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War Cry

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War Cry Empty War Cry

Post by Prime August 7th 2013, 9:39 pm


War Cry
Fear the Retribution of Justice!


Basic Biography



Real Name: Telerys “Tel” Pryce

Renegade/Hero/Villain Name: War Cry

Title: Champion of Justice

Alignment: Good Neutral

Age: 276 Terran lunar cycles (just say 23 years, please)

Gender: Female

Race: Extraplanar

Hair: Raven-black in Hero mode/ Strawberry blonde in civilian mode

Eyes: Emerald green in Hero mode/ Baby blue in civilian mode

Height: 5 feet, 5 inches

Weight: 111 lbs

Blood type: Human devices register her blood type as O+

 
The Looks
   

Most humans who have looked at Tel have considered her to be very good looking. She stands at an average height of five feet and five inches. Her hair is orange hued and tends to be a little tousled, its tresses tumbling silkily down to the small of her back (in Hero mode, it's raven black and straighter). Her eyes are a beautiful shade of green, provided she is not in ‘Hero’ mode. When in this mode, they may glow blue with paranormal energy. She has a small, button nose and a small mouth with full lips, and freckles dot her cheeks and nose (which disappear in Hero mode). She usually has a demure smile on her face, and her features are often friendly and pleasant, as long as there is no reason for them to be otherwise. Her build is petite, but voluptuous, with a larger than average bust, thin waist, wide hips and long legs, and this is further accentuated by her graceful, sinuous movements.

In the way of outfits, Tel prefers to dress casually, even when at work, though she may bare her midriff occasionally, especially when she is off duty. Her ‘hero’ outfit, however, is something else entirely. The outfit shows off her curvy figure seriously, consisting of a legless, off-the-shoulder leotard, with thigh-high, high-heeled boots, and sleeves that begin at her biceps and run down to her knuckles. Her color code is navy blue and gold, although glowing blue lines (same color as her eyes) light up occasionally, when she is actively using her powers. Of interest to note is a very long glowing pink scarf, which she wears around her neck. It billows like smoke, or as if it is carried by an unseen wind, and can actually modify its shape to other things, such as a hooded cape.
Tel hardly uses jewellery, except for golden, lightning-shaped earrings, which she always wears. When not in Hero mode, she always wears a golden pendant around her neck.
I strongly want to believe I will get a pic for Tel


 
The Legacy
   


Personality: Telerys is a warm, friendly individual, by most standards. She is amiable, open-minded (so long as it doesn't involve right and wrong), loyal, considerate, self-sacrificing and understanding. Her powers make it easier for her to understand what someone else is passing through. She is lively and fiery, but not flippant, and usually makes a good 'agony aunt'. She has a good sense of dry humor, and tends to speak ironically, often. However, when the situation demands for seriousness, Tel displays a steadfastness that could be inspirational, and always seeks to show herself as the 'strong shoulder to lean on'. She is truthful and can be painfully blunt, especially if she does not like the person involved.

Every one has their dark days, though. Tel is not without her shortcomings. She tends to be overbearing at times, especially when she is trying to help or protect people, putting all the work on her shoulders, so that others will not be affected. While she will not turn down help, she will not readily ask for it (not out of pride, but so as not to 'bother the others'), unless she is in a critical situation. In short, she acts like everyone's problem is her problem. She won't be pushy about trying to find out other people's problems and secrets, but know this: once she hears about a problem concerning a friend, she will deem it as hers also, until it is solved.

Another issue of hers is insecurity. And this is her greatest problem. Tel has her own fears, that she may not be strong enough to protect those close to her heart, that she may betray the trust of others by failing them, and so on. However, she is never willing to show these fears to anyone, and will continue to act like everything is okay, even under duress, until she breaks down emotionally. She doesn't like people to see what she calls her 'weak emotional state', which involves her crying for herself (she is emotional enough to cry for others, but does not believe in pitying herself). She will eventually confide in her closest friends, but at this point, such a person must not betray her, or she will take it very badly, and may not forgive easily.

