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Aurondarklord Yellow Belt
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Posted: Sun Nov 18, 2007 9:06 am Post subject: Kara Mious (warning: LONG) |
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Name: Kara Mious
Species: Irish-American human (racial paragon)
Height: 5'6
Weight: 120 lbs
Eyes: left eye jade green, right eye iridescent violet (bionic)
Hair: light chestnut brown, knee length, kept in a single braid, bangs
Build: highly athletic
Age: 121 (physically appears in her mid twenties)
Alignment: tendency towards lawful neutral behavior (lawful neutral for purposes of mitigation)
Combat Strength: tier 5
Visual Aid:
Appearance: despite her Irish heritage, Kara has acquired a deep, full body tan lacking in any tan lines. Kara is lean and athletic, with what one might consider a figure skater or sprinter’s proportions, as well as considerably endowed with a larger-end C cup bust. Due to her penchant for inhabiting a series of fresh clone bodies over time, as well as advanced medical technology, Kara’s body shows little to none of the expected wear and tear of her lifestyle in terms of scarring, toughening skin, etc. though she has no body art or piercings, Kara has a tendency to paint both her finger and toe nails loud colors, most commonly her favorite shade of bright violet. She also has taken to dying her pubic hair the same color and shaving it into a small lightning bolt shape. Kara’s choices of clothing are always picked for function over style, especially if she is actively on assignment, and frequently involve camouflage colors relative to her area of deployment. Her signature black cowgirl hat and similarly styled boots are virtually omnipresent aspects of her wardrobe, only abandoned if absolutely necessary.
Personality: Kara could generally be described as a guarded and prickly personality, with all the trust issues one would expect of a person with an extensive rogue’s gallery of particularly persistent foes. Unfortunately, this is something Kara largely brings on herself. Her vindictive temperament towards adversaries, coupled with her tendency to flirt at random and inappropriate times for the sole sake of confusing people has an unpleasant way of making her enemies remember her. Due to a combination of her extreme mental acuity and corresponding frustration with what she regards as stupidity from others, as well as her arrogance and tendency towards self-centered, ruthless, and amoral behavior, especially where money is concerned, Kara can be extremely difficult to get along with, especially for people who don’t meet her high standards of competence and tendency to equate “professionalism†in a combat situation with willingness to use lethal force at the drop of a hat.
Nonetheless, Kara holds herself to a strict code of honor. She refuses to engage in outright criminal activity (largely for her own legal protection), work for people she considers morally repulsive, directly bring harm to innocent people (if it can be helped), or double-cross allies (provided they play straight with her in return and are able to pull their own weight). Kara has a degree of respect for legitimate authority, particularly divine authority, being herself a product of intelligent design, however that respect will quickly reach its limits if she feels her free will is being infringed on in a sufficiently severe manner or that bureaucratic red tape and political niceties are getting in the way of her ability to do her job, particularly in the case of any attempt at oversight of her combat tactics or restriction of her use of lethal force. Kara holds herself to expediently and fairly repay any debt she finds herself to owe, and is also loathe to break any promise or agreement she has made, unless she was forced into making it or lured to do so under false pretenses. Obviously this policy has common sense limitations, she will not keep a promise that would result in her own destruction or the deaths of millions of innocent people, for example. She holds anyone she would do business with to the same standards of honorable behavior she holds herself.
However, towards people who manage to get through her outer emotional shell and begin to bond with her at a personal level, Kara can be surprisingly protective and loyal, and acts towards many of her friends in a manner almost similar to an older sister. Kara prefers to keep this aspect of her personality largely private, however, going so far as to act coldly in public towards people she cares about for the sake of maintaining her reputation as a ruthless mercenary, as well as not revealing the identities of her loved ones to her enemies so they never become targets used as a means of striking against her. Kara pursues her mercenary career both out of genuine love of the job, and need for a massive income to support her ridiculously extravagant lifestyle. Kara has a considerably confusing self image, she seems to at the same time consider herself attractive beyond measure, and an undesirable freak due to her unnatural right eye. Likely, the former is a cover to disguise the latter. Or perhaps she’s just a little nutty. This would not be the first time, Kara is somewhat of an absentminded professor. For all of her genius, she forgets simple things like needing to eat and sleep, and is easily tempted to long rants about scientific topics likely vastly over the heads of anyone listening. All of this behind a California valley girl speech pattern. Odd chick.
History: Kara is a literal “miracle babyâ€, born to parents who wished to conceive but would not have ordinarily been able. Kara’s soul was freshly created by Auron, the God of War, and sent into the world to be born of her specific parents largely in answer to the prayers of her father, who had Auron’s favor due to being a distinguished veteran soldier from a war he had enlisted to fight in roughly a decade prior. Kara was born on Earth, in Los Angeles specifically, though NOT the particular Earth on which the Metropolis RP is centered, but rather an alternate Earth in another dimension. Despite being largely similar, this Earth is not time synchronous with ours, and was roughly a century ahead. Thus, Kara was born in the late 20th century by her own dimension’s chronology, however at the time it would have been the 19th century in Metropolis.
Kara’s family was working class, and she had a relatively happy and typical early childhood. She had an uncanny ability to “make things happenâ€, that she possessed from birth. If she wanted something from a shelf that was too high for her to reach, it would suddenly fall right into her hands. Had her parents had the money to investigate this, they might have realized that she was a latent telepath, an incredibly powerful one, in fact. If she had known this and developed her psionic powers early, they might have saved her from considerable suffering later on. She was unfortunately initially seen as a problem child in school, however it was quickly recognized that her acting out was the result of boredom, and that Kara was intensely intellectually gifted. She was labeled a genius and a child prodigy, however around the age of 10, her family fell on financial hard times due to her father sustaining a leg injury and being unable to work, and workman’s comp and insurance benefits falling through.
Needless to say, in the family’s tight financial situation, receiving an offer from a private talented and gifted school for girls with a promise of a full scholarship seemed like a dream come true, and Kara was immediately packed off to the private boarding school, where she lived for the next three years, happier, but still miles ahead of her peers academically. Despite all efforts, the school found itself unable to create a curriculum capable of challenging her mind, or her body for that matter, as Kara quickly proved to have physical capabilities as astounding as her mental ones. She could come in first place in every gym class or athletic competition almost without trying. In fact, she seemed to be good at virtually everything she attempted...everything but relating to her peers, that is. She seemed to have enormous difficulty grasping social graces.
Unfortunately, they probably weren’t trying as hard as they could have, as the academic institution was largely a front. Despite her intelligence, Kara, being an inexperienced preteen, never guessed this, despite having realized that a non-parochial school placing such high value on the moral virtue of its students, particularly on even the high school age girls remaining virgins, was odd. Of course, it’s a vast leap of logic from there to the school’s true purpose. It was in fact run by a death cult who intended to use the girls as virgin sacrifices in an effort to resurrect their God. Fortunately for the universe, no such God existed, except as a figment of the cult leader’s deranged imagination. This was, however, of little consolation to the then 13 year old Kara, who one night found herself chloroformed, kidnaped, and waking up strapped down naked to a ritual altar, along with many of the other girls from the school. She had the unfortunate chance to watch as one by one, the girls were ritualistically mutilated and murdered in a manner designed to form the sigil of the cult’s supposed deity on their bodies. Their right eyes were gouged out with a hot poker, then they were raped, the process was repeated on their left eyes, followed by the poker being stabbed into the chests fatally. Kara was both lucky and unlucky in that when her “turn†came, the cultists only got as far as putting out her right eye and raping her before a police SWAT team raided the sanctum, apparently the cultists had been careless and there had been witnesses to the girls being kidnaped. Though the cultists possessed considerable knowledge of magic and were able to fight back formidably, the vastly superior numbers of the police forced them into retreat. During the engagement, a stray bullet struck one of Kara’s shackles, breaking it open, and the resourceful girl was able to slip out of the rest of her restraints and escape in the confusion. Obviously deeply traumatized, Kara did not think to reveal herself to the police or try to get home and instead wandered off aimlessly into the night.
