Team Lock, by far my strangest team yet, although that's really just because Sina is in there. Not much else to say, really.
Guild Application for Team Lock
Members:
Name: Carmina Vela
Age: 21
Gender: Female
Species: Jolteon
Ability: Volt Absorb
Type: Electric
Team: Team Lock
Rank: Normal
Height: 5’2.9” (1.6m)
Weight: 125.6lb (57kg)
Hair Color: Red
Eye color: Hazel
Parents: Mother: Carmen Vela
Father: Toribio Vela
Sister (24): Fidela Vela
Personality:
Carmina is a strong willed and determined girl, believing solely in justice and the upholding of the law, as suggested by her ambitions when she was younger to become a policewoman. While she is determined and rather intelligent she tends to be somewhat hot-headed, quickly getting annoyed or being offended. She also tends to be rather violent, preferring to deal with problems aggressively rather than aiming for more diplomatic solutions. She is rather closed-minded too, as her belief in the law and herself often stops her from listening to other viewpoints or being very empathetic. One would have to wonder how she managed to get along with Sina…
Carmina is a very emotional girl under her usual stern demeanour, her usually repressed emotions leaving her prone to outbursts of rage or depression. This stress is almost constantly built up due to Camina’s harsh treatment of herself, rarely giving herself a break or time to relax and instead working unfalteringly at her own betterment in fighting and acedemics.
Clothing/Appearance:
Carmina is a rather slim but curvy girl, although she had little interest in her looks and fashion. Her long curly red hair reaches down to her waist, and her face constantly wears a determined expression, rarely relaxing even when in more casual situations. She generally wears a pair of blue jeans and a white tanktop, layered with a bright red jacket that is usually left open.
Attacks: Thundershock: Carmina fires a ball or bolt of lightning from her palm, frying and stunning enemies that it impacts. In battle Carmina rarely uses any other moves beyond this and her surprising skill in self-defence, mainly in the art of disarms from her early police training.
Agility: Carmina is a very agile and quick-thinking girl, her police training having tempered her for fighting firearm wielding foes. She is well trained in the use of combat rolls, slides, dives and many other types of athletic moves, and is a fast and durable runner to boot.
Thunderwave: Carmina is skilled at unarmed combat and has been trained to take down her opponents non-lethally, as much as she enjoys fighting. With this move she sends a pulse of electricity through her palms and across conductive surfaces or her foes themselves in order to stun them, albeit temporarily. The time which the stun lasts depends on her proximity to her victim and the amount of energy she puts into the shock.
Bio:
Carmina originally had ambitions to become a police officer during her teenage years, taking up training at after leaving high school. She became quite a star in the ranks of the recruits as her determination and passion for the job fuelled her to train harder, making her highly skilled with firearms and the various combat courses in the academy. She was well focussed in the academic side of the training too, showing consistently high result in the tests due to her almost excessive studying. Carmina was set to become a hero amongst the ranks of the force with her skills and determination.
While she seemed set to become a major name in the police, her violent attitude brought her down in the end. During her first proper mission she failed due to a number of mistakes by her partners, a situation that was set up by the trainers in order to force her to work under pressure and show her ability to keep up squad morale. Unfortunately Carmina took the situation as a real mission, and her temper sent her out of control. While she managed to subdue her enemies in the ‘simulation’ she did so with unneeded force (ending up breaking the man’s arm), and moved onto viciously chewing through her comrades. When the reality of the mission being a training run was revealed to her, along with her failure, she was unable to control her temper once again, and stormed out of the academy. She swore to take her pursuit of justice into her own hands as she left, unable to stand relying on others.
Ironically this pursuit ended up dropping her into another team, as she joined the Exploration Guild in order to become a bounty hunter, and put those villains in their place without any obnoxious restraints. Unfortunately she was forced to join up with a trio of other rookies, whom she initially loathed but eventually grew somewhat attached to. Not that she’d admit it…
Name: Sina Lang
Age: 19
Gender: Female
Species: Arbok
Ability: Intimidate
Type: Poison/Ground
Team: Team Lock
Rank: Normal
Height: Usual upright height: 5’6.9” (1.7m)
Total length: 9’2.2” (2.8m)
Weight: 462.9lb (210kg)
Hair Color: No hair.
