Character Critics

Every human has their own unique persona in the DreamWorld - and, frequently, online! Come mingle with the colorful cast, and introduce your own character to the mix.

Re: Character Critics

Postby Reed R Gale on Wed Oct 24, 2012 9:42 pm

Bro, your characters are incomparable and most importantly balanced. I can't compare yout o anyone because I don't see many better or ewual writers on these forums. Your equal (in my eyes) being Gunner.

So...phenomenal.
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Reed R Gale
 
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Re: Character Critics

Postby Calico Yorki on Wed Nov 07, 2012 4:51 pm

Q~Q

Thank you

That

That means a lot to me

Um

I

Typed up another character sheet, while the Forums were down

I personally like it

So yeah

EDIT: I added another one

: D

~ ~ ~

Name: Mutun Gabranth
~
Gender: Male
~
Age: 39
~
Birthplace: Ruskol
~
Power: Psionics
Halo ~ Ochre, With A Snapping Golden Aura
(In addition, his eyes focus large amounts of energy while his Power is active, necessitating his limiter visor so that he doesn't accidentally release a large burst when emotions run high)
Mutun's Power of Psionics manifests as potent psychics, a sort of telekinesis. However, after years of fine-tuning his Power, Mutun is capable of devastating shockwaves, free hovering in mid-air, and given an opportunity to focus, he can operate on delicate machines to get an intricate understanding of their inner-workings without doing any external damages.
~
Height: 5'8''

Weight: 139 lbs.
~
Appearance:
Mutun is of an average height, but his gangly, awkward frame makes him seem rather tall at a glance. He's an odd insect or reptile, with fuzzy antennae, mottled ochre and sienna scales, and a tail ended by a long, narrow stinger, surrounded by a ruff of messy orange fur; the lattermost has to have a special, synthetic sheath covering it at all times, because it is coated with a necrotic mucus.

Otherwise, he has messy orange hair on his head, matching the ruff around his stinger, and behind his gold-colored visor, a pair of compound, murky brown eyes, with scintillating gold hexagons in a gridded network across their surfaces. Otherwise, he wears an outfit made for a Troika soldier a size too big for him, and fingerless golden gauntlets connected by cords to the sides of his visor.
~
Personality:
Standoffish and rude to most people, Mutun seems selfish and wholly offensive, to those who don't know him well. To those few whom are blessed or cursed with Mutun's trust, he is known for wanting to help people, although he seems like a complete jerk. He is also dangerously prone to beating himself up, and regularly has to be distracted from self-degradation to prevent him from becoming too self-destructive. However, when the stars align and a rare day comes along that Mutun can come down from being so highstrung, he is actually a fun guy to be around. But it'll only last a day or two, so cherish it.

Misc Traits.:
- Mutun loves puns, and puts a lot of time into devising new ones.
- He enjoys drawing and writing, but tends to be very skittish of sharing them with anyone.
- He loves sour and spicy things, but doesn't like anything bland or overtly sweet.
- Owns a compact musical mixing device, which he loves to irritate others with.
~
Background:
For most of his life, Mutun was quite normal. He attended school, earned degrees as a computer technician and security programmer, and on the side, became a night legendary hacker under the pseudonym "busyBODY". However, he always felt bored. Mutun felt that there was something more to do with his talents, beyond just fixing computers and designing security programs for the government, and hacking into devices to deliver viruses and malware just for spite. To be more up-front than Mutun ever is, he wanted to help to better Anduruna. One night, he came across the way to do that.

He was assigned to clean some viruses off of a senator's computer (aggregated for confidential reasons which Mutun knew involved sleazy sites), when he came across a suspect eMail, with a numerical address and an ellipsis for a heading. With his present troubleshoooting device's best protection on, Mutun opened the eMail to make sure there were no harmful programs within. What he found terrified him, and it was only by force of will that he didn't panic. He worked his magic to remove all traces that the eMail had been opened - it was thankfully an easy task - and when he was done rebooting the system after the cleanup, Mutun promptly went to the nearest restroom and dry-heaved for a while in panic. He had found a conspiratory message, detailing a murder of a teenager. Everything else had been a blur in Mutun's rush to not give away what he'd found.

