ThirdRider
06-26-11, 04:50 PM
NAME: Code-name Wyrmwood [Other aliases may be used]
AGE: 28
RACE: Human
HAIR COLOR: Brown
EYE COLOR: Blue
HEIGHT: 5'11"
WEIGHT: 200
APPEARANCE:
Wyrmwood is a confident person, and you could tell that just by looking at him. His body is always proud and alert; there's nothing at all tentative, sulky or apologetic about the way that the man moves, looks or reacts. He's muscular without being musclebound, and tall without looming. He'd be considered handsome in the way of a sports pro or the star of an old western: prone to bruises and sweat and dirt that underline his masculinity. He's white, but his skin has picked up the kind of weathered tan you get by being out in the sun too long doing rough work. He keeps his brown hair cut short and tussled up, and while he does pay attention to it (and other aspects of his appearance) it's seldom in the way you could call vain.
He has a tattoo of a black circle on his left forearm, which he usually keeps covered under the sleeves of whatever he happens to be wearing at the time. It has numerous strange designs -- unreadable letters in strange languages -- in yellow worked into it to form odd patterns and designs.
[Note: He doesn't really have a distinctive outfit or uniform that goes along with his design, so in terms of clothing I'll just describe that for each thread, since that's what would make sense.]
SKILLS:
1. Talented military tactician
2. Skilled marksman
3. Gifted organizer
4. Persuasive negotiator
5. Understands technology and magical artiface easily.
6. Unarmed combat & self-defense.
7. Strong will.
ABILITIES:
1. The Infernal Connection -- The strange tattoo on Wyrmwood's left forearm is more than just ink: it's a mystic sigil of power. This mark grants him a degree of connectivity, understanding and even control among infernal beings. Its powers do not derive from within the man: he is not a devil incarnate or the child of a fiend; it is like a channel mixed with a battery, linking him to something greater that imbues him with what energies his body can safely handle. As his power potential increases, the mark will expand and evolve along with him.
2. Anima -- Possibly Wyrmwood's greatest asset is the power of his spirit: the driving force of will that enables him to do things others could not. This is more than great determination, although that could be considered a part of it. By distilling this energy that arises from within, he can make his punches stronger; take a blow that would otherwise kill him and survive; run longer and harder than he otherwise might be able to. [Essentially, he can focus his personal energy -- chakra, ki, whatever -- into his body in a limited number of ways based on his low level to help with physical activities. He can't pick up houses or anything, though. Mechanically, this will increase his strength by 2x and his endurance by 2x.]
3. Designer -- This man is skilled in conceptualizing and creating working designs for devices, and understanding what use objects he encounters may be put to in such designs. In conjunction with his infernal connection, he is able to take tentative steps in the creation of rudimentary magical devices, although the creation of what would generally be considered magical artifacts is well beyond his abilities.
EQUIPMENT:
1. Design Tools [basic] -- This is a limited set of tools (hammers, shears, protective gloves, etc) that he can use to put things together. It comes in a wooden traveling case. There is nothing particularly remarkable among the items; rather they are just the means to an end, should he find worthwhile materials.
2. Telescopic truncheon -- This steel truncheon can collapse to the size of just a few inches long, but can expand to be a foot and a half long with ease.
3. Various pieces of clothing.
HISTORY:
Anything but the recent history of the man code-named "Wyrmwood" is inconsequential. He is not an amnesiac, but for him the places where he grew up, went to school, had his first kiss, they don't mean much. He has seen planets split down the middle, vomiting their molten cores into the endless night of space. He has seen beaches clogged with bodies, blackflies swarming to the site in such numbers that they block out the sun. He has watched rivers tears through the sky at nearly the speed of light. In short, he has seen things great and terrible, and become involved in something so far beyond where he came from that his origins -- the things that mark normal men -- seem pointless: he is who he is, and that's all that particularly matters.
Wyrmwood -- his real name obscured and redacted and deleted across most every document and registry he has ever appeared on -- was sent to Althanas with one primary objective: research. The word draws to mind something sinister: creatures or people from beyond our world looking down at us from on high, learning everything they can so that one day a strike can be issued. That idea would also be wrong: the group he works for doesn't need more worlds to mine for their natural resources, or souls to drink, or bodies to inject with viral strains. If they want that, they have it already, and will probably have it before they finish deciding that it was what they needed all along.
During the height of a private war involving his faction, countless projects and missions were enacted to provide an ever-expanding edge against their enemies. These were almost uniformly abandoned as the final battle approached, but recent events have led certain elements of the group to revive old projects, which brings Althanas into the picture. Scans and scrying determined that there was a higher-than-normal concentration of individuals with desired genetic and energy markers on this world, and that this was by no means a new thing. If the cause of this could be determined, it could have extremely beneficial effects on the development of the project.
To that end, Wyrmwood was selected from the lower ranks of a secret, select in-house organization called Jormungandr. Energy inhibitors were placed in his body so that he would not rouse undue suspicion on-world, and he was inserted covertly into the populace after a lengthy training/imprint course that would familiarize him with the mannerisms, languages and accents needed to make him blend in more efficiently.
