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Takanomiya Hijiri

#1
Name: Takanomiya Hijiri
Spent OM: 38600
Proficiencies (2400); Physical Strength (1000), Ranged Proficiency (1000), Buff Proficiency (400).
Powers (4000/8000); Master Acrobat (400), Flight (1800), Burst Movement (800), Super Speed (1000).
Moves (2400); Heavenly Weapon: Katana (300), Self-Controlled (300), Personal Gravity Manipulation (1200), Heavenly Weapon: Desert Eagle (300), Rabbit Coat of Identity Concealment (0), Undaunted Stance, Inspiring Others (300), Graviton-Variance Super Jumping (0).
Super Moves (2000); Overcharge: Graviton-Accelerated Strike I (600),  Overcharge: Graviton-Accelerated Strike II (800), You Can’t Match My Speed I (600).
Transformations (2500); True Form [Tier One Powered-Up Form] (1000), Original Form [Tier Two Powered-Up Form] (1500).
Assists (0);
Items (300); Mobile Dataverse Device (100), Communicator (200).
Artefacts(0): None
Consumed OM (0);
Bases (11000); The Pillar [Coruscant, Tier Five] (1000), Tier Three Base Fortifications (6000), Medical Centre (1500), Dataverse Uplink Station (1000), VR Station (500), Recall Station (1000).
Unlocks (14000);  Stat Upgrade I - SPD (1000), Stat Upgrade II - TEC (2000), Stat Upgrade III - ATK (4000), Stat Upgrade IV - SPD (7000).
Base Stats: Normal (T1 PUF) [T2 PUF]
ATK: 3 (5) [5]
DEF: 2 (4) [4]
SPD: 5 (6) [11]
TEC: 4 (4) [4]
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#2
Description

Name: Takanomiya Hijiri
Note: Hijiri's name is Japanese and as such his surname (Takanomiya) comes before his personal name.
Source: Battle Rabbits
Appearance:
[Image: Hijiri_Human.png]
[Image: Hijiri_Face.png]
[Image: latest?cb=20160628010756] [Image: Hijiri_Crouch.png]
[Image: Hijiri_Name.png]
Hijiri is a tall man who appears to be in his late twenties, with purple eyes and hair which can appear dark blue (in the shade) or purple (in more brightly lit areas). He always wears a black business suit whilst in his human form, with a silver ring on his right middle finger. Though fairly muscular, his build is lean rather than bulky.
Orientation: Heterosexual
Personality:
Hijiri usually maintains a stern expression and acts cold, calculating & ruthless. He does, however, appear to take great pleasure in tormenting others, though never during actual combat; he is much too serious in those situations to ever waste time mocking his foes. Despite often seeming like a total asshole, he does actually care about those close to him, to the extent of even having been willing to give his life for their sakes.
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#3
History

Pre-Omniverse:
Hijiri is a member of a race of aliens called 'Battle Rabbits'. His species are denizens of the moon, but many of them also live on Earth, protecting its clueless inhabitants from extraterrestrial invaders... and occasionally taking advantage of their superior technology by hypnotising random humans in order to get what they want.

Hijiri was the Commander-In-Chief of the Battle Rabbits' Earth Defence Force, and also served as the President of The Takanomiya Group; several companies which exist mainly to act as front businesses to conceal the Rabbits' activities on Earth. The primary threats which he and his allies faced were a race called 'Ogres', which fed on negative emotions and could possess anyone who succumbed to those feelings.

After discovering that a boy named Kokuryuu Kaguya was in fact a long-lost descendant of their equivalent of a royal family, he began training the child to serve as his ultimate weapon against the Ogres... the events that followed included; making a deal with the Grim Reaper, using a magic tree to travel through time, and Kaguya becoming the leader/father of all Ogres.

Ultimately, though, at the end of all that, it did finally seem that everything had worked out well, and Hijiri and all his friends walked happily off into the sunset together–
Only for him to then be suddenly snatched by Omni and tossed into His private reality.

Omniverse:
An Unpleasant Entry - In which Hijiri arrives in the Omniverse, sees a freaky statue, and talks to a stormtrooper.
Easy Money? Not So Much. - In which Hijiri visits Tier Five with some stormtroopers and gets in a couple fights.
Securing Northside? - In which Hijiri fights some felons, gets into a gang and builds a Base.

NPC Threads:
Imperial Endeavours - In which a whole bunch of Secondaries die.
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#4
Statistics

ATK: 3
Even in his human form, Hijiri is far stronger than a normal person; he's right at the very limits of human strength, in fact.
DEF: 2
In his human form, Hijiri is as muscular as the average athlete, which gives him the resilience to take a few punches... but nothing out of the ordinary; swords, guns & the like can harm him just as easily as they can anyone else.
SPD: 5
By gathering great amounts of Omnilium, Hijiri has increased his speed so much since coming to the Omniverse that he is now even faster in his Human Form than he would have been at his most powerful back in his own reality.
TEC: 4
Having been trained in combat from a very young age, like all of his race, Hijiri has become an extremely skilled combatant.


