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#Post#: 10899--------------------------------------------------
Fetu Laki Tuigamala
By: Raven Tepes Date: October 25, 2021, 12:27 pm
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"You use too many emotions in combat, Teddy. That's why you'll
never become as powerful as me. That's why I always will win in
the end."
~ Fetu to Theodore after beating him during combat training
during Theo's first year in the Weapon X Program
"Dr. Essex has done me a great service by altering my DNA. It's
made me more powerful than I could imagine, and I hope that my
impressive work will have him reward me with more power."
~ Fetu to Silver Fox when they were talking about his views on
the Weapon X Program
"Ha! You think that you're the only one who's been mistreated in
their lives. Walk a mile in my shoes from before I came to
Weapon X by choice. Then may be you'll know what real torture
is."
~ Fetu to another Weapon X "agent" who was complaining about Dr.
Essex/Sinister's painful genetic manipulations
Name: Fetu Laki Tuigamala
Nickname: Vai Paia Samoan for Divine Water and homeland nickname
Age: 18 years old
Species: Homo sapiens superior mutant
Gender: Male
Height: 6'3"
Weight: 186 lbs
Organization: US DoD Special Weapons Project Division
Rank: Leading Agent/Special Weapon
Code Name: Tsunami
Family:
Father: Iosefa Tuigamala Fisherman and Oceanic Tour Boat
Operator on Laos
Mother: Elisapeta Tuigamala Restaurant and catering service
owner on Loas
Abilities:
Homo Sapiens Superior Physiology: The user is a human that has
developed powers and abilities from a variety of
causes/circumstances, such as evolution, genetic experiments,
enchantment, having powers bestowed upon them by other beings or
sources, through unnatural birth causes, and training to obtain
said powers classifying them into superhuman beings. Also,
thanks to still being human, (if the powers are in any relation
to genetics), they can use these abilities without becoming a
monster (i.e. keeping their human physique, sanity, and humanity
without it being altered from possible instability).
Homo Superiors can also be divided into two categories:
Rational[/I]
Metahumans of this category gain their powers by an unusual
evolutionary process by chance in each individual, unnatural
birth causes, genetic engineering, or exposed to radiation or
biohazardous substances, like mutagens, or any other methods in
relation to genetic experimentation in that regard.
In one way or another, certain superhumans that are of this
classification might have minor physical changes without their
humanity being fully or almost slipped away, like their irises
changing to any color like a fiery shade of red, yellow, purple,
etc, retractable claws or spikes, fangs or sharp teeth, the
color of the skin being changed, among others. In fact, these
kinds of superhumans will be able to possess powers without
their physiology being altered and lose their humanity as a
result.
[i]Irrational[/I]
By this category, metahumans gain their powers by having their
abilities bestowed upon them by supernatural beings,
enchantment, certain serums, cybernetic enhancements/implants,
training to self-bestow their powers like telekinesis for
example, being blessed or granted wishes to obtain their powers,
and among many other methods without any scientific
modification. Most of these kinds of superhumans have the
potential to become mystical class superhumans.
Unlike the rational-based types, this category of superhumans
wouldn't have to be able to suffer mutations and instability of
their deoxyribonucleic acid, which can be caused in certain
ways. Unlike the rational based category, these kinds of
superhumans are more likely to maintain their humanity because
they don't share the same genetic unpredictably that
rational-based superhumans are more likely to have.
(
HTML https://powerlisting.fandom.com/wiki/Superior_Human_Physiology)
Hydrokinetic Human Physiology: Users are beings whose powers are
hydrokinesis. They may have augmented physical capabilities or
some other ability. The power may be not be associated with the
power at all but through extremely complex hydrokinesis. Users
either are born with a mutation to grant them these powers, may
have mutated themselves, or they may have evolved to the point
of gaining powers. The user doesn't achieve their powers via
another source such as magic, chi, aura, etc.
