Old SMITED OOC/Misc

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Ivanov, Nikolai

Alias: dubbed, " The Cossak "
Physical Age: 29
True Age: 61
Race: WereCoyote (Shifter)
Gender:Male
Physical Characteristics


Height: 6'3 in human form,​
Weight: 185lbs in human form,​
Figure/Build: Lean and muscular in human form, slender and tall in animal form​
Hair Color: Dirty blonde​
Eye Color: Icy blue​
Skin Tone: Caucasian​
Distinguishing Features: Light scar next to left eye, along with left earlobe slightly missing​
Personality

Nicolai is self-contained, keeping very calm and collected at almost all times. He's very practical, taciturn, and intellectual. Never one to not analyze a situation or mission, he is the quiet brains to his physical brawn. Though, he is irritable, pessimistic and intense at times of high annoyance or stress. He possesses a dry sense of humor, often making curt quips and remarks that usually get an eyeroll.

Unique​
The stereotype of a spy, detective, martial artist and assassin, Nikolai is a highly unique individual. Never without his trusty newboy cap, he appears to be of sound mind and strong spirit. He is highly intelligent, exceedingly cunning and diabolically independent. He is also extremely sensible, calm, mature and sly.​
Lone Wolf​
Like most who lose parents in their youth, Nikolai has abandonment issues, which is why it's challenging for friends or long-lasting relationships. He professes to have never fallen in love. Nikolai's lone wolf personality-type tends to attract others. He is highly manipulative, calculating and possesses a high level of intelligence. He sometimes has a hot temper.​
Methodical​
Nikolai is goal-oriented, but he often seeks these goals in an indirect and secretive way. He has kept many areas of his life meticulously compartmentalized, never allowing the emotional issues from the loss of his family or from relationships to intrude on his professional life.Nikolai seems to have an emotional and mental need for multiple layers of reality. He thrives when not revealing all of himself, carefully organizing the aspects of his personality he reveals to others. Thus he is excellent as burying information he does not wish to reveal, making him a very good security risk if questioned under almost any circumstance.​
Realist/ Pessimist​
Learning the cruel nature of reality after exile, Nikolai clearly doesn't see the world black and white, he doesn't tend to see it in stark terms of chaos and order, tradition and change. Nikolai has chosen to identify with order and tradition. Because of his complete self-sufficiency and independence,he became an incredible tactician when it comes to pursuits and assassinations. He is also vengeful.​
Sarcastic​
Nikolai uses humor as a shield and a weapon. He is skilled at making cutting remarks that reveal insecurities of others or mock death, danger and risk so he can intimidate people who are a threat to him.​

Powers/Abilities


Main:​
Shifting- Nikolai has the common shifter ability of allowing him to transform into his animal form, that being a coyote. In his animal form, his speed, strength, and senses increase compared to his human form, which allows for more effective combat and intel gathering.​
Sub:​
Intelligence Gathering- Being a former scout, Nikolai has been taught since his early years how to gather both geographic, and counter intelligence. Even not in his animal form, his senses and instincts over the years have been trained to detect lying, as well as reading people.​
Sub:​
Long Range Combat- A skill not available to him in animal form, Nikolai is a proficient long-range riflemen. Preferring a birds-eye view and watching his colleagues's back with a sniper rifle is much more comforting to him than close quarters combat.​
Weaknesses/Limitations


What's a lady's man?
Nikolai lacks the suave nature and charisma some men naturally have. Though quiet upon first impression, he will begin to open up, but still remain quite awkward and quirky no matter the level of friendship.​
How do you say it...Internet?
Nikolai's many years of solitude and years in Siberia have left him culturally nonexistent. Knowing little about history due to the heavy censorship faced with living in Russia at the time, along with the knowledge of music, movies, and technology of his time. Modern technology is only worse.​
Supernatural Criminal
Nikolai's escape years ago and murder still haunt him after all these years. Unable to engage in any of the traditions, and culture he was raised in as a boy truly hurt the man. Any Were creature without knowing the reasons behind his defection are most likely going to need convincing to not turn him in​

History

Nikolai was born in Moscow, Russia, in 1957. Throughout the entirety of childhood, adolescence, and a few years of adulthood, the USSR was all he knew... His father was a Werewolf, though worked as a peace officer in the city, and mother a mundane seamstress. His earlier years in Moscow were often hard and grueling for a boy, but compared to others was nothing near as emancipating and ghastly. Around the age of 12, his father was unexpectedly murdered by the government, now looking back upon the event it was most likely due to his abilities. But, the sudden death started the string of early trauma for the boy... His mother declared that Nikolai was to move east with a group of his father's friends, however never explaining to the boy why, only that it would be good for him... And so he did...

