Character Name: Ferregar
Race/ Species: Human
Gender: Male
Age: 71
Height: 6'3"
Weight: 200 Lbs, on the dot
Build: A broad shouldered man of ceaselessly conditioned muscle. He is built but in a more lithe and acrobatic fashion.
Physical Appearance: Ferregar's face speaks of a handsome figure who descended headfirst into a life of violence and conflict since childhood. His graying black hair, now streaked with white, is of moderate length, but always kept out of his face either through the net in his armor's helmet or a headband when at rest. His eyes are a dark and solid green, but his right -a cybernetic prosthetic- bears a cleaner and more pristine color than the left. His complexion is the middle ground between pale and toned, from decades of operating in full body armor and training naked in the cold of Gotham. His face alone bares numerous scars, most notably the jagged and knotted tissue that runs over and under his right eye, the healed gashes that are drawn over his temples and disfigure his sideburns, and three separate scars that traverse the span of his throat. His nose has also been clearly broken numerous times, and his face is pitted from years of survival through unforgiving climes and smaller less prominent scars. His body reflects the same trauma observed upon his face; riddled with wounds from the past and more ghastly remnants of attempts at his torture and interrogation. His body is a testament to the life he has led. Brutal, unswerving, uncompromising, and unforgiving.
Attire: In public, Ferregar frequently wears a solid color button-up shirt or a black turtleneck sweater, with a black formal jacket, dark slacks and dress shoes with a fresh shine. He also wears an eyepatch over his cybernetic implant whenever in public. Coming to, from, or when resting after his intensive training sessions in The GML's facilities, Ferregar can be seen wearing a single piece form fitting black bodysuit.
Biography:
To those outside of The Gotham Knights, Ferregar is a faceless enigma. As with all other Knights, Ferregar's information is classified under the highest level of secrecy.
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Born within Gotham's capital of Gordon's Resolve to a descendant of the nation's hero Warren Wayne, Ferregar was introduced to a disciplined and rigorous lifestyle from the time he could walk. His father was strict and unyielding in his statutes, and his callous lessons to Ferregar laid the foundation for his entry into the Gotham Knight's youth conditioning program. At the age of 6, with a heartfelt send off from his mother and father, Ferregar left his home to begin his training.
His raw talent was unquestionable, and through years of practice and refinement that talent developed into exceptional skill, an unquenchable desire to improve himself, and an immovable sense of justice. At 16, he participated in his first full field operation. One week before his 18th birthday, Ferregar completed his initiation rite through capturing, convicting and executing Dracham's notorious assassin Drexil Thorn, aliased Whisper. On that day, Ferregar was received into the ranks of Gotham's most esteemed order.
For 63 years, Ferregar trained and operated within the bounds of The Gotham Knights. By 20, Ferregar had witnessed his first genocide. At 25, he was promoted to the rank of Justiciar -the youngest the Knights had seen since Warren's own son, Bruce- and was charged with leading small teams of stealth specialized "Dark Knights" around the world on classified Black Operations.
Ferregar has weathered all of The Gotham Knights' most brutal and demanding tests, completed 422 of the 450 global covert and combat operations he was assigned, and personally trained some of Gotham's most talented Knights. He was personally trained by Richard Grayson, Bruce Wayne's own prodigal protege, and showed greater force of will than nearly all of his peers.
While Ferregar very rarely operated on a warring battlefield, his decades of experience tracking and executing the guilty have exposed him to some of the more bizarre, sinister, and malicious entities of Strife. He has watched many good men and women die -more than a few in his arms- and has dedicated his life to the upholding of greater justice.
Presently, he operates as a free agent, and secretly as a splinter cell for Gotham's government. The life of a Mercenary suits him well, as he's capable of surviving both on his own and working cooperatively. The missions he accepts are chosen solely by him, and while he no longer bears the crest of the Gotham Knights he will never turn his back on his country or loyalties he's forged.
