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- Posts:
- 4,024
- Group:
- Member
- Member
- #43
- Joined:
- Dec 9, 2008
- Gender:
- Male
- Characters:
- Arthur, Migu, Claire, Kaz, Dom, Sonata, Lizzy, and Lucian
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Photo of Arthur:  |
| Name | Gender | Race | Nationality | Alignment | Dorm | Hometown |
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| Arthur Cunningham | Male | Evotelluric | Australian American | Neutral Good | S201 | Burlington, Vermont |
| Nicknames: | Cunningham, Zieyad Tuvai, Bug Zapper | | Demeanor: | Sarcastic, Princely
| | Weapon of Choice: | His own two hands | | Quotes: | - Well this is problematic...
- C'est la vie.
- This looks like a job for the leading man!
- Some men get lucky but me? I was born lucky.
- I've got the lives of a cat, so don't expect me to stay down.
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| Appearance |
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| Eye Color | Hair Color | Birthday | Height | Weight | Build |
|---|
| Violet | Silver | 3/7/92 | 6'0" | 170lbs | In between lean and bulky |
| Birthmarks or Scars: | Birthmark on his right hip | | Predominant Feature: | Bright violet eyes, metallic silver hair | | Skin Quality: | Lightly tan |
| General Appearance: | | For starters, Arthur is a rather attractive looking young man. He's fairly tall at heights of 6 feet and he carries a weight of 170 pounds nicely onto his frame. In shape and ready for action, Arthur's build is a nice balance in between lean and bulky. A top his shoulders is what one could call the money maker. Though gentle looking, Arthur's face has strong features that help to give it a nice refined quality to it. Carrying a natural glow to it, Arthur's face will make anyone smile in delight. If it's not his captivating pearly whites that grab you in, certainly it will be the bright violet orbs that are his eyes. When paired with his silver hair, his appearance can be killer. Arthur likes to keep his hair short and hardly past his ears; both of which are pierced with diamond stud earrings. Sometimes he'll style it into a faux hawk or use his own bio electricity to make it spiky; essentially, whatever floats his boat the day he wakes. It should be noted that while Arthur is a white guy, he always has a nice light tan to his skin which makes for a nice contrast to his other striking features. It is often said that the clothes make the man, and Arthur is seldom seen without the best and latest apparel. Most of his wardrobe consists of form fitting T's, boot cut jeans, and a fresh pair kicks. What puts his wardrobe over the edge though is his accessories. For starters, Arthur is hardly ever seen without his black leather jacket or his black bomber jacket with a raised collar. In addition to that, Arthur likes to wear a pair of fingerless leather gloves along with his silver chain necklace with a lion's head and lightning bolt charm attached to it. To complete his appearance, is his pair of Aviator glasses that he never leaves home without. |
| Personality |
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| Influences: Matt, Gwen, DJ |
Likes • Delilah • Good Friends • Thunderstorms • Bacon Cheeseburgers
| Dislikes • Chad • The Executives • Tofu • Insects
| Strengths • Super Fast • Has a way with luck • Brave • People that he can depend on
| Weaknesses • Blunt • Takes the burden of the world onto his shoulders • Relies too much on his luck • Easily jealous
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Goals:- Zero to Hero: Arthur Cunningham has been on a journey over two years long. A large chunk of it was committing deeds that were unfathomable let alone unforgivable. However another large chunk has been of discovery. Arthur now understands who he is, and understands who he doesn't want to be. He wants to do right by others and do whatever he can to help others. He knows it won't be easy, but he's come so far and he's not about to give up now!
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| General Personality: | | Arthur Cunningham believes himself to be the leading man of the metaphorical story that is life. He believes that the spotlight is on him and a title befitting someone as princely in looks as he. Of course, such a title means one has to be more than a pretty face. To Arthur, being the leading man means not hesitating to do what he feels is right. He believes he was given the powers he has for a reason, and he has vowed to put them to good use. He wants to help others, because genuinely that's what makes him happy. Considering all he wants to do is what makes him happy. With the help of his friend Matt and a girl he met named Gwen, Arthur vowed to also live a life of balance. While it was great to help others, he also had to life as well. Whenever there wasn't trouble, he'd relax and have fun and enjoy the perks of being a human teen. As the adage goes, all work and no play make Johnny a dull boy. Arthur's gone through a lot at the dual campuses, and he's learned to just go with the flow of things. As he mellows out and becomes happy with himself, the more of his snark will ebb away. He still has some work to do with not being so snarky toward others, but hey...nobody's perfect. |
| ♫ The Soundtrack of My Life ♪: Aerodynamic - Main Theme Intergalactic - Secondary Theme Number One's One Else - Battle Theme Hyperrock Fortissimo - Battle Theme 2 |
| History: | "I now present the full dish that is my past. Back in 1992, I was born into a middle class family, the Tuvais. Life was pretty good with them, I don't remember a lot but I do remember some happy moments. I say this because when I was seven they were taken away from me in the form of a car crash. The night was bad and an 18-wheeler lost control. Needless to say they didn't survive. I would later come to find out my homicidal cousin Ziekfried caused the accident, but I'll get back to him later. With minor injuries and no family to take me in, I was forced to go into an orphanage. As you know my life there was miserable as I was constantly picked on for no reason. One day some prick who was older then me pushed me too far. In mere moments, I had succumb to the anger I had bottled up and lashed out at him. In mere moments I had left this kid on the ground paralyzed due to electricity I created. That was the day I discovered I was an Evotelluric and that was the day I realized I was truly different.
Ever since that day every one of those kids feared me and didn't dare rat me out. That's the only reason why I was able to stay in that orphanage. It wasn't until age nine the wealthy and glorious Cunningham family adopted me to be there new son. At first i thought I was finally going to be loved however I was quickly proven wrong as there adopting me was more of a publicity stunt then anything else. Leaving Australia and living with them in the USA in Burlington, Vermont. While I lived the luxurious life of the rich, I was constantly being monitored. Hell, it was as if my step father was constantly breathing down my neck. 'Cunninghams are the quintisential human, we excel in all aspects' , he'd often ramble to me. He wanted me to be his perfect little pawn so he had me studying every day. For so many years I had been forced in academics and athletics of the highest caliber. After so many years of his tyrannical rule, I finally had had enough.
At one of the annual Cunningham Corporation banquets, step daddy dearest decided to give a speech about how much I meant to him and how much he loved me. I called bullshit and once again lost control of my powers. This time however instead of just paralyzing a guy, I left him unconscious. Let's just say once that happened, my life shifted gears and I was in the fast lane. I mean my step dad was in the hospital, my step mom fled the country, and here I was in charge of a billion dollar company. Of course to keep said company, the courts ordered me to seek help for my 'condition'. So that's how I ended up at Azura, at age 17, with a nice large chip on my shoulder.
At this point in my life I was a real arrogant prick. You think I'm bad now? I was ten times worse then. As if that wasn't bad enough, I was also an asshole. While I could recount the details of my time at the school, I'll give you only the major stuff. First and foremost, my cousin Ziekfried found me. Yes, that's right he found me and wanted to finish what he started. Unfortunately, he failed and met his end.