Eye color: Hazel
Parents: Unknown/Undisclosed
Personality:
Sina is quite a dominant and strong girl due to her upbringing, having lived off of her own skills in the wild for most of her childhood. She is by far the most knowledgeable of Team Lock when it comes to exploration, although she is far less skilled than them when it comes to the organisational and academic side of the organisation due to her upbringing. She generally looks down on her teammates, believing herself to be the best of them due to her experience. However, outside of dungeons and adventures she is quite shy and submissive, as she is afraid and unused to the civilised world, usually letting her teammates handle things for her. She is quite obviously unexperienced with civilisation, as she has trouble understanding technology and etiquette, and has a fairly simple vocabulary.
Sina is quite a glutton, although due to her species she can only swallow things whole rather than having the ability to chew. Also, due to her upbringing she has gained some form of voreaphillia, which she tends to be a bit too loud about. This is particularly terrifying for most due to the fact that she technically could go through with her desire, but with the pride in which she talks about it people generally don’t hang around her long enough to find out when she’s hungry. If one manages to ignore this quirk she’s actually rather protective of her ‘prey’, and relatively kind too. Just don’t expect her to follow any orders.
Clothing/Appearance:
Sina is a typical Arbok, having a humanoid upper-body and a snake’s lower body and thus tail. She is quite long and large in comparison to most although her upper body only raises her to a height slightly higher than an average pokemon. While she leaves her long (and quite thick) tail unclothed she does wear a simple violet sampot made of special poison-enhancing Pink Silk and a blue happi over the top of it.
Attacks: Stockpile: Sina has a odd adaptation from her species’ previous generations in the wilderness; a second stomach ‘tube’ alongside the main structure of her body. Unlike her main one it does not digest what is in it, allowing Sina to store food for long periods of time in case of emergency. It is also collapsible, and thus does not interfere with her normal stomach. Before missions or within dungeons she can stockpile food or other items within it for safekeeping, which can be quite handy for emergencies.
Swallow: Sina’s stockpiled things can be withdrawn back to her mouth in order for her to release them or in order for her to swallow and digest the foods, keeping herself healthy and well-fed in emergencies.
Wrap: Sina’s thick and prehensile tail is as strong as it looks, easily able to live up to the saying that Arboks can crush iron with their tails. With it she can coil around her foes and crush the air out of them or crush their skeletons, or she can coil around allies and defend them from enemy attackers.
Bio:
Sani originally lived alone in the wilderness of Shimmer Desert, a scorching desert dungeon which was mainly populated by feral pokemon. While her parents were soon ‘rescued’ by exploration teams Sani was forgotten and was left to fend for herself in the desert, learning survival skills the hard way. Soon becoming quite experienced in fighting, exploration and the use of the various strange items in the dungeon she began to venture out from Shimmer Desert, exploring other dungeons on her own accord. Eventually she was found and recruited by a member of the Exploration Guild of the region, and was forced into a sudden new life of adventure and heroism.
Sani loved the change of lifestyle; as it essentially was a better rewarded version of what she’d been doing before. However, before she could be a proper member of the Guild she had to learn a proper language, which took several years. Regardless she was finally able to speak her mind, and did so every occasion she could. Unfortunately her crude speech and rather disturbing interests eventually got her kicked from the team she had been recruited into, leaving her alone again. Eventually she was thrown into a team built from independent members, as she was unable to befriend anyone due to her strange nature. Now she stands with Team Lock in the hopes of finally making some friends, or at least becoming stronger.
Name: Desmond Durnin
Age: 17
Gender: Male
Species: Umbreon
Ability: Synchronise
Type: Dark
Team: Team Lock
Rank: Normal
Height: 4’11” (1.5m)
Weight: 110.2lb(50kg)
Hair Color: Black
Eye color: Yellow
Parents: Mother: Maureen Durnin
Father: Duane Durnin
Brother (14): Dougal Durnin
Brother (12): Doyle Durnin
Personality:
Desmond is a rather typical teenage boy, being rather boisterous and quick to try and take command, shutting down others’ ideas as soon as they’re suggested. While he is rather strong and smart he is very selfish and smug, continuously spitting out backhanded insults at anyone who bugs him. However, he is a relatively nice person otherwise, as he’d never do anything truly cruel, and will stand up for his friends when push comes to shove. On a side note, Desmond tends to be a bit of a pervert, typical for a boy of his age. He believes himself to be a lady’s man, although he is somewhat less smooth than he believes.
