Name: Yashwi Ralred
Race: Dark Elf
Alignment: Chaotic Neutral
Age: 231
Sex: Male
Class: Wizard / Shadow Mage
Appearance
Yashwi stands at about 5 feet 7 inches, with a body that carries little muscle on it's frame. It shows the delicate and fragile look of an elf, containing all of the dexterity which is usually associated with it, for he is a nimble elf, his muscles sinewy and allowing him great agility and movement. His eyes are an interesting dark shade of blue, which seems to glisten interestingly in the dark light he usually stays in. His hair falls down slightly past his shoulders, a white color which seems so different than his ebony skin, a face which would look good on any normal elf, having a youthful face and a body nearly untouched by scars. Except, a single scar which goes across his nose and down his right cheek, a gash given to him by a failed spell he cast when he was younger.
This elf is strange, for he idealy enjoys wearing a white cloak with a white tunic along with matching white gloves. This outfit usually is worn with the hood down, for Dark Elves are not usually looked upon in the best light under any circumstance, and thus it is a disguise for the normal human - though during the night and not in human / good race settlements he happens to take his hood down. Yashwi is usually wearing a longsword on his person as well, for he is familiar with the blade, though not enough to really be all that much of a nuisance in a fight, his magic is his main weapon in battle.
Personality
A dark soul accompanies the dark ebony skin of Yashwi, a being who has lived longer than most humans and has the potential for living a great deal longer. This spellcaster is a terrible man, he slays people for simple reason that they get in his way - he searches for power wherever it can be found and cares little for the consequences of others who may offer him aid or try and stop his goals. Though considered evil, Yashwi is not true evil, he simply goes about his goals and doesn't usually care about other people very much. In fact, he left his home among the powerful Dark Elves of the Underdark only because he felt that he had a better chance of becoming powerful by finding the artifacts of the sun world - compared to the squabbles of Drow Nobles in the Underdark.
It would be hard to explain the personality of someone who is so uncaring as Yashwi. He does have loves, he loves his magic, his dark black shadow power which he uses at every opportunity - the powers that he uses loves, for it is something which makes him a worthy adversary in a conflict. Another love would be his narcisistic Dark Elf love, where he loves the way he looks - fearing any wound or cut which would take away from his own beauty, but that doesn't mean he won't fight, it merely means he will respond a great deal more hostile to any who attempt to harm him in any aspect. Yet another love would be his deep seated love of any creature which is incredibly beautiful, for he is an elf, and respects the beauty of life itself - though he considers himself better than other life and thus chooses when it can be destroyed.
History
Any history of the Dark Elf Yashwi would have to begin with the simple fact that he is from an obscure family of Nobles from the Underdark. His family, is a powerful drow group which he himself personally despised, yet he did deal with them on a daily basis - for Dark Elves family was merely a path to power. For since the very beginnings of his life Yashwi was told that other Dark Elves couldn't be trusted, and he kept to that teaching for as long as he was able. He trained in the Magic Academy in his Underdark home, not his house magical training, but an academy formed by the city from which he came. This split his alliances slightly, causing him to keep his alliance with the magical academy and the wizards there who helped him become more powerful while keeping his alliance with his family so that he would have safety from the other Noble Houses.
His family was very proud of his achievements, for he ascended into the upper area of the Drow Wizards, talking with the Masters of his academy and becoming more and more powerful. Yet, he succumed to the power that he once saw, and began delving into Shadow Magics, beginning his worship in the goddess Shar in order to use the powerful magics of Shadow - and Shar is the Goddess of the darkest night. Yet this split his priorities, and Shar seemed to speak to his mind after he practiced her magics for a time - though that time is not relative to a humans, what seemed like a few years to him was actually decades, and he gained in power swiflty, showing a gift for the powerful shadow magics with which his spells were now formed of. Still years passed before he began to question his place among the Nobles of his home city, his family was not very strong - frankly, he had already surpassed his families abilities, and no other family would take him because of his heritage. Thus, he learned his place would be restricted by his weak relatives, and took his first step down a path which would end with his journey from the Underdark.
For a time Yashwi merely pondered his situation, and then he happened to witness a weakness in one of the Magical Academy Masters, an opporturnity for any of the senior students of the school. Because, whenever one master of the Academy began to become weak, another would be appointed - and anyone who could kill a Master of the school would be a good choice for a Master of the Magical Academy. And so Yashwi attacked the Master, dueling him with powerful magics he could control and he summoned a beast from the fell depths of hell - which sadly broke free of his control. The shadowy creature did devour the Master, and then attacked the young Drow, slashing his face and leaving him with an eternal scar to show his foolishness in summoning a T'nari to do his bidding. Many would have stopped then, yet anger replaced the usual wisdom gained from similar situations and Yashwi stormed off from the Magical Academy, taking what belongings he believed to be important with him and leaving forever his home to search for what his Goddess, Shar, spoke of - powerful artifacts and people who could help him in his search for power.