[i]Applications:[/I]
Bio-Water Manipulation
Hydro-Telekinesis
~ Hydrokinetic Flight
~ Hydrokinetic Surfing
Hydrokinetic Combat
Water Attacks
Water Detection
Water Empowerment
Water Mimicry
~ Hydrokinetic Intangibility
(
HTML https://powerlisting.fandom.com/wiki/Hydrokinetic_Human_Physiology)
Peak Human Condition: Peak-humans are superior to normal members
of their species, as well as Olympic-level athletes. They are
strong enough to punch an individual through a wooden or
thin-metal door; able to break thin steel bars with their bare
hands; fast enough to catch-up or outrun moving vehicles; able
to exert themselves to peak capacity for hours; producing
top-endurance and lung capacity; agile enough to climb the
tallest of buildings, leap high into the air and run distant
miles; reflexive enough to effectively dodge multiple incoming
attacks, rapid gunshots as well as seemingly sudden motions
(e.g. walls or debris of a crumbling roof), accurate enough to
achieve multiple small and further distant targets, capable of
living longer than the average-person, durable enough to
withstand normal and enhanced physical/projectile attacks,
intelligent enough to understand complex problems beyond the
scope of average humans, they can heal themselves in very
short-periods of time, flexible enough to coordinate their limbs
perfectly and their combat skills are advanced enough to defeat
large groups of enemies with ease. Only Accuracy, Agility,
Dexterity, Reflexes, Speed, and Stamina have been enhanced
through genetic manipulation.
(
HTML https://powerlisting.fandom.com/wiki/Peak_Human_Condition)
[I]Genetic Manipulation Unlocked Abilities:
Supernatural Condition: Users possess supernatural capabilities,
attributes and aspects that are drastically beyond what is
naturally possible. With their condition alone, they can dwarf
most beings in their respective universe, being virtually
supreme in their existential aspects and attributes. With their
superhuman physique, they can move buildings, run at the speed
of light, survive nuclear explosions unscathed, and remain
active for days to weeks untired. With their mind, they can
amass knowledge and information about everything, allowing them
to invent and create things beyond the grasps of regular humans.
They can master languages and subjects in mere days or even
hours too.
Beyond their physical and mental condition also lies other
aspects like their bodies or soul, like possessing senses able
to perceive things the ordinary human is completely ignorant to,
harbor esoteric bodily aspects like cells capable of inducing
supernatural effects or even having an extremely robust and
strong soul and spirit able to withstand conceptual attacks.
In Fetu’s case, certain physical traits have been enhanced to
supernatural levels. This is from Dr. Essex/Mister Sinister
playing god with Fetu’s DNA by using DNA samples from a Darkfire
clan member who is a water manipulator and Remy “Gambit” LeBeau.
This genetic manipulation has altered Fetu’s Accuracy, Agility,
Dexterity, Durability, Endurance, Reflexes, Speed, and Stamina
to the same supernatural level as those of the Darkfire clan,
meaning he can move at the same speed as a Darkfire like Hei or
Raven with the stamina to match.
Applications:[/I]
Supernatural Accuracy
Supernatural Agility
Supernatural Dexterity
Supernatural Durability
Supernatural Endurance
Supernatural Reflexes
Supernatural Speed
Supernatural Stamina
(
HTML https://powerlisting.fandom.com/wiki/Peak_Human_Condition/Supernatural)
Indomitable Will: The user has indomitably strong willpower,
enabling them to be immune to all forms of temptation including
Subordination Manipulation, Telepathy, Mind Control, and
Subliminal Seduction. Through their will, the user can face
great physical pain and psychological trauma and will refuse to
surrender no matter how much the odds are stacked against them,
possibly up to the point of cheating death, fate and pushing
themselves past their own limitations.
Factors like anguish, suffering, and difficulty mean nothing to
him. The user is capable of suffering any disaster without
blinking, ignoring any amount of pain, mentally staying on the
sidelines of even the most dire events, and even the most
fearsome odds will not make him think. Skills that would affect
his mind or control him are useless, they shrug as nothing more
than an irritant. It will never break, it will never tilt, and
even when a thousand apocalypses come, it will stand as tall and
resolute as ever. Being split in half, locked in a time cycle of
endless agony for thousands of years, or facing the most
desperate odds are nothing to the user. Fetu gained this ability
from the genetics of the Darkfire Clan.
