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Joined: 30-November 12
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Last Seen: Jul 23 2013, 02:22 AM
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Jan 18 2013, 04:42 PM
Seraphim walks along the streets of West, checking out the population of the district with her guitar case strapped nicely to her back.

She was looking for someone disreputable, but any target would do.
Dec 10 2012, 03:04 AM
Seraphim approached were the meeting was supposed to be. "I'm too damn late for it this time... I'll see if anyone is still around, or maybe they'll have another meeting..." She said to herself. Adjusting the strap over her shoulder, she sat down outside the door, not even bothering to knock. "Once I know what I'll possibly say, I'll knock..." Or maybe someone will walk out and I could casually start a conversation with them... She thought.
Dec 5 2012, 01:08 AM
Identity: Seraphim Svati
Known to Public As: Seraphim, sometimes referring to herself as the Gladium.
Race: Human
Alignment: Villain
Starting District: West
Description: She has pale green eyes and shoulder length blonde hair. She most commonly wears a dark tank top and cargo shorts.



Powers: Teleportation
Lvl 1:
Teleport - [Offensive] You can teleport any object, that can be held in your hand, to you from a 50 yard radius. Object must be within vision, apart from your weapons.
Collection - [Passive] You carry a guitar case on your back. With an assortment of weapons located inside. A sniper rifle. An SMG. Dual pistols. And an assault rifle. She carries the case with her wherever she goes, and it is outfitted with a specialized material, preventing any x-ray devices from viewing her contents or setting off metal detectors. Starts off with a two laser pistols, as other weapons are gained later. (At Lvl 5, pistols have the ability to attach suppressors.)

Power Origin: Endowed
Weight: 105lbs
Height: 5' 4"
IQ: 116
Age: 19
Weakness: Seraphim is weak to electricity. Her teleportation abilities become volatile and unpredictable while electricity is coursing through her body.
Fear: Aphephobia, the fear of being touched.
Backstory:
QUOTE
Seraphim was born into a small town somewhere in Britain. She grew up their with her father and elder brother. They lived happily and peacefully.

Blah blah blah, happy things come and go.

Then, on one fateful night, she lost everything.

The doorbell had rung. And her father, upon answering, was swiftly stabbed and killed. The men outside burst in with knives and clubs. Tearing the house apart. Sera's older brother shoved her deep into the closet of their room, and grabbed his baseball bat to try and scare them off.

All Sera heard was the screams of her family, they echoed through her head. She could only imagine her brother's death, and that she did. It replayed in her mind over and over and over. Until the closet door opened. One of the invaders stood over her. Grabbing her by the hair he dragged her out of the closet. She fought and kicked, but was unable to break free. Then the other two joined the first. The three of them ripped off her clothes and raped her.

After hours she could no longer feel anything. Her body had shut down. She was dead inside. Then men left her there, with stab wounds, bruises, and blood dripping from her orifices. She wanted to die.


It was then that her mother appeared. After having been missing for the past 14 years, her mother showed up. She helped her daughter get back on track, and in doing so, taught her to awaken the powers inside herself. Thus, the aphephobic, scarred, and volatile Seraphim was born.


"And finally the Gladium is here. Turning right and wrong to crimson." - Seraphim Svati
Dec 1 2012, 12:01 AM
Lvl 1:
Teleport - [Offensive] You can teleport any object, that can be held in your hand, to you from a 50 yard radius. Object must be within vision (apart from your weapons).
Collection - [Passive] You carry a guitar case on your back. With an assortment of weapons located inside. A sniper rifle. An SMG. Dual pistols. And an assault rifle. She carries the case with her wherever she goes, and it is outfitted with a specialized material, preventing any x-ray devices from viewing her contents or setting off metal detectors. Starts off with a two laser pistols, as other weapons are gained later. (At Lvl 5, pistols have the ability to attach suppressors.)

Lvl 2:
Sub-Machine Gun - [Passive] An automatic carbine designed to fire pistol-strength lasers. Allowing the automatic fire of a machine gun, with the caliber of a pistol. Low caliber gives them more control while firing, and the smaller size makes it lightweight and versatile. You thus add an SMG into your repertoire, and gain expertise with the weapon. (At Lvl 5 you can utilise an extended magazine. To provide more shots between reloads.)

Lvl 3:
Blink - [Travel] Allows you to teleport yourself short distances of 10 yards. The teleportation is instant, and can be used twice in a round. 6 round cooldown.

Lvl 4:
Tunnelling - [Defensive] You channel your teleportation onto the surface of your skin. Teleporting an object from one side of your body, to the other. Safely bypassing attack, by transmitting contact as though you were not in the direct path. Lasts for 1 rounds. 3 round cooldown after ending.

Lvl 5:
Teleport - [Passive] You can now teleport any object that fits into both your hands. For example a staff, or rifle. While previously you must be able to hold it in a one hand. Like a knife or a pistol. Object must be within vision, apart from your weapons.
Sniper Rifle - [Passive] A precision rifle used to ensure accurate placement of lasers from maximum range. Built for optimal accuracy and fitted with a bipod and a telescopic sight. (Which can alternate with infrared sights at ability Lvl 5.) Fires heavy caliber laser beams and less maneuverable than a standard rifle. Therefore you add a Sniper Rifle to your collection, and gain a skill with the use of this weapon.

Lvl 6:
Bounce - [Offensive] Allows you to teleport an entity a short distance of 10 yards. The teleportation is instant, and can be used twice in a round. Entity can be living or non-living, must be of less than 300 pounds, and must be within 15 yards to activate the first bounce, the second can be activated again from where the first bounce ended. 12 round cooldown.

Lvl 7:
Rift - [Offensive] You activate your teleportation on yourself as well as an entity. Effectively transporting it across space in an instant. Replacing you with your target, and your target with you. Allowing a quick trade of places. Useable once per encounter. (When Rift reaches Lvl 5, you are able to swap weapons in and out of your case, with a 4 round cooldown.)

Lvl 8:
Assault Rifle - [Passive] An Assault Rifle with intermediate cartridges. The gun is single shot fire, or burst capable. Moderate range, with more penetrating lasers than lower caliber weapons. Categorized between a light machine gun, and a sub-machine gun, the assault rifle is commonly known as a storm rifle. As in "to storm a position". A strike team weapon, used to be fast and strong at the head of combat. This rifle takes a spot beside the sniper in your collection. (At Lvl 5 an under-barrel explosive launcher is available.)

Lvl 9:
Optic -[Offensive] Upon making contact with any object, you can then use Optic. You teleport yourself, through the object you are making contact with. 4 round cooldown.

Lvl 10:
Bullet Storm - [Offensive] You use your teleportation to momentarily position every weapon from your collection into the air before you. You are able to position each where you please, to provide covering or suppressing fire. Each weapon then fires it's entire clip in the direction of your enemy. Unleashing a hail of lasers. After the clips are depleted, the floating weapons return back to their position, unloaded, inside the guitar case. 1 day cooldown.

***

Weapon Ammo:
Pistol: Each clip consists of 10 charges. 2 charges can be fired each round.
Sub-Machine Gun: Each clip consists of 20 charges. 5 charges can be fired each round.
Sniper Rifle: Each clip consists of 4 charges. 1 charges can be fired each round.
Assault Rifle: Each clip consists of 20 charges. 4 charges can be fired each round.

When a clip runs out, you must teleport a new one from your guitar case.


Teleportation:
When teleporting objects, the teleportation does not work if the object is in contact with another living entity.
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