Personality: On the surface, Ferregar is a genial and amicable individual. He enjoys acting as a mentor and sharing his valuable experience with those he feel to be worthy and good. He cherishes life and the joys it can bring, and advocates equality and fairness without question. With those who have walked the line of morality, Ferregar is far less friendly. He watches the actions of others very closely, and never hesitates to speak his mind and lay blame where it's deserving. While he is open about a great many things, Ferregar is also very slow to trust and truly befriend others.
Equipment:
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"Dark Knight" Enhanced Stealth Armor: While Gotham itself lies in the shadow of The Dark Reaches, its Knights are charged with incredibly dangerous and secretive missions around the world. Thus, these protective suits were designed with engagement outside of The Dark Reaches in mind. Gotham's privately commissioned "Dark Knight" stealth armor is designed to blend exceptional protection with cutting edge stealth technology. The protective plating across the suit is made by pressing several paper-thin sheets of a mithril-carbonite alloy together with layers of a shock gel engineered to absorb high levels of kinetic energy. Over these plates is a dark lacquered layer of "smart surface" material, which is utilized by the "Dark Knight's" Phantom Cortex. The armor's jointing is made of a carbon nano-tube mesh modified to stretch elastically, and is designed with flexibility in mind This makes the Dark Knight armor considerably lighter than it appears, and gives its wearer the ability to execute most acrobatic feats without fear of its plating bracing together and hindering motion. When combined with the defensive properties of an active Waynetech Bodysuit, the armor can deflect heavy caliber rounds of solid ammunition fired from long range. Without being connected to a Bodysuit, the "Dark Knight" Armor is impact resistance to any light to moderate caliber rounds of solid ammunition fired outside of point-blank range. Laser weaponry is more effective at penetrating the armor's plating..
In addition to the impressive physical defense the armor provides, the armor also has two visible glyphs etched into the shoulders of the armor. Once a day, when either of these glyphs are touched and their trigger word said aloud, the wearer is encased in a magical shield which reflects incoming spells back on their caster. This effect lasts for one minute. When both glyphs are touched in unison, the suit becomes charged with a magical aura that can be manifested into two separate bolts of concussive energy capable of afflicting magical silence on their targets.These bolts are discharged through the wearer's hands, or a weapon if one is held.
The Armor's face mask has a built in air filter to keep the wearer safe in the midst of biochemical gas attacks and other forms of airborne danger, and the mask's eye lenses have both thermal and infrared vision capabilities.
Beyond the suit's dark coloration which makes it ideal for night and low-light operations, the armor is outfitted with specialized clusters of servo-mechanisms used to augment the "Dark Knight" armor.
- The suit's Phantom Cortex servomechanism has three primary functions that it can serve. Only one function can be used at a time, but they can be switched on the fly with an adjustment time of 3 seconds.
1) Thermonull - The Phantom Cortex monitors the temperature of the suit and the temperature of its external environment in real-time, and moderates the temperature of the suit to match that of the environment. This function is invaluable against thermal sensors, as it makes the suit "ghost" in with its surroundings.
2) Cloaking - The Phantom Cortex is also able to generate a cloaking field along the armor's contours, rendering it "invisible." In reality, The Phantom Cortex calculates the suit's placement in the environment and its perception through the area of the armor, and then generates these images along the suit's surface. This field can be disrupted by loud, percussive sounds -causing parts of the cloaking field fragment- and upon close examination it can be seen moving throughout the space as a very subtle visual distortion.
3) Chameleon - When Chameleon mode is activated, the armor's "Smart Surface" material takes on the appearance and texture of whatever is in direct contact with the suit. After this initial procedure, The Phantom Cortex then tailors its appearance to best blend in with the wearer's immediate surroundings. This means that the wearer can camouflage him/herself in virtually any environment. The armor must be "told" when to alter its camouflage, and will not return to its original appearance until either Chameleon mode is stopped, or the wearer dismisses its current camouflage.
The Phantom Cortex is powered through a combination of solar and hydrogen fission technology, with its power cell located in one of the back compartments of the armor's utility belt for easy replacement on the field.