(
HTML https://powerlisting.fandom.com/wiki/Indomitable_Will)
Pure/White Water Manipulation: User can create, shape and
manipulate water of beneficial nature; that which strengthens,
enhances and causes anything/everything it comes across to
flourish, representing the sustaining and preserving side of
water, which in turn ignores most of the common limitations and
weaknesses of its normal elemental variety. In essence, this is
about solely controlling the pure positive powers of water.
[i]Applications:[/I]
Beneficial Rain Generation
Fertility Inducement
Healing Augmentation
Healing Water
Life-Force Augmentation
Physical Augmentation
Purification
~ Water Purification
Water Empowerment
Water Manipulation
~ Water Energy Manipulation
(
HTML https://powerlisting.fandom.com/wiki/Pure_Water_Manipulation)
Dark Water Manipulation: The user can create, shape and
manipulate the water of a darker, detrimental nature; that which
damages, destroys, and consumes anything/everything they come
across, representing the hazardous destructive side of water,
which in turn ignores most of the limitations and weaknesses of
the normal water. In essence, this is about solely controlling
the negative powers of water.
[i]Applications:[/I]
Corrosion Inducement
Crushing - via water pressure
Damage Amplification
Destruction
Drowning
Flood Creation
Lethal Rain Generation
Pain Inducement
Poison Generation - via polluted water
Tidal Wave Generation
Water Manipulation
Whirlpool Generation
Ultimate Burning - via boiling hot water
Unhealing
(
HTML https://powerlisting.fandom.com/wiki/Dark_Water_Manipulation)
Kinetic Energy Manipulation: User can create, shape and
manipulate kinetic energy, the energy possessed by any moving
object, i.e.. the necessary work in order for an object with a
given mass to move from its resting position. The kinetic energy
gained during the acceleration process changes once the speed
also changes, and when the object no longer contains the kinetic
energy it has possessed as it accelerates it stops from moving.
The work needed to make an object to stop accelerating is
equivalent to the kinetic energy that it possesses during the
initial stage.
User can transfer kinetic energy from one object to another,
thus strengthening their attacks, or tearing holes in walls with
a simple touch, turn an object's potential energy into kinetic
energy, making it explosive, or cause a target to be unable to
move or unable to stop if in motion.
Fetu is an advance user of this ability and can even use kinetic
energy to create earthquakes in an area of 500 yard radius with
enough powering up or select a specific direction.
(
HTML https://powerlisting.fandom.com/wiki/Kinetic_Energy_Manipulation)
[i]Unexpected Side Effect: Fang Retraction:[/I] The user has
abnormally sharp fangs and can deliver a deadly bite with them.
In some cases, the fangs may even be retractable. Fetu developed
razor sharp vampire fangs that can retract when he doesn’t need
them as an unexpected side effect of the Darkfire DNA used on
him during genetic manipulation.
[I]Special Techniques:[/I]
Elemental Rebirth: Once they have fully mastered their elemental
training, they learn how to channel that element into their
regeneration. For example, many members of the Darkfire Family
use dark flames to regenerate, sometimes being compared to a
phoenix. The elemental rebirth takes energy to do, unless the
element they use for regeneration happens to be near enough they
can draw energy from it, then the power doesn't come directly
from them. For example, dark flame regenerative powers normally
take the user's energy, but if there's flames from an explosion
nearby, the user can convert the flames to dark flames and use
those to regenerate. This is a Darkfire Clan technique taught to
Fetu by Katsuki Darkfire who was kidnapped by Sinister for the
Weapon X Program.
Darkfire Clan Elemental Teleportation: Another technique the
Darkfires use using their elementals, this time using elements
for getting around. Similar to how shadow users can shadow meld
and use it to travel places, the Darkfires can use their
elements to teleport, using their elementals as a catalyst to
move from place to place. A Darkfire can teleport anywhere in
the world with this technique, as long as they know where
they're going and can concentrate on where they want to go.
Typically, utilizes a combination of factors, but the simple
aspect of it is that the Darkfire uses this power and then the
elemental power connects to another location and takes them
there. For example, a wind user could connect to another area
and the wind then is used to teleport by moving the Darkfire to
that area using the displacement of the elements between the
locations. Some more advanced Darkfires more easily learn to
utilize this by taking elemental form once they learn the power,
using the elemental power to more easily change locations.
Typically, this is a power that is used outside of battle, but
some Darkfires can use this in battle to teleport around.
