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Conviction is the key. Without conviction, nothing you do will sit right.
Super Hero Nonsense
Right, so, since I'm engaging in some super hero RP here and there, I might as well write up something on the Kaiser's super persona.

Career History
-I joined the army right out of high school. Displaying an aptitude for jumping out of planes and sneaking around, I was offered a position with a Paracommando unit, which I accepted after a number of thinly-veiled threats by my superiors.

-I served during the conflict in Panama and in the first Gulf War, eventually reaching the rank of Captain.

-I was contacted by an "agency" that I later found out was a branch of the United States government, inviting me to become their latest entry-level employee. Eager to leave the battlefield, I accepted.

-After a disturbing series of overly-aggressive interrogations, I was ejected from the agency and put down to be terminated. I barely escaped into the underground, and have been operating as a sort of private investigator since.

Notable Skills
Parachuting: Through training with the Paracommandos, I've learned how to throw myself out of planes and off of high places without dying, provided I have the proper equipment. My training includes standard para-drops, HALO, and BASE jumping.

Firearms: Although I prefer to avoid standard guns, the army taught me how to use them and I can do it if I need to. I'm not such a great shot, though.

Martial Arts: Aside from the mediocre hand-to-hand training given by the army, the agency trained me in savate and aikido. Following my escape into the underground, I trained in military tae kwon do and capoeira. When given the option, I prefer to fight like this.

Infiltration: Both the Paracommandos and the agency trained me in getting into a place unnoticed and blending in with the locals. I am fully trained to disguise myself as and impersonate anybody, given enough time. I can also open all conventional locks, and have limited hacking skills (I'm definitely more of a physical infiltrator).

Interrogation: In short, I know a wide variety of methods to get information out of a subject, from fast-talk to torture. I don't like to talk about it. Interrogation training came with anti-interrogation training, the end product rendering me mostly immune to mind control.

Mechanical Knowledge: Lacking any sort of super powers, I've become a gadgeteer to match up with the supers. That's fairly straightforward.

Observed Gadgets
The Umbrella: My umbrella is made from woven polymers and alloys that render it bulletproof and fireproof. The skeleton is a super-dense variant of the rare metal "durabium." By applying pressure just right on the handle, I can extend blades from the edges of the umbrella and start it rotating quite rapidly, creating something like a buzzsaw. This also gives it a limited capacity for gliding. The shaft contains a chamber for shotgun shells, a flamethrower, and a vicious sword-like blade.This is the weapon I use most often.

The Riot Gloves: My gloves are reinforced with durabium and contain eight ounces of lead shot in the knuckles. A twitch-sensitive trigger electrifies the frame and the shot.

Exoskeleton: Appropriating and modifying HAL-suit technology, I created a lightweight exoskeleton for myself that significantly increases my raw strength and durability. It has a limited power supply, though, which I need to work on. A quick-release mechanism allows me to escape in the event of a dead battery.

Anti-Gravity Boots: A needless amount of reality-screwing physics lets me use these boots to fly at speeds of up to sixty miles an hour. I'm the least pleased with this gadget, but I needed a reliable way to fly.

Other gadgets exist, but are not included in this list at present.

Known Chemical Weapons
2-chlorobenzalmalononitrile (CS)
-Nonlethal
-Dissolved in dichloromethane and deployed as an odorless white gas.
-Exterior contact causes burning sensations of the skin and eyes.
-Inhalation causes vomiting, burning sensations of the nose and throat, disorientation, dizziness, and restricted breathing.
-Some symptoms will occur in anyone affected by the gas, though rarely is one affected by all symptoms.
-Typically deployed via grenade or cartridge.
-Wears off after a few hours, or can be removed in minutes with immersion in water. Salt water is particularly effective.

Adamsite (DM)
-Nonlethal.
-Deployed as an odorless, canary-yellow gas.
-Takes effects about five minutes after inhalation.
-Inhalation causes irritation of the eyes, lungs, and mucous membranes. This is followed a few minutes later by headaches, nausea, and persistent vomiting.
-Typically deployed via planted bombs.
-Wears off after a few hours.
-Some subjects may react violently to DM, with much worse symptoms and potential for death. This is rare.

3-quinuclidinyl benzilate (BZ)
-Nonlethal.
-Deployed as a colorless, odorless gas.
-Exterior contact causes blurred vision, dry mouth and skin, and a rapid heartbeat.
-Inhalation causes delusions, hallucinations, short attention span, slurred speech, disorientation, and loss of hand-eye coordination.
-Nearly all subjects are immediately affected by hallucinations, but other symptoms may or may not occur with no particular tendency.
-Typically deployed via cartridge.
-Symptoms wear off after a few hours, though in some cases may persist as long as four days.

Distilled Mustard (HD, Pyro)
-Probably lethal.
-Deployed as a yellow-brown gas that smells of mustard, garlic, and horseradish.
-Contact results in no initial symptoms, but several hours later subjects will experience itching and skin irritation, eventually becoming very large blisters filled with yellowish fluid wherever the gas came in contact with the skin. A little while later the eyes will become sore and swell, resulting in temporary blindness.
-Skin contact causes burns of varying degrees, usually first or second. Third degree burns are rare but can occur. If at least half of the victim's body has been burned, death is all but guaranteed within a few days.
-Inhalation causes bleeding and blistering of the respiratory system, damage to mucous membranes, and usually heart failure.
-If not inhaled, the subject will usually recover after several weeks. Inhalation is almost always fatal.





 
 
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