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Post by STEEL MINISTRY on Nov 5, 2011 15:27:19 GMT -5
[atrb=border,0,true][atrb=style,background-image:URL('http://i208.photobucket.com/albums/bb62/booda2009/Marvel/profilebg.png'); padding:0px 69px 0px 69px][classy=appbase] Buddy you’re young man, hard man shoutin’ in the street gonna take on the world someday [classy=apphead]BASIC INFORMATION[/classy]
[classy=listtext] - FULL NAME: fletcher ignatius wren [liststyle]square[/liststyle]
- AGE: mid to late twenties. he’s not exactly sure how old he is since birthdays weren’t something he paid much attention to. his earth id puts him at around twenty-five.
- GENDER: male
- SEXUALITY: heterosexual
- RACE: humanoid from the world of scadriel, as well as a twinborn possessing the powers of a allomancer and feruchemist
- FACTION: neutral independent, with heroic tendencies
- OCCUPATION: a gunsmith working in a small custom shop in new york.
- ALIAS: steel ministry
[/classy] [classy=apphead]PERSONALITY[/classy] [classy=listtext] - POSITIVE: independent - courageous - confident - loyal - calculating – intuitive – honest - unyielding – reliable. [liststyle]square[/liststyle]
- NEGATIVE: snarky - unrestrained - ruthless - prickly - snarly - blunt – professionally paranoid – stubborn – plays by his own rules.
- LIKES: the feel of metal – the smell of gunpowder – whiskey – leather accessories – guns – television – most modern comforts – movies and films (has an extensive dvd collection) – rock music, be it classic or otherwise – cooking, oddly enough.
- DISLIKES: cars and other motor vehicles (they freak him out) – hospitals (the antiseptic smell disgust him)- loose and baggy clothing – overly strong perfume or cologne – rain – soda – canned frosting – light pollution – ipod style earbuds – bible thumpers.
- QUIRKS: fletcher has a extreme aversion to overly religious types, especially christians. it’s not that he hates them or anything, but he finds most of their holier than thou preaching and such to be annoying, and a bit overwhelming. truth be told he finds all religions to be a little offsetting, mostly because they spend more time preaching about what you should do rather than actually doing anything. basically he thinks earth religions are kind of wack.
ironically fletcher himself is a religious man, to an extent at least. he is a follower of the path, a religion from his home world based on the teachings of the god harmony. unlike other religions that require one to worship their god, pathians are told not to, and I quote, “waste time worshipping harmony.” instead they are taught only two basic tenets; do more harm than good, and spend fifteen minutes a day in quiet meditation and pondering. praying to harmony during contemplation is fine, but worshipping is seen as pointless as doing good is worship for pathians.
also, whenever he walks into a room or building, he immediately scans the area for potential threats and possible hiding spaces in the event of a firefight. after living in a place where shooting someone for very little reason is normal, especially when you’re the only form of law enforcement in the area, it’s become more or less second nature to fletcher to do what he can to protect himself. most people just think he’s paranoid however.
