Post by Ryan - Loki on Jan 23, 2009 22:55:39 GMT
Personal Information:
Owner's Name:
----Cooper
E-Mail Address:----cal_cooper@yahoo.com
Contact Names:
AIM: CoopCham
Yahoo: CoopCham
MSN: CoopCham@hotmail.com
Other (Please Specify): n/a
Character Information:
Character's Name:
Gray Murphey
Character Race:
----Eyeelman (Eye-Eel)
From the planet of Eyeel, a once lush and beautiful world now reduced to a vast wasteland by the errors of the most powerful of their kind. The Eyeelmen have the innate ability to commune with nature. Once upon a time, the most powerful waged war against one another, destroying the planet in the process, causing it to, what they refer to it as, breaking the planet.
The standard Eyeelman is built at normal height of an Earth human, though due to the slightly larger size of the planet and axel tilt, they have developed stronger bones and skin, able to withstand up to 1.5 times the amount of pressure that a normal Human body can take.
Standard among most Eyeelmen are blue eyes, though rarely, children born with gray eyes may occur. This offers no difference from how they function in society or in abilities. Males are always born with either blue or black hair, or a combination thereof, while females are born with either green or white hair, again, with combinations thereof.
Societal structure is built separately according to their factions. Many different factions wander the dead planet, each with their own rules from men being superior to women being the complete opposite. No member of a Faction is allowed to leave unless banished. They usually die soon after due to having to be alone, no other Faction willing to take them.
One thing stays consistent throughout the Factions. They are all stubborn and refuse to leave their planet for anything, preferring to keep space trade routes but won’t leave themselves, even if their planet is ground more and more desolate.
Most factions train day in and day out and are able to channel ki powers within themselves. They say that going into battle armed against an Eyeelmen who isn’t is suicide, let alone if the Eyeelmen has a weapon with them.
Due to the current status of the planet, the only abilities the Eyeelmen are able to actually train in is the ability to manipulate vines (though most are dead) and sand. What little water is left is used solely for consumption. They say that some of the special Eyeelmen are able to actually hear the voices of the elements of nature.
Gender: Male
Hair Color/Style: (Blue and black) Always looks wet, short, and spiky.
Eye Color: Grayish, almost blue.
Age: 17
Height: 5’9”
Weight: 178 lbs.
Aura Color: Dark Green
Attire: Upon arrival to the planet he wears his normal Eyeel garb, a tan cloth wrapped around his head and face, revealing only his eyes, for due to constant sand storms on his planet, it feel natural to him. He wears a red coat which is natural to the faction he used to be associated to and durable tan pants that almost look themselves, to be made of sand. Feeling the fabric, however, it would feel like something between jeans and cotton sweat pants. He wears sturdy boots that look like the only thing holding them together is hope.
Other Physical Features:
Sandy colored skin with a pair of gray eyes that verge on the color blue. He retains the athletic build of a runner. Handsome to some degree, but not to the extent in which he would be considered a ladies’ man.
Abilities:
Class I:
- Hide Power Level
- Sense Opponent's Power Level
- Flying
- Teleportation
- Ki Ball
- Energy Shield
- Basic Telekinesis
- Enhanced Speed
- Weapon – Dual Dagger (these are not enhanced in any way at their core. They are normal 18 inch curve bladed daggers with a black and red hilt).
- Geomancy: The ability to control the world around you. Anything from creating earthquakes, to controlling plants, to making them grow quicker. This is the ability to control the very planet around you. This ability, however, can only be used around the nature it holds. Vines cannot be called out of thin air and sand cannot be moved unless there is already sand nearby. (Note: This is not his actual ability, just an explanation of what his Geomancy abilities generally stem from.)
Original Class I – Geomancy Level 1[/color]
Vine Constrict – Vines will seem to spring to life around Gray, and he is able to make them grab his opponent, stopping movement or hindering movement, depending on his opponents strength. They are not any stronger than when they started. He can call up to 10 vines at once in the general area (within 50 feet around him)
Sand Mist – Sand will float around him, depending on the amount near him, he can make it float into the air and whip around, close to being a dust devil. This can make it harder for the opponent to see the target and get close without something shielding their eyes.
Call of Nature – The ability to sense all things in nature around him, from the plants, to trees, to animals. He cannot, however, will the animals to do his bidding, he can, however, ease their tension around him. Animals will not be frightened or threatened by his presence unless he causes them to be by violence. His sensing for their presence can only be felt within 75 feet of his current presence and the further he reaches to see them, the harder he must concentrate to get their exact location and exactly what they are. This cannot be used on normal humans (or any other human-like creatures) because most cultures are so cut off from nature. (This can be labeled as two Original Class ones if required)
Nature Meld – Around sandy conditions and deep forest/jungle areas, he is able to blend himself in with nature, making it very difficult to see him. He, however, and when used in conjunction with his “Hide Power-Level” he can make it very difficult to find him. He does not, however, disappear entirely. If watching carefully enough, you could spot him. This is good to use for temporary shelter.
