Post your RP character profiles!
Possible template below, in code-box for easy copy and paste without even having to format for easy reading. Yay! If any field is non-applicable to your character, DON'T BOTHER WITH IT. The last thing we need is 100 profiles as big as my template suggests just for the sake of filling everything in.
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Character Biography
So here's mine.
StatsHawk is a dimensional traveller, though not by choice. Though born in this dimension Hawk has a chaotic history both in his own life and in his heritage which forced circumstances far beyond his control. Having developed through an insane number of stages, starting his adventures as a whiney emo teenager leading a band of motleys, relying on a chaos emerald to be anything more than a regular joe, Hawk now comes to be an adventurer, fighter and even musician of generous esteem and regard.
Vitals:Name: ???
Alias: Bluehawk Dustorm
Nicknames: Best known as Hawk, sometimes called Blue or Dusty.
Species: Blue Fox (of the Pesnah tribe)
Gender: Male
Physical Age: 18
Marital Status: Single and looking, though not particularly actively.
Occupation: Moonlights as a musician, also a bounty hunter and duelist for both fun and profit.
Love Interest: Wouldn't you like to know!
Likes: Adrenaline, fighting, drinking, music, chilling, sleeping, electricity, competition
Hates: Hangovers, prolonged worknights, disloyalty
Fears: Falling in love, fire, deaths of those around him
Strengths: Extreme speed, lightning, gunslinging, can force himself to resist pain. Very aggressive in battle. Also near-immune to diseases, viruses and parasites due to electricity in his bloodstream.
Weaknesses: Light build means he takes hits hard, sometimes he relies too much on speed - if a leg gets injured he's fucked. If his battle aggression is matched he also begins to have problems.
Appearance:Eyes: Natural eye colour is bright green, but were gouged out and replaced with bionic lenses, which make him look like he's wearing dark green sunglasses.
Height: Fairly short.
Weight: Light.
Hair: Several inches in length, light blue.
Fur: Mid-blue, very sleek and smooth as he spends plenty of time on its upkeep. No longer has the typical white muzzle, and the tufts of colour on his chest and tail are now just a lighter blue, the same colour as the shock of hair on his head.
Personal Tidbits:Favourite Food: Fresh bread, specifically turkish
Favourite Dish: Satay chicken, though pizza comes a close second
Favourite Drink: Tie between apple juice and chocolate/mocha milkshakes.
Booze of choice: Cider. Also fond of vodka and jager shots. Anything else and he's simply fussy about quality.
Nervous Habits: Will rub hands over the joint between his lenses and fur, look repeatedly between different objects and/or fiddle with the end of his tail as if it were a thumbstick. Also twirls his guns.
SocialWhen he gets competitive or puts on some kind of performance, he'll often come off as mildly obnoxious and very cocky. Couple this with the occasional flash of sardonic wit and you've got one side of Bluehawk, yet despite his confidence if you catch him in the right situation you'll find someone much more quiet and sensitive, and very protective.
Family:Ivan Hawking: Father, deceased
??? Hawking: Mother, deceased
Nat/Sugababe: Adopted sister (several years older) who used to live nearby him in SoaH City. Current whereabouts unknown.
Bloodhawk/Stryke: Evil twin "brother", used to lead the Chimeras. Deceased.
Friends:Modus Seraph: Hawk's best friend and the other half of Iron Wing; a fellow dimensional hopper who came to SoaH after following Hawk's trail. They have their arguments but they tend to forget about them as soon as there's a crisis.
Erik/Psycho: One of Iron Wing's opponants in the final of the T3 - they haven't known each other long but have wound up demon hunting together once or twice and seem to get along quite well as buddies.
Big Aidsy: Hawk's "day"-job employer and the owner of his favourite cafe/pub, "Big Aidsy's". Your stereotypical wog in terms of appearance and demeanour, except that he has a pleasantly small family. Loves a chat, and has tried on several occasions to get Hawk set up with one of his other employees, to no avail.