[/classy] [classy=apphead]ORIGIN[/classy] [classy=blocktext] fletcher was originally born on a planet situated far from earth known as scadriel. he grew up in an area known as the roughs, frontierland far from the large cities and civilized lands of scadriel where men and women went when they didn’t fit in anywhere else. life in the roughs was, well, rough, but not wholly unpleasant for fletcher, and out there he found a place for himself as a lawman working to keep the peace in the wilderness. he was helped in his position as a lawman with his twinborn powers of allomancy and feruchemy, special metal related powers granted to human beings near the dawn of time by the god preservation who would later join with its opposite, the god ruin, to become what would later be known as the deity harmony. fletcher’s particular powers were almost unheard of however. full blown allomancers were once common during the first days of scadriel, but as time passed the amount of full allomancers slowly lessened and soon allomancers possessing only a single allomantic ability was more common than anything else. the same was true for feruchemists, who found themselves losing access to their metal related powers and become one-trick ponies as time contined on. in an effort to preserve their powers, feruchemists and allomancers began to intermarry, as both powers were passed down through bloodlines. this eventually gave birth to the twinborn, special humans possessing both allomantic skills and feruchemical ones. even having taken such precautions twinborn were often only gifted with one allomantic and feruchemical power. fletcher wren was different though. in what could be called a one-in-a-million chance he received the right mixture of genes that gave birth to a twinborn with the full range of both allomantic and feruchemical powers. had he been born in the more civilized sections of scadriel this would likely have made him an important figure in their society. as it was however his life out on the roughs had him live a life of quiet anonymity away from such treatment, which more than suited him. his eventual arrival on earth was an act of god. literally an act of god as he was transported from scadriel to earth through the divine intervention of harmony. the exact reason why harmony did this has remained a total mystery, and faced with no easy way of getting home fletcher has since adapted to life on earth as best he can.[/classy] [classy=apphead]SKILLS[/classy] [classy=listtext] - FIREARMS EXPERT: despite coming from a world nowhere near as technologically advanced as that of earth, fletcher has always had an interest and expertise with firearms. already an expert with older model firearms on earth, fletcher has since acquainted himself with the use, operation, care, and construction of modern earth projectile weapons to the point he could probably assemble and disassemble most guns in his sleep. he has obtained most every license when it comes to firearms, including the use of military grade weaponry, and a concealed carry permit. as can be expected from someone who spends all his time around guns, fletcher’s aim with most weapons is exceptional, and is only improved by his allomantic abilities.[liststyle]#[/liststyle]
- COMBAT PROFICIENCY: having worked as a lawman back on scadriel, fletcher is no novice when it comes to a brawl. while not trained in any specific kind of martial art, he is more than capable of holding his own in a fist fight with someone else, and knows a variety of grapples and throws for when the occasion calls for it. he also has a decent ability when it comes to wielding bladed weapons such as swords or knives, though he feels much more at home with firearms.
- DEXTEROUS: as an allomancer possessing both steel and iron based abilities, fletches was forced to adapt quickly to learning the best way to adjust his body to a jump or fall. years spent jumping across rooftops assisted by his allomantic powers has made him highly skilled in what humans call parkour. he is also fairly deft in a fight, and more than capable of flipping out of the way of an attack on a moment’s notice.
- SKILL: I’ll just save this for later.
[/classy] [classy=apphead]POWERS[/classy] [classy=listtext] - ALLOMANCY: allomancy is a mystical ability that allows men and women known as allomancers to "burn" (or use) ingested metals, thereby enhancing various physical and mental capacities. for an additional burst of power, an allomancer may burn their metal(s) especially quickly, consuming them at an accelerated rate, but gaining greater benefits from them; this is referred to as "flaring" metals.
the exact number of metals an allomancer can use to produce different allomantic effects is unknown as the metals an allomancer ingests must be pure elements, or alloys of metals mixed to specific amounts. for example, brass can contain anywhere from 20% to 50% zinc (with the rest mostly copper), but only one of those mixtures would be safe for an allomancer. if the metals are impure or mixed wrong, the allomancer could become very ill or possibly die. the same severe effects will happen if an allomancer burns metals other than those listed below (e.g. silver, lead, or platinum).
the following is a known list of allomantic metals and alloys and their effects:
-iron: an allomancer burning Iron is able to “pull” on nearby metals. this can allow them to make metallic objects that weigh less than they do to fly through the air toward them. for metallic objects which weigh more than they do, this can cause them to be pulled toward the object.
-steel: an allomancer burning steel is able to "push" on nearby metals. this can allow them to make metallic objects that weigh less than they do to fly through the air away from them (using coins, for instance, as weapons). for metallic objects which weigh more than they do, this can cause them to be pushed away from the object.