A time was spent among the shadowy realms of the Underdark, Yashwi walking through them and blasting away any creature who happened to cross his path. And then, he began to reach a point where he knew that it was not here, in the wild Underdark, where he needed to search, it was the upper world, the abandoned ruins of ancient Elves, and other such Magical ruins which would contain objects of great power. So his quest began, and his search would take him eventually to the World of the Light Elves, and beings who would be suspicious of the nature of a Dark Elf wandering the lands of light - and thus would begin his deceit among the small towns he encountered, passing himself off as a wandering mage and occasionally aiding the people of the areas he went through in order to keep up the facade - a hard task when most of the spells you could cast were deadly in nature.
Through these times though, his connection to his Goddess, Shar, the Goddess of Shadow and Night, has increased. She speaks to him as though he were her own child, and seems to have become a sort of guardian in some aspects - giving him more and more favor, as though she were training him to be something or other. Yashwi has noticed the increasing interest, but doesn't know what it's about, he loves his Goddess in a way, and would never consider himself more important than his Goddess - for she is something in his life which he has sworn himself to. His powers seem to grow in the Dark Magics of the Shadow Weave, and as they grow, he seems to becoming something new - not truly just a Shadow Mage, though not truly a Wizard - something new, a guardian of power for Shar - possibly something similar to what Elminster is for Mystra, though he is not far enough in his power to be anything like that - though Shar may one day have his name be added to her Chosen.
Abilities
Spells (4 lvl 0, 6 lvl 1, 5 lvl 2, 8 lvl 3, 4 lvl 4, 3 lvl 5)
The spells that he casts vary in nature, but he tends to have spells of great devastation if possible as well as spells which can kill with great ease. He also usually has a spell or two to get him out of a fickle, and it is not worth the time to write down all of his known spells at this moment.
Spell Resistance
Yashwi is a Dark Elf, and over time Dark Elves become more and more durable against the weapons which were the most devastating against them before their fall into the Underdark - Magic. Thus, spells have a much greater difficulty to even affect the mighty Shadow Wizard, before he casts any protection abilities on himself.
Shield of Shadows
As a Shadow Mage, he is able to conjure a disk of bure shadowstuff which can protect him in times of need. This disk is able to stop some minor objects but also gives him something to get in front of him in case someone decides to open fire with a spear barrage or arrow barrage.
Faerie Fire, Darkness, and Dancing Lights
Each of these can be cast by Yashwi once per day, as all Dark Elves were gifted with the power to cast any of these spells at will - and thus they are seperate than the normal spell list which Yashwi has.
Goddess Commune / Favored One
The relationship between Yashwi and Shar is not the usual one between a worshiper and the worshipped, for several reasons, not the least bit being that Shar does on occasion (more and more frequent occasions) speak telepathically with Yashwi, to tell him her desires so he can act upon her wishes. Another aspect of this, is that Yashwi seems to appear (to any Priest or one who can sense such divine energies) a catalyst for Shar's power, an invested portion or her energy in one way or another. This hasn't yet become anything of itself, though time may tell, something is coming from it - Shar hasn't revealed yet just what it is.
Weapons / Equipment
Longsword + 1
This weapon is magically enchanted to have a sharper blade and can cut through things more easily than a normal Longsword. It isn't used very often, but when it is it looks rather nice, a weapon of obvious elven make.
Enchanted Tunic + 2
This tunic which Yashwi usually wears has stopped many a deadly shot from a bow, or a spear. It has also stopped the blades of many enemies both Dark Elf and not - and has made up it's value through it's continued usage.
Ring of Mind Shielding
This ring causes the wearer to become immune to any spell or ability which would allow something to read or detect Yashwi's thoughts, which proved useful in the Underdark and in the Dark Elf city he came from, since there were many Priestessed who attempted to discern what his true intentions were through Magic.
Ring of Wizardry III
This doubles the amount of 3rd level spells that Yashwi can cast in a given day.
Pendant of Shar
Though the amulet itself is nothing of great importance, it is the physical representation of Yashwi's faith in his Goddess. It has no real symbol on it - and it is just a trinket he wears, but Shar appreciates the symbolism behind this - for she is a Hidden Goddes, and her symbol is best left to the darkness - for the symbol of the Amulet is that of a New Moon, the purest Night which Shar embodies.