Starved and exhausted, wandering the streets and outlying deserts, Kara eventually reached a site that few mortal eyes ever saw, the gates of Drunder, the extradimensional home plane and headquarters of the divine Auron, her creator. Of course, such a place could not simply be FOUND by mortal means, Auron had to allow one to reach it, and the mighty God, an essentially good and merciful being, granted Kara respite and refuge. It was not generally in Auron’s nature to hand-design the personalities of mortals He created, preferring instead to grant them free will. Consequently, He was duly impressed by the young girl, neither He nor the most monstrous of His servants seemed to frighten her in the slightest. Kara had simply made the rational deduction that nothing here would be dangerous to her, as it was illogical for a God to save her from certain death wandering the desert, then present a danger to her. Certainly that kind of clear-headed logic was not something most traumatized little girls would be capable of.
Auron grew quite fond of the Girl during her stay, and once she was both physically healed, and on the road to healing emotionally as well a year or so later, Auron explained to her his role in her creation, and that her intelligence, physical ability, and psionic powers were divine gifts. Much to Auron’s surprise and amusement, she had already deduced all of it. Perhaps, the mighty God began to wonder, He’d almost made her TOO well. Nevertheless, Auron offered her training to hone her abilities and achieve her true potential. Always eager for a challenge, and well aware of the rare honor of personal instruction from a God, Kara accepted the offer.
She had no idea what she was getting herself into. Auron’s training was impossibly brutal and took years. Were it not for His healing abilities, it probably would have killed or crippled her dozens of times over. Nevertheless, Kara’s will seemed unbreakable, she was eager to take anything Auron could dish out. He quickly figured out that there was an ulterior motive behind her drive to master her capabilities. Kara was already carefully planning her revenge against the cultists responsible for her injury and rape. Auron made no move to stop her, as He felt revenge was her right, and revenge by combat was the most honorable form one could have. He made sure however to teach her more than just how to fight, and also impart in her His sense of honor and morality. The former took, the latter not so much, however enough that Auron was satisfied He was not in the process of creating a sociopathic monster. Three years later, the seventeen year old Kara left the plane of war with Auron’s blessings to hunt down and destroy her enemies. Kara located and ruthlessly hunted down every single member of the cult of black twilight, killing all in progressively more gruesome and frightening ways. Most people say that revenge is never the answer, but Kara found hers quite satisfying and enough to give her a sense of closure on the traumatic events that she had been victim to and allow her to move on with her life.
Kara returned to her parents, who up to this point had believed her dead and were understandably elated to be wrong, however found that her family was now largely destitute, as her father’s leg injury had never healed properly and her mother was having difficulty finding work that could support them. Kara remedied this in the most expedient manner her God-given training allowed. Namely, she looked up the FBI’s most wanted list, and within a few days captured and collected the bounties on all ten of them. Despite herself, she found the “thrill of the hunt†incredibly invigorating, and acquired licenced mercenary status, setting herself up as a professional soldier of fortune. Her quickly expanding operations were interrupted by the return of Auron into her life, who made her another offer, to act as His avatar and hand in the mortal world, and to know power and glory undreamed of. Kara was happy however with being her own boss, as she put it, and Auron, true to His belief in free will, accepted her decision, not that He hasn’t tried to talk her out of it on occasion. Unfortunately, Auron let slip during the conversation that during her training, He had augmented her psionic powers without telling her, having expected her to accept his offer. Needless to say, Kara was none too happy with what she considered a violation of her mind, and though she has long gotten over it and forgiven Auron, she still is somewhat loathe to use her psionic abilities, preferring to get through things on her own than resort to powers she feels she “owes†Auron. Of course, given Auron created her, this standpoint is a little illogical, a fact she is well aware of.
Over the years, Kara’s lifestyle began to wear on her, she had taken to modifying her own body with personally invented and largely untested technology, including a mechanical scanner eye. She also hopped herself up on every performance enhancing drug imaginable, and the side effects were starting to age her before her time and destroy her body. Kara put her genius to the task of using the considerable resources she’d amassed over the last half a decade or so to saving her life, as she figured at the rate she was going she had another five years to live at the most. What she eventually came up with was to employ cloning technology to create a fresh body for herself, however she was faced with the difficulty of how to reliably transfer her consciousness to the new body, not simply make a copy of herself and die. The answer came in a most unexpected place. Contacted about a job, Kara found herself dimensionally hitch-hiking to the home dimension of the dragon Ekorlabantharenza the Dawnscale. This new client seemed almost larger than life, and not just because she was the size of a jumbo jet. She had never dealt with anyone this high profile before, aside from Auron, who she was too familiar with to find all that amazing anymore. Kara was most curious why such a creature, who in addition to the formidable physical capabilities all dragons possessed, was the Arch-Convoker of her own magical order, even NEEDED a mercenary, and didn’t just eat whoever had offended her. Ekorla responded that this was EXACTLY the reason, who would ever expect a dragon to hire someone to do their dirty work? She had her own brood, and legions of servants, her enemies would not be expecting an outsider. And these were enemies the great leviathan wanted quite surely destroyed, as they had stolen the most powerful magical artifact in all of her hoard, and this was an offense dragons did not take lightly. Reticent to part with any of her beloved treasures in exchange for Kara’s services, Ekorla offered her something far more valuable. She would teach her magic. Kara readily accepted the deal, and the two began to follow the thieves trail the next morning. Unfortunately, this was a search that stretched across dimensions, and the months began to drag on.
And as they did, Kara’s body began to fail from the abuse she had put it through. Ekorla was intrigued, as she watched this obviously dying human carry on faithfully day after day, and was impressed by her sense of honor in completing the job she’d signed on for even though it had expanded well beyond Ekorla’s original expectations. Most people wouldn’t want to spend what were surely their final weeks working. Ekorla was used to humans living and dying in the blink of an eye compared to her timeless lifespan, but this seemed quick even for a human. Ekorla eventually asked Kara why she was so sick, and Kara explained the situation. Ekorla tried to heal her magically, however it was beyond her power, as the damage to Kara’s system was self-inflicted. Kara explained how she had planned to cure herself and why she was having trouble making it work. To Ekorla, this seemed childishly simple, Kara just needed to make a mystic beacon to draw her soul into the new body. Kara being new to all this magic, obviously hadn’t thought of anything like that, and of course was eager to try whatever could save her. And as Ekorla pointed out, she was happy to help, dead mercenaries never finished assignments. Well, at least, not unless Ekorla resorted to necromancy. And that never went well. Between Ekorla’s magic, and Kara’s technology, they were easily able to transfer Kara into a new body, and not a moment too soon, as the two of them quickly had their hands full dealing with the thieves, who unfortunately had learned to unlock the full power of Ekorla’s stolen artifact. The shared experiences forged a friendship that would last the ages, Ekorla has remained to this day one of Kara’s closest friends and confidantes. In fact, it is Ekorla who first coined Kara’s nickname and callsign, “Black Hatâ€, which lead to Kara adopting her signature cowgirl hat, when Ekorla compared her to the villains in cowboy movies, who always wear black hats. The name is doubly fitting given Kara’s proficiency in hacking computers.