However, he was still found out, by someone. He was on his way back to his home in Ruskol, an unfortunately solitary little place, when a growling arose from behind him. Mutun looked, caught one glimpse of a hunched black shape and three red eyes, then took off running. He ran, he ran, he ran until his chest burned and his throat felt raw and he kept running. Yet the thing pursuing him was always two or three steps behind, cackling and yipping at him in what seemed to be a sadistic little game. Eventually, Mutun could not run anymore, and fell. It was on top of him, little claws scratched his jacket to pieces, jaws opened so wide and dark, but then, there was light.

The creature was flung off of him with a yelp, and Mutun felt so powerful. He felt so alive. He felt carbonated and sharp, fizzing and zipping with untold energy, but honed and focused like a steel dagger. He rose to his feet, into the air in this new Power, and threw his hands forward. A powerful force hit the beast broadside, and it skidded across the icy, disused pavement. There were no houses alongside the street to stop it, and it plopped into a pile of snow. Just about to get to its feet to run, it was crushed to death by a pummeling force. Its cracked carapace and sickly brown blood offended Mutun's eyes; then, he knew no more.

When Mutun came to, he was in a shack of a house, with oiled parchment to cover the windows and a boarded-up door. Across from him stood a maroon dreamkeeper, with long, messy crimson hair and curved horns. Her bright smile and lack of weapons encouraged Mutun to listen to her story. She was an agent of the Troika who had been assigned to Ruskol, and had been trying to reach Mutun to help him. When she reached him, he was unconscious; the Nightmare, dead.

Mutun was willing to share information the eMail he had found not long before with the chipper young woman (named Armini), as well as some terse and hard-won info on his life, while the two waited for more Troika agents to arrive. The two grew rather close, over that time, and Mutun was convinced to show her some digital art he had made and saved on an infoscroll. In return, Armini played him some music on a special musical box of hers.

The two have grown on each other ever since.

---

Name: Armini Valentorio
~
Gender: Female
~
Age: 36
~
Birthplace: Norvondire
~
Power: Temporal Resonance
Halo ~ A Deep Russet Red
Armini's Power is very passive, but after being trained extensively from adolescence (see Background), she can use it to enact great consequence. Essentially, it makes her "in-tune" with the passage of time, and how it can be changed. Even while it is not fully active, her Power enables her to always know exactly what time it is.
- Due to her excellent grasp of mathematics, Armini can effortlessly calculate the timing of assaults, the schedules of guards, etc., etc., with very little information to go on.

However, when fully activated, its true scope becomes phenomenal. At any time, Armini can render her body prone, so that her consciousness may explore either the past or the future; it is impossible for her to switch from one to the other without returning to her body for no less than three minutes, first (This is after her aforementioned training - Initially, it took her ten minutes of resting before she could switch to the other perspective of time). While her scope is always limited in some way, there is no known upward limit.
- She has trained until her minimum limit is an hour and thirty-six minutes into the future, but she could be upwardly limited by anywhere from a year to half-a-century into the future. So, she knows the minimum of her scope's limit, but it is yet unknown what the maximum limiting point is, if there is one.
- In addition, it is incredibly difficult to find a specific location in time; many times, the possible help that seeing an even transpire and when it happened is undone by not knowing where it happened. That is because an event's location is, no dramatics intended, the domain of a dreamkeeper whose Power could operate based on space. To date, Armini has yet to find such a dreamkeeper to help her.

The value of this Power also lies in its final mechanic, which Armini actually discovered quite on accident. She is able to see points in time where it is possible for the future to be altered, and is given brief, taxing flashes of a premonition, giving her a suggestion of what must be done to change the course that history will take.
- However, while she is exploring the future, Armini cannot interact with what she sees; this means she cannot ask a soul for context, and it is often up to her to infer the meaning of what she sees. Her inferences are keen, but are never certain to be right.
- As a final note, when changing how the future will transpire, Armini almost always has to make from three to eight or more "quick" uses of her Power, to get a better perspective on when, where, and how action has to be taken, and who has to be involved.
~
Height: 4'9''