After his 13th birthday, the leader of the group came to Nikolai and explained it all. The Pack, the shifting, and that he was one of them. Not believing the man at first, saying he was losing his mind, until he was proven wrong... Discovering his abilities the month later, the pack of werewolves were surprised to find that their adoptive member had not been given the same genes as his father, instead that of a coyote. But, the Alpha didn't see it as a disadvantage, instead that of opportunity. Placing him in the care of the packs scout, Stephan, a former KGB defector, it became his duty to learn his ways.

As Nikolai began to form into a man, the USSR was beginning to lose its grip upon society, even though the pack lived far from it. Stephan however brought books when he left, and taught him the importance of knowledge early on... At Nikolai's 21st birthday, the group decided that it was time to make room for the new generation of members in their ranks, and appointed the man to the official Scout position. However, there was another man his age named Raphael, who deemed the Alpha title his position. After his first year as a scout, Raphael declared a challenge against the current Alpha, who's age had began to show in his mobility and effectiveness to lead. Losing the challenge, Raphael succeeded the man who had given him the opportunities in his youth, and to assert his power over the pack, killed the old Alpha. Slowly the pack began to dive into the same system they had escaped years ago for, as the new Alpha was instating new means of punishment and laws... Nikolai knew what was happening was wrong, and at the age of 30 decided that it had been enough. His mentor, who was considered an elder of the pack, knew of his protegee's plans, and helped him conspire. Deciding that he was to kill Stephan, flee, then the Alpha would deem it as betrayal and desertion, punishing him with death. However, the pack would not have a scout to find him, making the escape practically easy for him...

Fleeing north towards Finland, Nikolai managed to make it to the neighboring country, and began to blend in. With the Finnish Recession in the 90's, finding work became difficult for the shifter, and had to resort to becoming a contracted hitman... For 31 years he did this, traveling the world, killing those he was paid to kill, living the same loop of solitude. Until, SMITED tracked him down for his actions against the mundanes he had blended so well in. Saying he could join if he wished, seeing his talents could be prosperous for an agent like him. And after consideration, Nikolai said yes, which led to the current events....
 
He sometimes has a hot temper.
He is also vengeful.
These seem sort of just add-ons to a trait that lacks a connection. You can re-word them and put them into the main section perhaps.

Shifting- Nikolai has the common shifter ability of allowing him to transform into his animal form, that being a coyote. In his animal form, his speed, strength, and senses increase compared to his human form, which allows for more effective combat and intel gathering.
This is a racial ability, so it's already implied he can shift. :3 You can place something else here.

trained to detect lying, as well as reading people.
Nikolai's lone wolf personality-type tends to attract others.
Be careful with these. While I generally prefer rolls just for combat, if a character assumes they are correct or metagames, it'll backfire. You can tell I've had player issues before with people writing their characters a certain way so they can metagame. /shot

His father was a Werewolf
Did you mean shifter?

mother a mundane seamstress.
If his father is a shifter and his mother is a human, he would be a half-human/half-shifter. So the age and shifting would be affected; Playable Races & Lore

Discovering his abilities the month later, the pack of werewolves were surprised to find that their adoptive member had not been given the same genes as his father, instead that of a coyote.
Genetically speaking, a werewolf wouldn't spawn a werecoyote child. The father would have to be a werecoyote himself.

Deciding that he was to kill Stephan, flee, then the Alpha would deem it as betrayal and desertion, punishing him with death. However, the pack would not have a scout to find him, making the escape practically easy for him...
Kind of lost here, his mentor let him kill him?

With the Finnish Recession in the 90's, finding work became difficult for the shifter, and had to resort to becoming a contracted hitman... For 31 years he did this, traveling the world, killing those he was paid to kill, living the same loop of solitude. Until, SMITED tracked him down for his actions against the mundanes he had blended so well in. Saying he could join if he wished, seeing his talents could be prosperous for an agent like him. And after consideration, Nikolai said yes, which led to the current events....
So, being a hitman is fine. However, as brought up earlier, SMITED wouldn't actually be all that friendly towards a shifter hitman who killed for the highest payer. Instead, they would have treated him like a threat and criminal. If they tracked him down, it would have been to arrest him, and then offer a 'probation' deal where he could work for SMITED instead of being locked in a prison.

He honestly wouldn't be the first criminal on probation in SMITED.
 
