Characters

InsanEleven

King Allyn the Autistic
Provide us with the following information:


- Two images of your character


- Age (16+); Weight in kg, optionally lbs; height in m & cm , optionally feet & in; Hair colour; Skin colour; Eye colour


- 4 to 5 positive and negative traits + one paragraph of personality description


- Your characters superpower/skills (1 paragraph at least; no OP superpowers)


- Your characters origin (3 paragraphs at least, also doubles as a writing sample)
 

Blackout

Sahko 'Rinne' Saarinen
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APPEARANCE

Age: 17
Weight: 68kg (~150 pounds)
Height: 1m 76 (5' 9")
Hair colour: A coppery brown.
Skin colour: Normal white, somewhat on the pale side
Eye colour: Steel blue, like a winter ocean.
Other: Rinne has a fairly large but faded gunshot scar on his left shoulder and a smaller scar on the bridge of his nose.​

PERSONALITY

Positive traits:
- Reasonable - Calculated - Friendly - Intelligent - Dependable​

Negative traits:
- Shy - Low self-esteem - Closed off - Somewhat naive - Unhealthy perfectionist​

Full description:
Rinne is patient and friendly, although usually in a more reserved, shy manner. He really doesn't enjoy confrontations very much, especially social ones, and rather stays back and tries to be friends with everyone. Arguments and fights just make him uncomfortable and anxious, so he attempts to avoid that the best he can.
Furthermore Rinne is an incredibly intelligent person, and even though he has superhuman powers, he has a tendency to rely on his wits more than anything. However, this also means that he takes failure very heavily, especially when it's his intelligence that fails him. As he was raised very sheltered and privileged his mind fails him the most when he has to predict people, leaving him oddly naive and gullible even if he's used to critical thinking.

As nice as he is though, Rinne has trouble actually opening up to people, and he isn't the type to speak what his on his mind. Not wanting to be judged for his relations and origins he doesn't talk much about himself, afraid most of being punished for the mistakes of his parents. Again...​

SUPERPOWER
Rinne has the ability to generate and manipulate electricity in his body, something that comes in handy with his near uncanny knack for technology. Gear, gadgets and the latest tech are his forte, his powers perfectly in sync with his mind more due to necessity than anything else. His abilities for releasing electricity and generating it aren't too strong, and it takes a while for him to fully generate enough to do any damage.
Instead he relies on slowly releasing energy, his body more like a never-ending battery than a storm generator. Sadly, for an electricity caster he is rather lacking in the flashing department, and unless he really pushes and strains himself it is hard for him to release all electricity at once. Even then it isn't anything like lightning, a light taser at most.

Despite this he is still very useful, and surprisingly versatile with the help of his handiwork and a bit of old school supervillain upbringing. He can hold his own in close combat and knows how to utilise what is given to him extremely well. Furthermore he enjoys tinkering things for other people, his mind always drifting to potential ways to upgrade not only his own but other people's abilities at well.
ORIGIN
The name Saarmarinen holds special weight in much of Europe, especially associated with the darker side of business and politics. Owning amongst other a large banking firm, Aedron, and Akion, a worldwide tech firm, their influence behind the scenes stretches far further than just Finland. Though they are not as known in the US, it would be right to place both his mother and father in the top 10 list of supervillains.

In truth however Rinne's beginnings are a little more humble than one would think, and the glamour of this life of politics and golden handshakes wasn't one he was necessarily born into. In fact, Saarmarinen is his adopted name, his real father having left his mother before he was even born. More or less the result of a mistaken relationship, Rinne had just the luck to be born to petty criminals. His mother robbing banks to make ends meet, using her own electric powers to break into them.
At least, that was before she wisened up enough to realise that the best way to break into a bank, was through the banker's heart. Thus, by the time Rinne was five years old his life had improved beyond recognition. Together, his father and mother proved to be a particularly dangerous pair, cunning, cold and cautiously moving through this world of banking, taking advantage of everything and anything, and as the years went by, they rose to the top of the world.

They stayed there, comfortable in their evil, setting up the business so one day Rinne could take over. That day however never came, and in an ironic twist of fate, it was his mother's bank robbing days that finally caught up on them. New evidence in an old case finally providing the police force with more than shadows to act upon, and for all their power, there were many enemies that wanted to see them fall. That which goes up, eventually has to come down.
Rinne doesn't quite remember much of that day, and with good reason doesn't want to either. It was just bad luck he got caught up in the raid, and it was inexperience that led to him taking up a gun to defend himself from the sudden invasion in his home. Perhaps the police hadn't been informed of him being there, the tension high already as they were targets that had proven dangerous before, and the sight of the gun led to training kicking in. Perhaps there had been plenty of information, the contempt high already from the silent havoc his family wreaked, and the gun was just a good excuse. Whichever scenario it was, that day Rinne got himself shot in his own home, and when he came to his senses again found himself in a hospital and under arrest.

