Post by Heroic Bilby on Aug 16, 2009 21:58:25 GMT -5
Cap'n Kristoph's profile be a wee bit aged from days gone by, but since he's up for more use as of late I thinks its time to align it to the current sailing standards. Changes made are as follows:
1. Whole new set of weapons
2. Updated abilities section to current system with new abilities
3. Changed class to Mystic, as it seems to suit him more in retrospect, and added a new note in the Other section regarding his Life Aura ability.
The specific sections changes are shown below for easy finding and viewing. Code for the entire modified profile is at the bottom of the post.
1. Whole new set of weapons
2. Updated abilities section to current system with new abilities
3. Changed class to Mystic, as it seems to suit him more in retrospect, and added a new note in the Other section regarding his Life Aura ability.
The specific sections changes are shown below for easy finding and viewing. Code for the entire modified profile is at the bottom of the post.
Primary Weapon(s)
ID: Masamune/mG & Excalibur/mG
Quality: Average
Masamune/mG is a small cutlass. The hilt is covered in thin in white wraps save for the bottom cap. The guard is cross-styled with two short protrusions coming out the front and back of the weapon, the front being relative to the way the sharp edge of the blade is facing. The shafts edge upwards slightly at their ends to give it a more rounded look. The guard is very thin and only a little wider than the blade itself, bearing a sky blue colour. A noticeable attachment has been made to the hilt that doesn't quite match the rest of the weapon, as there are two rectangular extrusions from it that form a cross=guard shape in a plain white colour. Its hilt is a dark blue and not much thicker than the actual thin blade of the weapon. The blade itself a little longer than the length of Kristoph's forearm with one dull side and one sharp side, which is also the side that bears an inwards curve to it in the top portion. What's interesting is the material of the blade, which appears to be a vibrant green colouring all throughout.
Excalibur/mG bears a much different blade with a matching green colour. The blade of this second weapon in the set is much larger and less like a traditional cutlass and more of a double-edged sword with a pointed tip. This second blade is longer than Masamune/mG's by enough centimeters to be noticeable, but its hilt is shorter making the two almost equal in overall length. The width of the Excalibur/mG's blade expands outward immediately after its thin beginning at the hilt, making it several centimeters wider than the Masamune/mG The green weapon's guard and hilt cap are both a deep blue material and it bears a cross-style guard. The hilt is a nearly neon green that matches is blade.
The truth about these two blades is that they are made from a material well-known to interstellar travelers: Gummi Blocks. The /mG ending of their names rather than the /G that appears at the end of the Excalibur/G and Masamune/G Slash-type attack Gummies is a short form for modified Gummi Block or mod-Gummi. These mod-Gummies are the result of the brilliant engineer Thomas' life's work studying them. All of the weapons Kristoph carries in his arsenal are now Gummi Block materials specialized to operate within world borders by Thomas by severely reducing their size and power for human level rather than ship level.
All of Thomas' mod-Gummies are usually invisible, stored on Isaac's person at a near microscopic level, but pop into and out of their operational size whenever Kristoph needs them to.
Secondary Weapon(s)
ID: Comet/mG x 2
A Comet/mG is a rectangular prism about twice the length and width of Kristoph's hand and with one of the long sides bearing an slightly inward circular curve from both ends rather than being straight across. Inside this curve is an open space for a handle and trigger mechanism. On the opposite side is half of a pale yellow sphere set in the center of the prism, bearing a radius of just a few centimeters. Small non-elemental energy shots shoot out of this orb with a fast rate of fire whenever Kristoph activates this long-range weapon. It can fire ten shots in one go with a small break required to recharge between that number(No more in that turn). If he doesn't use all ten at once it will still take until his next turn to recharge any uses. The shits can fire at a rate of about about three per second and have a range of 50 meters before the energy dissipates. Because they aren't real bullets Kristoph doesn't have to worry abotu conventional ammo, but in exchange the energy shots do more burning and raw impact damage rather than the piercing damage that a real bullet has. Each shot has the same impact force as a real bullet though.
ID: Ultima/mG
A powerful ranged weapon the length of Kristoph's arm span. It is white in colour and shaped like a prism. One side bears a square-shaped empty space where it would normally run right through as a prism, in which is the mechanism Kritoph can use to activate the firing sequence. The opposite side bears a straight curve outward at each end rather than connecting straight to the other at a ninety degree angle, which each then stops one third of the way to connect to the opposite side with an edge parallel to the main body of the weapon. This creates three "faces" on this side of the prism, upon each of which is half of a bright yellow orb almost equal in size to the faces. These orbs are capable of firing out two very powerful white laser rockets each. The weight of the Ultima/mG makes it impossible for a normal human to move with it easily.
In order to use this weapon Kristoph must face its orbs in the general direction of what he wishes to shoot and spend one turn locking on to his targets. He can see what he is locking on to using a display on his glass eye-patch, which has been linked to the Ultima/mG's system. He must fire all six lasers at once, each of which may be locked on to different or identical targets in any number. Once the lasers have been fires in the turn after he locked on the power supply for the Ultima/mG is spent and he will not be able to use it again in a battle until it is brought back to Thomas for refueling, a defect caused by the decrease in size it underwent to become a mod-Gummi.
ID: Gungnir/mG
A tomato-red lance, roughly three meters long. The shaft is thin enough for Kristoph to hold tightly in his grip. At the bottom of the lance is a place where the shaft expands outward like a flat cone for thirty centimeters, the wide end of the cone being about twenty-five centimeters across. This flat part ends at a thin edge, making it a fan-shaped blade. At the main offensive end of the shaft is a longer piece bearing a very thin set of three points, shaped much like a classic crown symbol. The middle point is parallel to the blade's shaft while the two outer points tilt away from it by just a few degrees each. These three tines are the Gungnir/mG's main method of attack and have high-quality piercing ability within a weapon's limitations.
