01-10-2012, 04:57 AM
[Tutley here! Egads, it would appear that my profile was lost in the round change. Redoing from scratch, will also add quotes from the chameleon for flavor. All set to review now!]
"My name is Espio, a mere citizen I say not."
Name: Espio
Age: 16 (formerly 17)
Sex: Male
Allignment: Neutral
Species: Anthromorphic Chameleon
Occupations: Ninja, Detective
Primary hand: Ambidextrious, prehensile tail and tounge.
Theme: Door Into Summer ( http://www.youtube.com/watch?v=yDq9jVwSm9w )
Appearance:
![[Image: 200px-Espio_sth.jpg]](http://upload.wikimedia.org/wikipedia/en/thumb/4/4b/Espio_sth.jpg/200px-Espio_sth.jpg)
Espio stands at 3'7, and weighs approximatly 74 pounds. His scales are typically a somewhat subdued fuchsia, his skin peach colored. His eyes are a deep, golden yellow. His sturdy horn is a brighter yellow, his general appearance intimidating at first glance from the arm and leg bracers he wears, studded wrists and ankle bands at the top of each one. Tight fitting white gloves, and purple boots round out his appearance. His tail is usually curled up behind him, prepped for a sudden attack if need be. He carries a backpack, though it is rarely seen due to his Chroma Camo disguising it while he's in a good state of health. Espio's scales may sometimes change color if his emotions lean heaily in one direction. He has been known to literally turn red from Charmy's constant distractions and antics. When Espio is meditating, or in a rather relaxed state of mind, his scales are known to shift through various colors. If one looks closely enough, one may notice the skin on his chest resembles the shape of a heart; something that sometimes annoys him to no end when it is brought up.
"....and you are?"
Personality: Espio is a very calm, collected and serious indivdual at times, with a bit of an occosional mischiveous streak. He's known to be highly opinionated, and at times sarcastic and arrogant in nature. Since he's usually blunt with his ideas and opinions, and sometimes sarcastic in replies, Espio often leaves a bad first impression. Those that choose to stick around and get to know him though eventually learn that the chameleon isn't quite as unfriendly as he appears at first, and learn to read his actual mood through his body language and tone of his voice. He's typically seen as a grumpy and stubborn narcissist by those that don't know him well. When able to find peace and relax though, Espio is quite pleasant at times, abeit a bit mischious, enjoying turning invisable and performing the occosional prank such as sneaking up on an ally. Espio is always attempting to work hard to improve himself, or attempting to cover up his weaknesses; to a fault at times in not allowing proper time to recover from his injuries.
With his extensive traning as a ninja, backed with his natural skills as a chameleon, Espio is a force to be reckoned with. Unfortunatly, he does have one glaring weakness in the form of severe claustrophibia. His aim to be a perfect ninja, copuled with the fact that he knows of this phobia clash inside his mind, leaving him scolding himself at times. This forms the core of his hatered of Doctor Eggman. Had he not been thrown into that blasted Combi-Comfiner, he would never have aquired this weakness. His hatred runs strong through his veins, having issued death threats against the doctor on several occosions.
The chameleon typically keeps to himself, only offering information when asked even to the likes of Sonic and Tails. He also has a tendency to hold grudges and brood over annoyances for a long time before acting on them, resulting in several violent feuds with Charmy and Mighty time to time. When with others, Espio constantly worries about his alles' saftey and well being, which puts him under a lot of stress. This shows itself in various forms from a lack of sleep (which makes him even more grumpy) to a slight decrease in his abilities while in group combat. Espio is also aparently an expert at reading body language and lips, able to see the true intent behind a person's statements. Annoying at first glance, Espio proves to be a invaluable and reliable ally and friend should someone choose to befriend the ninja. On a small afternote, it is said that Espio posesses the largest and most varied shuriken collection on the planet. His known hobbies include meditation, weapons collecting, research and training in ninjutsu and said disipline. He is also an avid player of the shamisen, even learning how to use the instrument as a weapon.
Known Relationships: Knuckles (Old and reliable friend), Vector (boss), Charmy (aquaitance), Sonic (hedgehog he helped out that one time), Tails (friend and potential stalker of said guy), Eggman (assination target), Heavy and Bomb (missing allies, if they were that at all), Amy (Do I look like a hedgehog to you?), Shadow (potential ally)
Espio has a pair of parents still living, though their names are seemingly unknown. He occosionally keeps in contact with them however, and sends part of his cuts from missions and jobs to his family to this day.
History:
"Easier said than done. Who signed me up for this anyway?"
![[Image: Esvaliz.jpg]](http://images3.wikia.nocookie.net/__cb20100519033624/archiesonic/images/6/64/Esvaliz.jpg)
The Early Days- Espio was born among the legendary ninja clan of Dragon Kingdom. Since early age, the ninja was a bit of a prankster, using his Chroma Camo to sneak up on the elders and startle them. He was intrigued in the ninja arts since his first day at the academy and rapidly found himself rising in the ranks as a star pupil. He soon found out he as also gifted with a natural gift for wind manipulation. His calm, easygoing personality over time took on a more serious nature, heavily dedicated to the ninja code of law and disipline. Eventually, the clan moved from the dragon kingdom to take up residence on Knuckles' floating island, in the rainbow valley region. Being that the only other resident there besides them was Knuckles at the time, relations were a bit shakey, the echidna often seen glaring down at them from a nearby mountaintop.
During the floating island chaos in which the death egg crashed onto the island not once, but twice, Espio was dispatched to help the populace move into various shelters set up along the island, keeping him out of the fray.