Weight: 142-and-a-half lbs.
~
Appearance:
Armini generally resembles a sheep or a ram, with maroon fur and curved horns. Her black hair appears to be on the short side, but thick and messy to the point that it can be extremely difficult to tell. She has brilliant, bold pink eyes, and wears any variety of clothes. She can usually be found smiling, and is a bit on the short and curvy side.
~
Personality:
"I had to learn to smile for myself. They weren't going to make me happy. If I couldn't smile for myself, then smiling for others would have no meaning!
Armini is exceedingly chipper and enthusiastic, and she is known for loving life. She delights in experiencing new things, from playing a video game to trying new food to visiting a place she has never been before. It also brings her happiness to be able to make others laugh or smile; fortunate, that, as she has an innate ability to crack others up or brighten up a bad day.

However, while she can seem childish on the outside, Armini is actually quite wise and insightful for what is a comparitively young age; she understands life in ways that 'keepers a decade her senior cannot comprehend. She understands herself, has a grasp of her strengths and weaknesses, and has learned to accept misfortune, setbacks, even tragedies in life until she barely ever seems distressed. Yet, her sympathy for even the most hateful of people can make such people consider, even for a brief time, the error of their ways.

This outlook is due to her bleak upbringing, and the fact that she was rescued from it. She had to learn to find happiness in herself, and to give herself hope, in a place that was devoid of joy or promise for liberation. Still, she's been left with some quirky interests and habits, and can be a might bit unsettling when she touches on such things.

Misc.:

- To defend herself to her Power's lack of offensive qualities, Armini was taught how to fight in hand-to-hand combat, as well as how to use impromptu weaponry. As a result, she can pick nearly any solid object of ideal weight up and figure out a way to defend herself with it, if need be.
- Armini is fascinated by myths involving death and the end of the world, and is extensively knowledgeable about every personification of death, destruction, and misery to be known in Anduruna's amalgam of cultures.
- She has extensive knowledge of anatomy, including how to approximate the location of organs in a dreamkeeper's body. She's only been known to guess right about 39% of the time, on a rough estimate, but still packs enough punch to cause some damage if she guesses close. Hand-to-hand combat between dreamkeepers is such a complicated affair!
~
Background:

Some might say that Armini was born under a bad sign. Those some are also called the small, secluded part of Norvondire where Armini was born. No one had been born under the same star for over a hundred years - it was sad that such a beautiful girl had to be the bearer of its supposed curse. It was believed that on the sixteenth birthday of those born under the star, they would be put through a horrible trial that would bring them close abreast death and ruin. Giving into the darkness would lead to doom for scores of dreamkeepers; yet to resist these forces would give rise to a hero.

Thus, her parents - the only ones in their area to not shun her - taught her to never doubt her place in life, and to always have faith that things would turn out just fine. All her life, Armini was raised to be confident and caring. These lessons would be vital to her, in the years to come; as on midnight, the very moment of their sixteenth birthday, Armini was spirited away. She was swept to Bralgu, where the Nightmares conditioned her to be their tool for conquest. It always seemed hopeless, that Armini would indeed be a device for undoing the prosperity of Anduruna. However, her Power enabled her to see a single day - a day when the Nightmare society would be thrown into calamity, and when she would be able to escape.

That day came when a small, powerful group of Nightmares rose up to challenge Nabonidus. One of them freed Armini, and carried her on his wending back to hurl her just over the borders of Bralgu. We'll be ending that fool's reign tonight, and he can't be allowed to use you to predict our actions, he roared. Never get caught again, or I'll kill you in the same moment you return. Armini smiled, thanked the agent of destruction, and ran. She had already seen that every last conspirator would be killed in an instant, and knew that particular Nightmare who had freed her would suffer for allowing Armini to escape.

Through the use of her Power, Armini found her way to the Troika, who were convinced to take her in. Now, she helps them coordinate movements, but is generally kept protected from being captured by the Nightmares again.
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Re: Character Critics

Postby CalvinCopyright on Sun Jan 20, 2013 10:22 am

Hi, everyone! This is my first time posting in this thread! I read the first 18 pages or so, and I was rather inspired. Over the course of a couple days, I jotted down these three Dreamkeepers. I hope it's not too much for you people to read; I tried to make every word count.