Aquaintances:Hedj: Hawk has heard plenty about Hedj from Modus, not to mention several other random individuals who make it clear that she's quite a significant persona. He finally met her for the first time in the OST Final, which he then lost to her. Hawk claims that this is because he underestimated her. They've also met briefly a few times since. Considering Modus' apparent feelings for her Hawk'd never let anyone know that he hasn't seen "a more attractive young lady" for quite some time, though it's not exactly a deep feeling, more the idea of a potential.
Ivon: Modus' travelling companion. Hawk doesn't know him too well but they wind up speaking on a regular basis.
Metal Chao: One of Iron Wing's opponants in round one of the T3. Hawk has met Metal Chao on several occasions, including the short-lived war on Dethentoth, the T3 and the afterparty, and the two are on decent speaking terms.
Locke: Hawk has somewhat of a high regard for Locke's character after their match in the T3, as he took the match and his defeat very well. Locke would probably never know that Hawk actually looks forward to the idea of battling Locke again, as for Hawk, a one-on-one with an ice elementalist should be a tricky affair...
Rivals:Howard: Hawk's round three opponant in the OST - Hawk thinks he's a cunt because of the way he's such a nazi over Hedj's protection and takes everything personally, though he respected his battle prowess enough to give him the showdown with Lyness. Hawk's distaste for the man seems to be more than mutual.
Kaiichi Enduro: Has been pitted against Hawk a couple of times at complete random, the first time via a mysterious phone call about Bavox Corp. Hawk looks up to Kaiichi from afar as a rival of sorts, but isn't particularly fond of his manners.
Gamefreak: After a close fight in round one of the T3, Hawk's been aching for a one-on-one rematch to prove once and for all that he deserved his win, but GF quite promptly vanished from Hawk's radar after the defeat...
Alpha: Hawk doesn't really consider Alpha to be much worth his time, as, in Hawk's eyes, he got walked all over in the T3, but he doesn't really fit any other area of the list and is at least worthy of note.
Torphanc Lorensen: Technically an ally, but as Torphy is Ennaitch's apprentice Hawk prefers to steer as clear as he can lest he be roped into something. Also considers him a self-righteous arsehole.
Enemies:Lyness: After blowing up a hospital and nearly wiping out the entire city with an orb of darkness, Hawk can hardly consider Lyness anything but an enemy. If ever he sees or hears from her again he'll be first on the scene to give her a right arse-kicking...
Artemis: After being challenged to a duel in an underground parking lot, Hawk barely managed to escape with his life. He wishes to one day face Artemis again, kick his arse and find out who, or what, the fuck he is...
Combat, Skills and AbilitesAlong with his fast-paced style and elemental skills, Hawk's abilities now revolve around a series of "Aspects" that govern his abilities and moveset. Aspect of the Swallow, for example, relies on quick, erratic movements, designed mostly to evade all attack while jumping in at random intervals for a quick physical strike. Aspect of the Owl, on the other hand, requires Hawk to be able to stand in place for short periods of time in order to unleash magic. Together all of these aspects make up what Hawk currently refers to as the Aviritsu style.
The "Aspects" that Hawk takes advantage of are actually partially a result of his dimensional-hopping - having travelled through a variety of completely different types of dimensions, he has gained at least basic training in several different class styles. Many of these were while in variations on a human form, but now he works hard to rediscover some of them and apply them to his original form. No easy task, but with a little aid, he's getting there and mixing them with his previous abilities for the optimum in combat ability.
Special Abilities:Super Speed: His top speeds being a far cry from Sonic's (assuming of course that Sonic can go to like Mach 10 or something if he really wants) doesn't mean that Hawk ain't a total speed-demon - as far as SoaH goes, it's not measured whether he's the fastest in town, but he can definitely hold his own with the best.
Lightning: Hawk's elemental alignment. Can both absorb electricity and dish it out - usually either in shockwaves or by running a harsh current through his opponant upon direct contact. Absorbtion of electricity means that Hawk becomes less fatigued, triggers accelerated regeneration and means that for a short while he can use it to increase his speed and power, even achieving flight when given enough. Not having any to absorb doesn't mean he can't produce some himself, however, especially with spells on hand. He can also transform into pure electricity at will, a technique he refers to as Lightning Meld, although a large drawback of this is that he then has little to no control over where he ends up. He can however easily use this technique to take over robots and other machines so long as they can take the excess voltage.