ID: Shield/mG
An orange shield about one and a half meters across and two meters tall. It has a yellow rim around its edges and which forms a line straight down the middle of the shield from its slightly pointed top. The bottom of the shield has a more obvious point, and so there are two more yellow lines that come out of the middle divider to touch at the place where the outer rim's edge changes in direction, making the front design look something like a no-curves pitch-fork or trident facing down. As expected, the Shield/mG functions much like a shield made out of normal material would, though since it is a Gummi Block it has a sort of springiness to it that helps absorb force much better for the captain's body while still being resistance to cutting or piercing as more solid conventional materials would be. Unfortunately, because of said force absorption, it isn't quite as effective for causing harm through ramming as a normal shield would be, but it is even better at actually pushing or springing things away when rammed into them for the same reason. If a sword were to land against this shield it would not clash and then push for more pressure so much as bounce off a little after dealing its initial blow, requiring a less forceful contact in order to get into a true pushing motion.
Abilities
AP left: 0
Radar/mG
A modified Radar Gummi Block, this piece is tiny even when set to usable size and appears as a circular red disc with a dark grey circle at the center of one size, a fraction of the disc's actual size, which has a matching cube block sticking out of it. The disc has only a three centimeter radius and appears linked to the side of Kristoph's glass eye-patch on the side facing away from his face, dark cube facing forward. The patch is designed to have a computer-like link to the mod-Gummi that displays a radar-like image of the surrounding area over an adjustable range(As far as an any single area) into the glass of the patch. The specifics of what data are scanned and displayed can be modified using buttons at the side of the patch behind the Radar/mG and Isaac has learned to discern what they mean very quickly. Aside from the landscape and people the screen can pick up many things and even reveal hidden objects as well, such as buried treasure or traps. The scanning feature is great for tracking down goodies, targets, or checking to see if the law is still hot on your trail.
Strength: Weak
Uses: Unlimited
Shell/mG
This mod-Gummi takes the form of a glowing, neon green hexagon with a yellow center on one side. The hexagon is just wide enough to hide Kristoph's body behind it and is roughly half as tall as he is. The Shell/mG bears the power to resist the impact of hostile or negative magic and other supernatural forces, such as curses, but not physical forces. When activated it will float in between Kris and the offending force and a green bubble will flash around him for a moment, nullifying the danger during that round but preventing Kristoph from begin able to attack from inside the protection himself either.
Strength: Weak
Uses: This defence activates automatically in response to applicable forces aimed at Kristoph unless the man himself chooses to negate its activation to try and doge or something else instead. The mod-Gummi is capable of absorbing four separate shocks of damage before it wears out and shuts down. The Shell/mG has no time limit for how long it lasts if it doesn't absorb enough damage, but when it does receive a shock it flashes a brighter green and nullifies all harm from the round leading up to and including it's defence. The Shell/mG can only handle four shocks before the protective field-generator loses power and needs to be recharged by Thomas. Weak-level abilities and non-physical weapons are worth one shock each. A Moderate-level ability counts as two shocks at once while a Strong-level ability counts as three shocks at once. If only one shock is left and a blow comes that is worth more than one the Shell/mG will simply not activate in that turn.
Thruster/mG
Two modified Engine Gummies, they appear on the backs of Kristoph's calves just above his ankles when in use as two dark grey extrusions in expanding-outward hollow and open rectangular prism shapes. While the Thruster/mG are in use white energy flares inside the extrusions and they act as a speed booster to kristoph's entire body, allowing him to move in any manner at twice the usual limitation. The Thruster/mGs do not need to be pointing in the opposite direction of Kristoph's movement to give him a boost.
Strength: Weak
Uses: Because of the power lost from being downsized to a mod-Gummi, the Thruster/mG will only last for up to two turns at a time and require two turns after that before they have recharged enough for use again.
Sonic Turbo/mG
Two modified Aero Gummies, they appear sticking out of Kristoph's back when in use as a pair of straight, downward-sloping wings about one meter long each. They have a cylindrical turbine, about one meter tall each, melded into the first half of the wings. While the Sonic Turbo/mG are in use Kristoph can use them to defy gravity and take to the air with impressive maneuverability and fair speed.
Strength: Weak
Uses: Because of the power lost from being downsized to a mod-Gummi, the Sonic Turbo/mG will only last for up to four turns at a time and require two turns after that before they have recharged enough for use again.
Drain/mG
This modified Lock-on Gummi is a green, sharp wave-sided shaft that attaches to the outside of Kristoph's right forearm when in use. AT the end of the shaft is a dark yellow/orange expanding rectangular prism shape. The face of that prism will glow bright yellow when in use. The power of the Drain/mG absorbs enemy non-physical attacks into itself and stores them to be fired back later as a single, straight laser shot encompassing the power and properties of everything it absorbed.
Strength: Weak
Uses: The Drain/mG can store up to one ability, regardless of strength level, or non-physical weapon attack. Once full the energy can be stored for up to three turns before it must be fired or lost. After firing the Drain/mG can not absorb more energy until at least five of Kristoph's turns have passed.
~Other~
Life AuraNeon Orb/mG
With some amazing brilliance Thomas figured out how to change the power-boosting Neon Orb/G into an energy that healed living things during the modification process. Actually, brilliance may be a bit of a stretch since there was an accident in his workshop that day and he's never been able to replicate it since then... but regardless, Kristoph now has in his possession an item capable of healing the wounds of another character up to three times or reviving another character from defeat once. Unfortunately the Neon Orb/mG has no healing effect on Kristoph himself. Any time he's tried Isaac came down with a bad case of the sniffles instead. Apparently he's allergic to whatever energy it is.
