the small button on the bottom of the unit (the button closest to the ear). Linguistic Adaptation will normally enable the PLEASED begin to translate new languages within 8-10 spoken sentences. For best results, the PLEASED should be used to both read and listen to a new language for a period of three days. -Nano Neural Delay: The old PLEASED units take .5 seconds to translate what is being spoken, while these new units take less than a nanosecond. -Intercommunication: The call button on the new PLEASED actually grants the ability to open a communication relay with anyone else who has a 2.0, within a hundred mile radius. The 2.0s broadcast this through a high definition frequency projected by the new magic crystal adapted as their engine. To call someone, all that is required is to think of what they look like or who they are. Naturally, the better you know someone, the faster the PLEASED 2.0 can find them (via searching your brain waves) and open a channel. Incoming calls are also received through pressing the button, and a soft high frequency chime sounds off to notify that you are receiving a call. -Conference Calling: Up to twenty individuals can call and communicate between each other at once in crystal clear resolution. Like making a regular call, the person simply needs to concentrate on all the people that they want to reach. Recipients of a call can also connect other people on the line, up to twenty -Magic Frequency Modulation (MFM): This is the broadcast frequency that all calls use, which utilizes a shifting modulated warble frequency to prevent traced calls and bugs from listening in. This also means that users cannot interfere or even detect calls between other users. Psionic Magic Tech Crystal (PMTC): The power and drive behind the circuitry of the new PLEASED, the psionic energy enhancement recharges itself through an internal mini-fusion reaction when not in use, and when in use it utilizes brain waves as a constant charge. Thus, the unit never has to be plugged or have a battery replaced. This crystal scans, interacts, and enhances the brainwaves of any human level intelligent creature to constantly provide support P.L.E.A.S.E.D. 2.0 M.C.U.: Mobile Chip Upgrade A simple chip that, once applied to a P.L.E.A.S.E.D. unit allows it to act as a cell phone. Immune to bad service due to the satellite link it works off of (tech department has too much free time...) this allows for a full call and texting service, and on top of that, it's free. To access your address book just requires a thought and it will appear in the mind of the user. The same goes for texting, where texts, when accessed, play in the mind of the user in the voice of the person who was texting and can be replied to with a simple thought. The mobile is naturally hands free, requiring them to just think the phone number before it will log in to the address book. Unfortunately, this does not function as a camera phone or any higher functioning phones. It can make and receive calls and texts but that is about it. Of course, within classrooms, these functions are turned off, so no cheating
All Terrain Regenerative Footwear
In a combination of Red Claw research and military genius, a possibility for a shoe was born that surpasses anything that a person can buy on the public market. These shoes come in a variety of shapes and sizes to match the wearer's needs, but that is where civilian market comparisons end. ATRFs are designed for combat purposes with crossing difficult terrain in mind. These shoes contain a gel layer beneath the foot that adds as a shock absorber, which through using magic technology is kinetically transferred to the bottom of the shoe based on the current stability needs. This can either be used to minimize or maximize force per square inch, or to maintain perfect balance over shifting and difficult terrain. The shoes do monitor the nervous system for responses to make certain they act upon demand. Finally, the regenerative part of the acronym is not just there for show. These shoes can and will compensate for massive speeds (up to 200 m/s) without breaking, but even still they are capable of self repair to fix any damage aside from complete destruction. It takes twenty four hours of off time for them to fix massive destruction (as in having less then a quarter shoe left), and less time for lesser amounts of damage. The only rule is that they must be off the feet and unused for the time required to repair.
Spoiler: click to toggle With a set of ATRFs, a person does not loose their balance just due to shifting terrain. Thus they cannot be knocked over unless they actually trip on something or get pushed. When attempting to run over loose packed snow, the shoes will wind up absorbing most of the force one's feet exert while still allowing them to run, giving them the ability to cross atop the snow. Over something like ice, the force is amplified just to the point to provide constant traction should that be the user's will. Yet, if one wanted to slide, the shoes would also allow for this thanks to the nervous system monitor. Thanks to the improved capabilities for tracking though, these shoes make it possible to run up difficult rocky terrain or even through a dense forest, assuming you can manage to not trip on an exposed root. They cannot be used to walk on water, or over extreme surface temperatures like lava. ATRF Upgrades Micro Gravity Jump Engine: Via Magic Technology, the ATRFs are kinetically charged to lower a person's mass if and when that person needs to jump, and jump far. ATRFs decrease gravity drag on a jump by 1/2, which effectively means a person can jump twice as far. (Their strength effectively moves a mass that weighs half as much as it normally does) Thanks to the neural net sensitivity system, this only kicks in when an individual wants it to work.
