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Darnell Al Ghul | Arkham Knight

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Darnell Al Ghul | Arkham Knight Empty Darnell Al Ghul | Arkham Knight

Post by Trillfigure Wed Dec 26, 2018 1:20 pm

Darnell Al Ghul | Arkham Knight GalleryComics_1920x1080_20151202_BM_ARK_KNIGHT_11_56455047aee1c9.35314940



Boon Username: Trillfigure.
Character Full-name: Darnell al Ghul
Character Age: Unknown.
Character Alias: "Shoota' Hood", "Red Hood", "Arkham Knight".
Identity: Secret.
Alignment: Neutral.
Affiliation: Bat Family
Occupation: Freelance Millitary Contractor.
Level: Level One.



PEAK-HUMAN CONDITIONING: Through The League of Assassin's rigorous training & exercise regimes Darnell developed strength, speed, endurance, stamina, longevity, reflexes and agility near the limits of a super-soldier’s inhuman capabilities. Darnell is in peak physical and mental condition. He is faster, stronger, more intelligent and overall superior to fellow members of his species without being Superhuman. Darnell's training consists of a brutal regimen of calisthenics, katas and firing range practice daily, maintaining his combat skills and he does not drink alcohol or do drugs.


  • PEAK-HUMAN ENDURANCE:Darnell can sustain numerous blows and can put up an excellent fight before going down for good. He has very high pain tolerance. Darnell's muscles and bones are much more tolerable to damage than other humans.He also capable of functioning for up to 3 days straight without any sleep. Darnell can also endure high temperatures from heat.

  • ENHANCED ACCURACY & MARKSMANSHIP: Darnell can achieve complete and utter accuracy on distant targets, with the activity in his brain center for aim, accuracy and precision is drastically improved. He only needs to aim for an instant before he can precisely hit a target with a projectile. Darnell can judge extremely long distances amazingly accurately, If a target is moving Darnell can calculate the best method to hit the target. Visual obstructions like smoke and vegetation does not hinder his ability to get an accurate shot on a target, and his intense focus on whatever he is targeting at allows him to shut out outside distractions. He can compensate for environmental factors that would normally throw off someone's aim like wind, air resistance, gravity, and radiant heat (which distorts the image of the target). Darnell's accuracy and timing with his shots is near perfect. He is able to target lethal and non-lethal areas of a target to either paralyze, take them down or even go as far to kill them. He can even go as far as to maneuver and change the trajectory of his bullet to swerve around obstacles and hit his target.




SKILLS:

  • ACROBAT/ATHLETIC COMBAT: Darnell is very athletic, with excellent good reflexes and agility. This, combined with training as an aerialist and acrobat, makes him capable of numerous complex acrobatic maneuvers. His agility, balance, flexibility, and bodily coordination are at a level that is are beyond the natural physical limits of an Olympic gold medalist. He has the combined agility and acrobatic prowess of the most accomplished circus aerialists and acrobats. He is capable of mixing athleticism, acrobatics and gymnastics with close-quarters combat, utilizing flips, cartwheels, tumbling, pole swings, twists and other such movements to attack or defend.

  • EXTENSIVE SPECIAL OPERATIONS TRAINING: The LoA put Darnell through every training program he went through. So far, Darnell has graduated the U.S. Army Special Forces Qualification Course, completed U.S. Navy SEAL (SEa Air Land), UDT (Underwater Demolition Team) and LRPA (Long Range Patrol) training. Derek has also taken part in cross-training with the Australian Special Air Service Regiment and other special force organizations (United States CIA Special Activities Division, German GSG-9,Polish GROM, Shayetet 13 and U.S Green Berets). He is currently training to become a qualified HALO (High Altitude Low Opening) jumper.

  • FIREARMS: With access to military-graded weapons while in the LoA. Darnell is the recipient of multi-disciplinary military knowledge from the instructors from the LoA. Thanks to this and continued training the Darnell is proficient with rifles, shotguns and sidearms.



