Post by Kismet on Dec 17, 2009 0:56:18 GMT -5
I. Personal Overview [/size]
Name: Iskra Likhovich
Nickname/Alias: Izzy, 19
Gender: Female
Physical Age: 21
Date of Birth/Creation: 08/25/1988 Standard Calendar
Race: Human
Height: 5’8”
Weight: 118 lbs
Birth Place: District 37, Forward Territories (Old Sarajevo)
Originating Game: NA
Appearance:
Personality: Iskra is an Imperial Revenant, one of the Emperor’s suicide soldiers. They have signed their lives away to die in battle, giving their names away for numbers and codewords. They are the best of the best, and they know it. Like all Revenants, Iskra acts with supreme confidence in everything she does, knowing that all others are beneath the master she serves and possessing supreme confidence in her own abilities and beliefs. The force of this conviction is so great that Imperial Revenants could stroll through town square buck naked, and onlookers would feel self conscious from their withering gazes. Revenants do not negotiate or surrender, they accomplish what they set out to do, and there is no middle ground between victory and death.
Iskra herself is rather introspective, although all Revenants listen far more than they speak. Five words are not used when one will do, and one word is not used when a look or gesture can accomplish the same message. Regardless, Iskra is quieter than most, preferring to act as a fly on the wall rather than a tour de force of socialization.
History: Iskra was born into an impoverished family in a derelict war torn country. The nation lay between two opposing empires, the Eastern Kirmizi and the Western Feodus Conferation, locked precariously in a tense détente. Covert operations and propaganda wars ignited unrest and instability, and the nation was engulfed in civil war and ethnic cleansing when Iskra was twelve.
Iskra’s family was composed of herself, her parents, and her two younger brothers. Her father was conscripted into one of the local militia groups, and she and her family were forced to flee to protect her brothers from a similar fate. While her mother scrounged for food in relief lines, Iskra was left to look after her brothers. Living in sewage drains, bombed out schools, and tattered refugee camps, Iskra and her family learned the value of silence. Evading prowling death squads taught her to mask her breathing, to ignore the pangs of hunger, of pain, of sickness. Iskra learned to wait, to hide, and to turn invisible. The harsh necessities of survival forced them to become resourceful, staking traps for rats and stealing from others.
But resourcefulness and resolve were not enough. The chaos of the war spilled into the neighboring countries, and the Eastern Empire was forced to intervene. Shelling and airstrikes crippled the small nation, and armored divisions swiftly occupied the cities. During one of the blitzes, an artillery shell struck the building Iskra’s family was hiding in, killing the mother and brothers, and deafening Iskra.
Wounded and dazed, she was captured by Imperial forces and treated. The field doctors were able to both heal Iskra’s body, and repair her hearing. After she had made a sufficient recovery, she was assigned a number, 24601, and interned as a Prisoner of War.
Prisoners were provided the basic necessities of life, but their existence was hard and cruel. Inmates stole from each other and devolved into gangs, conscripting members for muscle and forcing payments of food and other necessities for protection. It was in this chaotic situation that Iskra came into her own. The skills she had acquired during the ongoing war came to good use, and she quickly established a small stockpile of stolen goods. Scuffles and brawls taught her how to fight-she learned how to use a knife, the rough art of street fighting, applying her methodical, pointed methods to the cruel, ruthless practice.
It was then that the Empire made an announcement to the prisoners. They could continue to rot inside the detainment camps while they hunted down the remaining resistance, or they could join the fight as conscripts in the Imperial Army. An offer that Iskra readily accepted.
Unlike the Feodus Confederation, the Kirmizi held a more egalitarian view on combat roles, and Iskra was accepted into the fold. Bereft of any sort of family or ties from her earlier life, Iskra devoted herself entirely her new military family. Her conscript brothers and sisters banded together under the shared experiences of war torn devastation, forging an unbreakable bond. The Empire, taking note of one of its assimilated cultures, split its subjugated peoples evenly across its population, forcing them to mingle and cutting them off from their cultural base. Iskra found herself surrounded by comrades from every corner of the Empire, every one as alone as she was, and their reliance on each other and in their new cause was a power beyond reckoning.
After several years, Iskra became an Imperial citizen and started a new life within its borders. She pursued more advanced forms of training, forcing herself to excel at everything she did. For every failure, redoubled effort brought success. And eventually, she was permitted to join the Emperor’s Revenants.
Her decision to join the Empire’s suicide soldiers was not an uncommon one for people of her background. She, and many of those who chose the path of a Revenant, had lost their families, their homes, and their identities. The Empire had given them all that back. And so, in an incomparable act of gratitude and devotion, they swore their lives to uphold it.
Despite the chaos that occasionally gripped the Empire’s peripheral domains, the world remained in its tense détente between the two super powers, and overall, the world was peaceful. As such, the missions undertaken by the suicide soldiers were often less than suicidal. Their missions were confined to clandestine operations, and hardly ever required warriors of their stature. That eventually changed for Iskra, however.
The Revenants were approached for volunteers on what would almost certainly be a suicide mission; to investigate a temporal anomaly that the government had isolated and managed to contain. The anomaly in question was one of several that had been discovered, the previous having been explored with short range robotic drones. These drones were able to send back only snippets of footage before their passage collapsed the anomalies, which revealed an alternate reality; the Smash Universe. For reasons still not entirely known to even Iskra herself, she volunteered for the mission, and was eventually selected. Armed with her trusted blade and faith in her purpose, Iskra marched through the portal.
Unfortunately, while the bond between herself and the Emperor held strong through the journey, the strain and reality warping separation between them severely weakened Iskra when she emerged. As such, many of the abilities that would have once been second nature to her are now beyond her ability to perform. her firearm, per the laws of the Smash Universe, were destroyed as she entered, though her explosive ordinance remained intact.
Transportation: None
Requested World Preference: None
II. Battle Information [/size]
A. Overview
Current Level: 2
Current Stats:
Physical Prowess 8
Magical Talent 3
Weapon Handling 9
Luck 0
Strengths:
Conviction: Like all Kirmizi Special Forces, Iskra is possessed with fanatical loyalty to her Emperor, filling her with an unshakable faith in the righteousness of whatever cause she sets out to accomplish. Only the Revenants are permitted the direct worship of their Emperor, which forges an unbreakable bond between Him and His most elite soldiers.
Fearless:As an Imperial Revenant, fear is a foreign and alien concept to Iskra. Upon joining the Emperor’s suicide soldiers, she was declared dead to the public, and a state funeral held in her honor. It is fully expected that Iskra will earn this service during her line of duty. Fear is not a necessary emotion for someone who is already dead. In combat, this disregard for personal safety becomes a useful shock tactic, as enemies are often taken completely by surprise by the savage abandon with which they are attacked. Seemingly overwhelming numbers of enemies have been dispersed by small bands of suicide soldiers, their opponents complacent in their numbers and unprepared for resistance of such vigor.