-ALFRED is the "Dark Knight" armor's sentient maintenance operations program, responsible for a number of tasks.
1) Alfred regulates the internal temperature of the armor at a constant 98.6 degrees Fahrenheit.
2) Alfred is responsible for monitoring the wearer's vital signs and physical condition. When physical damage or trauma is recognized, Alfred administers measured amounts of anesthetic to reduce pain, as well as to treat potential concussion. Similar procedures are done to measure the body's blood toxicity and in the instance of issue a general-purpose antitoxin is injected into the bloodstream.
3) Alfred provides real-time information on the area's temperature, barometric pressure, wind, humidity, weather and forecast climate in the form of a menu accessed HUD.
4) Alfred has an organically designed voice that it uses to communicate with its wearer, and six carbon-nanite cameras that are capable of traveling the distance of the "Dark Knight" Armor's "smart surface" material. These cameras serve as Alfred's eyes, and will take pictures and record video when it sees something of interest. Alfred can also take visual and aural notes for the wearer when requested, and offers playback features on the fly.
5) Alfred is capable of reading and speaking/ translating languages that have been installed into his mainframe. Combining this with Alfred's capacity to see and speak, it is able to cast and "store" spells that it are in written form. In order to do this, Alfred must have a close and unobstructed view of the magic scroll in a well lit environment. The scroll must also still be in existence and unused, as its magical nature would be already depleted. Due to the very taxing amount of energy drawn from the suit to effectively cast spells, Alfred has been programmed to memorize or cast no more than four mid-level spells in a 24 hour period. The spells cannot be exceedingly complex, and Alfred must finish analyzing and reading the scroll in order for a spell to be successfully cast or stored.
6) Alfred acts as a channel operator to maintain radio connection with other cooperative agents in the area, and is able to hail, send and connect to the encrypted channels of The Gotham Knights' Headquarters when requested.
6) Alfred also controls the external volume of the wearer's voice, from increasing its volume to 300% to "muting" its sound. This allows the wearer to speak with Alfred while still appearing to be silent.
7) Alfred provides either a sonar, radar, or tremorsensitive map for the wearer as part of their HUD. Only one of these mapping functions can be used at a time, as they conflict with one another.
8 ) In the event of an Electromagnetic Pulse, Alfred can overhaul the "Dark Knight" Armor's Phantom Cortex to emit a single shielding barrier of counter magnetized electrons, neutralizing a single incoming EMP wave or blase.. In order to do properly execute this function, the Phantom Cortex's power cell must be at more than 60% power. In using this function, the Cortex's power cell is completely depleted, and Alfred will operate on reserve solar power for a maximum of 24 hours of sunless operation before also powering down. Utilizing this ability shuts down the Phantom Cortex's hardware, which then requires the servomechanism to be reset manually from the outside of the armor.
9) Alfred is responsible for operating the Armor's air filtration system, as well as alternating between Infrared, Thermal and Natural vision for the wearer. Alfred will do this automatically, when requested, or simply after being prompted.
10) Alfred is a SMOP (Sentient Maintenance and Operations Program) that is compatible with the Waynetech Bodysuit Ferregar wears under this armor, and can be used to connect to and operate the Bodysuit as well as his Metamorphic Cloak. The Cloak and the Enhanced Stealth Armor must be touching at any point on their "smart surfaces" in order for Alfred to operate the Cloak.
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Waynetech Advanced Bodysuit This Waynetech Bodysuit is a single piece, form fitting body suit designed to benefit it's wearer in a number of ways, particularly when it is connected to a SMOP.
Without an SMOP, the Bodysuit is a "Second Skin" class of bodysuit, designed to be skin tight in order to help regulate the wearer's body temperature. The material is breathable, allowing for extensive physical exertion without causing the suit to slide or slip around the wearer.
