Pieces of spine.
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by Personal Freedom » Sat Feb 01, 2014 6:17 pm

by Harbertia » Sat Feb 01, 2014 6:30 pm

by Harbertia » Sat Feb 01, 2014 6:35 pm
by Personal Freedom » Sat Feb 01, 2014 6:38 pm
Harbertia wrote:Lot of time skips, one intentional, and one unintentional.

by Harbertia » Sat Feb 01, 2014 6:40 pm

by The Dragonry » Sat Feb 01, 2014 6:45 pm
The Dragonry wrote:(Image)
Name: Irisa Zephyr Korva
Physical Appearance:
How old does she appear: She appears to be in her twenties
Weight: 105-110 Pounds
Height: Five feet Nine inches tall
Body build: Thin, lithe, tall
Shape of face: N/A
Eye color: Blue
Glasses: Due to her hypersensitivity to bright light and Ultra Violet light, Irisa usually wears Elton John red, white or black sunglasses with her dress, depending on its color
Skin tone: Fair
Distinguishing marks: Scars on her back
Predominant features: Frosty mist will, occasionally, hover on and/or around her body
Hair color: Blonde
Type of hair: Silky, smooth
Hairstyle: Irisa's hair is usually left hanging, falling to the middle of her back
Voice: Silky, smooth, feminine
Overall attractiveness: High
Physical disabilities: Hypersensitivity to bright lights and Ultra Violet light
Usual fashion of dress: Formal
Favorite outfit: Irisa has taken to wearing a beautiful, flowing red, white or black dress, preferring a white one, accompanied by red, white or black Elton John sunglasses and red, white or black high heels.
Jewelry or accessories: Various, described in equipment
Irisa Zephyr Korva stands at five feet ten inches tall, a height unusual for a woman, with a weight between one hundred five and one hundred ten pounds, the perfectly balanced weight and height merging to form a thin, lithe, tall and, overall, beautiful body. Irisa's blonde hair, oozing with a frosty beauty, cascades down warm, milky cheeks that have a perfect tint, highlighting bright blue eyes, these blue eyes holding a secret just as the rest of her body does, a secret all want to learn. Red lipstick made of the highest ingredients gained from House Korva's wealth, a wealth deeply integrated into every area of agriculture, medicine, science and other things that make the world work, rests on her lips, unfaltered by water, being licked or even a kiss. A single mole rests on her right cheek, arguably a feature that, if missing, would make it seem as if something was missing from her face, her body, her heart and her soul, something that would make her who she wasn't. Thin, curved eyebrows, pearl white teeth, silky, smooth skin without blemishes of any kind, a single mole, the perfect hair matching perfect, deep and bright blue eyes, and red lip stick combine with a tall, lithe figure, making Irisa more beautiful as the list goes on and on.
Alias: Chione
Gender: Female
Age: Unknown
Faction: Independent
Side: Neutral, or evil, depending on how you look at it
Affiliations: The House of Korva, the Star Corporation, Star Delicacies & The Pantheon
Powers and Abilities:
Arctic PhysiologyThe single core ability that Irena has spawned several other abilities such as her potent capabilities as a cryokinetic, her ability to lower temperatures is a unique ability that she calls an "Arctic Physiology". This enhances her strength, speed, reflexes and senses to the point that they are at the peak levels and, indeed, beyond even those levels of the human species, enabling her to run faster, think faster, hit harder, react better and hear even the smallest sounds. Unfortunatly, she can 'only' lift three times her weight, instead of double that, Irisa can 'only' run a few miles per hour faster than Hussein Bolt, something that makes her technically superhuman, though no where near the levels of most. As an obvious capability, she is able to withstand temperatures far, far exceeding the norm of her race, and is literally a being that is incapable of getting frost bite or anything that would be given to her via cold temperatures, she's effectively immune to cold temperatures, though not being impaled by ice through the heart. Likewise, she is able to resist heat, an odd ability among those like her, enabling her to endure heats higher than most people can resist, though, like all things, she can still burn, it only takes a bit over double the amount of heat to burn her, which is around two hundred fifty degrees fahrenheit.
Cryokinesis & FrigiokinesisIrisa Zephyr Korva's most well known ability is the superhuman capability to manipulate, generate and, of course, project ice, snow and cold in a wide array of varying forms by freezing moisture around her or taking control of ice already around her. Focused more around skill and prowess than sheer power, though it is there, Cryokinesis is an odd ability that has a balanced mixture of power and control in the right individuals, enabling Irisa to make beautiful art or cause horrible incidents to occur. While her Frigiokinetic capabilities revolve around affecting larger amounts of invididuals or wider areas than her Cryokinetic ability, Irisa's capability to affect smaller amounts of people or land is on the same scale as her Frigiokinetic capability to affect larger amounts of the same thing. What this means is that her range is far longer and her accuracy far, far higher, allowing her to maintain accuracy at ranges of two or even three kilometers, while in peak condition, in just the right circumstances. Cryokinesis strengthened by her will power and counteracted by the fragility of her body, Irisa's weaknesses and strengths merge perfectly to create an ability that, while effective, will always have its downfalls, freezing Irisa's ability set in the state it is in just like she can freeze others.
Now, moving onto how she performs these superhuman, beautiful and, indeed, nigh-magical feats of manipulation, the "how" being quite simple in essence but, as you look deeper, it becomes more and more complicated. Intimately connected to the Frigiokinetic ability to lower, and slightly raise, the temperatures of anything capable of having its temperatures lowered, something that can be used to mimic some but not all cryokinetic phenomenon. By taking telekinetic control of frozen matter around her, or, indeed, actual cold, she can manipulate ice, snow and frost for a wide variety of effects, including, but not limited to, freezing human flesh, firing blasts of cold and many, many other things. This ability is not unique to her but it is one of the more amazing things on planet Earth, and not just because of her natural, amazing control over ice, snow and frost but also because it is not just about power but instead about control. With this ability, there is a great future ahead of Irisa, but it all depends on what she chooses to do with it, let us all just hope that Irisa makes the right choices, though, due to her personality, that is highly unlikely.Irisa's superhuman cryokinetic and cryogenerative do, and always will, have a source that is connected with them in every way whatsoever throughout the life that Irisa lives, throughout every spike of ice flung, throughout everything, essentially. She can manipulate cold via an ability quite aptly named 'Frigiokinesis' and, by a miraculous extension, manipulate ice, cause frosty mists and a variety of other phenomonon associated with cold and cold weather. By literally causing the molecules in things ranging from water to blood and flesh to slow down, she can turn water into ice, freeze the human body from the inside out, or vice versa, while being able to cause already frozen things to melt at will. The capability to manipulate cold has a wide variety of uses not limited to just freezing things, but instead lowering the temperature in the area, causing weather-related phenomonon or many other incidents. With this fact revealed, we move onto the next portion of Frigiokinesis in the hopes that we can reveal a bit more about her abilities related to Frigiokinesis and Cryokinesis, hopefully revealing their uses even farther to the intuitive mind.
This ability in particular has a much longer range than Irisa's cryokinesis but it's accuracy and ability to affect small areas and individuals have been lowered intensly , though, fortunatly, it is good at affecting large areas. While not directly offensive, or, indeed, defensive in almost any way you can think of, the ability to manipulate cold can be useful by causing a frosty mist to suddenly "appear" via manipulating moisture in just the right way, or by causing blistering heats to be lowered, allowing you to last longer in a desert. Another useful "feature" of the ability to freeze moisture in the air, or elsewhere, and melt frozen things at will, is that you could freeze moisture before melting it, causing it to turn into water, giving you access to purified water. Defensively, the ability could be used to cause a shield of ice to appear, cause frosty fogs that bite at the skin to form or make slick ice on the ground to make an opponent/enemy to trip, protecting you in indirect, or direct, ways. Offensively, it could be used much in the same way such as causing small spikes of ice to be created in the air, allowing them to fall on the opponent, or opponents, and cut them in various places.
ControlAble to control and manipulate ice as if it were water, capable of generating "cold" energy and able to project blasts of frost, project ice spikes or daggers and do a wide variety of other amazing, superhuman feats with her cryokinetic and cryogeneration capabilities, Irisa is a potent foe and a good ally to have around. Her cryokinetic and cryogenerative abilities take a certain amount of control that most other cryokinetics lack, meaning that she can do things they can't, though she also has more limitations than them, as a trade off. Despite all of her power, Irisa also has a weakness and that weakness is being in the right condition to be have the capability to control her abilities, something that could get in the way of combat or even everyday life. Irisa has immense control over ice, her control allowing her to make intricate constructs out of both snow and ice at will, allowing her to make extremely beautiful daggers of ice to fling through the air and enabling her to, somehow, 'enchant' weapons with magical properties that have something to do with ice, snow, water or, generally, her abilities. This control can be broken, it can falter, it can be weakened, or it can be strengthened by the mental and physical state that Irisa is in, an unfortunate fact, for her, anyways, that means she will forever be cursed to try and stay in her best shape.
RangeIrisa's abilities can stretch far and wide, the distance she is able to cover being nearly ten well-ridden kilometers, or, with Frigiokinesis and not cryokinesis, a bit more than that, but with less control over it at a distance. With a maximum range of eight kilometers for Cryokinetic capabilities, it is no wonder that Irisa's control enables her to have pinpoint accuracy a few kilometers before that before accuracy begins to taper off. After those few kilometers, her control over snow, ice and cold begins weakening and she, most likely, will be able to hit small targets with 'higher than human accuracy', a trait reserved for distances at and below those few kilometers. Even with that fact stated, it is quite evident she can be lethal or just outright harm, or even disable, an individual if they are within the range of her abilities, allowing for her to achieve a wide variety of affects regarding smaller areas and single individuals. Unfortunatly, smaller projectiles are harder to aim with and, as such, Irisa will most likely use larger, slower, but more powerful and far deadlier, projectiles to hit targets, or she could just fire concussive, freezing blasts of cold.
ConstructsIrisa is capable of creating extremely intricate and beautifully cryokinetic constructs at will, forging ice into a wonderfully artistic medium to be used for a wide variety of things, including, but not limited to, 'simple' daggers or an ice cannon, though it's not limited to weaponry, but can also be used for tools. Due to its applicability and adaptability in various situations of all types, this is most likely the ability that Irisa will use, not only because it can be used to create a highly detailed 'Winter Rose', which is literally a rose-shaped construct, but also can be used to create a cannon and its 'ammunition'. Limited by the will power and the imagination of Irisa, people able to hamper her creativity would be able to bypass her abilities to a much larger extent than most of her powers would be affected, limiting her to simpler constructs such as a dagger, a spear, a trident or a whip, or even a grappling hook. Able to be controlled telekinetically by her at distances up to eight kilometers, the maximum range of her cryokinesis, whether the constructs are a giant spike, multiple spikes, daggers, a sword, a shield or even a 'Guardian', which is essentially a creature formed of ice that is controlled telekinetically, they are assured to have pinpoint accuracy up to five meters and be able to work well up to that point, the second one is for if they are not a weapon. Though not her most powerful ability, it is, arguably, her most used and most adaptable ability, with its applications ranging from a shield, or a pane of glass to fix a window, temporarily, to a set of throwing daggers, a katana or even a cannon.
Construct DurabilityAs stated before, the constructs that Irisa makes are incredibly durable and, in fact, have nigh immunity to the normal 'weaknesses' of ice, snow and, by extension, cold, a fact that makes Irisa's constructs some of the most unique on planet Earth. The constructs created are as strong as the strongest of steels, as brittle as titanium and as malleable as gold, meaning; with enough strength, you could hammer a gram of it into more than one square meter, or a gram of it into three hundred plus square meters, which is why Irisa can control her constructs, even ice taken control of, which doesn't gain any feature except the malleability, as if it were water; because it is as strong as the strongest of steels, it takes significant force to break even her weakest constructs, of course; since it is as brittle as titanium, any construct made by Irisa would be incredibly resiliant to being shattered. When created, constructs, whatever they may be, are able to withstand heats hotter than those any Pyrokinetic is capable of putting out, enabling her to go head to head with the most voracious of fire manipulators. Unfortunatly, there are two major weaknesses, the ice can still melt, albeit it will take around twenty four hours or a lot of heat, and ice that was taken control of gains only the 'malleability' of gold, not the strength of steel or the brittleness of titanium.