The next few months he spent in a detainment facility, and with his mother outed as a metahuman, he got a similar treatment, kept in an extra secure division until all was sorted out. At age 16 and without much involvement in his parents business, the sentence shouldn't have been high at all. Still at the day of the trial the verdict spoke little of his crimes, and much of his metahuman nature. Deemed 'a danger for society due to extraordinary circumstances', he was to be held in maximum security indefinitely. Angry, desperate and hoping to bargain for a retrial that got delayed every time, the months just passed by.
It was no wonder he grabbed the offer of the US government with both hands when it came by, really his last hope to escape a society that couldn't look at him favourably in any light, whether it be for his relation to his parents, or his powers. Staying would hold little more than a life sentence in prison, a life he hadn't even committed to in the first place.

And so he found himself in a strange country, a strange city, and unsure if he had been given more freedom, or just made less a prisoner.​

EXTRAS
speech color code = #3399ff
Rinne owns an electric motorcycle, one he can power using his own electricity quite well. However, he's not allowed off of the compound, much to his dismay.

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WIP


Zver'


Nikolai Yaromir





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Appearance


Age: 23


Weight: 73 kg (160 pounds)


Height: 1.8m (6'0 feet)


Hair Color: Dark brown


Skin Color: Pale white, bordering that of snow


Eye Color: Light green




Other: If one were to look directly at his back, or where his spine is, they would see a large gray fleshy mass running down it, now covered by a mechanical rig or 'guard'; It would stand out abnormally if he were wearing something light like a t-shirt or tank-top







Personality


Positive traits:


Courageous, Affable, Steadfast, Perceptive, Strong-willed


Negative traits:


Outspoken, Unpredictable, Little to no formal education, Stubborn, Self-blaming



Nikolai is a cheery man for having such a dreadful past, he always looks forward to speaking with friends or others, always happy to tag along and do something to get his mind off of things. Speaking of these 'things', Nikolai is sometimes faced with an internal struggle, the creature sharing a body with him sometimes trying to wrestle control from him whenever it feels the need to do. This feeling of needing control comes usually when Nikolai is danger or in a combat situation, so Nikolai takes this time to note out what may be of use or what may endanger him, as the creature and him are able to relay messages to each other, ultimately helping each other. This great power given to him by the creature gives Nikolai a sense of courage and self-sacrifice, as he feels that with this dangerous creature attached to his back, with the capability of harming others if it wanted, it'd be best if he was stopped if it ever got out of control. Yet he hides this constant inner fear that one day the creature may one day harm someone with an outward sense of bravery and brotherhood.




Superpower



Speaking of the above mentioned 'creature', Nikolai is bonded with a symbiotic organism of an unknown origin. The only outward display being a fleshy gray mass on his back. This symbiosis grants Nikolai naturally enhanced strength from the creature providing beneficial chemicals, although the strength is nothing to brag about it, it does allow Nikolai to perform feats such as picking up a man twice his weight and size. The creature also provides him with enhanced reaction time and dexterity due to the creature developing a biological warning and perception system. Although all these gifts may seem like a big change and extremely beneficial for the user, the true strength comes when Nikolai surrenders control of his body for a short time. Allowing the creature to show itself truly, extending its fleshy mass around his body to form a resilient armor. Along with this armor comes limited shifting, the creature being able to meld its arms into claws or blade-arms.


Yet with all this power comes a price, the creature is extremely finicky, most of the time going on its own accord and attacking enemies with no sense of tact or strategy. Albeit, if Nikolai is given time to plan ahead, he can communicate plans to the creature through a neural link. In short summary, the symbiotic beast feels and is affected by Nikolai's emotions to an extent; if thrown into anger and frustration, the creature will go into a bellowing rage, yet if he keeps a calm cool head, so will the creature when it takes control.




Origins


Nikolai is no native to America, he grew up in the cold and difficult outskirts of Russia, the land dreaded by most, Siberia. His family consisted of prideful and jolly war-veterans, and although Nikolai did not have a large family, his mother and father were vary caring for their two children. In return, his older brother and himself showed much awe and respect to both their parent's careers in the armed forces. The two were always stricken with complete amazement at tales their parents spun, and later on in their lives, hunting stories. Nikolai's family became large hunters, in one way to provide a secondary source of income, and in another to provide a source of good food. At this age, roughly 13, his brother and himself set off into the surrounding woods in an attempt to hunt something that would make their parents proud of them. Although the two were not coordinated and became separated shortly after they began on their trail- this mistake is what would lead to Nikolai gaining his 'partner'. As he approached an ice-covered lake, trailing a deer, something sprang out of the water from behind him, latching onto his back and knocking him unconscious. It wasn't for a few hours until his brother stumbled across him, almost having reached hypothermia, sitting there still and motionless by the lake, that he was dragged back to his home. There he was treated by his family, for all signs pointed to him being extremely sick and ill. Nikolai received little scolding from his parents, who were ultimately concerned with dealing with his physical and mental fits, which he had often. His seizures and physical fits were dealt with by an odd lullaby, which restored calm to him and allowed him to rest. The mental fits, consisting of extreme emotional sways and periods where there were extreme hallucinations, were dealt with by odd stitch dolls that brought him focus and order again.