Knuckles' Chaotix- When he was 17, Espio was sent off on his first misson. The brief falling of the floating island had caused another nearby island to emerge from the sea. He was to go and investigate the new island which according to intel was uninhabited. After recieving a pair of gifts for his first mission, a clan invisi-pack and a collaspable hang glider, he made his way to the island. He found himself on an isolated part of the island, rich with plant life and fauna. He found this odd- since the island was supposed to have been under the sea. It was around then that he found himself under attack by Doctor Eggman (formerly Robotnik), Metal Sonic, and a group of badniks. Caught off guard, and utterly outnumbered, he was captured and thrown into the Combi-Confiner. The machine was much to small for someone his size; he could barely move or breathe! He became frozen in time by the machine, and as about to be carried off when Knuckles, guardian of the floating island raced onto the scene. He decimated the remaining badniks, and was about to take on metal sonic before robo ordered he be carried off to saftey. Espio was then set free by the continous bond of a power ring and a unconfined person, and a rather shaken Espio agreed to help stop the doctors plans. He soon found himself allied with various others that had been imprisoned. An ambitious crocodile, a strong armidillo, a overly upbeat bee, and a pair of "rebellious" robots. The group could only be called chaotic in nature. He found his ninche in the group, being the fastest of them all, and also able to run headlong into a badnik and wreck it without so much as breaking a sweat while others had to stop. While the others generally fought by rolling into a ball, his whirl dash and whirl attack were unique. While strong, he didn't have anywhere as much psyical power as Vector, Mighty and Knuckles; something he was somewhat jealous about. Knuckles could only free one of them at a time, or surrender his own status for a brief time to let a pair of the chaotix, as they came to call themselves work tougether. Espio did his fair part in preventing the doctor from fully conquring the island and getting his hands on the chaos rings- the island's mythical items of power. In the end, it was decided that Knuckles and Mighty would fight in the final battle tougether. Espio to this day considers this a debt to repay to Knuckles. After the final battle, the group was restored to normal (or so Espio thought) and they parted ways. After returning home, he began to notice his glaring phobia, and at the top of his lungs, swore vengance on the doctor one day from atop the same mountain the echidna perched upon. During the next few weeks, Knuckles began to visit the village and even shop there, his time with Espio having somewhat softened his views on strangers.
Sonic the Fighters- A while later, the chameleon was eploring the lands outside the floating island when a mass invasion of robots rained down from the sky! Knuckles located the ninja, and told him that this was in fact the doctor's doing. Sonic's ally Tails had designed a rocket to reach the space station Eggman was deploying these badniks from, dubbed the Death Egg II. The rocket was hastily made though, and as such only had one seat. Each of the seven fighters that had a emerald (Espio had none, but after hearing his story was allowed to join) began a fighting tournament to see who would go up to stop the doctor. Espio had managed to defeat Nack the weasel, Knuckles, Amy and Tails in the tournament, leaving him and Sonic to duke it out in one all or nothing brawl. The two fighters grew tired as the fight dragged on, the two evenly matched. With one last clash, both figters were blown back; both knocked out. After they came to, Espio asked how to resolve this. He couln't tolerate winning and going alone to his revenge from a mere draw! That was when Sonic had an idea. By borrowing the four emeralds Espio had aquired, and the three he had won he transformed, flying up towards the space station. With a grin, the chameleon hopped into the rocket and followed. On board, Sonic clashed with Metal Sonic yet again (this robot was proing to be ever the obstacle in Espio's life as a ninja), and Espio managed to hunt down the doctor who had his own mecha. With the chance to restore his honor taken by the doctor, he took him on. Espio actually appeared to be losing, until Sonic who defeated his doppleganger tossed Espio the emeralds. His body took on a bright glow as stars surrounded him. It wasn't a transformation, but it did greatly increase his speed. After losing, the doctor actiated the death egg's self destruct and fled. Super Sonic flew back to Earth, Espio in turn in Tails' rocket. Not satisfied, the chamealon still vowed vengance against the doctor. As time went on, he began to notice the Combi Confiner had begun to change him; his usual scale color became brighter, his spines as well. Furthermore, he regressed somewhat in age too.
Pre Aftermath- One day, Vector visited Rainbow Valley with Charmy in tow with an interesting plan. He desired to open a detective agency with him as the main buisness man. Hesitant at first, he reluncantly agreed due to the bond of comraudery he had formed with them. He found themselves doing various odd jobs here and there, such as finding lost dolls for children, or construction tasks. There was the occosional big job, which the trio barely got though with the ninja's help. Mighty eventually joined with them as well and things were good for a time. Eventually Mighty ventured off to explore and enjoy his youth, and left the group. To keep things cheery, Vector suggested they all take up playing a musical instrument, and constantly begged Espio to learn how to hack. The ninja did choose an instrument, the shamisen (Japanese banjo) and became quite good at it. He also discovered the instrument made a potent weapon when coupled with his talents of wind manipulation, blowing a hole in the agency's wall during his experiments one time. He took on beginners pamplets and manuals on how to program and hack computers as well. Soon he relaized his skills were slipping with the group, and left a note in his office saying that he had gone off to train and hone his skills; and that he WOULD be back. He had after all, found the hectic, stressful enviorment.. a second home with family. From time to time, he would see Charmy out as he travaled; on various jobs for Vector. He kept a close eye on him at times, and even helped him from behind the shadows. As much as the bee annoyed him, he found him to be a good friend.
Aftermath- After finally returning from his training to their agency in radical city, he found the city under alien invasion, lead by the being known as Sareth. After sneaking through the sewers (rescuing a civilian during his time down there) he found Vector and in turn Mighty. Vector had been hired by G.U.N. to help slow the progress of the invasion in the city, or even outright stopped it. With the prospect of money in the croc's eyes, and burning hatred for having their office destroyed in the chaos, the ninja joined forces and helped prevent the cities' destruction, abeit causing a fair bit of the above on their own in an event involving a flaming tanker. After the inasion, they used part of their funding to obtain a swanky office in Station Square.
Worlds Collide- Espio and the others were off on one of their missions when the sky suddenly turned a hazy set of colors. Immediatly knowing something was wrong, he ushered the others to saftey. This was when his invisipack grew hot, the chamelon pulling out a scroll he was to always carry, and never open until it began to heat up. This was due to a prophesy that depicted a future battle much like Sonic and Eggman in the floating island chrisis that his clan had known about; only this time the golden hero would be joined by an ally, and the great evil paired up with an even greater one. As he opened it, he told the others to find shelter and that he would find them again soon. The scroll was an emergency summoning scroll to send the ninja back to Rainbow Valley in the event of a global catastrophe. As a bright light overtook the village as he covered his eyes, he hoped the others would be okay...
As the bright light faded, he would note that little had changed in the valley, save for a massie distortion of energy around the village. They could see through the other side, but no one could pass through it by walking. The elders had prepared for this day, a special group of elite ninja had been trained in the art of shifting through tears in the dimensions, able to transport others large distances as long as they had a mental picture of where they wanted to be. This allowed the other villagers to come and go as they please, as long as they kept a tracking scroll within their invisipacks so they can recall themselves and be monitored, or perform other tasks if needed.
