Character Sheet #37: Kirbi ‘Kirb’ Montogomery

Name: Kirbi ‘Kirb’ Montgomery
Alias: Pyromare

Alignment: Chaotic Neutral

Appearance (Causual Attire/Normal Form):

Appearance (Vigilante Attire):

Appearance (Vigilante Suit Form/Attire):


Appearance (Pyromare Form)
:

Appearance (Pyromare Beast Form):

Age: 27

Personality: Pragmatic, patient and honest, Kirbi is a resilient person who won’t back down from an Opponent no matter how strong they are. This has led her to be popular alongside being viewed as an arrogant moron, which she usually doesn’t pay attention to. However, in the off chance she’s angered..well, her Vigilante name gives you just enough of a hint to how deadly she becomes.

Gender: Genderfluid

Sexuality: Omniromantic Demisexual

Pronouns: Any are acceptable, but mainly uses She/They

Occupation: Vigilante
Danger Grade: A
Civil Score: 7.8

Goal(s): While the majority of her goals are unknown, Kirbi’s only public goal is to master her Abilities to the point where she becomes the most popular Vigilante around.

Weapon/Paraphernalia:
>Vigilante Suit (Shown in Appearance 3): Shortly after becoming a Vigilante, Kirbi commissioned this Titanium Suit that’s both Fireproof and Shock-Resistant. The suit also allows her to tank hits up to the strength of a Missile alongside making her slightly stronger (for precision, it makes her around the strength/force of a conventional Explosion).

Weight/Weight Class: 151lbs (68.5kgs); Lightweight

Fighting Style: Forcekiller
Description: A self-made combination of Dim Mak, Krav Maga and Vale Tudo is what Kirbi and only Kirbi uses in Combat. With this unique mixture, she’s able to attack her Opponent’s vulnerable areas with the intent to kill and also having physical unpredictability.
Techniques:

  • Kickburner: After infusing her Pyrokinesis into her left foot, Kirbi spins on her right heel before throwing a Spin Kick at her Opponent’s face that’ll burn them on contact.
  • Chokedown: Kirbi grapples her Opponent by the throat/neck before spinning them around and tightening her grip. This’ll result in them either being choked out and/or Chokeslammed into the ground head-first.

Skills/Physical Traits:

  • Regenerative Healing Factor: By using her Pyrokinesis, Kirbi can regenerate herself externally. This allows her to regrow and heal Limbs even if they’re severed/sliced off of her body.
  • Inhuman Flexibility: Alongside her Regenerative Healing Factor, Kirbi is able to bend, twist and squeeze in almost any way she wants without worrying about damage or pain.
  • Instinctive Reaction: Finally, Kirbi possesses extraordinary reflexes that are entirely involuntary. Due to this, her Reflexes can be used to both Attack and/or Counter an Opponent’s attack instead of for just defensive purposes. It also effectively allows each and every part of her body to think and move independently of all the other parts as opposed to how a person normally has to think about their movements beforehand and let the command travel from the Brain and through the Nervous System.
  • Mixed Martial Arts Mastery (Dim Mak, Krav Maga and Vale Tudo)
  • Intimidation Mastery
  • Improvisation
  • Grappling

Powers/Abilities:
Pyrokinesis: Kirbi was naturally born with the ability to manipulate Fire in any way, shape or form. With this, she can use the Flames she’s generated in a variety of ways.

  • Pyromancy: Kirbi is capable of using her Fire in mystical ways. This includes performing Spells and Mystic Moves that involves said Fire.
  • Pyrokinetic Attacks: Kirbi is also able to attack her Opponents with her Pyrokinesis alongside infusing Fire into her Body to enhance more physical attacks/moves.
  • Pyrogenesis: Finally—and obviously, Kirb can generate Fire from/into her Hands in order to use it. Alongside regular Fire, she can also create multiple variations of it.
    • Prásinos-Pyrogensis: Considered as the hottest version of Fire around, Kirbi can generate Purple Fire that’ll easily burn her Opponents even if they have Heat/Fire Resistance.
    • Mov-Pyrogenesis: Kirb can generate Green Fire; the second hottest version of Fire that’s usually associated with The Underworld, Hell and/or the concept of Greed.
    • Azur-Pyrogensis: The second-to-weakest Fire around, Kirbi can generate Blue Fire.
    • Pale-Pyrogensis: Kirbi is able to generate White Fire; a powerful and mystical version of Fire considered to be associated with Beneficial and/or Benevolent Concepts.
    • Dark-Pyrogensis: Finally, Kirbi can generate Black Fire; a powerful and mystical version of Fire that’s associated with Malicious and/or Malevolent Concepts.