Name: Griswald Roldford aka "The Pointed Gun"
Race: Human
Alignment: Lawful Neutral
Age: 23
Sex: Male
Class: Themaugerist / Bounty Hunter / Rote Mage
Appearance
Griswald stands at six feet, three inches tall, and weighs somewhere in the vicinty of one-hundred eighty pounds, his body mostly muscle. His frame supports it, with a ripped chest and thick forearms, Griswald shows that he either worked as a blacksmith, or he ate his vegetables as a child. He has a bulk which is well toned, his arms and legs pulsing with strength, his skin tanned to a light olive from days in the hot sun, his entire flesh seeming tanned from the hours spent merely waiting for his prey. And Griswald carries himself as though he could use any of those muscles to crush someone into a pulp.
Though not very ugly, Griswald's face bears several noteworthy traits gained from either fist-fights, knife-fights, or, in one case, a gun fight. For one, his nose has been badly broken several times, and is misshapen from the breaks, bent inward slightly and being not level with the rest of his face. His left cheek carries a scar from a bullet which grazed him, and his righ carries a strange pockmark from a knife which slashed a sort of zig-zag into his skin. Yet his eyes are a piercing grey, very pretty, and also very inquisitive, noting every single factor of a situation, they dart about searching for the facts. He has black hair, which he keeps somewhat haphazardly cut to a shoulder-length which somehow manages to stay out of his eyes. Usually, though, he's wearing a grayish brown hat, to keep the sun out of his eyes.
On his body, he likes to wear a pair of slacks which are usually somewhat dusty from walking, cowboy boots, a variety of shirts ranging from white to black, and his trademarked brown flowing duster, something he tends to conceal a number of his other belongings within.
Personality
A man of a dark past, and someone who is just as unwilling to share it with others, no matter the circumstance. Griswald is a dark man, very willing to pull a gun on someone for insulting him, or to shoot someone without so much as a word. But, he does have a reason, every time, it's his code. While some people may say that they would only shoot someone to protect themself, Griswald says he'd only shoot someone who deserved it, someone who was a criminal and whose head was worth some sort of bounty. Not meaning that Griswald wouldn't shoot a criminal even if there wasn't a bounty, he just hates criminals in general, the bounty is merely one of his reasons for his job. It's hard to say why he hates them, but it's a psychological problem, even if he commits a crime in the process, Griswald will try his hardest to kill someone who is dishonest, and commits crimes which hurt others.
Another seemingly crazy aspect of Griswald, is the fact that he doesn't like giving up, no matter what it may cost him in the long run. If he commits himself to something, he'll stick with it through to the end, something he's quite known for - to the point where when he's on a job it seems that his bullets have names on them. He also has no qualms about using his magic to help other people, and has a tendency to use his magic quite effectively against others, to the point where he can either use his magic to destroy something, or use it to be helpful in a situation.
History
Born to a family of paupers, Griswald had no real familial connection, since his father caught pneumonia when he was about three years old, and his mother was forced to sell their home and live off the streets. So Griswald didn't get much of a chance to live his childhood, so much as survive it, but the crowning achievement of his parents failings was to come, when he was seven, his mother was stabbed and left for dead, all of her earthly money taken from her. While Griswald, merely watched and wondered what sort of things he had to deal with from reality, before he was taken in by an orphanage and began to gain a formal education of sorts. Until, a new person came into his life, a young gentleman who lived for adventure, who seemed to see something in the child which gave him great insight into what Griswald's desires were, and so that man adopted Griswald, his name being Simon.
Simon, as it turns out, was both a Mage as well as something of a gunfighter, who saw within Griswald much potential, something he showed Griswald quite quickly, by showing to Griswald that Griswald's 'imaginary friend' a Jackal whose name was Pete, was actually Griswald's avatar - indirectly of course, by explaining to Griswald what an Avatar was. His Avatar, Pete, then began to speak to Griswald all the time, telling him exactly what Simon, at the time, didn't want Griswald to learn - the fact that it was a criminal who killed Griswald's mother, and a criminal who was now not even caught, who roamed and continued what he did to other people. This snapped something in Griswald, the recalled memory combined with the knowledge of criminals all around him put Griswald into a somewhat paranoid state, where he began to lash out with his latent abilities.