Light: Does NOT have holy or healing properties. Hawk's skill with the element of Light isn't the most "flash", but with the aid of the right equipment and environment he can manipulate to the point of temporary translucency to aid in stealth, and with the aid of his electrical powers he can create flashes and bursts from parts of his body and the immediate environment (ie maybe up to five metres, if that?). Also able to be used to enhance his vision.
Sound: About as skilled with this as with Light. Aside from runic spells, he can use Sound magic to dampen his tread or the voice of an opponant, or to alter sounds very, very slightly, and to create bursts of noise from the immediate area. Coupled with Light, we have the perfect combination for stealth and for assaults on an enemy's senses. Also able to use to enhance his hearing, including directional, almost to the point where it becomes an alternative to sight.
Ki/Spirit: The only real way of describing the unique non-elemental energy Hawk and his attacks produce. Most of his special melee attacks make use of what Hawk calls Spirit energy, which creates special effects depending on the move.
Ju-Rai Elements: An elemental style from an entirely different dimension, taught to Hawk by Urthdigger. The elements of Fire, Water, Earth, Wind, Body, Soul, Energy and Destruction can be sensed and manipulated at will by whomever knows how. Unfortunately Hawk's skill with them is minimal at best, and at this stage he only has enough ability to create a light brush of wind or a few ripples on the surface of a pond, or maybe just enough sparks to get a campfire going (which he'd use electricity for anyway). His senses of these elements aren't particularly well tuned either, and on the occasion that Hawk might actually recognize that he's sensing something, he can barely trust it.
Rune Magic: Hawk's best magical style and for the most adverse effects. Most of Hawk's rune spells are thanks to the Order of Calamity, but he has developed a few personally. Rune spells take a short casting time and incantation to activate, and generally produce a series of circled, glowing runes under Hawk's feet in the colour of the corresponding element. Anyone who sees Hawk cast spells often enough will begin to recognize which runes correspond to which spells and be able to pre-empt, but keep in mind that his cast-times are decreasing bit by bit, and the power of these spells increasing...
Other Skills:Acrobatics: Not the most talented acrobat, but Hawk's perfectly capable of a few fast flips or cartwheels when the situation calls for it.
Dimension-Hopping: Having been forced into it some time ago, Hawk is now no stranger to stepping right outside one plane of existance and into another where reality itself is vastly different. SoaH is, however, Hawk's home, and always will be, though he does sometimes enjoy the fact that in other dimensions, he comes back if he dies. Hawk can also sense disruptions of the SoaH dimensional plane, including when people enter and exit, but this is so frequent that he generally ignores it.
Gunslinging: Hawk believes that his skills with a gun are "insane" - and he's not really wrong, considering he managed to hit Artemis' gun through a bullet-sized hole passing through two concrete pillars and look good doing it. He also has an incredible knack for dodging gunfire due to an intense training technique he was subjected to during his years dimension-hopping, due to which he basically sees the sights of the enemy weapon as being an insta-death laser and is able to act accordingly, especially at close-range.
Music: Again, forced into it years ago, Hawk is a skilled musician, specializing in percussion, though he'll pick up pretty much whatever he's given and try it out. The main reasons Hawk has continued with his musicianship, however, are that it helps him develop his sound-element skills, and that it provides his day-income, though at this rate he still relies on bounties to get by.
Stealth: Though he's lost a lot of his base skills from having let it drop, Hawk has recently been working on developing new, magic and equipment assisted methods to make up for this. Even without, can infiltrate a base of average guard quality without too much hassle, though he no longer has much patience for it. Also occasionally slips up, but who doesn't.
Melee Combat: Last but definitely not least, Hawk is no stranger to fighting in close quarters, and proficient with both unarmed combat (martial arts, including the self-developed Aviritsu) and a variety of both bladed and blunt weapons, though he has a strong preference for light blades. Will either attack sporadically/erratically or rapidly, but almost always furiously.
Weaponry:Rho and Tau: Hawk's wolver style claw blades. Two on the back of each hand attached by an enchanted leather strap, extending the attack reach of each hand by 150%. Made out of Chimeran Mythril, which will absorb or deflect most elemental and energy attacks and become diamond-hard for the duration of Hawk's melee spells. Retractable into the strap for non-combat situations and/or for putting the defence on the back of Hawk's arm.