Proficiencies

Physical Strength
Not all Battle Rabbits prefer melee combat to ranged, but most do, and Hijiri is no exception. As one might expect of a race of beings willing to actually include the word 'battle' in their own name for their species, skilled fighters are by no means a rarity amongst their people.
Ranged Proficiency
Since coming into contact with Coruscant's criminal underworld (and realising that the abilities he relied on back home are much weaker here in the Omniverse), Hijiri has grown to appreciate the value of a good gun.
Buff Proficiency
Hijiri is so badass that everyone else around him seems to become more badass simply by virtue of being nearby.


Powers

Master Acrobat
As a skilled martial artist, Hijiri has learned many acrobatic techniques.
Flight
IMPORTANT: Hijiri cannot actually fly. This power was bought solely to be used as a prerequisite for moves. When being used outside of a move, use Master Super Jumping instead. Also, see Graviton-Variance Super Jumping (Fodder Move) for the use of Super Jumping in conjunction with Personal Gravity Manipulation (1200 OM Move).
Master Super Jumping
Thanks to the Battle Rabbits' innate ability to manipulate gravity, Hijiri can jump distances of up to 60 metres; much further than his human body ought to be capable of.
Burst Movement
Hijiri is fit enough to put on a huge (albeit brief) burst of speed at a moment's notice.
Super Speed
As a Battle Rabbit, Hijiri can move far faster than one would expect of a human.
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#5
Moves

Self-Controlled
If Hijiri is ever affected by a Move which would cause him to act in a way he would not want (e.g. run away), he may choose to take a short time to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that Move would have had on him. Using this requires his complete Focus, so he cannot move at all whilst doing so.

This Move's energy cost is extremely variable, and is based on the strength of the Move used on him and his opponent's TEC (e.g. if a very powerful debuff is used by someone with TEC equal to his, it will be very tiring for him to counter it). The time taken is 2 seconds if the user has TEC equal to Hijiri's, and scales based on the difference. The change in time goes down to a minimum of 1 second if they have half his TEC and up to a maximum of 3 seconds if they have double his TEC. If they have above twice his TEC, though, or if the Move they are using on him is a Super Move, this Move will always fail as soon as he activates it. Assuming that this Move is successful, the same Move which he just countered cannot be used on him again for the next 30 seconds.

RP Fodder Note: This Move can also be used to suppress unwanted emotions or thoughts which are not the result of actual Moves (e.g. I may write him as taking a second to calm down after someone says/does something which would normally anger him). Negating non-Move things will only ever require the 1 second charge.



Personal Gravity Manipulation
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to weigh the equivalent of anything from what one gramme up to one tonne would when under the effects of a gravitational field equal in strength to Earth's. These effects come with all of the associated up- and downsides you would expect.

For example: being extremely light would allow him to stand on fragile objects, be carried along by gusts of wind, and attack quickly, but would drastically weaken his blows due to the low weight behind them, and would allow him to be knocked or thrown around effortlessly by others, whilst being extremely heavy would make him harder to knock over and his attacks noticeably stronger, but would also make every movement he made more difficult, more tiring, and much slower.

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 20kg of weight added (so increasing his weight from the minimum to the maximum value would take 50 seconds). This Move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit by) an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this Move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 20kg of his original weight; meaning that if he is beyond that range then he must use this Move again to get back within it before he can actually end the Move.
This Move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this Move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note 1: Whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.
Note 2: The severity of the effects mentioned in Note 1 vary in relation to his ATK & DEF, so it is possible that with high enough levels in those Stats he could actually use his maximum weight without injuring himself. To do this would require at least 20 points in both ATK & DEF (ATK to have the strength to move, DEF to not be crushed under his own weight).



Undaunted Stance, Inspiring Others
(Ranged Proficiency, Buff Proficiency)
By standing tall and acting unafraid, Hijiri can boost the morale of all allies within 100m who can see him or sense him with enhanced senses. After they look away or leave the affected area, the effect will gradually diminish to nothing over the course of the next 30 seconds. All that this morale boost does is make them more confident; less likely to run away or surrender and more likely to take risks and behave recklessly. Using this Move has no energy cost, however it does require a small amount of concentration in order to maintain the stance.
Hijiri can move and attack as normal whilst using this and it has no inherent time limit... however, the more Wounded and/or Fatigued he is, the more Focus it requires to keep active, and so the more difficult it will be to perform other tasks simultaneously.



Rabbit Coat of Identity Concealment (Fodder Move)
- Left Art by Werewolf9595, Right Art from the Manga -
[Image: TH_OF2.png]
A disguise which includes bandages on his face and a long coat with bunny ears. Unlike his normal clothes, these two items were designed specifically to not be switched out when he uses a Power-Up, meaning that if he does so whilst wearing these, his disguise will not be ruined.

Quote:Hijiri is not currently making use of this disguise by default.



Heavenly Weapon: Katana
(Physical Strength)
[Image: Hijiri_Sword.png]
Like all katana, Hijiri's is fairly light compared to other types of sword and its blade has only one edge. The pommel & guard are gold and the grip is dark purple & red. The katana's total length is 96cm; the blade is 72cm & the hilt 24cm. Also, it comes with a dark purple scabbard.