Unfortunately Kara did not take to magic quite so smoothly. Perhaps she saw TOO much potential in it, and used it as recklessly as she did her performance boosters and mechanical implants. Perhaps more so, as her cloning system made her feel quite invincible. Unfortunately, the affects of magic gone awry couldn’t always be purged with a new body. Especially not after Kara attempted to draw the mystic forces into herself in an attempt to become Immortal. Kara found herself dangerously addicted to mana, an addiction that took her many years to overcome. Even to this day she is hesitant to conduct magical forces through herself for fear of falling to addiction again, and instead prefers to channel mana through a magic ring for any spellwork she needs to do. Her goal of living forever, through magic or whatever other means she can, remains nevertheless.
Over the decades, and far too many adventures and battles to describe, Kara has racked up quite a rogues gallery of recurring adversaries, including Ztryke, the demon of nightmares, Maya, one of her own clones gone sentient, not to mention insane, as a result of a lab accident, and Kortan Blake, an interdimensional mogul who Kara once attempted to assassinate. Needless to say he holds a grudge.
Combat Information:
Type: Humanoid
Subtypes: Paragon, Avatar
Primary Character Class: Rogue
Secondary Class(es): Psion, Mage
Relative Ability Distribution:
Strength: 2
Stamina: 2
Fortitude: 2
Agility: 3
Dexerity: 4
Reflexes: 3
Wisdom: 4
Intelligence: 5
Charisma: 1
Willpower: 4
Innate Abilities:
Mental Prodigy: Kara is capable of using 100% of her brain’s capacity at all times, and therefore possesses calculative abilities on the level of fictional characters such as Batman, Sherlock Holmes, and Lex Luthor. Her IQ is vastly beyond the normal definition of genius, rendering her in all likelihood far more intelligent than any real world human ever to live. Kara is capable of processing information at supercomputer-like rates, designing and constructing complex machinery in milliseconds while in a combat situation, concentrating on several different mentally and/or physically strenuous activities at the same time, and making deductive leaps that far exceed ordinary reasoning skills. She also possesses an eidetic memory and is capable of flawlessly remembering anything she has ever seen, heard, or otherwise experienced down to the most minute levels of detail (this does not provide Kara immunity or resistance to effects that erase memory artificially).
Blessed Form: Kara is a product of intelligent design, evolutionary and genetic luck was removed from the equation. Auron deliberately chose to make her as perfect as he could, and as such Kara is genetically predisposed to all manner of positive traits. Kept up as she has through a strict regimen of physical fitness, Kara is as strong, fast, agile, precise, and resilient as it is physically possible for a woman of her size and build to be without being considered superhuman. Independent of any form of performance enhancements, Kara could bench press 1000 pounds, run a two minute mile, balance her body on one fingernail, split a human hair lengthwise with a sword stroke, break a brick wall with her forehead, and run a marathon at her maximum sprinting speed without tiring. Perhaps most astoundingly, were she in possession of enough body parts for this not to be contradictory, her mental faculties would enable her to perform all of the above examples AT ONCE. She also possesses 20/5 vision and similarly acute other senses, as well as an immune system and constitution that could fight off such diseases as Ebola Zaire and poisons such the venom of a black mamba snake with ease.
Telepath: Kara was born with innately advanced psionic abilities, and is classified as a P-17 on the conventional Psi-scale. These abilities were further boosted by Auron. Unfortunately, due to lack of practice in their use and her tendency to wear psi-blockers at most times, these abilities are not fully under Kara’s control and tend to manifest in chaotic and unfocused ways when utilized, such as Kara involuntarily causing ambient weather to change to mirror her emotional state. Discover the specifics at your own risk....
Avatar Traits: Kara is immune to direct mind control, unless performed by her divine benefactor or a cosmic authority capable of overruling him, Quest effects, unless performed by her divine benefactor or a cosmic authority capable of overruling him, and cannot be excommunicated, damned, soulgemmed, or otherwise barred from whatever afterlife her divine benefactor would choose for her unless he is overruled by a cosmic authority capable of such or her soul is outright destroyed. She cannot enter into a Faustian deal or otherwise sell her soul as it is not hers to sell. Even her soul beacon system only functions because Auron chooses not to override it.
Paragon Traits: Kara is a paragon of the human condition and as such exemplifies all the greatest traits of human potential. As a human paragon, Kara is adaptability and inventiveness personified, her natural curiosity, explorative nature, and versatility are virtually peerless.
Learned/Acquired Abilities:
Obscured History: since the death of her parents (of natural causes) many decades ago, Kara has cut all contact with her home dimension and erased all records that could indicate its location, including her own memory thereof. Thus, Kara is for all practical purposes immune to “Terminator scenariosâ€, unless a being were omniscient or omnipresent, or actually knew Kara in her youth, time travelers can threaten all they like to go back in time and kill her in her crib, but such threats would be empty, as they would have no means of knowing when or where said crib would be found. Exclusions apply, such as records kept by The Divine Order, but good luck getting access to THAT.
Increased Biological Control: Kara has learned meditative techniques that enable her a limited degree of control over bodily functions that would ordinarily be subconscious, such as heart rate and body heat. Kara can lie to a polygraph test, or even an MRI test with no indication of deception. She also has an increased ability to resist or defeat telepathic scanning and mind affecting spells and effects, assuming she is consciously aware of attempts to use such abilities against her. This also enables her to suppress pain and withstand harsh conditions or torture.
Hand to hand mastery: Kara has mastered dozens of martial arts styles, a feat she can accomplish (presuming the style is of a mundane nature with no special prerequisites such as race or non-human body parts to learn) just by seeing them in action long enough to figure them out, and even invented some of her own. she is a hand to hand combatant on the level of such beings as Val Armorr or (arguably) Batman.
Magic: While by no means an Arch-Mage, Kara has significant training in arcane magic, primarily functional/support spells and an array of fairly mean debuffs. I do not feel inclined to provide a spell list, for blatantly obvious reasons.
Armor Proficiency: Kara is trained in the use of light and medium weight armors, and has learned to fight while wearing them without her mobility or spellcasting being impeded in any way.
Equipment:
Kara is a very gear-dependant fighter and is most notable for her tendency to do battle with all manner of high tech gadgetry, much of which is one of the benefits of being from an Earth that’s about a century ahead of ours technologically. I will not, and indeed cannot, include a complete gear list, as Kara frequently changes gear to suit differing mission needs, or even invents entirely new equipment based on doing research on the weaknesses of a particular foe, however her most notable and/or omnipresent items will be covered in this section. Note that Kara employs proper thermal insulation in all of her gear, and electromagnetic insulators, and antivirus/hacker software in any electronics that could require them, I will not bother to specify this for each and every piece of equipment. Kara also soulbinds her equipment, causing it to always endeavor as though controlled by some outside force to find its way back to her through circumstances of apparent chance should she ever be separated from it. For example, a thief who stole a piece of equipment from her might accidently drop it into a mailbox, and some bizarre error at the post office would then cause it to be accidently mailed back to her.
Performance Enhancing Drugs: Kara makes use of steroids, alertness pills, supersoldier formulas, and anything else that can give her an edge against superhuman foes.
