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Rimgar
07-27-2014, 05:34 AM (This post was last modified: 07-27-2014 03:46 PM by Shazbot.)
Post: #11
THE TIME HAS COME!
Edit: ****! I forgot to switch profiles! Oh well...

Alright, I re-wrote the hell out of this, re-read your comments, proofread the whole thing, and now I think I finally have something presentable! I'll post it here in this post, so you can compare it to the last iteration.

Name: Rimgar

Age: 36

Sex: Male

Species: Robot (Echidna)

Faction: Independent (Leader of the Dark Legion)

Alignment: Lawful Evil

Appearance: (No picture this time. I never got around to making sprites of this guy.) Rimgar has the appearance of an Echidna, taller and gaunter than any of the warrior tribes, but with more muscle tone than any mere scientist. He has been robotosized, so although he retains his original overall appearance, his skin is a dull silver color, and his eyes are neon green with black pupils. He does not wear the traditional Echidna gloves, instead opting for a thick, fingered variety. Never leaves home without his flowing, black-hooded cloak, fastened around his neck with a platinum chain. Wears a simple leather belt, to which he has affixed his personal sidearm.

Personality: Rimgar is an individual driven by pure ego. He often claims to be acting in the best interests of Mobiankind, and to some degree he even believes his own words. In truth, he is power mad and sadistic, seeing any and all evils perpetrated by himself or his underlings as pure righteousness, leading everyone on the path to perfection. Although he does not savor wonton destruction, he will not shy away from it if such methods will bring ultimate victory. Often he will go out of his way to avoid civilian casualties, seeing each life as the building blocks of the future. Any of his men who kill without profit to the Legion are executed on sight. At one time his personality was a little mellower, even virtuous, but he has long forgotten those parts of himself as he claws for more power, a means by which he might attain his dreams and make them reality. He’s a little shaky on the concept of “friends” and “kindness”, preferring to brush sentimental values under the rug in favor of more practical things like “fear” and “respect”. A charismatic speaker, a strong leader, and a cunning strategist, he will stop at nothing to see the entire world improved by his designs. He hates Shazbot with a burning passion, and has vowed to one day avenge himself on his former friend.

Family: He was the sole heir to control of the Dark Legion, with no siblings or extended family to speak of. His parents are long dead, passed away from some mysterious illness.

Transport: Upon entering the Shattered Universe, Rimgar had no means of transportation, and now uses a stolen Egg Shuttle to get around. Small cargo area and total seating for two. (Can carry 4 additional passengers if they stand.)

Weapons: Carries what appears to be a .45 handgun in his hip holster at all times. In truth, it is a prototype pistol that propels a tiny sliver of aluminum across small, supercharged magnetic rails to high velocity, impacting with the force of a magnum with nearly no recoil. Shots are accurate up to 60 yards, and a block of pure aluminum in the ammo clip means ammunition for this weapon is negligible. Prone to overheating when used in excess. He also carries a variety of deadly gadgets, from rockets to poison gas pellets.

Biography: He was born the only son of Rallard, the leader of the Dark Legion, and I’ez, his wife. When he was young, his father once told him “there is nothing, no change in this world, no feat that cannot be achieved, without the will to move mountains. Never forget son, that if you want to leave your mark on this world, you must be willing to sacrifice everything.” These words stuck with Rimgar all through his childhood. When he was 18, he had already graduated from college at the top of his class, and was looking forward to a bright, promising future.
Then, tragedy struck. A mysterious illness, one that attacked the heart and left it too weak to function properly, struck both his parents. Rimgar, along with all his household staff, was put into quarantine while the doctors attempted to isolate the cause. Fortunately, the disease had only spread to the mother and father, who shared a bed every night. Being without cause or cure, the doctors simply named it “Rallard’s Syndrome”, after the original case. Even in isolation, Rimgar devoted the whole of his considerable intellect to finding a cure, some way he could save his parents, but none could be found. By their bedside, Rimgar pleaded with them to accept a heart transplant. They were important people, so they would be near the top of the organ donor’s list. However, they both refused. Rallard, having been infected the longest, had the lowest odds of survival, even with the transplant. I’ez fared little better, and did not wish to be separated from her husband. They did not want to take two hearts that might go to someone else and save their lives instead.
Desperate, Rimgar turned to his father’s legacy, and scoured the whole of the Dark Legion database for any piece of cybernetics that could hold death at bay. He found many designs and prototypes, few of which had been successfully implemented. He also found several artificial hearts, all of which were tried and tested, but the surgery would still be risky. He called the doctors together and ordered them to sedate his parents so they could begin, but they refused. Apparently, the couple wanted to die together in each other’s arms, fully conscious and not lying in pieces on an operating table. Appalled, Rimgar stormed into their room, breaking quarantine for his last chance to convince his parents not to give up on life. To his shock and horror, they were both dead, passed on while Rimgar stood outside hotly contesting their fate.
His time of public mourning was relatively short, as after only 3 days since their passing, he held a small funeral for them, attended only by their household staff and a few close friends. Then, Rimgar vanished from the public eye, and the Dark Legion declared bankruptcy as all of their assets were suddenly liquidated all at once. For ten years, Rimgar and the Dark Legion had vanished off the face of Mobius…
After those ten long years, an ancient, dusty phone rang. It was a direct line to the Dark Legion’s personal stock office, which had been abandoned since Rimgar’s disappearance. In fact, the whole building was due to be condemned, and were it not for a contractor inspecting the premises, the call would have gone unanswered. When he picked up, a mysterious voice informed him that, no matter what he was getting paid for his current job, he would be paid tenfold to open the filing cabinets and be their stock broker for the next few days. One week passed, and the Dark Legion was suddenly back on the stock market, their shares worth twice as much as when they left. News and broadcast stations all over the globe went into a frenzy; the Dark Legion had returned.
Rimgar soon appeared at a press conference, declaring to all the world that he had resurrected the ancient order of the Legion, and that they would use their connections and industry to change the world. He vowed he would not rest until the king’s great-grandchildren could wake up in a perfect Mobius. He put on a very heroic public face that day, but underneath it all were bribes, schemes, and vicious blackmail. Using his connections with the Legion, he first took control of the criminal underground, getting his fingers into drug trafficking, racketeering, and the black market. Once that was firmly in his grasp, he turned his attention to government and the courts, coercing high-ranking officials into legitimizing every little money-making scheme he proposed. Soon not only was the garbage of Mobius in his pocket, but the aristocracy as well. Then, once everything was in order, he went public in order to begin winning the hearts and minds of the people. Once again, everything in Rimgar’s life was going according to plan; that is, until a certain incident.
Two years ago, under contract from a competing energy company, the Legion was to sabotage a prototype power generator before the day of its grand unveiling. The aim was to make it fail in front of an audience hundreds strong, and to ruin the company’s image while stealing the glory for their competitor. On that day, a meltdown occurred, resulting in an explosion that rocked 4 city blocks and showered the landscape in dust and debris. The man on the inside, whom Rimgar had sent to do the job, was lost in the explosion, along with more than 1500 scientists, spectators and local residents. Rimgar was furious. He kept himself informed of every news feed, every police report, and every rumor that went flying in the wake of the disaster, hoping, praying they would not discover the Legion’s connection to the incident. At first it seemed as though they were in the clear, until a survivor was found at the center of the blast crater. Immediately Rimgar saw to it that this echidna was watched at all times, until they could confirm that he knew nothing of importance. Several weeks went by, and Rimgar found himself taking pity on the broken creature lying on the hospital bed. He decided the time had come to put everything into practice, and make him an example for the world what a bright and glorious future cybernetics will bring.
For two years, Shazbot was Rimgar’s shining example, a testament to the Dark Legion’s mandate of better living through technology. The two of them attended conferences, meetings, senate hearings, and all manner of public events as Rimgar showed off his prize. During that time, the two became friends, brothers in the Legion, sharing all the same hopes and dreams. However, Rimgar kept his criminal ties a secret. He knew his friend to be an honorable sort, and honorable people have a way of acting foolish when faced with grim reality.
One night, another disaster struck. It was late, and he was going through his records, trying to track down an old deal he made with a local mob boss. He was called away from his office by a silent alarm, triggered by some unknown intruder. In his rush to apprehend them he forgot to properly latch the safe. After he’d left, Shazbot came wandering into his office, oblivious to the commotion, and discovered the files. Rimgar returned just in time to greet his now former friend, and knew that he had no choice but to put him down, before he did something especially foolish. Unfortunately, his draw was too slow, and he cursed his organic muscles and his frail body. Plying every wicked charm he could muster, he tried to convince Shaz to hesitate, to lower his guard long enough to get off the first deadly shot. Just when his opponent looked as though he’d lost the will to fight, Rimgar snatched up his pistol, and an insane buzzing roared up from the back of his mind. Words like “friend” and “brother” and “parents” all came rushing into his mind the instant he pulled the trigger, causing the shot to go wide. Before he could recover, another shot rang out, and he felt an intense burning in his chest, followed by a biting chill. As he lay on the floor, his vision becoming a clouded haze, he looked up at the face of his killer, harsh and cruel in the half-light. Life left him, and he felt all his ambitions slipping away into nothingness…
He awoke, amidst the sound of whirring machines and beeping computers. He was standing upright in a metal tube, though he had no feeling in his… well, his anything. He had been robotocized, an ancient and barbaric technology that had been researched by his scientists for potential applications in quick and painless cybernetic enhancement. It seemed as though they didn’t have time to save Rimgar with more elaborate methods, and resorted to the quick, easy fix. No sooner was he out of the tube than he was quizzing his men for status updates on Shazbot. He was told that he’d been out for over 12 hours, and that in that time Shazbot had stolen one of their prized airships, The Barracuda, and had attempted to flee with it before he and the ship mysteriously vanished from the face of Mobius. Rimgar flew into a rage, smashing equipment and flinging scientists like rag dolls. He vowed that he would track down Shazbot, reclaim what had been stolen, and that he would have his revenge on that two-faced traitor who dared defy the will of the Legion. Even now, he searches for a way to pursue his quarry to whatever pocket dimension he has hidden himself in…

