Casimiro Alvarez

Casimiro Alvarez

1,132
1,132

    Nov 18, 2009#1

    Student Template Version 2.1
    General
    Name
    Nickname
    Class
    Profession
    Gender
    Race
    Alignment
    [/td]
    Casimiro Alvarez
    [kah-see-MEE-ro AL-VAH-res]
    Casi
    [kah-see]
    Underclass
    Unemployed
    Male
    Human
    Chaotic Evil
    [/center][/center][/center][/center][/center][/center]
    Demeanor:
    Smug, Arrogant, Headstrong, Single-minded, Violent, Aggressive, Carnal
    Weapon of Choice:
    Throwing Knives
    Appearance
    Eye Color
    Hair Color
    Age
    Height
    Weight
    Build
    [/td]
    Gold
    Deep, slate purple
    19
    6 feet
    175 lbs
    "Ripped", Prominent Muscles
    [/center][/center][/center][/center][/center]
    Birthmarks or Scars:
    A vertical scar running the entire height of his face over his right eye, flanked by a 4 inch vertical scar on either side, creating three parallel scars on the right side of his face.
    Predominant Feature:
    Predatory, intense gaze and a wicked-looking grin. The aforementioned scars.
    Skin Quality:
    Dark and smooth except for his scars.
    General Appearance:


    Last two courtesy of FairlyFairyPrincess and Threnody, respectively.

         Casimiro's street gang background afforded him a body that can be described as "Nice" to some, and "Hawt" to others. You see, unless you already commanded a lot of respect on the street, there was no respect for some flabby, misshapen fool. So Casimiro keeps himself in sculpted shape through basic, rough exercises. His already impressive height of 6 feet is only complemented by the toned muscles and sharp features. So yeah, line up ladies for some beef cake! Though his skin is kind of a different matter. His skin is dark and taut with his Peruvian heritage and the time he spends outside. But there are.... Imperfections.
         Casimiro's gang life has left him with scars from fights and jumpings of various kinds, but some women are into that kind of thing and it commands a lot of respect back on the streets. Various stab, slashing, and bullet scars adorn his torso, though his prominent scar is the one vertical slash over his right eye. However, this single scar was increased in size and number since a fight with Chad off-campus.
         Speaking of eyes, Casimiro's are a piercing and exotic gold color that almost screams with his hidden insanity. His face is young and smooth, though a little roughed up and kind of intimidating when he puts on his menacing smile. As for hair, its dark like the rest of him. Long and shaggy, it hangs down to his shoulders and it usually stylishly unkempt. But with some preparation, he can smooth it out and make it presentable for anyone who demands it.
         Casimiro's wardrobe is an eclectic collection of hip hop wear and traditional warm-climate clothes. On the more modern side are his jeans, which hang a little low on his lips, and various shirts and hoodies that can either come in muscle-defining tight or over-sized baggy, complemented by hats, bandannas, and decorative chains. On the other end of the spectrum are loose robes and tunics that are best in the warmer climates. Those are just as loose fitting, usually lacking buttons and zippers, and made of thinner, more colorful fabrics.
    Personality
    Influences: His Master, Grreck, a Yuatja-trained hunter (Predator).
    Likes
    Dislikes
    Strengths
    Habits
    Weaknesses
    [/td]
    Good-looking women
    Brutal violence
    Pleasures of the flesh
    Inducing fear
    Taking what he wants
    Animal-Human hybrids/Animal people
    "Heroes"
    People who get in his way
    Losing to do-gooders
    Nearly unflappable willpower
    Fearless
    Very active libido
    Bold
    Hitting on girls
    Smirking like a maniac
    Practicing his knife throwing
    Sharpening his knives
    Easily distracted
    Kind of dumb/slow
    Reckless
    Not knowing when to stop
    Goals:
    • The Feared
      Casimiro dreams that one day he can best his Master and take his role at the greatest, most feared hunter ever. To be able to hunt any prey he deems worthy or simply fun with impunity and the ability to take down anyone/anything he encounters. Hopefully he could rid the world of freaks, animal-humans, or animals that turned into Humans. Casimiro wants to be able to take and spare lives according to his own will, and see Heroes and good guys finally be revealed for the delusional fools they are.
    • The Prolific
      Casimiro wishes to sleep with any and all good-looking/sexy/beautiful girls he comes across. How he does that is of no concern to him.
    General Personality:
         First and foremost, Casimiro is all about Casimiro. The young Peruvian man is a near complete egotist, if not a total one. If there is anything that can be done, it has to have some kind of pay off for Casimiro himself, even if it has to do with someone else. If he ever intends on helping someone, it is because he expects some kind of reward or payment for his assistance. If he does not get any, he will take what he wants, and then probably more. So if you ever intend on trying to get some kind of charity out of him, prepare to be robbed, or if you are a good looking girl, worse.
         Speaking of which, Casimiro is a total horndog. Casimiro loves the ladies, and he is always on the look out for the next pretty girl to try and sleep with. Just sleep with. Get in a relationship? Hell no. He is only in it for the sex. And he will get it, whether she wants it or not...
         One of the biggest reasons for Casimiro's self-absorption is that he is, what some would say, afflicted with Antisocial Personality Disorder, or better known as Psychopathy. Casimiro cares only for himself, and is practically physically incapable of most emotions, mostly emphatic ones. Something about him, a combination of past abuse, an inadequate upbringing, and a head injury, renders his body unable to express or feel emotions like normal people. For example, in situations where people would feel anxiety or fear, their skin would change in conductivity to show it, but for people like Casimiro, that does not happen. Casimiro finds it hard, if not outright impossible, to feel things like fear, sympathy, shame, anxiety, or really just care about anyone or anything. He could kill ten men and then say in court that he did just cause without batting an eye or raising his heartbeat.
         But that does not mean Casi cannot express emotion. He can fake emotions pretty damn well. When he feels like it, Casimiro could easily be one of those people whom other would say, after he commits mass murder, "He just didn't seem like the kind of person to do that." Though most people would not have to worry about it. Casi prefers to do and say as he pleases without regard to those around him. Ever been trolled on the Internet? Well, Casimiro is a real life one of those. He finds it fun to torment people he does not like, which is just about everyone.
         When it comes to fun, he finds it an utter thrill to not only torment and torture, but to kill. Death is the ultimate equalizer. Especially when it can be made to be slow, agonizing, and painful. Being able to do that, for Casimiro, opens the eyes of everyone he uses his knives on. He loves being able to show them that a Just World does not exist, especially to those righteous do-gooders out there, and that the world is actually a cruel and unforgiving place that does not tolerate softies and so-called heroes.
    Background
    [+] Spoiler
    Casimiro's life began in the ghetto's in some nondescript town in Peru. Yeah, right off the bat his life was pretty horrible. Abusive parents, whenever they were actually around. What the abuse was exactly, he could never tell out, either from repression or he honestly cannot remember. Casimiro had suffered a concussion at an early age from.... Something, possibly his father or the rough kids he ended up hanging out with.