RageThe rage of Irisa Zephyr Korva deserves its own description and is separated from the ability's "Emotional Stability" portion because of how much of an impact it has on the ability, overall, and what it can do in certain situations. Irisa Zephyr Korva has a dark, dark secret, darker than her other secrets, and that secret is an uncontrollable rage that reveals itself in certain situations, causing her to go into a murderous frenzy. Most likely showing itself when Irisa is about to lose a battle with another superpowered being, her rage makes Irisa lose control of her abilities, that loss of control allowing her to do things that she would usually judge against, like reckless destruction. Endangering herself, her allies, her enemies and, of course, anyone around her, the destructive capabilities of Irisa's cryokinetic ability is revealed once this uncontrollable rage reveals itself. Though it doesn't increase her power level, essentially just making her lose control, it does, as said before, cause her to do things she would usually not do, like unleashing a blizzard on the entire area, something rarely done, even though she can do so. This portion of her ability is considered a weakness due to its uncontrollable nature and the fact it causes a certain 'instability' in her abilities after Irisa calms down, making her have lapses of control in simple tasks, causing her to get angrier faster, possibly causing another incident, for a few weeks after she loses control.
Using up energy from her "three reserves" faster and faster in a fit of rage, the prolonged affects of being angry are more than mere psychological quirks that last a few weeks and, theoretically, could cause permanent mental instability. With all of her energy used, even energy from the rarely tapped "third reserve", also known as her Aura, which has been enhanced significantly by the nature of her abilities, she could suffer from the same affects of using all of that in a shorter amount of time due to her mental state and lack of control. A loss of control over her abilities could mean very, very bad things for Irisa, preservation of energy would be stumped, this lack of control lowering the time she could use her abilities to a few minutes, the destruction she could put out in that short period time possibly having a permanent affect on the environment, specifically the affected area's climate. That loss of control alone could mean that Irisa would fall into a prolonged coma where her metabolic rate slowed even more as she built up energy reserves over the course of several years, maybe even an entire decade, and, in more extreme cases, death. Alone, her loss of control inflicts unimaginable damage on her and the environment around her, effectivelly removing her capability to control her powers like she used to until she goes through the appropriate training.
While it is very important to maintain control due to what would happen if she lost control of her abilities and not just herself, it is also important that she retains a "good" psychological state, something she could lose if she went into a blind rage, which is a rare, but possible, event. Her psychological state is directly linked to control of her abilities and her energy reserves, lowering them, raising them or keeping them steady, a fact that can be used for or against Irisa in or out of battle. Irisa's psychological state controls her life, effectively, and losing control can cause serious, even permanent, loss of that control and a "good" psychological state, which is unfortunate due to the obvious fact that loss of control can cause psychological issues. Capable of causing Post Traumatic Stress Disorders in 'only minor' cases, her rage is a potent force that can ravage her mind and ruin her life within a few moments, which is why she intends to stay in peak mental health. Thankfully, at this time, Irisa's psychological state is good enough to give her a powerful enough control over her rage that it won't 'explode' at random times, meaning, while slightly unstable, her abilities are well under control due to her will.
Due to the rarity of Irisa losing control over herself, it is more likely that smaller amounts of energy will be used during equally minute events of anger, but the possibility always remains that she could kill herself if angered enough. This opens Irisa up to devastation by people capable of manipulating her in ways she can't manipulate others, most of those people being able to control her rage, rage inducers, emotion manipulators, and others like them would be able to eliminate Irisa in this way. No matter how rare such an event like this is, it remains a very, very real threat to Irisa, her allies, her enemies and the being to incite her wrath, so it is highly recommended that anyone looking to take advantage of her abilities doesn't make her lose control. Because of the severity of her "hidden rage", a serious psychological issue in and of itself, Irisa periodically meditates and seeks out psionic allies to aid her in staying calm in situations where that would "prove a necessity". The last fact displayed means that, even if she couldn't find a psionic ally, Irisa would likely keep around some type of psionic, even if she had to manipulate them, due to how much it means to her to stay in control.
Be aware that this weakness to rage inducers, emotion manipulators, those like them and just "normal" loss of control makes her an easy target for abilities, people or situations capable of taking advantage of her wrath. Irisa's innately potent will protects her from situations like this, though not all situations can be fought head on and, at rare times, she may just outright lose control, but her will can still protect her against weaker rage inducers, emotion manipulators and others like them. Stronger, more potent abilities capable of inducing Irisa's rage would likely prove to be a huge issue for her in that they are capable of fighting directly against her will, effectively removing mental control over her rage. Unfortunatly, for Irisa, she will always have this undeniable rage, and no matter how powerful her will is she can, and, possibly, will, be taken advantage of, whether it is for malicious means or to "protect" something. Overall, retaining control is, and always will be, extremely important in Irisa's ability set for it could mean the difference between life and death, so she will always be seeking out ways to "clamp down" on her wrath.
Energy ReservesIrisa has a set amount of energy in her energy reserves that allows her to perform superhuman feats with ice, snow, and the temperatures around her, this energy being gained from food and absorbing it from the area around her. Energy reserves play a huge part in the development, use, future and past of Irisa Zephyr Korva's superhuman ability to manipulate ice, snow and the temperatures around her, each little feat taking a certain amount of energy from said reserves. As these reserves are drained, from feats both large and small, Irisa may feel fatigued, outright exhausted, become unconscious or, in more extreme cases, enter into a prolonged coma or actually die from extreme lack of energy. Because of these various attributes that belong to her energy reserves and, by quite the obvious extension, her abilities, Irisa must use control when performing any kind of superhuman feat, even if it is "simply" making an ice cube. What this means is that any feat too large would drain her of energy while many, many smaller feats could do the same thing, this means that Irisa has a limit to what she can do and how long she can do things, the limit of her ability allowing her to stay at "full power" for, roughly, seven and a half hours.
During these seven and a half hours, Irisa would have to carefully retain some energy so that she avoids a coma at the end, through absorption, utilizing energy wisely and performing smaller feats in ways that allow for larger reactions. In that way, her energy reserves are directly and absolutely linked to the control she has, her physical state and her emotional state, all of these things working together to preserve energy, absorb energy, with her physical state cementing how much energy she has and her mental state cementing how good her control is and if she is in "the right mind" to preserve energy. With all of these attributes of her abilities, body and mind playing a huge part in her capability to wield ice, snow and the temperatures around her, it is no wonder that Irisa Zephyr Korva tries to learn how to preserve energy in whatever ways she can. An expert regarding preservation and minimizing the effort it takes to do things, Irisa is able to drag longer battles out, such as making a shield to absorb "Hot" and "Cold" energies for her abilities and a wide variety of other things so that she can prolong her use to the maximum seven hours and thirty minutes. Unfortunatly, once she hits that limit, or if even one of these attributes don't play out in her favor, Irisa could suffer from extremely serious consequences that could involve extreme exhaustion for long periods of time, unconsciousness, a prolonged coma or, in rare circumstances, even death.
Due to her energy reserves being stored in cells, blood, etcetera, each drop of blood she loses takes a bit of energy with her, each shred of flesh torn away having the same affect and if a life force, aura, or a potent enough energy absorber came along, it could mean bad things for Irisa. Absorbers of life force could drink Irisa's blood, taking large amounts of her energy, with more powerful ones simply and efficiently touching her, draining her of vital, life sustaining energies. Aura absorbers could absorb the energies that flow around her, what is referred to as a "third reserve", meaning Irisa has three reserves, that in her body, that in her mind and that flowing around her. Aura absorbers would, in fact, gain an additional boost in power, more so than other absorbed auras would give them, due to the fact that not only is her power being stored in her aura but her aura is extremely concentrated. Energy absorbers could, theoretically, absorb large amounts of the energy stored within her cells through touch, each particle of energy being stored as kinetic energy, thermal energy, both "cold" and "hot", and various other types of energy, some of them more simple, meaning most of the energies are stored as fat, like in a normal person, though the ensuing battle of wills for the thermal energy would likely render both parties unconscious.
Weaknesses & Limitations:
General WeaknessesIrisa, as an advanced cryokinetic, has her fair share of weaknesses, most of them limited to one power, though there are a special few weaknesses that expand over her entire set of powers, or are more prevelant than others. She has a unique weakness to sunlight and bright lights, meaning she is more vulnerable to Ultra Violet light coming from the sun and bright lights somehow weaken her form; this means exposure is making her immune system and, overall, the strength of her skin, muscles, bones, etcetera, thirty three percent less efficient than the average human's immune system, skin, muscles, bones and etcetera, this allows her to literally be shattered and, due to her weakened immune system, through some odd event, all vaccines, cures, etcetera, are only two-thirds as effective. The 'Black Frost' also has an innate weakness to wasp poison, the poisons not affecting her in odd ways that neurotoxins would or any flesh-eating toxin but in a way that significantly affects her by weakening the semi-crystalline structure of her skin farther than it is already weakened; this means that a wasp's sting is essentially ensuring the thirty three point three percent weakness is "enhanced" to a eighty percent plus weakness; it is quite possible that multiple stings could kill her by causing her to literally fall apart. Aside from the beforementioned weaknesses, Irisa has several other weaknesses that affect certain powers of hers or aren't as extensive as the latter mentioned "general ability" weaknesses.
AP Limitations & WeaknessesThe attributes that aren't Irena's senses are only enhanced to above those of a olympic athlete, and, while technically superhuman, are not that impressive, with her 'only' being able to lift three times her weight instead of double that, and 'only' run a few miles per hour faster than Hussein Bolt. As such, she can only run twenty five miles per hour while being able to do so at double the amount of time Hussein Bolt can endure running at this speed, which is not that much of a superhuman feat, though it is technically above the norm. Irena can lift three times her own weight, one half more than olympic-level athletes can lift, which is double their own weight, and at this point she is really straining herself, muscles will ache and some will even rip at this weight, like she does at her maximum speed, so she usually sticks with two times her own weight, though it is almost always lowered to the point of her own weight so that she doesn't hurt herself. Her balance, flexibility, stamina, etcetera, are all double as effective as a olympian-level athlete's, meaning she can last longer than them, flex more than them and is innately more balanced than them, though at this point she is straining herself, possibly tearing muscles and putting herself in what is possibly unnecessary danger, because of this she usually keeps it at normal levels. Unfortunatly, due to Irena's now crystalline composition, she is less durable than a normal human, in fact she is thirty three point three percent less durable than a human, meaning for all of her strengths her skin can break easier and her immune system is weaker, meaning a paper cut from dirty paper can give her an infection faster than a normal, as in average, healthy and non-olympic level athlete, or even a non-athlete, human, this weakness even going so far as to give her an infection when a average, healthy person wouldn't get one. Aside from these, she has a weakness to sunlight, ultra violet light and bright lights that can cause affects ranging from fatigue to skin cancer appearing in her when it wouldn't appear in a normal person. Her lower than average durability is due to a weak crystalline structure that allows her to literally be shattered, if one would be able to get close enough, something that she literally loathes, though something she can never change.