Moves/Combat Style:

Magna-Handgun: Fires his pistol at a target, striking with deadly accuracy up to 60 yards. The rounds deal little damage, but are armor piercing, boring through hardened surfaces and slicing through metal. They also create a small shockwave as they fly, pushing aside anything that comes within half an inch of the bullet’s trajectory and giving each impact a small amount of knockback. Prone to overheating; can only fire 8 shots before having to purge the firing chamber. (Able to fire a maximum of 2 shots per major action) Purging the chamber takes an amount of time equal to 7 major actions (counted across all turns for all players in combat), after which Rimgar must spend an additional major action to cycle the chamber, making the gun ready to fire again. Rimgar can use any other ability while the Magna-Handgun is on cooldown. This weapon can be fired underwater and in space.

Volt Knuckles: Rimgar has replaced the traditional knuckle-spikes on his gloves with pairs of square-metal diodes. These high-voltage knuckles electrocute enemies on contact, giving a lightning kick to each punch and potentially stunning organic targets. When used to attack metal targets, (like robots) has a chance to overload their circuits and deal extra damage. Can be used any number of times per day with no charge limit. Especially dangerous to use around water; if Rimgar is wet when he tries to throw a volt-punch, he runs the risk of shorting out, frying the tasers in his fists and rendering them useless until repaired.

Hands of Fire: Built into his fingers are a series of super-heating coils that can increase the temperature of his hands to over 300 degrees Fahrenheit. After a brief warm up period (one full turn) his hands begin to shimmer and glow, heat waves radiating from his fists. Punching targets deals standard physical damage, in addition to the effects of a standard fire attack. He can also make a grab attempt, grasping his target and broiling them alive. Targets in his grasp take damage over time that increases the longer he grips them. Unfortunately, the coils are prone to overheating themselves, and the components in Rimagar’s hands also cook from the intense heat. Every turn the hands are active, Rimgar’s grip strength decreases, making it easier to escape from grabs. Rimgar can cancel his Hands of Fire at any time by releasing coolant into his extremities, causing an instant forced cooldown at the cost of 1 major action. He cannot use the hands rapidly in succession, lest he risk permanent damage. For every turn that the hands are active, they must remain on standby that many turns before he can activate them again. Rimgar can activate the coolant mid-hold, returning all the grip strength to his hands but losing the damage benefit. He cannot use the Volt Knuckles while this ability is active.

Poison Gas Pellets: Ejects a small, fragile glass pellet from Rimgar’s stomach, either into his waiting palm to be thrown, or straight onto the ground where it detonates at Rimgar’s feet. Any organic enemy within 10 feet of the impact point (throw radius is about 25 feet) takes a small amount of poison damage, followed by impaired vision and numbed extremities. In order to maximize the area of effect while reducing collateral damage, the poison is incredibly mild, and severe reactions are rare. Enemies caught in the blast radius must make a perception and willpower check to resist the effects. Otherwise, their accuracy and evasion will be severely hindered for 1-3 turns. (Every turn they attempt to resist the effects, but they automatically wear off at the end of the third turn.) As an additional precaution, the poison has an extremely limited half-life, and is rendered totally impotent within three seconds of contact with the air. (There is no lingering cloud effect.) The toxin is aerosol based, and must be absorbed through the lungs to have any great effect. It can be ingested, with only the risk of stomach cramps to trouble the victim. Therefore, using this ability in water will cause the poison to be dispersed into the liquid, rendering it all but harmless. Can carry up to 3 pellets at a time. Totally worthless against robots or similar fully mechanized enemies. (Unless he manages to throw it at their camera lens, as the fluid is prone to staining and difficult to clean.)

Precision Missile: Conceals tiny, pencil-sized rockets in his chest, launching them at distant foes with explosive results. Can track fast-moving targets and carries a payload equal to that of a hand-grenade. Effective tracking range is 35-70 yards, with a maximum flight distance of 100 yards. (Targets that are too close cannot be tracked effectively.) Can be fired in artillery-mode to strike distant locations, making them effective for flushing enemies out of cover. (When fired in artillery mode, they fly in a relatively straight line) Small size and light weight makes them easily susceptible to windy or stormy conditions, severely affecting their accuracy and flight distance. To fire, Rimgar must spend 2 actions (1 full turn) setting himself and tracking his target, firing during the second action. (He cannot move and fire on the same turn) He is able to swap the fuel cells in each missile for an aquatic-based propellant, turning them into high-speed torpedoes when fired underwater. Carries a maximum of 4 missiles, which can only be replenished at his hideout.

Silver Cloak: Causes his cloak to gain a shimmering shine, becoming radiant and translucent. This cloak emits a constant low-frequency EMP, disrupting computer equipment within 10 feet and making any low-grade digital camera lens register nothing but static when pointed in his direction. Although more sophisticated lenses receive feedback, they can otherwise observe him with few problems. (For example, mass-produced robots like the Swatbots will go blind from his radiance, but unique machines like Gamma will suffer only a small amount of feedback due to their sophisticated optics.) Any machine or character looking through a digital apparatus viewing Rimgar while the cloak is active will be blinded until they look away or he switches it off. Switching the cloak on is a free action, and can be activated as a counter. Switching it off is also free, but the effect will end instantly, making him visible to any machine with a clear line of sight. The power to activate and maintain the cloak is negligible, so there are no limits to how long or how often he can use it. However, when in use he lights up like a Christmas tree, making him more than visible to anyone using sophisticated optics or just plain ol’ eyeballs. The frequency for the cloak is on a random sequence, making it next to impossible to adapt to. (Which is why basic optics cannot handle the awesomeness.) The weave has built-in redundancy, enabling it to be used even after up to 50% has been worn away. He must return to his hideout to repair it. The cloak was built specifically with Shazbot in mind, and it is fine-tuned to counter his special cyber-optics. No matter how much he upgrades his eye, Shazbot cannot ever escape the effect, going completely blind in one eye while the cloak is active and throwing off his targeting system.

Team Blast; We Are Legion! : Rimgar empowers every friendly character in shouting range, barking orders and rallying the troops. Allied units affected by this ability increase their firepower and accuracy by 25% until the end of Rimgar’s second turn after activation. Additionally, any unit caught by surprise or off balance will recover instantly at the start of their next turn, and allies who are fleeing or whose morale has dropped dangerously low will be boosted to above average morale for the duration of the ability, returning to a neutral state afterwards. When fighting against vehicles, huge enemies, etc. increase the damage of each attack by an additional 10% and apply piercing damage. (Ignores heavy armor.) This ability can only be used once per battle, and the base effect decreases by 5% for each successive use. (Refreshes at the start of every day.)