Next came a little lady named Michiru Kurosaki. She was Ziekfried's employer and decided to employ me as well. I went along with her for a bit since she managed to take my company from me. However in Kaban I betrayed her and her elite group of Evotellurics known as E.B.O.N.D. Life was pretty quiet until I did something really bad. You see, I decided to aid the school in combating the captors of the Warden. Needless to say in a few swift actions I single-handedly betrayed the school, revived a killer god, and kill the Warden. Oh yeah...no one was liking me at that point. Fast forward a bit, and Michiru shows up again in my life. This time she decides she wants to send a message to the world by destroying Tokyo. While I was able to stop her, Tokyo was pretty much eviscerated. Luckily Tokyo's people were revived by some shmuck with an overmantle. I wouldn't know about that for awhile...why? In order for me beat Michiru....I had to die. So I died. Lucky for me though, I got revived. In death I learned a lot and realized that I don't want to be the bad guy anymore. So now I'm doing my best to help the world despite the many bridges I've burned in the process. Who knows how it will go but I'm sure this isn't the last update to my file." |
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Well, Hakuna Matata...
- Posts:
- 593
- Group:
- Member
- Member
- #21
- Joined:
- Oct 29, 2008
- Gender:
- Female
- Characters:
- Nyuu Tanaka; Elika Sa'luk
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| School | School Year |
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| Azura | Fourth Year |
| Primary Magic Principle | Training |
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PMP(s) Ferrokinetics The ability to control magnetism through the use of artificial and natural magnetic fields. Arthur can either create new fields or manipulate preexisting one's to control this force, producing different effects on people, metal objects, nature, or even himself. Martial Arts Master Aside from his own Evotelluric abilities, Arthur excels in martial arts. His second PMP pertains to the learning, improving, and mastering of hand to hand martial arts (not styles with the use of a weapon). | List Of Trainings Hyper Speed Combat Arthur is an experienced fighter versed in more then one style of fighting. While he is more proficient in one style then another, all of his styles have limitations and weaknesses. Most of his styles can even be combined with his electrical abilities for more significant damage. However through countless days spent training at super human speeds repetitively, Arthur has conditioned his body to be able to fight using his styles of fighting at these speeds as well. However there is a limit at what speeds he can fight using a fluid fighting style. While he is capable of running and moving at triple digit speeds, the current limit with which he can fight effectively in a fluid form and style is 35MPH. As this is hyper speed combat, fighting on this level can only occur while under the influence of his galleon ability. Currently, while fighting at hyper speed, Arthur is prone to becoming fatigued a lot easier which means he can't fight for as long as he normally would (which will be explained further in each description of the individual styles). It is important to note that if he is not using Galleon, then Arthur is using his trainings normally; meaning he's under the normal restrictions and limitations set in the trainings he has learned. | Training | Trainings During Hyper Speed |
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Art of the Volt Fist: Jeet Kune Do Form Volt Fist is a master level fighting technique that is a more "flashy style" of combat in that it revolves around shuffling the feet in addition to the standard punches, kicks, elbows, and knees. Focusing on swift hits and quick chained strikes, Cunningham shifts from a low to high game to inflict damage. The style tends to follow the "float like a butterfly and sting like a bee" approach to combat. Heavily offensive, there is little to be had defensively. If blocked or deflected Cunningham is left open for two to three seconds leaving an attack of opportunity. In addition, Cunningham's side and back is easily open for attack with this style of fighting; which proves it should only be used in a one on one scenario. While he could fight multiple opponents (to minor avail), Cunningham would only be putting himself at greater risk doing so. Overall he has enough stamina to fight one one for roughly fifteen minutes before fatigue sets in. When used in tandem with his electricity powers, he only has ten minutes of stamina should he be constantly using his electricity in a fight. While using the electricity in tandem with his fighting skills, his hits gain an extra bite to them, leaving a stinging sensation where hit. The same rules of water apply. With this style, Cunningham can hold his own well against master martial artists however those that have taken their skills beyond a single aspect prove difficult to overcome. | Hyper Volt Fist A master level fighting technique, it is a more "flashy” style of combat in that it revolves around shuffling the feet in addition to the standard punches, kicks, elbows, and knees. Focusing on swift hits and quick chained strikes, Cunningham shifts from a low to high game to inflict damage. Under the effects of hyper speed, Arthur’s movements come off as swift blurs and hard to follow for those with little experience. While not impossible to dodge, it’s definitely difficult for those not used to fighting at hyper speed and who lack the endurance. The style itself tends to follow the "float like a butterfly and sting like a bee" approach to combat. Under hyper speed it’s an even deadlier concept as Arthur can go in for a quick chain of hit, back out, and go in for a few more “stings” right quick. If left unchecked for too long, Arthur’s opponents can experience some serious hurt. However he can really throw his opponents for a loop by mixing up his offensive strikes and using his foot shuffles as a distraction of sorts before bolting back into the fray. Heavily offensive, there is little to be had defensively. If blocked or deflected, Cunningham is left open for two to three seconds leaving an attack of opportunity. In addition, Cunningham's side and back is easily open for attack with this style of fighting; which proves it should only be used in a one on one scenario. While he could fight multiple opponents (to minor avail), Cunningham is only putting himself at greater risk by doing so. Overall he has enough stamina to fight one on one for roughly 8 minutes before fatigue sets in during hyper speed. When used in tandem with his electricity powers, he only has 4 minutes of stamina should he be constantly using his electricity in a fight. While using the electricity in tandem with his fighting skills, his already deadly hits gain an extra bite to them, leaving a strong stinging sensation where hit. The same rules of water apply. With this style, Cunningham can hold his own well against master martial artists however those that have taken their skills beyond a single aspect prove difficult to overcome. | Art of the Neuro-Jolt (Legendary) This style of fighting is more of a counter type of technique following the principles of Seikuken. Rather than move in to attack, Cunningham stands at the ready...arms extended and somewhat loose in front of him. Training vigorously, he has honed his senses to become aware of the 360 degree field (no bigger than twice his natural arm’s width apart; his physical limit) surrounding his body. It isn't until someone moves within his field and disturbs the wavelength of it that Cunningham reacts on instinct, relying on swift rotations and pivots to place himself in a position to block and counter attack. To do this requires focus and a calm mind, forcing Cunningham to totally black out what’s not within his field (completely unable to sense anything). In terms of defense, the use of the arms is crucial in deflecting attacks and diverting them elsewhere to leave the opponents open and exposed. Using his palms, Cunningham can directly block incoming blows within his physical field. An alternative to direct blocking, he can divert blows via the palms again in addition to his forearms; moving in closer to his opponent(s) via the use of his lower body. Once inside his opponent's own physical field, he can retaliate with strong palm thrusts, chops, elbows, etc. While his upper body is relatively tight in terms of defense, his lower body isn't quite as strong. By messing with Cunningham's footwork and striking his legs, an opponent can essentially throw off the rhythm of his upper body and cause him to break form; leaving himself open. Another flaw to this style of combat is that Cunningham has difficulty against warriors who specialize in grapples. Unlike his other styles it's much harder for him to counter, seeing as grapplers can heavily restrict his arm movement. While he has the potential to possibly break from a grappler's hold, it's not going to be as easy as say a picnic in the park. Putting more time into this particular training Cunningham can not only fight one on one on a legendary level but he can fight multiple opponents (no more than a group of 5 at a time with no higher level of training than Master) as well just as skillfully. In either scenario, he can fight for a total of twenty