Rather than carrying it around with him everywhere he goes, Hijiri can summon and un-summon his blade at will. It appears/disappears in a bright flash of white light, which lasts half a second. Having the sword appear does not tire him at all, or require any concentration. When summoned, the sword always arrives sheathed within its scabbard.



Heavenly Weapon: Desert Eagle
(Ranged Proficiency)
[Image: 02b38895634d768f1355c11da5f37e09.jpg]
This Mark XIX .50 AE Desert Eagle is a gas-operated semi-automatic pistol with a 6" barrel (total length: 10.75"), a gold finish and a clip size of 7 rounds. This gun is much more powerful than most firearms would be in the hands of someone with Hijiri's ATK, however in addition to requiring a couple seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire him and will even start to strain his muscles after the first few shots. Also, the recoil will throw off his aim whenever it is fired, making it more difficult to land further shots for each consecutive shot fired without pause.

Rather than carrying it around with him everywhere he goes, Hijiri can summon and un-summon his handgun at will. It appears/disappears in a bright flash of white light, which lasts half a second. Having the pistol appear does not tire him at all, or require any concentration. Summoning extra ammunition clips works in exactly the same way as summoning the gun itself, and after creating the ammo he must still take the time to manually reload it. Un-summoning and re-summoning the Desert Eagle will not replenish spent ammo.



Graviton-Variance Super Jumping (Fodder Move)
(Flight, ‘Personal Gravity Manipulation’)
By manipulating the effect of gravity on his body to reduce his weight, Hijiri can boost the range of his jumps far beyond the normal limits of Master Super Jumping. At his best, with his weight lowered to its minimum value (see the Move ‘Personal Gravity Manipulation’ for more detail), he can jump up to four times farther than the normal limit for Master Super Jumping (240 metres). Unlike with true Flight, though, he has no way of changing direction in mid-air, and he cannot choose to use the actual Flight Power whilst making use of this Move: he must wait until after his jump has ended. Furthermore, the effects & Drawbacks of Personal Gravity Manipulation still apply whilst jumping in this fashion, so even a light breeze could blow him way off course, and being hit by an actual attack would have a far greater effect.

The energy cost of jumping this extra distance is, in itself no greater than the amount taken to jump the regular distance that would be covered using Super Jumping without Personal Gravity Manipulation (e.g. at his minimum weight, jumping 240 metres doesn't technically tire him more than jumping 60 metres at his base weight). That said, because he also has to pay the energy cost of maintaining Personal Gravity Manipulation, it does actually work out as being more tiring in practise.



Super Moves

Overcharge: Graviton-Accelerated Strike I [Tier One Super Attack]
(Physical Strength, ‘Personal Gravity Manipulation’ Move)
Whilst swinging any object (including Incidental Weapons and weapon-type Moves not normally useable in melee) Hijiri can overcharge his Personal Gravity Manipulation Move by spending SP, allowing him to instantaneously and effortlessly increase the weight of the item to half a tonne. Needless to say, this makes the attack much more powerful than it normally would have been.

After the attack lands (regardless of whether it is blocked or not) he can choose to reduce the object's weight to its previous value through the normal use of Personal Gravity Manipulation if he so desires, or he can leave it in its heavier state. He will generally return it to normal, though, since otherwise it would be impossible for him to lift. Also, if he ever lets go of the object, it will return to its usual weight immediately.



Overcharge: Graviton-Accelerated Strike II [Tier Two Super Attack]
(Physical Strength, ‘Personal Gravity Manipulation’ Move)
Whilst swinging any object (including Incidental Weapons and weapon-type Moves not normally useable in melee) Hijiri can overcharge his Personal Gravity Manipulation Move by spending SP, allowing him to instantaneously and effortlessly increase the weight of the item to one tonne. Needless to say, this makes the attack much more powerful than it normally would have been.

After the attack lands (regardless of whether it is blocked or not) he can choose to reduce the object's weight to its previous value through the normal use of Personal Gravity Manipulation if he so desires, or he can leave it in its heavier state. He will generally return it to normal, though, since otherwise it would be impossible for him to lift. Also, if he ever lets go of the object, it will return to its usual weight immediately.



You Can’t Match My Speed I [Tier One Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.

Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.

In the case of Tier Two or higher Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.
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#6
Items

Smartphone
(i.e. Mobile Dataverse Device + Communicator)
A white smartphone. Nothing particularly special about it. Functions as you'd expect a phone to.
Because Hijiri made it himself from Omnilium, he didn't bother to give it any brand markings.
[Image: Hijiri_Name_Sig.png]
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#7
Assists

N/A


Transformations

True Form [Tier One Powered-Up Form]
[Image: tumblr_static_tumblr_static_56pfg3fjw680...gg_640.png]
[Image: tumblr_nqp6i1eCWe1un83yro2_r1_500.png]
[Image: Hijiri_Sword.png]
In a bright flash of white light, which lasts half a second, Hijiri enters his Battle Rabbit Form; replacing his shirt and jacket with a long black coat with slits over the shoulders, his shoes with a pair of white boots, and giving him a pair of fingerless gloves. His trousers become slightly looser and less formal, but don't change all that much. Also, a faintly glowing purple gem forms on his chest, a pair of white rabbit ears appear on his head, and he also grows a rabbit-like tail... though this last part is covered by his clothes.
Stats: 5/4/6/4