Deception: Iskra is a masterful assassin, and is capable of concealing her immense pride for whatever task is required of her Emperor. In this sense, Iskra is able to take on any number of personalities, and can administer countless methods of silent murder. Stealth is a prerequisite ability for a Revenant, and Iskra is able to conceal herself with ease.
Resourcefulness: Suicide soldiers are aptly named, inserted into positions far behind enemy lines, without any hope of support or rescue. As such, any Revenant could give McGuiver a run for his money. However, the ability to come at a problem from multiple angles encompasses all aspects of Iskra’s behavior.
The Element of Surprise: Revenants employ a wide variety of hidden weapons and techniques, which will be detailed presently. Very often, what seems to be an ordinary attack leads into something entirely different; a punch delivering a hidden needle laced with poison, a kick with a hidden blade in the boot, or any number of nasty unknowns.
Imperial Conditioning: Imperial Conditioning is a blanket term used to describe the Kirmizi Empire’s many different conditioning techniques for its special forces, which will be described presently.
Weaknesses:
Fearless: Naturally, having little to no regard for personal safety is a liability as well as a strength. Iskra will not hesitate to leap into a hopeless battle, facing death before dishonor. While Revenants are pragmatists, and will not throw their lives away unnecessarily, this utter lack of fear for themselves can still cause unnecessary death or injury. Revenants are infamous for utilizing “suicide strikes,” deliberately opening their defenses to bait an enemy strike, then attacking at the same moment as their enemy, taking advantage of the opening caused by the attack. Or, Revenants will take a blow, even a lethal one, in order to land their own death shots on their enemies. While this almost always slays the opponent, the collateral damage can be fatal.
Ultimate Servitude: While the Revenants’ faith in their God Emperor is unshakable, intensive top secret studies have shown that on occasion, when cut off from their master for extensive periods of time, a Revenant may substitute their Emperor with a similar figure. Though their original loyalty will always take precedence, the deep connection that the Revenants feel with their Emperor creates a dependency on that relationship, and without it, they may seek to replicate it with another master.
Hyper Reaction Impulse: As noted before, Hyper Reaction Impulses trigger on their own without conscious thought, and do not discriminate between friend and foe. If an ally accidentally triggers an Impulse, they will likely die for their error.
Fighting Style: The most important thing to keep in mind when facing an Imperial Revenant in battle is that every technique is designed as a death blow. There is no such thing as mercy or chivalrous combat; when in battle, Revenants aim to kill and to kill quickly.
Iskra relies heavily on the element of surprise in combat, often beginning a battle unarmed in order to spring a trap on an enemy with a knifel. During unarmed combat, Iskra incorporates many different elements of the martial arts, but her training heavily emphasized grappling and various bars and holds-these are often used to stun or pin an opponent long enough to wound them with a poisoned weapon or spring some bladed trap. This is not to say that Iskra is lacking in the striking department, as her Impulse attacks can break bones and puncture organs with ease. Surgical implants in her hands and feet dramatically increase her lethality, blurring the line between armed and unarmed combat. Iskra’s thumbs and large toes have had retractable blades inserted into them, which can extend from under her nails. The bones in these digits lock into place, transforming the entire thumb or toe into a knife. Therefore, any punch or kick can instantly be transitioned into a lethal stab. The nails on Iskra’s forefingers have been replaced with synthetic replicas, carrying retractable poison laced needles.
Her primary bladed weapon is her Revenant short sword, which, because of its small size, can be wielded much faster than conventional blades. This is complimented with an assortment of hidden daggers and knives, some of which are poisoned. Each Revenant is also armed with a single Ballistic Knife, a powerful spring loaded blade capable of killing an opponent up to thirty feet away. Iskra’s boots also contain knives at the toes and poisonous barbs at the heels, which can be extended at any time. There is also a concealed dart launcher on her right wrist, and additional darts for throwing in a small pouch at her waist. On each side of her hip, shoulders, and thighs, small poisonous barbs are woven into her clothing, which spring open when pressure is applied and certain muscles tensed. These are used while grappling and throwing opponents.
The Active Camouflage on Iskra’s uniform is also used actively in combat, able to blend in with her surroundings, or emit bright patterns of colors to confuse the enemy (Jokingly termed “Cuttlefish mode”). The default appearance, with thick alternating bands of black and red stripes on the arms and legs, creates an optical illusion, making the limbs appear much shorter than they actually are.
Shirks and grenades can be used in conjunction with any one of these combat styles.
B. Weapons and Key Items
Weapons Template
*Note: All of Iskra's weapons have summoning seals on their handles or hilts. A matching summoning seal is tattooed onto each of Iskra’s palms. At any point in time, she may summon any one of these weapons directly into her hands, or back into their sheaths. Each weapon is also marked with an identification charm, which will only allow Iskra to draw or wield them. Her blades have had an Arcaner curse placed upon it which prevent the victim’s blood from clotting. All of Iskra’s weapons have had charms placed on them to render them undetectable while on her person.*
*On poison: The poison Iskra uses is derived from Curan, cultured from Amazonian Poison Arrow Frogs. In real life, this would result in almost instant paralysis and extremely rapid death. In the interest of fairness, the poison’s affects will be downgraded. If an opponent is injured by a poisoned weapon, a circle of paralysis ten centimeters in diameter will extend from the wound. At the beginning of every post, the circle will extend by five centimeters unless cured. Should the poisoned area reach the brain or heart, the opponent dies in three posts unless cured. Each injury must be separately cured. For every poisoned injury, the opponent’s health decreases by one tenth of the total amount at the beginning of each post, and 1 stat point is subtracted from each category.
Name: Oculus Lenses
Description: All Revenants have had specialized contact lenses surgically grafted into their eyes. These lenses were created in part from Berkut (Golden Eagles), cat, and various insect eyes. The combined affect allows Revenants to see at incredible distances, natural night vision, 360 degrees of sight, and the ability to see into the infrared and ultraviolet light spectrums. Their hand eye coordination is also boosted to a remarkable degree, allowing for enhanced marksmanship and combat capabilities. An additional Arcaner spell allows them to utilize a slight x-ray effect, which allows them to see the outline of an opponent’s organs, or an outline of their opponent through physical barriers. Moreover, they can see through their own bodies and clothing completely.
Stats Required to Use: 3 M
1. Name: Revenant Short Sword
Description: A fifty centimeter short sword that has been soul bound to its owner. Because of its short length, it can be wielded much faster than a conventional blade. The weapon is incapable of breaking unless its owner dies, in which case it will irreparably shatter. The short sword is kept in a sheath on her back, which contains a small cache of poison at the tip. The Curse that prevents wounds from clotting may be activated retroactively on the Short Sword (and only the Short Sword), meaning that Iskra can cause a wound she inflicted during any part of the battle with her Short Sword to reopen.