minutes without using electricity or his Senrigan. Style When in Tandem With Powers Using the extended vision of his Senrigan, Cunningham is able to target the nervous system (more specifically the neurons) of an opponents body. Focusing on internal damage as opposed to external, Cunningham strikes using the palm of his hand or his index and middle fingers enhanced by electricity. By using electricity in an open palm, Cunningham can overload the neurons causing a mini "blackout" that lasts for roughly three minutes. The effects of this blackout on the targeted limb leave it limp, feeling numb. He can only black out a maximum of 2 limbs per person in combat. However by using electricity in his middle and index fingers, Cunningham is able to disrupt the opponent's natural neuron flow and "flip" things around. However for the flipping effect to occur, Cunningham must at least strike two areas with his fingers. If Cunningham strikes a limb, he has one minute to strike the second limb before it resets and thus has to strike the first again to flip. For example if Cunningham hit an opponent in the arm and then again in the leg, the intrusive electricity flips the message the opponent's neurons are carrying. Basically, when an opponent goes to move their arm, their leg moves instead and vice versa. Once the neurons have been flipped the effect lasts for roughly five minutes. The effects can be overcome but the target must relearn the connection between their thoughts and their body. However the more limbs that are flipped, the more difficult it is to relearn the connection. Cunningham can flip a maximum of three pairs of limbs in a time of five minutes. Exceeding that ratio causes the target's body to forcibly reset itself, undoing the effects of flippage. Cunningham only has the capacity to attempt to flip neurons a total of 12 times in a day. For any chance of damaging neurons to occur, the Senrigan MUST be activated otherwise Cunningham is striking blindly and wasting electricity. Using the electricity in tandem with fighting is taxing, leaving Cunningham fatigued and tired after fifteen minutes of fighting using his powers. | Hyper Neuro Jolt This style of fighting is more of a counter type of technique following the principles of Seikuken. Rather than move in to attack, Cunningham stands at the ready...arms extended and somewhat loose in front of him. Training vigorously, he has honed his senses to become aware of the 360 degree field (no bigger than twice his natural arm’s width apart; his physical limit) surrounding his body. It isn't until someone moves within his field and disturbs the wavelength of it that Cunningham reacts on instinct, relying on swift rotations and pivots to place himself in a position to block and counter attack. To do this requires focus and a calm mind, forcing Cunningham to totally black out what’s not within his field (completely unable to sense anything). In terms of defense, the use of the arms is crucial in deflecting attacks and diverting them elsewhere to leave the opponents open and exposed. Using his palms, Cunningham can directly block incoming blows within his physical field. An alternative to direct blocking, he can divert blows via the palms again in addition to his forearms; moving in closer to his opponent(s) via the use of his lower body. During hyper speed, this kind of maneuvering and countering occurs much faster allowing for Arthur to get into a person’s space easier and quicker. Once inside his opponent's own physical field, he can retaliate with strong palm thrusts, chops, elbows, etc. While his upper body is relatively tight in terms of defense, his lower body isn't quite as strong. By messing with Cunningham's footwork and striking his legs, an opponent can essentially throw off the rhythm of his upper body and cause him to break form; leaving himself open. During hyper speed, should his footwork be messed up via tripping for example…he will most likely bust his butt on the ground if not careful. Another flaw to this style of combat is that Cunningham has difficulty against warriors who specialize in grapples. Unlike his other styles it's much harder for him to counter, seeing as grapplers can heavily restrict his arm movement. While he has the potential to possibly break from a grappler's hold, it's not going to be as easy as say a picnic in the park. Putting more time into this particular training Cunningham can not only fight one on one on a legendary level but he can fight multiple opponents (no more than a group of 5 at a time with no level of training higher than Master) as well just as skillfully. In either scenario, he can fight for a total of ten minutes during hyperspeed when not using his powers (aside from Galleon). Style When in Tandem With Powers Using the extended vision of his Senrigan, Cunningham is able to target the nervous system (more specifically the neurons) of an opponents body. Focusing on internal damage as opposed to external, Cunningham strikes using the palm of his hand or his index and middle fingers enhanced by electricity. By using electricity in an open palm, Cunningham can overload the neurons causing a mini "blackout" that lasts for roughly three minutes. The effects of this blackout on the targeted limb leave it limp, feeling numb. He can only black out a maximum of 2 limbs per person in combat. However by using electricity in his middle and index fingers, Cunningham is able to disrupt the opponent's natural neuron flow and "flip" things around. However for the flipping effect to occur, Cunningham must at least strike two areas with his fingers. If Cunningham strikes a limb, he has one minute to strike the second limb before it resets and thus has to strike the first again to flip. For example if Cunningham hit an opponent in the arm and then again in the leg, the intrusive electricity flips the message the opponent's neurons are carrying. Basically, when an opponent goes to move their arm, their leg moves instead and vice versa. Once the neurons have been flipped the effect lasts for roughly five minutes. The effects can be overcome but the target must relearn the connection between their thoughts and their body. However the more limbs that are flipped, the more difficult it is to relearn the connection. Cunningham can flip a maximum of three pairs of limbs in a time of five minutes. Exceeding that ratio causes the target's body to forcibly reset itself, undoing the effects of flippage. Cunningham only has the capacity to attempt to flip neurons a total of 12 times in a day. For any chance of damaging neurons to occur, the Senrigan MUST be activated otherwise Cunningham is striking blindly and wasting electricity. Using the electricity and senrigan in tandem with fighting is taxing, leaving Cunningham fatigued and tired after five minutes of fighting in Hyper Speed. | 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, Arthur has learned skills tailored to his body shape and preferences in fighting as relevant to the martial art of karate. He understands 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 him a basic combat skill to defend himself with when fighting unarmed. Arthur has also learned how to use quick motions using his body weight and changes in height in order to bring an opponent to the ground while staying upright himself. This allows him to escape untrained holds like bear hugs against reasonably-strong opponents, as well as use techniques such as arm bars and breaks. He also can strike a grounded opponent effectively without compromising his own safety. | Hyper Martial Arts While the area of 'martial arts' is broad, this particular branch of training has been tailored to the needs of the practitioner. As such, Arthur has learned skills tailored to his body shape and preferences in fighting as relevant to the martial art of karate. He understands 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 him a basic combat skill to defend himself with when fighting unarmed. Arthur has also learned how to use quick motions using his body weight and changes in height in order to bring an opponent to the ground while staying upright himself. This allows him to escape untrained holds like bear hugs against reasonably-strong opponents, as well as use techniques such as arm bars and breaks (which he can set up swiftly and effectively during hyper speed). He also can strike a grounded opponent effectively without compromising his own safety. |
Olympic Sabre (Intermediate) Olympic Sabre is built around fast, precision based cuts and lunges, such that an untrained eye might completely miss the strike, and generally aims for weak points or critical points on an enemy, such as soft tissue or tendons. Arthur's strikes aren't exceptionally strong, but with a sharp enough blade they can still cut into tissue, and if one puts enough force behind their strike, can even cut through right to the bone. Piercing thrusts are not as quick as cutting strikes, but they can be decisively deadly if the opponent allows the opportunity.
Footwork is the major component of this training style, the principle behind it involving maneuvering opponents into awkward positions and striking them down with relative ease. Reflexes and well developed legs for jumping in different directions and shifting momentum are important virtues of this style. A runner and speedster by nature, Cunningham's legs are built well for handling these sudden and swift movements in swordfight.
