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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Jul 16, 2018 5:31 pm

Rupudska wrote:
Zarkenis Ultima wrote:
The number of characters is nearing 60, so frankly, it would be easier if you offered options so I could tell you if they're taken or not :P


Anything specifically to do with light manipulation, perhaps?


We do have a couple of characters with related powers at the moment, Renata Martinez and Tommy Towers. Though, if you can put enough of a twist on your character to make it different from them, it shouldn't be an issue.
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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Jul 16, 2018 8:19 pm

Aaand the archive has been updated. Can't be bothered to make detailed notes this time around, but added a bunch of characters as well as the two new races and the new country, and removed Cody as per the player's request. Also updated the Birthday Calendar.
Last edited by Zarkenis Ultima on Mon Jul 16, 2018 8:20 pm, edited 1 time in total.
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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Tue Jul 17, 2018 12:27 am

Name: Clara Mason; aka "Binah."
Age: 19
Gender: Female
Race: Human
Appearance:
Image

Young Blood?: No (Weirdo Clique)
Bio:
Clara Mason always hated that she never had natural superpowers like many of her friends. She wasn't always the fastest, or strongest, maybe not prettiest, but she was always the most determined and one of the smartest out of the small group of friends that she had throughout middle school. Still upset by the lack of her powers that were having a number on her popularity, Clara gladly asked her parents to order her a book she found online — one which she was better off not reading at such a young age.

But her parents, as gullible as they were, bought it anyways. So, at the age of 12, Clara found herself with a rather large book on Chaos Magic, one which her parents laughed off as nothing more than a piece of "emo garbage." But Clara read it anyways, soon finding out about the dark history of the book and the powers contained within it as she binge read it, taking in as much information as she could on nearly every aspect of the dark and selfish art of Chaos Magic confined within the pages. As she read it, she began to change the more she read, hanging out less with her friends and more with herself, where she found herself experimenting with basic spells of Chaos Magic whilst keeping to herself, desperate on finishing the book. By the time she'd ended the book she felt as if she knew nearly every aspect of Chaos Magic, but really had only scratched the surface — for the book mentioned that the true way to find the limits of one's power in the art of Chaos Magic would be through self-discovery and experimentation, not through reading the pages of an old book.

And, so, she set out to complete her studies herself. By 16, when she'd met Johnny Swift and fallen for the young speedster, she was also casting powerful new Chaos Magic spells, memorizing hand motions and phrases in the ancient language to experiment with the extent of her powers. But, deep inside her, she also felt a longing to get back out into the real world, to put aside the magic for one moment and focus on what was in front of her now: love. Her desire to learn more about the secrets around her often clashed with her desire to stay with Johnny, but the boy would get in trouble too much — while she would learn about the ethics of using her powers for good at Thomsen High, Johnny would find himself getting into trouble, which drew suspicion from her parents and her friends on her apparent boyfriend. As much as she loved to stay with Johnny, the speedster was becoming more of a liability to her and her training in Chaos Magic and popularity, and thus she had to make the heartbreaking choice of leaving him to focus on her studies.

A year later, Clara suddenly met Keith Westwoods out of the blue, a quiet and reserved boy who also held a dark secret himself: he too was a practitioner of Chaos Magic, albeit to much less of an extent that Clara had. Clara would find that Keith led the Weirdo Clique, a trio of like-minded individuals who looked out for one another and kept to themselves in the otherwise harsh environment of Thomsen High. After joining the Weirdo Clique, Clara would find herself involved in the escapades of a group of people who she could truly call friends, though still found herself with that desire to go out into the "real world" that she'd so desperately wanted after she left Johnny.

Her desire to reunite with Johnny conflicted with those of Keith, who would consistently insist to her that her presence was needed for the execution of a Chaos Magic ritual that, somewhere in the back of her mind, Clara knew was the secret to unlocking the full extent of her Chaos Magic abilities, and the secrets she so desired from the beginning.

Powers:
  • [Chaos Magic]: Compared to the rest of the Weirdo Clique, Clara is a rather adept practitioner of Chaos Magic, a dark and rather selfish form of magic whose spells allow for the warping or manipulation of reality around the user. Although Clara herself has barely scratched the surface of her potential, the Chaos Magic that she does know so far makes her ability a rather versatile one, and includes the casting of various offensive and defensive-based spells (like blasts and shields/constructs), creating vivid illusions for her foes, picking up objects from afar, and transmutating objects, such as when she turned a car into ravens. This ability does, however, carry several drawbacks.

Limitations:
  • Offensive spells require a direct line of sight on the target.
  • Defensive spells are only limited to the user and his or her surrounding area.
  • Transmutation requires Clara to have physically touched the two target objects before, such as a bird and a car.
  • Only one spell is capable of being used at a time. In other words, Clara is not capable of using two different spells at the same time.
  • Chaos Magic spells require both hands to be used if a spell is to work.
  • Chaos Magic spells require vocalization if a spell is to work.

Weaknesses:
  • [Pacifist Route]: Clara is a natural pacifist, who has made a personal vow to never use her powers in any violent manner except for self-defense.
  • [Energy-dependent:] The strength of Clara's Chaos Magic is dependent on her physical energy, which in turn is dependent on the finite pool of chaotic energy that she draws from when casting spells. The two work in unison — if Clara is exhausted, so will her energy reserves be. If Clara continuously casts spells without taking a breather, she will find herself becoming tired.
  • [The Words and Hands]: A Chaos Magic spell is cast both by voice and by hand motion; whether it be a whisper or a shout, if Clara does not vocalize her spell, it will not work. Conversely, if she does not move her hand in the correct manner, this would lead to casting the wrong spell.
  • [Only Human]: Clara is only human, at the end of the day, and is just as vulnerable and delicate as any regular human without her powers.

Likes: Classical music, 80s movies, the color purple, Johnny Swift, obscure geopolitical history
Dislikes: Fast food, pop music, motorcycles, not having natural superpowers

Additional Information (Optional; remove if unused)-
Birthday: April 12
Theme song: Hey You
Favorite food: French Fries
Greatest fear: Getting a spell wrong





Name: Keith Westwoods; aka "Keter"
Age: 20
Gender: Male
Race: Human
Appearance (pics if possible): Seems familiar...

Image


Young Blood?: No (Weirdo Clique)

Bio:
Born and raised in rural Maryland, Keith, as an only child, carried a vibe to him that his parents could never truly get. The boy would often keep to himself and his studies and was quiet, to the point where some teachers in school would often forget that he was even in class. A quiet, selfish demeanor and hidden raw telekinetic strength only drove him further and further away from his squabbling parents, who often argued with him just as much as they argued with each other. One day, though, Keith snapped, unleashing his strength on his family unintentionally, the results of which drove him further and further away from his family and more to a self-dependent lifestyle.

His parents put him through as many boarding schools for "gifted youths" as they could in an attempt to suppress their son's abilities. It was during his time in one of these schools that he met Gabriel Queen, a boy his age who could manipulate his body in ways Keith had never seen before. The two-like minded youths were lucky enough to enroll into an interstate program, where they were given the opportunity to transfer to the prestigious Thomsen High, a school in San Diego specifically for youths gifted with such powers. His parents relocated to San Diego due to the move, his father using the rather bloated family inheritance fund to buy a home in the city of their son's new school, though found themselves outside and away from the house more than their son was.

Keith and Gabriel would later meet Thelma Graves, another like-minded person who introduced them to the mysterious art of Chaos Magic, a selfish and dark form of magic that the trio would become obsessed with. Taking the pseudonym of Keter and giving Gabriel and Thelma the names of Yesod and Malkuth, respectively, Keith formed the Weirdo Clique, a group of his friends dedicated to unlocking the true mystery behind Chaos Magic and the power within. Although they would find themselves unable to move to the next level of their studies, Keith would later find the metaphorical key to the next level in the form of Clara Mason, a rather powerful Chaos Magician and the newest member of the clique.

From then on, the Clique would continue their studies on the occult, preparing for their chaos magic ritual while they did so.


Powers:
  • [Telekinetic Force Manipulation]: Keith is capable of harnessing his mental energy into generating raw telekinetic force. As a result, his applications are not as diverse as others, being limited to object handling at most, but, in return, what is lost in telekinetic dexterity is gained in sheer overwhelming power. Keith can easily crush and destroy brick walls with his mind, throwing away objects and people alike or simply ripping reinforced doors down, and can incapacitate opponents at close range by "squeezing their heads." His telekinesis is primarily destructive, sacrificing controlled damage for raw damage.
  • [Chaos Magic]: Although not to an extent as Clara, Keith is knowledgeable in the art of Chaos Magic, using it primarily to execute Chaos Magic rituals alongside the rest of the Weirdo Clique.

Limitations:
  • Unless he is executing an AoE attack, Keith requires eyes on the target for his telekinesis, meaning he cannot crush an object that he cannot see.
  • Keith's abilities are destructive and uncontrolled, at best, meaning he must pick specific targets if he is to limit collateral damage or accidental team damage.
  • Keith's Chaos Magic requires proper vocalization and hand movements if they are to work.
  • A sober, calm mind is required for the best, most controlled effect of his telekinesis.

Weaknesses:
  • [Bloody Noses]: Extensive use of his mental abilities will give Keith nosebleeds, and cause him to become nauseous and disoriented, which further decreases the effectiveness of his powers.
  • [Only Human]: At the end of the day, Keith is only human, and carries all of the weaknesses that other humans have.

Likes: Gregorian chants, rap music, expensive designer clothes, shiny things, his van
Dislikes: His parents, headaches

Additional Information (Optional; remove if unused)-
Birthday: October 31
Theme song: J'OUVERT
Favorite food: Steak done well done
Greatest fear: Losing his friends
Last edited by Turmenista on Sat Nov 10, 2018 7:24 pm, edited 5 times in total.

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Finland SSR
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Posts: 15310
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Tue Jul 17, 2018 9:21 am

Rupudska wrote:
Zarkenis Ultima wrote:
The number of characters is nearing 60, so frankly, it would be easier if you offered options so I could tell you if they're taken or not :P


Anything specifically to do with light manipulation, perhaps?

Already taken by best human girl. ;)
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The Rebel Alliances
Postmaster-General
 
Posts: 11812
Founded: Jan 18, 2013
Ex-Nation

Postby The Rebel Alliances » Tue Jul 17, 2018 2:38 pm

The Orphan Kids


The kids who now inhabit the child hood home of Alexis Cain share only that they none of them no longer has anyone to ensure a safe home for them. Though various circumstances they have all taken shelter in the abandoned home and made it their own. Kyle the eldest by a single year has made himself the 'guardian' of the group of kids at only 11 years old. He is helped by Tyler(10), Isabella(10) and Marcus(9) to help look after Sarah the youngest at only six years old. Kyle has been an orphan as long as he can remember, and despite his age has experience in surviving on the streets. Be it begging, stealing or knowing where to hide or sleep. He still bears the scar when he was caught stealing and was unable to escape his pursuers. This experience has made him older beyond his years and he sees himself as the protective older brother of his 'siblings'. Isabella is the daughter of migrant workers from Mexico, whose parents were killed in a random shooting as they lived on the bad side of town. Her remaining family far off in Mexico she ended up on the streets and soon after met Kyle. Tyler was on a family trip to San Diego from New York only for his parents to abandon him and leave. Marcus ran away from his abusive uncle who he was living with after his single mother died of cancer. As for Sarah, no one knows where she came from, she never talks about it herself.

For all of these kids, their lives changed when the world forgot about them and they became orphans of San Diego. But their lives changed a second time after they met Alexis Cain, an original resident of the home they have taken shelter in. Alexis herself has taken a liking to these kids. Appointing herself their stand in mother/guardian and doing her best to ease as much of the burden as possible from Kyle. However, Alexis has involved herself in a dangerous life which could threaten the safety of the kids further. And while she will do anything to protect them, she knows that she cannot live with them 24/7 as that would only draw more attention to them from enemies trying to get to her. So now it remains to be seen if the lives of these children will change for the better now that a up and coming vigilante has taken them under her protection and what effect these kids will have on shaping Alexis herself. Will these children help bring about some salvation for the condemned vigilante known as Vendetta? Or will Alexis' involvement with the orphans end in tragedy?

Image
From Left: Marcus, Kyle, Isabella and Tyler


Image
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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Tue Jul 17, 2018 5:37 pm

Name: Ragnhild Olvirsson | Mirage
Age: 18
Gender: Female
Race: Human / Icelandic
Appearance (pics if possible): hay
Young Blood?: Yes
Bio(Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):
Powers:
  • [Miragic Teleportation]: "Simply put, as long as an object is within a certain distance (depending on the atmospheric temperature), exposed to the same light as myself, and is less than approximately three metric tons in mass, I can 'teleport' a copy made of solidified light to my current location. Changes in the light after 'teleportation' have no effect and the item can last for up to twenty four hours, depending on the amount of ambient light at my location at the time of creation."
  • [Mirage Telekinesis]: "As long as it's in the air and does not hit anything massive, I can telekinetically control my light constructs."
  • [Expert Gun Combatant]: "I am well skilled with almost any firearm, though I do have a few preferences."

Limitations:
  • "The nature of my only real 'superpower' is such that my item teleportation range is significantly curtailed indoors (for obvious reasons) and at night - furthermore, the items I create at night last an hour at best.
  • "Any items summoned are summoned rather close to myself, so if I create very large items, I can accidentally crush myself or others if I'm not careful."
  • "Once an item comes in contact with anything more massive than twenty kilograms, I lose telekinetic control. I also have to 'catch' it telekinetically in the air first, and with heavy objects that can be difficult."

Weaknesses:
  • [New Moon Darkness]: "Obviously, I cannot do much if it is completely dark."
  • [Mortality]: "I am only human, after all, and while my firearms skills are impressive, they are not superhuman by any means."

Likes:
Dislikes:

Additional Information (Optional; remove if unused)-
Birthday:
Theme song:
Favorite food:
Greatest fear:
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Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Zarkenis Ultima
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Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Jul 17, 2018 5:42 pm

Just for the record, the alias Mirage is already taken by the character Nile Canaan.
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The Knockout Gun Gals
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Posts: 4927
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Tue Jul 17, 2018 11:32 pm

Zarkenis Ultima wrote:Here's a mission app for a fairly big (albeit optional) arc I'm planning for not too long down the road. Since it involves some important surprises I'd rather not reveal, the summary's a bit scarce, but I tried to give enough details that aren't top seekrit :P

Mission Title: Shadow Heist/Night of Chaos
What heroes would be involved, if any?: Icarus, possibly; anyone who wishes to participate is welcome.
What Villains are involved, if any?: The Cabal will serve as the main antagonists.
Location(s): San Diego
What is the heroes’ objective, if any?: During the first phase, stop the robbery. During the second phase, restore order in San Diego.
What is the villains’ objective, if any?: Steal the chemicals, distribute them and disrupt order within the city.
Quick Summary: Members of the secretive group of teenage criminals who call themselves the Cabal have finally decided to make their move, after a long period of preparation. Their target: A large facility belonging to a powerful corporation renowned for its unique and very expensive products. Their objective: Extract a wealth of dangerous chemicals stored within the facility and take them to an undisclosed location for later use. The heroes of San Diego try to stop them, but through meticulous planning, flawless execution and an apt distraction to cover their entrance and exit, the Cabal manages to get away with their prize.