During this period of time, Griswald managed to kill Simon by creating a large explosion around him - in order to destroy those possibly threats to his own existence, something, which, at the time, seemed like a good idea. Through Pete's continued pushing, Simon lay dead, and Griswald cried over the body of his previous adopted father, burying him and deciding that he would right the wrongs of the world by killing those people who created them, criminals. Of this, Pete agreed, and spoke to Griswald of shooting, of magic, and of how to kill and destroy people to the best ability - teaching Griswald all of the things he needed to know in his decided profession, until Griswald was a master of such things.
For seven years Griswald has hunted, since the day that he killed his previous Master, and has gained power and prestige in his hunting, his exploits telling a tale of a man who hunts that which lurks in darkness with a shotgun, which was only one weapon in a growing arsenal of destruction, and a man whose name was very important to those who wanted a criminal, dead or alive, preferably dead.
Abilities
Rotes
Hell's Fury - Utilizing his ability to manipulate forces, as well as his ability to tap quintessence, Griswald can throw around fireballs, balls of pure ice, or any differing forms of energy, which allows him to basically blast things with his pure quintessence, the magic of the universe changed into pure flame, energy, or what have you. He uses his shotgun to channel this magic, meaning his gun literally shoots fireballs.
Kinetic Build-up - Using his ability to manipulate the Forces of the universe, Griswald is able to absorb the kinetic energy that he has around him, and build it up until he decides to release it, putting that energy in a spell bound ring he wears. Thus, once every day, he may use the kinetic energy which is built up the entire day can be released in any number of ways. If it is not released, it continues to build up - each day it is not released adds a greater possibity of damage. Though, after 4 days, the ring has the possibility to explode each time it begins to absorb kintetic force. (Note: This usually ends up being channeled through his gun into his bullets)
Entropy's Effect - Utilizing his entropic powers, Griswald is able to cause guns to jam, and many other sorts of complex machines to simply implode / breakdown with a gesture, locks to pop open, that sort of thing. Using this same concept, it appears that Griswald rarely, if ever, has a gun jam, as though his weapons are very very lucky.
Bullet Ward - Using a combination of kinetc repellents, entropy, as well as some general use of quintessence, Griswald is able to project an area around him roughly 5" in diameter, a circle of pure chaos which seems to protect him from bullets, or most projectile weapons. Magic is another matter. This is channeled through a bracelet he wears on his wrist, called his shield bracelet.
Quick Shot - Taking use of the quintessence of the universe and combining it into his own body, Griswald is able to temporarily boost his physical speed, allowing him one sort of incredibly quick action.
(Note, most of his rote spells are an effect of spells placed on objects already, save the first, third, and fourth. His items therefore will be less briefly mentioned.)
Themaugery
Bind Spell - Griswald is a talented Mage who is able to place certain affects onto objects which he owns, or other people own. Using this ability, he can create either minor artifacts, or temporarily charged items with a number of abilities including: Force manipulation / projection, Entropic effects, Quintessence manipulation.
Ritual Magic - In order to do more complex effects, taking time, and magical energy, Griswald is able to do much more powerful spells which are somewhat lasting, timed, or keyed - their effects would depend on the type of spell.
Runic Carving - Through the use of rune carving, Griswald is able to lace objects with spells, a form of his "Bind Spell", at the same time, it allows him to do far less permanent binding spells by placing them in the dirt. The runes have a power all their own, and since he knows many types of runes, he can increase the inherent power of his spells by using these runes as a focus point of his spells. A different channel.
Magical Types
Entropy - Chaos, fate, probability, all of these are within the realm of the chaotic / entropic powers of this type of magic. Though he does only have a Disciple level within this Sphere, he does use it quite frequently.
Forces - The ability to manipulate the physical world around him, to mess with the Forces of nature, sound, sight, light, shadow, all of these are within the control of a Disciple of this Sphere, allowing him to throw fireballs as well as control a bonfire.
Prime - This Sphere allows Griswald the ability to tap the quintessence of the universe, to manipulate that quintessence and move it about, placing it into objects and bestowing them with great power, the Sphere for making minor or Major artifacts.
Weapons / Equipment
Runic Shotgun "Rusty II" - This is a runed Shotgun, filled with both the power of Entropy to bestow greater accuracy, as well as the power of Forces in order to provide greater damage with the impact of the bullets. This is a somewhat passive effect, and only a slight increase under most circumstances, though much is channeled through it - fireball spells, blasts of kineticly charged.
Studded Duster - Griswald's duster has some spells laced into the fabric which allow it to protect him from some of the bullets whizzing his way, it absorbs impact, but has no protection from anything slashing, the fabric will just give way.