Depending on the element, each element can connect to an area
depending on how it's used, and this only requires training and
modifying some supernatural teleportation using the Darkfire
elemental powers. However, in order to use this, Darkfires do
have to know where they're going, which usually means that
either they must know where in space and time the place is they
want to go to, or they have to have been there before (usually
the latter among most), and Darkfires cannot use this to travel
across time or dimensions (with a few exceptions), because this
teleportation isn't strong enough to break the dimension of
space and time. As such, most Darkfires have to be careful while
using this, as if they don't know where they're going, they
could end up somewhere random, or they could end up inside of
solid objects if they end up in certain random locations which
causes other problems. And once chosen, Darkfires cannot change
what elemental power they use for their teleportation without
special training to change their element. Though most of the
time, the element chosen is more for show than anything. The
only thing that most Darkfires choose when choosing an element
to teleport is usually how much of an element they can use in
the environment. For example, wind and earth teleportation takes
almost no energy because earth and wind literally connect the
entire world so both teleportations can go anywhere without a
Darkfire usually having to expend their own energy, so Darkfires
usually opt for more convenient elements that are more abundant
in the world to prevent them from needing a lot of power to
create an elemental. Though a way around this for some is for
some Darkfires to use their auras to teleport, in which their
auras radiating elemental energy can be used as their element
for teleportation, something most flame and lightning users do
when they don't have flames or lightning respectively to use to
teleport. This is a Darkfire Clan technique taught to Fetu by
Katsuki Darkfire who was kidnapped by Sinister for the Weapon X
Program.
Elemental Familiars: Part of the training of using elemental
powers involves learning to create familiars from their
elemental power. These are always fashioned after animals.
However, there is plenty of variety in what each member has.
From bats to wolves to snakes, to other animals, the
possibilities depend on what the user prefers. The familiars are
fused with elemental energy and some of the user's own energy,
which lets them act independently of the user, but to the user's
will. And depending on the user, some can give their elemental
familiars special properties, like dark flame familiars
exploding on their opponent. This is a Darkfire Clan technique
taught to Fetu by Katsuki Darkfire who was kidnapped by Sinister
for the Weapon X Program.
Tsunami Wave Emission: User can release waves, spirals, rings,
pulse, blasts, balls, and bursts of air/wind and use them to
damage, push, bind and/or paralyze people. They are able to send
wind through any form of matter creating ruptures, and create a
pulse that can go through anything, and depending on what the
user want it can either be harmful or harmless. This can be used
with all types of water that are used by Fetu.
Earthquake Blast: Fetu powers up kinetic energy in one of his
feet, right foot is common, and then stomps in the direction of
an opponent(s). The release of this kinetic energy sends it
through the ground towards the target and cause an extremely
localized 6.5 earthquake in a 30 ft radius of main target for
one round causing the target to fall along with any loose
objects around the target. The quake is enough to cause
structural to buildings and streets and lasts one round followed
by an explosive conclusion on the second round as the rest of
the kinetic energy disperses. The explosion in the second round
causes explosion damage to the ground in an upward blast to all
within a 15 ft radius.
Feather Fall: By changing his kinetic energy motion, Fetu can
cause himself to fall like a feather to the ground if needed,
keeping himself from serious harm. This has proved useful in
many occasions.
Kinetic Shielding: The user can generate an invisible shield of
kinetic energy; this shield will either absorb the kinetic
energy, negates it, redirects it or redoubles the kinetic energy
and sends it back to the foe.
Defy Gravity: Through the manipulation of kinetic energy, Fetu
can literally stop objects in their tracks. This has become very
useful in stopping projectiles coming at him by using this
technique. He can literally stop any object thrown or fired into
the air so that the object stays perfectly still and unmovable,
defying the laws of gravity. This has a maximum duration of 10
rounds, but the longer he wants something to stay in the air
pass the first round then the more kinetic energy he must charge
and expend.
Slow Motion: Fetu has learned, through training with Katsuki
Darkfire, that there are those who are fast enough to move
unseen. Fetu developed this technique especially for
supernaturally fast opponents like the Darkfire Clan. Fetu
charges up enough kinetic energy to create a barrier of dense
energy around him that slows supernaturally fast opponents to
Average Human speed while he remains unaffected allowing him to
use his own supernatural speed against his opponent. This
ability last for 5 rounds with a two round cool down.