When connected to a SMOP system, the Waynetech Bodysuit becomes considerably more useful. When a SMOP is active, The Bodysuit's "smart" material gains the ability to tighten and harden, and the suit's material is stimulated to slowly regenerate itself whenever torn. In Ferregar's instance, this means that the Bodysuit is able to tighten around wounds to stem blood flow and then regrow to insure effective pressure application. The suit's ability to harden is triggered whenever Alfred detects imminent contact with a projectile or force, and proves very useful in small combat engagements. The suit also adjusts itself to fit snugly inside the operating SMOPS' suit of armor, insuring optimal ease of motion and conservation of energy.
Cybernetic Eye Ferregar's cybernetic eye is capable of tele-zooming to x30 magnification, can take pictures and record video feed as well as emit a cone of white light to serve as a flashlight or to temporarily blind any unwitting enemy that gets to close. The flashlight and video features cannot be activated at the same time, as the footage would be compromised. The eye can be removed to upload its photos and video footage to an external source.
Raven's Reach Ferregar's weapon of choice when fighting with the intent to capture his prey instead of kill them, this dark mythril staff was taken from the hands of a murderous monk from The Island of Blood. The staff stands at 6 feet tall and while it is very light to wield it strikes with great speed and bone-breaking force. The staff can be split into two separate 3 foot segments for dual wielding, close quarters combat, or narrow space navigation. The natural coloring of the dark mythril makes this weapon exceptionally deceptive at night, when its blurred form blends into the darkness. The weapon has two separate sheaths on Ferregar's back, positioned diagonally so that they can be drawn with ease and do not hinder the Justiciar's flexibility.
The Silent Eye of Justice The Silent Eye of Justice belonged to one of Gotham's first Dark Knights, Tyriel, before it came into Ferregar's ownership. Given to Ferregar for his exemplary service against Dracham and his appointment as Gotham's Justiciar, this enchanted sword is an excellent tool for finding, tracking and dispatching criminals. Nigh indestructible and forged from unknown metal ores extracted from Netheril Peak in the Dark Reaches, this weapon is one from the set of Gotham's Four Swords of Justice. Whenever the sword is swung, no matter how hard or fast, its 36 inch long blade makes no sound. Even when the sword strikes another object or drops to the ground, it is eerily silent. If The Silent Eye of Justice draws blood, the sword is able to track its victim and gives its wielder the power to sense (and see, if enough concentration is dedicated to it) their presence from any distance. This magical effect can be dispelled, and can only track one individual at a time -the last person to have their blood shed by the weapon- but its true power comes from being within close proximity to its mark. The sword is literally drawn to its enemies, and once it has tasted their blood The Silent Eye of Justice moves to strike its target of its own accord. To those unused to the blade, this effect is alarming and can hamper their performance in combat. To those who are fully familiar with its powers, the weapon can be wielded with dangerous accuracy that is assured by the sword's own attraction to its mark. This effect's poignancy is also determined by the evil in its target's heart. The greater its mark's atrocities, the more powerful the blade's strikes and fervor are.
Compact Repeating Crossbow This sleek black weapon is a testament to Gotham's spartan but effective approach to long range engagement in The Dark Reaches. Eleven inches long, the crossbow is designed to be assembled and dissembled with ease and quickly stored away. It's loading mechanism automatically loads another bolt into the firing shaft right after the weapon is fired, and the trigger can be held to maintain an automatic firing method that dispenses four bolts a second. The magazine for the crossbow is designed to hold 24 bolts. The crossbow is pinpoint accurate up to 100 yards, past which gravity and trajectory must be considered for a precise shot.
Multi-Purpose Grappling Gun: A favorite of Ferregar's, this long barreled grappling gun serves as both a weapon and a tool. The gun's primary components are interchangeable, allowing for effective use in and out of The Dark Reaches. The gun has four specially designed grappling heads. The first, a traditional claw design fashioned with adamantine tips The second is motorized with small pneumatic drills to bore into tough surfaces without grippable edges. The third is a magnetized head with a pressure sensor to allow quick scaling of metal surfaces, and the final is a harpoon-like head with spring loaded serrations to penetrate into wood, flesh and other less resilient surfaces. In addition to these customizations, the grappling gun's firing chamber can be interchanged between a combustion funnel or a hydraulic compressor. The gun's cable is 1 millimeter thick and made of microscopic mylar/kevlar thread mesh, and fits 500 feet on its reel. The gun's features allow for cable extension and retraction at the push of a button, as well as immediate severance from the gun's current grappling head in case of emergency.