Katana: (Yet to be named) Made out of materials with similar properties to the claw blades, though not quite as potent. Sheathed on Hawk's back - a new addition to his inventory. Hawk has used other swords before and has formidable skill, but still isn't completely used to the idea.
Uzana 52's: Two bulky handguns holstered at Hawk's waist - capable of carrying 32 9mm bullets each and can unload bullets at a rate of 10bps or fire one at a time like any other handgun for greater accuracy (and also more effective for the silencers and related spells). No need for 'em to be made of anything special as it's still easy to use the claw blades for blocking while holding the Uzana's.
M-200 Prototype Rifle: Able to be strapped over Hawk's shoulder (or to his backpack) - pretty much a regular sniper rifle except that the bulk of the thing is again made of a similar (but cheaper) material to Rho and Tau, meaning that its use for both defence and melee attack are unmistakable. Also has an easy-reload function on the side where the ammo clip simply has to be inserted into a slot, and the used clip is ejected hassle-free, with very little fiddliness.
M0-C Grenades: A type of grenade used primarily for Aspect of the Osprey. 3-5 sec timer (usually set pre-mission/combat, Hawk's default is 3.5 sec) - will usually explode just like a regular grenade, with minor, short-range debris fragging. Can be shot in mid-air for a cluster-bomb effect.
Inventory:Watch: Never leaves home without it...or stays at home, for that matter. A watch designed for high-quality radio communication, used these days primarily for keeping in contact with the Grey Castle. Created originally by Urthdigger Quickclaw.
Utility Belt: A simple leather belt, enchanted for extra durability and hold, and designed with equipment (ie holsters, sheathes, grenades) in mind.
Aspects:Hawk's different aspects focus on what would seem to be completely different styles of combat - or rather, using parts of the same style of combat in completely different ways. Different move selections are empowered or hampered (often quite dramatically) by Hawk's choice of combat attire and these outfits' respective strengths and weaknesses. For example, when in spellcasting robes, Hawk's speed is dramatically lessened as they make it difficult to move about effectively. When in his Gryphon Armour, Hawk has to specialize in the non-elemental magicks (as lightning abilities go haywire when trying to pass from metal to air to target) and make good use of the improved defences, as his agility is lessened.
This however doesn't necessarily mean that in one aspect, Hawk's move choices are limited to those listed within the aspect, but as a rule moves are listed under the aspect that renders them the most effective or useful.
Hawk's aspect changes revolve around a summoning system - he can summon or dissummon his aspect-based outfits at will, but he can only do this every 15 minutes. Therefore, in the case of most battles, he will only be able to use two aspects total - whichever he started with and whichever he changes to.
Aspect of the Gryphon:Style: Aggression - makes use of raw speed and power instead of unpredictability. Also uses armour. Big-time weakness to firearms.
Spec. Attire: - Standard steel chestplate, enchanted to be lighter at the cost of a little durability.
- Steel bracers covering length of forearms from just past the elbow, shape allowing for sheathing and unsheathing of Rho and Tau. Not yet enchanted.
- Mail shirt, covers back and upper arm, enchanted to reduce weight at the cost of durability
- Legplates - layered joints to allow for bending, enchanted to reduce weight at cost of durability
- Instead of steel boots, steel plating for his existing shoes
- Helmet specially designed with gaps for his ears. Covers his forehead and between his eye-lenses, but not his muzzle.
Spec. Moves:Turkey Slam: A full-weight shoulder-ram, coupled with a renting backhand slash from both claw-blades, which generates a piercing sonic wave. Knocks back heavy foes and disorients any nearby opponants with the piercing sound. Can be adapted for the katana, but less effective.
Sonic Drive: A two-handed forward stab with the katana, held in the perfect position to use for leverage. The katana then unleashes a wave of piercing sound and a small burst of energy. Generally results in instant death to the victim, though survival is more than possible for skilled fighters, most of whom would be able to parry the stab anyway.
Feral Upper: A brief charge-up, a lunge, and a supercharged uppercut swipe designed to sweep just about any opponant into the air.