    Almost as soon as he could walk and talk, Casimiro was indulging in violence. Squirrels, frogs, birds, or any other small animal that was unlucky enough to get within his grasp. They all died in increasingly gory and extravagant ways. His induction into one of the local gangs did not help that fact all. Now, instead of mutilating animals, Casimiro was mutilating and murdering other people. He quickly rose though his gang as one of the most violent and... Well.... Crazy members they had ever had.

    As he grew up, his tendency to be violent became more and more refined and subtle. He was less about splattering blood everywhere and more about luring his victims with smooth talk and a charming persona to a quiet, personal end. Casimiro had become a hunter, using himself as bait. When Evos Dawn rolled around, Casimiro and the gand changed their focus of torment. Now they almost exclusively beat up and worked against the new Evos, especially those with animal traits. The Evos could use their powers, but they were untrained and the gang had numbers. Casimiro put some some serious effort into "taking care" of those animal-hybrids.

    This put the young Casimiro in the spotlight for a stranger that began watching the boy do his deeds. After sufficiently watching the boy, the stranger approached Casimiro and proposed a little something. That little something was an apprenticeship, one that Casimiro at first refused. But when the stranger showed off what he could do, Casimiro jumped at the chance to be like the man.

    During those years of training, Casimiro never learned the name of his teacher, though he did find out lots about him. The man himself had been trained by some kind of higher power, either an individual or a group, but whatever that power was, it must have been some kind of master hunter race. The man himself had access to amazing technology, some of which he shared with Casimiro, and used it whenever possible to give him an upperhand over their targets. The man, also, had contempt for the Evos and animal-people, or rather, the man felt that everyone was below him and and could only be good as his prey. Casimiro definitely liked him.

    Under the man's teachings, Casimiro killed, mutilated, and abused many Evos and animal-people. It had gotten to the point where he started attracting the attention of the authorities. Not wanting to lose his star apprentice, the man sent Casimiro to the Academym complete with a false history and background.
    [+] Spoiler
    "Quarterly Tax Revenue? Sure" - Casimiro finds his first lover, and gets punched in the face.

    "The Council of Akane" - Attending the first meeting of the newly-formed LOL Brigade.

    "Street Cred and Blade Point - Hot and heavy in the woods outside of Maizuru Park with Casimiro's second lover: Sybil.

    "Kitchen Follies - Sybil's dorm mate meets Casimiro in the most awkward of situations: Pants down and on top of Sybil.

    "Just a Wall of Names" - Casimiro contemplates the insignificance of the Murial Wall.

    "Pictures Imperfect" - Casimiro gets involved with Sybil's past and finds an ally in Cunningham.

    "Annual Celebration Ceremony" - While attending the school's one year anniversary celebration, Casimiro tries to pick up more women and scouts some of the student body.

    "Full Moon Feast" and "Blood, Sex, and Violence"- A lycan student is raging though the forest, and Casimiro takes the opportunity to hunt him. Then the epilogue.

    "The Butterfly Effect" - While on assignment, Casimiro spies a pretty girl being carried off into the Petrified Forest. He hopes to carry her out himself and back to his Dorm.

