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Gods Among Us v9.1 (OOC|Open|Superhero)

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Anowa
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Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Gods Among Us v9.1 (OOC|Open|Superhero)

Postby Anowa » Mon Nov 29, 2021 3:45 pm



--Anno Domini 2020--
Meta-Humans, they have gone by many names over the millennia that humanity has existed, not all of them good. Tales of superhumans and individuals with godly powers reach as far back as antiquity, in folk tales, mythology and even scripture, these tales were circulated and put through the telephone game of oral history, some remained somewhat truthful to their origins, while other became wild bastardizations. It wasn't until the witch hunts of the middle ages, and the subsequent enlightenment that such stories were fully discounted by mankind at large. It wasn't until the turn of the 20th Century when they started to arise again, as 'first hand' accounts, starting in the Boxer Rebellion, Phillipine-American and Boer Wars, culminating in the most part with paranormal and supernatural encounters during the Great War. It wasn't until the Second World War where anyone took such tales seriously, with Adolf Hitler's Germany creating a specially assigned SS Division tasked with investigating and utilizing the so called supernatural, Allied spies and informants started to funnel information they could to both the Soviets and British governments, it wasn't long before clandestine activities started with the attempts to either stop the SS' activities, or start their own programs.

When the War ended, the United States managed to get the lion's share with Operation: Paper Clip. The USSR slowly catching up due to the number of facilities and personnel captured during their advance across the Eastern Front. With the Cold War now looming, a clandestine war between the two world powers came to include those of a paranormal or supernatural nature, hidden from the public. These operations culminated in the mid 80s, with several incidents close to shattering the perception of mankind on such individuals. These activities hit an all time low in the early 90s with the collapse of Soviet Union.

On December 31st 2005, known as the Night of the Broken Mask took place in New York City, humanity became suddenly and acutely aware of Meta-Human activity on a mass scale. A battle between two teams of Meta-Humans was televised almost globally, live to billions. With no way to cover it up with such a small broadcast delay between several dozen news sources, there was no way for the US to cover it up like they had in years prior.

The hero known as Mastermind made several public appearances after that, mostly in an effort to promote a sense of calm among a panicked world population, a resounding speech at the UN HQ to the general assembly started to be the turning point in public opinion, that things weren't likely to change much. In 2010, nearly five years after Time's Square took the brunt of a fight between two Metas, Mastermind and his team, known as "The Cabal" publicly announced their retirement. Things that were previously somewhat calm started to pick up, with the major public figure head keeping crime in check by presence alone having moved on with his life, crime rates started to climb. The Government of the last remaining super-power drew up plans to prevent a 'rising Meta-Human menace', from clandestine groups with very little oversight, to public displays of a benevolent overwatch.

It is now the year 2020, five years since words like "Super-Hero" and "Super-Villain" lost much of their worth, now becoming exceedingly more common than they were before. A recently founded NGO known as "The International Association of Meta-Human Affairs" has started publicly sponsoring upstart heroes and funding academies for youths with recently discovered powers, it's with them, the new generation of heroes rises.


On March 27th 2020, America was struck by a series of terror attacks that resulted in mass casualties, and the whole of the US congress and Supreme Court present in DC being taken hostage. An event that was squarely and finally pinned on the rash actions of the TIAMA sponsored hero 'Patriot' resulted in the deaths of over 300 deaths of the nation's elected representatives, with him directly responsible for the Vice-President's death. His actions largely overshadowed incidents elsewhere, including a TIAMA folly up in a research site in New Hampshire, and another gaff on an offshore platform near Bermuda.

The result on TIAMA was almost catastrophic, their reputation largely damaged, many of it's personnel dropped their colours and found other ways to utilise their powers, full nations withdrew from supporting the organisation leaving vacuums to be filled by corporations or independent entities. TIAMA itself underwent a massive restructuring towards their operating policies and their staff training.

It has been less than a month since the trials and litigation finally ended, and just like every other job, the work doesn't just stop.


You are (for the most part) a member of the "The International Association of Meta-Human Affairs - Eastern United States" or much more informally: "TIAMA". other than that, be as creative as you like, be a frog-man, an incredibly long lived US Civil War veteran, an orphan with a penchant for chiroptera species, anything you can think of, with a few select stipulations:
  • Please refrain from creating characters that directly prove/disprove current religions. Such as an angel having a luncheon with the Pope every second day. Or a guru who directly speaks with Ganesh over tea on Saturdays. It would make characters with convictions of other religions somewhat goofy in hindsight. by "Current" I mean ones that have mass amounts of people following them in the current day, ancient pantheons that are for the most part extinct, such as the Greco-Roman, Celtic, Nordic, or Canaanite creeds are fair game.
  • Try to keep the destructive capacity of character within the Spiderman/Wolverine/Batman range. Key word is try going over this admittedly soft limit is alright, so long as they don't hit the Superman/Dr. Manhattan threshold, they should be fine. A stipulation to this is big old powers with either very conditional requirements, or a rather glaring weakness. Slapping someone with enough kinetic force to instantly cook them is not okay, but if the character needs to down a whole bottle of Crystal Pepsi in order to do so, that would be alright.
  • Decisions
    My word and the word of anyone I appoint as a Co-OP (yes, there will be co-ops) is binding. If you don’t like a decision, you can, of course, ask for us to reconsider it. Once. If we made a decision you don’t like, complaining for pages and pages is not going to endear you to anyone. Not me, not the Co-OPs and not your fellow writers.
    On that note, my word won't necessarily overrule the word of the Co-OPs.
  • Post Quality
    While I typically don't care too much about short posts, please put the effort in to have proper spelling, and grammar. Ideally, try and get more than a sentence in. If the whole of your post is "John Wayne scheduled a cigarette commercial." don't be surprised if no one responds to you.
  • Posting
    Nothing is worse than making an RP only for it to die. Please try to make at least one post every 48 hours or so. If you find yourself unable to post, please let me know in the OOC thread. If it looks like you've abandoned a character in the middle of a fight scene I might decide to kill them off... I'm kidding... maybe.
    On the other hand, a page and a half of IC in a few hours, is close to too much to handle for a number of people, especially if the pace continues as they try to post. Try and keep a happy medium of not too fast but not too slow in terms of thread activity, at least IC wise, blow the OOC up if you want.
  • OOC/IC Etiquette
    Remember the Golden Rule: don't be a knob. Attitude classed as passive aggressive, rude, outwardly antagonistic, uncooperative, or otherwise rude behaviour will not fly in this thread, period. ICly, be the character you want, say whatever, do whatever, but remember to disconnect between character conflict and IRL conflict. A single outburst is not damning for thread participation, but if it continues into multiple events, you will be removed from this thread.

    IC wise, so long as you aren't soloing everything in your path without harm, you should be good to go, remember, failure is the greatest method of character development.
  • Character Death
    It happens, no one likes it, no one may particularly want it, but there are times where it's unavoidable. Remember, death is the second greatest method of character development. And besides, it's a superhero RP, if there wasn't a chance for them to not actually be dead, it'll probably happen. So long as no one finds a body.
  • Keep if PG-13
    This is a given, site rules dictate this. My disappointment will reach untold levels if the Mods roll up like a Chilean Army helicopter.
  • Note that as of current, Villains are only being accepted if a Hero was previously made by yourself, or alongside the Villain application
  • Due to an excessive number of character with the power, or due to people taking it overboard, we are being stringent on all forms of super strength.
Delete everything in parenthesis
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[box][align=center][size=200]Gods Among Us Character Application[/size][/align]
[size=150][b]Character Description[/b][/size]
[list][b] Name:[/b]
[b]Aliases:[/b] (What they go by when wearing spandex and a fashionable cape)
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b] [spoiler](A picture or description, you don't have to get obscenely descriptive, but at least make sure you get the mental image across)[/spoiler]
[/list]

[hr][/hr][size=150][b]Motivations[/b][/size]
[list][b]Goals:[/b] (What is your character aiming to do?)
[b]Fears:[/b] (Is there something they fear they might do… or are they afraid of clowns?)
[/list]

[hr][/hr][size=150][b]Strengths and Weaknesses[/b][/size]
[list]
[b]Source of Power[/b]: (Are you a mythological monster?  Are you genetically enhanced?  An alien?  A creature from another dimension?  Or perhaps just someone in a fancy suit?)
[b]Powers [/b]: (Please be specific about things like strength and speed. Also, if there are any conditions to how powers work, list these here)
[b]Abilities[/b]: (Are they particularly skilled in things, that aren't superhuman abilities, that someone on the street might not be so good at?)
[b]Equipment[/b]: (Is there anything special they have that you might not normally be able to get? e.g. military weapons)
[b]Weaknesses[/b]: (These are things that will put you at a disadvantage in combat.  Personality traits are not weaknesses. Use these to keep your character balanced. It is not essential that you add them, if myself or the Co-OPs think they're necessary we'll help you out with making them.)
[/list]

[hr][/hr][size=150][b]Background:[/b][/size]
[list][b]Job[/b]: (If they have one)
[b]Legal Status[/b]:(Is your character a hero who stops for photos outside the local coffee shop? Or a wanted criminal?)
[b]Backstory[/b]:(How did you come to join TIAMA?)
 [/list][/box]


Lore Excerpts

As characters are created and subsequently accepted, the background and mythology around certain creatures will be built up. For example, if an individual decided to apply as a Gorgon, and they happened to write the background, nature and status of Gorgon's in detail, the information regarding the Gorgon will be cobbled together and put down below in relatively small excerpts. So while others may app as the same thing, there's at least consistency. As expected, there are going to be creative differences between individual interpretations. If there is room for multiple 'types' of a creature it's acceptable.

As of current, most of the lore entries we have are in the discord server, but slowly they'll be added below.

Biological Vampires
Since the dawn of civilization, notations of vampires have existed. Mesopotamians, Hebrews, Ancient Greeks, and Romans had tales of demons and spirits which are considered precursors to modern vampires. What we know and call vampires today though originates almost solely from 18th century Europe, when theological situations were changing heavily. The typical 'blood sucking, garlic hating, silver fearful parasites' were found to be seen as fact by few during this time. This is only partially true, but to understand a vampire one must go further back.

The vampires that a person would more usually encounter originated in southern Asia thousands of years ago, vampires are not mythological beasts, but rather humans who cracked open a stone vault that they really shouldn't have. Though long since gone, near what is now Lahore, Pakistan is a cave that, at that point at least, had been sealed off for nearly half a million years. Within a colony of creatures so small, the tribesmen who broke into the cave knew not what was within. Bacterial infection set in, and within days those who entered the cave found themselves either dead, or changed. And thus the first vampires were born.

While initially just a small plague, those who were infected became frail, if powerful individuals. Evolution took place, as word was passed down from parent to child, hazards, ways of living, and options to take in regards to their apparent god granted powers. With time, the bacteria, mutagenic in nature, changed the carriers. Unable to live outside human bodies, the bacteria became as mutually beneficial as the bacteria living in the human digestive tract.

Always small in number, these 'biological vampires' have the following traits:
  • Anaemia, which has been the basis of pale skin, and the reliance on blood, as their bodies have been accustomed to digesting it for a large stock of iron.
  • Severe Allicin allergies, the chemical commonly found as a natural pesticide in Garlic has been proven to result in a fatal allergic reaction from vampires. Even if smelled it will result in hives at best and a closed throat at worst.
  • Chemically induced biological immortality. This chemical secreted by the bacteria has proven to greatly prolong the human lifespan, ranging from 800-900 years more. Unfortunately, said chemical also induces chronic and very reactive photosensitivity. A vampire will typically not be able to remain in direct sunlight -or UV light- for more than 40 seconds before appearing to enter a state of shock, if not treated properly, they will either die from bacterial infection -ironically- or recursive sun exposure.
  • A very rapid, very acute, and nigh always fatal nickel allergy. This seems to be the basis of the aversion to silver, as sterling silver can contain traces of nickel, and nickel silver which was common in the 1700s, is not silver, but rather a copper, nickel, and zinc alloy.
  • The retention of the Vomeronasal organ into adulthood, along with a very acute olfactory bulb give Vampires a sense of smell close to that of a bear.
  • A fully functional tepetum lucidum.
  • Elongated canine teeth. As expected, vampires have elongated canine teeth, leading to pockets in the sinuses in which the bacteria that grants them their power sits. Much like snakes, there are hollow tubes that can be opened or closed on demand to inject the veritable poison into a victim.
  • Vampires heal quickly. While not to the degree of regrowing limbs in seconds, vampires can heal faster than the average human. gunshot wounds and knife wound will typically heal in days or weeks depending on severity, bouts of illness will last at worst a week, and limbs will regrow in two or three years time.
  • They will actively emit pheromones that can be used to allure others. This is mostly based on the sensitivity of smell of those surrounding it, those with a greater sense of smell will show a more positive reaction, while those with a duller sense of smell will show a more natural reaction. Typically this is no more than seeing an attractive individual on the street or speaking with someone you trust. It cannot overrule basic survival instincts, and it cannot control people's minds. No matter how much one trusts someone or thinks they're attractive, you're going to run from someone with a knife, or shy away from a screaming match.
  • Vampires are stronger and quicker. As expected from a group that heals quicker, muscles do as well. While inherently, vampires are not super-humanly strong, they do have a much higher capacity for force and strength than normal humans.

The following are myths and do not apply to 'biological vampires':
  • Vampires do in fact have reflections. This trait was only popularised by Bram Stoker, based on the silver found in mirrors being 'holy' and thus incapable of reflecting a vampire. This also carries over to film and photographs on the same basis, as silver can also be found in physical film.
  • Vampires also have shadows. Another popularisation by Bram Stoker. Perhaps based on the misconception of spending their time in darkness to hide their lack of shadow.
  • Vampires become dust upon death. Bram Stoker again. Unless they are cremated, they will remain a corpse. As odd as it may be.
  • Vampires can only be killed by a wooden stake. Typically, anything will die if one rams a six inch wooden spike into it's heart.
  • Vampires can be killed via decapitation. As with above, having one's head removed will typically kill anything.
  • Fire/Drowning will Kill Vampires. Same as the above two.
  • Holy Symbols will keep vampires at bay. During a time of faith, those with a belief in God will believe the almighty may protect them from something they see as foul and demonic. During the 18th century, vampires that could 'resist' the power of God and their holy righteousness were hunted down and killed very brutally, and quickly. Smart vampires during this time usually just rolled with it. While a vampire may act as if it wards them away, it's more self-preservation than anything.
  • Vampires can only reproduce via biting others. Born vampires are vampires born from a union of one vampire with another. After a 6 month gestation period, the child will usually reach maturity in 8 years. Typically, born vampires will always appear to be early 20s in appearance. Turned Vampires are the ones 'born' from a bite, and will take the appearance they were when turned, regardless of age or chemical processes. In the case of one's immune system not being able to take the bacteria's changes, they will become a Ghoul. Ghouls are frail, though deceptively strong, and seemingly unintelligent, their bodies will be in a constant state of pain, in which the pheromones emitted by a vampire are all that can relieve it to any great degree.
  • Vampires must be invited in. Manners are quite important, only hoodlums and scoundrels would break into one's home, and while they would drink blood, Vampires are still human if a bit strange.
  • Vampires are obsessed with counting. Somewhat of a mixed bag, after a certain age, vampires will do almost anything to keep sane, as such, older vampires will do things usually foreseen as 'OCD' while younger ones may forgo it, unless they're expecting guests.

As mentioned above, vampires do reproduce sexually, this is not limited to vampire-vampire unions. Should a vampire have a union with a normal human a Dhampir will be born. In 97% of cases, if the mother is a normal human, they will die during childbirth, while vampire mothers will survive no worse for wear. Dhampir will typically live as long as their vampire parent.

Dhampir have the following traits:
  • Allicin allergy, the chemical commonly found as a natural pesticide in Garlic has been proven to result in a a very acute reaction in Dhampir. While still a risk of death, a simple epi-pen or hospital trip can be all that's needed to help them.
  • A functional tepetum lucidum.
  • Chemically induced biological immortality. Much like their vampire parent, they will have a prolonged lifespan, though for somewhat unknown reasons, the chemical is not as prevalent, and while the lifespan is the same, Dhampir will age more noticeable in their middle age and late years, and are more prone to sunburns.
  • Elongated canine teeth. As with their vampire parentage, Dhampir have somewhat uselessly elongated canines, as they do not have the same cavities that their vampire parent has, and as such cannot turn people into vampires themselves.
  • An atrophied Vomeronasal organ, combined with a still enlarged olfactory bulb give Dhampir the sense of smell close to that of most domestic dogs.
  • Dhampir heal quickly. While not to the degree of regrowing limbs in seconds, Dhampir can heal faster than the average human. Gunshot wounds and knife wounds will typically heal in 1-3 weeks depending on severity, bouts of illness will last at worst a couple of weeks, and limbs will regrow in 5 years at worst.
  • Dhampir are stronger and quicker. As expected from a group that heals quicker, muscles do as well. While inherently, Dhampir are not super-humanly strong, they do have a much higher capacity for force and strength than normal humans.

With the advent of commonality and a lessened degree of superstition surrounding them, the 'biological vampires' have, for what seems to be the first time in millennia, come out of the darkness, figuratively at least, and have joined the lands of humanity in trying to build a better future.[/list]



Magical Vampires
Yet despite many popular myths not having the desired portion of truth to them when it comes to biological vampires, it is best to not discount them either as there are more creatures out there stalking the night than just biological vampires and Dhampirs. For as long as man could think in complex patterns and find solutions to its problems, there has always been one gnawing problem for him. The issue of his own mortality. And for as long as man could think he has tried to solve this problem in one way or another, to attain immortality.

Many humans fail in their quest for immortality, sometimes extending their lifespan a little but most often shortening it, getting consumed in accidents or the like pertaining to their often dark and dangerous world. Some very few manage to attain the immortality they desire, mostly by accident. Some others gain immortality as undead liches, far from their desired state...and yet others again find it within vampirism.

The path to magical vampirism is never a straight one and rarely what those who set out upon it actually imagined as their destination. Most who acquired their vampirism not from a vampire but another source did so by offering pacts to dark otherdimensional beings for power and eternal life, offering up their own immortal souls in their craven quest.

These soulless, undead beings who are generally also referred to as Vampires seek out blood, the essence and souls of mortals to gorge on to supplant the life and soul they are missing. Yet they are never able to replace what they have given up, their mortal life and immortal soul for their eternal life, and as such feel an eternal hunger they may never slake, regardless how much they try.

Their numbers equally small to the 'biological vampires', the 'magical vampires' have the following traits:

  • Undead. Many of the magical vampires died in order to embrace their new unlife and as such lack many of the needs or wants of a biological body. As such they tend to not breathe and do not get sick anymore nor do they die when shot at or slashed at, requiring someone to lop off their head or burn their bodies. The stake to the heart is unnecessary as any tool can be driven into their heart, leading only to paralysis of their bodies, not their death. They also have a horrible breath, betraying their rotten core, and filling any place they stay in for too long with the stench of decaying corpses.
  • Blood addicted. These vampires do not so much need blood as they crave it. They crave it because only the act of drinking it soothes the emptiness inside them, the craving they feel for something to fill this dark void. Yet they do not need it to sustain their functions, only their youth as they grow older and more wrinkled the longer they go without blood. However, most do as the craving is bad and trying to abstain for too long drives one mad.
  • Nocturnal. Like their biological counterparts, the magical vampires prefer to go about their business at night, when they are at their strongest. And a magic induced night vision, showing itself within their faintly glowing red eyes, ensures that they do not suffer any drawbacks there. Much like their biological counterparts, the magical vampires are well capable of walking in the daylight though they will lose all their supernatural power when doing so, becoming what they physically look like. They must however have already killed and consumed someone else's soul and life force and not have it used already, as their daywalking costs them a soul and life force to send to whatever dark backer they made a deal with and if they cannot provide, their bodies catch fire before becoming ash. However, it must be noted that VERY much unlike their biological counterparts, it is not the sunlight that drains them but the very fact that it is day. Even in dark tunnels or on rainy days, they will be drained of their power if they dare to walk during it.
  • Coffin Sleep. To avoid using up what souls and life force they have stolen during the night in the day, the vampires have to sleep within the soil from where they were buried. Usually they do so within coffins filled with that soil. Said sleep is also no normal sleep since the undead to not require true sleep. It is instead more of a death-like state in which the vampire returns to the grave it belongs to during the day. They only wake at nightfall.
  • Elongated canine teeth. These vampires also possess the stereotypical vampire fangs, perfect to break deep into the flesh of their prey and cause bleeding wounds from which to suckle.

  • Stolen strength. Consuming and killing a human, the vampires temporarily gain strength. With each victim that strength rises until a maximum strength cap of a 60 metric tons lifting strength, usually reached when draining approximately 30 victims of their blood and soul within a short timespan. Their regular strength sits at 1 metric ton.
  • Invisible. Every legend has a truth at its core and while the lack of shadows or reflections does not apply to biological vampires, it very much does to the magical vampires on accord of their lack of a soul. They do not have a reflection on reflective surfaces. However, they do have a shadow, yet it is a shadow much unlike their physical appearance, betraying their true, corpse like nature.
  • Water Aversion. Vampires cannot swim, sinking like a stone to the bottom of any body of water deeper than their height. Their bodies simply appear like lead to them, sinking ever deeper and they cannot use their powers or their magics to free themselves, being trapped underwater.
  • Aversion to all things holy. Being soulless beings, objects of faith, the belief in rebirth or a higher plane repulses them at their very core as they have sold their souls in their efforts to remain within this plane, within this same mortal shell.
  • Blood Magicians. Most magical vampires already were capable occultists, wizards, sorcerers or magicians in life as they needed those skills to become vampires in the first place. However, by becoming a vampire, they all become much more attuned with magic...more precisely, with the power of blood and life force and as they consume more and more of those, they amass a large wealth of life force within them which they use to fuel their sorcery and magic.
  • Feeding Trance. Upon being being bitten by a vampire, their victim goes into a trance within which they follow the vampires command until reawakening later, weakened and alone without memory of where they have been. The trance, unless lengthened through continued biting and sucking, lasts only around 15 minutes and, when the Vampire has left, can be broken earlier by outside influences.
Last edited by Anowa on Sat Dec 04, 2021 9:44 pm, edited 3 times in total.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon Nov 29, 2021 3:46 pm


--The Cast--


TIAMA

    Villains
      Last edited by Anowa on Mon Nov 29, 2021 3:50 pm, edited 1 time in total.
      Awards:
      Tie Winner: Most Involved in P2TM, 2016
      Winner: Best Crime RP, 2016

      An Intro to Anowa

      User avatar
      Anowa
      Post Marshal
       
      Posts: 17633
      Founded: Jul 29, 2014
      Scandinavian Liberal Paradise

      Postby Anowa » Mon Nov 29, 2021 3:50 pm

      reserved
      Awards:
      Tie Winner: Most Involved in P2TM, 2016
      Winner: Best Crime RP, 2016

      An Intro to Anowa

      User avatar
      Remnants of Exilvania
      Postmaster-General
       
      Posts: 11214
      Founded: Mar 29, 2015
      Iron Fist Consumerists

      Postby Remnants of Exilvania » Mon Nov 29, 2021 3:55 pm

      It is good to see this. Very good.
      Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
      Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
      REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
      Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

      User avatar
      Kingdom of Irhk
      Negotiator
       
      Posts: 6359
      Founded: Aug 30, 2015
      Left-Leaning College State

      Postby Kingdom of Irhk » Mon Nov 29, 2021 4:15 pm

      Gods Among Us Character Application

      Character Description
        Name: William Christopher Hall-Brookes
        Aliases: N/A, usually William Brookes.
        Gender: Male
        Age: 32
        Appearance:
        Image

        Minus the badge.



      Motivations
        Goals: Survive, Possibly train the next generation of mages to be a little better.
        Fears: Death (as some supernatural beings might be a little to eager to have his soul), be it his or his sister's and niece's death.


      Strengths and Weaknesses
        Source of Power: Magic.
        Powers :
        • Runes & Sigils:
          William's runes compose up a significant part of his arsenal. Etched in circles or brought to reality by the use of magic, they are the rice and beans of his trade. It is through them that his magic manifests into reality, which allows him to perform feats of pyromancy, for example, along with elemental magic, or cast/do protective circles, banishment spells, etc.
        • Astral Projection:
          Through meditation, William can cast an astral version of himself while his physical body "faints".
        • Exorcism:
          Dealing with demons or beings that can possess bodies gave William the abilities to practice exorcism, with harder foes requiring a bigger amount of concentration and sometimes, rituals.
        • Illusion Casting:
          Noises, growls, lights, beings... Name it and William will probably be able to cast it. The size of the illusion will determine the cost and exhaustion caused to William.
        • Magical Awareness:
          Obviously, William knows that Magic exists, and can sense it from artifacts, other dimensions and casters.
        • Divination and Scrying:
          Quote the Britannica:

          "the practice of determining the hidden significance or cause of events, sometimes foretelling the future, by various natural, psychological, and other techniques", the art of Divination is one practiced by William Brookes to gain insight on the events he's placed in, or events to come when his gut tells him that a certain event. Scrying, however, follows a similar pattern, but it's mostly used in the search of locations, artifacts and people's tracks.
        Abilities:
        • Occultism:

          William's extensive work and research on the occult turned him into one of the heavyweights of the magical underworld. Even if he's a human who so far managed to stay away from pacts or the constant use of artifacts. Arguably one of the few humans that are located in the upper echelon of the magical class, it is his knowledge and talent that allow him to recognize works of magic, witchcraft and the ones that are faking it for their own gains. His knowledge of the occult places him in "to be watched" and "to be called in emergencies" list, even if people avoid working with him.
        • Formal Education:

          Even if the looks and the places he likes might deceive you, Brookes managed to successfully graduate in Psychology in his early adult years, while also being able to speak/comprehend French and Latin. Despite denying it vehemently - be it for an act, be it for avoiding being labeled - William tries to maintain the same level of scholarship for magic and mundane affairs, pursuing other fields of study through his college years (such as History and Literature).
        • Slight of Hand:

          Sometimes it isn't magic. It's just the skill, you see?
        • Investigation:

          Even if his formal education isn't bright as other heroes, William possesses a deductive capability that is often envied and praised by his peers. Working as a detective for mundane and supernatural causes alike, his skills are kept sharp by the demands of his job. After all, sometimes a missing girl isn't involved in some shady dark cult.
        • Escapology:

          Part of his stage acts from his dog days, it gave him the ability to pick locks, work escape methods, get himself free from restraining shirts.
        • Con-man:

          Despite hardly making a living as a con-man (but is capable of doing so),William's main skill is his cunning, the active play with words, the trickery that slips right under the noses of his foes.
        • Underground Knowledge and Connections:

          Through his years of magical formation, Brookes used his magical talent to enter the secret magical dens, the information brokers, the ones who sold rare magical reagents, artifacts and books. It's this access to an extensive network of information and people (do note that Brookes isn't a boss of these said people, and might be forced to do tasks or tricks to gain said favours) that often makes Brookes a valuable person to know. Friends in low places, if you get the metaphor.
        Equipment:
        • Lighter:
          While he isn't a smoker, his lighter is etched with two runes: one that transforms it into a magical fire grenade, and another one that allows him to manipulate the fire created by it with relative ease.
        Weaknesses:
        • Oh The Humanity:

          William is a human. Certainly not a boring or common human, but a human. He gets wounded, his bones break, he doesn't swim like a dolphin or fly like a bullet. Not exactly the most competent fighter too, being able to only throw a few punches here and there.


      Background:
        Job: Private Detective for Natural and Supernatural Matters
        Legal Status: British Citizen, TIAMA "contact"
        Backstory:

        "Want to know the truth? Half of the mages you'll meet are a bunch of narcissistic idiots with useless fireworks. Me? I may be a narcissist sometimes, but hardly an idiot with useless fireworks."


        Born in London, England in the year 1988, William Brookes is the twin bother to Helena "Lena" Brookes, both younger than Stephen Brookes, older of the children that are the offspring of the union between George and Charlotte Brookes. Nearing his teenage years, William would find himself taking his first steps toward magic, with no knowledge of the cost it would have in his life until much later in his years of experience: Stephen, his older brother, fell ill with a degenerative disease that placed the once highly active man with a bright future at sports in a wheelchair.

        The unacknowledged exchange that gave William a powerful start at magic during his teenage years caused his family to get sterner: his mom couldn't handle what happened, and soon became a shadow of the merry woman she once was, often recurring to strong medications to carry on her normal activities while his father developed a strong addiction to alcohol, which eventually developed into a rift between him and his sister, as she believed that their parents needed help, while William decided to leave the adults to their own devices.

        Quickly sent to a boarding school, William saw from a distance the transformation of his family into a group that seemed easy prey for the many cults that offered them miracles, cures and a peace they constantly sought for. When his family started to talk a different language than the one he was used to, William delved deep into experimenting with his magic. As one should expect from a boarding school, soon William fell with his merry band of occult curious students, finding himself as the one who progressed the most among them. After graduating and dropping college after one and a half year (during which he witnessed the revelation of meta-humans to the world), William set himself in the quest of furthering his magical abilities.

        Stories would come and go, tragedies would happen and William would face a few close calls until 2014, where he and one of his old peers managed to solve a series of magical-related murders perpetrated by a religious group, a fact that never got to the wide public. However, even if it wasn't made public, news of the efficiency, talent and cunning of the 26 years old mage cemented his fame in the magical community.

        When TIAMA started to gather personnel and profiling possible members, they eventually met William Brookes, now an older, more experienced mage. His answer was bittersweet, as he didn't accept to be a member, but told them to "give him a call if he ever needed him".
      Nothing to see here, move along.

      User avatar
      Dnoristan
      Civil Servant
       
      Posts: 7
      Founded: Dec 12, 2019
      Scandinavian Liberal Paradise

      Postby Dnoristan » Mon Nov 29, 2021 4:23 pm

      Gods Among Us Character Application

      Character Description
        Name: Murphy J. Weller
        Aliases: Crackshot
        Gender: Male
        Age: 24
        Appearance:
        Image



      Motivations
        Goals: Become the greatest marksman in history, reduce corruption in law enforcement, maybe get some bees and become a beekeeper. That’d be nice.
        Fears: Intense fears of drowning, failure, and emotional intimacy.


      Strengths and Weaknesses
        Source of Power: Hard work and smokeless gunpowder.
        Powers :
        Crackshot - Weller is one of the top marksmen in the world, surpassing even most military sharpshooters.
        Ricochet - With hundreds of hours to familiarize himself with the properties of his custom-made ammunition, Crackshot can skip bullets off concrete, metal, or brick surfaces with impressive accuracy.
        Abilities: Proficient gunsmith, expert-level ballistics knowledge
        Equipment:
        Crackshot’s Longarm - one-of-a-kind bolt-action sniper rifle. Chambered for Crackshot’s proprietary .50 CS cartridges.
        Custom Ammo - Crackshot’s Longarm is chambered to fire special 50-caliber projectiles with unique effects, including:
        -Fastball: Standard high-velocity rifle round. Excels at armor piercing.
        -Curveball: Custom composite projectile optimized for energy retention. Makes ricochet shots an actual valid tactic.
        -Shocker: Low-velocity electroshock weapon, possibly infringing on a TASER patent. Useless against armor and past 100 meters.
        -Knockout: Medium-velocity rubber bullet. Has enough force to break bone, but legally it’s considered a “Less lethal” alternative. Can be ricocheted to impact with less force.
        -Tranquilizer - Low-velocity ballistic syringe loaded with potent cocktail of anesthetic and sedative substances. WARNING: Without proper training and supervision of the target after administration, lethal overdose may occur.
        Weaknesses:
        Only Human - Murphy Weller is an ordinary human being.
        Target Fixation - When he’s got his sights on a target, everything else disappears. For those few seconds, Crackshot is extremely vulnerable as he tunes out all distractions to make his shot.
        One-Trick-Pony - without a gun, Murphy Weller is practically useless in any situation.
        Supersonic - Crackshot’s weapons are very loud. He is the opposite of stealthy.
        Soft Heart - Murphy Weller is not a killer. Whenever possible, he will always take a non-lethal shot at a target. Taking a life is not something he's very comfortable with.



      Background:
        Job: Vigilante, Competitive shooter
        Legal Status: U.S. Citizen
        Backstory: When Murphy Weller was 4 years old, his father showed him how to use a gun. When he was 10 years old, he was banned from the shooting gallery at the local county fair. When he was 19 years old, he served briefly as one of the most talented sharpshooters in the United States Coast Guard, before an early discharge. At 24 years old, he put on a mask and took to the streets of Chicago as the vigilante Crackshot.
        Weller’s entire life seems to have been leading towards this singular purpose, and it’s one he’s embraced fully. His ambition in life is to become the greatest sharpshooter in the world. This single-focused determination has allowed this powerless man to reach a level of skill that brings him close to Metahuman-level capability.

        That’s the story you’ll find online. That’s certainly the story Murphy would give his friends, if he had any. The truth is, Murphy Weller was not born on a golden path to heroism, sheltered and shaped by noble experiences. His father, Frank Weller, was a veteran of the gulf war, a broken man who yearned for the day that war would come to America and make him useful-- make him whole-- again. And so in preparation, he raised his son as a weapon. Murphy was homeschooled, forbidden from making friends, taught to fight and distrust power. By 2008, it was clear that Frank wouldn’t get the righteous purifying war he desired. Superheroes and their villainous counterparts had thrown the world into a mass panic, but peace and normalcy returned. Frank snapped, turning on his wife and son. Blaming metahumans for prolonging the peace and denying his dream, and falsely accusing his wife of bearing him a superpowered son.

        Rifle in hand, the young Murphy witnessed Frank grab his wife around the neck, pulling her close and putting a pistol to her temple. Roaring at his son to take the shot, to save his mother and end the man’s misery. Tears raced down the man’s face. Spit flew from his open mouth. Murphy raised the rifle. And he missed.

        Police determined that Frank shot his wife in the eye with his rifle, then killed himself with his pistol. The young Murphy was placed in the care of his Uncle. Grappling between a decade of conditioning and his revulsion with lethal force, Murphy would join the United States Coast Guard. His exceptional accuracy would find him assigned to a special operations team, but his refusal to take a life saw him returning to civilian life not soon after.

        While many have seen fit to label him a vicious, lethal gunman or a crazed outlaw, this is a highly inaccurate conclusion. Forensic analysis and investigations into his vigilante activity proves almost conclusively that Crackshot specifically aims to wound, not kill, his targets. This insistence on incapacitation and preservation of life has only served as further motivation to refine his talents, becoming a more precise and accurate shooter as a result.

        Joining TIAMA is the latest turn in his story, one motivated by his desire to save lives without becoming a killer. But they say you should never meet your heroes, and only time will tell whether his ‘superhero’ career turns out differently than his time in the Coast Guard.


      Gods Among Us Character Application

      Character Description
        Name: Norman De la Poer
        Aliases: Vermin
        Gender: Male
        Age: Spiritually, 75. Biologically, between 1-3.
        Appearance: Norman De la Poer is a swarm of one hundred eighty eight Brown Rats of varying size, sex, age, and color.


      Motivations
        Goals: Become humanoid again, Satiate the hunger of nearly 200 bodies, live forever.
        Fears: Norman's entire life has been dominated by a crippling, all-consuming fear of his own death.


      Strengths and Weaknesses
        Source of Power: Magical Disaster
        Powers : Mass Consciousness - Norman De la Poer's consciousness has been fractured, split between one hundred eighty eight Brown Rats in a horrifying magical disaster. They are his body now. The descendants of these original 188 rats will also bear fragments of his soul and consciousness, allowing him to overcome the pitifully short lifespans of the creatures.
        Perfect Coordination - Norman De la Poer can control each of his bodies to perform independent tasks with no drop in efficiency. Sharing a mind makes these small creatures capable of a degree of teamwork that no organization could ever dream of achieving, up to and including swarming into a vaguely humanoid shape or intentionally sacrificing one body to allow the others to escape.
        Rat Physiology - The small size of a single Brown Rat offers several advantages: with a mass of less than 500 grams and a terminal velocity of only 15m/s, a fall that could cripple or kill a human being is not lethal to Norman De la Poer's many bodies. Air ducts, open windows, and drainage pipes become routes of escape and infiltration. In addition, a brown rat pregnancy lasts less than a month, with each litter averaging 4-6 young, allowing him to recover from any numerical losses given enough time.
        Abilities: Norman boasts a lifetime of Occult Knowledge, and he's also a self-taught electrician and talented pianist.
        Equipment: A decades-old raincoat and wide-brimmed hat, and two duffel bags.
        Weaknesses: Rat Physiology - The average brown rat weighs between 140 and 500 grams. The individual creatures are not very physically threatening.
        Emotional Cascade - Strong emotional experiences may reverberate across the collective. One body witnessing a horrifying sight might cause all bodies to react in terror, impairing their ability to act. Pain will not trigger this response unless simultaneously inflicted across at least a dozen bodies.
        Room To Think- You can't fit a human soul into a single rat. The less bodies he has, the harder it is for him to concentrate. His reflexes and coordination suffer, and his memory suffers. If his numbers are reduced to less than 94, he becomes violently irritable, suffering debilitating headaches and a severe impairment of fine motor skills. Less than 47 can result in permanent memory loss and a temporary lack of consciousness, causing the rats to act out as individuals. However, their natural reproductive tendencies will allow him to recover from this state, but any memory loss is permanent.