Original Class II – Geomancy Level 2[/color]
Thorn Daggers – Around thorns he can have them wrap around his dagger, becoming a much deadlier weapon. Along with the sharp blade of the daggers, the thorn vines will lash out, acting both as a extra little blades on the blades, but the excess vine that hangs from the dagger acts as a whip. Again, the thorn vines will attach themselves to the daggers, but they are no more durable or stronger than they would normally be.
Sandy Shards – This is a blast of sharp sands, traveling fast enough to cut the body and blinding the target, whipping and whirling around, cutting opponent. This requires a lot of concentration on Gray’s part
Natures Wrath – A blast of energy (light green in color). The strength of this ball of energy (about the size of a basket ball) varies depending on the conditions of the area around him. In comparison to a normal ki blast:
==Dessert (0.5x)
==Open Field (0.75x)
==Normal area with a few trees and shrubs (1x)
==Lightly Forested area (1.25x)
==Heavy Forest/Jungle (1.75x)
(NOTE: The more often this is used in succession, the weaker it becomes. For every 5 blasts .25% of its power will be reduced. Reduced to .25 or below (such more often in the dessert) the blast will not generate.)
Original Class III – Geomancy Level 3[/color]
No class 3 Geomancy skills known at this time…
Other Information:
Personality:
Gray is lively and a fierce fighter and friend. He is very inquisitive by nature and loves to be around anything to do with nature. He is very raring for adventure and loves danger. He cares a lot for his friends and family and will do anything within his power to protect them. He has a very difficult time worrying about himself first and will often not think about his well being with thrusting himself into the fray to protect someone else, especially a woman.
You can usually see him wearing a smiling face, but catch him off guard, and his almost constantly positive and sunny disposition will be replaced by one of sadness. If he realizes someone is there, however, it will all change almost instantly. If asked, he will pretend he’s confused at what they are talking about.
He holds with him a small object that looks somewhat like a flute but made out of worn wood and much shorter with no holes except a thin line at the end. Anyone but him knows not the secrets on how to make it sound, and he refuses to let anyone try if he can help it.
He loves spicy food and desserts but absolutely hates eating vegetables since that’s something he’s had to pretty much grow up on. One way to this boy’s heart is definitely through his stomach. He has a phobia of scorpions and snakes with any kind of red on them. (on his planet, most reptiles or animals that are poisonous have red stripes on them. The ante venom is not known to his planet)
Origins:
Per permission from the template, not much shall be said in this section. All that is known of him is that we was born and raised on the planet Eyeel and that he was part of the Morder Faction. He will not let anything else slip out about his past. When asked, he simply responds, “The past is the past and my new life is now.”
Alliance:----Good
Death Count: 0
Poll Question:
I had a few characters on here. Chameleon, Shota, and Ecko.
Owner's Name:
----Cooper
E-Mail Address:----cal_cooper@yahoo.com
Contact Names:
AIM: CoopCham
Yahoo: CoopCham
MSN: CoopCham@hotmail.com
Other (Please Specify): n/a
Character Information:
Character's Name:
Gray Murphey
Character Race:
----Eyeelman (Eye-Eel)
From the planet of Eyeel, a once lush and beautiful world now reduced to a vast wasteland by the errors of the most powerful of their kind. The Eyeelmen have the innate ability to commune with nature. Once upon a time, the most powerful waged war against one another, destroying the planet in the process, causing it to, what they refer to it as, breaking the planet.
The standard Eyeelman is built at normal height of an Earth human, though due to the slightly larger size of the planet and axel tilt, they have developed stronger bones and skin, able to withstand up to 1.5 times the amount of pressure that a normal Human body can take.
Standard among most Eyeelmen are blue eyes, though rarely, children born with gray eyes may occur. This offers no difference from how they function in society or in abilities. Males are always born with either blue or black hair, or a combination thereof, while females are born with either green or white hair, again, with combinations thereof.
Societal structure is built separately according to their factions. Many different factions wander the dead planet, each with their own rules from men being superior to women being the complete opposite. No member of a Faction is allowed to leave unless banished. They usually die soon after due to having to be alone, no other Faction willing to take them.
One thing stays consistent throughout the Factions. They are all stubborn and refuse to leave their planet for anything, preferring to keep space trade routes but won’t leave themselves, even if their planet is ground more and more desolate.
Most factions train day in and day out and are able to channel ki powers within themselves. They say that going into battle armed against an Eyeelmen who isn’t is suicide, let alone if the Eyeelmen has a weapon with them.
Due to the current status of the planet, the only abilities the Eyeelmen are able to actually train in is the ability to manipulate vines (though most are dead) and sand. What little water is left is used solely for consumption. They say that some of the special Eyeelmen are able to actually hear the voices of the elements of nature.
Gender: Male
Hair Color/Style: (Blue and black) Always looks wet, short, and spiky.
Eye Color: Grayish, almost blue.
Age: 17
Height: 5’9”
Weight: 178 lbs.
Aura Color: Dark Green
Attire: Upon arrival to the planet he wears his normal Eyeel garb, a tan cloth wrapped around his head and face, revealing only his eyes, for due to constant sand storms on his planet, it feel natural to him. He wears a red coat which is natural to the faction he used to be associated to and durable tan pants that almost look themselves, to be made of sand. Feeling the fabric, however, it would feel like something between jeans and cotton sweat pants. He wears sturdy boots that look like the only thing holding them together is hope.