Clothing/Appearance:
Desmond has an athletic frame, although he isn’t actually as fit as he seems. His black hair is usually in a rather messy combover, slightly covering his right eye. He generally wears a pair of black trousers and a blue t-shirt, with a black leather jacket over it. The jacket has a pair of blue rings on either cuff, fitting with his shirt.
Attacks: Faint Attack: With this move Desmond can strike in a flash, taking out enemies before they realise what’s hit them, which fits perfectly with Desmond’s stealth-based fighting style. He generally leaves the fighting to his partners, instead focussing on scouting ahead for items and the exit. If forced to fight he still tries to avoid getting caught in the main conflict though, simply dipping in and out with precise blows.
Pursuit: Desmond is quite skilled in fighting, and can easily predict the moves of most feral pokemon. If he focuses hard enough he can generally counterattack most moves with his own speed, and catch fleeing foes off-guard with his sudden speed.
Snatch: With a quick grab Desmond can steal the power boosting properties of his foes’ moves and transfer them to himself; a fitting move for a stealthier fighter. With this he can quickly turn the table on prepared opponents, or really annoy his teammates should they manage to boost themselves.
Bio:
Desmond was part of a rather small family, going through high school as something of a trouble-maker. With his stealthy nature he was able to pull off pranks easily without being caught, and soon gained some reputation amongst his classmates as the class clown due to them. However, while he was never truly proven to be the creator of the variety of chaotic events that his teachers experienced it was clear he was the culprit, and he often ended up in detention regardless of the evidence.
While he had plenty of friends due to his nature his marks in the school were terrible due to his reluctance to study, and thus was unable to go to university as his parents hoped he would. In the hopes that it could improve his attitude his parents sent him to the Exploration Guild in order for him to learn to be polite and to work hard, much to his chagrin. Due to his troublemaking within the guild he ended up being dumped in a team with the other odd independents, although he didn’t mind so long as there was a female in the team.
Name: Jeremy Star
Age: 14
Gender: Male
Species: Pachirisu
Ability: Pickup
Type: Electric
Team: Team Lock
Rank: Normal
Height: 4’7.1” (1.4m)
Weight: 101.4lb (46kg)
Hair Color: Black
Eye color: Pale Blue
Parents: Mother: Tiffany Star
Father: Alexander Star
Brother (17): Desmond Star
Personality:
Jeremy is quieter than his teammates, preferring to focus on his inventions rather than fighting over who’s leading the next expedition or who gets first choice of the loot. He is highly skilled in mechanics, creating various gadgets for himself to use in dungeons. Most of these gadgets use the strange orbs found in dungeons as their main components, and Jeremy is still attempting to work out their true properties. Unlike the others Jeremy is not too interested in fighting, and isn’t too skilled in fighting because of this. He prefers to keep to himself at all times, going along with the others simply to find more materials for his inventions. Despite his age and mature attitude (at least compared to his teammates) Jeremy can be rather naïve, and quite absent-minded even while in combat. While he doesn’t like to affiliate himself with his team much he does respect his teammates, as without them he would never be able to step foot in a dungeon without being beaten down within moments.
Clothing/Appearance:
Jeremy is a small boy, shorter than all of his teammates. He is not too interested in fashion or the like so he sticks to a simple long-sleeved white shirt and a pair of grey cargo pants, which usually come out with their pockets full of knick-knacks and odd items. He also wears a Flash Tag around his neck, which he got from his older brother for his tenth birthday, and thus cherishes.
Attacks: Spark: Jeremy has little skill with his electric powers at this point, as he has spent most of his time training in mechanics and academics rather than fighting, and has had little use for the electricity he does have in his body. However, he can conjure up some electricity to put off foes, although it’s nothing in comparison to Carmina’s thunder.
Flash: With this move Jeremy conjures a sudden flash of light, the creation of which even he can’t explain. While it’s handy to blind his foes it tends to blind his allies too, so he uses it in order to make for quick get-aways most of the time.