      Background:
        Job: Supervillain
        Legal Status: Crime Against Nature
        Backstory: From a young age, Norman De la Poer was terrified of death. Losing his father in the Korean War when he was only 5 years old, and his mother in a drunk driving accident only a year later, he was raised by his grandfather, a World War 1 veteran who held a serious belief in the supernatural. As his grandfather travelled the world, searching for answers to the horrors he saw in his youth, Norman accompanied him, developing his own fascination with the mystical arts. His grandfather died before he could discover the truth, leaving what little scraps of truth he found to his grandson.
        Norman spent a lifetime searching for a means to conquer death, and after searching the farthest reaches of the earth, he found it. As his 75th birthday drew near, he completed a vessel, meticulously and carefully hand-carved from wood and etched with runes, to hold his soul.
        Norman performed the ancient ritual, but disaster struck. As he recited the incantation, he misspoke just one syllable. His soul was liberated from his elderly body, but instead of residing in his new, eternal vessel, it forced itself into the nearest living being: a brown rat. Such a lowly host could not contain the vast entirety of Norman De la Poer’s soul, causing it to fracture. When he recovered from the shock of this event, he realized he was seeing through hundreds of eyes, crawling on hundreds of legs.
        He knew immediately what had happened-- what he had become. His fragmented soul had sought shelter, desiring as close a match as possible to its first New home. His very being was now split between the minds of 188 lowly, dirty, scrawny rats. Even worse, this new state prevented him from reciting the incantation to undo his misfortune. He was stuck. While some would say this was the final straw that broke his sanity, that wasn’t quite true. Norman De la Poer had been insane for a long time. But now? There was no pretending he was normal. No pretending he was content with being old, weak, or human. Because he wasn’t anymore. In fact, he was nothing but vermin.
      Last edited by Dnoristan on Mon Nov 29, 2021 4:24 pm, edited 1 time in total.

      User avatar
      Horacellum
      Secretary
       
      Posts: 28
      Founded: Feb 02, 2021
      Iron Fist Socialists

      Postby Horacellum » Mon Nov 29, 2021 4:58 pm

      Gods Among Us Character Application

      Character Description
        Name: Lilia Einen
        Aliases: Storyteller
        Gender: Male
        Age: 25 (Forever, at least until the contract is broken)
        Appearance:


      Motivations
        Goals: To end all roots of conflict in the world, so that he can finally live in peace with those he hold dear and end the contract he made.
        Fears: Insects, haunted houses, his face being seen.


      Strengths and Weaknesses
        Source of Power: A contract made with an unknown entity who called itself "Creature" and a small, empty book with 15 pages called "Wonderful Stories", which was received from the very same being.
        Powers :
        A Story Made True:
        Storyteller's book, the Wonderful Stories is a powerful tool granted by an entity beyond normal comprehension. Whenever the Storyteller writes any "story" of what will happen in it, and he finishes the writing with a dot, it will become a reality. For example, if he writes "A can of soda will manifest before me", then a can of soda will manifest before him.

        However, there are some limitations. First are the rules set upon by the Creature itself. With that book, the Storyteller cannot:
        1. Bring the dead to life
        2. Mess with time
        3. Kill off any person directly, be it through the sudden deactivation of target's organs, the forcing of an object towards a person in an instant and vice versa
        4. See through the future
        5. Alter, control, or predispose the mind of any person for any purpose
        6. Create a catastrophic level of disaster

        Second is the way how the book works. Every time the Storyteller completes a story and uses a page or more, then the page used for the writing will turn black, preventing it from being used again. Once all the pages turned black, it can be restored through a ritual which includes 8 hours of non-stop prayers offered to the Creature.

        Mind Writing:
        The Storyteller can quickly create writings or symbols into any surface of non-living beings within his sight, using only his mind. This power goes hand to hand with his special book, the Wonderful Stories, because with it, he can quickly write the stories into the book with his own mind.

        Time Served on a Platter:
        One of the two prices the Storyteller must pay in order to receive his current powers. For the Creature to keep itself alive, It demanded for the time that would be given naturally to the Storyteller. With his time constantly being eaten by the Creature, his body cannot age. But, he is not exempt from death by non-natural means.

        Extradimensional Bond:
        The bond between the Storyteller and the Creature is one of the most powerful of bond. Bypassing dimensional difference, the Creature can "speak" to the Storyteller by projecting Its voices to his mind, while the Storyteller's voices as well as inner thoughts can be heard by the Creature.

        Abilities:
        Voice Acting: As someone who loves reading stories, he possesses a wide range of voices from a young girl, an adult woman, or even an old man.

        Penmanship Expert: Just because the Storyteller has the ability to write with his mind, this doesn't mean that he has poor penmanship. In fact, he can write excellently with his hands, and he can perfectly write all sorts of font quite easily.

        Equipment: The Storyteller only carries with him the Wonderful Stories book. He hates the thought of killing another, so carrying a deadly weapon is a big no-no for him

        Weaknesses:
        No Brawn: The Storyteller never exercised in his whole life, and so his physical strength is considered as non existent. For the record, he cannot even lift a fully filled gallon of water for more than 4 seconds. And he has low physical resistance as well, with a simple slap that people could often shrug off can result in quite the injury.

        Scopophobia: The second price the Storyteller must pay to the Creature. It envies the Storyteller's face, so it decided to curse him with an incurable and severe scopophobia, forcing him to wear a mask in order to prevent himself from being the center of attention. Being stared at with the mask on could already deal a mental damage to the Storyteller, once his face is revealed, he would go absolutely insane and definitely lose consciousness.

        Heart of a Pacifist: Despite having a reality bending power, the Storyteller dreads the thought of having to kill any person. He would go all the way to win a battle without killing any single person at all. This could potentially be harmful, especially in a battle where killing is a necessity.


      Background:
        Job: Self proclaimed mayor of an unnamed hidden island in Micronesia and part time hero.
        Legal Status: Lilia is presumed dead, but TIAMA found him after a certain incident and promised to guatentee the secrecy of his life.
        Backstory: Lilia Einen was born in Marshall Islands to a mother named Yasmina Einen who quickly divorced her husband even before Lilia was born due to domestic abuse she constanly received. Due to all the violence from her husband, Yasmina despised men, and hoped for her pregnant child to be a woman instead. Alas, the child turned out to be a boy, and she grieved so hard, she once attempted to abandon her newborn baby, but she didn't do it in fear of loneliness. And so, she named him "Lilia". This was her first step into forcing her baby into becoming the daughter she always desired.

        When Lilia was still young, his mother only gave him girl's clothing to wear everyday, called him "my princess", and she would often be angry if Lilia ever complained about it. He was also a subject to bullying by the kids around him, resulting in his introverted nature.

        What he lacked in friends who cared about him, though, he made up for the stacks of books, from fiction to non fiction, mostly provided by his mother. His favorite past times beside reading was daydreaming. He would lay down while putting himself in one of the story he read, or maybe even crested a world within his own mind.

        But then, when he reached the age of 25, he was kidnapped by a group of men and brought to an unnamed island far away from his house. Unconscious and locked in a room, Lilia dreamed of encountering a mysterious being. The being called itself "The Creature", and offered Lilia a power. That power was the "Wonderful Stories" book and the Mind Writing. He accepted the book, and all the price he had to pay. The contract was sealed, and he gained consciousness soon after, with the book in his hand.

        And by that power, he managed to defeat the kidnappers by conjuring chains to lock them down. But, despite his success in defeating the kidnappers, he refused to leave the island, and instead concealed the island in a magical veil he conjured from his book, hiding it from the eyes of the public.

        This is where TIAMA stepped in. Few years after the incident, they decided to send in an expedition group to investigate the "missing" island. To their surprise, once they had reached few meters from the shores, they could clearly see the island standing still, with a figure wearing an all-white attire seemingly waiting for them. That figure was Lilia, and he decided to tell everything to the group as soon as they landed themselves from their boat. Knowing who they were and where they came from, Lilia offered himself as a member of TIAMA. The group soon returned with Lilia to register himself as a hero, and he was accepted immidiately. Now he goes under the alias of "Storyteller", and with his power and his newfound goal, he has faith that he will succeed.
      NO LONGER FUNCTIONAL. PLEASE REFER TO MY NEWER NATION Lusenocte

      User avatar
      Puranas
      Spokesperson
       
      Posts: 148
      Founded: Jul 31, 2019
      Psychotic Dictatorship

      Hikari Tas’ir Halloran and Phoenix “Scrap” Tatopoulos

      Postby Puranas » Mon Nov 29, 2021 6:20 pm

      Gods Among Us Character Application

      Character Description
        Name: Hikari Tas’ir Halloran
        Aliases: Not applicable
        Gender: Female
        Age: 35-years-old (looks 25-years-old)
        Appearance:
        Full Body
        Face close-up
        Tail close-up
        Height: 4 feet 9.5 inches (146.05 centimeters)
        Hair Color, Type: Honey blonde with natural golden blonde highlights; usually kept long enough to reach mid-back
        Eye Color, Type: Blue with lighter blue limbal rings



      Motivations
        Goals:
      • Help people who might otherwise get lost in or by the various healthcare systems of the world.
      • Protect others from experiencing loss like her’s.
      • Learn more about her heritage.
      • Find a proper magic tutor.
      • Stand against meta and other stereotypes.
        Fears:
      • Knights - After watching point-blank as the Knights of Purity brutally slaughtered and butchered both of her birth parents at such a young age, Hikari has what amounts to a panic attack when anything reminds her of a knight; this can vary from simply hyperventilating to a full on blue screening or fainting
      • Losing someone she cares about or is otherwise close to: having watched firsthand as both of her birth parents were slain in front of her eyes, Hikari is decidedly not fond of the idea of losing anyone else who has managed to worm their way into her heart
      • Certain Creepy Crawlies - Hikari has an intense distaste for certain creepy crawlers - like spiders and roaches - and has to exert serious control over her will in order to not flee and run to get away as quickly as possible. At best, provided she can get through nerves and/or gagging, she’ll get as long as possible a vacuum she can find to deal with it.
      • Heights - Though it can vary based on circumstances, heights can make Hikari very on edge. In worst cases, she can freeze or cling to the nearest solid object, often squeezing her eyes as tightly shut as possible.
      • Her powers and abilities being used to hurt others. While not against fairly defending herself and others, Hikari loathes the idea of being weaponized by others as, in her mind, what she can do is meant to help others.


      Strengths and Weaknesses
        Source of Power: Half-Dragon
        Powers :
      • Intuitive Multilingualism - Hikari can essentially pick up languages from those around her by simply listening and observing; this can include accents and dialects as she’ll speak it like a native born. Depending on the complexity and similarities to other languages she may already have a handle on, the time needed for immersion and exposure to pick up a new one can average from hours to days. This is also limited to languages with an audio component, though there are some she’s anatomically incapable of reproducing; context based on culture and history is also not something she could pick up in this manner.
      • Half-Dragon Physiology - As part of her draconian heritage, Hikari has inherited superhuman senses of smell and hearing - her horns playing a role in the latter while also providing an increased spatial awareness and a sixth sense to ‘feel’ the general strength of magical auras. Hikari also possesses partial obvious external scaling - though her entire dermis has more in common with scales than human skin and, while the outer layers are similar, it is overall more resistant to being cut, torn, or punctured - and a tail which mainly serves to provide her with an increased sense of balance by allowing her to instinctively adapt and react to shifts in her positioning of limbs and center of balance to usually stay upright; Hikari’s tail is also, when she doesn’t focus on controlling it, an expressive means for others to judge her emotions from. On top of all this, while it is unclear if true for other potential half-dragons, as Hikari is currently the only recorded one in the modern world, Hikari’s physical aging slowed down when she reached puberty: while not immortal, from that point on she would look younger than she really was.
      • Draconic Magic - Due to dragons like her father being creatures of magic, Hikari has inherited the potential to use this magic herself. However, aside from a few lessons as a toddler before she lost her birth parents, what she has managed to piece together from trying to mimic magic she learned about from various sources is primarily self-taught. As such, without a proper tutor, she has barely tapped into her magical potential - currently the main two she’s figured out are what she’s termed Healing Flame (based on a blending of the elements of fire and quintessence/Aether, this is a small pale blue-green ‘blaze’ with zero harmful effects and only serves to accelerate healing within its limited area of effect) and Symbology (based on pre-made runes, symbols, and other designs/patterns that generate specific effects when magical energy is channeled into it; she’s also found that, in most cases, it doesn’t even have to be her energy); when a bow is in her hands, she’s also figured out how to generate arrows comprised of raw magical energy. In theory, though she doesn’t have any idea she can and will be caught by surprise if she learns it’s possible, Hikari should also be able to make use of magic similar to her father’s transformation magic.
        Abilities:
      • Herbology and Potion Brewing - As one of Hikari’s degrees relates to the medicinal use of plants, she’s able to combine it with traditional knowledge to create plant based medicines of varying effects. Also, as outgrowth of her herbology, Hikari’s arsenal of potentially crafted medicines grows when she adds in non-plant based ingredients - the results can range from the stereotypical liquid to creams, powders, and other forms; the potions range from her variations on mundane mixtures of plants with known beneficial effects to creations where she has to carefully channel her magical energy into during production for more mystical effects.
      • Master Archer - Having trained with various bows in various styles from a young age, even having competed competitively now and then, Hikari is pretty confident in her archery skills. While not really one to compare her skill in trials of skill or boasting about what she can do, Hikari’s talent has grown to easily stand alongside Olympian and world record holding archers.
      • Self-Defense Training - Outside of her archery skills, Hikari’s growing up in a dojo specializing in fighting in combat over competition led her to picking up a few moves from various schools in a form of mixed martial arts. This is mainly her means of self-defense as she never properly trained in any fully, preventing her from really using them offensively. She’ll also practice these styles and moves as a form of meditation, but would only stand a chance of actually besting a trained fighter in true combat if she got really lucky; if anything, she uses it more to throw an opponent off balance or disrupt them long enough for her to either try and get away or do something else.
      • Runner’s Physique - Though not the most athletic individual, Hikari has developed a stance, stamina, endurance, and other aspects beneficial to long distance running. Her main form of exercise is regular walks around her neighborhood, so this helps her stay in shape - aside from a few negative experiences she got dragged into as a child, she doesn’t treat it competitively. This doesn’t mean she’s at a level able to stand on par with actual competitive runners.
      • Survival Handicrafts - One of the skills Hikari made sure to get down was the knowledge and ability to craft emergency bows and arrows in the field out of on hand supplies - durability and other traits can vary, but they are often all she has in a pinch. Hikari is also versed in using found materials to craft splints, slings, braces, and other tools of her trade. Outside of the emergency situations these creations are made for, they don’t really have much use and are easily outclassed by modern equivalents.
        Equipment:
      • Being half-dragon, the most obvious aspect of being descended from a magical being like a dragon is her draconic core - while normally contained within a dragon’s body (making it a common target for hunters), this crystal-like structure is what allows dragons and other magical beings to cast raw magic directly without using mediums, but Hikari’s manifests as a physical object she can hold; she is able to make use of this as a natural catalyst to cast magic; she is able to call it to her hand at will and have it take almost any shape. She also maintains a more expendable collection of ‘artificial’ magic casting catalysts (staves, wands, scepters, et cetera) to protect her personal core; though how many she’ll keep on her person at any given time can vary depending on fore-planning.
      • Various vials of different potions she’s crafted that may or may not be useful. One of the most common is an olfactory numbing agent, a concoction of Hikari’s creation that dulls her sense of smell to more tolerable (and human like) levels for a period of time; applied via a refillable nasal spray, it coats the insides of her sinuses with a thin layer that makes it harder for scent molecules to reach the receptors. She also commonly carries various supporting, delaying, and distracting intended concoctions such as lower (can save lives) to middle grade (can deal with more life threatening injuries) healing draughts (anything higher, like reattaching or regrowing limbs, would either not be something she could produce in bulk and might be restricted to an on demand basis), energy potions, blood thickeners (since healing potions don’t restore lost blood), smoke ‘grenades’, glue ‘bombs’, ‘oil slick’ like, anesthetics, irritants, sedatives, stink agents, paralytic agents, and flash-bangs for use in a fight.
      • Having trained heavily with bows and their related martial arts styles, Hikari’s preferred weapon is a bow specially constructed to sync with her magic and allow for firing bolts of energy or imbuing physical arrows with energy. Carved from a Yggdrasil piece, it is naturally receptive to her energy and didn’t require much modification to be specific for Hikari’s use.
      • Projectiles And Throwables - Though able to fire arrows of magical energy as long as she’s got the stamina, Hikari keeps a supply of normal and Symbology engraved arrows and throwing knives (she mainly uses the latter as a melee weapon but, while no sniper, can chuck them at a target in an emergency; she prefers not to as much as possible though) on her person as they, while a finite resource, are not as draining to make use of. Hikari also keeps a few Symbology engraved stones (some are less expendable than others due to raw materials) on her for use as needed; she can trigger the magical effect simply by sending her mana into the engraving, but, as with her other Symbology creations, it doesn’t have to be her own energy. On hand, Symbology wise, she generally keeps lighting, flash-bang, heating, cooling, flare, and shielding stones; and elemental, paralysis, flash-bang, and flare arrows and knives. Hardware wise, she’ll carry things like tracking, stun, frangible capsule, gas dispenser, and injector arrows.
      • 1941 Buick Super Sport Coupe Hot Rod Sports car/Coupe (customized) - Armored, upgraded, and modified to suit her needs, this car is Hikari’s daily means of transportation.
      • Medical Bag - As a licensed MD, Hikari keeps a bag on hand with a mix of standard first aid supplies and tools she might need in the field. She also keeps Symbology related supplies, like chalk, in here. It’s also not uncommon to find spare arrowheads in here as well.
        Weaknesses:
      • Biological Issues - As part of her half-blood physiology, Hikari requires a different combination of vitamins and minerals, with a particular focus on higher levels of protein (preferably from meat, though other sources can suffice in everyday life). In addition, some substances - such as alcohol and the Dragonsbane plant (a natural allergen for dragonkin with a neurotoxin like effect) - can be toxic to her and, depending on dosage, even potentially lethal. Though not always viable, small doses can be recovered from through quick application of an antidote and bed rest.
      • Sensory Overload - As a half-dragon, Hikari can have occasional issues processing the inputs from her senses leading to things like migraines, motion sickness, or her brain just demanding a break. On top of this, scents she’s not used to, are generally unpleasant, or just too strong can overwhelm her sensitive nose. Loud sounds, even though she’s spent her life semi-acclimatizing to the modern world, can send her to her knees in pain.
      • Cold Iron - The presence of iron - as a material that straddles both the magical and non-magical worlds - can cause Hikari’s magic to either misfire or act as a lightning rod for it; the metal can also serve to restrain her due to this effect. Fortunately, the purer the better as modern alloying degrades the effect so she’s not crippled just walking in a building.
      • Catalyst For Magic - If, for any reason, Hikari is unable to reach any of her Symbology engravings or any of her spare catalysts and she is blocked from accessing her personal core, then she is unable to utilize any magic. Otherwise, all she’s doing is emitting raw magical energy with nothing to convert it to an effect.


      Background:
        Job: Apothecary/Doctor
        Legal Status: Legal citizen of the United States of America; fully licensed and accredited doctor in the US; licensed to work abroad through TIAMA; technically, through her birth mother, crown princess of the now lost kingdom the Knights of Purity destroyed.
        Backstory: Born February 20th, 1010 CE to the love of her princess mother and dragon father, the child who grew up to be Hikari Tas’ir Halloran otherwise was set to live a normal life and, in time, join the line of succession for her maternal grandfather’s throne. For five years while living in the small Irish túath they called home, learning from both parents about etiquette, magic, and other princess-y things, Hikari was a happy child for those few, short years. Sadly, those days were not to last - a couple weeks after her fifth birthday the Knights of Purity attacked. A secret society dedicated to both the eradication of anything and everything non-human regardless of circumstances and turning a profit selling the raw materials they harvested from their victims, the Knights had come for Hikari’s father and, through their willing association with him, her mother’s kingdom as race traitors. The memory of being forcefully held down and forced to watch the brutal torture and slaughter of her birth parents right before her young eyes as others of the order burned and pillaged the kingdom is one permanently engraved into her mind even all these years later.

        Hikari’s last memory of that night is seeing her mother using her dying breaths to try and cast some kind of spell. What it was, she doesn’t know as the next thing she recollects is waking up in the middle of Antonia I. of Bohemia’s private collection of artifacts and relics. Groggy, she barely remembers when the Baroness found her and how the ancient vampiress arranged for her adoption by a visiting…..contact is, truthfully, something she ended up sleeping through. Though speaking no modern language at the time, everyone was surprised by the time of her departure for the States from Antonia’s Czech Republic compound that the young Hikari, having absorbed the language from watching television, thanked her benefactor in perfect Czech.

        Once in the States, the orphaned toddler needed a name for the adoption paperwork to be completed. As the only one she gave was Tas’ir, the name of her birth father, and was fully willing to hold her breath in a tantrum about having it, they agreed to use it as her middle name. While she would take their surname of Halloran, her adoptive family decided to give her the name of Hikari - a Japanese name that means “light” - or Kairi for short.

        Due to being half-dragon, growing up wasn’t easy for little Hikari. Though family, friends, and anyone willing to get to know the girl did their best to look out for the child; though her not looking like everyone else wasn’t an issue due to a charm containing a glamour spell that made her fit in, Hikari’s natural ability to become quickly fluent in any language she was exposed to quickly led to her regularly being targeted for teasing and bullying. While in those early days, the toddler Hikari did fight back and retaliate when pushed too far, the disciplining she got as a result sunk in easily and she actively tried to keep her temper better in check as a result. She also accidentally discovered her potential with magic around the same time and, like any curious child would, began experimenting to try and figure out what she could actually do.

        Over the following years, with Antonia’s contact now Hikari’s adoptive grandfather, she grew up in the family’s dojo alongside a multitude of brothers, sisters, cousins, other extended family members, masters based at the dojo, and various apprentices and students. Ever observant, she learnt and absorbed as she explored and played, but it wasn’t until she discovered archery that Hikari settled down; though her family didn’t train for competition, club activities were mandatory in middle and high school, so Hikari took part in tournaments as part of the archery club.

        Though her earlier temper born responses were better controlled, that didn’t stop her being tormented by her peers growing up. Though her sensitive hearing and normal fearless personality led her to saving a man’s life at the age of age by going up to him in a family restaurant and letting him know his ‘heart sounded funny’ (not only did he turn out to be an Italian mafia don, but it ended up being a very early detection of cardiac arrhythmia); the man’s son, a classmate of Hikari’s, locked her in a walk-in freezer under the pretense of seeing if she would hibernate like his pet lizard did when it got cold - though it was also half out of childish jealousy about the praise his father was giving Hikari as thanks for saving his life. Found three hours later, the don personally paid for her hospital bills; ironically, the boy would end up being someone she briefly dated in middle school.

        Another major incident happened when Hikari was ten-years-old: a group of armed wannabe teenage white power thugs, ironically expelled from their high school the day before, invaded her school. Hikari was subject to a brass knuckle beating as she stubbornly stood between one of the teens and a pair of African-American girls from her class. Never giving in even after bleeding from multiple places and suffering a fractured skull, she was able to keep her classmates from being harmed. Though the teens were eventually arrested and Hikari proving the only real injuries they caused and her scars would eventually fade, the head trauma resulted in her needing glasses for reading and other fine detail work for the rest of her life.

        Through these events and others, Hikari grew to idolize emergency workers. Before she even reached middle school, she had decided on her career path. Already under the tutelage of an herb master at the dojo, she decided to aim for a medical degree. With her future education plans set, Hikari put her best effort into getting good grades and boosting her extracurricular activities to bolster her resume.

        By the time the Night of the Broken Mask came around and the world became obsessed with superheroes and villains, Hikari was more interested in getting into a good college. In her mind, she would be joining those men and women who would be going into the aftermath of fights between supers to find, rescue, heal, and otherwise help the little people who got caught in the middle.

        As she was still in high school for 9/11 and unable to join the recovery efforts in the aftermath, Hikari jumped at the chance to volunteer to join the relief teams after the Deepwater Horizon explosion and oil spill. Not only did it add several pluses to her academic records, it was a good enough reason for her college professors to allow the leave of absence. She wasn’t the most thrilled about returning before things were over, but Hikari realized she couldn’t put off her schooling for an unknown number of months.

        Finally, after years of hard work, Hikari graduated from Harvard Medical School with a specialization in pharmacology. Having done her rotations as a student to earn credits and field experience, she felt ready to work as a fully licensed doctor and help people. What she wasn’t ready for was the graduation surprise her family presented her with - knowing her love of older automobile designs, they had found a 1941 Buick Super Sport Coupe Hot Rod Sports car/Coupe in a scrapyard and painstakingly restored it for her.

        Floating between hospitals for a couple years, Hikari had to still deal with discrimination based on her physical differences from the human norm as well as the usual sexism and male chauvinism. After two years of this, a meta criminal attempted to carjack her on the way home one night; though she managed to drive the crook off with help from the timely arrival of a patrolling cop, her godfather felt her uniqueness put an unwelcome target on her back in a world growing more and more split in its division of opinions for metas. To help protect Hikari, he sent her car to be professionally upgraded and armored - extra secure compartments for storage of her supplies added under Hikari’s suggestion.

        Though not one of the vigilantes looking to go pro, Hikari approached TIAMA’s medical division due to its connection to the United Nations and the World Health Organization. Though already a member of the Médecins Sans Frontières, she felt being internationally licensed would help her reach more people. While trained in combat and quite capable with a bow, she found steady employment in the medical center located within TIAMA’s Staten Island complex.

        Building up a nice nest egg, she eventually decided to find a permanent residence of her own. With the help of her godfather, she managed to get a good deal on a former speakeasy in Hell’s Kitchen. After some upgrades and modifications, she moved in - deciding to make the basement her home work space and live on the upper floors with a rooftop garden, that left the otherwise very public ground floor to figure out something to do with. Following the advice of coworkers, Hikari decided to set it up as a shop to legally sell her potions.

        In the years since, she’s become a well liked figure on the streets. Not discriminating or denying care for any reason, Hikari has stayed true to her oaths as a doctor. This has led to most of the streets declaring her shop as neutral territory as no one wants to challenge her good will and willingness to help. The fact that some scary people and others with powerful reputations number among her customers helps keep most others in line.

        Hikari was on the frontline in the Bronx following the gas line explosion. While TIAMA heroes helped, she was among the crowds digging the wounded and dead out of the rubble - her senses of hearing and smell helping to speed up the process - as well as tending to those still alive in the triage lines. Though it pained her heart, among her tasks that day was to ease the pain of those with black tags as they left the mortal plane.

        Recently, coworkers and TIAMA field heroes she’s met as patients and in the gym have been asking her about taking her medical and combat skills to the field. Unsure, mainly as to how being put into situations where she may have to take a life would conflict with her oaths to ‘first do no harm’ and to heal, she’s been looking into non-lethal options.

        Following the March 27th debacle, however, and the downtrend of TIAMA in the public’s eyes, Hikari almost found herself out of her main job. Though others around her, people she had known and worked with for years, left for other posts with less troublesome baggage, the half-dragon woman - though just as able to land on her feet by this point if she left TIAMA as well - chose to stubbornly stand her ground. In the field or not, her goal of proving to the world that “just because one had superhuman abilities didn’t mean they had to let those abilities define them” would take a major hit; by staying within the now smaller organization, she could continue to travel to places her medical talents were needed while also giving positive PR for metas in general.


      Gods Among Us Character Application

      Character Description
        Name: Phoenix Tatopoulos
        Aliases: Scrap
        Gender: Female
        Age: 16-years-old
        Appearance:
        Face close-up
        Scrap costume
        Eye Color(s):
        Right Eye: Jade Green
        Left Eye: Light Blue
        Hair Color: Black with red highlights
        Height: 5 feet 2 inches/157.48 centimeters



      Motivations
        Goals:
      • Put dent in gang control of her neighborhood
      • Get accepted into a good engineering college
      • Not have anyone close to her get hurt
      • Fight corruption of dirty cops and politicians
      • Prove TIAMA’s hypocrisy
      • Open her own garage
        Fears:
      • Someone close to her getting hurt or worse
      • Gang warfare going out of control
      • Losing fight against illegal drug trade
      • Accidentally killing someone


      Strengths and Weaknesses
        Source of Power: Super Intelligence Mutation
        Powers :
      • Genius - Though currently mostly self taught, Scrap is a natural born prodigy. Everything she uses in costume is both designed, built, and maintained herself.
        Abilities:
      • MacGyverisms - Scrap is able to turn raw materials she scrounges from her grandfather’s junkyard and other sources into gadgets she can use in the field.
      • Tailoring - Though no expert, Scrap not only homemade her costume but maintains and repairs it when parts get damaged.
      • Mechanic - While no professional, Scrap designed, built, and maintains her Scrap Cycle herself. She’ll also perform basic maintenance on the motorcycle she uses as her civilian transportation.
      • Self-Defense Training/Street Fighting - While no professional fighter, Scrap has taken civilian self defense classes and picked up a lot of ways to fight while growing up on the streets. She has also picked up some of the brawling techniques used by her grandfather and his friends.
      • First Aid Training - Picked up originally to prevent any awkward hospital visits, Scrap has the basic knowledge to deal with basic injuries.
      • Parkour And Gymnastics - Used for many years before Phoenix got her license, this was her main means of traversing around her neighborhood. Both as Scrap and in her civilian life, she continues to use it to reach places her bikes can either not reach, not fit, or would blow her stealth. Combined with Phoenix attending gymnastics classes essentially ever since she could walk, she is highly flexible and healthily athletic.
        Equipment:
      • Custom Smartphone - A self-built and programmed model, Scrap’s phone can wirelessly sync with her goggles and mask, and has apps designed specifically for use in the field. She has separate cases for it that she’ll swap between for time as Scrap and civilian life.
      • Scrap Costume - Soaked in a custom concoction of off the shelf chemicals, her Scrap costume is equivalent to modern designs in defense against blades and bullets similar to those used by police. Thanks to normal wear, she has to reapply the solution every now and then. Half intentionally to hide Phoenix’s distinctive physical features, the outfit includes smart goggles - provides her with a heads-up display, ultraviolet/thermal vision, and integrated audio - and an air-tight mask - provides limited filtration capabilities, short term air supply, a built-in microphone, and some voice changing ability - all able to wirelessly sync with her phone and the Scrap Cycle.
      • Scrap Cycle - A custom designed and self-built two-wheeled vehicle, the Scrap Cycle is her means of transportation when in costume (which it can wirelessly sync with). Commonly used features are multi-spectrum lights, white noise speakers to make the engine quieter, and integrated dart launchers. It also has fold out wheels that allow Scrap to make use of the city’s rail system as both a means to get around and recharge its batteries. She also possesses a separate motorcycle for her civilian life where it is not only her pride and joy and a well maintained means of transportation, but a useful way to provide an excuse for some ways she can get dirty and/or injured while out and about as Scrap.
      • Tool Kit - Her version of the cliche utility belt, this is Scrap’s supply of self-made and store bought gear. Contents can vary, but it is not uncommon to see grapplers, multi-tools, Swiss Army knives, rope, cables, cable ties, a stethoscope, twist ties, electronic lock picks, physical lock picks, wire cutters, zip tie cuffs, bolos, zip lines, a camera, snacks, funds ‘liberated’ from criminals she’s fought, and the like.
      • Dart Launcher Gauntlets - Worn around her wrists, these are Scrap’s main means of combat. Given her lack of supplies, aside from normal darts, she’ll usually maintain a supply of taser and tracking darts. The Gauntlets are also designed with cutting ‘dorsal fins’ and are overall hardened if she needs to block a blade strike or punch someone.
      • Chain Knuckles - A knuckle-like extra add-on for her gloves that Scrap crafted from repurposed bicycle chains for when she needs more oomph to her punches than her gauntlets alone can provide. Custom circuitry allows for her to mildly electrify the striking surface at will.
      • Scrap Cave - Centered around a self-modified abandoned subway station, the Scrap Cave is her secret base of operations where she plots, plans, experiments, designs, crafts, and otherwise works on her gear. There is also a ‘public’ above ground section her civilian friends are aware of and is often used as the group’s hang-out spot.
        Weaknesses:
      • Durability And Reliability - Given the majority of her gear is self-made from recycled scrap, the durability can vary, but is usually less than anything professionally made. This home made nature of her gear can also result in a few more duds and misfires than professional equipment would permit.
      • Electricity And Water - Scrap’s outfit and gear aren’t really grounded or insulated, so not only could a decent enough surge fry her equipment, but could also potentially knock her out or even kill her. Also, Scrap’s electrical equipment can be shorted out if drenched in water; This can not only disable her ability to deal stun damage, but carries the ever slim chance of it discharging into her body instead.
      • Hacking - As she’s self taught, Scrap’s coding and encryption skills would likely be no match against a meta or mundane specialized in electronic breaching.
      • Legality - Scrap is technically breaking many laws in her fight against gangs. From the list of crimes she’s committed fighting crime, Scrap could technically see jail time herself.


      Background:
        Job: Part timer at grandfather’s junkyard and various jobs during breaks from school
        Legal Status:
      • Civilian - Public high school student
      • In Costume - Vigilante
        Backstory: Born to a Scottish American mother and Greek American father, Phoenix grew up learning about both sides of her heritage. The fact her maternal grandfather, a retired Marine who owns and operated a private junkyard, was a major feature in her life was certainly no small reason for this interest. Growing up, she loved hearing his stories, like how his mother, her great-grandmother, was a selkie.

        Though it was obvious from a young age - among other things, she took apart the family’s toaster at the age of four and tried to ‘improve’ it - this was initially passed off as just inheriting her grandfather’s mechanical aptitude and curiosity. It wasn’t until she was officially tested that her superhuman intelligence was discovered. However, only but a few days into first grade tragedy struck: a new gang was making moves against the established gangs that controlled the neighborhood and Phoenix’s parents were caught in the crossfire. Killed in a burglary gone wrong while she was sleeping over at a friend’s place, she was lucky that it was her friend’s mom who found the bodies. It was only her grandfather’s close association with her which prevented Phoenix from entering the system; though legally adopted by her grandfather and moving in with him, she still kept her father’s surname.

        While still legal owners of the Tatopoulos home, neither could even bring themselves to really enter for years, though her grandfather did empty the perishables and got Phoenix’s things moved out. Such a loss at such a young age had quite the impact on the girl - though already pretty much a tomboy, she withdrew more into the world of machines to escape. In fact, if not for the efforts of her organic friends, she might have disappeared into that world fully; though she did manage to wrangle a ‘secret base’ built as a clubhouse on her grandfather’s junkyard. Over the years, her friends preventing her from losing herself or becoming suicidal, Phoenix established herself as a gear head type. As the childhood clubhouse developed into a proper living area through the efforts of not only Phoenix and her friends, but her grandfather and his comrades, it became the site of regular slumber parties and general hanging out - eventually, Phoenix moved into the former clubhouse full time (still a dependent on her grandfather, and being still on his property, she didn’t qualify as an emancipated minor).

        What Phoenix hadn’t told anyone about was the abandoned subway station she had discovered underneath her clubhouse early on. Making sure to secure hidden access points to it from the public above ground section, she personally worked on converting it into a secret base from which to find and get revenge against the gangs that killed her parents; this aim shifted somewhat in sixth grade when a close friend was unexpectedly rendered comatose from a drug overdose. This second event opened her eyes beyond just her revenge to the wider problems the gangs were causing on her neighborhood. Starting by acting as a private citizen - earning the distinctive scar across her nose in an attempted mugging (luckily a passing beat cop managed to apprehend the criminal before anything else happened), it wasn’t long before the preteen was donning the first incarnation of her Scrap costume and taking to the night streets to better find and anonymously report crime.

        Following the mugging incident, in addition to her lifelong gymnastic classes, Phoenix’s grandfather mandated she take self-defense lessons. Taking what she learned from public lessons at the local community center (she also decided to take first aid classes there as well), she began more proactively stopping crimes. Especially after accidentally figuring out a concoction that rendered the fabric aspects of her costume as tough as Kevlar, Phoenix’s Scrap persona became more widely known - though most thugs would rather die before admitting they were beaten by a kid.

        Over the next four years, Phoenix developed a sort of grudge against TIAMA: while she was out dealing with gang bangers, drug pushers, and other street level hoodlums, you rarely heard about TIAMA heroes being involved in anything not high profile. Sure, the girl understood the need to thwart bank robbers, international terrorists, serial murderers, and the rest, but she felt this was more and more all she was hearing about them; there were a couple, however, she did hear things about a few members that made them exceptions in her books.

        During those same years, Scrap became more publically known with agents from the NYPD, TIAMA, and others trying to bring the clearly young vigilante in ‘for her own good’. Thanks to salvaged police scanners, years of learning secret shortcuts, and nightly practice at hiding, Phoenix has thus far been able to avoid being cornered; though, even she’ll say it’s often because of bigger fish to fry.
      Last edited by Puranas on Mon Nov 29, 2021 6:22 pm, edited 1 time in total.
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      User avatar
      Endem
      Senator
       
      Posts: 3667
      Founded: Aug 19, 2018
      Ex-Nation

      Postby Endem » Mon Nov 29, 2021 6:41 pm

      Gods Among Us Character Application
      Character Description
        Name:Elias Sayid
        Aliases: Flayed
        Gender: M
        Age: 43
        Appearance: He is 2.1 meters tall man, fit, his eyes are blue, he is bald, the whole of his skin is marked with deep, long wounds, in several places his skin is simply missing while large portions of it are essentially hanging by only a couple of cells, he wears dark jeans and no shirt


      Motivations
        Goals: Help people so that they won't have to suffer as he did, getting transferred to TIAMA ME
        Fears: Fear of suffocating



      Strengths and Weaknesses
        Source of Power: Genetic mutation
        Powers :
        Pain Durability he is able to withstand punches, stabs, gunshots, and potentially other life threatening injuries, as long as he feels or felt pain in the past hour, it scales on a 1:2 ratio, i.e if he would take a severe beating with a baseball bat or some other blunt weapon, he would be able to withstand a stab, if he was stabbed, he would be able to withstand a gunshot and so on, the durability lasts for an hour, his durability does not negate pain, i.e even if he could withstand a stab, getting stabbed would steal deal the pain it usually does.
        Healing Factor he is able to heal insanely fast, if his limb would be detached and then stuck back to the wound it would reconnect in 24 hours and start functioning again within 72 hours, minor cuts and bruises are healed in minutes while bigger wounds in hours, anything short of total decapitation or destruction of the brain will not kill him, except poisoning, drowning, disease, the ability for some reason does not heal the skin.
        Abilities: IT training
        Equipment: M1911 Colt
        Weaknesses:
        No Pain, No Gain without pain, he is not durable, if you managed to inflict enough damage so that his healing factor could not work ( like blowing his head off, or ripping out his heart ) before dealing prior damage, he would still die.
        No Breath even while being durable, he is still able to be suffocated to death.
        PTSD blades, swords and knives trigger a fight or flight response, suffers from other associated symptoms of PTSD


      Background:
        Job: Half-Time TIAMA Hero
        Legal Status: Legal (?)
        Backstory: Born in 1977 to a Syrian immigrant and American woman, he spent his early life mostly in New York, after completing his education degree when he was around 24 years old he joined one of the companies that at the time was making personal computers and whatnot, he stayed in there until March of 2011. In March of 2011, he was visiting his extended family in Syria, when the civil war broke out, leaving him stranded in the war-torn country, over the course of the war he was abducted by one of the parties operating in the region, he was taken to interrogation which unfortunately involved torture.