[Plot use, and use for one particular move only, as these scrolls take a PAINSTAKINGLY long time to produce.]
After spending a few days with the other ninja and villagers being lectured on what needs to be done, and how to request help to be transported in case of emergency, Espio was given a scroll, and also access to the village pharmacy. If in need of a fresh supply of potions; (a class subject he never actually wound up taking), he can use his summon scroll to request assistance. Nodding, he set out through one of the barrier gates to investigate the disturbances occuring at the launch base zone. Hopefully he would also bump into his friends again over time.
Transport:
Espio carries with him a collaspible hang glider that can be easily stored within his invisipack. He flies with it by manipulating air currents to travel about. It is also compatable with his Chroma Camo, allowing him to place himself in the middle of a dangerous area with less chance of being detected. When visable, the sails are a dark orange, white painted symbols resembling wind on both sides. Incapable of being used in mid combat- as Espio would find himself vurnable mid construction.
"Behold! Ninja power!"
Weapons and Tools:
Invisipack: What appears to be a simple brown backpack at first glance has a lot more going for it than one would think. The inside of the backpack is lined with various pockets, staps and compartments for equipment. Everything inside is firmly secured, greatly reducing the amount of noise it would otherwise make while in use. As the staple carrier of choice Espio's clan of ninja, it is highly compatable with Espio's Chroma Camo, staying invisable even while Espio is not. It is however visable when Espio is heavily wounded, and can no longer concentrate on keeping it invisable; a task similar to breathin for him.
Shuriken: Espio is known to posess the largest and most varied shuriken collection known on the planet, some known to be as, or even larger than him. He carries three versions on him typically.
Small: Standard issue shuiken, Espio carries 12 in his invisi-pack, and four concealed in each arm bracer. These are able to be used at most ranges well, save for mid-long distance. They do have a tendency to stick to a surface, and Espio may use them as footholds.
Bomb: Espio carries a pack of 4 (two in his leg bracers, two in his backpack) larger shurikens that when thrown explode on contact. These shuriken are much larger, the length of Espio's hands to be precise. He does have to excercise caution with these; as being hit by fire may set them off.
Large: Espio has carries a pair of shuriken in his backpack that when deployed are roughly half his total size. Almost comical in appearance, and intimidating to others, Espio wields them with precision as a melee weapon intent on breaking the enemie's weapons, or simply throwing them through an enemy. The metal that these are made up from are unknown, only privy to Rainbow Valley blacksmiths and the elders, but these are known to smash through even badnik grade metal. They also make for convient footholds.
Espio also carries wire with him to rig traps with his various shuriken.
Tactical Bombs: Espio's name can be translated to "I spy" in certain languages, and he knows that stealth can be a ninja's best tool. When in need of causing a distraction, or a means to get out of the front lines of battle he falls back on his tactical bombs. He also carries with him wire to set up traps he can deploy with these.
2X Smoke- When thrown to the ground, a small explosion is set off which rapidly sets up a smoke screen in the general area around where the bomb was tossed, netting Espio a potential quick escape or misdirection.
1X Light- With the kanji symbol for light written into it, when activated the handheld ball shines brightly, rapidly epanding before eploding, setting off a brillant flash that is capable of blinding a character for 1-3 rounds, depending on the direction they were facing, if their eyes were covered and so on.
Shamisen: Espio carries around a momento of the time he spends with his fellow chaotix, the shamisen. He's fairly good at playing it, but has found that playing a paticular tone of notes can actually induce headaches, robotic malfunctions and even literally blow an enemy away if he caries the sound well enough.
Grappling hook and rope [From Generations]: Though Espio can use his tounge to grapple to surfaces and swing, he has found it... unfitting of his nature. He carries a lightweight grappling hook and rope that he can shoot at a surface to grab ahold of it. It takes one action to reel the hook back, but it can then be fired again. Has potential use in stealing other's belongings in battle, and pulling them up close for a grapple. He is also able to carry one other person with him while grappling.
<!> Espio is able to replanish his stock of supplies from dropboxes located in various areas within cities and cross country hidden throughout the land by his clan. If he steals or borrows a weapon from the clan armory, he will usually deposit it at the nearest box when he has a chance, and receive money in return. He may at times use kunai knives in lieu of shurikens, but when he does so he swaps out his entire stock of one to replace it with the other. He doesn't carry both; adds more confusion to his arsenel of tools.
"Hey, back off! Data retrieval isn't exactly my specialty."
Skills
Advanced Ninja Training: Espio has spent most of his life honing his skills as a ninja. This has many benefits for him such as increased stamina while running, extended breath underwater, and being able to walk, run and remain idle on ceilings thanks to his species. He has a wide repitoir of moves ranging from sleeper holds, judo throws and suplexes and of corse martial arts and katate. He is also knowledgable in accupressure, able to deliver a quick chop to cause massive pain, numbness or paralysis on an enemy, or tap a friend to relieve a large amount of stress to improve their agility or attack power. He is a master of melee weapony, able to easily pick up and wield most kinds of them, magical in nature or no. He is also adept at ranged weapons such as bows and guns, though it takes him a moment to recall his training with them, usually resulting in a miss or two before firing accuratly.
Intermediate Wind Manipulation: Espio found that he had a talant for wind ninjutsu since he was a kid, able to cause simple wind gusts or gales, and even a tornado or two. He uses this primarily for his glider, leaf swirl and also to deflect potential projectiles and disrupt enemies. He grows tired from continous use of this in battles however, which also affects his next skill.
Chroma Camo [Also known as Ninja Art: Camaflauge!! in Generations]: Like many of the Rainbow Valley Ninja, Espio can use his Chroma Camo to render himself, and any non-animate objects he is touching at the time invisable. How well cloaked he is depends on his current state of health. He becomes more obvious the further wounded and fatigued he is, and also is able to hold the cloaking for less time. (At full health, he can be cloaked indefinatly) Any objects he picks up AFTER he cloaks do not become invisable, and appear to be floating. Things such as paint, mud and water will give away his position (as will footprints). An accidental sneeze will also make him accidently drop the Chroma Camo.