NICAM
Nanofiber Integrated Computer with Adaptable Media-center A small, palm sized handheld is the newest piece of technology developed by Mr. Grimm. Small enough to fit in one's pocket, once it opens, the touch pad within can extend to become a full holographic keyboard, so the small size is useful for transportation but does not limit its function. The top part of the screen will normally project a high definition LED image, while the bottom projects a keyboard for typing (in any language that you specify). The integrated circuits within the computer automatically update and run at speeds that match top computers on the public market. Rumored to have up to 3 terabytes of storage space, the NICAM is not only the world’s smallest laptop, but one of the most robust. The nanofiber material is waterproof, rebounds from being crushed or crumpled, produces no heat, and will repair itself within 24 hours if torn. The batteries within the unit are solar powered and only need thirty minutes of sunlight to run for nine hours without stopping. It also comes equipped with school wide wifi, and can connect to other wireless networks like a regular computer. It does also serve as a media center, one can layout the NICAM on a flat surface and use the holographic projector to watch movies on wide screen, read books, listen to music (speaker systems included within the computer), or even use a tablet style function to draw or take notes. Perhaps the greatest achievement of this nanofiber technology is that it can still read disc media just by pressing the information side of the disc against the touch screen, and can form a miniature integrated USB port for thumb drives or other attachments. When asked how it works, Dr. Grimm stated he used different types of magically altered nanites that would mimic evotelluric DNA to be capable of mutating at high speeds to form what the user desires through selecting an application. It always begins in laptop form, but the touch of a button can change all that. These units are not only Bluetooth capable, but link into the PLEASED 2.0 to accept mobile commands, and even do video chat with other friends who have the 2.0! Azura Blue and Avalon Red VersionSchematicNICAM. Applications:NICAM Messenger: This application links to the PLEASED 2.0 (Ani. A. PLEASED 2.0) and posterior versions and allows the user to hold video conferences, and text messages in real time, having the receiver see a transparent screen on his mind with a reminder that there is a new message or a conference coming. For this to work, there has to be an available Wi-Fi or internet connection. This can also be used to hold holographic video conferences by setting the closed NICAM down on the ground a few feet in front of you and letting the hologram projector take care of the work. GPS World Map: The NICAM can integrate both the GPS wrist watch function and the World Map function into one single application, allowing for precise location as well as real time map with zoom from global to per-block view. It also allows to register friends and creates a list, allowing the user to know the location of someone registered with just a touch. Mini Fridge: Using this application, the NICAM provides a portal to a pocket dimension fridge, using the holoprojector to create a spell circle on a flat surface. Of course it has to be manually filled, however the advantage of such a fridge is the space, and as with the Bag of Holding Access, the search and tag function, allowing a user to tag his or her food and then use the search function to get them out without the hassle of looking around for it.
Elemental Cloth Elemental Cloth is a special fabric based off of Watercloth that is much more resistant and that through some enhancements can provide much better protection for magi and evos alike. For a start, the cloth adapts to the body, making buying new clothes only necessary when looking for a new style and pattern. This also implies that if the owner was to shift forms, the cloth would mold to the new shape and optionally integrate to the skin.
Minor forces are effectively spread through the cloth, making paper cuts, bruises and similar minor threats from walking around a wild environment null. This however doesn't mean you won't get slashed by a sword, or stabbed by a dagger or knife, this only protects from minor threats and can be upgraded to obtain more resistance.
Ryan's particular piece of cloth simply takes the form of a plain white T-shirt and a set of baggy blue jeans. In other words, it looks a lot like his regular clothes, only more magic.
Elemental Cloth Upgrades:
Hardening: With this upgrade, any piece of cloth will behave as a motorcycle riding gear, able to sustain a good deal of abuse and stop some minor attacks before breaking. Effectively, this turns the clothes that have been upgraded with this in to a heavy leather armor without the weight or heat.
Memory Charm In the shape of a necklace, ring, bracelet, earring or some other trinket, this object records up to five hours of events from the user's memory and then can project them for the user or anyone else around them to see. They will be able to walk around the memory to the farthest extent that the user was conscious of however, only being able to perceive what was perceived by the wearer. However, the human mind picks up much more detail than we can actually recall, leading these memories to be rather detailed.