Telerys is very passionate, fighting for what she believes in with all her heart. She is even considered a zealot, most of the time. So, if you want to do something halfway, please, don't call Tel, because she must attempt to see it to the end. She cares deeply for her friends and allies, considering them as family, and hardly ever will she join forces with her enemies, unless she is convinced that there is no other choice, and it is for the greater good. She will never willingly resort to the taking of a life, even when it might be necessary to do so. On a final note, corny as it may sometimes sound, Tel has the habit of entering into battle with a war cry. It may vary, but it usually always has something to do with ‘justice’. This habit is what gave her her code name.

Trivia: Tel loves tidy environments, comic books, and the kitchen, because she is an excellent cook. She does not like coffee, broiled fish and alcohol. She likes anything sweet and spicy. Her favorite colors are pink and dark blue shades.

History: Telerys Pryce is not human, nor was she born on our little planet. Her presence here is as a result of many a strange circumstance that happened in her world.

First off, let’s begin with her home world. The world of Verdena is not technically what we would call another planet, because it is on another plane. In fact, it could almost be called Earth in another dimension, what with its humanoid inhabitants, but with some few differences. For one, the entire planet is run by an almost ageless selected oligarchy called The Council, which presides over the workings of the planet and oversee the Choice Tournament. This Choice Tournament is a very strange thing that takes place every hundred years, and is very important in Verdenian culture, and that for two reasons. First, it occurs usually once in the life of an average Verdenian (average life span is 120 years; a Verdenian that sees two Tournaments is considered blessed), and second, it determines the type of government that will be in power for the next hundred years. At this juncture, let it be pointed out that The Council is divided into two factions: The Justice Tribe and The Injustice Tribe (I know it sounds corny to some, but that’s their culture, and these tribes are the good, and the bad, respectively). The winner of the Choice Tournament will determine which of these factions will stay in power for a hundred years.

Now, let’s look closer at the Tournament. You see, not just anyone is allowed to participate in the Tournament. Instead, two champions are chosen, one for Justice and one for Injustice. The champions are groomed from childhood, until the time comes for the Tournament. They are given a badge of championship when they are ready, which becomes a part of them and bestows them with strange abilities. The Champions then clash, on Tournament day, manifesting wonderful powers and abilities which dazzle the crowds. The winner is said to be blessed by the Council with long life, being able to live on and fight on until he or she loses to another. It is also said that the Tournament is a ‘sacrifice’ to an entity, Thrazon, described as the chaos being that unwittingly created Verdena’s realm. The Tournament allows him to sleep soundly, for should he wake, he will wreak his chaos on Verdena and destroy it. This is a myth, and no one can ascertain whether it is true or not. The Verdenians believe every word of it, though.

Having discussed the foundations of Telerys’ history, we now go into the events that led to her manifestation. There is a prophecy of sorts that revolves around the Tournaments. It is believed that at some point in time, a champion will arise, undefeated for long ages to come. This champion will hold the political power of Verdena in the grasp of whatever faction he or she is loyal to, until another comes and takes his place. And someone fulfilled that prophecy: Narg the Oppressor. Narg, under the banner of the Injustice Tribe, came to light about a thousand years before Telerys was even born. In a surprising show of power, he won his first tournament, and slew the Champion of Justice. Now, killing was not usually mandatory in the Tournament, but his show was loved by the violence-seeking crowds, and the Injustice Tribe, now in power, made the Tournaments a fight to the death. Blessed with the Council’s blessing, Narg live for close to a millennia, slaying all the Champions that the Justice Tribe brought forth. Something, however, was very wrong. Narg’s successes were not as a result of his power alone, for the Injustice Tribe actually did cheat on his behalf during the Tournaments. They would manipulate events and circumstances to ensure Narg’s victory (for example causing a minor tremor to trip someone up, if he was too fast for Narg, who could then pound him into kingdom come). And with their prolonged stay in power, the Injustice Tribe created an iron fisted government that ostracized the Justice Tribe, forcing them to dwell in unsavoury areas that made training their Champions difficult and almost impossible. This, of course, added to the failure of the Justice Tribe, so that there seemed to be no hope in sight. And that’s when our Telerys comes into the story.