        Over the course of several months which he spent on barely surviving to being beaten up and cut up, it's suspected his metahuman gene activated as a reaction to his condition, this unfortunately did not stop his abductors from trying to perform a execution on him, which was thankfully botched as his head wasn't completely cut off, hanging to the rest of his body with a few scraps of skin, muscle tissue, and a nerve. He eventually recovered thanks to his healing factor, after recovering amid the desert and making his way to civilization he set out to find the terrorists which captured and tortured him.

        It was unfortunate that most of them were now scattered throughout the world in different cells, but it would make due, Elias's most recent finding pointed him towards America. After finding and disposing of the last person involved in his torture and execution in the US, he finally revealed himself as the missing and declared dead Elias Sayid, though unrecognizable, he soon joined TIAMA so that he may prevent others from being subjected to what he was too, he hoped to be transferred to TIAMA ME but ended up in North America section.  


      Gods Among Us Character Application

      Character Description
        Name: Chris Digel
        Aliases: N/A
        Gender: M
        Age: 38
        Appearance:
        Chris is a 1.89m tall man, with fairly bulky build, he has medium to short chisel brown hair with sides cut very short while the top is kept longer, albeit messier, he usually sports the stubby style of beard, of middle length ( or just look up Chris Hemsworth and how he looked in that new Tyler Rake movie ), he usually wears a pair of black jeans and a green t-shirt, he also sports a trenchcoat, and a small bandolier to carry magazines for his guns, as well as two holsters and a sheath on his belt



      Motivations
        Goals: Find and kill those who killed his family, do some good along the way(?)
        Fears: Losing those he cares about again, and dying before being able to complete his goal


      Strengths and Weaknesses
        Source of Power: Unkown
        Powers :
        - Superhuman Reflexes his reaction speeds are substantially higher than those a human being could ever hope to achieve through training, thanks to this he can react in 50 milliseconds to actions of other objects as opposed to the average human 350 to 150 milliseconds.
        - Minor Precognition he can see the future of up to 5 seconds amplifying his reflex powers, this ability can work in two ways, when he is focusing it on a singular person, and can see what his/her actions will be, or use it passively on an area however he will only get a vague sense of what will happen, he cannot use both at the same time however, he can switch to one mode or the second, however, the action of switching is straining and he can only do so once a day, by default he uses the first variant.
        - Durability ImprovementsChris's skin is unusually tought against many injuries, he also seems to heal faster than a normal person while the feeling of pain is surpressed in his neaural systems
        Abilities:
        - Shooting he knows how to shoot a gun, or two, well, he knows how to operate guns is what I'm saying
        - Dual Wielding well, he can and does wield two guns at the same time, double the firepower
        - Knife Fighting he can fight with a knife alright
        - Intimidation he can intimidate people pretty well
        - Criminal Knowledge he knows his way around the criminal underworld and has contacts in it
        Equipment:
        - 2xSiG Sauer P226 both using the 9x19mm Parabellum rounds
        - 12xFull Pistol Ammo Cartridges loaded with, you guessed it, 9x19mm Parabellum rounds about 10 each, giving something of 60 rounds per pistol
        - Ka-Bar Utility Fighting Knife good old knife, but, with a unique spin, a military-grade one
        Weaknesses:
        - Straining Switch the switch on how he uses his precognition power is straining, it requires for numerous neuronal pathways to be remapped, in some places neurons need to die and new ones to take their place are grown in their place, meaning the process is painful, taking from several minutes to half an hour, sometimes can result in Chris being knocked out, and is literally shortening his lifespan.
        - Wrong Side Of Lawwhen in combat situations police officers might be, hesitant, to help him due to his past connections and employments, they would be much more comfortable if they didn't need to fight on the same side as him.


      Background:
        Job: Employed by TIAMA, part-time Vigilante
        Legal Status: Hard to specify, uh, both legal and criminal
        Backstory:
        Chris was born in 1980 in the slums of New York, since 6 years of age he was on the bad side of the law, at first limiting himself to stealing, pickpocketing, however, as he grew up he was more and more recognized for his physical prowess, and eventually, after reaching the age of 16, he was picked up by one of New York gangs.

        In the gang he was made their bruiser/enforcer, there he learned how to handle a knife and a gun in a rather rudimentary way, but, he managed it, and soon became a valuable part of the gang, however, he was not extremely loyal to them. The gang was eventually broken by a much larger organized crime organization ( sometimes also known as mafia ) however, instead of being killed or wounded, he managed to convince the aggressors he'll be much more useful alive.

        And thus at the age of 24, he became part of organized crime, where he learned how to properly handle a knife and a gun, there he also became a valued asset, however, unlike the previous gang, this one has earned his loyalty. And for a short time, his situation improved, at the age of 26 he wed, bought a better apartment and a year later had the first child.

        However, even loyalty has its limits, as after a power change, Chris, now 30 was deemed too dangerous to the new leadership, and thus he got betrayed by them, they managed to coax a rival group into attacking his apartment, in the process killing his wife and son, after that Chris vowed to take revenge, it didn't take long until he found out who really organized the attack, and soon he found himself being the target of the whole of New York's criminal underworld.

        He became a vigilante for the next 3 years shooting his way through various gangs, groups of thugs and other criminals, however, as he was still technically a criminal, after all, he was apprehended by authorities, and it was in prison where his powers were revealed before the world, after managing to fend off a inmate who tried to stab him, his reaction time was measured since he displayed disturbingly fast reactions in video footage, then his precognition powers.

        Eventually he was sent on parole thanks to his behaviour, though, a rather scandalous affair, before being picked up by the recently formed TIAMA, the prospect of legally killing criminals who in most part, did something against him, or at least tried to but never got the chance, was too enticing, and he agreed to become a hero, and as he likes to adds "on one condition: no capes"


      Gods Among Us Character Application

      Character Description
        Name: Ezekiel Smith
        Aliases: Android
        Gender: M
        Age: Unkown
        Appearance: He by all accounts would look like a normal good looking human, if not for the obvious deep scars that can be used to access his internal workings, and of course, his skin is pure white ( not caucasian, but just straight up bone white )


      Motivations
        Goals: Gain complete control over his body, and assisting Corrina Speer
        Fears: losing control of his body allowing the standard programming to take over, after which he will undoubtedly be terminated as a malfunction


      Strengths and Weaknesses
        Source of Power: Having his mind transferred to an Android
        Powers :
        Faster, Better, Stronger he is simply put, a robot with a human brain, due to this, he does not require sleep, food and other such needs, he is also much more durable than any normal human could, like falling from large heights of 17 meters, withstanding large amounts of weight being put upon his shoulders, and can maintain mobility for several days on end before requiring maintenance, He can also withstand 3600 Degrees Celsius, he is also about to run at top speed of 30 km/h, and 12000 Newtons of force in a punch, however, due to the transfer process, presumably at least, the impressive mental abilities of his body were rendered null.
        Abilities: Nah
        Equipment: nah
        Weaknesses:
        A Human By Mind the previously impressive mental abilities of his body were rendered null because of presumably the installation of a human mind inside a machine's body, furthermore, it seems his emotional capacity has been elevated, causing him to experience emotions much more intensely than normal humans, therefore, he sometimes acts illogically overtaken by emotions.

        EMP weak a EMP would probably render him immobile at best, thankfully the core, which now stores his mind would be left undamaged

        Underworld Dealings If damaged, Ezekiel will need to resort to underworld dealers to provide parts necessary for his repair, as asking the company his body was manufactured by would probably be a bad idea


      Background:
        Job: None
        Legal Status: Stolen Epoch LLC property
        Backstory:
        Ezekiel Smith is the name of a 32 year old Californian man who went missing in the mid 2010's it's unknown what happened to him, or if he was even alive, eventually after a year long search, he was pronounced dead in absentia, funeral was held in winter of 2016, it was assumed that he either committed suicide or was kidnapped and eventually killed by the kidnapper, however, roughly in 2018 a seemingly sentient machine was reported as a follower of Corrina Speer, in a video posted on Twitter by an random bystander and witness to one of Corrina's exploits he was referred to as Ezekiel Smith.

        The body is a stolen prototype of Anthony's Cross project, something which would later produce Elisa, it was stolen and subsequently lost during transport, It has reportedly resurfaced a couple of times in the criminal underworld until finally disappearing for good in early 2017, later in 2018, the prototype was identified, and appeared to posses sentience, now following Corrina Speer.

        It's unknown how Ezekiel's mind and the prototype's wound up together, since Ezekiel's memories were wiped, and if the prototype has any, they are locked away, the system seems to treat Ezekiel's mind as a virus, and tries to take back the control of the body with some simplistic programmed routines that would allow it to be able to defend itself and return to Anthony Cross, whowever, it seems Ezekiel is now in control, perhaps a bigger mystery is, how he wound up on the doorstep to Corrina Speer's apartment, he was accepted by her, even if she considered the possible dangers, thankfully, it seems his memory is coming back, or at least his name did
      All my posts are done at 3 A.M., lucidity is not a thing at that hour.

      User avatar
      Mandicoria
      Senator
       
      Posts: 4055
      Founded: Sep 10, 2011
      Father Knows Best State

      Postby Mandicoria » Mon Nov 29, 2021 8:29 pm

      Application Ports: Part 1

      Blueskin/Patriot App
      Gods Among Us Character Application

      Character Description
        Name: Kurt Harrington
        Aliases: The Patriot [D E F U N C T] Blueskin
        Gender: Male
        Age: 55 (Physically 32)
        Appearance:
        The Man Himself

        His Suit


      Motivations
        Goals: To make sure the greatest goddamn country on this God's given Earth stays the greatest. Make sure any dissent against the UNITED STATES OF AMERICA is put down with extreme prejudice.
        Fears: America not being number 1, disappointing Uncle Sam, Liberals in government, Gun Control Legislation


      Strengths and Weaknesses
        Source of Power: Metahuman Ancestry, Government Super Soldier Program, and Enigma Nanomachines
        Powers :

        A Real American: Kurt was already born with incredible strength, endurance, and regenerative abilities. Even though he requires nanites to help maintain him, he's still on very physically superior to the average person. Also his regenerative abilities help keep him remarkably fresh in terms of youthful appearance and body health.

        Eden's Grace: Kurt's deal with Alexander Eden has given him access to nanite cartridges that are injected into his bloodstream. When maintained these nanites not only make his abilities sustainable, but manage to amplify them even better than the super stims ever could. Where once he could throw a car maybe a few meters, or break through about one foot of concrete. He can now throw a pickup truck around 10 meters, and utterly shred through 4 feet of concrete.

        In addition to strength enhancement, the Nanites harden in response to physical trauma. To act as secondary protection if his armor gets compromised. Granted this protection is mostly geared for blunt force and slashing trauma rather than piercing caused by bullets. Healing is roughly the same as the super stims, if not slightly inferior. However it is still incredibly useful in conjuction to these other bonuses.

        No Time To Bleed: His nerves are now fine tuned to dull pain reception, but now give him the luxury of knowing his wounds better.


        Abilities:
        A Real Trooper: He received military training during his time in the Army in the 80's. Meaning he has weapons knowledge, fighting techniques, and medical training to match the era he was trained. However the drawback here is that this is only 80's training.

        Enigma Combat Suit Mk2: The Enigma Combat Suit Mk2 offers a variety of wonderful conveniences for Kurt. Rebreathing technology for low oxygen environments, nanite rejuvination, advanced HUD technology, and protective armor plating on par with that of his old suit? With the added benefit of being lighter? While not as advanced as Epoch Gear, it's definitely a step up compared to his old government armor.

        Equipment:
        Enigma Combat Suit Mk2

        Nano Cartidges x4

        Pepper Spray Cannisters x2

        Weaknesses:

        Tiny Friends: While the nanites are a completely revolutionary and superior method at maintaining his abilities. He can be rendered virtually helpless without it. The super stims have left a major amount of trauma on his body, and the lack of nanites will trigger shock that almost completely deprives him of power. This can be remedied with the injection of more nanite cartidges, but if he's out he's out. He'll need to resupply directly from Enigma.

        A Little Jolt: The nanites keeping him in top condition ocassionally need rejuvinating with minor electric shocks throughout the body. So his suit is equipped with a minor electric shock device that delivers a single jolt through his body, equivalent to the power of a taser. While he is resistant to most of its effects, it can still heavily interfere with him.

        This jolt is delivered twice every day at an interval of roughly every 6-8 hours. This can be activated on demand, but can interfere with timeframes. Without this jolt system (such as say if Kurt takes his suit off.) then the nanites in his system will slowly dissipate in a 2 hour period. Forcing an eventual injection of more nanites.

        Overload: While his nanites and suit offer adequate protection against electricity to the point he can endure more than a lethal amount. The nanites can be easily overloaded. The nanites are built to match the lethal electrical threshold of the average human before being overloaded and requiring replacement.

        Felon: He legally cannot use firearms due to his convictions. While under another identity Officially, he's still barred from any firearms. This of course, makes him a very salty boy.


        Source of Power: Metahuman Ancestry, Government Super Soldier Program
        Powers : A Real American: Kurt was already born with increased strength, endurance, and his regenerative abilities. However with Government experimentation, and injection of drugs from his advanced US Military suit amplify these. His suit in its own right is also special for keeping his abilities in check, protecting him, and pumping him with Uncle Sam approved drugs.
        Making Uncle Sam Proud: He was born with heightened strength, very high strength even. Without drugs he can hit with enough force to break through concrete (and similar strength materials) in small chunks. With his special drugs infused however, his strength is amplified tenfold. When he was once only able to maybe rip a car door off with some effort, he can outright tear said car apart with little effort. (Or even pick up and throw the car about 4 meters if it's a typical civilian model.) Or when he was once able to only break chips off of concrete (and similar strength materials), he could outright break through a foot thick wall of it.
        That Ragged Old Flag: He does regenerate tissue at a faster rate than most. Allowing him to heal wounds exponentially quicker than most. At a rate that things like organ failure, aging, poison/venom, and even some serious wounds turn into non-worrying things for him. This does not make him immune from say, a gunshot to the head however. It's more or less that if he were delivered a serious wound that COULD kill a normal person if untreated, he could heal after a few hours with minimal treatment. His Drugs do allow him to heal twice as fast as he normally would, but with the drawback of his regeneration stopping for days as soon as the drugs are out of his system.
        Dress For the Job You Want: His Military-Issued suit is in its own right a power for him. It comes with protection against standard rifle caliber rounds (though not bulletproof). It also protects against shock inflicted onto him by others, and cushions him against his own might being used against strong materials. Along with a few quality of life things like status checks to help him find wounds, and apply treatment when needed. However the most important feature is that it comes with a system that introduces his Super Stimulant drugs in both his breathing and blood streams. When the drug system is activated, it allows his abilities to be more or less amplified.
        God Bless America: Even without the drugs, he doesn't feel pain. This is both a good and bad thing. The good thing is that he can keep going without feeling anything to really STOP him. With the main drawback being that he will not notice wounds without being notified by either his suit or others.
        Abilities:
        A Real Trooper: He received military training during his time in the Army in the 80's. Meaning he has weapons knowledge, fighting techniques, and medical training to match the era he was trained. However the drawback here is that this is only 80's training.
        Look at His Pretty Eyes, All High Off the Lies: He knows how to work the Media, and knows how to appear good in situations where one could look terrible.
        Equipment:
        -Smoke Grenades
        -M1911, with ammo of course.
        -Bowie Knife
        -3x5 American Flags kept inside suit compartments.
        Weaknesses:
        Divided We Fall: He has a very crippling dependence on his Super Stimulant drugs. Sure without them he still has his abilities, and the withdrawal effects do end after two weeks. However his withdrawal effects are very obvious and extremely damaging. These effects are: Random wounds appearing on his body (ranging from small cuts to huge gashes. All nonfatal, but can quickly become fatal if exploited), Slowed Regeneration, Dulled Strength, and he will feel excruciating pain. (Enough to get him to scream.)
        A Tank in Name Only: While he does have his resistant suit and regenerative abilities; He can still be killed like a normal person if enough effort is put in. Sure he could survive some gunshot wounds here and there, but he cannot shrug off a rocket or an explosion hitting him directly. He doesn't regrow limbs, and he can't pull an Xmen's Wolverine tier revival from a gunshot to the unprotected head.
        His Greatest Ally, His Worst Enemy: He relies on the suit to such an extreme level, not even just for the drugs, but for its protection and systems. While the Suit is by all means very durable, if a major system of it is damaged he will lose most of his effectiveness. Especially if the drug systems are damaged.
        It's Just a Cough: When in a dependent state on his drugs, he NEEDS the respirator from his suit. Otherwise he will immediately begin hallucinating, or loosing consciousness. As it allows him to get proper oxygen intake to support the amount his body needs. Granted his helmet and respirator are very durable to make up for this, but if fully destroyed it will knock him from commission.
        Walking Disaster: If he uses the drugs, and he will, he becomes hyper aggressive. Making him a borderline enemy to even allies. While his suit and training does allow him to exercise restraint, enough provocation can cause him to turn outright hostile in the worst situations. This extends to the fact that his hyper aggressiveness can turn delicate situations into outright bloodbaths.



      Background:
        Job: Government Sponsored Hero, US Representation in TIAMA. Designated Handler and Partner for Dr. Tesla.
        Legal Status: Legally Recognized Superhero, Proud American.
        Backstory:
        Kurt Harrington was always the shining example of what 80's America wanted from it's young men. Great in sports during high school, physically active and fit, very patriotic and willing to sign his life away to the military? He was a shining example for all the other lads in the Army to follow, but there was always something off about him. Sure he was easy to approach, and a fun guy to be around. Yet he always had this extremeness to his ideas and executions, and wasn't afraid to show it. Of course his Officers didn't take too much mind to his occasional rant on how "Pink Commies deserve to be gutted like fish.", if anything they appreciated his dedication and zeal.

        Something separated Kurt from other blindly patriotic young men though. Something that Uncle Sam paid very close attention to the whole time, and that was his seeming lack of aging throughout years of service. Along with the fact he was downright abnormally quick at getting over wounds caused by accidents, and the fact he seemed to never get sick no matter the conditions? His Higher Ups weren't stupid. Those in the high places knew about the idea of superhumans being in the populace, and they knew without a doubt Kurt was one. This of course led to him being approached by some men in suits, and being offered not just promotions, but being moved straight into special forces! Of course someone as patriotic as Kurt didn't pass on such an offer.

        The Government fully took him in with their behind the scenes superhuman programs by 1995, and utilizing his abilities through endless experimentation, and the occasional black op to Central America. Kurt of course loved this period in his life, and Uncle Sam loved him being so unquestioning with everything. These endless experiments would lead to the development of the first Super Stimulant drugs. With the drugs being developed primarily with Kurt's abilities in mind, and of course being proven to be a total success in missions.

        This period of constant experiments lasted well until 2005. When the Night of the Broken Mask took place, and exposing the world to the existence of Meta-Humans. Finally convincing the US government to finally go through with its "Superman" Program. Which more or less was the adoption of a Government-Sponsored Superheroes initiative. Of course, Kurt was chosen to be one of the very first government heroes, and he was more than willing to take up the job to make Uncle Sam proud. With the Government first starting him up secretly as a local vigilante in Washington DC, before beginning designs for a superior armor platform to suit the needs of their future sponsored hero.

        He stayed a small-time vigilante, much like every other government-sponsored hero, up until 2009. When Dr. Tesla's little attacks on the Enigma Corporation and the East Coast power grid occurred. Proving to the US Government that now was the time to go fully public with sponsored heroes. Leading to the final design and release of Kurt's suit. (Of course using advanced robotics suit technology salvaged from the Enigma Corporation, and utilizing good 'ol American military engineering. Along with upgrades over the years to now.) Finally allowing Kurt to go public as The Patriot.

        As soon as he went public he was an immediate success with the public and media. His visage being seen standing by an American flag on almost every magazine and comic book. Even a few movies showing off his exploits to the country. Of course omitting his... Less than favorable behaviors from public view. Regardless he's been a total success, even when he was chosen to watch over the total washout that is Dr. Tesla in 2014. With them becoming an instantly noticeable and popular duo to public view. Despite Dr. Tesla's hesitant and not so friendly nature around him.

        This success culminated in the US Government more or less pushing for him to be a representative in TIAMA. Which with how passive aggressive and influential the US Government is, was a guaranteed position. At first his representation at TIAMA was quite respected, making relations between the organization and the US Government quite cordial... That was until, well, The Amberville Bank Massacre of 2017.

        The Massacre was an infamous event where multiple TIAMA associated heroes witnessed a bloodbath in the bank of Amberville, New Jersey. It was a normal bank robbery turned hostage situation, easy for trained heroes. The Patriot was deployed first to the scene with others following suit. However once the backup arrived, they were met with the scene of an utter bloodbath. No survivors among the hostages OR the robbers were found. With The Patriot found in the bank vault brutally beating what was left of the Robbers' leader to a literal pulp. Of course this would've been a media disaster, but... It wasn't for the Patriot. Instead what happened was something worse. The Patriot managed to put all the blame toward TIAMA "not sending support fast enough", and that he "tried his best to negotiate and save lives."

        The Media of course ate his story up, and the Government became less cordial and more overbearing towards TIAMA. Three years passed with this massacre being fresh on people's minds still, and The Patriot being forced as an even bigger front runner by the Government. With 2020's arrival proving that there was no sign of this downward spiral stopping; Things became much more tense. Especially between The Patriot and TIAMA's many affiliated heroes. With his formerly concealed aggression peaking out more and more. Where it's almost normal for mundane crimes to be turned into bloodbaths that get swept under the rug.



      Tesla App

      Gods Among Us Character Application

      Character Description


      Motivations
        Goals: Finish his duration of "Community Service" so he can get out of the threat of prison for life. (Secretly began enjoying being a hero, so actually helping the greater good is a sorta hidden goal.)
        Fears: Water, Life Sentence in Prison, (Secret fear of turning back to crime.), and nuclear power plants.


      Strengths and Weaknesses
        Source of Power: Electrical Accident as a child, thievery of an electrical robotics suit as an adult.
        Powers : Electric Boogaloo: He's effectively able to current extreme amounts of electricity through his body, and allow easy usage and tampering with electrical equipment. Roughly 200 Megawatts could current through his body before any danger was apparent. With the suit and after his permanent sealing in it with a major overload more or less converting him into electricity, he can safely top around 1,000 Megawatts before threat of overload. This does come with the drawback that going over this extreme amount can be downright fatal and destroy him and his mechanical body.
        Whip it real good: His suit does have long (5 meters) mechanical wires that extend from each arm. Primarily used for connecting wires and machinery safely in terms of the suit's original purpose, meaning he can use them as intended. This is aided by the fact these wires can channel 1,000 Megawatts safely, more or less his own capacity for safely channeling. But with his modifications to his suit, he is able to make the wires segment into what are effectively electrified makeshift whips. Allowing him to lash at enemies with the force of heavy metal wires, while maintaining electrical current too. However in its "segmented mode", it cannot safely be used for its civilian work purposes.
        Robotic Suit: His body is more or less trapped in a robotic suit. It has the perks of being hard to damage, being able to safely lift a typical civilian car, and resist industry standard temperatures. Even with these perks though, it's an industrial robotics suit. It by no means makes him invincible.
        Condemned to Immortality: After his defeat, he was more or less converted into a form of pure electricity. This comes with the perk of not really having to worry about dying of old age anymore, or really physical damage if he were outside of his suit... But.... (See Electrical Form)
        Power Consumption: He can drain power rapidly from any machine as long as it is within his power level safe zone. Allowing him to restore power when sapped, or to energize himself for additional boosts. Along with being able to shut down entire electrical systems and making it look like a random blackout rather than sabotage. It's quite useful.
        Abilities:
        Big Brained: Extremely skilled with electrical work, engineering, and mechanical work. He has a PHD in them it after all.
        Equipment:
        -His suit does have tasers installed for hero work. Literally it.
        Weaknesses:
        Electrical Form: Despite the benefits losing his mortal body may have, his new electrical form isn't very good. If he doesn't have his suit, he will start losing energy and dissipating until he ceases to exist. Or if he touches water without protection, he will exhaust and dissipate rapidly. His suit does more or less protect him from water instantly killing him, but he will shut down in dormancy in the suit if enough power is sapped from outer sources.
        H2Oh No: Water is his mortal enemy. Sure his suit is waterproofed to a degree, but if his electrical whips were to get caught in a significant pool it could short out his suit and "knock him out" of commission.
        Rigged to Blow: If he goes over his "Safe Zone" for energy consumption/storage, he WILL overload and explode. There is no "safe overload", his suit is already at its limits. He goes over 1,000 Megawatts (Or if his suit gets damaged enough to fully overload) and he will literally explode, immediately dissipating/killing him and destroying his suit. Very high number, but very easy to achieve especially with modern tech.
        Cumbersome: His suit was (and still is) a modern marvel of technology for 2009, but it is not very flexible. It weighs roughly 1,5 tons, meaning he can fall through floors or be near impossible to move around without machinery helping. This also means he's not very fast, once he's deployed he's usually very stationary or slow.
        Civilian Use Only: Even though his suit is modified, and even if it is made by industrial quality metals, it is not a military suit. Sure it could shrug off small arms fire with a few dents, but it's not gonna shrug off a rocket.
        Permanent Seal: He's not leaving his suit anytime soon. Primarily because the only people with access to the tech to let him safely out to a new body are not willing to let him out unless he complies.
        Go Ahead, Piss Him Off: His suit has had a "Compliance Regulator" installed by the government. He cannot get away with illegal or aggressive actions unless greenlit by his handlers. If he doesn't comply, he will be hit with increasing waves of pain and will be subjugated quickly. This of course means you can piss him off all you want and he cannot really do anything about it, unless he wants to get fucked over by his handlers.



      Background:
        Job: When not being required to do hero work, he's usually being sent to repair power lines, help at power plants, or giving engineering advice to government manufacturers.
        Legal Status: Former "Super" Villain, Now reformed as a Hero under community service.
        Backstory:
        Everyone heard of the infamous Dr. Tesla back in the golden days of superheroes! He was responsible for the Great East Coast Blackout in December of 2009, and the one responsible for the modern marvel of robotic construction suits! A classic story of a genius mind turned criminal! That was until he was defeated shortly after his own debut, by the Cabal no less. One of the most famous fights after the Night of the Broken Mask for sure! Every fan of the Cabal knows about it! Even the uh, unfortunate aftermath for the Doctor, with how he was horrifically sealed permanently in his suit...

        Before becoming a villain he was a brilliant mind, and one of the highest profile meta-human inventors in the world! With his little.... Ability with electrical currents allowing him to work with more dangerous and risky conditions to produce groundbreaking technology. Quite young for the time too! Being only 45 when he developed the first practical, safe, and mass produced robotic safety suits in the United States! He was a pioneer for his time... Well, until he was snubbed from the Nobel Peace Prize by his Supervisor. Having his patent taken by the Enigma Corporation in the process, and dooming his groundbreaking work forever to corporate copyright hell... This was of course the tipping point in his life, pushing him to crime in order to get back at his former "superiors".

        Not even a few months after he made his magnum opus, the EXO-679 Robotic Construction Suit, he began working on his own private project... Without his superiors watching of course. Modifying one of his beloved suits to be much more... Weaponized than the regular models. Of course once he managed to finish this project, his reign of terror started as soon as December of 2009 rolled in.

        December of 2009 started with the destruction of the Enigma Corporation's robotics factory in Washington D.C., being regarded as one of the worst acts of industrial sabotage in US history! Being followed a few days later by The Great East Coast Blackout of 2009! This of course, caused the US Government to, erm, well they kinda went to groups like The Cabal to look into the matter even though they weren't really... Supported. The Government, and even the Cabal didn't know who or what was responsible for such horrible events happening in short succession until Christmas hit. With most power being restored, things returned to normal during Christmas of course. But this Christmas was different. As many Americans enjoyed their day of merriment, Dr. Tesla revealed himself to the world through a mass public television signal hijack. Impressive that this was almost ENTIRELY nationwide on multiple channels.

        His announcement to the world finally got both the Government and Cabal on his trail, and this investigation turned into a race against time. As this announcement to the country was a statement of intent. An intent to "Bring 'World Peace" through leveling the playing field. To end the reign of technology over Humanity."... This of course elevated Dr. Tesla to not just Terrorist status, but also to be inducted into the infamous hall of the first Super Villains. Despite this horrible promise, and the fear it cause, it didn't amount to much in the end. As he was found extremely quickly in New York, preparing to destroy its power plants. The Cabal made short work of him of course, as he didn't really have much in the way of ability to fight multiple heroes.

        However this fight was infamous, as he was defeated quite... brutally. His mechanical suit was knocked into a generator that was dropped into a mass of running water flooding the entire complex. Causing his suit to overload, and his body to channel so much energy that it more or less was vaporized. This... Shockingly didn't kill him. As he was pulled out by federal agents, and found to have life signs of some capacity while contained. Eventually returning to consciousness, and being questioned the moment he fully came to. Shockingly, he was quite compliant, revealing that his entire personality was quite... Pacified after his "death".

        Of course he was put on trial after being questioned and charged by the government, but something odd happened with this. He was given a ridiculously light sentence, 20 Years of community service? What? After being a literal terrorist? Did the President step in? Or were people that crazy? It wasn't long until he learned why he was let off with a literal slap on the wrist. The Government wanted him as a tool, as something to use. The Cabal was gone for a few months, and wouldn't do the things the Government was too lazy to do anymore. They wanted their own "Government Sponsored Hero", well, that's what he learned when they outright offered him a proposal telling him this.

        The funny thing was, the Government covered up the whole plot. Erasing as much of it as they could, and releasing statement after statement saying it was "Hackers" or something stupid. (When clearly nobody bought it) To this day he doesn't know how the hell they thought they were gonna pull off using him... But he accepted their "proposal" (if you read proposal as a threat of imprisonment if he didn't comply). Shady and corrupt or not, it was a way out of prison.

        Over the years of his "community service, he became a total washout. He was no longer affiliated as THE Dr. Tesla that put the power out of the East Coast. He's regarded as literally the guy you throw rocks at while he fixes the power lines. Every Hero "Government Sponsored" and vigilante alike mock him for being such a pushover. Of course he became a bit of a bitter old man because of all this, but he HAS to just grumble along with it as people mock him... Lest he get zapped by his compliance regulator, or sent into prison and sealed in something worse than a suit.



      Trauma App

      Gods Among Us Character Application

      Character Description
        Name: Misha Abakumov
        Aliases: Trauma
        Gender: Male
        Age: 38, but remarkably young in both appearance and physical qualities.
        Appearance:
        Face claim

        Suited up




      Motivations
        Goals: Be the best medic he possibly can, eventually become an American Citizen, holding hands with someone
        Fears: Any mentioning of his Father, Chechens, returning to the FSB.


      Strengths and Weaknesses
        Source of Power: Recessive Meta-Human Gene, Gene Therapy
        Powers :

        Hyper Regenerator: His wound and cellular regeneration is off the charts. This being shown in him having no scars, still looking ridiculously young despite his age, and his body having an extremely solid physique. He can shrug off broken limbs, major gashes, and even bullet wounds (Of course depending on where he got shot, he's not shrugging off a headshot or a .50 hitting him.) within half an hour. With most "fatal" wounds being reduced to annoying inconveniences. Another added benefit with this regeneration is that blood flow is kept at a constant, never clogging, and blood loss is quite minimal even with major wounds.

        Blood Healer: He's an O- blood type, that already is pretty awesome. Then add on the fact his blood AND plasma have ridiculous healing properties that can turn fatal wounds into minor scratches? Double awesome. It takes around 1 ML of blood to be injected in order to see healing effects take place for average patients. Granted the more severe the wound is the more blood it takes, and the longer it takes to heal. But generally something like a broken arm can heal within 30 minutes after injecting 1-2 ML. Another example being a bullet wound healing in 15-20 minutes if injected with the same amount, assuming the bullet was removed. Of course heal times also depend on the patient's body type, health, and general physique.

        Blood Control: He's able to control his own blood to a degree, and have very minor control in other O- Blood Type individuals. If his blood is injected into a person, and if it is within 10 minutes after injection, they can cause rather unpleasant bodily harm. Bodily harm like arty clogging, internal bleeding, and bursting blood vessels. Even being able to take control of single limbs, causing excruciating pain if done. However in order to have such effects, he must inject at least 10 ml into the patient.

        For other O- Blood Type individuals, his abilities are much more narrowed down. With him, at most, being able to cause them to feel a discomfort. Think about feeling like you have a fever level discomfort. That's about it.

        Abilities:
        -FSB Training: He's been through Beslan, and has been in numerous counter terror ops. Granted he's not at full military training, but he knows how to kick ass. He is however, quite rusty. As it's been over half a decade since he's last been in any situation that's called for him to remember every bit of his training.

        -ANA Medical Suit: Ditching combat effectiveness for being effective at saving lives. This suit has multiple advanced quality of life and protection features. His suit specifically being tailored for his blood's healing ability. With features like blood/plasma separation and automatic syringe fillers, and retractable needles on his wrists for immediate use. Along with his helmet utilizing advanced scanning technology to allow him to detect heat signatures, check his own vitals, and read pulses. Hell the helmet even has a radio. Along with his helmet featuring a retractable face plate, allowing immediate relief in case of HUD malfunction. Protection is only around level 3 body armor for his chest and back. It's slightly cumbersome and stuffy, but it helps him keep people alive.

        Equipment:
        -ANA Mk2 Medical Suit
        -10 Sterile 1 ML Syringes
        -Sterilization Gear
        -Advanced First Aid Gear
        -TASER Pulse
        -PL-15 With 2 magazines.

        Weaknesses:

        Expiration Date: His blood has to be used immediately, otherwise it goes bad and becomes toxic. The time period being roughly 15 minutes normally, and 30 minutes if kept in cold storage. (However, chilled blood is significantly less effective.) If expired blood is injected it will cause the immune system to shut down and fail within hours, mirroring the effect of AIDS.

        Hates the Cold: While his body reacts to the cold much like how normal people would. His blood looses its effectiveness, and his regeneration gets rendered null. This effect is quick as it only takes around 10 minutes for this to happen if he is in temperatures below 45 degrees Fahrenheit. (Roughly 7 in Celsius) Along with the fact that in order to shed this effect, he must be in an area around 67 Degrees Fahrenheit (Roughly 19.4 celsius) for over 20 minutes.

        Can't Help Friends of the Night: While this could potentially be seen as a bonus, it's also a significant disadvantage. If his blood is injected into or ingested by someone of Vampiric descent, it will immediately cause symptoms similar to that of a major allergic reaction. If untreated it can cause death in the most severe of reactions. However if his blood is expired, it has no effect on vampires.

        Yeah That'll Still Get Him: While he can shrug off a lot of damage, his healing blood and regeneration cannot fix a few key things. Be it for him or others. These things include brain damage (self explanatory), heart damage (basically being shot through the heart), mental trauma, permanent ocular damage (Such as an eye being destroyed or removed), and severe physical trauma (severed limbs and major blood loss.). While tissue can be regenerated and limbs can be reattached with ease; If his brain or heart get damaged enough to cause death in normal people, he's not surviving it. Another thing to note is that if a patient has lost a fatal amount of blood, his blood cannot magically cause the patient's blood to come back.



      Background:
        Job: TIAMA Medic
        Legal Status: Russian Citizen
        Backstory:

        Born in 1982 to a KGB Officer and a local Communist Party secretary in Leningrad, Misha struck lucky in societal positioning from birth. Being more or less guaranteed to have a successful life in the late USSR, and have all sorts of privileges. His childhood reflecting a lot of this as he was able to participate in government education programs, and zoom ahead of other kids his age. That was until the KGB took note of some odd peculiarities for young Misha. Peculiarities like schoolyard injuries being completely gone before nurses could examine him, and a particularly nasty incident with him being hit by a car at the age of 7. With him miraculously recovering within mere hours after the accident.

        Of course his dad being a KGB officer, this meant he was very quickly taken in for examination. Misha was quite a rare person in the USSR, a naturally born metahuman. The KGB of course well knew of "super powered" individuals for quite a while now, and saw this as a prime opportunity to examine something quite rare. With Misha being relocated to Siberia. With his Father giving "permission" but willingly giving his support to his son more or less being taken by the state. His Mother having no say in the matter, of course. His father even taking on an administrating role over his son's examination, and ultimately his experimentation.

        His time in Siberia was short, but quite terrible. With him being isolated from other children, constantly kept under watch, and had injury tests constantly performed on him. This program having the goal of utilizing his regenerative capabilities, and finding out a way to use them with other people. This came to be a fruitful program as they found that Misha's blood was very effective when used in medical applications. With the wounds of others healing exponentially fast if Misha's blood were injected into them. This however was not enough, especially in the eyes of Abakumov Senior, who green-lit the final tests upon his own son. Experimental gene therapy with the goal of causing Misha's abilities to become even more effective. However they had a hard deadline, as the USSR was very clearly nearing its end. With early 1991 being possibly the only chance they had to execute the gene therapy.

