Race: Mutated Human
Age: 18
Height: 5'8"
Weight: 254lbs
- Appearance
A humanoid, metallic figure resembling a teenage female. Her reflective skin coats and rounds off the entirety of her averaged build, hiding all features and melding her digits together. Her face is completely blank, save for a small protrusion marking her nose, and three large indented holes along her lower left cheek. Her strands of metal-like hair are short and untidy, with a shorter fringe hung above where she used to have eyes.
She is commonly seen in a large range of casual modern outfits - typically barefoot with loose, lightweight, full-length red and white clothing.
- Abilities
-Metal Coat-
Karal's skin consists entirely of a centimetre-thick bio-metallic alloy. This coating is heavy, flexible, and about as durable as iron. It otherwise acts similar to human skin, reforming quickly and regenerating at the same speed. With lots of effort, she can temporarily harden her exterior to match that of kevlar, or stronger still if she focuses on a very small area.
-Human Cell-
No longer able to eat, her body's circulatory and muscular system has altered to use electrical energy, and all others made redundant. Contact with a power source lets Karal drain and store its energy for later use; this must be done carefully however, as uncontrolled sources can heat her coat and sear beneath it. She can project harmless sparks in a short area around herself, feed an electrical charge through anything she is in prolonged contact with, or course it through herself to act as an electromagnet.
-EMP Detection-
Karal can detect electrostatic and magnetic waves, as well as exert said waves in pulses around her. This lets her locate power sources, and observe her physical environment in all directions. She can maximise these pulses to 'see' over far distances, scan through surfaces or to attract magnetic objects, although all of these are taxing on her energy.
-Enhanced Strength-
Forced to carry such an affliction for several years, Karal is physically strong as a result, able to hold her own weight at most with a single limb.
Karal's skin consists entirely of a centimetre-thick bio-metallic alloy. This coating is heavy, flexible, and about as durable as iron. It otherwise acts similar to human skin, reforming quickly and regenerating at the same speed. With lots of effort, she can temporarily harden her exterior to match that of kevlar, or stronger still if she focuses on a very small area.
-Human Cell-
No longer able to eat, her body's circulatory and muscular system has altered to use electrical energy, and all others made redundant. Contact with a power source lets Karal drain and store its energy for later use; this must be done carefully however, as uncontrolled sources can heat her coat and sear beneath it. She can project harmless sparks in a short area around herself, feed an electrical charge through anything she is in prolonged contact with, or course it through herself to act as an electromagnet.
-EMP Detection-
Karal can detect electrostatic and magnetic waves, as well as exert said waves in pulses around her. This lets her locate power sources, and observe her physical environment in all directions. She can maximise these pulses to 'see' over far distances, scan through surfaces or to attract magnetic objects, although all of these are taxing on her energy.
-Enhanced Strength-
Forced to carry such an affliction for several years, Karal is physically strong as a result, able to hold her own weight at most with a single limb.
- Weaknesses
-Metal on the outside, human on the inside.
-Very heavy. Karal’s strikes are slower than most, balancing is difficult, she simply cannot run, and jogging exhausts her as much as a normal person would sprinting.
-Few ranged abilities.
-Mute, anosmic and completely colourblind. In addition, the range of her sight can be limited by weather conditions or other nearby EMPs.
-Heat is a remarkable danger if it is able to get all the way through her coat.
-Untrained with weapons, and would have difficulty holding a gun.
-Very heavy. Karal’s strikes are slower than most, balancing is difficult, she simply cannot run, and jogging exhausts her as much as a normal person would sprinting.
-Few ranged abilities.
-Mute, anosmic and completely colourblind. In addition, the range of her sight can be limited by weather conditions or other nearby EMPs.
-Heat is a remarkable danger if it is able to get all the way through her coat.
-Untrained with weapons, and would have difficulty holding a gun.
- Personality
Smart, jumpy, curious to a fault, and always anticipating the good of her fellow lifeforms. Karal greatly enjoys exploring and discovering, and generally settles to do anything of help to others deserving of it. She is well-mannered no matter the situation - but she can be more stubborn than most, and can resort to equally-polite ultimatums if she feels someone is being unreasonable. She prefers pacifism over violence, and usually will not harm a person from their words alone.
Unbeknownst to herself, she is engrossed with keeping her mind and spirit as human-like as possible, even if her body no longer resembles one. She learns from mimicry, and her gestures and expressions tend to be greatly exaggerated. Her upbringing has left her a little naive and desensitised; she has a narrow understanding of morality, and may panic over reacting to things in a way she thinks (or is told that) she shouldn’t. She tends not to refuse activities which people other than herself would do (such as being offered a newspaper or a drink), and would then fumble for a witty excuse were anyone to question her on it. Even her clothing serves only to make her fit in with others; her metal coat alone provides enough cover, and the garments actually limit the extents of her vision and abilities.
In battle she is the calculating, observant and devious type, often using outlandish tricks and feints to gain an advantage. Her fighting style is quirky and improvised, centrally focused on her positioning and surroundings. Up close, she tends to favour grapples and throws when given the chance, and when afar, she relies on the environment to draw foes closer.
Unbeknownst to herself, she is engrossed with keeping her mind and spirit as human-like as possible, even if her body no longer resembles one. She learns from mimicry, and her gestures and expressions tend to be greatly exaggerated. Her upbringing has left her a little naive and desensitised; she has a narrow understanding of morality, and may panic over reacting to things in a way she thinks (or is told that) she shouldn’t. She tends not to refuse activities which people other than herself would do (such as being offered a newspaper or a drink), and would then fumble for a witty excuse were anyone to question her on it. Even her clothing serves only to make her fit in with others; her metal coat alone provides enough cover, and the garments actually limit the extents of her vision and abilities.
In battle she is the calculating, observant and devious type, often using outlandish tricks and feints to gain an advantage. Her fighting style is quirky and improvised, centrally focused on her positioning and surroundings. Up close, she tends to favour grapples and throws when given the chance, and when afar, she relies on the environment to draw foes closer.
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- Battle Record
1/0/0/0
- Status
Available, as of the date of the last edit.