Secutiry Lock Bypass- Novice: Espio learned to bypass security system and computer passwords at Vector's behest, also partaking in the endeavor to prevent Charmy from setting off every security alarm possible while on a mission. After navigating past a security system checkpoint himself, he can disable the security for others to pass through without trouble. Not being one of his specialties, this can take between one to three rounds. He is also able to bypass password locks on a computer given enough time, but is only able to search for information and perhaps download it if he included a flash drive for the job. While Espio has the potential to be caught in the middle of these functions, downloading data especially is more than likely to trip whatever security systems are built into the computer, alerting others to his intrusion more times than not.
Advanced Ninja Medical Studies: Medical Studies are very important for ninja to study and master, and Espio of corse knows a lot about biology because of it. Espio can aim targeted blows at an ememy's pressure points to cause severe pain, numbness, temporary paralysis of that area or otherwise manipulate it (tampering with ones chi to disrupt spells for example). On the other side, he can perform accupressure on an ally, hitting an ally in just the right spot to increase their stamina temporarily or increase their speed or power. It's very hard to perform accupressure on one's self, so Espio would only gain a fourth of the relief effect if he tried it on himself. Espio is also knowledgeable in medicine somewhat, able to identify the various potions and elixers that can be sent to him via his transport scroll. The color generally tells what result the potion will have if drunk. Espio doesn't carry more than two of these at any given time, to avoid clutter. After use by friend or himself, the empty bottle desentigrates, leaving no trace of its existance.
Green (Herbal Elixer)- Gives a moderate increase in stamina. Has a taste similar to a rich vegtable soup.
Blue (Fleetfoot Potion)- The user gets a minor increase to stamina, and the speed is increased 25%. Has a unusually sweet taste, that improves morale immediatly upon consumption.
Red (Growth Potion) - Made origonally as a prank, Espio has found this potion useful in causing chaos while moving discretly to his goal. When drunk by an ally, or slipped into someone's drink, they will grow to twice their normal size for 3 rounds, gaining an attack boost. Has no actual taste.
Black (Herb Root Concentrate) - Extremely bitter to the taste, the ninja cure for serveral status ailments including poision, paralasis and confusion is a bitter drink to swallow. It can however being a person to think more clearly after downing the bottle.
Purple (Poison Root Extract) - Not to be drunken by an ally, Espio can use this to discretly take someone out of the picture by slipping it into their food or drink. Within two rounds of consumption, the user will experiance violent muscle spasms and/or potential partial blindness. Espio is known to coat his shurikens and other sharp weapons time to time with this if he has it on hand. The poison he requests isn't fatal, and wears off after an hour or two. The poison is very hard to taste.
"My skills exceed yours."
Special Attacks
Whirl Dash/Whirl Jump: Espio's signature move, learned from the ninja academy, as well as his own experimentation. Arms outstretched, Espio manipulates the wind around him as he enters a furious spin, chaging forwards or backwards. Anything hit by his arm or leg bracers, as well as his horn gets sent careening skywards or in a robot's case, typically torn to shreads. He can do this instaneously in mid-air as well, though he wount move quite as far or fast. It does slow his fall though. as a small note, Espio can see very clearly in this state, able to deflect incoming projectiles with his bracers.
Pilfer/Weapon Grab: Espio's tounge is very flexible and sticky at the end, allowing him to swiftly grab a piece of equipment from the enemy, sometimes even their weapon if they are distracted or close enough. After stealing their weapon, Espio will generally hit them with it, and throw it away from them if he doesn't find it suitable. If the enemy is quick enough, they can grab his tounge, which forces him into a natural reaction of helplessly flailing his arms and legs for at least one round or until hes let go.
[Espio is unable to permanatly take someone else's custom weapon, he will typically just toss it aside when done with it.]
Leaf Swirl: Espio forms a vortex of wind around himself, kicking up whatever debris is nearby and blending into it. Foes caught up in the vortex may be lauched skywards, and/or hit by whatever debris is kicked up. This move is known to blow away armor and shields if not well enough secured, and also blows out flames. Espio can do this twice a battle before it begins to affect his Chroma Camo.
Shadow Shift: Espio delivers a lightning quick attack be it a punch, kick, jab or so on. Such a strike does very low damage, and is used to merely distract the enemy. Should it land sucessfully, Espio quickly steps to the side out that character's vision range, and then once again to move behind them. Used to set up for future attacks, escape or grapple the enemy. This ninja technique proved to be very effective during the fighting tournament between Sonic and his friends. If used as action one, action two depicts what he WOULD try if it worked. If the first blow misses, action two does not attempt to happen, keeping him in front of that fighter.
Restock: Espio can pull out his summon scroll to request a box containing a potion be placed in his general location. The scroll will glow momentarily as he performs handsigns, a dimensional rift opening somewhere nearby. Only Espio can open the box- it detonates with a weak explosion should someone else try to pry it open. The type of potion depends on the series of handsigns he makes, though he may not always get what he wants; as the village handles requests from ALL Rainbow Valley Ninja, and may find themselves out of stock of a particular kind.
Espio can only use the scroll to request a resupply twice a day.
Strengths:
+ With a lifetime of ninja training and camaflauge skills under his belt, Espio distinguishes himself as a powerful solo fighter.
+With biological expertise, he is able to cripple enemies given the chance, support allies and himself to a smaller extent.
+Cool, calm and collected, Espio rarely finds himself truely shocked in the face of danger, and is able to keep his cool. He has the resolve to do whatever it takes to furfill a mission; by any means nessecary.
Weaknesses:
-Espio has a glaring weakness in claustrophobia and being confined. He can keep his cool in places such as vents and shafts, but if placed into an unwilling situation and a tight space, he can find himself having a mental breakdown the likes of which few seen. The fact he also has explosives on top of this only puts him in further danger- as he will be willing to do ANYTHING to get out.
-Being cold blooded has its perks and cons. While being able to work in high tempartures comfortably and perhaps move even faster, tempatures below 45 degrees will make Espio slower and sluggish. As it goes even colder, he could enter into a coma like state in which he's utterly helpless. Any lower and....
-Espio while a strong fighter can be a bit showoffish at times, giving others a chance to capatalize. Also, Espio's stats drop somewhat when in a group with people he does not formerly call a friend. Which in Espio's case can take a while to happen.
-Like most other ninja, Espio isn't meant to take multiple blows from the enemy. As such the Chameleon has a rather low level of endurance in combat, and isn't able to take a blow as well as many of his Chaotix cohorts.