Concussion Snap: This is a simple defensive technique that Fetu
developed. He simply builds up enough kinetic energy in the
fingers needed to snap to release a concussion blast strong
enough to cause mild explosive and concussion damage to
opponents. The concussion blast is released when Fetu snaps the
charged fingers and will stun opponents for two rounds in a form
of shell shock.
Water Bomb Generation: The user can create explosive constructs
from/of water with different effects.
Water Beam Emission: The user is able to project beams of water
at high speed and with great force. Entire flash floods can be
generated at the point of impact sweeping away people and
places.
[i]Weaknesses: Fetu is still mortal and can be easily killed
with a well placed shot. Water abilities are weak to Earth and
Electrical powers. The water bubble encapsulating the objects
may pop through the object's mass. Pure/White Water can be
countered by Dark Water Manipulation and Dark Lightning
Manipulation. Dark Water can be countered by Pure/White Water
Manipulation and Pure/White Lightning Manipulation. Dark water
is volatile/destructive, causing harm to oneself/environment by
accident is ever-present danger. What the user gains in sheer
destructive power with Dark Water, they lose in versatility/fine
control. Kinetic energy manipulation power is useless if the
user is completely immobilized.
Skills & Training:
Knowledge: Language and Literacy: The ability to speak and read
one or more languages.
Language & Literacy known by Illias:
American English: 100% chance of successful understanding
Samoan: 100% chance of successful understanding
Research: Training in the use of methods, techniques, and means
of finding information, including public records, libraries,
interviews, surveys, demographics, trade journals, the computer
network, and legal searches. This skill is helpful in locating
information about people, places, and things. The G.M. should
ultimately the availability of accessible, known information
regarding a particular subject. Any character can do research
and ask questions, but the research skill will reduce the amount
of time by half and the character is trained to notice relevant
information that an untrained character is liable to overlook.
Thus, for truly secret or difficult information, you must have
the character with the research skill try to uncover it.
Radio: Basic:[/I] The rudimentary knowledge of the operation and
maintenance of all sorts of radio equipment, including military
radio systems, field radios and walkie-talkies, audio recording
devices, wire laying, installation, radio procedure,
communication security, and Morse code. It does not include the
ability to make repairs nor operate video equipment.
Mathematics: [I]Basic:[/I] Knowledge of basic math, including
the ability to count, addition, subtraction, multiplication,
division, and fractions.
Hand to Hand Combat: [I]Basic:[/I] This skill provides
elementary fighting techniques and methods of attack and
self-defense as taught in military basic training or in
self-defense classes.
Tactical Analysis: The ability to be an extremely skilled
strategic genius and apply this skill for several objectives.
The user can create strategies and plans several steps ahead of
the opponent, seeming like the user can see into the future. The
user is able to elaborate complex plans and strategies and apply
them in, not just battle, but any other activity that involves
cunning intellect, e.g. strategic games. Most of the users of
this ability are very analytical and can understand or
anticipate the enemies' moves.
One-Man Army: The ability to be as deadly as a vastly superior
force. The user is able to fight against seemingly, overwhelming
odds with ease. They are a capable warrior on the battlefield,
decimating the enemy single-handedly and with near supernatural
finesse that pars with the skill of more experienced fighters.
This ability can manifest into various ways but is usually the
result of extreme martial skill. Users of this ability are as
deadly at long-range combat as they are in close quarter.
[i]Training Regimen: The circumstance in which one develops
incredible abilities through extensive training. The user has
developed abilities near to or actually superhuman simply
by/through an extensive/excessive training regimen.
Special Ops Mastery: The ability to innately or through inhuman
and advanced training have special operations skills and
maintain them without the need of further training. User is
almost super-humanly skilled in all forms of special operations
including but not limited to Mercenary Works,
Counterintelligence, Black Propaganda, Counter-Terrorism,
Guerrilla Warfare, Direct Action, Counterinsurgency,
Assassination, Close Target Reconnaissance, Unconventional
warfare, etc.