Shockwave: A spherical shockwave of energy, generally in EMP form, as attack forms (electrical, spirit/kinetic) tire him out quickly.
Gryphon Claw: A wider, heavier version of the Crat Claw, but has a travel range of about four or five metres.
Aspect of the Osprey:Style: Most often used for long-range attacks, though simply put the emphasis in this moveset is on accuracy rather than power or speed, though variations come into play.
Spec. Attire: - Leather trenchcoat, specially enchanted to repel small bullets
- T-shirt, enchanted to accomodate Hawk's lightning abilities
- Dark jeans, with enchantment to prevent puncturing, melting or tearing
Spec. Moves:Glance: A brief charge-up of spirit energy into a firearm - can be used to increase the power and speed of a single bullet or to fire a kinetic shot when out of ammunition. Signified by the white flash of light in the barrel of the gun just prior to pulling the trigger.
Lock/Stare: Requires Hawk to stand still for a second or two to charge up - charges a greater amount of spirit energy into the shot. Rays of light (or alternatively electricity) will be visible around the end of the gun's barrel as this is charged. The bullet will then perform as a "Glance" shot, only stronger, and upon impact will unleash a small shockwave of spirit energy and effectively act as a high-penetration explosive shell. Will make a clean-cut through concrete at close range.
Focus/Glare: A high-impact armour piercing round, generated when Hawk holds his fire for ten seconds or more, casting no spells.
Flamerain: Hawk hurls an armed grenade into the air above his target/s, using a Focus shot to split it into pieces above his target/s, usually 8-15 shards, which then generate smaller explosions upon impact with the ground.
Firedive: Hawk lobs a grenade directly toward his target, though usually at double the range he requires for a normal grenade attack - then fires a Glance or Lock shot at the grenade, catching it along the way and bringing it to his target (or sometimes a tad far or short) right on time for the explosion.
Saenaekae Hawk: Also known as the Hawk Dash. Converts Hawk's matter into a discorporeal format as he leaps 5-10 metres at an unmeasured speed, probably about the speed of sound. Also works fine under Aspect of the Swallow. Used for both attack and defence.
Saen'ka: A modified version of the SH - simply turns Hawk into his discorporeal "Saenaekae" form for up to 2 seconds, with a 5 second cooldown. Most useful for dodge-counter maneouvres.
Aspect of the Owl:Style: Most of Hawk's most complex and potent spells. Aspect of the Owl transforms Hawk into something of a lightning mage. Much slower movement due to being hampered by the robes and having to stand still to cast and/or charge spells, but this is made up for by Counterbolt, which will soon be backed up by another ability that Hawk is currently practising. Each of the runic spells can be used outside of the Owl aspect unless otherwise specified, but become much less powerful.
Spec. Attire: - Purple cloth robes, patterened with runes, designed to enhance ability and defence in magic, at the cost of speed.
- Cloth cape/mantle, which rises while Hawk is casting spells. Enchanted to reduce casting times.
Spells:Chain Lightning: A lightning-element Runic spell. Blasts one target with a stream of lightning, which then follows to another object or enemy. Depending on the environment and the amount of power used this may go through up to five objects.
Skylight: Lightning-element runic spell. Summons a bolt of lightning upon his opponant from the sky. The less usual this would be for the weather, the more casting time required and/or the less damage dealt.
Counterbolt: Summons a series of six (three if in a diff. aspect) spheres of lightning to hover around the target/s and instantly counter one attack per orb.
Firefly: A variation on Counter-Bolt, which instead of six seperate spheres, combines them into one, singular sphere, which can then be used as a hovering orb weapon for a short period of time. Can also easily be switched back and forth with Counter-Bolt at the price of a single charge per switch, or amplify Chain Lightning.
Reflex: A lightning-element rune spell. Powers/speeds up the electrical impulses in the target's body, resulting in quicker reflexes.
Spotlight: Light/Dark element rune spell. Darkens the room/area and casts a spotlight upon the target/s, so that Hawk and allies can see the target, but the target has difficulty seeing them. Usually lasts for 30-60 seconds.