Chaos Burst; Bring the Machine: Rimgar sends out a signal that calls in his personal exo-suit, which arrives at the beginning of his next turn and requires one major action in order to dock with it. The suit effectively doubles his size, and he gains the “heavy armor” status while wearing it. (Small arms deal no damage, conventional weapons have a decreased effect.) While wearing the suit, his strength doubles, but his speed is cut to 1/3. All of Rimgar’s abilities are replaced with more powerful versions, and the suit will last for 8 of his turns. On the 9th turn, a portable teleportation device begins digitizing the suit, sending it back to the hideout for repair and resupply. The teleport takes up a full turn, during which the armored status is retained but Rimgar is unable to act. If the suit is heavily damaged or destroyed, It will have to be overhauled and will be unusable for at least 3 days. Otherwise, Rimgar can call the suit up to twice a day. (At least 12 hours between uses.) When empowered by a Chaos Emerald, the suit loses the speed debuff and changes the attack buff to 300%. It can also be used for twice as long (16 turns) before heat and stress force it to be recalled for half a day.

Skills:
Master Commander: Able to inspire allies to daring feats of valor, increasing the effectiveness of allied NPCs in combat and giving other players a boost in combat effectiveness, slightly raising their hit/evade. Able to command nearly any unit with practiced ease.
Quick-Draw: After his death at the hands of Shazbot, Rimgar has learned how to draw his sidearm with blinding speed, albeit with reduced acuracy. Drawing his sidearm is considered a free action, and always supersedes other player or NPC actions when carried out at the same time. However, his accuracy is cut by 50% when firing at a target more than 7 feet away, decreasing the penalty to 35% on closer targets. (Point blank is treated as a melee attack rather than ranged, so parries and counters take effect in response) Other characters with similar speed-based skills/abilities carry out their actions in standard order.
Silver Tongue: Rimgar has a much higher chance than normal of convincing others to see things his way. His natural charm and charisma, combined with a knack for leadership, make others want to listen to him. He is also perceptive, able to root out the secret weaknesses and desires of his targets, making effective decisions about whether to bribe or blackmail.

Strengths:
Cunning: Rimgar likes to stay 2 steps ahead of everyone, even his own men. No matter what his actions may indicate, he is always plotting and planning ahead, looking for ways to turn each new development to his advantage.
Robotocized: When he was shot, his men had to robotocize Rimgar in order to save his life. Now, his brain is much more portable, and easily transferred. If ever his body becomes horribly mangled or broken, he can always switch to a spare body. Whenever he returns to his hideout, he can be fully recovered and ready for action in as little as five minutes. Out in the field, he requires the aid of a skilled mechanic to recover from injuries. He does not breath, and has no need to eat or sleep.
Ruthless: Rimgar is determined to the point of madness to see his plans through to the end. He will never stop, never falter, and never back down in the face of overwhelming opposition. He will use every underhanded trick, every shortcut and maneuver to attain ultimate victory. Even when defeated, he will always be prepared to hatch some new scheme or play some overlooked trump-card. For him, the only true defeat to be found is in death, and he is a master at evading it.

Weaknesses:
Mentally Unbalanced: Rimgar practices cognitive dissonance with unparalleled frequency, conniving every possible crime while assuring himself of his own righteousness. Whenever he reaches a point where he is consciously aware of his own hypocrisy, he suffers a complete mental breakdown, losing all faith in his motives and goals and hiding himself away from the rest of the world. Such episodes are as rare as they are brief, as it doesn’t take long to remind himself of his vision of the perfect, beautiful world he is building. Still, such doubts nag at the back of his mind like gnats, and he must constantly find ways to drown them out.
Overlooks the Obvious: Rimgar prides himself on his mental acuity, in fact he fancies himself “a genius whose wit is beyond compare, and whose grasp of the universe is beyond measure.” He likes to control everything, down to the smallest detail. However, because he so enjoys his control over the subtle, he often fails to grasp what most would consider obvious. Sometimes, his plans are defeated by the simplest, most glaring flaw, one he either failed or refused to take into account. He spends so much of his time outplaying the knight, queen, and bishop all at once that he fails to notice the pawn creeping ever closer toward his back row…
Undisciplined: Though he fancies himself a genius, he has never once taken it upon himself to learn even basic self-defense. Relying on strategy, cunning, and a vast array of gadgets, he never learned to fight, and is easily overpowered in a straight brawl. When the gloves come off, his only practical option is flight.
Other Info:
Rimgar is the leader of his own private faction, therefore no matter where his dealings take him, he is never affiliated with any single other faction. He might aid or oppose them, but he is for all intents and purposes a faction unto himself.
He will enter the shattered universe with very few minions, along with a couple of his most trusted lieutenants. (NPC bios to follow) These minions will spread out across the shattered universe to join every other faction as a hidden agent. Regardless of their actions for that faction, they are unquestioningly loyal to the Dark Legion, and send regular reports to Rimgar several times a week.
Minions:
The uniform of a member of the Dark Legion consists of a black hooded cloak. All members, regardless of rank, have at least one cybernetic augmentation, including eyes, limbs, and organ replacements. Though in the past the Dark Legion was exclusive to echidnas, now all races of mobians (and even humans) can be counted among their ranks. They are constantly on the lookout for new recruits, and will report potential candidates to their superiors before approaching. Whenever they meet in their secret hideout, they appear in uniform; otherwise they keep their hoods safely under lock and key. Only Rimgar’s two lieutenants are exempt from the dress code, opting instead for all-black pants and long-sleeve shirts.

Lieutenants:
Name: Svenhelm (“Sven”)

Age: 72

Sex: Male

Species: Echidna

Faction: Independent (Dark Legion)

Alignment: Lawful Neutral
Appearance: A dark, maroon-red echidna with a heavily muscled build despite his age. Wears black jeans with a black long-sleeve shirt. Has a silver sash that flows from his right shoulder to his left hip. Has a pair of machine pistols with extended clips belted to his wait, with extra clips sticking out from pouches on the back of his belt. Both his eyes are cybernetic, a dull grey with no pupils. Carries himself like a military man, with an air of elegance and sophistication. Often has a severe look on his face, as though he just tasted something horrible.
Personality: Rimgar’s second-in-command, and his most trusted adviser, Sven takes his job very seriously. He was the head butler of Rimgar’s estate, and has served his family for three generations. He follows Rimgar’s commands with extreme diligence and unquestioning loyalty. Rimgar often confides in him, and Sven is the only living being able to speak with the tyrant on equal footing. Often acts as a check for Rimgar’s violent temper. Has an extreme dislike for his comrade, Esmera.
Bio: Sven served in the St. John Special Forces under his majesty King Richard Acorn VI, where he was grievously wounded by a grenade, which took both his eyes. He was approached by Rimgar’s grandfather, who offered him not only his sight, but a new assignment as his butler and personal bodyguard. In his service, Sven vowed to always protect and serve the masters of the Dark Legion for as long as he lived.
When Rimgar dissolved the Dark Legion, Sven thought he might have lost his reason for living, until one night when a local drug lord raided their hideout in retaliation for Rimgar’s attempt to extort money. During the shootout, Rimgar stood by him and held the gangsters off until they could make their escape, even going so far as to take a bullet in the shoulder for his old butler. From that moment on, Sven never questioned his master, following his orders to the letter. Any doubt he might have held for Rimgar’s leadership dispelled, Sven now makes it his solemn duty to see their plans through to the end.
Skills:
With Age Comes Experience: Sven may be old, but he is still just as strong and fast as he was 30 years ago, except now he has a plethora of training and combat experience to back it up. Whenever a saving throw is made for Sven, he will usually get the better (if not best) result, affording him a great deal of survivability.

Name: Esmera Elda

Age: TOP SECRET (appears 25-27)

Sex: Female

Species: Fox

Faction: Independent (Dark Legion)