Swift: With this move Jeremy sends out strange star-shaped projectiles which he can individually guide through the air or simply send off forwards in a rapid-fire style. The stars, while accurate, deal only superficial damage.
Bio:
Jeremy had rather poor grades in school despite his intelligence, as he preferred to work on his own interests rather than following courses his high school organised. He spent most days working into the night on his odd inventions, much to the delight of his parents who believed he’d be another child prodigy. Jeremy had few friends at school as most of his time was taken up with engineering at home, although he did enjoy playing golf, where he made some friends.
During his studies at home he eventually discovered the existence of orbs and the strange species’ effecting items in the islands beyond the Orange Islands, and thus asked his parents to let him join the guild in order for him to properly study the objects. His parents who still had high hopes for him to become a child prodigy sent him off, where he immediately set to work investigating the orbs. However, he was kicked out of several teams due to his reluctance to fight and his sole interest in the items found in the dungeons, rather than the actual missions. Like the rest of Team Lock he was simply dropped into the team in order to keep him out of the way of the other teams, but he had no complaints as he still got to do his research.
Guild Application for Team Lock
Members:
Name: Carmina Vela
Age: 21
Gender: Female
Species: Jolteon
Ability: Volt Absorb
Type: Electric
Team: Team Lock
Rank: Normal
Height: 5’2.9” (1.6m)
Weight: 125.6lb (57kg)
Hair Color: Red
Eye color: Hazel
Parents: Mother: Carmen Vela
Father: Toribio Vela
Sister (24): Fidela Vela
Personality:
Carmina is a strong willed and determined girl, believing solely in justice and the upholding of the law, as suggested by her ambitions when she was younger to become a policewoman. While she is determined and rather intelligent she tends to be somewhat hot-headed, quickly getting annoyed or being offended. She also tends to be rather violent, preferring to deal with problems aggressively rather than aiming for more diplomatic solutions. She is rather closed-minded too, as her belief in the law and herself often stops her from listening to other viewpoints or being very empathetic. One would have to wonder how she managed to get along with Sina…
Carmina is a very emotional girl under her usual stern demeanour, her usually repressed emotions leaving her prone to outbursts of rage or depression. This stress is almost constantly built up due to Camina’s harsh treatment of herself, rarely giving herself a break or time to relax and instead working unfalteringly at her own betterment in fighting and acedemics.
Clothing/Appearance:
Carmina is a rather slim but curvy girl, although she had little interest in her looks and fashion. Her long curly red hair reaches down to her waist, and her face constantly wears a determined expression, rarely relaxing even when in more casual situations. She generally wears a pair of blue jeans and a white tanktop, layered with a bright red jacket that is usually left open.
Attacks: Thundershock: Carmina fires a ball or bolt of lightning from her palm, frying and stunning enemies that it impacts. In battle Carmina rarely uses any other moves beyond this and her surprising skill in self-defence, mainly in the art of disarms from her early police training.
Agility: Carmina is a very agile and quick-thinking girl, her police training having tempered her for fighting firearm wielding foes. She is well trained in the use of combat rolls, slides, dives and many other types of athletic moves, and is a fast and durable runner to boot.
Thunderwave: Carmina is skilled at unarmed combat and has been trained to take down her opponents non-lethally, as much as she enjoys fighting. With this move she sends a pulse of electricity through her palms and across conductive surfaces or her foes themselves in order to stun them, albeit temporarily. The time which the stun lasts depends on her proximity to her victim and the amount of energy she puts into the shock.
Bio:
Carmina originally had ambitions to become a police officer during her teenage years, taking up training at after leaving high school. She became quite a star in the ranks of the recruits as her determination and passion for the job fuelled her to train harder, making her highly skilled with firearms and the various combat courses in the academy. She was well focussed in the academic side of the training too, showing consistently high result in the tests due to her almost excessive studying. Carmina was set to become a hero amongst the ranks of the force with her skills and determination.