What are the odds, huh?
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[center]~Basic info~[/b][/u]
[i][b]Behind every great individual, there is that voice which keeps them going onward and toward their next great adventure.[/b] [/center][/i]
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[size=1][blockquote][i]Username[/i] ~ : thebilbyguy
[i]Other characters[/i] ~ : [url=http://khrpffinalmix.proboards79.com/index.cgi?action=display&board=cchain&thread=2276]Bilby's Heroes[/url]
[i]Is this character canon?[/i] ~ : No
[s][i]Link to audition thread[/i] ~ :[/s][/blockquote][/size]
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[u][b][center]~Character Info~[/u]
[i]Waking up in the morning, your thoughts are cluttered. It takes a moment for you to fully become aware of your surroundings, but once you do, everything about your life comes back to you.[/center][/b][/i]
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[size=1][blockquote][i]Name[/i] ~ : Isaac Connolly aka Captain Kristoph
[i]Age[/i] ~ : 26
[i]Birthplace[/i] ~ : Port Royal
[i]Gender[/i] ~ : Male
[i]Race[/i] ~ : Human
[i]Special Class[/i] ~ : N/A
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[center][b]~Appearance~[/b]
[i][b]As you are heading out the door of your house, a small glimmer of light catches your eye. You turn around and see a mirror, putting you face to face with your reflection.[/center][/b][/i]
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[size=1][blockquote][i]Physical appearance[/i] ~ : [url=http://i30.tinypic.com/2u8a5c8.png]Kristoph[/url]
Kris stands at roughly five feet, four inches tall. Not especially high by any standards, often causing him to appear younger than he is or less noticeable in a crowd. He has a modest body build to match his height, making his juvenile appearance all the more convincing at a glance. Neither slim nor fat nor overly muscled, the pirate has a slightly stumpy shape to himself but proudly boasts long legs for running and jumping with(But only relative to his own body size). His hair is a solid, slightly bright brown that is left hanging over his right side in an unkempt manner most of the time and his skin is white with the barest hint of tanning.
Isaac's face is by far his most mature feature. He bears a set of brown eyes that stare confidently out at the world with a hint of experience combined with intrigue. His eyebrows are long and slightly thick, often exaggerating his expressions. The Captain's nose is actually small and narrow, almost unnoticeable compared to his other features. Kristoph's head is oval-shaped with a sharper rounded curve below his cheeks in towards his more pointed chin. The pirate's mouth often shows off a smirk and is known to flash teeth that aren't exactly minty white but at least they aren't completely yellow either. Kris bears one scar on his face from an old battle that has browned with age. The line of it is underneath his left eye, but moves away from the front of his face back towards his ear making it slightly less noticeable when one of his bangs covers the majority of it.
[i]Clothing/Accessories[/i] ~ : Kristoph's uniform consists of a blue overcoat with sleeves attached to the main body by small red straps rather than being a complete piece of clothing. The ends of the sleeves also have short red straps at the top near the cuffs. The coat is done up by four brown clasps, two on the left and right sides of the front and forming a square together. The lower half of the coat also has a matching set of clasps but are usually left undone. It's tied around the waist by a thick brown belt bearing a pale white buckle and many small holes. Underneath his blue coat is a black sleeveless shirt that matches his black slacks. He wears brown boots that are both high on his lower legs and quite sturdy, and around his neck is a modest red cloth tied together in the front. Kristoph's most unique article of clothing is the glass lens worn over his right eye in the same style as an eye patch. The glass is actually a corrective lens for his right eye, disguised as an extra accessory.
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[b][center]~Personality~
[i]As you're walking through the door, you see many sights that influence your mood. The different feelings that suddenly wash over you are many, leaving you with a strange mix of emotions.[/center][/b][/i]
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[size=1][i]Alignment[/i] ~ : Villain
[i]Behavior[/i] ~ : Kristoph draws his purpose from the childish ideal of being legendary. He wants to have a name that goes down in history for people to remember for countless generations. When knowledge of other worlds came into his possession this mainly idle dream left over from his days as a boy reappeared in his adult mind with new vigor, an image of having a name remembered across many worlds and creating a true legend for himself that would have a different version no matter where you went. An undying legacy of true stories and myths is what he aims for. Isaac's own death is not excluded from this dream and that is what makes his resolve most intimidating of all. The Captain will not run from death, but rather force it to either be amazing and grand when met with the challenge or to simply be yet another trial he's overcome to add to his future tales. Though he has plenty of material greed, it is the greed for what he won't actually be around anymore to enjoy that creates the foundation this man's current persona is built on.
On a side-note, Isaac also hates being mistaken for a teenager because of his height and build. The Captain may find resolve in a temporary grudge should there ever be an obvious offence of this caliber.
Captain Kris pushes on because of the belief that people live on after death through the memories of others. When these are passed from one heart to another and never allowed to die off then their presence remains forever in the hearts of many. The pirate is almost religious in this ideal, and though he has belief in some form of afterlife he also considers one's legacy in his current life to be important. In an almost Greek-like manner the criminal strongly believes that now is the only time for him to gain glory and build a legacy of legendary proportions and that death is simply his time limit to see how well he did once the score is tallied. By fighting the clock more consciously than others Kristoph is rarely seen “wasting time” in any manner, other than through sleep itself which he considers quite important. Always planning, always seeking, and of course always having fun is his main way of life. And if his fun is so over-the-top that they tell stories about it for years to come, well then all the better.