    "Breaking Her In" - His Master makes Casimiro test out a prototype power nullifier, and he has the perfect subject in mind: A pretty, dark-skinned lion girl.

    "A Dance on the Water" - It's the New Year party and the opening of the new school pool! What better time for Casimiro to stir up trouble?

    "City of Gold" - It's the New Year after party, and Casimiro feels like relaxing. Who better to do that than Egyptian-themed bikini-clad girls?

    "And The Search Brings" - Casimiro plays it (relatively) nice for once so he can get his schoolwork done in the Library.

    "The Resurrection" - The essence of Casimiro from Cunningham's memories is summoned to bring him through the revolving door of death.

    "Sowing the Seeds" - Chad and Sybil have been getting a little too chummy for Casimiro's taste lately. He sets out to remedy that a little.

    "Against His Will" - With the new influx of students, Casimiro has to start showing them who runs the place. (Him)

    "Browsing and Bleeding" - After a beating from his Master, Casimiro attends to a little bondage shopping for a future engagement.

    "LETS BOIL THEM!" - Casimiro joins other LOL Brigade members at some New Years Hotpot... Ceremony.... thing.

    "Home Sweet Home?" - Kassa the "lizard girl" has moved into the Dorms. Too bad Casimiro thinks Kassa a dude.

    "Doubly So..." - Nothing like picking on the former homeless kid to get at a cute girl to start the day for Casimiro.

    "Claudia's First Day" - Casimiro gives new girl Claudia the best/worst first day of school ever in this three thread series.[/url]

    502

      Nov 16, 2010#2

      School: Avalon

      School Year: Third Year

      Designation/Primary Magic Principles:
      First Designation: Ripper - Casimiro loves knives, perhaps even more than he loves indulging in his vices. Not only is he extremely adept at using them in melee and at range, he intends to build up a sizable and varied collection of knives to suit any number of situations or cause any number of injuries.

      Second Designation: Predator - Taught by his Master, Casimiro's primary mode of engagement is through stealth. From the basics of using his Yautja cloak to stealth movement techniques to silent assassinations, Casimiro intends to live up to his Master in leaving a mysterious trail of bodies.

      Special Abilities:

      Cloaking: The mainstay of the Yautja hunter culture, Casimiro is equipped with a variant of the Yautja cloaking device. Once activated, Casimiro becomes completely invisible to normal vision and undetectable by sight alone. This effects his body, any clothing and armor he is wearing, and any equipment and armaments he is carrying or holding. Other objects cannot be cloaked unless they are specially modified to work with the cloak. Transition from full visibility to full invisibility takes five seconds, and three seconds in the other direction. Casimiro can stay fully cloaked for up to two hours, after which the device must recharge for thirty minutes.

      The cloak is short circuited by direct contact with water, causing the cloak to either flicker or short out entirely depending on the amount of water. Speeding objects such as thrown rocks, bullets, balls, etc will also cause the cloak to flicker. Also the cloak is only turns Casimiro invisible, meaning his body heat can still be picked up with right vision modes and the external environment still acts and reacts with him normally. Electricity has no effect on the cloak itself, though Casimiro may react to it, and direct electrocution to the cloaking device itself will cause anywhere from significant flickering to a malfunction.

      Staying stationary allows Casimiro true invisibility. His own movement diminishes the effect in proportion to his speed of movement. Moving slowly and carefully is the only way to be mobile while still maintaining almost total cloaking. (OOC: Don't expect Casimiro to just pop into a thread after he de-cloaks. That's just cheap.)

      Nanite Enhancement: Given by a woman Casimiro only knows as "Red", and the "group" she seems to head. Casimiro has been given the star treatment and has been injected with nanobots, or nanites, that grant him a wide variety of physical enhancements. He had no idea how they work, or cares to ever find out. As long as they make him stronger and better, he could not give less of a shit.

      In general, the nanites grant Casi above-Human healing abilities and greater strength. While not exactly to Wolverine levels, Casi just naturally heals much faster than a Human of comparable physical fitness. Cuts, bruises, and small injuries can disappear in about an hour, perhaps even minutes, assuming he hasn't bled-out already. Larger injuries longer. Also, the healing is constant and doesn't require that he rest or recuperate. That being said, Casimiro is not capable of such feats as entire limb regeneration. In general, anything removed that could not be healed by normal means will not regenerate. He also benefits from better pain resistance so he can keep on fighting, in addition to his normal pain resistance.
      [+] Spoiler
      Healing Table
      Types of Injuries Healing Time[/td]
      [+] Spoiler
      Bruises, cracked bone, etc.
      around 7 minutes
      [+] Spoiler
      Sword wounds, scraps, pocket knife wounds, etc.
      Small to Medium- 5-7 Minutes
      Medium to Large- 15-18 minutes
      [+] Spoiler
      Caused by fire, duh.
      1st Degree- a half hour
      2nd Degree- about 2 days
      3rd Degree- about 1.5 weeks
      [+] Spoiler
      Getting shot? Come on, people.
      Grazing- around 50 minutes
      Penetration- 1.5 hours
      [+] Spoiler
      Caused by broken bones, guns shots, anything that can rupture the internal status of the body.
      2 hours
      [+] Spoiler
      Internal Bruising, Cut organs, etc.
      1.5 days
      [+] Spoiler
      Blunt damage to the head, i.e. concussions
      12 days
      [+] Spoiler
      For those painful moments
      5 weeks
      *= This counts for bullet calibers less than 9mm, or .357. Anything higher doubles, or triples the time, and other forms of damage may come into play.
      [+] Spoiler
      Small - Anything minor. A slight bruise, a small cut, a very tiny bone crack, anything that you could go around not really hindered by.