My Dreamkeeper

Name: Sor Estray

Physical appearance:
He cannot be said to resemble any particular Earth animal species. Mostly human anatomy, although there are some differences. His skin is smooth, no hair or scales, and colored a soft dark navy blue with semi-stylized purple stripes and designs on his arms/hands, upper back, lower legs, and in place of his eyebrows. He doesn't have a nose, like Namah/Tinsel; however, his features are more angular - not pointy, though. The irises of his eyes are completely flat, without highlights; they make it hard for him to give the impression that he's looking right at you; in fact, they usually make him look like he's staring into the distance, or watching everything at once; he had bad eyesight as a child, which contributes to that impression, even though he now wears corrective lenses. The irises are also prismatic; they shift colors based on the emotions he shows, but the colors are almost always very dark. In keeping with this, he generally appears calm, collected, and unemotional, but on the rare occasions when he gives vent to strong emotions, the colors become bright, almost luminous (sort of like how cat's eyes can turn into creepy scary discs that glow in very little light, or how street signs stand out in reflected headlights when you're night driving). His eyes are otherwise white. He has a fairly well-built body; he's not thin/stringy, but he's not bulky, either, although he has large, strong, rather dextrous hands, with slightly long arms. He is of medium height. He is 22 years old, but looks older. He favors cheap, one-color clothing items that will not impede movement or be uncomfortable, but he doesn't care what the colors are, as long as they aren't garish. (He mostly ends up wearing your basic T-shirts and stuff like that.) He also has a favorite comfortable light gray hoodie that looks surprisingly formal.

Personality:
He is quite intelligent, and knows it. He has a very strong aversion to not being able to do things, and has the force of will to train himself to a fair degree of ability in whatever he cares to, including many academical subjects and personal combat (he will bring a combat knife and a pistol, bought from Scinter, on his more dastardly errands). This also results in him being incredibly contemptuous of those whom he regards as permanently incompetent, such as certain politicians, dumb teachers, most celebrities, and people who refuse to recant opinions that he thinks are exceptionally stupid, while also being incredibly respectful to those whom he recognizes as able to get things done. He also hates wasteful things such as fancy clothes (he has always been rather incredulous that Tinsel is where she is, and he hasn't so much as visited the mall for years). He has no religion whatsoever, but he is "neutral good" through and through (D&D reference). If the law and the establishment allows, he will use it in order to do good, but if it does not, he will subvert it without a qualm. Lately, he's been doing the latter more often than not. He is somewhat naive, due to his age and his hatred of/total abstainment from alcoholic drinks and other drugs - he regards them as degrading mental abilities, meaning he hasn't got much contact with Scinter/the underworld in general - but he is still able to make a good living at tutoring students from all over the city who are actually smart and who have heard of his services - he'd love to tutor Lilith, if the Viscount had heard of him. His power, elaborated below, allows him to traverse the city much faster than normal and fulfill more such appointments than people would think possible. Finally, although he works well with other people, has a nice sense of humor and things like that, he has no close friends, and is more of a loner than he cares to admit to himself.

Power:
In a nutshell, the power to temporarily manipulate physical borders. At full power strength, he can create impassable screens out of thin air, that can stop even springer bullets. He can also compress/stretch the intervening space between two objects to a surprising degree, enabling him to turn completely impossible jumps into easy ones and vice versa, for instance, or evading pursuers by increasing the distance they have to run to get to him, and decreasing the distance he needs to run to get away. He can also temporarily dislocate physical barriers into compressed dimensions; he could dislocate a section of wall, making it vanish, run through where the wall would have been, and then allow it to spring back into place undamaged; using a combination of these, he can also jump through the ceiling into the room above him, and literally vanish the floor out from under other people, if there is a room below them. Note, though, that he is not able to dislocate other things, like people, and people cannot be trapped in dislocated barriers; he is extraordinarily difficult to catch, but he cannot use his powers to injure or kill, except indirectly, perhaps by causing someone to trip and crack their head against a screen, or by causing someone to fall a long distance. In addition, the power strength is dependent on his ability to concentrate; it is extraordinarily difficult to maintain alterations of physical borders for any length of time, for example, and distraction/incomplete concentration renders screens and dislocated barriers semipermeable, like forcing your way through Jello, and distances cannot be compressed or stretched out as much. Finally, alterations are never permanent, and only last as long as he concentrates on them - once he releases them, it's as though they were never there. Affected space takes on a bright, beautiful, leafy green glow, pointed inward around the edges, like an aurora borealis points up. His halo looks much the same.