Once the goods have been secured and a period of lying low has elapsed, the second part of the plan is enacted: the Cabal begins distributing the chemicals throughout San Diego in order to make a cryptic statement, and the city is plunged into chaos as a result, the forces of law and order finding themselves quickly overwhelmed and in dire need of assistance as the crisis grows. Will the city's fall carry the name of the Cabal far and wide, or will the heroes of San Diego be able to stop the Cabal's schemes this time?


This mission is official now, now with the Cabal showing their face?
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Jul 17, 2018 11:41 pm

It's pretty close now, Knockout, but I wouldn't really call it officially on-going until the Cabal starts making their move on their target.
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The Knockout Gun Gals
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Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Wed Jul 18, 2018 12:03 am

Zarkenis Ultima wrote:It's pretty close now, Knockout, but I wouldn't really call it officially on-going until the Cabal starts making their move on their target.


Okay.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

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Zarkenis Ultima
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Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Jul 22, 2018 5:31 pm

Archive update. Added Clara and Keith to the character list, added Alex to the team list, added Clara and Keith's birthdays to the calendar.
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Segral
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Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Mon Jul 23, 2018 8:28 am

The Reflection: The Land of Glass


Life is a mirror and will reflect back to the thinker what he thinks into it.

-Ernest Holmes


Welcome to The Reflection, the land beyond mirrors. A mirror is something that exists in every home, something that is created both naturally and artificially in every corner of Earth and other worlds, something that we see ourselves in, see the world around us in. It can help us, inject us with confidence, improve the way we appear, tell us things we didn't notice about ourselves. But while it can be a friend, it can just as easily be a foe, destroying what we think of ourselves, teaching us to hate ourselves, and make us obsessed with ourselves. Indeed, a mirror is a complex and intricate tool, capable of revealing so much by only showing us things we already see. But there is another side to a mirror, one beyond the reflected world they hold the facade of.

Mirrors are fickle things, and can only be opened with magic, power over portals or mirrors, or an indomitable will. If one brings a specific type of magical power upon a mirror, either artificial or natural, it will seemingly melt upon itself, and create a thick whirlpool, a vortex that leads you to the Reflection. As well, those with the power over portals and mirrors also have the ability to explore the mirror realm, although they may not open the gates as easily as a magician. However, even regular man may open up the portal to the Reflection. With a strong will, mind, body, and heart, a man may stand in front of a mirror and cast all their energy into opening the portal. Only the very strongest of men may do this, everyone else is doomed to fail.

Once you step through the gate to the Reflection, your mind will be overwhelmed by the sheer light that emanates, a final safeguard meant to overwhelm and destroy the weak-minded or weak-hearted that stumble through on accident, without a recognition of what is to come. But once your body and mind awake, you will be greeted with a sight you will never believe.

It's your world.

Yes, your world. But it is not your world entirely. Everything is made out of pure glass. The buildings, the people, the sky, the ground, even the trees, all made of glass. Each shine a color, the pigeons chirping blue, the church bells sending arcs of gold, the trees right kaleidoscopes of color, each branch and leaf radically different. Several mirrors are designed to inhabit a small fraction of the world, or rather a reflection of it, in a small, gated community that is connected to all other gated communities. Things in the reflection constantly change in real time, things disintegrating and reforming and destroying and creating, some slow, some fast. When a vase breaks on Earth, it breaks in the Reflection. When a building is built on Earth, it slowly builds in the Reflection. But as you spend time in the Reflection, as your mind accustoms to it, you realize the dire straits it's in. It's broken, beyond belief. In space, it is whole, but in time, it is shattered. Buildings that burned down 50 years ago still stand whole and new, while trees that still stand today are reduced to stumps. Some people move as if they are walking in low-gravity, some have their movements sped up as if on a forward-play button. The clock-tower that stands in every little mirror hub is different, and moves differently, meaning that there is no sense of cohesiveness between the areas of the Reflection.

The people and living things of the Reflection, The Glassed, are not ones of power, not ones of strength, they are puppets, faceless individuals meant to mimic the creations of Earth. Their minds are dull, their minds are undeveloped. They cannot feel emotions, they do not have autonomy over what they do. They remember what it means to be a Glassed, they have a vague understanding of the world around them, they still believe in the world and strange happenings around them, but that is it. They are but mere pawns, playthings, every living thing.

The Three Powers of the Reflection have kept the world hidden from the Earth and other worlds, by using the facade of a mirror, only showing things predictable, already seen. And even those who have stumbled through are deemed insane and untrustworthy upon return, assuming that they do. But more and more are beginning to reach that plane of reality, and more and more are beginning to realize mirrors for what they truly are.




The Three Powers of the Reflection (NPC)

Race Name: Power of the Reflection
World of Origin: The Reflection
Territories: They are incorporeal, in essence, they are the Reflection, and any portal to the outside realm.

Race Appearance: Um...it's kind of hard to find an image of an incorporeal being that personifies a realm of existence, they don't even have an appearance. They can become corporeal forms, but those will be detailed in their own separate descriptions.

Description/Lore: The Reflection, and the Three Forces symbolize the three elements that made a reflection; the light, the imagery, and the way only images were portrayed through reflection. It was created to be a storehouse, a library, recording every event in the universe, past, present and future, to act as a placeholder in case the universe was decimated. And the Three Forces were its librarians.

At first, the three forces spent their entirety keeping the Reflection alive, whole, even if it could never be patched together in time, an accident caused by the force of the Big Bang. Indeed, the Reflections was perfectly whole until then, when the Disruption, as it's known in the Reflection, occurred.

However, problems began when the first life forms began to stumble upon the portals leading into the Reflection, which would randomly crop up in areas with high amounts of action and energy taking place. The Reflection was still a place still made entirely of water, for still pools of water acted as gateways to the Reflection. Through those pools of water, one could see the entirety of the area of the Reflection that the portal lead to, and many began to go mad with the discovery, leading to internal conflict among living things. To protect the Reflection from prying eyes, the Three Forces turned every portal into a mirror, only showing the viewer themselves and the environment around them. And it worked for millions of years.

It's been eons since the Reflection was hidden, and the Forces have carefully watched over the shattered realm for all that time, watching it transform from salt and water into metal and glass, watched new things be born and others die, they've seen, heard, touched, smelt, and tasted everything of the Reflection. They've used their powers tirelessly to create and destroy the Reflection to keep equilibrium, eyes on all corners of the universe. But they now face a new threat. Since the Middle Ages, and even before that, since ancient times, people have attempted to break into the Reflection, beginning with a young Ancient Greek man with a powerful will, who had a misbelief that there was something beyond his mirror. Since then, countless have gone in and come back, and more and more rumors of the Reflection are spreading. In the Middle Ages, "drifters", as they were called, were seldom found, but in the 21st century, thousands have fallen in, putting the Reflection at risk of being discovered and exploited by humanity, and countless other races. They've done their best to keep the outsiders out, but The Forces are now left at a difficult crossroad; let the secrets of the Reflection be given to all living things, or choose to silence the revolution coming ahead.

Race Powers:
  • Immortality: So long as they remain incoproreal and The Reflection still exists, they will live.
  • Body Shifting: They can remain incorporeal forms of pure power, or they may cut their power to a fraction and assume a living body, allowing them to preform certain tasks easier.
  • Domain Warping: Can move freely between the Reflection and the existent universe.
  • All-Sight: As incorporeal beings of The Reflection, they can see all four corners of the universe. This allows them to keep tabs on the universe so that they may ensure that the Reflection is working properly
  • Knowledge: Not only do they know of what is happening in the universe, they know of everything from the past, present, and future. It is this knowledge that is the framework of the Reflection.
  • Mirror Masters: Their main power. In essence, a Power has complete control over a single aspect of the mirror, the three being light, imagery, and visual restriction. They have extremely powerful, near absolute control over this single aspect, and when they combine their powers, they gain full control over mirrors of all types.

Race Limitations:
  • Corporeal Form: As mentioned before, while they are enormously powerful in their corporeal state, they only hold a tiny fraction of their true potential. As a result, they are mortal, meaning they are as durable as regular humans, and while they still possess the same ultimate mastery of mirrors, many other powers have been weakened severely, such as All-Sight.
  • Body Shifting: They can only shift forms while inside The Reflection, where the source of their power lies. Doing so in any other area of the universe is impossible.
  • Single Aspect: Each Power is restricted to only one aspect of the mirror. While they can affect other aspects with their own, they can only have control over their aspect, and no others. For example, a Power that is the Power of Light may not control imagery, for it is not their own.


Race Weaknesses:
  • Corporeal Form: They can be killed in their corporeal form quite easily, although it depends on the body they inhabit. Many weapons, abilities, or magical powers can easily defeat them.
  • Reflection Power: When in a corporeal body, the longer they stay away from the Reflection, the weaker they become. If it's just a few days, nothing will happen, but if it's weeks or months, they will begin to deteriorate.

Additional info: The three have their own distinctive personalities, which will be revealed.


Name: Lux
Age: Ageless/???
Gender: Male when Corporeal
Race: Power
Appearance: This.
Young Blood?: Nope

Bio: See Power App for Details

Powers:
  • Power Physiology: Has the powers of all-sight, domain warping, supreme knowledge, etc. that come with being a Power of the Reflection and being its driving force.
  • The Power Of Light: Lux's mirror element is light. Specifically, he controls the photon rays that bounce off particles. He can rebound and redirect the movement of photons, concentrating them or dispersing them to, in essence, "move" light. This power is very simple, but extremely powerful.


Limitations:
  • Limitations of A Power: Shares limitations with the other three Powers.
  • Photons: He can only redirect and cluster photons, meaning he can concentrate and shift light, but he can't create more or drain an area of light, nor can he do much flashier aspects. Simple, and true.


Weaknesses:
  • Power Weaknesses: Shares weaknesses with other powers, pretty self-explanatory.
  • Light And Dark: His powers can easily be countered by those with powers over light/dark, as he can't really create more photons to give him more of an edge.


Likes: The Reflection, light, glass, jewelry, human boxing, Russia, stars
Dislikes: Drifters, darkness, water, water bodies, nudity, asteroids, Nullum


Name: Imagini
Age: Ageless/???
Gender: Female When Corporeal
Race: Power
Appearance: This.
Young Blood?: ...Really?

Bio: You know where to look.

Powers:
  • Power Physiology: Has the powers of all-sight, domain warping, supreme knowledge, etc. that come with being a Power of the Reflection and being its driving force.
  • The Power of Image: Imagini's element is control over images and pictures. Basically, she can create and destroy images, pictures, reflections, or any form of still or moving image. This allows her to create mirages, distractions, confusions, anything.


Limitations:
  • Limitations of a Power: Self explanatory
  • Two Dimensions: She can only control two-dimensional pictures. Any 3-D models, sculptures, pop-outs? Nope.
  • Fragile: The images are actually quite fragile, and can be broken with a few punches from a regular human.


Weaknesses:
  • Power Weaknesses: Self-explanatory. Shares weaknesses with other powers.
  • Brute Firepower: Imagini's power relies on the art of imagery and illusions. As a result, this doesn't give her much in the way of offensive power, leaving her prone to brute forced attacks.


Likes: The Reflection, images, pictures, reading, observation, quiet, dreams
Dislikes: Drifters, sculptures, geology, war, stupidity


Name: Nullum
Age: Ageless/???
Gender: Fluid when Corporeal
Race: Power
Appearance: This.
Young Blood?: ...?

Bio: Read the Power app, lazy person!

Powers:
  • Power Physiology: What it says on the tin.
  • Restriction: Nullum as the ability to actively block out any sensation except sight in an object. This inclludes living things, media, food, and many other areas. There is only visual senses intact, no auditory, olfactory, tactile, or gustatory senses. This is permanent on anybody who cannot resist it.


Limitations:
  • Power Limitations: What it says on the tin.
  • Quantity: In a coporeal form, the sense-disablement can only eb directed towards one object a time, and even in incorporeal, they have a limited area.


Weaknesses:
  • Power Weaknesses: Shares weaknesses with other powers.
  • Brute Firepower: Like Imagini, Nullum's powers aren't offensive, and can be overcome with powerful offensive attacks. If put up in these scenarios, he's a sitting duck.


Likes: Arguments, The Glassed, sight, androids, comets, secretiveness
Dislikes: The Reflection, loud noises, intelligent beings, stars, Lux





Known Reflection Geography

The Glass: The Reflection is primarily made of colored glass, the material out of which most of the mirrors in the world are made of. This glass is pure, unadorned glass, no jewels or minerals encrusted in the plates, and is quite opaque, reflections coming back foggy and milky. Each structure or thing shines its own color, making almost a kalidescope of different colors, from black fish, to brown and green trees, to the cyan of smoke, they all glimmer and shine. Upon touch from anything, it bends and warps slightly, rippling, but remaining its shape. However, the most impressive part of the Glass is the thing it shows; history.

Upon sight by the naked eye, one can see mirages, shadows, indistinguishable shapes moving through the individual panes and blocks of glass. If one strains with their ears, they can faintly hear indistinguishable, strange noises, echoes, and fragments of sound echoing off the glass. To explore further, one must do the same things they did to reach the Mirrorworld; cast a spell, use a power, fight with every inch of will they have, before reaching out and touching the glass. They will then experience a vision beyond any memory they ever had; a complete history of the object, past, present, future, with their sight, hearing, taste, smell and touch. The whole memory would take centuries, so the actual snippets are placed all around the actual object in the form of panes, each containing their own snippet of the memory. The same goes for the Glassed counterparts of humans, touching them can reveal what happened and what will happen to a person.

It's quite vivid.

The Water: The water is a much older material used in the recording of the universe, being as some of the first portals were made of water. Before the first water was created and pooled, the Reflection was completely closed off, and the interior was completely made of shimmering light, bouncing around and warping and shifting. Once pools of water came to be, everything changed, the entire Reflection suddenly transformed into floating worlds of pure, untainted water.

The water is now much rarer in the reflection, now used almost exclusively in nature and the wilderness as a reflection, in places with no civilization or enhanced tools and technology. However, those who have gained fleeting glances are amazed by the splendor. The water forms solid, three-dimensional structures, quivering and shaking as if they could break at any moment. They reflect and shine different colors, bright light shimmering and emanating off of them. They make no noise, they reveal nothing, they just contain pure, blissful, silence.

Tiny white swirls of froth circle and swim through these structures as they sway, and these are what contain the memories of the world they form. But instead of giving whole memories, they only give memories of a certain aspect of the world. Some froth only show the weather, some only show the topography, some only show people and living things, some even show only births and deaths of that location. Whatever the case, the memories they show are but fragments, imperfect.

The Salt: The final known material of the Reflection, salt, is actually quite rare and not much is known about it. Salt comes from natural salt flats, caused by water evaporating and leaving behind beds of salt and minerals. Salt is also a much older material than glass, although water still remains the known original element.

