Name: Spindow Dokuma
Species: Spindow, a corrupted form of his race's original designation: SPN-315: Dual
Occupation: On again, off again adventurer.
Alignment: True Neutral
Homeland: The planet Spindow hails from is named Stable, but specifically he comes from a swampland town known as Phenol. Stable is primarily covered in water, dotted with a number of disconnected continents. Naturally this makes boats the primary means of international travel, which is further enforced by a caustic atmospheric canopy that overhangs the entire planet. Needless to say the advancements of Air and Space travel have been understandably neglected.
Appearance: Forming a crude humanoid analogue out of the black sludge he's composed of, Spindow's only remarkable decoration is the pair of jagged, lightning bolt antennae hanging off his head. Because he's amorphous though, his form can change as he pleases, allowing him not only to replicate shapes but also textures and hardness, anywhere ranging from marshmallow puffs to Mohs-scale-smashing crystalline lattices.
Typical Clothing: Not much, he doesn't have anything to cover anyways, so really what's the point? He is fond of Jackets though.
Personality: Spindow is a grade A troublemaker. He's trivial, self-centered, megalomaniacal, aggressive, not to mention flat out reckless. If the slightest inkling crosses his mind or opportunity reveals itself, this impulsive sludge will jump at it without hesitation.
While he shows great interest in people who can facilitate his amusements, he's surprisingly easily pacified by authority figures. There's just something about people who can successfully stand up to him that makes his entire focus shift to getting on their good side.
Biography: On any given encounter with this slime, you're bound to be interacting with one of his many AU offshoots, the most prolific being that somehow got himself hurled outside of the sectioned off multiversal region he originated from. This Spindow quickly met up with beings who were also from outside their own respective universes, and now travels rampant on adventures through space and time.
Voice: The brash and jeering tone of his voice makes him sound like he's always insulting or yelling at somebody. He usually is.
Typical Emotion: Errant
-Combat & Traveling-
Strength: Spindow has a ridiculous level of strength. In his prime he has been seen swinging school buses and flipping out lakes of solid ice from with in them. If he wanted to he could probably punch a clean hole through somebody.
Stamina: Having an Artificial Metabolism has quite a few perks, namely that while he can benefit from necessary natural requirements like eating and sleeping, he doesn't require them. Provided that his body doesn't up and fail on him Spindow would never need to slow down to recooperate.
Agility: On an average day you won't see Spindow moving particularly quickly, he doesn't usually have legs and a liquid form doesn't allow for easy travelling. The only way he could really travel quickly is by literally throwing himself around, and that will only take you so far.
Intelligence: Sure he's an idiot, but he's not a moron. His brain acts as two cooperating supercomputers, making him particularly apt at figuring out calculations and atomic structures near instantly. Whether he uses these gifts though is up to debate.
Charisma: As previously stated, he's pretty awful. It's hard to find anybody who'd tolerate him, and even harder to understand why they would in the first place.
Perception: His ability to perceive is right up there with his intelligence, unfortunately it's also right up there with things he probably won't use.
Special: Spindow doesn't possess any particularly noteworthy abilities that wouldn't be found outside his own kind, requiring him to rely on various items and whatever special effects they possess to supplement his otherwise reasonably standard MO.
Abilities: Viscous and malleable, Spindow's greatest repertoire of abilities comes out of being able to reshape his body to suit whatever need he has. Along with this is the ability to store a vast amount of objects big and small within himself by compressing the empty space between their atoms to their absolute limits. Together Spindow has used these together to form a fighting style that consists of grabbing whatever he has at hand and beating the snot out of his opponents.
The fun doesn't stop there though, as he also possesses a wide range of resistances and immunities, ranging from conventional attacks like poison and some weapons types to various forms of cosmic forces. His greatest flaw though is a complete inability to harness any form of energy or elemental power of his own will, leaving him forced to resort to using imbued weapons or artifacts to deal any non-physical hurt.
Equipment: When it comes to load outs there are two mainstays to expect Spindow never to be without. The first being explosives, which he uses to liberal effect. The second being the Threadsplitter, a knife capable of tearing holes in the universe that he uses to enter and exit from as he pleases.
Friends/Family/Lovers: There isn't much in the way of friends for this slime. He assumes that Sharon and Zetsara are his pals, but at best they only tolerate him. His history with Acheron could be construed as such as well, but frankly it's a mutual neutrality.
Rivals/Enemies/Nemesis: Currently a bitter rivalry is brewing up from his miasmic core toward Plas. He really wants to fight that guy.
Name: Acheron Solana
Occupation: Dimensional Regulation
Alignment: Neutral Good
Homeland: Unknown: Like all Esseeds, she wasn't born or created, the conditions were right and she just started existing. The location of this event though was a place called the Field of Progeny.