It was after his parents thought he was all and well again did they bring him to an actual doctor in an attempt to confirm or deny their suspicions. What the doctor saw, he kept under extreme secrecy, even from Nikolai's parents; the doctor had spotted a small fleshy mass, another being really, growing under the boy's back. The doctor stated that their child be kept at the hospital for a 'recovery program'. Although this was a ruse, the doctor had contacted a larger organization, the government itself, to come in and take the boy under the shadow of ' an unknown way of escape', or so they told his parents, to experiment and observe what was living with him. Nikolai was then taken to a secure holding area, receiving extremely painful and traumatizing experiments, the only thing being given in return was a very rough and rudimentary education, the only real benefit being basic English, which he would need in the long run whether he knew it or not. Nikolai endured the pain and experiments for seven long years, the time passing away at a grueling pace. Yet this time also allowed him to form a bond and a connection with the organism on his back, and as he grew, it did as well. Nikolai was eventually able to formulate a plan from within his cell, and made a bargain with his 'partner'.


Nikolai would surrender control for eight whole months if the creature could take him to somewhere much better than this. And so it did. The creature released the inner rage of itself, and Nikolai, at one precise moment, ripping and tearing its way out of the facility, and marching its way out into the deadly cold, yet it endured, and marched back to Nikolai's old house. Although, it found nothing and no one there, only an abandoned building. And so the creature climbed onto a shipping vessel, hiding in a state of hibernation for the remainder of its time. What Nikolai awoke to was a completely different country, a completely different continent. In the city of Dorcha, Nikolai awoke in a random ally way to the wailing of sirens. He then moved on in this new environment, lost and confused, trying desperately to find work and somewhere to stay,constantly asking himself at the same time why he was brought here and how he could possibly survive. Yet the thing he was bonded too was coming out of a long sleep, a form of comatose state, after it had expended so much energy. It's powers would be extremely limited if Nikolai didn't want to hand over full control ever again.



 
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Arcana


Azlyn Kearney
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Appearance


Age: 24

Height: 170 cm (5'6")

Weight: 59.4 kg (~130 lbs)

Hair color: Dark auburn

Skin color: Pale

Eye color: Green

Other: Azlyn is on the slim side due to her extraordinarily high metabolism.

Personality

Pros: Cool-headed, Rational, Confident, Kind, Intelligent

Cons: Secretive, Distant, Stoic, Cautious, Nervous

Azlyn is a smart, highly adaptive girl who can work with whatever is thrown at her. She can dress and act like a member of high society or low society, but her original, initial personality stays: kind, generous, and bubbly. Some might called her naive because of her optimism, but it's just because they can't see past it. Her skills in fighting attest to this. Azlyn knows just how dark the world really is, she simply makes a conscious choice to try and make it a little less dark. While her optimism isn't quite a mask, it definitely hides her more stoic, nervous self. Very little seems to outwardly bother her, and what inwardly bothers her, she keeps to herself.
Whether she actually is so stoic or just hides things masterfully is unknown. Her past is completely unknown, and she will not speak of it, but will rather masterfully change the subject. Any problems that she cannot physically deal with she internalizes and deals with in her own ways, be they meditation or ignorance.
Her kindness seems to know no bounds - she is definitely a motherly type, taking care of others at a cost to herself. It's one of the few things that makes her truly happy. If someone just needs her to sit and listen, then she will do so. She also has a strong drive to make everything okay. Though she is a bit opinionated, she will shove her opinions aside just to mediate or settle an argument if it seems to be going nowhere.
Origin
Daughter of Irish immigrants, Azlyn Kearney was raised with the culture and traditions of Ireland - as well as the magic. Her parents were, like her, mystics who drew abilities not only from their own power but from spells and rituals. Azlyn's father was a literature professor at a local college and her mother was an astronomer. Up until age eleven, Azlyn attended public school in Dorcha, in the North side historic districts. For, at age eleven, her abilities had begun affecting her, and her parents realized the need to homeschool the panicking girl. At age thirteen, Azlyn had mastered minor telekinesis, though she was unable to mystically lift more than ten pounds - but that same year, her father was also killed senselessly in a driveby shooting on his way home from the college, forever leaving a deep-rooted hatred of gangs and violence in Azlyn's heart. At age fourteen, Azlyn was teaching herself, and had learned to control her emotions to better use her magic - and that same year, her mother was dying of terminal bone cancer. Even the mystic healing relic she'd been given by her father could do nothing for her mother. Desperate to keep her mother alive, Azlyn was willing to do anything.

In the newspapers, next to the obituary of Mary Kearney was a notice of a missing child, believed to have run away, and run she had. She had no more family, and to go to an orphanage or to a family friend, they would discover her magic somehow, and besides... she needed time to recover. Her parents had warned her of the risks of being found as a mystic - and it wasn't pretty. A week after her mother's death, she met with the then-owner of her parent's estates and asked them to sell what was rightly her property, besides a few items, and put any and all money in a bank account that she would come back to claim at t he age of eighteen. They did, of course, agree.

In her time on the streets, Azlyn discovered many things: ever-shifting gang territory lines, abandoned houses, warehouses, shipping containers, etc, and, best of all, St. Matilda's. The church became her home, with her electricity powered by a generator her mother built that works constantly based off of astral movement - it doesn't provide much, but it's enough for lights, a kitchen, heaters in the winter, and some A/C in the summer. To keep the church looking abandoned, a ritualized illusion is cast over the building - after the casting of which, Azlyn had spent a week in bed recovering. Having taught herself not only the equivalent of four highschool years but also a decent magic repertoire, Azlyn is decently educated.