Artificial Muscles and Bone Enhancements: Kara has replaced much of her muscle structure and skeleton with synthetics and artificially grown strengthened tissue and bone, approximately doubling her physical strength and resistance to broken bones.
Nanotechnology: Kara’s bloodstream, clothing, skin, and everything about her basically are swarming with nanites at all times. They’re spread too thinly in most places to be seen with normal human vision, but there’s enough to form a large rapier with room to spare, a use Kara sometimes actually puts them to. Any physical contact with Kara will transfer nanites just like contact with normal people transfers tiny bits of dead skin. Kara frequently uses these transfers to spy on people. They rarely are transfered in sufficient quantities that Kara could use them to construct any sort of complex machines inside other people’s bodies, however within her own Kara uses the nanites like a secondary immune system, rendering her virtually impervious to toxins and disease, though they are less reliable against advanced artificial strains and supernatural toxins. The nanites are also all over Kara’s equipment and act as an anti-theft mechanism, warning Kara of missing equipment, attempting to harm thieves or shut down equipment functionality, etc.
The Bionic Eye: Kara’s right eye is bionic. It is quite obvious, considering it’s bright violet and glows noticeably (though Kara can turn off the glow if she chooses). Considered Kara’s trademark weapon, the eye contains a powerful supercomputer that is, among other things, continually recording everything Kara sees, provides her with a Heads Up Display layered over her normal vision which also filters Kara's vision, rendering her immune to any spell or effect dependant on eye contact, or on Kara looking at something (has no effect on abilities dependent on another being looking at Kara, has no effect on spiritual abilities such as Divine Radiance), telescopic and microscopic vision at Kryptonian scale and precision, advanced targetting capabilities, threat assessment, continuous combat and mission status reports, alternate vision modes across the entire electromagnetic spectrum, spiritual sight, and the ability to project blasts of any form of energy on the EM spectrum, as well as imbue beams of light with a holy or unholy damage modifier. The eye’s computer is able to automate some of Kara’s equipment, notably her personal teleporter and her private starship, the Freelancer. The eye is capable of projecting completely realistic looking, three dimensional holograms of any shape Kara can imagine. These can be either normal holograms, or photoelectric “solid†light holograms, though the latter is massively taxing on the eye’s power reserves, especially if larger holograms are used. Being entirely non-supernatural in their method of action, the holograms do not show up as illusions or otherwise “not real†to truesight, see/dispel illusions, or other, similar spells or effects anymore than any form of light would. Though the holograms can mimic solidity and exert force, they have no real weight or other physical properties. Though each hologram, if solid, must be solid state to maintain the cohesion of the photoelectric fields, and thus cannot mimic moving parts or both a launcher and projectile, the eye has several holographic lenses, allowing for the projection of up to five solid holograms at the same time. The holograms obviously cannot mimic the physical or supernatural properties of any specific object, person, or materiel beyond appearance and texture. They have no taste, sound, or scent, though Kara is able to generate such via nanites and a number of other methods. combining this with the eye's ability to project energy across the electromagnetic spectrum, Kara is able to use is a cloaking device, bending light and disguising her body's heat and other energy emissions. Kara carries remote projectors with the same holographic capabilities as her eye in her utility belt. It also contains Kara’s neutrino scanner, a powerful tool which bombards targets with neutrinos, and is able to construct complex 3D computer images for Kara based on the percentage of neutrinos to pass through the matter, allowing Kara to effectively see through solid objects. At first possible opportunity, Kara intends to upgrade the eye’s image reconstruction abilities to display a W axis as well, in order to enable her to see into the fourth spatial dimension, for the express purpose of defeating a certain red-haired menace.
Combat Boots: Kara wears cowgirl style boots made of dragonhide (she has two sets, one of black dragonhide, and one of copper dragonhide, depending on whether she wants to wear black or brown boots, but given the dragon types, they are functionally identical for combat purposes). They have stiletto heels that come to a sharp point, and rocket jets built into the soles. The rockets contain their own microcells and have virtually unlimited fuel. Given the acid-spitting nature of copper and black dragons, and the fiery powers of dragons in general, the boots make it extraordinarily easy for Kara to wade through toxic chemicals, lava, etc. the boots do not come equipped with spurs, and have sonic dampeners built in that can silence the clicking of the stiletto heels if need be. They are internally padded for comfort, necessary given that between the leather and the padding they have hidden compartments that can hold six thin crystal vials in each boot, the padding protecting the vials from shattering under combat strain. Kara generally keeps three vials of holy water and three vials of unholy water in the left boot, one healing potion, one mana potion (if working with allies, Kara never uses mana potions herself due to her problems with magical addiction), one vial of salt, and three slots free for situational equipment in the right boot, though this order is not always the case. The boots are inscribed with runes to form a Freedom spell, which will endeavor to alter environmental conditions and luck to free Kara from any movement impairing or restraining spell or effect she might fall under.
The Hat: Kara wears a black cowgirl style hat. Predictably, it’s lined with an ultrafullerite coating that could stop a railgun slug.
The Braid Weapon: even Kara’s hair is armed! Kara has a multi-jointed titanium rod hidden inside of her braid, enabling her to use her hair as a bludgeon in the manner of Sindel from Mortal Kombat. The rod ejects spikes if grabbed.
KCYX-57ULTRA hypervelocity mass driver: Kara’s railgun, generally broken up and the pieces hidden across her body, the weapon assembles into a highly accurate, full size sniper railgun capable of accelerating diamond tipped tungsten penetrator rounds to relativistic velocity. Given that the projectiles start out quite small and only become 20mm in flight due to relativistic expansion, the weapon’s clip can hold 100 rounds.
Energy Driver System: Kara wears a solid black skintight bodysuit under her normal clothing that is internally wired with diamond filaments that absorb electromagnetic energy, used to mitigate the effect of energy based attacks on Kara’s person. The energy is transfered to a wristband Kara wears on her right wrist. Kara carries on her person a diamondglass plated glove that is violet in color and connects to the wristband when worn, allowing Kara to use the stored up energy to fire energy blasts, increase the kinetic energy of her own physical attacks with that hand, or encase the hand in a kinetic shield that allows it to handle hazardous objects.
Armored Clothing: Kara’s clothing appears to be made of ordinary cloth, however it is in fact constructed from a hardened carbon allotrope that functions as a powerful medium weight armor capable of deflecting bullets, genades, and other normal projectiles entirely and mitigating damage even from powerful weapons such as anti-tank rifles. Beneath her jacket, Kara wears an extra vest with ultrafullerite rifle plating just like her hat has to protect her vital organs. The collar of her jacket has a small forcefield generator sewn in that protects her face and neck with a kinetic shield. Kara’s clothing is riddled with small hidden pouches, utility belts, and bandoleers which Kara uses to store ammunition and small situational gadgetry, usually including a medkit, hacker’s tools, remote hologram generators, and a selection of acids and poisons. Kara’s gloves, unlike the rest of her outfit, are black dragonhide, like her boots. Kara’s jacket has cufflinks that can fold out into the shape of a cross on the right wrist and a pentagram on the left. This is both an aesthetic touch meant to symbolize her moral neutrality, and a means of warding off attack by both celestial and fiendish foes.
Psi Blockers: Kara appears to wear two large bandaids on her neck at all times, these contain her psi blockers, small machines that vibrate tin filaments at hypersonic frequencies to create an anti-psionic resonance bubble around Kara’s person that disrupts psi waves around her body, both protecting her from psionic attack and keeping her own mental powers in check. They can be set to differentiate different psionic frequencies and allow contact with authorized sources. Kara carries extra psi blockers in her utility belt for offensive use.