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Sillium, Krahe

Alias:
Physical Age: 21
True Age: 48
Race: Demon
Gender: Male
Physical Characteristics


Height: 5ft10/179cm​
Weight: 70.2kg/154.7lbs​
Figure/Build: Mesomorph - Krahes build is of average weight and height, giving him a balanced look. He has a hard and muscular looking body, having no trouble to losing or gaining weight, he can easily gain muscle back.​
Hair Color: Black roots move around one and a half inches down his hair strands but the rest remains white.​
Eye Color: A rather vibrant hazel colour in his eyes.​
Skin Tone: Natural complexion, but he also possess a warm undertone.​
Distinguishing Features:​
Large curved, ram like black horns grow from his hairline out.​
Has a tribal like tattoo up his arm and over his shoulder/neck. It is completely black with bold and thin lines intertwining. Almost, beautiful.​


Personality

A determined man, wanting to change the way his species are looked upon, he strives himself in being kind and collective. He often succeeds in this until an insult or other form of abuse/aggression towards his kin or himself. He's witty, knows when the better time and place is for anything and everything, but it doesn't stop him from taking risks here and there. They normally occur when someone he is loyal to may be in danger, but it shouldn't be counted out if he has his own gains in mind.

Loyal.​
Once you've gained the trust of this male, he'll be by your side till the end.​
Dedicated.​
If you set him on a task, time doesn't exists till it's finished.​
Casual​
He’s rather casual at times, always making sure there’s a time to relax when needed.​
Selfish​
Krahe can be rather selfish sometimes, thinking about what works for him better.​
Lustful​
Being lustful, he often can’t help dreaming after those he wants.​

Powers/Abilities

Main: Demonic totems: - Krahe is able to enhance his power through totems. In a way like shamanism, he carries several wooden carved totems in a pocket pouch: a rat, a crow and a lynx. Having to draw power from his own mind and transfer it to the body of the totem. It takes him a lot of concentration. He has to be in a safe and protective place in order for him to do so, if the animal is injured that wound is copied onto his own body, but if his body is injured then he can easy pass out.​
Sub: Crow trained - Krahe has been rather good at training birds to do his will. One being a pure black crow.​
Sub: Flexible - Rather springy, He’s able to fit into small spaces and bend to certain angles.​
Weaknesses/Limitations


Little strength
There isn’t much strength on Krahe. His body does make it seem so, but it’s mainly superficial.​
Totem Limit:
When using his totems, they take up a lot of him mental and physical strength. The largest of them he can only use for around ten minutes at a time where as the smallest for around an hour.​
Combat
Even though he knows how to sneak around, he’s very inexperienced with close combat.​

History

Krahe wasn’t born into any noble house. Instead just a plain father and plain mother. Even if they weren’t high on the nobility scale they still loved each other more than the sun itself, this was only amplified more when their son came into the world. They were happy for most of the time, living an ordinary life as much as they could. When Krahe was turning seventeen he and his family decided to celebrate as they would every year. Yet it didn’t go all to plan.

As they crossed the roads with their hoods over their heads, Krahe had fallen behind and ran across the catch up, without looking his left and right, he failed to notice the car that was heading straight towards him. Thankfully for him, another had seen what was about to happen and dived him out of the way. Unfortunately Krahe hit his head rather hard onto the floor, giving him loss of memory in certain places.

Due to the saving of his life, he was in debt. A big debt. He was enrolled as a slave to the new noble family he had met, heartfelt and distraught goodbyes were held before he left. The noble family was grand, although they too were on the lower end of the scale, they still gave an exceptional insight for Krahe. They were harsh towards him though some couldn’t call it abuse. Still of a fragile mind it was hard for him but he had a friend in the Masters daughter. They would often play cards and read stories together but would then immediately be separated when found together.

Years upon years past and jobs never really got any better. He couldn’t find other friends but his one true was always there, until her father died. She took hold of the name of the house and Krahe dreaded what would come from it. Kindness however was what he was met with. “You’ve been looking after my father till he died, your debt it paid.” Overjoyed he didn’t wait around, now fourty he could live his life as he’d always wanted.

Yet everything had changed, the one thing he needed to do was search for his family. It took him over a year before he found his younger brother, informed of the loss of his mother, sadness was overwhelming the happiness he had achieved. The most striking things was that people were considering exposing the lives of the supernatural. Taking back Krahe didn’t know how to feel, yet his brother did. Telling him wonderful stories of an organisation named SMITED. His mind raced with possibilities before he made the decision to enroll, he wasn’t sure what would come of it, but he knew he had o do something.