Metamorphic Cloak: A rather ingenious development by the private sector of Beyon's "textile engineers," this metamorhpic cloak has been customized for Ferregar's particular needs. This bi-layer cloak consists of two interwoven layers of Steel Spider gossamer thread and "smart surface" material. While the cloak itself is not bullet proof and only provides minimal protection from melee weapons, when it is in direct contact with a SMOP operated bodysuit, the cloak is considerably more versatile. In Ferregar's particular instance, Alfred can not only make the cloak's surface harden (much like the Waynetech bodysuit Ferregar wears) into a number of pre-programmed shapes, but also transfer the Cloaking, Thermonull and Chameleon properties of the Dark Knight Stealth Armor to insure the cloak does not give away its wearer. The cloak is partly elastic, but more importantly can be made to recede up to its neckline so that it does not obstruct Ferregar in certain instances. All of the cloak's specialized features are only available when it is in contact with The Dark Knight Armor's "smart surface" material, and Alfred is active.
Strengths:
Justiciar: The esteemed title of Justiciar is known and celbrated all of Gotham's ears, and a fearful sound for those who would spread injustice. Decades of rigorous and comprehensive daily training has made Ferregar's body a well oiled machine. Ferregar is exceptionally acrobatic, and is entuned with his body to the point that he can pinpoint any physical sensation within him. His natural insight and cunning augments his formidable skill at the Gotham Knights' specialized mixed martial arts (THE BAT FIST), as well as his effectiveness at stealth and deception. The level of experience and comfort with the equipment beyond his own body gives makes him greatly versatile and adaptable in his approach to combat. Ferregar is a very dangerous and punishing opponent at close range.
Deceptive Detective Justiciar also speaks to Ferregar's success as a silent administrator of Gotham's justice. Reconnaissance, tracking, forensics, and covert operations are the stuff of his life. When at the scene of a crime, Ferregar is meticulous in his investigations, and never leaves before he is confident that all evidence has been collected. With his own skills and Alfred's added abilities, the Justiciar is also well versed in deception and misdirection - luring, disorienting and confusing his enemies with ease when the situation calls for it.
Know Thine Enemies: Through a lifetime of studying, stalking and capturing all manner of men, and experiencing the constant threat of magical attack outside of The Dark Reaches, Ferregar has developed a fairly fluent skill with magic. Being born in the Dark Reaches, Ferregar has no innate talent for magic and has trouble memorizing multiple spells, but is fluent in a few of The Fade's arcane languages and can read most scrolls without pause. Ferregar can memorize 5 spells, but any more than that will get confused or forgotten under high stress. Ferregar can double cast spells with Alfred's assistance, or cast two spells simultaneously. Ferregar's knowledge of spellcraft also allows him to recognize many spells in casting, which gives him the opportunity to counter spells if he is prepared.
Weaknesses:
Medicated: The exceptional fitness and condition of Ferregar's body can largely be contributed to the thousands of nanobots living inside of him. While these nanobots are designed to combat aging, maximize nutrient distribution, and fortify both his bones and immune system, they are a double edged sword. In order to insure the nanobots would function within the Dark Reaches, they had to be entirely organic. Because of this, the nanobots need to be "fed" daily. Feeding the nanobots is done through ingesting a capsule of the specific biochemical compounds they recognize as food. One capsule must be taken every 12 hours to insure the nanobots do not begin to feed off of Ferregar's body. If a dose is missed, the nanobots almost immediately begin to leech off their host. Tremors, fatigue and light-headedness begin within the first 6 hours. These symptoms will increase in magnitude over the next 6 hours while light sensitivity, acute nausea and delays in reflex begin to develop. After 24 hours, loss of equilibrium and brief blackouts begin as well as a steady decrease in body temperature. By 48 hours, coordination sees a steep drop and the nanobots begin to eat away at the host's muscle. Crippling fatigue, muscle degeneration, irregular heartbeat and spasmodic fits are in full swing after 72, and the host descends into a comatose state by the end of the fourth day. After one week without food, the nanobots will have withered Ferregar to little more than a skeleton. Feeding the nanobots at any time will prevent them from further damaging their host, but any damage done is devastating and requires serious healing magics for any hope of a full recovery.
