Re: Epic Clash [Apply today!]
02-04-2010, 12:52 PM
Originally posted on MSPA by suomynonAyletamitlU.
I'm totally up for this. I haven't read through GB1 yet to get a feel for it, but I will, I just wanted to reserve a place since it seems to still be open.
This character is taken from one of my many fiction settings, codenamed the Spare Change Project. It can be a little groan-worthy at times. You'll see.
Name Special Agent Coy Spender
Gender Male
Race Human, Augmented
Color Gold on silver (For certain, more easily read, dark values of "silver")
Description
Although physically fit, Agent Spender doesn't spend a lot of time on his muscles. He's leaner, and looks like he's well-versed in running away, rather than brawling. He has a face that is at once aged with stress and well-versed in smiling, and his eyes always sparkle with a bit of the absurd. His black coat only reaches to his waist-level, but he swooshes it as much as he can, as though to make up for that fact.
Backstory
Agent Spender does not, of course, go by his given name anymore. He still had it when he joined the Ether Defense Force, but after years of dealing with the absurd, he, like many there, simply adopted the moniker for anything work-related. After a time, there seemed to be little enough in his life which the absurdity didn't seep into, so he took on the name full-time.
As part of the EDF, Spender was tasked with travelling to subspace rifts that were opening across the planet and defeating the invading alien life-forms, no matter what form they took. Although communications were never established, it seems an unwritten law in these encounters that the enemy are willing to lower their guard if you entertain them, even should it mean their death; therefore, EDF agents used programmable holography along with special training to try to control themselves and the battlefield without failing to be a monstrous demon in combat.
If Spender ever offers to tell you stories about his time in the EDF, politely refuse. If he offers to tell you about the great Toilet/Banana war, the tentacle-muppet invasion, or anything else he brings up by name, emphatically decline and find an enemy of yours who you could argue might want to hear it, then flee.
Personality
Spender is very much in love with theatricality, and even if it kills him inside and out, he won't drop the illusion that the world's a stage--or a big-studio Hollywood production. You can see in his actions, however, a fierceness, a desire to wreck a little havoc, a little carnage. He tends to shy away from harming humans, but that doesn't mean he'll hesitate in the heat of the moment. His absurdity tends to be more self-deprecating than abusive, but whatever underlies that fact, he's not lacking confidence.
Abilities
Spender is armed with an Alchemic Transmutation Mechanism (ATM Device), which is linked inextricably to his mental functions. It is typically seen inside his jacket when it dispenses spellcoins, but many have noted that it doesn't seem to remain there at other times.
The spellcoins that it dispenses are preprogrammed tokens which, once activated, release one-shot spells. The ATM device can create spells of any complexity; it creates self-contained programmable 3D holography, and the effects are tremendous. It cannot cast spells directly, however; only by means of these coins. Therefore, in addition to the device and his large quantities of carried, stored, and hidden coinage, Spender is highly capable in the martial arts, and inherits a peculiar style that may at times look absurd, but is more than effective enough.
Spender cannot cast more than 10-12 coins at once except in most dire circumstances, and the more coins he casts, the less finesse he has with any of them, and the less focus he has for other things; consequently, he tends to use far fewer except when using them for ranged attacks.
As a canonical note, many of the spellcoins create and manipulate what amount to spatial fields, which may or may not be open to the surrounding space. This is useful for dimensional storage, but it also creates fields that seem to be normal space, but with altered rules. Anyone entering that space can try to will away the effects and remain in normal space, as the new field merely overlaps normal space, it does not replace it; however, there are typically both drawbacks and advantages to them. Spender, having decades of experience with them, may use them somewhat asymmetrically; even though the rules affect anyone entering equally, there tend to be loopholes.
Equipment
Spender's most significant equipment is the ATM device, which can produce one-shot magical items largely at will. There is an obvious limit to how many of those items he can physically move at once, but they can be triggered mentally with virtually no limit to quantity; however, he must have made physical (skin) contact with the coin within the last minute or so to have a connection to it. These coins can also be used by third parties, but if they are not trained in mental activation, they have to physically move the coin as though it were being inserted into a coinslot, during which action it will disappear and the spell will activate, under their direction.
Spender also has a black jacket, which has innumerable coin-sized gaps in the hem, lots of internal pockets, and still manages to look, at least to him, pretty darn cool. There are also places for coins in his pants and boots, and so on, but they don't tend to be as well-designed.
Spender is capable of materializing not only instant-effect spells, but also hologram-based equipment; it cannot produce physical projectiles, but these devices can accumulate and discharge energy bolts or beams. As these, like all programmed holograms, draw energy from the surroundings, they have sufficient energy most of the time, but once the weapon is discarded, the spell ends entirely and the weapon disappears.
No spellcoin is capable of returning to coin form after being cast, nor of creating more spellcoins, although they can manipulate and activate other coins, if that is what they are designed to do. The spellcoin is never generic; each one has one specific effect, and while it can be manipulated, it cannot be changed after creation.
Spender has on the order of 40-50 holdout coins, but he prefers to generate and use new ones.
Spender is also equipped with a holdout firearm (.20 caliber semiautomatic handgun) but he doesn't make a lot of use of it.
Other notes
Clearly I could go on about spellcoins and the rest of the Spare Change Project, but I think that's everything immediately relevant. If I'm wrong let me know.