 
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Having to draw power from his own body whilst also using magic it takes a lot of his mental power to concentrate on his anatomy changing. If he is hurt in any of these forms, they remain when he transforms back to his regular humanoid form. But they are worsened and normally require more treatment. When becoming demon again, it’s a painful experience and takes at least a half an hour to recover from the change.
Bit confused, the totem power we discussed in the PM was him summoning/creating them via his own energy., not transforming into the animal. I sorta of want to avoid crossing something like animal transformation into a different race because of the fact that there are shifters with that as a racial ability (to change into an animal form).

There wasn't an exact mention of the totems shifting his form in the PM, so perhaps it was my own assumption that was where it was going, since you had mentioned a "body recreation" of the animal form and not a transformation for your earlier idea.
 
Think we were thinking two different things. I have changed it to be more suitable I think.
 
Think we were thinking two different things. I have changed it to be more suitable I think.
Possibly, though I had mentioned the body "dissipating" and leaving the totem behind in the PM.

However, I won't allow a physical transformation to an animal form as it sort of - to me as a GM - is a way to gain a shifter power without being a shifter. Transformation of the totem, yes. Transformation of self into animal, no. Sorry for the confusion since in the PM I thought I had translated the thoughts on the totem power option.
 
Possibly, though I had mentioned the body "dissipating" and leaving the totem behind in the PM.

However, I won't allow a physical transformation to an animal form as it sort of - to me as a GM - is a way to gain a shifter power without being a shifter. Transformation of the totem, yes. Transformation of self into animal, no. Sorry for the confusion since in the PM I thought I had translated the thoughts on the totem power option.

That’s okay! I respect that entirely!
 
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Larissa Enfield

Alias:
Physical Age: 23
True Age: 59
Race: Demon
Gender: Female
Physical Characteristics


Height: 5'6"

Weight: 125lbs

Figure/Build: Larissa has a dancer's build - tall, wiry and lean. She doesn't have much in the way of curves or excess fat, instead being all bones and sinew, and just a little muscle.

Hair Color: Black

Eye Color: Dark reddish brown

Skin Tone: Golden

Distinguishing Features: Larissa possesses a pair of golden horns as thick as four or five fingers and a hand's length long, curving slightly towards the back. Her ears are very slightly pointed, hardly elfish, but certainly not human. The fingertip of her right pinky finger is missing.

Personality


There is rarely a single constant within Larissa's life. Quick to act and quick to change, she consistently puts quantity over quality, bouncing from one area of interest to another. She loves being in the center of attention, but never manages to be particularly close to anyone. Despite her lack of patience when it comes to the finer details of befriending others, she seems entirely able to pick up on the slightest of social cues, but rather than use these to her advantage, she barges her way through delicate situations without any apparent care for collateral damage. Despite her innate carelessness, Larissa isn't a truly selfish person, always willing to help a friend, even if they were never particularly close, and handing out gifts like candy, because there's something satisfying about always being the capable one in a group. She's not particularly gifted when it comes to studying, but is capable of picking up the basics of most things quickly, and can adapt to any sort of situation she is thrown into without a pause.

Resourceful
There's always another exploitable weakness to be found, if you keep a watchful eye and an open heart as Larissa does. She's creative enough to use every resource at her disposal to their fullest extent, albeit with a certain amount of collateral damage that is almost guaranteed with her presence, but she will always be able to claw her way out of any situation by grasping at any opportunity that presents itself.

Perceptive
Although Larissa places very little value in the emotions of others, she does notice the way people change due to the smallest of changes to their social stimuli. Mostly, however, even despite her insight into human behavior, she cares little about exactly why, because she doesn't like poking her nose into other's business. It tends to get burnt.

Competitive
There's nothing Larissa can stand less than being told she isn't as good as someone else she knows. She finds delight in being better, but doesn't seek to improve herself if she is already at the top. She is prideful and more than a little conceited of her many talents, and while her unwillingness to be second best in anything acts as the primary driving force for her, she doesn't know where to stop, and rises quickly to bait.

Careless
Larissa is all about speed, being fast and efficient and showing off. It leaves very little time to be careful and patient. She's a whirlwind of action with all the grace and precision of a bull in a china shop, and to her, as long as a job is done, it's done well and no longer her business.

Unprincipled
The ends justify the means. Anything can justify the means. As long as she gets the job done does it really matter how many bones she breaks along the way? Larissa doesn't flinch away automatically from the idea of immoral behavior, and while that may be a good trait in a more controlled person, to an unpredictable character such as her it only means there's more likely to be collateral damage as she chooses to take the path of least effort.