Runed Dual Guns "Wyatt and Earp" - These are just a pair of runed guns made so that they are highly unlikely to jam. Anything else related to them would be that they pack a slightly better bunch, and that supposedly they fire faster than any other gun of their type, but that's highly theorized.
Bone Shield Bracelet - This bracelet is the runed bracelet through which the ability to project a circular field of chaotic magic and kinetic force in order to stop bullets and such. It is the focus for that spell.
Force Ring - This ring latently absorbs the kinetic energy that goes through the body of the person wearing it, and using that kinetic energy, gains a charge of power which can be released either once per day, or after enough kintetic energy has built up to create an effect, a torrent of kinetic power.
Real Name: Kryal Hode
Runner Name: Flashfeather
Race: Human
Age: 24
Sex: Male
SIN: Fake One, but Yes
Concept: Thunderbird Totem Shaman
Appearance: Kryal stands at 5’11 and weighs in at about 170 lbs, with a light build, showing no fat, but at the same time no muscle, more sinew than anything else. His hair falls down in a braid in the back, the same color of black as his eyes, which show his heritage, his Native American blood. He has an olive skin tone, and a tattoo of the Thunderbird on his Chest, a tattoo of a feather going down his back, and a tattoo of a storm on his face, beneath his right eye. His typical clothing is inconspicuous, he typically wears slacks and a T-shirt, along with a brown duster, the only thing strange about his gear would be his Staff, which has carvings representing his totem and family: the Thunderbird, the Hawk, the Raven, the Crow, and the Eagle.
Strengths and Weaknesses: Kryal is smart, and charismatic, he knows a great deal of the natural world, and seems to be a quick study, learning things of the urban world just as quickly. Yet at the same time, he’s wise enough not to simply spout of what he knows, he knows how to apply that knowledge in adequate situations; however, he isn’t very technologically savvy. That is probably his biggest weakness, the fact that he knows next to nothing of technology, since his world was more in touch with nature – another thing he knows something about, a great deal about in fact, considering that he is a Shaman. Another weakness would be that Kryal happens to have a very fiery temper, and can suddenly freak out if he becomes angry, for whatever the reason. As such, many people can tell when he’s about to get angry, because the few restraints he has over himself seem to snap, as his tells are his nervous twitch and cracking his knuckles. Once he starts those two things, he’s not far from going completely crazy on the person who angered him.
Personality: Being a Native American in today’s world is somewhat difficult, considering that a great deal of the population were injured in the creation of the NAN state, and as such, it’s a sensitive topic to Kryal, but something that he takes great pride in. He is very proud to be a Native American of the Cherokee tribe, and as such he will never take any flack from those who feel otherwise, and are rude to him because of his rich heritage, because that’s how he considers his heritage – rich, powerful, and something to be admired. That is probably one of the defining aspects of him, that he IS Native American.
And yet he also is a person, he enjoys reading a great deal, and has studied Emerson, Chaucer, Shakespeare, at the same time as learning about the natural world from his teachers, and that is in his brain. He sees the world as an intricate place where he can find anything, and help people using the abilities he has. Because as he was trained to be a Shaman by his teacher, he knows that helping others who are important and close to him is the main part of his life, and although he will occasionally do something that helps only himself, he does have a more ‘help the community mindset’. At the same time, however, if he feels the community is corrupt, and not worth protecting, he will simply not protect it, although the environment is far more important to him than any human made construction.
Nature is important to him, and he cannot stand the defilement of it. Technology, as such, can sometimes be completely disturbing to him, if it leaves a devastating mark on the world. Cybertechnology, which he knows harms the consistent essence of a person, is bothersome to him, although he knows for some there is no other choice. It does bother him, however, and blatant cybertechnology can irritate him. Misused magic, however, is far worse for him. If he sees someone using magic to damage the environment, to hurt the community, the rage that ensues if far worse than the mild irritation caused by being in the presence of cybertechnology.
Cyberware: None.
Magic: Shaman of the Thunderbird Totem, born and raised as a Shaman of the Cherokee people. His power is of that of the Thunderbird, and his magic seems to have a more electrical fury to it. His powers seem to be an expression of electricity, of lightning, and although not all of his spells are electrical in nature, some of the expressions of them tend to appear like bolts of lightning – even when they aren’t. His spells are:
Stunbolt – a spell which looks like a bolt of lightning which is intended to stun a target, rather than deal actual damage. As such it is usually used for taking down those people who are needed later. Prisoners, for interrogation, whatever is necessary.