Other Physical Features:
Sandy colored skin with a pair of gray eyes that verge on the color blue. He retains the athletic build of a runner. Handsome to some degree, but not to the extent in which he would be considered a ladies’ man.
Abilities:
Class I:
- Hide Power Level
- Sense Opponent's Power Level
- Flying
- Teleportation
- Ki Ball
- Energy Shield
- Basic Telekinesis
- Enhanced Speed
- Weapon – Dual Dagger (these are not enhanced in any way at their core. They are normal 18 inch curve bladed daggers with a black and red hilt).
- Geomancy: The ability to control the world around you. Anything from creating earthquakes, to controlling plants, to making them grow quicker. This is the ability to control the very planet around you. This ability, however, can only be used around the nature it holds. Vines cannot be called out of thin air and sand cannot be moved unless there is already sand nearby. (Note: This is not his actual ability, just an explanation of what his Geomancy abilities generally stem from.)
Original Class I – Geomancy Level 1[/color]
Vine Constrict – Vines will seem to spring to life around Gray, and he is able to make them grab his opponent, stopping movement or hindering movement, depending on his opponents strength. They are not any stronger than when they started. He can call up to 10 vines at once in the general area (within 50 feet around him)
Sand Mist – Sand will float around him, depending on the amount near him, he can make it float into the air and whip around, close to being a dust devil. This can make it harder for the opponent to see the target and get close without something shielding their eyes.
Call of Nature – The ability to sense all things in nature around him, from the plants, to trees, to animals. He cannot, however, will the animals to do his bidding, he can, however, ease their tension around him. Animals will not be frightened or threatened by his presence unless he causes them to be by violence. His sensing for their presence can only be felt within 75 feet of his current presence and the further he reaches to see them, the harder he must concentrate to get their exact location and exactly what they are. This cannot be used on normal humans (or any other human-like creatures) because most cultures are so cut off from nature. (This can be labeled as two Original Class ones if required)
Nature Meld – Around sandy conditions and deep forest/jungle areas, he is able to blend himself in with nature, making it very difficult to see him. He, however, and when used in conjunction with his “Hide Power-Level” he can make it very difficult to find him. He does not, however, disappear entirely. If watching carefully enough, you could spot him. This is good to use for temporary shelter.
Original Class II – Geomancy Level 2[/color]
Thorn Daggers – Around thorns he can have them wrap around his dagger, becoming a much deadlier weapon. Along with the sharp blade of the daggers, the thorn vines will lash out, acting both as a extra little blades on the blades, but the excess vine that hangs from the dagger acts as a whip. Again, the thorn vines will attach themselves to the daggers, but they are no more durable or stronger than they would normally be.
Sandy Shards – This is a blast of sharp sands, traveling fast enough to cut the body and blinding the target, whipping and whirling around, cutting opponent. This requires a lot of concentration on Gray’s part
Natures Wrath – A blast of energy (light green in color). The strength of this ball of energy (about the size of a basket ball) varies depending on the conditions of the area around him. In comparison to a normal ki blast:
==Dessert (0.5x)
==Open Field (0.75x)
==Normal area with a few trees and shrubs (1x)
==Lightly Forested area (1.25x)
==Heavy Forest/Jungle (1.75x)
(NOTE: The more often this is used in succession, the weaker it becomes. For every 5 blasts .25% of its power will be reduced. Reduced to .25 or below (such more often in the dessert) the blast will not generate.)
Original Class III – Geomancy Level 3[/color]
No class 3 Geomancy skills known at this time…
Other Information:
Personality:
Gray is lively and a fierce fighter and friend. He is very inquisitive by nature and loves to be around anything to do with nature. He is very raring for adventure and loves danger. He cares a lot for his friends and family and will do anything within his power to protect them. He has a very difficult time worrying about himself first and will often not think about his well being with thrusting himself into the fray to protect someone else, especially a woman.
You can usually see him wearing a smiling face, but catch him off guard, and his almost constantly positive and sunny disposition will be replaced by one of sadness. If he realizes someone is there, however, it will all change almost instantly. If asked, he will pretend he’s confused at what they are talking about.
He holds with him a small object that looks somewhat like a flute but made out of worn wood and much shorter with no holes except a thin line at the end. Anyone but him knows not the secrets on how to make it sound, and he refuses to let anyone try if he can help it.
He loves spicy food and desserts but absolutely hates eating vegetables since that’s something he’s had to pretty much grow up on. One way to this boy’s heart is definitely through his stomach. He has a phobia of scorpions and snakes with any kind of red on them. (on his planet, most reptiles or animals that are poisonous have red stripes on them. The ante venom is not known to his planet)
Origins:
Per permission from the template, not much shall be said in this section. All that is known of him is that we was born and raised on the planet Eyeel and that he was part of the Morder Faction. He will not let anything else slip out about his past. When asked, he simply responds, “The past is the past and my new life is now.”
Alliance:----Good
Death Count: 0
Poll Question:
I had a few characters on here. Chameleon, Shota, and Ecko.