Powers/Abilities


Main: Blink.
Larissa possesses a very limited form of self-teleportation, able to move from her original spot to a place no more than ten meters away from her every five seconds. She retains her previous velocity and acceleration, and cannot teleport any other living organisms, although small objects seem to be fine, as long as the total weight of objects is not heavier than her own weight. She leaves behind afterimages as she teleport, illusion that look like her and that mimic the actions of what she had been doing, but which do not have a physical presence. She is able to blink 8 times before she rests for at least half an hour, or otherwise it becomes a significant strain, and at most she is able to teleport 12 times before she loses consciousness.

Sub: Enhanced Reflexes
Larissa is able to dodge attacks almost spontaneously, and almost always keeps her balance. Her reflexes are completely guided by instinct and uncontrolled by rational thought, making it easy for her to overreact in a dangerous situation and be constantly forced to react rather than act.

Sub: Quick Learner
While Larissa is fickle and rarely has the attention span to become a master at anything, she is able to quickly pick up most skills, and is able to adapt to most situations without blinking an eye.​

Weaknesses/Limitations


Larissa can technically teleport into areas filled with solids or liquids, but anything of hers that will occupy the space of another solid/liquid object at her destination will be melded into the material of the original occupant of the space, leaving her unable to move away from the spot unless by teleportating again, which would detach whatever was stuck if it was still merged within the wall. It means that if she misjudges and her hand would end up partly within a nearby vase, she would lose her hand, and would be unable to move unless the vase was removed from the end of her arm.

Larissa is well trained in fighting, but in the heat of the battle, her mind seems to simplify itself by categorising everything into what can be stabbed and what shouldn't be stabbed, forgetting all the skills she's learned. She's not great at following instructions, or teamwork, for that matter, and often chooses to follow her own somewhat questionable logic.

There's always too many things to take care of, and too little time. It's not uncomon for Larissa to forget the specifics of what she had just said five minutes ago, and while she eventually gets information pounded into her brain, it's always difficult for her to remember details of the past when she can focus on the now.​

History

It was a good thing that the girl was born barely noble, they had told her. Now that she knew her parents were spineless fish, and she no longer values their opinion, but she was young and trusting once, and at that time in the distant past, her parents were her heroes.

In the end, though, she had to admit, being inconsequential made things easier as she grew up.

The House Enfield blood that ran in her was dilute enough that no one had to worry about her mother being a threat to anyone, despite their House being one of the cornerstones of the Kingdom. The meek creatures that were her parents would never going to fight anyone for anything. It was their wish that their young daughter would follow the same past, but Larissa would not bow.

Although her parent's were estranged in practice, it was necessary to keep up the appearance of a harmonious family, even though it never existed. House Enfield was more of a clan than a single family, each branch claiming its own part of the Enfield heritage. Her father and mother were barely players in the game, but they were part of the family, and therefore involved in all forms.

While her parents were a disappointment, Larissa was delighted to find that her aunts absolutely adored her, in all of her oblivious naivety. She enjoyed the family meetings, unaware of the passive aggressive undertones as she played with other children and ran wild heedless of her mother's warnings.

After enough of these meetings, she learned that she should be ashamed of her parents, and that there were no reasons for her to obey them. Her aunts, at least, seemed always willing to allow her to do what children do. Occasionally, they would ask her, with a smiling face, to play a game created by Aunts' - they eventually blurred into one entity in Larissa's memory - and she was happy to put her games aside for a moment, just a moment.

She could move without moving, and without others even noticing that she had moved. That was her talent, and they put it to good use with their games. Once she calculated incorrectly, and grazed against a wall as she teleported.

The wound healed, but the pain was unbearable when it lasted. Her aunts bade her to hush, and she did, but they told her to be a little more wary after that. Skills earned from practice and hard work were more reliable, they told her, and she tried to remember for a while as they told her how to sneak around without being noticed - although not many people noticed children - but soon forgot as the games got harder.

At first they were just dares, to see if she could traverse the mansion that served as their meeting place without being noticed. Then she had to bring back pages filled with unknown numbers, and leave no sign that she had been there.

As she grew older, she was no longer confined to the interior of the estate. Oh, her parents protested, of course, but it was long since she listened to them. She was young, prideful, and reckless. More importantly, who would hurt the agent of her aunt, now the ruler of her House in all but name? She never protected Lacy, admittedly, when she ran into trouble, but that was a minor detail, and her aunt always allowed her vengeance.