"RED FITTA" [COMBAT OUTFIT]: Darnell's wears a suit of armor that when attacked, hardens up specific areas of the suit to protect Darnell from impacts such as bullets and blunt trauma. The suit is powered by absorbing kinetic energy, and thanks to his speed and reflexes, Darnell can keep it charged simply by moving. This energy absorption feature is effective enough to endure punches from those stronger than him, allowing Darnell to take potentially lethal attacks and stay standing and resistant to various types of attack (explosions, impacts, falls, etc).  The microweave inside stops incoming objects momentum; bullets ricochet off. It's also heatproof, cold-proof and insulated.However, the suit can be penetrated through, it can only take so much. Modular armor additions of flexible plating offers increased strength and protection while retaining flexibility for speed and mobility. Along with light weight carbon fiber wings which allows Darnell to glide on air-currents for a short time. The suit is also heatproof & cold-proof. It is insulated with a mix of graphene & micro mesh tubing that holds in heat when its cold, releases the heat and filters the air when its hot. This suit of armor runs up all the way to his neck. The suit is light sensitive, darkening when there is more light in the area. The chest part of the armor is made up of hard-shell plates [refer to character image]. The suit has a silver triangle across his chest. Darnell's costume is tailored specifically to his unique style of crime-fighting. As such, his costume has fewer body-armor inlays, anticipating a decreased need for shock-absorption and an increased capacity for motion ("Move more, get hit less.").

[*][b"DESIGNER" [UTILITY BELT & HARNESS]:[/b] Darnell keeps most of his personal field equipment in a signature piece of apparel: a black utility belt. It contains items such as: plastic explosives, flash-bangs, flares, smoke bombs, a glass-cutter, and lock-picks. He also wears a harness that is connected to the belt. On this harness, Darnell carries ammunition for his weapons.

[*]"YARD STOMPERS" [STEEL TOED COMBAT BOOTS]: It was John's battle weapon, a sharp flint tomahawk. Decorated with beads and feathers on the wooden handle. When John became a god, the weapon underwent an rune enhancement. It has blue aura flowing through the stone. When Dios throws the mace, it returns to his hand with irresistible force. In the same way, he can summon it to himself even if it has not been thrown. John utilizes two of these tomahawks.

[*]"YARD STOMPERS" [STEEL TOED COMBAT BOOTS]: With his suit, Darnell can be seen wearing either brown or black steel toed military combat boots. It features rugged soles designed for climbing over all type of terrain, hiking, and running. The boots are excellent for wet climates because the boots dry very quickly, and are well-ventilated. The insole and sole of the boot provides the wearer proper stability. In the toe - combined with a mid-sole plate, there is protective reinforcement. Which is made of steel. The boots are reinforced to rebound the impact of punches and kicks This provides Darnell's toes with protection from penetration and compression. All in all, the boot provides Darnell with lightweight protection.

[*]"KNUCKLEDUSTERS" [HARD-KNUCKLED TACTICAL GLOVES & GAUNTLETS]: He wears black hard-knuckled tactical gloves. The gloves are reinforced to rebound the impact of punches and kicks and provide Darnell with more power in his hits. On the fingertips of his glove there are suction grips that allow Darnell to stick to objects when jumping and such. Attached to the gloves are black gauntlets Darnell utilizes to provide protection on his forearms. They are bulletproof.

[*]"RYDER HELMET" [RONIN HELMET]: Darnell also wears a black anti-ballistic combat helmet, based off the design of a DEVTAC Ronin Helmet. On the inside, there is nano-weave material, providing Darnell's head with comfort and protection. Darnell's helmet has a small percentage of lead, which shields the his face from x-ray powers or x-ray technology. The helmet also protects Darnell from high decibels. Darnell's mask is capable of filtering out gases and even allows him to breathe underwater for multiple hours. The helmet also comes with a built-in transmitter receiver device for voice and video, HUD Display and gives Darnell numerous forms of vision, such as: X-Ray Vision, Thermal Vision & Night Vision.

[*]"CHESTPUSHA" [BENELLI SUPERNOVA]: The semi-automatic, pump-action Benelli Supernova, with his own modifications to it. It has an maximum effective firing range of 90m. It is equipped with a fixed stock, enhanced iron sights, an 8" Salvo 12 shotgun suppressor and extended tube capacity of 9+1 shells. The Supernova is modified to shoot .12 Gauge Plasma Energy Fang Face Slug shotgun shells. The Supernova carries a only 11 shells at a time. Darnell only utilizes this weapon for close quarter combat engagements.