Manabolt – a spell which looks like a blast of white fury, it is a spell which attacks the astral side of a target, of sorts, and damages through willpower rather than body. It attacks the person’s soul, and destroys a part of it in the process.
Ball Lightning – a spell which is somewhat self-explanatory. It is an area spell which releases electricity in a mass area. This is probably one of the more ‘pure’ expressions of Kryal’s totem, the Thunderbird.
Clairvoyance – a spell that allows Kryal to gaze into places of his choosing, such as in buildings or around corners. It allows him to spy on people, although he can hear nothing of what is said, and cannot see what is around him as he does it, he can only see the place of his choosing.
Mind Probe – a spell that allows Kryal to gaze into the mind of whomever he looks at. It can be very specific, to allow him to look for one piece of information, or can tell him the surface thoughts of the person he is looking at.
History: Kryal was born in the plains of the Midwest, a small Cherokee tribe where he was praised and loved. His parents were both Cherokee, and they had participated in the Ghost Dance, and as such were respectable members of their community, and when Kryal began to show that he was in touch with the world on a magical level – Awakened as it is called – he began tutelage under the Shaman of the tribe. That Shaman was a Raven shaman, and a trickster, yet at the same time he began to teach the child some of his ways, even accepting that Kryal wanted to choose the Thunderbird totem, and as such, was very different than his teacher. Maybe something of that difference drove him to leave his tribe after he had chosen, to go on a spiritual quest after learning something of his abilities, to quest for himself.
That journey has led him through the NAN lands, and he learned only the differences of people in that area, and as he neared the edge of the NAN tribes, he realized that there was a world outside of the tribal lands, and as such he went on to the next place in the world for him, New Seattle. He has begun to integrate into that area, and now has learned a little bit of New Seattle, and of the people there. He is still learning of that world, though, and as such will continue to do work there in order to learn more about the culture.
Equipment: Staff, Various ritualistic items, Ritual Knife, Pocket Secretary, Walther PB-120
Contacts: "Serathilion", Grub, Jessica Dimeko, Ears, Bridgett McAvry
Nuyen: 970
Name: Algernon Malfirn
Sex: Male
Age: 41 (That's barely an adult)
Race: Maenad
Class: Kineticist (Psion) / Pyrokineticist
Alignment: Neutral Good
Description:
As much as any Maenad appears elfin, their unique crystaline body structure gives a particular glitter about their skin, in Algernon's case it gives off a greenish hue to complement his rather dark hair. Crystals also are a major aspect of the entire dermis, full glittering crystals bulge from Algernon's skin, a flurry of greens and blues, scattered about his body giving his skin a tough rough consistency. His dark hair is tinted slightly blueish green, a possible after-effect of the glittery sheen his skin gives off, or more likely an inherent attribute of the hair itself, but either is impossible to prove - hair held in a braid that falls down to his waist.
His body is muscular and bulky, as many of his race, dense because of his somewhat crystaline consistency, and yet he seems able to carry himself as though it wasn't of great strain on him, which it probably wasn't considering that he was built somewhat differently than the average human. Algernon's eyes are a deep hue of red, a strange color albeit, but not too strange when paralleled to the fact that he has crystals embedded in his skin. His typical outfit is composed of heavy pants and tunics, and a heavy dark brownish cloak - all of which are partially intended to mask his obviously alien nature from the average human being.
Personality:
Silent. Introverted. These words alone could speak mountains of the lone Maenad, whose nature toward self-betterment and a journey toward self-discovery in the fullest sense, for a Psion's entire purpose is to learn more about oneself and to perfect that portion of him. However, in this journey toward finding oneself, Algernon determined that power was an important factor - fire incarnate, attracted him. Fire is power, fire is strength, fire is a part of him, and from that Algernon has taught himself the lesson of flame - to be like it is to enjoy the purging of pain and sorrow through the unification of flesh and fire.
As such, he may be considered a pyromaniac, someone who sees fire as more than simply a mindless being but more as a creature, whose purpose is to devour, to consume, to become more than itself - something which is very akin to what Algernon is doing as a Psion, as a Maenad whose inner flame yearns to be freed to destroy, to devour, to tear itself away from humanity and grasp the very beastial nature which is so different than the calm demeanor a Maenad learns to maintain. As such, the fire appeals to that base nature, and as such the fire is controlled by him physically, so is it controlled mentally within his mind.
In any case, silence perpetuates the very state that Maenads strive to hold to, the balanced nature within to offset the bottled rage contained in every Maenad, a state that continues from birth till death, the cause unknown by all but the Maenads themselves. Still, his own state is rather laid back compared to most people, able to easily accept things that would upset most, coming from strong mental defenses and stability of thought through his training as a Psion.