The ability may be from advanced training, mental programming or
even supernatural/superhuman powers. Combined with high
intellect and a high level of physical ability, they can create
completely new possibly unbeatable methods of special
operations. Important that comes from special operations are
such as Reconnaissance and surveillance in hostile environments,
Training and development of other states' military and security
forces, Offensive action, Sabotage and demolition and Hostage
rescue.
Stealth Tactics: The ability to possess extraordinarily
expertise in stealth. The user possesses incredibly extensive
knowledge and skill in many types and ways of stealth tactics,
enabling them to easily slip in and out of areas undetected.
Their abilities in all manners of stealth are so refined they
appear as mere illusions to those who have been lucky to spot
the user. The users of this ability can move throughout even the
most guarded of areas and act in true discretion.
Stealth Combat: The ability to use advanced stealth in direct
combat. User can use extraordinary fighting skills in
combination with superior stealth abilities for particularly
lethal effects. It allows them to land flurries of critical
blows while easily escaping their targets' clueless
counterattacks, devastating opposing forces they couldn't hope
to face in normal combat.
Enhanced Marksmanship: The ability to achieve complete and utter
accuracy on distant targets. User can achieve complete and utter
accuracy on distant targets, with the activity in their brain
center for aim, accuracy and precision is drastically improved.
They need only to aim for an instant before they can precisely
hit a target with a projectile.
User can judge extremely long distances amazingly accurately,
gauging the strength needed to launch a projectile, in order to
hit a target accurately. If a target is moving the user can
calculate the best method to hit the target. Visual obstructions
like smoke and vegetation do not hinder their ability to get an
accurate bead on their target, and their intense focus on
whatever they're shooting at allows them to shut out outside
distractions. They can compensate for environmental factors that
would normally throw off their aim like wind, air resistance,
gravity, and radiant heat (which distorts the image of the
target).
Dual wield: The ability to use two weapons simultaneously. The
user is capable of wielding two different weapons with ease in
combat. The weapons in question are normally bladed weaponry
and/or firearms, but it can be virtually any melee and/or ranged
weapon. Because of this, the user is able to deal twice the
damage to their opponent quickly, swiftly, and effectively.
They're also able to hold their own against multiple enemies at
multiple angles, allowing them to fight and take advantage of
wide openings.
However, due to possessing two weapons at the same time, the
user often bears poor defense skills, so this ability requires
speed, power, accuracy, and fast reaction time in order to
maneuver through and counter their enemies' attacks in order to
make up for the lack of defense.
Enhanced Assassination: The power to possess the skills to
locate and slay targets like an assassin. User can perform the
art of assassination better than the average killer, they are
able to dispatch their victims without as so much as a struggle.
The ways to do this range from something complex and
high-finesse like mastery in stealth, strategically planned
scenarios and highly disciplined martial arts to something
simple-yet-effective like brute strength and raw speed to
overwhelm the targets.
Combat Specialist: The ability to be a hand-to-hand combat
genius. The user has an encyclopedic knowledge in hand-to-hand
fighting styles; therefore understanding and analyzing opponents
style of combat and flaws in the opponent's attack and defense.
He can also use attacks that can automatically knock down the
opponent or use the strength of the opponent to his favor.
The user has a vast knowledge of the opponent's body and their
limitations, have an incredible perception of opponents and the
users surrounding areas using it to his or her advantage, and
can copy or mix several types of martial arts and movements and
understand how a special attack works in matter of minutes. This
power can be enhanced by the users experience and improvement of
skill. Masters of this abilities can counter or detect flaws on
opponents Special Attacks.
Weapon Proficiency: The ability to understand and use any and
all weapons with the proficiency of a master. User with this
ability need only to pick up a weapon before they instantly
become proficient in it. The first time they pick up a sword,
they can spar with masters, the first time they use a bow, they
can hit bulls-eyes. Even alien, magical, or other weaponry that
they should not understand comes naturally to them.
Personality: Fetu is a cold, calculating person who strives to
become the most powerful being that he can become. He’s logical
in thought and rarely uses emotions though he does have a bit of
a temper. Fetu narcissistic and isn’t afraid to use others as
stepping stones to gain more power in life even if those others
are killed.
Biography:
[i]*Coming Soon*[/I]
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