Alignment: Neutral
Appearance: A shapely vixen with a lithe frame and strong, muscular legs. Wears loose-fitting black pants belted tightly at the waist, a black tank-top with a leather jacket, and an ammo belt hanging freely from her belt. Has long, wavy hair, and an especially fluffy tail that waves back-and-forth when she talks. Her fur is a pale, russet brown, and she keeps a pistol belted to her left waist. (She is left-handed) Also carries several knives concealed throughout her wardrobe, including a tiny dagger hidden inside her hair. It is unknown what has been cybernetically enhanced, although rumors abound…
Personality: Playful and nonchalant, she seems to be uninterested in the things going on around her. A stark contrast to her partner, she never seems to take anything seriously, and is constantly cracking bad jokes, especially at times when such jokes would be inappropriate. Inside, she is ambitious and observant, looking to raise her status in the world with as little work as possible. She has no great love for Rimgar’s vision or the Dark Legion, however she holds a great deal of respect for the charismatic echidna, and he is the only one she takes orders from. Unlike other power-hungry individuals, she does not wish to claim total authority, being content to remain in her current rank and avoid any of the responsibility. She makes it her business to annoy Sven whenever possible.
Bio: Esmera was a petty crook, a pickpocket, before joining the legion. She’d distract young men on the street with her demure figure and winning smile, then swipe their pocketbooks while they were distracted. What she did before this is unknown, however she seemed to retain a great number of remarkle skills, which she put to use when she tried to pull her act on a certain echidna walking down a dark alley. Rimgar retaliated violently, but Esmera survived the assault, and after he’d had a chance to calm down, Rimgar admitted that he was impressed by her talents, and asked if she would like a job.
She refused at first, but not before learning where the hideout was. That night, she snuck in and decided to steal something from Rimgar, a way to get back at him for foiling her first attempt to rob him. Unfortunately, Rimgar knew she was coming and laid a trap for her. 10 armed guards attempted to bring her down, but she evaded every single one, hospitalizing all ten and making a break for the exit. Rimgar was waiting there, holding the door open, when he informed her that the interview was a smashing success, and that she was now hired to be one of his top brass. Now it was Esmera’s turn to be impressed, as it seemed this echidna that showed no fear or hesitation had outsmarted her at every turn. She agreed, and has been working as his top infiltrator ever since.
Skills:
My Eyes Are Up Here: Esmera is pretty, and she knows it. Whenever she deals with a member of the opposite sex, she is much more likely to persuade him.
Knives Akimbo: No matter where she is or what she’s doing, Esmera always has a knife. Even if subjected to a strip search, she would still find some way to smuggle a blade. Whatever the situation, a knife will always find a way into her hand. She can throw them like candy at a parade and still find more to add to her arsenal.

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Now, I want to have him go ahead and meet up with the villains (I know what you guys said about the ecosystem and stuff, but come on, I had a villain all ready to go, at least let me TRY and do something with him.) I intend for him to be something of a game changer, someone who is going to tip the balance of power and, with your permission, change everything we know about the Shattered Universe. He and my third character (Whose profile I will be posting next) will help lead us to that hard reset we were talking about, as well as define the existence of this merged dimension, raising the stakes for an apocalyptic finale.

At least, that's the idea I had. It could be fun, yeah?

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07-27-2014, 12:10 PM (This post was last modified: 07-27-2014 12:33 PM by Dr. Robotnik.)
Post: #12
RE: Rimgar
I guess whether or not I approve of this profile depends on whether or not I feel like we need a fourth major villain running around (there's already Robotnik, Mammoth, and the invading dinosaurs). What you've got does sound like a cool concept though and it's better than any ideas I have for Robotnik. The closest thing I have to a plan for Robotnik right now is him trying to learn more about the dinosaur technology and how to recreate it for his own needs.

You've definitely been around long enough to where I feel like I can trust you with a major villain. You're by far the best roleplayer we've had join us in a long time. And this place is desperate for some new, interesting activity. I just feel torn on whether or not this place has enough room for four different villains. We might need to have one of them turn neutral or good (perhaps Robotnik himself) just to counterbalance the others.

Aside from that, let me comment on a few particular things:

- I'm a little confused on the cloak you've got. So instead of going invisible you blind people, and it disrupts electronics?

- Your handgun combined with a lot of the powers in your profile would be overpowered. For example, Cloak On, opponent is blinded and temporarily stunned, BANG! Poison gas pellet, opponent is slowed down and can't dodge, BANG! Or worst of all Quickdraw, BANG! If you've got perfect accuracy and you can instantly have your gun in hand, then the fight's over before it's started.

My character Nail has a quickdraw power as well, but he is limited to using a conventional Colt 1911 and he suffers an accuracy penalty when using that ability. I think I'd want an accuracy penalty as well for you. It only makes sense if you ask me. If you try to shoot fast, you don't have time to properly aim.

I would be a lot more willing to accept this profile if he had no guns at all, with only the rockets as an option for a ranged attack.

Chadin, thoughts?
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07-27-2014, 02:21 PM (This post was last modified: 07-27-2014 02:26 PM by Shazbot.)
Post: #13
RE: Rimgar
(07-27-2014 12:10 PM)Dr. Robotnik Wrote:  We might need to have one of them turn neutral or good (perhaps Robotnik himself) just to counterbalance the others.

I would say "just wait and see what happens" but yeah, siding him with the bad guys is exactly what I'm going to do. (At first...)

Just... keep in mind that I don't like doing things the obvious way.

(07-27-2014 12:10 PM)Dr. Robotnik Wrote:  - I'm a little confused on the cloak you've got. So instead of going invisible you blind people, and it disrupts electronics?

Bah, I knew this would come up. The cloak only affects electronics. Machines, and people looking through some sort of digitized optics system, cannot see him with the cloak switched on. If you held a digital camera up to one eye and tried to snap a picture, it would come out fuzzy and full of static. Your other eye, however, would just see a ruggedly handsome echidna with a glowing cloak. Again, let me stress the fact that the cloak can only affect machines. To reduce confusion, maybe I'll just take out the "messes with every electronic within 10 feet" part. Think of the cloak kind of like those little reflectors on bicycles; they reflect light directly back at you, no matter what angle you shine them from. In the same way, the cloak reflects infrared and ultraviolet lightwaves, as well as every visible spectrum, to interfere with any optics not advanced enough to filter it out. (Unique machine PCs and NPCs will not be blinded, they'll just get a little bit of static feedback.)

(07-27-2014 12:10 PM)Dr. Robotnik Wrote:  - Your handgun combined with a lot of the powers in your profile would be overpowered. For example, Cloak On, opponent is blinded and temporarily stunned, BANG! Poison gas pellet, opponent is slowed down and can't dodge, BANG! Or worst of all Quickdraw, BANG! If you've got perfect accuracy and you can instantly have your gun in hand, then the fight's over before it's started.

Ah, the quickdraw. First of all, I meant to impose a penalty (Like you keep telling me to) so I'll update that right now.

(07-27-2014 12:10 PM)Dr. Robotnik Wrote:  My character Nail has a quickdraw power as well, but he is limited to using a conventional Colt 1911 and he suffers an accuracy penalty when using that ability. I think I'd want an accuracy penalty as well for you. It only makes sense if you ask me. If you try to shoot fast, you don't have time to properly aim.

I would be a lot more willing to accept this profile if he had no guns at all, with only the rockets as an option for a ranged attack.

Second of all, AAAAAAAHHHH I WANT MY MASS EFFECT GUN! >: [
Look, one of the things that made the Dark Legion such a standout group was that they broke an ancient mobian taboo and freely used firearms. Guns are kind of one of their traditions, so to speak, one of the ways they claimed "victory by any means necessary" and "the end justifies the means." The reason for the quickdraw lies in Rimgar's history, wherein he died because he was too slow to draw his weapon, held back by sentimental garbage. The quickdraw was meant to come into play during his showdown with Shazbot, and it would emphasize all the ways he learns from his mistakes and becomes a more powerful person for it.

Dude, you have a Colt 1911, which (let me Google that...) is the grand-daddy of semi-automatic pistols, and a pretty deadly customer in its own right. I have a space gun that shoots bits of nickel that are designed to pass through their target rather than disintegrate, which believe it or not makes it a lot less lethal than a standard handgun. (Again, it was designed to tear through Shazbot's armor and metal bits, which he has a lot of.)

So yeah, just like with the team blast, I'm probably gonna defend this one pretty hard.

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07-27-2014, 02:53 PM (This post was last modified: 07-27-2014 02:56 PM by Nail Strafer.)
Post: #14
RE: Rimgar
So the cloak does NOT blind people then, and is mostly for machines? If that's all it does, then I guess I'm OK with it.

I said I have a problem with "your handgun COMBINED with a lot of the powers in your profile", not the gun itself. When I review profiles, I don't just look at powers by themselves. Usually what ends up being a big problem is when you mix certain powers together, like what I pointed out above. This is why no one complains about Nail having a few different firearms. The way they are used by him still leaves room for people to avoid being shot.