Speed level: In the Sonic world, Espio is a speedster much like the main protagonist on the planet, his max speed clocking out at roughly a 3rd of Sonic's. He can't keep this up as long as the hedgehog though, lacking Sonic's near limitless stamina while running. His average speed is much lower due to this too.
"My name is Espio, a mere citizen I say not."
Name: Espio
Age: 16 (formerly 17)
Sex: Male
Allignment: Neutral
Species: Anthromorphic Chameleon
Occupations: Ninja, Detective
Primary hand: Ambidextrious, prehensile tail and tounge.
Theme: Door Into Summer ( http://www.youtube.com/watch?v=yDq9jVwSm9w )
Appearance:
Espio stands at 3'7, and weighs approximatly 74 pounds. His scales are typically a somewhat subdued fuchsia, his skin peach colored. His eyes are a deep, golden yellow. His sturdy horn is a brighter yellow, his general appearance intimidating at first glance from the arm and leg bracers he wears, studded wrists and ankle bands at the top of each one. Tight fitting white gloves, and purple boots round out his appearance. His tail is usually curled up behind him, prepped for a sudden attack if need be. He carries a backpack, though it is rarely seen due to his Chroma Camo disguising it while he's in a good state of health. Espio's scales may sometimes change color if his emotions lean heaily in one direction. He has been known to literally turn red from Charmy's constant distractions and antics. When Espio is meditating, or in a rather relaxed state of mind, his scales are known to shift through various colors. If one looks closely enough, one may notice the skin on his chest resembles the shape of a heart; something that sometimes annoys him to no end when it is brought up.
"....and you are?"
Personality: Espio is a very calm, collected and serious indivdual at times, with a bit of an occosional mischiveous streak. He's known to be highly opinionated, and at times sarcastic and arrogant in nature. Since he's usually blunt with his ideas and opinions, and sometimes sarcastic in replies, Espio often leaves a bad first impression. Those that choose to stick around and get to know him though eventually learn that the chameleon isn't quite as unfriendly as he appears at first, and learn to read his actual mood through his body language and tone of his voice. He's typically seen as a grumpy and stubborn narcissist by those that don't know him well. When able to find peace and relax though, Espio is quite pleasant at times, abeit a bit mischious, enjoying turning invisable and performing the occosional prank such as sneaking up on an ally. Espio is always attempting to work hard to improve himself, or attempting to cover up his weaknesses; to a fault at times in not allowing proper time to recover from his injuries.
With his extensive traning as a ninja, backed with his natural skills as a chameleon, Espio is a force to be reckoned with. Unfortunatly, he does have one glaring weakness in the form of severe claustrophibia. His aim to be a perfect ninja, copuled with the fact that he knows of this phobia clash inside his mind, leaving him scolding himself at times. This forms the core of his hatered of Doctor Eggman. Had he not been thrown into that blasted Combi-Comfiner, he would never have aquired this weakness. His hatred runs strong through his veins, having issued death threats against the doctor on several occosions.
The chameleon typically keeps to himself, only offering information when asked even to the likes of Sonic and Tails. He also has a tendency to hold grudges and brood over annoyances for a long time before acting on them, resulting in several violent feuds with Charmy and Mighty time to time. When with others, Espio constantly worries about his alles' saftey and well being, which puts him under a lot of stress. This shows itself in various forms from a lack of sleep (which makes him even more grumpy) to a slight decrease in his abilities while in group combat. Espio is also aparently an expert at reading body language and lips, able to see the true intent behind a person's statements. Annoying at first glance, Espio proves to be a invaluable and reliable ally and friend should someone choose to befriend the ninja. On a small afternote, it is said that Espio posesses the largest and most varied shuriken collection on the planet. His known hobbies include meditation, weapons collecting, research and training in ninjutsu and said disipline. He is also an avid player of the shamisen, even learning how to use the instrument as a weapon.
Known Relationships: Knuckles (Old and reliable friend), Vector (boss), Charmy (aquaitance), Sonic (hedgehog he helped out that one time), Tails (friend and potential stalker of said guy), Eggman (assination target), Heavy and Bomb (missing allies, if they were that at all), Amy (Do I look like a hedgehog to you?), Shadow (potential ally)
Espio has a pair of parents still living, though their names are seemingly unknown. He occosionally keeps in contact with them however, and sends part of his cuts from missions and jobs to his family to this day.
History:
"Easier said than done. Who signed me up for this anyway?"
![[Image: Esvaliz.jpg]](http://images3.wikia.nocookie.net/__cb20100519033624/archiesonic/images/6/64/Esvaliz.jpg)
The Early Days- Espio was born among the legendary ninja clan of Dragon Kingdom. Since early age, the ninja was a bit of a prankster, using his Chroma Camo to sneak up on the elders and startle them. He was intrigued in the ninja arts since his first day at the academy and rapidly found himself rising in the ranks as a star pupil. He soon found out he as also gifted with a natural gift for wind manipulation. His calm, easygoing personality over time took on a more serious nature, heavily dedicated to the ninja code of law and disipline. Eventually, the clan moved from the dragon kingdom to take up residence on Knuckles' floating island, in the rainbow valley region. Being that the only other resident there besides them was Knuckles at the time, relations were a bit shakey, the echidna often seen glaring down at them from a nearby mountaintop.
During the floating island chaos in which the death egg crashed onto the island not once, but twice, Espio was dispatched to help the populace move into various shelters set up along the island, keeping him out of the fray.