Stats Required to Use:
2 WH and 2 PP
1 M to activate the Summoning Seal
4 WH to poison the tip of the blade
4 M to activate the Curse
2. Name: Combat Knives
Description: Iskra carries seven concealed knives on her person. One in each boot (The left is poisoned. These are separate from the retractable blades in the toes of the boots.), one on each wrist (blade positioned forward on her left, spring loaded to appear in her hand. The right is poisoned, and is positioned hilt first, spring loaded to appear in the right hand, or can be drawn manually by the left hand.). The ballistic knife is located on her back on the belt, hilt positioned to the left, and the final knife is on the upper back, hilt positioned toward the right shoulder.
Stats Required to Use:
2 WH per knife
4 WH per poisoned knife
1 M to summon
4 M to activate Curse
3. Name: Dart Launcher
Description: Iskra has a hidden spring loaded dart launcher on her right wrist, which can fire a single poisoned dart up to thirty feet. Iskra has additional darts stored in pouch at her belt. The rear end of each dart can be attached to virtually any surface.
Stats Required to Use:
3 WH to fire the dart launcher
1 WH to throw a dart or attach one to a surface
4. Name: “Shirks”
Description: Shirks are flash bang like devices that, when detonated, magically rob victims of their five natural senses, so victims cannot see, hear, feel, taste, or smell. These effects last for one post. Iskra herself is not immune to these effects. However, she has been conditioned to be able to act and fight even while under the shirk’s effects. Additionally, the lateral lines on her body are not affected, allowing her to “see” her surroundings through changes in air pressure. Shirks detonate on impact.
Stats Required to Use:
2 WH and 6 M
5. Name: Concussion Grenades
Description: Iskra is also armed with three concussion grenades, whose purpose is fairly self explanatory. Each grenade has a five second timer, and a ten foot blast radius. Rather than causing damage through shrapnel like traditional grenades, Iskra’s variant creates a massive pressure wave that ruptures internal organs and shatters bones.
Stats Required to Use:
6 WH
7. Name: Psionic Inhibitors
Description: As a Revenant, Iskra received surgically implanted Psionic Inhibitors, which serve two purposes. First, Iskra’s mental activities are confined to her own skull, and cannot be detected from without. The second purpose is to halt psychic penetration from others. The system is not foolproof, as adept psychics can override the Inhibitors at extreme close range, though its protection does extend to her entire nervous system.
Stats Required to Use:
Normally requires no stat requirements. However, to ward off extreme psychic pressure at close range (within five feet) Iskra must pay half the cost of her opponent’s stat cost in either WH or M.
8. Name: Scent Suppression Chemicals
Description: Chemical suppressants kill the bacteria that produce human body odor. The injections force Iskra to excrete chemicals and compounds through her sweat that alter her smell, making her impossible to track with blood hounds or similar creatures. Genetically engineered bacteria within the cultures begin mimicking odors introduced to it in the air, naturally mutating to match the environment it is brought into.
Stats Required to Use:
NA
9. Name: Suppressor Field Generator
Description: A small device which produces anti sound. The machine analyzes sounds created around Iskra, and produces noise in the exact opposite pitch and frequency. The two completely cancel each other out, creating a space of complete silence around Iskra.
Stats Required to Use:
3 WH
10. Name: Garroting Wire
Description: Concealed in Iskra’s hair are ten garroting wires. Composed of nanotubes from Nippon, each is as thin as a human hair, but sharp and strong enough to decapitate an opponent if looped around their neck. These are not meant for use in combat, but as a method of assassination. Five of the ten wires have microscopic serrations, creating a saw like surface capable of cutting through steel bars in a matter of minutes.
Stats Required to Use:
1 WH
11. Name: Fake Teeth
Description: Several of Iskra’s molars are fake, and contain miniaturized radio transmitters. Iskra’s right incisor contains a poison needle, while her left one contains a small retractable blade.
Stats Required to Use:
No stat requirement for the radio transmitters
2 WH for the poison needle
1 WH for the retractable knife
12. Name: Med Kit
Description: On her belt, Iskra carries a small medical kit. It includes standard field equipment such as bandages and cleaning agents, as well as more exotic items. These include miniaturized surgical equipment, stitches, and a specialized knife that can penetrate human flesh while causing selective damage to any tissue it encounters. The kit also contains the materials necessary to produce more poison for Iskra’s knives and bullets.
Stats Required to Use:
4 WH, 1 M
13. Name: Suicide Bomb
Description: Another self explanatory item. Located somewhere inside Iskra’s body, a bomb has been planted that she can detonate at will using a special Arcaner command. Blast radius of twenty feet.
Stats Required to Use:
NA
14. Name: Battle Uniform
Description: Iskra’s battle uniform is both complex and weaponized enough that it deserves mention as both an offensive and defensive item. The entire outfit is sheathed in liquid body armor, stolen technology from the Free Union. As the name implies, the material is soft, flexible, and flowing, allowing for extreme ease of movement. However, when struck by a strong impact, the non-Newtonian fluid solidifies, forming an extremely resilient layer of armor. For additional protection, an Arcaner defensive charm has been woven into the material. Should the liquid armor encounter an impact over a certain force threshold, the force of the impact will be evenly dispersed across its entire surface. Thicker layers of armor are worn on the torso and thighs, providing additional protection to the vital organs. Hidden, poisonous barbs are woven into the uniform on each side of the hip, the front of the shoulders, and the thighs. These barbs will spring open when pressure is applied to them and certain muscles are tensed.
The entire uniform is also coated in Active Camouflage Smart Cells, which alter their coloration to mirror their environment. Looking at Iskra while the camouflage is active is much like looking at a television screen showing a picture of the wall behind it. Iskra possesses a mask that incorporates all of these elements, but she usually only dons it to complete her stealth attire. The Smart Cells can also be used in combat as a tool of intimidation and distraction. Utilizing brilliant, shifting patterns and lights, the cells can confuse and disorient an opponent, hiding Iskra’s movement’s just as thoroughly as invisibility would.
Stats Required to Use:
Active Camouflage 3 WH
Liquid Armor 3 WH
Poison Barbs 1 WH
15. Name: Nihilist
Description: The Nihil Field Generator is worn underneath Iskra’s heavy armor on her torso, and activates when it detects exceptionally fast moving objects in Iskra’s close vicinity. Upon activation, the device immediately saps all kinetic energy from any fast moving objects within seven feet of Iskra’s body, rendering them immobile for one post. Against most projectile weapons, this will simply cause them to immediately fall to the ground. This device was never intended to be used against humans, as only Hyper Reaction Impulse attacks approach the speeds necessary to activate the generator. However, in this new universe, some movement enhancing techniques will activate the field, paralyzing them for one turn. This includes teleportation techniques, as the Generator will interpret the sudden appearance of matter in Iskra’s vicinity as incredibly rapid movement and activate. The kinetic energy stored in the device must be released after three uses, which is done by venting the energy into Iskra’s liquid armor in extremely short but rapid bursts. This process takes one post, and during this time, a successful attack would compromise the integrity of the armor.