Aural Rotation: Sound element rune spell. Trips out the target's perception of sound direction - for example, a noise coming from the left may suddenly sound like it's coming from directly behind. Usually lasts for 40-80 seconds. Can be repeated during that time to make it longer lasting and/or to change the rotation angle.
De/Reanimate: Fire and lightning combo-element rune spell, which often fails because of its complexity. Completely halts the chemical reactions and electrical pulses in the target's body, so that they stop moving, and it's like for them time is frozen. The effect of the spell can vary in length depending on the size and health of the recipient. Sometimes has a partial effect, slowing down the opponant or turning parts of their body numb and unusable.
Duple Voice: Sound-element rune spell. Once active, Hawk will be able to cast his next two spells at double speed and increased efficiency/accuracy, OR be able to cast his next two spells at the same time, with lesser increased effeciency/accuracy.
Aspect of the Raven:Style: Rogueish cloak and dagger tactics, specializing in stealth and illusions of both sound and light. Designed to assault the senses and confuse the foe long enough to hit hard at their weak point. No particular defensive strengths other than a very strong evasion rate.
Spec. Attire: - A dark enchanted cloak (hooded) that when activated renders Hawk transparent. The darker the shadow he lurks in, the less opaque he will be. At night he will become almost completely invisible unless under direct light.
- Black combat fatigues
Spec. Moves:Shadowmeld: Hawk fades into one shadow and appears in another nearby. Only usable in conditions that allow him to render near-invisible. Usually disorients him for a brief moment.
Feign: More a frequently used tactic than a special move - Hawk darts in toward his foe, coming in with a hard swipe to slam the opponant's weapon to the ground, then with the other claw-blade comes in with a hard stab-punch to the face, but instead of following through suddenly darts back before any type of counterattack can be made. Usually followed up by a shadow-hop or another, similar attack.
Crow Claw: Variation on the Crat Claw technique. A very slim, sharp wave of energy that is both translucent and silent, so it's difficult to notice it coming, especially with that delay of up to 5 seconds.
Split: Splits Hawk's image into two, but the illusory copy only lasts long enough to complete a motion (ie Hawk changes direction, but uses Shatter first to send an image of himself running straight for a second or two, which will then fade as t goes), and as such is used primarily to trigger reflexes. Can be used several times in quick succession.
Shatter: The Split image carries a live grenade. Nuff said.
Aspect of the Swallow:Style: Hawk's "original". Fast, erratic movements, designed mostly for dodging like hell and coming in for quick attacks with little chance to effectively counterattack.
Spec. Attire: - Enchanted grey zip-up vest, designed to follow along with all of Hawk's attacks and defences as if it were a second skin.
- Enchanted jeans and black tee-shirt, as above.
Spec. Moves:Sparrow Claw: Developed from the Crat Claw - basically a projectile energy slash attack that will move in a straight line at high-speed. Very small but very potent for its size. Can be used with either Rho & Tau or a bigger, slower and more powerful version with the Katana.
Cyclone Kick: A series of curving high-kicks in the air, executed by deftly using Boost one foot at a time to keep himself afloat as he spins. Very quick at breaking necks.
Boost: A small blast of kinetic energy from Hawk's feet, propelling him into the air. Works effectively as a double-jump and for stomp attacks.
Lightning Meld: Hawk transforms his entire form into pure electricity, which then immediately discharges into the nearest conducive object. Can be used to control robots from within.
Non-Aspect Spec.:Lazuli Blade: A machete-like blade of pure energy that appears in Hawk's right hand, attached as if by an invisible elastic. Exudes a cold aura and can slice straight through almost anything...except ice. Can be combined with Modus' quarterstaff, Envy, to create the Azurenvy.
Lazuli Aura: A development of the Lazuli Blade, forming it into a transparent aura of blue light. Is cast like a runic spell, and affects Hawk and a single target, blocking all excess flames and heat from penetrating the aura while Hawk is in a guard stance. The moment he breaks his guard stance, the aura will disappear until Hawk reassumes guard stance. Overall effect lasts for 5-10 minutes. Also prevents the protected target from using any bodily-produced flame or heat attacks, which will stay within the spherical radius of the aura, leading to a pressure build-up, and eventual shattering of the shield if prolonged.