The style itself is not necessarily offensive, but it is aggressive, preferring to corner an opponent into attacking, and forcing them off balance through parries and moving with aggression, taking away their ability to recover. The style itself thus has an advantage over defensive-styled swordsmen thanks to their generally willingness to lose ground. Those styles that refuse to lose ground generally nullify this advantage, but the footwork-based technique allows the fencer to at least not find themselves in a disadvantage.
The style, however, is susceptible to offensive-style swordsmen, who in general take as much ground as they can to attack an opponent. An equally-skilled offensive swordsman would pose a significant threat, claiming an advantage over Arthur. Other footwork-based swordsmen would stand even against Arthur, the usual outcome being a typical fencing match as each fighter mutually trades ground from time to time.
Arthur can generally hold his own against less-skilled opponents for longer periods of time, thanks to trained reflexes and efficiency in his strikes. Still, a particularly aggressive opponent, and equally skilled opponent, or multiple skilled opponents will ultimately force Arthur to keep up the pace. At the very peak of skill, Arthur could only fight for about 10 minutes, down to five if faced against many of the above factors. At a slightly more “casual” (though still active) pace, Arthur could fight for up to 20 minutes before needing some rest. |
[tabs=600px][tab=Active Abilities]Electric Generator An electric based Evotelluric, Cunningham's body is coursing with electrical energy around the 120V/30A level (standard electric levels in standard Western Housing). However while he has this electricity, he can only discharge it through physical contact via his limbs. This means that he cannot shoot lightning bolts or create fields. None of that. However if he's touching something, he can discharge his electricity willy-nilly. Because releasing this electricity requires touch, Cunningham has taken a fancy to combining his electricity with his martial arts. The electricity tends to give an extra bite to his blows, leaving a stinging sensation where hit. It is important to make note that water can play a major factor to his electricity. If using it on someone in contact with water or who is soaking wet, the electricity will have even more of an impact causing temporary paralysis. However should Cunningham himself get wet while using his electricity, he himself could become paralyzed from shorting out. When in physical contact with electronic devices, Cunningham has the potential of shorting them out. Smaller devices like ipods and cell phones will generally be left fried with enough voltage, where as bigger devices such as a factory generator would go unphased. Constant use of electricity (whether through fighting or other means) will leave Cunningham dry (five minutes of straight use showing signs of tiredness, ten minutes showing signs of really tiredness). The only way for him to restore his electricity is through eating and sleep. After a good night's rest, his electric stores will be back to full and ready for another day's use. Puppet Within Cunningham is a flow of electrical currents that circulate throughout his body. This current is comprised of tiny electrical impulse particles that are able to be released in the form of thin "chains" from the fingertips of both hands. The particles themselves compact tightly together to form links about one inch in size that come together to form chains as long as twelve feet. The last link of the chain whatever the length is still one inch however it has a pointy tip. As marvelous as these chains are, they are only of use when Cunningham has his Senrigan active. It is with the Senrigan that Cunningham can see and target where he wants his chains to latch onto. The chains then fly through the air to penetrate and latch onto the intended target. Of course, the target must be at most twelve feet away from Cunningham. Once connected to Cunningham via his chains, Cunningham can manipulate the target as he pleases by sending neuron's of his own encoded to match the opponent's neurological wavelength. These neurons carry messages to the opponent's brain forcing their body to do whatever Cunningham bids. With such a power there of course are drawbacks. Cunningham cannot simply link himself to someone and force them to commit suicide. This is because in the brain there is a neurological lock placed in the section of thoughts pertaining to life and death. This lock can only be opened by the exact (original) wavelengths of the body and not an enemy's simulated version that has penetrated the neurological system. In addition to this, when faced against other electric users and robots Cunningham gains his Senrigan "blindness". It is because those type of opponents have so much electricity going through them, that Cunningham can and will be easily confused as to what he's trying to strike at. The last limitation to this ability is that Cunningham only has enough strength to maintain his chains for six minutes. This is because he has to not only create and maintain chains for both hands but he also has to constantly encode his neurons with the matching wavelength. Doing all this work makes Cunningham tired so using again is simply impossible for the next twenty four hours. Senrigan When activated, Arthur's violet eyes change into a pale ice blue color. Not only do the color of the eyes change, but his eyes are gifted with a new kind of vision. When the Senrigan is activated, Arthur becomes color blind and his depth perception is reduced by ten percent however he is able to see the electric currents inside organic bodies. These currents look like glowing blue tubes with little star like platelet's flowing through them. When looking at a human, Arthur merely sees a series of interconnected tubes inside the black silhouette of said person. If a person is wearing armor or clothes imbued with magic, then the parts of the pathways behind the apparel are blocked from sight. If a person is in a building or behind an object, then Arthur cannot see their electrical currents because he cannot see through the objects. His new sight is good and has improved to the point where can distinguish between the vast sum of electrical currents inside other electric Evotelluric users. Robots and androids however still provide difficulty to him however. In terms of the environment, if Arthur uses his Senrigan in a lightning storm he sees bright flashes of light that blind him temporarily. In large fields of electricity, Arthur's senrigan is virtually blinded for as long as the field is up. It should also be noted that this extension of his sight can only be used for a total of thirty minutes per day and can be activated/deactivated when Cunningham deems fit. Magnokinesis A fully magnetized body, Cunningham is a permanent magnet that can exert a magnetic field at will with a radius of 70 feet. To do so, it's as simple as flicking a mental switch inside of his head (able to summon this field five times a day, the field itself lasting for as long as an hour per summon). With the field present, Arthur is capable of various feats that he normally could not do. Magnetic Sense:
- A sixth sense, Arthur is able to feel the presence of various metal objects within his magnetic field. He doesn't need to see the metal to know where it is, relying on the principle of metal drawn to a magnet. The closer he is to metal, the stronger this connection feels to him. However the further away he is to metal the fainter the connection will feel. Anything outside of his magnetic field’s range, he has no connection to at all. The utility of this sixth sense is to be able to identify various metals for him to use and manipulate as needed.
Magnetic Flight:
- Using the Earth as a magnet, Arthur tunes his magnetic field to the same polarity to create a repulsion effect. The effect created, manipulated by Arthur, grants him a level of skill in flight. Forsaking some maneuverability for top speed, he can move at most 15mph in any singular direction with speed naturally decreasing for turns. He has a maximum altitude of 50 feet from any surface that he can magnetically repulse from. This means he is limited to flying over solid ground and scaling the sides of metal buildings (or some combination of the two). What he cannot do is fly over large bodies of water however. Should he exceed his altitude limit for whatever reason, he will go into freefall and descend 30 feet per second till he is within his range again. Arthur is capable of somewhat quick turns (1 second per 180 degrees) and can hover in place. In addition to his own weight, he can physically carry an extra 100lbs. However for every third of this extra weight he carries, his top speed drops by roughly 5mph when moving in any non-downward direction. Arthur can fly a total of 10 minutes each day, divided as he wishes.
Metal Manipulation:
- Arthur is able to psionically control ferrous metals (i.e. nickel, iron, cobalt, steel, bronze etc) however due to his physical growth, he can control non ferrous metals (i.e. brass, lead, zinc, titanium, mercury, gold, silver etc) as well. Once the metal is under his control, Arthur can lift it, pull it, push it, and even make it revolve around him like the earth to the sun. The only thing that truly hinders what he can do with the metal is his own imagination.