But if the cloak doesn't blind people and you have an accuracy penalty while using quickdraw, now I have much less of a problem with it. That just leaves the poison gas pellets to make people easy targets, but since you can only carry a few of them I definitely don't mind as much now. Nail himself has stun grenades he could use to similar effect as the pellets. In fact, it's kind of like the stun grenades and Nova gas grenades in Call of Duty: Black Ops.
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07-28-2014, 09:15 AM (This post was last modified: 07-28-2014 09:18 AM by Shazbot.)
Post: #15
RE: Rimgar
Alright, I have a new idea for the gun. I'd rather have another ranged option (rather than nixing it altogether) so that Rimgar isn't forced into a "bruiser" role, because that was something I never intended for him, and I feel like it would be a bad direction to take him. Instead, I'm going to go all in on the crowd control effects, removing what is potentially a high-damage ability and replacing it with a hard CC. Here's is my proposed replacement:

Cryo Bolt: Concealed within Rimgar's right leg is a 1 foot long rod with a flintlock-style stock. Inside the chamber is a long blue shard of pure crystallized cryogenic fluid. Rimgar can expend a minor action to draw the weapon from its concealed compartment, then fire it with a major action. Prior to firing, the tip of the weapon projects a bright blue laser light to highlight his target. The bolt is propelled by a mixture of gas and a powerful spring mechanism, causing the bolt to fly incredibly fast and for long distances. The bolt can fly up to 45 yards before gravity significantly affects its trajectory. (Maximum effective range is 65 yards. Firing the bolt at targets farther than 45 yards induces severe accuracy penalties.) After striking the target, the crystal metabolizes, exploding in a freezing burst of cryogenic mist. In less than a second, the target is encased in a block of pure ice. A direct hit freezes the target completely, while a graze or splash hit only freezes a portion of the enemy. Hitting the environment causes it to be covered in ice for the duration of the combat. (Or 1 hour, whichever comes first) Due to the rapid nature of the freezing process, the ice is incredibly fragile, and a character who is partially frozen can break the ice with little effort (Forces them to spend at least 1 major action on their turn, or else remain hindered by the part that is frozen until it melts). Characters fully encased in ice must struggle to break free, which takes anywhere from 1 to 3 turns depending on their level of strength. If the enemy is organic, they also take a small amount of frost damage every turn they remain partially or completely frozen. Allies can break the ice for their frozen comrades, freeing them instantly. Whenever a character makes an attack against a partially frozen enemy, the damage is increased by 15%. Attacking a fully frozen enemy deals an extra 25% damage instead, and the enemy can make no evasion attempts. In either case, the "frozen" or "partially frozen" status is removed. As an additional effect, organic enemies who are especially vulnerable to cold will be "numb" for the next 1-3 turns, lowering their defense. Mechanical enemies recovering from the attack effects may also gain the "chilled" status, making their armor more brittle and easier to break. (Cybernetic characters run the risk of being affected by both "chilled' and "numb" statuses) The weapon is single shot, and must be holstered in order to chamber another round. Rimgar has space in his leg for 1 extra round, after which he must return to his hideout to replenish his supply. Reloading the gun happens automatically while the weapon is holstered, and takes about 30 seconds before it is ready to fire again. Windy conditions severely affect the bolt's accuracy, and especially hot environments (such as deserts, boiler rooms, etc.) reduce the duration and effectiveness of the ice by 50%. A desert sandstorm is a really bad place to try to use this weapon.


So yeah, that was a lot more complicated than it was in my head, but I do like this one better. However, I will have to re-evaluate a few other abilities, including his Team Blast and Quick Draw. I also want to scrap the Chaos Burst, even though it's kinda already been approved. Again, I feel like it doesn't fit, and at the time of creation I was putting way more thought into his team blast, and not so much thought into how Rimgar functions on his own. Therefore, I want to give him something that is less about big grand shows of power and more about pushing a mastermind to the brink. Maybe less proactive and more reactive in this case? Anyway, the giant exo-suit thingy doesn't really jive with the new gun I just made, so I'm gonna see if I can't find something more in line with his character. If this gets approved, then just consider the Chaos Blast a placeholder until I think of something more appropriate. I certainly won't be using it.

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07-29-2014, 10:52 PM (This post was last modified: 07-29-2014 10:53 PM by Nail Strafer.)
Post: #16
RE: Rimgar
So this cryo gun would be in addition to your other ranged options? If it's only two shots, then I think I'm fine with it (especially if the exo suit is going away).

By the way, sorry to butt in on what you're doing in the roleplay, but it's been Shazbot's turn for a while now in your topic in Cross Country.

I don't know where Chadin's gone. I sent him a PM to look at your profile but he hasn't been around here in a couple days.
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07-30-2014, 03:00 PM
Post: #17
RE: Rimgar
Sorry, sorry, it's been a bit of a heat wave up here the last few days. (and hectic besides)

Anyway, Yeah, I'm okay with this cryo gun thing.

I'm not entirely sure what exo suit you're talking about, but maybe it was part of an earlier edit? Anyway, the cryo gun aspect I can deal with.
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07-31-2014, 10:35 AM
Post: #18
RE: Rimgar
Chadin, did you see the profile at the top of this page of comments (Post 11)? The Exo Suit is in that profile.

Shaz, could you move your final profile to the first post with all of the edits we wanted?
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07-31-2014, 10:45 AM
Post: #19
RE: Rimgar
Alright, let me get started with those changes. I'll post the next draft of Rimgar's profile today.

Also, I'll pop in and make a proper post afterwards. In any case, hey Chadin, have you been over to see my other character? I've got two on the stack, the other is just waiting for approval.

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07-31-2014, 12:44 PM
Post: #20
RE: Rimgar
Name: Rimgar

Age: 36

Sex: Male

Species: Robot (Echidna)

Faction: Independent (Leader of the Dark Legion)

Alignment: Lawful Evil

Appearance: (No picture this time. I never got around to making sprites of this guy.) Rimgar has the appearance of an Echidna, taller and gaunter than any of the warrior tribes, but with more muscle tone than any mere scientist. He has been robotosized, so although he retains his original overall appearance, his skin is a dull silver color, and his eyes are neon green with black pupils. He does not wear the traditional Echidna gloves, instead opting for a thick, fingered variety. Never leaves home without his flowing, black-hooded cloak, fastened around his neck with a platinum chain. Wears a simple leather belt, to which he has affixed his personal sidearm.

Personality: Rimgar is an individual driven by pure ego. He often claims to be acting in the best interests of Mobiankind, and to some degree he even believes his own words. In truth, he is power mad and sadistic, seeing any and all evils perpetrated by himself or his underlings as pure righteousness, leading everyone on the path to perfection. Although he does not savor wonton destruction, he will not shy away from it if such methods will bring ultimate victory. Often he will go out of his way to avoid civilian casualties, seeing each life as the building blocks of the future. Any of his men who kill without profit to the Legion are executed on sight. At one time his personality was a little mellower, even virtuous, but he has long forgotten those parts of himself as he claws for more power, a means by which he might attain his dreams and make them reality. He’s a little shaky on the concept of “friends” and “kindness”, preferring to brush sentimental values under the rug in favor of more practical things like “fear” and “respect”. A charismatic speaker, a strong leader, and a cunning strategist, he will stop at nothing to see the entire world improved by his designs. He hates Shazbot with a burning passion, and has vowed to one day avenge himself on his former friend.

Family: He was the sole heir to control of the Dark Legion, with no siblings or extended family to speak of. His parents are long dead, passed away from some mysterious illness.

Transport: Upon entering the Shattered Universe, Rimgar had no means of transportation, and now uses a stolen Egg Shuttle to get around. Small cargo area and total seating for two. (Can carry 4 additional passengers if they stand.)

Weapons: Carries what appears to be a .45 handgun in his hip holster at all times. In truth, it is a prototype pistol that propels a tiny sliver of aluminum across small, supercharged magnetic rails to high velocity, impacting with the force of a magnum with nearly no recoil. Shots are accurate up to 60 yards, and a block of pure aluminum in the ammo clip means ammunition for this weapon is negligible. Prone to overheating when used in excess. He also carries a variety of deadly gadgets, from rockets to poison gas pellets.