Stats Required to Use:
4 WH for a radius of seven feet
16. Name: Voodoo Dolls
Description: Yes, Voodoo Dolls. Seriously. However, these dolls don’t function in the way you’re probably imagining. Iskra keeps five dolls on her person, all of herself. Should she be grievously wounded, the damage is transferred to one of the dolls. Each doll can only hold one mortal wound before needing to be replaced. Iskra can make the dolls out of various raw materials, such as clay, but not during battle. Iskra can also manually override the transfer of damage, for whatever reason.
Stats Required to Use:
15 M
17. Name: Bolt Flail
Description: Looped inside Iskra’s belt is a heavy, whip-like flail composed of thousands of heavier, more durable versions of the nanotubes that make up Iskra’s garroting wires. Pressure points on the handle allow the flail to extend up to ten feet in length, making an effective whip, or to lock in place and solidify, creating a heavy rod. In either state, the flail is more than capable of blocking even the sharpest blades. A third pressure point causes select nanotubes to protrude through the surface, creating cutting edges.
Stats Required to Use:
3 WH, 2 PP
C. Abilities
Ability Template (used to identify the abilities of your character, see full details here)
Name: Wind Whispering
Activation: On Command
Detailed Description: can whisper into the wind, which will carry her message to a designated recipient. The message cannot be intercepted unless someone’s ears actually stray into the message as it travels, which is highly unlikely. If there is no wind, Iskra must whisper the message into her hand, then blow it toward her target.
Stat's Required to Use:
1 M
Name: Nix
Activation: Active whenever an opponent is not looking directly at Iskra.
Detailed Description: A useful stealth technique the Empire incorporated from Nippon, the Nix ability makes the user impossible to see peripherally. Unless an opponent is looking directly at the user, they will appear invisible.
Stat's Required to Use:
5 M
Name: Qi Flux
Activation: On Command
Detailed Description: Another imported skill, this time from the Middle Kingdom. Using muscle and breath control, Iskra can regulate the flow of oxygen throughout her body, and manage her energy expenditure with extreme efficiency. Iskra tires extremely slowly (even more so than her grueling training would permit), negate the buildup of lactic acid, and is able to absorb and distribute powerful kinetic impacts with ease.
When using this ability, the power of Iskra’s attacks and movements are dramatically amplified. In close quarters combat, Iskra can use her Qi to attack or control (Not in the sense of a puppeteer, but in a grappling-like context) her opponent’s body.
www.mojvideo.com/video-time-warp-samurai/c1dc2afd9ac2b190f347
7:05 and onward shows an excellent demonstration of this technique’s applications.
Iskra can also enter a meditative trance and use her Qi to temporarily increase her stats. For every post she is in a trance, every stat is raised by 2. However, she can take no other action during these posts, and if she is forced to cancel out of it, she gains no stat increases
Stat's Required to Use:
5 PP and 5 M to use a Qi attack or absorb an oncoming attack
Name: Cold Blood
Activation: Always Active
Detailed Description: A series of spells derived from the study of various reptiles and fish. Iskra is able to “taste” the air, much like a serpent or lizard, providing a massively amplified sense of smell. Her ears can detect changes of pressure in the air, as can lateral lines along her body. These allow her to feel the air around her, and those moving within it.
Stat's Required to Use: NA
Name: Orbitus
Activation: On Command
Detailed Description: Iskra can reorganize the planet’s gravitational attraction to her body, allowing her to move around vertical or upside down surfaces with ease. There must be an object to attach her gravitational pull to, so she cannot, for instance, cause herself to fall up and fly.
Stat's Required to Use:
2 M
Name: Phase Shift
Activation: On Command
Detailed Description: Because matter is composed mostly of empty space, Iskra is capable of realigning her atomic and subatomic structure to allow her to pass through solid objects. Nuclear forces create friction, allowing her to move and prevent her from falling through the earth. This state can only be maintained for thirty seconds at a time, and there is a recovery period of five minutes. Any longer, and Iskra’s body would be in danger of decomposing.
Stat's Required to Use:
5 M
Name: Trace Imprint
Activation: On Command
Detailed Description: Iskra can lay down an energy relay with each step she takes. Any time afterwards, she may position herself at any point on the relay, and instantaneously move to any point along its path. Each relay can only be ten steps long, and no more than thirty steps may be active at a time.
Stat's Required to Use:
5 PP and 5 M
Name: Hyper Reaction Impulse
Activation: Varies. Can be activated by command, autonomously, or sealed off.
Detailed Description: See above
Stat's Required to Use: All PP. The number of times Iskra may use this technique (within thirty posts of the last use) without injuring herself is equal to one half her current PP stat level. When in this state, the cost of any other technique that requires PP points to use may be paid for using M or PH, depending on the ability in question.
Name: Aegis Eye
Activation: Activates whenever projectile fire is perceived.
Detailed Description: A twofold ability. First, all projectiles, including supersonic rounds travelling too fast for Iskra to actually see, are highlighted in her vision by a bright red outline. Supersonic projectiles appear as bright red streaks. The second function of the ability allows Iskra to determine the exact source of the projectile, either through this highlight, the sound of it firing, its impact marks, or by being struck by the projectile.
Stat's Required to Use:
NA
Name: Cadaver State
Activation: Always active
Detailed Description: Upon joining the Imperial Revenants, Iskra signed her life away. The nature of the exceptionally powerful covenant renders her “magically dead,” that is, her life force has already expired. She is sustained by the life force of the covenant itself, and the God-servant relationship between herself and her Emperor. In practical terms, this means that Iskra is magically invisible, unable to be detected by non natural means. Similarly, being already dead, prescients cannot determine her future actions or their effects.
Stat's Required to Use:
NA
Name: Ghost Step
Activation: Always active
Detailed Description: Iskra’s footsteps make no noise, and do not leave footprints of any sort. Iskra casts no shadow, and has no reflection.
Stat's Required to Use:
NA
Name: Iron Blood
Activation: Always active
Detailed Description: Iskra's blood clots immediately upon coming into contact with outside oxygen.
Stat's Required to Use:
NA
D. Attacks
Attack Template (used to identify the various attacks of your character, see full details here)
Name: Death Scythe
Detailed Description: Using her short sword, Iskra can leave imprints of her sword strokes in the air. Unless touched again by her sword, these invisible slashes remain active, cutting anyone who touches them.
Stat's Required to Use:
3 WH and 3 M
Final Smash/Limit Break Your ultimate attack with the use of a smash ball or limit break
Name: Arrogant Level
Description: Iskra gains one level upon using a Smash Ball.