Limited Crystallokinesis: Alongside her Pyrokinesis, Kirbi is able to slightly control Crystals. Although this is limited when not using her Pyromare or Pyromare Beast Forms, she’s still capable of controlling it in similar ways to controlling Fire.

  • Crystallomancy: Similar to her Pyromancy, Kirbi is able to use Crystals in mystical ways such as performing Crystal-related Spells.
  • Crystallokinetic Attacks: Kirbi is also capable of attacking her Opponents with her Crystallokinesis. However, unlike her Pyrokinesis, she cannot infuse it into her Body.

Rage Form (Pyromare Form): Whenever she’s extremely angry and/or enraged, Kirbi will transform into her Pyromare Form; a Transformation fueled by her Rage where her Pyrokinesis and Crystallokinesis are slightly upgraded.

  • Primordial Crystallokinesis: Kirbi is capable of controlling a stronger and more ancient form of her Crystallokinesis to its complete extent. This means she’s no longer limited and can control Primordial Crystals in any way she wants.
  • Primordial Pyrokinesis: Alongside her Crystallokinesis becoming Primordial Crystallokinesis, Kirbi’s Pyrokinesis becomes Primordial Pyrokinesis within her Pyromare Form. And while it includes everything her normal Pyrokinesis can do, it’s also capable of new feats.
    • Inextinguishable Fire: Whether it’s her normal Fire or her other Fire types, all variations of the Fire that Kirbi’s able to generate is now completely unable to be extinguished by any normal means.
    • Absolute Combustion: Kirbi is able to set anything and everything ablaze even if it’s someone stronger than her. Even those with Fire and/or Heat Immunity are still affected and can still be set on fire by her.
      • Irreversible Burning: Thanks to her Absolute Combustion, Kirbi can burn her Opponent and leave them with a permanent Burn Wound. Even if they possess Regenerative capabilities, the Burn will still remain there forever.

Zenith Form (Pyromare Beast Form): Alongside her Pyromare Form, Kirbi is also able to access a form only when she’s completely reached her limit. This is known as her Pyromare Beast Form and it’s where her Abilities are at the strongest possible point they can be.

  • Omni-Crystallokinesis: Within her Pyromare Beast Form, Kirbi is able to control any, every and all forms of Crystals to its ultimate level. This includes everything in both her Normal and Pyromare Forms alongside an extra capability.
    • Absolute Crystallization: An exclusive Ability on accessible in her Pyromare Beast Form, Kirbi is able to Crystallize everyone and everything she touches. And unless it’s undone by her, it cannot be reversed.
  • Omni-Pyrokinesis: Alongside her Omni-Crystallokinesis, Kirbi possesses the ultimate form of Pyrokinesis that allows her to manipulate any and all types of Fire. And like her Omni-Crystallokinesis, it includes the applications of both her Normal and Pyromare Forms alongside including something new.
    • Absolute Burning: Due to her Omni-Pyrokinesis, Kirbi is able to burn everyone and everything in existence even if someone/something is stronger than her.

Spells:

  • Rain-Burn Blast: With this offensive Spell, Kirbi generates all the variations of Fire she’s currently able to do before infusing them all into one and firing a beam of it at her Opponent.
  • Gemcover: This defensive Spells is where Kirbi uses her Crystallomancy to generate a Crystal Shield around her. The Crystal Shield can take up to 4 hits before shattering.

Summons/Familiars:


Shardnite
: A Crystallo-Pyrokinetic Creature created by Kirbi herself, Shardnite is completely made out of Crystal-Fire and is therefore able to control it with ease. They’re also able to fire a beam of Primordial Light from their mouth alongside generate said Light around themselves to blind their Opponents.

 


Smifi
: A more recent Familiar of Kirbi’s that appears more Humanoid than most Familiars, Smifi is able to use Multicolored Pyrokinesis just like Kirbi. She also possesses immense physical strength and can even minic the voices of others.