Azlyn got a job working for a local food pantry, being paid minimum wage, but at least it meant she could stop stealing and she could help people. Why she seemed so happy doing menial and difficult labor for so little pay, nobody but herself knew.

Abilities

Azlyn can use her mystic skills to cast simple spells and minor illusions. Among her rather minor spells, she can create a small flame in her hand, conjure up a breeze, make slight illusions, make some small "mana-forms" and use minor telekinetics. Her skill lies in shields, but they are still only minor. At this point in her training, the shattering of a shield, depending on the size and strength, could prove lethal to her. There is no way any shield of hers could reflect a bullet. For forming a shield, she relies partly on a pendant she keeps on a cord around her neck, until she becomes more skilled.

Since Azlyn has focused more on learning the skills than practicing them, she is still a weak mage, so she makes up for it with some hand-to-hand and parkour skills, and her favorite weapon, a carbon-fibre bo staff she's enchanted to break apart into sections and put itself back together at her bidding.

Her healing abilities come from her knowledge in medical practice as well as the bracelet of stone, metal, and wooden beads on her left wrist which she wears at all times. The jacket she wears whenever entering battle enhances her skill and potential mana output.

Relics:
Bracelet of Healing
Pendant of Shields
Coat of Mystic​

Other


Coat of Mystics

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Lucía Valentina Molina Ruiz






Affiliation: La Sagrada Familia






Appearance


Age: 32


Height: 1.61 m


Weight: 66 kg


Hair Color: Black


Skin Color: Dark Olive


Eye Color: Dark Brown






Personality


Positive Traits:
-Perceptive
-Commanding/Good leader
-Intelligent
-Genuinely cares for her family and her gang colleagues


Negative Traits:
-Theatrical/Showy
-Borderline sociopathic
-Merciless
-Difficulty expressing herself emotionally


Full Description:


Due to being raised by a gang leader and lieutenant, Lucía's morals are different than that of a normal person. Good and evil aren't something that she can distinguish, instead her moral choices range from what's beneficial for her and her people to what will put them in danger. As long as her intentions fall withing the former, any course action is acceptable. This, combined with her innate intelligence and good leadership skills, have turned her into a commanding figure, always ready to make choices at a moment's notice. However, she also has a tendency for theatrics. While she won't be stupid enough to waste time monologuing a victim she should be killing, and instead will kill them immediately, she will still waste time talking to the corpse afterwards.


While she is merciless and will not hesitate to kill, she is very protective of her family, which, due to the nature of the gang, includes every gang member under her command. Anything and everything she does is done with the best intentions for the gang, and it's not uncommon for her to spend her free time with them. This friendly demeanor, however, can be difficult to distinguish from her serious persona for an outsider, for her theatrics extend to most of her activities, killing and threatening included.




Abilities


Acid Production


Lucía can produce a highly concentrated acid at will. It can either flow slowly from her pores, the same way one would sweat, or she can spit a stream at long distances. The acid itself will act like any normal strong acid, dissociating when in contact with an aqueous solution. It is at its most dangerous when coming into direct contact with any person, for it will start dissolving skin immediately and work it's way down through muscle to bone. Lucía herself is immune to this. The acid itself is a clear solution, indistinguishable from water at sight.


Miasma Emission


Lucía can also expel a white gas from her pores, mouth, and nose. The gas is slightly acidic and will produce minor burns on anyone exposed to it, however, unlike the acid, it can be expelled at high rates, quickly filling a room. While it would take a person several hours to die from physical exposure, the emission is highly toxic when inhaled, and can kill a person in seconds. Small breaths won't be enough to kill, but will leave the victim sick for days. The emission behaves like any other gaseous substance, and will dissipate depending on the environment, meaning that bigger rooms require longer emissions to be fully lethal. It is very much harmless in the open unless she breathes it directly at a person's face.


Combat Training


Being raised in a gang, it is no surprise that she has been thought how to fight and use a gun from an early age. Her shooting skills are overall nothing special, but she can handle herself pretty well with a handgun. Her hand to hand combat skills fall straight into the "street fight" category, having had no professional training in martial arts. However she compensates this by using her anomalous abilities as well, making her deadly at close range.




Origin


The only legal thing Lucía's parents did was immigrate to the United States, where Lucía was later born under the care of the leader and one of the top lieutenants of La Sagrada Familia, a primarily Hispanic gang. Aside from its influence in the city and difficulty of admission, this gang was known for how close knitted the members where. One wasn't just admitted to the gang, but also to the family. For this reason, she was treated like any other member of the family, nevermind the fact that she was just an infant and hand't proved she was worthy of being a member. Not that this latter mattered, for when she finally took part in criminal activities, she excelled at them. Her parent's teachings were half about family and how to care for them, and half how to participate in any type of criminal activities. Theft, heists, extortion, drug trafficking, murder, torture, and many other illegal activities became part of her daily life.