Name: Iskra Likhovich
Nickname/Alias: Izzy, 19
Gender: Female
Physical Age: 21
Date of Birth/Creation: 08/25/1988 Standard Calendar
Race: Human
Height: 5’8”
Weight: 118 lbs
Birth Place: District 37, Forward Territories (Old Sarajevo)
Originating Game: NA
Appearance:
Personality: Iskra is an Imperial Revenant, one of the Emperor’s suicide soldiers. They have signed their lives away to die in battle, giving their names away for numbers and codewords. They are the best of the best, and they know it. Like all Revenants, Iskra acts with supreme confidence in everything she does, knowing that all others are beneath the master she serves and possessing supreme confidence in her own abilities and beliefs. The force of this conviction is so great that Imperial Revenants could stroll through town square buck naked, and onlookers would feel self conscious from their withering gazes. Revenants do not negotiate or surrender, they accomplish what they set out to do, and there is no middle ground between victory and death.
Iskra herself is rather introspective, although all Revenants listen far more than they speak. Five words are not used when one will do, and one word is not used when a look or gesture can accomplish the same message. Regardless, Iskra is quieter than most, preferring to act as a fly on the wall rather than a tour de force of socialization.
History: Iskra was born into an impoverished family in a derelict war torn country. The nation lay between two opposing empires, the Eastern Kirmizi and the Western Feodus Conferation, locked precariously in a tense détente. Covert operations and propaganda wars ignited unrest and instability, and the nation was engulfed in civil war and ethnic cleansing when Iskra was twelve.
Iskra’s family was composed of herself, her parents, and her two younger brothers. Her father was conscripted into one of the local militia groups, and she and her family were forced to flee to protect her brothers from a similar fate. While her mother scrounged for food in relief lines, Iskra was left to look after her brothers. Living in sewage drains, bombed out schools, and tattered refugee camps, Iskra and her family learned the value of silence. Evading prowling death squads taught her to mask her breathing, to ignore the pangs of hunger, of pain, of sickness. Iskra learned to wait, to hide, and to turn invisible. The harsh necessities of survival forced them to become resourceful, staking traps for rats and stealing from others.
But resourcefulness and resolve were not enough. The chaos of the war spilled into the neighboring countries, and the Eastern Empire was forced to intervene. Shelling and airstrikes crippled the small nation, and armored divisions swiftly occupied the cities. During one of the blitzes, an artillery shell struck the building Iskra’s family was hiding in, killing the mother and brothers, and deafening Iskra.
Wounded and dazed, she was captured by Imperial forces and treated. The field doctors were able to both heal Iskra’s body, and repair her hearing. After she had made a sufficient recovery, she was assigned a number, 24601, and interned as a Prisoner of War.
Prisoners were provided the basic necessities of life, but their existence was hard and cruel. Inmates stole from each other and devolved into gangs, conscripting members for muscle and forcing payments of food and other necessities for protection. It was in this chaotic situation that Iskra came into her own. The skills she had acquired during the ongoing war came to good use, and she quickly established a small stockpile of stolen goods. Scuffles and brawls taught her how to fight-she learned how to use a knife, the rough art of street fighting, applying her methodical, pointed methods to the cruel, ruthless practice.
It was then that the Empire made an announcement to the prisoners. They could continue to rot inside the detainment camps while they hunted down the remaining resistance, or they could join the fight as conscripts in the Imperial Army. An offer that Iskra readily accepted.
Unlike the Feodus Confederation, the Kirmizi held a more egalitarian view on combat roles, and Iskra was accepted into the fold. Bereft of any sort of family or ties from her earlier life, Iskra devoted herself entirely her new military family. Her conscript brothers and sisters banded together under the shared experiences of war torn devastation, forging an unbreakable bond. The Empire, taking note of one of its assimilated cultures, split its subjugated peoples evenly across its population, forcing them to mingle and cutting them off from their cultural base. Iskra found herself surrounded by comrades from every corner of the Empire, every one as alone as she was, and their reliance on each other and in their new cause was a power beyond reckoning.
After several years, Iskra became an Imperial citizen and started a new life within its borders. She pursued more advanced forms of training, forcing herself to excel at everything she did. For every failure, redoubled effort brought success. And eventually, she was permitted to join the Emperor’s Revenants.
Her decision to join the Empire’s suicide soldiers was not an uncommon one for people of her background. She, and many of those who chose the path of a Revenant, had lost their families, their homes, and their identities. The Empire had given them all that back. And so, in an incomparable act of gratitude and devotion, they swore their lives to uphold it.
Despite the chaos that occasionally gripped the Empire’s peripheral domains, the world remained in its tense détente between the two super powers, and overall, the world was peaceful. As such, the missions undertaken by the suicide soldiers were often less than suicidal. Their missions were confined to clandestine operations, and hardly ever required warriors of their stature. That eventually changed for Iskra, however.
The Revenants were approached for volunteers on what would almost certainly be a suicide mission; to investigate a temporal anomaly that the government had isolated and managed to contain. The anomaly in question was one of several that had been discovered, the previous having been explored with short range robotic drones. These drones were able to send back only snippets of footage before their passage collapsed the anomalies, which revealed an alternate reality; the Smash Universe. For reasons still not entirely known to even Iskra herself, she volunteered for the mission, and was eventually selected. Armed with her trusted blade and faith in her purpose, Iskra marched through the portal.
Unfortunately, while the bond between herself and the Emperor held strong through the journey, the strain and reality warping separation between them severely weakened Iskra when she emerged. As such, many of the abilities that would have once been second nature to her are now beyond her ability to perform. her firearm, per the laws of the Smash Universe, were destroyed as she entered, though her explosive ordinance remained intact.
Transportation: None
Requested World Preference: None
II. Battle Information [/size]
A. Overview
Current Level: 2
Current Stats:
Physical Prowess 8
Magical Talent 3
Weapon Handling 9
Luck 0
Strengths:
Conviction: Like all Kirmizi Special Forces, Iskra is possessed with fanatical loyalty to her Emperor, filling her with an unshakable faith in the righteousness of whatever cause she sets out to accomplish. Only the Revenants are permitted the direct worship of their Emperor, which forges an unbreakable bond between Him and His most elite soldiers.
Fearless:As an Imperial Revenant, fear is a foreign and alien concept to Iskra. Upon joining the Emperor’s suicide soldiers, she was declared dead to the public, and a state funeral held in her honor. It is fully expected that Iskra will earn this service during her line of duty. Fear is not a necessary emotion for someone who is already dead. In combat, this disregard for personal safety becomes a useful shock tactic, as enemies are often taken completely by surprise by the savage abandon with which they are attacked. Seemingly overwhelming numbers of enemies have been dispersed by small bands of suicide soldiers, their opponents complacent in their numbers and unprepared for resistance of such vigor.