While she seemed set to become a major name in the police, her violent attitude brought her down in the end. During her first proper mission she failed due to a number of mistakes by her partners, a situation that was set up by the trainers in order to force her to work under pressure and show her ability to keep up squad morale. Unfortunately Carmina took the situation as a real mission, and her temper sent her out of control. While she managed to subdue her enemies in the ‘simulation’ she did so with unneeded force (ending up breaking the man’s arm), and moved onto viciously chewing through her comrades. When the reality of the mission being a training run was revealed to her, along with her failure, she was unable to control her temper once again, and stormed out of the academy. She swore to take her pursuit of justice into her own hands as she left, unable to stand relying on others.
Ironically this pursuit ended up dropping her into another team, as she joined the Exploration Guild in order to become a bounty hunter, and put those villains in their place without any obnoxious restraints. Unfortunately she was forced to join up with a trio of other rookies, whom she initially loathed but eventually grew somewhat attached to. Not that she’d admit it…
Name: Sina Lang
Age: 19
Gender: Female
Species: Arbok
Ability: Intimidate
Type: Poison/Ground
Team: Team Lock
Rank: Normal
Height: Usual upright height: 5’6.9” (1.7m)
Total length: 9’2.2” (2.8m)
Weight: 462.9lb (210kg)
Hair Color: No hair.
Eye color: Hazel
Parents: Unknown/Undisclosed
Personality:
Sina is quite a dominant and strong girl due to her upbringing, having lived off of her own skills in the wild for most of her childhood. She is by far the most knowledgeable of Team Lock when it comes to exploration, although she is far less skilled than them when it comes to the organisational and academic side of the organisation due to her upbringing. She generally looks down on her teammates, believing herself to be the best of them due to her experience. However, outside of dungeons and adventures she is quite shy and submissive, as she is afraid and unused to the civilised world, usually letting her teammates handle things for her. She is quite obviously unexperienced with civilisation, as she has trouble understanding technology and etiquette, and has a fairly simple vocabulary.
Sina is quite a glutton, although due to her species she can only swallow things whole rather than having the ability to chew. Also, due to her upbringing she has gained some form of voreaphillia, which she tends to be a bit too loud about. This is particularly terrifying for most due to the fact that she technically could go through with her desire, but with the pride in which she talks about it people generally don’t hang around her long enough to find out when she’s hungry. If one manages to ignore this quirk she’s actually rather protective of her ‘prey’, and relatively kind too. Just don’t expect her to follow any orders.
Clothing/Appearance:
Sina is a typical Arbok, having a humanoid upper-body and a snake’s lower body and thus tail. She is quite long and large in comparison to most although her upper body only raises her to a height slightly higher than an average pokemon. While she leaves her long (and quite thick) tail unclothed she does wear a simple violet sampot made of special poison-enhancing Pink Silk and a blue happi over the top of it.
Attacks: Stockpile: Sina has a odd adaptation from her species’ previous generations in the wilderness; a second stomach ‘tube’ alongside the main structure of her body. Unlike her main one it does not digest what is in it, allowing Sina to store food for long periods of time in case of emergency. It is also collapsible, and thus does not interfere with her normal stomach. Before missions or within dungeons she can stockpile food or other items within it for safekeeping, which can be quite handy for emergencies.
Swallow: Sina’s stockpiled things can be withdrawn back to her mouth in order for her to release them or in order for her to swallow and digest the foods, keeping herself healthy and well-fed in emergencies.
Wrap: Sina’s thick and prehensile tail is as strong as it looks, easily able to live up to the saying that Arboks can crush iron with their tails. With it she can coil around her foes and crush the air out of them or crush their skeletons, or she can coil around allies and defend them from enemy attackers.
Bio:
Sani originally lived alone in the wilderness of Shimmer Desert, a scorching desert dungeon which was mainly populated by feral pokemon. While her parents were soon ‘rescued’ by exploration teams Sani was forgotten and was left to fend for herself in the desert, learning survival skills the hard way. Soon becoming quite experienced in fighting, exploration and the use of the various strange items in the dungeon she began to venture out from Shimmer Desert, exploring other dungeons on her own accord. Eventually she was found and recruited by a member of the Exploration Guild of the region, and was forced into a sudden new life of adventure and heroism.