I'm totally up for this. I haven't read through GB1 yet to get a feel for it, but I will, I just wanted to reserve a place since it seems to still be open.
This character is taken from one of my many fiction settings, codenamed the Spare Change Project. It can be a little groan-worthy at times. You'll see.
Name Special Agent Coy Spender
Gender Male
Race Human, Augmented
Color Gold on silver (For certain, more easily read, dark values of "silver")
Description
Although physically fit, Agent Spender doesn't spend a lot of time on his muscles. He's leaner, and looks like he's well-versed in running away, rather than brawling. He has a face that is at once aged with stress and well-versed in smiling, and his eyes always sparkle with a bit of the absurd. His black coat only reaches to his waist-level, but he swooshes it as much as he can, as though to make up for that fact.
Backstory
Agent Spender does not, of course, go by his given name anymore. He still had it when he joined the Ether Defense Force, but after years of dealing with the absurd, he, like many there, simply adopted the moniker for anything work-related. After a time, there seemed to be little enough in his life which the absurdity didn't seep into, so he took on the name full-time.
As part of the EDF, Spender was tasked with travelling to subspace rifts that were opening across the planet and defeating the invading alien life-forms, no matter what form they took. Although communications were never established, it seems an unwritten law in these encounters that the enemy are willing to lower their guard if you entertain them, even should it mean their death; therefore, EDF agents used programmable holography along with special training to try to control themselves and the battlefield without failing to be a monstrous demon in combat.
If Spender ever offers to tell you stories about his time in the EDF, politely refuse. If he offers to tell you about the great Toilet/Banana war, the tentacle-muppet invasion, or anything else he brings up by name, emphatically decline and find an enemy of yours who you could argue might want to hear it, then flee.
Personality
Spender is very much in love with theatricality, and even if it kills him inside and out, he won't drop the illusion that the world's a stage--or a big-studio Hollywood production. You can see in his actions, however, a fierceness, a desire to wreck a little havoc, a little carnage. He tends to shy away from harming humans, but that doesn't mean he'll hesitate in the heat of the moment. His absurdity tends to be more self-deprecating than abusive, but whatever underlies that fact, he's not lacking confidence.
Abilities
Spender is armed with an Alchemic Transmutation Mechanism (ATM Device), which is linked inextricably to his mental functions. It is typically seen inside his jacket when it dispenses spellcoins, but many have noted that it doesn't seem to remain there at other times.
The spellcoins that it dispenses are preprogrammed tokens which, once activated, release one-shot spells. The ATM device can create spells of any complexity; it creates self-contained programmable 3D holography, and the effects are tremendous. It cannot cast spells directly, however; only by means of these coins. Therefore, in addition to the device and his large quantities of carried, stored, and hidden coinage, Spender is highly capable in the martial arts, and inherits a peculiar style that may at times look absurd, but is more than effective enough.
Spender cannot cast more than 10-12 coins at once except in most dire circumstances, and the more coins he casts, the less finesse he has with any of them, and the less focus he has for other things; consequently, he tends to use far fewer except when using them for ranged attacks.
As a canonical note, many of the spellcoins create and manipulate what amount to spatial fields, which may or may not be open to the surrounding space. This is useful for dimensional storage, but it also creates fields that seem to be normal space, but with altered rules. Anyone entering that space can try to will away the effects and remain in normal space, as the new field merely overlaps normal space, it does not replace it; however, there are typically both drawbacks and advantages to them. Spender, having decades of experience with them, may use them somewhat asymmetrically; even though the rules affect anyone entering equally, there tend to be loopholes.
Equipment
Spender's most significant equipment is the ATM device, which can produce one-shot magical items largely at will. There is an obvious limit to how many of those items he can physically move at once, but they can be triggered mentally with virtually no limit to quantity; however, he must have made physical (skin) contact with the coin within the last minute or so to have a connection to it. These coins can also be used by third parties, but if they are not trained in mental activation, they have to physically move the coin as though it were being inserted into a coinslot, during which action it will disappear and the spell will activate, under their direction.
Spender also has a black jacket, which has innumerable coin-sized gaps in the hem, lots of internal pockets, and still manages to look, at least to him, pretty darn cool. There are also places for coins in his pants and boots, and so on, but they don't tend to be as well-designed.
Spender is capable of materializing not only instant-effect spells, but also hologram-based equipment; it cannot produce physical projectiles, but these devices can accumulate and discharge energy bolts or beams. As these, like all programmed holograms, draw energy from the surroundings, they have sufficient energy most of the time, but once the weapon is discarded, the spell ends entirely and the weapon disappears.
No spellcoin is capable of returning to coin form after being cast, nor of creating more spellcoins, although they can manipulate and activate other coins, if that is what they are designed to do. The spellcoin is never generic; each one has one specific effect, and while it can be manipulated, it cannot be changed after creation.
Spender has on the order of 40-50 holdout coins, but he prefers to generate and use new ones.
Spender is also equipped with a holdout firearm (.20 caliber semiautomatic handgun) but he doesn't make a lot of use of it.
Other notes
Clearly I could go on about spellcoins and the rest of the Spare Change Project, but I think that's everything immediately relevant. If I'm wrong let me know.