Knuckles' Chaotix- When he was 17, Espio was sent off on his first misson. The brief falling of the floating island had caused another nearby island to emerge from the sea. He was to go and investigate the new island which according to intel was uninhabited. After recieving a pair of gifts for his first mission, a clan invisi-pack and a collaspable hang glider, he made his way to the island. He found himself on an isolated part of the island, rich with plant life and fauna. He found this odd- since the island was supposed to have been under the sea. It was around then that he found himself under attack by Doctor Eggman (formerly Robotnik), Metal Sonic, and a group of badniks. Caught off guard, and utterly outnumbered, he was captured and thrown into the Combi-Confiner. The machine was much to small for someone his size; he could barely move or breathe! He became frozen in time by the machine, and as about to be carried off when Knuckles, guardian of the floating island raced onto the scene. He decimated the remaining badniks, and was about to take on metal sonic before robo ordered he be carried off to saftey. Espio was then set free by the continous bond of a power ring and a unconfined person, and a rather shaken Espio agreed to help stop the doctors plans. He soon found himself allied with various others that had been imprisoned. An ambitious crocodile, a strong armidillo, a overly upbeat bee, and a pair of "rebellious" robots. The group could only be called chaotic in nature. He found his ninche in the group, being the fastest of them all, and also able to run headlong into a badnik and wreck it without so much as breaking a sweat while others had to stop. While the others generally fought by rolling into a ball, his whirl dash and whirl attack were unique. While strong, he didn't have anywhere as much psyical power as Vector, Mighty and Knuckles; something he was somewhat jealous about. Knuckles could only free one of them at a time, or surrender his own status for a brief time to let a pair of the chaotix, as they came to call themselves work tougether. Espio did his fair part in preventing the doctor from fully conquring the island and getting his hands on the chaos rings- the island's mythical items of power. In the end, it was decided that Knuckles and Mighty would fight in the final battle tougether. Espio to this day considers this a debt to repay to Knuckles. After the final battle, the group was restored to normal (or so Espio thought) and they parted ways. After returning home, he began to notice his glaring phobia, and at the top of his lungs, swore vengance on the doctor one day from atop the same mountain the echidna perched upon. During the next few weeks, Knuckles began to visit the village and even shop there, his time with Espio having somewhat softened his views on strangers.
Sonic the Fighters- A while later, the chameleon was eploring the lands outside the floating island when a mass invasion of robots rained down from the sky! Knuckles located the ninja, and told him that this was in fact the doctor's doing. Sonic's ally Tails had designed a rocket to reach the space station Eggman was deploying these badniks from, dubbed the Death Egg II. The rocket was hastily made though, and as such only had one seat. Each of the seven fighters that had a emerald (Espio had none, but after hearing his story was allowed to join) began a fighting tournament to see who would go up to stop the doctor. Espio had managed to defeat Nack the weasel, Knuckles, Amy and Tails in the tournament, leaving him and Sonic to duke it out in one all or nothing brawl. The two fighters grew tired as the fight dragged on, the two evenly matched. With one last clash, both figters were blown back; both knocked out. After they came to, Espio asked how to resolve this. He couln't tolerate winning and going alone to his revenge from a mere draw! That was when Sonic had an idea. By borrowing the four emeralds Espio had aquired, and the three he had won he transformed, flying up towards the space station. With a grin, the chameleon hopped into the rocket and followed. On board, Sonic clashed with Metal Sonic yet again (this robot was proing to be ever the obstacle in Espio's life as a ninja), and Espio managed to hunt down the doctor who had his own mecha. With the chance to restore his honor taken by the doctor, he took him on. Espio actually appeared to be losing, until Sonic who defeated his doppleganger tossed Espio the emeralds. His body took on a bright glow as stars surrounded him. It wasn't a transformation, but it did greatly increase his speed. After losing, the doctor actiated the death egg's self destruct and fled. Super Sonic flew back to Earth, Espio in turn in Tails' rocket. Not satisfied, the chamealon still vowed vengance against the doctor. As time went on, he began to notice the Combi Confiner had begun to change him; his usual scale color became brighter, his spines as well. Furthermore, he regressed somewhat in age too.
Pre Aftermath- One day, Vector visited Rainbow Valley with Charmy in tow with an interesting plan. He desired to open a detective agency with him as the main buisness man. Hesitant at first, he reluncantly agreed due to the bond of comraudery he had formed with them. He found themselves doing various odd jobs here and there, such as finding lost dolls for children, or construction tasks. There was the occosional big job, which the trio barely got though with the ninja's help. Mighty eventually joined with them as well and things were good for a time. Eventually Mighty ventured off to explore and enjoy his youth, and left the group. To keep things cheery, Vector suggested they all take up playing a musical instrument, and constantly begged Espio to learn how to hack. The ninja did choose an instrument, the shamisen (Japanese banjo) and became quite good at it. He also discovered the instrument made a potent weapon when coupled with his talents of wind manipulation, blowing a hole in the agency's wall during his experiments one time. He took on beginners pamplets and manuals on how to program and hack computers as well. Soon he relaized his skills were slipping with the group, and left a note in his office saying that he had gone off to train and hone his skills; and that he WOULD be back. He had after all, found the hectic, stressful enviorment.. a second home with family. From time to time, he would see Charmy out as he travaled; on various jobs for Vector. He kept a close eye on him at times, and even helped him from behind the shadows. As much as the bee annoyed him, he found him to be a good friend.
Aftermath- After finally returning from his training to their agency in radical city, he found the city under alien invasion, lead by the being known as Sareth. After sneaking through the sewers (rescuing a civilian during his time down there) he found Vector and in turn Mighty. Vector had been hired by G.U.N. to help slow the progress of the invasion in the city, or even outright stopped it. With the prospect of money in the croc's eyes, and burning hatred for having their office destroyed in the chaos, the ninja joined forces and helped prevent the cities' destruction, abeit causing a fair bit of the above on their own in an event involving a flaming tanker. After the inasion, they used part of their funding to obtain a swanky office in Station Square.
Worlds Collide- Espio and the others were off on one of their missions when the sky suddenly turned a hazy set of colors. Immediatly knowing something was wrong, he ushered the others to saftey. This was when his invisipack grew hot, the chamelon pulling out a scroll he was to always carry, and never open until it began to heat up. This was due to a prophesy that depicted a future battle much like Sonic and Eggman in the floating island chrisis that his clan had known about; only this time the golden hero would be joined by an ally, and the great evil paired up with an even greater one. As he opened it, he told the others to find shelter and that he would find them again soon. The scroll was an emergency summoning scroll to send the ninja back to Rainbow Valley in the event of a global catastrophe. As a bright light overtook the village as he covered his eyes, he hoped the others would be okay...
As the bright light faded, he would note that little had changed in the valley, save for a massie distortion of energy around the village. They could see through the other side, but no one could pass through it by walking. The elders had prepared for this day, a special group of elite ninja had been trained in the art of shifting through tears in the dimensions, able to transport others large distances as long as they had a mental picture of where they wanted to be. This allowed the other villagers to come and go as they please, as long as they kept a tracking scroll within their invisipacks so they can recall themselves and be monitored, or perform other tasks if needed.
[Plot use, and use for one particular move only, as these scrolls take a PAINSTAKINGLY long time to produce.]