        Execute it they did, with a solid 3 months of grueling gene therapy and modifications being done to Misha. Multiple tests being so horrible to the young boy that he would have to be excused due to seizures, or being rendered unconscious from shock. His hair even slowly went from its naturally black color to a pale white, just from how extensive the therapy had gotten. With more injury tests (read, having his arms and legs broken) being conducted right after therapy sessions. Despite how brutalizing and horrible the tests were for the young Misha, they were a total success. With Misha turning serious wounds that once took days to heal, into minor wounds that would only take minutes to hours to fully heal. However this success wouldn't be recognized, as the end of the USSR was fast approaching and the KGB had to cover up everything left of this testing. With Misha and his Father returning to Leningrad in November of 1991.

        His teen years were extremely turbulent, as the fall of the USSR meant his family didn't really have much societal power. His father signed up with the FSB, but was reduced to nothing but a glorified desk jockey position. While his Mother was forced to become stay at home, as the family's financial situation worsened over the years. Misha luckily being able to salvage a good education through his teen years, and even get medical training as he entered young adulthood.

        After leaving primary school, he entered higher education for medical training. This education proving useful as once he turned 20, his Father managed to secure him a job in the FSB. While it wasn't a job he particularly wanted, it paid well enough to get him through university. Along with allowing him to use his medical knowledge, and get proper military medic training. This however would lead to a downward spiral, as he would be utilized in counter terror raids in Chechnya almost immediately. Pulling people off the street, interrogations, and torture sessions were extremely common during this period. With him usually being the one either having to interrogate, or watch a brutal torture take place. None of it took a candle what would occur in 2004, when the Beslan siege happened.

        The Beslan Siege was a huge point in Misha's life, and possibly one of his worst experiences. As during the siege, he was put in a medic role. With hundreds being wounded, and hundreds more dead from the botched hostage crisis. Standout moments of the siege being him having to comfort multiple dying children, fellow FSB members, and seeing explosives get set off right in front of him. The whole event disillusioned him further with the FSB, but he had no choice but to stick with them even after everything. With his career continuing as it once did, but after Beslan he was more involved with anti-terror operations. With much more torture being involved, with him having to be the torturer now.

        After 2005 his role in the FSB grew more important with their interrogations of suspects, terrorists, and anyone the Russian Government didn't particularly like. With Abakumov Senior declassifying information on Misha's abilities. Allowing the FSB to "test" Misha's capabilities, especially in the field of interrogation. Very disturbing discoveries were made during some of the most brutal torture sessions. Such as Misha injecting one suspect with over 20 MLs of blood, and causing the suspect's arm to rupture. With the limb having to be amputated immediately in order to save the suspect's life. Then other interrogations of him causing body parts of a suspect to lose control and violently assault the suspect without Misha having to do more than just inject his blood.

        This purgatory of an existence continued until 2013 when he was finally able to resign from his position in the FSB. Signing on with TIAMA a few months later, and getting assigned with the EU division. This marked the beginning of a much nicer period in his typically horrible life. With his medical skills being extremely useful in the field, his FSB experience helping extensively with violent situations, and his blood helping others in life threatening situations. His time in TIAMA even let him move up to a nice area of St. Petersburg . Along with getting set up with some fancy ANA gear, and meeting other so called "Meta Humans" during his time. This was more than just a "nicer period" in his life, this was his life finally turning around for the better. Allowing him to actually make a difference, and be nowhere close to any form of torture practice in some shady unmarked building.

        His time at TIAMA continues to this very day, with him having recently been transferred over to TIAMA NA with other colleagues from TIAMA EU.



      Immortal App
      Gods Among Us Character Application

      Character Description
        Name: [ANONYMOUS INDIVIDUAL] (Original name: Anouke. Not the goddess, as they quite literally gave themselves the name.)
        Aliases: The Immortal
        Gender: Has not revealed gender, assumed to be Male. Intentionally tries confusing individuals over this subject. (Actually Female, and identifies as such.)
        Age: Actual age unknown. Physical age determined to be around 24.
        Appearance:
        RAMSES II Suit, Enigma Industries (All Rights Reserved)
        Suit Pic 2

        They're androgynous in appearance. Along with their vampiric paleness contrasting with their national background. They're believed to be Greek or Roman in ancestry as an explanation as to how they have European features despite having lived in "Ancient" Egypt.


      Motivations
        Goals: Continue their pursuit of glory, stabilize their psyche, and try to regain memory of their past.
        Fears: Any mentioning of Caligula, accidentally killing people in a mental breakdown, news from the Middle East, and the sight of Dr. Tesla's compliance regulator.


      Strengths and Weaknesses
        Source of Power: Vampire, and Ancient Ritual
        Powers :
        -"Biological" Vampire: (Read the Vampires lore entry for most details) Physical capacity includes a punch exceeding that of a .50 BMG round by 1.5 times, lifting weight of 14 tonnes, running speed of 65 km/h. (Quoted from Anowa's Jager app) Years of sun exposure have significantly dampened the negative effects the sun has on Immortal. Along with all of these, they also hold the typical Vampiric regeneration many others of her kind have.

        -Book of the Dead: In an area of 5 meters they may summon a pool of "ooze". Which allows them to bring up a multitude of humanoid individuals to grab, slow down, or outright attack enemies in this radius. The humanoids are fairly weak, only serving as more of a hindrance than an actual threat even to the most incompetent of enemies. The real danger of this power arises in the ability for the ooze to envelop and potentially drown individuals, adding their likeness to the humanoids screaming within.

        -Long Arm of Death: If Book of the Dead is being used, Immortal can reach into the ooze and produce up to 5 jagged chitin/bone spears. The spears do not dissipate if within the 5 meter radius of Book of the Dead. If thrown out of the radius of Book of the Dead, the spears will dissipate only when it hits something. Be it the target or something else. The range of how long a spear is thrown is limited to how far Immortal can throw.


        Abilities:
        -Veteran: They've fought in countless wars through the centuries. Even with their fading memory their wartime habits, discipline, and training haven't disappeared.
        -RAMSES II: The RAMSES II Combat Suit offers advanced protections from battlefield hazards. Offering level III body armor protection; An advanced breathing control system, allowing advanced chemical and gas protections with a minty fresh smell; And an advanced HUD and Scanner system. The scanner system working both as a flashlight, and a body heat sensor to allow the HUD to better detect individuals.


        Equipment:
        -2 10mm Glock 20's
        -4 15 Round magazines of 10mm ammunition
        -Enigma Corporation RAMSES II Combat Suit
        -RAMSES II Retractable wrist knife.
        -Refillable IV bag.
        -Handful of bendy straws.

        Weaknesses:

        -Stunted Growth: Immortal cannot utilize some common abilities other Vampires hold. Abilities such as climbing up any surface, or converting others into Vampires. The cause of this loss in ability is unknown.

        -I Forgot to Remember to Forget: Immortal's memory has faded extremely over the years. At first it was merely forgetting things centuries prior, but now they seemingly have the same memory span as a typical person. This is a mix of natural memory decay, and the fact they're actively suppressing their memories. Regardless this means they have little to no memory of centuries prior, forgetting close friends and fierce enemies alike. This has also carried over into them forgetting many of the languages they once spoke, and having issues speaking even English (their current primary language).

        -Shattered Psyche, Tortured Soul: Immortal can and will have panic attacks, freakouts, or meltdowns randomly over seemingly mundane things. While this hasn't carried into battle much, it can still happen even in the worst situations. This has also shown hints of further instability. With hints of them going into self harm territory. With seemingly random damage on both Immortal and the RAMSES II suit.

        -Vampiric Weaknesses
        (All unlisted weaknesses specified in lore still apply.)
        Severe Allicin Allergy: The chemical commonly found as a natural pesticide in Garlic has been proven to result in a fatal allergic reaction from vampires. Even smelling it will result in inflammation of mucous membranes and labored breathing.
        Nickel Allergy: A very rapid, very acute, and nigh always fatal nickel allergy. This seems to be the basis of the aversion to silver, as sterling silver can contain traces of nickel, and nickel silver which was common in the 1700s, is not silver, but rather a copper, nickel, and zinc alloy.
        Will to Consume: Immortal regularly has to consume raw blood in order to maintain their body. Once a day maintains a rather healthy maintenance, where as a week or two will result in a sufficient decay in abilities. (Quoted from Jager app)


      Background:
        Job: TIAMA Affiliated Hero. Originally stationed with TIAMA ME, but has been reassigned to the US back in 2017.
        Legal Status: American Citizenship, Legal Hero status. Multiple military decorations.
        Backstory:
        Not much if anything is known about Immortal's birth, or their origins. Though genetic profiling and personal accounts have detailed being born roughly a few decades to a century after Alexander the Great's conquest of Persia. Immortal is believed to have been born around Alexandria, Egypt to a Greek family. However other accounts also suggest possible Roman birth. Their actual origins are up for debate, but despite this the consensus is that Immortal has at least been alive since the fall of Alexander's Empire.

        Their actual background comes from many personal accounts detailing events in their life. Immortal going into some detail how a major force in their early life was the Ancient Egyptian religion. Causing inspiration, and some... Ritualistic events in their early life. With Immortal hinting at possibly taking part in some ritual that was possibly an origin for some of their abilities. They have not outright confirmed this, nor have they denied it. As their memory is not particularly the best.

        Immortal has written and spoken extensively on their careers through the "Ancient Era". All of which being in some warrior or professional soldier work. With them writing with excruciating detail on what the "salting the fields of Carthage" was like. They have shown a particular fondness to service with the Roman Legions. Detailing their love for the many battles they took part in. Including many of Julius Caesar's campaigns in Gaul, or even the Third Century Crisis.

        Despite detailed accounts on Immortal's part about their service in Rome, they all seem to go into detail about certain events. One thing that shows in the end of these accounts thought is the fact they departed Rome proper for Egypt. With centuries of change and warfare being long faded memories for Immortal, and being up for speculation among those trying to uncover Immortal's past. One thing Immortal has confirmed after the fall of Rome was that they more or less became a petty raider in Egypt and North Africa. Up until the arrival of the Europeans during the Age of Imperialism.

        Their marauding days in North Africa turned to outright rebellion against European powers trying to invade. Leading to multiple bounties being placed on them, and their allies in the region. Bounty hunters never getting close to stopping Immortal, even as centuries passed. These days of nonstop raiding came to a halt when the World Wars began. With Immortal burying the hatchet and aiding the Allied Powers in both WWI and WWII. Not much was really spoken of during the World Wars, besides Immortal meeting "old friends" during the various campaigns. These "friends" have not been identified, and Immortal hasn't gone into much detail.

        After the World Wars, Immortal was a major advocate for decolonization in Africa. Even going so far as to volunteer supply runs in the 60's-70's. Primarily for groups like ZANU in Rhodesia, or the MPLA in Angola. This of course putting them on shaky ground with the West, but luckily for Immortal this period ended in the 80's. With an upstart company known as Enigma Industries contacting them. Offering a multitude of things, one of which being security detail. It was a stable position, let them test all sorts of new weapon technology, and kept them from pissing off the West. So of course Immortal accepted.

        Their time with Enigma was quite a turning point in their life. Exposing them to the luxuries of "civilized life", and inadvertently causing them to self reflect. This self reflection causing them to remember once suppressed traumas. Traumas they merely ignored using combat as a coping mechanism. Their psyche began a quick and noticeable decline, and saw Immortal outright brutalizing trespassers on Enigma property. This behavior almost brought the law in, up until they met a Dr. Viktor Tesla. Tesla being a voice of reason and kindness in Immortal's life at Enigma. Tesla always being polite, and even offering counseling for the poor tortured mind of Immortal. With Tesla even developing the RAMSES Armor program just for Immortal, as a gift for a friend.

        Their friendship would last well until 2009, when Tesla's rampage occurred. With Immortal spending years lacking employment, as Enigma went under after Tesla's rampage. That was until they were approached by TIAMA offering a position due to their colored past, and quite obscure story being revealed to the organization. Immortal officially signed up in 2012, and was immediately sent over the the Middle East as an agent.

        During their time in the Middle East, Immortal has reaffirmed their obsession with Ancient Egyptian mythology. Developing their equipment to mirror some old cultural aspects of the long past civilization. Even with these small comforts, the Middle East exposed them to the worst Humanity had to offer. With beheadings, bombings, America's endless warring in the region, mass suicides, grizzly unsolved murders, and endless government corruption taking their toll on Immortal. With them officially applying for relocation in 2015, and only being accepted in 2017. Their relocation to the United States was a huge relief upon them, allowing them to at least have a somewhat normal life again.

        Though, their mental health issues that showed all the way back in the 80's-90's would resurface once more. This time much worse. With them having mental breakdowns seemingly at random, screaming fits at night, and unwarranted escalation of force when fighting crime. This lead to them being hit with a probationary period in 2018, lasting until early 2020. With Immortal finally returning to service, with hopes of their stability getting better with new comrades.
      Last edited by Mandicoria on Mon Nov 29, 2021 8:32 pm, edited 1 time in total.
      silly little creature, she/they
      apologies if im like, really aloof. this site has an affect on me.
      What if Humanity was as Important as it thought it was... But it turned out to not be a very good thing.
      also i rip off warhammer, DOOM, and halo unapologetically
      Highly suggest listening to this when reading anything I post about this nation.
      A [1.18] civilization, according to this index.

      User avatar
      Cybernetic Socialist Republics
      Minister
       
      Posts: 2202
      Founded: May 17, 2019
      New York Times Democracy

      Postby Cybernetic Socialist Republics » Mon Nov 29, 2021 8:30 pm

      Gods Among Us Character Application

      Character Description
        Name: Ayline Mae
        Aliases: Cryoconite
        Gender: Female
        Age: 18
        Appearance:

        Baseline:
        Height: 6'1''
        Weight: 165 Pounds
        Image




      Motivations
        Goals: Heroically advance her values, be what she sees as the "ideal woman"

        Fears: See the world fall further away from that which she sees as just and good.


      Strengths and Weaknesses
        Source of Power: Middle school trip to a natural history museum put her into contact with a rock that granted her powers.


        Powers :

        Ice constructs: Can turn what she touches, including air, into Ice constructs, including having properties beyond what ice is normally capable of, for example, she can turn the air around her into an Ice longbow, rifle, grenades etc. All of which turn the area of effect of a given weapon to ice.

        Portal Manipulation: Can create two connected portals of varying shapes with an "area" of up to 80 m^2 from one destination in sight to another, or up to 2 m^2 if 250 meters away if not in sight.

        Cryotemporalstasis: Every 10 minutes is able to speed up her perception of time fast enough that time appears to be close to stationary to her for 10 seconds in her perception, during this time she thinks and moves as she would in normal time. Includes a general ice sense that lets her detect hostile intent directed at her at a distance of 10 meters.

        Ma(i)de(n) of Ice: Is able to heal herself and others by converting ice into biological material. For others this is mostly healing cuts, bruises and gashes. For herself, her entire body, which passively heals entirely over the course of the day and can heal more quickly with focus. Can also make herself bigger and proportionally stronger/slower and vice versa. Additional ability to manipulate her biology that she can make use of with training.


        Abilities:

        Ball and Arrow: Her favorite activities before getting her powers were archery and basketball. Since then, no doubt aided by enhancements brought about by her powers, she has developed skills that make her elite in both sports. These abilities are not quite beyond human individually, but as a whole, contained within a woman of her size, very much so, making her an incredible athlete.

        Drama kid: Exceptionally good actor, capable of seemingly replacing her mannerisms, accent and personality at will, slowing and speeding up bodily functions to help

        Competent street fighter: Despite being a good student, she constantly got into fights in school, generally standing up to bullies, often on behalf of kids she didn't know. Also took on challengers. She isn't a well trained fighter and never used clear cut meta powers in fights, but she use her enhanced athleticism. Most of the time her getting hit were just attempts to avoid suspicion.

        Equipment:

        Ice Clothing: While she never depends completely completely on Ice to clothe herself, she often uses it to add variety and give herself additional armor. Notably, she can give them a variety of textures and colors, though will act like normal Ice when out of range of her powers.

        Weighted Gloves: She swears she hasn't punched anyone with them.

        Steel toed Boots: She swears she hasn't kicked anyone with them.

        Pepper Spray: She swears she hasn't sprayed anyone with it.


        Weaknesses:

        It's Ice: Any ice not immediately around her melts as ice does.

        Not (N)ice in here: Her powers are proportional to average humidity and temperature, the lower the humidity or higher the temperature, the weaker her powers.

        Don't Bruise me bro: Despite being decent in close combat, she really can't tolerate being hit. Every significant visible injury means a 30% chance she attempts to retreat until she heals, a 30% chance she focuses on blocking and asking mercy until she heals, a 35% chance she keeps fighting. There is a 5% chance she resolves to maim the person she's fighting, she will hold on to this until she succeeds at doing so, be it the current fight or a future fight.


      Background:

        Job: Full time TIAMA agent

        Legal Status: Natural Born US Citizen,

        Backstory:

        She was born to a very pacifist, very wealthy, very philanthropic family, to a Japanese father and Filipina mother in Manhattan. In order to raise their child with altruistic values and not having a sense of superiority due to her wealth and status, they chose to put her through the public schooling system, though it didn't stop her mother getting her extra tutoring when necessary. Aylin was very rebellious in her school years, even as she got good grades, she'd very frequently get into fights in school, often on behalf of other students, not particularly caring if they wanted her to or not. Before getting her powers she wanted to become an architect, afterward they wanted to become a superhero. A part time university at Cornell University, Her parents are exceedingly comfortable with her being at TIAMA, both because of a belief in letting her be what she wants her to be, but also because they hope it'll be a positive influence against a heterodox worldview she picked up in combination from her beloved grandfather on her dad's side, anime and books.

      Gods Among Us Character Application

      Character Description
        Name: Amalure Davis
        Aliases: Ophiuchia (detractors have been know to call her Oviciousia)
        Gender: Female
        Age: 22
        Appearance:

        Height: 6'7''
        Weight: 220 Pounds

        "Red, White and Blue" Variant:
        Image


        "Gauntlet" Variant:
        Image





      Motivations
        Goals: Ophiuchia sees herself as, and projects an image of being the embodiment of the most courageous parts of the American progressive tradition. She has a some worry about meta-humans, as she sees them as an inherent threat to an egalitarian society that must be regulated. Her view is that, ultimately, all meta humans ought to be under strict, direct democratic accountability, but is perfectly fine with acting outside such accountability until that is the norm. Privately, she has individual political ambitions, namely, one day becoming the first meta-human President and the longest serving president, period.
        Fears: She fears a world in which she has failed to keep meta-humans from establishing fiefdoms from which they rule the rest of humanity either through personal rule or on behalf of corporations, though this largely stems from a fear of her being seen as having failed.


      Strengths and Weaknesses
        Source of Power:Half-alien aided by an advanced artificial intelligence nanite matrix that usually manifests itself as a sword named Aethelind.

        Powers:

        Superior Strength: Strong enough to lift 30t, though will be left exhausted by the effort.

        Superior Quickness: 10 times quicker motor control, including reaction times, speed, acceleration than a peak non-Meta Human.

        Superior Durability: 10 times better endurance/durability than a peak non-Meta Human, proportional to her increased capabilities.

        Abilities:

        Genius Tactician and Strategist: Thanks to her own innate adaptability, attention to detail, critical thinking, ability to learn and A.I. aid, she is incredibly competent in the field of tactics and strategy, though at times can let arrogance get the better of her in planning.

        Excellent Swordswoman: Better than anyone except those most elite at developing their craft with swords, is technically gifted but as a consequence of her age lacks the real world experience of a master.

        Excellent Martial Artist: Likewise better than anyone except those most elite, has a tendency to use her durability and strength as a shortcut.

        Fast and Detailed Learner: Can think 10 times faster than peak non-meta human pace, alongside having eidetic memory.

        General Competence: Generally finds herself in the 55th percentile minimum of competence in more or less any task as a consequence of her ability to learn quickly aided by Aethelind

        Ruthlessly Machiavellian: Is willing to manipulate anyone/anything to achieve her ends. When faced with a “Trolley problem”, has no issue with metaphorically flipping the switch or otherwise ‘obstructing’ the trolley, no matter the scale.

        Equipment:

        Alien A.I. Nanite Construct, “Aethelind”:

        Aethelind’s default form is a sword, but it is a nanite construct of rearranging itself into different forms both by reorganizing its existing mass and converting new mass. This includes creating secondary equipment that it remotely controls.

        A secondary form that replaces the primary sword configuration is a Gauntlet Mode. Instead of forming into a sword, Aethelind instead creates an exoskeleton around Ophiuchia, consisting of a Helmet, set of gauntlets, boots and back thrusters, tied together by an airtight suit that exists mostly for maintaining a stable internal environment, but does not provide in of itself much in terms of protection against weapons.

        In either form, Aethelind's nanites create a metamaterial shell to endure it's peak energy output.

        Aethelind confers additional powers on Ophiuchia additional powers such as:

        Anti-Gravity Flight: Capable of flying Ophiuchia at Mach 1.5 and pulling high G maneuvers on one hand and nimble levitation in enclosed spaces on another.

        Variable Forcefield (Defense): Creates an invisible until contact forcefield that in passive mode is with 10 times Ophiuchia’s own physical durability. Capable of changing shape with her movements and being adjusted to meet various threats and therefore proportionally increase durability. The forcefield’s reconfiguration speed is a little faster than her own quickness, allowing it to follow her movements.

        Variable Forcefield (Offense): The forcefield’s variability also serves as an offensive weapon, it can stretch out into prongs to impact with objects and harden/’spike” itself around her fists, feet, etc.

        Variable Forcefield (Detection): The forcefield can act as a secondary means of detection, projecting out a weak field that on impact with any object feels creates a light, harmless tingling sensation that gives off purple “sparks” and alerts the ARAS. The further out such a field is projected, the more it takes out of the shield.

        Augmented Reality Awareness System (ARAS): Ophiuchia wears a set of contacts that gives her "x-ray" vision and a HUD that can provide diagnostic information about her weapon, physical condition and surroundings. Operates additional sensors on her suits to guide forcefield adjustment.

        Simple Brain-to-Machine Interface: While she can not read Ophiuchia’s thoughts, Aethelind can receive orders through brain signals, like if one were interacting with a mental touch screen, though far faster. Aethelind can also send signals to Ophiuchia’s brain, in the form of words, but not images or abstract concepts. Basic functions, such as flight, need not even be filtered through A.I.

        Highly Competent A.I.: Capable of higher level planning and communicating in all human languages. Deft at social manipulation, particularly through means of digital media.

        Resilient Alien A.I.: While by no means invincible, Aethelind is very resilient to attempts to copted into any run away scenario, being an alien A.I. designed with long term stability in mind. Additionally, in the case of “dying” Aethelind has copies of part of itself stored across the internet, even in places only infrequently connected to the internet. These parts can automatically resemble themselves, but on account of being limited by upload speeds, piecing back together such a massive A.I. would take times.

        Basic Environmental Regulation: Keeps Ophiuchia in ideal environmental conditions within her forcefield, changing the environment within the forcefield requires penetrating/breaking the forcefield.

        Capacity Multiplier (Gauntlet Mode Only): Increases her physical powers by four times, like wise increasing her forcefield strength.

        Weaknesses:

        Silicon Vulnerability: When attacked with a Silicon coated/made weapon, Ophiuchia’s durability on impact to her body by said weapon is decreased to that of a peak non-meta human, likewise decreasing her forcefield strength.

        Blocking Compatibility: In passive mode, Aethelind’s forcefield field can only block high velocity attacks and energy weapons, with blunt force being most effective, provided it does not enter the range of ‘high velocity’.

        Forcefield Stress: Hostile contact, physically or through energy, on the forcefield creates a purple colouration that emanates from the source of the impact, blocking visible light and longer frequencies. Each impact of sufficient length lowers the strength of the shield comparable to the length of contact and the area that it occurs over, with the shield compensating by shifting density and, therefore also lowering the minimum requirement to penetrate it. Shield requires 10 seconds to fully regenerate, with partial regeneration occurring proportionally over said 10 seconds.

        Transmutation Limitations: Aethelind can transmute any matter like a high tech alien 3d printer, but has no special technology to completely sidestep the laws of thermodynamics, it can build and lose mass, but the resulting heat output from doing so ensures the pace it can occur at is limited, ruling out drastic battlefield matter transformations.

        Extreme Exertion (Gauntlet mode): Gauntlet mode has more than once caused Ophiuchia to spend nearly all of the following day in Aethelind assisted sleep/coma.

        Frozen Field (Gauntlet mode): While Gauntlet mode increases her physical powers and therefore the strength of the forcefield, the ability of the forcefield to be projected away from Ophiuchia is lost everywhere except around the gauntlets, boots, back “thrusters” and Helmet, with reconfiguration otherwise limited to reassigning shield density to image impacts.

        Losing Control: The longer Ophiuchia spends around the limits of her physiology, the weaker her inhibitions get, which has the nasty side effect of making her embrace her penchant for viciousness and sadism at the expense of larger goals.

        Gravity Limitations: Ophiuchia's maximum shield capacity is accounted for with the use of Aethelind'd anti-gravity capabilities. Meaning that it's only at peak capacity when not used for flight or hovering and is therefore proportionally weaker when said abilities are in use.





      Background:


        Job:Left-wing social media influencer/commentator/writer, freelance blogger, Full Time TIAMA hero

        Legal Status: US Citizen

        Backstory:Ophiuchia was the codename given to her when found in a californian mountain cave in a small nursery built by Aethelind. Sheis an alien/human hybrid, birthed after Aethelind fell in east california's mountain range and concealed her through her gestation, as relayed by Aethelind. Spotted first by authorities when it entered the atmosphere, they could not track it down until locals made complaints about flashes of light coming from the mountains. Locals apparently investigated, but Aethelind concealed them both until the US military got involved.

        She was raised inside Area 51. Originally the plan was to attempt to raise her with a modicum of normality with foster parents, which Aethelind was willing to accept, but upon military authorities recognizing how dangerous she was, they instead ended up coming to an agreement in which she'd more or less be solely raised by Aethelind. This agreement also allowed Ophiuchia a measure of freedom regarding her future endeavours down the line.

        As one might imagine, a superpowered half-Alien girl raised by a weapon of mass destruction did not wind up perfectly adjusted. She, on the level, has, in the largest possible sense, a respect for justice, fairness and equality. On a personal level, she is very much a psychopath and a sadist. It's not quite that she is not capable of empathy, otherwise her larger worldview wouldn't be sustainable, it's just she does not see much use for it at a personal level beyond achieving larger ends. This also leads to her being a skilled manipulator.

        Regular human beings are rarely a target of hers. She is instead known, particularly among detractors, to eagerly use excessive force against villain meta-humans. Aethelind has cynically commented she gained significant energy savings from convincing Ophiuchia to wear red gloves and boots because "the energy expenditure spent keeping her costume their natural colors in battles was running high".

        She is, by no means a joyless person, however and has quite the sense of humor, though it is rather dark. Her civilian name, which she chose in her teens, having gone by her code name up until then, is also a grim inside joke.

        Upon the adoption of her civilian name, she was enrolled in 4 years of highschool in Southern California, having acquired a cover story that she had been homeschooled up until then. Advised against participating too much in sports, as a caution against potentially revealing her status as half alien meta-human, she instead took her competitive nature to student politics, while also getting a head start in university courses. By 22, she’d finished her Masters in International Political Economy alongside a Bachelor in Physics.

        More importantly for her hero career, she came out as a Superhero and joined TIAMA when she turned 18, though she had long been training. This had a side effect of significantly helping her career as a left wing social media figure. Her use of american imagery in her costume helped make her still publicly friendly enough for sponsorships and some respects it limited her appeal to some on the more america critical left. She has also developed a large, dedicated, (in no small part due to attraction to her) following that's helped do apologetics for her more violent indiscretions when she can't conceal them.

        Ophiuchia has a habit of sheathing Aethelind and resorting to punching, choking, kicking and stomping meta-human foes when she feels she has sufficiently weakened them, preferring to finish them off with her own hands. Pleas for mercy, provided that she thinks that only she had heard them, are often treated by her as an invitation to do so until her enemy stops moving. She studiously avoids killing (aethelind's constant diagnostics of foes helps her know when to stop) and crippling and maiming is very rare for her, but not out of the question with those she considers particularly dangerous nuisances. She also avoids situations where her deep sadism can play out in the open, projecting the image of a nice girl scout that one just should know better than to mess with, that can sometimes get a "little'' overzealous.

        During friendly spars with other superheroes she is very competitive, but restrains herself from excess, though she restrains herself a bit less with super-heroes she has one thing or another against.


      Gods Among Us Character Application

      Character Description
        Name: Catherine Rutherford
        Aliases: Wildcat
        Gender: Female
        Age: 22
        Appearance:

        Feline Traits Suppressed:
        Height: 6'2''
        Weight: 195 Pounds

        Feline Traits Stabilized:
        Height: 6'5''
        Weight: 195 Pounds
        Image







      Motivations
        Goals: Stand against oppression ofmetahumans.
        Fears: The worsening oppression of meta-kind and their enslavement to humans


      Strengths and Weaknesses
        Source of Power: Born with meta mutation that gives her of the physiological traits of a Scottish wildcat, gained higgs Field manipulation powers from a gene modification process that occurred at EldSök's Marviken Advance Research Facility.

        Powers :

        Higgs Field Manipulation: Ability to manipulate the Higgs Mechanism within a 5 meter radius. She can edit how particles around her interact with their environment, as making them act as if they have a larger or smaller mass, since she isn't creating or destroying mass it's self, she can turn mass-related interactions off and on as she sees's fit.

        This gives her the ability to accomplish feats such as:

        - Prop up against ceilings and walls.

        - Manipulate air particles, allowing her to make invisible walls and steps.

        - Increasing the mass of her fist as she strikes downward, enough to break the metamaterials used in power armor, scaling with the rest of her strikes.

        - Simulate telekinetic power through manipulating the mass of particles interacting with other particles.

        - Generate hard bubble of increased mass every 3 minutes that expands from around her body out to 5 meters and lasts 5 seconds, with her deciding the rate of expansion and if it'll break through or go around walls, floors, ceilings, etc.


        Scottish Wildcat Physiology: Her mother's pregnancy complications saw her making use of experimental treatment, making Catherine share traits with Scottish wildcats. This includes a heightened sense of vision, touch, hearing, smell and dexterity, the more feline that she becomes, though her baseline is already beyond peak human. Additionally the experimental stem cell treatment that allows Catherine's body to morph as she becomes more feline, left Catherine with the ability regenerate from injuries, up to and including lost limbs, with her losing weight in this rest of her body proportional to that which was lost.

        Abilities:

        Cybersecurity Expert: Extraordinarily talented at both securing and hacking into computers and computer networks.

        Gymnastic Martial Artist: Gave up mounting and flipping over beams for mounting and flioping over human beings. A gymnast until around 10, she adopted the discipline she learned to a variety of martial arts, specializing in muay thai.

        Expert Climbing and Parkour: with or without equipment, she is a very good climber, making use of both her physiology and higgs manipulation powers to do so

        Equipment:

        Power Armour: Enhances her abilities, endurance, along with generic recon power armor abilities. Keeps her suspended in her synthesis personality through careful injection of suppressants, however it also allows her to freely become more or less feline. Likewise the suit expands and contracts with physical changes such shifts bring. Suit comes with a high capacity battery that Catherine is capable of recharging with a generator of her own design that makes use of her Higgs Field manipulation.

        Makeshift Suit: Has a black suit that doesn’t enhance her abilities except to make climbing and parkour easier, carries an array of devices for the purpose of breaking into computer systems.

        Weaknesses:


        Misfit: While Catherine’s feline traits are suppressed, she needs to be actively interacting with others to avoid depression and self-harming tendencies. When her feline traits are not suppressed, being in crowds becomes enraging, causing her to become increasingly violent and sadistic.

        Bipolar diet: When her traits are suppressed, she has difficulty eating non-vegan products, as they simply don't agree with her. When her feline traits are not suppressed, she must eat almost exclusively meat.

        Urge to kill: When Catherine is far gone enough in being feline, she must satisfy her hunt to kill instincts for the suppressants to work again. This is done by killing several of the animals that a wildcat would normally hunt. Or killing a single sapient. This reversion does not happen automatically, however, Catherine must want it or she needs to be tranquilized after doing so to lock in the suppressants working on her.

        Sectioned Memory: Catherine essentially has three distinct personalities that are activated as her feline traits become more or less suppressed. All three hide significant information from each other that would be contrary to the desires of the other two. Her synthesis personality is most capable of drawing information from the other two. She can dip into this personality through holding off on suppressants, but will not long after end up in her feline personality.

        Extreme Superiority Complex: When kept in her synthesis personality while in her power armor, she displays extreme arrogance. This personality see's it's self as utterly superior to the other two, and also superior to more or less anyone she interacts with, though this does not leader her to underestimate ways foes might "get lucky". While she can work with others, she becomes very difficult to plan with as a peer, however is more than willing to command others as their superior.

        Suppressant Overload: If she overdoses on her suppressants, she loses her feline traits until she can sleep for 12 hours.

        Organic limits: Can not manipulate any particles that are part of a living organism, except for her own body.

        Mind (and limb) over matter: In theory, her potential matter manipulation is far beyond what she exercises, In practice, she has mental limits and needs guides to use her powers. In order to start manipulating the matter in a region, she needs to point a limb toward it, once she's done that, she can continue doing so as long as she has a limb in that direction, OR she can see it. But the moment that her sight and limbs turn elsewhere, there's an increasing chance that the region resets to previous values. Only exceptions are the particles within an area about the radius of her kicking leg's reach can be manipulated indefinitely without line of sight or direction by limbs and her hard bubble ability.



      Background:
        Job: Independent Cybersecurity Contractor, TIAMA employee

        Legal Status: Natural Born US Citizen, Dual British Citizenship

        Backstory: Catherine's parents met each other in the late 90s while her mother, a first generation american Jamacian decent, was in Scotland for an international gymnastics competition. Unfortunately, she suffered an injury that would end her dream of competing in the Olympics, so she settled down with Catherine's father. Catherine's mother had some complications during her pregnancy, leading to the use of experimental treatments. Before her birth, Catherine's parents would move California, but when it was discovered that Catherine was born with a partially feline physiology, they both decided that her condition would only be affordable for them if they moved back to Scotland.


        Catherine spent her first few years of schooling in Scotland, leading to her developing up a Scottish accent. Her first years were not all that that bad, apart from the negative attention she'd get frim climbing on to and and on top of weird placed. From an early age she developed an interest in learning about computer software while also practicing to become a gymnast like her mother, but at 11 years old, her parents moved back to California upon her dad getting a decent job offer. The year before, Catherine had started undergoing a puberty modified by her feline physiology, leading her to quickly grow tall, lanky and less coordinated along with showing some additional feline traits. This, combined with her scottish accent, led to her being bullied by her peers. Her size also meant that other kids would pick fights with her to make a statement, fights catherine was usually on the losing end of. This led Catherine to retreat further into her interests in computers.

        Eventually her parents, stuck between just making end meet and paying for her health costs, plus wanting to give her some physical activity to commit to , as her lack of coordination and height lead her to give up on gymnastics, had her take up martial arts. She thrived. After coming back to school after one summer vacation, a girl made the mistake of attacking Catherine. Suffice to say, it wasn't pretty, as Catherine unleashed her frustration on her attacker. Unfortunately for her, Catherine would be suspended for going quite a bit beyond self defense. One silver lining, however, is that during this suspension, Catherine got serious with her hobby interest in computers, particularly computer security. By the end of that school year, Catherine was participating in both martial arts competitions and hacking competitions. While still often being mocked and treated creepily by some of her peers for her traits, she grew a confidence that lead her to becoming more extraverted, the more she interacted with her peers, the more human she felt, though paradoxically she maintained some disdain for "normal" humans a disdain that came out more when she was late on taking her suppressants.

        She ended up going to the same high school as Amalure Davis, even becoming close friends. As soon as Catherine turned 16, she begun participating in adult martial arts competitions, including boxing and kickboxing, while also starting to take university courses in computer science due to her extreme aptitude. In both cases she realized that taking smaller doses of her suppressants aided her ability to make quick decisions, though it also made her less approachable. Around the time Catherine was about to graduate from highschool, Amalure spoke to her about becoming a TIAMA hero, at which point Catherine expressed her frustration with the way metas were treated by humanity and refused to even consider it. Eventually it escalated into a physical fight with Amalure that she had long wanted to have with Catherine, who ended up feeling utterly betrayed. Luckily, a combination of Amalure both holding back and the fact Catherine had been really been laying off her suppressants in preparation for competitions, lead to her avoiding significant injury.

        Not particularly interested in seeing her “friend” again, she decided to accept an offer to study in Europe, pursuing a Master in Cybersecurity and minors in psychology and physics. She received a surprise invitation to work at EldSök's Marviken Advance Research Facility, from an interim director of the facility, that happened to be the daughter of EldSök CEO Daniel Sundberg. There, she was personally told by her that she was aware of her status as a metahuman, but that they wouldn't out her, rather she wanted to make use of her talents in Cybersecurity. Finding her a useful asset, she was also deployed directly to serve in west africa in that summer, where she was given EldSök designed power armour to work in the field, that also allowed her to for the first time spend an extended length of time in her synthesis personality. They offered her a job with them after she graduated, by the time she spent as a mercenary lead her to come around to using her powers to fight 'evil'. But disagreements with her employer lead her to wanting out. This however, would have meant she'd have to give up the armor, so both she and her boss came to an agreement that if she agreed to take part in an experiment at Marvkien, she'd get to keep the suit and have any of EldSök's controls over it removed.