History:
Algernon was born in a small town in the cliffs a little ways outside of a human village. His people, the Maenads, always believed in a level of seperation from the human villagers, and yet consistently went to the human towns to trade and learn, to further their own journey of knowledge and discovery. As such, Algernon was able to interact with humans and elves and dwarves all at an early age, as the coastal village of humans was very active most of the time. From an early age his nature of a Psion distinguished him, and as his family began to prepare his future in their own ways, they knew that he would be one who journeyed for greater control over the powers contained within his people's mind - the latent Psionic ability.
It wasn't easy, and it took a great deal of time for Algernon to even lift the meanest object, and the amount of effort it took was unfathomable in real energy standards. The power of the mind is incredible, and while Algernon learned the powers he could unlock from his many teachers, the fellow villagers, he discovered that the power inside of him, the beastial rage contained within a Maenad, was akin to that of the supernatural control that he watched masters exercise of flame. Wizards, he noted, merely played with the forces of magic through the power of the Weave, their own art being to nimbly manipulate another's power; the true power was contained with the force of the Psion, of the Kineticist and Pyrokineticist, those who could manipulate the world with their own mind, to warp reality from mental power rather than the power of the Weave or Shadow Weave.
All children eventually want to find something for themself in the world, and after years of training and interacting with people, quiet as ever, Algernon left his home to journey after his own enlightenment. Most Psions consider the journey to be important, as it belies the truer path inward, toward the greatest accomplishment of any psionic journeyer - the enlightened state of both power and knowledge, and since Algernon has recently become and adult, he feels it is necessary to find himself and help others.
Psicrystal
Name: Esk
Personality:
Esk follows the pattern of an energetic little creature, a hero who approaches problems with a deep fervor, similar to his friend and companion Algernon, but different in his more vocal way of describing what is happening around him. Esk actually enjoys describing the world about him, telling people what he feels, and not only that, but also saying his thoughts before he's even sure of them himself. His main personal choice, howerver, is the fact that Algernon requires more connection to other people, through helping them or otherwise, and as such has been acting as his conscience in such things, trying to bring out the more social nature within the somewhat cold Psion.
Special:
Because of the connection between a Psicrystal and the Psion who formed it, Algernon gains the benefit of being slightly hardier as the energetic personality exudes the power of health and abundant life. As such it gives him slightly better fortitude in such matters as sickness and illness.
Nickname: Tweak
Going Name: John Gran
Real Name: Eleron Alliqueri Nostican (Unknown to pretty much anyone)
Race: Relnian (Appears to be a humanoid with very light skin, pointed ears which allow them to hear sounds that are incomprehensible to the human perspective, feline eyes allowing sight in complete darkness, and varying colors of hair)
Racial Description: Relnians are a technologically adaptable, in the sense that their own technologies developed from adaptations based off experiences with other races, creating somewhat eclectic ships and space stations. Yet there is a prevalent style in their ships, something that makes their ships look elegant and creative, expressing the creativity of the species, and these ships are able to be repaired relatively easily if you're a Relnian.
Relnians are a species of very intelligent beings, who usually turn into pilots, techies, explorers, or scientists, and their colonized worlds are characterized by places of high learning, medical facilities, and numerous experiments running continuously, day and night. Relnians show a great ability to pick up knowledge and retain it, as well as holding a great desire to simply fix things. Most Relnians are pragmatic in their dealings with technology, messing around with it until the object works; however long that may be.
Although the Relnian system is filled with scientific facilities, there is an incredibly dangerous aspect to it, the Relnian people have created advanced space stations which orbit the fringe of their controlled space, these stations acknowledging access codes and allowing entry to those who are able to give up those codes, they also allow for entry into the system if there is a suitable request sent to the station, which will instantly transmit it to the correct facility which will go over the request in detail and then request that the ship be scanned. If everything holds up, the ship will be allowed into Relnian space, if the ship allows for the station to attach a probe to the ship, which will basically latch itself onto the hull and detonate should the ship betray its bad intentions.
Relnians have also developed a specific dampening technology which protects the innards of their space from detection, that protects them from long range sensors causing them to appear to be mere unnoccupied space, although their advanced protective space stations would tell otherwise, the way they are linked allowing near instant response to any invasion attempt.