Telerys was born an Advanced Verdenian (the same as a Meta on our side; advanced Verdenians are rare, but they happen, and they’re usually exceptional), and instantly, the Justice Tribe knew that this child was most likely their ticket to power. However, they could not hope to train her as well as they wanted, because the air in which they were forced to stay was rumoured to poison Verdenians and make them weak and stupid. So, they resorted to another plan. A powerful shaman in the Justice Tribe, another Advanced Verdenian, had advised his people that Telerys was to be smuggled out of Verdena somehow, so that she could live and grow strong, and then return to destroy Narg and bring Verdena into righteous rule once more. The plan was approved, and for three years, they worked with powerful spells to make this plan a reality. The Injustice Tribe was informed of this plot, and they acted quickly to stop it, but they came too late. Rushing to complete the plan before it was thwarted, a gateway was hastily summoned by the Justice Tribe, and memories telepathically etched onto the champion badge (to teach Telerys all the things she needed to know about her ‘destiny’). The child, as well as the champion badge vanished into an interdimensional portal that closed up before anyone could follow through. Of course, many paid with their lives, but the remaining Justice Tribe looked forward to the day of their liberation.

Telerys found herself in a world similar to Verdena, but backward, and its inhabitants, although similar to Verdenians, tended to be more stupid (on Verdenian account, please). She was found by a couple (who actually had been contacted by the Justice Tribe shaman via a form of interdimensional telepathy) who believed that the child was divinely sent to them (some humans will believe anything). And thus, Telerys, having little memories of her home world and her family, save her name, grew up in Earth. The champion badge had manifested itself as a necklace, which was the only thing she came with, and so she wore it all around wherever she went. The badge was often relaying its memories to her in the form of dreams, but she was able to make little sense out of them, since everything was done rush-rush, and not properly. However, there were three things that kept recurring: a grey hulking demon (Narg, who became her childhood fear), the deaths of some of the previous champions (which was more traumatic than helpful) and the word “Justice”. And it was this word that patterned her life.

With guidance from her parents, Telerys grew into a young woman who believed in justice being served and the protection of the oppressed. And it was at this point that her Advanced Verdenian powers kicked in, giving her extra reason to believe that her crusade for the protection of the powerless was divine. Her passionate nature made her quick to fly to the defence of a bullied school mate, hollering a war cry as she did so. She was careful about exposing her powers to others, though, because metahumans have not been looked on with much approval. Unfortunately for her, her parents died in an accident, although by this time, she was old enough to take care of herself. Telerys eventually became a cop, working in the Forensics unit, to bring criminals to book. Unknown to her, the champion badge, which she still wore all around, was designing a power that would best suit her when the time of war came (and a costume also; and let me point out that all forms of artificial intelligence have a useless sense of humor when they make choices for we organics). Funnily, it based its designs off Telerys’ ideas of a hero, as well as all the comics she’d been reading. On one occasion, the champion badge, feeling that she was ready, manifested its true form (giving her a rude shocker, but), endowing her with useful powers, as an added bonus.

But, let’s not forget Verdena and the Tribes. Worried that Telerys might be the one to usurp them, the Injustice Tribe worked over the length of about twenty years, actively seeking to find where she had been whisked to. The universe is a large place, so for a time, they were unsuccessful. Eventually, however, their searching paid off, and they were able to triangulate some locations where they thought she might be. Interestingly, too, this was about the time that the Tournament was to take place. Thus, Narg the Oppressor, ancient squelcher of the Justice Tribe, was sent forth, giving the task of hunting down the Champion of Justice. Since it was very likely that Telerys would not willing follow him back to Verdena, the Injustice Tribe announced the Tournament open, stating that the moment the two were to meet, the fight to the death must begin. The location would take place on any world in which Telerys was to be found. By now, the Injustice Tribe was cocky and overconfident, believing that no one could defeat their champion, much less some inexperienced girl. Ethereal cameras were sent along, so that the populace of Verdena could easily view the proceedings.
And so, here we are: Telerys living her life as a cop and an undercover superhero, little knowing that Narg is on the prowl, slowly locating planet Earth. A serious showdown may well be in the works...