After spending a few days with the other ninja and villagers being lectured on what needs to be done, and how to request help to be transported in case of emergency, Espio was given a scroll, and also access to the village pharmacy. If in need of a fresh supply of potions; (a class subject he never actually wound up taking), he can use his summon scroll to request assistance. Nodding, he set out through one of the barrier gates to investigate the disturbances occuring at the launch base zone. Hopefully he would also bump into his friends again over time.
Transport:
Espio carries with him a collaspible hang glider that can be easily stored within his invisipack. He flies with it by manipulating air currents to travel about. It is also compatable with his Chroma Camo, allowing him to place himself in the middle of a dangerous area with less chance of being detected. When visable, the sails are a dark orange, white painted symbols resembling wind on both sides. Incapable of being used in mid combat- as Espio would find himself vurnable mid construction.
"Behold! Ninja power!"
Weapons and Tools:
Invisipack: What appears to be a simple brown backpack at first glance has a lot more going for it than one would think. The inside of the backpack is lined with various pockets, staps and compartments for equipment. Everything inside is firmly secured, greatly reducing the amount of noise it would otherwise make while in use. As the staple carrier of choice Espio's clan of ninja, it is highly compatable with Espio's Chroma Camo, staying invisable even while Espio is not. It is however visable when Espio is heavily wounded, and can no longer concentrate on keeping it invisable; a task similar to breathin for him.
Shuriken: Espio is known to posess the largest and most varied shuriken collection known on the planet, some known to be as, or even larger than him. He carries three versions on him typically.
Small: Standard issue shuiken, Espio carries 12 in his invisi-pack, and four concealed in each arm bracer. These are able to be used at most ranges well, save for mid-long distance. They do have a tendency to stick to a surface, and Espio may use them as footholds.
Bomb: Espio carries a pack of 4 (two in his leg bracers, two in his backpack) larger shurikens that when thrown explode on contact. These shuriken are much larger, the length of Espio's hands to be precise. He does have to excercise caution with these; as being hit by fire may set them off.
Large: Espio has carries a pair of shuriken in his backpack that when deployed are roughly half his total size. Almost comical in appearance, and intimidating to others, Espio wields them with precision as a melee weapon intent on breaking the enemie's weapons, or simply throwing them through an enemy. The metal that these are made up from are unknown, only privy to Rainbow Valley blacksmiths and the elders, but these are known to smash through even badnik grade metal. They also make for convient footholds.
Espio also carries wire with him to rig traps with his various shuriken.
Tactical Bombs: Espio's name can be translated to "I spy" in certain languages, and he knows that stealth can be a ninja's best tool. When in need of causing a distraction, or a means to get out of the front lines of battle he falls back on his tactical bombs. He also carries with him wire to set up traps he can deploy with these.
2X Smoke- When thrown to the ground, a small explosion is set off which rapidly sets up a smoke screen in the general area around where the bomb was tossed, netting Espio a potential quick escape or misdirection.
1X Light- With the kanji symbol for light written into it, when activated the handheld ball shines brightly, rapidly epanding before eploding, setting off a brillant flash that is capable of blinding a character for 1-3 rounds, depending on the direction they were facing, if their eyes were covered and so on.
Shamisen: Espio carries around a momento of the time he spends with his fellow chaotix, the shamisen. He's fairly good at playing it, but has found that playing a paticular tone of notes can actually induce headaches, robotic malfunctions and even literally blow an enemy away if he caries the sound well enough.
Grappling hook and rope [From Generations]: Though Espio can use his tounge to grapple to surfaces and swing, he has found it... unfitting of his nature. He carries a lightweight grappling hook and rope that he can shoot at a surface to grab ahold of it. It takes one action to reel the hook back, but it can then be fired again. Has potential use in stealing other's belongings in battle, and pulling them up close for a grapple. He is also able to carry one other person with him while grappling.
<!> Espio is able to replanish his stock of supplies from dropboxes located in various areas within cities and cross country hidden throughout the land by his clan. If he steals or borrows a weapon from the clan armory, he will usually deposit it at the nearest box when he has a chance, and receive money in return. He may at times use kunai knives in lieu of shurikens, but when he does so he swaps out his entire stock of one to replace it with the other. He doesn't carry both; adds more confusion to his arsenel of tools.
"Hey, back off! Data retrieval isn't exactly my specialty."
Skills
Advanced Ninja Training: Espio has spent most of his life honing his skills as a ninja. This has many benefits for him such as increased stamina while running, extended breath underwater, and being able to walk, run and remain idle on ceilings thanks to his species. He has a wide repitoir of moves ranging from sleeper holds, judo throws and suplexes and of corse martial arts and katate. He is also knowledgable in accupressure, able to deliver a quick chop to cause massive pain, numbness or paralysis on an enemy, or tap a friend to relieve a large amount of stress to improve their agility or attack power. He is a master of melee weapony, able to easily pick up and wield most kinds of them, magical in nature or no. He is also adept at ranged weapons such as bows and guns, though it takes him a moment to recall his training with them, usually resulting in a miss or two before firing accuratly.
Intermediate Wind Manipulation: Espio found that he had a talant for wind ninjutsu since he was a kid, able to cause simple wind gusts or gales, and even a tornado or two. He uses this primarily for his glider, leaf swirl and also to deflect potential projectiles and disrupt enemies. He grows tired from continous use of this in battles however, which also affects his next skill.
Chroma Camo [Also known as Ninja Art: Camaflauge!! in Generations]: Like many of the Rainbow Valley Ninja, Espio can use his Chroma Camo to render himself, and any non-animate objects he is touching at the time invisable. How well cloaked he is depends on his current state of health. He becomes more obvious the further wounded and fatigued he is, and also is able to hold the cloaking for less time. (At full health, he can be cloaked indefinatly) Any objects he picks up AFTER he cloaks do not become invisable, and appear to be floating. Things such as paint, mud and water will give away his position (as will footprints). An accidental sneeze will also make him accidently drop the Chroma Camo.
Secutiry Lock Bypass- Novice: Espio learned to bypass security system and computer passwords at Vector's behest, also partaking in the endeavor to prevent Charmy from setting off every security alarm possible while on a mission. After navigating past a security system checkpoint himself, he can disable the security for others to pass through without trouble. Not being one of his specialties, this can take between one to three rounds. He is also able to bypass password locks on a computer given enough time, but is only able to search for information and perhaps download it if he included a flash drive for the job. While Espio has the potential to be caught in the middle of these functions, downloading data especially is more than likely to trip whatever security systems are built into the computer, alerting others to his intrusion more times than not.