Though he can stare death in the face and smile, Isaac Connolly is far from immune to fear. He has an unfortunate phobia of the law and more specifically it's keepers etched into his being, making him quite the “planned getaway” style of criminal. That doesn't mean Kris is afraid fighting or conflict though, and a simple would-be hero or angry enemy won't be enough to spark this fear. Instead it would simply instigate his resolve to not let his legacy end without a lot of fame and glory. If there's anything else that the man isn't fond of then it's women. More specifically women he's already met and had the pleasure of creating a dislike for himself within, since he's quite fond of new ones. The old saying about hell hath no fury is something the Captain doesn't ever want to know from personal experience... these fears are actually always bubbling just below the surface of Connolly's mind and have caused him to develop a sort of paranoia... he doesn't feel comfortable if he doesn't know what's going on around him.
With his main goal being so open and vague it should come as no surprise that Kristoph has many specific things he's dreamed up to help it along it's way. Amassing a larger fortune than anyone else in the universe is certainly among them, with “through ill-gotten gains” as a side-note. He hopes to have many climactic battles in the sea of stars and on worlds alike, preferably with a large audience to remember them. He wishes to create havoc more than once of world-altering proportions in order to make sure at least these places can't forget him, but the exact methods by which to do so have yet to be fully formed. It can be assumed that anything that would make him infamous as a pirate would be one of the criminal's many hopes. The ultimate goal is to die dramatically in a way fit for a legend. Though the Captain refuses to plan it beforehand he desires it to be something no one will ever be able to forget, whether they know it from personal witness or just from testimony.
Kristoph likes to plan out all sorts of schemes or event sin his free time between worlds and heists and his quarters are full of papers with various recordings of such plot son them. Among them are some blueprints for his secondary planning method, the designing of Gummi Ships. With both his illegitimate and “legitimate” business staked in the crafts it's no wonder he devotes so much time to them. Luckily the formerly nautical man is quite imaginative and with all the basic building blocks provided and a naturally easy assembly method that are Gummi Blocks he can simply be creative with them rather than having to be handy or inventive as well. The number of blueprints Kristoph as designed ranges in the hundreds by now, but over half of them lie rejected in his personal graveyard of failures. With both these hobbies being more work-related than anything else one might wonder what Connolly does for fun. Like any pirate worth his bounty(Though Kristoph yet has none to speak of) the Captain readily considers drinking to be an acceptable pastime for enjoying himself. Any types of game or enjoyment he might partake in while under the influence are completely unplanned and likely forgotten for the most part afterward. Probably fueled by his desire for infamy, they do usually involve something quite outrageous by the time the night is done. It should be mentioned that Isaac can play the flute fairly well, but he can't remember ever having a lesson. His only conclusion is that it came from the time before his earliest childhood memories and somehow stuck with him. If he ever does feel distressed or depressed about something, which is rare, playing this instrument usually makes him feel at peace, like a little slice of some home he's long forgotten.
Kristoph is a rare example of an earnest man, putting up no masks or fake views of himself whether around friends, strangers, or nobody. He is openly enthusiastic about his villainous ways, ready to cut down anyone who gets in his way, and a tactical thinker who loves to plot both in his mind and on paper. This isn't to say that Kristoph doesn't have certain sides that can be drawn out by the right stimulus of course. Having law men on his tail will certainly have the more focused Kris take the helm, generally focused on the fastest and most tactical way to get the heck out of there. The ladies will also always manage to catch pirate's attention, though he tends to rely on his own earnest personality more than false flattery or tricks to get along with them. If he isn't talking about his dream or his way of life KC is actually easily mistakable for just a fun guy to get along with. He laughs easily, is always up for a new challenge, and isn't egotistical enough to need to be the center of attention all the time. When out with his crew mates you wouldn't know which of the lot was the Captain unless someone threatened their leader's life. Isaac probably could have been a nice guy if not for the romanticism of adventure and the fugitive life burned into his soul. Kristoph is lucky that most of his "legitimate" business can be done through others since he probably wouldn't be able to act the part of a respectable merchant enough to get away with his double life for too long in the public eye. If he has any special moments it would be in the few times he finds himself playing the flute he picked up years ago or when he does have to act like a merchant for a few moments at a time to keep up appearances in his and Thomas' store chain. For some reason these two things ring a hint of nostalgia in his heart, but he can't remember why.
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[center][b]~Weapons~[/b]
[b][i]Suddenly, a Heartless appears in front of you, brandishing its claws and threatening to attack. You reach for your weapon and equip it, ready to defend yourself.[/center][/i][/b]
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[size=1][center][u]Primary Weapon(s)[/u][/center]
[blockquote][b]ID[/b]: Masamune/mG & Excalibur/mG
[b]Quality:[/b] Average
Masamune/mG is a small cutlass. The hilt is covered in thin in white wraps save for the bottom cap. The guard is cross-styled with two short protrusions coming out the front and back of the weapon, the front being relative to the way the sharp edge of the blade is facing. The shafts edge upwards slightly at their ends to give it a more rounded look. The guard is very thin and only a little wider than the blade itself, bearing a sky blue colour. A noticeable attachment has been made to the hilt that doesn't quite match the rest of the weapon, as there are two rectangular extrusions from it that form a cross=guard shape in a plain white colour. Its hilt is a dark blue and not much thicker than the actual thin blade of the weapon. The blade itself a little longer than the length of Kristoph's forearm with one dull side and one sharp side, which is also the side that bears an inwards curve to it in the top portion. What's interesting is the material of the blade, which appears to be a vibrant green colouring all throughout.