Personality:Greedy, that is one word most would use to describe Irisa for she is truly the personification of what could be, in the right circumstances, a set of abilities that can change the tide of a war between two organizations. Utilizing her abilities for only herself and the improvement of her life, Irisa is the kind of person that manipulates, lies and schemes to get what she wants, doing anything possible to outsmart friends, family, allies and, of course, enemies. Oddly enough, despite her greed, Irisa doesn't want just a few thousand dollars more, or a simple, lowgrade laptop, no, she wants the best of everything. Because of that "best of everything trait", Irisa only deals in things that would get her that, pointing to the fact that she possibly has an above average intelligence, which is extremely likely due to her education. She usually only affiliates herself with those that have above average intelligence, not wanting to "taint" herself, which means she may only see those as intelligent as herself as near equals. I utilize near equals loosely, because, to be quite frank, Irisa is an egomanical greedy bitch that will do anything possible to get what she wants, even if it means killing friends, family and allies.
Irisa's greed is grounded deep into her mind, body and soul, controlling almost every choice she makes in almost all situations she gets herself into, her other choices get herself into and, well, anything else, really. Hidden by insatiable curiosity and an oddly strong ambition to explore science, to sate her curiosity for just a few moments before searching again, Irisa's greedy side is one that is so well hidden that even people who can detect lies wouldn't sense her greedyness, that's how good she is at hiding it. Partly monstrous, partly human, in origin, no one should underestimate what greed can do to a person, what it can make a person do to others, to themselves, even to people that are family members or charished friends. Fortunatly, there have been some events in her life that have opened up her mind to a 'special few things' that cause her to dislike so-called "Heroes" with utter venom and hatred in her thoughts, in her words. These events will be explained later, both in biography and in personality, the events that have changed her to, at very, very special points, to, not abandon, but instead to dampen her greed, slowing its ever so hungry mouth so that it doesn't wish to feed.
She's quite clueless about her overall capabilities as a person, not understanding that being a person and having friends does in fact have its value in life, Irisa even goes so far as to ignore those wishing to wed her. While not completely clueless, she is quite ignorant to the world around her and how things "actually work" in the "real world", which merges with her other personality traits to make an odd combination. Being slightly apathetic to many situations and feeling nothing when even her allies die, Irisa is quite the oddball and considered by some to be an outcast if they find out about this. Due to her nature, Irisa is truly a unique individual while still being one of millions of unique individuals that possess the same condition that occupies both mind and body. She possesses Asperger's Syndrome, which is obvious, though not in this time period, due to the fact that she is apathetic towards thing that don't interest her, though most don't notice this right away it is obvious once others spend "quality time" in her presence. Although she isn't considered to be the "most apathetic" or the most "odd", Irisa ranks right up there with quite a few people and even goes so far as to consider herself, in her own words, a "total and utter freak of the highest magnitude", a compliment to herself on her part. Fortunatly, this comes with a benefit and she understands that in the most logical way which goes perfectly with the benefit, the benefit being that she approaches most situations with a logical and tactical mindset.
As stated before, Irisa expresses tendencies that are odd, for any person, or at least most people on Earth, having 'quirks' that ensure she approaches everything with a tactical and logical mindset that allows her to do things many can't while also disallowing her to do things many can. This difference in her brain causes the way she acts, the way she thinks, what she says and even the way she talks to be the way they are, with acts and speech being analyzed before they are allowed, by Irisa, to occur. A logical mindset has the woman that is Irisa looking over things with an uncanny intellect, everything approached without what she considers 'too many' emotions running around in her brain, enabling Irisa to function in a higher capacity while disallowing her to savor those moments that she would surely need to experience humanity as it is. Meanwhile, the tactical side of her brain works side-by-side the logical mindset that Irisa has to ensure that she has at least some amount of victory in every situations she encounters and, if it is a battle, ensuring that even at a loss Irisa would have inflicted heavy amounts of damage to enemy soldiers. These things together add depths and take away depth from her personality at the same time, both hampering Irisa in some areas in her life and aiding her in other areas of her life, something thatis referred to as a double edged sword.
Though not the most egotistical, Irisa can be considered a person that suffers from egomania in the sense that she isn't the best at comforting others and would only do so if it benefits her in some way. Holding herself high above the "unintelligent masses", Irisa may, at times, seem less intelligent than she really is due to her egomania, a natural trait of those with any level of ego embedded into their mind. With her intelligence, it can be considered that Irisa may acknowledge her ego, though, as with people like her, you can never truly know since they almsot always shrug it off as someone insulting them or just don't know "it's there". Almost always considering herself the smartest person in the room, you can expect to be corrected on many things if Irisa feels there is a reason to do so, even though this most likely won't be the case, unless you are "exceptionally daft". Irisa's ego also makes her extremely dangerous, making her do things that most wouldn't due to her confidence in herself, whether those things happen in the battlefield or the boardroom really depends on the situation.
Irisa is extremely intelligent, a polymath that possesses skills in various fields that range from things like Advanced Calculus to theoretical physics, genetics and various other things that most people have no skill in. While tactical analysis, business management and advanced engineering are her strong suits, no one can underestimate her capabilities in the fields of things like psychology. Usually utilizing her intelligence to make new technology and boost herself to better positions in whatever area of life she would be in, Irisa's capabilities are second to none most of the time. Most likely the reason why she considers herself better than some people, the only downside of her intelligence is that she goes at things in logical, unemotional ways that some just don't understand. Although her intelligence and logical approach to things can get in the way, some of the time it benefits Irisa by allowing for her to take care of situations most can't. With multi-tasking being a breeze for her, advanced calculations for many things being more than simple and her logical approach working most of the time, Irisa really can't see a reason to change, which in itself, along with other things, is as much of a weakness as it is a strength.
Irisa's intelligent quotient is in fact much smaller than most would believe it to be, the intelligence of her species crossing over to her, above average in them, but still a bit lower on the scale than most would think. She has an I.Q. of 132 and yet she acts out the plans of a genius with unrivalled precision, the decisions she makes deciding her future and, possibly, the future of others, and most people wonder why but that is because most decisions are coldly calculated in her mind. Though able to be beaten in a game of chess, even after years of training, by a grand chessplayer, Irisa would have inflicted heavy damage on your 'army', and that is what the back up to most of her offensive, or even defensive, plans are, to ruthlessly give your lives up when a loss is near to inflict irreperable damage upon the enemy. The downside of this all is that the latter mentioned is not just in her mind, it's not just internal, her cold and calculating demeanor oozes from her beautiful skin, it makes her socially awkward. Another downside to her intelligence is that it intertwines with her ego and her greed, with her believing a lot of her plans are 'nigh undefeatable', never fullproof, but nigh undefeatable, and all of her plans, decisions, etcetera, having an ulterior motive, making Irisa more complicated than she appears.
Irisa Zephyr Korva has a fear not mentioned in her dislikes, or even her flaws, this fear being something that is quite important to her mind, body and soul, overall, through their entireties, something no one can ignore. Irisa Zephyr Korva is scared of rising souls, the "Heroes" that are making a name for themselves by helping the public, but not because she thinks they are after her, no, but instead because of what she thinks they will do. With a belief that all the world's heroes will turn on all the world's people for their own, malicious means, Irisa holds herself higher than them, convincing herself she is the way she is and she does the things she does to, in the end, stop these heroes from rising up. Ruthless, that is one word that people would describe her when it comes to making decisions with Earth's "Heroes", something that will fuel her for all of eternity to enact unending wrath for what they did to her and what she believes they will do to everyone. So you see, even her most malevolent plans have a benevolent reason behind them, and she doesn't care if it is a so-called situation of 'wrong act, right reasons', she only cares that she is saving the world from these monsters.
Likes:
- Success
- Science
- Books & Reading
- Violins
- Pianos
- Learning
- Seafood & Shellfish
- Wine
- Whiskey
- Expensive Cheeses
- Technology
- "Moderatly intelligent" people
- Polar Bears, Lions, Tigers & Wolves
- Exotic, rare & (beautifully) odd animals
- Victory
- Jewelry
- A large, comfortable bed
- Firm beds and pillows
- Dresses, high heels, cool glasses & sunglasses
- Colder/cold temperatures
- Water & Ice Water with lemon
- Swimming
- Roses
- Improvement
- Adaptability
- Chocolate
- Long novels
- Novels with interesting plots
- Ink pens
- Tighter/Tight clothes
- Luxury candies
- Hand-made quilts and blankets
- Tea
- Herbal tea
- Black Tea
- Exotic Tea
- Most Teas
- People with "slightly refined tastes"
- Tactics
- Logic
- Writing & Music
- Physics
- Improvement of yourself with your own knowledge
- Money
- Silver & Platinum
- Martial Arts
- Dancing
- Refining of your own knowledge
- Exotic Foods
- Rums
- Accuracy
- Juicy, sweet, & sour fruits
Dislikes:
- Mutts(as in any canine that isn't a beautiful wolf or Alaskan husky or a member of the Alaskan Husky's "family")
- Idiots
- Bigots
- Misunderstandings
- Carrot Cakes
- Carrots
- Stale chips
- Failing
- Losing
- Dumb animals
- Most people & "Heroes"((not the T.V. show, that doesn't really exist now))
- Warm Weather
- Hot Weather
- Clutter
- People with bad tastes
- Loose & Baggy Clothing
- Stains
- Bad dry cleaners
- Failed experiments
- "Too much" yellow
- Fighting, well, when she could get someone else to fight
- Laziness
- Stupid nicknames
- Bright lights
- Bumble bees[buzz...buzz...buzzzzzzzzzzzzzz, yellow]
- Wasps[what are these doing on my porch!? They do not go with the flowers!]
- Ants
- Ticks (the arachnids)
- Disorganized people
- Loud noises
- Broken clocks
- Mismatched shoes & clothes
- Daft & Dumb pawns
- Ruined books
- Stupid plots in novels
- Syrupy soda
- Mushy, ruined pancakes & Burnt pancakes
- Licorice soda
- Unopened luxurious wines that deserve her[she likes wine, but isn't an alchoholic]
- Faux rums, AKA beer
- Stolen work
- Unfinished business
- Stories that are too short
- Crying babies
- Abusive parents
- Abusive husbands & wives
- Abusive children
- Abusive families/abusive family members
- Trucks
- Ugly Trucks
- Animal abusers
- Rapists
- Kid killers
- New Borns & Kids in general
- Abortion, homophobes, racists, etcetera
Flaws & Fears:
- It is unlikely her abilities will develop any farther[her abilities are literally 'frozen' in the state they are even at age fourty two]
- Greedy
- Egomaniacal
- Superiority complex
- Abusive past
- Irrational fear of bees
- Allergy to wasps
- Irrational fear of swarms of ants
- Irrational fear of large ticks
- Dangerous to herself in the right circumstances
- Compulsive liar
- Not "the best cook"
- It is hard for her to accept that someone else may be correct
- No living family members
Fear of Idiots (That was just her being a biatch, ignore that)
Short bio of Character:
Born to a relatively wealthy family in Antarctica, Irisa was set for a life of money, friends and partying, if only she "hadn't turned out the way she did", as in "if only she hadn't been born like she was". Instead of being the party girl-turned-responsible-heiress after age eighteen, Irisa turned out to be a genius, which isn't necessarily a bad thing but it was just the odd, rapid growth that she displayed. Speaking by the time she was two months old and memorizing various human languages by the time she was three, along with learning how to walk in half the time it took others to learn, her growth caught everyone off guard, though at first her parents were proud. Eventually, they found out that she was quite odd, being apathetic to some things, but still they were proud and would continue to be until they day they died. Though they would only stay proud if they didn't realize how far this apathy reached, how greedy Irisa would become, an attribute she would learn to hide, and the fact that she faked tears when she heard her childhood pet died. The reason for this may catch some off guard, though the evil and, possibly, good will acknowledge the fact that a situation like this could happen, her mother was a witch, and a powerful one at that. Irisa herself found this out by wandering upon her mother's old spell book hidden away in their ship's storage bay, an area she was allowed to play in, with supervision of course, though once one looked away from her they would quickly find that she had taken an interest in a particular box.
"Of course, after that, they sent me off to rot. I'd found something I wasn't supposed to, monstrosities."
((It's a "humanized" history))
"The evil that is here has always been here, it doesn't care if it kills one boy or a million men. It's names have been Cain, Lucifer & Hitler. You can now call it Irisa."