Original Form [Tier Two Powered-Up Form]
[Image: Hijiri_HFsmall.png]

(See his Tier One Power-Up for more images of the clothing)
In a bright flash of white light, which lasts half a second, Hijiri enters his Heavenly Form; replacing his shirt and jacket with a long black coat with slits over the shoulders, his shoes with a pair of white boots, and giving him a pair of fingerless gloves. His trousers become slightly looser and less formal, but don't change all that much. Also, a faintly glowing purple gem forms on his chest, a pair of small, dark grey wings appear on his head, and he also grows a rabbit-like tail... though this last part is covered by his clothes.
Stats: 5/4/11/4
[Image: Hijiri_Name_Sig.png]
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#8
Relationships

Key
Friendly: Green is good!
Neutral: Amber is 'eh'.
Plz Die: Red is EEEVIIIL!

CURRENT
PRIMES
Player Characters
N/A

NPCs
Name: Reginald Bennerton (AKA “Shotgun Steve”)
Relationship: Sworn Enemy
Appearance: An old man of average height with tanned skin and an athletic build. He has shoulder-length grey hair and a short, wispy beard. He wears an unbuttoned grey leather waistcoat, a pair of ragged, loose white jeans, and black, steel-toed boots. He dual-wields double-barrel shotguns in battle (and has a whole pile of backups).
Bio: As the Fourth of the ‘Four Claws’ of the ‘Northside Wolfpack’ gang, Steve is amongst the leaders of her organisation… albeit, the lowest ranked of them. Steve despises all Secondaries, which the Jarl (his boss) knows full well. He keeps Steve as the lowest member of the Claws primarily because it amuses him to no end to see him seething with hatred & envy. Steve is a cruel and petty man who will always take out his frustrations on those weaker than himself. He's generally accompanied by a few female Secondaries he summons himself, who drive his car and haul about his guns for him. His minions are all the dumbest crooks he can find in the NSW, since he loves to surround himself with ‘proof’ that Secondaries are inferior.
More Info: Link

SECONDARIES
Name: Alejandro Torres
Relationship: Trusted Ally
Appearance: A Caucasian, Spanish man with dark brown eyes, a lean build, and dark hair shaved in the skinhead style. He generally wears a boiled leather vest, boiled leather knee-high boots, with regular, unhardened leather trousers tucked into those boots, and a leather belt. On top of these, he wears two overcoats; an inner coat of chainmail, reaching almost to his ankles, with a leather coat atop it, both of which he leaves hanging open. The bottom of the second coat, along with the ends of the sleeves, don't quite reach as far as those of the chainmail, leaving it partially visible; making it obvious that he is wearing armour. He also wears a pair of leather gloves and an extra-wide-brimmed hat, not made from leather. Everything apart from the chainmail is dark brown in colour. The chainmail is steel-coloured. Everything he wears appears well-used. He keeps a katana sheathed at his waist and a handgun holstered on his chest, atop the leather vest.
Bio: Hijiri’s first ally amongst the gang now known as ‘The Takanomiya Group’, Alejandro has thrown himself into the Battle Rabbit’s training regimen and is rapidly becoming a skilled and fanatically loyal follower. He currently serves as Hijiri’s Head of Security. He also has a small group of close friends within the gang, who serve along with him as Hijiri's most devoted supporters.

Name: Bernard “Bernie” King
Relationship: Bribed Ally
Appearance: A corpulent, balding, pale-skinned man, with beady, dark brown eyes and stubble covering his multiple chins. He wears a thick, violet, silk robe with a neon yellow silk sash tied beneath his belly like a belt. His shoes are red velvet moccasins lined with white ermine fur. In addition, he wears a cloak of scarlet wool with a wide collar which is also of white ermine fur. Finally, he has a pure gold crown on his head. When going out, he will have a sheathed katana stuffed through his sash-belt and a handgun holstered on his chest, under the robe, to keep it concealed.
Bio: The former leader of the gang which is now ‘The Takanomiya Group’, Bernie was originally wary of even letting Hijiri join his gang for fear of being usurped… which was a reasonable worry, as it turned out, since he was soon forced to stand down. In order to keep from upsetting those who supported him, the Battle Rabbit gave Bernie fine (albeit, rather unfashionable) clothes, a real crown, and the high-ranking position of Treasurer within his new organisation.

Name: William Darrell
Relationship: Sworn Enemy
Appearance: A man with ruddy, Caucasian skin and black hair which he keeps in a sumo-style top knot. He wears a white tracksuit with grey stripes on the arms & legs, and grey trainers. Will is grossly overweight, but also extremely tall and muscular.
Bio: As the Third of the ‘Four Claws’ of the ‘Northside Wolfpack’ gang, William is amongst the leaders of his organisation. He fights like a sumo for the most part, not liking to use guns unless absolutely necessary, though in other ways he is calm, thoughtful and reasonably intelligent. He also kinda stinks, since he sweats a lot, so the others generally avoid standing too near him. He is ranked below two others within the Claws simply because the Jarl considers them ‘more interesting’ than him, not because they are in any way better leaders than he is. He doesn’t hold a grudge over this, though. William manages the gang’s drug production & procurement operations. His subordinates are all obese, since he’s a big fan of sumo wrestling and desperately wants to make that the theme of his little portion of the gang… his people disagree, though, and are much more willing than their boss to use firearms.