Touchpad: Kara’s right wristband contains a touchpad that she can use to manually control all the functions normally regulated by her bionic eye, acting as an auxiliary control system if the eye should be destroyed.
Teleporter: Kara wears a personal short range teleporter device that can instantly move her to any location within a few miles on the same plane and dimension. As it works via electron tunneling, it is not subject to some forms of teleport jamming, notably any that involve dimensional locking. The teleporter has a “teleport egress†function that links into Kara’s sensor systems when activated to automatically recognize hazards and teleport Kara away from them to safe spots within a given range.
Metal Storm Handguns: Kara carries four handguns, two holstered at her sides, two behind her lower back. All of them employ metal storm technology, are made from aerospace grade titanium, and use C4 as a high speed propellant to make the bullets vastly more powerful and harder to dodge than any gunpowder fired round could ever be. The weapons are chambered in .45 caliber, and hold 40 rounds split between four barrels. Kara usually carries a number of types of ammunition for them, as well as silencers.
Dragon’s Breath Flamethrower: a magitek weapon fashioned for Kara by the adult red dragon Baelcastinathurax the Northflame in payment for services rendered, and charged with the chaotic flames that raged within the dragon’s own veins, this small device resembles a Bunsen burner without a base, however the unassuming object is capable of projecting powerful blasts of red dragonfire, hot as the Earth’s core and twice as deadly, for it retains all of the usual damage bonuses and modifiers afforded to dragonfire, including the capacity to harm gods and other immortal beings. The device has a secondary fire mode in which it fires a continuous, but considerably shorter and more condensed stream of dragonfire to form a cohesive blade. In this form it much resembles a bright red, flaming lightsaber. While it is still energy, its cohesion and level of molecular activity is sufficiently high for it to be employed to block other energy weapons. Unfortunately, it cannot create dragonfire, only project it, and thus only came with as much total energy as Baelcast breathed into it, and requires periodic recharging, which can only be performed by a red dragon, as the runes that retain the charge are very specifically designed. For this reason, Kara endeavors to make sure that there’s always a red dragon or two who owes her a favor, not a difficult feat considering the contentious and hot tempered nature of the breed, and thus their frequent need for mercenaries.
The Freelancer: Kara’s private starship. A four hundred meter long Dysinnian Ravager class cruiser modified by Kara into a blockade runner. Its main engine is capable of flying at mach 20 in atmospheric conditions and over 150,000 miles per hour in normal space, as well as possessing both subspace and slipstream drive capabilities for faster than light and interdimensional transit. The ship is layered with auxiliary thrusters, making it extremely nimble and easily able to run mine fields, asteroid belts, and other hazards. Armored with high concentration adamantium and tungsten alloys, and protected by a powerful kinetic force shield, the ship is able to both withstand and dish out a great deal of punishment, being armed with 14 turret mounts, five short range rapid fire positron guns for anti-fighter use, five long range rapid fire railgun turrets, and four medium range plasma beam mounts primarily for shipkiller use. It also contains a single “primary†gun that draws on slipstream energy to project powerful entropic blasts. While primarily used for vaporizing small but dangerous asteroids, it is also more than capable of annihilating cities and such on the order of magnitude of a high yield nuclear weapon, though not being the villainous type, Kara has very rarely had reason to use it in such a manner. The ship also contains several fold-out missile bays, including tactical nukes, a hanger housing Kara’s personal fighter-bomber and a squad of 12 identical drone ships, a small army of assorted robot guards and marines, living quarters, a fully equipped lab, a small arms armory, and generally all the comforts of home.
Kara’s Submarine: Kara maintains an Ohio class nuclear submarine modified to fit her needs, since starships usually don’t work so great underwater.
Kara’s Boltholes: Kara has a habit of seeding planets on which she frequently does business with “boltholesâ€, hidden storage areas where Kara keeps emergency arsenals and supplies. Frequently these are maintained in abandoned military bases where, should they be discovered, the presence of stockpiles of weapons would not be considered unusual or draw too much attention from law enforcement.
Kara’s Headquarters/Auraxis 5: in homage to the fact that Kara was originally designed to be my character in the online FPS game Planetside, she maintains her main headquarters on a private island on a version of Auraxis, the game world on which Planetside takes place. Owning a chunk of island real estate over 100 square miles in size, Kara lives in an opulent and heavily fortified palatial residence, housing her cloning system and the vast majority of the infrastructure of her operation. Needless to say, she not only has considerable defenses of her own, but the three warring nations of Planetside that continually try to kick each other’s butts like her, and don’t take very kindly to uninvited guests invading their planet, to come after Kara or for any other reason.
The Ring of Miduras: ether coated arcane crystal ring which Kara uses to channel mana for her defensive and functional spells.
The Staff of Seven Heavens: despite its name and heavenly looking design, this adamantium staff is the weapon Kara uses to channel her more offensive based magic.
Quicksilver: Quicksilver appears, when concealed, as a small, hollow, twisted cylinder of nightmarewood soaked in fireproof kenet, with several runes carved on it. It is stored in a wrist slot inside Kara’s right jacket sleeve. When fully expanded, item appears as a finely crafted Venetian stiletto. The item’s primary method of action is in the fact that the runes on the handle enchant the item to, at Kara’s will, produce infinitely renewable quantities of magnetized mercury, which take the default shape of the stiletto’s metal parts. However, due to the liquid nature of mercury, can morph, at her will, into almost any shape Kara can imagine, allowing the dagger to perform functions including, but not limited to: altering its sharpness anywhere from blunt to mono-molecular, picking locks, tampering with electronics, sabotaging equipment, and anything else that requires slipping into tiny cracks or inaccessible spaces. The dagger is limited in terms of how much mass it can produce and remain cohesive however, its maximum is the size of a large dagger, it cannot become, for example, a full size longsword. Any biological life form stabbed by it, or even making exposed skin contact of any kind with it, may be subject to acute mercury poisoning. Due to its magnetized nature, any mechanical object stabbed with it, or even making any sort of direct contact with it, may be subject to magnetic interference. Due to the fact that nightmare oaks are extraplanar flora that exist only on the home planes of certain deities and various other fairly f---ed up outer planes, and are immortal, the piece of wood from which the dagger handle is crafted is still alive despite having been cut from the tree it was part of, and thus still producing its deadly nightmare sap, which coats the blade of the dagger. Nightmare sap is a contact poison to most types of biological life forms that can cause dementia, paranoia, horrifying delusions in which other objects appear to take on frightening qualities, and irrational panic, followed shortly by coma and death from higher doses of exposure to the poison. Being a poisonous substance that affects the body biologically as a primary method of action, it is not considered mind-affecting, and not subject to abilities or modifiers that protect a subject from fear effects. It is a supernatural poison. The obviously enchanted nature of the mercury the weapon is made from renders it a magic weapon that causes magic damage by any method of attack, including actual damage from the blade, as well as any mercury poisoning or magnetic interference that may be inflicted. Quicksilver knows its rightful wielder, Kara is immune to its toxic effects, her items are immune to its magnetic and dispelling effects, and it will actively try to avoid harming her or her property as though sentient in any situation where that could be an issue. It will also actively try to harm or otherwise frustrate the efforts of any would be thief or person who attempts to use it without Kara’s permission, as though sentient. The weapon has many secondary functions as well, including the ability to, when in its hollow handle form, function as a blowgun instead of becoming a dagger, shooting magnetized mercury darts, dripping off several secondary small constructs including but not limited to small serpents (treated as summons) made of living magnetic mercury with nightmare sap produced as their natural venom, droplets of magnetic mercury, repair patches and enhancements to Kara’s armor made from magnetic mercury, magnetic mercury vapor that can render large areas, especially enclosed spaces, toxic and/or magnetically polarized, and radiating its magnetic field into a protective force field or a cohesive beam of magnetic force. The dagger may also morph into a scrying mirror through which Kara can magically look from the perspective of any mercury droplets or pools it has left behind, allowing it to be used to place hidden cameras. The dagger is charmed with a Pierce Defense enchantment that allows it to stab through non-physical defenses including, but not limited to, force fields, solid holograms, dimensional distortions, anti-magic fields, and magical barrier fields as though they were not there. It is also charmed with a Ghost Touch ability that allows it to act against spectral, ethereal, ghost-like, or otherwise incorporeal or intangible foes as though they were solid. The dagger radiates a polarized dispel effect 1 millimeter around itself, giving it a chance to dispel any magic it comes into contact with that is vulnerable to a basic dispelling effect. Constructs and offshoots of the dagger other than the main blade, excluding the darts it fires in its blowgun mode, do not have its Pierce Defense, Ghost Touch, or Dispel Magic effects. The dagger is not vulnerable to any form of dispelling effect, the only way to remove its magical nature is to actually physically remove the runes carved on its handle, however, any constructs or mercury droplets no longer in physical contact with the dagger itself ARE vulnerable to dispelling effects as normal. The dagger can also drain mana from any mana source it comes into physical contact with, filter it, and feed it into Kara’s Ring of Miduras. Finally, Kara can alter Quicksilver’s blade temperature at will between -100 degrees F and 1000 degrees F, cold enough to instantly freeze mercury, and hot enough to instantly boil mercury, with room to spare to factor in environment, to add a freezing or burning modifier to the weapon’s attacks.