Sani loved the change of lifestyle; as it essentially was a better rewarded version of what she’d been doing before. However, before she could be a proper member of the Guild she had to learn a proper language, which took several years. Regardless she was finally able to speak her mind, and did so every occasion she could. Unfortunately her crude speech and rather disturbing interests eventually got her kicked from the team she had been recruited into, leaving her alone again. Eventually she was thrown into a team built from independent members, as she was unable to befriend anyone due to her strange nature. Now she stands with Team Lock in the hopes of finally making some friends, or at least becoming stronger.
Name: Desmond Durnin
Age: 17
Gender: Male
Species: Umbreon
Ability: Synchronise
Type: Dark
Team: Team Lock
Rank: Normal
Height: 4’11” (1.5m)
Weight: 110.2lb(50kg)
Hair Color: Black
Eye color: Yellow
Parents: Mother: Maureen Durnin
Father: Duane Durnin
Brother (14): Dougal Durnin
Brother (12): Doyle Durnin
Personality:
Desmond is a rather typical teenage boy, being rather boisterous and quick to try and take command, shutting down others’ ideas as soon as they’re suggested. While he is rather strong and smart he is very selfish and smug, continuously spitting out backhanded insults at anyone who bugs him. However, he is a relatively nice person otherwise, as he’d never do anything truly cruel, and will stand up for his friends when push comes to shove. On a side note, Desmond tends to be a bit of a pervert, typical for a boy of his age. He believes himself to be a lady’s man, although he is somewhat less smooth than he believes.
Clothing/Appearance:
Desmond has an athletic frame, although he isn’t actually as fit as he seems. His black hair is usually in a rather messy combover, slightly covering his right eye. He generally wears a pair of black trousers and a blue t-shirt, with a black leather jacket over it. The jacket has a pair of blue rings on either cuff, fitting with his shirt.
Attacks: Faint Attack: With this move Desmond can strike in a flash, taking out enemies before they realise what’s hit them, which fits perfectly with Desmond’s stealth-based fighting style. He generally leaves the fighting to his partners, instead focussing on scouting ahead for items and the exit. If forced to fight he still tries to avoid getting caught in the main conflict though, simply dipping in and out with precise blows.
Pursuit: Desmond is quite skilled in fighting, and can easily predict the moves of most feral pokemon. If he focuses hard enough he can generally counterattack most moves with his own speed, and catch fleeing foes off-guard with his sudden speed.
Snatch: With a quick grab Desmond can steal the power boosting properties of his foes’ moves and transfer them to himself; a fitting move for a stealthier fighter. With this he can quickly turn the table on prepared opponents, or really annoy his teammates should they manage to boost themselves.
Bio:
Desmond was part of a rather small family, going through high school as something of a trouble-maker. With his stealthy nature he was able to pull off pranks easily without being caught, and soon gained some reputation amongst his classmates as the class clown due to them. However, while he was never truly proven to be the creator of the variety of chaotic events that his teachers experienced it was clear he was the culprit, and he often ended up in detention regardless of the evidence.
While he had plenty of friends due to his nature his marks in the school were terrible due to his reluctance to study, and thus was unable to go to university as his parents hoped he would. In the hopes that it could improve his attitude his parents sent him to the Exploration Guild in order for him to learn to be polite and to work hard, much to his chagrin. Due to his troublemaking within the guild he ended up being dumped in a team with the other odd independents, although he didn’t mind so long as there was a female in the team.
Name: Jeremy Star
Age: 14
Gender: Male
Species: Pachirisu
Ability: Pickup
Type: Electric
Team: Team Lock
Rank: Normal
Height: 4’7.1” (1.4m)
Weight: 101.4lb (46kg)
Hair Color: Black
Eye color: Pale Blue
Parents: Mother: Tiffany Star
Father: Alexander Star
Brother (17): Desmond Star
Personality:
Jeremy is quieter than his teammates, preferring to focus on his inventions rather than fighting over who’s leading the next expedition or who gets first choice of the loot. He is highly skilled in mechanics, creating various gadgets for himself to use in dungeons. Most of these gadgets use the strange orbs found in dungeons as their main components, and Jeremy is still attempting to work out their true properties. Unlike the others Jeremy is not too interested in fighting, and isn’t too skilled in fighting because of this. He prefers to keep to himself at all times, going along with the others simply to find more materials for his inventions. Despite his age and mature attitude (at least compared to his teammates) Jeremy can be rather naïve, and quite absent-minded even while in combat. While he doesn’t like to affiliate himself with his team much he does respect his teammates, as without them he would never be able to step foot in a dungeon without being beaten down within moments.