Crat Claw: A groundhugging wave of kinetic energy generated through Hawk's melee weaponry and a low-to-high uppercut technique. Changes depending on the active aspect.
History:Revised history coming soon.
Name: Hypermetal Hawk (Version 3.1 Gamma)
Design: Fox-Anthro
Gender: Male
Creator: Modus Seraph
Class: Combat Robot
Size: Personal/Anthro
Equipment:Buster Cannon: Equipped on the right arm, replacing both the lower arm and the right hand. At length, the right arm is still just as long as the left. Thanks to Modus' technological genius, it takes only five seconds to charge up a blast strong enough to bust a hole in roughly half an inch of steel. Also able to fire rapid-shots, though the rapid-fire is only really strong enough to stun and/or bruise. Would knock someone out cold if it hit them in the head, or potentially kill if in the neck or temple. Roughly five shots per second.
Guardian: Hypermetal's left arm - between the elbow and the hand is essentially a flat steel board, reinforced by a pair of steel beams that emulate the defensive properties of Rho and Tau. The hand is structured essentially like a gunmetal version of any other hand, and designed for heavy and brutal punches, as well as the ability to grip and/or lift like any other. Designed to rotate on rapid 360 degree axes at the elbow. Also contains strong magnetic fields behind the shield, which can be activated or deactivated at will.
Condor Jets: A series of boosters along the Hypermetal's legs - one each on the backs of its feet, under the front of its feet, the backs of the knees and a pair where the shoulderblades should be. Designed more for speed than flight.
Antigrav: A system built into the Hypermetal's upper-body and feet - when active, keeps the Hypermetal floating at a preferred altitude of roughly three inches off of the ground. Coupled with the Condor Jets for devastating dash attacks and drive-bys. Can also be manipulated in reverse for heavy stomp attacks.
100gb Hardy: The Hypermetal also serves as a computer - within the head is included a motherboard, hard drive, and anything else required to store information documents, photos (taken via the eyes or downloaded) and sound files, both music (downloaded) and recorded sounds (via the ears). Music and sound files can be played through the speakers in the mouth, but the sound is low quality. Photos and documents require external devices for display to anyone but Hawk.
Ports: In the back of the head is a removable panel behind which is kept an array of ports (four USB 2.0, two firewire, a charger port, and space to install more). Hypermetal keeps a charger cable for his battery upon his person at all times, although Hawk keeps a spare at home lest it be damaged or lost.
Batteries: Hypermetal has two large batteries: One embedded at the base/hip of each leg. These are inconspicuous except for the fact that the plating is black instead of a gunmetal-teal.
Magnerang: A heavy, bladed metallic boomerang for use by the Guardian arm, which uses magnetics to guide its return. Spends large portions of its time attached to his rear end in place of a tail. Plated with the same stuff as the guardian arm.
Future Versions:Trying to make more out of the computer-functions and solve problems of limited data-storage and of data-loss, Hawk and Modus are discussing installing a wireless internet connection into the next version, 4.0, as well as the ability to make phone calls. Solutions to other various problems are also being experimented with, including keeping the cost of the thing to a minimum - the less effort it takes to get the parts, the more easily they can be replaced. The duo are also searching for a way to allow Hawk to continue casting spells while within the Hypermetal, but no progress has been made.
One very interesting possibility has come to light for another upgrade to the thrusters, but this would require access to more Chimeran Mythril - a limited commodity until the insanely rare ingredients can be produced anew.
EDIT2: Added two extra feilds, Love Interest and Love Life. Thanks Spade!

EDIT3: Finally added my own profile, but there's still more to put into it.
EDIT4: Added a few more details.
EDIT5: Added even more stuffs, including "other skills", and a couple of other moves/spells.
EDIT6: Added history, along with more special moves, skills and a couple of other tidbits.
EDIT7: Added some stuff that I'm amazed wasn't in there before.
EDIT8: Added the Hypermetal.
EDIT9: New and revised main profile up! Further additions and changes on the way, you could say this is a beta version.
EDIT10: Made a few changes and additions to combat abilities, as well as granting the Hypermetal a new melee weapon and adding grenades to Raven and Osprey aspect attacks. Hypermetal is now version three point one.