Mystic Moves:

  • Firepoint: By focusing her Pyrokinesis directly at her Opponent, Kirbi can unleash a small laser-like blast of Fire at them that’s able to burn a hole right through their body.
  • Shattersky: After shattering any Crystals she’s previously generated, Kirbi ‘throws’ them up into the sky where they’ll then rain downwards and onto her Opponent.
  • Flamewave: Kirbi can generate her Pyrokinesis into her feet and spin/run around to create a surrounding wave of Fire that traps both herself and her Opponent.
  • Jewelshock: By sending a strong Punch at her Opponent, Kirbi can use her Crystallokinesis to also send out a small Crystal shard at the same time. When both attacks hit them, it’ll make them feel like they were both pierced and shocked despite there being no Electricity around.

Ultra Arcane Attack:
Burning Shards: This Ultra Arcane Attack is the only time Kirbi can use/combine both her Pyrokinesis and her Crystallokinesis. With this attacks, she sets her Crystals ablaze before rapidly firing them at her Opponent’s most lethal areas.

Weaknesses:

—Normal Weaknesses:

  1. Despite all of her Powers and Skills, she’s still technically Human and is still prone to injury, exhaustion, pain, sickness and death just like any other Human
  2. Stronger Opponents can match/overpower her
  3. Fast enough Opponents can block and/or dodge her Techniques
  4. She can only use one Technique at a time
  5. Her Regenerative Healing Factor can be overwhelmed by excessively rapid and fast attacks
  6. Completely destruction of her entire body while she’s unable to use her Regenerative Healing Factor will immediately kill her without the chance to regenerate
  7. Despite her Inhuman Flexibility, she’s still capable of dislocating his Joints and/or breaking her Bones if she moves the wrong way
  8. Due to her Instinctive Reactions, she can be tricked into hurting herself because she’s acting on reflex
  9. Objects/Opponents moving at tremendously fast speeds may be too quick for her to evade despite her Instinctive Reactions
  10. Due to her Instinctive Reactions being involuntary actions, she can be “led” by any Opponent capable of learning and predicting her reflexes
  11. If something occurs too quickly and/or too suddenly, she won’t have enough time to improvise
  12. The more Skilled or Experienced an Opponent is, the harder it is for her to improvise
  13. If an Opponent moves too quickly, she may not have enough time to Grapple them
  14. Those with Fire Resistance, Thermal Resistance and/or Fire Immunity are immune/resistant to her Pyrokinetic Abilities
  15. Her Pyrokinetic Abilities may be countered/matched by Water and/or Ice-based Abilities
  16. More Esoteric versions of Fire can completely match/counter/overpower her Pyrokinetic Abilities
  17. Water, Cold and/or Ice-based Magics can counter her Pyromancy
  18. Sounds and/or Vibrations can shatter the Crystals that she created with her Crystallokinesis
  19. Sound and/or Vibration-based Abilities can counter her Crystallokinesis Abilities
  20. More Esoteric versions of Crystals can completely match/counter/overpower her Crystallokinetic Abilities
  21. Sound and/or Vibration-bases Magics can counter her Crystallomancy
  22. Those with Magic Resistance or Magic Immunity are immune/resistant to her Pyromancy and Crystallomancy
  23. Anti-Magic is the perfect counter to her Pyromancy and Crystallomancy

—Weaknesses within her Pyromare Form:

  1. Her Pyromare Form is only accessible whenever she’s angered/enraged. This means that when she’s calmed down, she’ll exit this form and return to normal
  2. Her Pyromare Form makes her incredibly dangerous to everyone around her. This makes her incredibly dangerous to be around for both allies and enemies
  3. While her Primordial Crystallokinesis allows her to control it with much more power over it than before, it’s still not as strong as more powerful/esoteric versions of Crystallokinesis
  4. Sounds and/or Vibrations can still shatter the Crystals that she created with her Primordial Crystallokinesis
  5. Sound and/or Vibration-based Abilities—especially Primordial Sounds and/or Primordial Vibrations can still counter her Primordial Crystallokinesis
  6. While her Primordial Pyrokinesis allows her to control it with much more power over it than before, it’s still not as strong as more powerful/esoteric versions of Pyrokinesis
  7. While her Fire is no longer extinguishable within her Pyromare Form, it’s still vulnerable to being countered by Water and/or Ice-based Abilities, especially Primordial Water and/or Primordial Ice
  8. Although she’s able to combust everyone/everything and permanently burn them, said Burns can be healed by those possessing the highest form of Regeneration possible