Biography: He was born the only son of Rallard, the leader of the Dark Legion, and I’ez, his wife. When he was young, his father once told him “there is nothing, no change in this world, no feat that cannot be achieved, without the will to move mountains. Never forget son, that if you want to leave your mark on this world, you must be willing to sacrifice everything.” These words stuck with Rimgar all through his childhood. When he was 18, he had already graduated from college at the top of his class, and was looking forward to a bright, promising future.
Then, tragedy struck. A mysterious illness, one that attacked the heart and left it too weak to function properly, struck both his parents. Rimgar, along with all his household staff, was put into quarantine while the doctors attempted to isolate the cause. Fortunately, the disease had only spread to the mother and father, who shared a bed every night. Being without cause or cure, the doctors simply named it “Rallard’s Syndrome”, after the original case. Even in isolation, Rimgar devoted the whole of his considerable intellect to finding a cure, some way he could save his parents, but none could be found. By their bedside, Rimgar pleaded with them to accept a heart transplant. They were important people, so they would be near the top of the organ donor’s list. However, they both refused. Rallard, having been infected the longest, had the lowest odds of survival, even with the transplant. I’ez fared little better, and did not wish to be separated from her husband. They did not want to take two hearts that might go to someone else and save their lives instead.
Desperate, Rimgar turned to his father’s legacy, and scoured the whole of the Dark Legion database for any piece of cybernetics that could hold death at bay. He found many designs and prototypes, few of which had been successfully implemented. He also found several artificial hearts, all of which were tried and tested, but the surgery would still be risky. He called the doctors together and ordered them to sedate his parents so they could begin, but they refused. Apparently, the couple wanted to die together in each other’s arms, fully conscious and not lying in pieces on an operating table. Appalled, Rimgar stormed into their room, breaking quarantine for his last chance to convince his parents not to give up on life. To his shock and horror, they were both dead, passed on while Rimgar stood outside hotly contesting their fate.
His time of public mourning was relatively short, as after only 3 days since their passing, he held a small funeral for them, attended only by their household staff and a few close friends. Then, Rimgar vanished from the public eye, and the Dark Legion declared bankruptcy as all of their assets were suddenly liquidated all at once. For ten years, Rimgar and the Dark Legion had vanished off the face of Mobius…
After those ten long years, an ancient, dusty phone rang. It was a direct line to the Dark Legion’s personal stock office, which had been abandoned since Rimgar’s disappearance. In fact, the whole building was due to be condemned, and were it not for a contractor inspecting the premises, the call would have gone unanswered. When he picked up, a mysterious voice informed him that, no matter what he was getting paid for his current job, he would be paid tenfold to open the filing cabinets and be their stock broker for the next few days. One week passed, and the Dark Legion was suddenly back on the stock market, their shares worth twice as much as when they left. News and broadcast stations all over the globe went into a frenzy; the Dark Legion had returned.
Rimgar soon appeared at a press conference, declaring to all the world that he had resurrected the ancient order of the Legion, and that they would use their connections and industry to change the world. He vowed he would not rest until the king’s great-grandchildren could wake up in a perfect Mobius. He put on a very heroic public face that day, but underneath it all were bribes, schemes, and vicious blackmail. Using his connections with the Legion, he first took control of the criminal underground, getting his fingers into drug trafficking, racketeering, and the black market. Once that was firmly in his grasp, he turned his attention to government and the courts, coercing high-ranking officials into legitimizing every little money-making scheme he proposed. Soon not only was the garbage of Mobius in his pocket, but the aristocracy as well. Then, once everything was in order, he went public in order to begin winning the hearts and minds of the people. Once again, everything in Rimgar’s life was going according to plan; that is, until a certain incident.
Two years ago, under contract from a competing energy company, the Legion was to sabotage a prototype power generator before the day of its grand unveiling. The aim was to make it fail in front of an audience hundreds strong, and to ruin the company’s image while stealing the glory for their competitor. On that day, a meltdown occurred, resulting in an explosion that rocked 4 city blocks and showered the landscape in dust and debris. The man on the inside, whom Rimgar had sent to do the job, was lost in the explosion, along with more than 1500 scientists, spectators and local residents. Rimgar was furious. He kept himself informed of every news feed, every police report, and every rumor that went flying in the wake of the disaster, hoping, praying they would not discover the Legion’s connection to the incident. At first it seemed as though they were in the clear, until a survivor was found at the center of the blast crater. Immediately Rimgar saw to it that this echidna was watched at all times, until they could confirm that he knew nothing of importance. Several weeks went by, and Rimgar found himself taking pity on the broken creature lying on the hospital bed. He decided the time had come to put everything into practice, and make him an example for the world what a bright and glorious future cybernetics will bring.
For two years, Shazbot was Rimgar’s shining example, a testament to the Dark Legion’s mandate of better living through technology. The two of them attended conferences, meetings, senate hearings, and all manner of public events as Rimgar showed off his prize. During that time, the two became friends, brothers in the Legion, sharing all the same hopes and dreams. However, Rimgar kept his criminal ties a secret. He knew his friend to be an honorable sort, and honorable people have a way of acting foolish when faced with grim reality.
One night, another disaster struck. It was late, and he was going through his records, trying to track down an old deal he made with a local mob boss. He was called away from his office by a silent alarm, triggered by some unknown intruder. In his rush to apprehend them he forgot to properly latch the safe. After he’d left, Shazbot came wandering into his office, oblivious to the commotion, and discovered the files. Rimgar returned just in time to greet his now former friend, and knew that he had no choice but to put him down, before he did something especially foolish. Unfortunately, his draw was too slow, and he cursed his organic muscles and his frail body. Plying every wicked charm he could muster, he tried to convince Shaz to hesitate, to lower his guard long enough to get off the first deadly shot. Just when his opponent looked as though he’d lost the will to fight, Rimgar snatched up his pistol, and an insane buzzing roared up from the back of his mind. Words like “friend” and “brother” and “parents” all came rushing into his mind the instant he pulled the trigger, causing the shot to go wide. Before he could recover, another shot rang out, and he felt an intense burning in his chest, followed by a biting chill. As he lay on the floor, his vision becoming a clouded haze, he looked up at the face of his killer, harsh and cruel in the half-light. Life left him, and he felt all his ambitions slipping away into nothingness…
He awoke, amidst the sound of whirring machines and beeping computers. He was standing upright in a metal tube, though he had no feeling in his… well, his anything. He had been robotocized, an ancient and barbaric technology that had been researched by his scientists for potential applications in quick and painless cybernetic enhancement. It seemed as though they didn’t have time to save Rimgar with more elaborate methods, and resorted to the quick, easy fix. No sooner was he out of the tube than he was quizzing his men for status updates on Shazbot. He was told that he’d been out for over 12 hours, and that in that time Shazbot had stolen one of their prized airships, The Barracuda, and had attempted to flee with it before he and the ship mysteriously vanished from the face of Mobius. Rimgar flew into a rage, smashing equipment and flinging scientists like rag dolls. He vowed that he would track down Shazbot, reclaim what had been stolen, and that he would have his revenge on that two-faced traitor who dared defy the will of the Legion. Even now, he searches for a way to pursue his quarry to whatever pocket dimension he has hidden himself in…

Moves/Combat Style:


Cryo Bolt: Concealed within Rimgar's right leg is a 1 foot long rod with a flintlock-style stock. Inside the chamber is a long blue shard of pure crystallized cryogenic fluid. Rimgar can expend a minor action to draw the weapon from its concealed compartment, then fire it with a major action. Prior to firing, the tip of the weapon projects a bright blue laser light to highlight his target. The bolt is propelled by a mixture of gas and a powerful spring mechanism, causing the bolt to fly incredibly fast and for long distances. The bolt can fly up to 45 yards before gravity significantly affects its trajectory. (Maximum effective range is 65 yards. Firing the bolt at targets farther than 45 yards induces severe accuracy penalties.) After striking the target, the crystal metabolizes, exploding in a freezing burst of cryogenic mist. In less than a second, the target is encased in a block of pure ice. A direct hit freezes the target completely, while a graze or splash hit only freezes a portion of the enemy. Hitting the environment causes it to be covered in ice for the duration of the combat. (Or 1 hour, whichever comes first) Due to the rapid nature of the freezing process, the ice is incredibly fragile, and a character who is partially frozen can break the ice with little effort (Forces them to spend at least 1 major action on their turn, or else remain hindered by the part that is frozen until it melts). Characters fully encased in ice must struggle to break free, which takes anywhere from 1 to 3 turns depending on their level of strength. If the enemy is organic, they also take a small amount of frost damage every turn they remain partially or completely frozen. Allies can break the ice for their frozen comrades, freeing them instantly. Whenever a character makes an attack against a partially frozen enemy, the damage is increased by 15%. Attacking a fully frozen enemy deals an extra 25% damage instead, and the enemy can make no evasion attempts. In either case, the "frozen" or "partially frozen" status is removed. As an additional effect, organic enemies who are especially vulnerable to cold will be "numb" for the next 1-3 turns, lowering their defense. Mechanical enemies recovering from the attack effects may also gain the "chilled" status, making their armor more brittle and easier to break. (Cybernetic characters run the risk of being affected by both "chilled' and "numb" statuses) The weapon is single shot, and must be holstered in order to chamber another round. Rimgar has space in his leg for 1 extra round, after which he must return to his hideout to replenish his supply. Reloading the gun happens automatically while the weapon is holstered, and takes about 30 seconds before it is ready to fire again. Windy conditions severely affect the bolt's accuracy, and especially hot environments (such as deserts, boiler rooms, etc.) reduce the duration and effectiveness of the ice by 50%. A desert sandstorm is a really bad place to try to use this weapon.