      Medium - Someone punching you hard, a cut over an inch long, a cracked bone. These wouldn't be life threatening, but they would definitely hurt.

      Large - Larger wounds that are pretty bad. A longer or deeper than average cut, a broken bone, minor internal bleeding beyond a bruise level, a bullet in a non-lethal area. These won't kill you outright, but the side effects, such as bleeding out, could over time.

      Major - Life threatening wounds. A bullet in to a vital area, being stabbed through by a weapon, a large amount of broken bones. These are the type that going to a hospital immediately maybe can save you. Maybe.
      Casimiro isn't exactly Superman but the levels of strength he exerts are usually reserved for the giant men in Iron Man competitions, up to around 700 pounds directly overhead but that's when it becomes a strain. In a sense, the rest of his body has caught-up with his robotic arm. He can't lift a car overhead, easily or otherwise, but he could tip over a small car by himself with enough exertion and he can maintain a high level of activity for an extended period. Because of the extra exertion Casimiro cannot necessarily run faster, but instead can maintain a full sprint for much longer than the Humans, upwards of nearly thirty continuous minutes.

      The better applications of his enhanced strength are for burst movement. Casimiro can now jump over ten feet in/through the air, hit as hard as heavyweight boxer, and throw his knives as fast with his normal arm as he can with his artificial arm. Again this doesn't mean that he can jump over entire buildings in one bound and break concrete with his non-robot arm.

      Training:

      Knife Throwing: Casimiro's primary weapon and combat style deals with expertly throwing specially-balanced knives. By gripping the tip of the knife with his fingers, using an overhand throw, and with a flick of the wrist, he can send the right knife spinning through the air with speed and fatal accuracy.

      His effective range, the range in which maximum penetration in a soft target can occur, is up to thirty yards with a travel time of approximately one second. The path of travel is mostly straight, and begins to bend downward at around the twenty five yard mark. Beyond thirty yards, the ability to penetrate flesh drops significantly and the path of travels arcs down sharply. These statistics are based off Casimiro's best throw and his own personal knives.

      Casimiro does best against stationary targets, whom he can almost always hit. Almost always because the target still has a second or two, depending on throwing distance, to move. Already movign targets require Casimiro to lead the target, as in thrown the knife ahead of the target's expected path of travel, and that becomes a more iffy situation. Fortunately, Casimiro almost never engages in direct combat, preferring to stay completely hidden and attack the target when they are not aware of his presence. This is great since the knives are nearly silent and can be cloaked as well.

      Yautja Hand-To-Hand/Street Brawling Hybrid Mastery - Casimiro has endured years of physical training-slash-abuse from his Master, Grreck. This fighting style combines the unique moves of a Yautja hunter, the power of simple street fighting, and the incredibly stamina built up by being repeatedly beaten up by Grreck. The best word to describe the whole thing put together Brutal. It lacks refinement, however it makes up for any fancy moves by being pure power and endurance.
      • The Yautja style is based on taking down any sized prey, no matter how vicious. It emphasizes holds and grapples, particularly around the limbs, neck, and head. Of course it also recognizes that the prey will thrash and flail wildly to escape, so it trains its users to not only have vice-like holds, but to also hit back while still locking them down. The style is almost hit-and-run in tactics. In a metaphor, it is like a matador fighting a bull. Dodge and wait for an opening, then strike and take down. The training has emphasized on not relying on any one part, or parts, of his own body to fight with. Anything that can be used(Arms, legs, head, etc) will be used to the fullest extent.
      • Casimiro's own street brawling history means his strikes are simple and right to the point. There are no extraneous movements, and Casimiro likes to go for soft and vital points.
      • In terms of defense, sticking with the hit-and-run style, there is focus on short bursts of agility that allow the fighter to dodge attacks or slip away from offensive while still staying close to the opponent. There is a Judo-like aspect of using an opponent's strength against them, but instead of throws, the style is more about finding that one second of vulnerability in a strike and taking out whatever limb/part was used to attack.
      • Casimiro is extremely vicious. In a fight, he has no problem with gouging eyes out and breaking necks without a second thought. In a sense, Casimiro almost becomes the vicious animal he is supposed to be fighting. When grabbed or locked, he will flail and use whatever parts that are free to fight back, even if he has to take injury himself to do so. Strikes will hurt him, but it will also provoked him further.
      Tiras Moonblade:"Just because I forget things, it doesn't mean I...huh?"
      Shep Taylor:"If it feels like a rope, a wall, and a snake, it has to be an elephant."
      Alice Aeronwen:"Having a dragon is like having a toddler...only it weighs more than you do and swallows your jewelry on purpose."
      Shadowside Pokemon League: Water Gym(IV) Dark Gym (V)