In terms of his "physical" limitations, the weight he can psionically manipulate is no longer depend on his body's strength but his mind's strength. With training, Arthur is now able to manipulate 1 ton worth of weight with his mind. This weight can be in one single mass or in several items equaling the weight. His level of control is strong enough that he can manipulate multiple items at once, though it's often easier to deal with them one by one. Because of this new found mental strength, Arthur has developed a new mental stamina to do all of this work as well. With 1 ton as the most Arthur can lift with his mind, it will take serious concentration on his part to do so (only able to control and manipulate such weight for roughly 5 minutes). Should Arthur exceed his mental capacity, he will suffer from severe nose bleeds and experience heavy strain on his body before passing out. Any weight he manipulates between 1000 and 2000lbs, doesn't cause as serious of a strain as his maximum payload however it isn't effortless either. He can manipulate weight within that range for roughly 10 minutes before he feels some fatigue. Anything below 1000lbs, Arthur can control and manipulate the weight effortlessly for up to 20 minutes before fatigue sets in.
Mind you however such numbers are under ideal circumstances where his mind is in a healthy state. Arthur's state of mind is the biggest element to his powers. When flustered or upset, his overall potential is halved; in turn disabling him from maximizing his power. The rate at which he can move metal objects is dependent on the individual object's weight. Smaller and lighter objects like coins will move faster (reaching speeds no greater than 35MPH) compared to objects like sheets of metal (reaching speeds no greater than 25MPH). Objects comparable in size to a small car will move no faster than 15MPH.
While Arthur's magnetic field can be used offensively, as a natural force it can be used defensively as well. Metal objects that enter the field are susceptible to falling under Arthur's control. For example if someone entered the field with a sword swinging at Arthur, Arthur could take the sword and send it flying back out of the field. The only means of resisting Arthur's new found grip on said weapon would require super human levels of strength. However if someone fired bullets or arrows into the field Arthur is screwed; anything moving at those kinds of speeds, are too fast to focus on and control. As a final note, robots/androids/metal characters are only affected if they themselves have components susceptible to Arthur's magnetic field. In addition, any magical metal compounds are not affected by Arthur's field. Metal Reconstruction and Deconstruction:
- A subset and more advanced form of metal manipulation, Arthur can reconstruct metal objects within his magnetic field in a way that's akin to molding clay (i.e. flattening, expanding, condensing, shape alteration). In addition to reshaping the metal, he can also deconstruct it and separate it into pieces. In either scenario, he doesn't need to physically touch the metal to do so. Instead he must visibly look at the object, then use a combination of his mind and hand gestures to manipulate the force which surrounds the metal. By manipulating the force, the metal will react in response the way he needs it to. For example if he brought his hands together and used his mind, the object could condense and be molded into the shape of a cup.
As with basic manipulation, the only real limitations are his imagination and physical limits. First and foremost Arthur can only reconstruct/deconstruct one object at a time, for the simple reason it requiring more concentration then basic movements. In addition, bigger object are going to take more energy out of Cunningham to reconstruct and deconstruct; for example, a garbage can requiring less of him than say a car. At this stage, Arthur only has the mental stamina to reconstruct/deconstruct one object equivalent to a car, 5 objects equivalent to sheets of metal or 10 objects equivalent to a garbage can. Smaller and lighter objects can take anywhere from 2 to 3 minutes to conform to the shape he wants; with larger objects taking somewhere from 5 to 8 minutes. It's important to note that while reconstructing and deconstructing objects, Arthur is so focused that he cannot use any of his other abilities save for Galleon if it's already active. Magnetizing Field Creation:
- Aside from exerting his own magnetic field and manipulating objects within it, Arthur can create new fields within his original one around non-magnetic objects (living and nonlicing). Anything caught within these newly created fields become magnetized, gaining properties such as polarity attributed to them. From there Arthur’s targets are eligible to be manipulated by his magnokinesis (only basic metal manipulation, not reconstruction/deconstruction) like any other magnetic object caught within his main (original) magnetic field. In order to create a field Arthur must focus for 5 seconds while making solid eye contact on the object he wishes to magnetize (with a 30 second cool down for each progressive field he should choose to make after the initial one). Once those requirements are met, a vibrating like hum will fill the air as the newly created field surrounds itself around the target. While the field cannot be seen, the vibrating hum will persist so long as the newly created field is maintained. Arthur can create as many as 5 small fields roughly the size of an office-paper box in diameter, 3 medium sized fields the size of a refrigerator in diameter, or at maximum 1 large sized field the size of a truck in diameter. The field and the effect it has lasts for 20 minutes before dissipating altogether. Once Arthur has reached his limit in producing additional fields, he must wait 8 hours before being able to create more.
Metal Addiction:
- Just as it sounds, Arthur is addicted to metal in its various forms. When situated in areas with high concentrations of metal and technology Arthur is in a state of euphoria, a kind of high a drug addict would get when taking drugs. In this state of euphoria, Arthur doesn't receive any benefits save for feeling extremely comfortable and relatively at peace. This state of euphoria can be affected by other powers that target the mind and his emotions, so he isn't granted any form of protection in that regard. The further away Arthur is from metal and the longer he goes without being near it will cause the Evotelluric to suffer withdraw.
It takes approximately 2 days with zero contact with metal for signs of withdraw to appear. The initial signs of withdraw would include his hands trembling and his body beginning to sweat more profusely. As the withdraw escalates into its 3rd hour after initial withdraw signs, his rationale will begin slipping; his way of thinking coming off as delirious or crazed. Should the withdraw escalate even further to a whole 24 hours after the initial sign appeared, Arthur will be unable to use his abilities or muster the strength to fight. Should the withdraw reach the 1 week mark after initial signs of withdraw, Arthur will suffer from violent seizures; his body beginning to shut down on him completely.
The longer he suffers from withdraw, the greater the level of metal is needed to satiate his hunger. So if he were stranded for 3 days on an island with no contact with metal he would need to spend roughly the same amount of time in the Health labs surrounded by medical equipment in order to return to normal. Carrying items such as pocket change, a cell phone, and even the PLEASED can help stave off the addiction, but only momentarily as his body will eventually yearn for bigger and larger quantities of metal to be around. Unfortunately Arthur cannot satisfy his addiction by using his magnetizing fields on non metallic items with only authentic metal sufficing.
Lightning Bolt Through training, Cunningham has finally developed a means of producing and directing a bolt of lightning. However to do so there is a series of steps. First, Arthur must have a clear mind. If his mind isn't clear, then he must take the time to clear it. From there, he then generates electricity like he would normally. As the electrical current begins to flow within his body, Arthur then moves his arms in a circular motion as the third step. The circular motions of his arms have a purpose, allowing Cunningham to seperate the positive and negative charges of the electrical current. For the fourth step Arthur brings his arms back to his center, guiding the two charges to become one again and form lightning. The fifth and final step, is to release the lightning from the fingterips (index and middle) of an extended hand.