Personality: Acheron is usually somewhat lethargic. Any time she isn't eating or sleeping she is appears almost exhausted. Despite her often tired demeanor she's constantly vigilant of her surroundings, the people she's with, and the events that are taking place. In a conversation she can come off as a bit frank at times she sees it necessary, but is really only looking into the well being of everyone around her. The last thing she'd want to see is somebody suffering in some way.
Biography: Acheron's history is began long, long ago in a world without space or time. She was chosen to serve as a member of the new heirs of the existence, provided that she and her allies could prove they were able to handle the responsibility. Their missions were clear, become the strongest, undefeatable. And so they did. The band scoured the planet, sieging control of every region up for claims. As they traveled, the world gave up the essences of it's being, gifting the heirs with ever growing power. Their bodies changed with the strengths they acquired, but eventually began to grow more abstract. The reasonable gave way to the bizzare, bordering right on the edge of becoming all-powerful. Eventually though, a serious concern was raised, the only beings in the world that could pose a threat were other heirs. Some figured that out faster then others.
More currently however, Acheron serves as an agent of intervention. Travelling universe to universe to diffuse potentially castastrophic situations that risk hefty losses.
Appearance: Acheron has the build of a slender white woman, seriously white, like beyond albinism white. Her hair is short, with two strands standing above the rest. Her compound eyes faintly glow pink.
Typical Clothing: She wears a pale green dress, but it's concealed over a long robe-like garb wrapped around her shoulders and waist. The robe is a is a drab brown color that somewhat resembles dead leaves.
Voice: Her voice is quiet and reserved, soft as well. However she's very capable of emiting ear-bleeding shrieks if provoked.
Typical Emotion: Phlegmatic, Peckish
-Combat & Traveling- (*)
Strength: 6/10: She's not particularly strong, being comparable to what you'd imagine a similar person being capable of.
Stamina: 3/10: Acheron has a near lightning fast metabolism. She could easily pass out she wasn't constantly eating and conserving energy. She becomes a far more active during the night though.
Agility: 8/10: It'd be rare to see, but she does move really quickly when need be. She's also capable of making impressive acrobatic feats due to her light frame.
Intelligence: 9/10: In addition to the workings of the universe, Acheron also has some experience with the workings of minds.
Charisma: 6/10: She often tries to be pleasant, but her near constant tired demeanor can get in the way.
Perception: 8/10: There's very little that Acheron would miss. Whatever she does though won't be able to trip her up again.
Special: 10/10: It's an inherent ability in her existance to be able to gain abilites. While she can no longer gain new ones through the means she would naturally, the assortment of abilities can more then make up for it.
Acheron's main skills were stabilization and extraction of influences. What originally served as a manner of dealing with adversaries who were prone to going into catastrophic meltdowns upon defeat and removing particularly nasty powers found use medicinally with similar situations. Both take tremendous tolls on her stamina, which often lead to using them in dire situations of emergency only, but the effects are dramatic.
Stabilization works by buffering the power behind an object or person. By diverting the energy from it's intended use, the powers become less reactive and prone to sudden outbursts. This ability is abstract and works indifferently whether it's being used on a machine or a living organism. It can also operate in reverse by preventing energy from being projected out as well,
Extraction is the alternative to Stabilization, if you can't contain a problem remove it. The process is like working with a time bomb, you can't just yank out the wires and expect not to be plastered across the walls. Acheron needs to act with surgical precision, removing any ties to a particular aspect before being able to safely remove it, something that can sometimes be impossible if the aspect is so intricately bonded to the life of it's owner. Once its been extracted though, it can easily be transplanted again from one body to another with little difficulty.
Aside from those primary abilities she also possesses a moderate tolerance of venom, as well as a rather thick skin. She's also an excellent mimic, enough to be easily capable of fooling anyone who couldn't get a good look at her. Her body can emit a bright burst of light as well as mild sedatives at will, but the effect is only effective as a distractionary measure or temporary hazing to safely escape. And finally she has been known to be strangely adept at excavating for whatsoever reason, although some may say otherwise.
None really. She has a good knowledge of medical and psychological procedures though.
None as well.
Friends/Family/Lovers: She's close to her younger sisters Bella and Goji, even if they're a little screwed up from the ordeal. She's also on decent terms with Spindow for the way he acts, mostly due to the fact that he's scared to irritate her.
Rivals/Enemies/Nemesis: As a general rule Acheron tries not to hold grudges. The last thing she'd want is to be the cause of ill will to anyone.
Name: Lorenzi Carcharo, most commonly known under the moniker "Hookjaw"
Species: Merr (Think Mermaid + Sharkman + extra shark)
Occupation: Former head of a criminal organization/pirate raider
Alignment: Lawful Evil
Homeland: Hookjaw comes from Corapolis, a bustling aquatic kingdom and capital to all the seas of the planet Berth. The history of this kingdom can be traced back to ancient times of the initial settlement, making the people of Corapolis the descendants of one of the oldest species on the planet.