Except Lacy became too reckless, and she was hurt, because she didn't expect anyone to retaliate. She escaped, while accumulating further injuries. Not all of them could be regained again.

Her house bought her way out of most of the trouble - they still needed her, but they didn't care for her. Most wounds healed in their own time, but not her hand, and not her pride. They were furious at her for not being careful, but she was furious at them, because she had realized they never warn her of the dangers beforehand.

She left voluntarily, in the end. She was important, but not important enough that they'd make her stay. She lodged with friends, barely making ends meet, but it was somehow satisfying. She made her own way, now, after all those years. Her skills didn't go to waste, in the end, because there was more to the world than she had expected. She didn't dare do anything like what she used to for a long time, but it was a way to earn a living.

And, well, she enjoyed it. The thrill of completing the improbable outweighed any temporary pain, especially when the pain ceased to exist. She tried to fly under the radar most of the time, but that was not one of the skills she had. Things began getting dangerous once more. She needed to back off, they said. She wished she could, but she became impatient, always seeking danger. She was uncomfortable with the way her life was going, too, but she wasn't doing anything bad, was she? The beauty of pulling something off under everyone else's eyes was too much.

All the same, she tried to listen. There were plenty of other, ordinary jobs she could do, and she tried to satisfy herself with filling up her days.

She wasn't doing a particularly successful job when the supernatural world was exposed. She was intrigued by the organisation that , and unsure she should be annoyed that the supernatural was no longer a secret, or pleased that something was happening. She followed the news of the organisation as best as she could, because while demonkind as a whole eventually accepted the Revelation, she was still uncertain if the mortal world was friendly towards her specifically. The organisation reformed itself into SMITED, an institution that protected both mortal and otherwise.

And then she joined. Opportunity not missed.

She supposed it was time she gave something back.
"I suppose I could never make things easier for myself."
"Tell him Lacy wanted them."

"Lacy?"

"Me." She clarified, grinning from ear to ear."
"If you wanted them killed, you'd have given me a knife."
 
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Main: Blink.
Larissa possesses a very limited form of self-teleportation, able to move from her original spot to a place no more than trn meters away from her. She retains her previous velocity and acceleration, and cannot teleport any other living organisms, although small objects seem to be fine. She leaves behind afterimages as she teleport, illusion that look like her and that mimic the actions of what she had been doing, but which do not have a physical presence.
Larissa can technically teleport into areas filled with solids or liquids, but anything of hers that will occupy the space of another solid/liquid object will be blended with the material of the original occupant of the space, usually ending up shredding the part of her in contact with the solid/liquid, making it particularly dangerous for her to teleport carelessly.

How often can she blink? I assume trn is actually ten on the distance, X3. I'm a bit confused on the teleportation into solid/liquid. So, she merges into the material? Another question is, if she needs to go through a door, would the door affect her as well during a blink as she passed through it?
 
How goes the edit?
 
So sorry for taking so long to change stuff! I've specified that it takes five or so seconds for Larissa to 'recharge' her teleportation ability, a limit to how much weight she can teleport, fiexed the typo, and (hopefully) clarified what wpuld happen should she teleport into an object (at her destination, rather than along the way).
 
So sorry for taking so long to change stuff! I've specified that it takes five or so seconds for Larissa to 'recharge' her teleportation ability, a limit to how much weight she can teleport, fiexed the typo, and (hopefully) clarified what wpuld happen should she teleport into an object (at her destination, rather than along the way).
It's fine. It didn't really answer my question if she goes through objects as part of her blink, because concept-wise it seems how you've written her, she can but can't. I tend to overthink weird details, like if she teleports past a door without seeing what is on the other side, she might into a table. However, her power is fine, just note that she'd get exhausted at some point since the energy to teleport does from from herself and isn't an infinite resource, she will have to rest.

So, how many times can she blink before she gets tired?
 
Hmm, the idea of her teleportation is that she could teleport without seeing her destination, but she really shouldn't, since it's dangerous for her.

I've added a limit of 300-400 jumps before she must rest for half a hour, does that sound okay?
 
Hmm, the idea of her teleportation is that she could teleport without seeing her destination, but she really shouldn't, since it's dangerous for her.

I've added a limit of 300-400 jumps before she must rest for half a hour, does that sound okay?
That's a bit excessive. If she can jump every 5 seconds and at that 300-400 limit she'd probably do better as just a speedster like the Flash than a teleporter. X3 I was honestly just thinking 10-20 max because counting beyond that is insane to keep track of and if she can basically go 10 meters every 5 seconds for the 300-400 times well that's nearly 2 miles (3.2 kilometers) to 3 miles (4.83 kilometers). It's a bit late for me so my math might be off and I'm not even gonna try to math out the time she'd take to go that distance. X3 I think it's something like 25-33 minutes just a rough mind math estimate to go the full distance.