Overall the process takes about fifteen seconds to perform. Now once released Arthur has no control over the lightning he has created; merely guiding the direction of where it goes when firing. In addition, the lightning travels at about 10 feet per second; the farthest it could reach a distance of 50 feet. If not evaded or deflected in some manner,the target will experience intense and jarring sensations of pain from an indirect hit as well as a momentary loss (ten seconds) of motor control in the area struck. A direct hit made by the lightning bolt however will not only cause pain but inflict severe electrical burns on internal tissue under the skin; likely rendering someone unconscious. If a direct hit is made, medical treatment is a must. A powerful technique for Cunningham's current level, he only has the capacity to create three lightning bolts per day with an hour and a half cooldown inbetween uses. [/tab][tab=Passive Abilities]Passive Regeneration Thanks to the amount of morphing that Cunningham undergoes when using his transformed state(s), his body has begun, once again, to adapt along with the ability. He regenerates from broken bones, cuts, and gashes at a higher rate, around 2x human average. This jumps to 4.5x human average in order to keep up during the transformation and transformation states (I.e. Galleon Form (Levels 1 through 3)), and then drops back to 1.5x the human average when he is in his base form again. This, however, also means that his bones, if needed, need to be set quicker than the average humans does as well, so that it grows back correctly. The pain of the injury is still there until the wound is fully healed and all the effects of the wound (i.e. pain, fatigue, etc.) are in effect until the wound is healed. Also if the wound is large enough (i.e. anything that takes more than a few minutes to heal) causes Cunningham exhaustion and requires him to rest and eat plenty of food to keep up with his accelerated metabolism. Cunningham can heal at an accelerated rate up until he has received more than 5 medium size wounds, his accelerated healing will heal an infinite amount of small wounds. However only up to 10 small wounds can be healed at an accelerated rate at a time. Even after the pain is gone it can still be uncomfortable depending on the injury type and if not careful can cause the injury to reopen. To repeat for the sake of clarity, regeneration only works in the Galleon Transformed state on levels 1, 2, and 3. Not 4. Healing Table | Healing Table |
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Types of Injuries
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Blunt Damage Bruises, cracked bone, etc. | Within 30 seconds | around 7 minutes | Slicing Wounds Sword wounds, scraps, pocket knife wounds, etc. | Small to Medium- 1 minute - 1.5 minutes Medium to Large- 5-7 Minutes | Small to Medium- 5-7 Minutes Medium to Large- 15-18 minutes | Burns Caused by fire, duh. | 1st Degree- within 2 minutes 2nd Degree- 1 hour to 1.5 hours 3rd Degree- 3.5 days | 1st Degree- a half hour 2nd Degree- about 2 days 3rd Degree- about 1.5 weeks | Bullet Wounds* Getting shot? Come on, people. | Grazing- 15 minutes Penetration- around 50 minutes | Grazing- around 50 minutes Penetration- 1.5 hours | Internal Bleeding Caused by broken bones, guns shots, anything that can rupture the internal status of the body. | 1 hour | 2 hours | Deep Tissue Damage Internal Bruising, Cut organs, etc. | 5 hours | 1.5 days | Head Trauma Blunt damage to the head, i.e. concussions | 5 days | 12 days | Broken Bones For those painful moments | 3 weeks | 5 weeks | Limb Regrowth For those EXTREMELY painful situations | 2 months | 5 months | *= This counts for bullet calibers less than 9mm, or .357. Anything higher doubles, or triples the time, and other forms of damage may come into play.Definition Of Wound Sizes Small - Anything minor. A slight bruise, a small cut, a very tiny bone crack, anything that you could go around not really hindered by.
Medium - Someone punching you hard, a cut over an inch long, a cracked bone. These wouldn't be life threatening, but they would definitely hurt.
Large - Larger wounds that are pretty bad. A longer or deeper than average cut, a broken bone, minor internal bleeding beyond a bruise level, a bullet in a non-lethal area. These won't kill you outright, but the side effects, such as bleeding out, could over time.
Major - Life threatening wounds. A bullet in to a vital area, being stabbed through by a weapon, a large amount of broken bones. These are the type that going to a hospital immediately maybe can save you. Maybe. [/tab][tab=Racial Ability]Galleon Acting as a host (think Jinchuriki), Cunningham can tap into the residual energy of Galleon within his body. In order to use the energy safely, Cunningham's body developed a crank system to safely use the energy. Like the workings of a manual automobile, Cunningham can't just shift to the highest gear. Starting with gear one, Cunningham has to wait five minutes before shifting to the next progressive turn in the crank system. With each crank more energy is granted to Cunningham further enhancing his abilities. The energy itself is raw and far from human, making too much of it bad for the body. Not only will it cause physical harm to the body but it will also intoxicate the psyche with negative emotions leading to a berserker drunk with power. Save for level four which is essentially an auto ejection from the transformed state, Cunningham can only stay transformed for a total of thirty minutes at a time before needing to rest; unable to transform again for 3 hours. | Power Levels |
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Gear 1 On level one Cunningham's body experiences some cosmetic changes consisting of slit pupils and an increase in muscle size. While not a major growth, the muscles have increased by half an inch in size. In addition to cosmetic changes, Cunningham's ability's are also affected by the influx of new energy. The first notable difference is his strength. Normally Cunningham could only lift roughly 45lbs with ease, however now he can lift at most 85lbs with ease. In addition to enhanced strength, Cunningham is capable of moving at speeds clocked in at 75 MPH (not only running speed but fists and arms as well). Used to moving at such speeds, the guy is adequately agile making sharp turns simple and easy. However repetitive and constant turns will grow tiring, making limbs sore. At this stage Cunningham can jump about as high as a 1.5 story building and take the fall unscathed. | Gear 2 On Gear 2, Cunningham's body goes through some more cosmetic changes. This time his eyes change from a purple color to that of gold, and his muscle size is increased by three quarters of an inch. Lastly, his hair tends to become highly unkempt and on edge having grown an inch or so. In terms of physical ability, Cunningham's strength takes a bit of a jump allowing to lift roughly 115lbs with ease. In terms of speed, Cunningham's body moves at around 135 MPH, still able to make sharp turns. However, unlike Gear 1 the stress on the joints is much more severe making more curved turns highly preferred. On Gear 2 the guy can jump about 3 stories high and fall relatively unharmed; at most, minor bruising if landed wrong. It is here Cunningham starts to feel the negative effects of this power use, becoming more aggressive and tenacious in his actions. | Gear 3 On Gear 3, the only cosmetic change is the presence of a violet aura and small sparks of Galleon's energy. Once again Cunningham's physical abilities take another jump as he is now capable of lifting 145lbs with ease and move at 175MPH. Moving at these speeds he looks more like a violet blur than anything else, however he cannot make sharp turns. If he even made an attempt, the accumulative force would shatter his ankle and damage his lower leg. At this stage he can jump roughly 6 stories, however he cannot take the fall without injuring something. In other words, if he can't land on whatever he's jumping to medical attention will be needed. Though aggressive, Cunningham was capable of being reasoned with on Gear 2. On Gear 3, he is very set in his ways and will go to any lengths to finish the fight he started. Mind you, he still will not harm any allies however at this point their words mean nothing. | Gear 4 On Gear 4 Cunningham's violet aura becomes dinged with black, exploding into a flame like appearance. Additionally Cunningham's teeth become fang like, his irises are blank with no sign of pupils, and his hair is shoulder length and wild. It is here that his physical abilities jump to there utmost peak as he is capable of lifting 175lbs with ease and moving at roughly 225MPH. Cunningham's movements look like even more of a blur though are less fluid. It's more stop and go movement and turning in regards to agility. However the trade for such power is rationality, as Cunningham instantaneously becomes a berserker. Drunk with power he will attack friend or foe alike, until everything is smashed/broken/beaten/bloodied/etc. However after three minutes of use, the energy is so raw that it begins to destroy the body using it. Muscle tissue begins to tear and shred, bones start chipping away and breaking, and Cunningham's very skin suffers from serious second degree burns due to the sheer energy surrounding his body. As his body breaks down, his speed and strength rapidly decrease to the point he is weaker than a normal human. Eventually the pain of his body and any other damage he may occur from opponents will be too much, ultimately going unconscious. Medical attention will be needed and fast in order to fix the damage done to his body. |
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You bizzles forgot, Dizzle does not give a f@#$.