Even though she was the daughter of the boss, she didn't receive any special treatment when it came to rank and assignments. She had to do the same crap any other member had to. This didn't stop her from easily climbing up the ranks, though, becoming a lieutenant in just a few years after she "officially" started working with the rest of the gang. Eventually her parents decided to retire, having had enough of the stress that came with being at the top of a criminal organization this size, and decided to pass the mantle to Lucía, who by that time had made herself a name in the city due to her brutality and efficiency. Being the first time that the position of boss was filled by someone else, the first few months were rather difficult for her, even thought she had plenty of training from her parents. She soon got the handles of it and managed to lead the gang as well as her mother; keeping the same ideals and goal while at the same time making some alterations to reflect the change in leadership.
 
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Laneyan

'The Dark One' ; 'The Witch Killer'

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APPEARANCE
Age: born in 1739, Laneyan is a good 278 years old.
Weight: weighs as much as she wants to be
Height: is as tall as she wants to be
Hair colour: usually Laneyan has black hair, although the lengths and hairstyles differ, she seems to prefer her hair to be in an african style (dreadlocks, short thick curls/afro or narrowly braided hair).
Skin colour: she can take on any skin colour she likes, but prefers darker tones, ranging from a deep dark brown, to more of a wooden brown.
Eye colour: her eyes always have a yellow hue in them, although she can change the base colour often to brown but sometimes she has greener eyes.
Other: Laneyan is a lady that is not tied to any form or shape, her appearance as described now is only the one she takes as a human. And at that it is only the form she prefers. In reality she can take any form, corporeal or not, animal or not, and in this she is not tied to any gender either. If she needs to hide or move places she can easily do so in any form she wishes. She is pragmatic first, lady second.


PERSONALITY

Positive traits:
Pragmatic - Charismatic - Efficient - Disciplined - Punctual
Negative traits:
Calculated - Psychopath - Selfish - Unquenchable desire for power - Ruthless

Full description:
Laneyan is not someone you want to anger... and quite frankly, even if you do not anger her it could very well end up bad for you. She knows what she wants and is prepared to do anything for it, and it is not like there are things she hasn't done. After nearly three centuries anyone's conscience would diminish, but Laneyan never had one, and she is perfectly fine with that. Morals are merely a thing in her way at worst, a tool to use on others at best.
She works alone, as she refuses to share her hard-earned power with anyone. Over the ages she has learnt quite an impressive amount of voodoo magic, using it to sustain her immortality. Death is not a thing she negotiates about; she hands it out for her own self gain, and there is nothing you can offer that is worth to her as much as getting you out of her way.

She is no longer human. But one could wonder if she ever was to start with.

SUPERPOWER
Laneyan is the mistress of black voodoo, and over time she has mastered this dark magic to its fullest. The forces of life are to her merely a power to be taken; through effigies and fetishes she contains life itself to be used. Life is a toy for her to play with on her path to power, skillfully bending it to her whim with ancient African magics that nowadays have been lost to but a few.
And she has mastered more than just taking it: she can make monstrous creatures, maintain her life through seeping that of others or alter her own state of being, control the contingencies of one's luck and far, far more.

The only weakness she has is that this control of life comes with a certain amount of preparation, but she had a loooot of time to prepare...
ORIGIN
Laneyan was born in Haiti to two slave parents that came from Western Africa, what would now be modern day Ghana. Although she was born a slave to the white man, Laneyan - then known as Azélie to her owners, and as Ekua Dwomo to her parents and fellow slaves despite African names being outlawed - she had a grand heritage already: her mother was her tribe's grand voodoo priestess. This gift of the tribe and the native land had followed her to haiti, the spirits of her ancestors devoted enough to cross oceans.
Thus, in secret, she learnt from her mother. But there was something else about her that ensured her success: she knew how to charm. In her teenage years she quickly picked up how to make these easily impressed white men adore her, and although it came with downsides, this exploitation of desires gave her the right advantages. A position from which to manipulate and come into power.

But a black woman in her day and age would never get the grandiose power that she desired. The wives of the men she charmed always being ahead, and she was shunned for who she was. To get true power, she needed more than the voodoo she was taught by her mother, which gave her an edge over others, but was still little more than simple good voodoo. Charms and good luck, but what had good luck done for her family? Her tribe was scattered, her parents sold and worked to the bone, and she narrowly escaping that fate but only by selling her body out. No... she needed more, more of everything. More money, more power... more life. There was no end goal to what she wanted, moreso than that she wanted everything.

The lengths to which she went to obtain this were gruesome, and in this impulse she now recognises as young and reckless, she gave up something that sealed her fate. To learn the true power of voodoo, she ran away from Haiti, having heard tales of escaped slaves in the deep amazonian who could aid her. Yet on the way there those days of extorting men caught up on her: while on the run, she found out she was pregnant. Her path did not get any easier, and at one moment she got caught by the Portuguese. An escaped slave was a useless slave; if not obedient, then death would be the end of it. But she could not accept such a fate, not lastly because it was unfair, but moreso that it had left her without anything. She had not achieved a sliver of what she had wanted. The risk she had taken had not rewarded her.
It was in these dark moments that she called forth the darkest of powers; she required more life and she was willing to give up those of her captors to lengthen her own. To empower her. Thus she promised the darker, forbidden Vodun spirits that if they promised her the time and ability, she would give them the lifeforces close to her.