-tin: an allomancer burning tin is able to enhance all five of their senses. a major flaw of burning tin is that if a sudden loud noise or bright light appears it can render an allomancer stunned for a short time. –
-pewter: an allomancer burning pewter is able to greatly enhance their physical capabilities. while burning pewter, an allomancer can fight or perform physical labor longer than any normal person, and is also many times stronger than his or her normal self; this applies not only to their muscle strength, but to the strength of their bones, skin, etc. this enhanced strength also allows an allomancer to shrug off wounds that would kill or incapacitate a normal person. pewter-burning also provides an allomancer with an increased sense of balance and vastly increased speed and dexterity. an allomancer performing a "pewter drag" can run for many hours at speeds up to approximately that of a galloping horse. this is extremely draining on the allomancer's body and will require the allomancer to burn pewter after completing the pewter drag itself, just to keep the person's body from collapsing in near-death exhaustion. one danger for someone burning pewter is when carrying something that they normally couldn't carry and they run out of the metal, the object they are carrying will crush them, causing serious injury. another danger is that an allomancer who shrugged off earlier wounds could succumb to said wounds when they run out of pewter to burn.
-aluminum: an allomancer that burns aluminum causes all of their other metal reserves to be drained instantly, leaving them powerless.
-duralumin: an allomancer that burns duralumin causes a reaction with any of the other metals they are currently burning to create an exceptionally large flare of the metal, consuming the remaining supply, but granting them an extreme boost to whatever metals are burned. [liststyle]#[/liststyle]
- FERUCHEMY: feruchemy involves the use of the same metals as allomancy but, rather than ingest the metals, they can be worn or carried by the feruchemist. unlike allomancy, the metal itself is not consumed but is used as storage of the feruchemist's own attributes. feruchemists refer to the metals that they use as 'metalminds’. as long as a metal is in contact with the skin and the feruchemist has stored something in it, it can be drawn upon. only the Feruchemist that originally stored the attribute can use it.
there are seven known feruchemical metals, linked to seven different attributes stored. the primary difference between allomancy and feruchemy is the way that the metals are used. all an allomancer needs to do to gain an ability is burn the appropriate metal but a feruchemist must spend time without whatever attribute they wish to store. a more specific example would be if an allomancer wants increased senses all they have to do is burn tin, but a Feruchemist, using the same metal, would have to spend days or weeks with reduced capacity in whichever specific sense (sight, smell, hearing, etc.) they wanted to store.
the following is a list of known feruchemical metals and their attritubtes:
-ironmind: allows a feruchemist to store physical weight, making themselves lighter by storing weight inside their metalmind, and heavier when they draw that weight back out.
-steelmind: allows a feruchemist to store physical speed, making them slower by storing speed inside their metalmind, and later allowing them enchanced speed when they draw that speed back out.
-tinmind: allows a feruchemist to store their ability to use their physical sense, thus dulling their senses whenever they store them in their metalmind, and enhancing them when they draw that sense back out.
-pewtermind: allows a feruchemist to store physical strength, making them much weaker while storing strength inside their metalmind, but allowing them enhanced strength later when they draw that strength back out.
-zincmind: allows a feruchemist to store mental speed, thus making their mental faculties slower when storing mental speed, and enhancing them later when the draw the mental speed back out.
-coppermind: allows a feruchemist to store memories inside a metalmind. stored memories are removed entirely from a feruchemists mind when placed in a metal mind, and cannot be recovered except from that metalmind. if the metalmind is ever lost, so too is the memory(ies) stored inside.
-goldmind: stores physical health leaving the feruchemist weak and open susceptible to sickness while storing health in their metalmind, but can later draw that health out and use it to heal wounds quickly, or speed up the process of getting over an illness.
- PRETERNATURAL DESTINATION: not so much a superpower as it is an unfortunate side effect of being closely watched by his patron god, harmony. perhaps because of harmony’s influence fletcher will often get “feelings” or experience nudges in his thinking process that will make him show up somewhere when he might be needed. this often has him randomly showing up to crime scenes and such for no apparent reason before a crime has even been reported or as it is in progress, as well as having him show up on the doorstep of a friend in need who could use his help.
though who would ever need fletcher for an emotional crisis is beyond me since the guy is kind of a jerk.
[/classy] [classy=apphead2]THE PLAYER[/classy] EIFFEL – SQUALL LEONHART FROM THE FINAL FANTASY SERIES
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