- Posts:
- 759
- Group:
- Team Rocket
- Member
- #205
- Joined:
- Jun 22, 2010
- Gender:
- Male
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| Inventory |
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Weapons - Shibien:
A daito with a black blade that has a jagged back edge. The handle is black and purple and the sword measures out to 68 inches.
- Hyperion:
A Beretta 93R with a modified appearance.
- Hepatizon Shield:
This Royal Purple reverse tear drop heater sized Kite Shield is a metal created from the ancient times, built to absorb not only the shock of blows but also the elements of magic. The purple base of the shield is actually the ancient element Hepatizon, while the dark outline around it is true tempered darksteel. It measures a little over one yard tall and a foot and a half thick at its widest point. Two cold leather straps allow the arm to hold the shield and leave the hand free. Without the dark power of the Baron, the shield is simply a shield that whispers dark thoughts to its user and can work as a regular shield that shall never break or tarnish. However, if a new source of dark power could be found, the shield might show its true form.
Enchantment Ingredients:
Adder's Blood
| School Equipment P.L.E.A.S.E.D. 2.0 Poly Linguistic Enlightenment And Service Extension Device[/i] 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 Aesthetically, it's either blue or red pending on your school colors and clips onto the ear as if a wireless cellphone accessory. The rough draft prototype image can be found in the following linkLimbus Bracelet  Special Note: This item is required to undertake Limbus challenges. This small obsidian intertwined wire bracelet has a single pink sapphire that glitters with an eerie light. Outside of Limbus areas, this bracelet does not hold any special effects. The bracelet is a sign and key pass allowing students to enter special parts of the forbidden Limbus realms for both training purposes and in attempt to gain new found power without spending credits. If a student is defeated (knocked unconscious or even killed), the Limbus Bracelet will teleport them out of the area, restore their life to critical status, and place them in one of the hospital beds in the medical ward. They will completely heal any student whom completes the Limbus challenge and teleport them back to the Muriel Grounds/Broken Courtyard. The Bracelet is also used to keep track of Limbus areas the character has completed and newfound powers they have obtained Spoiler: click to toggle Current Limbus Area: The Petrified Forest Completed Limbus Areas: The Collapsed Dormitories-Room 102
Limbus Powers:
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 Extreme Speed Durability: Newer gel layers of nanite technology replace the old sole of the shoe. The new layer actually recovers faster by taking microscopic amounts of material from the surface of the ground and using those base components to rebuild when necessary. This increases the ATRF maximum speed durability to 400 m/s, and halves the required regeneration time if the shoes are damaged to the point of being unusable (12hours instead of 24 to be ready again) 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. Azura Year 3 Uniforms Avalon Year Three Uniform Image: Azura Year Three Uniform Image: 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. Azura Year 4 Uniforms Cost: Earn 80 total credits and it's free. Year Four Uniform Image: 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. In addition to the normal school uniforms, the Fourth Year Uniform also provides a host of special benefits to the students who've made it this far.
- Credit Transfer Limit - Fourth Year Students can gift up to 6 credits as opposed to four. The same rules apply in regards to gifting credits between your own characters.
- Secondary Magic Principle - Students are eligible for a Second PMP to receive discounts based on the 2YU system. Either PMP may still only be changed once per year, and they do not stack. Students are learned enough at this point, that they are capable of branching out into multiple paths.
- Student Teacher Upgrade - Fourth Year Students are able to teach up to 4 students in the mentor system at a time, effectively doubling class sizes. This is largely in part to the lessons in leadership students have learned by this point.
- Snack Pocket - A little treat from the boys in R&D, the Fourth year uniform comes complete with a pocket purely linked to a special sort of Bag of Holding. When a snack or food item is placed into the pocket, it replicates any time the item is removed. Attempts to place weapons or anything combat effective revert the pocket to a normal pocket. Attempts to place anything non-edible revert the pocket to a normal pocket, until another food item is placed inside. Perfect for the student with munchies when finals time rolls around.
- Morale Bonus -
How it works With the 4th Year Uniform, 4th Year students now have a brand new way to "share" powers with other, more younger students while not necessarily teaching said power to the younger students. This allows the younger students (1st and 2nd Years) to gain a little bit more power and variety in the options that they have while teaming up with the more experienced 4th Year Students. For starters, the Morale Boost power is a 6 Credit version of a main power that the 4th Year Student possesses that is graded like any other power upon receiving the 4YU. This power cannot be a transformation or a training; but it can be a normal Evotelluric power, a Magi's spell, or a passive ability. This allows for the Morale Boost to cover a wide variety of abilities while not becoming overly powerful, such as a basic fire ball, or the ability to talk to animals or trees.
(To specify, the Morale Boost 6-Credit Power CANNOT be loaded with drawbacks. The overall effect of the Morale Boost power should be around the 6-credit level, and must be approved by a Staff Member like any other power. Also, the 6-Credit power must be written out by the person receiving the 4YU and graded normally by a staff member. The Morale Boost can be changed once a year, as if it was a PMP or SMP.)