Appearance: Hookjaw has seen a lot of battles in his day, which has left him with a good deal of scars. In terms of physical form, he has the body of a shark with finned arms like a human. His face is pointed and filled to the brim with a mouth full of teeth, which he meticulously keeps pristine.
Typical Clothing: Hookjaw enjoys sporting an atire of naval regalia, all ripped from the bodies of his foes with his angler claws. He also has a thin rubber mask he covers his face in to cover his sensitive electroreceptors around magnetic or electric machinery.
Personality: Hookjaw is fairly inquisitive, always on the hunt for a new target or treasure. However he's also inpatient and aggressive, which often leads him to employ violence and intimidation to ensure he remains at the top of the chain of command among his peers.
Biography: Brother to the King of Corapolis, Hookjaw aimed to create an empire of his own through plunder and fear. This lead to the founding of the organization ROGUE, a syndicate aimed at the aquisition and trading of powerful weapons and artifacts for profit and control. After a stint with a hardy group of do-gooders though, Hookjaw's place at the top of the foodchain was challenged and eventually usurped by ROGUE's other Carnivores in a bid for the top of the food chain. Since then he has travelled extensively with his still loyal followers to work for a return to power.
Voice: While he's unable to speak any louder then an indoor voice, it's deep and abrasive tone causes his voice to sound more like grinding rocks then any form of communication.
Typical Emotion: Bloodlusty, Greedy.
-Combat & Traveling-
Stats- (Please Describe)
Strength: Just because he has a pathetic bark it doesn't mean his bite is anywhere in the same league. Wood, Metal, Bone, Brick, Nothing a hard chomp wouldn't shatter. In addition he's also got the strength of the oxen he brunches on. Firing Anchors from an handheld cannon has a pretty nasty recoil afterall. the average person would lose their arm in the knockback, but he shrugs it off like he was pushed by a mosquito. 8/10)
Stamina: His bulky immune system allows him to combat a wide range of viral pathogens he may encounter in his travels and heal from wounds far faster then other creatures would in the same situation, both remarkable abilities given that he often goes for days without needing to rest. 8/10
Agility: Hookjaw reigns supreme when he's in his hometurf. A little water goes a long way when the Captain is hydroplaning in circles around his opponents, add enough to wade through and any opponent might as well be chum. 8/10
Intelligence: Being a top predator, Hookjaw is well skilled in blindsiding his prey for an easy kill. His knowledge extends beyond the game of cat-and-mouse though, with numerous bounties of artifacts and ancient treasures to be obtained, he is a careful researcher when it comes to the best method of collection. 7/10
Charisma: While he's primarily occupied with his ambitious pursuits, he's not afraid to have fun along the way. If you're not on his bad side he won't try to get on yours either. 7/10
Perception: While he may have night vision, colorblindness and otherwise shoddy eyesight means he's far more prone to rely on his other senses, which are far more sensitive. In addition, he's capable of feeling vibrations and electrical pulses, which is so fine tuned that he's able to navigate oceans without maps just by sensing the magnetic field of the planet. 9/10
Special: Hookjaw is capable of freely manipulating and generating water thanks to a symbiotic relation with a creature of pure energy. In exchange for the energy his body produces this creature allows him to reside on land away from water for extensive periods of time as long as Hookjaw can sustain the exchange of power. Because he primarily uses it for life sustaining purposes and convenience, his battle prowess relies more on his brute strength 6/10
Water Manipulation: As previously mentioned, Hookjaw is capable of manipulating and generating water at will. This is due to a symbiotic relationship between himself and an creature known as a Living Expression, or L-E. L-E's are sentient manifestations of pure-energy, usually represented in the form of a specific natural phenomenon such as Water or Light. Specific classes of L-E congregate to areas high in specific minerals that also are found in electrolytes, to which they feed on. In that regard if a person is willing they can allow a L-E to drain their electrolytes in return for the use of their abilities.
A L-E of the Water Property has an affinity to sodium. Because of this Hookjaw is required to maintain a high-salt diet or he may develop Hyponatremia as a result of the electrolyte imbalance.
Electroreception: Electroreception is the ability to sense electricity, shocker. While this is a natural ability in Hookjaw's species, he was born with a particularly sensitive set of receptors, giving him a much farther and sharper range of detection, even on dry land. This is however far from a gift in the modern electrical world, where such an ability can be disorientating and occasionally painful. To remedy a problem like that however, Hookjaw wears a thin rubber mask to dampen any electrical pulses he picks up. It makes smaller fields harder to feel, but it at least allows him be able to watch a TV without wanting to fire an anchor through it.