by Harbertia » Sat Feb 01, 2014 6:55 pm
by Personal Freedom » Sat Feb 01, 2014 6:59 pm
Harbertia wrote:I'm in one of those moods where I want to say; "End them, end them all." when it comes to my characters. It's randome having some reason that I can't quite graps.

by Rynagria » Sat Feb 01, 2014 7:01 pm
The Dragonry wrote:The Dragonry wrote:(Image)
Name: Irisa Zephyr Korva
Physical Appearance:
How old does she appear: She appears to be in her twenties
Weight: 105-110 Pounds
Height: Five feet Nine inches tall
Body build: Thin, lithe, tall
Shape of face: N/A
Eye color: Blue
Glasses: Due to her hypersensitivity to bright light and Ultra Violet light, Irisa usually wears Elton John red, white or black sunglasses with her dress, depending on its color
Skin tone: Fair
Distinguishing marks: Scars on her back
Predominant features: Frosty mist will, occasionally, hover on and/or around her body
Hair color: Blonde
Type of hair: Silky, smooth
Hairstyle: Irisa's hair is usually left hanging, falling to the middle of her back
Voice: Silky, smooth, feminine
Overall attractiveness: High
Physical disabilities: Hypersensitivity to bright lights and Ultra Violet light
Usual fashion of dress: Formal
Favorite outfit: Irisa has taken to wearing a beautiful, flowing red, white or black dress, preferring a white one, accompanied by red, white or black Elton John sunglasses and red, white or black high heels.
Jewelry or accessories: Various, described in equipment
Irisa Zephyr Korva stands at five feet ten inches tall, a height unusual for a woman, with a weight between one hundred five and one hundred ten pounds, the perfectly balanced weight and height merging to form a thin, lithe, tall and, overall, beautiful body. Irisa's blonde hair, oozing with a frosty beauty, cascades down warm, milky cheeks that have a perfect tint, highlighting bright blue eyes, these blue eyes holding a secret just as the rest of her body does, a secret all want to learn. Red lipstick made of the highest ingredients gained from House Korva's wealth, a wealth deeply integrated into every area of agriculture, medicine, science and other things that make the world work, rests on her lips, unfaltered by water, being licked or even a kiss. A single mole rests on her right cheek, arguably a feature that, if missing, would make it seem as if something was missing from her face, her body, her heart and her soul, something that would make her who she wasn't. Thin, curved eyebrows, pearl white teeth, silky, smooth skin without blemishes of any kind, a single mole, the perfect hair matching perfect, deep and bright blue eyes, and red lip stick combine with a tall, lithe figure, making Irisa more beautiful as the list goes on and on.
Alias: Chione
Gender: Female
Age: Unknown
Faction: Independent
Side: Neutral, or evil, depending on how you look at it
Affiliations: The House of Korva, the Star Corporation, Star Delicacies & The Pantheon
Powers and Abilities:
Arctic PhysiologyThe single core ability that Irena has spawned several other abilities such as her potent capabilities as a cryokinetic, her ability to lower temperatures is a unique ability that she calls an "Arctic Physiology". This enhances her strength, speed, reflexes and senses to the point that they are at the peak levels and, indeed, beyond even those levels of the human species, enabling her to run faster, think faster, hit harder, react better and hear even the smallest sounds. Unfortunatly, she can 'only' lift three times her weight, instead of double that, Irisa can 'only' run a few miles per hour faster than Hussein Bolt, something that makes her technically superhuman, though no where near the levels of most. As an obvious capability, she is able to withstand temperatures far, far exceeding the norm of her race, and is literally a being that is incapable of getting frost bite or anything that would be given to her via cold temperatures, she's effectively immune to cold temperatures, though not being impaled by ice through the heart. Likewise, she is able to resist heat, an odd ability among those like her, enabling her to endure heats higher than most people can resist, though, like all things, she can still burn, it only takes a bit over double the amount of heat to burn her, which is around two hundred fifty degrees fahrenheit.
Cryokinesis & FrigiokinesisIrisa Zephyr Korva's most well known ability is the superhuman capability to manipulate, generate and, of course, project ice, snow and cold in a wide array of varying forms by freezing moisture around her or taking control of ice already around her. Focused more around skill and prowess than sheer power, though it is there, Cryokinesis is an odd ability that has a balanced mixture of power and control in the right individuals, enabling Irisa to make beautiful art or cause horrible incidents to occur. While her Frigiokinetic capabilities revolve around affecting larger amounts of invididuals or wider areas than her Cryokinetic ability, Irisa's capability to affect smaller amounts of people or land is on the same scale as her Frigiokinetic capability to affect larger amounts of the same thing. What this means is that her range is far longer and her accuracy far, far higher, allowing her to maintain accuracy at ranges of two or even three kilometers, while in peak condition, in just the right circumstances. Cryokinesis strengthened by her will power and counteracted by the fragility of her body, Irisa's weaknesses and strengths merge perfectly to create an ability that, while effective, will always have its downfalls, freezing Irisa's ability set in the state it is in just like she can freeze others.
Now, moving onto how she performs these superhuman, beautiful and, indeed, nigh-magical feats of manipulation, the "how" being quite simple in essence but, as you look deeper, it becomes more and more complicated. Intimately connected to the Frigiokinetic ability to lower, and slightly raise, the temperatures of anything capable of having its temperatures lowered, something that can be used to mimic some but not all cryokinetic phenomenon. By taking telekinetic control of frozen matter around her, or, indeed, actual cold, she can manipulate ice, snow and frost for a wide variety of effects, including, but not limited to, freezing human flesh, firing blasts of cold and many, many other things. This ability is not unique to her but it is one of the more amazing things on planet Earth, and not just because of her natural, amazing control over ice, snow and frost but also because it is not just about power but instead about control. With this ability, there is a great future ahead of Irisa, but it all depends on what she chooses to do with it, let us all just hope that Irisa makes the right choices, though, due to her personality, that is highly unlikely.Irisa's superhuman cryokinetic and cryogenerative do, and always will, have a source that is connected with them in every way whatsoever throughout the life that Irisa lives, throughout every spike of ice flung, throughout everything, essentially. She can manipulate cold via an ability quite aptly named 'Frigiokinesis' and, by a miraculous extension, manipulate ice, cause frosty mists and a variety of other phenomonon associated with cold and cold weather. By literally causing the molecules in things ranging from water to blood and flesh to slow down, she can turn water into ice, freeze the human body from the inside out, or vice versa, while being able to cause already frozen things to melt at will. The capability to manipulate cold has a wide variety of uses not limited to just freezing things, but instead lowering the temperature in the area, causing weather-related phenomonon or many other incidents. With this fact revealed, we move onto the next portion of Frigiokinesis in the hopes that we can reveal a bit more about her abilities related to Frigiokinesis and Cryokinesis, hopefully revealing their uses even farther to the intuitive mind.
This ability in particular has a much longer range than Irisa's cryokinesis but it's accuracy and ability to affect small areas and individuals have been lowered intensly , though, fortunatly, it is good at affecting large areas. While not directly offensive, or, indeed, defensive in almost any way you can think of, the ability to manipulate cold can be useful by causing a frosty mist to suddenly "appear" via manipulating moisture in just the right way, or by causing blistering heats to be lowered, allowing you to last longer in a desert. Another useful "feature" of the ability to freeze moisture in the air, or elsewhere, and melt frozen things at will, is that you could freeze moisture before melting it, causing it to turn into water, giving you access to purified water. Defensively, the ability could be used to cause a shield of ice to appear, cause frosty fogs that bite at the skin to form or make slick ice on the ground to make an opponent/enemy to trip, protecting you in indirect, or direct, ways. Offensively, it could be used much in the same way such as causing small spikes of ice to be created in the air, allowing them to fall on the opponent, or opponents, and cut them in various places.
ControlAble to control and manipulate ice as if it were water, capable of generating "cold" energy and able to project blasts of frost, project ice spikes or daggers and do a wide variety of other amazing, superhuman feats with her cryokinetic and cryogeneration capabilities, Irisa is a potent foe and a good ally to have around. Her cryokinetic and cryogenerative abilities take a certain amount of control that most other cryokinetics lack, meaning that she can do things they can't, though she also has more limitations than them, as a trade off. Despite all of her power, Irisa also has a weakness and that weakness is being in the right condition to be have the capability to control her abilities, something that could get in the way of combat or even everyday life. Irisa has immense control over ice, her control allowing her to make intricate constructs out of both snow and ice at will, allowing her to make extremely beautiful daggers of ice to fling through the air and enabling her to, somehow, 'enchant' weapons with magical properties that have something to do with ice, snow, water or, generally, her abilities. This control can be broken, it can falter, it can be weakened, or it can be strengthened by the mental and physical state that Irisa is in, an unfortunate fact, for her, anyways, that means she will forever be cursed to try and stay in her best shape.