Excalibur/mG bears a much different blade with a matching green colour. The blade of this second weapon in the set is much larger and less like a traditional cutlass and more of a double-edged sword with a pointed tip. This second blade is longer than Masamune/mG's by enough centimeters to be noticeable, but its hilt is shorter making the two almost equal in overall length. The width of the Excalibur/mG's blade expands outward immediately after its thin beginning at the hilt, making it several centimeters wider than the Masamune/mG The green weapon's guard and hilt cap are both a deep blue material and it bears a cross-style guard. The hilt is a nearly neon green that matches is blade.
The truth about these two blades is that they are made from a material well-known to interstellar travelers: Gummi Blocks. The /mG ending of their names rather than the /G that appears at the end of the Excalibur/G and Masamune/G Slash-type attack Gummies is a short form for modified Gummi Block or mod-Gummi. These mod-Gummies are the result of the brilliant engineer Thomas' life's work studying them. All of the weapons Kristoph carries in his arsenal are now Gummi Block materials specialized to operate within world borders by Thomas by severely reducing their size and power for human level rather than ship level.
All of Thomas' mod-Gummies are usually invisible, stored on Isaac's person at a near microscopic level, but pop into and out of their operational size whenever Kristoph needs them to.
[/blockquote][/size]
[size=1][center][u]Secondary Weapon(s)[/u][/center]
[blockquote][b]ID[/b]: Comet/mG x 2
A Comet/mG is a rectangular prism about twice the length and width of Kristoph's hand and with one of the long sides bearing an slightly inward circular curve from both ends rather than being straight across. Inside this curve is an open space for a handle and trigger mechanism. On the opposite side is half of a pale yellow sphere set in the center of the prism, bearing a radius of just a few centimeters. Small non-elemental energy shots shoot out of this orb with a fast rate of fire whenever Kristoph activates this long-range weapon. It can fire ten shots in one go with a small break required to recharge between that number(No more in that turn). If he doesn't use all ten at once it will still take until his next turn to recharge any uses. The shits can fire at a rate of about about three per second and have a range of 50 meters before the energy dissipates. Because they aren't real bullets Kristoph doesn't have to worry abotu conventional ammo, but in exchange the energy shots do more burning and raw impact damage rather than the piercing damage that a real bullet has. Each shot has the same impact force as a real bullet though.
[b]ID[/b]: Gungnir/mG
A tomato-red pike with a trident's three tines, roughly three meters long. The shaft is thin enough for Kristoph to hold tightly in his grip. At the bottom of the lance is a place where the shaft expands outward like a flat cone for thirty centimeters, the wide end of the cone being about twenty-five centimeters across. This flat part ends at a thin edge, making it a fan-shaped blade. At the main offensive end of the shaft is a longer piece bearing a very thin set of three points, shaped much like a classic crown symbol. The middle point is parallel to the blade's shaft while the two outer points tilt away from it by just a few degrees each. These three tines are the Gungnir/mG's main method of attack and have high-quality piercing ability within a weapon's limitations.
[b]ID[/b]: Shield/mG
An orange shield about one and a half meters across and two meters tall. It has a yellow rim around its edges and which forms a line straight down the middle of the shield from its slightly pointed top. The bottom of the shield has a more obvious point, and so there are two more yellow lines that come out of the middle divider to touch at the place where the outer rim's edge changes in direction, making the front design look something like a no-curves pitch-fork or trident facing down. As expected, the Shield/mG functions much like a shield made out of normal material would, though since it is a Gummi Block it has a sort of springiness to it that helps absorb force much better for the captain's body while still being resistance to cutting or piercing as more solid conventional materials would be. Unfortunately, because of said force absorption, it isn't quite as effective for causing harm through ramming as a normal shield would be, but it is even better at actually pushing or springing things away when rammed into them for the same reason. If a sword were to land against this shield it would not clash and then push for more pressure so much as bounce off a little after dealing its initial blow, requiring a less forceful contact in order to get into a true pushing motion.
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[center][b]~Abilities~[/b]
[b]
[i]Just as you're about to fight the creature, you feel the power of your ancestors filling you. The strength of a thousand men courses through your veins as you prepare for battle.[/center][/i][/b]
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[size=1][blockquote][b]AP left:[/b] 0
[u]Radar/mG[/u]
A modified Radar Gummi Block, this piece is tiny even when set to usable size and appears as a circular red disc with a dark grey circle at the center of one size, a fraction of the disc's actual size, which has a matching cube block sticking out of it. The disc has only a three centimeter radius and appears linked to the side of Kristoph's glass eye-patch on the side facing away from his face, dark cube facing forward. The patch is designed to have a computer-like link to the mod-Gummi that displays a radar-like image of the surrounding area over an adjustable range(As far as 15 meters from the radar in all directions) into the glass of the patch. The specifics of what data are scanned and displayed can be modified using buttons at the side of the patch behind the Radar/mG and Isaac has learned to discern what they mean very quickly. Aside from the landscape and people the screen can pick up many things and even reveal hidden objects as well, such as buried treasure or traps. The scanning feature is great for tracking down goodies, targets, or checking to see if the law is still hot on your trail. The actual Radar/mG itself can be detached from the patch and left in a certain place without losing its link, allowing for remote monitoring of an area, but Kristoph only has one so if he loses it he won't get another until Thomas makes one and makes a new link for it to his patch. Since only one link can be set up at a time the Captain can not carry spare Radar/mGs with him to use.
[i]Strength:[/i] Weak
[i]Uses:[/i] Unlimited
[u]Shell/mG[/u]
This mod-Gummi takes the form of a glowing, neon green hexagon with a yellow center on one side. The hexagon is just wide enough to hide Kristoph's body behind it and is roughly half as tall as he is. The Shell/mG bears the power to resist the impact of hostile or negative magic and other supernatural forces, such as curses, but not physical forces. When activated it will float in between Kris and the offending force and a green bubble will flash around him for a moment, nullifying the danger during that round but preventing Kristoph from begin able to attack with non-physical means while inside the protection either.