Deception: Iskra is a masterful assassin, and is capable of concealing her immense pride for whatever task is required of her Emperor. In this sense, Iskra is able to take on any number of personalities, and can administer countless methods of silent murder. Stealth is a prerequisite ability for a Revenant, and Iskra is able to conceal herself with ease.
Resourcefulness: Suicide soldiers are aptly named, inserted into positions far behind enemy lines, without any hope of support or rescue. As such, any Revenant could give McGuiver a run for his money. However, the ability to come at a problem from multiple angles encompasses all aspects of Iskra’s behavior.
The Element of Surprise: Revenants employ a wide variety of hidden weapons and techniques, which will be detailed presently. Very often, what seems to be an ordinary attack leads into something entirely different; a punch delivering a hidden needle laced with poison, a kick with a hidden blade in the boot, or any number of nasty unknowns.
Imperial Conditioning: Imperial Conditioning is a blanket term used to describe the Kirmizi Empire’s many different conditioning techniques for its special forces, which will be described presently.
Weaknesses:
Fearless: Naturally, having little to no regard for personal safety is a liability as well as a strength. Iskra will not hesitate to leap into a hopeless battle, facing death before dishonor. While Revenants are pragmatists, and will not throw their lives away unnecessarily, this utter lack of fear for themselves can still cause unnecessary death or injury. Revenants are infamous for utilizing “suicide strikes,” deliberately opening their defenses to bait an enemy strike, then attacking at the same moment as their enemy, taking advantage of the opening caused by the attack. Or, Revenants will take a blow, even a lethal one, in order to land their own death shots on their enemies. While this almost always slays the opponent, the collateral damage can be fatal.
Ultimate Servitude: While the Revenants’ faith in their God Emperor is unshakable, intensive top secret studies have shown that on occasion, when cut off from their master for extensive periods of time, a Revenant may substitute their Emperor with a similar figure. Though their original loyalty will always take precedence, the deep connection that the Revenants feel with their Emperor creates a dependency on that relationship, and without it, they may seek to replicate it with another master.
Hyper Reaction Impulse: As noted before, Hyper Reaction Impulses trigger on their own without conscious thought, and do not discriminate between friend and foe. If an ally accidentally triggers an Impulse, they will likely die for their error.
Fighting Style: The most important thing to keep in mind when facing an Imperial Revenant in battle is that every technique is designed as a death blow. There is no such thing as mercy or chivalrous combat; when in battle, Revenants aim to kill and to kill quickly.
Iskra relies heavily on the element of surprise in combat, often beginning a battle unarmed in order to spring a trap on an enemy with a knifel. During unarmed combat, Iskra incorporates many different elements of the martial arts, but her training heavily emphasized grappling and various bars and holds-these are often used to stun or pin an opponent long enough to wound them with a poisoned weapon or spring some bladed trap. This is not to say that Iskra is lacking in the striking department, as her Impulse attacks can break bones and puncture organs with ease. Surgical implants in her hands and feet dramatically increase her lethality, blurring the line between armed and unarmed combat. Iskra’s thumbs and large toes have had retractable blades inserted into them, which can extend from under her nails. The bones in these digits lock into place, transforming the entire thumb or toe into a knife. Therefore, any punch or kick can instantly be transitioned into a lethal stab. The nails on Iskra’s forefingers have been replaced with synthetic replicas, carrying retractable poison laced needles.
Her primary bladed weapon is her Revenant short sword, which, because of its small size, can be wielded much faster than conventional blades. This is complimented with an assortment of hidden daggers and knives, some of which are poisoned. Each Revenant is also armed with a single Ballistic Knife, a powerful spring loaded blade capable of killing an opponent up to thirty feet away. Iskra’s boots also contain knives at the toes and poisonous barbs at the heels, which can be extended at any time. There is also a concealed dart launcher on her right wrist, and additional darts for throwing in a small pouch at her waist. On each side of her hip, shoulders, and thighs, small poisonous barbs are woven into her clothing, which spring open when pressure is applied and certain muscles tensed. These are used while grappling and throwing opponents.
The Active Camouflage on Iskra’s uniform is also used actively in combat, able to blend in with her surroundings, or emit bright patterns of colors to confuse the enemy (Jokingly termed “Cuttlefish mode”). The default appearance, with thick alternating bands of black and red stripes on the arms and legs, creates an optical illusion, making the limbs appear much shorter than they actually are.
Shirks and grenades can be used in conjunction with any one of these combat styles.
B. Weapons and Key Items
Weapons Template
*Note: All of Iskra's weapons have summoning seals on their handles or hilts. A matching summoning seal is tattooed onto each of Iskra’s palms. At any point in time, she may summon any one of these weapons directly into her hands, or back into their sheaths. Each weapon is also marked with an identification charm, which will only allow Iskra to draw or wield them. Her blades have had an Arcaner curse placed upon it which prevent the victim’s blood from clotting. All of Iskra’s weapons have had charms placed on them to render them undetectable while on her person.*
*On poison: The poison Iskra uses is derived from Curan, cultured from Amazonian Poison Arrow Frogs. In real life, this would result in almost instant paralysis and extremely rapid death. In the interest of fairness, the poison’s affects will be downgraded. If an opponent is injured by a poisoned weapon, a circle of paralysis ten centimeters in diameter will extend from the wound. At the beginning of every post, the circle will extend by five centimeters unless cured. Should the poisoned area reach the brain or heart, the opponent dies in three posts unless cured. Each injury must be separately cured. For every poisoned injury, the opponent’s health decreases by one tenth of the total amount at the beginning of each post, and 1 stat point is subtracted from each category.
Name: Oculus Lenses
Description: All Revenants have had specialized contact lenses surgically grafted into their eyes. These lenses were created in part from Berkut (Golden Eagles), cat, and various insect eyes. The combined affect allows Revenants to see at incredible distances, natural night vision, 360 degrees of sight, and the ability to see into the infrared and ultraviolet light spectrums. Their hand eye coordination is also boosted to a remarkable degree, allowing for enhanced marksmanship and combat capabilities. An additional Arcaner spell allows them to utilize a slight x-ray effect, which allows them to see the outline of an opponent’s organs, or an outline of their opponent through physical barriers. Moreover, they can see through their own bodies and clothing completely.
Stats Required to Use: 3 M
1. Name: Revenant Short Sword
Description: A fifty centimeter short sword that has been soul bound to its owner. Because of its short length, it can be wielded much faster than a conventional blade. The weapon is incapable of breaking unless its owner dies, in which case it will irreparably shatter. The short sword is kept in a sheath on her back, which contains a small cache of poison at the tip. The Curse that prevents wounds from clotting may be activated retroactively on the Short Sword (and only the Short Sword), meaning that Iskra can cause a wound she inflicted during any part of the battle with her Short Sword to reopen.