—Weaknesses within her Pyromare Beast Form:

  1. Her Pyromare Beast Form is only accessible when she’s finally lost it. This means that when she’s calmed down, she’ll exit this form and return to normal, although this is much harder to do by proxy in contrast to her Pyromare Form
  2. Her Pyromare Beast Form makes her extremely dangerous to everyone around her; even more than her Pyromare Form. This makes her incredibly dangerous to be around for both allies and enemies

—Weaknesses relating to her Spells:

  1. All of her Spells require Mana. This means that if/when she runs out of Mana, she’ll no longer be able to use said Spells until her Mana’s been replenished
  2. Fast enough Opponents can block and/or dodge her Spells
  3. She can only use one Spell at a time
  4. Those with Spell Immunity are immune to all of her Spells
  5. Muting her and/or covering her mouth will prevent her from using her Spells
  6. Those with Fire Resistance, Thermal Resistance and/or Fire Immunity are immune/resistant to her Rain-Burn Blast Spell
  7. Her Rain-Burn Blast Spell can be countered by Water and/or Ice-based Spells
  8. As mentioned before, her Gemcover Spell can only take up to 4 hits before shattering
  9. Sounds and/or Vibrations can shatter her Gemcover Spell with ease

—Weaknesses relating to Shardnite:

  1. Due to being a Crystallo-Pyrokinetic Creature, Shardnite is vulnerable/weak to Water, Ice, Cold, Sound and/or Vibration-based Attacks
  2. While they can’t be physically controlled/manipulated by anyone outside of Kirbi, they can still be verbally manipulated by others
  3. Due to their overprotectiveness of Kirbi, they can be extremely aggressive around newcomers. This makes them a potential threat
  4. Primordial Darkness can counter the Primordial Light they generate
  5. Those with Photokinetic Immunity may be immune to their Primordial Light Beam

—Weaknesses relating to Smifi:

  1. While she can’t be physically controlled/manipulated by anyone outside of Kirbi, she can still be verbally manipulated by others
  2. Due to her overprotectiveness of Kirbi, she can be extremely aggressive around newcomers. This makes her a potential threat
  3. Those with Fire Resistance, Thermal Resistance and/or Fire Immunity are immune/resistant to her Multicolored Pyrokinesis
  4. Her Multicolored Pyrokinesis can be countered by Water and/or Ice-based Abilities
  5. More Esoteric versions of Fire can completely match/counter/overpower her Multicolored Pyrokinesis
  6. Her immense physical Strength doesn’t make her Invincible or Invulnerable; she can still be match or overpowered by those stronger than her
  7. Despite immense physical Strength, her simply relying on Brute Force is never a decent strategy
  8. Despite immense physical Strength, she can be countered by a stronger force, thus leaving her vulnerable
  9. Muting her voice and/or covering her mouth will stop her from using her Vocal Replication
  10. Voices that are too high or too low in Sound Frequency may be impossible to replicate and/or cause considerable strain on her Body
  11. In order to use her Vocal Replication, she has to hear the sound/voice/noise

—Weaknesses relating to her Mystic Moves:

  1. Similar to her Spells, all of her Mystic Moves require Mana. This means that if/when she runs out of Mana, she’ll no longer be able to use said Mystic Moves until her Mana’s been replenished
  2. Fast enough Opponents can block and/or dodge her Mystic Moves
  3. She can only use one Mystic Move at a time
  4. Those with Fire Resistance, Thermal Resistance and/or Fire Immunity are immune/resistant to her Firepoint and Flamewave Mystic Moves
  5. Both her Firepoint and Flamewave Mystic Moves can be countered by Water and/or Ice-based Attacks
  6. In order for her to effectively use her Firepoint Mystic Move, she must directly aim at her Opponent
  7. Sounds and/or Vibration-based Attacks can counter her Shattersky and Jewelshock with ease

—Weaknesses relating to her Ultra Arcane Attack:

  1. Due to the attack being an Ultra Arcane Attack, she can only use Burning Shards once before needing to rest/regain all of her Mana

Backstory: N/A (For now; will write later)

Extra Info:

  • She’s 5’6 in height.

Theme: Fever

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