Clothing/Appearance:
Jeremy is a small boy, shorter than all of his teammates. He is not too interested in fashion or the like so he sticks to a simple long-sleeved white shirt and a pair of grey cargo pants, which usually come out with their pockets full of knick-knacks and odd items. He also wears a Flash Tag around his neck, which he got from his older brother for his tenth birthday, and thus cherishes.
Attacks: Spark: Jeremy has little skill with his electric powers at this point, as he has spent most of his time training in mechanics and academics rather than fighting, and has had little use for the electricity he does have in his body. However, he can conjure up some electricity to put off foes, although it’s nothing in comparison to Carmina’s thunder.
Flash: With this move Jeremy conjures a sudden flash of light, the creation of which even he can’t explain. While it’s handy to blind his foes it tends to blind his allies too, so he uses it in order to make for quick get-aways most of the time.
Swift: With this move Jeremy sends out strange star-shaped projectiles which he can individually guide through the air or simply send off forwards in a rapid-fire style. The stars, while accurate, deal only superficial damage.
Bio:
Jeremy had rather poor grades in school despite his intelligence, as he preferred to work on his own interests rather than following courses his high school organised. He spent most days working into the night on his odd inventions, much to the delight of his parents who believed he’d be another child prodigy. Jeremy had few friends at school as most of his time was taken up with engineering at home, although he did enjoy playing golf, where he made some friends.
During his studies at home he eventually discovered the existence of orbs and the strange species’ effecting items in the islands beyond the Orange Islands, and thus asked his parents to let him join the guild in order for him to properly study the objects. His parents who still had high hopes for him to become a child prodigy sent him off, where he immediately set to work investigating the orbs. However, he was kicked out of several teams due to his reluctance to fight and his sole interest in the items found in the dungeons, rather than the actual missions. Like the rest of Team Lock he was simply dropped into the team in order to keep him out of the way of the other teams, but he had no complaints as he still got to do his research.
Category Story / Pokemon
Species Unspecified / Any
Size 50 x 50px
File Size 149.5 kB
I read your comment on my journal entry, and to be perfectly honest...
YOU'RE A GENIUS!
Excellent idea! If anything, the huge disparity in personalities, ranks, experience and other details will make for quite a dynamic combination (Technically each team would be named separately in most cases, but they would be referred to as Team Lock-Vanguard on joint missions), not to mention some rather hilarious incidents here and there.
On another note, I see some potential in this team; someday, they could be truly great.
YOU'RE A GENIUS!
Excellent idea! If anything, the huge disparity in personalities, ranks, experience and other details will make for quite a dynamic combination (Technically each team would be named separately in most cases, but they would be referred to as Team Lock-Vanguard on joint missions), not to mention some rather hilarious incidents here and there.
On another note, I see some potential in this team; someday, they could be truly great.
Yes, potential. When the first gets over her temper and sadism, the second stops trying to eat people, the third stops trying to blatantly hit on anything femine he sees and the fourth learns that other people have a use after all. And they all learn to get along. And Carmina doesn't murder Desmond. And Sina doesn't get overwhelmed by technology and go into withdrawal. And Jeremy doesn't blow himself apart via some ridiculous attempt to alter orb functions. And the millions of other batshit insane horrific events that entail being part of a team who should really be paid not to exist. But I digress; I love them all regardless.
Anyway, thank you very much for your enthusiasm and compliments, and feel free to hit me up for a roleplay or whatever else you wish to use to have the joint team to embark on their missions. I'm sure this will be enjoyable, regardless of how abyssmally the group gets along. Probably more so because of how abyssmally the group will get along.
Anyway, thank you very much for your enthusiasm and compliments, and feel free to hit me up for a roleplay or whatever else you wish to use to have the joint team to embark on their missions. I'm sure this will be enjoyable, regardless of how abyssmally the group gets along. Probably more so because of how abyssmally the group will get along.
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