Name: Doreen Withers
Relationship: Sworn Enemy
Appearance: A short, elderly, pale woman, who keeps her grey hair tied up in a bun. She wears a black leather biker jacket, a black t-shirt with a white skull and crossbones on the front, grey & white camo-print cargo trousers and black motorbike boots.
Bio: As the Second of the ‘Four Claws’ of the ‘Northside Wolfpack’ gang, Doreen is amongst the leaders of her organisation. She is both a biker and a witch, and has the ability to summon rabid animals in a puff of smoke… most often wolves, for thematic reasons. Her creatures also vanish in a puff of smoke when someone kills them (which is a pretty easy thing to do), and are prone to attacking anyone who isn't her. She's extremely frail, senile, and has serious anger management issues. Also, although she tolerates more than enjoys the company of most of her minions, all of whom are bikers, her mechanics and engineers are all actually very dear to her.

Name: Lana Augustus
Relationship: Sworn Enemy
Appearance: A black woman of average height with an athletic build and bright pink hair styled in a mohawk. She wears a white vest, gray skinny jeans and black trainers. Lana wields a weapon of her own design; the Buzzflail. It's basically just a bunch of buzzsaws attached to some long chains on the end of a stick.
Bio: As the First of the ‘Four Claws’ of the ‘Northside Wolfpack’ gang, Lana is amongst the leaders of her organisation… and she’s also a complete moron. Her weapon is so stupid that it's more due to luck than skill that she hasn't killed herself yet (though she has managed to accumulate a few gruesome scars). She's intensely loyal to the Jarl, but can be rather psychotic at times, and much too reckless. Her father owns a hardware store, and she and her fanatical followers adore using power tools in combat.

Name: Bjarni Raulsson (AKA “Jarl Fenrir”)
Relationship: Sworn Enemy
Appearance: A man with short blond hair, blue eyes and pale skin. He's tall and very muscular (basically a bodybuilder), and wears a black wolf's pelt like a cloak, with the upper half of the skull still attached. The skull sits on his head like a hood, while the rest hangs from his shoulders. It's large enough that the rear legs and tail drag across the ground. He's generally bare-chested, but wears brown leather bracers on his forearms, loose, grey jeans, and black steel-toed boots. He uses a pair of steel knuckle-dusters in combat.
Bio: The Jarl is extremely laid back, lazy and condescending, as well as completely fearless. He's fond of claiming to be even stronger than a Space Marine, and generally overlooks the transgressions of his underlings, since he doesn't believe any of them could ever pose a threat to him. He doesn't have any Powers, but is extremely strong and durable. Despite his great strength, though, he'd much rather lounge around in his Base and entertain himself by watching his minions struggle than actually go out to help them. It's likely the NSW would be substantially more powerful if he wasn't so lazy.


FORMER
PRIMES
Player Characters
N/A

NPCs
Name: Sarah Watt
Relationship: Trusted Ally
Status: Banished
Gender: Female
Age Group: Early Twenties
Skin: Black
Hair: Black, short, cornrows.
Eyes: Brown
Build: Lithe
Other: For more information, [/url]Click Here.
Position: Prisoner
Clothing: Wears casual clothes only. Is always barefoot.
Combat: Is skilled in unarmed combat and can turn into a giant wolf.
Personality: Her face usually appears either bored or expressionless, though if she feels particularly strongly about something her actual emotions can show through. Also, her body language is usually pretty easy to read. She likes Kevin Fischer a lot, and seems to be growing closer to the veteran stormtroopers. Apparently, she doesn't hold her imprisonment against them.
History: Was bitten by a werewolf in her world and persecuted as a result, which led to her turning to a life of crime. After coming to the Omniverse she and her secondary, Kevin, joined the Northside Wolfpack in Coruscant; hoping to find other werewolves. They didn't. Later, Hijiri defeated her in combat and Davion's squad took her prisoner. Priya and Leon have since convinced her to work as the veterans' training instructor.


SECONDARIES
Name: Davion Calrime
Relationship: Trusted Ally
Status: Deceased
Gender: Male
Age Group: Early Forties
Skin: Caucasian (average)
Hair: Brown. Short back & sides.
Eyes: Dark Green
Build: Muscular
Other: N/A
Position: EPD Lieutenant
Clothing: A grey Imperial Officer uniform with black breastplate and helmet.  
Combat: Carries a standard-issue stormtrooper blaster.
Personality: Prone to getting angry easily, he is actually much less strict than he pretends to be, and as such his squad has more freedom than many others. Hates his uniform and wishes he could wear proper stormtrooper armour. Skilled with a number of firearms and very dedicated to his squad. Doesn't have much respect for Coruscant's bureaucracy.
History: Used to be a stormtrooper sergeant until a Prime was tossed into his squad and he was sent on a suicide mission. He then killed an entire warehouse's worth of gangsters with a stolen grenade launcher and got promoted. Strongly disapproves of Kroll's plan.