[*]"MUSTANG & SALLY" [RK5 PISTOLS]: The RK5 is a fast-shooting three burst pistol. The RK5's rate of fire is very impressive. The RK5 fires in a three round burst configuration, and the rate of fire within the burst is 909, making it one of Darnell's fastest firing pistols. Both pistols are equipped with a laser sight under the barrel - which increases Darnell's hip-fire accuracy. A long barrel that give the pistols a range of 130m. Extended magazine, giving Darnell 30 rounds per clip. Two suppressors to keep it quiet when utilizing them and lastly, a red dot sight on each pistol that assists Darnell with aiming. The RK5 uses .47 ACP Plasma Energy Fang Face rounds.

[*]"BIG DILF" [.50 Beowulf Assault Rifle]: Darnell's prized assault rifle is a custom built .50 Beowulf Assault Rifle. The rifle can shoot 600 RPM (Rounds per Minute). It has an maximum effective firing range of 300m due to its' 12 inch extended barrel. It is equipped with an extend Buttstock, vertical foregrip, Trijicon ACOG 4x32 USMC Combat Optic, EOTech ATPIAL Laser Pointer, Rail Cover and a Bowers Vers 50 rifle supressor. The rifle has a magazine of 45 rounds - firing .50 Beowulf caliber Plasma Fang Mouth Jacketed Hollow Point Rounds. The assault rifle has incredible stopping power that makes it capable of disabling armored vehicles and penetrating through very dense metals. Darnell always fires the weapon with the semi-auto setting.

[*]AMMUNITION: t is common knowledge that the ammunition Darnell utilizes for his weapons are nothing near normal. All his casings are made from depleted uranium and even carry depleted plasma energy. They also have a feature that when fired they travel with explosive force due to manipulating the air pressure around them. They travel much faster than normal bullets and pierce much tougher surfaces due to "Fang Face" — the head of the rounds are different from regular weapon ammunition, they have three rows of jagged zig-zag shark-like teeth. Drilling into it's target upon impact - providing extra penetration.

[*]GAELE BITES: Gaele-Bites are black spherical weapons. They activate by being tossed and hitting their target and exploding in a haze of gas and electricity. They do not kill the target, it simply knocks/dazes them.

[*]SHOCK-NETS: Shock-Nets are silver spherical weapons. They activate by being tossed and hitting their target and exploding into an electric net that wraps around its target. Allowing Darnell to apprehend his target. Does not kill the target but has a punch ten times more than those of a military weapon of similar design.


Last edited by Trillfigure on Wed Dec 26, 2018 6:37 pm; edited 7 times in total

Trillfigure

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Darnell Al Ghul | Arkham Knight Empty Re: Darnell Al Ghul | Arkham Knight

Post by Admin Wed Dec 26, 2018 1:25 pm

Bring it down to level 1 like everybody else my dude.

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Post by Admin Wed Dec 26, 2018 1:36 pm

This file has been ACCEPTED

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Darnell Al Ghul | Arkham Knight Empty Re: Darnell Al Ghul | Arkham Knight

Post by Trillfigure Wed Dec 26, 2018 1:42 pm

LEVEL 1 CHECKLIST
Stop/commit a crime with other roleplayers. (0/1)

-

Attend a side mission event.(1/1)
- "Killer Cornfields"

Attend a storyline event.(1/1)
- The Atlanteans' attack on Metropolis.

Meet a Level 3 Hero or Villain.(1/1)
-  Batman



LEVEL 2 CHECKLIST
Attend two side-story events.(2/2)
- " Killer Cornfields"
- " Distress in Metropolis"

Attend two storyline events. (1/2)
- Distress in Metropolis


Fight a level 3 or 4 hero or villain and survive. (1/1)
- Aquaman

Stop/commit 4 crimes with other roleplayers. (0/4)

Attend a social event. (0/1)





LEVEL 3 CHECKLIST
Attend three side-story events (one must be catastrophic). (0/3)
Attend three storyline events. (0/3)
Defeat or apprehend 4 lower level villains or heroes. (0/4)
Attend 3 social events. (0/3)
Stop or commit 7 crimes with other roleplayers. (0/7)

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