Stats Required to Use:
2 WH and 2 PP
1 M to activate the Summoning Seal
4 WH to poison the tip of the blade
4 M to activate the Curse
2. Name: Combat Knives
Description: Iskra carries seven concealed knives on her person. One in each boot (The left is poisoned. These are separate from the retractable blades in the toes of the boots.), one on each wrist (blade positioned forward on her left, spring loaded to appear in her hand. The right is poisoned, and is positioned hilt first, spring loaded to appear in the right hand, or can be drawn manually by the left hand.). The ballistic knife is located on her back on the belt, hilt positioned to the left, and the final knife is on the upper back, hilt positioned toward the right shoulder.
Stats Required to Use:
2 WH per knife
4 WH per poisoned knife
1 M to summon
4 M to activate Curse
3. Name: Dart Launcher
Description: Iskra has a hidden spring loaded dart launcher on her right wrist, which can fire a single poisoned dart up to thirty feet. Iskra has additional darts stored in pouch at her belt. The rear end of each dart can be attached to virtually any surface.
Stats Required to Use:
3 WH to fire the dart launcher
1 WH to throw a dart or attach one to a surface
4. Name: “Shirks”
Description: Shirks are flash bang like devices that, when detonated, magically rob victims of their five natural senses, so victims cannot see, hear, feel, taste, or smell. These effects last for one post. Iskra herself is not immune to these effects. However, she has been conditioned to be able to act and fight even while under the shirk’s effects. Additionally, the lateral lines on her body are not affected, allowing her to “see” her surroundings through changes in air pressure. Shirks detonate on impact.
Stats Required to Use:
2 WH and 6 M
5. Name: Concussion Grenades
Description: Iskra is also armed with three concussion grenades, whose purpose is fairly self explanatory. Each grenade has a five second timer, and a ten foot blast radius. Rather than causing damage through shrapnel like traditional grenades, Iskra’s variant creates a massive pressure wave that ruptures internal organs and shatters bones.
Stats Required to Use:
6 WH
7. Name: Psionic Inhibitors
Description: As a Revenant, Iskra received surgically implanted Psionic Inhibitors, which serve two purposes. First, Iskra’s mental activities are confined to her own skull, and cannot be detected from without. The second purpose is to halt psychic penetration from others. The system is not foolproof, as adept psychics can override the Inhibitors at extreme close range, though its protection does extend to her entire nervous system.
Stats Required to Use:
Normally requires no stat requirements. However, to ward off extreme psychic pressure at close range (within five feet) Iskra must pay half the cost of her opponent’s stat cost in either WH or M.
8. Name: Scent Suppression Chemicals
Description: Chemical suppressants kill the bacteria that produce human body odor. The injections force Iskra to excrete chemicals and compounds through her sweat that alter her smell, making her impossible to track with blood hounds or similar creatures. Genetically engineered bacteria within the cultures begin mimicking odors introduced to it in the air, naturally mutating to match the environment it is brought into.
Stats Required to Use:
NA
9. Name: Suppressor Field Generator
Description: A small device which produces anti sound. The machine analyzes sounds created around Iskra, and produces noise in the exact opposite pitch and frequency. The two completely cancel each other out, creating a space of complete silence around Iskra.
Stats Required to Use:
3 WH
10. Name: Garroting Wire
Description: Concealed in Iskra’s hair are ten garroting wires. Composed of nanotubes from Nippon, each is as thin as a human hair, but sharp and strong enough to decapitate an opponent if looped around their neck. These are not meant for use in combat, but as a method of assassination. Five of the ten wires have microscopic serrations, creating a saw like surface capable of cutting through steel bars in a matter of minutes.
Stats Required to Use:
1 WH
11. Name: Fake Teeth
Description: Several of Iskra’s molars are fake, and contain miniaturized radio transmitters. Iskra’s right incisor contains a poison needle, while her left one contains a small retractable blade.
Stats Required to Use:
No stat requirement for the radio transmitters
2 WH for the poison needle
1 WH for the retractable knife
12. Name: Med Kit
Description: On her belt, Iskra carries a small medical kit. It includes standard field equipment such as bandages and cleaning agents, as well as more exotic items. These include miniaturized surgical equipment, stitches, and a specialized knife that can penetrate human flesh while causing selective damage to any tissue it encounters. The kit also contains the materials necessary to produce more poison for Iskra’s knives and bullets.
Stats Required to Use:
4 WH, 1 M
13. Name: Suicide Bomb
Description: Another self explanatory item. Located somewhere inside Iskra’s body, a bomb has been planted that she can detonate at will using a special Arcaner command. Blast radius of twenty feet.
Stats Required to Use:
NA
14. Name: Battle Uniform
Description: Iskra’s battle uniform is both complex and weaponized enough that it deserves mention as both an offensive and defensive item. The entire outfit is sheathed in liquid body armor, stolen technology from the Free Union. As the name implies, the material is soft, flexible, and flowing, allowing for extreme ease of movement. However, when struck by a strong impact, the non-Newtonian fluid solidifies, forming an extremely resilient layer of armor. For additional protection, an Arcaner defensive charm has been woven into the material. Should the liquid armor encounter an impact over a certain force threshold, the force of the impact will be evenly dispersed across its entire surface. Thicker layers of armor are worn on the torso and thighs, providing additional protection to the vital organs. Hidden, poisonous barbs are woven into the uniform on each side of the hip, the front of the shoulders, and the thighs. These barbs will spring open when pressure is applied to them and certain muscles are tensed.
The entire uniform is also coated in Active Camouflage Smart Cells, which alter their coloration to mirror their environment. Looking at Iskra while the camouflage is active is much like looking at a television screen showing a picture of the wall behind it. Iskra possesses a mask that incorporates all of these elements, but she usually only dons it to complete her stealth attire. The Smart Cells can also be used in combat as a tool of intimidation and distraction. Utilizing brilliant, shifting patterns and lights, the cells can confuse and disorient an opponent, hiding Iskra’s movement’s just as thoroughly as invisibility would.
Stats Required to Use:
Active Camouflage 3 WH
Liquid Armor 3 WH
Poison Barbs 1 WH
15. Name: Nihilist
Description: The Nihil Field Generator is worn underneath Iskra’s heavy armor on her torso, and activates when it detects exceptionally fast moving objects in Iskra’s close vicinity. Upon activation, the device immediately saps all kinetic energy from any fast moving objects within seven feet of Iskra’s body, rendering them immobile for one post. Against most projectile weapons, this will simply cause them to immediately fall to the ground. This device was never intended to be used against humans, as only Hyper Reaction Impulse attacks approach the speeds necessary to activate the generator. However, in this new universe, some movement enhancing techniques will activate the field, paralyzing them for one turn. This includes teleportation techniques, as the Generator will interpret the sudden appearance of matter in Iskra’s vicinity as incredibly rapid movement and activate. The kinetic energy stored in the device must be released after three uses, which is done by venting the energy into Iskra’s liquid armor in extremely short but rapid bursts. This process takes one post, and during this time, a successful attack would compromise the integrity of the armor.