AGE: 28
RACE: Human
HAIR COLOR: Brown
EYE COLOR: Blue
HEIGHT: 5'11"
WEIGHT: 200
APPEARANCE:
Wyrmwood is a confident person, and you could tell that just by looking at him. His body is always proud and alert; there's nothing at all tentative, sulky or apologetic about the way that the man moves, looks or reacts. He's muscular without being musclebound, and tall without looming. He'd be considered handsome in the way of a sports pro or the star of an old western: prone to bruises and sweat and dirt that underline his masculinity. He's white, but his skin has picked up the kind of weathered tan you get by being out in the sun too long doing rough work. He keeps his brown hair cut short and tussled up, and while he does pay attention to it (and other aspects of his appearance) it's seldom in the way you could call vain.
He has a tattoo of a black circle on his left forearm, which he usually keeps covered under the sleeves of whatever he happens to be wearing at the time. It has numerous strange designs -- unreadable letters in strange languages -- in yellow worked into it to form odd patterns and designs.
[Note: He doesn't really have a distinctive outfit or uniform that goes along with his design, so in terms of clothing I'll just describe that for each thread, since that's what would make sense.]
SKILLS:
1. Talented military tactician
2. Skilled marksman
3. Gifted organizer
4. Persuasive negotiator
5. Understands technology and magical artiface easily.
6. Unarmed combat & self-defense.
7. Strong will.
ABILITIES:
1. The Infernal Connection -- The strange tattoo on Wyrmwood's left forearm is more than just ink: it's a mystic sigil of power. This mark grants him a degree of connectivity, understanding and even control among infernal beings. Its powers do not derive from within the man: he is not a devil incarnate or the child of a fiend; it is like a channel mixed with a battery, linking him to something greater that imbues him with what energies his body can safely handle. As his power potential increases, the mark will expand and evolve along with him.
2. Anima -- Possibly Wyrmwood's greatest asset is the power of his spirit: the driving force of will that enables him to do things others could not. This is more than great determination, although that could be considered a part of it. By distilling this energy that arises from within, he can make his punches stronger; take a blow that would otherwise kill him and survive; run longer and harder than he otherwise might be able to. [Essentially, he can focus his personal energy -- chakra, ki, whatever -- into his body in a limited number of ways based on his low level to help with physical activities. He can't pick up houses or anything, though. Mechanically, this will increase his strength by 2x and his endurance by 2x.]
3. Designer -- This man is skilled in conceptualizing and creating working designs for devices, and understanding what use objects he encounters may be put to in such designs. In conjunction with his infernal connection, he is able to take tentative steps in the creation of rudimentary magical devices, although the creation of what would generally be considered magical artifacts is well beyond his abilities.
EQUIPMENT:
1. Design Tools [basic] -- This is a limited set of tools (hammers, shears, protective gloves, etc) that he can use to put things together. It comes in a wooden traveling case. There is nothing particularly remarkable among the items; rather they are just the means to an end, should he find worthwhile materials.
2. Telescopic truncheon -- This steel truncheon can collapse to the size of just a few inches long, but can expand to be a foot and a half long with ease.
3. Various pieces of clothing.
HISTORY:
Anything but the recent history of the man code-named "Wyrmwood" is inconsequential. He is not an amnesiac, but for him the places where he grew up, went to school, had his first kiss, they don't mean much. He has seen planets split down the middle, vomiting their molten cores into the endless night of space. He has seen beaches clogged with bodies, blackflies swarming to the site in such numbers that they block out the sun. He has watched rivers tears through the sky at nearly the speed of light. In short, he has seen things great and terrible, and become involved in something so far beyond where he came from that his origins -- the things that mark normal men -- seem pointless: he is who he is, and that's all that particularly matters.
Wyrmwood -- his real name obscured and redacted and deleted across most every document and registry he has ever appeared on -- was sent to Althanas with one primary objective: research. The word draws to mind something sinister: creatures or people from beyond our world looking down at us from on high, learning everything they can so that one day a strike can be issued. That idea would also be wrong: the group he works for doesn't need more worlds to mine for their natural resources, or souls to drink, or bodies to inject with viral strains. If they want that, they have it already, and will probably have it before they finish deciding that it was what they needed all along.
During the height of a private war involving his faction, countless projects and missions were enacted to provide an ever-expanding edge against their enemies. These were almost uniformly abandoned as the final battle approached, but recent events have led certain elements of the group to revive old projects, which brings Althanas into the picture. Scans and scrying determined that there was a higher-than-normal concentration of individuals with desired genetic and energy markers on this world, and that this was by no means a new thing. If the cause of this could be determined, it could have extremely beneficial effects on the development of the project.
To that end, Wyrmwood was selected from the lower ranks of a secret, select in-house organization called Jormungandr. Energy inhibitors were placed in his body so that he would not rouse undue suspicion on-world, and he was inserted covertly into the populace after a lengthy training/imprint course that would familiarize him with the mannerisms, languages and accents needed to make him blend in more efficiently.