The best recording will happen when the user is actually wearing the charm, as it will record the events more accurately, however someone can choose to take an old memory and imprint it on the charm. This leaves the possibility of their own mind making changes to the memory however. To activate, any participants in the memory must be touching the charm or the wearer and willingly activate it, thus an unwilling party can not be drawn in to the memory. It leaves them in a dream like state where they witness the memory in their mind. At any point, someone could remove themselves by simply 'waking up', which is an easy process to do.
Ryan's charm is in the shape of a necklace with the charm itself hanging off the end. He generally keeps it tucked into his shirt so that it doesn't interfere with his running, and so people don't see that he's wearing a necklace.
Memory Stick Note: Buying one will allow you to have a pack on you at all times (aka not a one time use item). A stick of gum that expands a person's short-term memory. It appears to be a simple 5-pack of chewing gum, hidden as any retail brand found in stores, but when chewed, the person's short-term memory improves in several ways. For one, instead of lasting an average of twenty seconds, the memory lasts for forty seconds. Second, the capacity increases from seven items to fourteen. In essence, the stick of gum doubles short-term memory. However, a single stick of gum only lasts for five minutes before the magic effects fade away leaving you with an ordinary stick of gum. On the other hand, a person can chew another stick of gum to "extend" the effects. Since the memory sticks are sold in 5-packs, the effect can last for a total of twenty-five minutes. This is especially useful for Magi as it enhances the ability to cast magic by making it easier for the Magi to memorize incantations and the like. It can also allow for a certain level of multicasting. By this, the magi can line up spells back-to-back to be cast in succession assuming the spells in question require a series of steps to perform.
However, the gum doesn't allow the user to surpass their natural limitations in terms of the energy required and how often the spell can be cast per day. Because of magic imprinting, the gum cannot be shared with others. The multicasting feature is limited to two successive spells per day.
Bag of Holding External size: 18 liters, 22 liters, and 24 liters (purse, laptop bag, and backpack) Internal size: A 2m x 3m x 5m room, with options for shelves and other such organization. Weight multiplier: .1 Aesthetics: The bag comes in the shape of a purse, a laptop bag/messenger bag, or a backpack.
Hot Keyed Item(s): (insert the hot keyed stuff here. Must be included in the request)
Ryan's bag is in the shape of a backpack, gray with black highlights all around it. It's a simple design, but it suits him just fine.
Second Year Uniform (More References Here) A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned. These uniforms not only notate which school you attend, but the mystic gems on them enhance one's learning capabilities toward their primary magic principle or designation. Any power that falls under one's primary magic principle or designation has a reduced less credit to earn (see table below). This means that you will be required to choose (at the time of requesting your purchase) ONE single branch of your character's powers to improve. For mages this means either a focus upon a single element or a type of magic (summon, destruction, so forth). Skills or even a piece of equipment could be chosen, but we recommend giving yourself enough space to use this uniform a few times. Your selection will become your new Primary Magic Principle or Designation You may shift your primary magic principle or designation once a year after obtaining this uniform. Remember, your PMP or designation does not need to be the cornerstone of your character as a whole, but it should represent a part of them. This can also help with moving toward major enhancements, in fact the uniform's best savings kick in with more expensive purchases.
The Prefect Badge: Given at the achievement of Member of the Month to 1 of the member's characters, this badge reduces the cost of redeeming Credits by 1 (effectively subtracting 1 Credit from the Credits needed to purchase upgrades/new powers) until removed or destroyed. Removal and destruction applies after 6 uses (redemption) or twelve months after receiving the item. Lightweight gold and fastened with a pin, it bears a capital 'P' and the Prefect's name on a plate below. Cannot be traded or transferred to other characters. Number of Redemptions: 4
Real Time World Map The world map shows a detailed display of the World--at real time. If a country blows up or changes its name, the map instantly changes along with it. The map can be Zoomed out to World View, or zoom in as close as City View. Both of which, is a real, bird's eye perspective of the world, but with markings on it to tell what the buildings, roads, rivers, and whatnot are. On the side bar of the 8.5"x11" paper, there are check boxes (above the Zoom In and Out squares) to hide or display the different labels. The map cannot show the inside of buildings, and it's not close enough to see individual people or even vehicles. The map may even display where your friends are, if you both own the GPS Wrist Watch! (Friends must mutually add each other to their maps through IC interaction.)