The Curse of Haldon'Tar: In his decades of serving as judge, jury and executioner, Ferregar has experienced numerous horrors, many of which ride with him day to day but few with as much impact on his life as the execution of Haldon'Tar. A twisted telepathic shaman declaring himself a "Dark Prophet," Haldon'Tar had begun gathering an army witch doctors and lesser shamans to bend Ishar and Weyard to his will. Ferregar and a team of 10 Knights were deployed to convict and execute Haldon'Tar; it was a mission that would ultimately be regarded as a failure. With his dying breath, the Dark Prophet bestowed a curse upon Ferregar which to this day no wizard or priest has been able to lift. Four events trigger the curse's effects: Recalling the name or memory of Haldon'Tar, the calendar date of October 7th, whenever the words Ferregar and Villain are used in the same sentence (in any language), whenever he witnesses -visually and aurally- an enemy beg for their life. If any one of these events occurs, Ferregar is immediately plagued by hallucinations, voices, and an overwhelming force that prevents him from bringing harm upon any individual. The more of these events that are triggered, the more potent the curse's effects. If all five triggers are active before the curse can be quelled, visions of Haldon'Tar's vengeful spirit consumes Ferregar's vision, and his booming voice renders him deaf. The curse's effects will not cease until Ferregar, or another who is present with him, has recited The Canticle of Cranes. When the ancient chant has been completed, the curse's effects subside, but the curse itself is never truly lifted. While Ferregar has done extensive mental conditioning to isolate his memories of Haldon'Tar and the events surrounding that day, a small and seemingly insignificant object or image is capable of triggering a chain of thought that might lead his mind back. The Canticle is long (3 minutes spoken in rhythm) and must be recited in its entirety for the curse's effects to subside. As a defensive countermeasure, Alfred has memorized The Canticle of Cranes and is capable of speaking it when the curse is triggered.
Other Skills: Ferregar is highly skilled at the art of folding paper. He is fluent (reading, writing and speaking) in Dreznan, Drachan, Beyan, Gaian, and Byzanti. He is conversational in Espan, Silmaril, Gradat and Xiang, as well as lightly familiar with Kamuan, Revrite, and Azoth. Ferregar knows how to navigate via stars and maps, can treat and disinfect major to minor physical injuries, survive in arctic and desert climes with minimal supplies, and is proficient in lock-picking. He is ambidextrous, trained in circular breathing, and can walk on his hands. Ferregar is also a skilled technician, and can improvise tools and traps as well as reverse engineer moderately advanced technology. Reading a person's body language, physical reactions and speech patterns is a specialty of Ferregar's, making him a gifted lie detector. Additionally, Ferregar finds amusement in riddles, card games and puzzles. While not exactly good at it, he can also play simple chords on a violin.
LIKES
+ Assisting the oppressed and wronged
+ Administering justice to criminals
+ Interrogations
+ The Gotham Knights
+ The smell of matches
+ Comprehensive planning
+ Teamwork
+ Deep sea diving
+ Arctic missions
+ Sparring
+ Tracking his targets
DISLIKES
- Dracham
- Byzanti
- The URD
- Alexei Kalmykov Demyanovich, The Red Terror
- Guilty men walking free
- Unsolved crimes
- Apathy
- Pushovers
- Cowards
- Corruption
- Working with Loud Mouths and Loose Cannons
Theme Song: The Mask of The Phantasm
User Name: Ferregar