      Vaughn
      2,927
      2,927

        Jan 23, 2013#3

        Inventory/Equipment:
        [+] Spoiler
        After losing his entire right arm to a combination of bullet pudding-ification from Chad and Calvin's gullet, Casimiro was rushed to the Health Labs for obvious reasons. After the bleeding was staunched and his condition was stabilized, Casimiro's master, Grreck, showed up quietly with a "suggestion" as to an alternative to simply leaving Casi with a stump for a shoulder. After a few minutes of "persuasion", the doctors and technicians agreed to the option. Grreck simply left then, leaving behind the alternative: a custom-made prosthetic replacement for Casimiro's arm.

        The arm is a near-perfect visual and dimensional duplicate for his original limb. The color, length, width, appearance, etc. is nearly identical to the original, except for a few shallow creases in his skin. There are two running parallel on the top of his forearm, running from his wrist to his elbow, and a single one down the center of the bottom of his forearm. It fits snugly on his shoulder stump, leaving an outline of scar tissue to indicate where his real body ends and the prosthetic begins.

        With a few weeks of rehabilitation, and personal training from Grreck, Casimiro will learn how to regain full control and sensation from his new arm, as well as the "special" features Grreck had installed in it.
        [+] Spoiler
        The arm is light enough to not be a burden to Casimiro or cause him to readjust his balance, but also stronger than any Earthly carbon alloy. Most small arms will not penetrate it, though large caliber or armor-piercing rounds can get through. It can, however, easily deflect and withstand melee weapons with the exception of any magically-enhanced cut-through-anything blades. Combine that kind of hardness with the enhanced strength of the arm, and Casimiro could, with only that arm, punch a whole in six inches of reinforced concrete with a few blows to the same spot.

        Casimiro is till able to sense touch, pressure, and temperature through the arm, after full rehabilitation. Pain is treated differently so the arm is more proficient and useful in combat, so Casimiro feels less or none. However, due to the fact that no prosthetic can fully replicate human nerve signals, Casimiro will eventually lose all sensation in the arm, though he will still be able to use it.

        Different temperatures do not affect the arm much, if at all, until they start reaching into the extremes. For example, the arm is perfectly capable of surviving and functioning when exposed to the temperatures of a large house fire, or even freezing temperatures. However, focused heats, such as blowtorch or cutting torch will, of course, cut into it.

        The aforementioned enhanced strength of the new arm is limited to combat strikes and knife throwing, as any kind of super strength-type lifting would put strain on the connection between the prosthetic and his body, and would eventually rip it off. While his normal ability throw(described elsewhere in his powers) remains the same with his left arm, Casimiro's right arm's throwing capacity can reach staggering new heights. The effective range is now tripled to over 90 yards with an almost instantaneous travel time, as knives can now be thrown at subsonic speeds. This does not affect his ability to aim, since he still has his Human eyeballs and mind, but the drastically reduced travel time makes hitting a moving target much easier.

        Please note, the enhanced speed and strength of the arm is available at all times, but extended and frequent use can cause undue pain and stress to be transferred to Casimiro's stump and nerves. The pain lessens and eventually goes away if he reduces the usage to normal levels. Pain can also come from a heavy hit to the arm, since it creates physical pressure on Casimiro's stump.

        The last feature of the new arm is a single telescoping strip of metal that extends out of the elbow a total of 24 inches from the arm. This metal is the single most durable part in the whole arm, and should be because it is meant for defensive purposes. This makes the bottom of the forearm, along with the rest of the metal strip, the primary defensive measure of the arm. The strip is less than a quarter of an inch thick, and only about an inch wide, and rectangular in shape; but it can penetrate soft armor and flesh with the right amount of force. This force can come from a thrust of the arm, or the rapid extension of the strip from the elbow. Otherwise it mostly impacts blunt force trauma when swung as a weapon.

        Monofilament Fiber: A new addition to Casi's cyborg arm, he is able to unspool a length of monofilament wire from his wrist, Spiderman-style. While he can't exactly shoot it out like everyone's neighborhood Spiderman, the wire is far more dangerous than web.

        The wire itself is so thin that it's easily invisibly unless someone is actually looking for it, and only in the right light. Despite how thin it is, the wire is incredibly strong, able to resist cutting and breaking. For a reference, Casimiro could hang off the wire by himself, but anymore weight would break it. More interesting, however, is that the the thinness of the wire allows it to cute and slice through flesh and soft materials if enough tension is put on it. Think of it as an always-available piano wire for when a good garrote is in order.

        Due to the nature of the wire, the best way for Casi to handle it is via a special mechanism in his cyborg arm that not only unspools it and cuts it to a desired length, but also manipulates and "ties" it using only the arm. Visually, it looks like Casimiro is tying an invisible knot with one hand.
        [+] Spoiler
        Casimiro can typically carry on his person, using knife sheathes directly to his body and limbs, twenty four knives in any combination or makeup unless states otherwise.