Reckoning: Kara’s avatar weapon and “crown jewelâ€, in a manner of speaking. A gift from Auron, the Reckoning is an umbracite splitblade, forged in the traditional ether layering Akhevan style personally by the god of war. The weapon is almost five feet in length and quite broad, and logically one would think it would have to be used two-handed, and for most people, this would be true. However, in Kara’s hands, the weapon is weightless. the weapon's edge is monomolecular, like all bladed weapons of akhevan construction. Reckoning’s true power lies in the fact that it is not enchanted, but rather COMMANDED by Auron, through his divine power to give direct orders to the fabric of the cosmos itself, to slay any creature whose death Auron would have the authority to demand, regardless of form, species, ethereal/intangible nature, or any endeavor of mortal powers. A fatal wound delivered by Reckoning is considered lethal damage to any non-cosmic being, period. All damage from the weapon is treated like normal damage to a normal human, and cannot be healed by regeneration powers, white magic, or similar. (Think “The Colt†from Supernatural, to give a reference point) further, creatures killed by the reckoning cannot be resurrected without the consent of Auron, or a cosmic authority capable of overruling him. Reckoning will violently object, as though sentient, to use by any person without the blessing of Auron and make every possible effort to destroy them. Reckoning is considered an Artifact, and is therefore virtually indestructible. The weapon is capable of cutting through the fabric of space and dimensions, allowing instant travel to virtually any location Kara is familiar with. Reckoning is able to emit a powerful tachyon field around itself, which enables Kara to control the flow of time to a limited degree and influence temporal fields around herself and her enemies. The tachyon field can also be used as a high yield energy weapon in and of itself. The weapon is capable of transforming into a secondary mode in which the two blades separate from the hilt of the weapon and float independently, controlled by Kara’s will alone. The tachyon field surrounding the weapon will condense into a cohesive beam with the appearance of a bright violet flaming lightsaber, emanating from the weapon’s hilt. Kara frequently duel wields both this and the energy blade form of her dragonfire launcher. As with most energy blade weapons, the beam possesses sufficient cohesion to block other energy weapons. The tachyon blade is capable of exerting the force of time on any object it touches, while it does not actually cut, it simulates cutting damage by moving the affected object through time so quickly it could undergo eons of degeneration and wear and tear in an instant. _________________ Insert the funniest, wittiest, most endearingly clever joke you've ever heard in this space....then mentally give me credit for it. see? you like me better already!
Last edited by Aurondarklord on Thu Nov 22, 2007 7:24 pm; edited 1 time in total |
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Cirrial DIV_BY_ZERO (Admin)
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Posted: Sun Nov 18, 2007 2:28 pm Post subject: Re: Kara Mious (warning: LONG) |
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| Aurondarklord wrote: |
| Species: Irish-American human (racial paragon) |
I don't mean to stir anything up, but can I have some clarification of "racial paragon"? I'm sure it means something completely different and I've read it completely wrong, but it'd be nice to have some clarification nonetheless. _________________ This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing. |
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Abidusray White Belt
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Aurondarklord Yellow Belt
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Posted: Sun Nov 18, 2007 3:00 pm Post subject: |
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@ Cirrial: a racial paragon is a dungeons and dragons term, it means a person who embodies the traits (generally more the positive ones) associated with a given race. for example a gnome paragon would have the insatiable scientific and magical curiosity associated with gnomes in spades, and be a grand master inventor or something. just an example. I'm not following D&D exactly, but it has a lot of terminology that's good for explaining what one means.
@Abidiusray: I'll care about mary sue litmus tests when people stop buying millions of Superman comics every year and watching Inu-yasha reruns until their eyes bleed. Kara is, quite simply, a polymath. they exist, get over it. she's also hardly flawless or unbeatable. there's a long paragraph in the personality section about what a b*tch she can be, and her history is full of examples of her tendency towards reckless and self-destructive behavior. she's very, very smart, yes, but that's her central ability and "gimmick" from which everything else flows. beyond that, her high lethality weaponry is necessary in her line of work, an assassin who can't penetrate the defenses of harder to kill characters is worthless. the rest, it may be long, involved, and full of flowery wording, but it hardly makes her invincible. is she tuned for high power campaign settings? yes. but given this RP has gods running around, can you blame me? _________________ Insert the funniest, wittiest, most endearingly clever joke you've ever heard in this space....then mentally give me credit for it. see? you like me better already!
Last edited by Aurondarklord on Sun Nov 18, 2007 3:13 pm; edited 1 time in total |
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Cirrial DIV_BY_ZERO (Admin)
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Posted: Sun Nov 18, 2007 3:04 pm Post subject: |
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Oh, okay. Thanks for explaining
I'm not well versed in D&D terminology, hence my confusion. _________________ This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing. |
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Abidusray White Belt
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Posted: Sun Nov 18, 2007 3:07 pm Post subject: |
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I think you'll find that the people here don't take lightly to Mary Sues. The number of comics being sold is decreasing every year, and you'll be hard-pressed to find characters in movies, books, graphic novels, or any other similar media that don't have troubling pasts and several flaws.
Your character is over-powerful, and unrealistic. I could point out all the offending passages, but there are simply too many.
The people here don't like Superman characters. Why? Because they're too perfect, too indestructible. They are not fun to play with or against.
I almost find your character offensive because of how it treats role playing: a power struggle where it doesn't matter how you play a character, it only matters that your character is richer, stronger, sexier, and more talented then anyone else's. _________________ Abidusray: Insane, teleporting, haikuing human in a suit.