It's a concern that she'd be able to evade combat or flee an encounter. There is a similar character (removed as a PC and is an NPC temporarily) that creates portals that also had to be reduced down from the original concept as they wanted to be able to portal across the world. >_>;; So I tend to have concerns because when he was a PC, there were... moments of "no he can't do that."

Blinks alone already put her at a great advantage for evasion, but letting her be able to flee about 2-3 miles from conflict as a GM is a concern.
 
ahh, i was thinking more of the long term, and i might have totally eschewed calculating, but now that i look at it it does seem way over the top.

edited it to a more sensible number!
 
ahh, i was thinking more of the long term, and i might have totally eschewed calculating, but now that i look at it it does seem way over the top.

edited it to a more sensible number!
Yeah, I learned as a GM to be vary careful if I think there is a 'loophole' that could be abused. Not saying you would , but better safe than to later on go straight up say "No" and get into an argument with a player. X3

Thanks for understanding though <3
 
Approved
Your attendance for Mission 1 Bravo is required. You may want to skim over Mission 1 Briefing. You are assigned to Team Bravo.

As this Mission has started and your team is already in the forest, 'Janus' will be portaling you in to their location via the 'exit' portal in the hotel. Please wait until the action is posted.​
 
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Tunga, Velix
Alias:
Physical Age: 27
True Age: 90
Race: Elf-Vystarian
Gender: Male

PHYSICAL CHARACTERISTICS
Height: 6' 6"
Weight: 187lbs
Figure/Build: Athletic/muscle tpned
Hair Color: White
Eye Color: Blue
Skin Tone: Pale
Distinguishing Features: braided hair and tattoo of the tree of life on his left shoulder

PERSONALITY: Velix is a very unique individual. He normally keeps to himself when alone or on point unless he is pulled into a conversation. Always keeping his thoughts towards the group on mission. He is very kind however when shown the opportunity. He is an over achiever when the mission springs into action. He tries to stay two steps ahead of the game.

Positive Trait
Loyal: when asked to perform a difficult task by his squad leader he is willing to ablige no matter how hard it may be.

Positive Trait
Disciplined: he is a well rpunded agent that understands the importance in the mission coming first. "Always faithful always forward" he would say.

Neutral Trait
Curious: velix can be quite the intrigued soul when it comes to many things. But it could also lead to a bad situation if he sticks his head out too far.

Negative Trait
Self conscious: Velix can be a tentive soul at times hoping that he does not disappoint his leaders. Hoping that he does not miss that shot. Hes working on it.

Negative Trait
Submissive: Velix prefers to let people tell him what to do instead of leading others even when he is an overachieving agent. He just likes to be with the pack instead of leading it.


POWERS/ABILITIES

Main: Velix is a well trained marksman. He sees himself as more of a distant over watch for everyone rather than close quarters support. His weapon of choice is a bolt action model 700 bolt action sniper rifle. Recorded longest ranged hit from almost half a mile away with a moving target.

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Sub: He is however trained in close quarters combat if he must. His weapon of choice for close quarters is a light weight half lance or spear in other terms.

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Sub: equipment specialist: he can fix most equipment that needs repaired. He does have limitations. He is of moderate level when it comes to basic tech. But as it comes to the advance technology of said drones and new communication systems he lacks experience

WEAKNESSES/LIMITATIONS

-technilogy: in some cases he has trouble understanding the modern worlds technology. This applies to his limitations on working with and repairing gear. (Drones and advanced communication systems)

-left ankle: a long time ago velix was caught in a blast during a mission that caused him to land hard. Shattering his left ankle. He can no longer fully sprint.

-doubt: sometimes his mind will get the better of him as he punches numbers and determines if the mission will be a success or not.