The salt is much less grandiose and spectacular than the other two materials, with the world it recreates usually being wilderness and rugged desert surroundings. The salt forms a clogged powder, almost like a single solid structure, a pure grayish-white with a dull radiance to it. It is shifting and loose, like the sand it recreates, and it seems to blow away and spin away at random, collapsing and reforming.

The visions and sounds visible by the naked eyes and ears however, are a stark contrast to the stillness of the water. In fact, the images visible in the salt are quite clear, the powder shifting in patterns that replicate certain objects and events, the sounds contained in those memories quite audible, so much so that it's quite the clutter wherever you walk. But once you finally read the memories fully, you realize that these memories are actually quite strange. Instead of long, continuous memories, they are recorded as a series of blurry, unfocused snapshots, images, that give you only a basic picture of what the memories contain. They are interspersed with bursts of color and and occasional strong sensory stimuli, as if the memories are as broken as the time the Reflection operates on.




The Inhabitants of the Reflection

Race Name: The Glassed/Watered/Salted
World of Origin: The Reflection

Territories: The Glassed inhabit the Glass areas of the Reflection, the Watered inhabit the Water areas, and the Salted inhabit the Salt. Pretty straightforward.

Race Appearance:
Image

Image

Image


It's important to note that these are only the human forms of the three entities. In fact, every living thing has its counterpart, so many look different than this. This is just a general idea of what a Glassed, Watered, or Salted Human would look like.


Description/Lore: The three known entities, the Watered, Glassed, and Salted, are meant to replicate the three known materials that make up the Reflection; glass, water, and packed salt. At first, they only existed as the Enlightened, which were large bursts of light meant to replicate the bouncing atoms and strange extra-terrestrial workings of the universe. However, as modern-day "mirrors", formerly open portals to The Reflection began to appear, the materials of the Reflection rapidly changed, becoming water and other substances.

The Watered were the first known creatures to be brought into life, replicas of living things created out of pure water, the same water that made up the environment. They roamed the Reflection for years, erratically mimicking the happenings of the external universe. Eventually, the first salt pans were naturally formed, and the Salted were brought into existence, the exact nature of the entity depending on its proximity to a Reflection Portal.

As time went on, advanced civilizations developed, and began to create their own portals to the Reflection, only to have them abruptly closed off. Most involved polished metal, shining fabrics, and of course, glass mirrors, leading to the creation of the Glassed, the primary inhabitant of the Reflection. But besides those human made materials, other life forms have created their own forms of reflection, so much so that it is impossible to judge how many types of dwellers exist within the Reflection, out of materials we don't know a thing about. Only time will tell.


Race Powers:
  • Memory Possession: Much like how using powerful abilities on an object in the Reflection yields the entire past, present, and future of that object, the same can be said for the inhabitants. Using magic or superhuman abilities on the inhabitant that reflects a real-world counterpart, one can see everything that has happened and will happen to that real-world counterpart.

  • Body Transmutation: Natural or artifical mirror portals only lead to a certain amount of area, as other mirrors link to other areas. One floor of a house may be all glass, but the second floor is another area entirely. Or, if one walks through a natural area with a water mirror, while holding a mirror, glass will creep through the area of water in the Reflection. To cope with this, when crossing these boundaries, known as Transfer Lines, the dwellers will shift between materials automatically, without any effort or strain.

  • Mimicry: As the inhabitants are meant to copy the actions of the real universe, they have perfect mimicry over their individual, albeit slightly imperfect. If you walk, they will walk. Jump, they will jump. Kill, they will kill.

Race Limitations:
  • Mimicry: However, their Mimicry is a double-edged sword. While it allows them to copy and mimic actions, it means that they are forever limited to only copying those actions. Meaning, they cannot take any action of their own accord. As well, it's only limited to a single person for their entire existence.

  • Stuck: While life forms may wander into the Reflection, the contrary is not true for the inhabitants. They cannot leave the Reflection in any way, shape or form, they are permanently located inside the realm, forever.


Race Weaknesses:
  • Mindless: The inhabitants are puppets. They have no cognitive thought, they are not sentient, they do not have autonomous choices. They only have the dimmest of memories, such as who they are, what the world around them is, and what they must do. They have no power to act otherwise.
  • Fragile: The dwellers of the Reflection are no stronger than the life forms they mimic. While some may be more durable, they can be broken and destroyed in the same fashion as their real-life counterparts can, which is relatively easily for the most part.

Additional info:

Other dwellers, such as the Metallic, the Clothed, and the Wooden exist, but are not listed.

In terms of naming inhabitants, they are simply named after their real-life counterpart, but reversed. (i.e "John Doe" becomes "Eod Nhoj")

It's also important to note that while the death/destruction of something in the real world will cause the destruction of their Reflection, the opposite is not true. This means that someone's Reflection could be broken, yet they will continue to live. However, should the universe be decimated and the Reflection used to resurrect it, this loss of Reflection could cause the disappearance of that person from the universe, depending on what time point the resurrection occurs.




Things to Remember:

Just because water, salt, and glass are the only ones listed here does not mean they are the only ones that exist. These are the three main materials/inhabitants, but many others exist, such as copper, bronze, silver, lacquered wood, and even shiny fabrics. However, these three are common and unique, therefore they are listed.

The Reflection's purpose is to be a record of the Universe, one that is stored in case of universal apocalypse. In this case, the Reflection will act like a computer back-up, assuming the place of the real universe as it exists today, in a time-point which will be decided by the Three Powers.

Finally, the possibility of time-space paradoxes and strange happenings is definitely something to take in consideration. For example, if the Reflection of a married man with children is broken, what effect will it have on the world? In rare cases like these, the universe will naturally take the simplest and least damaging route around this, leaving an altered but still whole universe.

However, the most pressing issue is the destruction of time. Due to the fact that time is broken, when the universe is replaced, it too will have broken time, resulting in the same side effects as in the Reflection. Due to this fact, the Powers are attempting to resolve this issue, but it will take a long time before it can be fully fixed.




Name: Rellet Semaj
Age: 28
Gender: Male
Race: Glassed
Appearance: https://rascoecam.files.wordpress.com/2014/09/glass-man.jpg
Young Blood?: Nope.

Bio: Rellet Semaj is a Glassed, one of the inhabitants of the Reflection, born into the tiny corner of it that represented rural England on Earth. Indeed, he was meant to be the Reflective counterpart to infamous criminal James Teller, the magician, ringmaster, and criminal mastermind behind the street crime organization known as the Night Circus. But that's a story for another time.

There was always something odd about Rellet, even from inception. The Glassed were all mindless people, wandering aimlessly and doing mundane, repetitive tasks. But Rellet was different. He seemed to move of his own accord, make faces, cry, rub his stomach, even when he was a baby. He was different, he had a mind of his own, he was a real being.

The Three Powers of the Reflection noticed him swiftly, and as a child, he suddenly had a vision, a vivid dream in his sleep. It was the god Lux, speaking to the Glassed child. He didn't remember the dream much when he woke up, heart racing, sweating and panting. All he remembered was somethhing about "special powers", a "gift", and "savior of the Reflection". He didn't understand it in the slightest.

But the vision came back a year later, by Lux again. And the year after that. And the year after that. Slowly, as he grew older, Rellet began to realize what was wrong with his world, and began to piece together what the vision meant. Even as a young boy, he was wise and intelligent, and he spent years mulling over what it all meant, and coming to terms with his powers, things that had been with him since creation.

Eventually, his deeper understanding of the world and his powers began to tear him apart mentally, making him a fragile shell of himself. The fact that his world was tearing apart before his eyes, that he alone was the sole person who acted of their own accord, being the only free person while watching his entire species be enslaved by the power of the world they lived in...it was too much to bear. He shut himself off for years, living alone as a hermit, spending years upon years meditating and trapping himself with his thoughts.

Eventually, he was given a final vision, when he had been living for twenty-seven years. It was from Lux again, but this was not murky or obscure, it was vivid, crystal-clear. The vision of Lux lasted for hours, as the god informed him of what his powers were, and what he must do. He told him how strong he was, and how important the Reflection was. It was this that gave Rellet the inspiration he needed.

He has now spent months training, honing his powers beyond the rudimentary applications they used to be. He is more powerful than he ever was, but he must be vigilant, as there are threats everywhere that are out to destroy the thing he set out to do.

"Our fate lies in your hands..."



Powers:
  • Glassed Physiology:
    • Mimicry
    • Body Transmutation
    • Memory Posession

  • Vitrikinesis: Rellet also has a powerful mastery over glass, the material he's made out of. He can melt, reshape, and transform glass to do whatever he wishes. He can also absorb glass to "charge up" his reserves for even larger attacks. Once he gets enough glass, he may also make constructs out of them, including glass golems, servants used to do his bidding that can reflect/nullify any atomic/plasma based attacks.

  • Autonomy: Unlike other Reflection inhabitants, Rellet has autonomy, full thoughts, personality, and emotions, and can use his powers voluntarily to make him much stronger. This even grants him the power to travel between the Reflection and the universe.


Limitations:
  • Vitrikinesis: While his vitrikinesis is powerful, there are several weaknesses to it. First off, he can only control glass in its regular form. Somehow, due to reasons unknown to him, he can control unrefined and regular glass, but any plated, reflective glass is out of his reach. As well, glass coated with other materials such as dust or other minerals is more difficult than pure glass to control, as they interfere with his abilities.

    Finally, the actual strength of his vitrikinesis is limited as well. He can launch shards, make waves of liquified glass, and make swords all right, but powerful attacks like regeneration, crystallization, and fine attacks like glass bullets are out of his reach without time and training.

  • Mimicry: Much like how Glassed mimicry is limited to a single person, his own mimicry is limited to copying the attacks of his counterpart, James Teller.


Weaknesses:
  • Fragile: While some Glassed are very strong, Rellet in particular is no stronger than a regular human, and is just as physically strong, fast, and squishy as one.

  • Hardheaded: Rellet has a strong sense of pride and a desire to do good for the world, by saving his dimension from being destroyed. The only problem is that this makes him very thick-headed and unable to listen to others, and tends to spend a lot of time arguing than fighting. Which causes him to make stupid decisions and fail miserably.


Likes: Helping, becoming strong, battling, meditation, silence, spiritual observations, cars

Dislikes: Idiots, loudmouths, losing, bicycles, his home world.

Additional Information-
Birthday: April 17, 1989 (Human Calendar)
Greatest fear: Becoming a mindless puppet like the other Glassed.


Mission Title: The Saviors of the Reflection
What heroes would be involved, if any?: Rellet, anyone else who wishes to join is welcome.
What Villains are involved, if any?: The Night Circus, anyone else who wishes to join is welcome.

Location(s): The Reflection/Earth

What is the heroes’ objective, if any?: Stop the Night Circus from assuming control of the universe, restore the time-frame of the Reflection.

What is the villains’ objective, if any?: Take control of the Reflection, allowing them to use it to assume the place of the current world.

Quick Summary: The Night Circus, through an experiment gone wrong, stumbles upon the Reflection, a world of puppets that represents their own. Seeing it as their chance to reinvent the universe in their image and assume world dominance, they begin a quest to slaughter the Powers through careful plotting and trickery, so that they can become the true gods of the Reflection and begin a new era

Rellet, not ready to throw the towel in, sets off on his long-awaited quest to save his home-world, using secrets of the Reflection to give him the strength to combat this new foe. He will attempt not only to stop the Night Circus and send them back to where they came from, but find the key to repairing the broken time of the Reflection, making it whole and anew once again.

This arc will probably happen way down the line, and is just something I'm planning as a way to fully immerse and introduce Rellet to the current world.
Last edited by Segral on Mon Aug 13, 2018 10:09 am, edited 6 times in total.
yea bro idk

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Grand Rivia
Lobbyist
 
Posts: 18
Founded: Jul 11, 2018
Ex-Nation

Postby Grand Rivia » Mon Jul 23, 2018 3:22 pm

Name: Douglas Kook, Chief Executive Officer and Board Director of Kook's Kitchen
Age: Sixty Eight
Gender: Male
Race: Human, Caucasian
Appearance (pics if possible): In spite of his advanced age, Douglas manages to carry the physique of a tractor. His height is incredible; he towers over everyone at 6′ 10″, and his weight is 300 lbs. Unfortunately for him, both of his legs are artificial, the result of a terrible accident decades prior. He has a humongous tattoo of the USMC's flag on his back. In regards to his looks, he has shoulder length hair and a horseshoe mustache, both of which are textured white as a result of his age.

His wardrobe is quite massive, but he typically wears a very specific type of suit; that being an all white business suit with a matching dress shirt and pair of shoes. Regardless of his attire at the time, he will always wear an American flag tie and a white ten-gallon hat.

Young Blood?: No.
Bio(Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written): On the date of March 21st, 1950, he was born.

Douglas Kook wasn't always the immensely adored fast food powerhouse he is today. He originated from the capital of Texas itself, the ever-prosperous city of Austin. That is, of course, the official story.

In reality, he was born in the dilapidated ghost town of Medicine Mound, in the Hardeman County of Texas to a deranged family of cultists. The Kook family preyed on their victims by typically setting up spike strips on the desert highway, and then luring in their prey with false affability and hospitality. Once contained, the family would conduct all sorts of nefarious occult experiments on their newfound test subjects. But why go through all of this effort in the first place?
For their son, of course. Douglas was the key to it all. The experiments, the conversations with various eldritch entities, and other abominable things would not go to waste. Douglas was going to achieve great power in his time. But first, he needed to unlock his hidden 'power.' Without the occultist activities, he would have never manifested his mental energy.

Now like most Americans, Douglas found himself getting shipped to the jungles of Vietnam at a particularly young age. As a Marine, to be more precise. His family was appalled at the idea, and they demanded him not to go, lest he be disowned forever, and have all of the family's efforts go to waste. Douglas, however, was stubborn and refused to compromise on the matter. His stubborness would cost him his legs when, on a hot summer afternoon during the Tet Offensive of 68', he had both of them amputated after getting impaled on a dung-covered punji stick. His pleas for help reached no one, and he was forced to remove himself from the trap and amputate his own legs with a machete. He would then spend the next few hours attempting to crawl back to the FOB, before getting discovered by a North Vietnamese scouting team and summarily being imprisoned. For the next two years of his life, Kook would live under the hideous, grueling conditions of the notorious Hỏa Lò Prison, where he was subjected to all sorts of nefarious torments by his captors. Most of his fellow inmates were actually pilots, so a marine, Kook received "special treatment" from his captors, and not necessarily in a good way.

When he had finally reached despair and yearned for the release of death, he had finally awoken his power, a manifestation of his mental energy. He used it to escape from his confinement.
At the conclusion of the war, Douglas returned home, now bearing artificial legs, to the surprise of his family. He spent the next few years of his life slowly building up his business, which he called 'Kook's Kitchen', a fast food restaurant that served traditional Texan cuisine such as the chicken fried steak, the pecan pie and naturally, the All-American hamburger. By nineteen eighty six, Kook's Kitchen was an enterprise set to rival the likes of McDonald's and Burger King. Today, Kook's Kitchen is the second largest restaurant chain in the entire world, above other southern-based chains such as KFC. Kook's Kitchen has 25,000 locations in over 110 countries, exporting American culture through the free market. It remains second place to McDonald's by measurement of sales.