His power reflects traits of his personality in that his mindset creates an emotional barrier between himself and other people that he cannot overcome; in his wish to overcome it, though, he can overcome all physical barriers instead. Also, he has an innate wish to dissolve restraints imposed by people he doesn't respect.

(This one was loosely based on me. Most of his personality traits I got from myself, although there are a few things that I don't have, such as his name, how he looks older than he is, how he subverts the law more often than not (US law is somewhat better than Andurunan law, although it's a tossup as to how much), and how I linked his power to his personality - at least, I don't think that's me. Not completely sure about that. Creating him was a surprisingly revealing exercise. Bonus points if you can guess where I got the inspiration for the power from.)


Second Dreamkeeper

Name: Kulo (surname/family unknown)
Age: 25
Appearance:
Hyena anthro; resembles Vox, from the novels, except his ears are small and pointed, and he has black fur. He has also painted small, bright spots of various Technicolors and dark blood red stripes all over his body after he went insane. Wears jeans, cut off above the knee, a fancy, starched white shirt (it's become discolored by now), cut off above the elbows, that is too big for him (he doesn't tuck it in, either), and an armless dark brown cloak, made out of heavy material, that he sliced into strips about four inches wide from the shoulders down. When he lets the strips hang, they overlap and make him surprisingly warm, but he can reach out from within the cloak at any time.

Personality:
He is quite insane, and rather cunning. However, he is unusual in that he was driven insane by the use of his power. He is CONSTANTLY high-strung and attentive, from the instant he wakes up to the instant he drops asleep exhausted. He will wake up at the drop of a pin, and fall asleep just as fast (when he needs to). When he goes out of his den, his movement is a mixture of standing stock-still and exploding into furious motion. He collects knives - any shape and size - and hides them all over his den, and also in pockets hidden in the strips of his cloak and inside his shirt, for use in fights. He maintains his collection in pristine condition, unceasingly (think OCD), whenever he's not doing something else. He fights like a rabid wolf, and it takes 6 people to hold him down, let alone overcome him (at least, without his antagonists using powers). He doesn't go looking for fights, though. He lives by stealing food from market sellers (read: frightening them away from their stalls with his power and snatching stuff).

Power:
He can dislocate almost every joint in his body, and bend it almost any way he wishes (and I mean any way he wishes; he can bend his knees so that the kneecap is on the side of the bend), accompanied by loud crunching sounds. His strength is also augmented somewhat. There is no energy limit on the power; instead, the limit is imposed by discomfort. Twisting his joints out of true causes no pain; instead, he endures an incredibly powerful itching sensation; when the itching becomes too much to bear, his joints will involuntarily snap back in line; he cannot be incapacitated by the sensations, although he was driven insane when he first got hit by them. This is extraordinarily useful for its' scare value. Imagine you are restraining him in a full nelson, with both arms twisted up behind his back. Now, imagine what you would do if his head suddenly rotated around 180 degrees, he stared you madly right in the face, shrieked, "IT ITCHES!!!", and lunged for your throat, extending his shoulder joints and bending his back beyond what any creature should be able to do. You would probably scream in horror, fling him away, and run as fast as you can. So do other people, even hardened shock troopers. He's practically a legend in one suburb of the Calypsa district; they still remember when he discovered his power in the marketplace while being hit by a cart, and dislocated all his joints to avoid injury. He had looked like a gruesome, broken ragdoll corpse, right up until he staggered upright, joints still out of line, and lurched, screaming, down the crowded street, causing a panic. He had been 17 years old. His halo gives a bright flash when he activates and deactivates his power, but in between, it is very faint. His halo is colored white, in stark contrast to his fur.

(I got this guy spot on, in my opinion. No bonus points for guessing power inspiration this time; it came from a contortionist on Guinness World Records.)