Thresher: Nasty, ex-skypirate with an airship, the Machina ex Deus.
SMOOTH MOVE, EX-LAX |
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Aurondarklord Yellow Belt
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Posted: Sun Nov 18, 2007 3:15 pm Post subject: |
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you may have missed the large edit I added in to my reply to you after I took a moment to realize that my initial curt reaction was the natural product of bruised ego from being basically insulted and decided to explain my position in greater detail.
reposted for reference:
@Abidiusray: I'll care about mary sue litmus tests when people stop buying millions of Superman comics every year and watching Inu-yasha reruns until their eyes bleed. Kara is, quite simply, a polymath. they exist, get over it. she's also hardly flawless or unbeatable. there's a long paragraph in the personality section about what a b*tch she can be, and her history is full of examples of her tendency towards reckless and self-destructive behavior. she's very, very smart, yes, but that's her central ability and "gimmick" from which everything else flows. beyond that, her high lethality weaponry is necessary in her line of work, an assassin who can't penetrate the defenses of harder to kill characters is worthless. the rest, it may be long, involved, and full of flowery wording, but it hardly makes her invincible. is she tuned for high power campaign settings? yes. but given this RP has gods running around, can you blame me? _________________ Insert the funniest, wittiest, most endearingly clever joke you've ever heard in this space....then mentally give me credit for it. see? you like me better already! |
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Abidusray White Belt
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Posted: Sun Nov 18, 2007 3:26 pm Post subject: |
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My point is that she's too powerful. To take your example, that an assassin who can't penetrate an enemy's defenses is worthless, I agree. I take issue with the idea that they need to have a variety of extremely powerful weaponry at their disposal that works every time in order to be good at their jobs. An assassin who relies on technology is useless -- a truly talented assassin is skilled with their hands and what they have with them.
And don't try to turn my argument against me. You can't call her reliance on weaponry a caveat any more than you can call the fact that she is extremely intelligent a "gimmick." Her weapons, from what I could surmise, work every single time. And no matter how intelligent someone is, no one can do this:
| Aurondarklord wrote: |
| Kara has mastered dozens of martial arts styles, a feat she can accomplish (presuming the style is of a mundane nature with no special prerequisites such as race or non-human body parts to learn) just by seeing them in action long enough to figure them out, and even invented some of her own. |
Your character has too many skills that are too exceptional. Magic, telepathy, weaponry, money, everything about your character is unrealistic. Your character solves all problems flawlessly, using exceptional means and methods to do so. This is bad form.
Another example is this:
| Aurondarklord wrote: |
| Kara returned to her parents, who up to this point had believed her dead and were understandably elated to be wrong, however found that her family was now largely destitute, as her father’s leg injury had never healed properly and her mother was having difficulty finding work that could support them. Kara remedied this in the most expedient manner her God-given training allowed. Namely, she looked up the FBI’s most wanted list, and within a few days captured and collected the bounties on all ten of them. |
How did she do it? Obviously, she did it perfectly. No scars on her psyche from seeing horrible things happen to people? The people on the FBI's most wanted list are on it because exceptional people can't capture them. That Kara could hunt them down within days is unfeasible, especially when you consider that a large number of the people on the list may not even be in the United States. The sheer amount of time it would take to fly to the countries where they may not be means that the only way she could have captured them in a few days is if she knew exactly where they were.
On the topic of gods: Before they're introduced into the world, they're passed by the admin and by Shaon, who make sure they're not overly powerful. Each god is flawed, and none are as powerful as Kara, who, I think I need to point out, is not a god. _________________ Abidusray: Insane, teleporting, haikuing human in a suit.
Thresher: Nasty, ex-skypirate with an airship, the Machina ex Deus.
SMOOTH MOVE, EX-LAX |
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Aurondarklord Yellow Belt
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Posted: Sun Nov 18, 2007 3:44 pm Post subject: |
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the fact is that in a fantasy setting there are some beings that CANNOT be defeated by bare, non superhuman hands alone. you're talking about human vs human or similar battles. not fighting some supernatural evil creature who can only be killed by certain types of damage.
Kara can kill virtually any living creature with Reckoning if she strikes their "center of being", so to speak, whatever it is that keeps them tethered to the mortal world. in most cases this requires that she stabs them in the heart or cuts off their head.
you speak on the subject of realism. in the real world, anybody who gets their head cut off is dead.
however, the fact that she can kill the ancient legendary dragon villain dude by decapitating him and doesn't have to go about a long quest to figure out his one secret weakness and yadda yadda is tempered by the fact that she still has to sneak into his impenetrable fortress, past his highly trained scryers and guardsman, and either sneak up on him and stealth kill, or defeat him in combat to get an opening to STRIKE a deathblow in the first place.
Reck does not guarentee a kill on every strike, it guarentees a kill if a deathblow is struck. and unless I power play, something expressly forbidden here if I want to advance in belt, I have to rely on my own skills in battle to get the opportunity to kill. not to mention that I'm not fond of slaying other people's characters without their consent, even if there's not a specific forum rule against it, it's their character and for the most part their right to decide if they want them to live to be useable in another thread.
Kara is powerful. Kara is not balanced for "real world settings". true, a bunch of guys on an FBI list are no challenge to her. but the average sci fi or fantasy supervillain would put them all to shame. Kara is balanced for a fantasy/sci-fi RP where superhuman characters, immortals, and the like are the norm. this happens to be such an RP, hence my use of her. power does not make a character a lesser example of the literary art. RP is both a book and a game at once, in many cases, a competitive game. and I'm sure any tiger or mantis player here would agree with me when I say that when you play a competitive dueling game, you play to win. to win FAIRLY, and respectfully to your opponent, but to win. and part of that is to create a strongly designed character who can hold their own in the "arena", so to speak. _________________ Insert the funniest, wittiest, most endearingly clever joke you've ever heard in this space....then mentally give me credit for it. see? you like me better already! |
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Abidusray White Belt
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Posted: Sun Nov 18, 2007 3:52 pm Post subject: |
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Because you failed to directly respond to any of the arguments I presented, I assume that you understand them and agree with me on all parts.
Again, you managed to miss the point. The point isn't that she had to sneak into the fortress past all the guards, it's the fact that she did sneak past all of them, without alerting them (or if she did she killed them easily) and had no issues killing the dragon.
As for Reckoning, even if it doesn't hit every time, that it kills without fail every time it does hit makes it unfair and overly powerful.
| Aurondarklord wrote: |
| to win FAIRLY, and respectfully to your opponent, but to win. |
You can't win fairly against Kara.
I point to my character, Thresher. He's strong, but he's not invincible. He can be killed, and he has suffered a number of injuries. He's a sadistic killer, and while he's a talented marksman, he's not a perfect shot every time. In fact, his talents are the following: good fighter, exceptional marksman. That's it. He can more than hold his own in any fight, and he doesn't need Reckoning or any other absurdly powerful abilities to do so. _________________ Abidusray: Insane, teleporting, haikuing human in a suit.
Thresher: Nasty, ex-skypirate with an airship, the Machina ex Deus.
SMOOTH MOVE, EX-LAX |
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LordPsycho Black Tiger (Admin)
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Posted: Sun Nov 18, 2007 3:55 pm Post subject: |
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As the local tiger sensei, mind if I comment?
When I create a character, I don't think about their future battles, but the future story lines. For each character, I try to have two things: intended story lines for any current RP's the character is in, and an overall story line that helps me define goals, motivations, and general development of the character.