Ever since returning from Vietnam, Kook's personal relationship with the federal government is one of resentment, and he has become increasingly bitter over the decades. Generally dissatisfied with how soldiers and patriots, such as the famous hero 'Liberty' and the countless men he himself served with are exploited and tossed aside has left him frustrated. He has hinted multiple times during several public appearances that he is eyeing the Presidency, and may indeed be plotting to assume power. One can only imagine what drastic measures he will go through to truly reach the apex and attain his vision of America.

Powers:
  • [Insert Power Name Here]: Fortunate Son.

    Kook is not a meta-human. Rather, his power is a manifestation of his mental energy, his fighting spirit. Thus, his power actually takes the form of a second person, a spirit of sorts, that is always standing next to Kook when activated. But it would be incorrect to assume that this is, in any way, a different character. His power is not at all a unique person. It has no sense of individualism, or even a mind of it's own. It is entirely an extension of Kook.

    Before talking about it's ability, I will go into detail about it's appearance. The manifestation takes a very ghastly form. Standing a 7'0 with a weight of 383 lbs, it is frighteningly larger than Kook himself. It dons the apparel of a butcher, complete with a thick leader apron. It reveals no skin except for it's head, which takes the form of a shaven bloodied boar that has tusks and a nose ring. A sullied bandage is wrapped around it's left eye, soaked in all sorts of filthy fluids that cannot be named.
    It's right eye socket is perpetually peeled open via a peculiar device embedded within the thick fat surrounding the eye orbit. As stated, it has zero hair or fur to speak of, and the crown of it's head has no skin, exposing decomposing brain that is festered with insects and other creatures of an eldritch origin.

    It's hands are key to understanding it's power. It's right hand is covered with a red glove that has five tubes attached to it's knuckles, all of which superficially seem to emerge from it's sleeve. Needles protrude from the finger tips of it's right hand. His left hand, however, looks considerably more bland by comparison, being encompassed by an ordinary leather glove. The unique appearance of it's right hand is, in fact, a red herring. It's the left hand that opponents should be cautious of.

    It's principal ability is to stop time, and then proceed to erase it. Not literally. Kook has no control over time. His ability is not a chronokinetic one. What he does instead is to alter the perception of time of whoever is attacked by him. For the next eleven seconds after getting hit, Fortunate Son's opponent enters an unconscious state of mind, a dream like phase where they have no knowledge as to what is actually occurring. The victim is entirely at Kook's mercy during this period. If the eleven seconds do pass by and the subject is still alive, they will snap back to reality and have zero recollection of what had just occurred. Thus, time is both halted and erased.

    Alongside this incredible power, Fortunate Son's sheer brute strength can aid it in winning the day. It's by no means super strong, but a single punch has the impact of a cinder block. Likewise, it can utilise the needles of it's right hand as claws.

    (Note, you do not have a maximum or minimum of 2 powers. If you don’t need all those, delete them. If you need more, copy and paste.)

Limitations (Reasons why your char can’t end the universe):
  • Fortunate Son can only work to it's maximum potential at close range. It is mentally attached to Kook and thus, cannot move more than fifteen feet away from him. It is physically incapable of moving beyond that limit. It also moves at an incredibly slow pace.

Weaknesses (Reasons why someone could kick their ass):
  • [Insert Weakness Name Here]: Because Fortunate Son is psychically connected to Kook, any violence committed against it will deflect back to Kook, and vice-versa if Kook is harmed while Fortunate Son is activated. While it may nigh-unbeatable if it were a one-on-one fight, the odds are drastically evened simply through the introduction of a second combatant. Fortunate Son uses it's ability with it's left fist, and will get increasingly overwhelmed the more it has to put up with.

    Fortunate Son's ability also has a twenty second cooldown which initiates at the conclusion of it's affect.

Likes: America, good cuisine, bare-knuckle boxing, rodeos, and fire arms.
Dislikes: Europeans, anti-American resentment, the federal government, Communists, and having his power discovered by anyone.

Additional Information (Optional; remove if unused)-
Birthday: March 21st, 1950
Theme song: https://www.youtube.com/watch?v=fKJDAVvs_JA
Favorite food: A T-Bone steak.
Greatest fear: Having his power become public knowledge, and generally failing.
Last edited by Grand Rivia on Mon Jul 23, 2018 3:58 pm, edited 2 times in total.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Jul 23, 2018 4:08 pm

Looks good, Rivia! Accepted. I'll add the character to the archive whenever I make the next update.
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

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Agritum
Postmaster of the Fleet
 
Posts: 22161
Founded: May 09, 2011
Ex-Nation

Postby Agritum » Tue Jul 24, 2018 8:22 am

Just some sidecharacter to pepper Elle's backstory, who MAY appear in later chapters.

Name: "Paloma" or , "La Bruja Blanca" AKA "B.B."
Age: 18
Gender: Female
Race: Human
Appearance (pics if possible): WIP
Young Blood?: "No."
Bio: Few things are as shrouded in mistery as the identity of Tijuana's ruthless vigilante, La Bruja Blanca, the White Witch. Talks of her origin story are varied, usually revolving sick tales of cartel murders awakening a vengeful spirit, but the truth may be much more mundane. The girl who came to be B.B. was the granddaughter of an influential civic leader in the rural communities near the frontier town. Orphaned since her childhood, the girl had been taken in by her grandfather, an honest, hard-working man who would often rally up armed farmers to defend small towns from the daily violence of the cartel wars, and provide aid to people victimized by the local border smugglers. The girl who would become Bruja recalled that her kind grandparent held a small statue to the folk saint Muerte in her garage, which he often treated with skepticism.

"The only person who can help yourself and your friends is yourself, mi pequena"

A big day came: grandpa's son had come back from the states to marry his old sweetheart in their ancestral home. The girl who would become B.B. had been spending the entirety of the festivities locked in her room, diligently studying for her school exams. As much as she loved spending time with her grandfather and partying, her personal responsibility outweighed anything else. She was so immersed in her papers that she didn't even notice the unmarked van rolling into her grandfather's property, and the masked men coming out of it.

The gunfire was loud, louder than any scream. The girl who would become B.B. ducked under her bed, waiting for it to end, clutching her hands to her ears. It all fell silent. Then footsteps. The door to her room opened. She saw a pair of running shoes covered in blood, heard two grown men speaking about "Whoever else was in the house", before leaving.

When she exited her room and made a scramble for the courtyard where her cousin had been hosting his wedding party, the spectacle was unbearable to her. A weak voice called her out, and she instantly recognized it. She ran to the bloodied body of her grandpa, sprawled on the ground. Not much was known about what the dying man told his cherished grand daughter, but a few words were struck clear in her conscience.

"Do not search vengeance...seek justice."

As the sirens of the Policia blared in the background, the girl who would become Bruja Blanca knelt before the skeletal statue in her family's garage, clutched her hands, and muttered a silent player. As the first cops streamed on the crime scene and started identifying the bodies and searching for survivors, they noticed that one was clearly missing.


Shadowkill's arrival in Mexico was not a decision taken lightly by her father. If anything, it was further proof of their drift apart: Elle wanted to stop being her father's sidekick, and to finally make a valuable contribution to the well-being of the world. The north of Baja California had been plagued by years by the activities of the Sendero Misterioso cartel, whose new synthetic drug "Enigma" had started flooding black markets up north, causing terrifying hallucinations and even murder sprees in unfortunate addicts.

Elle's arrival, however, ended in an awry way. Suffering from scarce knowledge of the zone, the young vigilante was soon drawn in an ambush by the masked men of the cartel, and brought as a prisoner in a remote island somewhere off the coast of Los Cabos. She came face to face with Misterio, the multi-faced boss of the organization, who was overjoyed at the news of capturing the daughter of a famed gringo antihero. He edged closer to Elle and forcefully pinched her face, gloating about all the fun he would've had in the coming hours, before an alarm blared through the complex.

The nearbiest wall broke up in a million pieces as white, slim figure rolled into the room and opened gunfire on Misterioso's man, as the crime boss hurriedly escaped through the nearest door. Elle gazed as the dust waxed away from the air, revealing her skull-masked saviour's white mariachi getup. The skull-masked being raised their mask.

Two girls came face to face.

"Soy la Bruja Blanca" were her words.

"Soy...Umbra?" Elle replied, confusedly.

As awkward their first meeting was, the two girls found synergy in their explosive escape from the villa of Misterioso, and the ensuring chase of the crime boss' departing plane, and the final, climatic fight on board of the flier. A few days later, they washed up on the coasts of american California on board of a severed wing, having told each other their life's story, finding friendship in their shared hardships. Shadowkill, or rather, "Umbra", waved goodbye to her newfound ally on the border, and made off for her new home in San Diego. Before she left, the white witch revealed her own name.

Paloma.

Nowadays, there's talks of Tijuana's ghostly avenger making way north of the border, too...

Powers:
  • [Ghost Physiology]: While a seemingly baseline human, Santa Muerte's blessings permitted Bruja Blanca to obtain the powers of a ghostly being anyway. She's been known to suddenly disappear, teleport or exert her influence on electronic equipment to scare-off evildoers and criminals alike.
  • [Marksmanship]: While much details about it are unknown, Bruja Blanca is famed for her skilled use of gunpowder weapons and other projectile weaponry, comparable to Shadowkill's own expertise on the matter.

Limitations (Reasons why your char can’t end the universe):
  • Timed Ectoplasm - Being a living human, Bruja cannot keep her ghostly form for long periods of time, forcing her to materialize often.
  • Lonely - Bruja is an archetypal lone wolf. Her dislike for working in pairs, with the glaring exception of her collaboration with Shadowkill, often put her at disadvantage.

Weaknesses:
  • [Nimble Body]: When not in ghostly form, BB is still a normal human girl who's subjected to the usual exertions and weaknesses of a baseline body
  • [Ectoplasm]: Forces which can interfere on ghostly planes can easily pose a challenge to Bruja even in her spectral form, which isn't particularly resilient.

Likes: Umbra/Shadowkill, crimefighting, honesty, the just punishment, kindness, bravery, protecting Tijuana
Dislikes: The Cartels, the drug trade, La Migra's treatment of Mexican border-crossers, torturers and slavers alike.
Last edited by Agritum on Sun Jul 29, 2018 2:13 am, edited 1 time in total.

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United Kingdom of Poland
Negotiator
 
Posts: 7010
Founded: Jun 08, 2012
Scandinavian Liberal Paradise

Postby United Kingdom of Poland » Thu Jul 26, 2018 7:58 pm

Name: Dan Murray
Age: 47
Gender: Male
Race: Human, Caucasian
Appearance: 6’3 with greying brown hair and brown eyes, always wears a suit.
Young Blood?: n
Bio:

The son of a Baltimore police officer, Dan Murray always wanted to be a cop. Dan joined the FBI right out of college, a quickly rose through the ranks until he became the Special Agent in Charge at the New York City Field Office. While at this position he became an unofficial liaison for the bureau with the Justice Queens, working with them on several investigations.

During one of these investigations, following a pair of International bank robbers known as The Javerts, Dan became aware of the participation of the duos young daughter in their crimes. The girl, a technopath with immense ability, proved to be the key to bringing her parents to justice. Dan was one of a select group of individuals who knew about the girls existence, and one of the few to even talk to her. It was his decision to have the girl put in the custody of Child Protective Service rather than face trail for her unwilling participation in her parents crimes, and until she seemingly vanished from all known databases even stayed in touch with her.

Dan is now the Assistant Director for the bureau’s Criminal, Cyber, Response, and Services Branch.

Powers:
none
[/list][/box]
Weaknesses :
  • Only human:
    Retired from field work: (Insert description of weakness here, if needed)

Likes: Integrity, Honesty
Dislikes: Killers, Those seeking vengeance over justice.


Mission Title:Sins of our Parents
What heroes would be involved, if any?:Youngbloods, Wendy and Roy especially
What Villains are involved, if any?:Wendy’s parents
Location(s):San Diego
What is the heroes’ objective, if any?:Rescue Wendy and Roy, Stop the Javerts before they can plan their next big hiest.
What is the villains’ objective, if any?:Pull off the heist of the century
Quick Summary(paragraph please): Wendy’s parents, having escaped from jail, kidnap Wendy and Roy while on a date and force her to help them execute one last score. A race against time transpires as the Youngbloods race to rescue two of their own and wendy deals with the demons of her past.
Last edited by United Kingdom of Poland on Sun Jul 29, 2018 2:35 pm, edited 2 times in total.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Fri Jul 27, 2018 8:44 pm

Agritum wrote:-snip-


Finally got around to reviewing this. "Alienation" is not a weakness, so I'd like it if you replaced it with something related to her power that can actually be exploited. Put down a number on the age field too, assuming you want me to add it to the archive. Everything else seems fine.

United Kingdom of Poland wrote:-snip-


A bit barebones, but that's fine. I'll accept the mission app. I take it the character app is for a minor character in said arc; do you have need for me to add it to the archive?
Last edited by Zarkenis Ultima on Fri Jul 27, 2018 8:44 pm, edited 1 time in total.
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United Kingdom of Poland
Negotiator
 
Posts: 7010
Founded: Jun 08, 2012
Scandinavian Liberal Paradise

Postby United Kingdom of Poland » Fri Jul 27, 2018 9:58 pm

Zarkenis Ultima wrote:
Agritum wrote:-snip-


Finally got around to reviewing this. "Alienation" is not a weakness, so I'd like it if you replaced it with something related to her power that can actually be exploited. Put down a number on the age field too, assuming you want me to add it to the archive. Everything else seems fine.

United Kingdom of Poland wrote:-snip-


A bit barebones, but that's fine. I'll accept the mission app. I take it the character app is for a minor character in said arc; do you have need for me to add it to the archive?


sorry I might have been running on fumes when I made those, and I'll flesh both out tomorrow. Murray's going to play a bigger role than just being a single arc character, but someone who's still a background character. You can keep him off the archives for now though.
Last edited by United Kingdom of Poland on Fri Jul 27, 2018 9:58 pm, edited 1 time in total.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Fri Jul 27, 2018 10:12 pm

United Kingdom of Poland wrote:
Zarkenis Ultima wrote:
Finally got around to reviewing this. "Alienation" is not a weakness, so I'd like it if you replaced it with something related to her power that can actually be exploited. Put down a number on the age field too, assuming you want me to add it to the archive. Everything else seems fine.



A bit barebones, but that's fine. I'll accept the mission app. I take it the character app is for a minor character in said arc; do you have need for me to add it to the archive?


sorry I might have been running on fumes when I made those, and I'll flesh both out tomorrow. Murray's going to play a bigger role than just being a single arc character, but someone who's still a background character. You can keep him off the archives for now though.