Third Dreamkeeper (This one turned out much creepier than I expected it to. More bonus points if you can tell where I got the inspiration for her power from.)

Name: Jane Arbasv
Age: 29
Appearance:
Beautiful, willowy cat anthro with sea-blue eyes, pale, sky-blue fur, and hair slightly darker than said fur. Appears eerie, eldritch, and otherworldly under the light of her halo, when you notice it. Favors a simple, shin-length, aquamarine dress - also, you won't see her in pants at all.

Power:
Control of the emotions others feel toward her. She can cause anybody nearby to love her, hate her, loathe her, revere her as a goddess, dismiss her as of no importance, respect her, fear her, forget her appearance, or forget she was ever there, to name but a few of the effects it can have. They all have to be related to her, though; she can't cause two people to feel hate for each other directly. (Instead, she could do something like 1: make both of them love her, 2: communicate to one that she approves of him, and 3: communicate to the other that she doesn't. You know, like taking advantage of people's egos. I assumed they were both boys; she wouldn't use that method on a girl.) However, if people take notice of her halo, which is a bright, electric cyan, the effectiveness of her power is practically negated. If she's careful, though (which is rather difficult for her; she can mess up fairly easily), she can affect everybody within eyeshot and cause them to ignore her halo. Moreover, only effects which prevent things from happening, like 'don't notice me' and 'forget me' effects, are permanent. Strength is dependent on concentration, she can't affect someone she wouldn't be able to see, such as someone on the other side of a door or wall, although she can affect someone 100 feet behind her just as handily as someone 10 feet in front of her. Finally, its' total strength is somewhat limited: she can either do "don't notice me or my halo" on a fairly large group, or badly mess up the emotions of two or three people at a time.

Backstory:
She was born into a well-to-do family, with a sister a year younger than her that she did everything with; they were inseparable. They grew up, the sister married and raised a son, and Jane took a job as a clerk in a district barracks for shock troopers. However, a little over three years ago, two criminals (members of the most powerful gang in the city) broke into the sister's house, killed her husband and injured the child, and one sexually assaulted the sister badly. Jane happened to walk in in the middle of this last. Horrified, she involuntarily used her power and made him desperately desire her good opinion, even as she showed him her disgust and loathing. The effect was so strong, that he died on the spot. That was the only time she ever killed somebody directly with her power. She also incapacitated the other one, and he remained so until some troopers arrived only a minute later, having been alerted by a nosy neighbor. Jane was acquitted from the murder of the one criminal, and the criminal that lived was convicted and sentenced to 50 years in prison. However, she was so full of hate for the imprisoned criminal, that a week later, she went to the prison, used her power to bewitch the guards into letting her through and forgetting about her, went to his cell, and gruesomely murdered him. She used her power again to head off an inquiry; she never got formally accused of his death. However, her power did come to the notice of the military, and they hired and trained her as an interrogator of prisoners. Although she does her job faithfully and well - she's known with no small degree of fear as "the Confessor" in her department - the only things that she cares about are caring for and rehabilitating her sister and her nephew, and using a special knife that she keeps to murder criminals that have particularly bad records. She has adhered so grimly to this task, in fact, that in addition to a smattering of criminals from all over the city, she has tracked down and killed all but five members of the gang that the original two criminals belonged to - and they were over thirty strong. She never got so much as suspected of their murders. Is she insane? Nobody's really sure. She appears normal, but when it comes to her, you can't trust appearances...
CalvinCopyright
 
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Re: Character Critics

Postby Calico Yorki on Fri Jan 25, 2013 7:25 pm

I love all of them, especially the hyena!

The first - your persona? - has an excellent Power, with reasonable limits, and based firmly in his own nature. The third character is fun, too, and I see a lot of potential in her.

Well, I just typed this guy up tonight, hope you all can tell me what you like or dislike:

~ ~ ~

Name: Ricardo Zokarro

~

Age: 41

~

Height: 7'8''

~

Weight: 229 lbs.