[i]Strength:[/i] Weak
[i]Uses:[/i] This defence activates automatically in response to applicable forces aimed at Kristoph unless the man himself chooses to negate its activation to try and doge or something else instead. The Shell/mG has no time limit for how long it lasts if it doesn't absorb enough damage to wear it out, but when it does receive a shock it flashes a brighter green and nullifies all harm from the round leading up to and including it's defence. The Shell/mG can only handle five shocks before the protective field-generator loses power and needs to be recharged by Thomas in his lab. Weak-level non-physical abilities and non-physical weapons are worth one shock. A Moderate-level non-physical ability counts as two shocks at once while a Strong-level non-physical ability counts as three shocks at once. If only one shock is left and a blow comes that is worth more than one the Shell/mG will simply not activate in that turn. If more than one attack is coming at him at once only the strongest one in that round will count as the shocks against the Shield/mG's limit. After activating to guard Kristoph the mod-Gummi can not shield himagain in the very next turn, requiring a small amount of time to reset itself.
[u]Thruster/mG[/u]
Two modified Engine Gummies, they appear on the backs of Kristoph's calves just above his ankles when in use as two dark grey extrusions in expanding-outward hollow and open rectangular prism shapes. While the Thruster/mG are in use white energy flares inside the extrusions and they act as a speed booster to kristoph's entire body, allowing him to move in any manner at twice the usual limitation. The Thruster/mGs do not need to be pointing in the opposite direction of Kristoph's movement to give him a boost.
[i]Strength:[/i] Weak
[i]Uses:[/i] Because of the power lost from being downsized to a mod-Gummi, the Thruster/mG will only last for up to two turns at a time and require two turns after that before they have recharged enough for use again.
[u]Sonic Turbo/mG[/u]
Two modified Aero Gummies, they appear sticking out of Kristoph's back when in use as a pair of straight, downward-sloping wings about one meter long each. They have a cylindrical turbine, about one meter tall each, melded into the first half of the wings. While the Sonic Turbo/mG are in use Kristoph can use them to defy gravity and take to the air with impressive maneuverability and fair speed.
[i]Strength:[/i] Weak
[i]Uses:[/i] Because of the power lost from being downsized to a mod-Gummi, the Sonic Turbo/mG will only last for up to four turns at a time and require two turns after that before they have recharged enough for use again.
[u]Ultima/mG[/u]
This powerful ranged weapon is a mod-Gummi from the Lock-On set. It is the length of Kristoph's arm span and white in colour, shaped like a prism. One side bears a square-shaped empty space where it would normally run right through as a prism, in which is the mechanism Kritoph can use to activate the firing sequence. The opposite side bears a straight curve outward at each end rather than connecting straight to the other at a ninety degree angle, which each then stops one third of the way to connect to the opposite side with an edge parallel to the main body of the weapon. This creates three "faces" on this side of the prism, upon each of which is half of a bright yellow orb almost equal in size to the faces. These orbs are capable of firing out two laser rockets each. Once the rockets have been fired in each looks like a white laser as thick as a rope and leaving a tail about five meters long in their wake. They move fairly fast and will curve in the air to reach their specified target. They can not turn on a dime, of course, nor can they move to avoid running into anything else and detonating prematurely, only seeking out their one target with curved turns. Each rocket releases a small burst of energy upon collision, only about ten centimeters in diameter. The weight of the Ultima/mG makes it impossible for a normal human to move with it easily.
[i]Strength[/i]: Weak
[i]Uses[/i]: In order to use this weapon Kristoph must face its orbs in the general direction of what he wishes to shoot and spend one turn locking on to his targets. He can see what he is locking on to using a display on his glass eye-patch, which has been linked to the Ultima/mG's system. He must fire all six lasers at once, each of which may be locked on to different or identical targets in any number. If the Ultima/mG sustains any sort of shock during the lock-on process then it will fail and no targets will be ready to fire on, requiring another turn to re-do the aiming sequence. After firing the Ultima/mG is spent and can not be fired again until it is returned to Thomas' lab for a recharge session.
[u]Items[/u]
[b]1.[/b]
[b]2.[/b]
[u]Equips[/u]
[b]1.[/b]
[b]2.[/b]
[b]3.[/b]
[u]Special Abilities[/u]
[i]N/A[/i]
[u]Minions[/u]
[i]N/A[/i]
[u]Summons[/u]
[i]N/A[/i]
[/size]
[/blockquote][b][center]~~~~~~~~~~~~~~~~~~~~~~~[/center][/b]
[center][b]~History~[/b]
[b][i]As you slay the last of the beasts, you put your weapon aside, and walk away, knowing your tale of bravery will be told for thousands of years to come.[/center][/b][/i]
[b][center]~~~~~~~~~~~~~~~~~~~~~~~[/center][/b]
[size=1][blockquote]Eric Patel was the son of a merchant sailor in the world of Port Royal. He lived a comfortable lifestyle and often got to travel the seas with his family for business. Among his two other siblings, Eric was both the youngest and most naturally talented, quickly learning how to play the flute despite his young age. His musical gift was his childish pride, but one day during a normal business trip that pride was erased, along with the first six years of his life.