No need to apologize, and alright. I'll add the arc app to the archive sometime soon; feel free to update it whenever you want, though, just let us know.
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New Neros
Powerbroker
 
Posts: 7676
Founded: Mar 14, 2015
Left-wing Utopia

Postby New Neros » Sat Jul 28, 2018 8:06 pm

Name: Konrad Murray | Invader
Age: 40
Gender: Male
Race: Human
Appearance:
Image

Young Blood?: No.
Bio: Konrad Murray was born to a middle class household, there was no major underlying events or sinister things that happened to him as he grew up. Around age sixteen, he developed his mental abilities, and quickly informed his parents of them. They sought professional help and Konrad was put on the path to service in the military after tests were conducted on his ability, who intended to use his gifts to ease information extraction from enemy combatants. He joined the Army and became a servicemen.

By day, he was a pencil-pusher and accountant, but it was only his cover, because by night, he was an interrogator with an uncanny ability to draw information from his clients. Rather than through torture, Konrad would walk with his captives through their mind, witnessing the events that lead them to this particular patch of life, and console them on tragedy's and loss they had suffered. Once finished, he would hand off his findings and retire, exhausted from the experience. Over time, he became increasingly good at his job, to the point that consent was hardly an issue when breaching a mind, and eventually, he was giving out orders to the inmates and spies to be carried out when they were returned.

Through his work, he would eventually meet Legion, a soldier of fortune making his living through mercenary activity, using his superpowers to bring the force of several squads at the hefty price of one lone gunman. The two became fast friends, with Dr. Konrad Murray probing Legion's mind each night in order to find the secrets his mind held. By that time, Dr. Murray had earned a nickname "Invader", for his ability to enter the mind, but he was left dumbfounded by Legion who seemed to block out memories before a certain event, all the way back to childhood. Invader eventually discovered that this was due to Legion's cloning ability, and that they were reading the mind of a clone intentionally designed to throw wrenches into their investigation.

At that revelation, Invader was ready to retire his post, and seemed to genuinely seek out those in need of mental support and guidance, starting up his own private practice in Southern California. The military still keeps tabs on him, and frequent check-ins tend to grow bothersome rather than helpful in protecting the doctor, who's yet to come under fire for his secret service to the military. One thing the government is not aware of, though, is that the source of Konrad Murray's start-up capital for his clinic was paid for by Legion, allowing the doctor to perform the service he always wanted to and escape the increasingly dark operations he was apart of.
Powers:
  • [Master-Level Telepathy]: Dr. Konrad Murray is an expert on the mind and memories, going so far as to enter a person's subconscious and meddle about. In his past, he used this ability for interrogation and extracting information, but now uses it to help drug users and mental patients find some form of relaxation from the assault that their mind generates. To the people he's affecting, he seems to be a reality warper, but it's all mental, down to the sensations they feel and the visions they see.
  • [Psychological Intuition]: Like a road map, Invader is able to see and read the lines of which a person operates and works, and with his telepathic powers, can change and reset those perimeters. He can manipulate people by knowing them intently without ever having met them, knowing things that they have told no one, and other such items. He usually uses this ability to sense the trouble people are undergoing, and then assists them in overcoming their limitations, but in the past, used it as a tool of manipulation and mind-control by having others accomplish sinister tasks for him.

Limitations:
  • Invader is just a human, nothing special about him except his mind. Even that is squishy and susceptible to high-caliber rounds and concrete-busting punches.
  • There are several road blocks to accessing memories and changing the perception of reality, mental blocks are a big one that must be overcome and people who are extremely grounded to reality are also hard to shake. Still, it means that the telepath cannot read minds or immediately dive into the brain of someone in his line of sight, he has a process to undertake in order to prep his subject for mental examination.

Weaknesses:
  • [Line of Sight]: Konrad Murray requires line of sight to be achieved in order to begin his mental reading, and the further away his target, the harder he has to try to warp perception or access memories. In addition, breaking line of sight will drastically reduce if not dispatch his perception check or memory examination.
  • [Only For Humans]: Invader's power only works on humans and superhumans, he cannot affect robots or aliens with drastically different physiology than his own species. It's possible if an alien is accustomed to earth life and is socially adapted, but outright xenos are off the operating table for him.

Likes: Helping Others, Psychology, Dressing Well, Ice Tea
Dislikes: Owing Favors, Unmotivated Individuals, Teeth Grinding

Additional Information (Optional; remove if unused)-
Birthday: October 9th
Theme song:
Favorite food:
Greatest fear:
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Agritum
Postmaster of the Fleet
 
Posts: 22161
Founded: May 09, 2011
Ex-Nation

Postby Agritum » Sun Jul 29, 2018 2:13 am

Zarkenis Ultima wrote:
Agritum wrote:-snip-


Finally got around to reviewing this. "Alienation" is not a weakness, so I'd like it if you replaced it with something related to her power that can actually be exploited. Put down a number on the age field too, assuming you want me to add it to the archive. Everything else seems fine.

United Kingdom of Poland wrote:-snip-


A bit barebones, but that's fine. I'll accept the mission app. I take it the character app is for a minor character in said arc; do you have need for me to add it to the archive?

Adjusted.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Jul 31, 2018 6:12 pm

So I decided to make a little something detailing Oberon's strengths and weaknesses given the coming training exercise (I will stress that this is for players, not characters, and that metagaming is a big no-no). Feedback appreciated.

Name: Oberon
Appearance: Here
Powers:
  • [Robotic Body]: As a mecha, Oberon is designed to be a force to be reckoned with, able to face off against powerful superhuman. This translates into speed, strength, and most notably, durability that is far beyond a regular human's threshold.
  • [Force Blades]: The swords that Oberon wields incorporate force-field technology, which allows them to either violently repel enemies as a means of attack or slice clean through most materials. While they are not a part of Oberon per se, they can be stored within its body and deactivated remotely.
  • [Arm Cannons]: Oberon can morph its hands into cannons which fire off bursts of blue energy. The intensity of these attacks can vary; while they are usually restrained to non-lethal output, they can become more powerful to match an escalating situation, potentially having the intensity to punch through several walls. Sustained beams are also an option, though they are far more draining and leave Oberon vulnerable.
  • [Energy Wings]: The energy wings on Oberon's back give it the ability of high speed flight and allow it complete control over direction and acceleration, making it a very agile airborne fighter. The wings themselves are incorporeal, though the emitters are not.
  • [Shield Generator]: In addition to its natural resilience, Oberon is equipped with an energy shield which normally takes the form of a tight-fitting bubble, though it can be focused directionally to offer a greater defense at the cost of leaving other areas exposed. The shield is designed to take on anything from superhuman blows to bullets to explosions.

Limitations:
  • Oberon has no artificial intelligence of any sort and as such cannot function independently of Alexis (or another designated pilot).
  • While it has large energy reserves and internal generators which extend its battery life, Oberon cannot fight forever. As a rule of thumb, the more intense its performance, the faster it will run out of energy.
  • For obvious reasons, Oberon cannot use its arm cannons and force blades at the same time (though it can alternate).
  • In addition to having a limited capacity to absorb damage, Oberon's shields have another drawback: while focusing them directionally, Oberon cannot use its arm cannons.
  • While using its arm cannons to fire a sustained energy beam, Oberon must remain stationary, which makes it a sitting duck; firing a beam also deactivates the shields, as all of the mech's energy is poured into it (it can be used during flight, but it will not achieve its maximum output this way).

Weaknesses:
  • [Disruption]: While Oberon is immune to EMPs, the technology that its force blades, energy wings and shield generator rely on can be disrupted through the use of sustained high-intensity sonic pulses. This turns Oberon into a still very tough yet unshielded and flightless mech.
  • [Overheat]: Excessive amounts of heat coming from external sources can cause Oberon's internal heat dissipation to fail, prompting it to shut down completely as a failsafe.
  • [Backstab]: Oberon's wing emitters, which are on its back, are an easy target if its shields are not active at the moment: without too much effort, they can be destroyed or torn off, rendering Oberon flightless.
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Finland SSR
Post Marshal
 
Posts: 15310
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Sun Aug 05, 2018 7:16 am

Name: Amadeo Obregón
Real name: Rezvalthal az Saarterie
Age: 17
Gender: M
Race: Hadrian
Appearance (pics if possible):
This with 100% less sword and 100% more scaly arms
Image

Young Blood?: N
Bio:

Who are Amadeo's real parents and how did he end up on Earth is a complete mystery to him, though the boy has theorized that he must have come from one of the Hadrian scientists who initially landed in Montana and helped the Earthlings fight off an invasion of rift creatures almost immediately thereafter. Perhaps he was left orphaned by one of those rift creatures temporarily breaking loose and killing some of the Hadrians trying to seal them. Or maybe the story of his real family is a lot more mundane. Either way, he hasn't delved deep into it, although his species and what they are like still interests him.

The story Amadeo does know revolves around Alejandro and Cecilia Obregóns, two wealthy Ecuadorian former bureaucrats who collaborated with the still fairly recent Andean Condor regime, got a chance to retire in peace and decided to spend the rest of their days as freelance UFO enthusiasts. After all, when you live on a pile of money and don't really have to care about anything else, why not take up on a weird hobby together? This meant that when the news broke out across the world about an unidentified spaceship landing somewhere in Montana, the couple packed their bags and set straight for the United States, where they became witnesses of an outright war against an invasion of extra-dimensional rift creatures and the united forces of Earth's superheroes, later aided by Hadrian scientists who saved the planet by closing the rift.

Allowing civilians to explore warzones was not going to fly under any government's watch, but the Obregóns weren't the type of UFO fans to just listen to the American military's orders, and secretly infiltrated one of the cities destroyed by the sealed rift creatures in the dark of the night, hoping to find any flying Hadrian spaceships or maybe the aliens themselves. Though they didn't exactly find what they sought, Lady Luck decided to shine upon them that night - and thus, while exploring what once used to be a museum of natural history, Alejandro heard the sound of a baby crying somewhere. And not just crying, but outright roaring, as if that was a lion cub. It wasn't actually a lion cub, but rather an odd baby lying in the rubble. Human and yet not. Purple hair, horns, bone tail, claws... That's one of those Hadrians, isn't it? And it seemed to be completely abandoned - perhaps his parents perished in the fight, or fled beforehand...

Jackpot. The Obregóns decided to take the baby as their own, as a little prize for two proud and dedicated alien enthusiasts, and decided to name him Amadeo, "beloved by God". Cecilia thought it would be a lovely name for someone who arrived here from the skies.

Amadeo went through an early life of seclusion, relative alienation and luxury in Quito, Ecuador. Seeing as Amadeo was wildly different from his foster parents, neither one even tried to keep up the masquerade and were honest with him - he is an alien, an outsider, whom they have adopted, but that doesn't make the ties between them any less real than that of a real family. The real problem came from the way Amadeo would have to react with the people outside of his foster family. Fearing that looking after an alien child would get more than just a few raised eyebrows from their friends and neighbors, the Obregóns deliberately hid his existence from official documents and everyone else, locking him in his room if any visitors came about, often for hours. If he was ever allowed to go outside, he was forced to wear baggy clothing and a hoodie to hide his crystals, horns and tail, strict time limits were maintained for any going out and, if asked on where he's from, he should never, ever say that he is an Obregón.

And yet, despite this seclusion, Amadeo held deep care for everyone around him, family or outsider, human or animal. The Obregón family home was unique in that it was the first wealthy home established in a fairly poor district of Quito, thus Amadeo's keen eye would constantly catch instance after instance of the worst that Condor Ecuador had to offer - poverty among large portions of the population, a rising gap between the rich and the poor and a state which was growingly turning more and more authoritarian and domineering. More often than not, Amadeo would end up spending his daily allowance not for himself or for saving money, but for buying something to the few friends he had, all far less well-off than him. However, when his foster parents learned of this, all he received was not thanks for helping others, but reprimanding for getting too risky with his friendships and almost compromising the whole hiding thing.

This combination of desiring to help everyone and yet being unable to help anyone resulted in anger and frustration, and as Amadeo slowly advanced to his teenage years, this anger and frustration manifested into rebellion. Through the few connections the Hadrian had, he learned about a long running resistance movement against the Andean regime - the Anticóndoristas, a guerrilla resistance movement first established in the early 2000s as an American and MERCOSUR funded movement championing democracy in Ecuador, instead of either the Condor regime or the former junta. The 15 year old Amadeo fled his family home and escaped into the Andean mountains, joining up to the rebellion and offering his service.

The Anticóndoristas, already pressed with lacking manpower and constant government hunts and thus having no reason to deny someone just because they are an alien (beggars can't be choosers applies), quickly screened him for any potential ties to the regime and soon accepted him as one of theirs. This was the first time that Amadeo could truly state that he was among people who recognized him as one of their own, not just a trophy from an alien hunting hobby, or a nobody locked in his room, or a mysterious hooded rich kid they should shy away from. His allies in arms, all human unlike him, saw no reason to discriminate towards him just because he was a Hadrian, and, in fact, given that the boy was enthusiastic, talented and a quick learner like all of his kind, he soon became a respected member of the rebellion.

The third year of fighting alongside his fellow rebels for the freedom of his people (even if his people did not recognize him as one of their own) was starting to tick, and the Anticóndoristas, having regained some of their strength and even attracted new recruits during their time, feel confident enough to raid the heart of the country itself, Quito, and try to deal a heavy blow to the Condor regime to destabilize it, and Amadeo has been designated as one of the leaders of the mission. Set to take place in August. Little do they know that they aren't the only group opposed to the regime aiming to take it down on that same day, or that there might be a third party thrown into the fray against their will...

Powers:
  • Hadrian Physiology: As one of the children of the legendary World Dragon Hadrimmelis (metaphorically, of course), Amadeo has all the inherent strengths, abilities and weaknesses of a Hadrian.
    • Superhuman Condition: Though not able to tear down mountains or shake continents, Amadeo has physical stats superior to that of an average human. His bones are stronger than that of a normal person, his jaw strength allows him to easily puncture or rip off human flesh, he has supernatural lungs and can thus hold his breath for longer than average or blow people away with a powerful roar, his horns and tail give additional combat flexibility, so on and so forth.
    • Language Assimilation: Amadeo, much like other Hadrians, has the ability to instantly gain fluency in a specific language almost immediately upon verbal exposure. This has led to him being designated as the first line of contact with foreign agents who wish to contact or support the Anticóndoristas, and as a result, Amadeo is fluent in various dialects of Spanish, American English, Brazilian Portuguese, Quechua, Aymara and even Chinese.
    • Tracking: Amadeo, much like other Hadrians, has access to a sixth alien sense which allows him to track any living beings he has touched in the past 24 hours.
    • Elemental Resistance: Amadeo, much like other Hadrians, has resistance to fire, heat and electricity, though not a complete immunity.
  • Anticóndorismo: A martial art/guerrilla warfare tactic which Amadeo, much like the other members of his anti-Condor resistance unit, is trained in. The massively unequal forces between the Condor government and the Andean Condors themselves on one side and the Anticóndoristas on the other side has forced them to withdraw to the jungles, favelas and mountains of the country, using underground press, sabotage and ambushes to fight against the regime one step at a time. Anticóndorismo proclaims avoiding direct conflict with enemy forces and only using lethal force if absolutely necessary, and, even if direct conflict is unavoidable, avoiding revealing your real capabilities until you are assured that using the full extent of your powers will result in immediate victory - and as it turns out, Amadeo's Hadrian abilities are great for this approach to battle. As a result of being trained in this tactic, he is an expert in stealth, using the environment to his advantage as well as hand-to-hand combat.
  • Modified Taser Pistol: Amadeo is equipped with a taser pistol whose grip has been custom-made to be able to be gripped by a Hadrian claw without falling on the ground, getting crushed or failing to fire. When fired, it releases nonlethal bullets which administer a stunning electric shock upon contact. Outside of roaring, which can only be used very sparingly to avoid alarming anyone, this is the only ranged option he has available.