RangeIrisa's abilities can stretch far and wide, the distance she is able to cover being nearly ten well-ridden kilometers, or, with Frigiokinesis and not cryokinesis, a bit more than that, but with less control over it at a distance. With a maximum range of eight kilometers for Cryokinetic capabilities, it is no wonder that Irisa's control enables her to have pinpoint accuracy a few kilometers before that before accuracy begins to taper off. After those few kilometers, her control over snow, ice and cold begins weakening and she, most likely, will be able to hit small targets with 'higher than human accuracy', a trait reserved for distances at and below those few kilometers. Even with that fact stated, it is quite evident she can be lethal or just outright harm, or even disable, an individual if they are within the range of her abilities, allowing for her to achieve a wide variety of affects regarding smaller areas and single individuals. Unfortunatly, smaller projectiles are harder to aim with and, as such, Irisa will most likely use larger, slower, but more powerful and far deadlier, projectiles to hit targets, or she could just fire concussive, freezing blasts of cold.
ConstructsIrisa is capable of creating extremely intricate and beautifully cryokinetic constructs at will, forging ice into a wonderfully artistic medium to be used for a wide variety of things, including, but not limited to, 'simple' daggers or an ice cannon, though it's not limited to weaponry, but can also be used for tools. Due to its applicability and adaptability in various situations of all types, this is most likely the ability that Irisa will use, not only because it can be used to create a highly detailed 'Winter Rose', which is literally a rose-shaped construct, but also can be used to create a cannon and its 'ammunition'. Limited by the will power and the imagination of Irisa, people able to hamper her creativity would be able to bypass her abilities to a much larger extent than most of her powers would be affected, limiting her to simpler constructs such as a dagger, a spear, a trident or a whip, or even a grappling hook. Able to be controlled telekinetically by her at distances up to eight kilometers, the maximum range of her cryokinesis, whether the constructs are a giant spike, multiple spikes, daggers, a sword, a shield or even a 'Guardian', which is essentially a creature formed of ice that is controlled telekinetically, they are assured to have pinpoint accuracy up to five meters and be able to work well up to that point, the second one is for if they are not a weapon. Though not her most powerful ability, it is, arguably, her most used and most adaptable ability, with its applications ranging from a shield, or a pane of glass to fix a window, temporarily, to a set of throwing daggers, a katana or even a cannon.
Construct DurabilityAs stated before, the constructs that Irisa makes are incredibly durable and, in fact, have nigh immunity to the normal 'weaknesses' of ice, snow and, by extension, cold, a fact that makes Irisa's constructs some of the most unique on planet Earth. The constructs created are as strong as the strongest of steels, as brittle as titanium and as malleable as gold, meaning; with enough strength, you could hammer a gram of it into more than one square meter, or a gram of it into three hundred plus square meters, which is why Irisa can control her constructs, even ice taken control of, which doesn't gain any feature except the malleability, as if it were water; because it is as strong as the strongest of steels, it takes significant force to break even her weakest constructs, of course; since it is as brittle as titanium, any construct made by Irisa would be incredibly resiliant to being shattered. When created, constructs, whatever they may be, are able to withstand heats hotter than those any Pyrokinetic is capable of putting out, enabling her to go head to head with the most voracious of fire manipulators. Unfortunatly, there are two major weaknesses, the ice can still melt, albeit it will take around twenty four hours or a lot of heat, and ice that was taken control of gains only the 'malleability' of gold, not the strength of steel or the brittleness of titanium.
RageThe rage of Irisa Zephyr Korva deserves its own description and is separated from the ability's "Emotional Stability" portion because of how much of an impact it has on the ability, overall, and what it can do in certain situations. Irisa Zephyr Korva has a dark, dark secret, darker than her other secrets, and that secret is an uncontrollable rage that reveals itself in certain situations, causing her to go into a murderous frenzy. Most likely showing itself when Irisa is about to lose a battle with another superpowered being, her rage makes Irisa lose control of her abilities, that loss of control allowing her to do things that she would usually judge against, like reckless destruction. Endangering herself, her allies, her enemies and, of course, anyone around her, the destructive capabilities of Irisa's cryokinetic ability is revealed once this uncontrollable rage reveals itself. Though it doesn't increase her power level, essentially just making her lose control, it does, as said before, cause her to do things she would usually not do, like unleashing a blizzard on the entire area, something rarely done, even though she can do so. This portion of her ability is considered a weakness due to its uncontrollable nature and the fact it causes a certain 'instability' in her abilities after Irisa calms down, making her have lapses of control in simple tasks, causing her to get angrier faster, possibly causing another incident, for a few weeks after she loses control.
Using up energy from her "three reserves" faster and faster in a fit of rage, the prolonged affects of being angry are more than mere psychological quirks that last a few weeks and, theoretically, could cause permanent mental instability. With all of her energy used, even energy from the rarely tapped "third reserve", also known as her Aura, which has been enhanced significantly by the nature of her abilities, she could suffer from the same affects of using all of that in a shorter amount of time due to her mental state and lack of control. A loss of control over her abilities could mean very, very bad things for Irisa, preservation of energy would be stumped, this lack of control lowering the time she could use her abilities to a few minutes, the destruction she could put out in that short period time possibly having a permanent affect on the environment, specifically the affected area's climate. That loss of control alone could mean that Irisa would fall into a prolonged coma where her metabolic rate slowed even more as she built up energy reserves over the course of several years, maybe even an entire decade, and, in more extreme cases, death. Alone, her loss of control inflicts unimaginable damage on her and the environment around her, effectivelly removing her capability to control her powers like she used to until she goes through the appropriate training.
While it is very important to maintain control due to what would happen if she lost control of her abilities and not just herself, it is also important that she retains a "good" psychological state, something she could lose if she went into a blind rage, which is a rare, but possible, event. Her psychological state is directly linked to control of her abilities and her energy reserves, lowering them, raising them or keeping them steady, a fact that can be used for or against Irisa in or out of battle. Irisa's psychological state controls her life, effectively, and losing control can cause serious, even permanent, loss of that control and a "good" psychological state, which is unfortunate due to the obvious fact that loss of control can cause psychological issues. Capable of causing Post Traumatic Stress Disorders in 'only minor' cases, her rage is a potent force that can ravage her mind and ruin her life within a few moments, which is why she intends to stay in peak mental health. Thankfully, at this time, Irisa's psychological state is good enough to give her a powerful enough control over her rage that it won't 'explode' at random times, meaning, while slightly unstable, her abilities are well under control due to her will.
Due to the rarity of Irisa losing control over herself, it is more likely that smaller amounts of energy will be used during equally minute events of anger, but the possibility always remains that she could kill herself if angered enough. This opens Irisa up to devastation by people capable of manipulating her in ways she can't manipulate others, most of those people being able to control her rage, rage inducers, emotion manipulators, and others like them would be able to eliminate Irisa in this way. No matter how rare such an event like this is, it remains a very, very real threat to Irisa, her allies, her enemies and the being to incite her wrath, so it is highly recommended that anyone looking to take advantage of her abilities doesn't make her lose control. Because of the severity of her "hidden rage", a serious psychological issue in and of itself, Irisa periodically meditates and seeks out psionic allies to aid her in staying calm in situations where that would "prove a necessity". The last fact displayed means that, even if she couldn't find a psionic ally, Irisa would likely keep around some type of psionic, even if she had to manipulate them, due to how much it means to her to stay in control.
Be aware that this weakness to rage inducers, emotion manipulators, those like them and just "normal" loss of control makes her an easy target for abilities, people or situations capable of taking advantage of her wrath. Irisa's innately potent will protects her from situations like this, though not all situations can be fought head on and, at rare times, she may just outright lose control, but her will can still protect her against weaker rage inducers, emotion manipulators and others like them. Stronger, more potent abilities capable of inducing Irisa's rage would likely prove to be a huge issue for her in that they are capable of fighting directly against her will, effectively removing mental control over her rage. Unfortunatly, for Irisa, she will always have this undeniable rage, and no matter how powerful her will is she can, and, possibly, will, be taken advantage of, whether it is for malicious means or to "protect" something. Overall, retaining control is, and always will be, extremely important in Irisa's ability set for it could mean the difference between life and death, so she will always be seeking out ways to "clamp down" on her wrath.
Energy ReservesIrisa has a set amount of energy in her energy reserves that allows her to perform superhuman feats with ice, snow, and the temperatures around her, this energy being gained from food and absorbing it from the area around her. Energy reserves play a huge part in the development, use, future and past of Irisa Zephyr Korva's superhuman ability to manipulate ice, snow and the temperatures around her, each little feat taking a certain amount of energy from said reserves. As these reserves are drained, from feats both large and small, Irisa may feel fatigued, outright exhausted, become unconscious or, in more extreme cases, enter into a prolonged coma or actually die from extreme lack of energy. Because of these various attributes that belong to her energy reserves and, by quite the obvious extension, her abilities, Irisa must use control when performing any kind of superhuman feat, even if it is "simply" making an ice cube. What this means is that any feat too large would drain her of energy while many, many smaller feats could do the same thing, this means that Irisa has a limit to what she can do and how long she can do things, the limit of her ability allowing her to stay at "full power" for, roughly, seven and a half hours.