        Throwing Knives: [Image] Casimiro's personal stash of throwing knives. Exactly ten inches long from the tip of the blade to the bottom of the handle, with the blade and handle exactly the same length. The knives are specially balanced to spin when thrown, with the axis of rotation at the exact center of the knife, where the handle and blade meet. But with the special modification by Casimiro's Master, the knife always lands tip first due to a tiny magnetic modulator embedded in the knife center. They work with his cloaking and turn invisible when he does, and can remain invisible for up to three seconds after being thrown and released.

        Specialized Knives: Along with Casimiro's normal stash of throwing knives, he is also equipped with different kinds of throwing knives or throwing devices that serve different purposes. Maybe they are for different kinds of targets, or maybe they are just because Casimiro is feeling particularly sadistic. Unless otherwise stated, his Specialized Knives have the same throwing properties(Range, speed, trajectory, etc.) and cloaking ability as his normal knives and as his Throwing ability dictates.

        Paralytic Knives: Though they look like normal knives, Poison Knives have a thin, hollow syringe-like mechanism inside the handle and blade. At the tip of the blade is an opening that serves as the injection point. When the knife blade penetrates the target, it pumps its load of neuro-toxin into the flesh.

        The neuro-toxin has two different effects. The first occurs gradually grows in strength over the course of ten minutes(2-4 posts). The toxin eventually causes intense numbness in the immediate area in and around the point of injection, causing lost usage of a limb or a part of the torso. The person loses all sensation in the affected area, including motor function. This can last up five minutes depending on the constitution of the person. The second effect can last up to half an hour and takes effect after the first. This is a general, less intense numbness all over the body, impeding motor function and the senses, like being a chemical depressant (Drunk). Multiple direct injections into a major organ can cause the organ to fail, average of about 3 for a person of average build.

        Incendiary Knives: This kind of throwing knife looks a tad distinct from Casimiro's normal throwing knives, and even his Paralytic Knives, due to the wider blade and thicker handle. There is a reason for this. These blades are duller and actually thicker because they are not meant so much to pierce or cut, but merely to deliver a more sinister weapon: A fine, sticky, and incendiary mist.

        These sadistic weapons are designed to explode on impact with any solid surface after being thrown, meaning that blocking or deflecting this kind of knife with a solid object or energy field would be a futile move, as the knife would detonate anyways. The explosion itself is minor and almost a none issue, but it propels a chemical spray all around it in a 36 inch radius. This chemical is similar to both napalm and white phosphorous, meaning it sticks to all everything caught in the spray, most likely igniting any flesh, cloth, fur, or other flammable material. Any non flammable material, such as metal, will have a fire burning on it and may begin melting depending on the material. Using pure Iron as a baseline, it can melt through a 1/4 inch plate. Metals with lower melting points will be melted-through faster with the same thickness, and the inverse is true with higher melting point metals.

        The flames may be very spectacular, but the victim will be more concerned with the burning. The most dangerous effect is the almost acidic kind of burning and scalding that chemical causes, easily capable of third degree burns and burning to the bone. The chemical is self-oxidizing, meaning it works in the absence of oxygen, and hydrophobic, meaning it resist quenching by water unless its completely submerged, and even then it will continue burning for up to 15 seconds. Otherwise it could continue burning for upwards of 2 minutes. The burning of the chemical also releases a fine, mostly opaque smoke that can disrupt respiratory systems, even going as far to possibly cause asphyxiation if the victim cannot remove themselves from the smoke itself, and even causes irritation of the eyes. The smoke can be controlled by water.

        Total submersion in water will quench the fire within 5 seconds, and lessen the burning overall. Rolling or other methods of cutting off oxygen will not completely put out the fire, though the burning will continue unchanged. Remember: Even though the fire may be out, the chemical burning will continue and may continue to produce heat. The chemical is a physical substance, so it requires physical removal to completely get rid of the burning, such as rubbing, or removing the clothing, or even flesh.

        Note: There is a small chance that the knife may not detonate, as it may be a dud.
        /////
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        (More References Here) A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned.

        These uniforms not only notate which school you attend, but the mystic gems on them enhance one's learning capabilities toward their primary magic principle or designation. Any power that falls under one's primary magic principle or designation has a reduced less credit to earn (see table below). This means that you will be required to choose (at the time of requesting your purchase) ONE single branch of your character's powers to improve. For mages this means either a focus upon a single element or a type of magic (summon, destruction, so forth). Skills or even a piece of equipment could be chosen, but we recommend giving yourself enough space to use this uniform a few times. Your selection will become your new Primary Magic Principle or Designation You may shift your primary magic principle or designation once a year after obtaining this uniform. Remember, your PMP or designation does not need to be the cornerstone of your character as a whole, but it should represent a part of them. This can also help with moving toward major enhancements, in fact the uniform's best savings kick in with more expensive purchases.
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        [+] Spoiler
        A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned.