Name: Kroll vor Iechtelsteir
Relationship: Trusted Ally
Status: Deceased
Gender: Male
Age Group: Late Twenties
Skin: Caucasian (pale)
Hair: White, chin-length.
Eyes: Ice Blue
Build: Average
Other: His bangs fall in his eyes a lot.
Position: Sergeant Stormtrooper
Clothing: Usually stormtrooper armour.
Combat: Carries a standard-issue stormtrooper blaster.
Personality: Intelligent & confident, he calls himself a sergeant and is actually charismatic enough to convince others to go along with whatever he says. He's prone to talking nonsense and calling it strategy.
History: Was once a nobleman in a small backwater planet out on the edges of the Galactic Empire, but was disowned by his family for some reason, and then became a stormtrooper. At some point was summoned to the Omniverse, and was later assigned to Davion's squad. Was a good marksman but otherwise didn't stand out from most 'troopers. He was impressed by Hijiri, and decided it was time he tried to stand out from the crowd, so came up with a dumb plan and convinced everyone to follow it.

Name: Frank Leben
Relationship: Trusted Ally
Status: Deceased
Gender: Male
Age Group: Late Thirties
Skin: Caucasian (tanned)
Hair: Short, unkempt, blond.
Eyes: Pale Gold
Build: Muscular
Other: Always has stubble on his chin.
Position: Stormtrooper
Clothing: Usually stormtrooper armour.
Combat: Carries a standard-issue stormtrooper blaster.
Personality: An alcoholic with a cheerful disposition. Very loyal to both the Empire and his allies. Likes trying to act cool.
History: He was a veteran even before coming to the Omniverse, and yet still remains loyal to the Empire, albeit with the aid of copious amounts of alcohol. Despite apparently being human, appears to have some sort of resistance to poisons, since he hasn't yet been killed by all the alcohol he consumes. Was the most vehement opposition to Kroll's plan, before being given enough booze to keep him agreeable.

Name: Priya Singh
Relationship: Trusted Ally
Status: Deceased
Gender: Female
Age Group: Early Twenties
Skin: Brown (i.e. Middle Eastern)
Hair: Black, reaches the middle of her back.
Eyes: Dark Brown
Build: Lithe
Other: Has to tie her hair in a bun when wearing her helmet.
Position: Stormtrooper
Clothing: Usually stormtrooper armour.
Combat: Carries a standard-issue stormtrooper blaster.
Personality: Supportive and caring, she'll look out for anyone in the squad, but in particular considers Leon Nash practically her little brother, so tries her best to comfort him, whilst burying her own feelings so as not to upset anyone else. Is charismatic and empathetic. Not the most disciplined person ever, though.
History: Was just an average stormtrooper in Davoin's squad, until her sister, Kashi, was killed on the day she met Hijiri. She's usually by Leon's side, and spends more time comforting him in his grief than dealing with her own. She was instrumental in convincing Sarah Watt to help the squad. Goes along with Kroll's plan because it helps Leon.

Name: Leon Nash
Relationship: Trusted Ally
Status: Deceased
Gender: Male
Age Group: Early Twenties
Skin: Caucasian (average)
Hair: Crimson, short, spiky.
Eyes: Crimson
Build: Average
Other: N/A
Position: Stormtrooper
Clothing: Usually stormtrooper armour.
Combat: Carries a standard-issue stormtrooper blaster.
Personality: Grieving. Used to be very upbeat and optimistic, but is now prone to bouts of dejection whenever he has time for his thoughts to wander. Is too wrapped up in his own pain to realise how badly Priya is hurting. Can be charismatic when he puts in the effort. Finds it easier to act normal around Priya.
History: Was unusually cheerful for a stormtrooper, especially one stationed on Tier Five, until his girlfriend, Kashi Singh, was killed in action. Since then he spends most of his free time moping, and so welcomes Kroll's plan as a distraction from his misery.

Name: Jallus Reiner
Relationship: Trusted Ally
Status: Deceased
Gender: Male
Age Group: Early Thirties
Skin: Black
Hair: Black, cropped short.
Eyes: Dark Brown
Build: Thin
Other: N/A
Position: Stormtrooper
Clothing: Usually stormtrooper armour.
Combat: Carries a standard-issue stormtrooper blaster.
Personality: Introverted, likes reading trashy romance novels to escape the realities of life as a stormtrooper. Doesn't speak much. Acts very professional in combat, despite his disillusionment with the Empire's military. Prefers paper books to digital ones.
History: Used to read adventure stories as a kid, and naively joined the army thinking it would be glorious... it was not. Rather than quit, though, he chose to try and avoid reality through books. Goes along with Kroll's plan mostly because he doesn't care one way or the other, even though he doesn't actually expect it to succeed.

Name: Kevin Fischer
Relationship: Trusted Ally
Status: Deceased
Gender: Male
Age Group: Late Twenties
Skin: Caucasian (average)
Hair: Blond, shorn.
Eyes: Blue
Build: Slim
Other: May not be entirely human...
Position: Prisoner
Clothing: Wears a tatty white suit with grey patches sewn on in places.
Combat: Doesn't fight. Is immune to pain.
Personality: Smiles constantly. Always seems pleased and acts like he knows more than everyone around him. Speaks politely to everyone, and prefers to appear like a man of mystery, and so refuses to answer personal questions.
History: Knew Sarah somehow back in her own world, and to date has been the only secondary she has summoned. Beyond that, he's a complete unknown.