During these seven and a half hours, Irisa would have to carefully retain some energy so that she avoids a coma at the end, through absorption, utilizing energy wisely and performing smaller feats in ways that allow for larger reactions. In that way, her energy reserves are directly and absolutely linked to the control she has, her physical state and her emotional state, all of these things working together to preserve energy, absorb energy, with her physical state cementing how much energy she has and her mental state cementing how good her control is and if she is in "the right mind" to preserve energy. With all of these attributes of her abilities, body and mind playing a huge part in her capability to wield ice, snow and the temperatures around her, it is no wonder that Irisa Zephyr Korva tries to learn how to preserve energy in whatever ways she can. An expert regarding preservation and minimizing the effort it takes to do things, Irisa is able to drag longer battles out, such as making a shield to absorb "Hot" and "Cold" energies for her abilities and a wide variety of other things so that she can prolong her use to the maximum seven hours and thirty minutes. Unfortunatly, once she hits that limit, or if even one of these attributes don't play out in her favor, Irisa could suffer from extremely serious consequences that could involve extreme exhaustion for long periods of time, unconsciousness, a prolonged coma or, in rare circumstances, even death.
Due to her energy reserves being stored in cells, blood, etcetera, each drop of blood she loses takes a bit of energy with her, each shred of flesh torn away having the same affect and if a life force, aura, or a potent enough energy absorber came along, it could mean bad things for Irisa. Absorbers of life force could drink Irisa's blood, taking large amounts of her energy, with more powerful ones simply and efficiently touching her, draining her of vital, life sustaining energies. Aura absorbers could absorb the energies that flow around her, what is referred to as a "third reserve", meaning Irisa has three reserves, that in her body, that in her mind and that flowing around her. Aura absorbers would, in fact, gain an additional boost in power, more so than other absorbed auras would give them, due to the fact that not only is her power being stored in her aura but her aura is extremely concentrated. Energy absorbers could, theoretically, absorb large amounts of the energy stored within her cells through touch, each particle of energy being stored as kinetic energy, thermal energy, both "cold" and "hot", and various other types of energy, some of them more simple, meaning most of the energies are stored as fat, like in a normal person, though the ensuing battle of wills for the thermal energy would likely render both parties unconscious.
Weaknesses & Limitations:
General WeaknessesIrisa, as an advanced cryokinetic, has her fair share of weaknesses, most of them limited to one power, though there are a special few weaknesses that expand over her entire set of powers, or are more prevelant than others. She has a unique weakness to sunlight and bright lights, meaning she is more vulnerable to Ultra Violet light coming from the sun and bright lights somehow weaken her form; this means exposure is making her immune system and, overall, the strength of her skin, muscles, bones, etcetera, thirty three percent less efficient than the average human's immune system, skin, muscles, bones and etcetera, this allows her to literally be shattered and, due to her weakened immune system, through some odd event, all vaccines, cures, etcetera, are only two-thirds as effective. The 'Black Frost' also has an innate weakness to wasp poison, the poisons not affecting her in odd ways that neurotoxins would or any flesh-eating toxin but in a way that significantly affects her by weakening the semi-crystalline structure of her skin farther than it is already weakened; this means that a wasp's sting is essentially ensuring the thirty three point three percent weakness is "enhanced" to a eighty percent plus weakness; it is quite possible that multiple stings could kill her by causing her to literally fall apart. Aside from the beforementioned weaknesses, Irisa has several other weaknesses that affect certain powers of hers or aren't as extensive as the latter mentioned "general ability" weaknesses.
AP Limitations & WeaknessesThe attributes that aren't Irena's senses are only enhanced to above those of a olympic athlete, and, while technically superhuman, are not that impressive, with her 'only' being able to lift three times her weight instead of double that, and 'only' run a few miles per hour faster than Hussein Bolt. As such, she can only run twenty five miles per hour while being able to do so at double the amount of time Hussein Bolt can endure running at this speed, which is not that much of a superhuman feat, though it is technically above the norm. Irena can lift three times her own weight, one half more than olympic-level athletes can lift, which is double their own weight, and at this point she is really straining herself, muscles will ache and some will even rip at this weight, like she does at her maximum speed, so she usually sticks with two times her own weight, though it is almost always lowered to the point of her own weight so that she doesn't hurt herself. Her balance, flexibility, stamina, etcetera, are all double as effective as a olympian-level athlete's, meaning she can last longer than them, flex more than them and is innately more balanced than them, though at this point she is straining herself, possibly tearing muscles and putting herself in what is possibly unnecessary danger, because of this she usually keeps it at normal levels. Unfortunatly, due to Irena's now crystalline composition, she is less durable than a normal human, in fact she is thirty three point three percent less durable than a human, meaning for all of her strengths her skin can break easier and her immune system is weaker, meaning a paper cut from dirty paper can give her an infection faster than a normal, as in average, healthy and non-olympic level athlete, or even a non-athlete, human, this weakness even going so far as to give her an infection when a average, healthy person wouldn't get one. Aside from these, she has a weakness to sunlight, ultra violet light and bright lights that can cause affects ranging from fatigue to skin cancer appearing in her when it wouldn't appear in a normal person. Her lower than average durability is due to a weak crystalline structure that allows her to literally be shattered, if one would be able to get close enough, something that she literally loathes, though something she can never change.
Personality:Greedy, that is one word most would use to describe Irisa for she is truly the personification of what could be, in the right circumstances, a set of abilities that can change the tide of a war between two organizations. Utilizing her abilities for only herself and the improvement of her life, Irisa is the kind of person that manipulates, lies and schemes to get what she wants, doing anything possible to outsmart friends, family, allies and, of course, enemies. Oddly enough, despite her greed, Irisa doesn't want just a few thousand dollars more, or a simple, lowgrade laptop, no, she wants the best of everything. Because of that "best of everything trait", Irisa only deals in things that would get her that, pointing to the fact that she possibly has an above average intelligence, which is extremely likely due to her education. She usually only affiliates herself with those that have above average intelligence, not wanting to "taint" herself, which means she may only see those as intelligent as herself as near equals. I utilize near equals loosely, because, to be quite frank, Irisa is an egomanical greedy bitch that will do anything possible to get what she wants, even if it means killing friends, family and allies.
Irisa's greed is grounded deep into her mind, body and soul, controlling almost every choice she makes in almost all situations she gets herself into, her other choices get herself into and, well, anything else, really. Hidden by insatiable curiosity and an oddly strong ambition to explore science, to sate her curiosity for just a few moments before searching again, Irisa's greedy side is one that is so well hidden that even people who can detect lies wouldn't sense her greedyness, that's how good she is at hiding it. Partly monstrous, partly human, in origin, no one should underestimate what greed can do to a person, what it can make a person do to others, to themselves, even to people that are family members or charished friends. Fortunatly, there have been some events in her life that have opened up her mind to a 'special few things' that cause her to dislike so-called "Heroes" with utter venom and hatred in her thoughts, in her words. These events will be explained later, both in biography and in personality, the events that have changed her to, at very, very special points, to, not abandon, but instead to dampen her greed, slowing its ever so hungry mouth so that it doesn't wish to feed.
She's quite clueless about her overall capabilities as a person, not understanding that being a person and having friends does in fact have its value in life, Irisa even goes so far as to ignore those wishing to wed her. While not completely clueless, she is quite ignorant to the world around her and how things "actually work" in the "real world", which merges with her other personality traits to make an odd combination. Being slightly apathetic to many situations and feeling nothing when even her allies die, Irisa is quite the oddball and considered by some to be an outcast if they find out about this. Due to her nature, Irisa is truly a unique individual while still being one of millions of unique individuals that possess the same condition that occupies both mind and body. She possesses Asperger's Syndrome, which is obvious, though not in this time period, due to the fact that she is apathetic towards thing that don't interest her, though most don't notice this right away it is obvious once others spend "quality time" in her presence. Although she isn't considered to be the "most apathetic" or the most "odd", Irisa ranks right up there with quite a few people and even goes so far as to consider herself, in her own words, a "total and utter freak of the highest magnitude", a compliment to herself on her part. Fortunatly, this comes with a benefit and she understands that in the most logical way which goes perfectly with the benefit, the benefit being that she approaches most situations with a logical and tactical mindset.