And in doing so, gave up the life force closest to her. As the Vodun did not care if it were captors or children... they would take all they were promised. They took her unborn child, and went beyond that, they took away any future life force that would have been closest to her as well; she would never bear any living creature, having traded it away. Thus she was the last of her tribe, the last of her family. With her, the line from mother to daughter would die, and thus, all her ancestral spirits would vanish too.

It was then that her desire of power lined up with her religion; as long as she stayed alive and healthy, her ancestral spirits would stay as well. They had no one else to go to. But... they had no one else to go to.
Laneyan is not a happy ending for her tribe. She did not take up a curse of living forever for the good of her poor family. No... Laneyan could not quite care for this at all, if anything she regrets simply not wording that deal better just because then she would have had more life to trade away.
Now all she had was a limited source of ancestors to chip away at. The oldest ones first, in exchange for the ability of incorporality. The closer ones, in exchange for just as many servants that would become her creatures. And when she ran out of time... her parents would have to buy her more. She had given them an extra lifetime to stick to her, and if they went away, they would cease to exist. There was only her as a relation to the world after all.

But they did not behave as she anticipated. Her mother had been a kind priestess, healing the wounded, saving lives. She would refuse to buy more time for La Neant, 'The Nought'... a nothing that was not her child. That was not her tribe's. Laneyan was then at her mother's last whim severed from all the good spirits of the world.
And she just scoffed at this 'curse', as by then she had learnt that the powers of evil were so much better than those of good. For the small price of a life too. And if she would not have her family's, then why not take someone else's?

EXTRAS
Laneyan is a fervent chainsmoker; she originally was born on a tobacco plantation. When she returned from Africa at around 1810 she effectively zombified the owner by implanting one of her spirit servants within him. Behind the screens it was always her running business. And it was a lucrative one at that. To never get sick from smoking, one really just has to trade someone else's health away. Somewhere out there a poor soul is getting lung cancer and terrible COPD from her bad habit.
 
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Elyse “Strings” Wright
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Age: 20
Weight: 56kg
Height: 5"8
Hair color: Blonde
Skin color: Pale
Eye color: Brown
Other:

Personality
Positive:
Easy-going, Bubbly, Friendly, Loyal, Jokester

Negative:
Sarcastic, Hot headed, At times too easy going,

Full Description:
Around new people Elyse's personality can be quite overwhelming at times as she is quite bubbly and loves to have fun when ever she can, even with her overwhelming personality she is quite friendly and approachable and knows there is a time and place for her hyperactivity.

Superpower

By touching a person's body Elyse can place 3 Individual almost clear strings on a person or object she wishes to move, the only side affect that really impacts her power is that she physically has to touch the area she wishes to place a string on and even then she cannot fully control it. For example if Elyse wanted to control a person's hand and fingers she would have to touch both to place all three strings. With only being limited to three strings at one time she has to be roughly 25 metres or closer to use it she also has to see them.

Origin
 
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Specs



Adam Thompson



Appearance



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Age: 23


Height: 190 cm


Weight: 81 kg


Hair color: Brunette


Skin color: Fair


Eye color: Green


Other: Adam has a few strands of grey hair, due to stress.


Personality


Pros: Perceptive, focused, adaptable, quick, reserved


Cons: Deceptive, undeciding, hardly motivated, defensive, uncommunicative




For someone so willing to help a good cause, Adam doesn’t seem to do much. He prefers to sit back, watch the chaos happen from afar, and kick the ashes when it’s settled. He finds life boring without any kind of drama or events occurring, and is known for starting his own trouble when unoccupied. Besides this rather odd occurance in his thought process, Adam is always willing to help when it doesn’t put him in danger. He feels weak compared to others, and knows his brain is his power. He will fight when forced to, but will put confrontation as a last effort. Thompson is the kind of man to gather information, then let it loose when it’s necessary. He prefers to keep any information he finds to himself until it has to be shared.


Origin

Adam had an interesting younger childhood compared to the rest of his life. Since his mother was an alcoholic, his abusive stepfather was the only cognitive guardian he had. After his father abandoned their family for unknown reasons, Adam found himself hating just about any aspect of life he could. He spent most of his free time playing hide and seek, since it was practically needed to get away from unloving parents. Well into his early adult life he tried staying away from home for as long as he could, and disappeared from his family the second he was able to. It wasn’t long before he ran out of money, and Thompson ended up worse than he had been with his parents - homeless, alone, and no stable source of food. During this time, he found out a lot about himself - being starved for the better half of his adult life so far really brought a lot out.

It was then, at age 21, that he found his guardian angel - a man named Seth. Taking him in as if Adam was his own son, this man managed to bring Adam up right, give him proper chances at life. At one point Adam was able to keep a job for some time. Seth and Adam soon became best friends, never going too long without being in one’s company. This lasted for about a year and a half - the calm before the storm. It was around this time that Adam began to see things others couldn’t. His vision blurred most of the day, and his migraines lasted days. Eventually, after seeking help, and given a prescription of (Mostly useless) glasses, Adam realized he had powers. He could see other people’s attributes - walking down any street, he could see if someone was particularly smart, strong, athletic, weak. Adam was rather concerned that he wouldn’t have a very good use for this - until he realized he could see other powers as well.