Name: Trevor Dodson
Relationship: Mildly Pitied Ally
Status: Deceased
Gender: Male
Age Group: Early Twenties
Skin: Caucasian (average)
Hair: Light brown, wavy, shoulder-length.
Eyes: Amber
Build: Muscular
Other: Cleft chin. Strong jaw. High cheekbones. Very white teeth.
Position: Stormtrooper
Clothing: Usually stormtrooper armour.
Combat: Carries a standard-issue stormtrooper blaster.
Personality: Cowardly and terrible under pressure. Is willing to do pretty much anything he's told by anyone when nervous/afraid. Is madly infatuated with his ex-girlfriend, and gains courage in her presence... but also acts kinda like an asshole. Can be very irritating, mostly by accident.
History: Was previously stationed on Tier One, where the most dangerous thing he'd ever done was guard the Nexus Gate from time to time. Used to date Michelle. After stalking her following their break-up, he got in a fight with her and woke up in a psychiatric ward. During his first battle on Tier Five he shot an ally in the arm then hid under a dead body. He is disliked by virtually everyone.

Name: Brandon Windvale
Relationship: Technically An Ally, Also An Asshole
Status: Deceased
Gender: Male
Age Group: Late Three Hundreds (appears early twenties)
Skin: Caucasian (tanned)
Hair: Brown, shoulder-length.
Eyes: Emerald Green
Build: Slim
Other: Is an elf. Very long ears (WoW-style).
Position: Stormtrooper
Clothing: Usually stormtrooper armour.
Combat: Carries a standard-issue stormtrooper blaster. Often has random gadgets as well, some homemade.
Personality: Technophilic, excitable. Loves experimenting with technology and trying out new devices. Has no real loyalty to the Empire, except that he can buy neat tech there and his friends are on their side.
History: Was summoned in the Tangled Green to serve as a hunter and soldier in the elven city-tree of Yggdrasil, but left almost immediately after discovering technology. He had good aim and could take orders, so was able to become a stormtrooper with relative ease. He was assigned to Davion's squad, and later became one of the most keen to follow Kroll's plan, after being bribed to join in.

Name: Michelle Andreas
Relationship: Probably An Ally?
Status: Deceased
Gender: Female
Age Group: Early Twenties
Skin: Caucasian (average)
Hair: Auburn, shoulder-length.
Eyes: Amber
Build: Slim
Other: Her fringe covers one side of her face almost entirely.
Position: EPD Lieutenant
Clothing: Normally wears a grey Imperial Officer uniform.
Combat: Carries a blaster-type pistol. Also, might have powerful Telepathic abilities...
Personality: Utterly unenthusiastic about her current role, Michelle rarely bothers to work. She places a high value on intelligence and will look down on people whom she believes to have sub-par minds. That said, she can be very polite and professional when she wants to be. Also, she despises her ex-boyfriend to the extent that she would happily kill him if she could get away with it. Has anger management issues and may be a little sadistic.
History: Not much has been revealed thus far, except that she used to date Trevor Dodson and have a higher rank. They broke up and at some point afterwards she attacked him and was demoted as a result. Also, she apparently has an extensive array of connections amongst the Empire's top brass and is involved in Kroll's plan in some way.
[Image: Hijiri_Name_Sig.png]
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#9
Bases

The Pillar That Holds Up The Sky

The Pillar is a skyscraper in the shape of a column and is so large that its roof actually presses up against the ceiling of Tier Five, five hundred metres above ground level (in case anyone is curious as to my reason for giving Tier Five this particular height, click here). The building is also one hundred metres wide and has a base in the shape of a circular, veined white granite staircase, which stretches out an additional fifty metres beyond that width. The first forty metres of this distance is a steep climb, to a height of fifty metres, after which the stairs end, with the next ten metres being a simple plateau before the walls themselves. There do not appear to be any doors.
For reference, here is some white, veined granite:
[Image: river-white-Granite.jpg]
The cylindrical portion of the building is lined with mirrored windows that each fill one apartment-wall-sized area, with a grid-like network of steel struts holding the panes in place, all the way up to the very top of the tower, where the building is capped by an immense slab of intricately carved (white, veined) granite, shaped like this:
[Image: capitello-ionico-per-colonna-orac-decor-...7309_1.jpg]

That ring at the bottom would be where it connected to the glass/metal of the walls, whilst the top portion would be pressed up against the low-res but enormous monitor which serves as Tier Five’s sky, just as it is touching the ceiling in that picture.
The skyscraper stands in a wide, open, square, concrete plaza, beyond which (to the East, North & West) are a whole bunch of the ugly, drab, poorly maintained buildings typical of Tier Five. To the South, though, there lies a wide road going from East to West. From East to West, the plaza is three hundred metres across, whilst from North to South it is only two hundred and sixty metres. The reason for this is that the distance between the foot of the steps and the edge of the plaza is fifty metres at the Western, Northern & Eastern points, yet on the Southern side, which meets the pavement by the roadside, there is only a ten metre gap before the concrete ends.