        Upon the conclusion of the experiment, Catherine gained new Higgis field manipulation powers, though some of the symptoms of her being a Chimera worsened, though she'd become more capable of working around them, partially due to advice from her boss. With the experiment a success and her boss carrying through with her promises, Catherine received full control over her suit and she officially left EldSök's employ. However between studying she'd take a few jobs from them, among other customers, as an independent contractor, but purely from a desk capacity. After completing her studies in Europe, she moved to New York City and continued to work as an independent cybersecurity contractor. After the events of March 27th, Catherine felt that it was time to join TIAMA, though she maintains that her original unwillingness to join was the correct choice of action.

      Gods Among Us Character Application

      Character Description
        Name: Soraya Leite
        Aliases: Lotus
        Gender: Female
        Age: 20
        Appearance:

        Without Moth Form:
        Height: 6'0''
        Weight: 160 Pounds
        Image



        Common Moth Form:
        Height: 6'2''
        Weight: 170 Pounds
        Image


        Hercules Moth Form:
        Height: 8'4''
        Weight: 400 Pounds
        Image




      Motivations
        Goals: Make use of her power to save lives and help people with the utmost respect for due process.
        Fears: Becoming jaded and selfish like her mother.


      Strengths and Weaknesses
        Source of Power: Genetically Modified Clone

        Powers :

        General Powers:

        • Superhuman mental and physical dexterity: A genetic inheritance from her mother, while not the best, she is well above peak human.
        • Insectiod Strength: Capable of lifting 10 times body weight.
        • "Mothsilk" Manipulation: Produces and controls a bulletproof putty-like 'silk' material. Mothsilk is connected to a variety of powers:
          • Can Sonokinetically draw in matter from a 3 meter radius and weighing up to 5 Kilograms individually to convert to Mothsilk
          • Can form an spherical cocoon around herself out of Mothsilk, which allows her to transform into her different forms.
          • Regenerates from wounds while in cocoon (Mothsilk on her body has a more generic 'biomass' characteristic than when it is away from her body)
          • Other powers of these cocoons depend on which moth form she is in.

        General Moth Powers:


        • Moth form: Can shift from a looking like a regular human being into her "Common Moth" form, from which she is endowed with her other powers.
        • Winged Flight: Capable of winged flight at a top speed of approximately ~260 Km/h
        • Sonic Blasts: Capable of putting out blasts of sonic waves across the spectrum of audio frequencies.

        Common Moth Powers:


        • Mothsilk Petals: Can create an array of up to dozen "petals" of Mothsilk that she can sonokinetically levitate and launch at the speed of sound.
          the "petals" can be put into a variety of shapes, including ropes for restraining and spikes for impaling.
        • Camouflage: Able to change colors and mask her scent to match her environment.
        • Adhesion: Able to adhere to an object or person on touch if she so chooses.

          Cocoon abilities:


          • Speed Burst: Able to quickly accelerate to and travel at a maximum speed of 300 km/h in any direction.
          • Permeation: Able to temporarily turn herself into a liquid that can permeate some materials and allow her to come through the other side.
          • Rolling Adhesion: Able to adhere to and roll along surfaces at any angle.


        Hercules Moth Powers:


        • Rampage: Enhances her abilities by five times for a limited period of time, that culminates in a forced return to Common Moth form, in which she expels her weight difference in Mothsilk in a blast that she can direct but not stop.
        • Sonic Shield: Creates double layer "sonic field", with both taking approximately 350 meters per second of speed off objects traveling faster than 350 meters per second.
        • Mothsilk Bombs: Able to create "explosives" that release adhesive mothsilk that Lotus can further control.

          Cocoon abilities:


          • Rolling Ball: Quickly accelerate and roll at a maximum speed of 75 km/h
          • Ruthless Roll: Anything lighter than her that she bumps into has no impact on her momentum.
          • Bulletproof: Small arms rounds with the exception of anti-material rounds do no penetrate her cocoon.


        Abilities:

        • Mechanic: Able to fix and jerry-rig a variety of weapons and tools by using material around her and her powers.
        • Multilingual: In addition to English, she speaks Spanish, Portuguese, Arabic and French fluently. Also Knows American Sign Language.
        • Power integrative Martial Artist: Would only be a little better than average were it not for her ability to incorporate her powers into her style, but her creativity with her powers makes her a lot more dangerous than she otherwise would be.
        • Can handle a gun: Not a great shot, but her dexterity is helpful in making her a better one than she'd otherwise be.


        Weaknesses:


        • Dazzled by Light: Bright lights can temporarily scramble her ability to navigate, forcing her to either stop moving or simply move linearly towards or away from the light source.
        • Sounds Suppression: Consistent, high pitched sounds can temporarily, but severely weaken her sonokinetic abilities and also her capacity to navigate when in a cocoon form.
        • Flammability of Mothsilk: Starts out in a putty-like form that drys out rather quickly, at which point it becomes as flammable as silk would normally be.
        • Sonic Shield Weakness: Moving lowers the effectiveness of her sonic shield when it is active.
        • Adhesion Weakness: Her ability to adhere to surfaces is not absolute, she finds it harder to adhere to a surface the colder it is. Additionally, sufficiently strong individuals can rip the adhering parts of her skin off by pulling against her grip while simultaneously pushing her off.
        • Herculean 'Mute': While in her Hercules moth form, she is 'mute', while she can simulate speech with her sonokinetic abilities, that involves using them for that purpose.
        • Gathering Mass: as extensive as her abilities are, the creation and destruction of matter are not one of them. if she is to use her Mothsilk, both as a tool and means to change form, she must convert another matter to do so.


      Background:
        Job: Fulltime TIAMA hero
        Legal Status: U.S. Citizen
        Backstory: Soraya Leite was born November 1st, 1999 in Nevada from Nuralain Leite, an elite Brazilian/Lebanese metahuman bounty hunter, as part of a deal for her freedom after being caught by U.S. Government during a job that put her at odds with the interests of the United States. Soraya is a genetically modified clone of her mother, in addition to having her mother's genes, she also had a variety of new mutations brought about by genetic modification intended to give her additional insectoid powers. She was 'raised' in a program that operated in parallel to the one in which was responsible for Ophiuchia, with a key difference that Soraya had somewhat normal life, with the cover story of being raised by an aunt (who was also a geneticist that worked with the company that produced the genetic therapy that gave Soraya moth powers) with the tests on her mostly being about tracking her capabilities as she grew older. In her early childhood she looked up to Ophiuchia like a big sister, however, at a young age, Soraya had serious health issues and after extensive pleading by Ophiuchia to Aethelind, the A.I. agreed to aid Soraya. However from that point forward, though they remained cordial, Soraya observed that Ophiuchia became more distant and violent. Additionally, she grew up being told that her mother, though an able fighter, was ruthless and generally uninterested in anyone but herself. In 2018, she joined TIAMA as a fulltime hero and moved to New York, using the alias "Lotus". Soraya lives with a constant concern that as a result of either her genetics or the potentially corrupting influence of her great powers could lead her to excuse herself into becoming killing machine, as while she avoids more macabre uses of her powers, she is well aware of how terrifying she could be were she to lose her inhibitions to brutality.

      User avatar
      Mandicoria
      Senator
       
      Posts: 4055
      Founded: Sep 10, 2011
      Father Knows Best State

      Postby Mandicoria » Mon Nov 29, 2021 8:31 pm

      Application Ports: Part 2



      Columbia App
      Gods Among Us Character Application

      Character Description


      Motivations
        Goals: Serve the USA in the best way possible, make her Father proud, and rectify the mistake Patriot did on the nation... At least that's what she thinks she should do.
        Fears: Failing her family and country. Her Father. Being socially isolated.


      Strengths and Weaknesses
        Source of Power: Metahuman Ancestry
        Powers :
        That Ragged Old Flag:
        Columbia boasts an incredible endurance, with their bones and flesh being able to take ridiculous amounts of damage. With them being observed before to have completely taken a speeding truck directly tossing them with at most a few broken bones and fractures. (And still being able to limp away.) Pair this incredible endurance with a ridiculously high pain tolerance, and Columbia is more than able to stay in the fight for long periods of time.

        Many observations by peers report of her staying in fights long enough to wear down her foe's stamina. Even when taking a beating that would quite literally kill a normal person if endured for long enough.

        Live to fight Another Day:
        In addition to their extreme resilience, they boast an extremely fast healing rate compared to the average human. Lost teeth, broken bones, internal bleeding, any injury can effectively be healed within hours to days depending on severity. Even minor brain injuries can be fully recovered.

        However, fatal injuries will still require medical assistance. Death can still occur if the brain is irreparably damaged. Heart damage can be healed if blood flow is maintained artificially long enough for her heart to regenerate. Otherwise, death occurs within 15 minutes due to lack of blood flow to the brain and other organs.

        Abilities:
        Excellent Physical Conditioning: As per familial training, and her own personal training; Veronica is extremely physically fit. Being more than capable to hit well above her weight range, and showcase a very impressive performance with exercise.

        Firearms Experience: She has extensive range practice with almost every type of firearm. Consistently scoring very good results with reaction tests and shot groupings. Along with a proper knowledge of field stripping and minor repairs of firearms.

        Minor First Aid Training: She does have civilian level medical training under her belt. With legal certifications.

        Equipment:
        -Winchester Model 1897 Shotgun (Kept Locked up. Only used when deployed on dangerous missions.)

        -9mm Beretta 92fs with 4 magazines.

        -Police Baton for nonlethal melee.

        -Side bag containing minor medical supplies.

        -Secondary side bag containing multiple packs of high calorie protein bars.

        Weaknesses:

        Nutritional Intake: While her normal nutritional needs match that of a physically fit human. The need for extra calories, proteins, and other nutritional materials skyrockets whenever she heals in any capacity. Healing without proper nutrients can not only slow the healing process, but possibly starve her to death if her daily intake isn't adequate.

        In addition, while in the field her nutritional needs will increase if the rate of exercise she gets exceeds what she's normally accustomed to. Meaning it will be a common sight to see her munching on high calorie food bars during long operations.

        The Healing Process: Even with extreme endurance, and a very fast healing rate, Columbia still has to rest when injured. Serious enough injuries can (and will) take her out of the rest of a fight. Even if an injury isn't really aren't fatal for her. Just simply due to the fact her healing rate isn't fast enough to keep up in a sustained fight.



      Background:
        Job: TIAMA Affiliated Hero
        Legal Status: American Citizen
        Backstory:

        Veronica's always been someone who's gotten tied up in the dreams of her family rather than her own. Coming from a line where her Father, Grandfather, Great Grandfater, and so on have been proudly giving their lives to the United States. A lot to live up to, especially when the familial metahuman abilities passed onto her instead of her brother. Already making her the odd one out. Which of course, made her live most of her life in a shadow of responsibility. With her pushing herself to train constantly, just for the faintest chance of living up to familial expectations.

        Her life wasn't even supposed to be this way, with her older brother expected to be the one to inherit metahuman abilities and continue the line of serving the nation. Yet when she showed the clear signs of ability development, and her brother didn't, it effectively sealed her fate. Even with all the disappointment surrounding it, she was more or less forced from the age of 11 to train. Physically, mentally, emotionally. Her Father would constantly take her to the gun range, to the gym, and even tried getting her into military school for the discipline. During this whole period of nonstop training, she found herself being emotionally isolated from peers and anyone with a differing opinion from her Father. Her entire life was being dedicated for what he wanted of her.

        Years passed and eventually she'd find herself moving out, going to college, and picking up minor security contracts for work. It was a liberating time in her life, with it being the first time ever she was truly getting exposed to different viewpoints than her Father's. One other thing exposed to her, was the use of marijuana by her college peers. Which she would adopt the habit of smoking, as a bit of defiance to her own Father. With more defiant behavior coming in the form of fashion statements, and identity exploration. Something that would've utterly shocked her Father. Had she told him about it, and not hid every last bit of it.

        Yet despite the defiance, she still ended up filling the role her own Father forced her to go to. With a full fledged career beginning at TIAMA NA's West Coast division in late 2018. Where she fulfilled the role of being their own patriotic themed hero. Not just filling the role, but performing in it with flying colors. Being known as an uncompromising, yet fair figure with the West Coast teams. With her own results proving exceptional with law enforcement, and situation defusing. A stark contrast from a similar hero present on the East Coast. This record of course, made her quite popular with a large chunk of the West Coast staff of TIAMA. Most importantly though, it made her Father proud of her.

        Then after roughly a good year and a half of service, the biggest challenge hit. 3/27. While the West Coast wasn't hit as hard with the effects, it definitely wasn't spared. With multiple relocations of long term members, including Veronica. Who was immediately relocated to the East Coast due to a "Need of qualified personnel". While she didn't object to the idea of being able to fix the mistakes present in the East, she definitely wasn't enthused about it. With her whole position in work being quite cushy, and in a comfortable position of pleasing everyone. Now? She has responsibility, one that can really break the masquerade of her dedication to her Father's dream.

        Now she has to try and maintain the front, or become a failure to her family and TIAMA.





      Charon App
      Gods Among Us Character Application

      Character Description


      Motivations
        Goals: Make some quick cash, buy some ciggies, hell man it doesn't matter who wins as long as he gets the ciggies.
        Fears: Not getting his pay.


      Strengths and Weaknesses
        Source of Power: Cybernetic Body Replacement
        A New Breed of Soldier: His cybernetic enhancements have greatly improved his body. Well, more replaced his body than enhanced it. What organs remain from his old body are greatly enhanced in function, and he gets the benefit of advanced cybernetics. Of course this comes with additional benefits like increased durability and physical ability compared to the average person, since he is mostly robotic. However most these bonuses are only really "Above Average", and nothing exceptional.
        The only real exception to this "nothing exceptional" rule is his running speed. Clocking in at around 43 kilos per hour at his highest safe running speed. Putting him on par with some of the fastest human running speeds recorded. Yet in a world of metas, this isn't particularly noteworthy.

        Cloaking Technology: The real benefit of his cybernetics comes from a hyper advanced and experimental cloaking field. Allowing him not just to cloak himself, but also cloaking his gear. The cloaking is extremely good, and suffers from little to no air shimmering. The shimmering effect only being truly noticeable if in a moist environment (Example: During a rainstorm, in flooded area, or in an area full of steam.), and/or if he's moving around constantly.

        Hyper Reflexes: Another very standout benefit of his cybernetics is the extreme boost he's gotten in his reflex times and situational awareness. Finding himself being able to react to any situation with extreme speed and accuracy. This of course benefits him in CQC as well, with him being able to coldly calculate moves in a fast manner.

        Flesh Simulation: The artificial flesh he uses, while fragile, can repair itself using his body's systems. Very minor, but useful in being able to keep his cover. "Healing" time for the flesh is noticeably slower than a regular human's though.

        Keep 'Em Lookin: Perhaps the only ability of his left over from before, his ability to summon his dead comrades, is defanged. With him only being able to summon up to 3 ghostly phantoms, and they have no offensive or utility use beyond being used as a decoy. The farthest distance he can keep from them is roughly 20 meters before they disappear.

        Abilities:
        Professional Fighter: He's a Soviet soldier turned mercenary. He's served in Afghanistan, and fought all across the world after. He's pretty capable of being rough.

        Good Sneaking: His body's fine tuned to be as quiet as possible. Meaning he has a very easy time sneaking around. Pair this with the fact he's learned how to sneak properly from years of fighting, and this becomes a dangerous skill.

        Good Footing: His cybernetic feet actually nullify the need for any use of boots. With proper terrain grip and claws for grabbing harder into the ground (Or god forbid a target.) Making it prove especially useful in fights where he's at threat of being knocked down.

        Equipment:
        -SVD, includes 6 magazines of ammo.
        -Vityaz-SN, includes 7 magazines of ammo and a reflex sight.
        -Makarov Sidearm, looks like it's been worn and used since the 80's. Still looks to be in perfect working condition despite the age. Includes 2 mags of ammo.
        -AK Bayonet.
        -Seemingly endless packs of cigarettes. Yes he can still smoke despite being basically a robot.
        -1980's Sony Cassette Player (Including multiple cassette tapes.)

        Weaknesses:
        Uncanny: His human imitation capabilties are by no means perfect. His face especially is a dead giveaway due to his mouth region tearing constantly to reveal his twisted metallic grin. Thus making it very easy to identify him if he isn't sporting a face cover.

        Invisible Man Syndrome: While his camo is good, it has one very big counter. Any form of filth, paint, dirt, or whatever smudging could get on him. You could completely nullify his cloaking capabilities and mark him. Just by throwing some mud or spray paint at him.

        One of a Kind: His artificial flesh is special made for him and him alone. If it gets destroyed, then he's without a human appearance. It'll be very hard for him to even find a way to replace it, since it's not exactly common tech.

        Hothead His cloaking technology's biggest weakness isn't him getting dirty. It's the fact it utilizes temperature to help with achieving a good stealth field. Meaning you can pick him up very easily on thermals.



      Background:
        Job: Mercenary
        Legal Status: Russian Citizen, Illegal Alien in America, Former Terrorist
        Backstory:
        Misha was once a quite abnormal Metahuman. Having died multiple times in his past, and had the ability to communicate with (And summon) the dead. Leading an undead life of constantly fighting from the time he first served the Soviets in Afghanistan, and all the way the Kazakh steppes. Taking up the cause of liberating the east from the shackles of Western oppression, and targetting random people he deemed as corrupt. Being what one could consider a terrorist.

        He kept his fight going on for years, getting quite an infamous name over in Kazakhstan. Being fully labelled as the Red Terror, a furious sniper come to take revenge on the west. Personally he was never keen on such a name. After all, what terror was there in Socialist liberation? Yet the more his campaign went on, the more daring and brutal he got. With his final act in Kazakhstan being the assassination of a local official, and then subsequently fleeing the nation.

        Fleeing Kazakhstan was his biggest mistake since enlisting in the Soviet military. Due to the fact he wasn't even in the US for two days and he already began killing. Pack of trash he caught trying to kill some poor meta kid. He brutalized them, killed all of them and let the kid run. he didn't know what happened to the kid, but he damn well knew he shouldn't have intervened. For that night he was tracked down by the buddies of the men he killed. Of course getting snagged up in the night, and taken off to some abandoned shack.

        To say he was tortured would be an understatement. They did everything they could to inflict pain upon Misha. The whole process rendering his limbs useless, and the man a shell. Oh but they weren't finished with him, not at all. He already knew he was going to die yet again, and his mind he hoped it was the last. Resigning to his fate, he was dragged off into an unmarked truck by the group of men. Ready to face his final punishment.

        Boy did that punishment come, because once they managed to get him out on those country roads he became witness to true torment. Firstly being set on fire while restrained, his screams being responded to by sneers and jeers of his captors. Then they put him out, almost suffocating him with a fire extinguisher. With his whole body burned they place a makeshift chain noose around his neck and started the truck. This was it. The truck went zooming ahead, with a sickening snap immediately pulling Misha's body to the ground and causing his body to ragdoll around on the pavement and gravel. After a good few miles he was surely dead, but his captors had to mock his corpse even further. Putting a few blind shots into his arm, legs, and jaw before ultimately dumping his body in a ditch.

        That would have been the end had it not been for the intervention of two member's of Osteo's group. By some dumb luck or divine grace, they managed to take his body and save his life. Albeit at the expense of almost his entire body, and the functions of his former abilities. Yet his new form was quite efficient, much better than his old. His new body being assembled from hijacked and experimental cybernetics and systems. Allowing him to be a much more fearsome adversary.

        Yet his deal wasn't fully sealed until he got to meet some member of Osteo's group. Some girl by the name of Annabelle. Came to him while he was first recovering, and adjusting to his new body. Told him of how he was even alive, and of who saved him. Honestly unbelievable he was even alive, albeit in a different body now. He was then given an offer, to sign up with Osteo and get paid with for it. He wasn't necessarily one to believe in owing debts, but he felt genuine obligation to his newfound allies.

        Of course with not having much else to do with his life, he accepted. Had the perks and benefits he liked, and could keep him going until he decided what to finally do with what remains of his life. So began his new life as a mercenary for this organization he never even heard of.With his short time with Osteo being quite productive, and earning himself new friendships. Primarily with the two fellow members that saved him, and Annabelle. After all why wouldn't he be at the very least friendly with the ones who changed his life?

        Now here he is risking himself for money, cigarettes, and for some other reasons he can't explain. Got some sick new gear, and updated the gear he had left. A sad shell of a man who sold his own world for a cause he didn't even know he believed.



      Nightmare App
      Gods Among Us Character Application

      Character Description
        Name: Benjamin A. Montgomery
        Aliases: Nightmare
        Gender: Male
        Age: 123 (Physically around the age of 20)
        Appearance:
        He will wear casual clothing befitting of even modern age when not going out in his old WWI equipment. When he's in his equipment he will be wearing a custom gas mask appear to be from after WWI, or during early WWII. His equipment doesn't include the backpack in the picture below.
        The Smug fuck

        When deprived of his book.


      Motivations
        Goals: Satiate his book's appetite for chaos and blood. All while coming back home to take care of his lovely flower garden. He's a pretty content man, and is totally fine with having this stay his routine.
        Fears: His lovely flower garden getting destroyed. Losing his book.


      Strengths and Weaknesses
        Source of Power: Unlocking Eldritch truth, ownership of an ancient corrupting book.
        Powers :
        The Fordbidden Tome of K'vekne'eh: He has an ancient book that has taken the form of an old WW1 field manual. The book can form to new sizes depending on the situation, but Benjamin keeps it the way he found it. This book allows him to access all sorts of eldritch lore, and gives him access to inhuman abilities. One such ability being that he stopped aging the moment he obtained it. The book is linked to him, and if lost will give off its location to him. Meaning the only effective way to keep him from it is to have someone constantly moving away from him with it in their possession.

        The Horrors of War: This horrific power allows him to summon up to five screaming skeletal figures, all clad in WWI equipment of various nations. The figures are unarmed, and quite easily dispatched with enough force. (Roughly the force to knock someone out is enough) They also don't do much besides grab people or throw weak hits and scratches at their target. But what they excel in is crushing morale. Since a bunch of screaming demonic skeletons trying to grab you is quite a horrifying thing to see indeed.

        Screeching Metal Wires: He can summon barbed wire within a 5 meter radius, or have barbed wire tentacles come from his hands. In the 5 meter radius barbed wire can coil around whatever target he focuses on. With the wire being able to skewer, crush, shred, or even restrain his target. The area of effect wires can summon enough wires as his personal strain will. Meaning he can summon enough around a civilian vehicle to eventually crush it, or enough to cause an APC to get tangled up and stuck. Pushing past those milestones is quite tiring however, and requires great amounts of concentration and strain. His barbed wire tendrils will pierce through multiple points in his hands, but leave no wounds when rescinded. The tendrils are able to do the same actions as the area of effect wires, and have more practical use from hand level. They can even be summoned to eject from his hand at extreme enough force to harm an enemy with the kinetic damage. However if summoned from his hands he cannot use it as an area of effect (and vice versa), and it can only extend two meters rather than five.

        Miasma of Death: He can unleash a black miasma around his body that extends out to a 2 meter radius. This miasma will cause the effect of Chlorine gas upon those in it without proper protection. However, use of this ability is very limited. He cannot produce miasma and have it spread through vents, it stays around his body no matter what. Its effects are also limited as once someone exits the miasma, they will instantly lose all of the effects it left upon them. Meaning in order for the miasma to even be fatal, the afflicted party would have to stay inside it long enough to perish. (See "Victim of his Own Success" for major drawbacks.)

        A Monster: His hands have become sharpened, bony black chitin claws that show no signs of dulling. While they are perfectly good at shredding civilian grade body armor, and absolutely dangerous when used in hand to hand combat. Their main use is much more horrifying. As they allow him to draw blood from victims and "feed" his book. Allowing him to heal nonfatal wounds such as broken bones or deep gashes. Along with an exponential boost in reflexes allowing him to become much more dangerous. (See "Had its fill" for drawbacks)

        Radio Waves: Less of a useful power and more of just something neat he can do. Unencrypted radio channels can be effected to play disturbing messages, or distorted music from the WWI era. This can't really be used on equipment like military or police radios, unless they're unencrypted.

        Abilities:
        Combat Experience: While he may not remember most of his military training. He most assuredly has the experience to deal with any stressful or tense event professionally. Who would've thought fighting in a World War would make you good at multitasking. This also comes with the added benefit of being quite an athletic individual.
        Respected Veteran: He's a registered war vet, so of course people give him a good amount of respect. It also helps that he's a devilishly charming individual.
        Green Thumb: He's a damn good gardener.
        Equipment:
        -Custom gas mask seemingly made in between WWI-WWII. It's been modified to take modern filters.
        -1911 With Ammunition
        -Standard issue ammunition pouches from his WWI kit.
        -His Book
        Weaknesses:
        Can't Live Without it: Without his book in personal contact (for example in his pocket), his form will deteriorate to show off a monstrous visage of what was once a man. While he will return to normal upon returning of his book, it's certainly quite a memorable appearance. Along with this he will lose any and all powers excluding his "A Monster" power. Along with these, he will lose mental fortitude and will immediately suffer a mental breakdown while aggressively searching for his book.

        Victim of His Own Success: His Miasma ability can and will harm him to. While not fatal to him as it would be for others, it would most definitely knock him unconscious if his gas mask were damaged or removed while he uses the ability.

        Had its Fill: His book will only take so much blood in a day, roughly half the amount in the human body. Along with this the beneficial properties will scale an amount of blood needed to fully complete the process. While he could still get the enhanced reflexes, he could not completely heal a broken leg if there's not enough blood. With any further benefits ending as soon as the book has had too much blood.

        He's Human After All: Despite how horrific he is, he's still a human. Meaning a bullet can put him down just as quickly as others. While he would have more tolerance and endurance against things knocking him out, he's still not superhuman in that regard. Even if he's using powers you could kill or knock him out.


      Background:
        Job: Friendly Gardener and Landscaper
        Legal Status: United States Citizen, Beloved War Veteran, and Unknown Serial Killer
        Backstory:
        Born and raised in the great state of Massachusetts as a single child, Benjamin was always an upstanding individual in his community. Always found working whatever jobs he can, and being sure to support his community. That was until a little after his 20th birthday. When the United States officially entered WWI. Of course this was quite the event, but he was more than proud to enlist and make his dear old Uncle Sam proud.

        Being filled with patriotic fervor and weeks of training, he was deployed into Europe with one of the very first waves of American forces. He and his comrades saw much success in the first week of fighting those silly Krauts. Acceptable losses, and still a bunch of momentum! Things slowed down though, very quickly. With months of brutal artillery barrages, weather, and trench conditions setting in on him. Benjamin was honestly thinking he was gonna be stuck in some French field for the rest of the war. Until his commander briefed his squad on a seemingly abandoned German trench reported by the scouts.

        Of course they were sent to go raid and take the Trench, this could've been the most advancement anyone on the front lines made in a long time. The whole raid was going along smoothly until a dense fog set in, and the visuals of torn barbed wire and tattered cloth filled the area. Odd to see such a quiet and eerie sight, but it wasn't a bad sign... That was until they saw multiple deceased German soldiers crucified in horrific ways all across the trench they were there to take. With brutal sights of viscera and tattered remains all across the ground.

        While the sight of the trench truly was shocking, what they found inside was much worse. Most of the enemy found that weren't gorily killed outside, were found to have committed suicide in multiple manners. He and his squad were of course traumatized with each and every view they experienced throughout the trench. Yet, he felt something calling to him within it. Something strong, welcoming. The further they ventured in the trenches, the more this feeling hit Benjamin in particular. Until they eventually came across the command foxhole, with Benjamin being utterly consumed with this feeling. To the point of ordering his men to stay outside while he went in himself.

        He found the enemy commander dead, holding out a small field manual. A pulsating feeling reaching out to Benjamin as he took it off the corpse. Both a big mistake, and the very thing that saved his life. For as soon as he touched that little book, he heard the inhuman screams of his men outside. With him immediately going out to be confronted with the sight of his comrades being dragged off and skewered by barbed wire tendrils. More barbed wire circling around him, and even going into him. Pain becoming irrelevant instantly, and a feeling of... Happiness taking over Benjamin. As he displayed horrific abilities to himself and his dying men. The book opening to welcome the new feast of blood brought upon it.

        After the events of the trench, he was sent home as a wounded individual. With the war ending not much long after, and him being stuck in a boring post war life. This wasn't helped by the fact the book kept calling for him to feed it. He NEEDED something to happen, something to let him satiate his book's hunger. Luckily for him, not long after, some of the most challenging periods in American History followed. Giving him plenty of opportunities to live his "normal" life.

        The next few decades were a blur, even as times and people changed. One thing that wasn't a blur was every single kill he would make for his book over the years. Unlocking unspeakable information, unparalleled pleasure, and peace to what would be a truly troubled mind. Over the years he had some interest from the government come in. Due to the fact of his unnatural youth showing itself by the 1981. With a dashing 20 year old appearing man being officially recorded as a 80+ year old. This could've ended his little run of killings and the like, but it got him on board with an unwitting government.

        His brief partnership with the government only lasted until 1990, and didn't result in much besides him being given an early registration in the government's book of known meta humans. Thus his life continued to be quiet once more, continuing his depraved cycle. With him pushing forward another 30 years in a blur... That was until he saw the news one day. Seeing the many bloodbaths caused by different "superheroes" throughout the country. This was of course, something interesting. Interesting enough to make the boring old cycle fun again, even invigorating. Perhaps it was time for him to add another thing to his retirement leisure list.
      silly little creature, she/they
      apologies if im like, really aloof. this site has an affect on me.
      What if Humanity was as Important as it thought it was... But it turned out to not be a very good thing.
      also i rip off warhammer, DOOM, and halo unapologetically
      Highly suggest listening to this when reading anything I post about this nation.
      A [1.18] civilization, according to this index.

      User avatar
      Transoxthraxia
      Postmaster of the Fleet
       
      Posts: 22115
      Founded: Jan 19, 2013
      Ex-Nation

      Postby Transoxthraxia » Mon Nov 29, 2021 8:37 pm

      Gods Among Us Character Application

      Character Description
        Name: Virginia Corbin.
        Aliases: Nox.
        Gender: Female.
        Age: 19.
        Appearance: Here. Well above average height for her age, standing at 6', with a generally athletic build, both Nox's eyes and hair colour are "natural", being results of the experiments she was exposed to. Most of the time she's wearing the full bodysuit pictured, though it lacks the angel-style flared sleeves, with the sleeves ending at her elbows instead. The suit has built in boots. Her fingers are usually tipped in darkness, and the more extensively she uses her powers, the darkness envelops more of her person, starting with her hands and going up her arms, and burns as it does.


      Motivations
        Goals: Virginia's goals can be best defined as two-fold - personal goals, and professional goals. Personally, she wants to solve the mystery about what happened to her family, including her missing twin sister and her father, a humiliated scientist. Professionally, she wants to get as far up the TIAMA ladder as she can go. During her time in the Academy, she became impressed with Anthony Cross' achievements, and her naturally ambitious nature translated into a drive for success in the most obvious path forward. Often she finds that her personal and professional goals intertwine and obstruct one another.
        Fears: Nox tends to be relatively agoraphobic, preferring cramped, dark spaces. Her agoraphobia isn't necessarily crippling, however. She also fears personal failure, and, ironically, is uncomfortable with the idea of the unknown.


      Strengths and Weaknesses
        Source of Power: Her source of power comes from a failed, off-the-books scientific experiment that she unknowingly participated in as a child.
        Powers :
      • Darkness Absorption: Nox's body works like a battery, but with darkness. By siphoning shadows and darkness from places that lack light, she can then store that energy and use it for other purposes. Once the energy is siphoned, the shadow or darkness temporarily disappears, but is gradually replaced. However, once replaced, the subsequent darkness isn't nearly as useful for absorption. For example, if sitting in an entirely dark room, Nox can absorb that room's energy. The room will temporarily turn bright, before settling back into darkness. The subsequent darkness cannot then be absorbed. However, if one were to turn the lights on and then off again, that "resets" the darkness and it can be absorbed again. The general idea is that her source of darkness is theoretically infinite but practically limited.
      • Darkness Manipulation: Once having absorbed the energy, Nox can then repurpose it in a number of ways. She can make solid objects out of it, in imitation of things that she has seen before. This can include simple weapons such as a spear or a shield. Generally, complex items cannot be conjured or imitated (i.e, a key to a specific lock). She can also conjure solid bolts of darkness from her palms that act as ranged weapons. In terms of appearance, all items and bolts conjured look akin to Vantablack, and in terms of hardness it's comparable to tungsten but can still be shattered if sufficient force is applied. Once shattered, the darkness cannot be recycled. She can also create areas of shadows or darkness as well.
      • Shadow Travel: Nox can meld into the shadows almost completely, and travel between patches of darkness. She can do this with both natural and "repurposed" (absorbed) darkness, but with a few caveats. With natural darkness, she can "melt" into it and travel within the shadow, so long as it's interconnected. The latter transportation , through projected darkness, can be unpredictable at best, and downright disastrous at worst, accelerating the Slow Burn exponentially. Further, it requires two "portals" of substantial darkness to be placed within Nox's sight. They act as a two-way portal for just herself, though the longer they remain open, the more the Burn grows.
      • Night Vision: She can see perfectly fine, as if it was day, even in the darkest conditions.
        Abilities: None particularly.
        Equipment: Not really anything I can think of. Most of her capabilities are based in her powers, not any special equipment.
        Weaknesses:
      • The Slow Burn: This is Nox's term for the severe physical side effect of prolonged used of her powers. Always present in her finger tips, a physical manifestation of the darkness that she wields begins to slowly creep up her arms the longer and more intensively she uses her powers. This darkness creates a sensation of extreme pain - akin to intense burns. When not using them, the darkness slowly recedes, and recedes at a greater rate the longer she goes without using her powers. A significant amount of her time at the academy was spent harnessing and controlling this pain, but the longer a battle goes on, the less effective she becomes.
      • Inexperience: Nox has only recently graduated from the Academy, meaning that she has very little actual experience in TIAMA or on missions in general.
      • UV Lighting: When exposed to highly focused UV Lighting (For example, like concentrated UV exposure, something like a beam or a flashlight, rather than the sun's UV rays), all of Nox's darkness creations melt away instantly after exposure, like wet sand. For example, things like begin in the sunlight won't damage her ability to perform, but a focused UV ray would.


      Background:
        Job: Full-time TIAMA Novice Agent.
        Legal Status: Technically a citizen of the United States & was, prior to her 18th birthday, a ward of the state.
        Backstory: Viriginia Corbin was born one of two twin daughters of Aldous Corbin and Emily Corbin in Montgomery, Alabama. The Corbins were an old American family with military ties dating back to the Mexican-American War. Aldous' father and all male-line descendants were expected to serve in the military in some capacity, with his father serving in WW2 as an NCO, and in Korea as an officer. Aldous, on the other hand, had little interest in the military, much to the chagrin of his father. Instead, Aldous, interested in the sciences, instead wanted to pursue a career in physics. Despite his father's wishes, he eventually eschewed military service and went to college to study physics, where his academic performance was mediocre at best. Despite this, following his graduation, he squeezed by a master's degree but found it difficult to attain employment. His father eventually got in contact with Korea-era contacts, who agreed to hire Aldous Corbin in the military-industrial field. Soon, he found work at Lance Corp., an Alabama-based military tech company where he met his future wife, Emily.

        The pair wed some time after Aldous joined the company, in 1989, and soon they became interested in having children. Throughout the 90's, however, the pair continued to busy themselves in work, prioritising their professional lives over their personal. Emily and Aldous began to feel distant, a feeling reinforced by their continual procrastination in starting a family and Aldous' slow spiral into corporate irrelevancy. Throughout the 80's and 90's, Aldous attempted to make a name for himself in the company by pioneering innovating technological solutions, but had no success. In the 90's he became obsessed with weaponising laser defense technology, and studied the Kapitsa-Dirac effect extensively, thinking that it could hold a secret for making irrelevant new laser weapons.

        In 2001, despite Aldous' personal failures, the couple finally had children - twins, Virginia and her sister. Their birth did little to assuage the failing marriage. Emily continued to succeed at Lance while Aldous did the opposite. By the time the children were four, in 2005, Emily officially filed for divorce. Aldous, not wanting to admit that his personal life was as failed as his professional, fled with his two children. They went up the East Coast, where Aldous assumed a fake name and continued his work despite his official status as a fugitive. Increasingly unhinged, Aldous began to believe that if he had success with his hypothesis regarding Kapitsa-Dirac, he could resume what his life once was. Working out of an abandoned warehouse, he assembled a slipshod device that was meant to divert a harmful laser from one's person, scattering the particles away from the beam's target.

        Believing that it was ready for testing, but knowing that he would have to operate the test, he chose his two daughters, each four years old, to be his test subjects. The laser he used, jury-rigged from parts stolen from Lance Corp., met the device that he attached to his two daughters. There was a misfire, however, and the warehouse was rocked with an explosion. When four-year-old Virginia came too, she was being rescued by first responders, and both her father and sister were nowhere to be seen. Following this incident, the young child began exhibiting her nascent superpowers after being reunited with her mother. However, following a trip to Europe she disappeared, and with Virginia's maternal grandparents dead, her paternal grandparents declared unfit to care for her, she was transferred to the state's responsibility.

        From 2006 until 2010, Virginia passed through a number of special care homes, none of them effectively equipped to help her, with the uniqueness of her abilities and situation buried by mountains of bureaucracy and paperwork. In 2010, following the retirement of the Cabal and the creation of the Academy, she was recommended admission, and was one of the first students admitted. From her admittance to her graduation, Virginia performed exceptionally well in both the standard academic criteria and in the power-based classes, making a name for herself as a skilled potential recruit into TIAMA. During her early years in the Academy, she became interested in Anthony Cross, the theoretical headmaster of the Academy. She viewed him as a picture of perfect success, and with his involvement in the past and present with the Cabal and TIAMA, as someone that she should be looking up to.