I've been working on the storyline that lead to the Death of a God RP for years, literally. Blackfoot is on the second arc of his storyline (wanderer -> student)
With that said, I don't overpower my characters unless I feel it would advance his storyline. With DP it made sense to ascend him when I did, as i was founding Blackstar - His realm.
Now I haven't read the overly long post of death, but can I ask, what is the overall storyline for this character - not only where has she been, but where is she going? What would you like to have accomplished when you declare the story of that character done? (Summary please - I don't care to do too much reading today) _________________
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Aurondarklord Yellow Belt
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Posted: Sun Nov 18, 2007 4:13 pm Post subject: |
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| Abidusray wrote: |
| Because you failed to directly respond to any of the arguments I presented, I assume that you understand them and agree with me on all parts. |
and you HAVE directly responded to any of my arguements that didn't suit your point? there was a total dearth of reply to my point on how I've clearly highlighted her personality flaws, just a quiet shift in the focus of your arguement until you now return to claim I agree with you. if you'd actually read my replies, I'd urge you to point out in specific anything I HAVEN'T responded to.
| Abidusray wrote: |
| Again, you managed to miss the point. The point isn't that she had to sneak into the fortress past all the guards, it's the fact that she did sneak past all of them, without alerting them (or if she did she killed them easily) and had no issues killing the dragon. |
the dragon is a hypothetical example. I have never actually run such a story, nor is one a part of Kara's history. the point I was trying to make is that though Kara can theoretically kill the dragon, that doesn't mean it's EASY for her to do so. it might be the battle of her career, I hope to play with a capable opponent who can challenge and thwart her.
| Abidusray wrote: |
| As for Reckoning, even if it doesn't hit every time, that it kills without fail every time it does hit makes it unfair and overly powerful. |
because it's realistic and fair that someone gets decapitated, then grows a new head and walks away without a scratch?
| Aurondarklord wrote: |
| to win FAIRLY, and respectfully to your opponent, but to win. |
| Abidusray wrote: |
| You can't win fairly against Kara. |
this statement suggests one of three things:
1: YOU cannot conceive of a way to win fairly against Kara. that is more a statement about you than me.
2: you are limiting the scope of what you deem fair to normal human power levels in the real world.
3: your logic is circular, anything that can win against Kara is inherently unfair and therefore nothing can win fairly against Kara.
I can and have lost battles as her, many times. in the campaign I'm doing on my home boards, she spent the majority of the last major engagement under the effects of a dimensional banishment spell and thus unable to act. sure, Reck could have cut her a portal back, but couldn't for two reasons, first of all, she didn't know where she was, interdimensional voids don't usually have road signs. thus she'd have no idea what to cut to get back. secondly, she was secured by a dimensional anchoring spell and wouldn't be able to get out even if she could cut herself a portal home. in the end, the party's wizard had to figure out a way to undo the magic and restore her because she couldn't get back on her own. that's just one of a long list of examples.
| Abidusray wrote: |
| I point to my character, Thresher. He's strong, but he's not invincible. He can be killed, and he has suffered a number of injuries. He's a sadistic killer, and while he's a talented marksman, he's not a perfect shot every time. In fact, his talents are the following: good fighter, exceptional marksman. That's it. He can more than hold his own in any fight, and he doesn't need Reckoning or any other absurdly powerful abilities to do so. |
he sounds balanced for a normal human type campaign. that's fine and good. Kara isn't. why is this wrong?
@ DP: difference of opinion I suppose. perhaps it was presumptous for me to claim to be able to speak for the tiger and mantis styles. I DO think about battles when I create characters. stories too, but I have a lot of fun with dueling games.
where do I want to go with Kara? for one thing, I eventually want her to overcome the adversaries from her past so she can relax. overall, I think I want most for her to build a personal life. friends and attachments and happiness and accept the kinder sides of herself that she hides behind her cold exterior. _________________ Insert the funniest, wittiest, most endearingly clever joke you've ever heard in this space....then mentally give me credit for it. see? you like me better already! |
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LordPsycho Black Tiger (Admin)
 Blue Mantis (Admin)
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Posts: 1785
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Posted: Sun Nov 18, 2007 4:20 pm Post subject: |
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She would have done well serving under DP, when dealing with those whom he considers subordinate, he takes cold exteriors to a new level - but it isn't hidden that he cares about his subordinate, he just never let's that interfere with his job.
Yes there are bound to be a difference of opinion involving Freeform RP. If not, it wouldn't be freeform at all. Maybe we should consider making a class of RP'er involving the art of dueling....maybe. _________________
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Aurondarklord Yellow Belt
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Posts: 22
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Posted: Sun Nov 18, 2007 4:23 pm Post subject: |
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Kara has served under a few gods. for a price, of course. she's used to their outward faces, hell, she learned the trick from Auron.
basically, you will find this bio is cut in half, the top half is devoted to Kara in story, the bottom to Kara in combat. I consider them both of equal importance. _________________ Insert the funniest, wittiest, most endearingly clever joke you've ever heard in this space....then mentally give me credit for it. see? you like me better already! |
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Abidusray White Belt
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 Power Apathy Party


Posts: 97
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Posted: Sun Nov 18, 2007 4:28 pm Post subject: |
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I did point out her flaws:
| Abidusray wrote: |
| And don't try to turn my argument against me. You can't call her reliance on weaponry a caveat any more than you can call the fact that she is extremely intelligent a "gimmick." Her weapons, from what I could surmise, work every single time. And no matter how intelligent someone is, no one can do this: [quote removed] |
Would you like me to continue pointing out the problems? I certainly can.
| Aurondarklord wrote: |
| because it's realistic and fair that someone gets decapitated, then grows a new head and walks away without a scratch? |
You continue to miss the point of my argument. I can only assume it's because I'm not being clear enough, so I'll try one more time.
If Reckoning can kill with a single hit, it's extremely powerful. If it hits most of the time, it's unfair.
And no, I can't think of a way to kill Kara. You've got your bases pretty well covered: If I attempt to cut off her head, she'll use her martial arts skills to avoid it. If I shoot at her, she can simply stop the bullets from hitting her. If I attempt to destroy her mentally, she'll either be able to use her telepathy to negate it, or her "cold, hard" exterior will be unaffected by it.
You defeat yourself in your own argument:
| Quote: |
| anything that can win against Kara is inherently unfair and therefore nothing can win fairly against Kara. |
Unfair characters are not allowed on the Dojo, so nothing can beat her.
Taking your example of being stuck in in some other dimension: A flawed character would have had no way of getting back without some sort of caveat. A Mary Sue character makes it back with no problems at all.
Now, I'm going to say this one last time. Pay close attention to it.
Kara is too powerful. She is more powerful than the gods in the Dojo, which are the most powerful beings we have. You are, therefore, creating an unfair character who is too perfect and too powerful.
I have no more to say on this topic because arguing with you is like arguing with quicksand: your arguments are vague and serve only to draw me in to the debate.
On a final note, if you do play Kara well enough, then you could effectively prove me wrong. I sincerely hope that you do. As Cirr points out, however, being able to play a Mary Sue character in a such a way that they're not invincible requires a player who's talented enough not to create such a character in the first place.[/quote] _________________ Abidusray: Insane, teleporting, haikuing human in a suit.
Thresher: Nasty, ex-skypirate with an airship, the Machina ex Deus.
SMOOTH MOVE, EX-LAX |
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