Volt Knuckles: Rimgar has replaced the traditional knuckle-spikes on his gloves with pairs of square-metal diodes. These high-voltage knuckles electrocute enemies on contact, giving a lightning kick to each punch and potentially stunning organic targets. When used to attack metal targets, (like robots) has a chance to overload their circuits and deal extra damage. Can be used any number of times per day with no charge limit. Especially dangerous to use around water; if Rimgar is wet when he tries to throw a volt-punch, he runs the risk of shorting out, frying the tasers in his fists and rendering them useless until repaired.

Hands of Fire: Built into his fingers are a series of super-heating coils that can increase the temperature of his hands to over 300 degrees Fahrenheit. After a brief warm up period (one full turn) his hands begin to shimmer and glow, heat waves radiating from his fists. Punching targets deals standard physical damage, in addition to the effects of a standard fire attack. He can also make a grab attempt, grasping his target and broiling them alive. Targets in his grasp take damage over time that increases the longer he grips them. Unfortunately, the coils are prone to overheating themselves, and the components in Rimagar’s hands also cook from the intense heat. Every turn the hands are active, Rimgar’s grip strength decreases, making it easier to escape from grabs. Rimgar can cancel his Hands of Fire at any time by releasing coolant into his extremities, causing an instant forced cooldown at the cost of 1 major action. He cannot use the hands rapidly in succession, lest he risk permanent damage. For every turn that the hands are active, they must remain on standby that many turns before he can activate them again. Rimgar can activate the coolant mid-hold, returning all the grip strength to his hands but losing the damage benefit. He cannot use the Volt Knuckles while this ability is active.

Poison Gas Pellets: Ejects a small, fragile glass pellet from Rimgar’s stomach, either into his waiting palm to be thrown, or straight onto the ground where it detonates at Rimgar’s feet. Any organic enemy within 10 feet of the impact point (throw radius is about 25 feet) takes a small amount of poison damage, followed by impaired vision and numbed extremities. In order to maximize the area of effect while reducing collateral damage, the poison is incredibly mild, and severe reactions are rare. Enemies caught in the blast radius must make a perception and willpower check to resist the effects. Otherwise, their accuracy and evasion will be severely hindered for 1-3 turns. (Every turn they attempt to resist the effects, but they automatically wear off at the end of the third turn.) As an additional precaution, the poison has an extremely limited half-life, and is rendered totally impotent within three seconds of contact with the air. (There is no lingering cloud effect.) The toxin is aerosol based, and must be absorbed through the lungs to have any great effect. It can be ingested, with only the risk of stomach cramps to trouble the victim. Therefore, using this ability in water will cause the poison to be dispersed into the liquid, rendering it all but harmless. Can carry up to 3 pellets at a time. Totally worthless against robots or similar fully mechanized enemies. (Unless he manages to throw it at their camera lens, as the fluid is prone to staining and difficult to clean.)

Precision Missile: Conceals tiny, pencil-sized rockets in his chest, launching them at distant foes with explosive results. Can track fast-moving targets and carries a payload equal to that of a hand-grenade. Effective tracking range is 35-70 yards, with a maximum flight distance of 100 yards. (Targets that are too close cannot be tracked effectively.) Can be fired in artillery-mode to strike distant locations, making them effective for flushing enemies out of cover. (When fired in artillery mode, they fly in a relatively straight line) Small size and light weight makes them easily susceptible to windy or stormy conditions, severely affecting their accuracy and flight distance. To fire, Rimgar must spend 2 actions (1 full turn) setting himself and tracking his target, firing during the second action. (He cannot move and fire on the same turn) He is able to swap the fuel cells in each missile for an aquatic-based propellant, turning them into high-speed torpedoes when fired underwater. Carries a maximum of 4 missiles, which can only be replenished at his hideout.

Silver Cloak: Causes his cloak to gain a shimmering shine, becoming radiant and translucent. This cloak emits a constant low-frequency EMP, disrupting computer equipment within 10 feet and making any low-grade digital camera lens register nothing but static when pointed in his direction. Although more sophisticated lenses receive feedback, they can otherwise observe him with few problems. (For example, mass-produced robots like the Swatbots will go blind from his radiance, but unique machines like Gamma will suffer only a small amount of feedback due to their sophisticated optics.) Any machine or character looking through a digital apparatus viewing Rimgar while the cloak is active will be blinded until they look away or he switches it off. Switching the cloak on is a free action, and can be activated as a counter. Switching it off is also free, but the effect will end instantly, making him visible to any machine with a clear line of sight. The power to activate and maintain the cloak is negligible, so there are no limits to how long or how often he can use it. However, when in use he lights up like a Christmas tree, making him more than visible to anyone using sophisticated optics or just plain ol’ eyeballs. The frequency for the cloak is on a random sequence, making it next to impossible to adapt to. (Which is why basic optics cannot handle the awesomeness.) The weave has built-in redundancy, enabling it to be used even after up to 50% has been worn away. He must return to his hideout to repair it. The cloak was built specifically with Shazbot in mind, and it is fine-tuned to counter his special cyber-optics. No matter how much he upgrades his eye, Shazbot cannot ever escape the effect, going completely blind in one eye while the cloak is active and throwing off his targeting system.

Team Blast; We Are Legion! : Rimgar empowers every friendly character in shouting range, barking orders and rallying the troops. Allied units affected by this ability increase their firepower and accuracy by 25% until the end of Rimgar’s second turn after activation. Additionally, any unit caught by surprise or off balance will recover instantly at the start of their next turn, and allies who are fleeing or whose morale has dropped dangerously low will be boosted to above average morale for the duration of the ability, returning to a neutral state afterwards. When fighting against vehicles, huge enemies, etc. increase the damage of each attack by an additional 10% and apply piercing damage. (Ignores heavy armor.) This ability can only be used once per battle, and the base effect decreases by 5% for each successive use. (Refreshes at the start of every day.)

Chaos Burst: You Are a Fool! : Diodes protrude from every joint on Rimgar's body, generating a highly concussive repulsor field for exactly 2 seconds. The field is generated within a fraction of a second, enabling Rimgar to activate it as a counter for a minor action. Enemies and projectiles that come into contact with Rimgar are forced away, as if bludgeoned by a wrecking ball. Punches are turned aside, and bullets are sent back in the direction they came. Grenades and other burst effects that explode near Rimgar are dissipated, dealing only 25% of their regular damage. Attacks that are returned to enemies deal only 50% of their regular damage. If, at the end of the two second period, no attacks or impacts strike Rimgar, he releases the stored energy in a massive burst, exploding outward with a concussive blast with a 10 foot radius that deals mild to moderate damage. In either case, Rimgar's entire body goes on cooldown, preventing him from acting and leaving him vulnerable for 1 turn after activation. During this period, excess static and radiation coat his body, inflicting a small amount of shock damage to anyone who comes into direct contact with him. After a 1 turn cooldown, Rimgar can act again as normal. This ability can be used once every 12 hours.
If empowered by a Chaos emerald, then this ability lasts for 5 seconds, and a burst will always occur, whether or not he was attacked during this period. (Burst radius is still 10 feet.) The burst can also be empowered by his choice of fire, ice, or electricity, adding their effects to the damage. (Electricity can stun organic targets and deals extra damage to machines, fire causes a lingering damage-over-time effect, and ice causes enemies to be partially frozen, but never completely frozen.) Burst effects on Rimgar are totally ineffective, and returned attacks deal 75% of their base damage. During the cooldown period, Rimgar must wait for 2 turns instead of one, but the direct contact damage is drastically increased. Rimgar can only use an empowered chaos burst once, after which he cannot use his Chaos Burst until he switches to a different body. Until he switches to another body, his system will be burnt out, dampening all of his skills and abilities.


Skills:
Master Commander: Able to inspire allies to daring feats of valor, increasing the effectiveness of allied NPCs in combat and giving other players a boost in combat effectiveness, slightly raising their hit/evade. Able to command nearly any unit with practiced ease.
Merciless Blow: Having experienced the weakness that mercy can bring, Rimgar does away with his emotions and replaces them with pure bloodlust. Once per day, Rimgar can enter a "rage" state, increasing his damage against CC'd enemies (Enemies who are slowed, stunned, dazed, poisoned, frozen, chilled, grappled, knocked prone, or bound) by a factor of x1.5. This state lasts for 2 turns, and activates as a free action.
Silver Tongue: Rimgar has a much higher chance than normal of convincing others to see things his way. His natural charm and charisma, combined with a knack for leadership, make others want to listen to him. He is also perceptive, able to root out the secret weaknesses and desires of his targets, making effective decisions about whether to bribe or blackmail.