As stated before, Irisa expresses tendencies that are odd, for any person, or at least most people on Earth, having 'quirks' that ensure she approaches everything with a tactical and logical mindset that allows her to do things many can't while also disallowing her to do things many can. This difference in her brain causes the way she acts, the way she thinks, what she says and even the way she talks to be the way they are, with acts and speech being analyzed before they are allowed, by Irisa, to occur. A logical mindset has the woman that is Irisa looking over things with an uncanny intellect, everything approached without what she considers 'too many' emotions running around in her brain, enabling Irisa to function in a higher capacity while disallowing her to savor those moments that she would surely need to experience humanity as it is. Meanwhile, the tactical side of her brain works side-by-side the logical mindset that Irisa has to ensure that she has at least some amount of victory in every situations she encounters and, if it is a battle, ensuring that even at a loss Irisa would have inflicted heavy amounts of damage to enemy soldiers. These things together add depths and take away depth from her personality at the same time, both hampering Irisa in some areas in her life and aiding her in other areas of her life, something thatis referred to as a double edged sword.
Though not the most egotistical, Irisa can be considered a person that suffers from egomania in the sense that she isn't the best at comforting others and would only do so if it benefits her in some way. Holding herself high above the "unintelligent masses", Irisa may, at times, seem less intelligent than she really is due to her egomania, a natural trait of those with any level of ego embedded into their mind. With her intelligence, it can be considered that Irisa may acknowledge her ego, though, as with people like her, you can never truly know since they almsot always shrug it off as someone insulting them or just don't know "it's there". Almost always considering herself the smartest person in the room, you can expect to be corrected on many things if Irisa feels there is a reason to do so, even though this most likely won't be the case, unless you are "exceptionally daft". Irisa's ego also makes her extremely dangerous, making her do things that most wouldn't due to her confidence in herself, whether those things happen in the battlefield or the boardroom really depends on the situation.
Irisa is extremely intelligent, a polymath that possesses skills in various fields that range from things like Advanced Calculus to theoretical physics, genetics and various other things that most people have no skill in. While tactical analysis, business management and advanced engineering are her strong suits, no one can underestimate her capabilities in the fields of things like psychology. Usually utilizing her intelligence to make new technology and boost herself to better positions in whatever area of life she would be in, Irisa's capabilities are second to none most of the time. Most likely the reason why she considers herself better than some people, the only downside of her intelligence is that she goes at things in logical, unemotional ways that some just don't understand. Although her intelligence and logical approach to things can get in the way, some of the time it benefits Irisa by allowing for her to take care of situations most can't. With multi-tasking being a breeze for her, advanced calculations for many things being more than simple and her logical approach working most of the time, Irisa really can't see a reason to change, which in itself, along with other things, is as much of a weakness as it is a strength.
Irisa's intelligent quotient is in fact much smaller than most would believe it to be, the intelligence of her species crossing over to her, above average in them, but still a bit lower on the scale than most would think. She has an I.Q. of 132 and yet she acts out the plans of a genius with unrivalled precision, the decisions she makes deciding her future and, possibly, the future of others, and most people wonder why but that is because most decisions are coldly calculated in her mind. Though able to be beaten in a game of chess, even after years of training, by a grand chessplayer, Irisa would have inflicted heavy damage on your 'army', and that is what the back up to most of her offensive, or even defensive, plans are, to ruthlessly give your lives up when a loss is near to inflict irreperable damage upon the enemy. The downside of this all is that the latter mentioned is not just in her mind, it's not just internal, her cold and calculating demeanor oozes from her beautiful skin, it makes her socially awkward. Another downside to her intelligence is that it intertwines with her ego and her greed, with her believing a lot of her plans are 'nigh undefeatable', never fullproof, but nigh undefeatable, and all of her plans, decisions, etcetera, having an ulterior motive, making Irisa more complicated than she appears.
Irisa Zephyr Korva has a fear not mentioned in her dislikes, or even her flaws, this fear being something that is quite important to her mind, body and soul, overall, through their entireties, something no one can ignore. Irisa Zephyr Korva is scared of rising souls, the "Heroes" that are making a name for themselves by helping the public, but not because she thinks they are after her, no, but instead because of what she thinks they will do. With a belief that all the world's heroes will turn on all the world's people for their own, malicious means, Irisa holds herself higher than them, convincing herself she is the way she is and she does the things she does to, in the end, stop these heroes from rising up. Ruthless, that is one word that people would describe her when it comes to making decisions with Earth's "Heroes", something that will fuel her for all of eternity to enact unending wrath for what they did to her and what she believes they will do to everyone. So you see, even her most malevolent plans have a benevolent reason behind them, and she doesn't care if it is a so-called situation of 'wrong act, right reasons', she only cares that she is saving the world from these monsters.
Likes:
- Success
- Science
- Books & Reading
- Violins
- Pianos
- Learning
- Seafood & Shellfish
- Wine
- Whiskey
- Expensive Cheeses
- Technology
- "Moderatly intelligent" people
- Polar Bears, Lions, Tigers & Wolves
- Exotic, rare & (beautifully) odd animals
- Victory
- Jewelry
- A large, comfortable bed
- Firm beds and pillows
- Dresses, high heels, cool glasses & sunglasses
- Colder/cold temperatures
- Water & Ice Water with lemon
- Swimming
- Roses
- Improvement
- Adaptability
- Chocolate
- Long novels
- Novels with interesting plots
- Ink pens
- Tighter/Tight clothes
- Luxury candies
- Hand-made quilts and blankets
- Tea
- Herbal tea
- Black Tea
- Exotic Tea
- Most Teas
- People with "slightly refined tastes"
- Tactics
- Logic
- Writing & Music
- Physics
- Improvement of yourself with your own knowledge
- Money
- Silver & Platinum
- Martial Arts
- Dancing
- Refining of your own knowledge
- Exotic Foods
- Rums
- Accuracy
- Juicy, sweet, & sour fruits
Dislikes:
- Mutts(as in any canine that isn't a beautiful wolf or Alaskan husky or a member of the Alaskan Husky's "family")
- Idiots
- Bigots
- Misunderstandings
- Carrot Cakes
- Carrots
- Stale chips
- Failing
- Losing
- Dumb animals
- Most people & "Heroes"((not the T.V. show, that doesn't really exist now))
- Warm Weather
- Hot Weather
- Clutter
- People with bad tastes
- Loose & Baggy Clothing
- Stains
- Bad dry cleaners
- Failed experiments
- "Too much" yellow
- Fighting, well, when she could get someone else to fight
- Laziness
- Stupid nicknames
- Bright lights
- Bumble bees[buzz...buzz...buzzzzzzzzzzzzzz, yellow]
- Wasps[what are these doing on my porch!? They do not go with the flowers!]
- Ants
- Ticks (the arachnids)
- Disorganized people
- Loud noises
- Broken clocks
- Mismatched shoes & clothes
- Daft & Dumb pawns
- Ruined books
- Stupid plots in novels
- Syrupy soda
- Mushy, ruined pancakes & Burnt pancakes
- Licorice soda
- Unopened luxurious wines that deserve her[she likes wine, but isn't an alchoholic]
- Faux rums, AKA beer
- Stolen work
- Unfinished business
- Stories that are too short
- Crying babies
- Abusive parents
- Abusive husbands & wives
- Abusive children
- Abusive families/abusive family members
- Trucks
- Ugly Trucks
- Animal abusers
- Rapists
- Kid killers
- New Borns & Kids in general
- Abortion, homophobes, racists, etcetera
Flaws & Fears:
- It is unlikely her abilities will develop any farther[her abilities are literally 'frozen' in the state they are even at age fourty two]
- Greedy
- Egomaniacal
- Superiority complex
- Abusive past
- Irrational fear of bees
- Allergy to wasps
- Irrational fear of swarms of ants
- Irrational fear of large ticks
- Dangerous to herself in the right circumstances
- Compulsive liar
- Not "the best cook"
- It is hard for her to accept that someone else may be correct
- No living family members
Fear of Idiots (That was just her being a biatch, ignore that)
Short bio of Character:
Born to a relatively wealthy family in Antarctica, Irisa was set for a life of money, friends and partying, if only she "hadn't turned out the way she did", as in "if only she hadn't been born like she was". Instead of being the party girl-turned-responsible-heiress after age eighteen, Irisa turned out to be a genius, which isn't necessarily a bad thing but it was just the odd, rapid growth that she displayed. Speaking by the time she was two months old and memorizing various human languages by the time she was three, along with learning how to walk in half the time it took others to learn, her growth caught everyone off guard, though at first her parents were proud. Eventually, they found out that she was quite odd, being apathetic to some things, but still they were proud and would continue to be until they day they died. Though they would only stay proud if they didn't realize how far this apathy reached, how greedy Irisa would become, an attribute she would learn to hide, and the fact that she faked tears when she heard her childhood pet died. The reason for this may catch some off guard, though the evil and, possibly, good will acknowledge the fact that a situation like this could happen, her mother was a witch, and a powerful one at that. Irisa herself found this out by wandering upon her mother's old spell book hidden away in their ship's storage bay, an area she was allowed to play in, with supervision of course, though once one looked away from her they would quickly find that she had taken an interest in a particular box.
"Of course, after that, they sent me off to rot. I'd found something I wasn't supposed to, monstrosities."
((It's a "humanized" history))
"The evil that is here has always been here, it doesn't care if it kills one boy or a million men. It's names have been Cain, Lucifer & Hitler. You can now call it Irisa."
Just so Ryn knows they can't avoid this.
I'm not going to wait for days for approval.
by Personal Freedom » Sat Feb 01, 2014 7:03 pm