While you don't need to know the 4th Year Student, you do need the 4th Year Student's permission in order to use it. Said 4th Year student doesn't need to know the student, either, to clarify. This is a security reason so that you can't harm them with their own power without their knowledge, but also so they can grant the Morale Boost to someone in need, even if they don't personally know the student they are granting it to. The 1st or 2nd Year Student must be within eyesight of the 4th Year Student, and also must be able to hear the 4th Year, in order to be granted the Morale Boost power. If there are more than one 4th Year Students with a 1st or 2nd Year student, and they both grant that student the Morale Boost? The younger student gets to pick one. A student can only use one Morale Boost per topic. The Morale Boost last pending on the type of ability that is granted. A passive ability usually lasts a lot longer than an attack ability Morale Boost. [/list] Morale Boost: None :P | Miscellaneous Items - [*]Wallet[*]Cellphone[*]A pet Border Collie named Hunter
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Credit History Current Available Credits 69 |
Earned Credits +10 Available Credit - SafiMoyo 07/22/09 +14 CSL Pawns of Entropy - Iron Angel 07/27/09 +1 Tinker SL (Brian Ronin 8-18-09) +6 Dark Horizon SL owner (BrianRonin 9-7-09) +1 Etude of Silence (incomplete) (BrianRonin 9-22-09) +1 Crystaline whispers (incomplete) (BrianRonin 9-22-09) +1 I...Have What? SL (incomplete) (Iron Angel 09/27/09) +3 Hespa Egypt (Fenrir 10/20/09) +3 Bonus Credits from Hespa (Fenrir 10/20/09) +1 Miniworld SL, Phasma (10/28/09) +5 Limbus Area-The Collapsed Dormitories Easy Run Through - Iron Angel (11/03/09) +5 "Trials of Darkness" SL - SafiMoyo 11/07/09 +3 A Day in the Life (Fenrir 11/19/09) +1 Adventures of the #1 Hat SL-Iron Angel 11/25/09 +3 Fan Girls SL (Fenrir 11/29/09) +9 House of Tuvai: Book 1 SL - SafiMoyo 12/6/09 +2 Survival Class (SL-INC) BrianRonin 1-5-10 +9 Logic 101 credidation (BrianRonin 1-21-10) +3 Eona's SL (Fenrir 01/21/10) +2 Bashfest (Shadow Dragon 24 01/21/10) +9 Hammy's MSL (Fenrir 01/22/10) +5 Shadowside Trivia (Phasma 01/23/10) +4 RECORD BREAKER DECEMBER 2009!! (Fenrir 01/26/10) +1 for "The Waters Around Us" (Unfinished SL) (SafiMoyo 3/1/10) +8 Credits Limbus Challenge Petrified Forest Completion ~SD24 4-10-10 +8 A day like no other *owner* (BrianRonin 6-11-10) +3 Tale one (BrianRonin 6-12-10) +5 Blackstorm SL (SD24, 6-18-10) +7 H2O SL (Fenrir 06/01/10) +5 Death to DJ (Fenrir 07/20/10) +6 Black River (Bag o Bones 08/10/10) +1 The Love Boat (Bag o Bones 09/11/2010) +4 Douzen Sentai Chiranger (Diss 10/14/10) +5 Super Smash Bros Shadowside (Diss 10/3/10) +3 Feathered Past (Falque 04/03/11) +8 Untouchable (Diss 4/29/11) +4 Collapsed Dorms Limbus Run (Falque 11/12/11) +9 Veggies SL (Opp 12/28/11) +6 "The Man with the Glowing Eye" SL (Vahn 1/19/2012) +5 Haunted Walmart SL (Opp 1/21/12) +3 February Activity Credits (Opp 2/29/12) +8 Pharmaceutical SL (Vahn 2/29/2012) +56 HoT 2 Complex SL (Vahn 4/20/2012) +13 King in Yellow II (Nami 7/1/12) +6 Pack SL (Opp 8/23/12) +21 CSL 2.0/CSL 2.5 (Opp 10/5/12) +8 DWSL (Opp 12/9/12) +14 The End is The Beginning is The End SL(Reverie 2/13/13) +21 Soap Opera SL (Rev 3/5/13) +4 Plushie SL (Angeles 4/3/13) +4 Gladiator Games (Falque 5/20/13) +7 Bone Valley SL (Diss 6/13/13)
Total Earned Credits : 353 | Gifted/Returned/Referral Credits +4 Credit Gift From Jacky JD Hayter (Fenrir 10/13/09) +1 Credit Gift from Migueria Driehal (Fenrir 10/31/09) +3 Credit Gift from Cunningham (Fenrir 12/07/09) +2 Credit Gift from Claire (Phasma 2/4/10) +4 Credit Gift from Claire (Skyes 4/21/10) +4 Credit Transfer from Daroshin Kazara (Skyes 05/23/10) +3 Power Buy Back:Rose Sais - Iron Angel 06-28-10 +8 Item Buy Back: Everfrost Icecube, Winternestran Cloak, GPS Wrist Watch, Realtime World Map, Evo lenses (Targetting upgrade, Light filter upgrade, zooming upgrade) (Skyes 06/28/10) +6 Power Buy Back: Shade, Focus (Skyes 06/28/10) +12 Power Refund: EMP Roar, E.Mag Field, EPRS Total Gifted/Returned/Referral Credits : 47 |
Spent Credits -8 on Galleon upgrade, one use of the Prefect Badge - Phasma, 7/23/09 -8 credits -1 prefect badge E.mag shield (8-3-09 BrianRonin) -8 Credits -1 prefect badge E.P.R.S. (upgrade to Volt Fist) (08/10/09 Iron Angel) -3 Senrigan -5 Art of the Neuro-Jolt -1 prefect badge (BrianRonin 9-29-09) -12 Galleon's evolution Jager (Fenrir 11/15/09) -15 Volt Fist Upgrade (Fenrir 11/20/09) -6 REVIVE CUNNINGHAM!!! (Fenrir 02/08/10) -43 Galleon, Senrigan, Art of Neuro Jolt Upgrades, used 1 Badge and 1 uniform. (Fenrir 02/09/10) -4 Credit Gift to Claire (Skyes 3/12/10) -4 EMP Roar, 2YU and Prefect's Badge used (Skyes 04/12/10) -3 Martial Arts (Basic) (Fenrir 04/24/10) -16 Call to the Ancient Upgrade, SYU used (Fenrir 06/01/10) -17 Metal manipulation, SYU used (Fenrir 08/28/10) -15 Metal construction and deconstruction, SYU used (Fenrir 08/28/10) -3 Credit Gift to Dominic (Diss 10/05/10) -1 Credit Gift to Lore (Diss 10/05/10) -3 Passive Regeneration [Mentored from Gina] (Falque 03/08/11) -4 Credit Gift to Daroshin Kazara (Falque 04/21/11) -4 Credit Gift to Falque (Falque) (Diss 6/14/11) -15 Hyper Speed Combat (Diss 9/6/11) -15 Neuro Jolt Upgrade/Style (Diss 10/12/11) -27 (33-6 SMP) Neuro Jolt Upgrade/2nd Post Recode (Vahn 3/15/12) -3 Mentored Olympic Sabre training (Vahn 4/19/2012) -37 Metal Manipulation (45-8 PMP) (Vahn 4/28/2012) -15 Lightning Bolt (Falque 4/30/12) -12 (15 Pre-PMP) Magnokinesis upgrade (Silver 9/6/12) -26 (32 Pre-PMP) Magnokinesis upgrade (Vahn 10/15/2012) Total Spent Credits : 299 | Non-credit Additions - Limbus Bracelet -Phasma, 7/29/09 - GPS Watch, Real Time World Map, ATRFs Postorama Prizes - (Shadow Dragon 24 8-1-09) - Current Limbus Area added - Shadow Dragon 24, 8-2-09 - PLEASED 2.0 added for CSL (BrianRonin 9-7-09) - Focus - Staff default on Limbus Run (BrianRonin 9-16-09) - Puppet Rewrite (Fenrir 10/23/09) - EVO LENSES FROM SANTA BOB! 12/19/09 - Second Year Uniform and new PMP (Fenrir 12/30/09) - Profile recode (Phasma 02/11/10) - Shade Bracelet Power, and Hepatazion Shield Artifact ~SD24 4-10-10 - PMP Change (Skyes 06/28/10) - Postorama Prizes: ATRF (one upgrade) - Recode (Skyes 07/06/10) - Patching up Holes in powers (Skyes 03/31/11) - Added 4YU and 2nd PMP (Vahn 12/14/11) - Changed PMP from "MMMM! Brains!" to "Martial Arts Master" (Vahn 3/15/12) |
Edited by Diss, Jun 13 2013, 05:40 AM.
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