        Due to some complications with her powers, including their difficulty in sustained use, she required an extra year in the Academy, much to her chagrin. Following her graduation, however, she almost immediately applied to TIAMA and was accepted as a junior agent. Since then, she's become relatively restless waiting to actually be brought along.



      Gods Among Us Character Application

      Character Description
        Name: Elizabeth Corbin.
        Aliases: Lux.
        Gender: Female.
        Age: 19.
        Appearance: Here. Well above average height for her age, standing at 6', in her costume she's about 6'5, and has a generally athletic build. When her powers are active, Lux's eyes burn a bright yellow. Both Lux's eyes and hair colour are "natural", being results of the experiments she was exposed to. Like her twin, with prolonged use of her powers, a white-hot flame-like substance spreads along her arms that burns her.


      Motivations
        Goals:
        • Avenge the slights, perceived or real, against her by her father and the military-industrial complex.
        • Find out what happened to the rest of her family.
        • Ensure financial stability for herself in the long-run.
        Fears:
        • She is generally pretty uncomfortable in tight places, bordering on claustrophobia.
        • Feeling unfulfilled. Much of what keeps Lux going is her need to attain information and revenge. She worries that she may be unable to do or reasonably attain either.
        • Being rejected by any ostensibly-surviving family other than her father.
        • Having her secret motivations found out by her father and Erikson Global.


      Strengths and Weaknesses
        Source of Power: Like Nox, Lux was accidentally exposed to a scientific experiment when she was very young. Unlike Nox, however, she was thought by her father to have survived, and he fled the country with her in tow. Over the years, he has continued to experiment with Lux's powers, often honing and improving them.
        Powers :
        • Light Absorption: Lux's body works like a battery, but with light. By light from various sources, be they natural or artificial, she can then store that energy and use it for other purposes. Once the energy is siphoned, the light temporarily disappears, but is gradually replaced. However, once replaced, the subsequent light isn't nearly as useful for absorption. For example, if sitting in an entirely bright room, Lux can absorb that room's energy. The room will temporarily turn pitch-dark, before settling back into light. The subsequent light can be reabsorbed, but at a fraction of its previous efficiency. However, if one were to turn the lights on and then off again, that "resets" the light and it can be absorbed again. The general idea is that her source of light is theoretically infinite but practically limited.
        • Light Manipulation: Once having absorbed the energy, Lux can then repurpose it in a number of ways. She can make solid objects out of it, in imitation of things that she has seen before. This can include simple weapons such as a spear or a shield. Generally, complex items cannot be conjured or imitated (i.e, a key to a specific lock). She can also conjure solid bolts of light from her palms that act as ranged weapons. Often these manifest as classic "lightning bolts", likely due to some subconscious familiarity of the design. She can also conjure up a steady stream of light energy. In terms of appearance, all items and bolts conjured look akin to extremely bright yellow-white constructs, and in terms of hardness it's comparable to tungsten carbide but can still be shattered if sufficient force is applied. Once shattered, the light cannot be recycled. She can also produce brilliant flashes of blinding light.
        • Flight: Lux can directly use her light manipulation powers to propel herself throughout the air. It tends to be highly expensive in terms of both resource use and her overload, however, and generally can only do it for a short period of time. Depending on the speed she is going and how heavy she is (i.e, holding other things or people), it can range between five and fifteen minutes before it becomes untenable.
        Abilities:
        • Alongside English, she is fluent in French, and can speak decent Swedish.
        • Proficiency in Muay Thai Kickboxing.
        • Extensive experience in both gymnastics and dance.
        • Training and some experience in infiltration techniques, including smuggling herself over lightly-guarded borders and assuming various identities.
        Equipment:
        • The heels on her boots are made out of cast magnesium alloyed with manganese, scandium, and calcium.
        • A pair of fake passports & identities that allow her to travel throughout the EU.
        Weaknesses:
        • Overloaded: Like her twin, an overuse of her powers comes with drawbacks. Over an extended period of time, white-hot blowback from her powers begins to creep up her arms, beginning with her fingers and moving towards her elbows. The science behind this isn't well-understood, and it's not clear to her handlers if the intense pain that is caused by the overuse of her powers is the result of actual physical pain or an intense mental reaction. Regardless, the pain that is caused by this overuse results in a dissipation of concentration, and a breakdown of her ability to fight reliably. To put it to a comparison, it takes proportionately less time for her pain to kick in and spread compared to Nox, and it recedes slower.
        • Infrared Lighting: Her light constructs will break, shatter, and melt away like wet sand when exposed to focused or concentrated infrared rays (For example, like concentrated infrared exposure, something like a beam or a flashlight, rather than natural or cosmic infrared exposure).


      Background:
        Job: Technically unemployed, but is a shadow contractor for Erikson Global, a shell company of her father's. She also lends her skills out to the highest bidders when she has the time.
        Legal Status: She is technically a citizen of the United States, but has been presumed dead for years. She has a number of fake identities and passports, including Marie-Hélène Lavaud of France and Matilda Hjertsson of Sweden. She is also wanted in conjunction with a number of crimes dating back half a decade in France, Spain, Belgium, Luxemburg, and Denmark. However, because of the variable nature of her crimes in the different nations, they have not been traced back to a single individual.
        Backstory: Elizabeth Corbin and her twin sister Virginia were born to Aldous and Emily Corbin in 2001. By then, their parents had been married a number of years, and things were already starting to fall apart between the couple. In 2005, when Emily and Virginia were four years old, their mother filed for divorce, leaving Aldous to contemplate both his professional and personal failures. Before she had a chance to legally take the children from him, Aldous fled with the twins to the East Coast, the authorities soon in hot pursuit. Aldous became delusional, and was convinced that if he could prove that his research into energy and light manipulation was fruitful, he could reverse his misfortunes in his career and with his ex-wife.

        Increasingly unhinged, Aldous began to believe that if he had success with his hypothesis regarding Kapitsa-Dirac, he could resume what his life once was. Working out of an abandoned warehouse, he assembled a slipshod device that was meant to divert a harmful laser from one's person, scattering the particles away from the beam's target.

        Believing that it was ready for testing, but knowing that he would have to operate the test, he chose his two daughters, each four years old, to be his test subjects. The laser he used, jury-rigged from parts stolen from Lance Corp., met the device that he attached to his two daughters. There was a misfire, however, and the warehouse was rocked with an explosion. Aldous was mostly spared from the explosion, and when the dust settled, he noticed that only one of his daughters - Elizabeth - seemed to have survived.

        Panicked, and knowing that the warehouse would soon be crawling with police, Aldous fled with his still-living daughter, thinking that Virginia had died in the explosion. Aldous quickly crossed the border into Mexico illegally, where he set himself and his daughter up with fake identities, before covertly travelling to Europe. First Sweden, then France. During this time, Elizabeth's powers began to manifest themselves, at first accidentally. Aldous, convinced that his experiment had borne fruit, became obsessed with his daughter's abilities, and worked with the young child to develop and harness them. For the next nine years, from ages five to fourteen, Elizabeth was raised, parented, and experimented upon by her father. She was homeschooled by the unhinged scientist, who, all the while, funded his experimentations with various illicit activities, including narcotics manufacturing and distribution. Aldous' intellect was high, so that despite losing his grip on portions of reality, he was still able to function relatively effectively.

        As a child, Elizabeth was socially isolated. She was homeschooled by her father, who brought in various tutors for subjects he was not well-versed in, and taught the girl everything else she needed to know. While she was able to spent time outside and at local parks or playgrounds, she only did so with close supervision from her father, who insisted on accompanying the girl wherever she went for fear of her powers manifesting themselves, either accidentally or on purpose. Elizabeth was taught early that her powers needed to remain secret, and, if they didn't, harsh reprisals would follow. The social issues were generally made worse for Elizabeth as she and her father relocated often throughout France, spending time in Picardy, Brittany, and Dauphine. Thus, most of her social skills remained underdeveloped and tended to model teacher-student or father-daughter relationships, which were the ones that she was familiar with. She lacked any long-term friends, making regular socialization hard for the girl.

        Throughout her childhood, Aldous paid for a number of dance and gymnastics lessons for his daughter while they resided in France. The aim of these lessons was to help give Elizabeth an outlet for athletic development and social experience, but because the pair relocated so often, these did not have the intended effect. However, Elizabeth became enamoured with both activities, and often petitioned her father to continue to work at them whenever they relocated. During her upbringing, Aldous maintained a specific filter of information that would be passed down to his daughter, including that her mother had been crazy and, along with Virginia, perished in an accident. He framed the ordeal as if his actions were the only reason that Elizabeth was alive.

        During her early teenage years, a rift began to form between Elizabeth and her father, with her realising the extent of her father's behaviour and actions. However, during this time, Aldous' experiments on his daughter intensified and became invasive, including genetic testing and attempts at modifying or refining her powers. Unfortunately for Elizabeth, most of these experiments didn't work and were often very painful.

        When she was thirteen, the pair moved to Sweden, where Aldous created the company Erikson Global with money he had saved up from his criminal activities in France. EG, as it was often shortened to, was merely a front for Aldous' renewed interest in military applications for his physics research, most of it done under unethical conditions. Aldous continued to tutor his daughter, and, against his own wishes, ceased experimenting on her in order to repair his relationship with Elizabeth. Three years later, shortly after her sixteenth birthday, Elizabeth was recruited by her father to work for Erikson Global. However, her role was to be a "shadow contractor" of sorts, performing below-board actions.

        At this time, the teenaged Elizabeth donned the name Lux as a moniker to protect her identity, and quickly became enamoured by the money that her father was offering her for her work. She was slowly immersed in her father's operations. However, as she worked for his company, she quickly realised that he wasn't exactly who he said he was - his criminal nature became quickly evident, and the relationship between the two deteriorated once again, Lux continuing to work for her father only for the monetary incentives that he offered her. However, during this period, her operations for EG continued, and Aldous considered them field tests of her powers. EG's "Blackwing" Division expanded quickly, and centered around EG's illegal operations throughout Europe. During this time, Elizabeth began studying Muy Thai and was trained to leave minimal amounts of evidence at any crime scene to avoid detection by TIAMA.

        As years passed, Aldous grew interested in replicating his daughter's powers so he could market them abroad as a commodity. Worried that this would make her disposable to her father, she flatly rejected his numerous requests. She quickly realised that her father valued her powers more than her - which enraged her. She grew disillusioned with her father's company and the industry that they worked within. However, she kept her disillusionment to herself and continued to work towards self-sufficiency, continuing to get paid by EG. At the same time, she began taking on freelance contracts from outside sources across Europe for "wetwork", and quickly became experienced in a number of criminal operations, including assassination, and intimidation, but also took on jobs that included robbery and corporate espionage.

        By 2019, she had formulated the idea that her treatment at the hands of her father was the result of the military-industrial complex and his inability to let go of his life's work. She also has come to believe that, if her father had lied to her about so much, that it's possible her family remains out there. She has long since realised that her childhood was atypical, and the reason that she was essentially railroaded into a life of crime was her father's obsessions. Years of anger and frustration as a result of her ill-treatment has begun to bubble up to her surface, and she has begun planning on how to get her revenge on both her father and the industries that he has become obsessed with.

        By 2020, she has begun taking both independent contracts and EG jobs in a bid to increase her net worth and begin putting her plans for revenge in motion. During her four years of operation she has taken a painstaking effort to, when on the job, disguise any potential metahuman involvement in her crimes. Any potential witnesses are silenced, and she tries to leave no evidence at crime scenes, including prints or any sort of DNA. She has become well-aware that TIAMA's involvement in Europe would mean that, if they became aware of her presence and her powers, there's no telling what they'd do if they connected her to the string of crimes that she has committed.



      Gods Among Us Character Application

      Character Description
        Name: Olympia Argyros-Smith
        Aliases: Achillea
        Gender: Female
        Age: 16
        Appearance: Here. Achillea stands at six feet and five inches and weighs about two hundred and three pounds, with a very muscular, athletic build. Whenever she's not in her costume, she's usually wearing some sort of athletic gear. She also has a tailour-made helmet that she wears while on missions.


      Motivations
        Goals: Her goals tend to be two-fold: she wants to push herself and maximize her powers as much as possible, and to become the best super hero ever. The latter goal she views as almost a near-obsessive necessity - to her, she's better than everyone around her, and she needs to compensate for everyone's shortcomings by outperforming them.
        Fears: Mostly she's afraid of her own limits - not only losing her powers, but also to be seriously injured in a way - especially around her left heel - that would permanently prevent her from doing what she believes she was born to do.


      Strengths and Weaknesses
        Source of Power: The suspected reincarnation of Achilles, the figure from Greek legend.
        Powers:
      • Significantly Increased Damage Resistance & Endurance: Like her namesake and possible ancestor, Achillea is resistant to most forms of damage, be they things like bullets, knives, and even brute force damage. Her skin acts almost like a deterrent to sharp objects or bullets, as if it was a thick hide, causing smaller caliber bullets and duller knives to simply bounce off of it while larger bullets or sharper weapons can penetrate but do much less damage than they would to normal humans. Further, Achillea has an extreme tolerance for pain, often not even noticing certain wounds that would put others out of commission.
      • Superhuman Stamina: Be it running farther, fighting longer, or even staying awake for days on end, Achillea does it better than others. Her innate physical stamina is significantly better than anyone else she has been measured against.
      • Superhuman Strength: Far from the abilities of other superhumanly-strong individuals in TIAMA, while Achillea's strength is classified as "superhuman", it's only so relative to non-metas. She's much stronger than the average person, but compared to other metas, her strength is pretty average. She can lift about one ton's worth of weight, but strains to do so.

        Abilities:
      • Neo-Pankration: Intentionally choosing a predecessor to MMA instead of MMA itself, she is well versed in the fighting style of the modern Pankration practices.
      • Wrestling: Technically different than Neo-Pankration, she is also a champion of wrestling.
      • She can speak Ancient Greek and Latin fairly well, though is mostly self-taught.
      • Has a very intense regular workout regime that most non-metas would consider extreme.
        Equipment:
      • An Aspis-styled Shield, shown as it is in her reference photo. The shield is, unlike the traditional Aspis, is not made out of wood. Instead, it is made out of cast magnesium alloyed with manganese, scandium, and calcium. Its edges are dulled, but can still be a potent offensive weapon if necessary.
      • A Doru-styled Spear. The spear's tip is incredibly sharp and is made out of cast magnesium alloyed with manganese, scandium, and calcium. The spear's staff is made out of reinforced aluminum.
      • A Xiphos-styled Sword, made of the same material as the spear's tip. Like the spear, it is incredibly sharp.
      • A full set of armour that emulates the style of the traditional hoplite, including greaves, forearm covers, and a chest plate. All of these are done up in the traditional historical style of the hoplite, though beneath the outward thin layer of metal, most of the armour is made instead of material from stab-proof vests.
      • A ballistic vest that she wears under her stab-proof chest plate.
        Weaknesses:
      • Narcissism & Saviour Complex: Not necessarily a weakness to counter her powers, but a worthwhile inclusion in this section is her general narcissism. Going beyond an obsession with self-image, she often believes that she can do no wrong nor ever has - if something goes wrong, it was someone else's fault. She also believes that it is her responsibility (and thus, her Gods-given mission) to act as a protector for not just the people, but for other heroes in TIAMA.
      • Achillea's Heel: Like her namesake, her left heel is completely unaffected by her resistance and pain tolerance. If she receives any damage here, while the pain would be similar to a normal person's experience, it would be quite shocking to her.
      • Too Angry to Die: Achillea has a physiological/biological reaction to both exerting herself in battle/training as well as when she receives damage. Doctors theorise that this is a side-effect of her body's resistance to damage and lack of pain receptors. When exerting herself, her adrenal glands go into overdrive, producing adrenaline levels far beyond a normal person's. In short, the longer she fights, the angrier she gets. The angrier she gets, the more prone she is to making fatal mistakes. Or worse.
      • Double-Edged Pain Tolerance: Achillea feels much less pain than most other people. Coupled with her general resistance to damage, this often works in her favour, combining with her massive stamina to keep her in fights way longer than others could. However, often in the heat of battle she could potentially receive grievous, nearly-mortal wounds and not notice. In short, if she sustains enough damage, there is the potential that she could go beyond what any normal person could survive and not notice until it is too late.


      Background:
        Job: Full-time member of TIAMA's academy and meta program.
        Legal Status: Born, legal citizen of the United States.
        Backstory: It is widely believed by many that the Greek myth of Achilles and his son Neoptolemus was myth - pure legend. Even though the kings of Epirus claimed descent from Achilles, these claims are brushed off by modern historians as not just widely exaggerated, but as entirely fiction. Unbeknownst to these historians, they're wrong. Achilles was indeed a living, breathing person, an icon of Ancient Greek Culture, and an outspoken warrior, protected by "the Gods" and the power of the "River Styx". In reality, it's not known what gave Achilles his powers, but, for whatever reason, they were certainly genetic.

        Achilles' descendants ruled Epirus in one for or another until its conquest by the Romans when they scattered throughout Greece and the classical world. Some of these descendants departed to Italy and throughout the Mediterranean, while others remained in Greece or Anatolia, serving the Roman Empire and its Eastern successor state. All throughout these periods, however, obscure records of warriors throughout the Mediterranean, strong beyond belief and nigh-impervious to damage seem to appear and disappear in various historiographies.

        Regardless, one n-th generation descendant of Achilles ended up in the United States of America in 1967, following the Regime of the Colonels. This descendant, one Michael Argyros and his wife, ended up moving to Buffalo, New York, and started a business there. One of Michael's sons Stergios Argyros moved to New York City in 1988, where he met Isabella Smith. The two gradually courted one another and married in 1996. During this time Stergios went to law school and eventually became a lawyer while Isabella helped support the two by working as a secretary. They moved to Nyack, NY in 2000, finally buying a house while still both working in NYC. Shortly after, they had a son in 2002 and a daughter, Olympia, in 2004. While their son was timid, reserved, and introverted, their daughter was not. It quickly became obvious that the little Olympia, from the time that she could walk, had a nasty temper. More than that, she could run around all day and night with little regard to her exhaustion levels. Finally, she was massive, significantly larger than any kid her age.

        Eventually, worrying for her genetic state, her parents took her to a doctor, who acknowledged the abnormal "mutations" Olympia had experienced, but could not find an answer to them. Eventually, he contacted a number of different specialists, one of them newly-specialized into Meta studies. It wasn't long before her parents were asked to start bringing her by TIAMA's offices. By the time she was ten, her temperament, size, and other issues meant that it was hard for her parents to continue to take care of her full-time without treatment. Eventually, when she was eleven, TIAMA took full-time care of her. Her parents still visited her while she lived and schooled at the Academy, but it was rare for her to ever spend more than a few hours with her family.

        During her time at the academy, she took little time in embracing her physical side and becoming incredibly physically imposing, even at a young age. As soon as she could, she began working out in the Academy's gyms, and with training and treatment, was able to harness her anger and her powers. She also became enamoured with her Greek background, and took every opportunity to learn about Ancient Greece despite her very mediocre performance at the Academy's actual academics. She made few friends due to her imposing physical stature and emerging narcissism.

        Many were afraid of her temper and her size, some often referring to her as a "ticking time bomb". Despite this, she tried as best she could to socialize with her peers, and the smart students avoided antagonizing her at all costs. Since coming into her own during her teenage years, she has become increasingly interested in trying to push the limits of her abilities to see how far she can go - she trains harder, runs faster, etc. She wants to do good, since she believes it's necessary for her to - without her, TIAMA's younger divisions would be hopeless.
      Last edited by Transoxthraxia on Mon Nov 29, 2021 8:41 pm, edited 1 time in total.
      Where must we go, we who wander this wasteland, in search for our better selves?
      In Egypt's sandy silence, all alone,
      Stands a gigantic Leg, which far off throws
      The only shadow that the Desert knows:—
      "I am great OZYMANDIAS," saith the stone,
      "The King of Kings; this mighty City shows
      "The wonders of my hand." The City's gone,
      Nought but the Leg remaining to disclose
      The site of this forgotten Babylon.

      We wonder, and some Hunter may express
      Wonder like ours, when thro' the wilderness
      Where London stood, holding the Wolf in chace,
      He meets some fragment huge, and stops to guess
      What powerful but unrecorded race
      Once dwelt in that annihilated place.
      The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

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      Aeternabilis
      Negotiator
       
      Posts: 5055
      Founded: Jan 16, 2014
      Left-wing Utopia

      Postby Aeternabilis » Mon Nov 29, 2021 11:50 pm

      Gods Among Us Character Application

      Character Description


      Motivations
        Goals: Protect their community, be a good role model, and get famous on the way.
        Fears: Extreme claustrophobia and winding up forgotten.


      Strengths and Weaknesses
        Source of Power: X-Men style mutation
        Powers : Jules has aerokinesis, the ability to control gas. They can manipulate this in a number of ways, from intense gusts of wind, to allowing them to fly freely, to even condensing a certain gas out of the air for better use. They cannot use this power to manipulate the air someone is breathing (force air in or out), though as they have never attempted it, this limitation is unknown to them. This power gets progressively weaker and more exhaustive to use at distance, with fine control being lost at about 50 meters and total influence on the air lost at around 100 meters away. They've also got a small buff to durability, allowing them to survive a bit more punishment than any normal human would be able to.
        Abilities: While they lack super-strength, Jules does work to cultivate their muscles, making them stronger than most people. They're also trained in kickboxing and utilize plenty of acrobatic kicks while on the job. In addition, Jules studies chemistry to know what fun combinations of weird gasses do, is fluent in Spanish, and is fairly charismatic.
        Equipment: The utility belt is stocked with dense, high-calorie ration bars for refueling, heavily spiced to taste. Also Sylph-branded stickers and an autograph pen.
        Weaknesses: Heavy use of their powers is very draining on their body's energy, putting a time limit to exhaustion on most encounters. Also, while they can take a hit, their durability isn't anything impressive and they would much rather dodge than try to tank.


      Background:
        Job: Full-time TIAMA hero. Also runs their own social media.
        Legal Status: Full legal citizen, loves to stop for photos.
        Backstory: For much of their life, Jules Vasquez was something of an afterthought. The middlest of five siblings, Jules lacked the attention from their parents their siblings had gotten, flying almost completely under the radar in the family's small apartment in East Harlem. Even the act of abandoning their birth gender and taking a new name barely garnered notice from their parents (something Jules would look back on with a great deal of relief). This all changed when, as a teen, Jules' powers suddenly manifested during an extremely chaotic family dinner. Suddenly, Jules was the star of the show - their parents couldn't get enough of their superpowered kid, and Jules was determined to chase the high of constant attention for the rest of their life.

        The natural choice was, of course, becoming a superhero - those amazing, shining beacons in people form that drew the eyes of everyone wherever they went. (Either that or a villain, but Jules didn't quite have the constitution for crime, and had always admired the heroes on tv growing up.) They made it into a metahuman academy to train their powers, and graduated with full honors, becoming the latest vigilante on the streets of New York. Immediately Jules began working on her superhero brand, quickly building up a dedicated fanbase in Manhattan. They joined up with TIAMA the first chance they got, seeing the perfect opportunity to get their image out there further than ever before, and have enjoyed working as a full-time superhero ever since. Jules Vasquez is better known to the world as the hero Sylph - and she is determined to have that name be remembered for a thousand years.


      Gods Among Us Character Application

      Character Description
        Name: Elizabeth Quinn
        Aliases: Thunderstep
        Gender: Female
        Age: Twenty
        Appearance: Elizabeth is above average height (5'6) with long, straight, red hair almost always pulled back in a ponytail, green eyes, and a resting bitch face. She's not terribly fashion-minded, typically only wearing comfortable or practical clothes, and is athletically built. For her costume, Elizabeth wears a standard issue black TIAMA jumpsuit with a few modifications; rather than an earpiece, Thunderstep wears a full headset to double as hearing protection, prescription goggles to make sure her eyesight stays intact during fights, an extended utility belt, and a thunderbolt emblazoned across the chest.


      Motivations
        Goals: Study hers and other powers, acquire a PhD, become a Nobel prize-winning scientist.
        Fears: Heights, failure, and somehow being drafted as a full-time field agent such that she can't pursue her research ambitions.


      Strengths and Weaknesses
        Source of Power: X-Men style mutation
        Powers : Elizabeth has the ability to teleport within a certain range: she can go anywhere directly within her field of vision, or up to a mile to areas she can't see but is familiar with. She can also teleport very short distances, within a couple of feet, into places she cannot see and is not familiar with, such as across locked doors or walls. Teleporting away from a location creates a void in the place she had been standing in, which immediately collapses as air rushes in. This creates a very loud sound very similar to a thunderclap, enough to stun and damage the hearing of nearby people if they were standing too close to her; prolonged exposure to this, especially in a short period of time, can cause burst eardrums and permanent hearing loss. Elizabeth can also process information faster than most people, allowing her to rapidly teleport through an environment without becoming disoriented.
        Abilities: Elizabeth is highly intelligent and skilled at research, allowing her to excel in her studies; in the field, this makes her more useful for strategizing and information gathering than combat. Her most useful combat abilities involve teleporting very close to an enemy and then immediately teleporting away to deal sonic damage. She also speaks French conversationally, can read Japanese and German, knows American sign language, and is secretly studying Swedish in preparation of her hopeful one-day Nobel acceptance speech.
        Equipment: Her utility belt includes: a pouch of earplugs, mini binoculars, a notebook, a spare communicator, field rations, a laser pointer, and countermeasures for enemies with hearing protection: a canister of mace and a taser.
        Weaknesses: Stealthy teleportation is impossible thanks to the immense noise using her powers creates. Rapid teleportation drains her body's energy quite quickly. She has no special boost to durability or damage and would likely be bodied by a few particularly hard punches, let alone being hit by weapons.


      Background:
        Job: Part-time TIAMA hero, part-time student.
        Legal Status: Full legal citizen, prefers to stay low-key with the public.
        Backstory: Elizabeth Quinn had a relatively normal childhood, growing up with her parents in their home in Brooklyn. She always did well in school, particularly science classes, but had few friends, vastly preferring the company of herself over other people. She breezed through school, managing to skip two grades and never minding being the outcast. She was spoiled by her parents during this time, and they gladly gave their daughter whatever she could want to further her academic interests. Her life was changed forever, though, when in her teenage years her ability to teleport manifested. An accident occurred while she was trying to figure out her abilities, and Elizabeth accidentally rendered her mother nearly deaf. Though the damage could eventually be mitigated with hearing aids, it traumatized Elizabeth and was the driving force behind her new mission to understand the mechanism behind her and all others' super powers.

        The best way forward that Elizabeth saw was to join up with TIAMA and use them to get access to all the resources - and amicable people with powers - she could ever want. She joined the academy the same year as Jules Vasquez and developed a minor, one-sided rivalry with them, resenting their uncomplicatedly cool powers and the way they were able to get through while neglecting the academic side of their studies. It was at the superhuman academy that Elizabeth developed a fascination with Dungeons and Dragons; it was the first social activity she found herself enjoying and seeking out, and took from it her superhero name: Thunderstep. After graduation, Elizabeth joined TIAMA's NA East division as a part-time field agent while she pursued higher education, sticking with the organization through 3/27 as she still saw it as the best way to further her agenda. During her time as an agent, Thunderstep has also begun to learn that saving lives can be as fulfilling as physics and biology - almost, anyway.
      Last edited by Aeternabilis on Mon Nov 29, 2021 11:52 pm, edited 1 time in total.
      Yet what force on earth is weaker than the feeble strength of one?

      User avatar
      Window Land
      Ambassador
       
      Posts: 1047
      Founded: Nov 02, 2016
      Scandinavian Liberal Paradise

      Postby Window Land » Thu Dec 02, 2021 10:39 pm

      Gods Among Us Character Application

      Character Description
        Name: Sarah Johnson
        Aliases: Lightweaver
        Gender: F
        Age: 19
        Appearance:
        Sarah stands at 5'8" and is fairly lean, with dark hair, pale skin, and startlingly bright blue eyes. She prefers to keep her hair shoulder length in a ponytail. Emits a literal glow that's only noticeable in dark rooms when not in costume. For her costume, she just amps up the glow until her skin visibly changes colors (see powers for details), and puts on appropriate activewear and a bulletproof vest if there is time.



      Motivations
        Goals: Help others, and figure out what she wants to do long term
        Fears: Heights- not crippling, but Sarah definitely prefers to stay close to the ground. Helplessness- Sarah struggles if she can't exercise some degree of control over the situation. Lightning- Sarah was struck once and has no desire to get struck again.


      Strengths and Weaknesses
        Source of Power: Genetic mutation activated by lightning
        Powers :
        Ribbon of light: Sarah can form ribbons of light with her hands and feet. These ribbons glow brightly, are about 6 inches wide when created with a hand, and are roughly the thickness of a piece of paper. Ribbons created with the feet are twice as wide as those created by a hand. These ribbons are painted either in the air or on a surface, and stay where they are created, dissipating three seconds after Sarah stops touching them. These ribbons can't be moved, can't be destroyed by impacts, and things that hit them are redirected in the direction the ribbon was painted with the speed they hit with. For example, a bullet hitting a ribbon that was painted from right to left will be redirected leftward with lethal force, but somebody gently tapping a ribbon won't feel much of anything.

        Sticky Ribbons: unlike most things, Sarah doesn't get yanked around by the ribbons. She sticks to them, and how much she controls. This enables her to do things like safely decelerate from high speeds, stick herself to one spot, as well as walk, run, and slide over thin air, although she doesn't like to go more than a few feet off the ground.

        Light Beams: Sarah can throw light ribbons she generates, and when they are thrown they auto-generate in a straight line at 100 mph until they disappear 3 seconds after being thrown. If a traveling end of a thrown ribbon hits something solid it will detonate, causing the ribbon to instantly disappear, as well as generating a bright flash and a concussive effect capable of knocking somebody out with a headshot. If Sarah were to somehow hit herself with a light beam it would detonate normally.

        Aura of light: Sarah is always glowing, and will continue to do so until her death. However, the glow is normally dim enough to not be seen unless she's in a dark room. Sarah can boost this glow to the point it becomes difficult to look at without sunglasses. She also tends to unconsciously glow slightly brighter when she is excited.

        Be the Rainbow: while her light ribbons and glow default to a light blue color, she can change it to any color on the visible light spectrum with a thought. She can only be one color at a time, and this applies to all her powers at once.

        Built-in sunglasses: Sarah's eyes are enhanced to protect against very bright lights- her eyes adjust to changes in light level much quicker than most people, and can handle brighter lights than ordinary people. While she can't stare directly at the sun, she won't need sunglasses on even the brightest days.

        Abilities:
        Hurdler: She is a reasonably capable hurdler, and thus runs fast and isn't slowed by having to jump things like rubble or someone going for a low tackle.
        Equipment: nothing special, other than a bulletproof vest
        Weaknesses:
        Squishy Human: Sarah has no enhanced durability except for her vision. While she is fit she isn't good with hand-to-hand combat without using her powers. Also, her abilities aren't good at blocking bullets, meaning she has to be careful during firefights.

        Control: Sarah's powers are difficult to control. While she has years of training with the sole purpose of getting her powers to do what she wants them to; they still occasionally get away from her, typically when her mental state isn't ideal (think very tired, drunk, emotional turmoil, etc). Because of this, she often uses the easiest moves, rather than the best moves.

        Endurance: Sarah's powers are quite tiring to use, typically a half an hour of near-constant use will leave Sarah too tired to be useful. Combine that with the fact that Sarah is already more of a sprinter than a distance runner, and you get one superhero who is much better in short fights than long drawn-out ones.

        Quite a shocker: High voltage electricity causes Sarah's ribbons to disintegrate. Even worse, the electricity will be briefly routed down the path of the ribbon, and through her, resulting in a painful shock at minimum.


      Background:
        Job: TIAMA Agent
        Legal Status: Natural born American citizen.
        Backstory: Sarah's early childhood was fairly normal. Born as child number two of three, she initially had a comfortable childhood. When she made it to middle school, she joined the track team and had a fair bit of success hurdling. However, the good times wouldn't last. Early in her freshman year of high school during track practice, she was struck by lightning. That resulted in Sarah spending 3 days unconscious, after which she woke up with powers she couldn't control. Two weeks later, Sarah was still unable to make any progress controlling her powers and was discharged from the hospital with a referral to TIAMA Academy. TIAMA Academy turned out to be able to give Sarah just the help she needed- it took months, but Sarah was able to get her powers under control. Sarah was eventually able to flourish at the academy, joining the track team, getting good grades, and gaining a good understanding of her powers. After she graduated, with the blessing of TIAMA Academy she was hired by TIAMA. While Sarah doesn't know what she wants to do long-term, for the moment she is happy as a superhero.
      Last edited by Window Land on Sun Dec 05, 2021 12:17 pm, edited 2 times in total.
      Bored college student who is probably supposed to be doing something important.
      Woodie Flowers wrote:If you’re anti-science, you’re pro-stupid.

      Evelyn Beatrice Hall wrote:I disapprove of what you say, but I will defend to the death your right to say it.

      Winston Churchill wrote:Democracy is the worst form of government – except for all the others that have been tried.

      Randall Munroe wrote: I can't remember where I heard this, but someone once said that defending a position by citing free speech is sort of the ultimate concession; you're saying that the most compelling thing you can say for your position is that it's not literally illegal to express.
      Free Speech

      User avatar
      Anowa
      Post Marshal
       
      Posts: 17633
      Founded: Jul 29, 2014
      Scandinavian Liberal Paradise

      Postby Anowa » Sat Dec 04, 2021 9:44 pm

      Blanket acceptance on all returning apps.

      IC is up.
      Last edited by Anowa on Sat Dec 04, 2021 9:44 pm, edited 1 time in total.
      Awards:
      Tie Winner: Most Involved in P2TM, 2016
      Winner: Best Crime RP, 2016

      An Intro to Anowa

      User avatar
      Window Land
      Ambassador
       
      Posts: 1047
      Founded: Nov 02, 2016
      Scandinavian Liberal Paradise

      Postby Window Land » Sat Dec 04, 2021 9:54 pm

      Anowa wrote:Blanket acceptance on all returning apps.

      IC is up.

      New guy here, what about my app?
      Bored college student who is probably supposed to be doing something important.
      Woodie Flowers wrote:If you’re anti-science, you’re pro-stupid.

      Evelyn Beatrice Hall wrote:I disapprove of what you say, but I will defend to the death your right to say it.

      Winston Churchill wrote:Democracy is the worst form of government – except for all the others that have been tried.

      Randall Munroe wrote: I can't remember where I heard this, but someone once said that defending a position by citing free speech is sort of the ultimate concession; you're saying that the most compelling thing you can say for your position is that it's not literally illegal to express.
      Free Speech

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      Latvijas Otra Republika
      Minister
       
      Posts: 3053
      Founded: Feb 22, 2017
      Ex-Nation

      Postby Latvijas Otra Republika » Sun Dec 05, 2021 7:39 am

      Hello! can't wait to rp with you guys :)

      Gods Among Us Character Application

      Character Description
        Name: Red Sussus
        Aliases: Sussy Baka, Fake Tasker, Red!, Sussy boi
        Gender: Non-Binary
        Age: 16
        Appearance:
        Image



      Motivations
        Goals: Eliminate all his enemies and friends, not do any tasks! (avoid active employment and accumulate welfare checks)
        Fears: Big red buttons, the police (he has hidden many bodies between 1996-1999), people following him


      Strengths and Weaknesses
        Source of Power: The power of disguise and space travel, he gathers strength from cosmic horrors beyond your comprehension and understanding. The King in Yellow beckons to him each night for his unpaid debts, spiralling his mind into madness.
        Powers : Super sneaky and very hard to notice but sometimes super sussy!
        Abilities: Fake tasks
        Equipment: Big spike that sometimes comes out from his little visor gap
        Weaknesses: Limited range of sight, if he falls over he can't get back up, can be ejected!


      Background:
        Job: Unemployed
        Legal Status: Wanted by multiple international agencies and governments for crimes against humanity that can't be disclosed to the general public.
        Backstory: Ejected from a big ship and crash landed on earth, now he does his sussy business here
      Free Navalny, Back Gobzems

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      Remnants of Exilvania
      Postmaster-General
       
      Posts: 11214
      Founded: Mar 29, 2015
      Iron Fist Consumerists

      Postby Remnants of Exilvania » Sun Dec 05, 2021 10:35 am

      Window Land wrote:
      Gods Among Us Character Application

      Character Description
      [list] Name: Sarah Johnson
      Aliases: Lightweaver

      Hey there. I reviewed your app.

      Could you explain the whole stick thing to me? So I assume Sarah can stick or not stick to her ribbons at will?

      The Light Beam Ribbons...do they also have these deflective abilities? How does that go, in which direction? Does she basically first paint them and then send them on her way?

      Squishy Human sadly isn't a weakness. It's more like the baseline.

      The same goes for control, at least in the way you described it. Being bad at controlling your body is a baseline feature of being tired, drunk or under emotional duress. That that extends to powers is normal too.

      Which leaves us with just one weakness. Would you mind trying to come up with a secon one? Hmm, perhaps something that would cancel out or destroy her ribbons? Because currently they are indestructible within the 3 second time period or however long Sarah touches them.
      Last edited by Remnants of Exilvania on Sun Dec 05, 2021 10:46 am, edited 1 time in total.
      Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
      Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
      REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
      Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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      Remnants of Exilvania
      Postmaster-General
       
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      Founded: Mar 29, 2015
      Iron Fist Consumerists

      Postby Remnants of Exilvania » Sun Dec 05, 2021 10:45 am

      Gods Among Us Character Application

      Character Description
        Name: KPP 1958 Vr. 5 but prefers going by the name Hans.
        Aliases: n/a
        Gender: Male
        Age: Technically 62 years, biologically only around 18 years and psychologically...even younger?
        Appearance:


      Motivations
        Goals: To experience life, freedom and what the world has to offer while also atoning for the sins of his genetic origin.
        Fears: Yes. They are deathly afraid of laboratories, especcially of cultivation tanks. Syringes and small saws and drills are also high up on the list.