Angler claws: Hookjaw's MO for combat. The weapon itself is a rather large arm-mounted bracer adorned with four harpoons and their lines, a medium sized anchor, and a firing mechanism. Extending roughly 4 inches from the bracer, Hookjaw can use the harpoons as both a stabbing and slashing weapon while they rest within their spring launching mechanism, which can be triggered to fire the harpoons.
The anchor portion of the weapon rests on a locking swivel portion of the claws to allow Hookjaw to extend and withdraw the anchor so as not to interfere with the harpoons that serve as the primary weapon. Extended, Hookjaw uses the anchor as a heavy bludgeoning weapon, or as its intended purpose, to anchor himself should something managed to knock him away. Like the harpoons, the Anchor is also rigged to fire, however unlike the sleek design of the harpoon guns, gunpowder is required to fire the much heavier tool. It also has no chain attached due to how much space would be required to store them, meaning that it's can only be practically used once a battle.
Deadweight: Another monikered individual and former Henchmen turned Familyman. Before he was challenged for the throne to ROGUE, Deadweight served as the Darth Vader to Hookjaw's Papaltine. Of late though the almost father-and-son relation between the two has led Hookjaw to helping support his family as a sign of goodwill for the service Deadweight provided through the years. His kid likes to refer to the Crime lord as "Grampa Tooths".
Spindow: Friend of Deadweight's wife Imp and perpetual house guest. Although neither has much preference for the other, Hookjaw respects the slime's more or less identical loyalty to Imp that he has for Deadweight. Spindow on the otherhand, only respects Hookjaw because he's a pirate shark.
King Chacharo: Brother and ruler of Corapolis. The two occasionally visit each other, but their kinship is the farthest extent of their relation.
Rivals/Enemies/Nemesis: Hookjaw's greatest rival is his usurper, Gray. Gray one of the cloned samples from a military project that was also responsible for the creation of Spindow's species. Unlike his progenitor, Gray is far more stable and level-headed, something that makes him far more dangerous when you learn that he's the copy of a biological radiation generator.
Name: Jacob Blight
Title: Head of CSHI Scouting division.
Alignment: Lawful Evil
Appearance: Jacob tries to dress well, favoring full suits as a general style. He tends to go through a lot of them though, so he's rarely seen in the same wardrobe twice.
[Personality: On most occasions he can be civil, if a little snappy. He does have a trouble with stress however and loses his cool under pressure.
[b]Bio: As the chief of scouting, it's Jacob's job to survey and track down potentially worthwhile targets for analysis by the Institute. While there can be some risks involved in such action, physically and ethically, he has to CSHI for their treatment of a dire ailment that would kill him otherwise.
-Combat & Traveling-
Strength: Jacob's strength has been augmented to a fair degree. He's not capable of herculean feats, but he has enough power in him to knock a man cold with a glancing blow.
Stamina: Because of his condition, Mr. Blight can become winded easily. His preserverence is relative to how recently he's taken his medication.
Agility: Much like his strength, Jacob has an increased capacity for athletic movement, which compounded with his surprisingly lighter then average frame allows him the freedom to dance circles around the average man for short bursts.
Intelligence: As far as brains go, he's pretty average. He can be clever and resourceful, but he won't be curing world hunger anytime soon.
Charisma: If a little snappy at times, Jacob is approachable. He's not one for social calls off the clock though.
Perception: He can think well enough on his toes, and has the ability to react quickly if he smells a trap. But he has a bit of a one track approach to situations, so blind sighting him can be easy enough for the devious or crafty.
Abilities: Jacob possesses an engineered strain of a dangerous and pseudo-sentient virus. Although the strain is no longer infective to biological organisms, it's bioaugmentive powers has allowed it to reproduce within a previously infected host provided that they hold a crystalized chunk of the virus to use as a reagent. When in use the virus has a corrosive quality to inorganic substances that make contact with the skin of the host, which can begin to be converted into a fine dustlike powder within minutes of exposure. Inhaling this powder can have detrimental psychological effects of nerve wracking pain and sudden disphoria, physical contact with the host will not share this effect.
In large measures the powder is capable of colescing into brittle glasslike deposits, which can commonly be found growing on the host as well should no action be taken to prevent the build up. These deposits share the same reagent aspect as the crystalized chunk required to activate said power, and are capable of increasing the corrosive nature of the strain within its range.
Prolonged use can have psychological impacts on the user as well, so moderation is a must. The virus also displays photophobic tendencies, slowing growth in presence of light and altogether disintergrating at UV levels equal to or greater than direct sunlight.
Friends/Family/Lovers: Jacob's loyalty is to CSHI and its staff. As he has no family outside the organization he considers them to serve the same purpose.
Last edited by Spindazzle on February 19th, 2013, 9:07 pm, edited 5 times in total.