HISTORY
Velix was raised in the cold wilderness with his family of his mother, father and a friend of his fathers. As he grew his father taught him everything he knew of the world and what it had become. Teaching him ancient styles of close combat, of techbology thus far, math, languages, history of his people and much more. As the years went on his parents soon came to their time of departure when he was thirty seven years his father and His mother went relatively the same way from illness and he was left alone. Velix left his home at the age of 57 to live his life outside of the safety of his races territory. He seeked places beyond his borders. To explore the world as he was not like most of his race that would be arrogant and look down upon those lesser than themselves. But he soon found the world to be very different than his kind. A monster compared to the average mundane. Soon he walked the path of a lone elf and kept away from them to not be discovered . At the age of 86 and having travelled the world to the best of his ability without being sighted he found himself in the middle of a skirmish between the smited agents and a very evil magic user. Assisting them to stop the user he wished to join them as a volunteer and was given the trainging he needed. He felt much attraction to the idea of the orginization. Seeing what the world would describe as "different people" just like him. He felt more welcome than he had ever been before. And now he has much more work to do as he laces up his boots to get to work.
 
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Velix is a very quite individual. He normally keeps to himself unless asked a question directly.
I tend to warn when players write these types of characters, not because they aren't allowed, but that players who tends to write this trope find themselves frustrated or unhappy because other players don't constantly direct interaction with them, resulting in the character not getting much 'speech' time. Basically, sometimes players feels ignored if others don't constantly drag this type of character into the conversation, and characters won't always drag him in to talk.

Sub: equipment specialist: he can fix most equipment that needs repaired. He does have limitations.
These limitations should be listed in the weakness/limitations section of the CS.

his races laws: when it comes to that split moment when he must pull the trigger. There are times he must follow the laws of his people and deem it not neccesary. Sometimes causing the target to escape
As an agent, there is always justified cause for actions. So to say the racial laws prohibit him, it is only his perspective and not the law. If he lets targets escape, he wouldn't be allowed in the field.

Velix was raised in the cold wilderness with his family of his mother, father and a friend of his fathers. As he grew his father taught him everything he knew of the world and what it had become. As the years went on and Velix left his home to live his life he soon found the world to be cruel to his kind. Calling him "different" and "unwelcome". Soon after he walked the path of a lone elf.
Expand on this. Where is his mother? What did his father teach him (summarize)? How exactly did he find the world cruel to his kind, beyond saying a few things.

The reason I ask for expanding on this is because something just doesn't seem to fit right within the world lore, but because there isn't much information I cannot determine what. It reads as though he left the safety of the Vystarian territory around the time SMITED revealed the existence of the fantastical races. However, that is my assumption, hence why I need more to go off of.

Not long after he found himself in the middle of a skirmish between the smited agents and a very evil magic user. Assisting them to stop the user he was soon picked up by them as a recruit and given the trainging he need. And now he has much more work to do as he laces up his boots to get to work.
As stated in the character creation information, players (as SMITED agents) are generally not recruited but volunteer. They would have, in this situation, thanked him, made sure he was uninjured, and went about their work. You also don't give him a reason that he joined, just that he did. What was his motivation?

Additionally, there are quite a few grammar and spelling issues in your CS. Usually I note them, but there are so many it'd be better to just let ya know of them to check your CS over since it was a bit hard to read when certain words were misspelled.

Other than the things I've noted, the character seems fine. Hopefully this didn't scare ya off like so many others.
 
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Sub: equipment specialist: he can fix most equipment that needs repaired. He does have limitations.
-technilogy: in some cases he has trouble understanding the modern worlds technology. This applies to his limitations on working with and repairing gear
Could you expand just a wee bit more? Basically, if you have to rank his proficiency; amateur, beginner, moderate, advanced.

His father died from several diseases of the modern world that they could not identify or cure. His mother went relatively the same way and he was left alone.
If this was a thing, most fantastical races would have mostly been wiped out. Think of the small pox epidemic when Europeans first came to the Americas. However, as it's not written in canon lore than the fantastical races have been wiped out or reduced in number by disease, what you've written is fairly extreme. You can say they've died from an illness and just leave it at that if you want, but if 'diseases of the modern world' were such a huge threat, SMITED wouldn't really exist since it'd be placing races to high exposure to diseases that could kill them.

when he was thirty seven years old.
So, if he is currently 90 and he left home at 37, that is 53 years ago. He wouldn't have wandered around opening during this time because SMITED only revealed the existence of magical races 5 years ago. Even after the revelation most fantastical races don't go roaming around mundane-dense places because it's still recent that they were revealed to the world.

Velix left his home to live his life but he soon found the world to be cruel to his kind. Calling him "different" and "unwelcome".
Why did he leave home? I thought your expansion might have gone over this because there was never a reason given really and it makes little since to the world lore for a fantastical being to leave their home territory without good reason. There is safety in staying with their own, so why would he leave?

Also, there are still quite a few errors here and there. My own typing is probably a mess as I am trying to reply quickly since I don't have much time, due to having to entertain house guests.
 
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