      Strengths and Weaknesses
        Source of Power: A defective prototype of a cloning project that went nowhere.
        Powers :
        • Soulless: Having been cloned from the DNA of an already practically soulless human, Hans does not really have a soul and as such is unaffected by attacks (most often of magical nature) aimed at the soul.
        Abilities: Military grade marksmannship, close quarters combat and endurance training.
        Equipment:
        • 2xVz. 61s
        • 1xFireaxe
        • 1xM1911 Colt
        • 3xCombat Knives (1 belt, 2 boots)
        • 4xFragmentation Grenades
        • 1xMedieval Shield (capable of stopping low penetration weapons such as certain shotguns or handguns)
        • 1xSet of Chainmail (capable of stopping regular cutting weapons)
        • 1xHelmet (capable of stopping certain low penetration shotguns or handguns)
        • 1xBreastplate (capable of stopping certain low penetration shotguns or handguns).
        Weaknesses:
        Predisposed Container: Due to his soulless nature, Hans is very weak to all sorts of magical possession.
        Labrat Trauma: Exposure to Environments or Objects listed under the Fears tab cause Hans to either turn around on the spot and run, turn into a sobbing mess on the floor or temporarily master his fears and keep his distance.


      Background:
        Job: He watched Spongebob and wanted to become a a Burgercook(?). Sadly, when he applied for a job at Burger Lord, he ended up with Squidward's job instead.
        Legal Status: Hero
        Backstory:

        Hans' life started in 1958 as an embryo created in a lab in the depths of the Paraguyan Rainforest. The owners of the lab? O.d.e.S.S.A. The chief scientist? Josef Mengele. The Third Reich and its SS Abteilung für Paranormales, in short SSAfP, may have fallen, but much of the personnel was still alife and through the networking organisation that was OdeSSA the former head of the SSAfP, Dietrich Ekerhart Haegler, slowly pulled all the parts of the old Reich together to begin anew.

        Mengele, obsessed with life extension, cloning and soul transference, managed to procure genetical samples from Haegler from which he decided to try and clone some embryos, grow them and create empty, soulless husks for Haegler to possess in case of his death. The Project was called "Klonprojekt" and the first 5 successfully cloned and grown subjects were called "Klonprojekt Prototyp 1958 Vr. 1-5". Hans was the fifth and last prototype, also the arguably most successful one.

        Sadly, or arguably luckily for Hans, the entire project was doomed to fail from the start. After several failures with the spirits of old natives murdered in the times of the Conquistadores taking possession of the soulless husks that they were, Haegler finally caught wind of what Mengele was doing. That was in 1970, a decade after the SSAfP had been reformed into one large, influential organisation that spanned atleast half the globe and had connections in the rest. Haegler and Mengele had a very lengthy talk which ended with Mengele pulling his hair out because he had wasted valuable resources on an entirely useless project. He scrapped the entire "soul-transference" business later, looking for other methods to extend life. For Hans, this meant some respite. Previously he had been used as nothing but a labrat, normally suspended in a cultivation tank and only released when they wanted to run a couple of tests or experiments. Now he was only suspended in a cultivation tank as some form of trophy or curiosity. Though sometimes they still took him out to go and run a few tests.

        It was during this time that Hans started to develop a personality. That wasn't intended but then again, they hadn't planned to have him stick around as a labrat, having thought he'd either die or eventually be used like a glove by Haegler. Neither came to pass and it left breathing room for a fledgling personality to emerge.

        It continued like that for decades, with Hans developing his personality bit by bit while the Nazis went about their work in Paraguay. But eventually things changed for the better. A series of events in 2017 culminating in the disappearance of the SSAfP's central figure, Haegler, sent ripples through the organisation that it wouldn't recover from. The organisation had lost immense amounts of men and material in the United States and had been put on public display multiple times. Coupled with the loss of their leader, the organisation started to fracture. Scientists sold out to governments, troops became mercenaries or common crooks. Dozens of right wing paramilitary groups sprung up, each intending to carry their own vision of the Reich or their lives into the future. Hans' research facility in Paraguay did much the same, splitting off and creatings its splinter faction called "the Holy Helix". They focused on clones and bioengineered monstrosities which they either sold to criminals, industrialists or dictators worldwide or unleashed upon the world to push their demands.

        It didn't take long for hideout to be found. Technology had progressed quickly and facilities in the jungle were not as hidden anymore as they used to be. In 2019 a US-led strike team raided the facility, fighting through the scientists' mercenaries and monsters untill every single one of them was either dead or detained, freeing hundreds of labrats and failed, discarded projects in the process. Among them, Hans. Hans was classified as a victim and mentally heavily scarred and in dire need of care and medication and was thus transferred to the united states were he was briefly detained in a mental hospital to help him reintegrate a little into society after his horrible experiences.

        With a happy and outgoing character, seemingly recovering well from his traumata and getting used to society, Hans was allowed to leave the mental hospital at the beginning of the year 2020 so he could reintegrate into open society. He made his first money mowing lawns before moving in with an old lady whose lawn he kept mowing. Then he got a job, an actual, secure job albeit not quite the one he had imagined.

        And then he went to work on creating something new. Already during his stay at the mental hospital he had started getting fixated on the crimes perpetrated by the nazis, particularly by the man whose genetic material had led to his own birth. He felt oddly responsible for that and felt like he had to engage in service to the community and to the world at large. So of course he did the one and only sensible thing, instead of signing up for voluntary community service, he started using practically all the money from his monthly Burger Lord wages to go and buy equipment. Weapons. Armour. He was sitting in the old lady's garden shack, happily putting together his armour, imagining himself as a white knight that would save the weak and punish the evil! Then he read Ivanhoe and decided that for both stylistic and tactical purposes, a black knight would probably be better and painted all of his gear black again.

        He started his hero career with a baseball bat and a suit of armour. His first mission? Saving the old lady's kittens from the tree. His second mission? Repairing the lawnmower. His third mission? Saving his elderly neighbour from violent intruders who broke into his house. That was the first crime he actually prevented, him clubbing the two drug junkies on the desperate search for money to get their next fix nearly to death. When the police arrived they at first mistook him for a clown, then mistook him for a violent hooligan who had randomly beaten up an old man's junkie kids. Luckily the senior neighbour vouched for him.

        That was the start of his career as a smalltime hero in New York City, Midwood. He spent the next weeks preventing the occasional break in, chasing after one or the other thief and raining in on one or the other armed robbery of a small shop. Nothing big really.

        But apparently enough for TIAMA to see potential.


      Gods Among Us Character Application

      Character Description


      Motivations
        Goals: Outwardly just to have a legal job where she can use her unique skills and abilities. Inwardly made friends at Cross' academy and prefers to be with them.
        Fears: Losing her friends. Being put on trial for majorly fucking up (ever since 3/27). Being kidnapped and held against her will.


      Strengths and Weaknesses
        Source of Power: Meta Gene activated by contact with a Portuguese Man-o-war.
        Powers :
        • Intangibility - Does what it says it does. By activating this power Vivian is capable of manipulating the electromagnetic force of objects in order to phase through objects and let objects phase through her. Now you could argue that that'd mean that anytime she'd phase out she would just literally sink into the ground and be lost forever. Well, no. Think of her phasing making the world around her become like the sea and she essentially swims through it, capable of controlling whether she goes up or down or straight. Another thing to note is that while phasing she also phases through air and thus can't breathe it, being restricted to the 80 cubic foot diving cylinder she carries with her or holding her breath. Straining her power to its maximum she can go on a 45 minute phase, though it will likely exhaust her for the rest of the day. Otherwise she has about 1 hour of phasings a day if she leaves time inbetween for her body to recover.
        Abilities:
        • Excellent Athlete
        • Excellent Acrobat
        • Excellent Swimmer
        • Pretty good at CQC
        Equipment:
        • Modified diving suit - Created as a stopgap solution initially to keep her alive when she couldn't control her powers, the suit has since seen upgrades created in collaboration with TIAMA (and due to Vivian growing attached to the thing). The first and most important of said upgrades becoming rather than keeping Vivian contained during a phase, it'd phase with her, together with all its contents, allowing her to actually utilize it. Is somewhat armoured though most spots won't protect from guns and there are plenty of spots where regular slicing weapons can get through. Generally think of it as metal = bulletproof for regular small arms, leather = cut resistant for regular types of sharp weapons (you know, knives), white = unprotected. Also inclubes an 80 cubic foot diving cylinder with a pressurized gas mixture to allow Vivian to breathe even through extended phasings.
        • Harpoon launcher with attached wire to retract the harpoon/let Vivian reach spots she otherwise couldn't. Range is at roughly 10 meters. Wire can be removed.
        • Drill. Self explanatory.
        Weaknesses:
        • Zinc gluconate - it's not known why this is so, possibl due to a mutation or something in the meta gene brought on by the shock from the Portuguese Man-o-War but contact with zinc gluconate immediately and painfully rips Vivian out of her phasing and makes it impossible to phase again for the next 5 minutes as Vivian has to recuperate from that shock.
        • Magic is a very consistent blocker for her phasing ability.
        • Rematerializing - this is an obvious one and probably not exactly a weakness either but I feel it's important to note. Rematerializing inside solid objects can kill her.
        • Electromagnetic Interference - Electromagnetic Interference caused by ionizing radiation or magnets will interfere with her power to varying degrees based on the strength of the electromagnetic interference put out by them. So for example some close range radiation rays will rematerialize her instantly and a strong magnet in a wall will make her bonk against the wall but the nuclear reactor several concrete walls away or the cheap kids magazine magnet pushed through her immaterial body will do little more than give her nausea.


      Background:
        Job: TIAMA Academy Graduate
        Legal Status: British Citizen.
        Backstory: Vivian was born in Cornwall, UK, to Arthur and Lucy Thorne, an aging couple of former London Bankers who had made enough money for themselves to head into an early retirement in the beautiful british countryside and raise a child of their own. As such Vivian experienced loving parents and beautiful, healthy countryside early on in her life and never had need for anything. Untill one fateful vacation to the Bahamas in 2014.

        Little Vivian was swimming all alone in the sea when suddenly she received an extreme shock, having had the immensely bad luck of becoming victim to a Portuguese Man-o-War, the beach being closed shortly after. Her father immediately came to her rescue and pulled her out of the sea but the damage was done. She was a young child and Man-o-War poison was potent. Very much so...but to her great luck a great deal of the poison was apparently rerouted or neutralized, causing her dormant meta gene to activate and go...haywire. To her own great luck this happened only a bit later, while she was in hospital care and being treated with zinc gluconate for if that hadn't been the case, she likely would've died that very day, not from the poison but from sinking straight into the ground untill randomly rematerializing. Still, it was excrutiating, with her body reacting very poorly to the zinc gluconate.

        Neither of her parents were thrilled with what was going on and soon commissioned a metahuman expert, the likes of which started popping up everywhere after the masquerade was cast down, to examine their daughter and see what was wrong. The expert was...well...not the best but he gave them some advice, among others to seek out more official organisations with vaster resources. He did however note that she seemed incapable of phasing through magic, whether these were enchanted objects or literally spells cast at her or at something else. According to that her parents tried to find something magical to put her daughter in so she didn't one day wake up cut in half by her own bed. Well, they eventually managed to acquire what appeared to be an antique diving suit, said to have certain magical properties. None that they were able to properly observe of course, perhaps it was just a slight good luck charm for a diver or a shark repellant or something of the sort.

        Either way, it worked for young Vivian, though she could hardly move the heavy suit. However, problems kept piling up. For example the fact that she could suffocate inside the suit, being phased out inside the suit and unable to breathe the air which would just phase through her. It'd take frantic banging and waving and a stock of the painful zinc gluconate next to her for her to be able to stay alive.

        In the end the parents agreed that it was for the best if their daughter was given into the hands of professionals. And who could be more professional than Dr. Cross himself, the founder of TIAMA, CEO of Epoch and instigator of programs to help metahuman children with their powers. They paid some bills, smeared some gears and brought her daughter over to the state and into Cross' and his academy's care. There her powers would be further analyzed before she was being taught how to properly control them while a drunk small man from TIAMA NA East's support division took to improving her suit a little, making it lighter as well as function more like a conductor for her ability, allowing her to phase together with her suit and the attached air tanks.

        Despite an ocean now separating them, Vivian stayed in close contact with her parents and they with her, showering her with luck and well wishes and she reporting back to them on how she was doing, if she was getting any friends and so on. During her time in the Academy she would come to know many other young prospective heroes such as Nox, Knox and Achillea.
      Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
      Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
      REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
      Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

      User avatar
      Window Land
      Ambassador
       
      Posts: 1047
      Founded: Nov 02, 2016
      Scandinavian Liberal Paradise

      Postby Window Land » Sun Dec 05, 2021 12:52 pm

      Remnants of Exilvania wrote:
      Window Land wrote:
      Gods Among Us Character Application

      Character Description
      [list] Name: Sarah Johnson
      Aliases: Lightweaver

      Hey there. I reviewed your app.

      Could you explain the whole stick thing to me? So I assume Sarah can stick or not stick to her ribbons at will?

      The Light Beam Ribbons...do they also have these deflective abilities? How does that go, in which direction? Does she basically first paint them and then send them on her way?

      Squishy Human sadly isn't a weakness. It's more like the baseline.

      The same goes for control, at least in the way you described it. Being bad at controlling your body is a baseline feature of being tired, drunk or under emotional duress. That that extends to powers is normal too.

      Which leaves us with just one weakness. Would you mind trying to come up with a secon one? Hmm, perhaps something that would cancel out or destroy her ribbons? Because currently they are indestructible within the 3 second time period or however long Sarah touches them.

      For the stick thing, she can stick or not stick to the ribbons at will. She can also choose whether to stick a little or stick a lot. The light beam ribbons would deflect things in the direction of travel. To throw one, she would have to paint it and then send it on its way- she would typically throw one with the same motion she'd use to throw a baseball. I edited the app so she is now weak against electricity.
      Bored college student who is probably supposed to be doing something important.
      Woodie Flowers wrote:If you’re anti-science, you’re pro-stupid.

      Evelyn Beatrice Hall wrote:I disapprove of what you say, but I will defend to the death your right to say it.

      Winston Churchill wrote:Democracy is the worst form of government – except for all the others that have been tried.

      Randall Munroe wrote: I can't remember where I heard this, but someone once said that defending a position by citing free speech is sort of the ultimate concession; you're saying that the most compelling thing you can say for your position is that it's not literally illegal to express.
      Free Speech

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      Remnants of Exilvania
      Postmaster-General
       
      Posts: 11214
      Founded: Mar 29, 2015
      Iron Fist Consumerists

      Postby Remnants of Exilvania » Sun Dec 05, 2021 1:04 pm

      Window Land wrote:
      Remnants of Exilvania wrote:
      Which leaves us with just one weakness. Would you mind trying to come up with a secon one? Hmm, perhaps something that would cancel out or destroy her ribbons? Because currently they are indestructible within the 3 second time period or however long Sarah touches them.

      For the stick thing, she can stick or not stick to the ribbons at will. She can also choose whether to stick a little or stick a lot. The light beam ribbons would deflect things in the direction of travel. To throw one, she would have to paint it and then send it on its way- she would typically throw one with the same motion she'd use to throw a baseball. I edited the app so she is now weak against electricity.

      Alright, in that case...
      Window Land wrote:
      Gods Among Us Character Application

      Character Description
        Name: Sarah Johnson
        Aliases: Lightweaver
        Gender: F
        Age: 19
        Appearance:
        Sarah stands at 5'8" and is fairly lean, with dark hair, pale skin, and startlingly bright blue eyes. She prefers to keep her hair shoulder length in a ponytail. Emits a literal glow that's only noticeable in dark rooms when not in costume. For her costume, she just amps up the glow until her skin visibly changes colors (see powers for details), and puts on appropriate activewear and a bulletproof vest if there is time.



      Motivations
        Goals: Help others, and figure out what she wants to do long term
        Fears: Heights- not crippling, but Sarah definitely prefers to stay close to the ground. Helplessness- Sarah struggles if she can't exercise some degree of control over the situation. Lightning- Sarah was struck once and has no desire to get struck again.


      Strengths and Weaknesses
        Source of Power: Genetic mutation activated by lightning
        Powers :
        Ribbon of light: Sarah can form ribbons of light with her hands and feet. These ribbons glow brightly, are about 6 inches wide when created with a hand, and are roughly the thickness of a piece of paper. Ribbons created with the feet are twice as wide as those created by a hand. These ribbons are painted either in the air or on a surface, and stay where they are created, dissipating three seconds after Sarah stops touching them. These ribbons can't be moved, can't be destroyed by impacts, and things that hit them are redirected in the direction the ribbon was painted with the speed they hit with. For example, a bullet hitting a ribbon that was painted from right to left will be redirected leftward with lethal force, but somebody gently tapping a ribbon won't feel much of anything.

        Sticky Ribbons: unlike most things, Sarah doesn't get yanked around by the ribbons. She sticks to them, and how much she controls. This enables her to do things like safely decelerate from high speeds, stick herself to one spot, as well as walk, run, and slide over thin air, although she doesn't like to go more than a few feet off the ground.

        Light Beams: Sarah can throw light ribbons she generates, and when they are thrown they auto-generate in a straight line at 100 mph until they disappear 3 seconds after being thrown. If a traveling end of a thrown ribbon hits something solid it will detonate, causing the ribbon to instantly disappear, as well as generating a bright flash and a concussive effect capable of knocking somebody out with a headshot. If Sarah were to somehow hit herself with a light beam it would detonate normally.

        Aura of light: Sarah is always glowing, and will continue to do so until her death. However, the glow is normally dim enough to not be seen unless she's in a dark room. Sarah can boost this glow to the point it becomes difficult to look at without sunglasses. She also tends to unconsciously glow slightly brighter when she is excited.

        Be the Rainbow: while her light ribbons and glow default to a light blue color, she can change it to any color on the visible light spectrum with a thought. She can only be one color at a time, and this applies to all her powers at once.

        Built-in sunglasses: Sarah's eyes are enhanced to protect against very bright lights- her eyes adjust to changes in light level much quicker than most people, and can handle brighter lights than ordinary people. While she can't stare directly at the sun, she won't need sunglasses on even the brightest days.

        Abilities:
        Hurdler: She is a reasonably capable hurdler, and thus runs fast and isn't slowed by having to jump things like rubble or someone going for a low tackle.
        Equipment: nothing special, other than a bulletproof vest
        Weaknesses:
        Squishy Human: Sarah has no enhanced durability except for her vision. While she is fit she isn't good with hand-to-hand combat without using her powers. Also, her abilities aren't good at blocking bullets, meaning she has to be careful during firefights.

        Control: Sarah's powers are difficult to control. While she has years of training with the sole purpose of getting her powers to do what she wants them to; they still occasionally get away from her, typically when her mental state isn't ideal (think very tired, drunk, emotional turmoil, etc). Because of this, she often uses the easiest moves, rather than the best moves.

        Endurance: Sarah's powers are quite tiring to use, typically a half an hour of near-constant use will leave Sarah too tired to be useful. Combine that with the fact that Sarah is already more of a sprinter than a distance runner, and you get one superhero who is much better in short fights than long drawn-out ones.

        Quite a shocker: High voltage electricity causes Sarah's ribbons to disintegrate. Even worse, the electricity will be briefly routed down the path of the ribbon, and through her, resulting in a painful shock at minimum.


      Background:
        Job: TIAMA Agent
        Legal Status: Natural born American citizen.
        Backstory: Sarah's early childhood was fairly normal. Born as child number two of three, she initially had a comfortable childhood. When she made it to middle school, she joined the track team and had a fair bit of success hurdling. However, the good times wouldn't last. Early in her freshman year of high school during track practice, she was struck by lightning. That resulted in Sarah spending 3 days unconscious, after which she woke up with powers she couldn't control. Two weeks later, Sarah was still unable to make any progress controlling her powers and was discharged from the hospital with a referral to TIAMA Academy. TIAMA Academy turned out to be able to give Sarah just the help she needed- it took months, but Sarah was able to get her powers under control. Sarah was eventually able to flourish at the academy, joining the track team, getting good grades, and gaining a good understanding of her powers. After she graduated, with the blessing of TIAMA Academy she was hired by TIAMA. While Sarah doesn't know what she wants to do long-term, for the moment she is happy as a superhero.

      ACCEPTED!
      Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
      Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
      REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
      Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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      Mandicoria
      Senator
       
      Posts: 4055
      Founded: Sep 10, 2011
      Father Knows Best State

      Postby Mandicoria » Tue Dec 07, 2021 4:39 pm

      Aeternabilis wrote:
      Gods Among Us Character Application

      Character Description
        Name: Elizabeth Quinn
        Aliases: Thunderstep
        Gender: Female
        Age: Twenty
        Appearance: Elizabeth is above average height (5'6) with long, straight, red hair almost always pulled back in a ponytail, green eyes, and a resting bitch face. She's not terribly fashion-minded, typically only wearing comfortable or practical clothes, and is athletically built. For her costume, Elizabeth wears a standard issue black TIAMA jumpsuit with a few modifications; rather than an earpiece, Thunderstep wears a full headset to double as hearing protection, prescription goggles to make sure her eyesight stays intact during fights, an extended utility belt, and a thunderbolt emblazoned across the chest.


      Motivations
        Goals: Study hers and other powers, acquire a PhD, become a Nobel prize-winning scientist.
        Fears: Heights, failure, and somehow being drafted as a full-time field agent such that she can't pursue her research ambitions.


      Strengths and Weaknesses
        Source of Power: X-Men style mutation
        Powers : Elizabeth has the ability to teleport within a certain range: she can go anywhere directly within her field of vision, or up to a mile to areas she can't see but is familiar with. She can also teleport very short distances, within a couple of feet, into places she cannot see and is not familiar with, such as across locked doors or walls. Teleporting away from a location creates a void in the place she had been standing in, which immediately collapses as air rushes in. This creates a very loud sound very similar to a thunderclap, enough to stun and damage the hearing of nearby people if they were standing too close to her; prolonged exposure to this, especially in a short period of time, can cause burst eardrums and permanent hearing loss. Elizabeth can also process information faster than most people, allowing her to rapidly teleport through an environment without becoming disoriented.
        Abilities: Elizabeth is highly intelligent and skilled at research, allowing her to excel in her studies; in the field, this makes her more useful for strategizing and information gathering than combat. Her most useful combat abilities involve teleporting very close to an enemy and then immediately teleporting away to deal sonic damage. She also speaks French conversationally, can read Japanese and German, knows American sign language, and is secretly studying Swedish in preparation of her hopeful one-day Nobel acceptance speech.
        Equipment: Her utility belt includes: a pouch of earplugs, mini binoculars, a notebook, a spare communicator, field rations, a laser pointer, and countermeasures for enemies with hearing protection: a canister of mace and a taser.
        Weaknesses: Stealthy teleportation is impossible thanks to the immense noise using her powers creates. Rapid teleportation drains her body's energy quite quickly. She has no special boost to durability or damage and would likely be bodied by a few particularly hard punches, let alone being hit by weapons.


      Background:
        Job: Part-time TIAMA hero, part-time student.
        Legal Status: Full legal citizen, prefers to stay low-key with the public.
        Backstory: Elizabeth Quinn had a relatively normal childhood, growing up with her parents in their home in Brooklyn. She always did well in school, particularly science classes, but had few friends, vastly preferring the company of herself over other people. She breezed through school, managing to skip two grades and never minding being the outcast. She was spoiled by her parents during this time, and they gladly gave their daughter whatever she could want to further her academic interests. Her life was changed forever, though, when in her teenage years her ability to teleport manifested. An accident occurred while she was trying to figure out her abilities, and Elizabeth accidentally rendered her mother nearly deaf. Though the damage could eventually be mitigated with hearing aids, it traumatized Elizabeth and was the driving force behind her new mission to understand the mechanism behind her and all others' super powers.

        The best way forward that Elizabeth saw was to join up with TIAMA and use them to get access to all the resources - and amicable people with powers - she could ever want. She joined the academy the same year as Jules Vasquez and developed a minor, one-sided rivalry with them, resenting their uncomplicatedly cool powers and the way they were able to get through while neglecting the academic side of their studies. It was at the superhuman academy that Elizabeth developed a fascination with Dungeons and Dragons; it was the first social activity she found herself enjoying and seeking out, and took from it her superhero name: Thunderstep. After graduation, Elizabeth joined TIAMA's NA East division as a part-time field agent while she pursued higher education, sticking with the organization through 3/27 as she still saw it as the best way to further her agenda. During her time as an agent, Thunderstep has also begun to learn that saving lives can be as fulfilling as physics and biology - almost, anyway.


      Accepted.

      Remnants of Exilvania wrote:
      Gods Among Us Character Application

      Character Description


      Motivations
        Goals: Outwardly just to have a legal job where she can use her unique skills and abilities. Inwardly made friends at Cross' academy and prefers to be with them.
        Fears: Losing her friends. Being put on trial for majorly fucking up (ever since 3/27). Being kidnapped and held against her will.


      Strengths and Weaknesses
        Source of Power: Meta Gene activated by contact with a Portuguese Man-o-war.
        Powers :
        • Intangibility - Does what it says it does. By activating this power Vivian is capable of manipulating the electromagnetic force of objects in order to phase through objects and let objects phase through her. Now you could argue that that'd mean that anytime she'd phase out she would just literally sink into the ground and be lost forever. Well, no. Think of her phasing making the world around her become like the sea and she essentially swims through it, capable of controlling whether she goes up or down or straight. Another thing to note is that while phasing she also phases through air and thus can't breathe it, being restricted to the 80 cubic foot diving cylinder she carries with her or holding her breath. Straining her power to its maximum she can go on a 45 minute phase, though it will likely exhaust her for the rest of the day. Otherwise she has about 1 hour of phasings a day if she leaves time inbetween for her body to recover.
        Abilities:
        • Excellent Athlete
        • Excellent Acrobat
        • Excellent Swimmer
        • Pretty good at CQC
        Equipment:
        • Modified diving suit - Created as a stopgap solution initially to keep her alive when she couldn't control her powers, the suit has since seen upgrades created in collaboration with TIAMA (and due to Vivian growing attached to the thing). The first and most important of said upgrades becoming rather than keeping Vivian contained during a phase, it'd phase with her, together with all its contents, allowing her to actually utilize it. Is somewhat armoured though most spots won't protect from guns and there are plenty of spots where regular slicing weapons can get through. Generally think of it as metal = bulletproof for regular small arms, leather = cut resistant for regular types of sharp weapons (you know, knives), white = unprotected. Also inclubes an 80 cubic foot diving cylinder with a pressurized gas mixture to allow Vivian to breathe even through extended phasings.
        • Harpoon launcher with attached wire to retract the harpoon/let Vivian reach spots she otherwise couldn't. Range is at roughly 10 meters. Wire can be removed.
        • Drill. Self explanatory.
        Weaknesses:
        • Zinc gluconate - it's not known why this is so, possibl due to a mutation or something in the meta gene brought on by the shock from the Portuguese Man-o-War but contact with zinc gluconate immediately and painfully rips Vivian out of her phasing and makes it impossible to phase again for the next 5 minutes as Vivian has to recuperate from that shock.
        • Magic is a very consistent blocker for her phasing ability.
        • Rematerializing - this is an obvious one and probably not exactly a weakness either but I feel it's important to note. Rematerializing inside solid objects can kill her.
        • Electromagnetic Interference - Electromagnetic Interference caused by ionizing radiation or magnets will interfere with her power to varying degrees based on the strength of the electromagnetic interference put out by them. So for example some close range radiation rays will rematerialize her instantly and a strong magnet in a wall will make her bonk against the wall but the nuclear reactor several concrete walls away or the cheap kids magazine magnet pushed through her immaterial body will do little more than give her nausea.


      Background:
        Job: TIAMA Academy Graduate
        Legal Status: British Citizen.
        Backstory: Vivian was born in Cornwall, UK, to Arthur and Lucy Thorne, an aging couple of former London Bankers who had made enough money for themselves to head into an early retirement in the beautiful british countryside and raise a child of their own. As such Vivian experienced loving parents and beautiful, healthy countryside early on in her life and never had need for anything. Untill one fateful vacation to the Bahamas in 2014.

        Little Vivian was swimming all alone in the sea when suddenly she received an extreme shock, having had the immensely bad luck of becoming victim to a Portuguese Man-o-War, the beach being closed shortly after. Her father immediately came to her rescue and pulled her out of the sea but the damage was done. She was a young child and Man-o-War poison was potent. Very much so...but to her great luck a great deal of the poison was apparently rerouted or neutralized, causing her dormant meta gene to activate and go...haywire. To her own great luck this happened only a bit later, while she was in hospital care and being treated with zinc gluconate for if that hadn't been the case, she likely would've died that very day, not from the poison but from sinking straight into the ground untill randomly rematerializing. Still, it was excrutiating, with her body reacting very poorly to the zinc gluconate.

        Neither of her parents were thrilled with what was going on and soon commissioned a metahuman expert, the likes of which started popping up everywhere after the masquerade was cast down, to examine their daughter and see what was wrong. The expert was...well...not the best but he gave them some advice, among others to seek out more official organisations with vaster resources. He did however note that she seemed incapable of phasing through magic, whether these were enchanted objects or literally spells cast at her or at something else. According to that her parents tried to find something magical to put her daughter in so she didn't one day wake up cut in half by her own bed. Well, they eventually managed to acquire what appeared to be an antique diving suit, said to have certain magical properties. None that they were able to properly observe of course, perhaps it was just a slight good luck charm for a diver or a shark repellant or something of the sort.

        Either way, it worked for young Vivian, though she could hardly move the heavy suit. However, problems kept piling up. For example the fact that she could suffocate inside the suit, being phased out inside the suit and unable to breathe the air which would just phase through her. It'd take frantic banging and waving and a stock of the painful zinc gluconate next to her for her to be able to stay alive.

        In the end the parents agreed that it was for the best if their daughter was given into the hands of professionals. And who could be more professional than Dr. Cross himself, the founder of TIAMA, CEO of Epoch and instigator of programs to help metahuman children with their powers. They paid some bills, smeared some gears and brought her daughter over to the state and into Cross' and his academy's care. There her powers would be further analyzed before she was being taught how to properly control them while a drunk small man from TIAMA NA East's support division took to improving her suit a little, making it lighter as well as function more like a conductor for her ability, allowing her to phase together with her suit and the attached air tanks.

        Despite an ocean now separating them, Vivian stayed in close contact with her parents and they with her, showering her with luck and well wishes and she reporting back to them on how she was doing, if she was getting any friends and so on. During her time in the Academy she would come to know many other young prospective heroes such as Nox, Knox and Achillea.


      Accepted
      silly little creature, she/they
      apologies if im like, really aloof. this site has an affect on me.
      What if Humanity was as Important as it thought it was... But it turned out to not be a very good thing.
      also i rip off warhammer, DOOM, and halo unapologetically
      Highly suggest listening to this when reading anything I post about this nation.
      A [1.18] civilization, according to this index.

      User avatar
      Remnants of Exilvania
      Postmaster-General
       
      Posts: 11214
      Founded: Mar 29, 2015
      Iron Fist Consumerists

      Postby Remnants of Exilvania » Fri Dec 10, 2021 7:29 am

      Mandicoria wrote:
      Aeternabilis wrote:
      Gods Among Us Character Application

      Character Description
        Name: Elizabeth Quinn
        Aliases: Thunderstep
        Gender: Female
        Age: Twenty
        Appearance: Elizabeth is above average height (5'6) with long, straight, red hair almost always pulled back in a ponytail, green eyes, and a resting bitch face. She's not terribly fashion-minded, typically only wearing comfortable or practical clothes, and is athletically built. For her costume, Elizabeth wears a standard issue black TIAMA jumpsuit with a few modifications; rather than an earpiece, Thunderstep wears a full headset to double as hearing protection, prescription goggles to make sure her eyesight stays intact during fights, an extended utility belt, and a thunderbolt emblazoned across the chest.


      Motivations
        Goals: Study hers and other powers, acquire a PhD, become a Nobel prize-winning scientist.
        Fears: Heights, failure, and somehow being drafted as a full-time field agent such that she can't pursue her research ambitions.


      Strengths and Weaknesses
        Source of Power: X-Men style mutation
        Powers : Elizabeth has the ability to teleport within a certain range: she can go anywhere directly within her field of vision, or up to a mile to areas she can't see but is familiar with. She can also teleport very short distances, within a couple of feet, into places she cannot see and is not familiar with, such as across locked doors or walls. Teleporting away from a location creates a void in the place she had been standing in, which immediately collapses as air rushes in. This creates a very loud sound very similar to a thunderclap, enough to stun and damage the hearing of nearby people if they were standing too close to her; prolonged exposure to this, especially in a short period of time, can cause burst eardrums and permanent hearing loss. Elizabeth can also process information faster than most people, allowing her to rapidly teleport through an environment without becoming disoriented.
        Abilities: Elizabeth is highly intelligent and skilled at research, allowing her to excel in her studies; in the field, this makes her more useful for strategizing and information gathering than combat. Her most useful combat abilities involve teleporting very close to an enemy and then immediately teleporting away to deal sonic damage. She also speaks French conversationally, can read Japanese and German, knows American sign language, and is secretly studying Swedish in preparation of her hopeful one-day Nobel acceptance speech.
        Equipment: Her utility belt includes: a pouch of earplugs, mini binoculars, a notebook, a spare communicator, field rations, a laser pointer, and countermeasures for enemies with hearing protection: a canister of mace and a taser.
        Weaknesses: Stealthy teleportation is impossible thanks to the immense noise using her powers creates. Rapid teleportation drains her body's energy quite quickly. She has no special boost to durability or damage and would likely be bodied by a few particularly hard punches, let alone being hit by weapons.


      Background:
        Job: Part-time TIAMA hero, part-time student.
        Legal Status: Full legal citizen, prefers to stay low-key with the public.
        Backstory: Elizabeth Quinn had a relatively normal childhood, growing up with her parents in their home in Brooklyn. She always did well in school, particularly science classes, but had few friends, vastly preferring the company of herself over other people. She breezed through school, managing to skip two grades and never minding being the outcast. She was spoiled by her parents during this time, and they gladly gave their daughter whatever she could want to further her academic interests. Her life was changed forever, though, when in her teenage years her ability to teleport manifested. An accident occurred while she was trying to figure out her abilities, and Elizabeth accidentally rendered her mother nearly deaf. Though the damage could eventually be mitigated with hearing aids, it traumatized Elizabeth and was the driving force behind her new mission to understand the mechanism behind her and all others' super powers.

        The best way forward that Elizabeth saw was to join up with TIAMA and use them to get access to all the resources - and amicable people with powers - she could ever want. She joined the academy the same year as Jules Vasquez and developed a minor, one-sided rivalry with them, resenting their uncomplicatedly cool powers and the way they were able to get through while neglecting the academic side of their studies. It was at the superhuman academy that Elizabeth developed a fascination with Dungeons and Dragons; it was the first social activity she found herself enjoying and seeking out, and took from it her superhero name: Thunderstep. After graduation, Elizabeth joined TIAMA's NA East division as a part-time field agent while she pursued higher education, sticking with the organization through 3/27 as she still saw it as the best way to further her agenda. During her time as an agent, Thunderstep has also begun to learn that saving lives can be as fulfilling as physics and biology - almost, anyway.


      Accepted.

      Remnants of Exilvania wrote:
      Gods Among Us Character Application

      Character Description


      Motivations
        Goals: Outwardly just to have a legal job where she can use her unique skills and abilities. Inwardly made friends at Cross' academy and prefers to be with them.
        Fears: Losing her friends. Being put on trial for majorly fucking up (ever since 3/27). Being kidnapped and held against her will.


      Strengths and Weaknesses
        Source of Power: Meta Gene activated by contact with a Portuguese Man-o-war.
        Powers :
        • Intangibility - Does what it says it does. By activating this power Vivian is capable of manipulating the electromagnetic force of objects in order to phase through objects and let objects phase through her. Now you could argue that that'd mean that anytime she'd phase out she would just literally sink into the ground and be lost forever. Well, no. Think of her phasing making the world around her become like the sea and she essentially swims through it, capable of controlling whether she goes up or down or straight. Another thing to note is that while phasing she also phases through air and thus can't breathe it, being restricted to the 80 cubic foot diving cylinder she carries with her or holding her breath. Straining her power to its maximum she can go on a 45 minute phase, though it will likely exhaust her for the rest of the day. Otherwise she has about 1 hour of phasings a day if she leaves time inbetween for her body to recover.
        Abilities:
        • Excellent Athlete
        • Excellent Acrobat
        • Excellent Swimmer
        • Pretty good at CQC
        Equipment:
        • Modified diving suit - Created as a stopgap solution initially to keep her alive when she couldn't control her powers, the suit has since seen upgrades created in collaboration with TIAMA (and due to Vivian growing attached to the thing). The first and most important of said upgrades becoming rather than keeping Vivian contained during a phase, it'd phase with her, together with all its contents, allowing her to actually utilize it. Is somewhat armoured though most spots won't protect from guns and there are plenty of spots where regular slicing weapons can get through. Generally think of it as metal = bulletproof for regular small arms, leather = cut resistant for regular types of sharp weapons (you know, knives), white = unprotected. Also inclubes an 80 cubic foot diving cylinder with a pressurized gas mixture to allow Vivian to breathe even through extended phasings.
        • Harpoon launcher with attached wire to retract the harpoon/let Vivian reach spots she otherwise couldn't. Range is at roughly 10 meters. Wire can be removed.
        • Drill. Self explanatory.
        Weaknesses:
        • Zinc gluconate - it's not known why this is so, possibl due to a mutation or something in the meta gene brought on by the shock from the Portuguese Man-o-War but contact with zinc gluconate immediately and painfully rips Vivian out of her phasing and makes it impossible to phase again for the next 5 minutes as Vivian has to recuperate from that shock.
        • Magic is a very consistent blocker for her phasing ability.
        • Rematerializing - this is an obvious one and probably not exactly a weakness either but I feel it's important to note. Rematerializing inside solid objects can kill her.
        • Electromagnetic Interference - Electromagnetic Interference caused by ionizing radiation or magnets will interfere with her power to varying degrees based on the strength of the electromagnetic interference put out by them. So for example some close range radiation rays will rematerialize her instantly and a strong magnet in a wall will make her bonk against the wall but the nuclear reactor several concrete walls away or the cheap kids magazine magnet pushed through her immaterial body will do little more than give her nausea.