Limitations:
  • No Spellsongs: Because of his upbringing in an Earthling family, Amadeo has no access to a significant part of Hadrian powers, this being their spellsongs. In fact, he doesn't even know that there is such a thing as the Goddess whom he could call out to for help.
  • Clawed Hands: The alien, clawed nature of his hands means that Amadeo is very limited in what weapons he can wield. Any guns need to have their handle and grip modified beforehand, and try finding me a rifle designed for Hadrian usage on the black market.
  • Guerrilla Fighter: The nature of Amadeo's guerrilla war against the Condor regime means that he avoids direct conflict against opponents he isn't sure he could instantly defeat, and even if combat is unavoidable, he is more interested in sneak tactics rather than subduing the enemy. This can bite back at him if he faces an opponent against whom these tactics are ineffective - for example, an enemy who can track his position or simply destroy everything around them to remove him from the equation. The Condors' members Boulder and RADAR come to mind.

    (That last one is also a weakness, though I think it fits the category of limitations because it explains why Amadeo can't just go in guns-blazing and kill everything he wants to in sight.)

Weaknesses:
  • Cold: Like all Hadrians, Amadeo is unadapted to cold environments or attacks which use cold and ice. It slows him down physically and mentally and leaves him vulnerable.
  • Fleshy Spots: Amadeo's skin and flesh not covered by scales or bones is as strong as that of an average person. This weakness is especially visible if the opponent uses something ranged at him, like a gun, because without any spellsongs at his disposal, Amadeo has little options against that.

Likes: Helping the poor and the weak, socializing, successful plans and ambushes, venison, beef.
Dislikes: Vegetables and fruits, consumerism, the Condor government, racism and species-ism, killing people, failure.

Additional Information (Optional; remove if unused)-
Birthday: January 19th, 2000
Theme song: The Storm Before the Calm
Favorite food: Whatever's edible (and isn't vegetables)
Greatest fear: Failure.
Last edited by Finland SSR on Sun Aug 05, 2018 7:21 am, edited 1 time in total.
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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Aug 05, 2018 4:19 pm

Finland SSR wrote:---


Nice work Fin. Accepted.
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New Neros
Powerbroker
 
Posts: 7676
Founded: Mar 14, 2015
Left-wing Utopia

Postby New Neros » Sun Aug 05, 2018 6:50 pm

Name: Maria Martinez | Mar | Punk
Age: 19
Gender: Female
Race: Human
Appearance:
Image

Young Blood?: No.
Bio:
A young villainess upstart, Maria was born to an American man and a Mexican woman in Juarez, Mexico, but was raised in neighboring El Paso for the most part. On her mothers' side of the family, heroism and powers ran pretty deep, but her father was staunchly against supers and their kind, working his fingers to the bone in order to support his family, despite their less than ideal living conditions. Still, Maria had a sense of purpose and a longing to help people, and rather than do so with a costume and power, she opted to study medicine and become a doctor.

Affectionately called "Mar Mar" by her cousins and classmates, her nickname of Mar stuck close to her. One fateful day, though, during one of the labs for her course at UTEP, Mar found herself able to heal other people through her touch. This was wild and game changing, as she was well on her way into becoming a medical professional, but started to see offers come up to join superhero teams as an in-demand healer. She decided to take a job with the Rainbow Warriors of El Paso in her spare time outside of class, but found herself a bit unfulfilled with hero work. Her days were dull and drab, and even the bouts of action they received just couldn't shake the feeling that Mar could accomplish more.

Another day in the raging summer heat introduced her and her team to the notorious supervillain, Mustafa Gaul, who was relatively unknown at the time. Her team were routed in battle and Mar was taken hostage, the villain demanding the girl heal his injuries in preparation for the next battle. She did as instructed, but talked with the man throughout the process, learning his motivations and witnessing an exciting side of the superhuman population: villainy. Gaul let her go before he left El Paso by train, but she wanted to stay, and followed him to Tuscon, where Gaul encountered another team of superheroes, and ripped them to shreds as well. Meeting a man known as Nile, the three young adults became inseparable friends, finding enjoyment outside of their comfort zones as they dabbled on the dark side of the law.

Powers:
  • [Tactile Telekinesis]: At all times, Punk is surrounded by a telekinetic force field barely a few milimeters above her skin. She can extend this field, but only by touching something or someone, but once she's in contact, she can lift the object effortlessly or display other degrees of superhuman condition, such as pushing her own body through the air to achieve flight or scanning the ground near-by in order to identify incoming threats.
  • [Healing]: Her originally discovered ability, her healing power has taken a back seat in development to her other tactile-based abilities, but her ability to heal teammates by touch is an incredibly useful asset on the battlefield, especially for damage sponges like Gaul. She has found numerous drawbacks to the ability, like it's lack of area of effect, and the extreme exhaustion and fatigue it gives her being directly linked to the amount of damage she heals.

Limitations:
  • Range: Mar can only affect something through touch, or within those few milimeters that it's basically touch anyways. Touching the object through the air doesn't work, it needs to be direct contact with her skin or a solid object from her skin to the thing she wants to interact with. This is the same for her healing ability, as she'd need skin to skin contact to begin the process.
  • Skill: Mar is just now figuring out her powers, she did not have the luxury to develop and train with them from puberty or to have them groomed in a school program. She is a mixture of self-taught and instructed by other villains such Gaul, Nile, and Black Luminous, but it's still lacking. Her healing ability has not grown much since it was first uncovered.

Weaknesses:
  • [Force Field Strength]: Constant and repeated blows of intense magnitude and force can break and eventually shatter her personal telekinetic force field.
  • [Touch]: I can't stress this enough, if she can't touch it, she can't affect it. Users of telekinesis, gravity manipulation, electromagnetic fields, force fields, all of that jazz, can render her power useless if they remove her from any sort of matter and hover her body just out of reach.
  • [Fatigue]: Her healing by touch drains her energy rapidly, giving her greater fatigue and exhaustion the worse off the injury she heals are.

Likes: Music, Food (any and all), Sleeping, Healing, Friends
Dislikes: Snobs, Hunger (even mild), Studying, Poverty


Name: Nile Canaan | Mirage
Age: 19
Gender: Male
Race: Human
Appearance:
Image

Young Blood?: Orion
Bio:
Nile originally hails from New Jersey, and is from a fairly affluent family whose fortune was made through shipping and real estate development. Because of the luxuries he was afforded in his life, Nile was sent to private schools from as young as possible, and groomed to take over vital areas of his family's business interests. His development of superpowers was originally thought to be a derailment of his future, but his father considered the marketability of heroes to be a new and exciting business venture, and so, at age twelve, sent Nile to a private school for heroes: Arendale.

Trained and relentlessly drilled with the philosophy and idealism of heroes and what they represent, Nile began to shape his identity differently from the mold expected at Arendale. He asked questions, wondered why heroic virtues were so black and white, and wondered why all studies of villains and heroic enemies focused solely on defeating them, and made no mention of their culture, reasons for villainy, or other reasons that ones slipped such a slope. This earned him the ire of teachers and administrators, and he responded with acting out and rebelling at every turn possible, threatening his education many times through the process.

One area of school he excelled at was in physical education and power control, able to keep up with and even beat physically-powered students on his own, normal physique. He learned to use and control his powers of intangibility with acute precision, and was a constant favorite to win class-wide sparring tournaments. As he grew older and school grew to a close, he graduated with honorable mention yet subpar grades, and looked to employment opportunities in the hero business. Slim pickings for his career out of high school, many wanted experience or higher education, and many teams and potential partners did not like Nile's abrasive personality or philosophy, they always commended his power and physical ability, but he fell flat on the mental side of being a hero.

He would roam from team to team, never establishing a lasting connection with whomever he was working with, as the fights were boring, uneventful. The heroes never ventured out of their city districts nor went on adventures, Nile would end up getting into a fight with some member and either leave or be thrown out, heading elsewhere to find work. He wound up in Tuscon, Arizona and under the employ of the Rapid Action Battalion for work, and he was placed on a probationary period while his ability and mentality was evaluated. He joined for cash, and for the chance to have dangerous battles with superpowered cartels, yet found the same old same old with the RAB, and is just waiting to move on to the next "big thing".

Powers:
  • [Intangibility]: Nile is able to phase through matter and energy at will, and since his early teens, has had a very fine and precise control over his ability. He's able to isolate which parts of his body to make intangible, and is able to move just as quickly while intangible. His means of accomplishing this is unknown, but he assumes it's some form of quantum phasing or a partial teleportation to a mirror dimension.
  • [Intangibility Combat]: Self-Explanatory, Nile hails from a superhero school on the East Coast and was dedicated to using his powers effectively in a confrontation, learning how to fight and how to bring his ability to the table in a fight. He's developed a rush for battle, gaining experience and uncovering new methods to better perfect his ability.
  • [Enhanced Condition]: Self-Explanatory also, Canaan is a superhuman with superhuman traits, including better agility and higher strength than your average human. He's able to break walls casually and react at fractions of seconds, to give an idea of his physical ability.

Limitations:
  • Air: While intangible, Nile still requires air, food, water, etc., so he must hold his breath while going through physical objects that affect his entire body.
  • Tough Squishy: He is a superhuman with increased strength and durability, no doubt, but Nile has no means to heal faster or better than current medical technology and human ability. He can't shrug off gunshots or hits from far stronger opponents, for example.
  • [Matter Rejection]: For some reason, when Nile becomes tangible inside of another object, rather than fuse with that object and wind up in a stick situation, the other matter forcibly rejects him. For example, he's phasing through a wall and stops halfway through. Rather than be fused to the wall and destroy his insides, the wall forcibly ejects him out. This means he can't hide or conceal himself for long with his ability, but also helps by not letting him obliterate his molecules.

Weaknesses:
  • [Electricity]: A drawback Nile discovered while in school, an electricity-wielding superhuman (or any high-powered voltage current) can arc to his body and re-constitute the molecules of his body without his input, forcing his entire being to become tangible again.

Likes: Ramen Noodles, Danger, Fighting, Adventure
Dislikes: Idealism, Spicy Foods, Corn Dogs


Name: Mustafa Gaul | Gladiator
Age: 20
Gender: Male
Race: Human
Appearance:
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Young Blood?: Orion.
Biography:
Gaul was born at Riverside General Hospital in the Third Ward of Houston, the second child of Yusef and Salma. Out of five children, two parents, all in a two-bedroom run-down apartment, Gaul stood out with higher than average physical condition and strength from an early age, implying he had latent superhuman potential. However, his parents were always suspicious of government-run and even privately owned superpowered agencies and scouts, and were not vocal about Mustafa's ability. At the same time, they wanted to keep their family together, and if their son had heroic potential, then he would be taken away.

Despite their reclusiveness, Yusef and his wife were active in the community, and encouraged their children to be mindful of others intentions and motivations, and above all, to be able to defend yourself. This was the Third Ward of Houston, after all, an impoverished and slum-like ghetto where it was often said that heroes never came. That statement would become a reality when Gaul was around twelve years old, and the rising tensions in downtown Houston turned into all-out warfare among several city blocks. Gangs, militias, armed citizens, and the like all rose up in response to several incidents with superpowered youths on a crime spree, which just spiraled out of control into the so-called Ward Wars.

Living through the hell of watching his neighbors beaten and battered, even murdered, severely affected Gaul. He joined in with secret patrols of younger boys, aiming to protect their block while just looking for an excuse to let out their frustrations on outsiders. He got into many fights, many jumps, got jumped himself, was robbed, stabbed, you name it, Gaul was both a sufferer and a perpetrator in the War. And true to it's statement, no heroes came to the Third Ward. It would take a little over a year for the situation to settle down, enough for the National Guard and State Militia to move in and enforce order, which had already been mostly achieved by that point. Thousands were arrested and several put on trial, but not enough justice could be delivered, and many would simply walk free.

Gaul walked away from the Ward War changed, a boy forced to grow up quickly and defend himself and his family, and he found himself lacking in that regard. He left his home at age fourteen, with a mission and passion to right the wrongs he had perceived in the world around him. By pure chance, he was picked up and educated by Mayla Carter, who focused on the boy's physical ability and his keen eagerness to learn and develop into a martial artist. He was a natural, a prodigy even, and his unwavering spirit and will-power earned him praise from Daniel Carter, who secretly viewed him as a potential successor to the Sentinel mantle.

Four years later, began to butt heads with his sensei and classmates on the rights and wrongs of heroism and villainy. Gaul saw potential in rehabilitation for most evil-doers, and stagnation of the term 'hero', but his solution to this problem was to eliminate the 'bad' heroes, which was not at all in line with the teachings The Carters tried to enforce. Falling out of grace with Mayla, despite being her star student, the two parted ways, with Gaul in pursuit of heroes unbeknownst to Mayla, donning the masquerade of a villain to pay retribution for the inaction of all so-called heroes. He expanded his hunt and eventually moved out to California, where we find him today, a nationally-recognized supervillain and Orion operative of extreme power and notoriety.

Powers:
  • Body Supremacy: Trained from his youth, Gaul is able to have complete control over his entire body by having his "mind, body, and spirit" work in sync, a method he was taught through Mayla Carter. This fine control allows him to preform superhuman feats of strength, agility, speed, and durability with ease, as well as unlocking greater potential within his mind, such as granting an indomitable will and a perception of what paths one is likely to take in hand to hand situations. As he has control of his body's own regeneration, he's able to repair himself at will, granted he has the energy or available nutrition to do so.
    • Supernatural Condition: Explained above, but Gaul sits at about Type II on the scale. In each successive fight he's gotten into, Gaul has shown an increase in his base physical stats that have elevated him from an enhanced condition state to a full-blown Supernatural one.
    • Indomitable Will: Exceedingly convinced of his own abilities, motives, and ideology, Gaul is steadfast in his beliefs, not only in his warped view of reality, but his physical abilities and prowess. The man just refuses to quit or give up, which creates an insane feedback loop with his damage empowerment as he'll continue to fight and struggle even if it tears him apart or even kills him. His mind just forces itself to push on even when his body screams for a moment of rest.
    • Supernatural Combat: To put it simply, Gaul is on a completely different level when it comes to hand-to-hand combat, able to just One Man Army the shit out of almost anyone he comes across. He leverages his superpowerful body and mind into a mobile and brutally effective weapon, essentially adapting to the fighting style of his opponent and either using it against them or countering it in the heat of battle. He was hand-trained by one of the best martial artist master on Earth, Mayla Carter.
    • Accelerated Probability: Rather than witness the absolute future of events, Gaul is able to accurately predict and read the body language of people and how they respond to situations. This isn't a for-sure thing, either, Gaul is basically presented with a list of possibilities and has to account for them like so.
    • Healing Factor: By controlling the natural regenerative processes of the body, Gaul is able to accelerate his recovery of most injuries, even ones not normally recoverable, such as lost limbs or nerve damage. The main drawback to that is that Gaul requires high caloric intake in order to preform such healing, and he won't be able to effortlessly re-craft a limb in the midst of a fight. Re-attach his tendons on his ankle? Sure, regrow an arm that was sliced off? You're asking for the Moon.
  • Damage Empowerment: Basically, Gaul gets stronger, fast, more durable, and larger pool of stamina the more damage that he takes. He's limited at the beginning of such engagements, being able only to handle what his fairly durable form can take, but steadily progresses and becomes more aggressively empowering as the fight wears on. Eventually, Gaul resorts to attrition and can simply wear down opponents. Fightin' Spirit.