As it turns out, Seth had some ability most others didn’t - he could become nearly invisible. Adam only found this out because he caught Seth stealing various precious items from a woman, standing right in front of her. She didn’t notice he was even there, but when Adam pointed out what was going on, Seth’s invisibility fell, and was subsequently taken to jail. Adam felt horrible for ratting on his own friend, but he was too astonished with his gift - he could see other’s powers. He wasn’t alone, and Adam was set on finding more like him.


Abilities



Adam has the ability to see powers in other metahumans, whether they’re obvious or secret. There isn’t much more he can do, but training of his skill could lead him to be able to discern more things from others, and possibly more from there. As someone who likes to know things, Adam suspects he’ll be using this skill a lot - in both detecting hidden powers, and possibly exploiting some that others don’t know they have.
 
Reed Tomlinson AKA:
Dusk

latest
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Age; 24


Weight; 72.5 kg


Height; 1.87m


Hair colour; black


Skin colour; creamy white


Eye colour; left eye blue/indigo eye right eye dark green



- personality


· Focused

· Distant

· Respectful

· Confusing

· Observant

· Patient

· Witty

· strange


the way to describe this would be eccentric and quirky. So much so that he comes across strange and his mannerism confuse many people most of the time. Often speaking in a very cryptic way and with odd saying to get his point across. On top of that he is a very spiritual person. He is also into the paranormal and occult.

Many times he is a spectator in most situation and is a passive observer. When he choices to take action, he often waits for the prefect time to intervene. This is because he does believe in fate and that there is no such thing as coincidence in life. Those he tends to not be clouded by extreme emotions in hardships.

He is very respectful of all beings and their right to life in the world. He is very kind and caring to those who need support but even when he shows this side of his personality he doesn’t seem all the way present. Although often giving guidance when he feels the situation calls for it, he tends to keep serious feelings and burdens of life to himself. The reason to why he hides his feelings from others is unknown, but it is thought to be because he doesn't want to get hurt or too attached.


- Your characters superpower/skills (1 paragraph at least; no OP superpowers)

Smoke Manipulation: reed can create, shape and manipulate smoke. He often shapes them into different animals to extend his rang of vison and expand my sense. Although he doesn’t have any real offensive capability, he is able to hinder and cover someone’s vison.
 
Genevieve Bierce


Affiliation: Metahuman Watch Unit (MWU)


Appearance

Age: 38

Height: 1.72m

Weight: 71kg

Hair Color: Dark Brown

Skin Color: Fair

Eye Color: Blue

Full Description:

Genevieve's physique is that of someone who has trained all their life to break people. While not reaching the look of a body builder, he muscles give her otherwise slim figure a look of power and danger. Even when wearing full combat gear one can notice her muscular form. Her body is also filled with faint scars of all sizes and shapes, for even though her powers leave much less scarring than a normal person, she has suffered all forms of injuries. This is also true for her face, which although not malformed, bears a lot of white lines from previous injuries.


Personality

Positive Traits:
-Intelligent
-Commanding/Good leader
-Friendly
-Attentive/Perceptive

Negative Traits:
-Lacks self-preservation
-Morbid humor
-Difficult to read
-Weird mannerisms

Full Description:

Genevieve is friendly and pleasant enough, even though one will quickly notice that she is somewhat off. While this mannerism is neither malignant nor particularly creepy, it does stand out and can clash somewhat with the friendly aura she generally projects. Morbid humor, lack of physical self-preservation, and being generally a bit too attentive to things combined with her imposing fit figure and military background can unnerve people out on some ocassion, which isn't helped by the fact that her neutral face is one with a smile, making it hard to read her. Even though she is constantly cheerful, she isn't in any way aloof, quite the opposite, not only is she is book smart, but her time in as a Marine has made her a capable strategist and a quick thinker, being able to not only to get herself out of trouble, but also her team.


Abilities

Enhanced Regeneration

Genevieve can survive any physical wound and continue functioning as she normally would sans the damaged area. Wounds will heal much faster than a normal person, and the scarring, although present, is minimal and less than what would be expected of the specific wound. Missing limbs, tissues, or organs that would normally be completely lost will slowly regrow back to full functionality. Poisons and diseases will give her all the symptoms a normal person would suffer, but won't kill her nor leave any permanent physical damage.

Peak Human Strength

Because she has no fear of permanently damaging her body, she can forgo all the natural limitors that the human body enforces, thus allowing her access to the entirety of the strength her trained body can give.

Pain Tolerance

She doesn't have any natural defences against pain, but after having endured a lot of damage, she is a lot more tolerant of it than the average person and can grit through what would leave others screaming.

Combat Training

During her time in the Marine Corps, Genevieve had reached the black belt in the Marine Corps Martial Arts Program, however she was recruited by the MWU program before she could complete her training for Instructor Qualification. Thankfully, it was provided to her by the MWU in order to fulfill her duties as instructor.


Origin

Genevieve was born from a Middle Class American family, with her father being a member of the Air Force and her mother being a lawyer. She discovered her powers from an early age and kept them secret, being very much aware of the fear and distrust surrounding metahumans. When she graduated High School she decided to follow her father's footsteps and join the military, but chose the Marine Corps instead. After several years of favorable service, her powers were discovered after she survived too many shots to the torso and the head. The Government, taking notice of this, gracefully plucked her from the Marines and gave her an offer to work with the MWU, although the offer didn't have many positive options. Having happily served her country these past years she had no objections to continuing doing so, even if it was in a different manner than she had planned.
 
