'One man Army' (A play on his name)Age:
Spells/Unique abilities or equipment: Redeemer Twelve
- A modified rifle that functions as a middle-long range precision shot device. Instead of a normal clip, the rifle uses clips of twelve narrow bullets, thin, but able to fly far and rapidly. This is Armond's 'baby'. Lightwarping:
Rather than the ability to generate light, Armond instead manipulates the way it reflects, and can bend it, depending on his concentration, so long as there is at least some basis for his ability. At its highest level, he can temporarily bend the rules of light and focus it to the equivalent to a weapon for a short period of time, though he is incredibly vulnerable at that time.
-Techniques Now you see me...
By focusing on his own image for a few moments and channeling some of his own life force in small amounts, Armond can make what appear to be duplicates appear within a four foot radius. These are simply images, though, and do exactly as he does. Now you don't
By channeling raw elemental energy, Armond redirects light rays to not reflect upon his body directly. Instead, he redirects it to one of the aforementioned 'clones'. As a result, it appears as though the clone is the only Armond. Hot Spot:
Unlike the previous two abilities, Hot Spot takes a lot more work. Armond must create a target point as well as a refraction point before even channeling elemental energy. As he does, he sends the energy through the refraction point and bounces it to work as a low-power heat ray. It at most delivers a low-degree burn. Distraction Flash:
One of the simplest abilities Armond wields, this amounts to the reagent-less production of a firework-style flashbang. It can be used as a temporary blinding ability or as a false attack. Searing Light:
For a high amount of stamina cost, Armond can condense light rays into a melee-useable form for a short period of time. It extends from over the back of his right hand out about nine inches and cuts like a low-powered laser. However, if Armond does this, after it is used, he will have to rest proportionally to the length of use. -Skills:
First Aid Kit
Ammo boxes- 1440 total bullets
Pair of sunglasses
Duct Tape (5 Really big rolls)Vehicle
Armond has a motorcycle that he keeps nearby wherever he travels, rather than depending on his feet. He doesn't like to take up a lot of room. Rather than a large car, he prefers raw speed in his vehicles.Appearance:
Armond seems to be a very down-to-earth man at first glance. He wears what looks to be a SWAT-style outfit, save for the helm, which he has cut open around the back to let his orange ponytail hang out. He also keeps the visor up at all times, showing off his eyes, which shine green.
His armor is relatively loose- a breastplate, a helmet, plate collar, short shoulderplates, elbow and forearm armor, waist and armor on the thighs and shins ending in thick, but comfortable boots. His clothes under the armor appear to be a simple grey jumpsuit. On his right shoulderplate, he has a picture of a crescent moon, split in the middle vertically with a set of teeth.
He seems to be of average height at 5'10" and isn't even particularly visibly muscular. He seems to be average in body build, although, upon closer examination, his body is a bit more toned than average. His skin is pale to fair, and his hair seems thick and full.
How do you act?
Depending on where he is and who he is around, Armond is a drastically different person.
Around allies, Armond is quiet and...not quite paranoid, but watchful. He recognizes that the Cult is not short of people who have taken one too many hits of crazy. He keeps his replies short, but respectful enough that he doesn't offend. If pressured to speak, he will speak in jargon as best he can and make it seem as though he is a bumbler. He prefers to give the impression that he is just a lucky grunt.
Alone, Armond is constantly brooding and plotting. While unseen, he is often grinning, quite amused at his own perceived wit. However, while he constantly broods and plots, he quite often finds himself slapping his helmet to get himself straight. He knows the delusions of grandeur all too well, and tries to keep grounded to reality.
Around enemies, Armond talks a big game, though often tries to trick his enemies. Rather than fall into the trap of monologue, he attempts to elicit such from his enemies. As a result, he often turns the tables around on his foes and makes quick work of inattentive enemies. While, if he has the option, he will strive for a fancy killing, he is far too rational to go outright out of his way to do so, and will often take the easiest choice.
Good Points: Clever, A Good talker, Grounded in reality, Not batblit insane
Bad Points: Liar, deceiver, Unbelieving in the cause, Selfish
-Often, when alone or near alone, will tap his fingers on his helmet in a melodic pattern unconsciously
-Occasionally drifts when alone into talking to himself
-Does his own hunting
-Wears sunscreen all the time
-Loves the work of Houdini
-Prefers liquid food to dry.
-Often comes up with nicknames in his mind for people.
-Loves elevator music, and dances to such while in elevators.
Armond, once he became an adult, immediately began training at the Police Academy with the goal of becoming a cop on the beat. With his natural caution, he quickly advanced, despite his mediocre physical performance.
However, after watching the streets of his hometown become filthier and filthier with violence, he grew dissatisfied with grunt policework. He began training and work toward becoming a member of SWAT with the intent of silencing violent criminals. He was incredibly successful, but at a cost: His itchy trigger finger led to armed confrontations almost every time, and ended up being the cause of more than one officer's death.
Guilt assuaging him, Armond took every loss as a personal insult. He began taking his car and doing vigilante work, waging a personal war on gangs in particular. For some reason, nothing could ever be traced to him, and even eyewitnesses could not place who exactly it was that shot the victims to death.
Once the Cult began to rear their ugly heads around, and conflict began to rise on a scale even Armond had never thought of, he did his job, though kept an eye on how things went. Not so much supporting the enemy as not giving his full effort, he came to three conclusions.
1) People die when cults show up, but the enemy is the one that determines who dies at least at first.
2) 'Good' can only fight to survive. This is pointless.
3) Most evil groups are stupid and have their head in the clouds.
Armond, as he fought what chaos was in front of him along with the other SWAT, came to a sickening idea. In the time between conflict, he quit the force and kept his equipment, against orders. He moved out West and decided to go ahead and join this cult, with the goal of using it for his own purposes. Theme Song: http://www.youtube.com/watch?v=XnJwd9zrjiANote
Armond is a loner by nature and likes to take 'territory' that has something advantageous for him. He refuses to fight on anyone else's terms and as a result, will play as dirty as he likes. Quote"Now, now, we can both be reasonable gentlemen. Leave my plans alone and I won't waste a bullet on you."
And completed a picture of him!