~

Power: High Voltage
Halo Color - A Crackling Vermillion
While his Power is active, huge waves of vermillion light ripple madly across Zokarro's body; an aura of snapping, flailing electricity surrounds him; and around his extremities appear condensed spheres of this aura. He can freely absorb electricity from an outside source, and every one of his strikes explodes like a thunderclap, imparting a portion of his charge to give a wide degree of shocks. If he keeps ahold of an opponent, he can rapidly fry them. He is also able to pass a charge through any conductive object - such as his axe - enabling him to superheat them, at certain orders of magnitude. Should he so choose, he can kickstart a stopped heart or enhance the motor skills and sensory reception of his allies, but he rarely finds those "boring" uses to be worth the time.

~

Appearance:
Tall, muscular, and clothed in a massive presence, Zokarro is a silvery-white reptile with dark crimson lines resembling lightning bolts zigzagging down each of his limbs, and both sides of his tail. His face is normally concealed, behind a snarling, demonic mask of wrought iron and leather straps - all that can be seen are his eyes, either one a ferocious white orb in a sea of crimson. When he removes his mask, one can see his unkempt, scraggly crimson mohawk, huge, needle-like fangs, and burn scarring on the right side of his face.

Misc.:
- Zokarro has a tendency to roll his R's, and make exaggerated vocalizations in combat.

~

Personality:
Zokarro is many things - a sociopath, an anarchist, a murderer...But the one thing you can't call him is dishonorable, in his own bizarre way. He'll regularly make random challenges, such as "if you can survive fighting me for five minutes, I'll let you live," or, "if you can survive this punch, I won't kill your brother," and never has he once gone back on the stakes of any one of them. He also refuses to fight anyone who won't rise to his challenge - he'll open attack, but if someone either can't hope to stand a chance against him or refuses to fight back, he'll quickly get bored.

This is where one has to understand that Zokarro has a bit of an attention deficit disorder - he only wants to fight if it is fun for him. He's never once killed a pacifist or a child in his years of slaughter. As well, he has a very antiquated sense of circumstance in a fight - he'll never begin to fight until he's had a chance to declare, "My name is Ricardo Zokarro! Do me a favor and scream while I kill you!"

Essentially, the only reason that the Troika can keep him on a leash is that he finds the most distinct pleasure from fighting Nightmares. He loves to snap their bones, rip their flesh, tear out their guts, and generally try every method he can to kill them. There have also been some reports that he gets sexually aroused when he is in danger of dying, as well as going into a frenzy of bloodlust when he's severely outnumbered.

~

Background:
In all, even Ricardo Zokarro himself can't believe that he chose to ally with the Troika over the Dark Dreamkeepers. He was known for committing an atrocious string of murders using his Power, and when he was finally caught, it was decreed that he would be hanged as an example of why Powers must be forevermore prohibited.

However, a funny thing happened - as Zokarro was about to be hung, he locked eyes with a man in the crowd. That man had a crazed grin, and as a speech was given, and Zokarro was made to kneel, everything else seemed a thousand arpents away as the man spoke.

"You're a mad beast, now, but you could be so much more. There are a couple of girls who are going to make you an offer. If you want to test yourself, and if you want to kill and murder and maim in the name of something worth more than yourself, then you will take that damn offer. As for how you're going to get there..."

Then, the entire world exploded into pandemonium. Winds howled, people screamed, the gallows were splintered and flung in every direction, the guards and the crowd fled, and as Zokarro found himself whipped through the air, he could have sworn he heard one voice laughing, chattering like a madman, high above it all.

This was how he was found in the Delta outside of the city - beaten, bruised, in a cracked dent in the ground, but for however banged-up and wroth as he was, he was alive. Then, as he stared up at the sky, the clouds drifting lazily overhead, the maddest thing of it all happened: his whole life had a reason again.

It was in his state of crazed laughter at how absurd all of this was that Indi and Digo found him.

Needless to say, he decided to take their offer as a probationary member of the Troika.

~

Misc.:
- Zokarro has been forced to take up cooking, as a way to keep him distracted and not regressing to his natural state while stationed with other Troika. They also tend to keep him deployed on continuous missions for months at a time, for this same reason.
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Calico Yorki
 
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Joined: Sat Jan 09, 2010 7:27 pm
Location: With the Purple, the People, the Plastic-Eating People
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