Limitations:
  • Gaul must withstand the pain or damage he is taking for it to become empowering, otherwise, the overwhelming damage will just knock him out or outright kill him if it's too strong of an initial attack.
  • Self-Doubt and utter shock can end up breaking his willpower and spirit, which in turn will just whittle away at his fighting ability.
  • Healing requires energy, and for larger injuries, he needs more caloric intake. Most fights where he utilizes this power leaves him in a state of extreme hunger and exhaustion.

Weaknesses:
  • [Non-Physical]: Gaul is at home in physical confrontations, hand to hand and up in your face. He is hard-countered by long range, magic, and energy attacks. He only has his body and it responds to physical damage, he has no flight or projectiles to use. Not only this, but his only defense against telepathic attacks on his mind is his Indomitable Will, which can be overcome with enough brute force telepathic power.
  • [Attrition]:His body requires upkeep, and it's entirely possible to tire him out of his regenerative ability, and eventually win a battle of attrition if you keep his damage empowerment in check.
  • [Core]: In addition, Gaul's head must remain in tact for healing to take effect. Removing his head from the body is a pretty quick way to kill him.

Likes: Fightin' Spirit
Dislikes: Losin' Spirit


Name: Walt Bismarck
Age: 36
Gender: Male
Race: Human
Appearance:
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Young Blood?: No.
Bio: The Infamous Walt Bismarck is often seen as a man who will lead humanity into a new technological age, his public relations department very keen on promoting his activity in repairing, rebuilding, and construction across the nation and across the globe, utilizing unpaid robotic labor to reduce costs to the bare-minimum for his contracts. He did not start life as a multi-billion-dollar business tycoon, he began life as a shy child in suburban Denver. He kept his nose stuck in books for most of his childhood, reading everything he could get his hands on, and recalling everything he had read, heard, or seen with unparalleled clarity.

His intelligence was quickly noted by teachers and doctors, but many were unable to describe it as a 'superhuman' feat, as the label still had negative connotations and affects at that time. Still, Walt was afforded the chance to learn at higher institutes and had greater access to knowledge that he quickly devoured, finishing his school early and going on to higher learning. He had visions of robotics and automated machines, and delved deep into their construction and early development in the 1990s while he was in school, designing, programming, and building his own rudimentary robots in that time. At some point in time, though, he was confronted with the possibility that his robots and machines would be weaponized and used for war, and had to choose the direction to take his research.

Rather than trust a government-funded research grant or the myriad of technological giants that itched for the man's genius, Walt started his own business out of his parent's garage in 1998 at seventeen, Bismarck Automation. There was some local interest in the company, but larger corporations and firms wished to buy-out the business or smother it entirely. Walt was unphased, and made several proposals to cities, towns, reservations, anywhere that a problem was arising, Walt offered his robotic designs as a solution. His first few contracts put him on the map as a well-rounded designer and automater, his technology decades ahead of the competition and able to solve labor issues, monetary issues, and create sound engineering ahead of schedule. He designed and built several rural hospitals for Native American reservations, and used the experience and money earned to catapult himself and his company to greater heights.

At age 21, Walt Bismarck became the youngest billionaire in the world at that point, using his funds to create several branch company's and divisions of Bismarck Automation, in turn heading the Bismarck Group, a corporate giant heavily regulates it's internal robotic affairs and it's numerous child companies. He continued on as creative head and lead technologist for his Automation, Robotics, Cybernetics, and Engineering companies, guiding and directing his corporation to become a world leader in construction, robotics, and renovation projects. He gained controversy for the first time with his Superhuman department's activities and development, wherein he promised a robotic police force capable of retiring every hero on the East Coast in the next ten to fifteen years.

Backtracking his statements, Walt re-oriented the department into a research and evaluation division, assisting superheroes with their activities and aiding super-villains in rehabilitation. However, his thoughts were still rather firm in creating a world where the populace didn't need to don suits of armor and go into the night to prevent crime. However, his largest and most secretive move in that direction is the apprehension, elimination, or identification of the group behind the Young Blood Massacre, of which, he is one of the most able and cunning men to uncover the secret Reckoning. Now, he is looking at ways to confront or convict the group in order to make his legacy into reality before he's even dead, and what better force to fight villains than other villains?
Powers:
  • [Supernatural Intelligence]: His only power, Walt Bismarck is leagues ahead of most men and supermen alike in the brains department, using his smarts to construct devices, machines, and execute precision planning all on the fly if need be. He is so capable, the rare occasions he leaves his underground fortress, the armored suits he dons are often called "mobile labs" due to his ability to construct and adapt on the fly and with limited resources. While he greatest talents are in robotics and advanced technology, he possesses hypercognition and is able to be a master at most brain-related activities.
  • [Robot Creation]: One of the more notable powers of Walt, the man is able to create and maintain a vast army of robots that he can use for nearly any purpose, even going so far as to imitate his likeness and serve as stand-ins across the globe. As a matter of fact, the flesh and blood Walt Bismarck almost never leaves the security of his headquarters, and works mainly through machines, so when most people are saved by his robots or he gets into a fight, it's Actually a Robot.

Limitations:
  • Physics: Walt is not so lucky as to be able to break the laws of physics or use magic, so he is limited with what resources he can muster and what things he can do under the broad spectrum of science.
  • Connection: Since Walt never leaves his house, there can be delays in the execution of orders or instructions for his robots, or his connection can be severed entirely.

Weaknesses:
  • [Human]: Walt is fairly normal physically, nothing exceptional at all except his mind. He can easily be dispatched in-person.
  • [Robot]: Most of the time, Walt will send a single drone to respond to large threats, and once they're dispatched, he's out of the fight unless he sends reinforcements. Funnily enough, Walt seems to lack impressive technology in favor of immense firepower, but his true heroics shine in the repairing of damage to cities and urban areas after devastating fights, wherein he uses his robotic drones to rebuild in a few weeks' time.

Likes: Gadgets, Inventing, Robots, Learning, Building and Rebuilding
Dislikes: Ignorance, Magic, Politics


Name: Inez Cadaval | Espina
Age: 20
Gender: Female
Race: Human
Appearance:
Image
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Young Blood?: Orion.
Bio: Inez was born in Tijuana, Mexico, a member of the middle class and relatively well-off despite the notoriety her city is famed for. She led a simple teenage life, was a girl captivated by the macabre and gothic themes, and soon discovered her powers as she grew older. Her neighborhood fell under the watchful protection of a local cartel, which was arming itself with metahumans and shipping drugs across the border, and it somehow got really pissed off at Inez’s parents.

They didn’t pay their protection fee, and became an example for the other families in the neighborhood, Espina finding her parents murdered in cold blood, and swearing revenge. Rather than confront them directly, Inez crafted a plan that would insert herself into the Cartels’ ranks, using her metahuman power as a means to gain access to the organization, which hired her unknowing that they had just previously murdered her parents. She worked diligently to gain more access to more members, and struck all at once when she was able, manipulating the bones of her “comrades” and ripping several of their bones out of their skin.

She would have killed every member then and there, but the untimely arrival of agents of Orion, who were looking to ally itself with the Cartel, made her put on a puppet show of grand proportions, while she struggled to find a way out of the mess she had gotten into. She fought off Nile Canaan and Mustafa Gaul with her bone powers and puppets, impressing both of the combatants, enough to let them hear her story. The two calmly admitted that they did not come as allies, but to eliminate the Cartel, which Espina had already done. She was brought before Legion after that, and quickly inducted into the ranks of Orion alongside Crimson.
Powers:
  • [Bone Manipulation]: Espina is able to manipulate her own bones to produce sharp edges, defensive constructs, and the like, but her fearsome ability lies in controlling the bones of others through contact. Once she has made direct contact from her body to another person (or animal), she's able to manipulate their skeletal structure at will. She can use other bones for armor, spikes, swords, and even for direct control of a body through it's skeletal structure. Such control takes mental proficiency and knowledge of the skeletal structure to preform.
  • [Bone Regeneration]: More along the lines of Regenerative Healing Factor, Inez can heal herself and her bodily injuries through the bones of others (or herself, as needed).

Limitations:
  • Physical: She's about average in terms of physical ability, normal for a girl who does medium exercise daily. She doesn't pack much of a punch, so relies on her powers to do the work for her.
  • Control: There is a body-mass limit to what Espina can control, as we've seen her max out at seven roughly average human beings in addition to her own body, so we assume that's the limit. That's bone-wise, so, she could be controlling several birds at once or a single large animal.
  • Distance: The closer Inez is, the more fine and precise her control over their body is. Further, and her control starts dropping off until the thing she's controlling becomes free from her influence.

Weaknesses:
  • [Boneless]: Quick and easy, a boneless person or being will not be under her effects at any time.
  • [Density]: She can't make bones any harder than what they are normally, and only has what's existing to work with. A person who's able to regularly break bones can easily run through her and her puppets.

Likes: Macabre, Literature, Conversations, Family
Dislikes: Hatred, Ignorance, Murder


Name: Skye Gwyn | Crimson | Blood Witch
Age: 25
Gender: Female
Race: Human
Appearance:
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Young Blood?: Orion
Bio: Skye Gwyn was born of this realm, but is no longer apart of it, as she has given her life to the Old Gods of the Garden in exchange for magical power. Now, she didn’t start this way, she was taken under the wing of Vexian, a notable Talin Danu master of the dark arts and magical terrorist, who taught her how to weaponize the teachings of the Garden, passing on select knowledge to his pupil in order to craft her into a weapon of war, but always holding back from his information-hungry student.

She did not take kindly to this, and dived head-first into deeper magicks and artefacts, finding some answers but more questions as her magical knowledge rapidly developed. Though Vexian knew far more and was skilled centuries ahead of Gywn, she managed to broker a deal with an Old God, a chaotic paradox entity that inhabit the far reaches of the Garden. She traded her soul for power, and was granted an unrelenting control of blood, re-writing all of her known magic into blood spells and incantations, summons into blood seals, disbarring her from coming into greater knowledge as she chose a single path to power through an Old God.

Rather than face the wrath of her master over what she had done, Crimson fled, breaking contact with the Azai Zan and coming into contact with the mercenary Legion soon after. The merc took her in and used her abilities in several engagements, before the two split ways as well, Crimson going in pursuit of magical objects much like her former organization, and Legion retiring from the business. When Orion came around, Legion eventually reached out to his former partner, and brought her into the team as a magical component, knowing her presence would balance out the team and her knowledge would help advance Orion’s magical department.
Powers:
  • [Blood Magic]: A powerful user of the mystical dark arts, Skye uses her own blood to form seals, pacts, and rituals. Not only that, but she is able to manipulate the blood of other beings and her own, much like a blood bender.

Limitations:
  • To summon something or someone, Crimson must make a seal on that object or person in blood, and then form a similar seal where she wants to summon it. To this end, she has several pre-set seals on weapons, animals, and creatures that she can call upon when needed.
  • She requires blood seals, and often the closest blood is her own, so she can suffer the effects of blood loss if she summons many things or too many things in rapid succession.
  • People of strong will or in total control of their bodies can resist her blood manipulation, in addition to people lacking blood to use, she obviously can’t manipulate them.

Weaknesses:
  • [Insanity]: Unbeknownst to Crimson, but her constant use of blood magic will eventually poison her blood and mind in a sinister way, she has brokered a deal with an Old God and will be driven insane through her continuous use. She has yet to reach that point, but overexertion will begin to show her lapse in sanity.
  • [Blood Loss]: She cannot affect things without blood without using her own, and if she keeps using her own, she will run out over time and succumb to blood loss.

Likes: Magic, Blades, Stabbing
Dislikes: Being a Follower


Name: Alexander Grand | Legion
Age: 25
Gender: Male
Race: Human
Appearance :
Young Blood?: Orion
Bio:
Born in the bright lights of Las Vegas, Legion's powers were evident the moment he was born. His mother thought she had twins, but Alexander absorbed his counter part immediately after birth. Rather than use the young boy's powers or send him away to be trained, his parents continued on as if everything was normal, becoming used to seeing one or two extra versions of their son playing with each other or out and about in the neighborhood. It soon became a problem, however, as Legion would send clones in his place at school and sporting events, his parents rather upset that despite his laziness, his re-absorption of the clones granted them their knowledge from the day's activities.

As a teenager, Alexander became fascinated with money and how to acquire it, as well as a knack for organizing his clones and sending them on various missions throughout the day. At some point, he started to send his clones to rifle training, pistol accuracy, and hand-to-hand combat drills that were local and open to all, which gave him an interest in guns and military-style deployments. This in turn led him to use his clones as cheap, inexpensive mercenaries, starting local and quickly growing into a large criminal empire that boasted several hundred million dollar contracts and deployments. He focused efforts on destabilizing Latin American governments and localities, since they paid handsomely and were fairly easy to access and slip in and out of. He kept his hands clean throughout the process, but was eventually on the radar of several international organizations.

He would wage private wars for cheap, becoming an experienced one man army from absorbing countless clones with battle experience, and even becoming a fugitive from most governments in the West. At some point, he just decided to stop, knowing that his path would eventually lead to a gruesome death in some Colombian jungle, as had already happened to many of his clones regardless, but he started to wonder how many "restarts" he had, and if the replication would ever go down in quality or affect his mind. Several conversations with a United States Military Intelligence operative known as Invader eventually persuaded him to re-think his mercenary actions, and it caused him to put up his guns for now.

Legion would find comfort in the company of villains, becoming fast friends with former bodyguard Cannon, and close associates with one of his biggest suppliers and funders, Walt Bismarck, as well as friends with power couple Black and Blaze Luminous. This grouping formed a core section of what would eventually become the villain team known as Orion, in which Legion would assume a leadership role as a field commander, directing day to day operations and sending his partners on various missions, all under the authority and supervision of Walt Bismarck. He would bring in a former collaborator, Crimson, due to her magical talents, to fully round out the team.

