Velyx

Name: Zethys Xy'Dacerta
Callsign: Velyx

Rank: Ensign
Species: Draxonian
Position: None
Credits: 0 gil
Quote: "Each battle is simply a struggle for survival. There is no honor or glory to be won in it. There is only the hollow victory of choosing who shall live and who shall die."
Power Level: 60
Speed Level: 70

Physical Stats:
Height: 6'1"
Weight: 176
Hair: None
Eyes: Green
Skin tone: Dark Gray, Scaley
Birth date: November 10th, 2187
Armor:

Psychological evaluation:
Though he may seem quiet, he isn't really the loner type; he tries to learn as much as he can from the people he meets. He is normally quite austere though he can at the strangest times make a joke. As is with his race and culture, he despises those that are weak and lazy.

RPG Stats:
Exp Level: 15 - 0%
HP: 10,500
Weapons Limit: 10


Skills:
Scouting
Medical Skills Abilities:

Code of Honor
Quick and Agile
Combat Proficiency

Drawbacks:
Vulnerability - Ice
Durability Low


History:
He was born 2187 into a tribal community on a jungle planet of the Older Rims that the Tsivirxsh paid little attention to because of their apparent primitveness. Though with little space travel technology, Zethy's race (Draxonian) is technologically advanced in weaponry. At the age of five (the age a Draxonian reaches adulthood), he was able to 'acquire' a wandering Tsivirxsh fighter which happened to land on his planet. Trained from birth for combat, he was easily able to 'take out' the pilot of emerged from the ship and take possession of it. He learned from his tribe elders the basics of piloting and set off, anxious to explore a place where he never dreamt of even going, space. In his last seven years of travel, he visited many civilizations and learned from them as best he could, which is when he heard about the Hunters. He began to track/find them, going from planet to planet, acquiring information as he went along in his stolen Tsiv fighter.


Armaments:
Standard Combat (punches/kicks/etc) Slots Used: 5 / Slots Left: Unlimited Elemental: None / Status Effect: None
Attack 1 capabilities: Punch 600 AP / 0 PL
Attack 2 capabilities: Kick 650 AP / 0 PL
Attack 3 capabilities: Ram/Headbutt/Throw/Etc 625 AP / 0 PL
Defense 1 capabilities: Fist Block/Kick Block No Loss of PL or SL (if your SL is higher than attackers')
Defense 2 capabilities: Grab No Loss of PL or SL (if your SL is higher than attackers')


Standard Hunter Saber (close range weapon) Slots Used: 3 / Slots Left: 3 Elemental: None / Status Effect: None
Attack 1 capabilities: Regular slash 750 AP / 1 PL Usage
Attack 2 capabilities: Charged Slash 2,000 AP / 2 PL Usage
Defense 1 capabilities: Standard parry of melee weapons Block Without Loss of PL or SL (if your SL is higher than attackers')


Standard Hunter Rifle (long distance weapon) Slots Used: 4 / Slots Left: 2 Elemental: None / Status Effect: None
Attack 1 capabilities: Level 1 blast, no charge 750 AP / 1 PL Usage
Attack 2 capabilities: Level 2 blast, charge 1 2,000 AP / 2 PL Usage
Defense 1 capabilities: Cancel out blast of the same level Block Without Loss of PL or SL (if your SL is higher than attackers')
Special 1 capabilities: Sniper scope addition for long range accuracy Can hit special targets like gun turrents, etc.


Draxonian Cryoshade Staff: (Close-range weapon) Slots Used: 3 / Slots Left: 3 Elemental: None / Status Effect: None
Attack 1 capabilities: Used like any melee weapon, both ends of the staff can be used to strike an enemy. When the staff's ability is activated, 30 cm of both ends of the staff burst into flames, causing fire/heat damage. 750 AP, Heat/Flame, 2 PL
Special 1 capabilities: The flames on the ends of the staff's intensity can increase more than ten fold, allowing it to melt away most things that come in contact with it, as well as disentegrate a physical projectile. Damage/Melt/Deflect, 5 PL
Counter 1 capabilities: Standard parry of melee weapons; deflects energy attacks Block without loss of PL/SL (if your SL is higher than attackers')


Draxonian Grenades: (Close-mid-long range weapons) Slots Used: 2 / Slots Left: 4 Elemental: None / Status Effect: None
Attack 1 capabilities: It explodes on contact when thrown, causing an explosion with an approximate 8 meter radius. 2,500 AP, 5 PL
Special 1 capabilities: The grenade's secondary function is to serve as a way to escape. If this function if activated, the grenade will begin releaseing a dense fog after it is thrown, allowing for retreat. Fog, 1 PL


Alternate Reptilian Form: Slots Used: 3 / Slots Left: 3 Elemental: None / Status Effect: Transforms into a Mech Sized Dragon
Attack 1 Capabilities: Claws and spiked tail to attack. 3,000 AP
Counter 1 Capabilities: His own scales are able to withstand most small arm fires. (pistols and such.) Tough Armor
Special 1 Capabilities: Fire breath. He breathes a cone of fire from his mouth, much like a giant flamthrower though the fire is more intense. 5,000 AP


Limits:


Special: Mounted literally in his wrist is an injector of a 'drug'. Effects:
1) Zethys will go into a berserk rage.
2) He will ignore all dangers to himself
3) His scales grow stronger, becoming a complete black and looking glossy, reducing 3/4s of all AP damage,
4) His nerve system is basically paralyzed making him unable to feel pain. This affects him both in his humanoid form and dragon form.