Stats Required to Use:
4 WH for a radius of seven feet
16. Name: Voodoo Dolls
Description: Yes, Voodoo Dolls. Seriously. However, these dolls don’t function in the way you’re probably imagining. Iskra keeps five dolls on her person, all of herself. Should she be grievously wounded, the damage is transferred to one of the dolls. Each doll can only hold one mortal wound before needing to be replaced. Iskra can make the dolls out of various raw materials, such as clay, but not during battle. Iskra can also manually override the transfer of damage, for whatever reason.
Stats Required to Use:
15 M
17. Name: Bolt Flail
Description: Looped inside Iskra’s belt is a heavy, whip-like flail composed of thousands of heavier, more durable versions of the nanotubes that make up Iskra’s garroting wires. Pressure points on the handle allow the flail to extend up to ten feet in length, making an effective whip, or to lock in place and solidify, creating a heavy rod. In either state, the flail is more than capable of blocking even the sharpest blades. A third pressure point causes select nanotubes to protrude through the surface, creating cutting edges.
Stats Required to Use:
3 WH, 2 PP
C. Abilities
Ability Template (used to identify the abilities of your character, see full details here)
Name: Wind Whispering
Activation: On Command
Detailed Description: can whisper into the wind, which will carry her message to a designated recipient. The message cannot be intercepted unless someone’s ears actually stray into the message as it travels, which is highly unlikely. If there is no wind, Iskra must whisper the message into her hand, then blow it toward her target.
Stat's Required to Use:
1 M
Name: Nix
Activation: Active whenever an opponent is not looking directly at Iskra.
Detailed Description: A useful stealth technique the Empire incorporated from Nippon, the Nix ability makes the user impossible to see peripherally. Unless an opponent is looking directly at the user, they will appear invisible.
Stat's Required to Use:
5 M
Name: Qi Flux
Activation: On Command
Detailed Description: Another imported skill, this time from the Middle Kingdom. Using muscle and breath control, Iskra can regulate the flow of oxygen throughout her body, and manage her energy expenditure with extreme efficiency. Iskra tires extremely slowly (even more so than her grueling training would permit), negate the buildup of lactic acid, and is able to absorb and distribute powerful kinetic impacts with ease.
When using this ability, the power of Iskra’s attacks and movements are dramatically amplified. In close quarters combat, Iskra can use her Qi to attack or control (Not in the sense of a puppeteer, but in a grappling-like context) her opponent’s body.
www.mojvideo.com/video-time-warp-samurai/c1dc2afd9ac2b190f347
7:05 and onward shows an excellent demonstration of this technique’s applications.
Iskra can also enter a meditative trance and use her Qi to temporarily increase her stats. For every post she is in a trance, every stat is raised by 2. However, she can take no other action during these posts, and if she is forced to cancel out of it, she gains no stat increases
Stat's Required to Use:
5 PP and 5 M to use a Qi attack or absorb an oncoming attack
Name: Cold Blood
Activation: Always Active
Detailed Description: A series of spells derived from the study of various reptiles and fish. Iskra is able to “taste” the air, much like a serpent or lizard, providing a massively amplified sense of smell. Her ears can detect changes of pressure in the air, as can lateral lines along her body. These allow her to feel the air around her, and those moving within it.
Stat's Required to Use: NA
Name: Orbitus
Activation: On Command
Detailed Description: Iskra can reorganize the planet’s gravitational attraction to her body, allowing her to move around vertical or upside down surfaces with ease. There must be an object to attach her gravitational pull to, so she cannot, for instance, cause herself to fall up and fly.
Stat's Required to Use:
2 M
Name: Phase Shift
Activation: On Command
Detailed Description: Because matter is composed mostly of empty space, Iskra is capable of realigning her atomic and subatomic structure to allow her to pass through solid objects. Nuclear forces create friction, allowing her to move and prevent her from falling through the earth. This state can only be maintained for thirty seconds at a time, and there is a recovery period of five minutes. Any longer, and Iskra’s body would be in danger of decomposing.
Stat's Required to Use:
5 M
Name: Trace Imprint
Activation: On Command
Detailed Description: Iskra can lay down an energy relay with each step she takes. Any time afterwards, she may position herself at any point on the relay, and instantaneously move to any point along its path. Each relay can only be ten steps long, and no more than thirty steps may be active at a time.
Stat's Required to Use:
5 PP and 5 M
Name: Hyper Reaction Impulse
Activation: Varies. Can be activated by command, autonomously, or sealed off.
Detailed Description: See above
Stat's Required to Use: All PP. The number of times Iskra may use this technique (within thirty posts of the last use) without injuring herself is equal to one half her current PP stat level. When in this state, the cost of any other technique that requires PP points to use may be paid for using M or PH, depending on the ability in question.
Name: Aegis Eye
Activation: Activates whenever projectile fire is perceived.
Detailed Description: A twofold ability. First, all projectiles, including supersonic rounds travelling too fast for Iskra to actually see, are highlighted in her vision by a bright red outline. Supersonic projectiles appear as bright red streaks. The second function of the ability allows Iskra to determine the exact source of the projectile, either through this highlight, the sound of it firing, its impact marks, or by being struck by the projectile.
Stat's Required to Use:
NA
Name: Cadaver State
Activation: Always active
Detailed Description: Upon joining the Imperial Revenants, Iskra signed her life away. The nature of the exceptionally powerful covenant renders her “magically dead,” that is, her life force has already expired. She is sustained by the life force of the covenant itself, and the God-servant relationship between herself and her Emperor. In practical terms, this means that Iskra is magically invisible, unable to be detected by non natural means. Similarly, being already dead, prescients cannot determine her future actions or their effects.
Stat's Required to Use:
NA
Name: Ghost Step
Activation: Always active
Detailed Description: Iskra’s footsteps make no noise, and do not leave footprints of any sort. Iskra casts no shadow, and has no reflection.
Stat's Required to Use:
NA
Name: Iron Blood
Activation: Always active
Detailed Description: Iskra's blood clots immediately upon coming into contact with outside oxygen.
Stat's Required to Use:
NA
D. Attacks
Attack Template (used to identify the various attacks of your character, see full details here)
Name: Death Scythe
Detailed Description: Using her short sword, Iskra can leave imprints of her sword strokes in the air. Unless touched again by her sword, these invisible slashes remain active, cutting anyone who touches them.
Stat's Required to Use:
3 WH and 3 M
Final Smash/Limit Break Your ultimate attack with the use of a smash ball or limit break
Name: Arrogant Level
Description: Iskra gains one level upon using a Smash Ball.