        This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. This unlocks a few things around the campus and in Fukuoka.
        [*]First and foremost is a discount within the campus student store. All purchases within the student store will be discounted 1 credit, though not to decrease below a minimum of 1 credit for any given item, even on discount. You've been around here long enough that you deserve a little break.
        [*]Next is the ability to gift another player's character an item from the student store at half the base price of the item, rounded up. The minimum limit is 1 credit, so no purchases may go below this limit. Discounts do not apply to this. This extends to upgrades to specific components of items, such as NICAM programs and Elemental Cloth upgrades!
        [*]The ability to make one subforum for your property listing via the property system. All other portions of this fall underneath the property system, so check there!
        [*]It's also rumored that the uniform will make you sparkle in the sunlight. This has not been verified.
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        Cost: Earn 80 total credits and it's free.
        [+] Spoiler
        A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned.

        This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. In addition to the normal school uniforms, the Fourth Year Uniform also provides a host of special benefits to the students who've made it this far.
        • Credit Transfer Limit - Fourth Year Students can gift up to 6 credits as opposed to four. The same rules apply in regards to gifting credits between your own characters.
        • Secondary Magic Principle - Students are eligible for a Second PMP to receive discounts based on the 2YU system. Either PMP may still only be changed once per year, and they do not stack. Students are learned enough at this point, that they are capable of branching out into multiple paths.
        • Student Teacher Upgrade - Fourth Year Students are able to teach up to 4 students in the mentor system at a time, effectively doubling class sizes. This is largely in part to the lessons in leadership students have learned by this point.
        • Snack Pocket - A little treat from the boys in R&D;, the Fourth year uniform comes complete with a pocket purely linked to a special sort of Bag of Holding. When a snack or food item is placed into the pocket, it replicates any time the item is removed. Attempts to place weapons or anything combat effective revert the pocket to a normal pocket. Attempts to place anything non-edible revert the pocket to a normal pocket, until another food item is placed inside. Perfect for the student with munchies when finals time rolls around.
        • Morale Bonus -
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        With the 4th Year Uniform, 4th Year students now have a brand new way to "share" powers with other, more younger students while not necessarily teaching said power to the younger students. This allows the younger students (1st and 2nd Years) to gain a little bit more power and variety in the options that they have while teaming up with the more experienced 4th Year Students. For starters, the Morale Boost power is a 6 Credit version of a main power that the 4th Year Student possesses that is graded like any other power upon receiving the 4YU. This power cannot be a transformation or a training; but it can be a normal Evotelluric power, a Magi's spell, or a passive ability. This allows for the Morale Boost to cover a wide variety of abilities while not becoming overly powerful, such as a basic fire ball, or the ability to talk to animals or trees.

        (To specify, the Morale Boost 6-Credit Power CANNOT be loaded with drawbacks. The overall effect of the Morale Boost power should be around the 6-credit level, and must be approved by a Staff Member like any other power. Also, the 6-Credit power must be written out by the person receiving the 4YU and graded normally by a staff member. The Morale Boost can be changed once a year, as if it was a PMP or SMP.)

        While you don't need to know the 4th Year Student, you do need the 4th Year Student's permission in order to use it. Said 4th Year student doesn't need to know the student, either, to clarify. This is a security reason so that you can't harm them with their own power without their knowledge, but also so they can grant the Morale Boost to someone in need, even if they don't personally know the student they are granting it to. The 1st or 2nd Year Student must be within eyesight of the 4th Year Student, and also must be able to hear the 4th Year, in order to be granted the Morale Boost power. If there are more than one 4th Year Students with a 1st or 2nd Year student, and they both grant that student the Morale Boost? The younger student gets to pick one. A student can only use one Morale Boost per topic. The Morale Boost last pending on the type of ability that is granted. A passive ability usually lasts a lot longer than an attack ability Morale Boost.
        [/list]
        [Morale Boost:] List your morale boost power here!
        /////
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        P.L.E.A.S.E.D.: Poly Linguistic Enlightenment And Service Extension Device

        This little device comes standard to all students enrolling at either AEA or AMTI. Using a combination of Bluetooth technology and a unique brand of communication magic, this little beauty will translate any known, human language into your native language as it's spoken with only a point-five second lag. Aesthetically, it's either blue or red pending on your school colors and clips onto the ear as if a wireless cell phone accessory. Please enjoy your stay on the Twin Campus.
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        Evo-Lenses - These contact lenses were developed to fix the problems of both glasses and contact lenses in high stress situations. Upon contact with the eyes, these lenses mold to the user’s eyes completely, preventing unwanted slipping/removal and will cause no irritation, even in your sleep. They allow for constant ventilation to the eyes while remaining firm, preventing things such as dust and other irritants (including chemicals and glass dust) from irritating the eye. Any irritants are quickly washed away by the natural lubricant of the eye. While they are protective, larger damage, such as from solids, large amounts of smoke or highly corrosive acids cannot be prevented by these.

        Once in, the lenses start to change their prescription to correct the vision of the user to 20/20, taking half an hour before the world comes completely comes in to focus, and are constantly updating this prescription. They can change to focus on something farther away or closer up than is normal, but it takes a few moments for it to turn your vision back to normal and can only stay within human parameters of sight. At any point, the corrective function can be turned off and then on to return to the prescription it was at the time of turning the corrective function off.