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NAME: Avery Leanne Fox

Lily


APPEARANCE~


Age: 19

Weight: 54.4ish kg (120ish lbs)

Height: 1.6 m (5’ 3”)

Hair: Short and fluffy, originally light brown, but is dyed purple and blue

Eyes: Blue

Skin: Caucasian


In the absence of pictures I am adding a longer description:

Avery, being short, is of relatively light stature. She’s somewhat muscular, but you wouldn’t really be able to tell because she prefers to wear baggy clothing, and is often mistaken for male because she’s also pretty flat-chested. She has numerous scars and callouses on her hands, feet and knees, and also a small scar on her forehead above one eye. She paints her nails in greens and blues usually, but it’s almost always chipped because, y’know, parkour. Her hair is short and scruffy, a roughly cut and slightly overgrown pixie cut dyed with bright purples and blues, often hidden in a hood or beanie hat. Aside from the scar on her face and her bright hair, she doesn’t look particularly memorable. Her favorite outfit consists of leggings or yoga pants, souvenir shirts (stolen) from shops, and a certain baggy sweatshirt. The sweatshirt being baggy is impractical for her, yes, but she adapts. When Avery is relaxing (what’s that) she loves sweatpants.


PERSONALITY~

  • Pretty good negotiator, Somewhat tactful

  • Very analytic, quick with decision making

  • Usually bright and bubbly

  • Tries you've funny
  • She flees rather than fights

  • She thinks more of herself than anyone else

  • Very socially unaware beyond negotiating

  • Impulsive, easily alarmed

  • The Bad Pun friend
Avi has developed a pretty effective skill in negotiation from having to talk her way out of certain situations. she's not the best with ordinary social interaction though, because she takes everything at face value and can be unaware how off-putting her fluidly changing demeanor. In non-negotiation socialization, she is known as the ‘bad pun friend.’ She also tries to be optimistic and bright, which can sometimes become annoying. She can't really tell when she crosses into the threshold of irritation, but when she does, she backs off very quickly. Skill in verbal manipulation makes up for her ineptitude at physical combat. Her mode of survival is fleeing. Avery is very analytical of her surroundings, and very good at improvisation in certain things. Unfortunately, this also makes her very impulsive, especially when given some kind of alarm. With her minor thievery, she has developed a very adverse reaction to loud noises, halfway to the point of paranoia. She jokes around immaturely to distract herself from it, but she’ll be going to hell and back before she tells anyone that.

Extras~~~~~~~

Likes~ Fruit, fruit, fruit, reading, puzzles, podcasts, music (very specific and picky taste), parkour, bad jokes, has a mild interest in graffiti art

Dislikes~ Fighting, alarms, unexpected or unforeseen things, movies, scarves

Misc: she will use her middle name and misspell it in various different ways when requested to sign something. Also uses variations of it to identify herself to strangers, hoping the ambiguity and commonness of the name throws people off.

ABILITIES~

She can instantaneously teleport herself or very small objects that she touches within about a seven feet radius from herself. This ability is difficult for her to use on command; she is usually surprised into going ‘blip!’ The teleportation is very disconcerting to her.

Whenever she teleports herself or an object, it retains its velocity and direction of movement. She can throw something, and just before it leaves her hand, it’ll skip a few feet in front of her and then keep moving as if thrown.

Fighting abilities:

The most Avery can do in a physical fight is throw a half-decent punch and/or runaway. In terms of that, she’s very agile and acrobatic. Avery has great endurance in running and is also pretty good at climbing. Think Mirror’s Edge type stuff, but watered down. She treats buildings like a playground, and sometimes sets traps (basically loosen a gutter or kick down a ladder, just really simple things).

Extra~~~~~~~

She gets very very motion sick from vehicles.


ORIGIN~

Her parents were minor criminals who liked to mount burglaries and small heists; they weren’t often around, and they moved frequently. When she was around ten, they were caught and jailed, and after some debate, Avery was tossed into the foster care system. She sneaked out often, and most of the foster parents didn't care. It was during that time that she began dabbling in parkour, and also when she learned how to talk her way in and out of things. She went through a phase of trying to practice graffiti art because she wanted to put a purpose to her practice of parkour, but it became a hassle. Now, the most crime she commits is stealing stuff from supermarkets or thrift shops. Avery’s life was for the most part a boring blur of the same, at least until her abilities began to manifest at around fifteen. She wasn't ever really able to control it, and it was very off-putting and bothersome. At the age of seventeen, rather than going through the foster care’s method of being ejected into the adult world, she simply ran away and attempted to disappear. Evading social services and search parties was pretty decent practice for avoiding police who arrived to the sound of the alarms going off for unchecked food leaving shops. Avery has been technically homeless for a couple of years, hopping from place to abandoned place with a sleeping bag and a few other things. She never at any point focused herself to try to figure out her abilities. Most of the time, if she keeps a cool head, they don't cause her trouble. The government’s offer was difficult to get to her, considering she had no real address. It took ten days for police to track her down, and another three to actually communicate the deal, because they had to arrest her since she would just keep runing away without listening.
 
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