 
The Powers
   


Power 1: Shield Scarf (Ability 4): The manifestation of the Champion badge in Telerys’ case, is in the form of a long, billowing shawl. This 'scarf', linked mentally with Tel's mind, is capable of morphing itself into various simple shapes, based on her mental suggestion. Although it feels like cloth, it can 'harden' to create shields (of simple shapes) to block against incoming attacks, extend to grip or tangle opponents, and create simple blades with which to cut through objects. If broken, the severed piece will simply gravitate to, and meld with the rest of the scarf, or the scarf will re-grow itself over time. It can react to various things at a time, that number being Tel's ability level (if her ABI is 1, it can react to one thing at a time, if 3, three things, etc.). Thus, at its current level, it can react to 4 objects or things.

Power 2: Tactile Telekinesis (Strength 6, Speed 6, Durability 6, Flight 2): An Advanced Verdenian signature ability. Tactile telekinesis can be called close-ranged telekinesis. It can be described as augmenting the physical body with telekinetic powers to improve strength, speed and endurance. However, this power can only be done on oneself, and cannot be extended beyond the user's touch. Of course, since telekinesis involves using the mind to move objects, one’s body can also be lifted with tactile telekinesis, thus enabling flight.

Power 3: Empathy (Ability 1) [Passive]: One of the signature abilities of an Advanced Verdenian, Empathy is the ability to sense the emotions and intentions of another person. Tel can therefore sense the emotions of people and their intentions, but cannot read their thoughts. For example, she could sense that someone has ill will towards her, but she cannot say whether the person simply wants to grab her purse, or shoot her in the head. She can also deduce whether a person is lying to her or not (but she cannot know what the truth is, unless it is relatively easy to deduce). It is possible for someone to lie to her, but it cannot be done by simply guarding one's thoughts or yoga meditation. Powers or some other uncanny stuff are only capable of keeping the truth away from her (should be well explained). She can sense up to a distance of 20 meters, so this can be considered to be a sort of sixth sense.

Power 4: Transformation (Ability 0): By the powers bestowed on her by the Champion Badge, Tel can transform into her 'Hero' mode to avoid detection of her secret identity by the public. Oh, and it permits her to use the 'Scarf' ability. It doesn't really do anything else. Since she has already become the Champion of Justice, it does not matter whether the badge (her necklace in civilian mode) is with her or not; she can still transform. Note also, that the transformation also enables her to change clothes between Hero mode and civilian mode.


Grid
Intelligence: 3
Occult: -
Strength: 6
Speed: 6
Durability: 6
Ability: 5 (4+1)
Fighting Skills: 2
Magic: 0
Spells: 0
Flight: 2
Wealth: 1 (free?)



Last edited by Prime on August 9th 2013, 11:05 pm; edited 2 times in total
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War Cry Empty Re: War Cry

Post by Chellizard August 8th 2013, 3:27 am

Your Tactile Telekinesis lists that your STR, SPD, and DUR are 6 while they're actually 5.

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War Cry Empty Re: War Cry

Post by Prime August 8th 2013, 6:41 am

Oops. Silly me.
Edited.

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War Cry Empty Re: War Cry

Post by Chellizard August 9th 2013, 4:09 pm

The Scarf, as you've said
Prime wrote:(if her ABI is 1, it can react to one thing at a time, if 3, three things, etc.).
can only go up to 4 things because of the ABI level.

Your Empathy power would only need 1 point.

Your Transformation needs 0 points. It's simply an appearance change. If your powers changed, then you would need to pay for the transformation.

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War Cry Empty Re: War Cry

Post by Prime August 9th 2013, 11:05 pm

Uh... great!

Edited the powers and stuff. Included how many objects the Shield Scarf can react to at once, by the way.

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War Cry Empty Re: War Cry

Post by Chellizard August 9th 2013, 11:26 pm

Approved and moved.

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