GPS Wrist Watch The GPS Watch looks and feels just like any other modern, digital watch. The faceplate is replaceable, but the standard color is black.
GPS Wrist Watch CAN: Find location using Latitude and Longitude coordinates. Work with multiple sets of routes. Has Copy/Paste Function. Supports color. Plots of speed/altitude versus distance/time. Gather current position at regular time intervals (30 seconds). Display route information. Supports many image formats (JPG/TIF/PNG/GIF etc). Measure distance between points.
The GPS tracks routes based on car travel. It cannot direct one around a building. It must also must have a signal to find out one's location. The GPS maps show only roads and directions--it does not display what buildings are around.
Limit Bracer Free upon request. An alternative to the Safeguard Pendant, this is a small wrist mounted device that provides the same functionality as the necklace, but with the added benefit of being able to activate it or shut it off at will. Its appearance can be customized by the student purchasing it, as can it’s method for activating and deactivating it. It can accept voice commands or physical input. Much like the pendant, school staff can impose penalties on any student who warrants this punishment, locking it so that they cannot turn it on or off. This device does not override other safety pendants, so students who have to wear one by school standards cannot overcome that deficit with this. This device also cannot circumvent the weaknesses of powers that are in use, as a method to use the strengths of a power but never have to deal with the drawbacks of it.
Ryan's bracer is a silver chain with a plate with a jewel set in it. He keeps it loose around his right wrist. To activate and deactivate it, all he must do is snap his fingers. That triggers the mechanism within the device, turning on or shutting off the device and doing the same with his powers.
Third Year Uniform A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned.
This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. This unlocks a few things around the campus and in Fukuoka. [*]First and foremost is a discount within the campus student store. All purchases within the student store will be discounted 1 credit, though not to decrease below a minimum of 1 credit for any given item, even on discount. You've been around here long enough that you deserve a little break. [*]Next is the ability to gift another player's character an item from the student store at half the base price of the item, rounded up. The minimum limit is 1 credit, so no purchases may go below this limit. Discounts do not apply to this. This extends to upgrades to specific components of items, such as NICAM programs and Elemental Cloth upgrades! [*]The ability to make one subforum for your property listing via the property system. All other portions of this fall underneath the property system, so check there! [*]It's also rumored that the uniform will make you sparkle in the sunlight. This has not been verified.
Credit Tally Total: 61 Current Available Credit: 12
Credit History: 0 New Character Accepted - OBL 02/05/10 +3 referred by Legacy - OBL 02/05/10 -3 Martial Arts (Basic) (Fenrir 04/24/10) +3 Act Two: Pull Me Under (SD24 05/12/10) +4 First year orientation SL (Fenrir 05/24/10) -6 Momentum Redirect (Skyes 05/28/10) +/-0 PLEASED 2.0, ATRFs and Teleportation Pass added (Skyes 06/02/10) +4 POSTORAMA! completed - Iron Angel 07/01/10 +2 There are no Therapists (Fenrir 08/18/10) +7 Douzen Sentai Chiranger (Diss 09/14/10) 2YU added (Skyes 10/01/10) -7 Momentum Transfer Upgrade, 2YU (Skyes 10/01/10) +/- 0 Prefect Badge edited (Diss 11/18/10) +4 December Record Breaker Credits! (Diss 1/4/11) -/+ 0 Santa Bob brought you a Real Time World Map, GPS Wrist Watch, GPS NICAM App, Mini Fridge Nicam App, and Memory Sticks! (SD24 1-20-11) +1 Five Minute Frenzy SL (Iron Angel 01/29/11) +3 Halloween Dance (Bag o Bones 3/15/2011) -5 Super Jump (2YU used) (Falque 04/27/11) +16 Untouchable (Diss 4/29/11) +3 May Participation Credits (Falque 6/7/11) -3 Intermediate Parkour (Diss 6/13/11) +/- 0 Limit Bracer added! (Diss 6/28/11) +6 Mystery Orange (Diss 7/1/11) +/- 0 Year Three Uniform + Promotion (Falque 7/3/11) -11 (-3 SYU, -1 PB) Momentum Cancel (Falque 7/6/11) -14 Motion Sense (-1 PB) (Falque 7/13/11) +5 Coven SL (Nami 8/20/12)
Edited by Naminote, Aug 19 2012, 07:28 PM.
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