The merchant vessels under his father's command were suddenly under siege by pirates in the middle of the night. Eric was sick with the flu at the time, and was awoken by the sounds of cannons and the force of explosions on the ship. In his dreary haze he slowly ventured to the have a look at the deck, only to be met with horrible images of the invaders and their attack. Because the merchant vessels had several men employed as guards to fight against such attacks the pirates had little choice but to attack with all of their strength, killing most of the merchants as well as the guards. Eric himself collapsed back on his bed and fainted from the traumatic experience coupled with his illness. During the looting process the captain of the pirate ships, Benjamin Connolly, found the child suffering. He was surprised to find a child on board and was reminded of his own son and daughter back home, who were both around Eric's age. Ben took pity on the ill boy knowing he had no chance to live if left here to wait for rescue by himself and took him as a prisoner.
Eric didn't recover from his sickness and fully regain consciousness until the pirate ships under Ben's command had already returned back to their home port several days later. They had treated him with the medicine they had pilfered from the merchant ships and was allowed to rest under the care of Ben's wife. The small pirate fleet's home was a comparably small island of several families, not officially on many maps or common sea routes. Because of the island's poverty the men were raised as pirates in order to provide for the community. Not everyone agreed with this tradition, but because they had been raised that way since children it was usually already too late before their morals could object and few would want to turn in their closest friends and family just to escape the criminal life. The pirate life was also commonly romanticized by the young boys of the island due to their fathers all being members of the same crew. This usually led them to take up the lifestyle without any question once they had grown up.
Benjamin feared what the child's reaction would be when he woke up. Obviously after losing his entire family and being kidnapped by pirates the boy was expected to be hostile towards the people of the island at first. It came as something of a relief then when the brown-haired child asked if Ben and his wife were his parents. The boy seemed to have suffered amnesia, most likely due to the trauma and illness both weighing on his mind. Ben made a decision then that he thought was the right thing to do given the situation. He lied to the boy.
Isaac Connolly, as the once Eric Patel was renamed, was raised on the island from the age of six. He was the adopted son of Benjamin, believing he had been found ashore by the inhabitants after a storm with no memory of who he was. Isaac eventually came to idolize the older generation of pirates just like most of the other kids did, admiring their courage to live so dangerously. He also built up a healthy rivalry with his adopted brother of the same age, Patrick. The two of them often argued about who would be the captain of the island's pirates when they grew up, just as if they were blood relatives. As they grew up the boys were trained rigorously in both the ways of sailing and navigation as well as how to defend themselves once they were old enough to learn to fight. At the ages twelve Isaac and Patrick had a duel with their training swords, Benjamin's biological son taking the victory. After that the boy began boasting that he would not only be the future Captain of his generation's pirates but that he'd become the most famous pirate on the seas. It should be expected that Isaac didn't take that bragging too well and made a bet with Patrick that he would do the same, setting their friendly rivalry to span across the many years to come.
More time passed and Isaac seemed to stop showing up for sword practice all together. Instead he had started training on his own in the forests and listening to the elders of the island often in order to learn about how clever and strategic pirates need to be in order to survive. He loved the stories of legendary pirates as well and held onto a childish dream of becoming one himself who had stories told about them for generations. When they were both fifteen the boys were allowed to come out to sea for the first time as ship hands. During the voyage they got to see the dangers and hardships of the life first-hand, but their own rivalry caused them both to always have to out-last the other and they never complained. By the time they returned home several months later both were stronger men than they were before and both would continue to become smarter and stronger in order to stay alive.
At the age of eighteen Isaac discovered how much he enjoyed drinking, something that he and the other young ship hands weren't allowed to partake in on previous voyages. He was something of a playful drunk, but after an unfortunate incident he was forced to accept a limit on his intake before he became an alcoholic. The details of the event shall go unsaid, but suffice to say it involved damaged property and a daring jail break. Isaac's fear of law keepers begun after this as well. It was only increased as the pirates had more encounters with the navy, with many near-escapes. Most of these encounters involved the loss of some of their crew members, which was always a heavy blow to the community-based fleet.
Isaac loved seeing how those lost lived on in the hearts of their close companions in the crew and on the island. He began to think of his own eventual death, perhaps under a similar event, and hoped he would live on in such a way as well. As time passed however Isaac realized that his increasing fear of capture by the navy was affecting his work on the ship and Patrick eventually surpassed him in nautical thievery. Everyone agreed that the biological son of Ben would eventually be fit to serve as the next Captain. It was during this time that Isaac started to hate his fear but his brother wasn't too lordly about practically “winning” their bet. Patrick had always wanted it to be a more direct competition than a victory by handicap. Still, assumptions are a dangerous thing.
Now, even pirates who live on an island community are still pirates. They get around and they hear many a rumour. Talk of somebody handing out “immortality” to pirates had begun to travel in whispers along the seas. Benjamin's crew looked into this strange tale on a whim one night, and ended up in battle against invincible undead pirates who were cursed by Aztec gold. In the middle of the battle, when all seemed lost, the enemies suddenly turned human again and began to fall from the various bullets filling their bodies. Unknown to the crew, a world-traveling hero had just restored the lost Aztec gold to it's rightful place in order to defeat an invincible Heartless.
Actually he restored it several times during that battle, but it was enough for Benjamin and his crew to pull through and win the spoils of war.
Isaac, who was aggravated that battles with other pirates showed him being as courageous as the next man yet ones with the navy had him ready to flee at a moment's notice, took an interest in this strange occurrence. Unfortunately for him, as he saw it, he actually had the time to investigate. During the battle with the undead pirates Isaac was subjected to an explosion too close to his right eye. After rest and treatment it seemed he was left about half-blind in it which screwed up his depth perception. Taking his leave of the crew for a while to get used to his new disability and to at least feed his curiosity Isaac lived in the town of Port Royal for a short time, looking into the rumours. Eventually he came upon a man who said he was not from this world. Imagining some spiritual meaning Isaac was a bit weary, but then he was introduced to Gummi Ships. The traveler said he was an engineer of sorts who sought out the new travel routes opening up and the few precious Gummi Blocks that could be collected along them while reaching other worlds. Being a pirate Isaac had one thing in mind: Where there was ships there was loot, but in a sea of stars instead of water there were no law keepers to keep you in check.