      Background:
        Job: TIAMA Academy Graduate
        Legal Status: British Citizen.
        Backstory: Vivian was born in Cornwall, UK, to Arthur and Lucy Thorne, an aging couple of former London Bankers who had made enough money for themselves to head into an early retirement in the beautiful british countryside and raise a child of their own. As such Vivian experienced loving parents and beautiful, healthy countryside early on in her life and never had need for anything. Untill one fateful vacation to the Bahamas in 2014.

        Little Vivian was swimming all alone in the sea when suddenly she received an extreme shock, having had the immensely bad luck of becoming victim to a Portuguese Man-o-War, the beach being closed shortly after. Her father immediately came to her rescue and pulled her out of the sea but the damage was done. She was a young child and Man-o-War poison was potent. Very much so...but to her great luck a great deal of the poison was apparently rerouted or neutralized, causing her dormant meta gene to activate and go...haywire. To her own great luck this happened only a bit later, while she was in hospital care and being treated with zinc gluconate for if that hadn't been the case, she likely would've died that very day, not from the poison but from sinking straight into the ground untill randomly rematerializing. Still, it was excrutiating, with her body reacting very poorly to the zinc gluconate.

        Neither of her parents were thrilled with what was going on and soon commissioned a metahuman expert, the likes of which started popping up everywhere after the masquerade was cast down, to examine their daughter and see what was wrong. The expert was...well...not the best but he gave them some advice, among others to seek out more official organisations with vaster resources. He did however note that she seemed incapable of phasing through magic, whether these were enchanted objects or literally spells cast at her or at something else. According to that her parents tried to find something magical to put her daughter in so she didn't one day wake up cut in half by her own bed. Well, they eventually managed to acquire what appeared to be an antique diving suit, said to have certain magical properties. None that they were able to properly observe of course, perhaps it was just a slight good luck charm for a diver or a shark repellant or something of the sort.

        Either way, it worked for young Vivian, though she could hardly move the heavy suit. However, problems kept piling up. For example the fact that she could suffocate inside the suit, being phased out inside the suit and unable to breathe the air which would just phase through her. It'd take frantic banging and waving and a stock of the painful zinc gluconate next to her for her to be able to stay alive.

        In the end the parents agreed that it was for the best if their daughter was given into the hands of professionals. And who could be more professional than Dr. Cross himself, the founder of TIAMA, CEO of Epoch and instigator of programs to help metahuman children with their powers. They paid some bills, smeared some gears and brought her daughter over to the state and into Cross' and his academy's care. There her powers would be further analyzed before she was being taught how to properly control them while a drunk small man from TIAMA NA East's support division took to improving her suit a little, making it lighter as well as function more like a conductor for her ability, allowing her to phase together with her suit and the attached air tanks.

        Despite an ocean now separating them, Vivian stayed in close contact with her parents and they with her, showering her with luck and well wishes and she reporting back to them on how she was doing, if she was getting any friends and so on. During her time in the Academy she would come to know many other young prospective heroes such as Nox, Knox and Achillea.


      Accepted

      Thanks a lot Mandi!
      Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
      Ex Woodhouse Loyalist & Ex Inactive BLITZKRIEG Foreign Relations Minister
      REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
      Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

      User avatar
      Segral
      Ambassador
       
      Posts: 1772
      Founded: Sep 06, 2017
      Inoffensive Centrist Democracy

      Postby Segral » Fri Dec 24, 2021 10:05 pm

      PORTED APPS:

      Gods Among Us Character Application

      Character Description


      Motivations
        Goals: To get cannabis legalized in New York, and to finish his community service so that the stress of his debt to society can be taken off of his back for good.
        Fears: Life without cannabis. Oh, and assassination. He's on the other side of the country, but gang members are vengeful people, and who knows what could happen if one gets bold. It's why he employs an entire team of bodyguards on a contract basis.


      Strengths and Weaknesses

        Source of Power: Dwayne's powers manifested after he was subjected to an experimental medical procedure to treat several medical issues related to his longstanding drug addiction.

        Powers:
      • Enhanced Condition: Exactly what it says on the tin. Thanks to a combination of genetically enhanced body cells, antibodies in the blood, and a handy organ located inside his digestive system, Dwayne's body is in a constant state of full health. Any foreign or toxic substance that enters his body is broken down and processed through his organ, where it is stored and eventually flushed out of the body through the urinary and excretory systems. This means that he cannot get sick from bacteria and virus-borne pathogens (although genetic disorders such as cancer can still affect him), has a natural resistance to most natural and man-made poisons, and constantly remains in perfect health. As well, as a result of his cells' rapid repair rates, Dwayne possesses peak human-level strength, speed, and endurance. On multiple respective occasions, has proven himself to be able to deadlift over 500 lbs, run at speeds of 25 miles per hour, and survive five-story falls onto concrete with just light injuries. In addition to this, he has a moderate regenerative healing factor, and is able to repair large wounds and broken bones within minutes.

      • Euphoric Fist: An unintended side effect of his therapy has given Dwayne the ability to transfer certain high/euphoria-triggering chemicals and hormones through his own skin and into other objects, usually in the form of a touch or punch. This results in the high or inebriation disappearing from Dwayne's body and transferring into the recipient, who is now under an equal level of influence. For example, let's say Dwayne is drinking heavily at a bar, and gets into a fight. If he punches someone sober in the face the victim will soon find themselves much drunker than they were before, while Dwayne will find himself in a more lucid and clear-minded state. The amount of euphoria transferred depends on several factors, including the chemical levels already present in his body, the surface area of the skin contact, and the length of time for which the contact is maintained.

      • Toxic Secretion: It is important to note that consuming too much of a toxic substance (usually drugs) within too short of a time period can result in his organ "overflowing" with toxins, which he must immediately secrete from the body. Performing this act of secretion causes up to a gallon of an oily, purple-tinged substance to flow out of his mouth, nostrils, ear canals, skin pores, and other openings across his body, spraying uncontrollably until the organ is free of toxic waste. This substance is composed of a combination of natural proteins, dissolving chemicals, and whatever foreign substances have recently been broken down by Dwayne's body, creating an extremely toxic mixture that can be extremely dangerous. For example, if Dwayne was to drink too much one night and overload his organ with alcohol, the resulting stream of oil would have an extremely high level of alcohol present. Touching the liquid is usually relatively safe, but if one ingests the fluid or breathes in the fumes that are formed off of it, they will be exposed to extremely high levels of THC, booze, or whatever else is contained inside the oil, levels that can be potentially lethal to the average human. At the height of his drug addiction, it was enough to stop the heart of an Asian elephant.


        Abilities: Dwayne is fully fluent in English, and possesses decent competence in both Arabic and Igbo. He is also world-renowned for his skills as an MC, with hip-hop historian James Booker noting his "...impeccable sense of flow, delivery, storytelling, and vocal inflection" in the bestselling book "Rapping: The Art and Science". Oh, and you'd be damned to find someone who can roll a blunt as cleanly and precisely as he can. One would think that smoking so many blunts would make him a liability on the battlefield, but Dwayne actually possesses a decent level of combat intuition. He isn't an expert martial artist by any means, but he knows enough to keep cool and calm in a fight, even when mildly under the influence. He claims that the use of depressants helps subdue his nerves and gives him additional confidence in a fight, but most around him have a sneaking suspicion that he's just gotten acclimatized to fighting while drugged out.

        Equipment: He possesses a wide assortment of drugs (primarily depressants) that he can use for a quick pick-me-up in the midst of battle. This includes a durable steel hip-flask, a wide assortment of syringes containing cannabis liquid concentrates of varying degrees of strength, and several tablets containing prescription drugs such as Percocet, Oxycontin, methadone, and codeine. Thankfully, he carries valid prescriptions for all of these, signed as part of clinical trials relating to his past medical treatments.


        Weaknesses:
      • Skin Contact: The Euphoric Fist requires skin-to-skin contact in order to be effective, as the effectiveness of the transfer is decreased when layers of clothing or armor are present. And not just a touch or a poke either, it usually takes roughly three seconds of prolonged contact with a fist or open hand in order to fully transfer all of the high out of Dwayne's body and into the recipient's. Which is great, except for the fact that getting three seconds of prolonged skin-to-contact can be rather...tough. Something like a full grab, hold, or bear-hug is faster, but even more complicated and risky, especially if the conduit is broken before the three seconds have elapsed, in which case both parties will experience mild euphoria instead of one party experiencing strong euphoria. If he needs to, he can siphon the euphoria off into a non-animate object, but that's a waste of power, and forces him to either get high again or rely on his enhanced condition to win.

      • Toxin Overload: Transferring drugs and transferring highs are not one and the same. Dwayne cannot transfer drugs in any state into another's body, only the feelings of euphoria and high that they create. Any drugs he ingests are broken down in a mid-sized organ located in his digestive system, taking the place of his appendix and part of his intestines. If Dwayne's ingests toxins at a faster rate than it can flush out, it can cause the organ to become backed up with dissolved toxins and begin releasing free fluid into the body's internal cavities, eventually diffusing into the bloodstream. As one can imagine, the sheer amount of toxic material that would end up in the body in this circumstance is extremely deadly, and will lead to the immediate and rapid decay of bodily function if the fluid is not promptly secreted by force. If left untreated, it can be fatal. As a result of all this, he can only use his Euphoric Fist so many times, as overusing it can result in him overloading his body very quickly.

      • Walking Hazard: While Dwayne's powers can be extremely useful in battle, they can also pose a serious threat to his teammates. Accidentally touch a fellow hero, or grab them out of reflex? Well, they're higher than a kite now, and completely useless. As well, while his toxic secretion can be a great last resort, and can save Dwayne's life in certain circumstances, it can be extremely dangerous to any allies caught in the crossfire. Even if poison-based friendly fire doesn't occur, the sheer force of the secretion causes Dwayne to become extremely dizzy, light-headed, and weak for several minutes, not returning back to peak fighting form for at least a few hours. Not ideal in a heated fight.

      • Caloric Intake: A relatively minor weakness, but still, one that should be considered. Dwayne's cells are constantly working to repair and maintain his body, and as such, require a significantly larger caloric intake in order to sustain normal functions. If he doesn't consume enough food on a day-to-day basis, his body will begin to lose its enhanced condition, his regenerative healing factor will slow down, and he will lost his resistance to harmful substances, which can be problematic, given his drug consumption.


      Background:

        Job: Part-Time TIAMA hero...sort of

        Legal Status: He has been convicted of several charges in the past, including disorderly conduct, firearm possession, and drug possession. His most recent charge resulted in multiple years of jail time, followed by multiple years of community service that was to be spent performing heroic work as part of TIAMA.

        Backstory: What is there to say about Dwayne Okafor, aka D-Wayne, that isn't already known? He's a world-famous rapper, songwriter, actor, businessman, media personality, and most recently, a professional hero. However, he wasn't always that way. Decades ago, he was a simple kid born to a large Nigerian family, selling gum, newspapers, and eventually, cocaine to help make ends meet. Despite his parents' best efforts to keep him off the streets and in school, the young Dwayne was headed on a reckless, gang-filled path, culminating in his first stint in juvenile detention, at the age of 18. The arrest came just five days after he received his high school diploma.

        And boy, was it a wake-up call.

        Despite his reluctance to let go of his ties to his local gangs, he began to pursue other passions in the hopes of finding an alternative to a college degree that he couldn't afford, and soon stumbled upon the art of rap. Coming out of jail with nothing but the clothes on his back, a notebook full of rhymes, and the thoroughly imaginative stage name of "D-Wayne", he formed the infamous 672 Crew with two of his cousins, and immediately got to work, playing local shows and releasing a steady stream of mixtapes throughout the early 90's. The local buzz they had built up was enough to gain the group several important cosigns, providing enough of a springboard for him to get into the studio and create his first solo album, D-Wayne's World. The project is considered to be a classic in the world of West Coast hip-hop, and helped popularize the spread of gangsta rap and G-funk that would take over by the mid 90's. The pairing of D-Wayne's soft, delicate flowing patterns and cool delivery with hard-edged lyrics spinning tales of violence, misogyny, and drug abuse gave him a unique market appeal, and with the additional promotional and management drive coming out of a record deal with Death Row Records, D-Wayne was soon a household name, his face and voice inescapable in the world of pop culture.

        However, not everything was as glamorous as one would believe. Dwayne's refusal to let go of his gangbanging lifestyle, combined with his mounting personal issues, soon began to attract media and paparazzi attention, turning the entire world into witnesses of his fall from grace. His longstanding addiction to cannabis had slowly spiraled into a much more aggressive dependency on alcohol, cocaine, and eventually heroin, destroying his physical health to the point where he was no better than a skeleton draped in human skin. Arrests and charges of firearm and drug possession (including one at an international airport) were making headlines, as were his legal battles for custody of his daughter. Due to conflicts with his label, his album releases got fewer and more far between, each with lukewarm critical reception and commercial sales. By the time the new millenium rolled around, he was washed up and out of luck, appreciated for his iconic status in hip-hop, but not for any of his solo output.

        2008 was a life-changing year for the aged rapper. He was arrested for possession of unlicensed firearms, marijuana, and cocaine during a traffic stop, as well as resisting arrest in the direct aftermath of the incident. Despite hiring the best lawyers that money could buy, he was sentenced to five years in prison as part of a plea deal where he would eligible for parole with good behavior, and would be additionally required to seek treatment for his drug issues, due to his rapidly failing health. He had nearly died from a blood infection the previous year, and had recently been diagnosed with an oral infection with the potential to be just as lethal. This was not to mention the countless dermal deformations across his arms and face as a result of snorting and injecting various drugs, and considerable damage to his liver and kidneys. He needed treatment, and he needed it immediately. With whatever money he had left in the bank, he enrolled in an "experimental gene therapy procedure" with a Swiss company known as Medex. The process involved the transplant of a cutting-edge, synthesized organ that acted as a second liver, along with the additional use of gene therapy to increase the strength of healthy cells and strengthen the immune system, allowing Dwayne to take an extended period of time to wean off of drugs without sacrificing his health.

        The initial operation went relatively smoothly, but five days after the incident, after injecting a sedative into Dwayne's body in order to test the organ's proficiency in breaking down foreign drugs, a medical emergency occurred. He began convulsing in his hospital bed, foaming at the mouth with a mixture of blood and an oily, thick, purple substance. He soon entered into a state of cardiac arrest, and was rushed to intensive care, where he was placed into a temporary coma. After two days, he finally regained consciousness, and despite being on the brink of death just hours prior, began recovering at a rapid pace, far beyond what the gene therapy had sought to do. The scar tissue on his internal organs and skin began to heal, he began to redevelop staggering amounts of muscle mass, and even was able to naturally fight off his oral infection with the help of a few implants. It was freakishly bizarre, and medical professionals from the world over began knocking on Medex's door for answers.

        After a lot of prodding and pinching, it was revealed that Dwayne had developed full-blown superpowers thanks to his medical procedures, and would likely make a full recovery and beyond. After a stint in rehab (which was successful in weaning him off of almost everything aside from marijuana and alcohol), and an early release from prison following 30 months as a model inmate, he was released back into the world, on the condition that he enlist in ten years of community service as a contributing member of any regional division of TIAMA North America. Since then, he has rebuilt his public image in a complete 180-degree turn. He cut ties with his criminal past and moved to New York, promptly joining TIAMA East NA upon arrival. His 2013 comeback album "Return of the D" was critically acclaimed by most major music publications, and charted at #2 on the Billboard Hot 100. Television and film cameo appearances, entrepreneurial ventures, investments, and a dash of public-appeasing philanthropy to various youth sports charities and local churches has rebuilt his fortune and public profile, despite criticism of his criminal past and slightly...eccentric powerset and public persona. Although, luckily for them, it may all be over soon. Dwayne's community service is scheduled to end in three months, and he is now left at a crossroads; tolerate the accusations and grievances of naysayers and continue to pursue heroism or leave it all behind in favor of his lavish, luxurious public persona. Only time will tell what the answer will be.


      TWEAKED APPS:

      Gods Among Us Character Application

      Character Description
        Name: Emmeline "Emma" Davis
        Aliases: Jester
        Gender: Female
        Age: 26
        Appearance:
        Out of Costume
        In Costume, plus a white masquerade-style mask covering her upper face and nose.


      Motivations

        Goals: Emma doesn't really have a major goal per say. She just wants to lower crime rates and build a better society, as well as be a positive role model for girls and women who see her on TV and in the news. Really, the reason why she took up the mantle and unique persona of "Jester" was to entertain people and make them smile, and if she managed to brighten up one person's day as a result of her heroic pursuits, then it's a complete success of a day in her book.

        Fears: Death is her ultimate fear, whether it's her own death, or someone else's death at the hands of her own bad call or fumble.


      Strengths and Weaknesses

        Source of Power: She has metahuman ancestry, and a result, was able to inherit her powers genetically.

        Powers :
        • Illusion Generation: Emma's powers revolve around fooling and tricking others through the use of illusions and mirages. The most basic form of this power is the Illusion Generation, where she casts out an illusion that tricks the viewer's mind into seeing, hearing, and feeling things that aren't actually there. This can range from anything to a spider on their shoulder, to a wrecking ball smashing through the wall, to a dozen clones of Emma that are practically indistinguishable from the real one, to a reduction of pain from an ally's wound. She can transmit these illusions to either one single person or multiple people, although it is much easier to convince two or three people that they're seeing things versus twenty or thirty.

        • Illusion-Based Mimicry: A more advanced form of the illusion-casting ability is illusion-based mimicry, or shapeshifting. Emma can transform her entire body or parts of her body into various shapes and sizes, including people, animals, plants, inanimate objects, and even thin air, essentially going invisible. Her imagination is the limit. Upon transforming, she retains the appearance, sound, smell, feeling, etc. of whatever she shapeshifted into, but will not retain innate qualities or powers. To provide examples, while she can transform her body to look like a brick wall, a punch to that brick wall, while it will likely bounce off and injure the attacker's hand, will also hurt on her end, and if the pain/injury is severe enough, it can break her concentration and force her back into human form. Or, if she was to transform into another metahuman, while she would capture the appearance-based attributes of that metahuman, she would not gain their strength, powers, or knowledge. It's a double-edged sword, as while it prevents her from the risk of death or injury if she turns into something fragile like a sheet of glass, it also limits the effectiveness of certain forms of the mimicry.

        • Money Makes the World Go Round: Simply put, thanks to her status as the heiress of a massive shipping empire, Emma has a lot of money, and connections too, those connections are pretty helpful. While she's not exactly involved in the day-to-day operations of the company, preferring to hand that responsibility over to her older and wiser brothers, she enjoys her cut of the estate quite a bit, and often uses it for R&D.

        Abilities:
        • Baton Twirling: Thanks to years as a competitive baton twirler, Emma is very adept with a...baton. She can perform an array of tosses, flips, skips, leaps, and swings that make her surprisingly threatening with a baton at close-range. It's not just limited to batons either; Emma has also twirled with prop rifles, sabres, and machetes, so using a longer weapon such as a staff is not outside of her capabilities either.

        • General Athleticism: Baton twirling and color guard are two arts that are very physically demanding, requiring excellent gymnastics skills and physical fitness in order to pull off. As a result, despite a few injuries over the years, Emma is in excellent shape, and is incredibly nimble and agile on the field.

        • Juggling?: Uh...she can pull off a mean juggle? Seriously, it's pretty insane, she can juggle tennis balls, clubs, rings, knives, torches, cigar boxes, whatever the hell she needs to. It's pretty menacing and flashy, even if it's a little bit useless sometimes.

        Equipment:
        • Costume: As pictured in the Appearance section, Emma wears a rather inconspicuous hero's costume, a set of formal clothing that makes her look more at home in a Las Vegas Casino rather than the streets of Brooklyn. So what's so special about it? Well, the suit actually contains Lycra that is interwoven with steel fibers, allowing for a surprisingly flexible outfit that helps protect from certain sharp and blunt traumas. It's certainly not bulletproof by any stretch, but to a fist or blade, it is a fairly solid counter. It's also specially treated to be waterproof and resistant against electricity, especially in the costume's gloves. Fireproofing is...something she's working at the moment, she hasn't quite gotten there yet.

        • Jackknives: They're...jackknives. Three of them to be exact. They're great for entertaining people with juggling and flip tricks, but they can also be handy weapons in a pinch.

        • Razor Cards: What might look like a standard deck of Bicycle playing cards is actually a deck of deadly weapons. Each card has a sharp metal blade that is subtly coated along the edge of the card, and they can cause nasty wounds if aimed correctly. They're not even that much sharper than the average hunting knife, but their light weight and special aerodynamic quality makes them a more compact, harder to hit version of a throwing knife.

        • The Magic Wand: What appears to be a standard "magic wand" is actually a painted steel baton, and it can hurt like crazy if one is struck by it. It contains a thin rubber grip on one end for extra safety, as well as a button on the end that triggers off "shock mode", electrifying the contact section of the baton. She can control the current's power with a small dial located on the rubber grip, adjusting it on a scale of anywhere from 0 to 2000 milliamps, depending on the opponent she's facing. A second button, located on the opposite side of the grip from the dial, allows the baton to extend into a six-foot quarterstaff, perfect for keeping the enemy at a distance. However, wielding a six-foot pole of electricity is generally a...poor idea, so whenever she extends her baton, she's essentially sacrificing the shock power for extra length.

        • Yo-Yo Grapple: Exactly what it sounds like. The yo-yo contains ninety feet of a special nylon string, one that can carry up to 200 lbs. The yo-yo itself is motorized and can clip onto either Emma's belt or a metal prong on the wrist of her glove. Additionally, there's also a special, hidden feature to the yo-yo; press both sides down simultaneously, yank the string three times, and five seconds later, the yo-yo will blow up with the power of a standard grenade. It's pretty neat, although it does destroy the grappling hook.


        Weaknesses:
        • Human: Money can't buy invulnerability or immortality quite yet, and as a result, Emma is still as squishy as a regular human being. Her costume gives her a bit more defense than the average person, but it's still fairly easy to break through, and doesn't improve her physical strength, speed, or stamina in any way. She has to rely on her expensive toys if she wants to do any real damage.

        • See-Through: It's important to note that while Emma's illusions can be very realistic and are adept at triggering sensory responses in others, those responses disappear if one is to realize or become aware that what they are seeing or feeling is an illusion or mirage. To relate to the earlier example of a brick wall, if someone not consciously aware of the illusion ran into that brick wall, their brain would force them to bounce off and fall back. However, if someone is consciously aware of the illusion, then they will phase right through the wall. As a result, her powers can be easily countered by the well-prepared or the mentally acute, forcing her to play smart in order to keep her illusions functional.

        • Large Crowds: Casting an illusion to one person is fairly easy, as you're only fooling one pair of eyes that are connected to one brain. Fooling twenty pairs of eyes connected to twenty brains is much harder. Fooling fifty pairs of eyes connected to fifty brains is even more difficult than that. While the illusion will be similar, it will not be perfectly uniform across all fifty people, and will create inconsistencies and errors that give up the ruse fairly quick.

        • Complex Illusions: Obviously, it is much harder to pull off certain illusions versus others. Creating the illusion of a puddle of water on the ground is much more difficult than creating the illusion of a tank barging down a street, and while there is no major "energy drain" so to speak (she can become mentally tired or exhausted, but her physical stamina will not be affected), it is very easy for her to make clumsy errors while attempting to pull off complex figures. For example, if she wants to create the illusion of her firing off an AK-47, she not only has to create the illusion of the gun, but the auditory illusion of the gunfire, the visual illusion of the bullets coming from the gun, and the resulting bullet holes in the wall. If she misses one of these elements, then it very clearly gives away the illusionary nature of her mirages.


      Background:
        Job: Emma is a fairly successful magic act when she's not beating up bad guys, performing mostly in the NYC area.
        Legal Status: US Citizen, with no criminal record to speak of.

        Backstory: Emmeline Davis was born in Brooklyn, NY, the youngest child born to two wealthy shipping moguls. As a kid, she had everything she could've ever wanted for, any toy, any gift, anything. With a wave of the hand, she could move mountains of cash, and never had to lift a finger for anything. As a result, her childhood was fairly calm and relaxed, the only noteworthy part of it being her powers, and the only issue of it being the crippling boredom that comes when you have everything. Her two older brothers put the boredom towards parties that would make Andy Warhol's Factory orgies look like a housewarming get-together, while Emma put her energy towards one thing; twirling.

        Emma had been twirling since she was young, and was in love with the sport. She competed as part of her high school's color guard, and spent most of her free time practicing for her next event. She performed at competitions, parades, sports games, wherever, whenever. She loved the sport, and devoted most of her life to practicing at almost any opportunity she could. She was practically a rockstar in the field...until she injured her knee. And her ankle. And her elbow. A lot of injuries, to be honest, most of which healed over time, but basically prevented her from competing on the level she once had. She was destroyed, and spent a few months directionless, looking for any sort of sign for what to do with her rich, miserable life. When you were a teenager with powers, and your main passion is destroyed, you have two options: find another one, or become a superhero. She chose the latter, and her parents shipped her off to a Metahuman Academy.

        She graduated at the age of 18, and took a few years to find her footing. She picked up a pretty solid gig as a magician, putting her illusionary skills to good use, and soon became very well in-demand across the city. During her non-gig downtime, she worked to get sponsorship from TIAMA, and after three years of squabbling and taking care of the finest D-list criminals that NYC had to offer, she soon became a TIAMA-sponsored hero working under the moniker of "Houdini".

        Unfortunately, things took a wrong turn quickly. Thanks to the very non-offensive nature of her powers, she began to have trouble keeping up with the threats and perils of the city, and took loss after loss, including the loss of her parents, who were killed in what was widely suspected and rumored to be an ordered hit by a rival business. The family was devastated, yet they didn't have time to grieve. The will needed to be executed, the estate had to be divided, and somebody had to take over in the company. Her two older brothers left the party lifestyle to take a leadership role within the shipping business, while Emma took her share of the estate and invested it in some new, fancy equipment, giving her an entire offensive arsenal for crime-fighting. She re-branded herself as "Jester", and set off on a new era of heroism, bringing herself back out of another slump in her life and finally achieving success as a sponsored hero. She's still a sponsored hero today, with TIAMA being the only people aware of her true identity. By day, her life is fairly mundane, a fairly entertaining position as a professional magician. By night, a whole other beast comes out entirely, and Jester is the one that roams the streets.


      Gods Among Us Character Application

      Character Description
        Name: Miguel Castro
        Aliases: Armadillo
        Gender: Male
        Age: 35
        Appearance:
        Miguel is very big and tall individual, standing 7'2 and weighing 319 lbs. He is essentially a hybrid of the human and the armadillo, and as a result, his bodily traits often mix and match in very peculiar ways. His head is elongated and narrow like an armadillo's, with tough, bony plates on his scalp as replacement for hair, large sticky-outy ears, and a pointed snout that he often uses for smelling. The lower half of his face (mouth, chin, etc.) is like a human's, and his eyes are brown and set slightly more towards the side of his head. His body is built like a Mack truck, with a very large, broad-shouldered torso, slightly sloped back, and very thick, tree-trunk like limbs, the joints of which are hidden inside his shell. This entire portion of his body is very well-defined and muscled, and has another tough layer of bony plating covering his back and limbs, while his belly, face, neck are soft flesh and light-colored fur. In addition to the plates, he also has his claws as a defense mechanism, with each hand and foot coming with five long, very sharp claws used for digging and fighting. Finally, there is the crown jewel of his genetically mutated body; the shell on his back. However, unlike an armadillo's shell, it is very scaly and thick, and is able to flex and bend due to strips of cartilage in the shell. Just below this shell is a short, stubby tail, armored on the top and fleshy on the bottom.



      Motivations

        Goals: Miguel possesses deep resentment of human society for turning into him an outcast, and his main goal is to strike back and take revenge by stealing from them. After all, they robbed him of the right to be accepted, to be loved, so it's only fair that he steal something in return. To him, he's just keeping their ego in check.

        Fears: Above all, Miguel fears public humiliation. Whether that's losing a fight, being arrested, or simply making a fool of himself during conversation, he hates it, and does everything he can to avoid it. He's an insecure man obsessed with appearances, one who wins a lot of mental battles based purely on intimidation, and he is scared of losing that intimidation factor, especially at the hands of a human. He's also afraid of his feral form, and worries what will happen if he loses control of it at the wrong time and does something beyond his moral code, because according to him, he's a thief and not a murderer. Oh, and he's scared of dolls. His official excuse is that it's another sign of humankind's hubris and fixation with disgustingly unreasonable standards of human beauty, but the truth is, they just creep him out.


      Strengths and Weaknesses

        Source of Power: Genetic experimentation.
        Powers :
          Armadillo Physiology: Due to his nature as a hybrid, Miguel has several features added to him that were borrowed from the armadillo. The main three are his claws, his tail, and his shell. The sharp claws on his hands and feet make him exceptional at climbing, burrowing, and fighting in a scrap, and his tail can also aid in combat against careless foes, usually by tripping or slapping them. However, his shell is probably the most useful part of his physiology, as it's incredibly tough and can withstand bullets, knives, and even super-strength powered fists with little to no damage, although larger attacks such as bombs can damage it considerably, even break or crack parts of it. He usually uses this shell in two ways, either tucking his body inside of it like a turtle to wait out a storm, or rolling around in it to move around quicker.

          Enhanced Senses: As well, thanks to the aforementioned hybrid nature, Miguel has incredibly strong senses of smell and hearing, far beyond that of the average human. His hearing is so powerful that he can hear shouts and loud conversations beyond a standard soundproof wall, and hear one's heartbeat from two to three feet away. His sense of smell is also very powerful, allowing him to recognize someone he's spent at least five minutes with by smell alone, and follow/chase individuals by using their sense of smell. However, these amazing senses come at a price; the loss of his sight. Miguel is completely blind, and relies on his hearing and smell to get him through situations.

          Enhanced Condition: In addition to his other traits, the genetic mutations and experiments stimulated testosterone and muscle mass growth in his body, as well as the growth of armored plates that provide a thin layer of protection on many parts of his body. This makes him much stronger and more durable than the average human being. The maximum weight he can carry with decent ease is around one ton, although he can lift heavier objects with more strain and exhaustion. In terms of endurance, he can take gunshots to armored portions of his body like the back and legs and keep moving, although they will definitely hurt and slow him down.

          Feral Form: An unexplained genetic glitch of sorts is his feral form. When Miguel goes through an extreme bout of anger (usually when he's backed up in a corner with no other options), he can tap into a feral form, where he undergoes no physical changes, but completely shifts mentally, transforming him into a killing machine. His reflexes and agility become stronger, his senses become sharper, his detail-oriented battle instincts become more powerful, and above all, pain is largely suppressed to him, allowing him to keep moving even when death is knocking on his door. The feral form will slowly subside after some time, but to end it quickly, a strong hit or blow is required to "shake him out", usually either to the belly or to the head.

        Abilities:
          Wrestling: In his spare time between heists, Miguel has taken up freestyle wrestling, and has excelled at it. As a result, has incorporated these techniques into a brutal fighting style that prioritizes locks, sweeps, throws, and suplexes over punches and kicks, as well as making frequent use of rolls and sidesteps to evade attacks.

          Multilingual: Miguel has a penchant for languages, being able to speak fluent English and Spanish, as well as workable Italian and "enough French to order food".

          Education: Miguel was, in a sense, homeschooled, and has received instruction in every subject required to be a "fine young gentleman", in his own words, including history, mathematics, languages, and the sciences. This, coupled with his natural intelligence, makes Miguel seem very well-spoken, graceful, and poetic, even if it's mostly just another one of his appearances.

        Equipment: He owns several pieces of assorted equipment for digging that he stole from his construction job, including drills, jackhammers, shovels, and more.

        Weaknesses:
          Fleshy Spots: While his head, back, and limbs are covered with thin plating, the same cannot be said for his abdomen, neck, and face, which are furry and are as susceptible to bullets, knives, and fists as the average piece of human flesh. A strike to the stomach is especially bad for Miguel, as it can easily cause him to tip over and lose his balance due to the way his legs and back are positioned.

          Clunky: To build off what was stated in the previous weakness, Miguel is very clumsy and bulky. He is very large, meaning two things; that fighting in small or cramped spaces is a big no-no, and that it is very easy to hit him where it hurts due to the sheer amount of options available. This size, combined with the heavy weight of his shell and armor, makes him extremely slow in both a bipedal position and on all fours. Rolling in his shell is much faster, but can be easily stopped and requires push from his tail or hindlegs to get any real speed going. Finally, it is very easy to knock him off balance, as he has a poor equilibrium and uses a lot of deep lunges and lifts while attacking, creating lots of opportunity to dodge and knock him off balance.

          Easily Identifiable: It's very rare that you see a human-armadillo hybrid walking down the street, and that makes any use of a mask or costume completely useless. It is less of a hassle, but makes him easily identifiable. He's had to stay very well hidden and constantly on the run in order to avoid being seen by the public...or the authorities.

          Sensory Issues: Miguel...can't see. He is completely blind, and relies on using his excellent hearing and smell to navigate and fight, which, while powerful, isn't always perfect and can leave him fairly out of his depth in certain situations. And while that hearing and smell is powerful, it makes him susceptible to being overpowered, either by particularly strong sounds or odors, or by crowds, which have an uncanny ability to disorient him.

          Feral Mind: Obviously, while having a feral mind can help in the battlefield, it's incredibly difficult to control, especially as he has only slipped into it a handful of times. He has almost no voluntary control over his actions, and will not stop until he completely obliterates the thing that's made him angry. No moral code, no values, no emotions, just straight fury, which is obviously a problem. A body count makes him easier to track and a higher threat, and above all, it violates his own ethics. Only time will tell if he is able to control this "rage-mode" feature and keep his mental autonomy.


      Background:

        Job: Unemployed; he's a full-time criminal.
        Legal Status: He is a wanted criminal in connection with dozens of robberies, but has managed to stay hidden from the American police thus far.
        Backstory: Experiments with metahuman genes have been common throughout history, and there have been plenty of cases of lab rat babies born to, and abandoned by, these experiments and their overseers. Miguel is one of those babies. He was created as a result of a series of experiments that dealt with crossing human DNA with those of various mammals, including bears, foxes, beavers, and, for some reason, armadillos. Miguel was one of the few successful cases, a boy with a sophisticated human brain, opposable thumbs, and bipedal walking ability, mixed with the shell, claws, and senses of an armadillo. His name was a cross between the names of two scientists that were the primary supervisors of his case; Miguel Hernandez and Isabel Castro, and it was a name that fit surprisingly well, given the fact that many of the genes used in his birth were from Hispanic women. Unfortunately, there was one side effect of all of this happy experimentation; the experiments left him completely blind, a side effect caused by genes in armadillos that result in their poor vision.

        Still, the experiment went on as planned. Miguel was educated and cared for by scientists and technicians working on the project for most of his childhood, a fairly monotonous few years spent under constant surveillance, with regimented schedules, treatments, procedures, pinches, and prods. He took well to his studies, and became infamous among the staff for his sophistication, intelligence, and multilingualism. However, this all changed when he turned sixteen. The government eventually decided that the experiments were "unethical", and shut down the lab. All of the surviving children were sent to foster care until they turned 18, an age where they were legal adults and free to do as they wished. Miguel was sent to foster care in Miami, Florida, and was released into the world in Miami, Florida. The shock was immense for Miguel, as he finally began to experience life outside of a laboratory for the first time, experience life among civilization. But while Miguel loved civilization, civilization did not love him back, scorning and fearing him for his brutish looks. He was denied service in countless stores, couldn't find a job any better than a lousy joint as a construction worker, and was basically stuck, with nothing to his name aside from a meager apartment and a GED, lost and blind in a busy world.

        This all culminated in an incident when he was 21, where he was assaulted by a group of men while walking home one night. It wasn't even to mug him; they never took his wallet. It was because of his looks, because he was a "freak". A child-eater, a parasite. And that was when he slipped into the feral mind for the first time. Luckily, he didn't kill the men, as he simply flung them off of his body and ran as fast as he could to his building to escape, but once he had calmed down and had a chance to think through the night's events, he decided on one plan: revenge.

        He quit his job and stole some supplies that would end up becoming useful to his new full-time career; robberies. Through the use of careful plans that often took months to think through, as well as tunnels built with his enhanced strength and claws, Miguel became a skilled thief, stealing from auction houses, jewelry stores, and houses alike. In between heists, he took up wrestling as a way to keep in shape and burn off steam, the steam that collected from every time someone crossed the street to avoid walking beside him, the steam that collected into the feral mind he fears so much. Now, 14 years after the incident, he has still yet to be caught by the authorities, although he came damn near close during the last robbery. As a result, he's been lying low for a while, keeping his cash flow steady with a new pastime; underground fighting rings and clubs.



      PATCH NOTES FOR TWEAKED APPS:
      - Got rid of some of Jester's equipment/tools from her first app, updated Powers and Equipment accordingly

      - Changed parts of Armadillo's physiology, namely adding fur to certain parts and replacing his scales with bony plates (first app) to be more biologically accurate to an actual armadillo. Powers, Weaknesses, and Appearance were updated accordingly
      yea bro idk

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