Advanced Ninja Medical Studies: Medical Studies are very important for ninja to study and master, and Espio of corse knows a lot about biology because of it. Espio can aim targeted blows at an ememy's pressure points to cause severe pain, numbness, temporary paralysis of that area or otherwise manipulate it (tampering with ones chi to disrupt spells for example). On the other side, he can perform accupressure on an ally, hitting an ally in just the right spot to increase their stamina temporarily or increase their speed or power. It's very hard to perform accupressure on one's self, so Espio would only gain a fourth of the relief effect if he tried it on himself. Espio is also knowledgeable in medicine somewhat, able to identify the various potions and elixers that can be sent to him via his transport scroll. The color generally tells what result the potion will have if drunk. Espio doesn't carry more than two of these at any given time, to avoid clutter. After use by friend or himself, the empty bottle desentigrates, leaving no trace of its existance.
Green (Herbal Elixer)- Gives a moderate increase in stamina. Has a taste similar to a rich vegtable soup.
Blue (Fleetfoot Potion)- The user gets a minor increase to stamina, and the speed is increased 25%. Has a unusually sweet taste, that improves morale immediatly upon consumption.
Red (Growth Potion) - Made origonally as a prank, Espio has found this potion useful in causing chaos while moving discretly to his goal. When drunk by an ally, or slipped into someone's drink, they will grow to twice their normal size for 3 rounds, gaining an attack boost. Has no actual taste.
Black (Herb Root Concentrate) - Extremely bitter to the taste, the ninja cure for serveral status ailments including poision, paralasis and confusion is a bitter drink to swallow. It can however being a person to think more clearly after downing the bottle.
Purple (Poison Root Extract) - Not to be drunken by an ally, Espio can use this to discretly take someone out of the picture by slipping it into their food or drink. Within two rounds of consumption, the user will experiance violent muscle spasms and/or potential partial blindness. Espio is known to coat his shurikens and other sharp weapons time to time with this if he has it on hand. The poison he requests isn't fatal, and wears off after an hour or two. The poison is very hard to taste.
"My skills exceed yours."
Special Attacks
Whirl Dash/Whirl Jump: Espio's signature move, learned from the ninja academy, as well as his own experimentation. Arms outstretched, Espio manipulates the wind around him as he enters a furious spin, chaging forwards or backwards. Anything hit by his arm or leg bracers, as well as his horn gets sent careening skywards or in a robot's case, typically torn to shreads. He can do this instaneously in mid-air as well, though he wount move quite as far or fast. It does slow his fall though. as a small note, Espio can see very clearly in this state, able to deflect incoming projectiles with his bracers.
Pilfer/Weapon Grab: Espio's tounge is very flexible and sticky at the end, allowing him to swiftly grab a piece of equipment from the enemy, sometimes even their weapon if they are distracted or close enough. After stealing their weapon, Espio will generally hit them with it, and throw it away from them if he doesn't find it suitable. If the enemy is quick enough, they can grab his tounge, which forces him into a natural reaction of helplessly flailing his arms and legs for at least one round or until hes let go.
[Espio is unable to permanatly take someone else's custom weapon, he will typically just toss it aside when done with it.]
Leaf Swirl: Espio forms a vortex of wind around himself, kicking up whatever debris is nearby and blending into it. Foes caught up in the vortex may be lauched skywards, and/or hit by whatever debris is kicked up. This move is known to blow away armor and shields if not well enough secured, and also blows out flames. Espio can do this twice a battle before it begins to affect his Chroma Camo.
Shadow Shift: Espio delivers a lightning quick attack be it a punch, kick, jab or so on. Such a strike does very low damage, and is used to merely distract the enemy. Should it land sucessfully, Espio quickly steps to the side out that character's vision range, and then once again to move behind them. Used to set up for future attacks, escape or grapple the enemy. This ninja technique proved to be very effective during the fighting tournament between Sonic and his friends. If used as action one, action two depicts what he WOULD try if it worked. If the first blow misses, action two does not attempt to happen, keeping him in front of that fighter.
Restock: Espio can pull out his summon scroll to request a box containing a potion be placed in his general location. The scroll will glow momentarily as he performs handsigns, a dimensional rift opening somewhere nearby. Only Espio can open the box- it detonates with a weak explosion should someone else try to pry it open. The type of potion depends on the series of handsigns he makes, though he may not always get what he wants; as the village handles requests from ALL Rainbow Valley Ninja, and may find themselves out of stock of a particular kind.
Espio can only use the scroll to request a resupply twice a day.
Strengths:
+ With a lifetime of ninja training and camaflauge skills under his belt, Espio distinguishes himself as a powerful solo fighter.
+With biological expertise, he is able to cripple enemies given the chance, support allies and himself to a smaller extent.
+Cool, calm and collected, Espio rarely finds himself truely shocked in the face of danger, and is able to keep his cool. He has the resolve to do whatever it takes to furfill a mission; by any means nessecary.
Weaknesses:
-Espio has a glaring weakness in claustrophobia and being confined. He can keep his cool in places such as vents and shafts, but if placed into an unwilling situation and a tight space, he can find himself having a mental breakdown the likes of which few seen. The fact he also has explosives on top of this only puts him in further danger- as he will be willing to do ANYTHING to get out.
-Being cold blooded has its perks and cons. While being able to work in high tempartures comfortably and perhaps move even faster, tempatures below 45 degrees will make Espio slower and sluggish. As it goes even colder, he could enter into a coma like state in which he's utterly helpless. Any lower and....
-Espio while a strong fighter can be a bit showoffish at times, giving others a chance to capatalize. Also, Espio's stats drop somewhat when in a group with people he does not formerly call a friend. Which in Espio's case can take a while to happen.
-Like most other ninja, Espio isn't meant to take multiple blows from the enemy. As such the Chameleon has a rather low level of endurance in combat, and isn't able to take a blow as well as many of his Chaotix cohorts.
Speed level: In the Sonic world, Espio is a speedster much like the main protagonist on the planet, his max speed clocking out at roughly a 3rd of Sonic's. He can't keep this up as long as the hedgehog though, lacking Sonic's near limitless stamina while running. His average speed is much lower due to this too.