It took a while, but with the engineer Thomas on his side Isaac gathered up many of the Blocks in the space outside his world, traveling to others as well. The worlds of the universe were all locked away from each other, but a few had special routes that could be traveled thanks to the Keyblade unlocking gates as it's wielder journeyed around. Isaac got the idea of making these ships and routes known to the worlds he visited and even selling the Gummi Blocks they'd found to those interested. Thomas wasn't exactly a moral man himself so he had no quarrels selling what they'd picked up for free. After all, one often had to earn them by destroying hostile unmanned ships in the Sea of Stars.
A couple of months passed and Isaac and Thomas came to be owners of a chain of Gummi Ship stores on many worlds such as Traverse Town and Twilight Town where the populations were fairly high. Gummi parts were in short supply though since the Keyblade had only opened up so many routes to travel and it wasn't easy staying ahead of the demand. Despite this the pair had made quite a considerable sum of money over a short period of time. on one world Connolly had even been able to purchase a corrective lens for his right eye to correct his perception, even going so far as to style it in a classic pirate symbol just for his own amusement. Many of Benjamin's pirates had come to join Isaac in his off-world ventures as they raked in a lot of legitimate munny for their families. He began to worry about the source drying up and returning to the seas where the law could get him.
The romantic dreams of a youth soon blossomed in the man's mind anew... a plot was formed.
Today, about six months total after first finding out about the Sea of Stars, Isaac Connolly is the co-owner of the main supplier of commercial Gummi Blocks to the would-be travelers of the worlds. At the same time, Captain Kristoph is an increasingly dangerous space pirate known to capture people's ships en-route to worlds, maroon them on the closest land and take all their possessions including their vessel. This dual-identity has supplied Kristoph with a renewing stock of merchandise, for which the best is used to form his own pirate ships, and the munny from which is used to help the families back home. With no one to police the Sea of Stars Benjamin's pirates have all moved up to this safer line of piracy, wherein Kristoph can actually control how well-armed most of their targets are by only selling weapon or defence Gummis of only so high a quality so often, while nearly ensuring their's are always better. Of course people can still collect Gummi Blocks on their own, but with so many of his store's legitimate business ships seeking them out each day the pickings for individuals to claim are slim. Costs and casualties are down, revenues are up, and Kristoph has claimed his position as Captain of the fleet over his brother Patrick.
With Thomas at his side always studying Gummi Blocks and Gummi Ships for the sake of knowledge Isaac has a constant source of new discoveries and innovations, but the pirate has taken to doing many blueprint designs himself so that the engineer will have more time to study and modify Gummi Blocks in amazing ways.
As life became better and better for Kristoph there was only one logical choice: Follow his dreams and embed his own legendary pirate legacy upon not just the world, but the universe.[/blockquote][/size]
[b][center]~~~~~~~~~~~~~~~~~~~~~~~[/center][/b]
[center][b]~Class~[/b]
[b][i]Before you embark on your journey a vision comes upon you. You see three weapons in front of you.[/i]
~ A sword of terrible destruction - The power of the warrior: Invincible courage.
~ A shield to repel all - The power of the guardian: Kindness to aid friends.
~ A staff of wonder and ruin - The power of the mystic: Inner strength.
You know that one of them must be chosen. What power will you seek?
[/center][/b]
[size=1][blockquote][center]Inner strength[/center][/blockquote][/size]
[b][center]~~~~~~~~~~~~~~~~~~~~~~~[/center][/b]
[u][b][center]~Other~[/center][/b][/u]
[blockquote][size=1][u][b]Life Aura[/b][/u]
[blockquote][u]Neon Orb/mG[/u]
With some amazing brilliance Thomas figured out how to change the power-boosting Neon Orb/G into an energy that healed living things during the modification process. Actually, brilliance may be a bit of a stretch since there was an accident in his workshop that day and he's never been able to replicate it since then... but regardless, Kristoph now has in his possession an item capable of healing the wounds of another character up to three times [b][i]or[/i][/b] reviving another character from defeat once. Unfortunately the Neon Orb/mG has no healing effect on Kristoph himself. Any time he's tried the pirate came down with a bad case of the sniffles instead. Apparently Isaac's allergic to whatever energy it is.
What are the odds, huh?[/blockquote][/size]
[size=1][u][b]GUMMI FLEET[/b][/u]
[blockquote][u]The Great Blue[/u]
A battleship-sized Gummi Ship that serves as the flagship for Kristoph's pirate fleet. It has a heavily-armoured body of grey and blue-coloured Gummi Blocks and is loaded with many weapons of Fire, Blizzard, Thunder, Gravity, and Comet-type Gummies. The Orca has a large interior with many rooms you'd expect on a ship such as quarters for the Captain and crew, a mess hall, and a vault.
[u]The Beluga, the Humpback, & the Bottlenose[/u]
Smaller fighter ships used during raids. These ships have Shield and Haste-type Gummies to accent their more focused weaponry. They are as large as a pirate ship back home and manned by several crew members at once.
[u]The Orca[/u]
This small-sized Gummi Ship is Isaac Connolly's(And Captain Kristoph's) main method of personal transit. It's well-equipped with radar and search Gummies to make sure nobody will ever see it leave or rejoin the increasingly infamous pirate fleet. The ship is streamlined with only a few weapons for taking out the natural hostiles of the Sea of Stars and is coloured black and blue.[/blockquote][/size][/blockquote]