Once anyone gets within a couple metres of any of the lowest-level wall sections, so long as the building is not on lockdown, the section closest to them will sink down into the stone platform (making a light hissing, mechanical noise) on thin steel rails built into the struts that hold it. Essentially, this means that the entire first-floor wall is actually just a whole bunch of connected doorways... thankfully, the metal blocks that support these 'doors' are extremely sturdy themselves, so can withstand the entire weight of the building by themselves. Were that not the case, something as simple as a large crowd of people approaching from every direction at once could have caused they entire thing to topple over.

The glass blocks which make up the Pillar’s walls are two feet thick and bulletproof, as are the metal segments that hold them. Also, the walls are actually only one-way mirrors; from inside the building one can see out through them in perfect clarity… making it extremely difficult to approach the Pillar surreptitiously.

The ground floor is a single vast foyer. In the dead centre of the room there is a ring-shaped, counter made from obsidian (a small section of which, at its Northernmost point, can sink down into the floor, to allow people into/out of the ring), with a dozen computers sitting atop it, their monitors faced inwards. Behind the desk are twelve chairs, which will generally be occupied by receptionists and/or security guards.

There are also four cuboid pillars of white, veined granite that reach up into the ceiling, each one exactly halfway between the reception desk and the outer walls, at one of four points: the North East, South East, South West & North West. Each is about two metres wide, and each of their four faces holds a stone slab two metres high and a foot thinner on either side than the full column, which can withdraw into the floor in a manner identical to that of the building’s main entrances. These pillars are actually elevator shafts, which continue all the way up the building’s length, as far as Hijiri’s private rooms right at the very top, within the superstructure’s stone cap. On every floor after the first, though, the lift doors are simple, steel panels with hinges and handles, like any normal door… as are all of the other doors, for that matter.

The ceilings, floors and interior walls (in the case of those levels which have them) are all tiled with square, half-metre-wide plates of the same veined, white granite that makes up the steps and the column’s crest. The ones on the floor and walls are just simple stone slabs, but those on the ceilings each have a small, flat, white light built into their centres, illuminating all of the rooms brilliantly. Also, most of those those lights contain high-definition CCTV cameras (the exceptions being the ones in the residents’ apartments), to keep watch for intruders. If any are spotted, some tiles in the vicinity will sink down/rise up/pull back into the floor, ceiling and walls, respectively, then flip over and reemerge; revealing that they actually have a small turret on their undersides:
[Image: turret-sci-fi-lowpoly-3d-model-3d-model-max-obj.jpg]

The tips of the cross-shaped base shown in the image would reach each edge of the half-metre-wide square tile, meaning that the turret section itself would be about 25cm long and high.
The turrets are loaded with .22 LR bullets and will fire one from each of their two barrels simultaneously. Each turret contains one hundred bullets, so can make fifty shots before running out. Only one in every ten tiles has a turret attachment. The turrets, being small, are also rather fragile, so Primes will have little trouble wrecking them.

Quote:Note: The description for Tier Two Base Fortifications states that turrets are allowed. As I have Tier Three Base Fortifications, this shouldn’t be a problem.

Other Defences:
Soldiers
There are also a couple hundred members of Hijiri’s gang/security firm, ‘The Takanomiya Group’, living in the building (though they'll rarely all be home at the same time). Each one is armed with a 96cm katana and a .50 Desert Eagle handgun… just like Hijiri, except they can’t make theirs appear out of thin air. All members of his gang wear a dark green and white armband on one of their upper arms, which will have the letters ‘TTG’ on one side. Other than that, they’re free to dress however they like, so will normally be in casual clothes.

Lockdown
In the event of an enemy attack, the building's doors can be locked automatically from the Security Command Centre on the upper levels. Most of the doors wouldn't be that difficult to get through by force, of course, but the exterior ones and the ground-floor elevator doors are a much more challenging prospect.

Other Levels:
• There are three basements, all of which are within the 50m high base of the column. The very bottom one serves as a vast garage, where all of their vehicles (currently four 18-wheeler trucks) are stored when not in use. The Pillar’s lower stairs, up to a height of 10m, can actually be drawn in and moved aside by some mechanism, to allow the vehicles egress.

• The business levels (offices, gyms, training grounds, etc.) are just above the ground floor.

• Residential levels are above those. These take up most of the building’s space, though they are currently mostly empty, with only a few hundred residents so far. Many of these residents are his gang members, though there are children, elderly and other non-combatants as well. Hijiri ever-so-generously lets them live here rent-free.

• Pub level.

• Casino level.

• Cinema level.

• Computer lab & gaming rooms level, complete with VR & Dataverse Uplink equipment.

• Medical level.

• Two levels devoted entirely to one huge swimming pool... has to be two levels so that it can be deep enough.

• Security Command Centre.

• Hijiri’s private quarters take up the entire top floor.


Finally
And lastly, here is an extremely basic image of the building’s rough shape & dimensions:
[Image: Base_Pillar.png]
[Image: Hijiri_Name_Sig.png]
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