Powers:
  • [Replication]: Able to make and control a number of copies of himself, Legion is never without backup or a shoulder to lean on. His abilities are limited, in that he can only copy himself and his clothing, and can only do so for a limited total number less he start losing control of the clones. Through training and experience, Legion can and has learned how to duplicate other objects, and suspects that he can do so with people at some point.
  • [Duplication Absorption]: As the host, he is able to absorb the clones he has made back into himself, gaining the knowledge and experiences they have encountered.
  • [Tactical Analysis]: A gifted mind paired with leadership abilities and charisma, Legion is well-suited to lead the operations of Orion with his strategic intellect. Once used to plan elaborate and complex deployments and combat operations, the mind of Legion is now focusing on bettering the world through the vision of Gaul.
  • [One Man Army]: Quite literally due to his ability to clone himself, ammunition, weapons, everything he needs to get in and out of a combat situation alive. Facing Legion basically amounts to facing an entire squad of himself, armed to the teeth, and with unlimited ammunition.

Limitations:
  • Human: Legion is ultimately human, and his clones can only endure human-level injuries and lethal injuries before being compromised.
  • Clone Limit: Legion can make many clones and his clones can clone themselves, but any more than 10 clones around at one time leads to mutiny.

Weaknesses:
  • [Human]: Peak Human Athlete, but nothing more, Legion is rather tenacious and strong-willed but ultimately fragile in a world of superpowers.
  • [Cloned Human]: His clones are only able to take lethal punishment before disappearing or being reabsorbed by Legion, so, it's basically like having a gang of ten baseball players mobbing on you.

Likes: Planning, Reading, Scheming, Money, Gun Fights
Dislikes: Idiots, Ignorance, Arrogance, Unjust Heroes, Psychotic Villains


Name: Jason Terranova | Cannon
Age: 27
Gender: Male
Race: Human
Appearance:
Image

Young Blood?: Orion
Bio:
A career criminal and villain, little of known of Jason's younger years. He was raised by his grandmother and aunt, his parents either unknown or completely out of the picture, and was rotten to the core as a child and into his teenage years. Terranova was used to getting his way by force, his imposing size and features aiding in his intimidating physique, but his development of powers in puberty really set Jason into a spiral of hate, abuse, and confrontations that lead to his imprisonment at age seventeen for assault with a deadly weapon, as his explosive powers were deemed lethal. In and out of anger management courses and classes, Jason struggled to get a grip on his life with such a short fuse, and was quick to find himself without work every time he went off the rails.

To make ends meet, he turned to bodyguard work and mercenary jobs, protecting mob bosses and the shady elites of the underworld for a high price, demonstrating his skill and destructive potential for anyone who simply asked about it. In his line of work, he eventually met up with Legion and Black Luminous and his wife, the four of which becoming fast friends and compatriots in San Diego, banding together instead of going solo into the harsh reality of underground villainy.

Powers:
  • [Explosion Inducement]: Cannon has an uncanny ability to transform and amplify kinetic energy into powerful, explosive energy. Through punches, kicks, headbutts, anything where he transfers kinetic energy, Cannon can cause a mighty explosion with his bare fists.
  • [Supernatural Condition]: Jason must be durable and strong in order to withstand the might of his own explosions, granting him insane durability and endurance to his physical body.

Limitations:
  • Kinetic Maximum: There is a limit to how hard you can punch, and thus, a limit to how big of an explosion Cannon can create. He can casually tear down walls and houses, but he will quickly tire out when having to level more than a city block at one time.
  • Anger Issues: Quick to anger and horrifically dumb when he's steamed, Cannon has a short fuse that can be exploited, putting him into an exhausting rampage that quickly drains his energy and diminishes his brain power.

Weaknesses:
  • [Touch]: Cannon needs to make contact with something to produce an explosion, and the amount of force he applies directly translates to the amount of explosive force he expels.
  • [Energy]: A boxer can't fight forever, and neither can Cannon. Continuous punching and exploding will tire him out, drawn out fights are a nightmare for Jason.

Likes: Feeling Strong, Fighting, Likeable Villains
Dislikes:Anger, Reading, Being Wrong, Goody-Two-Shoes Heroes


Name: John Lee Turpin | Black Luminous
Age: 30
Gender: Male
Race: Human
Appearance:
Image

Young Blood?: Orion
Bio: Mighty Black Luminous is a name feared and respected across the world of heroes and villains alike, with a masterful control of gravity and a sharp, scientific-based intellect, the man behind the mask is John Lee Turpin, a former high school science teacher and coach. He was never one to find interest in superheroes or villains as a child, tending to his studying and being an all-around book worm for most of his life. He was naturally gifted in the field of science, and was a frequent consideration for advanced education at higher level universities and colleges.

John Lee found his purpose in life not by just learning and inventing, but by teaching and sharing knowledge with others. To that end, he became a physics teacher, shocking many, as a mind of such brilliance would be wasted away in the education system. Regardless, John took his job very seriously, and dabbled in physics research in his spare time. Everything changed for John Lee Turpin and his newly wed wife on one fateful day, the school he was teaching at came under assault by a rowdy bunch of villains, hell-bent on causing no good. John Lee acted in defense of his students, protecting them from harm with a homemade gravity gun using a kugelblitz blackhole-powered gravity gun.

His deed would have been heroic, had the actual heroes who responded not cause even more damage and destruction than the villains they were trying to stop. In an act of desperation, Turpin shoved his hand in his gravity gun's power source to directly use it to prevent a ceiling from collapsing and trapping, if not killing, his entire classroom. The result was catastrophic, the strange matter fused directly with John Lee, turning him into a freak of nature able to manipulate a fundamental force to a nearly infinite degree, but allowed him to effortlessly save his students from death. A blistering rage took hold of the teacher, and he absolutely crushed both the heroes and villains present on the scene, nearly killing all participants in the action.

Turpin abandoned his past life, but he was not alone. In the heat of the battle, his wife and coworker also gained unruly and impressive powers, allowing her to wield black hellfire flames at will, which burned with magical intensity and strength. She burnt several heroes and villains with life-altering scars in addition to John's rampage, but the two immediately calmed when in the presence of each other. Together, they adopted the mantles of Black Luminous and Blaze Luminous, intent on righting the wrongs of heroism and villainy, flopping back and forth between heroic and villainous far too many times to be considered a trustworthy ally.
Powers:
  • [Gravity Manipulation]: Claimed to be a living black hole, Black Luminous is a master of gravitation, allowing himself to mimic most telekinetic powers and even provide unique ones of his own. He's not much of a hand to hand fighter, so often crushes his opponents, literally, if not floating them above the ground. He is very round about in his utilization of his power, with new and unheard of applications becoming quite normal for him.

Limitations:
  • Black Luminous has a limited range for his gravitational pull, though it is nearly unlimited in that range. He can only manipulate gravity within a one thousand foot radius of himself in all directions.

Weaknesses:
  • [Weakest Force]: Gravity is the weakest fundamental force. A fridge magnet has enough electromagnetic force to overpower the entire gravity of Earth, for reference. Electricity and other forms of energy can undo his gravitational forces.
  • [Energy Attacks]: Because gravitation requires mass, he cannot deflect or repel energy attacks.

Likes: Hamburgers, Teaching, Observing, Learning
Dislikes: Not much, he's actually a pretty happy, friendly guy.


Name: Mary Anne Turpin née Prescott | Blaze Luminous
Age: 28
Gender: Female
Race: Human
Appearance:
Image

Young Blood?: Orion
Bio: Less well-known and feared than her husband, Blaze is never far apart from her beloved. She had grown up without, her and her family had to work for everything that they had and even then, sometimes it wasn't enough. Mary Anne went hungry several nights in her childhood, and as she grew older, she realized that she wanted to help children that were in her own situation and sometimes worse. She became a counselor, worked at a school, met John Lee Turpin, and quickly fell in love with his nerdy wit. The two married and planned for a family, but an attack at the school forced their hand.

Mary Anne did not originally have powers, but the stressful events of the attack gave her flashbacks of her childhood, and somehow, the trauma of the event helped her unloc a dormant ability within her own being, one that could summon and wield blackish hellfire at will. Armed with the power to make a difference, Mary Anne began to attack and incinerate hero and villain alike as their school crumbled around them, angrily weeping as her life came crashing down. The aftermath was brutal, and hard to process for both John and Mary, but both agreed that their lives were over now, and a new adventure began. Both thought to have perished protecting their students in the school attack, the romantic duo took on the names Blaze Luminous and Black Luminous, starting their lives over as forces of nature that toed the line of hero and villain repeatedly.
Powers:
  • [Dark Fire Manipulation]: Blaze is able to emit and control a tidal wave of deep, dark flames that burn with hellish intensity and power. They are strengthened in the night and by shadows, and are only extinguished by her command. She is also immune to her own flame, for obvious reasons.

Limitations:
  • Much like her husband, Blaze can only emit and control flames within a thousand foot radius of herself, they will extinguish over time outside of that distance.
  • She is human and athletic, but not to a superhuman or Olympic degree.
  • With smaller quantities of flame, she has fine control and reaction, but large and overpowering walls of flames are harder to control and direct, with a dark fire inferno nearly having a mind of it's own.

Weaknesses:
  • [Holy]: Any power with holy affixed to the name is a hard counter to her dark flames, which are mystical in nature.

Likes: Black Luminous, Helping Others, Chicken Noodle Soup, Vacationing
Dislikes: Fighting, but that's basically it, she's also upbeat and happy like Black.


Name: AWOL | Kenan Scott
Age: 24
Gender: Male
Race: Cyborg
Appearance (pics if possible):
Image

Young Blood?: Oron
Bio: The Cyborg Assassin, AWOL is never where he should be, and is one of Walt Bismarck's most successful and utilized resources when it comes to Orion and his operations as whole. Kenan Scott was involved in a car accident on his twentieth birthday, and would have died before reaching the hospital had Walt not had a traumabot in the area. Stabilizing his injuries, Walt was forced to keep Kenan alive by adding in cybernetic machinery to return him to a normal body, keeping as much flesh as possible, but leaving much of his extremities as metallic and unfeeling.

Walt was not as generous as he seems, because he was actually after Kenan's ability, which was nearly unlimited teleportation when he was biological. It's implied that Walt caused the accident that made him into what he is, but the man Kenan was before was no more, he doesn't even remember his old name or life, his life is filled to the brim with the orders and interactions with Walt from the day he awoke from his coma in a new body until today. Walt heavily studied and eventually replicated AWOL's teleportation ability, utilizing it heavily as an Orion calling card of disappearing from the scene of a crime before the authorities could arrive.

AWOL is often deployed behind the scenes, meant to gather information and intelligence as well as to preform discrete assassinations, destruction of material, or theft of devices in the interest of Walt Bismarck. He often is paired with Nile Canaan or SAGA, for their synergy and complimentary powersets, when it comes to Orion deployments. He often wields close-quarters weapons to add to his silent assassin vibe, unironically wielding a katana because that's what all cyborg ninjas use.
Powers:
  • [Bionic Physiology]: AWOL is more machine than man, holding few of his original organs and having most replaced with constructed machinery. This grants him immense strength, speed, reaction time, and overall condition, but at the cost of his own humanity and flesh and bone. He is one Walt's greatest cybernetic creations, but represents one of the final "cyborg" creations before Walt switched to a more sophisticated nanite physiology through rigorous testing.
  • [Teleportation]: AWOL can move from one point to another, often undetected and without one even noticing. He accomplishes this by moving his body into a pocket dimension, and then moving from it back into reality, all within fractions of a second, unnoticeable even to the most sensitive of sensors until he appears.

Limitations:
  • AWOL can only move his body and whatever he's holding, not another person along with him.
  • The teleportation jumps he makes can be exhausting if they are long in distance, rather than several short ones in close proximity. His maximum jump would probably take him from New York to Los Angeles, and then he would be out of commission for a day to recover.

Weaknesses :
  • [Cybernetic]: He is hard countered by electromagnetic pulses or disruptions, which would seriously hamper his physical abilities and cognitive abilities because so much of his body is made of cybernetics. This includes electricity at high enough levels to overcome his insulators.
  • [Exhaustion]: Though he has nearly limitless stamina as a cyborg, his teleportation ability comes from the little biological being he has left, and drains his stamina rapidly. He can flaunt his ability in short ranges around a city block, but jumps between cities, states, and countries will drain him severely, and with his maximum distance of a continent-wide jump without special assistance.

Likes: Mall Ninja stuff
Dislikes: Being made fun of or insulted.


Name: Saga | Sandra Gallegos
Age: 26
Gender: Female
Race: Cyborg
Appearance:
Image

Young Blood?: Orion
Bio: Sandra Gallegos was a hiker that went missing while hiking in the Rocky Mountains of Colorado some years ago, she had gotten lost after going off the trail and without proper equipment, was about to succumb the elements when her body was found by an automated patrol of Walt Bismarck's robots, as he had a lab in the area. Several of her limbs and organs were in critical failure, hypothermia having taken it's toll, and Walt decided to begin the process of cyberizing the woman in an attempt to save her life.

Rather, he was interested in using her as a testing ground for new advances his cybernetic division had made in the past few years, and began equipping her with additional limbs and abilities that she had otherwise not had, since she was not a metahuman to begin with. Walt kept up maintenance on Saga for several years, eventually placing her in an information-gathering role to secure intel from human targets as he felt that some industrial information was being offloaded from online sources to protect it from hacking. He would pair Saga and AWOL together as stealth assassins and information security, bringing both of the cyborgs into Orion to fulfill that goal for the organization, not fully explaining that he was basically offloading his obsolete models to the villainous organization.

Sandra has no knowledge of her past life, only the life she has had under Walt Bismarck's supervision.
Powers:
  • [Cybernetic Spider Physiology]: Saga is assembled in the form of a woman with several arms extending from her back, which double as legs, arms, and weapons in times of combat, and can even fire lasers as needed. They also house wires and cables to form steel webs and traps, along with various abilities that would imply. Her body is extremely rugged and durable, as well as fast and agile compared to most cyborgs Walt has developed.
  • [Interrogation]: Saga is able to connect her cables to the neural cortex of an intended victim or person of interest, and forcibly extract information from their mind directly. In this download, she basically interacts with the person in a basal, instinctive state, fusing their brains and gleaning the desired information before dumping the mind back into the host body, leaving them mentally exhausted, confused, and often comatose for several hours afterwards.

Limitations:
  • Her body requires charging, being a lesser developed model of cyborg that Walt had yet to phase out of service due to her abilities to extract information. She requires a full day of charging for week-long operations at a normal capacity, but going into combat means she has limited time to stay active before shutting down in a power-saving mode.
  • She is an information gatherer, not a fighter, and is hardly used in such situations unless she is disturbed in her process, at which point she must defend herself and get away with the gathered intel.

Weaknesses:
  • [Cybernetic]: Vulnerable to EMP and electrical impulses of high caliber, much like other cyborgs that lack EMP-proofing.
  • [Charging]: Heavy mechanical exhaustion is possible on this cybernetic model, so baiting her into a prolonged fight is an easy way to drain her energy completely.

Likes: Men, Information, Walt
Dislikes: AWOL, Fighting
Last edited by New Neros on Sun Aug 05, 2018 9:48 pm, edited 7 times in total.
Looking for a good time? Horizon Academy is the place to be! | Do Forum Mods dream of sexual DEAT?
Reploid Productions wrote:I have had to read a lot of erotic RP telegrams in the past four months and it does all start to run together into one giant mass of penises, vaginas, breasts, tentacles, dildos, bodily fluids and so on.

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