        Zooming Upgrade: The version three adds to the lenses improves the zooming function, turning the lenses into zooming glasses that can be used either to see small things, or to see long distances. They basically allow a zooming from X2 to X10, meaning a sight from 200 to 1000 meters, depending on conditions too, such as mist, light, and so on. The focus can also be changed to allow magnification from X2 to X10, meaning objects would see from two times bigger, to ten times bigger; due to the optics nature, is impossible to use both functions at once on different eyes. To activate the zoom, the user needs to focus in the object in the distance, allowing between five to ten seconds for the lenses to recognize the attempt at seeing a distant object.

        Targeting G.I Upgrade: A semi-transparent graphic interface, designed to be coordinated with brain waves and minor muscle movement. This interface looks like a semi-transparent blue or red circle (pending on school) with a cross hair in its center. It provides valuable information once the target has been chosen, such as distance and angle, as well as a tracking function that allows the target to be followed around, in case it moves outside the area of the cross hair circle, a small arrow will point the general direction that the target took; this however doesn't means that using this targeting function will ensue hits, since it works at a cognitive process speed, is just logical to assume that dodges can still happen.
        The transparency, as well as information display can be modified through cognitive process.
        The activation requires the constant observation of an object, as well as the clear thought of focus in that object to initiate the G.I and targeting function, loosing the focus on the object results in the deactivation of the G.I or change of the target to be followed. Click for example

        Night Vision Upgrade: This upgrade, as it's name implies, allows the vision in partial darkness, based in a light amplification process. It's worthy to note that this system fails after certain distance, making useless the zooming function and cutting to a half the usual range of sight, losing details as distance grows. It's also important to know, that due to the way this works, some light must be present, thus in total darkness the upgrade is useless. This function is activated through thought unlike the Light Filter, meaning that one has to desire to see in the darkness for it to activate; of course this means it's incompatible with the light filter function.

        Credit Tally Total: 119
        Current Available Credits: 30
        Current Available Vouchers: 3
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        +6 Adventures of the #1 Hat SL-Iron Angel 11/25/09
        +6 The FEAR SL-Iron Angel 11/25/09
        +6 Hunter SL (Fenrir 01/06/10)
        +5 Shadowside Trivia (Phasma 01/23/10)
        +4 RECORD BREAKER DECEMBER 2009!! (Fenrir 01/26/10)
        +2 for "The Waters Around Us" (Unfinished SL) (SafiMoyo 3/1/10)
        +3 Claudia's First Week (BrianRonin 3-31-10)
        +6 "Jessie" SL (Fenrir 04/04/10)
        +3 Butterfly effect (Fenrir 04/04/10)
        +6 Music 101 (Fenrir 04/05/10)
        +6 The Man In Red SL (Fenrir 04/06/10)
        +4 Full moon and Falling snow SL (Fenrir 04/20/10)
        +1 The Love Boat (Bag o Bones 09/11/2010)
        +7 Hunters in the Night (Diss 10/3/10)
        +3 The SEPULCHRE OF UNPLEASANTRIES SL (Diss 10/05/10)
        +3 November Activity Credits (SafiMoyo 12/1/10)
        +4 December Record Breaker Credits! (Diss 1/4/11)
        +3 January Activity Credits (Skyes 02/04/11)
        +11 Feathered Past (Falque 04/03/11)
        +9 An Awakening Gone Wrong (Falque 5/13/11)
        +4 Trivia (Silver 12/17/12)
        +3 Dec. Participation (Silver 1/13/12)
        +8 Dec. Event (Silver 1/13/12)
        +6 Art Gallery (Zane 2/17/13)

        Total Earned Credits : 119
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        +2 Credit Gift from Tabby's Navvi (Fenrir 01/17/10)
        +3 Credit Gift from Tabloid's Navvi - (SafiMoyo 4/2/10)
        +6 credit gift from Navvi (Silver 12/29/12)

        Total Gifted/Returned/Referral Credits : 11
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        -6 Speciality Knives and Paralysis Knife (Fenrir 11/26/09)
        -18 Incendiary Knives (Fenrir 01/31/10)
        -15 Yautja Hand-To-Hand/Street Brawling Hybrid Mastery (Skyes 04/05/10)
        -30 Predator Arm (cost reduced by six due to PMP) (SD24 02-21-11)
        -24 Nanite Enhancement (Vahn 1/23/13)
        -7 Monofilament Wire Upgrade (9-2 PMP) (Vahn 1/23/13)

        Total Spent Credits : 100
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        New Character Accepted - staffer 00/00/00
        +/- 0 Credits EVO LENSES from Santa Bob 12/19/09
        +- 0 Second Year Uniform (Fenrir 01/16/10)
        -0 year 3 uniform (Silver 12/29/12)
        Added Dec. Vouchers (Silver 1/13/12)
        Added 5th yr uniform (Silver 1/15/12)
        Removed 5YU, Added 4YU, and recoded Inventory; Redefined PMPs (Vahn 1/23/13)