by Harbertia » Sat Feb 01, 2014 7:13 pm
Rynagria wrote:What do you guys think of Dragonry's app?

by Rynagria » Sat Feb 01, 2014 7:18 pm
Harbertia wrote:Rynagria wrote:What do you guys think of Dragonry's app?
Considering the character's associatinos Isuggest denile in in order.
On another note, is it too late to withdraw from this RP? I feel as if I don't beling here. My original character has not even appeared save once, and it was my intention to play as her, and having mea in thsi was a mistake, and I should have made a different cahracter but the metnion of ghosts got me on the route, and I chould have done bettye at posting,

by Harbertia » Sat Feb 01, 2014 7:22 pm

by Rynagria » Sat Feb 01, 2014 7:28 pm
Harbertia wrote:I guess I can't with Damien involved, and how far the story has continued. Anima hasn't appeared much, and Mea was still none canon until this incarnation. I'd like to give mea, and Anima to another players control. thus allowing me to focus on Salvia, and not have the character traits of both interwining with each other. I never intended for her to be here. I've also made major mistakes in portraying all three of them. I've lost my touch as first hinted at in the Academy RP. Also the timeskips (the 30 min) for somereason agitate me, but only as unkown to you I was going somewhere that even I do not understand as it was one of my mistakes, so why am I agitated? I only did it because I'm soft, it's why most of my characters are non-combatants. I get soft. I couldn't bring Terra to kill Alexandra (even though she would have), nor could I have Mea kill the two other characters even though she would have done so, and should have done so (even though, as a player I'd feel bad about Corn having to make new characters).
I'm not cut out for RPs, yet I enjoy them.

by Harbertia » Sat Feb 01, 2014 7:40 pm
Rynagria wrote:Harbertia wrote:I guess I can't with Damien involved, and how far the story has continued. Anima hasn't appeared much, and Mea was still none canon until this incarnation. I'd like to give mea, and Anima to another players control. thus allowing me to focus on Salvia, and not have the character traits of both interwining with each other. I never intended for her to be here. I've also made major mistakes in portraying all three of them. I've lost my touch as first hinted at in the Academy RP. Also the timeskips (the 30 min) for somereason agitate me, but only as unkown to you I was going somewhere that even I do not understand as it was one of my mistakes, so why am I agitated? I only did it because I'm soft, it's why most of my characters are non-combatants. I get soft. I couldn't bring Terra to kill Alexandra (even though she would have), nor could I have Mea kill the two other characters even though she would have done so, and should have done so (even though, as a player I'd feel bad about Corn having to make new characters).
I'm not cut out for RPs, yet I enjoy them.
Please don't say that.
You're a wonderful RPer, but ultimately it's your choice.

by Harbertia » Sat Feb 01, 2014 7:42 pm
by Personal Freedom » Sat Feb 01, 2014 7:45 pm
Harbertia wrote:
It's not, I must stay, obligations.
I had thought that having Terra's power's out side her control I could have done it, but I couldnt' have, and with Mea I have failed again. With sal, I overlooked the small question of what place she has in mind, I mean, she could open a portal to some other real with some rooom, and do so in away that the others dont' see the portal, bust the room, but at the time I had only reall thoguh of an empty building. I've only killed insects, I can't kill animals(though I had thought of it, -removed details-). It's ingrained in me, I, just ,can't do it. Which is what made me such a bad GM I wasn't heartless enough to kill the plaery characters. It took me the longest time to actually kill NPC monsters (like Kobalds, I was always interested in how they lived, their socieyt, and so for). I just can't kill. Which isgood, you have seen some of the ways my thouhgts have wondered. The death of that giatn wolf thing is the furtherst I have gone in the series, and even then only due to seeing them more as monsters, then people (like the shadows).

by Harbertia » Sat Feb 01, 2014 8:23 pm
Personal Freedom wrote:Harbertia wrote:
It's not, I must stay, obligations.
I had thought that having Terra's power's out side her control I could have done it, but I couldnt' have, and with Mea I have failed again. With sal, I overlooked the small question of what place she has in mind, I mean, she could open a portal to some other real with some rooom, and do so in away that the others dont' see the portal, bust the room, but at the time I had only reall thoguh of an empty building. I've only killed insects, I can't kill animals(though I had thought of it, -removed details-). It's ingrained in me, I, just ,can't do it. Which is what made me such a bad GM I wasn't heartless enough to kill the plaery characters. It took me the longest time to actually kill NPC monsters (like Kobalds, I was always interested in how they lived, their socieyt, and so for). I just can't kill. Which isgood, you have seen some of the ways my thouhgts have wondered. The death of that giatn wolf thing is the furtherst I have gone in the series, and even then only due to seeing them more as monsters, then people (like the shadows).
You can't kill PCs without permission. It's okay.
Plus, you are a better player than I. You can write actions that make your characters more than mine. Your posts about Terra in the snow were beautiful.

by Harbertia » Sat Feb 01, 2014 8:28 pm

by Charmera » Sat Feb 01, 2014 8:34 pm
Harbertia wrote:I haven't even voice my concern about the Madness,and Mea; as I don't see Anima (who still remains minor) benefiting, and based on The Vanishing Mea, and the Maddness would... well, I... it's, it disturbs me. Especially with Mea having this whole "becoming one" concept.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

by New Tauri Republic » Sat Feb 01, 2014 8:37 pm
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