Strengths:
Cunning: Rimgar likes to stay 2 steps ahead of everyone, even his own men. No matter what his actions may indicate, he is always plotting and planning ahead, looking for ways to turn each new development to his advantage.
Robotocized: When he was shot, his men had to robotocize Rimgar in order to save his life. Now, his brain is much more portable, and easily transferred. If ever his body becomes horribly mangled or broken, he can always switch to a spare body. Whenever he returns to his hideout, he can be fully recovered and ready for action in as little as five minutes. Out in the field, he requires the aid of a skilled mechanic to recover from injuries. He does not breath, and has no need to eat or sleep.
Ruthless: Rimgar is determined to the point of madness to see his plans through to the end. He will never stop, never falter, and never back down in the face of overwhelming opposition. He will use every underhanded trick, every shortcut and maneuver to attain ultimate victory. Even when defeated, he will always be prepared to hatch some new scheme or play some overlooked trump-card. For him, the only true defeat to be found is in death, and he is a master at evading it.

Weaknesses:
Mentally Unbalanced: Rimgar practices cognitive dissonance with unparalleled frequency, conniving every possible crime while assuring himself of his own righteousness. Whenever he reaches a point where he is consciously aware of his own hypocrisy, he suffers a complete mental breakdown, losing all faith in his motives and goals and hiding himself away from the rest of the world. Such episodes are as rare as they are brief, as it doesn’t take long to remind himself of his vision of the perfect, beautiful world he is building. Still, such doubts nag at the back of his mind like gnats, and he must constantly find ways to drown them out.
Overlooks the Obvious: Rimgar prides himself on his mental acuity, in fact he fancies himself “a genius whose wit is beyond compare, and whose grasp of the universe is beyond measure.” He likes to control everything, down to the smallest detail. However, because he so enjoys his control over the subtle, he often fails to grasp what most would consider obvious. Sometimes, his plans are defeated by the simplest, most glaring flaw, one he either failed or refused to take into account. He spends so much of his time outplaying the knight, queen, and bishop all at once that he fails to notice the pawn creeping ever closer toward his back row…
Undisciplined: Though he fancies himself a genius, he has never once taken it upon himself to learn even basic self-defense. Relying on strategy, cunning, and a vast array of gadgets, he never learned to fight, and is easily overpowered in a straight brawl. When the gloves come off, his only practical option is flight.
Other Info:
Rimgar is the leader of his own private faction, therefore no matter where his dealings take him, he is never affiliated with any single other faction. He might aid or oppose them, but he is for all intents and purposes a faction unto himself.
He will enter the shattered universe with very few minions, along with a couple of his most trusted lieutenants. (NPC bios to follow) These minions will spread out across the shattered universe to join every other faction as a hidden agent. Regardless of their actions for that faction, they are unquestioningly loyal to the Dark Legion, and send regular reports to Rimgar several times a week.
Minions:
The uniform of a member of the Dark Legion consists of a black hooded cloak. All members, regardless of rank, have at least one cybernetic augmentation, including eyes, limbs, and organ replacements. Though in the past the Dark Legion was exclusive to echidnas, now all races of mobians (and even humans) can be counted among their ranks. They are constantly on the lookout for new recruits, and will report potential candidates to their superiors before approaching. Whenever they meet in their secret hideout, they appear in uniform; otherwise they keep their hoods safely under lock and key. Only Rimgar’s two lieutenants are exempt from the dress code, opting instead for all-black pants and long-sleeve shirts.

Lieutenants:
Name: Svenhelm (“Sven”)

Age: 72

Sex: Male

Species: Echidna

Faction: Independent (Dark Legion)

Alignment: Lawful Neutral
Appearance: A dark, maroon-red echidna with a heavily muscled build despite his age. Wears black jeans with a black long-sleeve shirt. Has a silver sash that flows from his right shoulder to his left hip. Has a pair of machine pistols with extended clips belted to his wait, with extra clips sticking out from pouches on the back of his belt. Both his eyes are cybernetic, a dull grey with no pupils. Carries himself like a military man, with an air of elegance and sophistication. Often has a severe look on his face, as though he just tasted something horrible.
Personality: Rimgar’s second-in-command, and his most trusted adviser, Sven takes his job very seriously. He was the head butler of Rimgar’s estate, and has served his family for three generations. He follows Rimgar’s commands with extreme diligence and unquestioning loyalty. Rimgar often confides in him, and Sven is the only living being able to speak with the tyrant on equal footing. Often acts as a check for Rimgar’s violent temper. Has an extreme dislike for his comrade, Esmera.
Bio: Sven served in the St. John Special Forces under his majesty King Richard Acorn VI, where he was grievously wounded by a grenade, which took both his eyes. He was approached by Rimgar’s grandfather, who offered him not only his sight, but a new assignment as his butler and personal bodyguard. In his service, Sven vowed to always protect and serve the masters of the Dark Legion for as long as he lived.
When Rimgar dissolved the Dark Legion, Sven thought he might have lost his reason for living, until one night when a local drug lord raided their hideout in retaliation for Rimgar’s attempt to extort money. During the shootout, Rimgar stood by him and held the gangsters off until they could make their escape, even going so far as to take a bullet in the shoulder for his old butler. From that moment on, Sven never questioned his master, following his orders to the letter. Any doubt he might have held for Rimgar’s leadership dispelled, Sven now makes it his solemn duty to see their plans through to the end.
Skills:
With Age Comes Experience: Sven may be old, but he is still just as strong and fast as he was 30 years ago, except now he has a plethora of training and combat experience to back it up. Whenever a saving throw is made for Sven, he will usually get the better (if not best) result, affording him a great deal of survivability.

Name: Esmera Elda

Age: TOP SECRET (appears 25-27)

Sex: Female

Species: Fox

Faction: Independent (Dark Legion)

Alignment: Neutral
Appearance: A shapely vixen with a lithe frame and strong, muscular legs. Wears loose-fitting black pants belted tightly at the waist, a black tank-top with a leather jacket, and an ammo belt hanging freely from her belt. Has long, wavy hair, and an especially fluffy tail that waves back-and-forth when she talks. Her fur is a pale, russet brown, and she keeps a pistol belted to her left waist. (She is left-handed) Also carries several knives concealed throughout her wardrobe, including a tiny dagger hidden inside her hair. It is unknown what has been cybernetically enhanced, although rumors abound…
Personality: Playful and nonchalant, she seems to be uninterested in the things going on around her. A stark contrast to her partner, she never seems to take anything seriously, and is constantly cracking bad jokes, especially at times when such jokes would be inappropriate. Inside, she is ambitious and observant, looking to raise her status in the world with as little work as possible. She has no great love for Rimgar’s vision or the Dark Legion, however she holds a great deal of respect for the charismatic echidna, and he is the only one she takes orders from. Unlike other power-hungry individuals, she does not wish to claim total authority, being content to remain in her current rank and avoid any of the responsibility. She makes it her business to annoy Sven whenever possible.
Bio: Esmera was a petty crook, a pickpocket, before joining the legion. She’d distract young men on the street with her demure figure and winning smile, then swipe their pocketbooks while they were distracted. What she did before this is unknown, however she seemed to retain a great number of remarkle skills, which she put to use when she tried to pull her act on a certain echidna walking down a dark alley. Rimgar retaliated violently, but Esmera survived the assault, and after he’d had a chance to calm down, Rimgar admitted that he was impressed by her talents, and asked if she would like a job.
She refused at first, but not before learning where the hideout was. That night, she snuck in and decided to steal something from Rimgar, a way to get back at him for foiling her first attempt to rob him. Unfortunately, Rimgar knew she was coming and laid a trap for her. 10 armed guards attempted to bring her down, but she evaded every single one, hospitalizing all ten and making a break for the exit. Rimgar was waiting there, holding the door open, when he informed her that the interview was a smashing success, and that she was now hired to be one of his top brass. Now it was Esmera’s turn to be impressed, as it seemed this echidna that showed no fear or hesitation had outsmarted her at every turn. She agreed, and has been working as his top infiltrator ever since.
Skills:
My Eyes Are Up Here: Esmera is pretty, and she knows it. Whenever she deals with a member of the opposite sex, she is much more likely to persuade him.
Knives Akimbo: No matter where she is or what she’s doing, Esmera always has a knife. Even if subjected to a strip search, she would still find some way to smuggle a blade. Whatever the situation, a knife will always find a way into her hand. She can throw them like candy at a parade and still find more to add to her arsenal.

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Okay, I replaced the Quick Draw for something else, and I gave him a new Chaos Burst. (It turns out I didn't have to alter the Team Blast, so that's good) With these and the change to Rimgar's primary ranged weapon in place, I think he's finally ready to go. Let me know what you think, and I await your approval.

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