Description: Tweak stands at about 5'8 and weighs in at about 120 lbs, if that, with golden eyes and short spiked blue hair. His clothing is simple, wearing a variant of the mere tech uniform of the Relnian military / exploration agency. His words are light, and he tends to be friendly and sociable, although he is highly intelligent and able to take apart most advanced pieces of technology with ease. And yet, he has had training in nearly every medical field that he has come across, allowing him to do surgery and work with chemicals, create antidotes, and yet also develop high-grade explosives. He is an advanced engineer who understands concepts allowing galactic travel, and can work with nearly any technology and try and improve on what he sees, as that is the Relnian way.
History: Tweak is the result of many years of education, including an educational period where he worked on a starship before returning to a space station to work with advanced electronics. His people were experimenting with cybernetics, with no progress at all, their inability to mesh the nervous system with the electrical impulses of the machines were the largest problem. He served there for several years before gaining access to an experimental Relnian ship, scheduled for a test flight, because of it's advanced space drive, which he gained a position on as chief engineer / secondary medical officer. On the maiden voyage of the ship, it launched into space, and the entire crew died, something which Tweak has yet to understand, as he was knocked unconcious mid-jump, which may have caused his continuous survival. The bodies of those who disappeared were nowhere to be found, and thus he assumes that something malfunctioned in the jump, and their bodies could be lost in any number of dimensions / locations in space. Currently he is attempting to manage a ship which requires a crew of about 7, and although he has created programs which allow him to run the main systems while the ship navigates through space, he still requires aid in keeping the ship operational. His goals include navigating back to Relnian space, but at the same time to explore as much as he can before he returns home, in order to fully test all of the systems on his ship.
[Ship Data]
Model: Numerian Class - RJ-7991
Name: Starflame
Crew: 7
Cargo Hold: Moderate
Armor: Neutronium-Based Electrically bonded metals, primarily armored because of the advanced sensor distortion technologies that the Relnians have created.
Shields: Electromagnetic Fields, built to catch projecticles, and can sustain light damage from lasers, although their secondary aspect is a cloaking system which makes the ship undetectable to nearly all sensors.
Engines: Two In-system drives, particle based, and one experimental Distortion Array, built for inter-system / galactic transport.
Sensors: Numerous Sensor systems built for detection on several spectrums, all slightly electrically based.
Weapons: Electro-magnetic Disruptor (Used to destroy the electronic systems on a ship), Dual Fusion Cannons, Quad-Assault Missle Array, Quad-Light Lasers, Dual Cutter Beams (Used to cut through hulls and space debris), Dual Grabbing arms (Used primarily for dealing with space debris, although there are some militaristic uses including Magna-lock grabbing capabilities)
Special Systems: Magnetic Cloaking Device, Experimental Distortion Array already mentioned, Long Range Communication Array (Requires parts that he doesn't have)
Name: Ambrose Culchein aka "Blood Sorcerer"
Age: 23
Race: Human
Profession: Blood Magus
Description:
Medium height, maybe 5'8 - 5'11, thin, with ropey muscles. Spikey black hair with red highlights on his head, thin black eyebrows with cold black eyes that flash dangerously red without his awareness. A hawklike nose, with thin, though bright red lips, contrast his utterly pallid skin tone. Cadaverous skin, cold white, pale beyond belief, sunken eyes with a piercing gaze. Lanky limbs, longer than his torso account for most of his height, creating a smallish torso. His neck is long, shoulders wide, fingers boney and skeletual, with hands showing callouses from holding a hilt of some sort. Long scars adorn both his arms, slits that start from the wrist and go down to his fore-arm, a number of different lines, the only scars which appear on his entire body. He wears a studded black leather vest with black leather pants, two Athames strapped to his legs, a number of other small items decorating the inside of a long black overcoat he wears in all weathers, cold or otherwise. A simple silver chain is around his neck, bearing a golden ring with a strange symbol carved into it - a 7 pointed star.
History:
The Culchein family were hunters of the highest calibur. They served the powers of light, and were gifted with a strong magical bloodline in return. Demons, undead, aberrations of all sorts, whatever face evil took the Culchein family would attempt to render aid to those who needed it. Their name was known by many, and rumor was that anyone who spoke it in the presence of a powerful evil being took their own life in their hands. Until six years ago. Six years prior, the family was found dead, all but the youngest son, their bodies piled in their home, a strange lack of blood anywhere in the building, while the bodies themselves appeared drained, showing slits and other such wounds. The youngest son, Ambrose, wasn't found that day, and the rumor is he lived, and hunts the monsters which killed his family in cold blood. Blood being the key term.
"... if it had to perish twice,
I think I know enough of hate
To say that for Destruction Ice is also great
And would suffice."
- Robert Frost